Autoduel Quarterly

Vol. 2, No. 2, Summer 2034

Uncle Albert's Gunnery Shop & Auto Stop

HTMLized by Francis Greenaway.


Reflective Armor

Flash into their lives with our new Reflective Armor. Sexy, sizzling armor that can disperse and diffuse their laser beams, yet looks sleek and elegant - such a differance from conventional, clunky armor. Look and be your best with Reflective Armor.

Available in Glittering Gold and Sizzling Silver. Coming soon: The Platinum Look.

Reflective armor: This armor has reflective metal flakes embedded in it to disperse and diffuse laser beams. It takes two points of damage from a laser to destroy one point of Reflective Armor (round down). In addition, lasers never set Reflective Armor afire. Lasers penetrating to internal components do normal damage and set fires normally. All other weapons affect RA normally. Reflective Armour costs and weighs 10 percent more than normal armor (add the 10 percent to the total cost and weight, rounding up to the nearest whole number), and costs twice as much to repair as regular armor. Reflective Fireproof Armor costs 2 1/2 times normal armor, weighs 10 percent more, and cost four times as much to repair.

Dazzling Devices for the Discriminating Duellist

Tinted Windows

There you are, out for a lovely evening cruise with your best girl, when it happens. Wham! The old searchlight in the face! By the time you get your sight back, the battle's over, and so are you. But it doesn't have to happen. Get those windows tinted at Uncle Albert's, and you'll be ready for action any time, day or night.

Tinted Windows: These special windows contain a fast-acting polarizing agent that allows the owner to ignore searchlight effects after only one turn of exposure. The effects of the searchlight are at full for that first second, though. The protective polarization lasts for five seconds after the searchlight ceases to hit the vehicle, but the penalty for firing at night is increased by one at anytime that the windows are polarized. Costs $500, no space, no weight.

Uncle Albert is Putting on the Ritz

Jettison Joinings

Desperate men in desperate times do desperate things. When your sidecar takes damage and you're on the run, ditch that drag with our brand new Jettison Joinings. Give it a blow and go, Joe! (Warning: It is not recommended that you do this when the sidecar is carrying a passenger, as it may strain your friendship.) Uncle Albert Special! This month only - free installation with every purchase!

Jettision Joinings: The joining's explosive bolts allow a desperate cyclist to ditch a damaged sidecar on the run. Triggering the joining's is a combat action, but once they are fired, the sidecar becomes a seperate vehicle travelling parallel to the cycle (place a 1/2 X 1/2" counter next to the cycle to represent the sidecar). If struck, treat the loose sidecar as an obstacle. The sidecar will decelerate at 5mph per turn, but must roll once per turn on Crash Table 1 with appropriate speed modifiers. Vehicular weapons on a detached sidecar may not be fired, but hand weapon fire is still permitted. Firing the joinings is a D2 hazard for the cycle, and the cycle's HC may be permanently reduced in addition, but the cycle's acceleration may improve. Jettision Joinings cost $300, take no space and no weight.

Cycle Wheelguards

While everyone knows a good biker keeps going on the love of his woman and his mom's apple pie, a good set of wheels always helps. Keeps yours in good running order with Safeteepro ® Cycle Wheelguards. Safeteepro ® has designed these wheelguards so they can provide up to ten points of protection from any direction - a plus in any battle! And of course, guarenteed!

Cycle Wheelguards: These handy items cost $10 per point of armor and weigh only 2 pounds per point. Each wheel requires only one wheelguard, and 10 points of armor is the maximum. The wheelguard functions on a roll of 1-5 on 1d6. Sidecar wheelguards are identical in all respects. Note that cycle wheelguards do not lower HC.