X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F04cc.xml;h=3825fc70834e7b49d7754d70136c4e29c1f6c098;hb=6ad5eb9c066781ffffddd9d83d469f6f24d2d969;hp=1ae5790378ee46fc95b890369e2605ac5155874f;hpb=6394f2a704db3278e563d9da636b0af24cab2727;p=project-aon.git diff --git a/xml/04cc.xml b/xml/04cc.xml index 1ae5790..3825fc7 100644 --- a/xml/04cc.xml +++ b/xml/04cc.xml @@ -1,4 +1,3 @@ - %xhtml.characters; @@ -6,25 +5,49 @@ %general.links; %xhtml.links; + + %general.inclusions; ]> - + + California Countdown - Joe Dever and Brian Williams + Joe Dever Joe Dever
Illustrated by Brian Williams
- &inclusion.joe.dever.bio.lw; - &inclusion.brian.williams.bio.lw; + &inclusion.joe.dever.bio.fw; + &inclusion.brian.williams.bio.fw; Project Aon - 2005125 + 20051217 -

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. The final stage of your life-or-death exodus to the California coast is fraught with extraordinary dangers - breakdowns, rockfalls and unexplained deaths. Can you unravel the mystery that surrounds your journey, or will you perish without trace in the wastelands of Arizona?

+

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. The final stage of your life-or-death exodus to the California coast is fraught with extraordinary dangersbreakdowns, rockfalls and unexplained deaths. Can you unravel the mystery that surrounds your journey, or will you perish without trace in the wastelands of Arizona?

-

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

Text copyright 1989 Joe Dever.
Illustrations copyright 1989 Brian Williams.
@@ -65,8 +88,8 @@ -

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. Joe Dever

-

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ + &inclusion.joe.dever.endowment;
Credits @@ -74,23 +97,21 @@
Transcription
-
Ryan Landek
+
Bryan White
Illustration Transcription
-
Jonathan Blake
Simon Osborne
+
XML
Jonathan Blake
Jeff Dougan
-
Alternate Illustrations
-
JC Alvarez (text illustrations and action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
Proofreading
-
Mark Laird (Sections 3670 and 281315)
Christian Leonhard (Sections 106140 and 211245)
Brad Phelps (Sections 176210)
Michael Richey (Sections 135 and 316350)
Tyson Torres (Sections 71105, 141175 and 246280)
+
Jennifer Sigman, Iain Smith
Editing
-
Mike Feldman
Ingo Klcker
Mark Laird
Simon Osborne
Thomas Wolmer
-
PDF Layout
-
Ingo Klcker
+
+
Coordination
Jonathan Blake
Special Thanks
-
Pedro Almeida
+
@@ -105,14 +126,14 @@ -

1900-1998
Rise of global terrorism on an unprecedented scale. Political violence funded by organized crime syndicate called HAVOC - The Hijack, Assassination and Violent Opposition Consortium.

-

1998-2003
The governments of many small and impoverished nations fall into the hands of HAVOC. International terrorists receive arms, training and shelter in these Badlands.

+

1990-1998
Rise of global terrorism on an unprecedented scale. Political violence funded by organized crime syndicate called HAVOCThe Hijack, Assassination and Violent Opposition Consortium.

+

1998-2003
The governments of many small and impoverished nations fall into the hands of HAVOC. International terrorists receive arms, training, and shelter in these Badlands.

2003-2008
Raids on oil and gas installations, assassinations, and the kidnapping of prominent world statesmen become commonplace as HAVOC attempt to terrorize the civilized world into submission. Despite public outrage and growing international tension, the major powers steadfastly refuse to give in to HAVOC's demands.

2008
President of the United States and General Secretary of Supreme Soviet both assassinated at emergency summit meeting. US, USSR and major European nations create the World Defence League and declare war on HAVOC. The Badlands are invaded, key HAVOC bases destroyed, and thousands of HAVOC agents are captured.

-

2009
HAVOC leaders imprisoned for life in `Deep Pens' - maximum security gaols located deep underground - to prevent their escape or release by HAVOC agents still at large.

+

2009
HAVOC leaders imprisoned for life in `Deep Pens'maximum security gaols located deep undergroundto prevent their escape or release by HAVOC agents still at large.

2010
New leadership emerges to unify the scattered remnants of HAVOC and plan revenge.

2011
A WDL train transporting seventeen 100-kiloton nuclear warheads, destined to be neutralized and dismantled, is attacked by HAVOC agents. The train is destroyed and its deadly cargo stolen.

-

2012 New Years Day
HAVOC hijack a WDL news satellite and broadcast a chilling ultimatum. They have planted the seventeen stolen warheads in major cities throughout the US, USSR and Europe. They call for the immediate release of all HAVOC agents held in Deep Pens, plus the payment of $2 trillion in gold bullion, or they will trigger the warheads one by one until their demands are met in full. A twenty-four-hour deadline is set. WDL leaders declare emergency and request that the deadline be extended. HAVOC refuse.

+

2012 New Year's Day
HAVOC hijack a WDL news satellite and broadcast a chilling ultimatum. They have planted the seventeen stolen warheads in major cities throughout the US, USSR and Europe. They call for the immediate release of all HAVOC agents held in Deep Pens, plus the payment of $2 trillion in gold bullion, or they will trigger the warheads one by one until their demands are met in full. A twenty-four-hour deadline is set. WDL leaders declare emergency and request that the deadline be extended. HAVOC refuse.

2nd January
First warhead detonated at Brie Nuclear Energy Plant, ten miles south of Paris, France. Blast and radioactive fallout claim millions of lives. HAVOC repeat their demand and extend deadline by twenty-four hours.

3rd January 'The Day'
World Defence League agents discover location of HAVOC command headquarters on an island in the South Pacific Ocean. Immediately orders are given to infiltrate and destroy the HQ and its occupants. The assault is swift and decisive', the complex is quickly overrun and its inhabitants are killed. Yet, ironically, as the news of this victory is being relayed around the world, HAVOC enact their ultimate revenge. A transmitter hidden on the island, fitted with a time-delay mechanism, clicks on, sending its high-frequency radio signal to a communications satellite orbiting the earth. This signal is amplified and returned to earth where, simultaneously, it triggers the remaining nuclear warheads. The initial explosions set off a disastrous chain reaction that feeds on civil and military nuclear installations all across the northern hemisphere. Hundreds of millions of people are killed within days, and many more perish during the years that follow, falling victim to the lingering radioactivity and the severe climatic changes that affect the earth.

