Operation: No Shoulders II
by the members of NOVA

The news of my demise has been greatly exaggerated! The Mongoose is alive and well. It's ASP that's in sorry shape. Operation: No Shoulders is still underway.
- The Mongoose

Stormy Weather
by Norman McMullen

ASP planned to attack Tampa, despite repeated hurricane warnings. A security leak alerted the Coast Guard about the impending attack. The Black Asp sent his troops with these words, "I won't let the weather beat me. It won't, you hear me." The men calmly answer "Yes, sir" as poor Rodric mentions the weather report and gets beaten up for his trouble. "Don't make me do that again," the Black Asp said. "Now, go destroy Tampa." The troops are dismissed. Rodric collapses, battered and bruised, but with a slight smile on his lips. The weather turned worse as the ASPs cut through the waves towards Tampa. Visibility was bad, with fifteen foot waves, heavy rain and wind making a fine soup. Despite this, the ASPs carry out their orders. Unknown to them, however, the Coast Guard was looking for them. The forces collided in the midst of a hurricane. The battle was joined.

Set up: Use the Boat Wars maps. The six ASP Moccasins enter from the West; with skills of Boat +2, Gunner +2, Swimming and Handgunner. They wear Scuba Armor with a speargun, hvy. pistol and a grenade. The six Coast Guard Patrol Cruisers enter from East; with skills of Boat +3, Gunner +3, Swimming +1 and Handgunner +1. They wear Scuba Armor with Assault Rifle, Hvy pistol and 2 grenades.

Vehicles:

ASP Moccasin: Cruiser with boat top, super power plant, propeller, pilot, 2 gunners, universally turreted HL, 2 VFRPs (R, L), 2 linked homing torpedos (R, L), bilge pump, LGLs, 2 hi-res computers, marine radio, LR Armor: F35 R34 L34 B34 T35 U35, accel. 10, top speed: 60 mph, HC 1, 14,987 lbs, $81,564.

GNATS Waterstrider: Cruiser with boat top, hydrofoils, super power plant, jet drive, pilot, gunner, universally turreted VMG, 6 linked homing torpedos (3R, 3L), radar, radar detector and jammer, marine radio, bilge pump, 2 SWCs, depthfinder, no-paint windows, RP Armor: F15 R20 L20 B15 T19 U30, accel. 15, top speed 100 mph, HC 2, 14,995 lbs., $81,590.

Patrol Cruiser: Cruiser with boat top, below deck, super power plant, jet drive, 2 passengers (prisoners), 2 heavy torpedoes( 1R, 1L), bilge pump, above deck, pilot, gunner, turreted AC w/ 2 extra magazines, sonar, marine radio, 2 SWCs, galley, radar, depthfinder, life raft, radar detector and jammer, FPRP Armor: F30 R30 L30 B30 T30 U30, accel. 20, top speed 100
mph, HC 2, 14,370 lbs, cargo: 125 lbs. and no spaces, $81,900.

Game Notes:

Hurricanes aren't the safest place to duel in. Then again, where is the safest place to be when hot lead is flying at you? The hurricane conditions increases all maneuvers and hazards by +3. Add 3 to all rolls on crash table 5. Weapons fire modifier is -6 due to heavy rain, wind and waves. Torpedoes may be fired without the extra modifiers. Laser damage is reduced 1 DP per quarter inch of range. The rocket to hit roll (at 4+) is a +3, bringing the base roll to 7 because of weather. X-ray lasers will do full damage despite the weather, but still suffer the to-hit modifier. Visibility is 90 feet, or 6 inches, in any direction. The boats must come within six inches of each other to see each other. Infrared and radar will negate that restriction, but will not give positive IDs.

Victory Conditions:

ASP wins if it sinks or swamps all of the Coast Guard's cruisers. The Coast Guard wins if all of the ASP boats are sunk, swamped or retreated.
 

The Eyes Have It
by Norman McMullen

The second wave of ASP Moccasins were in the relative safety of the eye of the hurricane. Little do they know that they have been spotted. Suddenly, their lookouts sight two groups of boats heading their way. One group was the Coast Guard, and the other was ASP's hated enemy, GNATS. The groups joined battle, but the lookouts have sworn they saw a periscope out there...

