NIGHTMESSENGER

The almost-never quarterly journal of the New Omaha Vehicular Association
Spring 2049
Volume 13, #1

OPENING FIRE

Is it Spring yet? The weatherrecently has been cold and wet, making us think of late fall or early winter. Still, this winter has been remarkable for the lack of snowfall.
    The world of Car Wars hasn't changed very much. There have been no substantive changes from SJG, except for some cosmetic staff-shuffling. The Pyramid message board is on life-support, and someone's about to trip over the plug and pull it out. Compare this with the performance of Mike Owen's Dueling Debate, which passed the 2,000-message milestone weeks ago.
    The news we have about the World Championships is that the Racing Worlds will be held at Origins and the Dueling Worlds will be held at Gen Con this year. Despite all the trumpet blowing about the staff changes at the AADA, they still haven't put out definite information (scheduling, etc) for this year's Dueling Championship. Why are we not surprised?
 
 

NOVA WORKS

This month, we've got a real grab-bag of stuff from the weapon wizards at NOVA. New kinds of bombs, guns and vehicles are just some of the items presented herein.

Heavy Pickups & Campers
    The 1990's saw the advent ofvehicles like the Dodge Ram 1500, the Ford F-250 Expedition and the Chevy Suburban. Until now, Car Wars has had no equivalent.
 
Type Cost Weight Max. Load Spaces Armor Cost/Wt
Hvy Pick-Up $1,100 2,200 lbs 7,500 lbs 16 (+14) 25/12
Hvy Camper $1,600 2,500 lbs 7,500 lbs 19 (+10) 30/14
Heavy pickups and campers must use a super power plant, as that is the smallest electric power plant that can get them moving. They also require the use of six wheels in order to take the weight of the vehicle itself. The heavy pickup can use up to 2-space turrets, sponsons, EWPs and rocket platforms. The heavy camper can use up to 3-space turrets, EWPs, etc.

Sample Vehicles

One-and-a-half: Hvy pick-up, x-hvy chassis, hvy suspension, sport power plant, 6 PR tires, driver, 2 VMGs linked F, ID (B), hi-res computer..Armor: F38, B38, R37, L37, T35, U10. Acceleration: 5, HC: 2, Top Speed: 90 mph, 5,990 lbs, $26,575. Cargo Capacity: 16 spaces, 3,010 lbs.

Change-up: Hvy camper, std chassis, hvy suspension, sport power plant, 6 PR tires, driver & gunner, ATG (F), VFRP (in turret), FCE (B), 2 targeting computers, Armor: F25, B25, R25, L25, T23, U 10. Acceleration: 5, HC: 2, Top Speed: 102.5 mph, 7,487 lbs, $26,340.


Gauss Pistol: To-hit: 6, $500, 1 GE, ld6+l damage, 20 shots, CPS: $5, loaded cost: $600.

Gauss SMG: To-hit: 6, $1,000, 1 GE, ld6+2 damage, 20 shots, CPS: $5, loaded cost: $1,100.

Gauss Rifle: To-hit: 6, $2,000, 2 GE, ld6+3 damage, 20 shots, CPS: $10, loaded cost: $2,200.

These weapons fire a 3-mm bullet. Their magazines contain an integral power cell with enough energy to fire all 20 shots. The pistol & SMG magazines cost $5 and take 2 minutes to recharge. The rifle magazine costs $10 and takes 4 minutes to recharge. Gauss hand weapons cause full damage to all targets. Uranium-tipped bullets are available also. Their CPS is 4x normal. UT bullets cause no extra damage. However, they divide the target's armor value by 2. UT ammunition is military-issue only.

Carbon Dioxide Bomb (CO2): normal cost, normal weight.
    A CO2 bomb exactly resembles a normal bomb in all respects. Instead of high explosive, the casing is filled with powdered dry ice. Upon impact, a small bursting charge shatters the casing and scatters the dry ice throughout the bomb's burst radius. A CO2 bomb will instantly extinguish all fires within its burst radius. All vehicles or persons within the radius take 1 d-1 damage from the casing fragments. Pedestrians have 15 turns to escape from within the radius, or the CO2 will extinguish them also. All internal-combustion engines within the radius stop running immediately.

Liquid-Oxygen Bomb (LOX): double cost, normal weight.
    As above, except that the casing is filled x~5th liquid oxygen. Upon impact, the bomb instantly fills the entire burst radius with pure oxygen. Any fire or fire-based weapon (cloud bomb. flame-cloud, flaming oil, napalm mines, etc) which goes off within the radius has its damage quadrupled and its burn time (if there is one) shortened to one turn only. Internal-combustion engines within the radius get a bonus of 40% to their power factors.

Internal-Combustion Oxygen Tank: $750, 50 lbs, 1 space, 4 DP.
    This item is a tank of liquid oxygen attached to a gas engine, allowing the engine to run underwater. One tank has enough oxygen to allow' the engine~to bum up to 30 gallons of fuel. Gas engine modified to work underwater cost 50% more. They may not benefit from any accessory except blueprinting while doing so.

Passive Radar: 4x base cost, normal weight.
    Passive radar tracks targets by capturing the echo they create while moving through ambient energy sources (TV & radio transmissions). HARMs won't lock on to a target which uses passive radar. Bollixes and other similar equipment are also ineffective.

Autodoc: $1,000, 0 GE.
    This item is a small computerized medical device which constantly monitors the character's health. It can be implanted into the body or built into a suit of armor. Alternately, it could be strapped to an arm or leg. The autodoc's built-in diagnostic program gives a +2 bonus to all first-aid or paramedic rolls made to benefit the character it is attached to.
    If a character is wounded (loses 1 DP), the autodoc will inject one dose of a healing drug. This drug costs $50 per dose and will heal the lost DP. The healing drug requires 2 turns to take effect. Multiple doses may beadministered, but more than two doses within an hour of each other will cause the character to have a -1 penalty to all skills for 24 hours. If the character is knocked unconscious (loses 2 DP), the autodoc will inject a powerful stimulant. The stimulant will revive the character for a total of five turns. Then, a dose of the healing drug will be administered. The stimulant costs $100 per dose and will only work once every 24 hours.
    The autodoc holds six doses of drugs; usually 1 dose of stimulant and 3 doses of the healing drug are carried. The character may choose what is in the last two doses.

Burrow Needles: CPS: $100, for needle pistols and needle rifles only.
    A burrow needle is a tiny robot designed to be fired from needle pistols and needle rifles. If the target is protected by plastic armor, the burrow needle will tunnel through 1 d6 DP of armor per turn until it reaches a living body. If the target is protected by metal armor, the needle will only go through ld6 DP every two turns. When it hits the target's body, a burrow needle will administer a single dose of whatever drug the user wants.
 