2012-2019
Gale force winds sweep across the world, carrying enormous amounts of dust into the upper atmosphere and preventing much sunlight from reaching the earth's surface. Temperatures plummet, deterring survivors from remaining above ground. Communications are disrupted by gamma radiation, making all radio, cable and satellite contact impossible. Small colonies of survivors develop in total isolation from one another during these years of darkness.

@@ -139,11 +160,11 @@ -

It was early September in the year 2019 when eventually you broke through to the surface. The landscape surrounding the mine looked like the surface of another planet. Few structures had survived the blizzards and intense cold that had swept around the world in the years following 'The Day', and now, after the dust had settled and the sun returned, the once-fertile plains of Austin resembled little more than a desert of parched and broken rock, littered with the artefacts of an absent civilization. During the first few days, when you set out to explore this wilderness, it was easy to believe that you were the only survivors. But on the morning of the fifth day Uncle Jonas made chance radio contact with a family called Ewell, who were living near the ruins of McKinney, thirty miles north of Dallas. They told him that they had been in touch with a handful of other groups, who had managed somehow to survive the holocaust. Most were isolated, unable to move due to lack of fuel, food or water. They had urged those who could travel to join them in McKinney, to start a new community there, and some were already on their way. When your uncle and aunt accepted their invitation, the Ewells were enthusiastic but they also warned you to be wary - not everyone who had survived wanted to establish a new community. The ruins of some large Texan cities, such as Dallas and Fort Worth, were controlled by gangs of criminals who fought with each other and terrorized anyone seeking to re-establish law and order. They urged you to avoid these gangs at all costs.

-

It took more than a week to discover a vehicle capable of transporting you to McKinney. It was an old school bus parked in an underground lot where it had survived the years of subzero blizzards. With fuel and spares salvaged from the mine, you managed to coax it back to life, whereupon you set off on your journey north. When you arrived at the town, it was easy to find where the Ewells lived, for their ranch was the only place that was still standing. It looked more like an old frontier post than a ranch, with its fortified perimeter wall, lookout posts and stake-filled moat. However, after being ambushed and shot at by the city gangs of Fort Worth during the final stages of your journey, you could readily understand the need for these defences.

-

'Pop' Ewell, the seventy-year-old grandfather of the Ewell family, was the leader of this small colony of survivors, and it was he who had urged Uncle Jonas to join them when your uncle had first made radio contact. The colony numbered less than a dozen at the time of your arrival, yet as the airwaves became clearer and new contacts were made, the number had soon more than doubled to twenty-five. It was decided that a name was needed to identify the settlement. The name 'Dallas Colony One' was adopted - 'DC1' for short - and from that day on, everyone worked hard to make DC1 a secure haven for those seeking refuge from the hostile wastelands and marauding city gangs.

-

'Cutter' Jacks was one such refugee. Before 'the Day' he had been chief mechanic at the International Grand Prix Circuit near Lake Dallas, and his incredible skill and knowledge of engines was soon to prove invaluable to the colony. He taught you how to drive, and from a pile of old wrecks that you helped him salvage from the circuit, he built you a powerful, customized car. You used it to patrol the highways north of the city, keeping a lookout for gangs of city punks who frequently mounted raids to steal or destroy DC1's supplies. Cutter also taught you to shoot, and it was your natural prowess with a gun, and your skill behind the wheel, that was to earn you the begrudging respect of your enemies, who took to calling you the 'Freeway Warrior'.

-

Six months after your arrival at DC1, the colony was faced with a major crisis. A heat wave caused a drought that threatened to destroy the food supply. Crops were failing and the colony's artesian well - its only source of uncontaminated water - was beginning to dry up. The drought was also provoking more attacks from the city punks who were desperate for food and water. Their common need had united them and now they posed a very real threat to the security of DC1. It was the last day of May, 2020, when Pop Ewell made radio contact with another colony, who were based in the city of Big Spring, 300 miles west of McKinney. Their situation was completely the reverse of DC1's: they had food and water in plentiful supply but they were desperately short of fuel. They told of their contact with survivors in Tucson, Arizona, who also were without fuel. The Tucson colony reported that the territories west of the Sierra Nevada Mountains had been spared the worst effects of the radioactive blizzards that had devastated the rest of the country and, miraculously, much of southern California was still widely populated: it had survived the last eight years virtually intact. When you heard the news, you could hardly believe your ears. Perhaps your family as still alive; perhaps there was still a chance that one day you would be reunited.

+

It was early September in the year 2019 when eventually you broke through to the surface. The landscape surrounding the mine looked like the surface of another planet. Few structures had survived the blizzards and intense cold that had swept around the world in the years following 'The Day', and now, after the dust had settled and the sun returned, the once-fertile plains of Austin resembled little more than a desert of parched and broken rock, littered with the artefacts of an absent civilization. During the first few days, when you set out to explore this wilderness, it was easy to believe that you were the only survivors. But on the morning of the fifth day Uncle Jonas made chance radio contact with a family called Ewell, who were living near the ruins of McKinney, thirty miles north of Dallas. They told him that they had been in touch with a handful of other groups, who had managed somehow to survive the holocaust. Most were isolated, unable to move due to lack of fuel, food, or water. They had urged those who could travel to join them in McKinney, to start a new community there, and some were already on their way. When your uncle and aunt accepted their invitation, the Ewells were enthusiastic but they also warned you to be warynot everyone who had survived wanted to establish a new community. The ruins of some large Texan cities, such as Dallas and Fort Worth, were controlled by gangs of criminals who fought with each other and terrorized anyone seeking to re-establish law and order. They urged you to avoid these gangs at all costs.

+

It took more than a week to discover a vehicle capable of transporting you to McKinney. It was an old school bus parked in an underground lot where it had survived the years of sub-zero blizzards. With fuel and spares salvaged from the mine, you managed to coax it back to life, whereupon you set off on your journey north. When you arrived at the town, it was easy to find where the Ewells lived, for their ranch was the only place that was still standing. It looked more like an old frontier post than a ranch, with its fortified perimeter wall, lookout posts and stake-filled moat. However, after being ambushed and shot at by the city gangs of Fort Worth during the final stages of your journey, you could readily understand the need for these defences.

