X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F02smr.xml;fp=xml%2F02smr.xml;h=b2bef0daf821f0ebfae4a0387aa6ac5d74cdc132;hb=d89b653dffae3117ff78ef46d2d232e3a1fc75dd;hp=1dde8e051b2a15dd4c97e4005045fd8f1564e676;hpb=6ad5eb9c066781ffffddd9d83d469f6f24d2d969;p=project-aon.git diff --git a/xml/02smr.xml b/xml/02smr.xml index 1dde8e0..b2bef0d 100644 --- a/xml/02smr.xml +++ b/xml/02smr.xml @@ -15,6 +15,10 @@ $Id$ $Log$ +Revision 1.8 2006/09/14 14:48:00 Wibbleboy +o Made various errata/non errata changes. +o Updated errata section to combine all changes for a given page in a single entry. + Revision 1.7 2006/09/12 08:49:08 Wibbleboy o Made several changes in response to suggestions in Wiki. @@ -312,7 +316,7 @@ Initial revision
Medi-kit -

A well-stocked Medi-kit can make all the difference to your chances of survival should you suffer injury in the field or as a result of combat. It contains useful first aid supplies, such as dressings, antiseptics, antibiotics, water purification tablets, sulphonamides, pain killers, potassium iodide tablets (to delay absorption of radioactivity) and sutures.

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A well-stocked Medi-kit can make all the difference to your chances of survival should you suffer injury in the field or as a result of combat. It contains useful first aid supplies, such as dressings, antiseptics, antibiotics, water purification tablets, sulfonamides, pain killers, potassium iodide tablets (to delay absorption of radioactivity) and sutures.

For convenience, these medical supplies are grouped into units. To find how many units you have in your Medi-kit, pick a number from the Random Number Table (0 equals 10) and add 2. Your total score equals the number of units with which you begin your adventure. To keep a record of them, circle the appropriate number of unit symbols in the Medi-kit section of your Action Chart. The maximum number of units you can carry in your Medi-kit is twelve.

You may use your Medi-kit units to restore lost ENDURANCE points; each unit used in this way restores 3 points. Units cannot be used to restore ENDURANCE points in lieu of a Meal or Water when instructed to eat or drink.

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These weapons aid you in hand-to-hand fighting. You begin your adventure armed with a Hunting Knife which, when used in close combat, adds 2 points to your CLOSE COMBAT SKILL. Note this Hunting Knife in the Close Combat Weapons section of your Action Chart.

If you find a close combat weapon during your adventure, you may pick it up and use it. Close combat weapons will appear in the text with a close combat skill number, for example, Machete (3). This number indicates how many points this weapon will add to your CLOSE COMBAT SKILL when used in a hand-to-hand fight.

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The maximum number of close combat weapons you may carry is two.

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The maximum number of close combat weapons you may carry is two.

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Kate grips your hand tightly as you descend with a group of the cave people into the depths of the Sonora caverns. An astounding speleological feast greets your eyes as you follow them through a series of monumentous caves that have been eroded over millions of years by subterranean rivers and streams. The group stops frequently at specially prepared defensive hides, which are virtually impossible to see. One or two of their number, armed with rocks, spears and slings, occupy each of these positions. At once you see that it is their intention to lure the clansmen into the caverns and fight them here, where, despite their lack of firearms, the odds are in their favour.

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Kate grips your hand tightly as you descend with a group of the cave people into the depths of the Sonora caverns. An astounding speleological feast greets your eyes as you follow them through a series of monumental caves that have been eroded over millions of years by subterranean rivers and streams. The group stops frequently at specially prepared defensive hides, which are virtually impossible to see. One or two of their number, armed with rocks, spears and slings, occupy each of these positions. At once you see that it is their intention to lure the clansmen into the caverns and fight them here, where, despite their lack of firearms, the odds are in their favour.

Soon the sound of gunfire begins to penetrate the caverns, announcing the arrival of the clansmen. You stop with Kate and crouch behind a clump of stalagmites, while the three remaining cave people arm themselves with rocks and take up a position on a ledge directly above a narrow defile. For several minutes the sound of gunfire and the screams of the wounded fill the caves with clamouring echoes. Then two of the Angelinos appear at the entrance to the defile and come running towards you. The cave people hurl their rocks and bring an Angelino crashing to the ground with a broken skull, but his partner avenges his death by sweeping them from the ledge with one long burst of automatic fire.

If you have a missile weapon, and wish to use it, turn to 61. If you do not have one, or have exhausted your ammunition, turn to 302. @@ -674,7 +678,7 @@ Initial revision

Kate moves forward to check that he is dead and to search his body. She keeps what she needs: his machine pistol, a quantity of ammunition and his water canteen, and offers the rest of his possessions to you: