Volume 9Issue 4


The Great ASP Hunt

The Final Chapter

A Roleplaying Adventure for CAR WARS By Craig Sheeley


February, 2041: An unidentified person, referring to himself only as "Mongoose," advertises nationwide that he is offering $5,000 bounty for any member(s) of the ASP (Assassination, Sabotage, Protectionism) terrorist organization. This offer is viewed dubiously by many government and corporate organizations, as "Mongoose" provides no further evidence of ability to make good on its promise.

May, 2041: Several incidents involving enterprising fortune hunters bring the great ASP Hunt national publicity. A number of ASP installations are exposed and the ASP agents fight back vigorously. A growing casualty list highlights the sporadic war. No bounties have been paid, and generally well-equipped ASP forces cause an average of more then $5,000 damage per man anyway. Interest in the Great ASP Hunt begins to wane.

July, 2041: "Fang" Brodowski, notorious bounty hunter, captures three ASP agents in L.A. and insists on being paid for his triumph. After a week of interviews and appearances on local, national and worldwide television, harping about not being paid, Brodowski receives $15,000 by ELMONEY transfer. The leader of ASP, the Black ASP, makes a speech on private satellite broadcast, accusing the Mongoose of being fake, a screwball interested only in harming ASP with no intention of paying any serious money at all.

October, 2041: Louisiana resident Claude Morris rockets to instant fame after revealing an ASP installation and single-handily capturing all 20 of the ASP operatives in the base. He demands a meeting with the nebulous Mongoose, to trade the prisoners for the $100,000 promised in a face-to-face exchange. The Black ASP makes another broadcast, sneering that the Mongoose will never show his face, and promising that Morris is a dead man. To the shock of all, Mongoose does agree to the meeting, and Morris loads his captured prisoners onto a rented Busnought for the trip to Omaha.

Enter the Duellist

When the player-characters meet Morris, he is staying over in St. Louis, Missouri, preparing for his last drive into Iowa on the way to Omaha.

The trip up from Louisiana wasn't very easy. On the way, no fewer then nine attacks were made on his bus and convoy. Of the nine, Three were made by ASP forces, and the rest were made by gangs and fortune hunters. None of the attacks succeeded - the gangs and fortune hunters were driven off by Morris and his escort group, and the ASP attacks were mysteriously thwarted by interceptor aircraft painted in red, white and blue colors - but the bus was pretty well shot up, and the escort vehicles were largely trashed and their crews deserted. So now Claude is looking for some more volunteers to go north, on a short jaunt to Omaha. "The tough part of the trip is over," he insist. "Coming up through Arkansas was a nightmare - they gotta have the worst roads this side of Illinois!" And he's offering $10,000 per vehicle (up to 4 vehicles), plus all the salvage they can handle, to entice duellists to escort his replacement Busnought to Omaha. Any takers?

His plan is simple: He'll proceed the convoy, going to Omaha via KC-1, to draw off pursuit. Then the proper convoy heads north from St. Louis through Iowa to Council Bluffs, then Omaha. He's already arranged with the Iowa State Patrol for permission to retain weapons intact, and with him decoying the opposition, it'll be a snap! Right? He'll meet the convoy in Omaha, at the local AADA office.

What the Players Can Bring In

So far, the attackers haven't had more than a few cars or cycles; the only time the worth of attacking forces has surpassed $80,000 was during the ASP attacks, and they barely fired a shot each time before the mysterious planes showed up and drove them off.

Limit the player-characters to the vehicles they normally use for road travel. If they want to use a rig, let them. . .If they want to use a subcompact, let them. Do not let them design vehicles specifically for the scenario. No"Tail-End Charlie" vehicles sporting mines and other dropped weapons, and nothing else; no "AAA" vehicles armed with batteries of SAMs, etc.

As far as personal gear and weapons, let the escorts have what they can afford, and what they can haul. Remember, roughly 12-20 GE equals 1 space of cargo, and always use the alternate encumbrance rules to determine how much extra weight they're carrying. The fuel stops on the road to Omaha don't sell ammo; this is common knowledge, so the PCs might be ahead to bring along their own extra ammo, too.