Set up: Use the Boat Wars maps. The six ASP Moccasins enter from the west with the same stats as Stormy Weather. The six Coast Guard Patrol Cruisers enter from the East with the same stats as in Stormy Weather. The six GNATS Waterstriders enter from the North. GNATS skills and equipment is: Boat +2, Gunner +2, Swimming and handgunner with Scuba Armor, Speargun , Hvy Pistol, knife and a grenade. GODS enters from the South with up to six submarines or boats (total of $600,000). The GODS characters have 100 pts. with maximum of +3 in any skill, with Scuba Armor and $1500 for handweapons.

Game Notes:

The eye of the hurricane is calm and sunny. The battle should be bloody with the Coast Guard and GODS taking on ASP and
GNATS.

Submarines:

Since we now have boats in Car Wars, why not submarines. Adding the third dimension to water combat; for interesting combat above and below the waves.

Chassis:
 
Size Cost Weight Max Load Spaces Armor Cost/Weight HC
Mini 8,000 1,300
3,000
8
13/6
3
Light 16,000 2,700
7,000
16
20/10
 2
Cruiser 40,000 5,400
15,000
30
30/165
 2
Transport 90,000 10,000
40,000
50
36/18
1

Submarines chassis can not be improved in any way. They use boat power plants, propellers, accel. rates and top speeds. Gas powered submarines have snorkel systems for the air intake and exhaust. Submarines are similar to helicopters in some ways, in that they can dive or surface at a maximum rate of one inch per turn and are restricted to the same maneuvers as boats. For every inch forward a sub can dive or surface a quarter of inch. Submarines automatically come with sonar and depth finders. They may use: Decks (for Cruisers and Transports only), Marine Radio, Passenger Accommodations, Galley and Bilge Pumps.

Combat:

Submarine combat is far different from any other vehicle, because of its watery environment which prevents most weapons from being used effectively. Surface weapons can only be used on the surface; most can not be modified for underwater use (an ATG fired underwater doesn't do much). Torpedoes, floating mines, blue-green lasers and foxers are the most likely weapons for subs. Torpedoes may only be launched in certain situations: if they are front-mounted, they can only be launched while level or surfacing/diving; the same is true of rear-mounted torpedoes; side-mounted torpedoes may launched as long as they are within arc; and top-mounted torpedoes may launched as long as the target is less than the submarine's depth away from it.

New Weapons:

Sub-Roc: Standing for Submersibly-launched Rocket or Missile Systems. Sub-Rocs costs three times normal cost of all rockets, missiles (including Cruise Missiles), and their launchers, with no change of weight or space. They may be fired below or above the surface with normal to-hit modifiers up to six inches in depth. When launched, they are quickly propelled to the surface and their rocket engines are ignited to carry it to its target. They can't be laser- or radar-guided in any way. RGMs and SAMs will acquire their targets once they leave the water, if a to-hit roll is missed, they choose a target at random or fly off into the stratosphere.

Sample Submarines:

Sea Ghost: Cruiser Submarine, super power plant, 2 propellers, pilot, gunner, 12 linked HTs (3L, 5F, 3R, 1B), MD w/floating load rear, marine radio, 2 bilge pumps, Armor: F50 L50 R50 B50 T50 U50, accel 10, top speed 30, HC 2, 14,990 lbs, $68,350. Sea Wraith: Transport Submarine, HD power plant, HD propeller, pilot, 3 gunners, 2 universally turreted VFRPs w/ Sub-Roc loads top, 2 linked MD w/floating loads rear, 2 foxers rear, 18 linked HTs (7L, 5F, 6R), marine radio, 2 hi-res computers, 2 bilge pumps, Armor: F120 FL119 BL119 FR119 BR119 B119 FT119 BT119 FU119 BU119, accel 5, top speed 40, HC 1, 39,998 lbs, $193,426.
 

Why can't we be friends?
by Norman McMullen

ASP and GNATS have been rivals for over a year. The conflict began when GNATS muscled in on ASP's activities, and the Black Asp took it personally. Recently, GNATS approached ASP with a non-aggression treaty that included cooperative attacks. The Reanimator, leader of the GNATS, was eager to try out the treaty. They decided to attack the autoduelling chapter known as Illinois Legion of the Lethal (ILL). ILL was warned of the attack by an unknown informant. The ASP/GNATS force was met outside of Peoria by a force from ILL; the battle's afoot.

Set up: Use the Car Wars Tanks or Chopper Challenge maps. The ASP/GNATS forces enter from the West side with six ASP Pythons and six GNATS Larvae. The ASP skills and equipment is: Hover +2, Gunner +2, Handgunner with body
armor, assault rifle, hvy pistol and 2 grenades. The Troopers in the Pythons have: IBA with either: assault rifle, hvy pistol and a grenade or a 2 barrel gyroslugger and 3 reloads or a man portable rocket launcher. Their skills are: Driver, Gunner, Handgunner +2 and Running +1. GNATS skills are: Driver +1, Gunner +1, and Handgunner with IBA, assault rifle, hvy pistol and a grenade.

ILL enters from the East and has $1,200,000 to build six to twelve vehicles of any ground type (cars, trucks, cycles, hovercraft, etc...). They have 100 skill points, with a maximum of +3 in any skill with IBA and $2000 for handweapons.

Vehicles:

ASP Python: Large Cargo Hovercraft, super power plant w/ PCs and SCs, 6 std skirts, pilot, 3 gunners, Universal turreted laser, 5 linked RLs w/LGLs front, FCE rear, assault ramp rear, LD radio, 9 troopers or 18 spaces and 1,800 lbs of cargo, 4 targeting computers, tinted/no paint windows, LR Armor: F46 FR 40 BR 40 FL40 BL40 B45 FT30 BT30 FU40 BU40, Accel. 2.5, top speed 120 mph, HC 1, 23,990 lbs, $99,444.

GNATS Larvae: Camper with CAF, x-hvy chassis, sports power plant with PCs and SCs, OR suspension, 6 OR solid tires, driver, gunner, AC in universal turret (linked to front ACs), 2 ACs linked front, FCE rear (linked to ACs), smart link (ACs), infrared, LD radio, Sloped FP Armor: F40 R30 L30 B35 T35 U13, Accel. 5, top speed 110 mph, HC 2, 7,792 lbs., $96,678.

Game Notes:

It has rained recently saturating the ground with water. The ground is barren, making the battle site a mud bog. The mud is one to two feet deep, most cars will have trouble with it. Any wheeled vehicle not moving at least 30 mph has a 4 in 6 chance of getting bogged down. Acceleration is cut by 5 mph and top speed is decreased by 20%. Vehicles at zero are stuck. Hovercraft and other airborne vehicles are unaffected by the mud. Landmasters may move at their swimming speed and acceleration. Monster Trucks are unaffected by the mud. Tracked vehicles (tanks) moving below 20 mph have a 4 in 6 chance of getting bogged down. Their acceleration is cut in half and the top speed is decreased by 20%. Those vehicles unlucky enough to get bogged down have a 1 in 6 chance of getting free without assistance. With assistance it is a 4 in 6 chance of getting loose. Non-off road vehicles will automatically get stuck in the mud.

Anyone driving within an inch of the rear of a wheeled vehicle in the mud will get splattered with mud (acts as paint). The player may opt to use an alternate targeting systems (radar or infrared). Pedestrians will be able to move 1/4 inch per turn, if they are careful. If they fall into it, they have a 2 in 6 chance of getting completely stuck unable to move at all. If any ASP crew are captured or killed, the duellists may interrogate them. In so doing, they will find that some of them are vaguely familiar. Through further investigation they will find that a lot of ASP members are also MADD (Missouri autoduelling chapter) members or have been trained by MADD. Very interesting turn of events. Where does this leave Lt. Col. Jeff Stevens? Is he an ASP sympathizer or an active member? Either way the AADA is not going to like hearing this.
 
 

Reinforcements
by Norman McMullen

Unknown to ASP and GNATS, the Illinois autoduelling groups have formed an alliance. Part of the alliance involved mutual aid. GEARS, STOMP and GONADS were delayed while coming to the battle site and arrived late.

Set up: As Why can't we be friends?, except after ten turns of battle GEARS, STOMP and GONADS forces enter the fray from any sides of the maps. Each Chapter has $600,000 to build at least six vehicles of any type (ground or airborne). Their skills and handweapons are the same as ILL's. ASP/GNATS get eighteen vehicles. All of these vehicles must be selected from those designs particular to their groups (ASP must use ASP vehicles, GNATS must use GNATS vehicles). Example: ASP could bring in nine ASP Adders (Riders on The Storm) and GNATS could bring nine GNATS Millipedes (Storm Front). Any ground and/or air vehicles may be selected, except boats of course. Their skills and handweapons are the same as above.