+

'Pop' Ewell, the seventy-year-old grandfather of the Ewell family, was the leader of this small colony of survivors, and it was he who had urged Uncle Jonas to join them when your uncle had first made radio contact. The colony numbered less than a dozen at the time of your arrival, yet as the airwaves became clearer and new contacts were made, the number had soon more than doubled to twenty-five. It was decided that a name was needed to identify the settlement. The name 'Dallas Colony One' was adopted'DC1' for shortand from that day on, everyone worked hard to make DC1 a secure haven for those seeking refuge from the hostile wastelands and marauding city gangs.

+

'Cutter' Jacks was one such refugee. Before 'The Day' he had been chief mechanic at the International Grand Prix Circuit near Lake Dallas, and his incredible skill and knowledge of engines was soon to prove invaluable to the colony. He taught you how to drive, and from a pile of old wrecks that you helped him salvage from the circuit, he built you a powerful, customized car. You used it to patrol the highways north of the city, keeping a lookout for gangs of city punks who frequently mounted raids to steal or destroy DC1's supplies. Cutter also taught you to shoot, and it was your natural prowess with a gun, and your skill behind the wheel, that was to earn you the begrudging respect of your enemies, who took to calling you the 'Freeway Warrior'.

+

Six months after your arrival at DC1, the colony was faced with a major crisis. A heat wave caused a drought that threatened to destroy the food supply. Crops were failing and the colony's artesian wellits only source of uncontaminated waterwas beginning to dry up. The drought was also provoking more attacks from the city punks who were desperate for food and water. Their common need had united them and now they posed a very real threat to the security of DC1. It was the last day of May, 2020, when Pop Ewell made radio contact with another colony, who were based in the city of Big Spring, 300 miles west of McKinney. Their situation was completely the reverse of DC1's: they had food and water in plentiful supply but they were desperately short of fuel. They told of their contact with survivors in Tucson, Arizona, who also were without fuel. The Tucson colony reported that the territories west of the Sierra Nevada Mountains had been spared the worst effects of the radioactive blizzards that had devastated the rest of the country and, miraculously, much of southern California was still widely populated: it had survived the last eight years virtually intact. When you heard the news, you could hardly believe your ears. Perhaps your family as still alive; perhaps there was still a chance that one day you would be reunited.

@@ -154,9 +175,9 @@

A meeting was held to decide how best to deal with the crisis facing DCl. Everyone agreed that staying at McKinney could lead only to eventual death, either slowly from starvation or suddenly at the hands of the murderous city gangs. The only choice open to DC1 was to try to reach California: only there lay any real hope for the future of the colony. The decision was relayed to the survivors at Big Spring, and a deal was struck to rendezvous with them as soon as possible. DC1 would give them fuel in exchange for food and water, and together they would join up with the Tucson colony for the final stage of the journey to California.

-

Careful preparations were made for the long trek, and three vehicles were chosen to make up the convoy: the school bus, your customized roadster and a gasoline tanker laden with 5,000 gallons of petroleum siphoned from underground storage tanks at the Ewell ranch. Supplies of food and water were adequate but the colony lacked sufficient firearms and ammunition with which to defend itself. On the day before the convoy was due to leave, one of the colonists was sent north to search the town of Sherman for weapons. He radioed back to say that he had found a cache of hunting rifles and ammunition, but that his truck had broken down and he was stranded in the town. He had also found a survivor - a beautiful teenage girl - and he requested that you go to Sherman to pick them both up. As soon as you arrived you were ambushed by the scouts of a brutal gang of bikers known as the Detroit Lions and, in the ensuing gun battle, you killed Stinger - the scouts' leader.

-

Later you learned that the girl, Kate Norton, was the sole survivor of a Kansas City colony that had been attacked and wiped out by the Detroit Lions. The Lions' leader, who calls himself Mad Dog Michigan, had taken a liking to her and spared her life. Mad Dog was once a high-ranking HAVOC agent who had escaped from Pontiac Deep Pen near Detroit, and he and his gang, most of whom were also HAVOC escapees, were heading for the Fort Hood Military Reserve near Killeen, Texas, the largest armoury in the whole of the United States. There he hoped to find enough weapons to equip the other HAVOC clans, who were now in control of cities all along the eastern seaboard. Kate had managed to steal a motorcycle and escape from their camp, but Mad Dog was determined to get her back. He sent his brother - Stinger - and a handful of his best scouts to track her down, and they had finally caught up with her at Sherman.

-

When Mad Dog learned that you had killed his brother, he vowed to get even with you. He abandoned his plans to loot Fort Hood and embarked instead on a relentless pursuit of your colony as it crossed the sun-scorched wastelands of Texas. The journey to Big Spring was fraught with great danger and yet, in spite of the many perils you faced, or perhaps because of them, you felt yourself falling in love with Kate and you sensed that she was becoming increasingly fond of you. Sadly, the convoy was only a few miles from Big Spring when disaster struck. The land surrounding the settlement was controlled by a gang of bikers, a renegade clan called the Mavericks, who had been the bane of the Big Spring colony for many months. As the convoy drew nearer to its destination, the Mavericks launched an attack, and, in the running battle that ensued, they captured and abducted Kate. The convoy entered the fortified gates of Big Spring to a rapturous welcome from the colonists of that settlement, but for you the celebration was soured by the vivid memory of Kate's abduction. You vowed to rescue her, and from that moment on every waking minute of every day at Big Spring was spent thinking about little else.

+

Careful preparations were made for the long trek, and three vehicles were chosen to make up the convoy: the school bus, your customized roadster and a gasolene tanker laden with 5,000 gallons of petroleum siphoned from underground storage tanks at the Ewell ranch. Supplies of food and water were adequate but the colony lacked sufficient firearms and ammunition with which to defend itself. On the day before the convoy was due to leave, one of the colonists was sent north to search the town of Sherman for weapons. He radioed back to say that he had found a cache of hunting rifles and ammunition, but that his truck had broken down and he was stranded in the town. He had also found a survivora beautiful teenage girland he requested that you go to Sherman to pick them both up. As soon as you arrived you were ambushed by the scouts of a brutal gang of bikers known as the Detroit Lions and, in the ensuing gun battle, you killed Stingerthe scouts' leader.

+

Later you learned that the girl, Kate Norton, was the sole survivor of a Kansas City colony that had been attacked and wiped out by the Detroit Lions. The Lions' leader, who calls himself Mad Dog Michigan, had taken a liking to her and spared her life. Mad Dog was once a high-ranking HAVOC agent who had escaped from Pontiac Deep Pen near Detroit, and he and his gang, most of whom were also HAVOC escapees, were heading for the Fort Hood Military Reserve near Killeen, Texas, the largest armoury in the whole of the United States. There he hoped to find enough weapons to equip the other HAVOC clans, who were now in control of cities all along the eastern seaboard. Kate had managed to steal a motorcycle and escape from their camp, but Mad Dog was determined to get her back. He sent his brotherStingerand a handful of his best scouts to track her down, and they had finally caught up with her at Sherman.

+

When Mad Dog learned that you had killed his brother, he vowed to get even with you. He abandoned his plans to loot Fort Hood and embarked instead on a relentless pursuit of your colony as it crossed the sun-scorched wastelands of Texas. The journey to Big Spring was fraught with great danger and yet, in spite of the many perils you faced, or perhaps because of them, you felt yourself falling in love with Kate and you sensed that she was becoming increasingly fond of you. Sadly, the convoy was only a few miles from Big Spring when disaster struck. The land surrounding the settlement was controlled by a gang of bikers, a renegade clan called the 'Mavericks', who had been the bane of the Big Spring colony for many months. As the convoy drew nearer to its destination, the Mavericks launched an attack, and, in the running battle that ensued, they captured and abducted Kate. The convoy entered the fortified gates of Big Spring to a rapturous welcome from the colonists of that settlement, but for you the celebration was soured by the vivid memory of Kate's abduction. You vowed to rescue her, and from that moment on every waking minute of every day at Big Spring was spent thinking about little else.

@@ -166,7 +187,7 @@ -

By chance it transpired that the leader of the Mavericks, a blond-haired murderer called Amex Gold, was a former HAVOC agent, who had served under Mad Dog Michigan before 'the Day'. He offered to join forces with the Lions and, as a gesture of his loyalty to his former commander, he returned Kate to him. Together the Lions and the Mavericks launched a hasty attack on Big Spring, yet, although they outnumbered the colony by more than three to one, they were unable to breach the settlement's fortified perimeter wall and were repelled with heavy losses. On the day after the attack, Pop Ewell discovered the radio frequency that the clansmen were using and was able to eavesdrop on their communications. He learned that Mad Dog had ordered another HAVOC clan, the Saints, who were based in New Orleans, to come to reinforce his command; they were expected to arrive within the week. He also overheard Mad Dog arrange a meeting with Mekong Mike, the leader of the Angelinos, a gang who controlled the city of San Angelo. He wanted him as an ally and was prepared to offer guns and ammunition in return for his help in destroying the Big Spring colony. Two days later, Mad Dog Michigan set off for San Angelo at the head of a motorcycle pack 200 riders strong. Those few clansmen who remained with Amex Gold tried all manner of tricks to convince the colony that the Mavericks and the Lions still surrounded Big Spring in strength, but to no avail. The senior members of the newly enlarged colony convened a meeting, at which it was decided that, with the clansmen now at their weakest, and with the appearance of the New Orleans gang expected at any time, a breakout had to be attempted without delay. There was only one way for the colony to reach Tucson overland and that was to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely halfway between Big Spring and Tucson lies the city of El Paso. To reach this city in one piece became the convoy's goal. It lay at the end of a long and tortuous stretch of mountain highway, undoubtedly one of the toughest you would have to face on your journey to California.

+

By chance it transpired that the leader of the Mavericks, a blond-haired murderer called Amex Gold, was a former HAVOC agent, who had served under Mad Dog Michigan before 'The Day'. He offered to join forces with the Lions and, as a gesture of his loyalty to his former commander, he returned Kate to him. Together the Lions and the Mavericks launched a hasty attack on Big Spring, yet, although they outnumbered the colony by more than three to one, they were unable to breach the settlement's fortified perimeter wall and were repelled with heavy losses. On the day after the attack, Pop Ewell discovered the radio frequency that the clansmen were using and was able to eavesdrop on their communications. He learned that Mad Dog had ordered another HAVOC clan, the Saints, who were based in New Orleans, to come to reinforce his command; they were expected to arrive within the week. He also overheard Mad Dog arrange a meeting with Mekong Mike, the leader of the Angelinos, a gang who controlled the city of San Angelo. He wanted him as an ally and was prepared to offer guns and ammunition in return for his help in destroying the Big Spring colony. Two days later, Mad Dog Michigan set off for San Angelo at the head of a motorcycle pack 200 riders strong. Those few clansmen who remained with Amex Gold tried all manner of tricks to convince the colony that the Mavericks and the Lions still surrounded Big Spring in strength, but to no avail. The senior members of the newly enlarged colony convened a meeting, at which it was decided that, with the clansmen now at their weakest, and with the appearance of the New Orleans gang expected at any time, a breakout had to be attempted without delay. There was only one way for the colony to reach Tucson overland and that was to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely halfway between Big Spring and Tucson lies the city of El Paso. To reach this city in one piece became the convoy's goal. It lay at the end of a long and tortuous stretch of mountain highway, undoubtedly one of the toughest you would have to face on your journey to California.

Under cover of darkness, the convoy escaped from Big Spring and sped westwards. Now your vow to rescue Kate could at last be realized and, at the first opportunity, you told the colony of your plans. Reluctantly they let you leave the convoy and go to San Angelo, where you intended to infiltrate the meeting between the Lions and the Angelinos in the hope of finding Kate there. Your skill and daring were rewarded, for you were able to locate and rescue Kate from under the very noses of the clan leaders. During your escape from their city, you killed Mekong Mike, the Angelinos' leader, and stole a map from Mad Dog Michigan. Later you discovered that this map contained vital details of a HAVOC operation to take over the whole of the United States.

