Operation: No Shoulders
by the members of NOVA

The Great ASP Hunt
by Michael Garrity

There's a bounty of $500 for each ASP killed and $50,000 for the Black Asp himself. Be on the lookout for them; they're coming to a city near you!
- The Mongoose

No Nukes is good Nukes!*

After losing his nukes during the Terrorcon Incident, The Black Asp ordered his intelligence division to locate some more nuclear weapons. While searching the military archives, the Asp operatives came across the records of a secret stealth fighter that crashed during the Short War. The Black Asp was notified, dispatching a recovery team to the New Mexico crash site. The military, noticing the tampering of classified files, orders a search for those responsible. A recovery/interception mission is organized at a nearby base.

History: Shortly after the Texans nuked Lubbock, a general at Nellis AFB in Nevada ordered a retaliatory strike on Dallas. To that end, a F-123A Stealth fighter was loaded with two Short-Range Attack Missiles (SRAM); each missile had a 20 KT warhead. For reasons unknown, the plane crashed just short of the Texan border. Because of political expediency, the mission and the crash were covered up. In the chaos of the Short War, the records of this mission were lost, but they have now resurfaced. In order to prevent a major scandal, the Federal Government has received a crack (expendable) team of duellists to retrieve the nukes from the fighter after some 20 years. What the duellists don't know is that ASP is onto the operation.

Conditions: The Duellists have $2,500,000 to construct 2 AFVs and 3-6 other vehicles (one of which MUST be some kind of aircraft). The ASP have one Haig MBT and $600,000 to construct up to 8 other vehicles (no aircraft or AFVs)

The characters have 80 skill pts, with no more than 40 in each skill and wear IBA with $2000 for handweapons. ASP have 70 skill pts, with no more than 40 in each skill, and wear BA with Assault Rifle, Hvy Pistol and 2 Grenades.

The teams meet and fight one mile from the crash site. Use Car Wars Tanks or blank maps to draw up a desert landscape.
Outcome: If the Duellists wins, they get $150,000 each from the government. If ASP wins, some city is going to be in BIG TROUBLE! It won't matter to the duellists, because they'll be DEAD!!

* This misspelling is deliberate. The title was derived from the title "No news is good news".
 

Riders on the Storm
By Norman McMullen

The Black ASP ordered an attack in southern Nebraska, sending two strike teams that were bent on destroying a city as a show of force. NOVA intercepted the ASP's communications and contacts the Weasel to ambush them. The next night had the ASP forces creeping into Nebraska and the Weasel's Mercs move in for the ambush. Just as the forces close on each other a huge thunderstorm hits the area. The two strike teams were adversly affected by the weather, and were seperated. With visibility bad and communications staticy they...

Set up: Use the Chopper Challenge or blank maps with trees, rocks and hills. The six ASP Adders enter from the south side of the map. All ASP members wear body armor with an assault rifle, heavy pistol and a grenade. The Weasel force enters from any side of the map, except the south. They have $300,000 total to build up to six vehicles (no aircraft, hovercraft, helicopter or tanks/AFVs of any type). Skill levels for the ASP members are: Driver +2, Gunner +2, Handgunner and Running. The Weasel forces get 100 skill points with no more than 40 pts in any skill. They wear IBA and get $2000 for handweapons each character.

Visibility of all vehicles for this adventure is 4 inches (60 feet) in any direction. The players and the duelmaster must remember this when entering combat. You can't shoot what you can't see. Blind firing is figured as automatic firing; no computer or gunnery bonuses (A shot in the dark literally). Thunderstorm effects are as heavy rain for maneuvers, visibility effects are as heavy rain and night; which is a -6 modifier. This is not a cake walk on a sunny day.

Vehicles:
ASP Adder: Camper, x-hvy chassis, super power plant with PCs and SCs, OR suspension, 6 PROR tires, driver, gunner, HL universally turreted, VFRP front, LGLs, MD-Napalm rear, 2 RRs (1R, 1L), LD radio, 2 Hi-rez computers, LRFP Armor: F15 R15 L15 B15 T8 U6, Accel. 5, Top Speed: 100mph, HC 2, 7795 lbs, $60,450.

Black Adder: As Adder except replace RRs with RLs, link to HL and LGLs, LRFP Armor: F21 R15 L15 B15 T11 U10, $64,425.