And They're off!

True to his word, Claude Morris leaves early, before the convoy, heading down I-70 to KC-1 in heavily-armed hovercraft hired from one of the river cargo companies. The guards make the bus ready to go, loading the manacled ASP agents, still in ASP uniform, onto the bus at gunpoint. The bus is the new Busnought Model G (see p. 13), a tough competitor in the bus market. The prisoners are chained to their seats belted in (don't forget to buckle up!), the gunners tune in their sights, and the bus is set.

The route is the same no matter which one the convoy chooses: Terrible. If the players want to argue over the route, pull out a road atlas of northern Missouri and let them pick their route. Please note that most of the roads in a 20th-century atlas are in poor-to-nonexistent shape in 2041, and their travel will be slow until they reach I-35 north into Iowa. The best route, according to AADA maps, is either Highway 61 straight north out of St. Louis, then turn west on Highway 36 at Hannibal after recharging, or take I-70 west to Columbia, turn north on Highway 63 after recharging, then turn west on Highway 63 at Macon. Both routes lead to I-35 at Cameron, which has charging stations. Taking I-70 to KC-1, then striking north on I-35, would defeat the purpose of Morris' diversion.

A Drive in the Country

Driving through northern Missouri is dull, to duellist's sensibilities. Two-lane roads in poor condition wind through country carved by primordial oceans and glaciers, thick trees lining both sides of the road - except for the broad sweeps of prairie-like terrain that vies with the forests for land. All very picturesque on a brisk fall day, particularly since the trees are losing their leaves and the woods are ablaze with color. Few vehicles appear on the roadway, and they are either passed rapidly by the convoy, or swish past without incident. Aside from those few cars (and more numerous pickup trucks), the only other life seen is wildlife and some lone cows grazing placidly in the fields.

Rough Ride: Of course, driving through the countryside isn't without its hazards. The roads are badly maintained, requiring a tire check for each vehicle per hour (the journey to Carman will take almost 4 hours - these roads are in no shape for high speed!). Roll 1d per vehicle, adding +1 if the vehicle has standard or Heavy-Duty tires. On a roll of 6 or better, one tire (selected at random) has been damaged to the point of uselessness by road debris and hazards. Repairing the tire temporarily is a Medium job for a mechanic, although if any other tire damage is sustained by the vehicle with the damaged tire, the tire then completely destroyed. Oh, did the duellist think to bring spares?

Deerkiller: In addition to the passive destruction the road offers, the wildlife threatens more resistance. As the convoy rolls around a blind curve, the lead vehicle rounds the hill and smacks straight into a deer that was crossing the road. The driver of the lead vehicle has a chance to avoid the deer with D7 maneuver, if he prefers - otherwise, he smacks straight into the deer head-on. If he attempts the maneuver and fails, roll on Crash Table #1 to discover his fate - at this point, the road is 2" wide with a 1/2" shoulder. Beyond the shoulder is a 1/2" deep by 1/2" wide ditch, then trees - thick ones - and if the driver not only fails his control roll but rolls a 1 for that failure, he also hits the deer as well as losing control! For purposes of collision the deer is treated as a 200-LB. obstacle with 3 DP, but the vehicle takes full collision damage over and above the deer's DP.

On to Iowa

Once the convoy reaches Cameron and I-35, travel becomes much easier and the convoy speed can creep up to normal - the bus crew and driver are all in favor of accelerating to 70 mph and holding it. They have no stomach for being shot up like the last bus was.

At the Missouri/Iowa border, the convoy has to slow to get through the checkpoints at Lamoni. All the State Patrol has to do is check over the waiver and have the drivers sign the requisite forms (a ten-minute affair; this can be done while charging vehicles), and the convoy is on the move again.

By this time, at least five hours have elapsed, thanks to slow travel along Missouri roads, charging at truck stops, and organizing rest stops for the ASP captives (think about it - there's no rest room on the bus). However, with the well-patrolled, well-maintained roads in Iowa, the rest of the trip should be a breeze.

Wrong.

The roads in Iowa are well-maintained - as long as they're interstates. As the AADA Road Atlas points out, traveling off the interstates is best done in an off-road vehicle, preferably a tank or half-track. So it looks like the convoy's only course is up I-35 to Des Moines and then west on I-80 to Council Bluffs and Omaha. A 180 mile trip; a mere three hours at 60-70 mph.

The State Patrol does issue a stern warning to the duellist and bus crew. Any damage done to the road will be blamed on and billed to the convoy, since other vehicles in Iowa aren't supposed to be armed. So watch it with those mines and spikes (fines are $250 per mine counter, $150 per explosive/incendiary spike counter, and $50 per spike counter. And they have your I.D. and know which car mounts what dropped weapons, so they can fine you anywhere in the country!).

Soon the convoy is humming along the highway, headed for Des Moines. Players must set the relative positions of their vehicles - the highway is a standard median-dividing four lanes, with 1/2" shoulders - and the speed of the convoy. They must maintain these positions until after encounters; only then may they switch convoy order.

Repair Stop

Traffic along I-35 is sparse, almost non-existent in the early afternoon. Only a few trucks headed north for Des Moines populate the highway on this bright, lazy fall day.

About 30 miles north of Iowa/Missouri border, five miles from Osceola, at a full rest stop (with restrooms and picnic tables, yet!). The convoy crews spot a lone bus pulled in at the rest stop parking area. It fits the description of a Scarab (AADA Vehicle guide, page 38), and it looks like it's had some trouble. Two of the wheels are being repaired, with spares lying nearby.

"Must not have had solid tires," the bus driver snorts derisively. The evidence for his conclusion is clear: The road is in terrible shape, covered for over a hundred yards with junk and debris - no large obstacles, but a covering that looks like trash truck accidentally lost its hopper in the vicinity. Vehicles with solid or plasticore tires won't have any trouble here - the highway is wide and straight, without maneuvering problems. Vehicles that have standard, heavy-duty or puncture-resistant tires are going to have to weave between junk piles slowly to avoid tire damage. The convoy may slow to accomplish this, and may even change the order in which they proceed through the junk area, allowing vehicles with tires junk won't touch to go through first (or last, depending on the players' preferences).

At any rate, the bus crew pays the convoy no attention, continuing work on the task of replacing their lost wheels. Nothing threatens the convoy at all, and no vehicles can be seen approaching in any direction.

When the bus is halfway through the junk zone, the entire hundred yards of it explodes without warning. There were mines hidden underneath the junk, and the air is thick with flying fragments. Vehicles in the hundred-yard section take damage: Anyone not protected by vehicle armor (exposed cyclist, people standing in sun roofs, etc.) suffer 4d damage to each tire and both underbody sections. Each escort ground vehicle suffers 2d damage to each tire/plenum skirt section and 2d damage to underbody armor (1d damage to a random component if a cycle is involved). The men working on the bus throw themselves flat to escape the shrapnel.

The concerted mine explosions clear most of the junk from the road. If the bus (or other vehicles) has lost a wheel, the scarab crew appears to have tools to help repair damaged wheels.

The entire situation is a trap. The Scarabs wheels are actually still attached; they just look like they're being worked on. The Scarab houses four men with assault rifles, body armor, and 1 LAW each. The visible bus crew has body armor and SMGs. In addition, the bushes at the side of the road hide a series of Claymore mines. The plan is to cripple one or more of the convoy's vehicles, wait until the crew dismounts to start fixing the damage, then shred them with the Claymores and rifle fire. The attacks will do little to the heavy armor of the Busnought, leaving the captive ASP troopers intact as booty for the road scavengers. If the scavengers don't kill the vehicle crews with their mines and rifles, the Scarab's guns come into play. If the scavengers are being defeated (taking lots more damage then they're putting out), then they start up the Scarab and attempt to run north, and outdistance the convoy's damaged vehicles.

After the battle, the duellists can go five miles up the road to Osceola and buy new tires. The bus crew has credit line they can use.

