GURPS®Autoduel® and
CAR INARS®
The AADA Road Atlas and Survival Guide
VOLUME FIVE: THE MIDWEST A Supplement for Car Wars® and GURPS Autoduel® By Craig Sheeley Edited by David Ladyman, Melinda Spray and Stephen Beeman Cover art by Guy Burchak; Interior art by Gary Washington with Dan Carroll, Phil Morrissey and "Speed" Webber Maps and graphics by Carl Manz, Czeslaw Somat and David Ladyman Production by Melinda Spray, Carl Manz, Czeslaw Somat and C . Mara Lee System design by Steve Jackson; GURPS development by David Ladyman; and Cor Wan development by Stephen Beeman Playtesters: Tim Bauer (NOVA), Scott Berkley, James Cromo, Flaming Lakers (Steven Koehler, David LaMothe, Phil Morrissey, Stuart Wagner, Wallace Greer, Marvin Lowe and Jeff Sheeley) Cicsco Lopez Fresquet, Dennis Grey, Ben Kloepper, Mark Orchard (Land of Lincoln AADA) Rob Rapplean and GROSS, Mark Soderberg, George Thorstad, The Bozeman Game Association, The Wrecking Crew (Ray Carter, Eric Jerome, Dean Kenady, Dan Ormiston, Larry Stohr, Bill Williams and Michael Vragel), Stephanie Wardwell and her gang (froy O'Brien, John Doyle, Allen and Susan Poynter Shock, John Monahan and Mary Zawacki). Extremely Special Mention: David Piatt, M .A.D .D Archivist.
Cor Wan, Autod.ul, GURPS, and MDA are registered trademarks of Steve Jackson Games Incorporated. Copyright© 1988 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S .A. For a current GURPS errata sheet, and a free catalog of our products, send a legal-sized self-addressed stamped envelope to: Steve Jackson Games, P.O. Box 18957, Austin, Texas
TilE :MI.DWEST • . . • • • . . . • • • . . . • . . . . . . . . • . . • . 2 Before Tho Blight . ... .. ... .... . . . . . . . . . . . . . . . . . . . . ... . The Second Civil War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A Brief Peace ........ ... . . . . . . . . . . ..... . ... . . ..... The Dakotas .. ....... .. . . . . . . . . . . . . .... . .. .. . ..... The Grain Blight ... ........ .... ......... . . . . . . . . . . . . . . The Central Midwest . . . . . . . • • • • . . . . . . . . . • . • . . . . . . • • . . The Midwest Plains . ...............•••...••••...•••• After The Blight ...... ........ .. ... . ... . . . . . . . . . . . . . . . . . . The Russo-American War .. ... . ..... . ....... ... ....... The Food Riots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Upper Midwest .........••...•••.•......•.....•• The lnduslrlal Midwest •... .... . . . . . • • . . . . . . . . . . . . . . . . Autoduelling and Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . Today and Tomorrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nuckar Hazard Areas of the Midwest ...........•. .. ...•..
2 2 2 2 3
3 3 4 4 4 4 4 5
5 5
CAMPAIGNING IN TilE MIDWEST •••••••••••••• 6 Modifications for Midwest Campaigns . . . . . . . . . . . . . . . . . . . . . . . The Western .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gt!nt!ral Reaction Modifiers from Midweslt!mers . . . • . • . . . . • . . . Clubhouse Blues .... . .... .. ... . . . . . . . . . . . . . . . . . . . . . The Lone Wolf .. ...... ... . . . . . . . . . . . . . . . . . . . .. .... Campaign Suggestions and Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . . Dlinois . ...... ........ ..... . . . . . . . . . . . . . . . . . . . . . . Lakes and Rivers in the Midwest . . . . . . . . . . . . . . . . . . . . . . . . . Indiana, Iowa, Kansas and Nebraska, Michigan . . . . . . . . . . . . . .
6 6
6 7 7 7 7 7 8
DEDSFL .................••....••.•....••........ 8
Minnesota and Wisconsin, Missouri, Ohio . . . . . . . . . . . . . . . . . . 9 North Dakota, South Dakota . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
TilE CHURCH OF AMERICA .............•••.• 10 The Origins of the Church . . . . . . . . . . . . .... . . . . . . . . . . . ... A New Leader ..... ....... .... . . . . . . . . . . . . . . . . . . . . Donald LaMothe: Religious Leader or Demagogue .. ......... The Olurch Leader: Donald LaMothe . . . . . • . . . . . . . . . . . . . . The Church of America Today ........ .... .. ... . . .. ...... Tenets of the Olurch of America ..... .. .... . . . . . . . . . . . . .
10 10 10 11 12 12
FORTRESS TOWNS •••••••••••••••••••..•••• 13 Theory and Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Anatomy of a Fortress Town . . . . . . . . . . . . . . . . . . . . . . . . . Busting Fortress Towns and The Art of Raiding . . . . . . . . . . . . . . Tho Defenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Map ofWichita (1988) ... . . . . . . . . . . . . . . . . . . . . . . . . . . . Building a Fortress Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Map of Wichita (2038) . . . . . . . . . . . . . . . . . . . . .. ........
13 14 14 16 16 17 19
TilE AADA ROAD ATLAS AND SURVIVAL GUIDE: TIIE:MI.DWEST • • ••••••••••.•••••...••. . ••• 21 Dlinois . . . . . . . . . . .. .. . .. ..... . . ... ...... .. . . ... . . .. 21 Chicago . . . . . . . . . . . . . . ..... .... .. . . . . . . . . . . . . . . . . 21 Decatur, Rockford, Springfield . . . . . . . . . . . . . . . . . . . . . . . . . 23 Indiana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Brickyard (formerly Indianapolis), Floral Gulch ... . . . . . . . . . . . 23 Fort Wayne., Lafayette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Iowa . . . . . . . . . . . . . . . . . . . . . . . . . . ...... ... .... ...... 25 Des Moines . . . ... ... ....... ... .... .. ... .... ...... 25 Kansas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 KC-1 (formerly Kansas City) . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Topeka ........ ... ... . .. .. ..... ...... ... .... .... 27 Wichita . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 28 Michigan . . . . . . . . . . . . . . . ... .. ... . . . . . . . . . . . . . . . . . . . 28 Ann Arbor ... . .... . . . . . . . . . . . . . . . . . .... .......... 28 Detroit .. .... .... .... .... . . . . . . . . . . ... . . ....... . 29 Grand Rapids, Lansing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Minnesota ...... . ....... . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Duluth, Minneapolis-St. Paul . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Missouri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 KC-1, St. Louis, Springfield . . . . . . . . . . . . . . . . . . . ... ..... 34 Nebraska ....... . .. ....... . . . . . . . . . . . . . . . . . . . . . . . . . 35 Lincoln . . . . . . . . . . . . . . . . . . . . . . . ....... . .. . ....... 35 New Omaha - Council Bluffs, Iowa . . . . . . . . . . . . ......... 36 North Dakota . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Bismark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 The Dickenson PSSF, Fargo, Grand Forks . . . . . . . . . . . . . . . . . 37 Ohio .... ... ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Akron, Cincinnati, Cleveland, Columbus .. . . . . . . . . . . . . . . . . 38 Dayton, Midville ...... . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 South Dakota ... . . .. ..... .. . ....... .... .. ........... 40 Pierre, Rapid City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Sioux Falls . ....... .. . . . . . . . . . . . . . . . .. ...... .. .... 41 Wisconsin ...... .. . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . 41 Green Bay . . . . . . . . . . . ....... . ..... .. . . . . . . . . . . . . . 41 Madison, Milwaukee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
MINI-SCENARIOS ••••••••••••••••..•••..••• 43 Midville, Ohio; Nebraska; South Dakota .... . . . . . . . . . . . . . . ... 43 Dodge City, Kansas; Floral Gulch, Indiana . . . . . . . . . . . . . . . . . . . 44 North Dakota; Minneapolis-St. Paul, Minnesota .. .. ....... . .... 45 Iowa; Chicago, Dlinois . . . . . . . . . . . . ....... . .. . .. .... .... 46 Wisconsin . . . . . . . . . . ... . . . . . . . . . . . . . . . . . ...... ...... 47
N.n]RPHYS'LAVV ..•••........•....•••..•• •• 48
STEVE .JACKSON GAMES 109876
5432
ISBN l-55634-lll-3
TBI IIIDWIST Before the Blight The Dakotas The pre-Blight economy of the Dakotas, supported mainly by cattle and grain, was quite stable, as was the populace. Even the oil depletion didn't bother or affect the Dakotas much, as the drivers of the states switched over to alcohol fuel that was produced from the ever-present grain. Far removed from the fighting, the only consequences of the Second Civil War were that the two Dakota National Guard and Reserve units saw some action in Oklahoma. However, the Blight had horrid effects, in one stroke devastating the economies of both states. People streamed out of North and South Dakota in search of more prosperous places to live. The food distribution to the remaining population held out a little longer than it did in other, more heavily populated states. However, refugees from other states came to the Dakotas, brought the expected wave of destruction with them, and totally depleted the food supplies. Fortunately, as soon as there was no food left, the vandals left for more southerly climes. The severe Dakota winters and the short summer growing season did not allow enough time for the cultivation of the soybean and potato crops adopted by other midwestern states. Until the greenery reconquered the plains, cattle ranching on any scale but miniscule was impossible. The human race seemed to pull out, leaving the Dakotas practically deserted. Practically. There were those who stayed on in the few husks of cities left that could provide shelter. Some were bandits, but most were just stubborn Dakotans who wouldn't be budged. Once the algae food technology assured a good food supply, the Dakotans could afford the wait for cattle-feeding plant life to return. When the cattle fodder came back, the cattle moved in shortly thereafter. Both Dakotas have now become an ironic parody of three hundred years ago: huge herds of hoofed beasts roam vast expanses of prairie. There are a few differences, though. The beasts are now cattle, not buffalo, and the men who tend them ride in trucks and on motorcycles as well as on horses.
The Midwest
In the Golden Age of America, the Midwest states formed the western edge of the eastern manufacturing complex, served as a transport district from one coast to the other, and were the most productive "breadbasket" in the world. Though foreign products dimmed the importance of most American industry production, and domestic competition nearly killed the "family farm," the Midwest continued to produce more food than the entire country could eat, and exported grain and produce to other countries. Rail yards and river ports shipped edibles to other parts of the nation, to be consumed or stored by the federal government, when there were no other buyers for the oversupply.
The Second Civil War After a decade of increasing unemployment, lowered industrial employment and heavy loss of family farms to corporate farming interests, the Free Oil States' Declaration of Independence and the ensuing war brought frantic, if short-lived, prosperity back to the Midwest. Since they were so close to the warfront, manufacturing in Michigan, Indiana and Ohio became valuable. Grainproducers like Kansas, the Dakotas, Nebraska and Iowa plunged into the alcohol business, since the military switched to alcohol fuel. The resources of Minnesota, Missouri and Illinois - all were used for the war effort. Men and material moved south along the rails, rivers and roads. To prevent the Free Oiler attacks, forts were built in states close to the battlegrounds of Arkansas, Missouri and Kansas, while arms were stockpiled in other Midwestern states. Midwesterners readied themselves for war; some of them saw action, as National Guard units and reserve corps were committed to the conflict.
A Brief Peace The Texarkana Accords of 2004 ended the war abruptly, catching everybody by surprise. Virtually no one anticipated that the federal government would conclude that war to reunite the country was more expensive than letting the country remain split. A mini-depression followed for the country as a whole, and for the Midwest in particular. Grain-to-alcohol was still a strong industry, as many of the country's internal combustion cars changed to alcohol-fueled. However, other concerns struggled to re-adapt to civilian products instead of military supplies. Once again, unemployment bred unrest throughout the Midwest, both in rural and urban areas.
-2-
The Grain Blight The grain-destroying virus of 2012 hit the Midwest harder than any other part of America. Not only did it jeopardize future food supplies, but it also devastated the major cash crop and all the industry associated with it, causing almost instant economic collapse. The great plains of the central Midwest became one huge dust bowl. Only gradual inroads made by thistles and wild grasses restored this once fruitful farmland. No one knows just who engineered the Blight, or who released it, or where, or when. It could have been the act of a Third World country, attempting to wipe out a rival. It could have been a scientific accident- the release of an experimental virus. It could have been the test of a bio-weapon that escaped control. It may even have been a terrorist act. If so, it achieved more terror than its perpetrators could have ever thought possible: the downfall of modern civilization, and the end of a Golden Age of plenty.
Whoever was responsible for the Blight, the virus soon went its own way, with devastating results. Any grain that was exposed blackened and died, consumed by the cancer-like virus . Once the virus infected the plant, it would feed on the plant's nutrients and multiply, literally starving the plant to death! If there was seed on the plant, the nutrients in the seed would be devoured in short order as well. Indeed, if the airborne virus even landed on a seed, it commenced to devour the seed's substance. This caused the deterioration of already harvested and stockpiled grains, and there was no way to stop the Blight unless the grain in question had already been treated with preservatives. No grain storage could be made airtight; dust explosion was far too likely if circulation were restricted. Not only were wheat and rye affected, but rice, corn, and other high-nutrient grasses died in the Blight too. All the cultivated grains, bred for thousands of years to provide an efficient food source, were quickly consumed by the voracious organism. There were two notable exceptions to the mass extinction: Australia, through quarantining and luck, has so far avoided the Blight; and barley, for some unknown reason, is immune to the virus. Elsewhere, only laboratory specimens kept in carefully maintained, totally Blight-free atmospheres still live. The effects were catastrophic. All over the world, nations and people were suddenly deprived of major food sources. They call that period the "Food
-3-
The Central Midwest Iowa, Illinois and Missouri shared much the same fates as the rest of the nation. The Second Civil War brought a small repite to unemployment woes . However, the Grain Blight descimated the "Com Belt." Com crops, a food staple for both man and beast, withered on the stalk. Refugees flocked to these states, since more than a third of the planted fields were soybean and clover. Farmers barricaded themselves and formed co-ops to help neighbors defend their crops. These crops also helped the soil so that the dust bowl conditions of the plains didn't develop.
The Midwest Plains When the line "amber waves of grain" was written into America the Beautiful, the writer surely had the western plains of Kansas and Nebraska in mind. Once these two states were truly golden; they raised a large portion of the grain of America, as well as cattle. Though lacking any great amount of industry, the states did quite well both economically and culturally. The Second Civil War brought some changes, as both states were very close to the area of conflict. Most of the changes were minor: An influx of troops and material, the fortification of cities near the border, occasional attacks across the border and so forth . One change had a major but subtle effect on the inhabitants of the western plains: paranoia toward out-ofstaters. The troops brought in from the east made trouble in the quiet and rather sleepy midwestern towns and cities, engendering bad will; the "Oilies" attacking across the border into Kansas didn't improve public relations as far as the Free Oil States were concerned. This impression widened to include almost everybody who wasn't from the immediate areas . This attitude became very deeply founded during the Food Riot years, when marauders swept across the plains in search of food, fuel and anything else of value. When the Blight withere4 grains and grasses, a specter from nearly a century before surfaced: The Dust Bowl. Massive dust storms swept over the plains, carrying over two inches of rich topsoil as far east as the Mississippi river. The Dust Bowl subsided only gradually, as weather patterns stabilized and creeping plants reclaimed the prairie. Once vegetation had repossessed the soil and civilization had repossessed the land, cattle ranching reappeared as a major industry. Vast expanses of unfenced land are now used for grazing, and armed vehicles keep the herds in line and handle occasional rustlers . Both states are still, for the most part, open plains with little to relieve the monotony of driving except a rare fortress city or landscape-covering herd of cattle.
The Midwest
The Upper Midwest Minnesota and Wisconsin have had the good fortune of being connected to the Great Lakes, encouraging settlers and facilitating transportation. When the prairies were resettled, these states filled swiftly. The Blight hit these states less drastically than their Midwestern neighbors. Since they didn't depend on wheat and other grains to the extent of the other agri-business states, they weathered the loss in better shape - such good shape, in fact, that they attracted more than their share of looters when the Food Riot years came. But these states' agricultural strength could not be destroyed by the looters and migrants who rampaged for two long years. As soon as there were no more easy targets, most of the looters left, and the rural farmers moved out of their barricaded farms to begin sowing their soybeans and raising cattle once again.
Riots." It conjures images of only a fraction of the chaos and death that followed. Whole populations died in order to bring the total number of mouths down to the level where the remaining food supplies could feed them.
After The Blight The Russo-American War The Russo-American War followed within weeks of the Blight's first major strikes. In less than an hour, the world's most heralded destructive forces encountered each other in space. The satellite defense systems stopped most of the missiles. Unfortunately, n
The Industrial Midwest The three states of the industrial n1idwest have always had the largest populations and the greatest industrial might in this region. Michigan, Ohio and Indiana had long been centers of industry for the nation, almost eclipsing the eastern seaboard in manufacturing volume. Today, these states continue to make up much of the country's production might. Still, the disasters of the 21st century took their toll. Because of their hybrid mixture of agriculture, high urbanization and industrialization, they suffered from the calamities that hit each. Though the industrial states' economies were strengthened by the surge of orders for hardware to fight the Second Civil War, this prosperity was brief. After the war, unemployment soared, and the bulk of the factories shut down. A few automobile manufacturers did tool up with fuel-cell technology and produce at a reduced rate, but their impact was small before they too were lost in the chaos of the Food Riots. The rollcall of metropoli has been reduced to a very few; around a dozen remain. Outside city walls and perimeters, many smaller settlements and towns survive, and they have helped revive the industrial vitality of the region. Barge traffic now brings metals down from Minnesota to the auto factories, and the foundries work again. Unemployment is still high, but lower than before the Blight. Food is being grown again, although marauders make it a risky business. However ,law enforcement (both professional and private) is on the rise, and there is even talk of extending the eastern railways into the region to connect it with the coast once again.
The Midwest
The Food Riots After the War, agri-business in the Midwest struggled to adapt to the loss of grains by substituting potatoes and other food crops, such as soybeans. Production, however, did not meet demand. Refugees (mostly easterners), desperate to acquire whatever food they could, added to the problem. Yield wasn't enough to stave off the inevitable - mass famine. Other countries, with less stored food, had already been affected, but the bulk of government supplies in America held out for almost four years, until the country collapsed in a period of violence now called the Food Riots. Except in metropolitan areas like Detroit and Chicago, the midwestern food riots were generally not the mass madness that gripped the coasts. Instead, the riots started as mobs raids on food storage bins and evolved into gang attacks on any place where food could be found. Eventually, these coalesced into the "organized" cycle gangs familiar today.
-4-
With the collapse of any sort of strong government, the forts and supplies stockpiled from the Second Civil War became prime targets for the locals, who either raided them for arms or took them as strongpoints. Thus began the fortress towns, places small enough to be defended and lucky enough to have the heavy arms to defend themselves. Although the larger cities were gutted, life and some order remained, enforced by the citizens of city sections. Soon the Midwest was reduced to lonely, crumbling roadways passing through deserted and wild lands. Few could or would farm; most fled to the hills or to the fortified cities and towns.
Nuclear Hamrd Areas of the Midwest
Lake Geneva, Wisconsin During the Russo-American War, Lake Geneva was struck by the only recorded successful implosion of a fusion bomb. The result was a vast, glass-lined crater and surprisingly little radiation. Today, the crater is the centerpiece of the highly popular Divine Wrath theme park.
St. Louis, Missouri
Autoduelling and Recovery The development and distribution of heavily-armed vehicles that began in the early 2020s was the salvation of the Midwest. Mobile defense forces had been in existence since the Food Riots, utilizing former military equipment, but the open spaces in the Midwest were far too vast for the limited forces to cover. Often, outside of fortress towns and corporate hands, the only arms available were hand weapons. Tough, useful, reasonably-priced vehicles solved the problem. Armed with enough weaponry to deal with the usually unarmored or lightly-armored cycle gang, a farmer could actually live beyond the walls of a city and raise food. Trucks could convoy themselves, without tank escort. Gradually, the reclamation of land and the rejuvenation of the trucking road network began rebuilding the midwestern economy. Grains were out of the question, of course, but potatoes and soybeans could be grown, as well as sugar beets. Cattle could now be raised on the meager sustenance provided by the recently reclaimed plains of Kansas and Wisconsin, and trucked, in relative safety, to the slaughterhouses. The federal government even started trucking the gold from Black Hills mines in South Dakota, rather than shipping it by air.
Today and Tomorrow Today, the roads hum with trucks from Kansas to Ohio and further east. Faced with massive security costs, the corporate farms have disbanded, and the family farm is experiencing a resurgence. Gang activity has dwindled to a handful of well-equipped but outnumbered units. Unlike some parts of the country, the Midwest has so far avoided the threat of war between states. The states bordering Canada maintain armed forces to be on the safe side. There are cultural and economic conflicts between some of the manufacturing cities in Ohio and Michigan, but so far actual war is not a threat. Thanks to fortune, science and hard work, the effects of the Blight are not so heavily felt. Where food grains once grew, wild grasses, thistles and other weeds have taken over. The food problem has been solved through the development of food algae, processed for taste and texture. Real food, as non-algae products are known, is making a comeback. Beef, raised in the plains on the wild grasses, is becoming plentiful again. Flour has even come back to the market shelves, made from potatoes rather than wheat. Vegetables and fruit, never affected by the Blight, are limited only by weather, transportation and safe acreage. But the Blight is not yet dead. Whenever grains are exposed, they die. Still, the future looks brighter than it did. As population grows and farming expands, the prediction is that the Midwest will once again be able to supply the nation, and then the world, with food. Rumors of corporate research on a strain of Blight-resistant grain are rife; if true, perhaps the empty plains of America's breadbasket might once again wave with wheat.
-5-
St. Louis was also hit; however, the weapon was a small one, targeting the aircraft and weapons facility on the north side of town. The blast wave also destroyed surrounding property, the airport and commuters on the highway. To this day, the northeast comer of town is still radioactive, and lingering in the airport complex is hazardous.
The MX Field, Missouri Some 70 miles south of KC-1, a decades-old missile silo "field" still exists . Soviet missiles targeted on the MX sites, and made it through the Kill-Sats to put five large craters in the area. There were few casualties, since the land was sparsely inhabited. These craters are very "hot"; the Army has the entire site fenced to prevent unauthorized entry .
lndUllla;olis!Brickyard, Indimla indianapolis was destroyed by an oversized and very dirty fission bomb, set off by the Jackson Memorial Commandos in 2015 . There is quite a bit of lingering radiation, and Brickyard is classed as one of the most lethal radiation areas of the country. DO NOT GO INTO THESE RUINS.
Cleveland, Ohio Cleveland was neutron-bombed during the Food Riots, ostensibly as a method of "crowd control." Since then, the city has not been occupied and is still deserted, although the Nuclear Regulatory Commission has declared that radiation levels in Cleveland are quite low and easily survivable for extended periods .
Radiation Rules for dealing with radiation sickness are included in the AADA Road Adas
and SunivaJ Guide Volume One: The East Coast (p. 56) Only those areas listed as dangerous will cause this sickness .
1he Midwest
Gli1Pll8111118 Ill TBI MIDWEST Modifications for Midwest Campaigns
General Reaction Modifiers From Midwesterners From rural populace, if you're "city folk" . . . . . . -1 From gangs, if you enter their "turf" . . . . . . . . . . -2 From Missouri Ozarkers, in general . . . . . . . . . . . -2 From Amanas (Iowa) if you voluntarily surrender your arms . . +2 From nearly anyone during the celebration of Norway's Independence Day in Fargo, North Dakota . . +3 From onlookers in Detroit, Michigan, if you display great skill in driving or gunnery . . . . . . + 1 From the majority of the population of Chicago, illinois, if you admit to being a member of the Church of America . . . . . . -1 From the South Siders of Chicago if you admit you're an "Amy" . -2 From almost anyone, if you drove through Brickyard with your windows down . . . . . . -3
The Westem This type of campaign is most appropriate for this region. In Kansas, Nebraska, Iowa and the Dakotas, you just can't escape the western influence! As mentioned in GURPS Autoduel (seep. A71), this campaign revolves around stock character types: the sheriff, the locals, the renegades and raiders, the gunslingers and the powerful cattle barons. Out on the midwestern plains, the locale is not as likely to be restricted to a small town or similar area. Be prepared to have the action ranging over a wide parcel of land; cattle have to roam pretty far to find enough food in this country. Character Roles. In the true range-type western, complete with intercompany rivalry, cattle stampedes and cycle-gang fighting, the most common character is going to be the cowhand. In addition to the usual weapons and driving skills, applicable skills could be Area Knowledge, Navigation, Animal Handling, maybe even Riding. Of course, when a range war or similar unpleasantness break out, there is always demand for the professional eliminators - in this case, hardened duellists. Other character possibilities are tycoon (Filthy Rich is a must for these), scout (brush up on those Area Knowledge and Stealth skills), a con man or gunrunner (Uzis in those boxes marked "Bibles"). Action. Most of the cowhand's life is spent out on the range, looking after animals who aren't particularly interesting. However, a campaign won't be focusing on that aspect. Instead, the things that are likely to crop up in a
~----~~---------------~
Campaigning in the Midwest
-6-
campaign are rustling (small-timers or cycle gangs cutting cattle out of the herd b breeding or just plain eating); protecting the cattle from crazies who like to lite pot-shots at them (off-roaders with nothing to do); policing the grazing DIDge (cutting down or putting up fences, scaring or shooting "squatters" and other settlers); driving cattle to market (including time-honored cowboy activities along the way, like carousing, cavorting with the opposite gender, getting drunk, spending all your money and shooting up the town while avoiding being shot up in return); and the inevitable range war, with conflict ranging from a couple of duelling pickups to the large-scale clash of arms, complete with helicopters, pickups and imported professional duellists. To spice things up, the GM can throw in the occasional weird occurrence,like the mysterious and still uncaught Cattle Mutilators ... Helpful Reference Materials. Read Time-Life's Western series.
aubhouse Blues This sort of campaign works best on the duelling circuit, or as mobile group (perhaps a robber gang!). There's quite a lot of country in the Midwest, and very few locations are going to give the day-to-day variety of adventure that keeps a Clubhouse Blues game from sinking to the "who do we shoot this week" format. Travelling through the Midwest should provide enough variety for any campaign, though, since areas range from urban through rural all the way to barren. Character Roles. Specializing in certain skills, as described in the Clubbouse Blues section of GURPS Autoduel (p. A70), is a good idea. If you're going to be traveling, members of the group having varied Area Knowledge skills could be very useful. Club Types. Duellists moving from arena to arena on the L'Outrance Circuit would play well; for a better idea of how such a group could be set up, see the article "The Corporate Approach to Car Wars" inADQ 4/4. One player with the advantage of Very Wealthy or Filthy Rich could be the basis for the corporation, with the other players bankrolled by him (winning the duels would be pretty important financially!). Other ideas for groups include: truckers, hauling cargo freelance (or for a small company) across the country; buslines, hauling people instead of freight; gangs, robbing the roadways and always on the move to stay a jump ahead of retribution; paramilitary mercenaries, renting their skills and weapons to the highest bidder; even law enforcement officials, working for the state, local or federal government. (Imagine the fun of being the FBI in the Car Wars universe). Enforcers from KC-1 are also good for this sort of "Clubhouse" campaign, since they often pursue criminals beyond the city, and are always willing to assist anyone in need.
The Lone Wolf Lone Wolf campaigns in the Midwest would be even more desperate than back east. Centers of civilization are few and far between; you're not going to find a truck stop every few miles where you can rest, repair and refit. But when you find people, they'll more than likely have a job for you. Whether helping to feed the livestock, delivering messages from point to dangerous point, helping to fight a local gang or other threat, repairing machinery or getting caught up in a territory dispute, you'll earn your keep.