GNATS Cockroach: Sedan, x-hvy chassis, super power plant with PCs and SCs, OR suspension, 4 OR solid tires, driver, gunner, Universally turreted Pulse LL, SD w/explosive load rear, AC w/ HD ammo front, tinted/no paint windows, 2 hi-rez computers, overdrive, IR targeting, HD/ABS Brakes, FP Armor: F35 R30 L30 B35 T20 U13, Accel. 5, Top Speed: 117.5 mph or 137.5 with overdrive, HC 2, 6112 lbs, $48,668.

DEATH Car: Luxury, x-hvy chassis, special power plant, variable suspension,4 advanced solid tires(18 DP), driver, passenger, universally turreted VMG with flash suppression, 3 MGs w/ flash suppression front, solar cells, anti-theft system with 10 AP grenades exterior, deadman sensor linked to an explosive charge, tinted/no paint windows, advanced vehicular computer, IFE, radar, radar detector, radar jammer,streamlining, stealth gear, sound enhancement, IR targeting, hi-rez computer, LD radio, spoiler, airdam, 10 rocket boosters rear, 10 jump jets rear, Sloped Laminate FPRP Armor: F60 R58 L58 B58 T56 U20 with 4 10 pt. Laminate FPRP wheelguards, Accel. 10, Top Speed: 220mph+, HC 5 (off road or paved), 6600 lbs, $250,000+.

Game Notes:

Remember the night modifiers and all visibility is sixty feet (4 inches) or less, meaning both forces will start out in tight formations or be stagger at partial visibility between them. Radar and IR targeting is very helpful on targeting enemy vehicles or obstacles. Infrared in the rain is a -2 to hit. Laser damage is 1 DP less per quarter inch of distance it's fired in the rain. Laser guided rockets have a 7 to hit, instead of a 4 due to the weather. X-ray lasers will do full damage, and are the only laser type that will. The ASP force will disengage if they are three-quarters destroyed or heavily damaged.

The Weasel is NOVA's Vice President and an ex-general of the US Army. He fought in the Short War in Europe, then came home and battled cycle gangs, etc... A couple years ago he started his own company of mercs. This ASP job is just icing on the cake. Yes, I like the Doors. I felt it would be a perfect title to this adventure.

Victory Conditions:

ASP wins if all of the the Weasel's force is destroyed. The Weasel wins if all ASP vehicles are destroyed or retreated. Stalemate if both are half destroyed and retreated.
 

Unwanted Guests
by Norman McMullen

The second ASP strike team bumbled through the storm towards their target, ignorant of the fate of the first strike team. So, they slogged into the night, with the Weasel's forces waiting for them. Unbeknownst to the ASP or Weasel's forces, the GNATS (Greater North American Terrorist Society) and the mysterious organization DEATH heard of the ambush. They've decided to join the madness.

Set up: As Riders on the storm except that the six GNATS Cockroaches enter from one open map sides. And the DEATH Car enters on the last open side. GNATS members wear body armor, assault rifle, hvy pistol and a grenade. They are driver +2, gunner +2, handgunner and running. The DEATH driver wears Improved Blended body armor and carries any handweapons he wants. His skills are: driver +3, gunner +3, handgunner +2, and running +1. The GNATS will attack anyone else they encounter. While the DEATH Car will only attack ASP and GNATS.

Game Notes:

The Greater North American Terrorist Society (GNATS) is the latest splinter terrorist organization who have raised havoc in North America. Nothing is below them; bombings, hostage takings, assassinations, sabotages, etc... Their enemies are all democratic or North American governments and anybody else who gets in their way (autoduellists). Recently they declared war with the terrorist organization ASP, the reasons for this rivalry is sketchy at best.

DEATH is a mysterious vigilante organization that fights the chaos in North American. They are known to have taken out: cycle gangs, terrorists, and criminals of all sorts. Black cars and DEATH cards are their trademarks. No DEATH car or drivers have ever been stopped, so no one knows who is actually behind them. Warning: DEATH cars are made way beyond the normal rules for Car Wars. If the DEATH Car is two-thirds damaged it will leave the map as soon as it can. They will self-destruct their vehicles if the driver is killed. It will leave some DEATH cards to be found by the survivors. The DEATH car's armor takes damage as metal; because of their advanced vehicular armor. So it will take a lot to destroy the DEATH car. In combat the DEATH Car has two firing actions; because of their advanced vehicular computer. They will use the least amount of force to accomplish the most (tire shots, weak armor, etc...). He may ask to see any other vehicle on the map at anytime or ask the state of armor or components too. If anyone thinks to hail the DEATH driver on the radio, he will answer his name is; the Knight, The Wraith, Stormrider, Burner, etc... and he will say he came to stop the terrorists. All other questions he will not answer for a number of unspoken reasons.
 