THE WORLD "OUT THERE"

On December 31, 1998, S. John Ross (AADA President and Pyramid Magazine editor) resigned due to the poor attitude of the other SJG staffers in regards to Car Wars. It now seems obvious that the hopes for any. "official" revival of Car Wars are not just merely dead,they're really most sincerely dead. Scott Haring is now the editor of Pyramid Magazine (again). With the imminent arrival of Robert Deis' new baby, we do not know if he will still be working at SJG.
    We are cognizant of the problems that SJG had with Norman McMullen's write-up of the World Racing Championship (not with the content, but first with the computer format of the file and then with them losing it). Mr. McMullen had to send them the article three times. This sounds like the trouble Mike Garrity had when he sent SJG his technical analysis piece of the 2047 World Dueling Championship.
    How's this for something rather unusual? In January, ESPN2 televised a "Magic: The Gathering" tournament complete with play-by-play commentary. WOTC put out five or six new decks and declared some of their older decks to be obsolete. We infer that they aren't cognizant of the term "Market Saturation".
    Racing has exploded in Iowa in the last year, with the construction of tracks in Des Moines, Knoxville and Eldora. Iowa's anti-dueling laws didn't stop the building of Bluffs Drag and the Playland Speedway, due to the loophole allowing the construction of racetracks, speedways and drag strips. Unfortunately, there will be no dueltracks built in the near future if the Amanas have their way. Even so, some tracks will feature a few dueltrack events. What is certain is that there will be more racetracks built throughout Iowa, making it truly a racing state. Nebraska has vowed not to be out-done. Indeed, construction has started on two new tracks on the outskirts of New Omaha. They are the 1-80 Speedway and the Sunset Speedway.
    New Omaha is suffering another wave of robberies. What is encouraging about the situation is that the criminals responsible are being caught by the Police or dispatched by the local vigilantes with increasing frequency. One would think that they would learn better. Police Commissioner Death Knight is pleased with how easily NOPD is handling the new crime spree.
    We are annoyed to report that the Neo-ASPs are back in town. They are causing trouble for NOVA and the city of New Omaha. They were even dumb enough to attack our headquarters complex, causing minimal damage. The offenders were quickly eliminated from the gene pool. Joseph Ratner reacted by saying "We were attacked when??". The Neo-ASPs vowed revenge after their defeat, and Joe said "Wake me when its over".
    The NOVA archives have been sorted through, but are still quite a mess. Some of the information will be published on the NOVA website. The rest will see the light of day in the Nightmessenger in the section called the NOVA Files.
 


MOVIE RELEASES

May 19, 1999: Star Wars: The Phantom Menace. The original day release date was supposed to be May 21, but Lucasfilm decided to move it up to due to the incredible advance publicity.

November, 1999: The World Is Not Enough (the next James Bond movie).

Summer 1999: Deep Blue Sea, End of Days, The Wild, Wild West.

Future Releases: Alien 5, Batman 5, Planet of the Apes, Godzilla Millennium (Dec 1999), Mad Max 4 (2001), Spider-Man (finally).

Now Playing: The Matrix, Twin Dragons (Jackie Chan).
 


CONVENTION CALENDAR

Concussion: June 4-6, 1999 in Omaha, NE. Site of the Central Regional Championships in dueling and racing.

Skirmishes '99: July 9-11, 1999, in Kansas City, Missouri.

Origins '99: July 1999. Confirmed site of the 2049 World Racing Championship.

Inconjunction XIX: July 2-4, 1999 in Indianapolis, IN. Steve Jackson will be attending.

Gen Con '99: August, 1999. Confirmed site of the 2049 World Dueling Championship.

Nuke-Con '99: October 1-3, 1999. Site of NOVA-run Car Wars events
 


THE 10 O'CLOCK NEWS

January 5,2049: Detective Hammer stopped a robbery at the downtown Soy-Boy restaurant. Surprisinglyenough, the suspects were only slightly wounded.

January 8,2049: Robojed foiled a robbery attempt at the McDonalds restaurant located on 49th and Dodge. Two of the suspects were hospitalized. The other two escaped.

January 11, 2049: Executioner stopped a robbery of a Quik-Shop while in progress. The suspects resisted and were put six feet under for their trouble. Police Commissioner Death Knight commended all those responsible who helped with the recent plague of robberies.

January 13,2049: Detective Hammer walked into the Austin Steakhouse on 72nd Street and absolutely nothing happened. Bystanders were amazed at the lack of gratuitous violence.

January 14, 2049: Peacemaker flipped over a car driven by the at-large suspects from the McDonalds robberyon January 8. Both were hospitalized.

January 17,2049: Local private investigator Fred Guinness was found lying beaten and unconscious outside his office. It is thought he was attacked while coming back from a covert-surveillance operation.

January 20,2049: Detective Hammer acted on a tip and arrested four suspects in the assault on Fred Guinness. Their car was destroyed as they attempted to escape.

January 21,2049: Private investigator Ambush surprised several suspects as they emerged from the HC-Vee in Bellevue after robbing it. He took them all into custody without incident. Police Commissioner Death Knight thanked him for his efforts.

January 23, 2049: Detective Hammer foiled a robbery-in-progress at the downtown branch of the Mid-City Bank. All of the suspects were killed in the exchange of gunfire that followed.

January 25, 2049: Executioner was fired upon by three suspects while on his regular patrol. He returned fire and dispatched them all.

February 2, 2049: A group of Neo-ASPs tried to break into the Uncle Al's outlet in Papillion, and five were killed by the defenses there. Local police chased the rest and they got away.

February 11,2049: A large gang of Neo-ASPs attacked the NOVA headquarters building today. All of them were killed for their efforts. The Neo-ASPs vowed revenge for this defeat.

February 12,2049: The vigilante known as the Master was shopping at a local Target store when heintervened during an attempted robbery. All ,six suspects were killed at the scene.

February 13,2049: Michael Garrity won the 2049 NOVA Dueling Championship which was held at theAksarben Autoduelling Complex, defeating Norman McMullen and Don Jacques to successfully defend his title.

February 15,2049: Elvis stopped a robbery at the Godfathers Restaurant in Bellevue by treating the suspects to an improvised concert. The suspects were taken to the hospital in a deep state of catatonia.

February 24,2049: Six airplanes were shot down over NOVA headquarters as they attempted to bomb thebuilding. They were later identified as belonging to the Neo-ASPs.

April 15,2049: NOVA celebrated its 14th anniversary with a party at the Aksarben Dueling Complex and an open house at NOVA Headquarters. Thousands of fans attended both events, and more are expected next year.
 


NUTS & BOLTS

The Fine Art of Ramming

I'm not what people would calla rammer. I have been on both side of a ram plate and know what it means to win or lose because of one. From my experience, I have come up with several guidelines on how to use them.

1) If you have it, use it!! There have been several times when I have had a ram plate on my vehicle and not used it. I paid for my mistake on these occasions by losing. The best use for a ram plate is for ramming, not an obscenely-heavy hood ornament.

2) T-bone attacks are the best. When choosing to ram, try for the side if at all possible. This way, you can control your damage and speed. A T-bone halves your speed, which is certainly better than a head-on collision (which will stop you cold). After a T-bone, you can build up speed quicker than after a head-on.

3) Quicker is better. Rammers need at least 10 mph/turn acceleration. 15 mph/turn would be better. The reason for this is that the rammer needs to be able to strike quickly and get away. Any rammer who can't get away from his victim will fall prey to the other duelists. The use of nitrous oxide is optional.

4) Never exceed the speed level of the ram plate. By this, we mean that if you have a 30-point ram plate, you should avoid going faster than 30 mph when ramming. Otherwise, you will take internal damage as a result.

5) Ram plates are good, but ram plates with weapons are better, a ram plate alone may not kill your victim in one shot. If you back up the hit with a weapon or two, the victim has a better chance of being killed in one shot. Bumper spikes are useful in those situations where zero-speed collisions happen. Additionally, the weapons need not have multiple shots. Two or three MFRPs will do just nicely.

6) Use surprise and never give chase. You should never telegraph your plans to your intended victim. If they know that they are the target, they will avoid you at all costs. If you have to chase them, then you're already in trouble. I once had a rammer chase me while I fired on him with my VMG. Needless to say, he never did catch up to me.