As you escaped westwards from San Angelo, you encountered three soldiers, survivors from a world Defence League outpost in southern Texas, who were also heading for El Paso, where the remnants of their command group were stationed. You joined them and together you rendezvoused with the convoy at the entrance to the only passable road through the Apache Mountains. A fierce battle was raging along this pass between the Mavericks and a clan of Mexicans who had crossed the border in search of food and supplies. The convoy was forced to run the gauntlet of their gunfire before finally reaching its goal. Upon entering the city, you received a warm welcome from the WDL command group who were defending the military reserve of Fort Bliss. They celebrated your arrival for several days until the appearance of Mad Dog Michigan and an army of clansmen numbering over 1000 strong brought an abrupt end to the festivities. He had persuaded the Mexicans to join with the Lions, the Mavericks and the Saints, all of whom were now united to his cause. The situation was desperate. Faced with overwhelming odds, the WDL command tried to negotiate with Mad Dog but he rejected their overtures with disdain. He sent a reply to the command leader, Captain Frankland, in which he reaffirmed his vow to avenge his brother's death. His aims were brutally simple: he promised that neither you nor any of the colony would ever leave EL Paso alive. He set up headquarters in Ciudad Juarez, on the Mexican side of the Rio Grande, where he directed his clan army to encircle and lay siege to the colony.

For two weeks, he launched repeated attacks, calculated to weaken your defences. The colony withstood the assaults, but the constant attrition began to erode your hopes of ever being able to break out of El Paso and reach Tucson in one piece. Then a radio message was intercepted that was to turn this desperate situation into a crisis. A clan convoy of trucks was bound for Mad Dog's headquarters in Ciudad Juarez. On board were enough high explosives to blow Fort Bliss, and everyone in it, to sightless atoms. Something had to be done to prevent Mad Dog from using these explosives. Out of desperation was born a daring plan. The explosives had to be destroyed as soon as they reached Ciudad Juarez. It was a dangerous and potentially suicidal mission, too difficult for one man alone, therefore Captain Frankland chose to lead the mission himself and he called for three volunteers to accompany him. Two WDL soldiers, Haskell and Knott, readily accepted the challenge and, mindful that the future of the colony was dependent on the success of this mission, you summoned up enough courage to volunteer as the fourth member of his team.

@@ -195,8 +216,8 @@ -

Before embarking on your adventure, you must first determine your personal characteristics and the weapons and provisions with which you are equipped. On pages 6 and 7 you will find an Action Chart on which to record and amend these details as the adventure unfolds. For ease of use during play, it is recommended that you photocopy these pages.

-

Your personal characteristics comprise two basic attributes: CLOSE COMBAT SKILL and ENDURANCE. To discover your initial CLOSE COMBAT SKILL, take a pencil and, with your eyes closed, point the blunt end of it on to the Random Number Table at the back of this book. If you pick a 0 it counts as zero. Add 10 to the number you have picked and write the total in the CLOSE COMBAT SKILL section of your Action Chart (for example, if your pencil falls on the number 5 in the Random Number Table, you have a CLOSE COMBAT SKILL total of 15). When you fight an enemy in hand-to-hand combat, your CLOSE COMBAT SKILL will be measured against that of your enemy, so a high score in this section is desirable.

+

Before embarking on your adventure, you must first determine your personal characteristics and the weapons and provisions with which you are equipped. An Action Chart has been supplied on which to record and amend these details as the adventure unfolds.

+

Your personal characteristics comprise two basic attributes: CLOSE COMBAT SKILL and ENDURANCE. To discover your initial CLOSE COMBAT SKILL, take a pencil and, with your eyes closed, point the blunt end of it on to the Random Number Table. If you pick a 0 it counts as zero. Add 10 to the number you have picked and write the total in the CLOSE COMBAT SKILL section of your Action Chart (for example, if your pencil falls on the number 5 in the Random Number Table, you have a CLOSE COMBAT SKILL total of 15). When you fight an enemy in hand-to-hand combat, your CLOSE COMBAT SKILL will be measured against that of your enemy, so a high score in this section is desirable.

To discover your ENDURANCE level, repeat the process, but this time add 20 to the number you have picked from the Random Number Table. Write the total in the ENDURANCE section of your Action Chart (for example, if your pencil falls on the number 8 on the Random Number Table, you have a total ENDURANCE score of 28). If you are wounded in combat, or injured at any other time during your adventure you will lose ENDURANCE points. If, at any time, your ENDURANCE points total falls to zero, you are dead and the adventure is over. You can regain lost ENDURANCE points during the course of the adventure, but your ENDURANCE level can never rise above your initial score.

@@ -209,7 +230,7 @@

Ever since the day you returned to the surface, you have endeavoured to develop your skills and natural instincts fully in order to best defend yourself and your colony.

-

Listed on your Action Chart are your five basic survival skills:

+

Listed on your Action Chart are your five basic Survival Skills:

Driving @@ -251,7 +272,7 @@
-

Your ability in each of these five individual skills is measured in skill points. You begin with 3 points per skill. Before starting the adventure, you may allocate an additional 4 skill points to your list of five survival skills. These 4 extra points can be used to improve one or more of your five skills. During your adventure, all five skills will be severely tested, therefore the higher the individual skill level, the better your chances of survival. You may allocate your 4 additional points entirely how you like.

+

Your ability in each of these five individual skills is measured in skill points. You begin with 3 points per skill. Before starting the adventure, you may allocate an additional 4 skill points to your list of five Survival Skills. These 4 extra points can be used to improve one or more of your five skills. During your adventure, all five skills will be severely tested, therefore the higher the individual skill level, the better your chances of survival. You may allocate your 4 additional points entirely how you like.

When you have decided where to allocate your 4 additional skill points, make a note of the totals in the Survival Skills section of your Action Chart.

(If this is your first Freeway Warrior adventure, your total number of skill points should be 19: five skills x 3 points each = 15, plus 4 additional skill points = 19 points.)

@@ -309,7 +330,7 @@
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 iodine tablets (to delay absorption of radioactivity) and sutures.

+

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.

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.

@@ -419,7 +440,7 @@
  • After working out your Combat Ratio, pick a number from the Random Number Table.

  • -

    Turn to the Close Combat Results Table on the inside back cover of the book. Along the top of the chart are the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the number that you have picked (the random numbers appear down the side of the chart). You now have the ENDURANCE points lost by both Cal Phoenix and his enemy in this round of close combat. (E represents points lost by the enemy; CP represents points lost by Cal Phoenix.)

    +

    Turn to the Close Combat Results Table. Along the top of the chart are the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the number that you have picked (the random numbers appear down the side of the chart). You now have the ENDURANCE points lost by both Cal Phoenix and his enemy in this round of close combat. (E represents points lost by the enemy; CP represents points lost by Cal Phoenix.)