 

Storm Front
by Norman McMullen

ASP launched an ambitious attack on Denver during the Christmas season. NOVA heard of the attack and alerted TRAACS. Armed with this information, TRAACS planned to attack ASP the night before. A winter storm blew over the Rockies shortly before the forces met. Blizzard warnings went out, but it was too late: the ASP strike forces were separated by the storm. Visibility was poor, the time was midnight, and the combatants stumbled into each other.

Set up: Use the random road sections (1D6: 1-4: straight, 5: left turn, 6: right turn) set on map sheets. ASP has 3 Rattlers and enters from the west side on the road. TRAACS enters from the north side of the map (off-road) and has $300,000 to build at least five vehicles (cars,buses, etc.). ASP skills are: Trucker +2 (or Driver +2), Gunner +2, and Handgunner with body armor, assault rifle, hvy pistol and a grenade. TRAACS character skills are 100 pts with no more than 40 pts in any skill and $2000 for handweapons each.

ASP Troopers: IBA with either: assault rifle, hvy pistol and grenade or 2 barrel gyroslugger and 3 reloads or man portable rocket launcher. Their skills are: Driver, Gunner, Handgunner +2, and Running +1.

Visibility is only 90 feet (6 game inches) in any directions. On top of that all vehicles must cope with the -6 to hit modifier for heavy snow and nighttime. Have a white Christmas.

Vehicles:

ASP Rattler: 40 foot Bus, x-hvy chassis, regular power plant, 10 solid snowtires, driver, 3 gunners, 10 troopers, HL front linked to 2 VFRPs all LGL, AC universally turreted front, HL universally turreted rear, 4 MD linked rear (2B, 1R, 1L), 4 hi-res computers, LD radio, assault ramp, LR Armor: F60 FR50 BR50 FL50 BL50 B60 FT42 BT42 FU30 BU30, Accel. 2.5/5, Top Speed: 122.5 mph, HC 1, 25,198 lbs, $150,778.

GNATS Millipede (By Don Viner): Luxury with CA frame, x-hvy chassis, sports power plant with PCs and SCs, OR suspension, four OR snow solid tires, Driver, two linked ACs front, Infrared, LD radio, vehicular computer, laser guided MFR with AP rockets and targeting laser rear, spoiler, airdam, Hi-res computer, active suspension, HD shocks, FP armor:
F90 R37 L37 B37 T20 U20, accel. 5, top speed: 122.5 mph, HC 3, 6600 lbs, Cargo: 2 spaces and no weight, $81,745.

DEATH Car: Luxury, x-hvy chassis, special power plant, variable suspension, 4 advanced solid tires (18 DP), driver, passenger, BC with extra magazine front, solar cells, anti-theft system with 10 AP grenades exterior, deadman sensor linked to an explosive charge, tinted/no-paint windows, advanced vehicular computer, IFE, radar, radar detector, radar jammer,
streamlining, stealth, sound enhancement, infrared, hi-res computer, LD radio, spoiler, airdam, 10 rocket boosters rear, 10 jump jets rear, Sloped Laminated FPRP Armor: F100 R70 L70 B70 T70 U37 with 4 10 pt. laminate FPRP wheelguards, Accel. 10, Top Speed: 220 mph+, HC 5 (on or off road), 6600 lbs, $250,000+

Game Notes: Visibility during the battle is reduced to only 90 feet or 6 inches. All maneuvers are at -4 hazard because of the blizzard conditions. Lasers damaged is reduced 1 DP per quarter inch of distance fired. Because of weather and time conditions all to hits are at -6. Laser guided rockets have a 7 to hit due to the weather. X-ray laser will do full damage, and are unaffected by the weather conditions. Using Infrared reduces targeting modifiers to -2.

TRAACS wins if all the ASP Rattlers are destroyed or retreated. ASP wins if all the TRAACS vehicles are destroyed or retreated. Otherwise it's a stalemate. ASP will retreat if two of the Rattlers are heavily damaged or destroyed.