Lakes And Rivers In The Midwest A look at the map in the center of this atlas shows the major rivers that flow throughout the region: the Missouri, the Mississippi, the Ohio. To the north, the Great Lakes are the major waterways . These are navigable for the greater part of their lengths, and immense amounts of material flow through them, both upstream and downstream. It's long been a fact that water traffic is the least expensive way to ship freight, and this is especially true in the world of the 21st century. With the railways of the country shut down for lack of defensibility, roads still too dangerous for large-scale shipping, and airship transport an expensive alternative, watercraft have taken up the burden of moving most of the produce of the Midwest. Water shipping is even more inviting since barges and similar ships can literally become floating fortresses with only a slight reduction in their hauling capacity. They're very slow, but nearly unsinkable when properly outfitted, and capable of hauling many times the arms and armor of tractor-trailer rigs . Not quite as vital to the nation's economy, but a lot more fun, are the small watercraft: the cabin cruisers, fishing boats and speedboats . What little tourism exists in 2038 is concerned more with doi11g rather than seeing, and boat trailers hauled by RVs or station wagons are a common sight in the Midwest, thanks to the prime fishing in the area. Many situations concerning water traffic in the states of the Midwest are left unpresented, for lack ofboat!.watercraft rules in GURPS Autoduel. However, ADQ 512 does contain some unofficial rules for boats in Car Wars. Use them if you'd like to open up a new dimension of adventure in the Midwest!
Campaign Suggestions and Ideas fllinois Chicago is urban campaigning at its best. There are new groups and gangs at every new street, plus the impact of organized crime. Then there are the basic
-7-
Campaigning in the Midwest
dangers of the daily lifestyle of Chicago. Water adventures are possible, too; the Waterfront of Chicago is extensive. And don't forget the Church of America! There might be new battles breaking out between the factions of the church, and the natives also feud with the "Amys."
DEDSEL The antithesis of EDSEL, DEDSEL started off as a reaction to EDSEL's incursions from the east, particularly the "Orang Nach Iowa." A loosely-organized group, DEDSEL's main strength is in Indiana; small affiliated groups of duellists devoted to the defeat of EDSEL. For the most part, these duellists conform to behavior expected of the breed, but some have gone farther, declaring war on pedestrians altogether. DEDSELs of this stripe will fire on any armed pedestrian who even looks like he or she might belong to EDSEL. The sparring between DEDSEL and EDSEL has been sporadic but bloody. The EDSEL forces are better organized and more capable of stand-up fights. Some DEDSELs have stooped to terrorist tactics - bombing homes of local EDSEL leaders, kidnappings and terror killings . . . These incidents have been well publicized by EDSEL, and the DEDSELs have been portrayed as slightly less human than punk bikers - a number of which claim alliance with DEDSEL. How long the two will limit the minor war to occasional skirmishes remains to be seen.
DEDSEL In GURPS Autoduel Members of DEDSEL are likely to be from the Indiana/Ohio/Michigan area. DEDSEL is a patron, of sorts (15 points). Unless the character is a leader or steady trooper, though, DEDSEL's patronage is only useful on a 6 or less . . . although roleplaying advantages are greater, as many gangs in Indiana and Ohio respect DEDSELs and consider them partial allies. Disadvantages : EDSELs are pretty much sworn enemies (large group, 30 points); the most radical DEDSELs (the pedestrian-shooters) usually have Fanaticism or Intolerance.
Indiana Indiana's supposed to be EDSEL (p. A80 or the AADA Road Atlas: Volume 1 The East Coast)pacified- at least that's what EDSEL claims. But the minions ofDEDSEL are also at work in the state. It makes for a wide campaign playing EDSEL characters, having to deal with the nebulous DEDSELs and their unrelenting guerilla war against EDSEL, complete with spy missions, infiltrations, sneak attacks, ambushes, quick commando strikes and incursions into and from Ohio and Michigan. This could escalate into a "Vietnam" situation, if you want to take the group loyalties that far. Remember Brickyard and the misguided nuts who caused it? Are the Jackson Commandos still around? Is there anything left in the radiated city that could pique player-character interest? Only the GM knows . .. Iowa A very good place to try out being a gang. The Iowa state forces are concentrated at the borders; once you're inside the state, things get easier. But watch out for the Amanas! Or set up an Amana group, out to help rebuild the state and deal with anybody standing in the way of progress.
Kansas and Nebraska As mentioned, these states are best for the range cowhand style of campaign. But there are urban campaigns in New Omaha and Lincoln (try being a member of the Robobusters in Lincoln for that hi-tech flair). Pure federal-marshal-type lawman campaigns in KC-1 as well as the threat of incursions and raids across the Oklahoma/Kansas border, if you fancy the Quantrill's Raiders type adventure are other possibilities. (The Kansans and the Okies still don't like one another much.) Michigan Talk about danger incarnate! Remember, Michigan is the place where the cops let you shoot one another, as long as you don't damage the roads. The state is swarming with gangs and duellists in new cars just looking for a chance to try them out. Then there's Detroit, steeped in company feuding, corporate espionage, environmental disagreements with neighboring Windsor and governed by a nearly non-existent government. The possibilities for corporate intrigue and mercenary strikes in Detroit are endless.
Campaigning in the Midwest
-8-
Minnesota and WISconsin What's exciting about dairy work? Not much. But the Anarchist Relief Front a pretty strong foothold in northwest Wisconsin, and they regularly cause trouble- they're still fighting with the Flaming Lakers in Minneapolis/St. Paul. And don't forget the sectarian conflict in Milwaukee. The beer convoys have more trouble every day pulling through the slums. Set up a group as the MarqueUes, and wage war and insurrection against the ruling elite of the enclaves! And if you're more the off-road type, remember the logging companies in both states; they're always in need of good men (and women).
- - .(~l·,__,----~- ~---l.--
--
V·
Missouri -- - - - - - - - - - - - - - - - - - - - · - - - 1{ there is a state that could ever be posted as a zone dangerous to your health, this is it. You're not likely to find much in the way of urban, corporate intrigue here, although the two fuel-alcohol companies in Springfield usually worry about profit first and legality later. Most of the campaigning in Missouri will be colored by the near paranoia of the armed residents (you can live in a town for 20 years and still be considered a "foreigner") and the large numbers of splinter groups that the Ozarks region seems to collect. Hiding in the forests, are groups ranging from the rural moonshiners and dope farmers to cult religions and neo-Nazi groups . For additional complications there are Okie raids into Missouri as well as Kansas- Joplin lives in fear of them (although some Joplinites live in gleeful anticipation of combat).
NoTth Dakota
--
---
A wonderful "Clubhouse Blues" campaign could center around the North Dakota Electric Authority (NDEA, seep. 34). The duties ofthe NDEA include some law-enforcement, as well as the task of maintaining the powerlines against the problems of weather and vandalizing duellists. "NDEA blues" would also extend well into South Dakota, cooperating with the SDEA. Ohio
An obvious idea for a campaign or adventure is to place the story in M·dville. The maps and some of the personalities are already provided. Lots of things happen in Midville: the six months where TV crews move in to shoot background and other footage for the TV show "Crash City," the MONDO - - - ~~!!f!IJI patrols, the ever-present problem of cocky duellists coming to the town to chal· lenge the locals' prowess etc. If you don't want to use Midville, try out one of the cities in the area - for instance, a campaign set in Cincinnati or Dayton, centered around the inevitable rumbles there. And what of Cleveland, the only neutron-bombed city in the world? Neutron bombs just kill people, you know, and the radiation's not supposed to linger . .. Who knows what (or who) is there in the city now? Will you be brave enough to find out?
South Dakota The co-ops are ready-made for campaigning, on a limited scale. The storyline would tend toward The Western in format. Using the mines and the city of Rapid City in campaigns is also a great idea. Almost anyone can find something to do in this burg! Driving ore trucks for the mines, free-lance prospecting (very dangerous), hunting down gangs, hunting down ore shipments, scouting the Badlands to help re-open the Park, even riding shotgun for the airships flying the refined metals- all are good possibilities.
-9-
Campaigning in the Midwest
TBI GBURGB OF AMIRIGA Donald LaMothe: Religious leader or demagogue? (His Politics: Loud - His Bank Account: Silent) In the vid-happy world of the 21st century, the influence of video personalities like Donald LaMothe is great. When he can make an appeal for funds and get them, mostly from non-members, in 24 hours, his character must come into question; anyone with that sort of power is suspect. LaMothe's defenders maintain that he is a sincere preacher, spreading the gospel in the most effective way he can, and that such methods take a lot of funding. There is no argument that he is a very entertaining speaker, capable of enthralling an audience with his voice. Others argue that the funds raked in by LaMothe's ministry are ill-spent and mismanaged, if not put directly into personal fortune. Examples such as his Morningstar Deluxe, custom-built and plated with gold, and his mansion in the Bolingbrook section of Chicago, are presented as proof that the contributions of the faithful are misused. Champions of LaMothe simply point out that he has many enemies and needs the security . Attempts to delve into LaMothe's past have met with considerable failure. Little about him is known or can be found prior to his appearance in Tulsa. Inconclusive evidence linking him with a radical fringe political movement before the Riot Years has been found, and this has been used by detractors to claim that LaMothe was a crooked politician before he became an evangelical crooked politician, but that is the limit of his history to date. LaMothe himself has answered his accusers firmly but without providing any concrete information, holding that his life before his enlightenment no longer exists . With answers like that, accusers have taken to waiting for LaMothe to make a mistake before questioning him, lest LaMothe turn the appearance into a chance to preach. So far, they're still waiting.
The Church of America
The Church of America, as mentioned in the descriptions of Chicago and illinois, is a growing force in the nation, and especially in the Midwest. As the most powerful religious organization on the airwaves today, anyone wishing to travel the Midwest should know something about it.
The Origins of The Church The history of the Church is shrouded in mystery, which is surprising for an organization so young. It is thought that the "miracles" on which the Church is founded occurred during the Riot Years. Best guess places the foundation ofthe Church in 2019 or 2020. According to the recorded gospel of the Church a group of motorized transients -probably a cycle gang - was stopped for an extended camp somewhere in the plains of Colorado, heading east. One of this group, a woman whose name was Ann, or some reasonable facsimile thereof (in the Book of America, she is referred to only as Saint Anne), had a vision one day. She saw a large mass of people waiting in a city on the western side of a great lake. Apparently they were waiting for a pair of hands to reach down from the sky and pick them all up, taking them from the earth to some destination unknown. Ann awoke from this vision inspired, and told her fellow travelers. Shortly thereafter, the other thirteen members of the group experienced similar visions, and one of them, identified as Brother Jed, asserted that the city was Chicago, and was the City of Redemption. The group took this vision through Oklahoma, acquiring occasional believers, but still remaining a small cult. This changed when they reached Tulsa.
ANew Leader During an impromptu "service" in the ruined section of Tulsa, covered by local guns and television cameras, a convert named Donald LaMothe carne forward. He seized the megaphone from the erstwhile speaker/preacher and underwent a rather lengthy and dramatic but inspiring conversion to the faith of the Church of America. His oratory was very impressive, and so excited the audience that at least twenty people carne forward to join. This was a record for the Church, it seemed, and LaMothe became the de facto leader of the cult. The Church followers left Tulsa shortly thereafter, headed north. They went "spreading the faith," and "many of the unenlightened saw the Truth and flocked joyfully to the news of Saint Anne" (according to the Book of America). Eyewitnesses testified that as the cult went north, they pillaged and plundered, sparing only those people who converted or contributed to the Church. (Few of these witnesses are alive now; most of them have been killed in the last few years. None of the murderers have ever been found or identified.) Most of the willing converts were small gangs, who joined the obviously superior power of the Church. This phase of the cult's history ended about 2026. Having acquired enough animosity (and, one would presume, cash), the Church stopped raiding and marched north to Chicago. They traveled mostly on foot, for there were not enough vehicles to carry the swelling ranks. It was during this march north that the Book of America was compiled, by author or authors unidentified. The Book laid down the tenets ofthe Church (see sidebar, p. 12), as well as setting down the origins of the cult. A considerable section was devoted to point-
-10-
ing out prophecies in the Apocrypha, the Koran and the predictions of Nostradamus that foresaw the Church and its grand purpose; its last sections revealed the rewards awaiting those who joined the Church and furthered its purpose. It is from this tome that most of the information concerning the early days of the cult is drawn for this essay - no easy task, considering that the Book's writing is obfuscatory and vague. Details of important events are missing, especially unflattering details. Some have accused the Church of deliberate falsification in its Book; the leaders of the Church disdain to comment on these accusations, holding that there will always be those jealous of the power of the Church. An interesting side note here is that the host of a live national TV talk show was murdered in Chicago in 2034 shortly after he extensively probed Donald LaMothe about some of the discrepancies of the Book. When the members of the Church arrived in Chicago, they moved into the southwest part of the sprawling city. There the followers of LaMothe settled down for a brief peaceful period. Then, in 2030, they attempted a full-scale invasion of the whole city in an bid to gain complete control of the metropolis and thus have the entire city as the Holy Place of the cult. Why LaMothe made this critical mistake is a subject of conjecture among historians; some believe that he was "inspired" to make the attempt, while many others hold that LaMothe had to do something bold to maintain control of the cult in the face of a new rival for power, Adlai Robberwell. At any rate, whatever LaMothe's reason, the legions of the Church attacked and were bloodily repulsed. The natives of the city, particularly of the ethnic south side, had long viewed the Church as a gang of goons (at best) and resented their intrusion into the pattern of Chicago's power structure. On all fronts, the Church lost, retreating to the boroughs that they already held. Yet the defeat was not the end of LaMothe or the Church. LaMothe handsomely and eloquently apologized to the people of Chicago on city-wide
-11-
The Church's Leader: Donald LaMothe ST 10, DX 11, IQ 14, HT 11. Basic Speed 5; Move 5. Advantages: Reputation +4 (to Church of America members, all the time, as a saint); Reputation -4 (to church enemies, all the time, as a religious fanatic); Voice; Attractive Appearance; Filthy Rich; Status +3; Charisma +5. Disadvantages: Greed; Enemies of the Church (Medium group, 6-, typically unorganized). Quirks: Can't resist a TV appearance; very vain; somewhat paranoid; must be the center of attention at all times; won't discuss theology. Skills: Accounting-13; Administration14; Acting-20; Bard-20; Carousing-10; Computer Operation!TL7-13; Detect Lies14; Diplomacy-16; Driving!TL7 (car)-11; Motorcycle/TL7 (Med/Hvy)-11; Economics-11; Fast-Draw (pistol)-10; FastTalk-18; First Aid-13; Forgery/TL7-11; Gunner/TL7 (MGs)-13*; Guns/TL7 (pistols)-14*; Guns/TL7 (SMGs)-13*; Interrogation-12; Knife-10; Law-14; Leadership-15; Politics-16; Psychology11; Savoir-faire-14; Writing-12. (*includes +2 IQ bonus) Personal Equipment: Kevlar vest, concealed; Smith & Wesson .357 pistol, concealed; dagger, concealed.
1he Church ofAmerica
Tenets of the Church of America Due, perhaps, to its realtive youth, the Church of America is not terribly restrictive in its views concerning its followers and the world around it. However, there are some things the Church holds to be
television, claiming that he had been misled by the plans of Robberwell, whose brainchild the attack had been. Robberwell ostensibly committed suicide when he saw what carnage he had brought to the members of the Church and the citizens of Chicago. (LaMothe's appearance on television was nothing new; he could do so whenever he chose. When the Church had settled in southwest Chicago in 2028, the first major purchase had been a satellite broadcasting system. After the 2030 Massacre, that system and others installed by the Church started broadcasting to the world the word of the faith from the Church of America, in a very effective evangelical campaign that continues to this day.)
true: There i11 011/y o11e Supreme Bei11g. It has many names, but it is still the same. Chicago is the Holy City. All believers gathered there will be ele-vated to Nirvana (that's how it's referred to in the Book of America) . All followers of the Faith of America shall spread Sai11t Am1e's Visio11 a11d the belief ill it to the Ullelllightelled. Those who are Ullelllightelled are to be pitied. It is the duty of the follower of the
faith to enlighten them. Those who defy the Visio11 ofSaillt A1111e are i11jide/s a11d evil. Though offered en-
lightenment, they have refused. Virgi11ity is a 11ecessary evil Ulltil the age of co11selll; virgi11ity after the age of conse111 is a11athema. This age is fourteen
years, derived from the number of original holders of the Vision. Marriage is !WI a11 institu1io11 i11 the Church ofAmerica. If members wish to be-
come legally bound to each other, or even to those outside the Church, it is their own business. All who hold the Vision of Saint An11e are brother a11d sister, no matter what their past, creed, or race.
These tenets may or may not be strictly observed by members of the Church, according to individual taste. Certainly the Church has no tenets against taking life or fighting. A side effect of the Church tenets is the population of southwest Chicago: Church population growth is roughly 10% per year, which frightens the rest of the city ...
The Church ofAmerica
The Church of America Today Donald LaMothe's inspirational appearances and the powerful programming of the American Religious Network (often known as "Amy TV") make the Church of America the most well-known cult in the nation. Many viewers (particularly in the Midwest) who yearn for religious television watch A.R.N., for lack of any other source. The programming shown on A.R.N. is not just Church of America propaganda; often, spokespersons from other religious groups are featured as well. Some point to this as a sign that the" Amys" are becoming more tolerant of other schools of religious thought; others think compromise is too unlike the Church of America, and therefore suspect collusion or worse. The Church is known for more than its television. Several champion duelists have come from the Church environs in Chicago, and many truckers running from Illinois throughout the Midwest are "Amys"; most are members in good standing in the Brotherhood. No longer is the Church a reputed bandit gang, though rumor has it that Church-sponsored gangs of highwaymen still operate in neighboring states. Economically, the Church is a success. It brings a great deal of money into Chicago, though the Chicagoans would rather be grateful to someone else for the windfall. The money comes from loyal Church members in Chicago (who contribute half their income), donations from television viewers, and other profitmaking operations. (One such operation is the sale of burial plots in Chicago, allowing Church members who don't live in Chicagoto rest eternally in the Holy City and thus be among the Assembled when the Hands appear.) Some ofthe Church's wealth is attributed to loot from their purported bandit gangs. All is not peaceful in the Church at the moment. Although Donald LaMothe is still the undisputed leader, there are factions in the Church which quarrel with one another, sometimes lethally. The main warring factions are those of the Moslem converts (there are many of these in Chicago, of predominantly black or Middle Eastern extraction) and of the ex-WASP conservatives. Both are radical; led by Brothers Shadigo and Fubu in the ex-Moslem camp and Brother Caspar in the former Christian, these groups often clash. Brother Morgar, the Chief of Security in the Church and LaMothe's right-hand man, has his hands full trying to keep the war from flaring up to a level where the press will notice it. Considering the constant tension with the rest of Chicago, the position of the Church is anything but secure.
-12-
PORTRISS TOWIS Theory and Practice As long as there have been men more interested in taking than making, there have been those who have fortified their dwellings and possessions. During the era of the Blight famine, the takers followed the same pattern as the barbarian hordes that ravaged ancient Europe. Mobile but heavily-armed raiders struck quickly, grabbed what food, arms and valuables they could, then vanished into the distance before the defenders could react or catch them. This time they were armed with 21st-century technology. The makers also followed the same pattern - they built fortress towns. These towns were built to resist the raiders' attack, while the defenders mustered. Easy access routes were blocked off, strong points reinforced and barbed wire strung around the perimeter.
------- -- --
(
...___
_____----
~------~
~-------------
The residents were trained too. Every able-bodied person who could use a weapon was assigned one and a place to defend - organizers realized that confusion benefitted the raiders more than the defenders. A great many towns reacted this way. The arms stockpiled during the Second Civil War, though they added much carnage to the Food Riots, served the people of the Midwest well during the chaos that was to follow. Soon after the fall of authority, primitive fortress towns began to appear, with the triggerhappy inhabitants manning roadblocks and bunkers to protect their own. Fortress towns were not just small rural communities like Midville. Often, parts of major cities would become little fortress communities within the greater metropolis, warring with any outsider- even (or sometimes especially) their neighboring boroughs!
-13-
Fortress Towns
Busting Forlress Towns and The Art of Raiding (We repri11t, by permissio11, excerpts from a11 ifllerview of the retired ex-biker ga11g leaders of the disba11ded ga11g, the Beasty Boys. The i11terviewer was Milo Chesterfield, free-/alice reporter worki11g for the cult magazi11e Rood IWts. The article was e11titled "The Beasty Boys: Now a11d The11" (Volume 4 Number 6, published i11 October 2035).
The first part of the article introduced the Beasty Boys (Rap, Movin' Mountain and Blam-Blam) and covered some of their earlier exploits of the Riot Years, from their origins as a failed pop singing group through their career as leaders of the powerful and successful cycle gang that took the name of their defunct singing group . Milo: What are the secrets of your successful raids of supposedly u11raidable tow11s all over the U.S. " Unraidable towns? Haw!" Rap, the spokesman, chortled through his whitening mustache. "Ain't no such thing, blood. There been places that said they were unraidable, but none of 'em stood up to th' challenge." He turned to Blam-Blam. "Hey, BlamBlam, remember that place down in Mexico, with th' machine guns and the tanks? Stupid macho *(deleted)* even had it goin' over the radio in American that their little Alamo couldn't be taken. We showed 'em!" "Yeah!" Blam-Blam wheezed, holding his paunch as he laughed. "Lemme tell Milo what we did to 'em, Rap!" Rap nodded assent. "We starved 'em out; we just sat outa th' range of their guns, and didn't let no food in. Dumb *(deleted)* didn't have no seaweed plant, or nothin' but th' food they had already inside. An' nobody came to help 'em either; we camped outside the walls fer a couple months, an' they got so weak they couldn't even man their big guns . They tried comin' out to fight us, but we could get away 'fore them tanks could find us . Remember th' time they split up t' search, Rap? Th' boys ambushed th' tank 'n took it. From then on, they didn't even try t' come out, 'cause they was afraid of their own tank!" Co11ti11ued 011 11ext page . ..
Fortress Towns
Overall, fortress towns were a success. Those that survived managed to achieve the dual goals of restricting the gangs' road access and protecting the citizenry. Eventually, the gangs started to leave tough targets alone, and the survivors began to grow and stabilize themselves economically. Now, the fortress town/city is a firm support of our society. Most are self-sufficient, with their own nuclear and/or solar power, and algae breeders to feed the populace. Industries now have the protection needed to produce goods again; no longer do the inhabitants have to watch over their shoulders for attackers. The fortress towns are havens of civilization in the wastelands of 21st-century America.
The Anatomy of a Fortress Town Every fortress town is different, as different as the towns and cities were
before they were converted to fortress towns. However, there are similarities of construction and, certainly, of purpose. These similarities allow most fortress towns to be grouped into one of three categories: open, citadel and closed. An open fortress town is one where there are no walls and few real impediments to entrance or egress. Most of the roads are clear, with perhaps a couple of roadblocks on the main highways in and out. Commanding the approaches, there are no massive defenses visible; weapon restrictions inside the city limits are usually lenient. This sort of fortress town depends more on the bravery and firepower of its defenders for its "fortress" rating than on static defenses. The best example of this type of fortress town (or at least the best known) is Midville, Ohio. For years, without the benefit of massive defenses, the MONDOS and their allies have beaten off attackers of all sorts, ranging from cycle gangs and random duellists to a stolen tank manned by the Anarchist Relief Front. Their success is due to the sheer number of weapons and the many willing hands that use them. A citadel fortress town harkens back to the medieval concept of the castle. A fortified citadel is constructed in a more or less central location, serving as a rally point and/or retreat area in case of attack. In the beginning, the citadel is often simply a strong building, large enough to hold a sizable number of people, located in a defensible position. As time passes, the citadel evolves into an armory, storehouse and administrative headquarters for the defenders, just like the medieval castle. As the town prospers, outlying mini-citadels and/or bunkers are constructed for the defense of particularly vulnerable areas or trouble spots (through-ways, major highway entrances and main drags are all prime areas for these) . Some bunkers are actually transformed into smaller auxiliary citadels, complete with troop space, armories, and garages along with weapons emplacements. The majority of cities and towns don't have need for anything this elaborate, though, and the bunkers remain armored weapons mounts, controlling the traffic in the area. Most of the fortress towns are citadel types, since the citadel offers the best balance of protection and cost-efficiency. Some rare towns and cities take the next step, though, and go right into the closed fortress style. This bears a great resemblance to the medieval walled town, with complete concrete encirclement of the town and its inhabitants. Expensive but strong, the closed town is too great a challenge for gangs to attack nothing short of a full-fledged army is a threat to these fortresses. More often than not, the closed town starts off as a simple roadblock and barbed-wire concept. A citadel area is constructed or chosen to serve as a base - wealthy neighborhoods, school campuses, factory complexes or other places with defendable boundaries are all prime choices. The walls are gradually extended as it is decided that more area must be defended. Eventually, the whole town/city has its boundaries sharply defined by the walls. To prevent anyone
-14-
6an trying the walls, many closed towns mount weaponed bunkers at crucial · , similar to the defenses of the 20th-century Maginot Line. The closed tDwn is the epitome of expense and protection in our world. The three types presented here are only stereotypes of the various cities and 1Dwns that exist throughout the world. Often, the types are mixed- it is very are to find a town or city that has only one type of defense (unless it is quite small). The average city is fairly open with a central citadel or fort as it strong point. In such large areas as Chicago, however, the mix is greater. There are relatively open areas with bunkers; occasional closed regions like suburbs and college campuses; seemingly unfortified areas that appear open, but have buildings 1bat can be emergency citadels; and honest built-for-that-purpose citadels with a aetwork of tunnels connecting all of them so troop movements are right under the attackers' feet.
The Beasty Boys' second clones, following their less than successful raid on New Omaha.
-15-
Fortress Towns
The Art of Raiding (Continued) "See?" Rap smirked. "They's no such animal as an unraidable place. Even nuts like KC-1 '11 break ify' know where t' put th' hammer."
Milo: •So you starved out the Mexicans, laying siege - what about places where help would arrive, and keep you from starving them out r "Those y' gotta hit fast and get out, or not at all," Rap pointed out. "Like, man, y' don't hang 'round if there's a bunch of nuts with guns comin' t' put holes in ya, ya know what I mean? It's a sb.lpid bunch of bikers that waits around fer t' be killed." "No *(deleted)* ," Movin' Mountain grunted in his deep voice. "Ya got ta be sure of what ya do, with these places. If ya don't find out what yaup against, ya goin' ta die, ya dig?"
Milo:"How did you all do this so constantly, without getting caught or killed? There are very few bikers that made it through to retire comfortably. • The three of them grinned, and Movin' Mountain laughed through his gap-toothed smile. "You said it, brother," Blam-Blam chortled, running his hand over his tanned, bald pate. "What we did was use our brains," Rap explained. "There was a right way t' raid, an' a wrong way t' raid. Now, y' see, th' wrong way is t' take it like th' Thunder Turkeys did in Midville a few years back: They went roarin' into th' town like they owned it, an' got chopped inta little bits by the MONOOs . Ya can't do that with a Iotta places an' expect t' see yer next birthday." "You tellum, Rap," Movin' Mountain seconded the statement. "I am, Mountain," Rap shot back. "Keep yer mouth shut whilst I lay down th' line for th' man with th' magazine." He glared at the other two, who subsided, and continued: "Those guys who went in firin' and came out smokin' didn't use no strategy. None at all. They wouldn't know what they was up against, or who, or how t' go about it. We didn't make mistakes like that." He spat into his beer bottle and got up from his seat. "Ya see, we're smarter than that. We got brains, see? When we picked out a town t' hit, we didn't go in t' get our *(deleted)* *(deleted)* shot off. Naw, we scouted th' place out first, real carefullike." Colllinued on next page .. .
The Defenders No fortress town is worth anything without people - indeed, in the beginning, all !l fortress town has is its defenders. Nearly all defense organizations started out as a sort of militia, either during the Food Riots or shortly thereafter. Usually, some local leader asked for volunteers, then told the townspeople that they could either fight together or die separately. Rarely, some ex-military unit would serve as a nucleus for a fighting force. Whatever the case, town defenders were usually part of an ad-hoc organization at best. Like the towns they d~fended, the defenders also evolved. From the militias and local neighborhood organizations, many took on a semblance of order, choosing leaders and working out organized tactics for dealing with attackers. Some even started training their members in marksmanship and other organized mayhem to the point of resembling the armed forces they replaced. Today, a wide variety oflocal defenders can be found. The range oftraining and professionalism is reflected by such groups as the still private-citizen MONDOS and others like them; the highly-trained, private security forces in the western neighborhoods of Chicago; autoduelling clubs that act as city defense and anti-terrorist units (SANDTRAP in San Diego being a good example); and the superbly trained and hyper-tough Enforcers of Kansas City. What type of defenders a city has is likely to hinge on the wealth, type and attitude of the place. A good rule of thumb: The larger, more cohesive and wealthier the city, the more professional and well-equipped the defenders are likely to be. The converse is also true - the smaller the town, the less professional the
Wichita, Kanaaa Jabara Airport
e
Wichita State University
•
St. Francis Medical Center
(i;
~
0
•
Mid-America All-Indian Center and Museum ~h
•
Kansas-Newman College
McConnell Air Force Base
Fortress Towns
-16-
Aircraft Corp.