    Example
    The Combat Ratio between Cal Phoenix and the Renegade Clansman has been established as 1. If the number picked from the Random Number Table is a 4, then the result of the first round of close combat is:

    As you are about to leave the panel truck, you hear a clansman calling out his partner's name. You wait with bated breath until the shouting ceases, then you hurry back to your roadster.

    -

    The dust storm is still raging fiercely as you head back on to Highway 84. Your return to the intersection with Interstate 8 passes without incident and soon you are driving west once more towards Gila Bend. It is a difficult and frustrating drive, for you cannot shake the fear that Kate will have lapsed into a coma before your return with the Atropine, and yet you dare not increase your speed for fear of crashing off the freeway. The strain takes its toll - lose 2 ENDURANCE points.

    +

    The dust storm is still raging fiercely as you head back on to Highway 84. Your return to the intersection with Interstate 8 passes without incident and soon you are driving west once more towards Gila Bend. It is a difficult and frustrating drive, for you cannot shake the fear that Kate will have lapsed into a coma before your return with the Atropine, and yet you dare not increase your speed for fear of crashing off the freeway. The strain takes its tolllose 2 ENDURANCE points.

    During your return drive you must take a Drink or lose a further 3 ENDURANCE points.

    To continue, turn to 160. @@ -4563,8 +4770,14 @@
    313 + + +

    Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +
    +
    + -

    To your dismay, your snap shot misses its intended target and punches a hole in the side of the bus, just a few inches to the left of the door. Undaunted, the clansman enters and quickly disappears from sight. Then you hear Kate scream as she catches sight of him. Her scream is quickly echoed by another, one that you recognize immediately as Aunt Betty-Ann's.

    +

    To your dismay, your snap shot misses its intended target and punches a hole in the side of the bus, just a few inches to the left of the door. Undaunted, the clansman enters and quickly disappears from sight. Then you hear Kate scream as she catches sight of him. Her scream is quickly echoed by another, one that you recognize immediately as Aunt Betty-Ann's.

    You respond to their cries by leaping out from behind the garbage cart and running headlong towards the open door, oblivious to the bullets that are whistling past on all sides. As you reach the entrance, you almost throw yourself aboard the bus in your haste to prevent the clansman from harming the two women. As you regain your feet you see your aunt grappling with the thug in the centre aisle, her hands locked around the muzzle of his gun in a desperate attempt to prevent him from firing it.

    @@ -4606,7 +4819,7 @@

    A huge, billowing pall of dense, black smoke is rising into the sky above Arizona City, casting its shadow over the barren land ahead. Before long you have left behind the town's suburban sprawl and you find yourself making your escape westwards along an unmarked road that snakes towards the Santa Rosa Wash.

    The tiny town of Chuichu flashes past in the blink of an eye, and within a few minutes you arrive at a junction where once there were roads. Now no trace of them remains, save a signpost that indicates south to the town of Jackrabbit and west to the Santa Rosa bridge and a town called Cuckelbur.

    You continue driving due west, across sun-baked soil littered with sagebrush and tumbleweed, until at last you reach the Santa Rosa bridge. It crosses the Santa Rosa Wash, a river that is now little more than a dried-up trench. The bridge is holed and impassable by vehicle, and although the Wash itself is bone-dry, its banks are too steeply undercut for you to attempt a crossing here.

    -

    'We'll head north and cross as soon as we can,' you say, consulting your map. Rickenbacker is about to agree when suddenly he notices a cloud of dust approaching from the east. 'Bikes,' he hisses, 'Clan bikes. Must be the first of the Outlaws. Looks like they saw us leave Arizona City.'

    +

    'We'll head north and cross as soon as we can,' you say, consulting your map. Rickenbacker is about to agree when suddenly he notices a cloud of dust approaching from the east. 'Bikes,' he hisses, 'Clan bikes. Must be the first of the Outlaws. Looks like they saw us leave Arizona City.'

    You stand up in your seat in order to get a better view of the approaching bikers, and count only two motorcycles. They are moving too fast to outrun them, leaving you with only two options: to hide or to fight.

    If you wish to try to hide from these clansmen, turn to 88. If you wish to stand and fight them, turn to 135. @@ -4670,7 +4883,7 @@

    Rickenbacker offers him some water from his canteen and he accepts it gladly. 'I heard about the scene in California from some survivalists I stayed with for a while down in Alamos. Sounds like they've gone an' turned the state into one big fortress. The army's in charge and they've got things locked down tight. They've kicked all the troublemakers out into the desert and slammed the door. In the south, I hear they've drawn up a new state line, from Pine Valley to Banning. All the old roads in and out are guarded and I hear they've got real picky 'bout who they let in.'

    He reaches to the inside pocket of his tattered denim jacket and produces an equally tattered map. 'I plan on going in here,' he says, pointing to a part of the map that is so worn that it has become almost illegible. 'It's a place in the mountains, north of Lake Henshaw. I figure that the army can't have enough men to patrol that area too well. If you guys'd take my advice, you'd think 'bout doin' the same.'

    You tell Jaeger your own story of how you survived the post-holocaust years. You also tell him that you and the others are acting as scouts for a colony of people who are equally determined to reach California, only they are now so short of food and water that unless fresh supplies are found Soon, few of them are likely to survive the 400 miles that still separate you from the Pacific Ocean.

    -

    'Man, you guys have got problems,' he says, shaking his head slowly from side to side. 'And you're headin' slap-bang into even more. Ain't you heard - Yuma is a clan base. And believe me, the guys that are holding that city are heavy-duty bad news. If you're thinkin' of crossing the Colorado River there, forget it. You'll never make it. They'll blow you off the road.'

    +

    'Man, you guys have got problems,' he says, shaking his head slowly from side to side. 'And you're headin' slap-bang into even more. Ain't you heardYuma is a clan base. And believe me, the guys that are holding that city are heavy-duty bad news. If you're thinkin' of crossing the Colorado River there, forget it. You'll never make it. They'll blow you off the road.'

    Worried by what Jaeger has said, and eager that he tell everything he knows about the clan base at Yuma, you ask him to return to the convoy with you. After some thought, he decides that there may, after all, be safety in numbers, and he agrees to join the colony. Anxious to get back, you climb into your roadster and set off on the return road to Aztec.

    Turn to 204. @@ -4723,7 +4936,7 @@
  • Five rounds of 9mm ammunition
  • Antiseptic dressings (enough for one Medi-kit unit)
  • -

    If you choose to keep any of these items, remember to adjust your Action Chart accorindly.