Bugs in the oinment:

GNATS and DEATH  heard of the upcoming attack and decided to have some fun in the snow. The ASP second strike team is unaware of the fate of the first, continues on towards Denver. There's going to be blood in the snow. TRAACS just got some new vehicles called Landmasters and are itching to try them out. See the Game Notes for the stats and sample vehicles. TRAACS gets three brand new Landmasters, instead of their regular cars.

Set up: As Storm Front, but GNATS enters from the South with six Millipedes , while the DEATH Car enters from the East. GNATS has body armor, assault rifle, hvy. pistol and a grenade. They are driver +2, gunner +2, handgunner and running. The DEATH driver wears Improved Blended body armor and carries any handweapons he wants. His skills are: driver +3, gunner +3, handgunner +2 and running +1. TRAACS will get either 3 Landmasters or $450,000 to build 3 to 6 ground vehicles.

GNATS will attack everyone else they encounter. While the DEATH car will go after the terrorists only.

Game Notes:
See Riders on the Storm for information on GNATS and DEATH. DEATH will aim to disable the terrorist vehicles with tire, turret and shots in their weak sides.

Landmasters:
The Landmasters became famous when it appeared in the movie Damnation Alley. They can go over most terrain (including water), thus earning its name. Landmasters come in three sizes, similar to regular buses.
 

Size Cost Weight Load Spaces Armor ($/lbs)
Mini 30,000 3,300 13,500 35 32/14
30 Foot 35,000 4,400 18,000 45 35/17
40 Foot 40,000 6,100 23,500 60 40/18
Landmasters can be modified like normal buses and have a base HC of 2, on or off road. They are capable of going off-road and are amphibious. The Landmasters have four sets of tires on a triangular frames, allowing two tires of the three to always be on the ground. So that 8 of the 12 tires are always on the ground. When a tire is damaged or encounters a large hazard (obstacles or enemy fire), the frame turns to allow another tire to come down and the damaged one up out of the way. Tire changes can be done either; automatically or by a firing action. Landmasters uses off-road truck tires (figure like car tires). They can travel across water like a boat, by using their tire frames and tires as paddles. The Landmaster's waterspeed is figured as a boat. Truck skill is needed to drive a Landmaster. Top speed for a Landmaster is figured as a bus. Landmaster counter size is the same as buses of similar size.

Note: All Landmaster counters are cut in half with the second half maneuvered as a Trailer. It has a 1/4 inch tongue, which is protected by vehicular armor. The two section aspect of the Landmasters allows them to make tighter turns.

Sample Landmasters:

Warzone: Mini Landmaster, x-hvy chassis, small engine with turbo and 25 gallon HD gas tank, 12 OR solid snowtires, driver, 2 gunners, 3 linked ATGs front, 2 linked VMGs in universal turret, FCE rear, 4 MGs (2R, 2L) linked, IFE, 3 hi-res computers, radar, infrared, Armor: F50 R48 L48 B47 T47 U34, Accel. 2.5/5/10, Top Speed: 105 mph, HC 2, 16,196 lbs., $164,593.

Battlefront: 30 foot Landmaster, x-hvy chassis, medium engine with turbo and 25 gallon HD gas tank, 12 OR solid snowtires, driver, 2 gunners, 3 passengers, 5 linked ATGs front, 2 VMGs in front universal turret, 4 SAMs in rear universal turret, 2 HDFCEs linked rear, Assault ramp, 3 hi-res computers, radar, infrared, Armor: F28 RF27 RB27 LF27 LB27 B28 TF28 TB28 UF23 UB24, Accel. 2.5/5/10, Top Speed: 107.5 mph, HC 2, 21,597 lbs, $188,515.
 