•
dei-Dders. Smaller towns field units like the MONDOS -private citizens acting in defense of their homes and families, paid only in the security of their towns 8li the gratitude of their peers. Larger cities with centralized governments often use professional forces. the ancient city-states, the fortress cities must keep private armies. The wealth of a town or city also helps determine the sort of defense force. A poor a:mmunity cannot afford to hire people just to sit around and drill, waiting for attack that hopefully won't come. Richer places, such as the famed city of Los Disneys, can afford to do just that. Naturally, in the event of widespread attack citizens who volunteer to help will be welcomed. However, the professionals can handle most problems alone. The attitude of the community is also important. Chicago, for instance, does have a professional standing army - each faction refuses to allow a superior anned force to exist under the control of anyone else. Detroit shares much the same attitude. The corporations feel that a standing army would be a waste of money, given the strength of their corporate armies. They are also notably cautious about placing the command of such a force in the hands of whatever company-sponsored politician is in charge of the city. The independent city-state, KC-1, on the other hand, has a strong central government and strict control over the populace. Although the Enforcers fill police functions as well as military ones, they are still a standing army, and are pretty much the extent of Kansas City's defense force.
Building A Fortress Town First, decide what general type the town is to be. Will it be completely open, depending on heroic defense, or will it have fixed, concrete (in more ways than one) defenses? If so, how much?
The city of Wichita, Kansas will be our an example. Looking at a map of Wichita (on the previous page), note that the city has two universities, one college, three airports and a military base. It also has a major north-south and a major east-west freeway running through the middle of town, as well as three other highways that form an incomplete beltway around the town. Based on the size, openness and the already-existing base, the open format is out - too many ways to attack- and the city is too poor to be closed. Therefore, Wichita is a citadel city. After the decision is made what type of fortress the city is going to be, the GM has to decide just what happened to the town or city in the fifty years between the date of the source map being used and the time of Autoduel America. This is a crucial step, as it will determine more about the town/city than any other single process. Quite a lot of information is necessary just to plot out the basics on a small city. All that information will directly or indirectly influence the next step of fortifying the city. Be warned: totally converting a town or city to the world of the 2030s is going to require some thinking, and a lot of arbitrary decisions Don't be frightened of all the decisions, though. Once you make the first few important ones, the rest of them fall in line, and the "story line" of the area becomes clear. What did happen? Was the place nearly burned to the ground, with only a very small part of it surviving? Did the city fragment into armed camps, or did the citizens band together? How often was it attacked? How did it prosper after the Riots - what was the economic base for survival? Did the inhabitants import, export, steal or produce for themselves? Geographically, if there were parts of the town/city that didn't survive the Riots and were destroyed, what parts are they? Has there been any rebuilding in the area? Are there any arenas
-17-
The Art of Raiding (Continued) "Saved our *(deleted)*, too," BlamBlam interrupted. He quieted before Rap could scold him. "As I was sayin'," Rap continued, scowling, "ya gotta find out some things about a town 'fore ya go in forth' kill. Ya gotta look for weak points, like seein' if they got bunkers or guns set up on th' roads. An' do they got th' roads mined? It's happened more than once, Iemme tell ya. "Now, these ain't weak points, these're th' stro11g points. But if they got strong points, they gotta have places where they don't make strong. Ya look for these; spend a coupla days scoutin', just t' make sure. If they're stupid enough t' have th' main drag open, an' no machine-gun nests or roadblocks or mines, then you're in luck." "Hah," Movin' Mountain grunted explosively. "Like Coffeyville?" Rap nodded. "Yeah. Good point, Mountain. Case ya hadn't heard, Milo, Coffeyville was 11asty. We learned a coupla things there 'bout scoutin'. "We was just leamin' th' trade, when we stumbled inta Coffeyville. I never saw a place that looked so good t' hit: No MGs, no mines, not even a road-block. Me 'n Mountain, here, we went in t' check it out, see what they had, y'know? Th' folks was real friendly, an' didn't seem t' have much inna way of guns, so we went t' th' barthey had potato booze- an' asked some of th' locals if they'd seen much gang action. They said a couple times, but it was no big deal t' speak of. Gave us th' impression that all they'd seen was a kid on a trike once. Targets, for sure. So we leave, wavin' goodbye, an' ride back in at dawn with th' whole gang." "I 11ever saw that many guns an' that many people show up in that little time in my .whole life. We was lucky t' get outta there with our heads; lost four guys there, insid'a minute. We didn't even stop t' fight; we just kept on goin' . An' the moral of it is: Make *(deleted)* good an' sure t' scout out th' townfolk thoroughly. If they boast 'bout th' gangs they've stopped, listen good. Ya can tell how tall th' story is most of th' time; if it's real tall , then th' guys with th' guns aren't half as good as they claim." "I'll say it again: Look forth' defenses, an' look forth' weak points. Check out th' guys you're most likely goin' t' be shootin' at, an' see how good they are." "Don't forget th' loot!" Blam-Blam put in. Co11ti11ued 011 11ex1 page . ..
Fortress Towns
The Arl of Raiding (Continued)
"*(deleted)* straight," Rap agreed. "While you're lookin' th' place over, find out what ya want an' where it is. Ya spend time during a raid lookin' for th' loot, ya may as well give up. Oh, there was some places too weak t' defend themselves, and ya could practically move in with 'em. Take all th' time in th' world t' find what ya wanted. Those got real rare as time went by; places that survived got tougher. 'Specially th' midwest farm towns: They got tougher'n concrete. Ya had t' get in 'n get out fast, or you'd lose to many of th' gang. Oh, sure, ya might beat 'em, but they'll shoot yaup in th' meantime." Milo: "What did you do once the towns started fortifying?"
Rap tapped his head. "We hit 'em where they didn't expect us to. If they had th' place made t' keep us out, we looked for a way in. They couldn't have everywhere covered! All we had t' do was look, an' nine times outta ten, there'd be some road with just an old dead car, or barbed wire, or somethin' else weak, where we could go through. Oh, sure, it'd slow us down a bit, but we'd get through anyway. An' once we was in, that's when the fun started! Continued on next page ...
or other items of interest in the place? What facilities survived? And what economic base does the place survive on now? Wichita was quite prosperous during the Second Civil War. Located a mere 45 miles from the Oklahoma border- a serious war zone - McConnel AFB became a major staging area for the military. As a Strategic Air Command (SAC) base, it was home to a busy bomber squadron as well as a refuelling depot. Numerous troops were stationed there to protect the supply depot as well as the wing. There never was an attack on Wichita, however, since the Free Oil States were never really strong enough to attack. Some remnants of this mobilization still remain. When the Blight hit and the grain industry disappeared, many people left the city in search ofjobs as well as food. If the soldiers at the base had joined the Riots, Wichita would have been destroyed. As it was, they either left or helped. The remaining cityfolk came to depend on the soldiers for armed protection. Airtech, a light aircraft manufacturer, aided the soldiers with their corporate fleet of small aircraft fueled by petroleum obtained in the southwest corner of the state. As the years passed, the demarcation between armed defenders and populace nearly disappeared as the soldiers became part of the population. The economic base for Wichita's survival was be the aircraft factories and the Kansas soil itself. Sowing alternate food crops, such as potatoes, and growing wild-grass feed for cattle, provided enough real food for Wichita to export some to other cities. The aircraft provided an aerial highway to transport the food without fear of hijack or attack. As petroleum supplies dwindled, the aircraft came to depend more on electric-engine technology. As airships returned to widespread use, Airtech was in a prime position to seize a huge market share - Wichita sits on vast reserves ofhelium, and Airtech had already pioneered high-efficiency electric-powered aircraft. As greenery recaptured the Kansas plains, the cattle industry reappeared in strength. Wichita, as a "rea/food" exporter, was in a wondeiful position to commence large-scale exports. Wichita became the 21st-century equivalent of Abilene, the town at the end of the 19th-century cattle drives. The population is still lower that pre-Riot levels, and the inhabited part of the city is smaller. It also has an algae plant for supplementary food supply. The base still survives, andAirtech does a very brisk business in all sorts of aircraft (including the occasional gas-burner for the wealthy speedjreak). The new stockyards at the old municipal airport are never idle, and trucks move through the city day and night carrying beef (on the hoof or frozen for shipment eastward). The final step of the process is to take a map of the town or city and fortify it, with the changes made by future history firmly in mind. Here, the decisions are distinctly tactical. Where are the vulnerable spots? Where are mobile attackers likely to try and enter the place? Are there any highways straight through the center of town, or nearly so? Are there any bases, armories or other obvious defensive areas? What are the attackers after? When you have located the vulnerable areas and strong areas, the decision must be made on how strongly they are going to be defended. This is based on the wealth of the city, the importance of each area and whether there are facilities already there that will provide defense. The boundaries of Wichita have shrunk, as the populace withdrew from the outer sections of the city. There are roadblocks on the through streets; some are tank-trap permanent, indicating that until Wichita grows again, these streets are blocked off. The streets leading east from Interstate 235 are not only tanktrapped, they are mined to prevent attackers or cowboys bent on hell-raising
Fortress Towns
-18-
•
Cowtown Arena
Wichita, Kanaaa
21st St .
e >.
•
'lij
St. Francis Medical Cen:er
~
e
Wichita State University
(Continued)
co
•
•
County Courthouse
The An of Raiding
Mid-America All-Indian Center and Museum 2 nd St.
Friends University
[ ; ) .._,J
McConnell Air Force Base
from entering the town from the west. 1he streets coming off of State Highway 96 to the north are similarly impassable. Please note that there is no such protection on Interstate 35; it is almost a part of the city, and is regularly patrolled by the Police. The bunkers at the campuses of Kansas Newman (now a fort instead of a school) and Friends University command the approach from the west along 1-54, as well as keep an eye on the Airport Stockyards- any cowhand who decides to have some fun roaring up the main drag and shooting up the town finds that the town shoots back! For cowhands who don't want to spend the night out at the yards, there are cheap but clean transient rooms at Kansas Newman in the old donnitories (keeping some cowhands out of trouble in town during time ofpeace, and serving as barracks in wartime). There are more bunkers at the St. Francis Medical Center- the hospital was already fortified, and the planners just used the existing defenses - that command north 1-135. And, of course, the stupid attacker that hits from east or south must deal with the entrenched defenses (and hovering hunter-killer choppers) ofAirtech. The mapping of the city is complete. All that remains is to decide the level of law enforcement (professional, legal, amateur and/or lethal), and detail the defenders. Other facilities, such as medical, educational and governmental areas should be noted. Duelling arenas, local combat football and other sports teams, as well as unique or unusual fixtures provide interest to the city.
"It really pays t' scout, Milo. Once, we went inta a town th' back way, thinkin' it was pretty easy, only t' fmd that th' downtown was a mess of barbed-wire an' glass put out t' blow tires . Worked, too: We lost a half a dozen cycles in five minutes. Fortunately, we could outshoot th' locals, an' kept 'em off long enough t' get th' bikes out. But it was a bust." "As for th' really strong places, like KC-1, well, ya have t' get a Iotta guys t' take it on, and be ready t' have lottsa guys shot. Those places are nasty SOBs, and that's the *(deleted)* truth! But they can still be raided." Milo: "if you don't mind my asking, Rap, why haven't such strong points been raided? KC-1 boasts no raids for the past decade; don't you think someone would have risen to the challenge?" Rap spat into his bottle again . "Dude, you'd never made it as a biker! Ya got th' brawn, but no brains. Ya don't attack somethin for the challenge- this ain't no *(deleted)* game! There's no percentage in a place like KC-1. Ya hit it, ya take a Iotta hits from th' Enforcers . Chance is there won't be enough guys t' do much once ya get inside th' walls. Naw, if ya raid, ya take on smaller places, where ya won't take so many hits an' can still get out with yer head an' some goodies besides. An' there's lots of those little places still; there's even more now than there was ten years ago." "It's gettin' harder 'n harder t' raid, though. Th' gangs'r smaller, an' it's more expensive. Lottsa cycle gangs 'r *(deleted)* social clubs now! Nothin' like we was out there on th' road!" The other two growled agreement. "An' trucks 'n cars are easier prey than towns today, anyway. Who's gonna take on artillery t' get inta a town if there's a truck out there that ya can just knock th' front wheels offa 'n grab what it carries?" Continued on next page ...
Wichita, by the very fact that it is a cattle-town, has less strict laws and law enforcement than before the Riots. There's no practical way to restrict the arms of the cowhands and citizenry, so the police force spends its time responding to problems within the city.
-19-
Fortress Towns
The Art of Raiding (Contimud) Rap paused for a moment, gathering his thoughts. He set his bottle down and began pacing. "Th' real thing that killed off th' gangs, though, is th' cars. When J.Q. Public started gettin' guns on his car 'n shootin' anythin' that moved just for kicks, it kinda took th' fun outta bikin'. Not that any onecarwas much of a threat; we'd just mow it down. But it'd hit one, maybe two bikes before it got fried, 'n there got t' be more 'n more cars on th' road. Too many t' fight fer th' rule of th' road; th' cars just took over."
Mi1o: "Why didn't the bikers go to cars? That's always surprised me, that they didn't fight fire with fire. • Rap shook his head. "Ya ever tried t' play mechanic on one of those things? A bike, we can fix; they don't take too much t' deal with, an' ya don't need a *(deleted)* shop t' fix 'em, either. Just try that with a car. That's why we didn't go t' cars: We just couldn't afford th' places t' fix 'em, most of th' time. Some gangs today 'r different, of course. But forth' most part, it take a garage t' fix a car, an' a Iotta bikers didn't have one handy." "Town folk, on th' other hand, did have garages, so they could get their cars fixed up when they got shot up. An' th' cars got cheaper, so there got t' be a lot of'em . . . " He sighed. "There's a few gangs still out there, but not like it used to be. An' too many of those *(deleted)* cars, ready t' shoot ya up. So we just cashed it in 'n got out before we got ours . . . still, we do pretty well, eh, guys?" The other two smirked. Rap went to the refrigerator and got another beer; he popped the cap and raised the bottle. "Here's t' us, th' last of th' real bikers!"
Fortress Towns
There is a police force, which patrols in standard patrol cars; the force is about I 00 strong, with 30 cars and a good-sized force of helicopters and light aircraft. This is fairly good for a population of I20,000. As far as law enforcement goes, duelling or the discharge of weapons is forbidden within the city limits, as might be suspected, though, only serious or damaging incidents get the attention of the police. The corporate armies ofAirtech are relatively small in Wichita, numbering perhaps I 50 to 200 men apiece - in essence just strong security forces. But the air armadas that could be put in the air in case of major attack are limited only by the company's available inventory! McConnell Air Force Base is now the Wichita airport. Its facilities and aircraft are heavily guarded by the Wichita Guard, a militia-type organization with semiprofessional training. The manpower for the Guard is supplied by the populace of the city- over 60% ofthe able-bodied belong to the Wichita Guard. St. Francis Regional Medical Center offers a full range of excellent medical care, as well as forming the city's northern bastion. The Vetrans' Administration Hospital is still in existence, supplying medical care and Gold Cross facilities (with discounts for U.S. veterans). St. Joseph Hospital offers basic medical care, and has enlarged emergency facilities. Wichita State University is a closed campus, and is well known for its agricultural research. Friends University is also closed, and better known for its technical degrees. The fortified center-city region, including the County Courthouse and the city government, serves as the administrative center for the entire western half of Kansas. Wichita's foremost tourist attractions are the Airport Stockyards, the MidAmerica All-Indian Center and Museum and the Cowtown Arena, out where the Jabara Airport used to be. The Airtech zeppelinfadory is purported to be the roomiest building in the world (Clouds form in there!). Scheduled tours are available. From 1980s city to 2030s fort, the conversion of your town or city is now complete.
-20-
THE AADA ROAD ATLAS AND SURVIVAL GUIDE: THE UNITED STATES TBI MIDWIST There are a few facts of life that are the same over the entire region. For convenience and to avoid repetition these are presented here rather than in each state's description. Keep an eye on the weather. Temperatures reach both extremes and don't respect latitude; Missouri often has below-freezing winters and North Dakota often has over1000 summers. Many states in the Midwest are subject to violent storms, such as tornados and blizzards. Food, water, snow chains and long-distance radios are all strongly recommended for travelers. Be wary of interacting with the rural populace of any of the Midwestern states. They are likely to be stubborn and argumentative toward "outsiders" which can be lethal if they feel threatened. Remember, the midwesterners who live outside fortress towns have to be tough, and they don't survive by trusting strangers on sight. Travel by convoy, airship or bus if possible. There are enough gangs still surviving from the Bad Years to threaten a lone or weak vehicle, and help is far away in most parts of the Midwest. When you do travel in your own vehicle, be alert. Do not be lulled into "highway hypnosis" by the deserted roads and country through which you'll pass. Stimulants, loud music, computer alarms and the like are all good ways to stay awake, alert and alive. The best solution to the problem is to have along a talkative passenger or gunner.
Key to Map Symbols
IHI
=Hospital
..+..
= Airport
f
= AADA Office
~
= Bunkers and Fortifications
ILLINOIS Government: Weak but trying. The few remaining cities manage their own affairs, and the few inhabitated areas outside these cities tends towards anarchy. Duelling Climate: Neutral. The residents take the view that if you don't bother them, they won't bother you. Gang Activity: Heavy. The state patrols 1-55, but once off that you're on your own.
CHICAGO Population: 2,500,000. Description: Chicago, even more than Los Angeles, could be called "The Ethnic City." The territoriality that prevailed in Chicago long before the riots manifested itself in neighborhoods fortifying themselves against all outsiders - including anyone not from their own neighborhood! For a time, travel through the city was virtually impossible, due to the interlocking rival "turfs." Those wishing passage had to acquire the permission of each gang along their way; if permission was granted, a member of the gang usually rode shotgun to guard the travelers. As time passed, this grew into a system of identification, and organizations arose whose sole function was to act as precleared shotgun riders and mediators. Eventually these were unified into the Chicago Transit Authority. Organized crime filled a similar role. When some social order returned to the city after the Food Riots, the Families returned as well. No longer capable of brute control or manipulation, organized crime turned to competitive protection operations - the Families serve as a kind of super-gang, capable of dealing firmly with any other gang (or small alliance), allied with none, and carefully neutral . Their prices are higher, but no one will tread too heavily on someone thus protected. The Mafia has also served as a go-between and mediator in inter-gang dealings, providing armed force when the CTA could not cope with the situation. (Indeed, the two groups' frequent cooperation has led many to speculate quietly on a connection between the two.) On the whole, the inhabitants of Chicago see organized crime as a benefit,
-21-
1he AADA Road Atlas
not a problem. As one sociologist put it: "In an age of anarchy, organized crime is a source of cohesion." Today, there is even a city government. Although he has less actual power than the leaders of the various boroughs, the election of the mayor is hotly contested and subject for much discussion (violent and otherwise) in the streets of the city. Organized crime remains the closest thing to actual strong government that Chicago has. It is interesting to note that there is no centralized police or patrol force in the city. The Church of America is the only group not conforming to the social order. It refuses to pay protection, ignores the turf boundaries and generally annoys the average Chicagoan. Around the South Side, admitting to being an "Amys" is tantamount to suicide. Duelling Facilities: Many and varied. Name the type of facility, and it's available somewhere in the metro area. The Gladiator Arena, built just north of Warrior Stadium and the Museum of Natural History, is the most famous. Gambling on duelling is not only legalized, it is a very lucrative and high-profit business in Chicago. Other Facilities: Four major TV stations, not counting "Amy TV"; numerous hospitals (with full Gold Cross, see p. A75), two major and three minor airports, better than 70 colleges, a heavy shipping industry with attending facilities, a great many company headquarters and a professional combat football team. Gang Activity: The neighborhood organizations may act more as neighborhood defenders than as gangs, but they still occasionally engage in rumbles, raids and other typical gang actions against rival territories. No one tries to have full-scale wars inside the city anymore; the organized crime structure frowns on that sort of thing (bad for business) and stomps them out of existence. Gang activity outside the city is fairly low as well. Neighborhood groups prowl the city limits in two-day rotations according to a well-coordinated patrol schedule. The effect is to give each group a couple of days to parade in front of their neighbors and show off for the TV cameras.
94
Chicago, Illinois U.S. Space Force Accelerator Lab
Amydrome
•
•
Amy City
Church of America Headquarters
----~80 The AADA Road Atlas
-22-
Lake Michigan
DECATUR Population: 15,000. Description: Since the main route south from Chicago changed from I-57 to I-55, Decatur has been cut off from main traffic flow and any importance outside its region. In its isolation, Decatur is home to rather paranoid people. Short stops for fuel and supplies are safe, but watch your step if you stay longer . . . · Duelling Facilities: None worth mentioning. There has been talk of a Chicago promoter renovating the old Sports Complex south of town, though. Other Facilities: St. Mary's Hospital survives, as does the Decatur Airport, though the airport is terribly exposed. Numerous auto-repair and food-storage areas are around, to serve the farmers. Gang Activity: On the unpatrolled roads outside Decatur, an off-road band calling themselves the Nutcrackers often blocks the roads, sets up tollbooths and extorts money from passersby. Only the Decatur Truckers' Union, a branch of the Brotherhood, has the mass and firepower to periodically run the blockades. Over the years, the Nutcrackers have learned to avoid such clashes.
Stadium's ratings are still the highest; the Action Arena south of town, a close second; and the Fairgrounds Arena third. Other Facilities: Two hospitals (both with Gold Cross); five (!) TV stations, all of whom have news chopper squadrons; the Air National Guard/Patrol Base; the Capitol Building and numerous historical sites, including the Lincoln Home. Gang Activity: The police and highway patrol keep busy, with plenty of robbers and other rabble lurking along the roads. The steady stream of traffic draws raiders of all sorts, including the Wreckers, a band of infantry raiders who block roads with mines, pitfalls or wrecks, then swarm over whomever runs afoul of their traps. Another group is the Rollers, a well-equipped gang rumored to be affiliated with the Church of America.
ROCKFORD Population: 40,000. Description: Rockford is a second-class city, in the shadow of the colossal Chicago. It is only half a city as well; the eastern half perished in the Riot Years. Its only real use is as a base for the irregular patrols that try to maintain the safety of the roads in the area. Duelling Facilities: There are no safe facilities. For the daring, the Rockford Speedway north of the city is wellprotected from on-track interruptions, but getting there intact in an expensive vehicle is another problem! Other Facilities: Rockford boasts precious few. One hospital (no Gold Cross) and its associated helicopter landing area are the only facilities other than small garages. Gang Activity: Heavy. The east side of Rockford is infested with gangs who prey on the traffic of nearby I-90. The most notable are the Spinners and the Sweeps, two very strong groups that rule over the rest. They are in a near-constant state of undeclared war with one another.
SPRINGFIELD Population: 50,000. Description: Springfield is the main stop between Chicago and St. Louis. It has industrial capability of its own, and is no longer wholly dependent upon Chicago for its machined goods. A prosperous city by 2038 standards, Springfield bustles with traffic passing through the city. Highway patrols stage from here, trying to keep the peace along I-55. These air patrols, flying from the Capitol Airport, scour the interstates, looking for troublemakers to blast. The bulk of the state's military waits in and around the city to deploy in time of crisis. Duelling Facilities: All three of Springfield's arenas vie for TV coverage on the weekends, but appear to be losing out to televised coverage of road affairs. Lanphier
INDIANA Government: Fairly solid and well-organized. Duelling Climate: Neutral. Once the state for auto combat Indiana's autoduelling pre-eminence ended in 2031 ~ith the invasion of EDSEL forces. EDSEL still maintains a minor presence here, but their patrols are limited to cities and major highways. No state antiduel!ing legislation, though; road duels are too popular on local TV. Gang Activity: Light. Most of the gangs were destroyed in the Road Wars, a period (from2025-2031) of escalating conflicts between gangs and armed citizens. EDSEL patrols put an end to the Wars, however gangs have begun to return.
BRICKYARD [For"'erly INDIANAPOLIS] A terrorist organization called the Jackson Commandos detonated a small, but extremely "dirty" nuclear device here in 2013, destroying the city. Today, Brickyard is a radioactive junkheap, prowled occasionally by those searching for valuables - unopened bank vaults and the like. Not even gangs will go there to hide out; the danger of radiation poisoning is far too real. Geiger counters still chatter wildly in Brickyard. When passing by this city (the road network around the area is still intact, and quite heavily used), stay inside your vehicle. Do not linger, unless you like "glowing in the dark."
FLORAL GULCH Population: 110,000. Description: The new capitol of Indiana, Floral Gulch was transformed from a small, sleepy college town into the large city populated by an influx of refugees looking for
-23-
The AADA Road Atlas
=
The AADA Road Atlas
security. Since the residents of Floral Gulch "annexed" the LooPNAD Naval arms depot back in 2012, the city had a good reputation for being quite secure - few gangs wanted to tangle with, say, an old Navy cruise missile! It was this strength that brought the new state government to the city, and the Gulchers didn't really mind. After all, there was no way that the government could be any more trouble than the University, and the city had been living with the latter for decades. Strangely enough, the new state government settled in quite peacefully, bringing with it only the remaining military units to swell the already fearsome defenses. The State University is the citadel of the city; its reserve (two by three miles) is totally walled and weaponed. In times of trouble, the Gulchers comfortably retreat to it and rain havoc down on any attackers. At other times, the university students go about their studies, have their events and keep the local police busy with their "antics." Duelling Facilities: No arenas - most of the duelling is on the roads. Since EDSEL has a presence in the area (albeit a weak one), road duellists are warned to be on the watch for EDSEL helicopters. Other Facilities: The University; three hospitals (one with Gold Cross); one TV station. Gang Activity: Light. No surprise considering that the Guard is stationed here. After the Battle of Hoosier National Forest, the major strength of gangs in the state was crushed, and the Guard became feared by those gangs that survived. The lack of gang activity doesn't mean that the roads are totally safe; sparring on the roads by local autoduelling groups (most notably the Amoco Kids) is almost as dangerous as the gangs.
-24-
FORT WAYNE Population: 97,000. Description: Since the Battle for the Concordia Theological Seminary in 2017, naturally defenseless Fort Wayne has become known as "The Beehive." The name is derived from the inhabitants' practice of having everybody tum out when the city is threatened. The city still has light industry that includes, thanks to the recovery of Detroit, prefabrication factories which make parts for shipment to the auto-assembly plants. The city's economy is further supported by local farmers, who supply "real" food. Since Indiana is relatively pacified, tourists are coming to the lakes again. EDSEL found the "everybody fights" attitude of Fort Wayne perfect for its purposes. Fort Wayne is the stronghold of EDSEL's strength in the state, and the Fort Wayners welcomed the addition to their firepower. Although not very virulent about keeping duelling off the roads, the EDSEL recruits from the city do a very good job of keeping duelling off their streets, and perform the functions of the police force. Duelling Facilities: Just because EDSEL is in town doesn't mean that duelling shuts down entirely. In fact, it was EDSEL funds that allowed the building of the new Southtown Arena on the razed grounds of the old Southtown Mall. (Observers consider this one of EDSEL's best propaganda victories.) Other Facilities: Two hospitals (with Gold Cross); one TV station; a working airport. Gang Activity: With EDSEL so firmly in town, anyone shooting a vehicle weapon in the area is in trouble. Residents of the area will probably interfere and shoot back, whether you were shooting at them or not! Thus, gang activity is quite light, consisting mostly of robbers lurking along 1-69.
LAFAYETTE Population: 80,000. Description: Lafayette specializes in three things: agriculture, ammunition manufacture, and the Purdue University. The University still dominates the city and the
Des Moines,
Iowa
Des Moines Ice Arena
•
surrounding area, still administering much of the city's functions and serving as the rallying point for defense. Duelling Facilities: One small arena, the Mayor Smith Memorial, the site of the annual autoduelling meet between Purdue and Floral Gulch's State University. This is always a good match and the teams are usually fairly equal. During the event, the entire town is either on the streets, in the stadium or glued to the vid screen. Please note that armed vehicles intent on staying in town over 24 hours must be registered at the County Courthouse to avoid a nasty fme. Other Facilities: The University (watch out along Laser Row, the University's main line of defense- the laser bunkers fire on any car firing along the Row); one very large hospital (with full Gold Cross), two TV stations and an airport. Gang Activities: Inside the city, all you have to worry about are frat fights- as if these weren't bad enough! The Lafayette Police and the Purdue Security Police try to keep these civil, and off the streets if possible. Outside the city are two gangs of note - the Hoosiers, a nasty smash-and-grab gang of approximately 75 vehicles; and Reverend Death and the Death Watch, a lunatic gang of cyclists who are sworn enemies of everybody, especially the still-functioning Student Volunteer Program. The S.V.P. has offered a quarter-million-dollar reward for the Reverend - and they don't care what condition he's in when they get him.
IOWA Government: Strong and organized. Though a democracy, the government (and most of the state) is dominated by the Amana Society, a German-immigrant religion devoted to peace and progress. The hard-working Amanas are responsible for most of the state's rebirth, but some Iowans balk at their heavy-handed control of the government. Duelling Climate: Unfavorable. The Amanas forbid duelling, and they enforce the law with extensive military patrols of the borders, confiscating the ammunition and targeting circuitry of travelers; the patrol issues vouchers for the value of the confiscated equipment. These restrictions are waived for trucks and commercial vehicles, provded they obtain permits (available via telecommunications before entering the state). Gang Activity: Heavy. Outlaw the guns, and only outlaws will have guns. Many cycle gangs fmd tlte Amanas fairly easy pickings. Since the government troops spend all their time at the borders, disarming duelling vehicles, the state's citizens are left to defend themselves unaided.
COUNCIL BLUFFS (see New Omaha, Nebraslca, p. 36)
DES MOINES Army Post Rd .
Population: 100,000. Description: Des Moines sits squarely in the middle of Iowa's road system, and is the central point for safe travel through the state. It has heavy fortifications, some say too
-25-
The AADA Road Atlas
heavy for a city in the middle of a demilitarized state. Proponents of the defenses point to frequent attacks by violators of the city's weapons restrictions as the reason. As one of the largest manufacturing centers of the state, the amount of rich traffic through the city draws frequent criminal activity. Duelling Facilities: Duelling is officially forbidden in Iowa. Thus, there are no duelling facilities. Not official ones, anyway . . . Hack hockey at the Des Moines Ice Arena is still very popular. Other Facilities: One airport; four hospitals (one with Gold Cross); one college. The Academy at Fort Des Moines still operates as the "West Point for Women," turning out officers for the Iowa Army and the U.S. Army. This accounts for the higher percentage of female troops in the Iowa Army than in any other force in recorded history. Gang Activity: Heavy. There are plenty of gangs in the state of Iowa, and Des Moines' location makes it a prime hangout for highway ambushers. None of the gangs are well-organized enough to have recognizable histories and structures; any group that gets that big is in trouble in Iowa. There is one group that is known, but not hunted: The Harpies, a group of female vigilantes composed of
former officer trainees. Although illegal, their war against other gangs and their former military affiliation often has state forces looking the other way when they cross paths.
KANSAS Government: Virtually nonexistent. Most of the government's resources are spent keeping the roads around Topeka safe. Duelling Climate: Favorable everywhere except KC-l. Gang Activity: Heavy. KC-1 is the only haven in the state. Rowdy cowhands can be as dangerous as cycle packs, and travelers are advised to avoid highway encounters. Fortunately, this isn't too difficult.
KC-1 (Formerly KANSAS CITY] Population: 400,000. Description: KC-1 is one of the largest manufacturing centers in the region, maintaining trade with the Dakotas and the southerly states via the quite navigable Missouri
KC-1
Enforcer Citadel
KANSAS
The AADA Road Atlas
-26-
River. A major producer of algae products and electrical machinery and robotics, KC-1 does quite well. Socially, the city is still a strict place to live in. Although martial law is a thing of the past, the legal system is strict and swift, coming down hard on violent crimes (especially weaponed combat of any sort). The citizenry is well-behaved, even though unemployment in KC-1 is unusually high for such an economically strong city (due to heavy use of robotics). The unemployed are maintained by the city as members of the militia. Those wishing to avoid the ennui of unemployment are free to work on the farms outside the city. The Enforcers are largely responsible for the peace in the city. Empowered to execute sentences on the spot, and trained for ten years before taking the job, these professional law officers maintain order with an iron hand. Although their number is disproportionate to the size of thei,r
city (the normal ratio is one cop per 2,500 citizens), the 1,000 Enforcers usually have anywhere from 50 to 250 officers out of the city, pursuing criminals or guarding citizens who work outside of the city. The city itself is protected from attack by its Maginot-Line-style fortifications and heavy artillery. Although he still rules the city, assassinations have made the present Judge-Mayor Fargo a fourth-generation clone. State control (and taxation) is nonexistent: by agreement, both Kansas and Missouri leave KC-1 alone. Duelling Facilities: Duelling is forbidden in KC-1, as well as in the connected city of Independence. Weapons, other than prominently displayed and registered handguns, are illegal. Ammo is removed from any vehicular weapons at the city gates and weapons are sealed. However, the George Brett Memorial Arena, part of the Harry S. Truman Sports Complex, welcomes duelling, since it's outside the city limits! The International Drag Strip south of Raytown is a very popular duelling spot, too. Other Facilities: Numerous parks, hospitals (many with Gold Cross), airports and aerodromes, convention centers and entertainment centers can be found in the city, all in relative 1Jeace! There's no fighting one's way through town to find something as in other cities. History: Abandoned by state governments during the Food Crisis, Kansas City found a strong leader in Municipal Judge Fargo, who outlined the city defenses and led their construction. During the Riot Years and the anarchy that followed, Fargo's strong and strict rule kept the city alive and the citizens fed. Eventually, Kansas City declared itself independent of any government and Fargo's Law ruled supreme. Blasted by some as the world's most efficient dictatorship and hailed by others as the world' s best police state, KC-1 is the largest and most heavily protected fortress city in the Midwest. Gang Activity: Outside the city, some gangs do prey on traffic, but these gangs are few in number. The Enforcers are willing to answer any call for help with air support of overwhelming strength - a typical support group is a flight of four helicopter gunships. Faced with this sort of firepower, most gangs keep away from KC-1 .
TOPEKA Population: 45,000. Description: Topeka's main defenses are barrier walls along the southern roads that lead around and into the city. Once bristling with MG emplacements and sensors to detect intruders, the walls are falling into disrepair, and only pose a serious impediment to vehicles. The defenders aren't interested in keeping out people any more - the northside of the city along the river is impossible to defend against infiltration anyway. Topeka's defenders are organized, more or less, into a sort of citizen militia. The resident state patrol serves as full-time law-and-order in the city - as a matter of fact, they behave more like city police than a state-wide patrol. Though small in number, the patrolmen are quite seasoned, and very experienced at dealing with drunken cowhands. The Topeka state government is responsible for the maintenance of the roads connecting Topeka, KC-1 and Wichita. The revenue for the roads comes from tolls in
-27-
The AADA Road Atlas
Gang Activity: Light. Few gangs want to risk airstrikes from Airtech's fleets of hunter-killer choppers. Rowdy cowhands can be as dangerous as cycle gangs, so travelers should take care outside the city. For more information, see Fortress Towns, p. 13.
MICHIGAN Government: Despised and ignored. The state government is holed up in Lansing and has no influence outside of that city's limits. Duelling Climate: Almost too favorable. Everyone you meet is willing to duel - no surprise, considering that Detroit has both the nation's highest murder rate and the nation's largest auto manufacturing facilities. Undetonated mines are a constant hazard on the roads here. Gang Activity: Heavy. EDSEL presence in surrounding states drove many gangs to the anarchic state of Michigan. The state government is barely able to defend Lansing, and has nothing to spare to patrol the open roads. each of the cities; the actual work is done by Roadworks Inc., a specialty firm in Topeka. Duelling Facilities: The Governor's Arena, on the grounds of the old Governor's Mansion, is the main duelling center of the city. There is plenty of street duelling for the patrol to break up, though. Other Facilities: The manufacturing district, two hospitals (one with Gold Cross), and a TV superstation. History: Topeka has long been connected to Kansas City by economic ties. Since the Food Riot and the breakdown of government and order, this relationship has changed somewhat- Topeka lives off KC-1 's scraps. Though still nominally the capitol of Kansas, Topeka's resident state government is regarded as a joke; it has no authority to wield, since there is no state army, and the State Patrol hangs very close to Topeka's city limits. Gang Activity: Heavy. With vigilance at the walls a thing of the past, renegades have taken up residence in the ruined south part of the city. Riverside citizens strike back regularly, trying to drive them out. The State Patrol has its hands full trying to prevent a full-scale gang war inside the city, as well as answering distress calls from motorists attacked outside Topeka by gangs on the interstates.
WICHITA Population: 120,000 Description: Wichita thrives off its two main resources: beef and helium. Huge cattle drives keep the stockyards busy, packing meat for shipment to the rest of the country. Much of this food is transported on airships built right here, at the Airtech factory. Duelling Facilities: The Cowtown Arena hosts a large number of Amateur Night events, as hotshot cowboys try to "make it big." Other Facilities: Three hospitals, two with Gold Cross; two universities; large airport and stockyards.
1he AADA Road Atlas
ANN ARBOR Population: 60,000. Description: Ann Arbor is still essentially a college town. Without the University of Michigan, Ann Arbor would be a tiny manufacturing town and road center, practically a suburb of Detroit. Ann Arbor is closely tied to Detroit anyway, but the college keeps it from being a Detroit subsidiary. The college organization and campus now dominates the city, as it is not only responsible for the economic survival of Ann Arbor but for the laws, defense and administration as well. When the city's government collapsed in the upheaval of the Food Riot years, the college president, Martha P. Bridgeport, organized the students into a fighting unit and took over the town, providing a rallying point and fortress • for those residents that stayed to fight. The University is now Michigan's largest, and attracts students from all over the state and beyond. Though security against invaders is strict, the city of Ann Arbor provides a pleasant change from the free-for-all paranoia of Detroit. Duelling Facilities: The administration of Ann Arbor has not banned duelling; it is one of the more popular student sports in the city. To that end, the Chrysler Arena was reconditioned to become one of the best-kept arenas in the state. Other Facilities: The University, of course; one TV station run by the University; the University Hospital (with Gold Cross). Gang Activity: Not much in the way of cycle and other similar gangs. Beware of fraternal and dorm clashes; many of these informal "gangs" pack more firepower than the average cycle gang, and less knowledge of when to stop fighting. The University Security force spends much time trying to stop these fights, creating a second hazard: if you're in the area of a frat-fight, you might be fired on by Security as well!
-28-
DETROIT AADA Advisory: Downtown Detroit is in a perpetual state of violence. Travelers are advised to stay within walled compounds as much as possible. AADA Advisory: The Detroit water and food supplies contain toxic levels of pollutants. Travelers are advised to inspect food and drink very carefully, and are encouraged to avoid local produce altogether. Population: 1,200,000. The evolution of Detroit into today's form was inevitable, given the profit-motive drive of the corporations that were Detroit. Projects that were profitable or necessary were done; nothing else mattered. Most of the wealth coming in from the manufacturing stayed with the corporations rather than being spread out to the populace. It's no wonder that Detroit today is like a sea of devastated buildings, with islands of manicured corporate grounds and facilities. The casual visitor will note the poor condition of the majority of the citizens immediately, especially when compared to the sleek and clean factories, executive quarters and testing grounds of the various corporations. Also noted will be the apparent lawlessness on the streets. Cars firing at one another is a common sight, and the sound of small-arms fire never seems to stop. Detroit has no government per se; the closest thing to a government is the Chamber of Commerce. This group decides only major "laws" for the city, and has very little interest in imposing restrictions of any sort, since to do so might cramp one's own style. As a result, although the factories are clean and Detroit has a very low air-pollution index, the toxic-waste and water-pollution index is dangerously high. Make sure the water you drink in Detroit has been treated! Most be-tels guarantee clean
water, but read the fine print! On a political scale, this pollution has caused problems in the lake, and the government of Windsor, Canada, is threatening economic and military sanctions if something is not done to rectify the problem; at present, the only answer forthcoming from the Detroit corporations has been to conceal their toxic dumping there have been Canadian raids on overt dumping already. Duelling Facilities: Numerous arenas and testing grounds, more automotive repair and sales facilities than anywhere else in the nation (prices are 10% less for automotive products in Detroit), and the Belle Isle DuelPark (site of over three-quarters of the Midwest Championship autoduelling matches). Duelling goes on practically around the clock, in the arenas and on the streets. Other Facilities: Nearly every corporation has a company hospital, and most have Gold Cross (private patients are also welcome, at a 15% additional cost); there are two TV stations (and several mobile "pirate" transmitter stations), two functioning airports and large shipping facilities at the waterfront. Also worthy of note are the Joe Louis Arena, a sports arena for non-autoduelling events, and Showroom Row, where the latest auto designs can be seen and occasionally test-driven (for a nominal fee). History: Detroit was the car manufacturing capital of the continent. Yet as fuel grew more scarce during the '90s, the number of cars produced shrank, as did the fortunes of the city and the state. Recession, depression and layoffs sent unemployed workers elsewhere to find work and filled the streets with those who stayed. Detroit became an abandoned city, full of hopelessness. The Second Civil War opened the factories again, cranking out military supplies and vehicles - since the majority of the new Army transports were wheeled, the factories needed few changes before producing at full speed. The Blight and the loss of alcohol fuel stopped the
Detroit, Michigan
-29-
The AADA Road Atlas
production abruptly. Most of the manufacture was internalcombustion cars, although there were some finns looking into fuel-cell technology. Indeed, for a time, the fuel-cell technology research intensified, as the manufacturers of Detroit tried frantically to fmd a way to make their factories and businesses viable again. Then came the Riot of Hoover-Nine Mile Station. Within hours, Detroit was in total turmoil. Only the corporations, with their armies, survived as bastions of order. In time, they came to own the whole city (if not on paper, then in economic might). Gang Activity: Heavy. The only police forces in the city are the corporate security forces. They have little interest in maintaining any kind of order other than preventing damage to their parent corporations - sometimes, they resemble gangs to a great degree. The rest of the gangs, unhindered by police, have a free hand in the city, and the violence is constant. Visitors to the city are advised to go heavily armed and ready for trouble.
GRAND RAPIDS Population: 70,000. Description: Slowly recovering from its defenselessness and the destruction wreaked during the Food Riot years, Grand Rapids became and still is the central fruitand produce-packing point for the farming areas on the shore of Lake Michigan. It also has paper, wood and pulpchemical industries in it - a helpful circumstance, considering the number of elections and polls that the classic democratic government conducts (everyone has a vote on everything). Those people that aren't involved in manufacturing and agriculture are members of the city's militia, the patrol force for the entire area. They don't bother to patrol the roads like normal police groups; rather, they are a rapidresponse force to deal with raiders in the farming districts. Duelling Facilities: The Gerald R. Ford Memorial Arena, a recently opened arena, is the only official AADA arena in the area, and the only built-for-duelling facility. Other Facilities: One TV station, two well-equipped hospitals, and a surprising number of museums including the Gerald R. Ford Museum, the Art Museum, the Grand Rapids City Museum and the Agriculture Showcase Museum. Also worthy of note is the New Horticultural Ex-
The AADA Road Atlas
perimental Facility (busy on developing new fonns of food-plants, including a try at Blight-Resistant Grain, the Holy Grail of the 21st century). Gang Activity: Light, inside the city. The inhabitants are quick to destroy any gangs that try to make a move in the city limits. The gangs operating in the area of Grand Rapids have to be careful. As noted, the citizens of the state aren't intimidated by much and tend to be heavily armed. Do not threaten the locals in this area!
LANSING Population: 115,000. Description: Lansing is a sore name in the state of Michigan. During the time of anarchy, the state government pulled back most of the military forces available to protect the capitol, leaving the rest of the countryside open. Unfortunately for the ordinary citizens of the city, this gesture did not go over well with the rest of the state. They quite paturally resented the action (admitting that you are from Lansing is dangerous in Michigan today, for the resentment has scarcely abated). Admitting that you're employed by the state government is even worse. Lansing still trades with the rest of the state - not even enmity is going to get in the way of profit - specializing in being a shipping point between the fruit farms of the western section of the state and the machining of the eastem section; to further this end, toll on commercial vehicles are waived. Private vehicles passing through the city can count on a $100 toll to get through; this makes travel difficult, for the only safe route through the state is 1-96 through Lansing. The state government still exists in Lansing, even though no-one in the state pays even lip-service to it. The members of the government still continue their shadowplay of voting on legislation and arguing with one another in the halls of the capitol buildings, but they have no authority and no funding beyond the tolls on the Lansing roads. For this reason, there is no state patrol or similar force in Michigan. Duelling Facilities: None. Duelling is not permitted in Lansing, though bills are constantly being proposed in the state legislature to allow autoduelling within the state borders.
-30-
Other Facilities: Two TV stations, one university, multiple hospitals and the state government administration building. Gang Activity: None inside the city. The military forces keep a tight rein on any conflict. There are plenty of gangs outside the city, but they keep a low profile, lest the tanks get after them!
MINNESOTA Government: Strong, democratic and marginally independent of the national government. The Minnesota farmers, pressured by unreasonable government demands during the Food Riots, rose up against Washington. Though the secession was quelled, the ultimate victory belonged to the rebels. Soon after the Treaty of Hudson ended the Minnesota Uprising, the federal government collapsed altogether. The occupation forces were co-opted into the Minnesota National Guard, and with their help the state weathered the Food Riots better than nearly any other part of the nation. Today the federal government is wary of asking for too much control over Minnesota, lest it rise again. Duelling Climate: Favorable. Gang Activity: Light. Many rural areas of the state have been continually farmed for the past fifty years - a remarkable fact in this day and age.
DULUTH Population: 55,000. Description: Duluth sends shiploads of fish and ore east and receives manufactured goods and other commodities in return. These go by barge south to the rest of the state, and into the Mississippi River routes via the Hubee Canal. This canal was built in 2007 as new technology fmally facilitated a link between the St. Louis River and the Mighty Mississippi. Several Chicago and Detroit shipping firms have large operations in Duluth, and there are representatives from eastern shipping companies here as well. Duluth is also a center for water sports and a gateway to the forested north of the state; quite a few tourists come through on their way to hunting and fishing country. Duelling Facilities: None officially. Most of the duelling in the area is off-road or water-borne. Most of the duels and other events take place in mud-flat areas or on the surface of the lake. Other Facilities: Numerous shipping facilities, a hospital (with Gold Cross), a seaplane airport and heliport, and a college. The Minnesotan Navy has its headquarters here. Gang Activity Light during the majority of the year. Most of the hostile activity comes from boat raiders who lurk in hidden harbors along the shore and sally forth to hit pleasure craft and other inviting targets. The Navy and Guard try to prevent gang activity, both land and waterborne. In the winter, though, the snowmobilers appear from the forests to raid the city, generally at the height of snowstorms that ground the Guard's aircraft and seaplanes. The leers, a large snowmobile gang, have hit the city each of the last five years like clockwork. The Guard is working
on a snowmobile patrol of their own to counter such attacks.
MINNEAPOLIS/ST. PAUL Population: Minneapolis 480,000; St. Paul410,000. Description: The Twin Cities are still the center of manufacturing in the state; the forces remaining after the war and the government's ruthless efficiency in putting down riots allowed most of the Twin Cities to survive the Riot Years more or less intact. Not that the Twin Cities are thoroughly peaceful: in keeping with the large population, there are plenty of duelling and other armed groups that keep the news choppers in business. Adding in three overzealous and noncooperative law enforcement agencies and a number of strict anti-duelling laws, the Twin Cities are the backdrop for a great many sports broadcasts. Duelling Facilities: The St. Paul Duelling Arena is the main arena; there are other, smaller arenas. Other Facilities: Three TV stations, one airport, numerous hospitals, and one university. Gang Activity: Very light, within the cities. With the Municipal Police, the National Guard and the State Militia on patrol and ready to enforce the antiduelling statutes, the life of a troublemaker isn't worth much. Most of the gangs and the autoduelling clubs that scrap regularly take their business outside of town - once beyond the patrol limits of the Municipal Police, things lighten up somewhat and gangs begin to show. The best known of these are the King Devils, the South Dakota Destroyers and the Iron Blizzard (one of the largest known cycle gangs in the country, often numbering over 80 bikes and other vehicles). It is interesting to note that the antiduelling statutes are most often broken by the defenders of those same statutes, firing at one another.
-31-
The AADA Road Atlas
The AADA Road Atlas
-32-
NatJonal Forelt
WISCONSIN
-33-
The AADA Road Atlas
MISSOURI Government: Democratic. Its control is exerted primarily through the Highway Patrol rather than through actual legislation. Duelling Climate: Favorable. Off-road duels are common, as are alcohol-fueled internal combustion vehicles. Gang Activity: Medium. Cycle gangs are less of a hazard than the Missouri citizens themselves. The term "Show Me" regained its challenge tone during the Food Riots. If you couldn't prove you belonged, watch out!
KC-1 [Formerly KANSAS CITY] See KC-1, Ka11sas, p. 26.
ST. LOUIS Population: 120,000. Description: St. Louis is more a collection of neighborhoods than a unified city. Most of the inhabitants live outside the central city. The fortified neighborhoods have become "micro-cities" on their own and operate independently of each other - not much different from the old days, really. The residents of Maryland Heights, Creve Coeur, Olivette and Kirkwood look down on the central city dwellers as the lowest sort of scum ("city rats"), while the city dwellers share equal hatred for the "suburb fatcats." Roads through the middle of St. Louis are often barricaded by the "city rats," and are frequently impassable. There's virtually no good reason to travel through the
central city; and the downtown bridges were destroyed in the rioting. The only bridges still crossing the Mississippi are the toll bridge at 1-270 to the north and the Jefferson Barracks Bridge to the south. Both of these bridges are wellmanned, well-defended and charge a toll of $100 per "axle." Anyone wanting to see downtown St. Louis will have to use one of the bridges to cross over into Illinois, board a tour boat in Granite City and float to Gateway Landing, beneath the highly polished Gateway Arch. Duelling Facilities: There are several minor arenas in the St. Louis area, but the major one is at Busch Stadium. Other Facilities: Inside the downtown area, NorsoCo (responsible for renovating the city's historical buildings) runs its own hospital and public facilities, including a TV station. The only other facilities, in the western half of the city, include Gold Cross-equipped hospitals and two airports. It is worthy to note that the Church of America operates a transmitter station in the area, rebroadcasting "Amy TV" from Chicago. The Jefferson Barracks area in the south of the city also has military-style facilities, complete with a TV station and a full military airport. 1-44 and 1-270 are lined with hotels and restaurants for the tourists and travellers. Tourist traps include the Gateway Arch and Forest Park, which is now a wild area -the descendants of the zoo animals are still living there. Safaris, anyone? History: Long the "Gateway to the West," St. Louis has been prosperous since its founding. A major aircraft and weapons manufacturing company kept it going through bad times in the late 20th century. They were also the cause of its ruin during the Russo-American War. A small (by nuclear standards) nuke wiped out the facility, the airport and many commuters on 1-70. Firestorms, fallout and panic-born riots reduced most of central St. Louis to charred embers. Gang Activity: Medium to Heavy. There are several gangs in the area, engaging in various criminal activities, such as raiding the inhabitants of the Ruins, attacking road traffic for salvage and generally making trouble. The Jefferson Barracks radio frequency should be acquired before travelling there, since these troops are the only long-ranged "police" in the area. The troops, and neighborhood security if you're in the area, will help you out of trouble if you call them. Don't call them without reason, though - there's a $250-per-responding-vehicle fee for their services. And don't run afoul of them - they don't take prisoners ...
SPRINGFIELD Population: 45,000. Description: Springfield has been and still remains a road center and nexus for the farmers in the area. Its main industry now is collection and shipping of fuel alcohol (produced from whatever makes a good mash in the many small distilleries of the area), with the two alcohol companies of AlCo and Ozarks Juice in competition for the bulk of the shipping. The rest of it is sold locally (they have so much of it, alcohol fuel costs $5 a gallon in
1he AADA Road Atlas
-34-
LINCOLN
Salt Creek
fit{'
r--nJ
Holmes ParkLake The State Penitentiary
e__, Lincoln, Nebraska
• : · ~.,) :, · ~ 1 r-I
(L+JJ Holmes Park
Springfield), as internal combustion engines are still immensely popular with the locals. Its only points of interest are the Guard Fort, the old Federal Medical Center (formerly a facility for the criminally ill), and several colleges, including the Southwest Missouri Military University. Duelling Facilities: The Hammons Dueltrack, at the old fairgrounds, is open for all types of duelling. Of course, you are far more likely to fmd combat on the roads ... Other Facilities: Springfield is still home to two colleges, the Combined Bible College and the Southwest Missouri Military University. There is also a Gold Crossequipped hospital (and two other non-Gold Cross hospitals) and an active airport. Gang Activity: There are plenty of gangs in the Ozarks, many of whom operate near Springfield to prey on the traffic on 1-44. The National Guard units out of the North Fort counter them, but patrolling is thin and most of the gangs are well-equipped for off-road operations. Be on your guard around here - the threats don't come from just the roads!
NEBRASKA Government: Limited to maintaining and patrolling 180. The real power in the state resides in the farmer's coops. These vary widely in power, temperament and lawfulness. Duelling Climate: Neutral. Street duelling is usually illegal, and the Cps tend to ban road combat within their jurisdictions, but weaponry is legal and arena duelling is popular. Gang Activity: Light. Though some co-ops are rumored to play an overly active role in the salvage business ...
Population: 60,000. Description: Lincoln itself is not very heavily defended, as far as walls go. The approaches are fortified, and the campus of the University is walled, but most of the defenses comprise strategically placed automatic bunkers that target vehicles that violate pre-programmed parameters (for example, firing weapons in the city limits or speeding more than 15 mph over the speed limit). In times of trouble, the city police can take control of these bunkers with remote control units for more selective use of the bunkered weaponry - the bunkers are not capable of on-site manual operation, as the police don't want their own weapons used against them. Typically, these bunkers are steel and concrete, with laser or gatling weapons. With these robotic defenses, the police force is smaller than it would normally be for a city the size of Lincoln, and doesn't patrol as much. Most of the patrol work is done with helicopters, which are used to herd offenders within firing range of bunkers, thereby avoiding costly and lethal combat with heavily armed criminals. The patrol forces for the highways are the old National Guard; they try to keep the roads within a 50-mile radius secure. Guard engineer units also maintain these roads, which accounts for the excellent road conditions. Duelling Facilities: Street duelling is illegal, but the Cornhusker Arena near the University welcomes duellists. History: Lincoln is best known for the University of Nebraska at Lincoln and the university's famous combat football team, "Big Red." Justifiably so, for "Big Red" routinely places among the top amateur combat football teams in the world. Some dispute exists over the amateur status of the team, and the controversy over the subject of alumni contributions to the team is constant, but historians point out that these questions and the furor surrounding them have been around since the Golden Age. Other Facilities: Besides the University, Lincoln can boast of its still-open airport, two hospital centers, and the peaceful Holmes Park, one of the most totally demilitarized zones in the whole state. Gang Activity: With its robotic defenses, Lincoln is generally free of gangs, although the Robobusters, a hightech gang whose purpose is to disable as many of the robot bunkers as possible, give the police a constant struggle for the maintenance of those defenses. Outside the city, the Highway Guard has its hands full with gangs that lurk on the Lincoln-New Omaha stretch of 1-80- auto parts shipments, passing from Lincoln parts factories to New Omaha vehicle plants, are high-profit targets. The bandits are also not above attacking tourists, for target practice if nothing else! Before going into the I-80 war zone, check with the Highway Guard for their emergency call frequency. You might need it.
