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Autoduel Quarterly #1/1

Autoduel Quarterly #1/1


This is the very first Autoduel Quarterly, the Car Wars magazine, published in March, 1983. It features "Convoy," a scenario by Steve Jackson and David Ladyman, plus Aaron Allston's look at Midville, OH, the home of the Sunday Drivers supplement. All that plus vehicle designs, new equipment courtesy of Uncle Albert, letters, columns, and...   [click here for more]
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Autoduel Quarterly #1/2

Autoduel Quarterly #1/2


Autoduel Quarterly is the official Car Wars magazine; Issue 1/2 was published in July, 1983. It features "Nightstrike," a complete scenario, plus Aaron Allston's look at Austin, TX, for the North American Road Atlas and Survival Guide. All that plus vehicle designs, new equipment courtesy of Uncle Albert, letters, columns, and rules answers in ADQ&A. Drive Offensively!...   [click here for more]
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Autoduel Quarterly #1/3

Autoduel Quarterly #1/3


Autoduel Quarterly is the official Car Wars magazine; Issue 1/3 was published in September, 1983. It features "Chassis & Crossbow," a look at the early days of autoduelling with a complete scenario, Autoduel Champions designer's notes from Aaron Allston, plus John M. Ford's look at Floral Gulch, IN, for the North American Road Atlas and...   [click here for more]
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Autoduel Quarterly #1/4

Autoduel Quarterly #1/4


Autoduel Quarterly is the official Car Wars magazine; Issue 1/4 was published in November, 1983. It features "Maniac," a complete solo adventure, Aaron Allston's advice on anti-cycle gang tactics, plus a look at New Tulsa, OK, for the North American Road Atlas and Survival Guide. All that and vehicle designs, new equipment courtesy of Uncle Albert, letters, columns,...   [click here for more]
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Autoduel Quarterly #2/1

Autoduel Quarterly #2/1


Autoduel Quarterly kicked off its second year with Issue 2/1 in early 1984. The issue featured the first details on the official American Autoduel Association, the club for Car Wars fans, plus a complete solo adventure, Car Wars fiction from Jim Lowerre, new vehicle designs, weapons, and gadgets, and a look at Twin Cities, MN, for the North...   [click here for more]
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Autoduel Quarterly #2/2

Autoduel Quarterly #2/2


Autoduel Quarterly Issue 2/2 was published in July, 1984. The issue featured Car Wars referee hints from Steve Jackson; "Badlands Run," a complete multi-encounter scenario by Scott Haring and Jim Gould; an article on Amateur Night tactics; plus the usual new vehicle designs, AADA news, new weapons and gadgets, and a look at Arlington, TX, for the North American Road...   [click here for more]
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Autoduel Quarterly #2/3

Autoduel Quarterly #2/3


Autoduel Quarterly Issue 2/3 was published in the fall of 1984. The issue featured three Car Wars mini-scenarios; advanced optional rules for fire; "Serendipity," a Car Wars short story; the debut of ten-wheeled trucks; advice on triple-scaling your game components for more visually exciting game; plus the usual new vehicle designs, AADA...   [click here for more]
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Autoduel Quarterly #2/4

Autoduel Quarterly #2/4


Autoduel Quarterly Issue 2/4 was published in the winter of 1984. The issue featured "Telethon," a complete scenario by Scott Haring; Car Wars fiction from John Nowak; articles on trailers in Car Wars, critical hits, and tournament duelling strategy; plus the usual new vehicle designs, AADA news, new weapons and gadgets, and a look at Canada...   [click here for more]
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Autoduel Quarterly #3/1

Autoduel Quarterly #3/1


Autoduel Quarterly is the official Car Wars magazine; Issue 3/1 was published in the spring of 1985. It features "Grand Theft Autoduel," a complete scenario, plus articles on grenades and driving off semi assault ramps, and a look at Boulder, CO, for the North American Road Atlas and Survival Guide. All that plus vehicle designs, new equipment courtesy of Uncle Albert,...   [click here for more]
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Autoduel Quarterly #3/2

Autoduel Quarterly #3/2


Autoduel Quarterly Issue 3/2 was published in the summer of 1985. The issue featured "Doppelganger," Car Wars fiction from John Nowak; a sneak peak at the upcoming Deluxe Car Wars; an article on biker tactics; an interview with Uncle Albert about his new catalog; four mini-scenarios; plus the usual new vehicle designs, AADA news, new weapons...   [click here for more]
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Autoduel Quarterly #3/3

