"Uncle Al's R&D Roadshow!"

Div25.
All AADA rules apply.
Design a car as you normally would, but you must install at least one of the weapons listed below. (You may not get away with only installing one of the dischargers or accessories!)
Arena Notes:
The BenHur Arena is a long, but narrow arena where competitors are forced to face each other almost as soon as they leave the gates. The floor is hard-packed clay, does not require off-road suspension or tires, and gives no off-road penalties.
The inner pit area from the chariot race has been removed, and new obstacles added. All walls are indestructable. The grandstands sit atop the outer walls which are 2" high, the inner dark grey walls are 3/4" high, and the light grey walls are 1/4" high. The lower walls do not block any weapons fire.
Scoring:
The normal AADA points system is in effect. In addition to that, there are two other ways to score:
-Each full lap completed around the outer walls of the arena earn the competitor 39pts.
-Kills made while a competitor is completely in one of the painted circles on the arena floor will earn them 1.5x points. If the competitor is only partially in a circle, then they will earn a percentage based on the number of corners in the circle. [So, for example, if you look at the map, the green car only has 50% of its corners in the circle, so she would only receive 50% of the additional score. The yellow car would get the full bonus.]
Weapons:
[NOTE: These items are for this duel ONLY. They are considered illegal anywhere and everywhere else.]
...Costs, weights, and rules MAY change before the event.
Large Bore Projectiles
(Or maybe this one falls into dropped weapons. We're not quite sure yet!)
Mortar - $350, 100 lbs., 2 spaces, 2 DP, 5 shots (10 lbs. each, see below for cost). Loaded weight 150 lbs.; loaded magazine weighs 65 lbs. No to-hit roll needed, as this weapon cannot be 'aimed' outright. It is considered 'fixed' and fires straight out from a facing as with weapons on automatic. The Mortar fires charged shells through the air at a 45-degree arc, always landing roughly* 6" away, 1 phase later. (For simplicity's sake, do not take into account the firing vehicle's speed.) This means it is now possible to fire over an object and hit a target on the other side. This also means, if traveling fast enough, you can hit yourself with your own Mortar fire. NOTE: You may NOT measure range when firing this weapon UNLESS you want to spend a firing action to do so! You have to GUESS how far away the target is! When on automatic the Mortar fires as dropped weapons do: every phase that the vehicle moves, or once per turn if stationary. Perfect for covering an area with fire. Ammo may be mixed, but keep track of order. Burst effect.
*When the Mortar hits roll 1 die. On a 6, it lands exactly 6" away from the firing vehicle. For anything lower, consult the Grenade Scatter Table. Move the Mortar round 1/4" for each number that you missed the roll by. If you rolled a 1 (missing by 5) your Mortar round will drift 1-¼" in the scatter direction. Add your Driver skill to the roll.
Standard Round - $85. Singular shell that detonates on impact. 3d to top of object hit, 2d to all objects, tires, and exposed side armor facings within ½", 1d to all objects, tires, and exposed armor facings within 1", 1d to all peds within 1.5". If a shell lands near the front right corner of your car, the blast will damage both your front and right armor facings and tires. (The standard round only affects top armor with a direct hit.)
Optional rule: Creates a pothole obstacle at impact sight.
Cluster Round - $130. A cluster of smaller shells that spread over the target area. 1d+3 to all targets (similar to Flame Cloud damage, except for underbodies) within ½", 1d to objects, tires, and all exposed side armor facings within 1".
Optional rule: Creates a 1"x1" debris counter at impact sight.[Refs: to keep the target from knowing exactly where the Mortar will hit (if range wasn't measured), mark the placement of the firing vehicle when it declares combat. When the round hits a phase later, measure the 6" from the mark.]