    +

    If you choose to keep any of these items, remember to adjust your Action Chart accordingly.

    To continue, turn to 104.
    @@ -4757,8 +4970,14 @@
    325 + + +

    Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +
    +
    + -

    You take aim at the clansman's chest and pull the trigger. Your gunfire hits him squarely in the torso, the force of its impact knocking him flat on his back. He does not get up. Like a bounding lion, Rickenbacker hurries towards the ditch and leaps in to land by your side as the first of the dead clansman's confederates comes running across the bridge. Then there is a jarring boom as the truck explodes with a brilliant flash of bright orange flame.

    +

    You take aim at the clansman's chest and pull the trigger. Your gunfire hits him squarely in the torso, the force of its impact knocking him flat on his back. He does not get up. Like a bounding lion, Rickenbacker hurries towards the ditch and leaps in to land by your side as the first of the dead clansman's confederates comes running across the bridge. Then there is a jarring boom as the truck explodes with a brilliant flash of bright orange flame.

    'What the heck !' you gasp, stunned by the unexpected force of the explosion.

    'They had a keg of blasting powder in the back,' cries Rickenbacker, shouting to make himself heard above the rumbling echo of the explosion. 'So I lit the fuse!'

    As the dust clears, the clansmen struggle to their feet and run towards the blazing remains of their truck. As they get nearer, you grit your teeth and prepare to open fire.

    @@ -4790,8 +5009,8 @@

    You follow the highway for a quarter of a mile until you come to a junction. Directly ahead you see a large building with a sign that says:

    -

    AJO FIRE STATION

    -

    PIMA COUNTY

    + AJO FIRE STATION + PIMA COUNTY

    You feel sure that the local fire department would have a map of the local area, so you drive on to the forecourt and park near the main door. Covering your face against the stinging wind, you leave your roadster and run towards the building. Inside the lobby, bathed in the light from your vehicle's headlamps, you find a laminated town map fixed to the counter. You grab a pen lying nearby and hurriedly note directions to the hospital on the back of your left hand.

    As you turn to leave you notice an open door off to your left.

    If you wish to search the room beyond the door, turn to 60. @@ -4803,8 +5022,14 @@
    328 + + +

    Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +
    +
    + -

    Your gunfire misses its intended target, but wounds one of the scouts following closely behind. The clansman you missed stops in mid-stride and raises his weapon to his shoulder: this time he intends to make sure his bullets hit you.

    +

    Your gunfire misses its intended target, but wounds one of the scouts following closely behind. The clansman you missed stops in mid-stride and raises his weapon to his shoulder: this time he intends to make sure his bullets hit you.

    If you wish to fire again, and are able to do so, turn to 75. If you wish to duck into the hollow to avoid being hit by the clansman's fire, turn to 214. @@ -4843,7 +5068,7 @@

    As the traitor exhales his last breath and falls dead on the ground by your side, Rickenbacker and Cutter come running across the plaza and take cover with you behind the garbage cart. Quickly you tell them how Barlow attacked you, and how you are now absolutely convinced that he was guilty.

    'You're right,' says Cutter, glancing down at Barlow's body. 'He must have been a clan infiltrator. I'd hazard a guess that this attack is an effort by the Outlaw's t' get him out o' here.'

    'Well they've got here too late,' you reply. 'His sentence has already been served in full.'

    -

    From behind the metal lip of the garbage cart you survey the battle that is raging around the plaza. Most of the colonists have now armed themselves and taken cover, and they are putting up a worthy defence of the vehicles. The few clansmen you do see are either dead or attempting to escape from the town. All, that is, apart from one. He is a blond-haired thug, dressed in a studded leather vest and striped pants, who is busy hammering at the glass door panels of the DC1 school bus with the stock of his machine pistol. The sight of him senselessly attacking the door of the empty bus does not bother you unduly until you remember that there is one person still on board the bus - Kate - and your heart nearly stops with shock.

    +

    From behind the metal lip of the garbage cart you survey the battle that is raging around the plaza. Most of the colonists have now armed themselves and taken cover, and they are putting up a worthy defence of the vehicles. The few clansmen you do see are either dead or attempting to escape from the town. All, that is, apart from one. He is a blond-haired thug, dressed in a studded leather vest and striped pants, who is busy hammering at the glass door panels of the DC1 school bus with the stock of his machine pistol. The sight of him senselessly attacking the door of the empty bus does not bother you unduly until you remember that there is one person still on board the busKateand your heart nearly stops with shock.

    If you wish to open fire at the clansman before he gains entry to the bus, and are able to do so, turn to 270. If you do not wish to open fire at the clansman, or are unable to do so, turn to 181. @@ -4944,7 +5169,7 @@

    You pull over to the side of the road and Rickenbacker radios to the convoy, instructing it to stop and stand by. You focus your eyes on the distant junction, and begin to make out the shape of people. They are standing on the highway, either singly or in groups, but they do not appear to be doing anything in particular. When they do move it is with such lethargy that, from this distance, they resemble a colony of shambling zombies.

    'I don't like the look of this,' you say to your partner. 'Radio the convoy and get them to put Cookie on. Maybe he knows something about these wierdos.'

    Rickenbacker complies with your request and, within a minute or so, you are talking to Cookie person-to-person. 'Sounds like you've run across a pack of Crazies,' says Cookie, after listening to your description of the people at the junction. 'They're mainly junkies and street-scum that the army have kicked outta LA and San Francisco. They're usually pretty harmless, but watch y'selves. You never can tell what Crazies'll get up to.'

    -

    You thank Cookie for the advice and sign off by telling the convoy that you and Rickenbacker are on your way back. You are about to reach for the ignition when you hear a movement away to your right. You turn your head and see three Crazies - two men and a woman - emerge from the scrub and scurry towards the truck. Despite their frightening appearance, you notice that none of them appears to be armed.

    +

    You thank Cookie for the advice and sign off by telling the convoy that you and Rickenbacker are on your way back. You are about to reach for the ignition when you hear a movement away to your right. You turn your head and see three Craziestwo men and a womanemerge from the scrub and scurry towards the truck. Despite their frightening appearance, you notice that none of them appears to be armed.

