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|designer= ], ] | |designer= ], ] | ||
|publisher= ] | |publisher= ] | ||
|date= ] ] (2nd ed) | |||
|date= ''unknown'' | |||
|genre= ] | |genre= ] | ||
|system= ] | |system= ] | ||
|footnotes= | |footnotes= | ||
}} | }} | ||
'''GURPS Autoduel''' is the ] |
'''''GURPS Autoduel''''' is the ] ''genre toolkit'' book which details the ] world of one of ]'s other popular games, '']''. In this setting (by tradition, fifty years ahead of the current time), characters are involved in ''autoduelling'': combat in armed and ]ed motor vehicles such as ]s, ]s, or ]s. The sourcebook contains rules for designing vehicles, additional skills used by autoduellist characters, and new technology and social conditions of the world. Additional rules for conversion of ''Car Wars'' vehicles to ''GURPS Autoduel'' are included. | ||
An additional set of sourcebooks for the ''Autoduel'' world were published between 1987 and 1989, the '']s''. There are 7 in all, detailing different parts of the US and Australia: | |||
⚫ | Autoduel has many ]s available and the system |
||
* Volume 1: The East Coast | |||
* an ]ally depressed world, | |||
* Volume 2: The West Coast | |||
* partially fragmented ] (such as the fact that ] is out of "''the Union''"), and | |||
* Volume 3: The South | |||
* the ] often goes to the biggest gun(s). | |||
* Volume 4: Australia | |||
Among the "bad news" of Autoduel is the fact that oil reserves are almost gone. The really bad news includes the fact that a widespread ] hit the world (making real ] harder to get than ]). | |||
* Volume 5: The Midwest | |||
* Volume 6: The Free Oil States | |||
* Volume 7: The Mountain West | |||
Each book contains descriptions of major cities and roads, and includes maps of some cities' arenas. | |||
⚫ | ''Autoduel'' has many ]s available and the system allows for players to make their own. The objectives of scenarios vary: sometimes the only objective is to make it successfully through a harrowing gauntlet, other times the players compete in a duelling arena to win virtual cash prizes with which to upgrade their cars. | ||
==See also== | ==See also== | ||
* ] | |||
* ] | * ] | ||
Revision as of 21:16, 23 May 2006
GURPS Autoduel cover | |
Designers | Christopher J. Burke, Rob Garitta |
---|---|
Publishers | Steve Jackson Games |
Publication | January 1997 (2nd ed) |
Genres | Post-apocalyptic science fiction |
Systems | GURPS |
GURPS Autoduel is the GURPS genre toolkit book which details the post-apocalyptic world of one of SJG's other popular games, Car Wars. In this setting (by tradition, fifty years ahead of the current time), characters are involved in autoduelling: combat in armed and armored motor vehicles such as cars, motorcycles, or semis. The sourcebook contains rules for designing vehicles, additional skills used by autoduellist characters, and new technology and social conditions of the world. Additional rules for conversion of Car Wars vehicles to GURPS Autoduel are included.
An additional set of sourcebooks for the Autoduel world were published between 1987 and 1989, the AADA Road Atlas and Survival Guides. There are 7 in all, detailing different parts of the US and Australia:
- Volume 1: The East Coast
- Volume 2: The West Coast
- Volume 3: The South
- Volume 4: Australia
- Volume 5: The Midwest
- Volume 6: The Free Oil States
- Volume 7: The Mountain West
Each book contains descriptions of major cities and roads, and includes maps of some cities' arenas.
Autoduel has many scenarios available and the system allows for players to make their own. The objectives of scenarios vary: sometimes the only objective is to make it successfully through a harrowing gauntlet, other times the players compete in a duelling arena to win virtual cash prizes with which to upgrade their cars.
See also
External articles
- Official
- GURPS Autoduel.
- ERRATA -- GURPS Autoduel, Second Edition. September 2, 1999.
- Autoduel Quarterly magazines - Online Archives
- Resources
- SWAT HQ, GURPS Autoduel Resources. February, 1998.