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Missiles
LuckyHomer (LH) -To hit 6, $1400, 115 lbs., 3 spaces, 4 DP; 2d+6 damage, 7 missiles ($170 and 55 lbs. each) and 7 beacons ($20 and 2 lbs. each). Loaded cost $2730, loaded weight 514 lbs.; loaded magazine of beacons costs $190 and weighs 29 lbs. No magazine available for missiles. The 'Homer' is a dumbed down and simple arena-style mini homing missile. It's a single weapon, but with two parts. The first part, where the to-hit roll is needed, fires a homing beacon that attaches itself to a target via a small barb. On the following turn the firer may release a missile. (The beacon and missile may be fired at the same time without the additional cost of a link. Though, this is a risky move if the beacon fails to connect.) The missile heads directly for the beacon at 100mph, has the ability to make a maximum of a D3 maneuver, and contains three seconds worth of fuel. If the missile doesn't reach a target in that time, it detonates doing 1d damage to anything within ½" and 1d to peds within 1". If it does reach its target, it automatically detonates. Since the Homer is not a 'smart' missile, it cannot predict where a target will go and can only move in a direct line towards the beacon. If the target leaves the Homerís front arc, the missile will keep doing D3 bends until it finds the beacon again. The missile always maneuvers in its first inch of movement. (When firing the missile during the combat phase, place the missile counter perpendicular to the vehicle that just fired it. Then, during the movement phase, it may immediately begin to maneuver.) Walls do not block the missileís LOS. Multiple missiles will track the closest beacon within a 20" radius. For an additional $200 to the weapon, and $10 to each beacon and missile, a slightly smarter software option may be installed. This ensures that your missiles always head for your closest beacon. The missile may be targeted at -6, and destroyed with 1pt of damage. Burst effect.
Beacons may be removed in three ways:
1- Any collision that causes damage will destroy all beacons on the afflicted facing.
2- Any time the facing is hit with enemy fire there is a 1 in 6 chance (per beacon) that the beacon will be destroyed.
3- When a missile connects with a beacon they are both destroyed, as well as any other beacons on that armor facing (beacons on other facings are not destroyed). If the beacon is on your right side, and the missile tracking it hits your left, it is not destroyed.
If there are missiles in flight when all beacons are destroyed, or a beacon leaves their 20" range, they will continue in a straight line until they hit something or run out of fuel. A beacon fired at a pedestrian will inflict 1 point of damage. At this point, if he or she is conscious, the ped should probably remove the beacon as quick as they can. It takes 1 full turn to remove a beacon from flesh or body armor and it may now be thrown like a grenade. Missiles fired with no active beacons will travel in a straight line. Beacons that miss their target do not activate.If a beacon hits an unarmored or breached facing, roll randomly to see which area is hit: crew (CA), PP, weapons, cargo, etc. That beacon is now inside the vehicle. Unless it hits an actual crew member, it can only be removed by further damage from weapons fire or a collision. If the missile hits the same unarmored or breached armor facing, it automatically goes for the beacon and hits the beacon mounted location. If another weapon hits the facing the beacon is only destroyed if that same damage location is rolled. The worst senario is if the beacon passes through an empty cargo location and sticks to the inside of your armor on the opposite side!
Beacons do not stick, or activate, in tires or armored hubs rolling at 30mph or faster. If a beacon is already in a tire or hub when the vehicle reaches 30mph, it will fall off but remain active. They do, however, stick to wheelguards pretty damn well.
An unactivated beacon on the ground may be picked up and activated by a ped by swinging it down onto a solid object. This takes a firing action. While this isn't enough to pierce the object and make the beacon stick (unless it's a another ped!), it is enough to activate the beacon.
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Dropped Gases
StickyFoam Mister (SFM) - $750, 75 lbs., 3 spaces, 3 DP, 15 shots ($30 and 5 lbs. each). Loaded cost $1200, loaded weight 150 lbs.; loaded magazine costs $500 and weighs 90 lbs. Creates a 1"x ½" cloud when fired that lasts for one second. Any vehicle passing through the cloud is coated with a thin coat of StickyFoam and the counter is removed from the map. All to-hit rolls are at -2 for the next five turns, or three turns if the vehicle has a No-Paint Windshield. In addition to the targeting modifier, certain weapon ports are also clogged. When a clogged Flamethrower, Area Effect, or Laser weapon is first fired the damage roll is reduced by 2 points to 'unclog' the port (all other weapons are immune to this effect). Multiple StickyFoam clouds are very cumulative. For every cloud passed through, another -2 is added to to-hit rolls and another 2 points taken from damage rolls to unclog weapon ports. Each new cloud resets the 5 second visibilty penalty. (If you went through 3 clouds, your to-hit roll would be at a total of -6, but would still take 5 turns to remove all layers.) Weapon ports, however, remain clogged until unclogged. Firing a weapon once will unclog a port, no matter how many layers of foam are in there. If the 'unclog' number is higher than the damage roll, then the shot does no damage to the target. Needless to say, you may also fire a round to unclog the port without aiming at a target. If an oversized vehicle passes through a cloud, only the first inch of its counter is affected. After one second the cloud settles to the ground and behaves like a poorly mixed StickyFoam counter: only a D1 hazard. Not yet available in HD or Gas Streamer versions.