7) Plan for seconds. A rammer who doesn't plan to ram more than once will fall victim to anyone shooting him from the front. I usually plan to ram at least two or three times in a duel. Since most duels have at least two to four players, you will encounter at least half of them.

8) Handling Class. Rammers need as much HC as possible. The use of spoilers, airdams and radial tires is a must. Heavy-duty shocks are useful for reducing the hazards encountered in ramming.

9) CA frames and ram plates don't mix. Anyone with a CA frame is dead meat for any ram-jockey.
 


QUOTES

"Moriarty, what is it with you and the negative waves?"
--Oddball, Kelly's Heroes.

"I start a revolution, but I don't know why"
--Billy Joel

"Why did it have to be snakes? Anything but snakes, anything else! I could have taken anything else..."
--Indiana Jones, Raiders of the Lost Ark

"We tried it your way, Khan. Are you game for a re-match?"
--James T. Kirk, Star Trek II: The Wrath of Khan.

"Nothing changes a moral stance faster than cash in large sums"
--Larry Flynt, 11 January 1999

"A man shouldn't allow his enemies to outlive him"
--Enabrun Tain, Head of the Obsidian Order
 


IN THE ARENA

Chapter 1: Rumble in the Underground

Mike Garrity sent us this report of his early doings with Allan Dudding and the rest of the Iowa underground.

The first event was a raid on a Randall convoy, which took place southbound from Mason City on 1-35. Dudding & company ran the convoy, which consisted of two tractor-trailer rigs, with four modified police cruisers as escorts. Air support was provided by a helicopter. I had five cars (four luxuries and a sedan).
    I began my assault on the convoy with a single luxury, whose driver pretended to be an ordinary motorist. I requested if I could pass the convoy, which was traveling at 60 mph. I passed most of the convoy at 80 mph, then sideswiped the tractor of the lead rig. This impact triggered a linked ice discharger and paint discharger. Then, I fired four incendiary heavy rockets into the tractor's left side. The armor was instantly breached and the crew was killed. The rest of the cab's interior was set on fire, and the truck went out of control.
    The two front-riders saw this and engaged me with their turreted recoilless rifles. I attacked the left-hand car, breaching its rear armor with two volleys from my three front-mounted rocket launchers. The internal damage killed the driver and caused the car to go into the ditch. The driver of the second car kept on shooting at me, so I gave him the same treatment. His armor was breached but the driver was unharmed. I asked him to surrender and he pulled off the road.
    At the same time that the front half of the convoy was being attacked, my second luxury came up from behind and disabled the two rear escorts with several volleys of impact-fused grenades. The scattering of the grenades forced me to divide my attention between to two vehicles. My first volley missed both cars by a small margin. The second volley damaged the left-side tires on the right vehicle and the right-side tires on the left vehicle. The third volley destroyed the already-damaged tires on the right vehicle and the fourth volley did the same for the left vehicle.
    My first car (the one which had begun the attack) dropped back and attacked the cab of the second truck, damaging the side armor. This vehicle had concealed weapons and was a tougher opponent. A furious exchange of shots followed, resulting in the death of my driver and the death of the driver & gunner in the truck.
    Summoned by distress calls from the convoy, the helicopter arrived on scene, but it was too late. It hovered over the battle site and examined the wreckage. My three other vehicles (which were traveling in the opposite direction on the other side of the highway) fired a total of five proximity-fused SAMs at the chopper. The rotors were severely damaged and the composite armor on the right side lost 75% of its metal and over half of its plastic. The chopper attempted to return fire, but was silenced by the blast cannon on one car and the three recoilless rifles on another. The third car didn't fire at all except for some SAMs. The result of this little dust-up was Good Guys: 7, Bad Guys: 1

The second event was a Division-20 duel with five participants (myself, Allan Dudding, Travis Taylor, Matt Potter and Joel Uckleman). The arena had eight gates and a raised center platform. I won the roll which determined who would start on the platform.
    The first three turns saw some maneuvering and gradual acceleration. Allan began combat on the second turn by flinging mines directly in front of my vehicle while I was going down one of the ramps. He expected me to go over the mines or try to avoid setting them off by going right or left. I did neither, executing a tight bend to the right. I landed directly behind Allan's car and breached the rear armor with several shots from my blast cannon. Allan's driver was killed.
    The next engagement began when I headed towards Joel Uckleman. I crossed his path and laid a lethal pattern of explosive spikes and proximity-fused Spear 1000 mines. He crossed the pattern and lost his tires in · the process. Joel skidded into the wall, thus becoming a mobility kill. The tight confines of this particular area (which were caused by debris, un-exploded spikes and Joel's car) caused me to make some rather sharp turns. Fortunately, I made my control roll.
    I left the area and attempted to cut off Matt Potter's car by dropping mines and spikes. He was going faster than I was, being bent on avenging Joel's defeat. I crossed in front of him and he T-boned me. My armor was breached and my driver was knocked unconscious. I hit the side of a ramp leading up to the central platform, then coasted to a stop against another wall. Matt wasn't out of danger yet. His car detonated my mines and hit one of my spike counters. One of Matt's rear tires was destroyed and he went out of control, hitting the wail.
    Although Matt had lost one of his tires, he could still move. He headed towards Travis Taylor on the opposite side of the arena. Matt and Travis exchanged fire for several turns, with Matt getting the worst of it. Matt's armor got breached and he surrendered to Travis, becoming a full kill. The elapsed time in this duel was 14 turns.

Finishing Positions: 1st place: Travis Taylor (2 points), 2nd place: Mike Garrity (1 point), 3rd place: Matt Potter (0 points), 4thplace: Joel Uckleman (-1 point), 5th place: Allan Dudding (-2 points).

Chapter 2: The 2049 NOVA Club Dueling Championship.

On February 13, 2049, NOVA members gathered at Aksarben Arena for the annual club dueling championship. In attendance were Norman McMullen, Mike Garrity (sitting club champion) and Don Jacques. Mike entered through Gate 5, Don entered through Gate 1 and Norman came in through Gate 3. They accelerated and converged just north of the TV tower. Don fired a targeting laser at mike. The laser missed, but the shot was made to gain a consecutive-fire bonus for next turn. Mike answered with a blast cannon shot to Don's right side, inflicting moderate damage. Mike turned to follow Don, only to meet Norman coming between the jump and the TV tower. The one round that Norman managed to hit Mike with did only minor damage to his front armor.
    Don seized on the opportunity and fired his targeting laser and rockets at Norman's right side, doing heavy damage. Heading south, Don was hit by another blast cannon shot from Mike. Norman circled the TV tower in order to get back into the action. Don fired his gas streamer, coating Mike's windshield with a thick layer of paint. As Mike rounded the bunkers, Norman fired his recoilless rifles. Only one hit, causing light damage to Mike's front armor. Another BC shell hit Don's back armor. In reply, Don fired his remaining gas streamer shot at Mike and ducked behind an obstacle.
    Norman turned to pursue Mike. Don lost control as he rounded an obstacle, sideswiping it and taking more damage to his right-side armor. Norman kept the pressure on Mike, scoring another hit with one of his recoilless rifles. In an effort to shake Mike, Don turned sharply to enter a tunnel. He lost control and slid into the edge of the tunnel entrance. The driver died in the collision and Mike was awarded the kill, as he had scored the last hit on Don's car. The wreck continued its trip down the tunnel, coming to a stop against the wall on the far side.
    Mike started laying a trail of spikes and mines. Norman turned into the tunnel to avoid these obstacles, but didn't quite make it. He set some of them off. The mines were napalm, and Norman's bottom armor and left-rear tire were set on fire. However, his vehicle stayed in control. He continued to chase Mike, but was unable to score any more hits after he left the tunnel. With the bottom armor and left-rear tire nearly gone, Norman turned toward Gate 3. The tire went out just a few feet from the gate, but the car coasted through the gate and the pit crew put out the remaining fires. With this action, Mike was declared the winner of the 2049 Club Dueling Championship.