Victory conditions:

If the ASP/GNATS forces cripple or destroy the Duellists and make it out of the mud bog, they win. If the Duellists cripple or destroy the ASP/GNATS forces and make it out of the mud bog, they win. If neither force makes it out of the mud bog or destroys the other, it is a stalemate.
 

I feel the earth move
by Norman McMullen

The Black Asp, with high expectations, launched an offensive against San Diego. ASP forces were combined with GNATS and a local cycle gang to demolish the city. Silently he prayed for victory. The cycle gang barrels through the city gates and roars into the city. ASP and GNATS forces follow to add to the chaos. Just as things start to calm down, the local duelling group SPADE shows up and an earthquake hits the city. It's time to shake, rattle and roll!

Set Up: Use Midville Maps or City Blocks for the city. The Tijuana Torpedoes cycle gang gets $200,000 for cycles, handweapons, body armor and two vans. The Torpedoes get 60 characters with 80 skill points each and a maximum of 40 points in any one skill. They like rocket weaponry and enter from the North.

The ASP have six Copperheads with skills of: trucker +2, gunner +2, and handgunner with body armor, assault rifle, hvy pistol and a grenade. The ASP Troopers: IBA with either: assault rifle, hvy pistol, and a grenade or a double barreled gyroslugger and 3 reloads or a man portable rocket launcher. Their skills are: driver, gunner, handgunner +2 and running +1.
ASP will be following the Torpedoes in from the East. The GNATS have six Fire Beetles with skills of: driver +1, gunner +1 and handgunner. They wear IBA with assault rifle, hvy pistol and a grenade.

SPADE gets $600,000 to build eight to twelve ground vehicles, with 100 skill points (maximum of 40 points in any one skill). They can choose from IBA or IA for protection, and $2000 for handweapons. SPADE enters from the south.

The city gets 6 Police Cruisers and 2 Ambunaughts for defense. Police skills are: driver +2, gunner +3, handgunner + 1 and paramedic, they standard body armor with an assault rifle, hvy pistol and 2 grenades for handweapons. The Ambunaught personnel skills are: driver +1, gunner +1, handgunner and paramedic +2, they wear body armor with a hvy pistol. The citizens have $100,000 for armor and weapons. Each citizen has 50 skill points with a maximum of 20 any in skill. The citizens and police may set up anywhere on the maps.

The Earthquake hits on turn two. See Game Notes.

Vehicles:

ASP Copperhead: Mini-Bus, x-hvy chassis, small truck power plant, 10 PR tires, driver, gunner, 5 troopers, universally turreted TwL, 4 linked RLs and Laser w/LGLs front, LD radio, 2 hi-res computers, assault ramp rear, LR Armor: F60 R40 L40 B50 T60 U29, accel. 2.5/5, top speed 102.5 mph, HC 1, 14397 lbs, $75307.

ASP Coutle: Std Helicopter, std power plant, pilot, gunner, Laser linked to 4 RLs w/LGLs front, universally turreted XL under, 2 SWCs, laser battery, LD radio, LR Armor: F70 R65 L65 B65 T65 U70, accel. 5, top speed 150 mph, HC 2, 13810 lbs, $115800.

GNATS Fire Beetle (By Don Viner): Mid-size with CAF, x-hvy chassis, hvy suspension, sports power plant with PCs and SCs, 2 PRR tires front, 2 PRRS tires rear, driver only, MG in universal turret, VMG front, active suspension, 4 HD shocks,
cyberlink (VMG), infrared, radar, radar jammer, radar detector, spoiler, airdam, FPRP Armor: F50 (Ram) R47 L47 B47 T30 U25, accel 10, top speed 135 mph, HC 6, 5758 lbs., $73708.

GNATS Dragonfly: Standard Helicopter, super power plant w/PCs and SCs, pilot, gunner, GC front, universally turreted HVMG, 2 RLs linked in weapon wings, ITL front, LGLs, retractable landing gear, imp. tail assembly. aircraft radio, RPFP Armor: F100 R70 L70 B58 T58 U100, accel. 10, top speed 180 mph, HC 2, 15,324 lbs, $197,920.