StickyFoam Mister Discharger (SfmD) - $100, 5 lbs. Same rules as above.
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Dropped Solids
Spike Strip Dropper (SSD) - $200, 45 lbs., 2 spaces, 4 DP, 10 shots ($35 and 10 lbs. each). Loaded cost $550, loaded weight 145 lbs.; loaded magazine costs $400 and weighs 105 lbs. Creates a 1"x ¼" strip of spikes. The spikes are embedded into a Kevlar reinforced fireproof plastic strip that is rolled into a 'coil' and loaded into the weapon. When these coils are dropped they instantly unroll into strips that do an automatic 1d damage (no die roll needed) to any tire that hits the counter itself. The strip may be targeted at -5 and is instantly 'destroyed' with a successful hit. (Flaming Oil has no effect.) If a strip is destroyed the spikes are scattered, but still very functional, and the SSD counter now behaves exactly like a normal spike counter, as per the original rules, with the 1/4" 'spread.'
R&D Designer's Note: The coils, being fabricated to match the size and weight of a mine, may also be loaded into a Mine Flinger. When the coil hits the ground, it unrolls from the target square in a direct line from the firing vehicle. (Using the Grenade Scatter Rules with a to-hit of 5, not 12.)
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Rolling Mine (RM) - $250, 35 lbs., 3 spaces, 5 DP, 7 shots (see below for ammo costs, weights, and damage). It drops a 'mine' (in the form of a ¼"x¼" counter) that rolls along next to the firing vehicle, sharing the same orientation and speed. The mine, or Road Torpedo as it's been dubbed here in the office, loses 10mph every 5 phases until it reaches zero, where it becomes a very nasty road hazard. If the mine collides with an object (or vice versa), and at least 1pt of damage is generated from the collision, the mine detonates. For the explosive mines, the 3d damage is applied to the side of the vehicle hit, and all of its tires take 2d. When the RM is placed on automatic it fires every phase, as all dropped weapons do, but with each successive mine pushing the preceding one back ¼", so that they'll all be in a row. May be made Radio or Contact Detonated at normal cost. Mines may be made both Radio and Contact Detonated for an additional $50 per shot. For an additional $100 to the weapon, and $10 to each mine, a detonation timer may be outfitted. You may program each mine with a delayed detonation to a 1/5 second accuracy. Unless programmed before the duel, it takes a Firing Action to program each mine or to program all the mines in the weapon at once. The mines may be targeted at -4 and detonated with 2 (yes 2) hits of damage. The RM may not be installed on the top or underbody. May not be installed on the front of cycles or regular trikes. Magazines do exist, but are twice the 'everything' ($100, 30lb., 2sp, 2DP) of normal mags because 2/3 of the weapon's actual space is taken up by the ammo.
Explosive - $150, 15 lbs. 3d damage at impact site, 2d to everything within ½", and 1d to all tires within 1", and 1d to peds within 2" radius. (Note: all Contact Detonated Rolling Mines within ½" of a detonating one will go off as well.) Burst effect.
Flechette - $100, 15 lbs. 3d damage to peds within ½", 2d to peds within 1", 1d to peds within 2" radius. (Remember, peds have a 1/5 DM.)
Empty - $25, 5lbs. Add your favorite goodies (Oil, Flaming Oil, Ice, Paint, Smoke, Flame Cloud, illegal contraband, etc.) for the additional cost and weight of its corresponding round of dropped weapon ammo. For example, an empty mine ($25, 5 lbs.) filled with a HDFOJ round ($140, 8 lbs.) would cost $165 and weigh 13 lbs. When detonated, the HD or standard round leaves a counter centered on the impact site, and aligned with the mine's direction. This does spread under vehicles. No Dropped Solids may be installed in an empty mine.
All mine types may be mixed but keep track of their order. Rotary Magazines do not work with this weapon.