Finishing Positions
1st place: Mike Garrity (1 kill)
2nd place: Norman McMullen (left the arena)
3rd place: Don Jacques (killed)

Length of duel: 21 turns

Vehicles

C-2 (Mike Garrity): Sedan, x-hvy chassis, hvy suspension, large power plant w/PCs, 4 PR tires, driver, BC w/extra magazine front, SMD w/proximity-fused napalm mines B, 2 SD w/incendiary spikes (B) linked to SMD, Swc, Armor: F70, B50, R43, L43, T5, U5. Acceleration: 5, HC; 3, Top Speed: 95 mph, 5,959 lbs, $19,988.

NB49 (Norman McMullen): Mid-size, x-hvy chassis, hvy suspension, 200CI gas engine w/5-gallon dueling tank, 4 solid tires, driver, 2 RRs w/HEAT ammo linked F, SD w/explosive spikes B, Swc, weapon link (RRs/SD), HD brakes, overdrive, Sloped Composite Armor: F18/25, B7/25, R7/25, L7/25, T0/1, U0/10. Acceleration: 5 (2.5 w/OD), HC: 3: Top Speed: 72.5 mph (92.5 mph w/OD), Base MPG: 35, 5,753 lbs, $19,489.

Atlantic 2049 Bullseye-L (Don Jacques): Luxury, x-hvy chassis, hvy suspension, large power plant w/SC, 4 SBPR tires, driver, RR w/bumper trigger F, 2 laser-guided HRs in turret, 2 2-space rocket magazines w/laser-guided HRs, TL w/Lgl in turret, GS w/paint loads B, 4 10 -pt wheelguards, Sloped Armor: F48, B43, R43, L43, T10, U7. Acceleration: 5, HC: 2, Top Speed: 90 mph, 6,600 lbs, $19,718.
 


THE NOVA FILES

Alien Invaders!!

Predators

These big-game hunters aren't from Jamaica. They're not even from this planet!. For these aliens, hunting is a way of life (and they're really good at it). Earth has been chosen as the site of their next safari, any guesses as to what their next target is?? Like all big game hunters, the predators have brought their best equipment, namely an energy gun, a spear, a metallic net, a boomerang and an amazing electronic camouflage system.
    Predators have 6 personal DP, and take half-damage from personal weapons due to their natural armor. They can breathe Earth's atmosphere for up to 30 minutes. A predator stands about 7' tall, weighing about 300-350 lbs. Predators are about twice as strong as a human male of the same size. They have a base movement rate of 15 mph (1.5" per turn), and can sprint at up to 20 mph. Their running skill can increase these rates. Skills: Handgunner+4, Blades+3, Running+4, Stealth+7, Bodybuilding +7, Medic+2, Computers+l.
    A predator is highly intelligent, patient (most of the time) and honorable. He also won't give up the hunt easily. If injured, he'll patch himself up and continue the hunt. When hunting alone (and the prey turns on him), a predator will head back to his ship. When going after extremely dangerous game, predators may operate in groups of up to 10.

Weapons & Equipment

Energy Gun (shoulder-mounted particle rifle): To-hit: 6, 3d6+6 damage, 15 shots, 3 GE.
    This weapon is carried in a stabilized shoulder mount, giving it a range penalty of-1 per 20". The beam causes a small burst-effect in the target area (1/4" radius) and will remove 1 DP of metal armor on rolls of 4-6.

Collapsible Spear: To-hit: 7, damage: special, 2 GE.
    This weapon multiplies HTH damage by 2 (minimum of l d6). It causes half-damage to vehicular components.

Metallic Net: To-hit: 7, 1 GE, damage: special.
    This weapon is composed of fine strands of sharp metal wire. It does ld-3 points of damage to un-armored characters (1 point to armored characters). Those caught by the net will take 1 point of damage per turn (from struggling). The strands are non-conductive, corrosion-proof and almost unbreakable. A net-throwing device is used to cast it (maximum range of 15"). The net itself is a hexagon 3/4" across.

Intruder Chameleon System:
    This item is built into the predator's outer body armor. It gives a -10 penalty to all visually-based spotting rolls made against the predator. The penalty drops to a -6 if the predator is moving faster than a slow walk.

Claws:
    These retractable weapons are carried in housings on the backs of the hands. They add +2 per die of HTH damage.

Battle Helmet:
    This item acts as a personal thermograph, sound enhancement system and telescopic viewer. The face plate is equivalent to tinted goggles, and there is a miniature life support system good for up to 6 hours (including underwater use). A battle helmet adds 3 DP to the predator's head.

Throwing Disk: To-hit: 7, ld damage, 1 GE.
    This weapon is carried on the belt. It can be thrown up to 1 O" and it will automatically return to hand if it misses its target (or slices through it). A throwing disk causes full damage to all kinds of targets.

Predator Warriors

The homeworld of the predators is protected by a limited-service army composed of predator warriors. Physically, predator warriors are identical to predator hunters. They also have the same basic skills with one exception. Predator warriors use a battlesuit built to accommodate their large frame. This battlesuit has full stealth, full infrared cloaking and an intruder chameleon system. The suit is fitted with a neural-induction field, an ALLTV unit, a tactical radio, a battle computer with a full complement of software, an infrared targeting laser/rangefinder, an NBC kit, a life-support system (with 40-hour duration), and a sealed structure. The suit is armed with a heavier version of the particle rifle carried by predator hunters (identical statistics, except damage of 4d6+8). Enough energy cells are carried to power the weapon for 60 shots. As a last resort, warrior predators will arm their battlesuits with a small missile armed with a .05-KT nuclear warhead.

"I come in peace" Alien

This alien comes to Earth in order to extract a new drug from human brains. The body count is rising and the alien is on the loose. Care to try and catch him??
    Alien Drug-Dealer: 5 personal DP, takes half-damage from all hand-weapons due to his tough skin. He stands 7' tall and has a medium build in comparison to his height. He has a white complexion (rather like an albino without a sunburn) and white hair. His physical strength is twice that of a human of similar size. The drug dealer is highly aggressive and utterly amoral. Thankfully, he's a loner.

Skills: This alien will have whatever levels of any appropriate skill the GM desires.

Weapons & Equipment: Armored trenchcoat (6 DP), disk shooter, machine pistol, drug extractor.

Disk shooter: To-hit: 7, 1 d6 damage, 1 GE, 5 shots.
    This weapon is worn on the right wrist. It fires a homing disks with a razor-sharp edge up to a range of 20". As the disks are metallic, they can be deflected by a strong magnetic field. The disks cause full damage to all kinds of targets.

Drug extractor:
    This device fires a tube into the victim's head, injecting a massive dose of pure heroin directly into the brain. The victim's death process is what manufactures the drug. After death, the extractor withdraws the drug from the victim's brain and purifies it.

Alien machine-pistol: To-hit: 6, 3d6 damage, 60 shots (can fire 1-3 shots per mm), burst effect, 1 GE.
    This weapon has a range penalty of -1 per 8". It causes full damage to all kinds of targets, along with incendiary effects (FM: 2, BD: 1).
 