-35-
1he AADA Road Atlas
NEW OMAHA, NEBRASKA & COUNCIL BLUFFS, IOWA Population: 160,000. Description: These two cities specialize in automobile industry and shipping. Since they flank the Missouri River both cities can tax shipping (ostensibly for "maintenance of banks and depth"). They also add this tax to manufactured items. Council Bluffs is classified as partially-closed. It has a city wall to the east, built along State 192 and 1-29/80. The fortification was built during the Food Riot years to repulse invaders, and access from the eastern side of the city is restricted. New Omaha is less heavily protected, with bunkers on the approaches and toll booths on the major roads. Both cities are protected by the Militia, an organization (formed out of old National Guard units) dating back to the Food Riot years. All citizens of both cities are required to serve at least one year in this city defense force. Small, professional police forces are charged with keeping order - a tall order considering that both cities maintain separate police forces, with strictly separate jurisdiction. Duelling Facilities: Many and varied. The Bluffs Drag Strip (drag racing only, please), the Westroads Mall Arena (for indoor duelling - honest!), the unused runways of the Eppley Aerodrome, and, of course, the Ak-Sar-Ben Field and Coliseum. Other Facilities: Four hospitals (two with Gold Cross), a multitude of auto parts stores, the corporate headquarters of Kane Motors, a branch of Uncle Al's (the only one in Nebraska), airship and aircraft facilities at Eppley Aerodrome and a surprising amount of boat dealerships. Water recreation facilities are available at Lake Manawa, outside the city wall. History: New Omaha and Council Bluffs have been linked together since the earliest days of settlement; Council Bluffs came first, built on the site of Lewis and Clark's councils with the Indians, and old Omaha grew from it. Gang Activity: Light, inside the linked cities. The Militia has been known to fire upon any duelling inside the city limits, and the police are scarcely better. The Iowa Motor Safety Association (IMSA), based in Council New Omaha City, Nebraaka IOWA
'/he AADA Road Atlas
Bluffs, has influenced and encouraged this attitude, through lobbying and passage of city laws preventing city duelling. The IMSA, though similar in its goals to EDSEL, is not related to that organization, and carries out its fight in the council room rather than in the streets. Despite this civilized attitude, IMSA offices have been attacked frequently in the past. Outside of the city, gangs lay in wait for good targets, particularly along 1-80. Two mentionable groups are the Thunderbolts, who are well known for their mass attacks on convoys - even truck convoys! - and the Hellfires, who operate north of the city on both road and river. The Hellfires specialize in flame and incendiary weapons.
NORTH DAKOTA Government: Non-existent. The closest thing that passes for central control in the state is the North Dakota Electric Authority. The NDEA keeps the state running, not only guarding the power lines and generators but also patrolling the highways and operating the mines. Duelling Climate: Favorable. The NDEA doesn't particularly care what goes on, provided the power lines are safe. Duellists should be aware that the NDEA takes an extraordinarily dim view of radar jammers, Bollixes and other ECM devices - open use of such equipment is sure to invite retribution. Gang Activity: Heavy. Gangs can roam free in North Dakota - as long as they don't bother the NDEA, the NDEA won't bother them.
BISMARCK Population: 30,000. Description: The capitol of North Dakota and the headquarters of the NDEA, Bismarck is also known as the last bastion of civilization until Billings, Montana (although some North Dakotans say that civilization isn't reached westward until Spokane). Only lone truck stops and similar facilities dot the road between the two cities. Bismarck's main attractions are the NDEA HQ and the Missouri River. Tours of the NDEA HQ stopped in 2034 when a terrorist group tried to blow it up. The river, on the other hand, is still open to tourists. Since the Missouri flows unimpeded until the Oahe Dam in mid-South Dakota, river shipping is frequent from Pierre, South Dakota all the way up to the Garrison Dam at the end of Lake Sakakawea, and doesn't require much maintenance. Bismarck is a citadel city. The main citadel is the NDEA HQ, with other fortified buildings scattered throughout the city. Roadi>locks consist of tollbooths astride 1-94, manned by the Bismarck Police Regulars, who patrol the area within five miles of the city. Duelling Facilities: One minor arena, the Theodore Roosevelt Memorial Arena. Other Facilities: A local TV station, two hospitals (the Hancock Hospital has Gold Cross), the Bismarck Airport, and the Mary College. Gang Activity: Very light inside the city; outside the city, gang activity is heavy. Warning: Do not shoot at
-36-
white vehicles with red triangular flashes on them - that is the paint job of the NDEA!
THE DICKENSON POWER STOP & SERVICE FORT Outside the ruins of Dickinson, the Power Stop and Service Fort transfers power from the nearby Dickinson Dam. The fort is extremely well-defended, and is a major stop for NDEA vehicles. The service is good, the food has three stars in the Brotherhood's American Eating Guide and the power is cheap. Charge up here, because there's no other stop before Montana! Beware of attackers lurking o~tside the fort waiting for travelers to leave. The NDEA toes to get rid of them, but they haven't gotten them all .. .
FARGO Population: 43,000 Description: One of the two North Dakotan cities on the Minnesota border, Fargo is the largest population center in the state. Strategically located on the Red River with two interstates (1-94 and 1-29) passing through it, Fargo has long been a transportation nexus and shipping center. Fargo has returned to its behavior of earlier days in the time since the Golden Age. When the city was first settled, it was as wild a western town as Dodge City or Tombstone. Law and order is similarly rare today, consisting only of periodic sweeps by NDEA troops to ferret out enemies (which includes anyone who fires upon the NDEA sweepers). Economically, Fargo does have a number of foodprocessing and metal-producing factories, which are guarded by factory-hired mercenaries. Culturally, Fargo's
I
I I
L- - - - , I
I
r-' r-'
I
I
I
I
I
;- ~ -- -1 I L.. . '--, I
a
University
•
@)
NORTH DAKOTA
GRAND FORKS Population: 15,600. Description: A small city, Grand Forks is little more than a stop on the journey to Winnipeg. The occupied areas are classified as walled. The University and the southwest district is one closed area; the Riverside district is the other. The rest of the city lies in ruins. There is a small police force formed mostly out of student volunteers that patrols the city and the highway for a few miles, and the NDEA operates patrols from Grand Forks, but that is the extent of law enforcement. Duelling Facilities: No AADA-sanctioned arenas. Most of the year, the County Fairgrounds are used as racetrack by UND autoduelling teams. Often, gangs from the surrounding area tum team practice into real combat. Other Facilities: The University of North Dakota; Medical Park. Medical Park has cloning ability, but it isn' t Gold Cross! Gang Activity: Heavy, in the ruined parts of the city. The patrols by the University Police and the NDEA are often heavily contested. You take your life into your hands when you venture out of the walled areas.
r--, I I I
citizenry is over half Norwegian in origin. May 17, Norway's Independence Day, is still celebrated in a citywide festival - a cease-fire between local groups is declared on this occasion, and a good time is had by all. A few have conducted attacks during the celebration, meeting uniformly with disaster as the celebrants banded together to destroy such interruptions. Fargo has very little in the way of fortifications. All the groups operating in the city have strengthened buildings, of course- the largest of which is the NDEA's- but the city is classified open. This fact, in conjunction with the amount of weaponry and groups in the city, makes for a very dangerous and exciting lifestyle in Fargo. This lifestyle becomes even more dangerous during the biannual cattle drives that bring livestock and bored cowhands to the city. Tourist are advised to steer clear of Fargo during late April and late October. . . Duelling Facilities: The North Dakota UmvefSlty Arena has a modem, well-maintained arena. Hector Field's deserted runways are sometimes used as drag strips Other Facilities: One TV station (boasting the tallest structure in North America, a 2063-foot antenna situated between Fargo and Grand Forks), three hospitals (St. Ansgar and St. Lukes engage in frequent price wars; the Veterans Hospital is the Gold Cross facility), the civic auditorium, and the North Dakota University. Gang Activities: Heavy inside the city. A particularly vicious group known as the Blackouts holes up west of Fargo in the ruins of Tower City. This gang is an avowed enemy of the NDEA and the two organizations are constantly skirmishing.
MINNESOTA
OHIO Fargo, North Dakota
Government: Strong and democratic. Ohio is almost as organized today as it was 50 years ago. The state government relies on trustworthy local militias (such as the famed
-37-
The AADA Road Atlas
CINCINNATI
MONDOs) for most patrols, a system that has proven quite successful. Duelling Climate: Favorable. Ohio citizens drove out EDSEL forces in 2032. They still take pride in this accomplishment, and show their pride by engaging in frequent road duels. Gang Activity: Light. Ohio is the most pacified of the Midwestern states.
Population: 120,000. Description: The citizens of Cincinnati made their stand against the Riot Years along the banks of the Ohio River, putting their backs to the water and blocking roads along the northern approaches. With bridges cut and roads blocked, the tactic worked, leaving Cincinnati with a great deal of the waterfront industry intact. That industry works today to feed and breathe life into the city. Many of the citizens work in machine plants and algae factories, exporting the manufactured goods upstate and down river. Duelling Facilities: The duelling fever grips Cincinnati hard. The incidence of street duelling is almost as bad as in Detroit, although the Cinncinati police try to control the violence- often failing. For the arena duellist, there are regular duelling arenas available, and plenty of arena events (and plenty of fans- TV coverage of arena duels nets ratings almost as high as the random street combats!) Other Facilities: Besides the manufacturing district, Cincinnati has two very good hospitals (considering the amount of carnage about, they'd better be good!) with Gold Cross, a downtown airport, and two TV stations. Gang Activity: The "gangs" of Cincinnati are actually the duellists. There are few to no cycle gangs of the classic type in or around the city (depending on the season; in the summer, some come to ambush tourists), because the duellists of the city love to rip up cycle gangs. And they're not too reluctant to rip up anyone else who gets in their way. Fortunately, most of the gang activity and club fighting is among the groups themselves, punctuated by occasional sallies to Dayton to "rough up the Dayton geeks." As noted before, stay away from these gangs, and especially the Cinnci-Dayton rumbles.
AKRON Population: 170,000. Description: Rejuvenated by the invention of synthetic rubber, Akron is once again the great tire-making capitol of North America. Huge shipments of tires go north to Detroit, and there is talk of building a railroad (!) from Akron through Toledo to Detroit, just to satisfy the shipping demands. Until the gangs are eliminated, though, railroading remains just a memory and a dream - trains are too vulnerable. In addition, Akron's venerable Findley Brigade, descendants of the 2nd Battalion, aren't strong enough yet to protect a railway. Duelling Facilities: Several minor arenas and one major one, the Rubberway. Duelling is forbidden on the streets, and this is enforced. Other Facilities: Three hospitals (all with Gold Cross), a functioning airport, four TV stations and a major airship factory (over half of Akron's synthi-rubber goes for gasbags, not only here but in Wichita and Amarillo). Carefully disarmed tours are conducted of the historical Old Blimp, the last surviving airship from the 20th century. Gang Activity: The duellists and the Findley Brigade make life hazardous for gangs in the area. There are some still on the interstate (I-76), and the Cuyahoga Valley is home to gangs who lie in wait for convoys out of Akron headed north. Watch out when taking I-77 north to join up with I-80 west; that's where they normally jump traffic.
The AADA Road Atlas
CLEVELAND Cleveland today isn't a city, it's a road hazard - the highways around it are the best routes from Erie to Akron and west to Fort Wayne. Although the radiation from the neutron bombs that killed Cleveland was not lingering, only a few brave souls will remain near the rusting ghost city, and they are considered crazy. Some have gone into the heart of the city, looking for valuables to plunder, but they have never returned - at least there is no record of their return. The fear of radiation still frightens the majority of the curious, and they restrict their yearn to see the nuked city to taking pictures from the window of a sealed car while motoring past.
COLUMBUS Population: 127,000. Description: Columbus centers around the Ohio State University and the Defense Center, a former storage area for national defense construction. The state government still rests in Columbus, financing itself with part of the tolls collected on the roads in and around the city. The government doesn't exercise much power, being satisfied with the amount of revenue coming in from the
-38-
taxes, and restraining demonstrations of force to dealing with those persons who wreck roads and commerce. Duelling Facilities: Street duelling is considerably discouraged in Columbus - the police are likely to call out a Guard attack chopper or tank to deal with persistent duellists. However, this doesn't discourage arena duelling, and there are a number of stadiums in the area. Some of them are little more than makeshift tracks constructed by sealing off a small section of destroyed city, while others are old masterpieces, like the Derby Downs and Scioto Downs Dueltracks to the south. Other Facilities: Columbus has one TV station and two colleges. The State School for the Blind and Deaf, one of the few facilities of its type in the country, draws students from all over the land. Major technical advances in rectifying the problems the school treats have been made here, and the school has even produced one blind duellist who "sees" through her targeting systems, thanks to a combination of braintaping technology and special targeting systems. The city also boasts several hospitals (all with Gold Cross), and a functioning airport. Gang Activity: As might be expected around a city with many roads going through it, the gang activity beyond the city limits is pretty heavy. The Guard and the police are constantly on the lookout for gangs, and offer rewards for the elimination of identified gang members. This bounty process has worked quite well, considering the amount of duellists in the state. To date, the largest reward not claimed is for the Gassers, a gang thought to reside in the ruins of Lancaster, southeast of town. The reason for both the size of the reward ($250,000) and its unclaimed status is that the Gassers are a large group (over 30 vehicles) and every vehicle is equipped with some sort of gas-dispensing weapon (smokescreen, grenade launcher, smoke-rockets). Doesn't sound very formidable? Perhaps not, until one considers that the Gassers have managed to obtain a stockpile of nerve gas which they use in combat. If you see cyclists or small car drivers wearing completely enclosed body armor of a nonstandard type, be on the lookout for gas attacks! And stay out of the gas; this is nerve agent, and gas masks are no protection. Nerve gas will kill you inside a minute if it contacts any exposed skin.
DAYTON Population: 75,000. Description: Dayton drew in around Wright-Patterson AFB when the crisis period hit. In the fortified airbase, the citizenry survived the Riot Years and struck back periodically at the raiders. In the time following the Riot Years, the city of Dayton has expanded from the base. Dayton's heaviest defenses are along the south side of the city, to protect from attacks coming from Cincinnati! Today, the raiders that Dayton fears come from the sister city; gangs and robbers aren't nearly as much of a threat as the duellist groups from the southern city. Of course, Dayton's duellists stage counter-attacks periodically ... Duelling Facilities: Outside the AFB, duelling is common in the streets. The Dayton police try to put a stop to this, but they can't cover all the ruined and deserted areas of the city. For those interested in the more lucrative arena
contests, there is the Kettering Arena, at the southern skirts of the occupied area, where the rivers meet. Other Facilities: Dayton's facilities are mostly concentrated in the airbase; the base has a TV station, a quite functional airfield complex, a well-equipped Gold Cross hospital, and plenty of fortifications and firepower to deal with anyone trying to break into the air base. Gang Activity: Most of the gangs and robbers are north of Dayton, lurking along I-70 into Indiana. Dayton still has its problems with punks and other gangs in the ruined areas of the city, of course, but these gangs don't cause much more problem than the duellists do - often less, since many of the members of these punk gangs work at low-paying cheap-labor jobs in the city. Still, be on your guard in the ruined areas; a brick tossed at strangers is considered a greeting card in this area. Not even the gangs interfere when the Cinnci duellists come up to rumble in the city. Only fools would be stupid enough to mess with that firepower, and the Cincinnati/Dayton battles that erupt are often dangerous enough for the Guard to intervene. If you are in or around the area of one of these fights, get out fast!
MIDVILLE Population: 2,500. Midville is a very popular tourist attraction today. Everyone wants to see the MONDOs in action (which they very well may, as the MONDOs are the patrol for 40 miles around the town), and visit the Sarah Bellum Memorial. Duelling Facilities: The Midville Duel Arena, renovated from an old racetrack by then Midville mayor Dani Adair. Other Facilities: One hospital, too small for Gold Cross. History: Midville gained popularity and notoriety as the site of the famed TV series "Crash City," a show based on a cycle gang raid which failed miserably. The townsfolks' heroic and stiff defense of of their little town has warranted the classification of "Fortress Town," the first walless community to be awarded the title. Gang Activity: If you go to Midville in the hopes of fighting the Thunder Turkeys or the Crusaders, forget it. The Crusaders still lurk toward Akron, but they don't get near Midville anymore. The MONDOs keep gangs and other raiders at a considerable distance, though plenty come roaring towards town to "see if them MONDO freaks is really so tough."
-39-
'/he AADA Road Atlas
SOUTH DAKOTA Govenunent: On the road to recovery. Most law and order is provided by the corporate mining interests. Duelling Climate: Neutral. If there were more control over the roads the climate would be Unfavorable, but the state government hasn't even bothered enacting antiduelling ordinances. Duelling is usually outlawed in civilized regions of the state, since the mining companies view all duellists as potential bandits. Gang Activity: Heavy. Travelers are safer here than other places, however, since the frequent ore trucks are much more valuable targets than mere tourists. An interesting side note here is that the state government, with the help of several mining companies, is planning to purge the Badlands National Park of bandits and gangs in order to bring tourism back to the state; so far, however, this idea is only in its planning stages.
with. The city's defenders are primarily militia; South Dakota has no Guard or Army to speak of. Duelling Facilities: None, unless you count Lake Oahe. Other Faclllties: Pierre has a Gold Cross-equipped hospital, and serves as the base for the Lake Patrol and the South Dakota Electric Authority. Gang Activity: Heavy, due to convoys of material rolling to and from the river passage. However, they're usually after larger prey than single cars (although they'll not pass up a target with high profit potential). There is more gang activity on the river. Pirates operate from the banks of the Missouri and Lake Oahe, using small armed speedboats to raid commerce and tourism. Those who want to fish in the lake or journey up the river are advised to do so only when the Lake Patrol is around, or when in a barge or other heavy craft. The Lake Patrol, a public service of armed boats funded by license fees, scours the lake for pirates.
PIERRE Population: 5,000. Description: Though the state capitol, Pierre is one of the smallest cities in the Midwest. It serves as the supply center for farming and cattle-raising in the area, as a stopoff for tourists on the way to Lake Oahe, and as a link between highway trucking and Missouri river shipping. Pierre is a citadel city that takes advantage of the natural terrain of the river valley: All roads are blocked and watched, and anyone trying to come into the river valley by any other way has steep hills and bad terrain to deal
The AADA Road Atlas
Population: 40,000. Description: A strong survivor since before the Food Riot years, Rapid City is now the gold-producing capitol of the United States. Gold, silver, and uranium make the city live. Rapid City is definitely a closed city. Though not completely walled, the entrances to the city are few and strictly controlled by armed men with itchy trigger fingers. Only sidearms are allowed inside the city; vehicular weaponry is
-40-
disarmed upon entrance unless you have identification from one of the mining companies. Heavy traffic pulls in every day from the Black Hills, laden with precious metals (or decoy cargos, run to fool gangs); equally heavy traffic pulls out with supplies for the mines. The airport is busy, handling private traffic and occasional Navy airships picking up government gold shipments. On the whole, Rapid City resembles an armed camp. The produce of the mines is guarded more closely and with more firepower than Fort Knox used to be. Not even the Oklahoma oil baronies can match the mineral corporations of Rapid City for man-to-man firepower. In Rapid City, there are two classes of citizens: those who belong to the mining companies, and those who don't. The miners have the distinct social advantage; be wary of insulting a miner or even demanding equal service in trade establishments. Duelling Facilities: None. Duelling is forbidden in the city. Other Facilities: The companies retain their own hospital facilities, complete with private Gold Cross services for executives; the only civilian hospital, the Rapid City Regional, lacks Gold Cross equipment. There are two company TV stations, an airport, a former National Guard base, and a technical school. Gang Activity: Outside the city and to the south, the Badlands are infested with gangs. Generally they don't attack anything that doesn't look like a cargo-carrier. With so much in the way of precious metals moving through the area, there is no percentage in attacking regular cars. However, sometimes the mining companies will send particularly valuable shipments through in camouflaged cargo-cars, so the gangs might attack an innocent, just to be sure ...
and the Pen Pounders, the two ruling groups, still exist, but the extent of their rivalry today is limited to occasional police disputes (each group supplies one shift) and an annual intra-city football brawl. The situation outside of the city is more fluid, with gangs lurking on the roads waiting for prey.
SIOUX FALLS Population: 40,000. Description: Sioux Falls is a fairly typical cattlecountry city, dependent on revenues from sales and tolls. Its only unusual feature is its government, a conglomeration of the various gangs which used to battle over the city. Even the police force is made up of the gangs' membersthey are uniformed, but not very professional, preferring shooting over talking. Their numbers vary from shift to shift, and have a fierce competition to outdo the other shifts! Duelling Facilities: The Battleship Arena management hosts "come-as-you-are" events regularly; the format is quite popular with the viewers, as it combines the best features of arena duelling and impromptu road duels. Other Facilities: Sioux Falls' facilities are limited; the new hospital in the Pen district is quite modem but lacks Gold Cross support. History: Sioux Falls was the holdout of rival gangs centering around the State Pen and the Battleship Monument. Their destructive rivalry went on for years, until gang leaders figured that there was more money in peace than in war. Gang Activity: There are naturally some gangs inside the city, but they keep their activities civil; many of them are now social clubs rather than threats. The Battleshippers
WISCONSIN Government: Weak. State control covers the three largest cities and not much else. The government's most notable activity is the production of national TV commercials, advertising the delights in store for the tourist in Wisconsin. Duelling Climate: Favorable. Gang Activity: Medium to Light.
GREEN BAY Population: 45,000. Description: Green Bay came through the Food Riot years in a distinctly different configuration than it had had before. Rather than abandoning half the city and putting their backs to the river, the inhabitants fortified along both sides of the river and the waterfront instead, building defenses along the perimeters and keeping their waterways. Another oddity about the fortification of Green Bay was that the material most used was wood, a resource plentifully available. Even today, wooden palisades are common in the city, for wood is cheap (Green Bay is in the middle of
-41-
The AADA Road Atlas
logging country), and, when treated with fire retardants, durable. The inhabitants of Green Bay are typical Wisconsinites, only more so. Though one of the largest cities in the state, it still feels like hinterlands and the rural areas of northern Wisconsin. Duelling Facilities: Lambeau Field, an official AADA arena, is the home of the local autoduelling team (named for a brand of automobile from the middle 20th century). Other Facilities: Paper mills, plenty of dockyards, several marine vehicle manufacturers, a hospital (with Gold Cross) and two TV stations. Gang Activity: Gangs just don't have much to prey on around Green Bay - what do you do with a load of lumber? There are some gangs in the area subsisting on raiding food hauls headed for the lumber sites, but the lumberjacks are continually after such thieves. Most of the action in the area comes from fights between rival lumber companies. With the equipment such companies can field, staying away from these conflicts is the best decision.
ley survived the Blight. Milwaukee's 2038 Best is just as good and plentiful as its ancestor in the Golden Age. Duelling Facilities: A good variety, if small for the most part. The most popular is the old Amtrak Station Duelpark, featuring tunnels and unique road hazards. Other Facilities: Multiple breweries, five hospitals, two automotive plants, a TV station, two colleges. U.W.M. includes one of the hospitals (with Gold Cross). Gang Activity: Heavy. The ruins of the city provide plenty of places for gangs to hide, and the police forces of the triumvirate don't go well together. Formed for the purpose of protecting their own enclaves, the police lack cooperative training and spirit. In their own territory, these security forces are quite good, and security is strict; outsiders are only allowed inside by invitation. But the gangs (mostly on foot) rule the streets, unless you can muster the firepower to get through them. Particularly noteworthy are the Marquettes, a revolutionary gang dedicated to the overthrow of the existing system and the re-establishment of Marquette University, in that order. Visitors are advised to go through the city well-armed; there are too many "have-nots" in and around the city who are just looking to attack anyone looking affluent. Don't expect the enclaves to provide much protection.
MADISON Population: 60,000. Description: Madison is a city largely located on a land-bridge between two lakes. As such, it is one of the most impregnable natural-defense fortress towns in the world. It still remains the seat of state government, and the center of the State Patrol. Duelling Facilities: As the center for duelling in central Wisconsin, there are several arenas in Madison, the largest being built on the ruins of the old Truax Field airport. Other Facilities: A TV station, two hospitals (one with Gold Cross- the U. ofW. Clinic) and the University. Gang Activity: Light. State Patrol helicopters prowl within a 10-mile radius outside the city, and the gangs go elsewhere to avoid tangling with them.
University of Wisconsin at Milwaukee
PoorTown
MILWAUKEE Population: 400,000. Description: Milwaukee consists of three fortified enclaves inside a burned-out urban husk. These enclaves center around the University of Wisconsin at Milwaukee, the Saint Francis Seminary and the old breweries, strongpoints never abandoned during the Food Riot years - they had food sources, even then. Through the years, the inhabitants of these areas have become the aristocracy of Milwaukee. The distinction between the classes was reinforced during the Job Rush of 2026, when a wellfinanced center-city rebuilding program brought in large numbers of migrant workers who settled in the less fortunate neighborhoods. The class conflict manifests itself primarily in political battles, though open warfare is an occasional possibility. Milwaukee was famous for its beer 50 years ago, and it's still famous today. Mysteriously - and luckily - bar-
1he AADA Road Atlas
-42-
('('
"--,,_,
('
')
[
J
c St. Francis J \
Enclave "'
<..,.."'
l
J ~~._)
Milwaukee, Wieconein
11111-SGIIIBIOS South Dakota The once-sacred Black Hills, mined since the last century, still produce gold - tons of ore every year. And in the stilldepressed economy of 2038, gold is money in its most compact form. In order to keep the mines working, the Crazy Horse Trucking Company hauls food and supplies from Rapid City on a lucrative but dangerous contract - Black Hills gangs lurk around old Highway 79, a road specifically repaired for the mines traffic. Less well known is the fact that Crazy Horse trucks also return with cargo. Q-trucks, their weaponry concealed to make them look like regular Crazy Horse line trucks, haul gold back to Rapid City, where the precious metal is auctioned off to governments by lot. In general, these concealed gold-haulers are safe, for the usual assumption is that a truck on the return leg is empty. However, not all rigs are ignored ... This mini-scenario is for two sides: truckers and bandits. The truckers get a $250,000 tractor-trailer rig. The truckers get a five-man crew of 40-point characters (30 points per skill). The bandits get $75,000 to build any number of vehicles, but no air vehicles. They get no more than ten characters, with 40 points each (maximum 30 per skill). The map used is simple: clear road sections, two-lane only. The third lane does not exist. Every tenth road section, roll 1 die; on a 5, the next section is a mild curve to the left, and on a 6 it is a mild right curve. The bandits may set up 20" ahead or 10" behind the truck, which is traveling at 60 mph at the beginning of the scenario (company rules). The bandits win by stop-
ping and looting the truck. The truckers win by not being stopped. Variant 1. For more maneuvering, make the road one of the more scenic routes by rolling the die for curves every road section! Variant 2. For more players, add escorts for the truck: For every $15,000 of cars added to the truckers' convoy, add $20,000 to the bandits' funds and 20 skill points. The crews of the truckers' cars are 40-point characters, with the same limitations as the truck crew. Variant 3. For a third side, add a rival gang of bandits. The truckers get escorts as above. However, instead of increasing the first bandits' forces, add a second group, giving the third team the funds and skills mentioned in variant 2. If the truck survives, the truckers win; otherwise, after the truck is stopped, the two bandit gangs fight over the loot - the winner is the last player with vehicles left alive on the map. Autoduel Siats. All the crew and gang members should be 25-point characters.