Wheeling and Dealing

While the convoy is stopped at Osceola, a pair of vehicles roll in and stop; a couple of their crewman approach the duellists, (If the convoy doesn't stop at Osceola, this encounter occurs at Des Moines, where the convoy has to stop for recharging.) This looks suspicious, since one of the vehicles is a Scarab bus with some fairly fancy-looking electronics, and the other vehicle is a well-armed wrecker tractor. Both vehicles have fresh, professional-looking paint jobs that make them look like company vehicles of some sort; the crewman approaching the duellists wear uniform armor, reinforcing the impression.

Still, they seem friendly. "Going far?" one of them asks. Duellists try to conceal their destination, the two truckers grin, "You've been spotted, and everybody knows about the snakes. You're going to attract attention."

"A lot of attention," the first one chimes in. "We wanted to follow you and, uh, clean up the mess, we'll pay you 10% of the take." He flips out an identification wallet and displays an official license. "As you can see, we have state authorization for the job." And if it's a forgery, it's an excellent forgery.

If the duellist accept the proposal, the truckers promise to warn them about road hazards ahead, when they hear from their HQ. Otherwise, the truckers shrug, say, "It's your money, pal," and walk off. In either case, when the convoy sets out, the pair of vehicles will follow the convoy at about three hundred yards (60"), waiting to do salvage work.

Snakes in the Sky

About 10 miles out Des Moines, the Busnought's radar registers a trio of aerial targets, coming out of the west and closing fast at 300 mph, range 6 miles. This gives the convoy 72 seconds to track and prepare for an attack. When the three targets are 25 second out, the radar picks up another trio of aerial targets, coming up from the south, range 4 miles at 500 mph! Which means the second group arrives three turns after the first.

The first group roars over at 250 mph (they slowed) and 500' (20") altitude. The aircraft are three identical black twin-engine pusher airplanes, in the Large Plane category; the ASP prisoners raise cheer when they see them. They release a shower of bombs that fall largely short of the convoy, blasting holes in the fields to the west and cratering the far lanes. The tail end of the bombs fall around the convoy: Roll 2d for each vehicle. On a roll of 9 or better, that vehicle takes 4d damage to one randomly-determined side and another 1d damage to each tire on that side.

As soon as the bombs are dropped from the black planes (which is before they even began to strike the ground), the ASP attackers turn sharp 180 degrees and head west, accelerating at full gate. A couple of seconds later a trio of sleek, streamlined, swept-wing interceptors buzzes by at 450 mph, following the ASP planes. The duellists barely catch a glimpse of the red, white and blue paint schemes, and the two groups of airplanes are gone.

Should the duellist shoot at the interceptors, they ignore the fire and go on. If the duellist shoot and hit the bombers, their target is affected if the duellist cause then 30 points of damage. Remember, these planes are traveling at 250 mph, approaching a horizontal range of 20" at closest, and maintaining 20" altitude. A hit will require some good, long-ranged weaponry. If one of the bombers suffer more then 30 points of damage, one of its wing breaks off and the bomber plummets to the ground to the east of the convoy.

Pickup Blitz

After a recharging and rest stop at Des Moines, the convoy continues west on I-80. Once again, the journey steadies down to dull highway driving, lulling the crews into a state of sleepy boredom. There's traffic, yes, but it's pretty light, mostly consisting of lone trucks or small (2- to 3-truck) convoys headed for Concil Bluffs and Omaha. Rarely, a passenger car whizzes by (or is passed, since the duellist may well be going faster than the other vehicles on the road).

This changes at the off-ramp from Redfield, 22 miles from Des Moines. The Busnought's radar picks up five vehicles moving off the off-ramp behind the convoy, apparently another small convoy. This group is closing the distance, driving up behind the duellists' convoy at 10 mph faster than the Busnought's speed. At this rate, they'll pass the bus and its escorts in 3 minutes. If the duellist befriended the wreckers, the pair of heavy vehicles (still following the convoy at 300 yards) radios that this new convoy seems to consist of pickup trucks - fairly well-used pickup trucks. The pickup convoy is making good speed, but the drivers drive politely, even using proper turn signals and radio protocol.