THE SHOWROOM

In this issue, we feature vehicles from our net-friend WizardTim and long-time NOVA designer Mike Garrity.

Wizard-One: Luxury, x-hvy chassis, hvy suspension, 250CI gas engine w/5-gallon dueling tank, 4 solid tires, driver, BC w/extra magazine F, 2 RRs w/1 extra magazine each (1 R, 1 L), PS (B), Laser-Reflective Armor: F25, B25, R25, L25, T10, U10. Acceleration: 10, HC: 3. Top Speed: 80 mph, Base MPG: 28, 5,980 lbs, $25,765.

Marauder: Luxury, x-hvy chassis, improved suspension, super power plant, 4 PR tires, driver, 3 RRs linked F, RR in universal turret T, hi-res computer, smart link (turret/front RRs), Armor: F35, B30, R30, L30, T10. UI0. Acceleration: 5, HC: 2, Top Speed: 95 mph, 6,300 lbs, $24,800.

Hammerhead: Luxury w/CA frame, x-hvy chassis, hvy suspension, blueprinted 150CI gas engine w/tubular headers, VP turbocharger & 5-gallon dueling tank, 4 PR tires, driver, 3 laser-guided RLs w/rotary magazines linked F (ammo is ½ explosive and ½ armor-piercing), turreted RL w/laser-guidance & rotary magazine (ammo is ½ explosive and ½ armor-piercing), 2 sponson-mounted RLs w/laser-guidance & rotary magazines (ammo is ½ explosive & ½ armor-piercing), IrT1 w/Lgl in turret, 2 comer-mounted PSs, hi-res computer, 3 smart links (turret/front RLs, turret/sponsons), Armor: F70. B60, R50, L50, T52, U 10. Acceleration: 10, HC: 3, Top Speed 70 mph, Base MPG: 45, 6,600 lbs, $64,988.

Broadside: 40' van trailer, 12 FP solid truck tires, 6 gunners, 20 RLs w/rotary magazines (5 linked RF, 5 linked RB, 5 linked LF, 5 linked LB; ammo is ½ explosive & ½ incendiary), 4 RLs w/rotary magazines (ammo is ½ explosive & ½ armor-piercing), HDFOJ w/2 extra magazines B, 6 HrSwc, 6 safety-ejection seats, HD shocks, HD brakes, 6 10-pt FP wheel hubs, 6 10-pt FP wheelguards, Composite metal/plastic armor: F12/15, B15/20, RF15/20, RB 15/20, LF15/20, LB 15/20, TF12/15, TB12/15, UF12/15, UB12/15.30,760 lbs, $157,800.

2049 Bullseye L-2: Luxury, x-hvy chassis, hvy. suspension, large power plant w/SCs, 4 SBPR tires, driver, 6 laser-guided HRs linked F, turreted RR. SD w/ explosive spikes B, TL w/Lgl (F), SWC (RR), 4 10-pt wheelguards. Sloped Armor: F40, B40, R40, L40, T35, U6. Acceleration: 5, HC: 2, Top Speed: 90 mph, 6,595 lbs, $19,772.
 


BATTLESUITS

Battlesuits are perhaps the ultimate expression of the armorer's craft. 21st-century technology has allowed these form-fitting instruments of destruction to leap onto the modem battlefield, giving foot soldiers unparalleled speed, firepower and protection. Note that battlesuits are considered to be military equipment and can only be purchased by government agencies.

Chassis
    A battlesuit's chassis is composed of its basic framework, the drivetrain, the arm motors and the pilot seat. Battlesuit chassis are automatically sloped and streamlined.
 
Size Cost Weight Max. Load Spaces HC Armor HTH Damage
Light $25,000 25 lbs 500 lbs 3 3 500/2 ld punch/ld+2 kick
Medium $30,000 40 lbs 750 lbs 5 2 700/3 ld+l punch/1d+3 kick
Heavy $40,000 75 lbs 1,500 lbs 7 1 800/4 ld+2 punch/2d+l kick
X-hvy $60,000 150 lbs 3,000 lbs 8 l 1,000/5 ld+3 punch/2d+3 kick
S-hvy* $100,000 300 lbs 6,000 lbs 10 0 1,200/6 2d punch/3d kick
Battlesuit armor is laminate. Most of its cost comes from the custom shaping needed to protect a humanoid torso.

*: Super-heavy

Battlesuits are designed to be used by a single person, called the pilot. Battlesuits cannot be operated safely without battlesuit skill. They are form-fitting and skin4ight, therefore pilots only take up ½ space. Battlesuits come with a pair of turret-mounted lights (equal to high-intensity flashlights) and a basic fire-control system. All other equipment must be purchased.

Power Plants
The standard energy source for battlesuits is a rechargeable power plant. Alternately, they can also use nuclear batteries (which last longer, but are hugely expensive).
 
Size Cost Weight Spaces DP Power Factors
Small $1,000 75 lbs
1
2
150
Medium $1,500 150 lbs
2
3
250
Large $3,000 225 lbs
3
4
350
Heavy duty $5,000 300 lbs
4
5
500
Power plants can use platinum catalysts and superconductors. Their capacity in power units is (50 x DP). Power units are consumed at the rate of(PU x current speed/maximum speed x 30). Extra power cells are the normal cost and weight, but take up 1/4 space each.

Nuclear Batteries
    These items are not fission reactors. Instead, they use thermocouples to convert the heat released by radioactive decay into electricity. They don't use platinum catalysts or superconductors.
 
Size Cost Weight Spaces DP Power Factors
Small $10,000 100 lbs
1
4
300
Medium $15,000 125 lbs
1
5
500
Large $30,000 175 lbs
2
6
1,050
Heavy duty $50,000 250 lbs
3
7
1,500
Nuclear batteries last for six months. Re-fueling costs 20% of the battery's price, and can only be done safely using radiation suits. High-capacity nuclear batteries cost four times as much, but last for one year.
    A battlesuit's highly-efficient drivetrain uses the formula (75 x power factors/power factors + weight) to determine top speed. The results are rounded down to the nearest 2.5 mph.

Acceleration & Performance
    All battlesuits accelerate at the rate of 5 mph per turn, up to their maximum speed. They can decelerate at the rate of 2.5 mph per turn safely. Additional deceleration is a cumulative hazard of D 1 for each additional 2.5 mph per turn. Thus, 5 mph/turn deceleration is a D1 and 10 mph/turn is a D3.
    Battlesuits are treated as if they were motorcycles for the purpose of determining what maneuvers they can perform. At speeds of 10 mph or below, battlesuits (regardless of size) are treated as if they were pedestrians. This allows them to climb or descend stairs.
    Battlesuits can operate off-road without penalty. When climbing slopes, they are treated as if they had military suspension. Battlesuits are otherwise treated as assault power armor in the following situations:

1) Backwards movement --Maximum of ½ top speed. All maneuvers are at +D2 hazard, all weapons fire is made with a -2 penalty.

2) Stationary battlesuits can change their facing (by pivoting) up to 180 degrees per turn.