Game Notes:

Earthquakes physically move two different shelves of land against each other. It does this to relieve the stresses that have built up. Between them. For game effects, for every whole number on the Richter scale, ground vehicles suffer a +1D hazard for maneuvers and -1 to hit. Example: in a 6.0 Earthquake, cars have +6D hazard for maneuvers and a -6 to hit. It
will effect all maps being used .Combat is not fun in an Earthquake. It is common for Earthquakes to form fissures in the affected area, which can be anywhere from a few inches to 20 feet wide. Ground vehicles may have to jump these. Some fissures have one side higher than the other. Depending on direction this can be a real hazard. Jump jets come in handy in these situations. Cars, etc. Falling into a fissure will take one die of damage per level of Earthquake against the affected sides. Use the following tables to determine the Earthquake level and fissures:

Earthquake level: 2d-2, minimum of 1.

Duration: (Earthquake level + 2) dice equals the number of turns the Earthquake will last. Example: A level 4 Earthquake will last (4+2)6 dice turns.

Fissures: 2 in 6 chance (1d6) per Earthquake

Number: 2d6

Size: 2d6

2-5: Very small, no effect.

6-7: 1/4 inch wide and 2d6 inches long.

8-9: 1/2 inch wide and 3d6 inches long.

10-11: 3/4 inch wide and 4d6 inches long.

12: one inch wide and 5d6 inches long or roll 1d6 (1-3: one inch wide, 4: 1 1/4 inches wide, 5: 1 1/2 inches wide, 6: two inches wide).

Direction: 2d6

2-3: North 4-5: East 6-7: South 8: West 9: Northeast

10: Southeast 11: Northwest 12: Southwest

For each fissure there is a 50% (3 in 6) chance that one side will be higher than the other. For the high side roll 1d6; odd numbers lift one side, even lifts the other. It will be (half the width of the fissure) high. Example: a 1/2 inch fissure has the West side 1/4 inch higher than the East side. Hazards for hitting fissures is +1D per quarter inch of width and height.

Fissures can be marked on the maps by lines of debris/obstactles or drawn with markers (laminated or map mats only). Placement on the map is GM's discretion.

All buildings in the Earthquake will take 1d6 damage per level of the Earthquake each turn it lasts. Earthquake-safe buildings, like those in California, suffer half damage. Figure breaches at random; the building collapses if all of it's DP is destroyed. If a fissure goes through a building, the building will take double damage.

For this adventure the Earthquake is level 4. If the DM wishes he/she can choose a higher or lower level, or roll randomly. This is a huge battle with a lot of elements happening at once. Players should choose different forces to play (such as: ASP, GNATS, Torpedoes, Police, Citizens) or part of them.

Any ASP personnel captured or killed during the battle may be connected to MADD. This info will be revealed only if the duellists or local authorities investigate current rumors, or notice that the ASP crews look familiar. Since trucks are involved, the Brotherhood will be very interested in this information.

Victory Conditions:

ASP/GNATS/Torpedoes win if they defeat all of the city's defenders, SPADE and Police forces. The defenders win if all ASP/GNATS/Torpedoes are defeated. The Earthquake wins if everybody dies.
 
 

Aftershocks
by Norman McMullen

The National Guard overflies the Earthquake area. The battle still raged between the terrorists and the defenders. The NG move in to help. ASP/GNATS send a helicopter patrol in to investigate the progress of their attack. A battle below and above; not a good day for anyone.

Set Up: Same as I Feel the Earth Move, but on the tenth turn, the National Guard's four Plunges enters from any side of the maps. Crew skills are: pilot +3, gunner +3, driver and handgunner. They wear: IBA with parachute, hvy pistol and a grenade. If a Plunge is downed, a Dark Angel will enter five turns later, unless combat ends before that. This is an option for the GM's. The bombs on the Plunges may be changed to any other type of bomb available as long as the design is legal. The ASP/GNATS patrol enters the battle on the eleventh turn from any side of the maps. They have 2 ASP Coutles and a GNATS Dragonfly. All skills and equipment are the same as the previous adventure, except pilot instead of driver (trucker). They will attempt to attack any enemy helicopters first and then attack ground targets.

If the first patrol is destroyed, a second patrol will arrive 10 turns later to investigate. This addition is up to the Duelmaster's discretion.
 

Great Balls of Fire
by Norman McMullen

The ASP intelligence division informs the Black Asp of a skyfall of spacejunk, including an old SDI command satellite. Seeing the possible technological benefits, he orders a task force to capture the satellite as soon as possible. GNATS, being in allied with ASP, is ordered to escort the task force to the crash site in New Jersey. The ASP leak persists; and the duelling group JADE, along with the NJ National Guard, are informed. They wait patiently for the task force to arrive. Then, in a shower of hot metal, the battle commences.