Indeed, the pickups call ahead to the duellist' convoy and request permission to pass. Unless the duellists start tracking the pickups with their weapons (a distinctly impolite action), the pickups get first attack, and the duellists can't react until the next turn!

The pickups are a strong band of road pirates, fortune hunters looking for salvage. Their salvage this time is the ASP prisoners, so they don't shoot the bus (much). If they shoot at the bus they aim for turrets and back tires. Their chosen tactic is to pick car per pickup and blast it until it is dead. The pickups break formation and start firing at 10" range, echeloned across the road to allow maximum number of truck fire.

The fight continues until two pickups are crippled, destroyed, or wrecked. If this happens, the others break off and go off-road, attempting to escape.

Should the duellists' vehicles or the Busnought need emergency repair on new tires, the wreckers following have a portable shop and lots of spare tires . . . They'll sell their services at regular rates (or deduct the cost from the 10% salvage commission if the duellists agreed to the salvage deal).

Snakes in the Grass

60 miles from the state border, the convoy readies to cross the Nishnabotna River bridge. Up ahead, sited on a ridge commanding a view of the shallow river valley, a lone barn watches the scene in the slanting rays of the afternoon sun. Suddenly, it collapses, its walls literally falling out flat on the ground. As it falls, the gun that had been concealed inside it fires at the convoy!

This is another ASP attack. The ASPs have a 360, carriage-mounted, long-barreled 90mm tank gun, and are laying down fire from a range of 400 yards (80"). Thanks to the long barrel, they only have a range modifier of -1 per 20", and any vehicles approaching the guns position along the highway is treated as coming towards the gun (1/2 movement to-hit modifier). The gun fires at the lead vehicle at all times - Whichever vehicle is out front is the target.

The 90mm has a To Hit of 7, and does 9d damage to its target, with 2" burst radius (for more on different kinds of tank guns and tank gun ammunition, see p. 6 and Uncle Al's Catalog From Hell). It has an attached Hi-Res single-weapon targeting computer and the gunners are +2. Added to the +1 for being a stationary firer, the gun has an adjusted To Hit of 2, plus range, target size and movement modifiers.

The duellists and the bus can return fire at the gun emplacement (it's pretty easy to hit - +1 for the gun alone, plus an additional +1 to hit the stationary gun). The gun has 15 DP, and a 20-point gunshield (just like a tripod gun shield) protects the gun and crew from any hits to its front.

There are five crewmembers working the gun - if the crew is reduced to three men, the gun fires every other turn. If reduced to two men, the gun fires fourth turn. If reduced to one man, the gun fires every ten turns.

However, the gun doesn't have much time to wreak havoc on the hapless convoy vehicles. After five turns of fire, the Busnought's radar picks up another aerial target, very high up. Three seconds after that (eight seconds after the gun begins to firing), a bomb drops right on the gun, impacting underneath it and blowing it over. The crew runs back over the ridge (and hops into an off-road jeep to make its escape). If the duellists are gaining salvage from wreckers, the gun's salvage is worth $1,500.

And who blew up the gun (if the duellists didn't)? Odds are the plane was painted red, white and blue.

Brat Pack

Battered, blasted, bruised and bullet-punched through they may be, the duellists aren't out of trouble yet. Not 20 miles out of council Bluffs, a gang of cyclist road trash try to stop the convoy! These suicidal cyclists barrel up over the crest of a hill, running straight at the convoy vehicles in a mad game of armed chicken, screaming in at 75 mph!

The cycle gang consists of two Mantis cycles, one Popper, a Shockwave, and a Swift All the cyclists wear body armor and are Cyclist 1, Gunner 1. The gang intends to slash through the convoy, using their small size to avoid collision and weave between the larger vehicles wile carving up already-tattered tires. Once they're done with their initial pass, they keep going right on past - and catch fire from the wreckers following the convoy!

(This last encounter is nothing more than an annoyance, as the duellist are about to reach their goal - This gang doesn't have the firepower or desire to hang around and slug it out with the convoy.)