Midville, Ohio The scene of the famous vid show Crash City and home to one of the best known militias in the country, the MONDOs, is now the setting for impending warfare. A policy split between factions of the MONDOs has divided the membership into camps, with the old guard MONDO founders pitted against the younger members, who have taken to calling themselves the "New Mashers." In the last MONDO meeting, things got so heated that the split developed into a fight with two distinct sides, and the meeting dissolved in disorder. At the next dawn, Saturday morning, the hard-core MONDOs and the New Mashers meet downtown to decide who shall lead the civilian defense of Midville ... Use the Midville map; the MONDOs start out at the Bar None, while the New Mashers are holed up in the Mall at the start of the scenario. Both forces are composed of ten men apiece; the MONDO forces are made up of 60-point characters (no more than 30 in any one skill), while the New Mashers are made up of 40-point characters (same restriction as MONDOs). The MONDOs start with $12,000 while the New Mashers start with $16,000. The fight continues until only one side holds the field (i.e., until all characters on one side are dead or off the map). Variant. In the actual fight, the police took no part in the battle except for those defending the police station. What would have happened if the police had tried to stop the fight? Put a pair of police cruisers into the fray, starting behind the police station. The cruisers are each manned by a pair of cops (Driver + 1, Gunner+ 1, Handgunner + 1, Runner+ 1), equipped with body armor, gas masks, SMGs and two tear gas grenades. The police also control the station's defenses. Autoduel Stats. The MONDOs and police are all 50-point characters, while the New Mashers are built on 25 points each. See Car Warriors for some typical MONDOs and police.
Lincoln, Nebraska Lincoln relies on robotic defenses to keep order on its busy highways. Automated bunkers, equipped with radar, fire on vehicles that break traffic laws - speed limits, no-duelling
-43-
Mini-Scenarios
puter gunners have Gunner skill with their weapon at level 12. The player's character has 50 points (though he could instead be a 100-point PC from a continuing campaign).
Dodge City, Kansas A range dispute between two rival cattle companies has to a showdown between the champions of the forces, m the mostly deserted city of Dodge. Pickups and off-road vehicles rumble into the ruined streets, like old-style gunfighters, to settle the argument with gunplay ... Use the Midville map. The whole place is deserted, and none of the defenses at the police station exist. The two sides enter from north and south edges; determine who enters where by mutual choice or die roll. The fight is on until one or both sides can no longer fight! The side that kills the most people (not vehicles, people) wins! This isn't Midville, however. Most of the buildings are derelicts; there is a 50% chance (4-6 on one die) that a building will not block line-of-sight for any given shot. Each side gets ten 40-point characters (30 max per skill), and $150,000 to build vehicles and arm characters. All vehicles must have off-road suspensions (which means that oversized and air vehicles are prohibited). If more than two sides are involved, just add more ranchers, each with the same amounts of characters, points, money and restrictions. Autoduel Stats. The characters are built on 25 points. ~orne down
zones and the like. The system is very efficient and effective. And, after all, it's all computerized; nothing can go wrong ... This mini-scenario, for one or more players, pits an innocent commuter against the malfunctioning robotic defenses of Lincoln. The commuter gets a $15,000 car and 50 skill points (max 30 per skill). He has just pulled onto Interstate 34. Use clear road ~tions to represent the highway; every fifth section, roll one die - on a 5, the next section is a left curve, and on a 6 it is a right curve. The commuter starts off at one end of a road section in the right-hand lane, traveling 60 mph. There is a bunker at the midpoint of every road section, on the right-hand shoulder (use an obstacle counter). Each bunker has 15 DP; treat it as a tiny building, but only one breach is needed to destroy it. Bunkers are equipped with radar and computer gunners (Gunner 0) and will fire at the commuter's tires every turn until he is immobilized. Whenever a bunker is placed on the map, roll one die. On a 1 or 2, the bunker is equipped with two linked light lasers; on a 3 or 4, it has two linked MGs; and on a 5 or 6, it has a single VMG. Each weapon has an essentially unlimited ammo supply. The commuter is 20 road sections away from the next exit. Once he reaches the end of the last section, he has won. If he is immobilized before then, the bunkers stop firing but he has lost. Variant 1. For a more complex and interesting game, have the scenario take place during rush hour - add traffic! Scatter five or ten cars on every road section, all heading the same direction as the player's car, at 60 mph. Non-player vehicles follow the road and make no other maneuvers. They block line of fire from the bunkers. Variant 2. For a two-player game, stage a road duel between members of two rival fraternities (or cattle companies or whatever). Each player gets a $20,000 car and 50 skill points as above. The bunkers target one player or the other at random. Auloduel Stats. The bunkers have DR 5 and HT 45 . Com-
Mini-Scenarios
Floral Gulch, Indiana In 2032, the duellists of Ohio united to drive the EDSELs out of their state, pushing them back to Indiana. One of the leaders of the Ohio duellists, Mel "Six-Gun" Bryce, went on to found the nebulous DEDSEL organization, a loose alliance of duellists dedicated to the destruction of EDSEL. For years, she went east to the states of EDSEL's genesis and lobbied state and local governments to try and limit or banish the EDSELs, but was unsuccessful: Since road death rates tended to drop and road/police maintenance costs tended to decline in areas of EDSEL influence, EDSEL was rather popular with those governments. Frustrated, she returned to Ohio where she contacted several autoduelling groups in Indiana with the proposition of destroying the EDSELs in that state in the same fashion as their destruction in Ohio. She was well received, and journeyed in secret to Floral Gulch to meet with the Amoco Kids outside of town in a fortified truck stop. Unfortunately for "Six-Gun" Bryce and the three representatives of the Amoco Kids, EDSEL found out about the meeting and staged an attack to squash one of their most persistent foes . .. Use the Truck Stop map. The Amoco Kids' cars and Bryce's Six-Gun are parked outside the restaurant; she and the three Kids are inside. The truck stop defenses are armed and manned (Gunner+ 1) and will fire on any attackers.
-44-
EDSEL forces enter the board from any edge, at no higher than 6" altirude (they flew in under the radar). That's right, flew. They have a standard Plunge and a standard Aerohauler loaded with 10 infantrymen. The pilots and aircrew are all Pilot + 1, Gunner + 1, and have body armor and sub-machine pistols; the infantry are Handgunner + 2, Runner + 2 and have body armor, an SMG with 1 extra clip (all anti-vehicular ammo), light amplification goggles, and two grenades of any type (all equipment per man). "Six-Gun" Bryce's Six Gun is a custom-built Division 15 vehicle. Bryce herself is a Driver + 2, Gunner + 2, Handgunner + 1 and Runner + 1; her personal equipment is bought with whatever funds are left over from the $15,000. The Amoco Kids must have either two or three vehicles, crewed by three 50-point characters (no more than 30 points in any one skill); they have $50,000 to spend on cars and personal gear. The EDSELs win if they kill Bryce. Any other result than Bryce's death is a victory for the duellists. Remember the truckstop defenses, the blow-through and wall-breach rules, and the fact that it's night - any firing outside has the -3 nighttime modifier, unless you have equipment to counter the darkness Variant. For simplicity, this scenario ignores the other customers of the truck stop. To add neutral pedestrians, scatter 20 peds inside the building along with Bryce and the Kids. These pedestrians each have $1,000 worth of equipment and 20 points in skills. Give EDSEL another Aerohauler, identical to the first (including infantry contingent). To further complicate matters, give some of the pedestrians more skills and money and have tlleir vehicles parked outside as well. Details for this on are left as an exercise for the reader. Autodutl Stats. Bryce is a 75-point character; the Amoco Kids have 50 points each; all other characters are built on only 25 points.
Special rules: Each cow weighs 900 pounds and has 6 DP. The cattle are moving across the road at 5 mph. Each time weapons are fired into the herd (don't forget missed shots headed in the right direction!), roll two dice, adding 1 to the roll if the weapon in question is burst-effect. On a 12 or better, the cattle stampede. Roll one die to see which way they stampede: in the direction there are already beading (1-3) or toward the firer (4-6). Stampeding cattle move at up to 25 mph, and accelerate at 5 mph per tum; once a stampede is underway, it won't stop or change direction. Treat cattle like motorcycles for targeting and collision purposes. Dead cattle are left on the map and count as obstacles. However, if a longhorn takes more than 20 cumulative points of damage, remove it from the map entirely. The herd of cattle is essentially endless; keep them coming across the road (or stampeding) for the duration of the scenario. Autoduel Stats. Typical cattle have PD 1, DR 1, and HT 15. See pp. 70 and 87 of the GURPS Bestiary for more details. The humans have 25 character points each.
Minneapolis/St. Paul, Minnesota It has been said that "an armed society is a polite society." While this may or may not be true, an armed society certainly has more weapons at hand with which to settle arguments, even silly ones.
North Dakota Massive cattle herds roam the state. Often, these animals cause traffic problems merely by straying across the highway for several hours. Some travelers are less patient with this living roadblock than others, and often the cowhands who ride watch over the herds must deal with cattle shootings on the road. This scenario is for two players. One player is a highway traveler whose way is blocked; the other is the cowhand. The map is a straight road three sections long, with the long axis aligned north-south. The first two sections (to the north) are clear; on the third (southernmost) section, there is a herd of longhorns. Use pedestrian counters to represent the cattle. Each square inch of the southernmost road section should contain two longhorns. The herd begins the game moving eastward at 5 mph. Whenever a longhorn exits the east edge (or is destroyed), bring it on the west edge again. The traveler, coming from the north, wants to get past the herd to the other side, and wins by doing so, by whatever means necessary (such as blowing the herd out of the way!). The cowhand is there to see that the cattle aren't butchered before they get to the stockyard. If the cowhand inflicts more DP damage on the traveler than the traveler inflicts on the herd, he wins. If not, the traveler wins, as long as be gets away! Both sides get $30,000 and 50 skill points apiece (no more than 30 in any one skill). The cowhand must build a vehicle with at least 500 lbs. cargo capacity and off-road suspension, while the traveler needs at least 150 pounds and 1 space for cargo.
-45-
Mini-Scenarios
-
One such argument arose between the Flaming Lakers and the Anarchist Relief Front. The FLs had been using the circled A symbol on their vehicles and the ARFs resented this- the symbol was one of anarchy and thus was considered the ARFs' '' trademark.'' The FLs hotly denied any linking of the circled A with the anarchy movement, and continued to use the symbol. In an age before autoduelling, both groups would probably have limited the enmity over the argument to insults, pranks, and occasional barroom fights. In 2038, though, hot lead flies faster than harsh words ... This scenario takes place on the East Midville maps (Car Wars Expansion Set #3), late at night (the -3 nighttime fire modifier is in effect). The two sides enter from opposite sides of the map, equipped with $60,000 of cars (no trucks or helicopters) and gear, driven/worn by 50-point characters (no more than 30 points in any one skill). The winner is the survivor with the most cars on the map! If more vigilantes, gangs or other interested parties want a say in the matter, give each the same starting equipment, and have each enter from an unused side of the map. If more room is needed, add the regular Midville maps. Autoduel Stats. Both sides are composed of 25-point characters.
Iowa If you don't know that the entire state of Iowa is declared a demilitarized zone by the Amana Society (and the government), you' ll fmd out quickly! The state troopers stop all cars at the borders, confiscate all ammunition, fire-control circuits and personal weaponry and seal gun muzzles with a special plastic crimped to prevent forgery. The seals will be removed and the cash value of confiscated goods returned at a duly-authorized exit toll gate. Any cars trying to enter the state that do not stop and surrender their arms are in for a chase. This scenario takes place on standard road sections, with every other road section having a 1 in 6 chance of being a ran-
Mini-Scenarios
dom tum. All road sections are rubbled and debris-strewn (use the back side of standard road sections). The Iowa State Police receive one standard police cruiser, with the following modifications: Delete one passenger space, add a magazine for the RR and 5 points of armor to the back. The offending motorist, aiming to keep his weaponry, had crashed the barrier (at the cost of two dice of damage to his front armor) and sped up the road at high speed in his $25,000 car. The police characters are Driver +2, Gunner +2, Handgun + 1. The driver of the other car has 70 points to spend on skills, no more than 30 points per skill. The scenario starts with the police car 12" behind the motorist. Both cars choose their starting speeds, which must be between 60 and 80 mph (inclusive). The state trooper in the scenario is restricted to tire and turret shots and may only fire at the main body of the car if the car is immobile, the turret is gone, and the car continues to shoot. Autoduel Stats. The two police each have 25 character points, while the motorist has 50 (or 100, if he's a PC).
Chicago, Illinois The Wotija Day Parade is one of the finest spectacles of cultural strength in the city. Every February, one Saturday is set aside for the long line of private vehicles and marching bands. It is one of the events in the city's calendar that tourists are advised not to miss. Especially this year! This year, some Church of America fanatics intend to crash the parade. Literally. Their plan: Smite the rear guard of the line, kill some heathen, then flee the scene. Straight 12" road sections are needed. This is a business district, so vehicles may not drive or fire off the edges of the road sections. Treat the shoulders as regular road - these streets are four lanes wide, and the sidewalks are too full of things like light posts, benches and other clutter to safely drive through them. The street continues straight and there is an intersection at the beginning and end of every section.
-46-
Begin with two straight road sections. The float is at the far end of one section. The three Society of Wotija vehicles (they may cost no more than $20,000 apiece), driven by 60-point characters (no more than 40 points in any one skill), are within 3 inches of where the two sections meet. Both float and escorts are driving 15 mph. The Amy vehicles (five vehicles totaling $60,000), driven by 40-point characters (no more than 30 points in any one skill), enter at the far end of the other section, at SO mph. The float may accelerate at 2.5 mph per second, but cannot drive faster than 15 mph. An Amy vehicle may not fire on the float unless there are no escort vehicles between itself and the float. The Amys lose if they are immobilized. The Wotijans lose if the float is destroyed. (It is possible for both sides to lose.) The Wotijans must give battle; if they don't, the Daughters ofWotija float ahead of them will be overrun and destroyed. The Amys have 20 turns to accomplish their dirty work and flee before reinforcements (armed TV choppers, for example) arrive. The Daughters of Wotija float is 20 DP to destroy, but it will catch fire with a + S modifier! (And it burns most satisfactorily.) Variant. For a third player, add a south-side gang, with 40point characters and $40,000, to come in from the middle and shoot at anything they see! Autoduel Stats. The Wotijans are SO-point characters, while all the rest are built on 25 points.
Wisconsin Once, in the Golden Age, sports teams traveled in huge airliners, moving swiftly from game to game. Those airliners have been replaced by airships, but the blimps are expensive and don't go everywhere. So sports teams often move on the roads like the rest of the populace. The Crushers, Green Bay's home combat football team,
regularly travel by bus when the distance isn't too great. A trip to Chicago for a game with the Bears is just a few hours' drive. However, sometimes the tensions of the season get too great for the fans, especially when the Crushers are having a good season and the Bears aren't ... This scenario represents an attack on the Crusher's special team by some overzealous Bears fans. The map consists of clear road sections on a relatively straight stretch of road - every road section, roll2d6. On a 10, the next section is a left curve; on an 11 or 12, it is a right curve. The fans start on the sides of the road at speed 0 and start moving any time the bus gets within 12". The Crushers' $80,000 bus (which must carry a driver, gunner and 16 passengers) is hauling the drowsy team at 55 mph. The driver has Trucker +2, Gunner + 1 while the gunner has Gunner + 2. Each of the 16 passengers has Handgunner + 2 and $300 worth of equipment. They will be able to add their firepower to the fight after they wake up. Roll a die for each napping passenger after each second of combat - on a 6, that passenger is awake and can fire next tum. Four may fire out of each of the bus's four side arcs; none may fire out the back. The Bears fans get no more than five 40-point characters, with no more than 30 per skill, and $80,000 to construct their force - no air vehicles, please. The bus has a good lead on the fans, so they'd better build some rapid-acceleration vehicles! The scenario continues until the bus is stopped or the Bears fans cease their attack. The Bears fans win if they immobilize the bus or injure at least 5 of the passengers. If they don't, it's a loss for the Bears- the Crushers will arrive on time! Any way you look at it, there are going to be reprisals ... Autoduel Stats. The trucker, gunner and Bears fans all have 25 points. The Crushers have 75 points each, but a lot of those points should go towards ST, DX, HT and Sports (Combat Football).
-47-
Mini-Scenarios
MURPHYS' LAW Roast Turkey What You Tell the Players
Adventure Table of Contents Roast Turkey . . . . . . . . . Useful Skills i11 This Advemure Player l!iformalioiJ About KC-1 Regal Place NPCs . . . . . . The Third-floor Murphys . . . Time/able . . . . . . . . . . Mileages . . . . . . . . . . The Fleei11g Murphys . . . . . Hot Pursuit . . . . . . . . . . JJ7w Are We Chasi11g? . . . . Tracki11g lhe Murphys . . . . E11jorcer Rei11jorceme111s . . . Roleplayi11g lhe E11jorcers . . The Etiforcers . . . . . . . . TerrorCon at Brickyard Whal's a Zalmer Good For? . Radialio11 i11 Brickyard . . Co!lve111iofl Schedule . . . The Black Asp's Pla11 ASP Forces . . . . . . . And Beyond . . . . . . . . . Who Did We Tick Off? . .
Murphys' Law
. . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
48 49 49 50
52 53 53 54 55 55 56 58 58 59 59 60 60 61 62 63 64 . 64
You have arrived at KC-1 near noon, your vehicles overshadowed by the gun emplacements and artillery pieces lining the twelve-meter walls that surround the entire city. Except for the Dover Arcology in Delaware, KC-1 is the single most impressive city in the nation. At the gate, you wait while the line of cars is processed. The signs on the walls make it clear: KC-1 is a demilitarized city, and no functioning automobile weaponry is allowed inside, except for that of the Enforcers. Indeed, nothing heavier than a semi-auto pistol is allowed in private hands, and there's a $500 license fee for that! When your turn comes, you watch the grim, face-shielded Enforcer mechanics remove ammo and vital fire-control circuitry from your vehicle, tag it carefully, add all weapons heavier than a pistol (and that too, unless you choose to buy a license), and place everything in a container. "You'll get it back when you leave the city," the bored Enforcer who takes your name and other data assures you. He hands you a receipt and some papers. "I can't complete the process from this point," he says, gesturing towards a blank portable computer terminal. "Our link with the central computer is down, so we've commandeered some space. What you do is take these papers to the Records office in Regal Place. It's easy to find," he points down the street to a modest skyscraper. "Hand these to the clerk; they'll take care of it from there. Have a nice stay in KC-1." Fortunately, the indicated building has a private parking garage occupying its first floor, so your cars should be safe while you're inside. An elevator leads to the temporary Enforcer facility on the third floor. There's another line at the Records office- this seems to be your day for lines. There are no Enforcers here, just civilians and two building security guards. Within a few minutes, the line dwindles down to you . The clerk says "Next," you step forward to hand her the papers, and the lights go out - all of them. There are plenty of people who are vocally unhappy about this, especially since there are very few windows in this building, and all the computers are down for lack of power. The clerk in front of you yells, "Somebody hit the auxiliary switch! The thing's probably jammed again. Frank, get the solar panels on." Frank moves over and fiddles with a wall-panel switchboard. "The solar controls are working, Allie, but nothing's happening!" This is frustrating. Suddenly, the terminals light up, there's an" AAHOOOGAH!" from the klaxon, and the emergency lights come on. A security guard who had been watching by the door yells, "The emergency doors! They're activated!" She grabs her shotgun and rushes out the doorway, into the hall. Anyone who follows will see her racing for the stairs at the end of the hall. She is trying to beat four metal triangles which have emerged from the walls, the floor and the ceiling, and which are rapidly closing together to seal the hall. She launches herself in a desperate attempt to dive through the door; she doesn't make it. The tri-
-48-
angles meet, cutting her in half- the shotgun on the other side. Even those who didn't follow hear her abruptly terminated scream. The emergency doors aren't the only things that activate. You see that the windows are now blocked by blast plates, and the elevators are locked in place. Everyone is still yelling in pandemonium, and Allie, the clerk, is yelling for everybody to SHUT UP! She's very good at this; so good that everybody does shut up long enough for her to query the computer. "The mainframe in the building is responsible for this," she explains loudly. "I'll find out what triggered it." (Does anyone want to peek over her shoulder? On a successful Vision roll, this is what you see:) INFREC3 STATUS RED. INTRUDER ALERT CODE 1. DEFENSIVE SYSTEMS ACTIVATED. DEFENSIVE SYSTEMS MALFUNCTION. CROSS-REF SEC.932: REMOVAL OF NERVE GAS SPRAYERS IN ADHERENCE TO LOCAL LAW 8/27/2027. IMPERATIVE: DESTROY INTRUDERS. ACTV. PLAN BETA.
"What the heck is Plan Beta?" Allie mutters as she types in the interrogative. (Still peeking? Here's what you see:) PLAN BETA- USE OF ENVIRONMENTAL SYSTEMS FOR INTRUDER DEFENSE. UTILIZES HEATING SYSTEMS TO DESTROY INTRUDERS . RAISE TEMPERATURE OF BUILDING ONE DEGREE FAHRENHEIT PER MINUTE. BACKUP PLAN; RULED INEFFECTIVE, SAVED FOR EMERGENCY USE IF OTHER DEFENSES FAIL. PLAN BETA ACTIVATED.
One of the other workers screams: "We're gonna die! We'll be cooked alive!" (He has his own terminal, and watched what Allie did.) "Nonsense!" Allie snaps. "We just tell the stupid machine to turn it off." She works at the terminal for a minute, glares at it and mutters, "A security code? Special authorization for deactivating defenses? What the - ?" One person is already fiddling frantically with the temperature control; you can feel that the air conditioning has switched off and the baseboard heating system has come on - and it's summer outside!
Referee's Information This part of the adventure is primarily a roleplaying situation. The characters are out of their cars and stripped of their Rambo-class personal armaments, and put into a pressure problem-solving situation. They have to get out of it by thought and roleplaying, not by destroying the problem.
Atmosphere The inside of the building is now lit only by emergency lighting, which is sporadic and poor. All Vision and combat rolls are at -3. It is getting steadily hotter, and the people trapped in this part ofthe building are acting in the calm, rational manner that you expect at a time like this; they're panicking. There will be a rush on the water fountain and the restrooms, and furious fighting over any water. Fortunately, no NPC has a gun except for the remaining security guard and the security chief; else there would be real trouble! (Of course, one NPC has a few satchel charges, but more on that in a few minutes.) As GM, emphasize the heat, the darkness, the smell of fear in the air, the general attitude of hopelessness. Make the players sweat! If you're playing this in the summertime, you may want to turn off the air conditioning. Give them a real taste!
Useful SkiUs in this Adventure Armoury (Vehicle Armor); Criminology; Detect Lies; Driving; Fast-Talk; Gunner (all types); Guns (all types); Interrogation; Mechanic (cars, etc.); Shadowing; Stealth; Streetwise; Heraldry (duellists); Area Knowledge (Midwest).
Player lnfonnation AboutKC-1 The first thing PCs are going to notice is the excessive amount of law enforcement. The laws are strict and wen-enforced. To avoid trouble, every visitor to the city is given a "cheat-sheet" on the laws and their penalties:
Critn£ • • • • • • • • •Penalty Murder . . . . . . . . Death Killing in Self-Defense . . . . . . . . . . . . Hard Labor for life* Gunplay . . 5 years or $1,000 fine Possession of illegal weapon $100 fine Violent Crime (any sort) . .10 years (with gun) . . . . . . .20 years Traffic Violation 1 month or $500 fine Destruction of private property . . . . . . . replacement costs + 10% Destruction of city property . . . 10 years and replacement costs Littering . . . . . . . . $50 fine Disrespect to an Enforcer . . 15 days *There may be mitigating circumstances. This is why the citizenry of the city is so well-behaved. However, if you are in trouble, the Enforcers will come to your aid just as swiftly as if you were a resident, a rare thing in 2038. The best advice to the visitor: enjoy your stay, don't cause trouble, and behave in a civilized fashion. You'll have no trouble with the law. Additional biformation: Energy is cheap in KC-1, so recharges cost only 75% of the listed cost. Food is likewise available; you can get a real beef feast for a mere $10! Ammunition is available only at stops outside the city limits; go to a brandname dealer when buying ammo, for there are plenty of untrustworthy independents out there waiting to sell you bum ammo at inflated prices.
What Caused the Problem in the First Place The computer and the building at Regal Place are quite old, dating back to the 1990s. In that time of rampant terrorism and corporate warfare, defenses were installed to protect the secret and rather illegal work that was taking place there. The computer was given defense programming, based on the nerve gas
-49-
Murphys' Law
Regal Place NPCs Benton Holnus ("Storage Room," figure X1-33), programmer deluxe. He is oblivious to the world when at a keyboard. If apprised of the malfunction, he'll clear it up in a minute. Computer Operation-20; Computer Programming-20. Allison "Allie " Fortlond (Enforcer Office, figure X1-32), head clerk at the Records office and the terror of the floor. A definite "by-the-booker" who rules the office. Administration-13; Computer Operation-13; Computer Programming-14.
Max Harmon {Showroom, figure X1-37), computer salesman. He likes to think of himself as a hero (in video games), but is a true coward. Computer Programming-9, Computer Operation-12, Fast-Talk-12.
BillyAUen (Enforcer Office, figure X1-8), surviving security guard. Billy is a pretty nice guy for his size. 6' 1", 195lbs. ST 12, DX 12, IQ 10, HT 11. Speed 6, Basic Move 7. Skills: Brawling-12; Guns (Pistols)-13, {Shotguns)-13; First Aid-10; Running-10; Tactics-7. Equipment: Shotgun, .357 revolver, 24 shells each, flak jacket, helmet (PD 5, DR 3). He also has Toughness (DR 1). Co11ti11ued 011 11ext page ...
Murphys' Law
system, and told to activate it if any of the walls were breached or power systems went completely off-line. Both of these criteria were recently met when the Murphys cut the power and blasted through the top of the elevator shaft, so the defenses were activated. The Heat GURPS has some rules for heat, mostly concerning fatigue loss while working in heat. The heat levels referred to are not nearly as hot as the people will probably get here! The temperature starts out at 75 degrees and will climb at 1 degree per minute. At 90°, assess the extra 1 point of fatigue for fighting more than 10 seconds. At W0°, everybody loses 2 fatigue points (only 1 if you have plenty to drink). At 110°, everybody loses another 4 fatigue points (only 2 if you have plenty to drink, and don't exert yourself). At 120°, assess the same penalties as at 110°. (Remember, the scenario is now 45 minutes old!) At 130°, everybody loses 6 fatigue points (only 3 if you have plenty of water to drink, and no activity at all!). At 140° and up, everybody loses another 6 fatigue points per 5 minutes (only 3 with water and no activity). If people aren't out cold by now, they're not human! The fatigue lost cannot be regained by rest after the temperature reaches woo. Until the temperature falls back below woo, that fatigue's gone, with all the attendant effects (see page B117). ((Sneaky players may think of setting off the sprinkler systems. This will provide plenty of water for everybody and negate the penalty for activity.) How To Get Out of This Mess There are at least five ways to get out of the situation. The players may find other ways, but remember that the building is sealed by 1" thick steel shutters over the doors and windows (DR 12, HT 40). 1. Destroy the mainframe. This is difficult, since the mainframe is behind one of those steel shutters. However, if you can blow your way in, you can maul the mainframe until it shuts down. ("Dave, I'm losing my mind ... Dave?") 2. Turn off Plan Beta in the mainframe. This is the least damaging and best way to solve the problem. It takes the security code clearances that the Chief of Security has, and a Computer Programming roll at -5; one attempt may be made every 15 minutes . Any interruptions will foul up that 15 minutes of probing, rendering it useless. (Playful GMs will find interruptions, won't they ... ) Ifthe party doesn't have the security code, each attempt is at -12, not -5. 3. Blow a way out ofthe building. Same problem as solution #1: Where do you get the explosives? And these are tough walls (DR 12, HT 80). If you want to try and blow a way through the blast doors to the rest of the building, the blast doors are DR 12, HT40. 4. Escape through the hole at the top of the elevator shaft. The elevators don't work, and the stairs are blocked by the blast door. Unless one of the players sees the Murphys coming out of that elevator, there's no way to know that there's a hole at the top of the shaft. Of course, even if they know, they'll have to deal with the Murphys and climb up the shaft in the heat.