Set Up: Use Car Wars Tanks or Chopper Challenge maps. ASP enters from the West with one ASP Python II and 5 ASP Cobras. Their skills are: driver (hovercraft) +2, gunner +2, and handgunner, with body armor, assault rifle, hvy pistol and 2 grenades. The GNATS are escorting with 8 GNATS Fire Ants. Their skills are: driver +1, gunner +1, and handgunner +1 with the same body armor and handweapons as ASP.

JADE have $300,000 to build six ground vehicles and enter from the East. They have 100 skill points with a maximum of +3 (40 points) in any skill, IBA and $2000 for handweapons. The National Guard have $400,000 to build six ground vehicles and enter from the South. They have 120 skill points with a maximum of +4 (50 Points) in any skill, military body armor and
$4000 for handweapons.

Vehicles:

ASP Cobra: Sedan, x-hvy chassis, large power plant w/ PCs and SCs, OR suspension, 4 OR solid tires, driver, gunner, universally turreted Laser, Laser linked to VFRP w/LGLs front, LD radio, bumper trigger, ABS/HD brakes, tinted/no paint windows, 2 hi-res computers, smart link (Lasers), LR Armor: F30 R20 L20 B20 T25 U13, accel. 5, top speed 97.5 mph, HC 2, 6,112 lbs, $49,984.

ASP Python II: Large Cargo Hovercraft, super power plant w/PCs and SCs, 6 std skirts, pilot, 2 gunners, 3 troopers, universally turreted Laser, 5 linked RLs w/LGLs front, FCE rear, assault ramp rear, winch, cargo: 1,350 lbs and 13 spaces, 3 targeting computers, tinted/no-paint windows, LD radio, vehicular computer, computer navigation, LR Armor: F46 FR40 BR40 FL40 BL40 B45 FT30 BT30 FU40 BU40, accel. 2.5, top speed 120 mph, HC 1, 22,640 lbs, $103,444.

GNATS Fire Ant (By Don Viner): Compact, x-hvy chassis, medium power plant with PCs and SCs, OR suspension, 4 OR solids, driver only, HL front, infrared, HRSWC, radar, Armor: F27 R26 L26 B26 T20 U20, accel 5, top speed 95 mph, HC 2, 4440 lbs., $29785.

Game Notes:

Skyfalls are made up of meteorites and spacejunk. They are commonly called falling stars or fireballs. Most of the space debris will burn-up in the atmosphere. Heavy skyfalls are possible with larger space debris, such as SDI command satellites, space stations and large meteorites. For this adventure, a heavy skyfall occurs. The SDI command satellite weighs 1,000 lbs and will take up 10 spaces. For every turn of combat each vehicle has to roll 2d6 on the damage table.

Damage table: 2d6

2-3: no damage
4-5: 1 point of damage
6-7: 1-3 points of damage (1d6-3)
8-9: 1 die damage
10: 2 dice damage
11: 3 dice damage
12: roll on table 2

Table 2: 2d6

2-8: 6 dice damage
9-11: 8 dice damage
12: Freak occurrence, the SDI command satellite hits the vehicle. Both are destroyed; go home the adventure is over! Luckily this will only occur once per any game, after which this result is ignored. All damage is done to the top armor only. Heavy top armor is recommended. Every turn ten debris/obstactle counters and a crater counter are dropped onto the maps from 18 inches above them. Large meteorite/spacejunk will make craters where they hit. Figure the SDI command satellite will crash after 1d6 turns into the battle near the center of the maps or if an unfortunate person rolls it on the Damage Tables (which is very slim).

Rumors persist that ASP and MADD are linked. No solid proof has been found yet. The AADA and federal government are investigating both. Some ASP crewmen will be found with MADD training badges or awards on them. Others will look familiar from the duelling circuits. Something smells in Missouri.

Tactics:

ASP/GNATS must protect the Python throughout the battle. They have to get out of the Python to pull the satellite aboard. It will take a few takes to do so.

The National Guard and JADE may think of concentrating fire upon the Python, since it's the key to the ASP/GNATS plan.

Victory Conditions:

The ASP/GNATS forces win if they manage to get the satellite loaded and off the map with at least half their starting force. The National Guard and JADE win if ASP/GNATS fail to get the satellite off the map and disable or destroy over half their vehicles. If half of each forces are disabled or destroyed and ASP/GNATS get the satellite off the maps, it's a stalemate.

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

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