Autoduel Quarterly #3/3


Autoduel Quarterly Issue 3/3 was published in the fall of 1985. The issue featured "Alkahest," one of the best pieces of Car Wars fiction ever, from John M. Ford, complete with gaming notes; articles on kamicars and tow trucks; plus the usual new vehicle designs, AADA news, new weapons and gadgets, and two chapters from the North American Road Atlas and Survival...   [click here for more]
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Autoduel Quarterly #3/4

Autoduel Quarterly #3/4


Autoduel Quarterly Issue 3/4 was published in the winter of 1985. The issue featured "First BLUD," a Car Wars scenario from Scott Haring that introduced Blg League Unlimited Duelling, a splinter group out to wipe out the AADA; "Checker's Pizza, Car Wars fiction from Brian Upton; articles on ramps and racetrack arenas; plus the usual new vehicle...   [click here for more]
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Autoduel Quarterly #4/1

Autoduel Quarterly #4/1


Autoduel Quarterly Issue 4/1 was published in the spring of 1986. The issue featured "Midwest Passage," a Car Wars scenario by Scott Haring; a second scenario left out of Car Wars Expansion Set 8: Chopper Challenge, "Search and Destroy"; an article on bandit tactics and an interview with Origin Systems' Lord British and Chuckles about the...   [click here for more]
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Autoduel Quarterly #4/2

Autoduel Quarterly #4/2


Autoduel Quarterly Issue 4/2 was published in the summer of 1986. The issue featured Designer's Notes for the new Dueltrack supplement for Car Wars by Scott Haring, along with two mini-scenarios; Car Wars fiction from Andrew Egan; an article on the Death Scouts; and a look at the District of Columbia for the North...   [click here for more]
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Autoduel Quarterly #4/3

Autoduel Quarterly #4/3


Autoduel Quarterly Issue 4/3 was published in the fall of 1986. This was the special Texas Bicentennial issue, and it featured a whole set of Texas-themed autoduelling scenarios by Allen Varney, plus Car Wars fiction from John Nowak, and Scott Haring's look at Houston, TX for the North American Road Atlas and Survival Guide. All that and letters, columns, rules answers...   [click here for more]
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Autoduel Quarterly #4/4

Autoduel Quarterly #4/4


Autoduel Quarterly Issue 4/4 was published in the winter of 1986. It featured Designer's Notes for GURPS Autoduel by co-author (and ADQ editor) Scott Haring), five mini-scenarios for Car Wars, rules for hospitalization and recovery from injury and playing an entire corporate team instead of a single duellist, plus a look...   [click here for more]
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Autoduel Quarterly #5/1

Autoduel Quarterly #5/1


Autoduel Quarterly Issue 5/1 was published in the spring of 1987. It's a special variant issue as editor Scott Haring turned loose all those crazy articles for very ununofficial ideas that have been begging to be published! Snowmobiles! Airships! Mortars! Weapon durability and maintenance rules! Advanced maneuvering system! Stretch limos! And some ideas that are just plain crazy ....   [click here for more]
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Autoduel Quarterly #5/2

Autoduel Quarterly #5/2


Autoduel Quarterly Issue 5/2 was published in the summer of 1987. It featured complete rules for boats in the Car Wars system, and "Daddy's Girl," Car Wars fiction from Ramona Richards. Steve Jackson also contributed an article on how to design solo adventures for Car Wars that could also be used for other games....   [click here for more]
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Autoduel Quarterly #5/3

Autoduel Quarterly #5/3


Autoduel Quarterly Issue 5/3 was published in the fall of 1987. The cover story was a new set of rules for autoduelling on ice and snow, complete with new equipment and four complete mini-scenarios using the new rules. The issue also has Car Wars fiction from Douglas Carey, rules for overloaded vehicles, and complete results from the 1987 Car Wars...   [click here for more]
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Autoduel Quarterly #5/4

Autoduel Quarterly #5/4


Autoduel Quarterly Issue 5/4 marks the beginning of the Stephen Beeman era as editor of ADQ, and was published in the winter of 1987. A special section on highway duelling had articles on long-distance racing, variant power consumption rules, highway survival, and highway encounters. There were also two pieces of Car Wars fiction, plus a look at the Buffalo/Niagara...   [click here for more]
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Autoduel Quarterly #6/1