Combat

Battlesuit armor is universal, protecting each location with the same amount of armor as anywhere else. Shooting at light, medium and heavy battlesuits has a penalty of-3. The penalty for shooting at x-hvy and super-heavy battlesuits is -2. Directly targeting a specific location (arm, leg, turret) is at an additional -1 penalty. These penalties take into account a battlesuit's sloped surfaces.
    Randomly firing at battlesuits means that the shots will strike a random location. Roll 2d and determine which one by reading the following; 2-3) Legs, 4-9) Torso, 10-11) Arms, 12) Turret.
    A battlesuit's turret has a 180-degree arc (much like a sponson) centered on the front of the torso Damage which penetrates the armor on the arms, legs or turret has a 1-4 chance of hitting the battlesuit's pilot and a 5-6 chance of hitting (and disabling) the mechanisms in that location. If the interior of the turret is damaged and the pilot is not hit, it is frozen in the last declared facing. Additionally, any sensors or other equipment in the turret are inoperable until repaired. If either leg is damaged (as with the turret), it is paralyzed until repaired. Top speed is halved (round down) and deceleration is a maximum of 2.5 mph per turn. If both legs are disabled, the battlesuit can't move. Damage which penetrates to the interior of the arm without hitting the pilot will disable the arm and any weapons mounted there. If the torso is hit by weapons fire, damage is. allocated as follows;
    Front: armor, front-mounted weapons, 1-3 power plant/4-6 pilot, rear-mounted weapons, rear armor.
    Rear: Reverse of front hit
    Any other direction: 1-3 pilot/4-6 power plant
    Battlesuits may physically attack the target, causing the damage listed on the chassis table. The damage is halved against vehicles & vehicular components. A battlesuit pilot may punch twice per turn, or kick once per turn. Every two levels of battlesuit skill gives the pilot a +1 to-hit bonus in hand-to-hand combat.

Weapons

Battlesuit weapons are smaller and lighter than their vehicular counterparts. They may be mounted in the arms or the torso. Torso-mounted weapons are normal cost and '/2 normal weight. They are also -1 space to size (minimum of 1 space) and extra magazines are 10 lbs and ½ space each. Arm-mounted weapons are 1.1 x base cost and 1/4 normal weight (round up). Their volume is expressed as a certain number of grenade-equivalents (GE). Each size of battlesuit has the following space in each arm: Light: 6 GE, Medium: 8 GE, Heavy: 10 GE, X-hvy: 12 GE, Super-heavy: 15 GE
    Weapons of 1-space size take up 3 GE, 2-space weapons are 5 GE and 3-space weapons are 7 GE. Extra magazines for arm-mounted weapons are 2 GE each. Pedestrian weapons mounted in the arms are 1.1 x cost and -1 to their GE (minimum of 1); the weight isn't counted towards maximum load. Extra magazines are 1 GE each. Weapons of up to 3 spaces may be mounted in the arms. Weapons of up to 4-spaces may be mounted in the torso. Weapons of 5+ spaces must be built as armored rifles:

Armored Rifle: 1.5x weapon base cost, ½ normal weapon weight, normal size (in spaces), CPS: normal, WPS: normal, extra magazines are $50 and 15 lbs unloaded.
    An armored rifle is either slung on the back of a battlesuit or carried using both of its hands. Once the weapon has been selected, it is armored with component armor appropriate to its size (normal cost & weight: maximum of 10 points). Armored rifles are treated as vehicular weapons, although they have the same arc offire as a regular hand weapon. The largest weapons that can be built as armored dries are 75-mm tank guns and heavy recoilless rifles. An example follows:

75-mm Armored Rifle: To-hit: 7, $15,000,600 lbs, 10 spaces. 10 DP, 8d6 damage, 10 shots, CPS: $100, WPS: 20 lbs, loaded cost: $16,000, loaded weight: 800 lbs, magazine cost: $1,050, magazine wt: 215 lbs, burst effect.
    Armored rifles may use long barrels and extra magazines (maximum of two). Note that extra magazines will increase the cost & weight of the rifle's armor. The weight of an armored rifle is counted against the maximum load that a battlesuit can carry.

The following types of weapons are examples of those commonly mounted in battlesuits. Where necessary, they have been modified in accordance with the rules presented in this article.

Gauss Weaponry

Gauss Pistol: To-hit: 6, $550, 1 GE, ld+l damage, 20 shots, CPS: $5, loaded cost: $650.
Gauss SMG: To-hit: 6, $1,100, 1 GE, ld+2 damage, 20 shots, CPS: $5, loaded cost: $1,200.
Gauss Rifle: To-hit: 6, $2,200, 2 GE, ld+3 damage, 20 shots, CPS: $10, loaded cost: $2,400.
    The magazines for these weapons contain an integral power cell with enough energy to fire all 20 shots. The pistol & SMG magazines cost $5 and takes 2 minutes to recharge. The rifle magazine costs $10 to recharge and takes 4 minutes.

Light Gauss Needler: To-hit: 6, $2,500 ($2,750 for arm mount), 50 lbs (25 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, 2d6+2 damage, 20 shots, 0.10 PU/shot, CPS: $25, WPS: 2 lbs, area effect.
Medium Gauss Needler: To-hit: 6, $5,000 ($5,500 for arm mount), 100 lbs (35 lbs for arm mount), 1 space (3 GE for arm mount), 3 DP, 3d6+3 damage, 20 shots, 0.15 PU/shot, CPS: $50, WPS: 3 lbs, area effect.
Heavy Gauss Needler: To-hit: 6, $10,000 ($11,000 for arm mount), 150 lbs (75 lbs for arm mount), 2 spaces (5 GE for arm mount), 4 DP, 4d6+4 damage, 20 shots, 0.25 PU/shot, CPS: $100, WPS: 3.5 lbs, area effect.
5-mm Gauss Cannon: To-hit: 6, $15,000 ($16,500 for arm mount), 175 lbs (90 lbs for arm mount), 2 spaces (5 GE for arm mount), 3 DP, 5d6+5 damage, 20 shots, 0.5 PU/shot, CPS: $150, WPS: 3.5 lbs, area effect.
7.5-mm Gauss Cannon: To-hit: 6, $40,000 ($44,000 for arm mount), 250 lbs (125 lbs for arm mount), 3 spaces (7 GE for arm mount), 4 DP, 8d6+8 damage, 20 shots, 1.0 PU/shot, CPS: $200, WPS: 5 lbs, area effect.
40-mm EMGL: To hit: 7, $2,000 ($2,200 for arm mount), 100 lbs (50 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, damage: per grenade type, 40 shots, 0.5 PU/shot, CPS: $20, WPS: 2 lbs.
50-mm Massdriver: To-hit: 8, $7,500 ($8,250 for arm mount), 160 lbs (80 lbs for arm mount), 1 space (3 GE for arm mount), 3 DP, damage: per shell type, 10 shots, 1.0 PU/shot, CPS: $140, WPS: 5 lbs.
    Gauss needlers are assumed to fire a, bullet of 1-mm to 2.5-mm caliber at a very high rate of fire. The gauss cannons fire larger projectiles at much lower rates. The EMGL and the 50-mm massdriver fire shells of whatever type their bore size permits. The 50-mm massdriver also has a built-in autoloader.

Lasers

Light Laser: To-hit: 6, $3,000 ($3,300 for arm mount), 100 lbs (50 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, ld damage, 1.0 PU/shot, area effect.
Medium Laser: To-hit: 6, $5,500 ($6,050 for arm mount), 175 lbs (90 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, 2d damage, 2.0 PU/shot, area effect.
Laser: To-hit: 6, $8,000 ($8,800 for arm mount), 250 lbs (125 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, 3d damage, 2.0 PU/shot, area effect.
Heavy Laser: To-hit: 6, $12,000 ($13,200 for arm mount), 500 lbs (250 lbs for arm mount), 2 spaces (5 GE forarm mount), 2 DP, 4d damage, 3.0 PU/shot, area effect.
X-ray laser: To-hit: 6, $15,000 ($16,500 for arm mount), 375 lbs (190 lbs for arm mount), 2 spaces (5 GE for arm mount), 3 DP, 4d damage. 4.0 PU/shot, area effect.