Blown Away
by Norman McMullen

In the last few months ASP has taken great losses at the hands of duellists and fortune hunters. Many ASP enclaves have been destroyed, including their World Headquarters in the Quad Cities of Illinois and the recruiting center in the Sears Tower in Chicago. The Great ASP Hunt by the Mongoose has made life in ASP very difficult. The Black Asp plans to kill
the Mongoose failed miserably, and the Mongoose laughed at them for trying. Presently, the ASP intelligence division believe there's a leak within ASP. The Black Asp has not taken these losses and the news well. The Black Asp is infuriated at ASP's latest losses and plans an attack to get the pride back in the ASP ranks. The target: Topeka's Airfield. The GNATS find out about the attack and plan to get the ASPs. Obviously there's a leak in ASP. The Black Asp isn't taking any chances and sets up the attack for two o'clock in the afternoon. Unfortunately the ASP luck holds and a huge thunderstorm kicks up near Topeka, complete with a tornado. The National Guard and the Road Kill Cafe duelists decided to sit this one out. Will the planes survive, will the airfield still be there, why is that trailer park so close? Will they still be Kansas afterwards?

Set up: On the Aeroduel airfield with all defenses active. The six ASP Mambas will come in from the East and the six GNATS Hornets enter from the North. The Asp skills are: Pilot +2, Gunner +2, Handgunner with body armor, assault rifle, hvy pistol and 3 grenades. The GNATS have similar skills and provisions. The Kansas National Guard is smart and stayed on the ground.

The tornado is traveling at 45 mph to the northeast. It is two inches in diameter and will do one of the following things to each object it passes over:

Tornado effects (2D6):

2-4: Object takes six dice of damage to all sides
5-7: Object takes two dice of damage to all sides
8: Object hurled 2D6 inches in a random direction. Figure collision damage by how far the object has traveled. Example: the car is hurled seven inches into a building, the damage is figured at 70 mph.
9-10: Object is picked up for 1D6 turns then set back down undamaged. If the object is a building ,then figure the roof has been pulled off and carried said distance.
11: As 9-10 but roll 3D6 for the number of turns it's carried.
Then there's the ever-popular #12: Object is taken off the map, figure one of two things can happen. One, any duellists in the vehicle are dead. Or two, the duellists are several miles away from the airport or they are in Oz (Duelmaster's choice). Either way the duellists should have quite an adventure getting back. All aircraft in the air must make a wing check every turn if they are within ten inches of the tornado. Any aircraft on the ground figure as ground objects. All airborne crafts have a -3 hazard because of wind gusts each maneuver.

The area around the tornado is clear of rain, but there are low clouds. The sky is dark; consider it twilight for targeting and spotting purposes. Lasers are unaffected by the tornado conditions.

Vehicles:

ASP Mamba: See ADQ 8-3 for stats. GNATS Hornet (By Don Viner): Medium airplane, small power plant, pilot, gunner/co-pilot, 3 HD tires, 2-2 space rocket EWPs (one per wing), 1 laser guided VFRP w/ TL per wing, HRSWC for gunner, propeller front, intercept radar, radar detector, radar jammer, FP Armor: F65 R64 L64 B64 T64 U64, Accel. 5, top speed: 330 mph, HC 2, 9,600 lbs + ordnance- up to 10,000 lbs, $75,400 + ordnance.

Game Notes: ASP wins if they destroy the airfield without getting downed by the GNATS or the tornado. GNATS win if they down all the ASP Mambas, without being downed themselves. Any other result is a stalemate.
 

Blown Away, Part 2
by Norman McMullen

The first attack on the airfield failed. In desperation, the Black Asp launched a second attack the same day. The Kansas National Guard and the Road Kill Cafe were now up in their planes, surveying the damage. Of course, the GNATS join in after the ASPs started the attack. Things were about to get interesting again. The Mambas closed on the airfield with the National Guard and Road Kill Cafe moving to intercept. About that time a second tornado kicked up near the airfield - talk about coincidence. Here we go again.

Set up: As Blow away, but a very wrecked airfield. The National Guard gets $500,000 for six aircraft - they will enter from West. They have 120 skill points with a maximum of +3 in any skill. For personal gear, they have: Impact body armor, a parachute, a hvy pistol and $1000. The Road Kill Cafe gets $450,000 to build six aircraft, they will enter from the south. They have 100 skill points with a maximum of +3 in any skill. For personal equipment: Improved body armor, parachute, hvy pistol and $750.

The tornado is traveling at 60 mph to the Northeast. Use the effects from the previous adventure.

Thanks: Many thanks to everyone who helped make Operation: No Shoulders a success. Especially: Michael Garrity, Chris French , Tim Jacques and the other NOVA members. And a BIG special thanks to Craig Sheeley for creating ASP in the first place.

Back to Adventures Page
Back to Nova Front Page