Autoduel Quarterly #6/1


Autoduel Quarterly Issue 6/1 was published in the spring of 1988. The "Special Arena Duelling Issue" had articles on parimutuel wagering on arena combats, two articles on arena vehicle design, extremely unofficial rules on dragons in Car Wars, Designer's Notes for Vehicle Guide 2, an interview with the man behind Gold Cross, and...   [click here for more]
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Autoduel Quarterly #6/2

Autoduel Quarterly #6/2


Autoduel Quarterly Issue 6/2 was published in the summer of 1988. It featured "When Duty Calls," Car Wars fiction with gaming stats, plus a complete alternate maneuvering system, and "Magic in Car Wars, a much-requested compilation of goofy ideas from old issues of the much-beloved Space Gamer magazine. All that, plus...   [click here for more]
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Autoduel Quarterly #6/3

Autoduel Quarterly #6/3


Autoduel Quarterly Issue 6/3 was published in the fall of 1988. It featured "Brothers in Arms," a huge solo adventure that takes up nearly half the issue, along with some new arenas, a detailed report of the 1998 AADA World Championships complete with photos of the action, and articles on the tactics of deception and what your opponent can tell about your vehicle from a visual inspection....   [click here for more]
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Autoduel Quarterly #6/4

Autoduel Quarterly #6/4


Autoduel Quarterly Issue 6/4 was published in the winter of 1988. It featured three mini-scenarios ready to play and two new arenas ready for duelling action, advanced tactics articles for convoys and cyclists, designer's notes for the newest vehicle type in Car Wars - hovercraft - tips on duelling on a budget, and "Don't Kill the Messenger," Car...   [click here for more]
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Autoduel Quarterly #7/1

Autoduel Quarterly #7/1


Autoduel Quarterly Issue 7/1 was published in the spring of 1989. The cover story was "Microplanes," an article introducing a new vehicle type to Car Wars, but this first-ever full-size issue of Autoduel Quarterly was full of all kinds of great articles, including: "Black Gold Blues," a complete scenario, and three more mini-scenarios,...   [click here for more]
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Autoduel Quarterly #7/2

Autoduel Quarterly #7/2


Autoduel Quarterly Issue 7/2 was published in the summer of 1989. It featured the scenarios "Mutant Zone," "Hoverball," and "Air Raiders," and the Car Wars story, "Rise of the Phoenix." "ObRacing" is a look at another death sport of the autoduelliing age, and "State of the Art" takes a look at just how the...   [click here for more]
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Autoduel Quarterly #7/3

Autoduel Quarterly #7/3


Autoduel Quarterly Issue 7/3 was published in the fall of 1989. It featured articles on pedestrian combat tactics and racing tips, a detailed report of the 1999 AADA World Championships, a Car Wars short story called "And, Of Course, It Was Black," more on the latest technology in autoduelling in 2039, rules for strafing and rocket fire from aircraft, and...   [click here for more]
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Autoduel Quarterly #7/4

Autoduel Quarterly #7/4


Autoduel Quarterly Issue 7/4 was published in the winter of 1989. It featured "Full Moon Over Midville," a complete scenario with a horror theme using the Midville map and zombies, werewolves, and creepy monsters galore! Other articles covered cybernetics in Car Wars, the winning entries in the design contest for obstacle racing, "Death From Above,"...   [click here for more]
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Autoduel Quarterly #8/1

Autoduel Quarterly #8/1


Autoduel Quarterly Issue 8/1 was published in the spring of 1990, and features two pieces of Car Wars fiction: "Amateur Night Rerun" by Leslie Fish, and "Right of Way" by Dan Lambert. The rest of the magazine was filled with the usual new vehicle designs, letters, columns, rules answers in ADQ&A, and more! ...   [click here for more]
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Autoduel Quarterly #8/2

Autoduel Quarterly #8/2


Autoduel Quarterly Issue 8/2 was published in the summer of 1990. It featured "Duelin' in the USA," a set of eight mini-scenarios set in different parts of the U.S.; "Angel of Mercy," Car Wars fiction by Laura Tripoli; and a look at the rules changes that the Second Edition of the Car Wars Compendium would be bringing...   [click here for more]
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Autoduel Quarterly #8/3