Projectile Weapons

LMG: To-hit: 7, $850 ($935 for arm mount), 50 lbs (25 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, ld-1 damage, 20 shots, CPS: $20, WPS: 2, area effect.
MG: To-hit: 7, $1,000 ($1,100 for arm mount), 75 lbs (40 lbs for arm mount), I space (3 GE for arm mount), 3 DP, ld damage, 20 shots, CPS: $25, WPS: 2, area effect.
HMG: To-hit: 7, $1,500 ($1,650 for arm mount), 125 lbs (65 lbs for arm mount'}. 1 space (3 GE for arm mount), 4 DP, 2d-2 damage, 20 shots, CPS: $50, WPS: 5, area effect.
VMG: To-hit: 6, $2,000 ($2,200 for arm mount), 175 lbs (90 lbs for arm mount). 1 space (3 GE for arm mount), 3 DP, 2d damage, 20 shots, CPS: $35, WPS: 5 lbs, area effect.
HVMG: To-hit: 6, $7,000 ($7,700 for arm mount), 325 lbs (165 lbs for arm mount), 2 spaces (5 GE for arm mount), 5 DP, 4d damage, 10 shots, CPS: $75, WPS: 10 lbs, area effect.
Recoilless Rifle: To-hit: 7, $1.500 ($1,650 for arm mount), 150 lbs (75 lbs for arm mount), 1 space (3 GE for arm mount), 4 DP,2d6 damage, 10 shots. CPS: $35, WPS: 5 lbs, burst effect.
Mini-Cannon: To-hit: 6, $6,500 (S7,150 for arm mount), 250 lbs (125 lbs for arm mount), 2 spaces (5 GE for arm mount), 4 DP, 3d6 damage, 10 shots, CPS: $75, WPS: 5 lbs, burst effect.
Blast Cannon: To-hit: 7, $4,500 {$4,950 for arm mount), 250 lbs (125 lbs for arm mount), 5 DP, 4d6 damage, 10 shots, CPS: $100, WPS: 10 lbs. burst effect.

Rocket Weapons

Micro-Missile Launcher: To-hit: 8, $750 ($825 for arm mount), 50 lbs (25 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, ld damage. 10 shots, CPS: $20, WPS: 2.5 lbs, burst effect.
Rocket Launcher: To-hit: 8, $1.000 ($1,100 for arm mount), 100 lbs (50 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, 2d damage. 10 shots, CPS: $35, WPS: 5 lbs, burst effect.
VFRP: To-hit: 9, $2,000 ($2.200 for arm mount), 100 lbs (50 lbs for arm mount). 2 spaces (5 GE for arm mount), 5 DP, 2d (per rocket). 15 shots. CPS: $70, WPS: 10 lbs, burst effect.

Grenade Launchers

Grenade Launcher: To-hit: 7. $1.000 ($1,100 for arm mount'). 100 lbs (25 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, damage: per grenade type, 10 shots, CPS: per grenade type, WPS: 2.
Auto-Grenade Launcher: To-hit: 7, $2.000 ($2,200 for arm mount), 125 lbs (65 lbs for arm mount), 1 space (3 GE for arm mount), 3 DP, damage: per grenade type, 20 shots, CPS: per grenade type +$20, WPS: 3.
    Grenades fired from these weapons have impact fuzes at no extra cost.

Flamethrowers

Light Flamethrower: To-hit: 6. $350 ($385 for arm mount), 125 lbs (65 lbs for arm mount), 1 space (3 GE for arm mount), 1 DP, ld-2 damage, 10 shots, CPS: $15, WPS: 3 lbs
Flamethrower: To-hit: 6, $500 ($550 for arm mount), 225 lbs (115 lbs for arm mount), 1 space (3 GE for arm mount), 2 DP, ld damage, 10 shots, CPS: $25, WPS: 5 lbs.
Heavy-Duty Flamethrower: To-hit: 6, $1,250 ($1,375 for arm mount), 325 lbs (165 lbs for arm mount), 2 spaces (5 GE for arm mount), 3 DP, 2d damage. 10 shots, CPS: $50, WPS: 10 lbs.
Military Flamethrower: To-hit: 6, $2,000, 500 lbs, 4 spaces, 5 DP, 3d damage, 10 shots, CPS: $100, WPS: 15 lbs.

Physical Weapons

Hammer: $500, 20 lbs.
    This weapon is designed for one-handed use. It enables a single punch attack to cause full damage to all kinds of targets. Arm-mounted weapons may not be fired from an arm which is carrying a hammer.

Axe: $1,000, 50 lbs.
    This weapon can be used in one hand, although the handle is long enough for two hands. If used one-handed, it replaces one of the battlesuit's punch attacks and adds ld to the damage caused. If used two-handed, it replaces both punching attacks and adds 1 d + 1 to the damage caused. As with the hammer, this weapon causes full damage to all kinds of targets. An axe removes 1 DP of metal armor (by hacking & chopping) per die of damage on rolls of 5-6.

Claws: $500 per arm.
    These weapons are short, retractable blades built into the knuckles of a battlesuit's hands. They give +1 per die of damage caused by punching attacks.

Accessories

Radar rangefinder: $5,000, 25 lbs, 0 spaces.
Infrared laser rangefinder: $15,000, 25 lbs, 0 spaces.
    These devices cut the range penalty of direct-fire weapons in half (from -1 per 4" of range to -1 per 8" of range).

Infrared targeting laser: $15,000, 25 lbs, 0 spaces.
    An infrared targeting laser gives a +1 to-hit bonus for all direct-fire weapons linked to it (requires the use of a smart link). When used to designate targets for attack by laser-guided weaponry, an ITL has a range penalty of -1 per 100" inches of range.

Tactical radio: $2,000, no weight or space.
    This item has the same range as a military radio, but with better sound quality.

NBC Kit: $2,500, 20 lbs.
    NBC Kits are designed to filter out radioactive contamination, harmful chemicals and bacteria from the surrounding air, allowing a battlesuit pilot to breathe normally in contaminated environments. An NBC kit has two filters which last for one week each (the extra one is carried as a back-up). The kit also includes a hazard detector.

Life support: $500, 50 lbs, IA space.
    This item stores 8 hours of oxygen for a battlesuit pilot. Extra 8-hour air tanks are $250, 25 lbs and 1/4 space each.

Sealed structure: $250 per space, no weight or space.
    This is equivalent to vehicular waterproofing, with the exception that all of the battlesuit's weapons are waterproofed at no extra cost. A battlesuit with a sealed structure must have an NBC kit or a life-support system.

Battle computer: $5,000, 10 lbs, 0 spaces.
    This device gives a +1 to-hit bonus for a battlesuit's ranged weapons. It also has a hardwired diagnosticprogram that gives a +2 bonus to all mechanic rolls made to fix the suit or its weapons. Upgraded targeting software is available for $2,000. It gives a +2 bonus to-hit. Software to enhance the performance of the suit's sensors costs $750 for a +1 spotting bonus and $3,000 for a +2 spotting bonus. A satellite navigation program (equivalent to a computer navigator) costs $250.

Heads-up Display: $l,000, no weight or space.
    This item is mounted in a battlesuit's turret. It gives a +1 to-hit bonus for a battlesuit's ranged weapons. Neural interfaces already incorporate a HUD.