As with grenades, if a mine collides with a stationary object and doesn't detonate it will 'bounce' away at an opposite (or mirrored) angle of approach. For example, if a mine approaches and skims a wall at 15 degrees and doesn't detonate, it will continue in its rough direction, but now bounce away from the wall at 15 degrees. If a mine is involved in a head-on, rear-end, or t-bone collision and doesn't detonate, apply speed changes to the mine as per normal collision procedure.An adept driver may certainly 'herd' a mine and change its direction. (See our article in the latest AADAQ.)
A sensor on the RM only allows one mine to be dropped at a time if the weapon is mounted to the front. If a mine is currently rolling in front of your vehicle, activating the sensor, no more mines may be dropped. The sensor is not activated when the RM is mounted to the sides or rear (unless that's the current leading edge, as in a T-Stop, spinout, bootlegger, etc.).
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Obstacle Dropper (ObD)- $80, 25 lbs., 2 spaces, 3 DP, 10 shots ($35 and 10lbs. each). Loaded cost $430, loaded weight 125 lbs.; loaded magazine costs $400 and weighs 115 lbs. Remember those unfolding Hoberman toys from 50 years ago? Well, the weapon designers do too and have created an unfolding obstacle. When fired, a small square 'device' is dropped to the ground, springing open 1 phase later with corners embedding themselves into the ground, becoming a tire shredding, hazard inducing ½"x ½" latticework of fireproof pointy metal. Can be 'destroyed' with 3 or more points of projectile damage leaving same sized debris counter. The obstacles are targeted at -4.
If a vehicle is on the counter when it unfolds, apply normal hazard and tire damage. No hazard for hitting a device counter before it unfolds.
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Accessories
Punch - 20x cost of 1 point of armor for intended vehicle, and 12x the weight, 1 space for 'point load distribution equipment,' and 75 DP. A Punch is a short, wedge shaped 'spear' attached to the front of a vehicle that bypasses another vehicle's armor to damage any side-mounted weapons. It takes a minimum of 15 points of collision damage ëpressureí to pierce another vehicle's armor. Plastic, metal, or any combination thereof makes no difference, as the armor isnít actually damaged by the Punch, only pierced (it is later damaged by the imminent collision, however). The effect is similar to shooting through metal armor. For plastic, think of it as 'cracking' the armor.
In a head-on, rear-end, or t-bone collision with a Punch follow these steps:
1- Determine collision damage.
2- Immediately subtract 15 of those points of damage from the roll total and apply it to the Punchís DP only. (That is, IF there's 15 points of armor on that side. If there's less, use that number.)
3- Determine if one of the targetís weapons has been hit [2 in 6 chance per space of weapon, 4 in 6 chance for 2 spaces of weapon, and so on]. If hit (roll randomly if there's more than one weapon) apply the weaponís DP against the Punchís DP and the remaining collision damage total.
4- With the remaining points of collision damage, apply to both vehicles as per normal collision rules.
Example: Car A t-bones Car B at 70mph, cause he's really getting tired of her side-mounted Spike Dropper. 31 points of damage are rolled. 15 points of that is taken away immediately, applied to the Punch only, leaving 16 points of possible collision damage (31-15=16). A roll of 1 to 2 is needed to hit the Spike Dropper (which is 1 space) of Car B. A 2 is rolled, so the SD has been hit. The SD has 4 DP and as itís destroyed those 4 points are applied to the Punch and removed from the collision damage total, reducing it now to 12 (16-4=12). The Punch can penetrate no further into Car B and the two vehicles finally collide, each receiving 12 points of the remaining collision damage. 12 points to the front of car A and 12 points to the side of car B.So, to summarize, both cars each lost 12 points of armor from the collision. In addition to that, Car A loses 19DP from the Punch, and Car B has lost a Spike Dropper.
May not be used with Ramplates. It cannot reach power plants, crew, or cargo (unless hitting the side of a cycle). If a collision result of 15 points of damage or less is rolled, all damage is absorbed by the Punch only- no damage goes to the target vehicle. When the Punch is reduced to zero DP it breaks off leaving a debris counter. The Punch is very weak when stressed laterally. Any sideswipe that results in 3 or more points of damage shears the Punch off and will leave debris. It can be targeted at -4, or damaged with a 2 in 6 chance any time the front is hit with weapons fire....
StickyFoam Neutralizer Wiper Fluid - $200, no weight or space. Replaces your normal windshield wiper fluid. Removes StickyFoam mist as per normal paint rules. When used with a No-Paint Windshield it takes only one turn.