-50-
5. Find the computer systems troubleshooter who's hidden out back in his own private workroom (you know, the locked one marked "Storage") and persuade him that there's a problem with the computer. In moments, he'll have the alert cancelled. (GM, this man is also a 'Deus Ex Machina,' to keep the characters from becoming hot dogs. If they can't get out of the building or stop the computer by the time they pass out, this hacker will come out of his hacking shop for a restroom break, feel the heat and dig into the computer until he finds and corrects the problem - which should take him about a minute. The PCs will wake up to find themselves being cared for by medics.)
Regal Place NPCs (Continued) Frank CabeUo (Enforcer office, figure Xl-28), inattentive clerk. A handsome young man, Frank thinks that if you've got to go, why not go out with a bang? Brawling-12, Carousing-12, Sex Appeal-12. [.Fran Lustig]
Helpful NPCs Most of the NPCs are going to be minor distractions, at best. There are three of them who can be helpful, if persuaded by action or word. Allie, the chief clerk. If asked politely, she'll lend her knowledge of this floor of the building, the personnel of this section and her computer ability, as long as you can put up with her bossiness. Billy, the security guard. He's very friendly, and will certainly appreciate any help he can get keeping things under control. He has keys to all the doors (not the blast doors, though) and knows all the floor plans. He also has a shotgun. His aid may be enlisted by asking (not ordering) or by helping him out. Benton Holmes, the hacker. If the characters can find him, simply explain to him what's going on and he will help. Problem NPCs There are, of course, going to be people who will cause even the most calm player to get the "urge to kill ... " Kimmie, the little girl. She will constantly run around, getting in the PCs' way and staying underfoot, while her harried mother keeps yelling for her and trying to find her. Nasty GMs will have Kimmie disappear several times, and her mother, Muffy, will be asking the PCs for help in finding her. Billy will help, for certain, and it'd make a real good impression on him if one or more of the PCs did, too. Frank, the office worker. Frank is convinced that if you've got to die, you may as well enjoy yourself on the way out. He will try to "hit" on the best looking female PC to join him in a deserted office for a "last fling." He's very persistent, and doesn't take no for an answer. (If there are no female PCs in the group, substitute Fran for Frank, and she will hit on the best-looking male PC!) Harvey Carnahan, the security chief He-man Harvey, not knowing that the nerve gas projectors were dismantled years ago, has retreated to his office and sealed himself in, hoping to escape the gas that way. Crazed with fear, he will shoot anyone trying to enter his office (but will be very careful not to put holes in the door). He is the only person who has the security code necessary to get into the security program files to find out how to deactivate the defenses! And he's committed them to memory; the only place you can get them is from him. The Murphys. This bunch oflunatics started the whole thing, and the PCs are definitely going to have trouble with them, no matter how the scenario goes. The Joker in the Deck One of these NPCs is a Murphy plant, there to direct the Murphy strike force to the mainframe. Plan Beta wasn't anticipated, but the plant will carry on as best he or she can. He does have an ace or two up his sleeve - four satchel charges (10 dice each) and about 10 flash/noise charges. All charges have 5 second to 15
-51-
[(Enforcer office, figure Xl-27) inattentive clerk. A young, beautiful, striking duellist groupie. Sex Appeal-12. Fra11 is o11ly supposed to be ill the adve11ture if there are 1wjemale PCs.] Dana Neilson (Hardcopy Room, figure Xl-25), head clerk in the Records office. Dana is a secret romantic who writes poetry and believes in the "Prince Charming" theory (yes, that's a Delusion disadvantage). She is Attractive and has the Voice advantage. Administration-13; Computer Operation12; Poetry-13.
Muffy Tarkinton (Enforcer office, figure X1-35), 21stcentury Preppie. She's well-off, attractive and continually searching for her hellion daughter, Kimmie. She's here to file areport on the unexplained explosions which her daughter insists were firecrackers. Kimrnie Tarkinton (Enforcer office, figure X1-2), an 8year-old pest. Combat rolls on targets her size are at -1. Co111i11ued 011 next page ...
Murphys' Law
Regal Place NPCs (Continued) YazPulrUI
(Enforcer office, figure X1-24), young punk on probation, serving in Records. He's carrying a switch-blade, and knows it's jail if he's caught. A real street rat. Toughness + 1; Brawling-1 0; Fast-Draw (Knife)-11; Fast-Talk-12; Pickpocket-tO; Knife-12; Streetwise-9. Christine Marshall
(Reception, figure Xl-22), a very professional receptionist- she knows how to get rid of people. Gorgeous, blonde and acidly sarcastic, there's nothing she likes better than cutting Lotharios down to about 1" tall. Profession (receptionist)-11; Adm.inistration-11; Computer Operation-11; Detect Lies-10; Savoir-Faire-11; Psychology-tO. Rllth Carter (Junior Partner's Office, figure Xl-36), a corporate lawyer with determination to succeed. Accounting-12; Adm.inistration12; Diplomacy-13; Fast-Talk-12; SavoirFaire-12; Strategy-12; Sex Appeal-13; Law-11; Psychology-12. Haryey Cartllllum (Security Office, figure Xl-5). Harvey is the security chief; he's also nuts and in love with Ruth Carter (and Billy Allen knows this). Karate-12; Fast-draw (Pistol) -12; Guns (Pistol)-15; Running-10 (DX 13, HT 10, Speed 7). He has a .44 Magnum and a flak vest.
The Third Floor Murphys (Entering from the elevator shaft, figures Xl-14, 16, 17, 19.) The four zealots are all different in appearance, if not in capabilities. One is tall and fat, one is a skinny punk, one is wearing a trench coat, and the last is hiding his face with a bandana. All are ST 11, DX 11, IQ 9, HT 12. Advantages: Toughness + 1. Disadvantages: Fanaticism; Severe Delusion (Computers are actually alive and trying to take over the world). Skills: Demolition 10, Guns (appropriate weapon)-12, Running-12, Brawling-11. The Murphys are all wearing flak jackets and carrying weapons. One has a shotgun (sawed-off), another has a standard shotgun, the skinny one has a .357 revolver, and the trench-coated one has an Uzi. All four have three reloads for their weapons. Each carries a 30-lb. satchel charge, which can do 25 dice of damage if properly placed. This requires 15 seconds and a successful demolitions roll . Improperly placed ones cause a 5 dice explosion, like a super hand-grenade.
Murphys' Law
minute variable delays. When it becomes obvious the strike force is going to have trouble getting to the third floor, he begins taking steps on his own - he uses the satchel charges, one at a time, to blow away the door protecting the mainframe, setting flash charges to distract attention when necessary. The satchel and flash charges aren't large; several can be carried in a large purse or one in an overcoat pocket. They're stored out of harm's way until needed probably at the bottom of the trash can in the appropriate restroom. Who's the joker? That's your decision. It's probably not Holmes or Kimmie, but anyone else could fit the bill. Even Carnahan might be faking his terror, and slipping out to plant the charges. The Murphys
These four solid nut-cases are just part of the Murphys strike at the accursed machines of KC-1. They broke in through the elevator shaft to carry their explosives to the computer and destroy the inhuman brain. They will appear (having blown a hole in the top of the elevator shaft, climbed down to the elevator, gone through the hatch, and come out the third floor doors) just when the scenario is starting to get slow, running through the halls shooting and looking for the computer room. (Another team of Murphys has hit this same building, targeting a higher floor - more about them, later.) The players can deal with the Murphys diplomatically (lying is a good idea - "You wanna destroy that computer? Me too! Let me carry your satchel charge for you ... ") or try to take them out with firepower or other violent methods. Please note that capturing a Murphy alive would really be well thought of by the Enforcers. Capturing all of them alive would net you a $10,000 reward, as well. Don't tell the players this. If they capture rather than kill the Murphys, reward them afterward.
-52-
Advice for the Game Master This part of the adventure is for the GMs to have fun. It puts the players in a tight situation, and gives the GM a chance to have complete pandemonium erupting around them. Remember that time is short, tempers are short, people are interfering with the players and on top of it there are some nuts running through the building with guns and bombs. In particular: 1. Keep the action moving. This scenario should not slow down, ever; if it does, the atmosphere is lost. When the players start gaining ground on the problem, throw something at them to frustrate them: a fight at the water fountain, Muffy yelling "Kiiimmeee! Where are you, darling? Oh, can someone help me find Kimmie? She's lost again in this terrible darkness!" or some such. When the time is right (before everyone passes out) bring on the Murphys for the climax. 2. Don't hand the players any breaks or clues. Let them make their own luck; all it takes is some rational thinking to get out of this, and even if they don't, they won't die from the heat (remember Benton, the hacker?). This scenario has plenty ofbreaks built in. 3. Ham up the NPCs. Make them real, not just cardboard counters. Their profiles, disadvantages and quirks indicate character direction; play with them. 4. Use visual effects. Cardboard Heroes Set 18 (Car Warriors) makes good player characters and 15 (Cops, Crooks and Citizens) provides for the NPCs; the GURPS Battle Maps are useful for the floor plans. They make play a lot easier.
Timetable Noon- Pes arrive in KC-1, and are trapped in Regal Place Office Building. 12:30 p .m. - Murphys leave city, headed for Iowa. 3 p.m. - Murphys check through Iowa border. 4 p.m. - Pes start off after Murphys. 5 p.m. - Murphys reach Des Moines. 8 p.m. - Murphys reach Davenport, cross into lliinois. Midnight- Murphys reach outskirts of Chicago. Sparks sets up meet with Amys; others continue toward Brickyard, each traveling separately. 2:30 a.m. - Remaining Murphys reach Lafayette separately; Blackout meets Destructions. 2:45 a.m. - Brownout waylaid by Trench Feet. 3:15a.m. - Blackout and Destructions sack out. 3:30a.m.- Crash reaches Brickyard. When Pes reach Brickyard- TerrorCon begins.
Regal Place Description Most interior walls are DR 4, HT 60, while most doors are DR 4, HT 20. The blast shutters are DR 12, HT 40. The exterior walls are DR 12, HT 80. There is no power at all, except for the computer, the terminals, the selfpowered emergency lights and Holmes' room (the "Storage Room"). The water pressure to the faucets and lavatories in the restrooms and to the water fountain in the hall is working, although the water fountain cooling system isn't powered.
Mileages KC-1 to the Iowa border Iowa border to Des Moines Des Moines to Davenport (and lllinois border) Davenport to Peru Peru to Chicago Chicago to Lafayette Lafayette to Brickyard
The Elevator The elevator is jammed at the third floor, the level the PCs are on. The floor of the elevator is DR 4, HT 20, as are the elevator doors on each floor . These doors are locked, and can be opened from the front only by destruction. They can be pried apart from the inside with relative ease (toal Regal Place Office Building ST 12 needed). There is no power to the elevator at all, Third Floor except for the self-contained emergency light inside. Elevator Infinite Recurswns Computer and Progranuning Center Infinite Recursions is a supplier of electronic dreams. As a source of desktop PCs to micros, Infinite Recursions is in an economic decline, doing about a tenth of its former business. "Storage Room." This room is firmly locked, marked "Storage" and has the air of unuse about it. Inside is Benton Holmes, the hacker. No one knows he is in here. Office. This room is the office for Infinite Recursions. It is filled with desks, printers, padded office chairs, a monitor on every desk, and other assorted office equipment. Most of the salesmen are out; only Max Harmon is holding down the fort. He begins in the ... Showroom. This room is stuffed with "toys" like a
Mainframe Computer Room
I
Stockroom
I I
T E
B
A X
T E R
s
-53-
Temporary Enforcer Recording Office
I
s
Rest· room
s
I
I N
Conference Room (not in use)
Accountants• Room
Women•a Restroom
0
--
s
1
R
Executive Room (not in use)
-
Restroom
c
Programmers' Bullpen (not in use)
-
u
I Men•s
u
-r-
-
Reception
I
R E
N
Conference Junior Senior Room Partner Partner
~ I lr
Showroom
.60
t
Security Office
I N
I
150 . 90 100 120
5 yards
S~Lower "Storage• Floors Office
120
.90
Blast Door
: - Manage(aI Office
c 0
u n t e r
Hardcopy (Paper) Storage Room
I
StuweU
Murphys' Law
The Reeing Murphys Sparks MaloM ST 11, DX 14, IQ 13, HT 8. Skills: Driver (cars)-15; Gunner (MGs)-18, (RR)-18; Guns (SMG)-16. He wears Improved Body armor, carries a MAC-43 and 2 HE grenades. He's a professional duellist, and will fight skillfully and wisely. He's no fanatic, though, and will surrender if out-fought. He drives the Iron Horse.
CrashGreeM ST 10, DX 10, IQ 14, HT 9. Skills: Driver (cars)-12; Gunner (RL)15; Computer Operation-16; Computer Programming-IS; Guns (Shotgun)-15. He wears body armor and carries a shotgun (an antique 12-gauge sawed-oft). Crash is the nominal leader of the group; he's not a very good duellist, but he's a whiz at hacking. He hates the color purple (his former wife wore nothing but purple), and will blast anything purple he can get away with, either with a small bore vehicular weapon or his shotgun. He drives the PCs' stolen vehicle.
Brownout Zahner ST 11, DX 12, IQ 11, HT 12. Beautiful. Skills: Motorcycle (Med/Hvy)-13; Gunner (RR)-15; Throwing-12; Guns (pistols)-13. She wears black body armor, a brown leather vest with lots of tassels, and carries a .45 autopistol and four smoke grenades. Brownout is very pretty and very nasty she loves to cut up pedestrians with the blades on her cycle. When things get sticky, she throws grenades or smoke. She drives a Spider cycle with cycle blades added.
Blackout Zahner ST 11, DX 12, IQ 11, HT 12. Beautiful. Skills: Driving (Trike )-16; Gunner (RL)-16; Guns (pistols)-14; Sex Appeal14; Fast Talk-12. Blackout, Brownout's twin sister, is less dedicated to terrorism and more dedicated to fun than the other Murphys. She'll only fight defensively, then try to run. She wears very tight-fitting black body armor, carries four smoke grenades and a .45 autopistol. She is never without her lucky silver-studded "dog collar" neck choker. She drives a Leo trike with one of the HRs replaced by a smokescreen. It also has radar.
Murphys' Law
wall-sized computer monitor which is mounted on the south wall, a large computer table displaying electronics from supplements through PCs to micros, all of it working; and numerous chairs placed around small coffee tables in discussion-group arrangements. The tables are laden with trade publications. Stockroom. This room contains models of the whole Infinite Recursions business line, computer after computer. None of them are powered up or installed; they are typically DR 3, HT 5/40, if someone ends up smashing them. Mainframe Computer Room. This is the home of the mainframe. The door and walls are DR 12, HT 80. The mainframe itself is DR 3, HT 10/50. Programmers' Bullpen. A room filled with dustcloth-covered desks. It used to be a programmers' bullpen, back when Infinite Recursions had a more powerful organization in Kansas City. Now the door to the hallway is latched (but not locked) with a sign informing the customer to go next door. Conference Room. This room hasn't seen a conference in years. Most of the heads-up hardware that used to be here is gone, put to better use. The table and chairs are still here, though. The door is shut but not locked. There are no emergency lights here; the room is totally dark. Executive Room. Under the dustcloths, this room is very swank. Frank/Fran uses this office for romantic interludes, so there is a small refrigerator hidden under a dustcloth with material for drinks inside (cold drinks, as long as the refrigerator isn't left open, but watch out! Drinking alcohol in hot conditions is not a good idea!). Like the conference room, there are no emergency lights here. Restroom. Very few people know about this restroom, which is in good working order.
Building Facilities Security Office. Harvey Carnahan has locked himself in, and will shoot anyone trying to enter - he thinks everyone is trying to kill him. There are computer terminals in the office, and a shotgun. There is a water fountain in the hall between the Men's and Women's Restrooms. Tax Busters Accounting Partners Reception. Christine Marshall has just finished a phone order for "something tasteful, not over $75 -a birthday gift for her boss to give to his wife. Accountants' Room. This is the bullpen for the accounting firm Tax Busters. It's deserted, since no tax accountant is going to miss lunch. The room is full of desks and chairs in nice, straight lines. Senior Panner's Office. This office is luxuriously appointed with wet bar and large-screen TV. The door is locked. Junior Panner's Office. Ruth is here; she was checking the stock ticker. She is busily trying to access the computer and shut down Plan Beta now that the terminals are back on line. This office is not as well-appointed as the senior partner's room- the TV is only a 25" screen model. Conference room. A large table dominates the room, surrounded by chairs. Framed tax forms decorate the walls. Temporary Enforcer Offzce Main Office. This is the room where the players, Allie, Frank, (Fran if the situation calls for it), Yaz, Muffy, Kimmie and Billy start. It is full of chairs in neat rows, for waiting. Behind the counter are the computer terminals and other tools of the records trade. Hardcopy Storage Room. This is for the actual paperwork; shelves and shelves of papers, records and such. Dana has a desk by the door, where she keeps track of the stacks, aided by Yaz. Manager's Office. He's not in much; Allie does his job.
-54-
Hot Pursuit When the PCs get out of the building (either by themselves or with help), they'll discover that their best vehicle was appropriated by the other Murphy team in their escape- apparently a Murphy vehicle was disabled by an inadvertently triggered satchel charge in the garage. They will also have to deal with the Enforcers, who are already on the scene. A hardcase named Stark is in charge of the Regal Place disturbances, and he's going to question everybody very thoroughly (with Detect Lies skill of 16). When he's weighed all the evidence, he'll pass probable sentence, pending confirmation: If the PCs destroyed the computer or did significant damage to the building, they're guilty of damaging private property- that means repayment, plus 10% - and that computer was worth several million dollars! If they killed anyone, they're guilty of murder in self-defense - that usually carries a life-at-hard-labor sentence. If they used guns, they're guilty of gunplay in the city, and that's an additional $1,000 fine or 5 years. If they did nothing, either hold them as accessories to all the damage that occured, or get a more active group of players. The PCs are bundled off to a holding cell to await sentencing. Three hours later- around 4 o'clock- Stark reappears, looking somewhat shaken. "The attack that took place at Regal Place was not an isolated incident. The lawbreakers calling themselves the Murphys struck at multiple locations around the city, severing computer communications and causing widespread havoc. According to captured Murphys, their goal is to destroy all computers and other thinking machines." "The strike force that hit your building raided an old federal records storage area on the 37th floor. Automatic recording devices in the corridors give us fragments of conversations which indicate they uncovered something we didn't even know existed - the location of at least one functioning nuclear-tipped strategic missile. They also located the silo access codes and the keys to the console, as well as the programming and ignition sequence, all apparently stored in an old safe. Due to the confusion caused by the other strikes, this team escaped the city, heading north on Interstate 35." "At the moment, you are facing minimum sentences and appropriate fines. In view of the circumstances, I am going to give you a chance to work off your sentences. Our Enforcer corps is swamped with demands, and it is imperative that those items be recovered or destroyed quickly, before these terrorists can make use of them. You have vehicles and weapons . . . I want you to give pursuit. I understand you have a personal stake in finding these Murphys, as well. Do you accept this assignment? The alternative is prison." (Any players not accepting this proposition are going to have their characters jailed, and should have their heads examined. Stark will cover expenses and, if pressed, offer up to $50,000 in cash- or $75,000 in equipment- to pursuade the party.) If the PCs want to find out more about their quarry (a good idea), they can
-55-
MoAre We Chasing? It might help the hunt to find out who you're looking for. Here are some clues (the GM may pick and choose which ones are available) that might help:
Fuagerprints The felons wore gloves, and left no latent prints. Pictures from a Securi-cam The Securi-cams provide photos of the entire gang. Unfortunately, the gang were all wearing helmets with face masks underneath, but the photos are fine representations of what the Murphys were wearing. (Make IQ rolls to recognize Crash's shotgun or Blackout's choker, if seen later.)
Vehicle IDs The vehicles that the Murphys drove were photographed by the gate cameras, and fairly good pictures are available. Also, anyone with a knowledge of duellists will recognize Sparks Malone's Iron Horse (and the driver). The registrations are all fake, of course. Voice Prints These won't give the identities of the Murphys, but a portable vocoanalyzer (it's an expensive computerized gadget about the size and shape of a cassette recorder the Enforcers can provide one) can match up voice prints if it gets a sample- for instance, if you suspect someone of being one of the quarry, the vocoanalyzer will tell you if they are or not. SheU Casing They shot a clerk. Anyone who asks if they shot anyone and if there were any shell casings recovered, should get a character point. The shell casing left at the scene bears a good partial print of Brownout Zahner; positive ID can be made! She's a wanted terrorist, according to FBI files . If no-one thinks to look for the shell casing, a successful Criminology roll will find it. GenerallnformlltWn on the Murphys The Murphys are an anti-computer terrorist group dedicated to the destruction of highly computerized or robotic society. They appeared in the late 20th century as the use of robots increased in industry. To date, their efforts have had little effect. This raid on KC-1 is their largest ever. One suspected location of the Murphys' HQ (if there is one) is in Iowa. (There isn't any such thing, actually - the Murphys are too disorganized.) The Murphys have a standing password sequence: "The worst possible thing. . . " " . .. at the worst possible time!"
Murphys' Law
ask the Enforcers for information or go to the site of the theft (see sidebar, Who Are We Chasing!). After any local investigations, the PCs must decided on a route. Remember: Iowa is a demilitarized zone -that means your weapons are disarmed at the border - but the trip around is longer.
Tracking the Murphys RJmdomChus
Having detailed maps of Missouri, Iowa, illinois and Indiana is very useful to your players in this part of the adventure, even if they are 50 years out of date. The Murphys follow Interstate 35 to Des Moines, take I-80 to the outskirts of Chicago, and then I~ down to Brickyard. Anywhere along that route that the PCs stop for a recharge, food or just to ask questions; there's a chance one or more of the Murphys stopped as well. Roll a die for each Murphy still on the road at that point (i.e., don't roll for Sparks after Chicago). Each time you roll a 1, 2 or 3, that Murphy stopped for some reason at that location. Each Murphy should be fairly easy to remember. Crash has his antique shotgun and is driving a vehicle the PCs can describe in minute detail. He might have reacted to something purple, as well. Blackout is pretty (not that uncommon, but men tend to remember anyway), and she wears distinctive armor and that silver choker. Brownout is also pretty, and the blades on her Spider are custom equipment. Sparks is the least noticeable of the four, but he does have a certain reputation as a duellist, and his Iron Horse is somewhat distinctive. Along the highway, nearly anything purple that's not being closely watched (billboards, a parked car, a shed) is probably going to have a spray of shotgun pellets imbedded in it. Use purple objects like breadcrumbs - if your party is doubting that it's on the right course, give them another shot-riddled victim. If they are on the wrong road, drive them past several purple objects that aren't riddled with shot.
Murphys' Law
You Are in 1-1-1-owa! At the Iowa border, there is a line of cars waiting to be processed through the border booth. When the PCs' convoy rolls up, they are politely informed by an Iowa patrolman that offensive weapons are illegal in Iowa and must be surrendered. This includes all ammo except smoke, tear gas, paint and oil. Lasers have their fire-control circuits removed, and all offensive hand weapons (LAWs, anti-vehicular ammo, MGs, GLs, bazookas and hand grenades) are removed. The PCs are assured that all ammo and parts will be replaced with high-quality Amana parts at any border post on their way out of state. The sign by the booth tells them that the area's registered by heavy artillery, and four police cars are loitering nearby. This should scotch any ideas of running the booth. They have to cross about 250 miles of territory, essentially unarmed, if they follow the Murphys into Iowa. This is sure to annoy any trigger-happy PCs. Inventive GMs will give them some nonviolent but unnerving encounters. (A group of Indians from northern Iowa coming alongside the convoy and touching the cars- "counting coup"- is one possibility.) Ifthey skirt Iowa, they should find the Murphys' trail again in 111inois, but give them no indication beforehand that this is so.
Sparks: Rumble in Chicago Sparks has decided to approach the Amys with an offer to sell the missile, taking the access codes along as proof. Arriving in Chicago around midnight, he's had time to arrange a meet in a deserted shopping-center parking lot and take steps against the pursuit rumored to be hot on his tail. As they near Amy City, the party's convoy hears gunfire behind them. A Suburb King station wagon (GURPS Autoduel, page 33, modified to carry 3 concealed HRs mounted right) whips toward them from a crossroad just after they pass it, going 20 mph faster than the convoy and pursued by two Outlanders . It looks like unwary civilians attacked by cyclists- there are a man, a woman, three kids, and a dog in the wagon. As the wagon passes the lead vehicle in the convoy, the man (Driver (Cars)-12, Gunner (RLs)-13) will fire all three HRs into the PC vehicle's left front tire! The wagon will then try to accelerate past the convoy, while the kids pitch 1-second grenades out the windows (they've got 50 grenades ... ). If someone attacks the wagon before it attacks the convoy, then the wagon will still attack as usual - the kids will attack early, though! The bikes do what they can before trying to escape. If the Suburb King or a cycle was stopped, there should be at least one survivor. Successful Interrogation roll vs. IQ of 10 (9 if it's one of the kids- the dog can't be questioned, of course) will reveal that the wagon was sent to stop the PCs. They also reveal that there's a meeting scheduled between the Amys and Sparks at a deserted shopping center, 5 miles further down the road. The meeting will take place soon (i.e., just as the PCs arrive) . When the party arrives, they'll find an Iron Horse (matching a description they've probably been given) and a Piranha pulled up beside each other, the drivers in conversation. Sparks, with the access codes, is in the Iron Horse; two Amys (all necessary stats and skills 12) are in the Piranha. Unless these three think they have a fighting chance against the PCs, they'll bargain. Sparks will grudgingly give up the access codes, along with any information the PCs can force out of him. However, if the PCs eliminate the Amys after they bargained
-56-
in good faith, they'll each have acquired an Enemy (5 points: The Church of America, appearing on a 6 or less) until they can atone for their misdeed.
Lafayette: The Killing Fields Should the PCs stop here, they will notice very strange behavior: it looks like these truck stop denizens are stalking each other with guns! Indeed, as they drive up, they'll see a young woman shoot an unarmored man in the back - with bright red paint. But the employees will cease their horseplay long enough to answer questions and the PCs may proceed along the trail without trouble. That is, until they get 15 minutes away from the truck stop. Did anyone leave a vehicle unguarded? Were the PCs watching the college kids' every move? If not, several things will happen to the cars- they've been "practice" for Killer players! Make it interesting: smoke bombs inside the air vents, a paint bomb in the glove compartment, insulting messages on the computer read-outs etc. Nothing lethal, but these little presents should be enough of a shock to warrant a Driving Control roll, at a minus if something really hit the spot (like itching powder bombs hidden in the seats). If the party was friendly, then the pranks will be as well. If not, then not ...
Tracking the Murphys
Brownout: A Run-in with the Trench Feet Brownout Zahner, with the programming and ignition sequences, trailed a few miles behind Crash beyond Chicago, to make it less likely that pursuers would get them all. Unfortunately, she met up with a road-wreck gang and ran into their trench foot opening at high speed, just past Lafayette.This trench foot opening is a ditch about 2 feet deep and 6 feet across. She's now their prisoner - and has promised them a large ransom from her friends (she's lying, but it keeps her alive a little longer). They haven't discovered the sequences -they aren't interested in paper unless it's green. About 10 miles past Lafayette, the PCs will hit an increasingly rough stretch of highway, with flashing yellow lights and a detour sign after about 5 miles. If anyone takes the detour, he'll run across the same ambush that waylaid Brownout. (Ignoring the detour sign earns a bumpy, but trouble-free path for five more miles before the highway smooths out again. The detour sign is bogus, serving only to steer travelers into the trench.) Spotting the trench foot opening will be difficult on the tattered road - Vision -4 roll! Hitting the concealed trench will cause ram damage to a vehicle equal to 1 die per 10 mph, requiring a handling roll at -10, with attendant penalties on the Crash Table if the roll is failed (change to the specific penalties: unless the car rolls or vaults, it is assumed to be stopped nose-down in the ditch). Driving around the trench is difficult. It extends well into the shoulders of the road, and only off-road vehicles can handle the surrounding terrain at faster than 10 mph. The off-road stretch is 50 yards long on either side. After the trench has done its damage, the road-wreckers will attack from the sides of the road using Uzis, assault rifles and LAWs. There are two road-wreckers for every PC. They have all appropriate stats and skills at 12. If the roadwreckers lose half of their number, they'll flee on foot into the woods lining the roadsides. Captured road-wreckers can be interrogated very easily, especially if threatened (-2 to their IQ roll in such cases). Successfully interrogated prisoners will reveal the location of their prisoner, Brownout Zahner, and will tell the PCs that she's going to be ransomed off by friends who are already on the way (a lie, but it might confuse the PCs).