The Final Option

Finally, the convoy reaches the fortress town of Council Bluffs. The drive to Omaha is short, after the convoy gets critical repairs. Morris is waiting patiently at the local AADA office, telling and retelling his exploits in the capture of the ASP troopers. He's already gotten the directions on how to get to Mongoose's location. The duellists have completed their mission; he'll pay them when he picks up the money. Of course, if the duellists want money quickly, they can tag along and meet Mongoose, too.

Mongoose has chosen a small truck stop on the outskirts of town - Morris takes a circuitous route to reach it, citing "security" as the reason for the numerous detours. When seen, the truck stop looks deserted, its massive gates closed "for private party," according to the sign hastily installed on the truck door. The gates are opened for the convoy, while the wall-corner laser turrets search the sky and ground hungrily for targets. Apparently, the Mongoose is not taking any chances of an ambush or attack. Radar is clear, though, and no vehicles or forces can be seen to have followed the convoy, so it looks like the prisoner transfer can be accomplished without incident.

At the center of the courtyard, half a dozen men armed with SMGs wait for the bus. Another man, his identity completely concealed in body armor and mirrored visor, waits quietly with an armored briefcase. Morris climbs out of the bus and approaches the lone man as the bus crew shepherds the ASP prisoners out onto pavement. "You Mongoose?" he asks. The lone man nods. "Let's see the money." The lone man picks up the briefcase and opens it to reveal a great amount of cash in large bills. Morris picks up a wad of bills and quickly counts them, then turns back to the bus crew and calls, "It's okay. The money's good." The bus crewman nod and head back into the Busnought. Morris puts the bills back into the briefcase, pulls out an extremely large, one-barreled pistol, and blows a big hole through the man who admitted to being the "Mongoose."

At this moment, pandemonium reigns. The Busnought's reloaded guns open up on the laser turrets, the ASP prisoners all shed their manacled, turning them into makeshift nunchakus and attacking the gun-toting men with martial arts leaps, and after a stunned second, the incredulous guards and truck stop defenses respond, shooting at anyone in sight.

The duellists, if they are in the truck stop at the time of this fight, have the following options: They may side with the truck stop and fire at the ASP martial artists and the Busnought; they may side with the Busnought and attack the truck stop defenses; they may burn rubber and get out of the truck stop defenses; they may grab that lovely briefcase full of loot and then burn rubber out of the truck stop; or they may try something different of the players' own design. If they insist on fighting it out, use the truck stop map. There are five security personnel in the security station (Handgunner-2, Running-1), armed with SMGs and body armor. The half-dozen security men in the courtyard have the same skills and equipment, but they're almost certainly involved in battling the 20 ASP Krait Kommandos (wearing blended body armor, armed with nunchucks, Running-2 Handgunner-1, Martial Arts-3 - they do 1d-1 damage when they use their nunchakus and Martial arts in tandem). Morris is reloading his sawed-off 1-barrel gyroslugger with AP ammo; he wears body armor.

So What Really Happened?

The Black ASP couldn't resist the chance to trick Mongoose. He arranged for the "capture" of the Krait Kommandos by secret ASP agent Claude Morris, faked the ASP attacks all the way up, and managed by this stratagem to infiltrate Mongoose's location with a number of highly-trained, fanatic ASP soldiers. The whole thing was a trick.

The red, white and blue forces is also ASP. It's ASP's equivalent of an aggressor force, used largely for training.

If the duellists let the bus go to rendezvous alone and never went to the truck stop, they're later paid $10,000 per vehicle, as promised. If they survive the scenario at all and made a salvage deal with the wreckers, give them 5% of the non-damage value of the vehicles wrecked on the road during the scenario (the wreckers only got 50% of the full salvaged value, and 5% is 10% of 50%), plus whatever they picked up for themselves,

If the duellists do manage to escape with the briefcase full of loot, they have $100,000 to carve up between them.

Is "Mongoose" really dead? Nobody knows for sure . . .