Autoduel Quarterly #8/3


Autoduel Quarterly Issue 8/3 was published in the fall of 1990. It featured Aeroduel, the latest Car Wars supplement from Steve Jackson Games, and included mini-scenarios, Designer's Notes, and the full-length scenario "Aerowarriors" for the new aircraft expansion set. The issue also included articles on safely traversing the lands...   [click here for more]
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Autoduel Quarterly #8/4

Autoduel Quarterly #8/4


Autoduel Quarterly Issue 8/4 was published in the winter of 1990. It featured a full-length scenario for the new Car Wars Tanks supplement, plus Designer's Notes by Craig Sheeley. Other articles included Monster Trucks in Car Wars, a look at mercenaries in the autoduelling world, and "The Bounty Hunter," Car Wars...   [click here for more]
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Car Wars Expansion Set 7 - Off-Road Duelling

Car Wars Expansion Set 7 - Off-Road Duelling


Get Off the Roads! See the great outdoors -- as only a Car Wars duellist can! Take your armed and armored cross-country vehicle off the highways and fight it out at the scenic Ozark Off-Road Autoduel Arena. You need: Fast Reflexes -- to dodge trees and boulders Good Handling -- to jump the river (twice!) and pass the hazardous whoop-de-doos Firepower...   [click here for more]
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Car Wars Expansion Set 8 - Chopper Challenge

Car Wars Expansion Set 8 - Chopper Challenge


You have a tricked-out helicopter, ready for action. Now, how much mayhem can you cause with it? Fire up the rotors and find out! Car Wars Expansion Set 8 – Chopper Challenge includes: 19 full-color counters – helicopters, "grasshoppers," pedestrians, and wrecks. Two color 21" × 32" wilderness maps. Five scenarios to get...   [click here for more]
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GURPS Classic: Autoduel (First Edition)

GURPS Classic: Autoduel (First Edition)


Life in the Fast Lane! Live fast, drive hard, and leave the burning wreckage of your foes in your rearview mirror! The world of Car Wars comes to GURPS with GURPS Autoduel. In this supplement, you'll find detailed vehicle design rules, an assortment of ready-to-use vehicles, and guidelines for making Car Wars...   [click here for more]
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The AADA Vehicle Guide

The AADA Vehicle Guide


Know Your Enemy Gone are the days when every armed car on the road was either a custom job or one of a half-dozen standard makes. Today, hundreds of models of passenger cars and trucks come factory-equipped for autoduelling . . . to say nothing of the ever-growing number of well-armed commercial carriers and helicopters. You need information to stay alive. You need The AADA Vehicle Guide....   [click here for more]
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The AADA Vehicle Guide Volume 2

The AADA Vehicle Guide Volume 2


Know Your Enemy . . . Again! Technology does not stand still. New models, new configurations of familiar models, and new vehicle accessories continue to revolutionize the field of autoduelling. For this reason, the AADA has chosen to publish The AADA Vehicle Guide Volume 2. This handy guide includes: Over 130 more Car Wars vehicle designs –...   [click here for more]
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The AADA Vehicle Guide Volume 3

The AADA Vehicle Guide Volume 3


Ready to Attack! Here they are . . . the AADA's choice for the meanest vehicle designs of the year. From Division 5 to Division 100+, they're all fully armed, completely described, and ready to go. The AADA Vehicle Guide Volume 3 brings you 78 designs, all compatible with the Car Wars Compendium rules and legal for AADA World Championship competition....   [click here for more]
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Uncle Albert's 2035 Catalog

Uncle Albert's 2035 Catalog


Uncle Al – The Duellist's Pal!™ Uncle Albert™ gives you the weapons, gadgets, and accessories you need for your Car Wars battles! Since 2027, Uncle Albert's™ Auto Stop and Gunnery Shop has given autoduellists everywhere the state-of-the-art weaponry, defenses, and accessories they've come to depend...   [click here for more]
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GURPS Classic: Autoduel

GURPS Classic: Autoduel


GURPS Autoduel was one of the first worldbooks ever published for the GURPS system - over ten years ago! Its post-apocalyptic world, based on the classic Car Wars boardgame, was a fan favorite as players faced a world devastated by war, famine and despair . . . on lawless highways where the right of way went to the biggest...   [click here for more]
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GURPS Classic: Mecha