SpecifiC Clues Each Murphy will have been checked through by one of the six border agents at the Iowa border, both when entering and leaving, and those agents will still have the records in hand (not that the Murphys used their code names). Where the PCs stop in Des Moines will be where all four Murphys stopped to discuss their options . An Amy flower girl ("Here is a flower, ma'am; would you care to make a donation to the Church of America? ") approached Sparks with his favorite flower, a daisy, and he decided to see if the Church was interested in making an offer. The other three were opposed, especially after they were given a flyer promoting TerrorCon, a convention of terrorists. They felt they could get a much higher offer among the competing terrorist organizations sure to show up at TerrorCon. People here will remember that an argument occurred (without knowing its substance) , and the Amy will remember Sparks wanting to go to Chicago (without knowing why) . The man with the TerrorCon flyers is working his way east. The first time the PCs stop east of Davenport, they'll be approached by a dirty old man who mumbles . This man, acting very secretive, asks them if they're police. Assuming they answered in the negative, he gives them a flyer. The flyer says that the convention will start early the following morning. The folks at the Lafayette truck stop will remember Blackout on her trike with the cycle gang, as well as the gang's intentions to bed down by the side of the road within a few miles .
Blackout: Rendezvous with Destruction Blackout, with the console keys, joined up with the Destructions between Chicago and Lafayette. This gang is about 40 strong, with 25 bikes in good con-
-57-
Murphys' Law
Enforcer Reinforcements Do you think your party might be undermanned? If so, the Enforcers will provide a trooper or two, and possibly an Enforcer van. Use Booker, Ironwood and/or the Pat-Wagon to beef up your party, as necessary. One or more might even show up along the way, to bolster depleted forces . The Pat-Wago11. 30' bus, X-Hvy chassis, regular truck power plant, 10 solid tires , driver, gunner, 10 regular passengers. 2linked MGs front, 2linked MGs back, 2linked lasers in universal large turret. Armor: F 7/28, LF 3/12, LB 3/12, RF 3/12, RB 3/12, B 3/12, TF (where turret is) 7/28, TB 114, UF 114, UB 114, six DR 10 wheelguards . 2 targeting computers, LR radio, bollix, tinted windows, radar, fire extinguisher. Ace. 2.5 mph to 25, then 5 mph; Top speed 100, Driving skill modifier: 0. 17,130 lbs., $85,940. 116 cubic feet and 2000 lbs.left for passengers and cargo.
Roleplaying the Enforcers Booker and Ironwood are professional, rigorously trained law enforcement officers, indoctrinated to stop law-breaking, no matter what it takes. For all this, they aren't robots without feelings and quirks . Joan Booker is the harsher of the pair, preferring to concentrate on business. She views the PCs as scarcely above common felons, and sees their alliance as a necessary evil. Her attitude could change if any PCs display law-and-order attributes, or act like exemplary police officers (a rare PC indeed!). Marshall (Marsh for short) Ironwood thinks differently of the PCs, and is quite chummy, as long as they don't break laws or act unnecessarily sadistic.
Murphys' Law
dition and two largish vans (carrying booze, supplies and spare parts). They're headed for the old Indianapolis Motor Speedway, outside of Brickyard, where another five bikers are waiting with a load of drugs purchased in Ohio. The Destructions are going to have a major blowout and destroy some of their brain cells in one massive outdoor party. If the PCs follow Blackout, they'll find her in the middle of about 45 other people. They are scattered throughout a large field by the side of the highway between Lafayette and Brickyard, in pup tents, sleeping bags, blankets, even nothing at all. Several of them are sitting around campfires talking or getting stoned, but the majority of them have adjourned to sleep it off. This is a definite chance for the GM to have some fun. If the players know what's good for their characters, they'll have them sneak around, looking for Blackout - a frontal assault with anything less than a tank would be suicide. If they try such an assault, they'll run over the anti-vehicle mine field the Destructions laid out. This mine field is three counters deep, all around the field! About 15 of the Destructions are perfectly capable of fighting when stoned ... And they do have their fully-armed bikes nearby (a Destruction is ST 10-14, DX 11, IQ 9-10, HT 10-12, with Cyclist-13, Guns (pistols and SMGs)-12, Brawling-10, and Gunner (as appropriate)-12. Roll a die: 1-3 means armament is a .44 pistol, 4-6 means an Ingram). So the logical thing to do is sneak in, trying to creep around and peer into sleeping bags, tents and so on, looking for the elusive Blackout (she's actually in one of the vans with a ST 15 Destruction named Big Brick) without disturbing or waking any ofthe bikers. If the PCs mess it up and don't find Blackout before alerting the bikers, Blackout will grab her clothes, loop the console keys around her neck, mount her bike and make quick tracks for Brickyard. The bikers should keep the PCs busy enough to cover her escape. The name "Destructions" is protective coloring- they're really just out for a good time. If they weren't so good at finding good times and sharing them, they'd probably be a common target for other gangs. The Destructions won't use
-58-
deadlier force than the PCs use. They'lllet the PCs take Blackout if they catch her- they don't really care. If the PCs attack and are captured, but no biker dies, the Destructions will keep the smallest party vehicle and let everything else go. If a biker dies, they'll tattoo a black skull and crossbones on both cheeks of any captured PC with the admonition, "We don't go in much for cold-blooded killing, but don't let us, or any of our friends, catch you out on the road in, say, five minutes ... " Each such PC will have a new 5 point Enemy (Destructions and friends, 6 to 20 at a time, appearing on a 9 or less in Indiana, on a 6 or less in any adjacent state).
Crash: the One Who Made It Crash, with the missile field maps, is the only Murphy who makes it to Brickyard unhindered. Once there, he starts to pass word around of exactly what he and his fellow Murphys have to offer. Unfortunately; as soon as he gives the Black Asp an idea of what he is carrying, he is taken prisoner, stripped of the maps and held incommunicado.
TerrorCon at Brickyard Brickyard is a ghost town- ruined buildings, stagged and burned boroughs, and ever-increasing devastation as you near the center of town, where the Jackson Memorial Commandos set off their nuke. Day or night, you won't see anyone in Brickyard, because of the very real danger of radiation ... Or will you? Locals tell of strange shapes moving in the streets - dimly glimpsed shadows seen from outside town, things to make your blood chill ... The Black Asp dismissed this as local superstition. What a more fitting place to hold a meeting of terrorists than in their greatest triumph of destruction? So, he had radiation shielding stealthily airlifted in, and invited his fellow terrorists to discuss a matter of great import.
Getting into the Convention Anyone driving into Brickyard will be stopped by radiation-armored troopers with laser rifles and LAWs, backed up by tripod-mounted RRs in buildings. One trooper will come up to the car and ask the occupants what organization they belong to, and if they're police spies- answer yes or no. (If the PCs give any organizational name that's not obviously silly, the trooper won't care. He'll make a show of examining a clipboard, but what's the use? There are so many splinter groups.) The second question's the important one. He's got a portable voice-stress analyzer, giving him a Detect Lies-10. The PC's answer will be a Contest of Skill- Acting or Fast-Talk versus a Detect Lies skilllO. If the wrong answer comes up, the trooper will fire through the open window at the PC he's talking to, and the other nine troopers will open up with their LAWs (one apiece) and continue with Laser rifles- not to mention the 2 RRs firing as well. If they pass the test, he'll give the PCs a map showing the way through the nuked city to the convention center and tell them to hurry - things are about to start. If they don't pass the test, they'd better back out and try sneaking in, for there are far too many troops in the city - and if they bull past the troopers and head for the convention center, they'll have the enraged terrorists to consider as well! Better to try sneaking in on foot - you can't do it in a car; the roads are too well guarded. How do you find the convention on foot? Follow the terrorist vehicles coming in!
-59-
The Enforcers Enforcer Booker Black hair, 5' 9", 145lbs. ST 12, OX 12, IQ 13, HT 11. Advantages: Appearance (Attractive); Danger Sense; Patron, very powerful (the Enforcers), appears on 7 or less. Disadvantages: Duty (to Enforcers, on 15 or less); Enemies (multiple lawbreakers, appears on 9 or less); Stubbornness. Quirks: All business; Stem; Hates any lawbreakers. Skills: Armoury (vehicle weapons)-13; Climbing-12; Computer Operation-12; Criminology-12; Detect Lies-13; Driving (trucks)-12, (cars)-13; Motorcycle (Med/Hvy)-14; Fast-Draw (pistol)-13; First Aid-13; Gunner (MGs)-14, (RLs)-15, (lasers)-14; Guns (SMG)-14, (rifles)-15, (pistols)-16, (LAWs)-14; Interrogation-12; Karate-12; Knife-12; Law-13; Leadership12; Running-10; Streetwise-13; Tactics12; Rural survival-12; Shortsword (for club)-12; Grenade Throwing-12. She has Improved Body Armor, a .45 Magnum autopistol, an Uzi, a boot knife, and her billy club. Her armor has a helmet radio and gas mask.
Enforcer Ironwood Brown hair, 6' 2", 210 lbs. ST 13, OX 12, IQ 11, HT 11. Advantages: Ambidexterity; Patron, very powerful (the Enforcers), appears on 7 or less). Disadvantages: Honesty; Duty (to Enforcers, on 15 or less); Enemies (multiple lawbreakers, 9-). Quirks: Friendly; Health-food nut (eats only organic food); Loves large guns. Skills: Armoury (handguns)-11; Criminology-10; Detect Lies-9; Driving (car)-12; Motorcycle (Med/Hvy)-13; Gunner (lasers)-13, (MGs)-13; Fast-Draw (pistol)-12; First-Aid/-11; Guns (pistols)-14, (rifles)-14, (SMGs)-14, (LAWs)-13; Interrogation-10; Karate-12; Knife-12; KnifeThrowing-13; Law-11; Running-12; Streetwise-12; Shortsword (club)-12; Grenade Throwing-12; Streetwise-10. He is outfitted with Improved Body Armor, a .45 magnum, a sawed-off combat shotgun that he keeps in a leg-holster, an Anti-Armor rifle, a switchblade (dagger), a boot-knife, and his billy club. His armor has a helmet radio and a gas mask.
Murphys' Law
At the Convention
What's a Zahner Good For? Both Brownout and Blackout know that the Black Asp has been contacted about selling the Murphys' treasure trove at TerrorCon, and that he thought it was a splendid idea. Neither will supply this information unasked; in fact Blackout, who was pretty rudely disturbed if she's now with the PCs, will probably require a hefty amount of persuasion. On the other hand, if both sisters are with the PCs, they might be grateful enough for Brownout's rescue to help, rather than hinder, the party. Much of this depends on how they are treated, of course.
Radiation in Brickyard After six hours of unprotected exposure to the radiation of Brickyard, characters must roll vs . HT. Success means -2 HT for one week. Failure means that, and nausea and vomiting within 24 hours; lose (1 die) ST, OX and IQ. Then make a roll against HT each day, regaining 1ST, OX and IQ on each successful roll. A critical failure on the first roll indicates 2 dice of HT loss, recovered normally, plus the normal failure results .
The convention center is on the top level of a surviving parking garage, wellcamouflaged. Parking is on the lower levels of the garage (a Vision roll will allow the PCs to spot the vehicles of any Murphys that made it in the garage); at the stairway entrance to the convention center, ASP troopers backed by MG mounts relieve everyone of their weaponry, tagging it and issuing receipts there are far to many groups here with axes to grind, and the Black Asp doesn't want the con to break into mass combat. That's the rule at this convention: NO WEAPONS. ASP troopers are maintaining security. Everyone is handed a folder, outlining the purpose of the meeting: to vote on which of the submitted plans are to be jointly undertaken by the assembled groups, all members of the fledgling American Terrorists' Association (the _ ATA). ASP (Assassination, Sabotage and Protectionism) sponsored the convention and is in charge of it. According to the program, the Black Asp himself will further explain the plans submitted before the buffet. That's right- free food and drink, too. ASP is footing the bill.
What the PCs Can See of the Convention Center Main Convention Room. This large room is essentially featureless, save for the chairs lining the walls, lounges at various points and the dias with podium at the front of the room; camera equipment and lights dangle from the ceiling - the Black Asp is prepared for a TV broadcast. The walls are DR 6, HT 40 (this is the default for wall strength unless stated otherwise). Two ASP troopers guard each doorway. Arms Check. All the weapons are locked in the vault, which is DR 20, HT 80. Four ASP troopers guard the vault, and they shoot first/ask questions later. Racks for weapons line the walls; the only other furnishings are a table and chairs for the troopers. Buffet Room/Kitchen. ASP chefs are at work here (they are armed only with .45 pistols). The room is divided so the kitchen and dining areas are separate but connected for serving. The PCs will soon notice that the guards at the doors aren't permitting anyone to pass who isn't wearing an ASP uniform. The buffet room will be opened only for the buffet- not before! No sneaking snacks. Restrooms. These doors aren't guarded .
What the PCs Can't See 1V Control Room. ASP technicians control the remote cameras and the satellite uplink. There will normally only be one tech on duty, except during the broadcast. The walls are lined with video production and editing equipment. Surveillance Room. Two ASP troopers keep a watch on the convention through cameras. PCs making a Vision-2 roll will notice the security cameras. Mind you, the security troopers can only watch two cameras at a time, and one of them handles communications between troopers, too ... A diversionary action would be certain to distract them. This room is furnished with video monitors, control panels, and communications equipment. Armory. This room and its door are DR 12, HT 80. A trooper is continuously on guard, and requires a password ("Cleopatra") before he will unlock the door. The room is furnished with weapon racks holding laser rifles, spare power packs, .45 pistols with ammo stored nearby, boxes of hand grenades, cases of LAWs, stacked armor and helmets, radios, etc. ASP Trooper Bunkroom. This is the bunkroom for the troopers pulling security at the convention itself; the troopers working outside have their own facilities.
Murphys' Law
-60-
Anteroom. There is no furniture in this anteroom, and both doors are locked. The Black Asp and his aide, Rodric, have the edge o1 top 11oor terrace and tandinQ pad only keys. The first lock is of standard difficulty to pick (Lockpicking skill); the second is at -2 to skill. If the second lock TerrorCon isn't opened on the first try, the Surveillance Room will be A ·ASPgJald notified electronically and will dispatch four troopers to see what's going on. If the intruders aren't in ASP uniforms, the ~:e~ocr,:;:.';! troopers will attempt to take them captive, and shoot anyone who tries to fight. (ASP troopers aren't too bright. Smart PCs AsP ASP Trooper could lure them close and take them out - it's a good chance Restroom Trooper Bunkroom to acquire some ASP uniforms if they haven't already.) If the ~':wars intruders are wearing ASP uniforms, the troopers won't shoot, but they will ask some questions (Fast-Talk, anyone?). Kitchen Office. Rather sparsely appointed, with a desk, a chair and a safe. The walls bulge outward slightly. Any missile silo items the Black Asp has acquired are in the safe. It requires Electronics (Security Systems)-5 to be opened. There is also a storage closet at the rear of the office with several packs (parachutes) in it- two fewer than there are PCs. Lounge. In addition to being a lounge, this is also a helicopter cockpit, but this shouldn't be immediately obvious A Stalnl to the PCs. The wet bar has two pilot's chairs folded up into it; the mirror behind the bar curves up into the room (and can be depolarized when it needs to be a front windshield); there are numerous dials, switches, and toggles on the counter behind the bar; the joystick is unscrewed and lying beneath the bar; there is a trapdoor underneath the central carpet, which can serve as a cargo door; the ceiling fan has a much larger motor than it seems to need; and all of the walls in this room bulge outward slightly. Crash (and any of the other Murphys that made it to the con) is chained here.
5yards
t
------4
Mixer The only thing going on at the convention before the Black Asp's address is a general mingling of terrorists in the convention room, talking shop. ASP troopers eye the scene warily, alert for clashes of ideology on a physical level and they do have to break up few such brawls . If the PCs want to listen, they'll hear quite a bit about terrorist activities ranging from supply problems through impending operations, as well as gossip about personal things ("Carlos! How's the wives and kids!?" etc.). Many ofthe more radical groups are busy discussing goals and ideological matters. (Want to impress these people? Theology and Politics are the appropriate skills.) If anyone mentions the Murphys at all (who are not present, as far as anyone can see), this will bring many offers to speak to various people one-on-one in secluded comers ... The conversations may differ in content (ranging from offers of money to really grotesque threats), but the message is the same in all of them: WHERE ARE THE MURPHYS? They have something everybody wants, and no one can seem to find any of them.
N
Annory
A
A
Dias~
and , _~ Podium
Main
Convention Room
Convention Schedule An hour after the PCs arrive (A+ 1 hour) - The Black Asp welcomes the conventioneers and makes a short address, explaining the purpose of the convention and the ballot in the program. The buffet is served. A+ 3 hours - Voting takes place. As soon as all votes are in, the bar opens . Free booze! A +4 hours - The results of the vote are announced, and the Black Asp makes a satellite broadcast to the world, whipping the conventioneers into a frenzy - the fact that the bar's been open for an hour helps, of course. A + 4 1h hours -The Black Asp leaves in his heli-office.
Where Are the Murphys? The player-characters should be picking up some clues about now. For one thing, at least one of them should have spotted a Murphys' vehicle in the garage parking. But no-one seems to know where the drivers went ... Perhaps one of the "private" conversations is eavesdropped on by a trooper, who twitches when the name "Murphys" is mentioned. Any guard, if questioned about the Murphys' whereabouts, will claim, "Never heard of 'em." They're not very good liars; Detect Lies skill is at+ 1 (vs. IQ 9) to pick up the lie. Any PC who mentions that a Murphys' vehicle is in the garage will be watched carefully by security.
-61-
Murphys' Law
The Black Asp's Plan He promised his esteemed colleagues something profitable and heavily publicized - and he intends to deliver, with their help. Let that bunch of misfits have the valuable map, and the heavy nuclear power they point to? Ridiculous! Far better to let the idiots serve as cannon fodder for a doomed but distracting attack on the Gateway Arch in St. Louis - who knows, they might even succeed! So much the better. And when federal and guard forces mobilize to blast them out of St. Louis, ASP commandos will have infiltrated the missile fields and retrieved the warheads of the missiles, placing ASP as one of the world nuclear powers! In order to do this, ASP troopers had to seize anyone claiming to be Murphys, and search them for more items. (Did the players claim to be Murphys when they came into Brickyard? Then there was a polite invitation to meet the Black Asp privately, or else a nasty scene with the PCs once they handed over their weapons at the stairway.) Crash is being held in the helicopter lounge; his map is in a safe in the Black Asp's Heli-office.
Tire Heli-offu:e The Black Asp's office is actually in the cargo section of a rather large and cleverly concealed helicopter: Transport helicopter, standard power plant, pilot, gunner, space for 5 passengers, two lasers linked in a large universal turret under, radar, cyberlink from gunner to lasers, LRFP armor F 6/24, L 5/20, R 5/20, B 5/20, T 2/8, U 7/28. 1,000-lb., 1,000 cu. ft. "office" in the rear cargo section. 24,897 lbs., $145,625.
The Black Asp's Speech About an hour after the PCs arrive, the Black Asp walks out into the room and steps behind the podium. Two troopers take up flanking positions, lasers ready. "Welcome, fellow terrorists ... " A vicious feedback howl rips through the speakers. It is quickly stopped, but not before the Black Asp shoots a poisonous glance back at the wall to his right. "That's better," he mumbles, then turns back to the crowd. "Again, welcome, friends. I trust that you're all enjoying yourselves ... " He's interrupted again, by a bearded man near the rear of the crowd. "When do we eat?" he yells. "After my address," the Black Asp replies . Many in the crowd stifle groans. "Now shut up and let me get on with it!" There is no further heckling, unless the PCs do any. If they do, the Black Asp simply stares at them until they stop -and they'd better, because everyone else will also glare at them. "First, I'd like to thank the people responsible for our venue- the Jackson Memorial Commandos! Stand up, boys!" Several men stand up and look sheepish while the rest of the crowd applauds wildly. "Now, for the business at hand. We're gathered here to vote on a joint project of signal importance, friends. This project is going to be more than just a simple raid, or robbery ... This project will show the world that we can stand together, that we are a force to reckoned with!! We stand united! "Now, so we know just what we stand united behind, please look inside your program books. On page 3, you'll find a ballot. In two hours, all votes will be cast and counted, with the results announced to the world an hour after that! For now, enjoy the buffet." He bows and leaves the room, going back to the office (only the GM knows where he goes). The crowd breaks for the buffet room.
The Ballot On page 3 of the program book, the ballot suggests the following schemes: #1 is an assault on Fort Knox, in order to seize the gold reserves. #2 is a plan to poison the water supply of Los Disneys. #3 is a bombing of the power generators
Murphys' Law
-62-
at Niagara Falls. 14 is a scheme to seize Three Mile Island and forcibly restart the nuclear power cores (probably no one would care much, except from a historical standpoint ... probably the Mutants for Nuclear Power thought this one up). #5 concerns a hijacking of a Space Force shuttle and subsequent seizure of the entire S.D.I. arsenal. #6 would have an assault on St. Louis to capture the Gateway Arch. Nowhere is any plan mentioned concerning the missile fields.
More Clues Overheard at the buffet: One cook asks another, "What about the prisoner? Are we going to feed him, too?" The other answers, "Of course not! It won't matter. In 24 hours, he won't ever be hungry again!" At the changing of the guards outside the doors to the unseen part of the map: If any PC mentioned seeing the Murphys' vehicles, the guards being relieved will tell the new guards to "watch that person. He knows too much .. . "Otherwise, a Hearing roll-2 will hear the new guards telling the relieved ones to "check out a noise in the office. Make sure he's still there." Rodric, the Black Asp's right hand (a rather lethargic individual of slightly ugly appearance and decidedly low IQ), wanders out of the back to take a message to some of the troopers: "My master wants you to get this car (describes the Murphy vehicle) out of the way; it's causing too much trouble." Since they don't hold Rodric in high esteem, the troopers ask why. Rodric replies, "People are beginning to wonder what happened to the driver." The troopers all indicate understanding and go off to remove the vehicle, while Rodric returns to the back.
ASP Forces ASP Troopers ST 12, DX 12, IQ 9, HT 12. Basic Speed 7, Dodge 6. Skills: Beam Weapons-14; Running11; Karate-12; Guns (Pistols)-12. Each carries a Laser Rifle, a .45 autopistol, and a communicator (radio). They wear tight black uniforms with a flak vest underneath and a helmet which also shields the lower half of the face (PD 5, DR 3). They are typically rude and bullying.
Tlu Black Asp ST 11, DX 14, IQ 13, HT 11. Basic Speed 7, Dodge 7. Wears reflec armor under his black suit in addition to armor protection similar to an ASP trooper's . His helmet has a glareproof reflective faceplate. He has a hissing, grating voice and is a consummate coward - why take any risks when all these troopers are on the payroll? Still, he has Guns (pistols)-15, and does carry a .45 automatic.
Voting and Decision Assuming the PCs haven't gone into the back and disrupted the convention by now, the voting will commence and be done in an hour. The Black Asp will call the meeting to order again and read off the result. "And here, fellow terrorists, are the results of the ballot . . . " He stops and looks inside the podium, then around it. "Rodric!" Rodric comes up. "Yes, master?" "Rodric, where did you put the ballot results?" "I hid 'em, master." "Where, Rodric? In the safe?" "No, master. I put them where no one would find them. Inside a turnip ." The Black Asp sighs. "Get them out of the turnip and bring them to me, Rodric." Rodric heads for the kitchen while the Black Asp attempts to hold the crowd's attention. When Rodric returns, he has a large turnip, which he hands to the Black Asp, who tears it apart for the paper within. "The winner is Number Six, the assault on the Gateway Arch!!" All the troopers clap; after a moment of confusion, the crowd will join in. Apparently, this was not what had been expected. The Black Asp will clear up the confusion by announcing a celebration of their upcoming victory, and will have the lights and cameras turned on to announce to the world the first major terrorist offensive (complete with APPLAUSE sign on the front of the dias to signal for applause at appropriate moments). His satellite address over, with a theatrical wave he will signal the arrival of the ASPettes
-63-
Murphys' Law
Who Did We Tick Off?!? How many groups did the PCs step on? If they shot up the Church of America agents in Chicago, they could be in serious trouble. Better watch their step around Chicago in the future. Likewise with the Murphys. Unless the PCs pulled Crash (and anyone else made captive with him) out of their trouble, then the Murphys are likely to be after them, too. Did they foil the Black Asp's plan? If so, ASP is likely to send a few troopers or bounty hunters to deal with them. And if they stole the Black Asp's heli-office, his anger (and determination) will know no bounds - ASP will become a Large Enemy with an appearance roll on 15 or less. ASP forces typically use lasers and laser-guided rockets (see Roleplayer #9, Page 2).
(who, though dressed in the skintight black of ASP, are uniformed very differently than the troopers ... ). The meeting devolves into one large party, and the Black Asp mingles with the celebrants for a half hour before leaving. Behind Door Number One
If the PCs haven't figured out by now that they should be behind the door that all the ASP biggies keep going through, then the party is a good time for the GM to manipulate them behind the door to poke around a bit.
And Beyond ... Ending #1 - Triwnph
This assumes that the PCs have been smart enough to sneak into the restricted section, locate all items pertinent to the missile silos, grab them, sneak back out and take off for KC-1. Were they sneaky enough to avoid tripping alarms and such, thereby assuring no pursuit? If not, they'll be pursued by a pair of helicopters (Small Copter, small power plant, pilot, Laser in universal turret Under, 4 laser-guided HRs F, hi-res for pilot, LRFP armor F 6/24, L 5/20, R 5/20, B 5/20, T 2/8, U 7/28. Ace. 5 mph, 7600 lbs., $56,600). If they can esr,::;~!;l'ii~--=i1T'.,.,~::7N~~~~ cape them, the PCs should have smooth sailing all the way back to KC-1. In an insulting variant of this ending, the PCs steal the Black Asp's heli- office and fly back to KC-1 with a very expensive chopper and a safe full of information on ASP's activities!
Ending #2 - Not-So-Complete Triwnph In this ending, the PCs failed to escape with the items, but still found out where they were. They may even have the items in their possession! Unless they can hijack the Black Asp's heli-office quickly, there will soon be too many forces around them to fight off successfully - and it's a cinch that there are too many troopers in front of them (not to mention angry terrorists) to shoot their way out with captured ASP weapons . The PCs might surrender, or barter the items for their lives or even sell out to ASP - a circumstance with interesting consequences. Or they might destroy the items and go down with a Pyrrhic victory . They'd surely be tortured, but the ASP plan would be foiled.
Ending #3 - Miserable Failure Either the PCs didn't make it to Brickyard, or they failed to get into the back section of the convention center and retrieve or destroy the items. Well, the attack on the Arch was the diversion that the Black Asp needed for his plan (see sidebar The Black Asp's Plan, p. 62), and the theft of the missile warheads went according to plan. ASP is now the most powerful terrorist organization in the world, excluding large governments, some of which could be considered terroristic.
Murphys' Law
-64-
De AADA
.
It
a.. is more tbanjuSt an atlas of the
-A complete a~tba oftbe three types of Fortress Towns that developed to .... - Campaign guidelines for GUlli'S AlltotbHI G , with advice for setting an adwDture in aay part of tbe Midwest; - MiDi-adveatures for Or WGJS or GUllPS , each set in a difterent part of tbe proleCt citizen frcm
rqioa;
-"Murphys' Law,• a complete adveuture for GURPS Alll«
De AADA llDtMI AtiiiS w SanlNl arM., V.,_ JIIN: 17ae Ml4w# is a 64-page supplement for both GUlli'S AltiMIIII and Or W'GIS. Writlen by Crail Sheeley. Ul (_
G)
0 0
-.....1
CD Ul
~
0
~
0
8
42 06305
ISBN 1-55634-105-9