Game Statistics

Busnought, Model G - 40' bus, x-hvy chassis, regular truck power plant, 10 Solid tires, driver, gunner, 20 passengers, long-barrel T with magazine in universal front turret, XL in universal back turret, 22 AP flechette grenades, 2 hi-res computers, radar, long-distance radio, fire extinguisher, no-paint windshield, radar detector, light amplification. Armor UF UB 0/25 all other locations 46, 6 10-point wheelguards. 20,981 lbs. $88,170, top speed 120 mph. The Busnought's crew:driver 2, Handgunner 1, Gunner 2. Equipped with body armor and SMGs.

Scarab - 40' bus, x-hvy chassis, regular truck power plant, 10 Solid tires, Driver,2 gunners, 5 MGs (RF, LF, RB, LB, B), turreted VMG TB, RL front, fire extinguisher, assault ramp, 22 AP fletchette grenades. Cargo capacity: 8,820 lbs., 33 spaces. Armor F30, 20 in all other positions. 16,380 lbs. $67,850. The Scavengers: Driver 1, Gunner 2, Handgunner 1. Equipped with body armor, assault rifles.

Ravenger Axe - Camper, x-hvy chassis, super power plant, hvy. suspension, 6 PR radial tires, driver, AC in universal turret with magazine (9 rounds). 2 linked HRs front, bumper trigger to HRs. Armor F30 (ramplate), R30. L30, B30, T25, U24. Accel 5, HC 3; 7,791 lbs., $30,645.

Ramrod: Pickup, x-hvy chassis, super power plant, hvy. suspension, 6 PR radial tires, driver, 2 GGs linked front, fire extinguisher, SWHRC, active suspension. FP armor: F60 (ramplate), R45, L45, B45, T18, U18, 4 10-point wheelguards. Accel 5, HC 2; 7,791 lbs., $52,024.

Chopper: Pickup, x-hvy chassis,medium power plant, HD transmission, hvy. suspension, 6 PR radial tires, driver, VFRP (laser-guided) and IRTL (with LGL) front, FOJ back, spoiler, airdam, Composite armor: F11/10 (ramplate), R9/10, L9/10, B9/12, T0/6, U0/12, 4 10-point Plastic wheelguards. Accel 5, HC 2; 7,793 lbs., $29,696.

MicroDuellist: Pickup, x-hvy chassis, super power plant, hvy. suspension, 6 PR radial tires, driver, RR in turret, 2 HRs front, fire extinguisher, hi-res computer. FP armor: F60, R42, L42, B60, T40, U40, 4 10-point wheelguards. Accel 5, HC 2; 7,794 lbs., $29,696.

Vigilante Urban Cowboy: Pickup, x-hvy chassis, super power plant, hvy. suspension,6 solid tires, RR in turret, smart-linked to RR front, SD back, targeting computer, Armor F50, R40, L40, B50, T50, U45. Accel 5, HC 2; 7,800 lbs., $22,350.

Pickup Drivers: Driver-2, Gunner-1.

Mantis: Heavy cycle, hvy. suspension, large power plant, cyclist, 2 PR tires, 2 linked MGs front., SS rear. Armor F10, B6, Acc 10, HC 2, 1,296 lbs., $6,692.

Popper: Medium cycle, hvy. suspension, small power plant, cyclist, 2 std. tires, RL front. Armor: F15, B14, 2 4-point wheelguards. Accel 5, HC 2; 1,100 lbs., $3,444.

Shockwave: Heavy cycle, hvy. suspension, large power plant,2 PR radials, cyclist, Rl (laser-guided) and TL (with LGL) front, SS (with tear gas) back. Armor: F15, B14, 2 4-point wheelguards. Accel 10, HC 3; 1,300 lbs., $9,428.

Swift: Heavy cycle, hvy. suspension, large power plant, 2 PR radials tires, cyclist, 2 linked MGs front, SWC. Armor: F30, B21, 2 4-point wheelguards. Accel 10, HC 3; 1,300 lbs., $7,342.


Issue 9/4 Index

Steve Jackson Games * Car Wars * ADQ Index