by David N. Searle
HTML conversion by Michael P. Owen, April 2000
"Henderson's gone too far this time!" Ed Vargas fumed, angrily pacing the worn path on his living-room carpet. "That man is dead meat!"
He stopped suddenly and faced his colleagues with a steely gaze, and said in a low, quiet voice, "Any ideas?"
"Umm . . . "
"Speak up, Scarlotti."
Scarlotti swallowed, and continued in a shaky voice. "We know Henderson has, um, Mob connections."
"Big deal. So do we."
"Just my point, sir. In two hours, he has an appointment with his godfather. And I know what route he's taking!"
Vargas stared at him for a moment, then laughed and slapped him on the shoulder. "Lead the way, Scarlotti. Lead the way!"
Gasman's Revenge is a sequel to the mini-scenario The Gasman Cometh, from ADQ 4/2. Aggravated by the theft of 55 gallons of gasoline, Vargas works to make sure Henderson will never meet his mob contact to sell the gas. It's a two-player scenario, but a referee might be desirable (especially in a couple of the variants below).
Henderson is riding in his stretched luxury, the Enforcer (stats given below), and is escorted by $75,000 worth of escort vehicles and equipment; no vehicle can be cheaper than $15,000. The Henderson player also has a pool of 300 skill points to be divided among his crew, with no crewman getting more than 50, and no skill getting more than 30 points. The Henderson convoy is traveling at 60 mph.
The Enforcer (unofficial) -- Stretched luxury, x-hvy chassis, hvy suspension, 6 solid tires, driver, gunner, 1 passenger (with 4 spaces worth of elbow room), turreted RR, ATG F, 2 HRs linked B, HR R, HR L, fire extinguisher, 2 targeting computers, LD radio, Velvet Glove trimmings. Armor: F24, R20, L20, B33, T20, Ul0. Acc. 5, HC 3; 7,197 lbs., $32,794.
The Vargas player has $100,000 to spend on three elite gasburning duelling cars and personal equipment for three to six henchmen. He has 240 points to hand out, with the restrictions above. Due to the short notice, he didn't have time to set up an elaborate ambush.
Something both players know is that there is a "No Dropped Weapons Ordinance" enforced in this area, so neither player may use dropped weapons.
Start with Henderson's cars on a single road section in any
order the player wishes, traveling at 60 mph. Vargas' lackeys
merge onto the section behind them, going 45 mph.
The Henderson player wins if Henderson escapes with his hide
intact. The Vargas player simply wants to blow up Henderson and
They're late! Vargas's forces had to stop for gas, wasting valuable minutes, and cut Henderson's convoy off much later than they expected. Use Car Wars City Blocks instead of road sections. Optionally, Henderson's group might have to get to a building on the opposite side of town. Set up the City Blocks in any arrangement you like, and pick a meeting sight on one edge of town. Henderson's forces enter from the far side, going between 20 and 50 mph. Two seconds later, Vargas's interceptors scream into town from any direction at any speed.
They're late in Venice! Still using the City Blocks, consider all street areas to be canals, and use boats! Since this variant takes place in Venice, Italy, you'll have to translate the opening paragraphs into Italian.
Counterstrike. Henderson's limo is a Q-car worth $45,000, and Henderson is riding in one of the escort vehicles. Furthermore, after five turns, the Henderson player rolls one die and adds one for every turn past the fifth. Once he rolls 8+, 3 Div. 15 cars under Henderson's control merge onto the road 2d" behind the combat, going 20 mph faster. To partially compensate, Vargas's vehicles may violate the dropped weapons law . . .
Double Counterstrike. Vargas expected the counterstrike and prepared for it. 1d seconds after Hendersons reinforcements arrive, a $50,000 vehicle (any kind), controlled by Vargas, approaches the group from any appropriate direction and at any speed.
Innocent Bystanders. The whole scenario happens during Rush Hour (see ADQ 2/3). The presence of a referee is recommended.