GURPS Classic: Mecha


From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action! In the pages of Mecha, you'll find: An easy-to-follow, step-by-step guide to building mecha. Advanced rules with a plethora of options...   [click here for more]
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GURPS Classic: Robots

GURPS Classic: Robots


GURPS Robots contains detailed rules for designing, building, and playing robots – from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs – deadly fluid-metal machines that can take any shape. The advanced design rules are compatible with GURPS Vehicles, 2nd Edition....   [click here for more]
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GURPS Classic: Ultra-Tech

GURPS Classic: Ultra-Tech


Welcome to the Future! GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the near future to the farthest reaches of imagination. Ultra-Tech is an invaluable companion for GURPS Space or any GURPS campaign that needs incredible technological equipment. Used with GURPS...   [click here for more]
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GURPS Classic: Ultra-Tech 2

GURPS Classic: Ultra-Tech 2


Hard-Core Hardware GURPS Ultra-Tech 2 features 128 pages of new gadgets and technologies for use with GURPS Space, GURPS Supers, and GURPS Cyberpunk campaigns. Inside you'll find: Deadly new weapons - from gatling carbines and Gauss shotguns to squirt pistols and killer nanomachines. Also included are extra options...   [click here for more]
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GURPS Disasters: Meltdown and Fallout

GURPS Disasters: Meltdown and Fallout


Atomic Power, Epic Danger! Radiation can be scary. You can't see it, smell it, or fight it by any conventional means, but it can be deadly just the same. GURPS Disasters: Meltdown and Fallout helps you bring this invisible threat to your gaming table, and gives adventurers the tools they need to deal with it. Inside this volume, you'll discover: The most common...   [click here for more]
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GURPS Spaceships 2: Traders, Liners, and Transports

GURPS Spaceships 2: Traders, Liners, and Transports


Taking Care of Business . . . Intrepid space traders struggling to make a fortune - or just a living - by carrying freight and passengers between the stars are a staple of science fiction. GURPS Spaceships 2 provides statistics and descriptions for dozens of interplanetary and interstellar commercial vessels, from tiny shuttlecraft and rugged tramp freighters to the sleek...   [click here for more]
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GURPS Spaceships 3: Warships and Space Pirates

GURPS Spaceships 3: Warships and Space Pirates


Arm Missiles! Fire Lasers! The battle klaxons have sounded! GURPS Spaceships 3: Warships and Space Pirates provides ships and game mechanics for exciting space combat between medium and large vessels. It includes an overview of space navy and pirate operations; it also features GURPS Spaceships statistics for dozens of sample warships, from patrol...   [click here for more]
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GURPS Spaceships 4: Fighters, Carriers, and Mecha

GURPS Spaceships 4: Fighters, Carriers, and Mecha


Red Five, He's On My Tail! One person, one ship -- and even odds on returning home. GURPS Spaceships 4: Fighters, Carriers, and Mecha provides the ships and game mechanics needed for space-fighter and carrier action. It offers GURPS Spaceships statistics and descriptions for dozens of combat spaceships for the near-future and beyond, from tiny-but-agile...   [click here for more]
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GURPS Spaceships 5: Exploration and Colony Spacecraft

GURPS Spaceships 5: Exploration and Colony Spacecraft


Explore Uncharted Stars! With these vessels of metal and plastic and a crew of hearty souls, ancient dreams of roaming the cosmos can be made real! GURPS Spaceships 5: Exploration and Colony Spacecraft is a toolkit that gives GMs the ships and game mechanics needed for campaigns focusing on deep-space exploration. It includes GURPS Spaceships statistics...   [click here for more]
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GURPS Spaceships 6: Mining and Industrial Spacecraft

GURPS Spaceships 6: Mining and Industrial Spacecraft


There's Gold in Them Thar Moons! GURPS Spaceships 6: Mining and Industrial Spacecraft equips you to exploit the not-so-empty void for commercial gain. It includes 29 ready-to-use vessels, from orbital factories, mining platforms, and shipyards . . . through salvage spacecraft, tugs, and tankers . . . to the TL12^ Leviathan-class constructor, for those times when...   [click here for more]
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