Neural Interfaces:
    A neural interface is the ultimate control system. It links the battlesuit directly to the pilot's brain, giving him nearly-instinctive control. Socket interfaces cost $25.000, weigh 10 lbs and take up no space. To use this system, a pilot must have an interface port attached to his brain. The implant operation costs $10,000 and requires two weeks of hospital time. After recovery, it takes the pilot an additional two weeks to become accustomed to the interface. Socket interfaces give a +2 bonus to battlesuit skill and a +2 to-hit bonus for the battlesuit's ranged weapons. A neural-induction field is the next generation of neural interface. Instead of using a physical connection to the pilot's brain, it reads the electric signals generated by the brain and directly translates them into control impulses. Neural-induction fields cost $50,000, weigh 25 lbs and take up 1/4 space. They give a +4 bonus to battlesuit skill and a +4 bonus to-hit with the battlesuit's weapons.

Advanced low-light television (ALLTV): $10,000, 10 lbs, 1/4 space.
    As with telescopic optics, ALLTV reduces the spotting penalty to - 1 per 60" of range. It has the abilities of light amplification (reduces the darkness penalty from -3 to -1) and image enhancement (gives +2 bonus on' target spotting rolls at night). If ALLTV is used during daylight, it gives a +5 bonus to spotting rolls along with the benefits of telescopic optics.

Foot spikes: $750 per leg.
    These items are built into a battlesuit's feet. When used off-road, they give a +1 bonus to HC. When used on paved surfaces, they give a - 1 penalty to HC. but allow the battlesuit to ignore the effects of ice or oil.

Defensive Countermeasures

Partial stealth: $1,000 per space of size, no weight or space.
    Using partial stealth involves applying anti-radar paints and making slight alterations to a battlesuit's surface. Partial stealth gives a -4 penalty to spotting attempts by radar. Additionally, radar based weaponry used against a battlesuit equipped with partial stealth has a -3 penalty.

Full stealth: $5,000 and 5 lbs per space of size, 1/4 space.
    As above, but with radical changes to a battlesuit's surface and extensive use of radar-absorbent materials. Full stealth gives a -8 penalty to spot the battlesuit by radar. Radar-based weaponry, has a to-hit penalty of-5.

Basic infrared cloaking: $1,000 per space of size.
    Basic IR cloaking gives a -4 penalty to all attempts to spot the battlesuit by thermographs or other infrared-based sensors.

Full infrared cloaking: $5,000 and 5 lbs per space of size, 0 spaces.
    Full IR cloaking gives a -6 penalty to infrared-based spotting attempts.

Basic chameleon system: $250 and 1 lb per space of size.
    This system is built into a battlesuit's surface at the time of construction. It uses advanced LCD technology to copy the battlesuit's surroundings onto its surface, allowing the 'suit to blend in. The process is rather slow, taking 10 turns to fully accomplish. It gives a -3 penalty to all visually-based spotting rolls. Thepenalty is reduced to -1 if the battlesuit 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 only takes one turn. Instant chameleon systems give battlesuits a -6 penalty to all visually-based spotting rolls made against them. The penalty is halved (to -3) if the battlesuit is moving faster than a slow walk.
 

Sample Designs

Trooper: Light battlesuit, small power plant w/upgrades, pilot, light gauss needler (in right arm) w/1 extra magazine, claws (on both arms), battle computer, HUD, tactical radio, NBC kit, sealed structure, foot spikes, partial stealth, basic infrared cloaking, basic chameleon system, Composite metal/plastic armor: 10/11. Acceleration: 5, HC: 3, Top Speed: 20 mph, 500 lbs, $69,000.

Phantom: Medium battlesuit, small nuclear battery, pilot, VMG (in right arm), neural-induction field, NBC kit, life support (8 hours), sealed structure, tactical radio, ALLTV, full stealth, full infrared cloaking, instant chameleon system, 30 points plastic armor. Acceleration: 5. HC: 2, Top Speed: 22.5 mph, 740 lbs, $192,650.

Ranger: Medium battlesuit, heavy-duty power plant w/upgrades, pilot, gauss rifle w/2 extra magazines (in right arm), battle computer, heads-up display, tactical radio, life support (8 hours), sealed structure, partial stealth, basic infrared cloaking, basic chameleon system, 58 points plastic armor. Acceleration: 5, HC: 2, Top Speed: 35 mph, 749 lbs, $105,500.

Reaver: Heavy battlesuit, heavy-duty power plant w/upgrades, pilot, flamethrower w/extra magazine (in right arm), laser (in left arm), laser battery (in torso), battle computer, heads-up display, ALLTV, NBC kit, life support (16 hours), sealed structure, basic stealth, basic infrared cloaking, basic chameleon system, Composite metal/plastic armor: 20/25. Acceleration: 5, HC: 1, Top Speed: 22.5 mph, 1,497 lbs, $155,650.

Warrior: X-hvy battlesuit, large nuclear battery, pilot, HVMG w/2 extra magazines (in right arm), 2 VFRPs w/1 extra magazine each (in torso facing front), battle computer, heads-up display, tactical radio, life support (8 hours), NBC kit, sealed structure, basic stealth, basic infrared cloaking, basic chameleon system, Composite metal/plastic armor: 30/50. Acceleration: 5, HC: 1, Top Speed: 20 mph, 2,948 lbs, $258,050.

Destroyer: Super-heavy battlesuit, heavy-duty nuclear battery, pilot. 4 mm-cannons (2 in each arm), 2 VMGs (1 in each arm), 2 AGLs w/2 extra magazines each (in torso; all grenades are explosive), axe, battle computer, heads-up display, tactical radio, NBC kit, life support (24 hours), sealed structure, partial stealth, basic infrared cloaking, basic chameleon system, Composite metal/plastic armor: 50/75,. Acceleration: 5, HC: 0, Top Speed: 20 mph, 4,330 lbs, $461,000.
    If the pilot of a Destroyer-class battlesuit anticipates fighting tanks or other heavy vehicles, he will carry a 75-mm armored rifle (see above) fitted with a rotary magazine and loaded with a mix of APFSDSDU and HESH. If this option is chosen, the axe will be carried on a waist-level external mount.
 


CLOSING FIRE

Next issue, we'll cover NOVA's Club Racing Championship, recently held at Cy-Con. The NOVA files will get another examination, and our march towards this year's rendition of the World Championships. It is our sincere hope that Robert Deis gets things ironed out in the next month or so, otherwise we'll all be for a bumpy ride (even more so than last year).

Until the aforesaid next issue, may you live in interesting times.
 

"DRIVE OFFENSIVELY"
 
 
Norman McMullen Michael Garrity
NOVA President NOVA Secretary

CREDITS

NOVA Works: Michael Garrity & Norman McMullen

The 10 O'clock News: Norman McMullen

Nuts & Bolts: Norman McMullen

Quotes: Norman McMullen & Michael Garrity

In the Arena: Michael Garrity & Norman McMullen

The NOVA Files: Michael Garrity & Norman McMullen

The Showroom
    Wizard-One & Marauder: WizardTim
    Hammerhead & Broadside: Michael Garrity
    2049 Bullseye L-2: Norman McMullen

Battlesuits article, Typesetting, Page Layout: Michael 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.

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The April issue of CWIN was late due to an illness suffered by the editor. Even so, it was well worth the. wait. Features of note include a rather humorous play-by-play recounting of what happened to a certain shipwreck on the coast of Washington State (one would not believe the effort that went into destroying the thing), an article on battlesuits by Michael Garrity and the usual exhaustive list of Car Wars-related links.

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