    If you wish to start the truck and drive away, turn to 29. If you wish to stop and question them, turn to 173. @@ -4955,12 +5180,12 @@ 339 -

    You need to follow the course of the Santa Rosa Wash for only half a mile before you find an ideal place to cross. It is close to the town of Cucklebur, a settlement that was home to the Papago Indians before 'the Day'. As you drive through the town, the beginnings of a hot, north-westerly wind sweeps across the land, and you notice a dark storm cloud streaking the sky. You pray that it is the prelude to a rainstorm, for it has not rained in these parts for more than a year, but your experience and your senses tell you otherwise.

    +

    You need to follow the course of the Santa Rosa Wash for only half a mile before you find an ideal place to cross. It is close to the town of Cucklebur, a settlement that was home to the Papago Indians before 'The Day'. As you drive through the town, the beginnings of a hot, north-westerly wind sweeps across the land, and you notice a dark storm cloud streaking the sky. You pray that it is the prelude to a rainstorm, for it has not rained in these parts for more than a year, but your experience and your senses tell you otherwise.

    'There's a dust storm brewin', dare say it's blowin' down from the Nevada desert,' you say, motioning to the north.

    'Looks like it could be a mean 'un,' replies Rickenbacker, as he stares thoughtfully at the gathering cloud. 'A real mean 'un.'

    By the time you rejoin Interstate 8, the weather has greatly deteriorated. Carried on a high wind come swirling, stinging eddies of rust-red sand, some as tall as five-storey buildings. They move across the landscape like spinning tops, sucking in and spewing out tons of dust, rock and debris every second of their short but violent lives. So great has the dust saturation become that even though it is still only late afternoon, you are forced to switch on your headlights in order to make out the road ahead.

    Out of this wall of dust a mileage sign appears, which says:

    -

    GILA BEND - 44 miles

    + GILA BEND44 miles

    It is nearly an hour before you see another sign. This one announces a rest stop one mile ahead on the freeway.

    If you wish to stop at this freeway service area, turn to 56. If you decide to continue driving through the dust storm towards Gila Bend, turn to 13. @@ -4998,7 +5223,7 @@
  • Eighteen rounds of 9mm ammunition
  • Three rounds of 12-gauge ammunition
  • -

    Remember to adjust your Weapons List and/or Ammo Pouch accordingly.

    +

    Remember to adjust your Weapons List and/or Ammo Pouch accordingly.

    To continue, turn to 220.
    @@ -5054,8 +5279,14 @@
    345 + + +

    Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +
    +
    + -

    You fire and almost immediately you see the clansman throw his hands in the air and fall forward stiffly to the ground. For a few moments his limbs move jerkily, then his whole body relaxes as it surrenders to death.

    +

    You fire and almost immediately you see the clansman throw his hands in the air and fall forward stiffly to the ground. For a few moments his limbs move jerkily, then his whole body relaxes as it surrenders to death.

    Rickenbacker appears at the edge of the barbecue area, drawn by the sound of gunfire. His face is lined with worry until he sees that you are still standing.

    Turn to 305.
    @@ -5110,7 +5341,7 @@ 349 -

    Scrambling to your feet, you take off your jacket and use it to beat a path towards a table in the middle of the storage room. Once there, you climb on to the table - a tiny island in the middle of a stormy brown sea - and wait until the cockroach swarm disperses into the corridor outside.

    +

    Scrambling to your feet, you take off your jacket and use it to beat a path towards a table in the middle of the storage room. Once there, you climb on to the tablea tiny island in the middle of a stormy brown seaand wait until the cockroach swarm disperses into the corridor outside.

    When eventually the loathsome tide ebbs, you jump down from the table and begin your urgent search for Atropine.

    Turn to 80.
    @@ -5126,7 +5357,7 @@

    Outside you find a pick-up truck. It was the vehicle Mad Dog used to reach the lodge ahead of his clansmen. Now these Detroit Lions cannot be too far away, and they have been reinforced by an additional contingent of Chargers. Quickly the four of you jump into the truck and head west, driving cross-country until you rejoin the freeway near a small town called Boulevard.

    During your escape, Cutter makes radio contact with Pine Valley and tells them that you are on your way. He also warns them that you have a clan army hot on your heels. 'Don't worry 'bout them,' comes the reply. 'We've got a little surprise in store for those guys. You just keep your foot down and don't stop for nothing, y'hear?'

    All of you are puzzled by the message, then, as you reach a high peak called Crestwood Summit, you hear the roar of a jet engine, approaching from out of the western sky. It is a fighter aircraft, and Kate is the first to see it as it skims the top of Long Valley Peak and comes screaming towards you, tracking along the line of Interstate 8.

    -

    Captain Ed Hughes makes a mental note of his air speed and altitude, and realigns his F-14 Tomcat ready for a strike. His is the last serviceable fighter of the VF213 Blacklions squadron left at the Miramar Naval Air Station, and he is proud to have been the one called upon to fly this ageing but deadly combat machine on what could be its last mission. The target appears in the distance and, automatically, Hughes arms his sidewinders and locks-on his targeting computer. He is seconds away from contact. A last radio check confirms that the target is valid and, with an almost casual ease, he depresses the twin red fire buttons and sends his missiles screaming towards the line of clan vehicles. By the time they have struck and destroyed the clan column, he has already banked out of his dive and is heading west, above the Sawtooth Mountains, on a bearing that will take him back to his base at NAS Miramar - Fightertown USA.

    +

    Captain Ed Hughes makes a mental note of his air speed and altitude, and realigns his F-14 Tomcat ready for a strike. His is the last serviceable fighter of the VF213 Blacklions squadron left at the Miramar Naval Air Station, and he is proud to have been the one called upon to fly this ageing but deadly combat machine on what could be its last mission. The target appears in the distance and, automatically, Hughes arms his sidewinders and locks-on his targeting computer. He is seconds away from contact. A last radio check confirms that the target is valid and, with an almost casual ease, he depresses the twin red fire buttons and sends his missiles screaming towards the line of clan vehicles. By the time they have struck and destroyed the clan column, he has already banked out of his dive and is heading west, above the Sawtooth Mountains, on a bearing that will take him back to his base at NAS MiramarFightertown USA.

    @@ -5235,7 +5466,7 @@
  • Pick a number from the Random Number Table.
  • Turn to the Combat Results Table.
  • Find your Combat Ratio along the top of the chart and cross-reference it with the random number you have picked. (E indicates enemy's loss of ENDURANCE points. CP indicates Cal Phoenix's loss of ENDURANCE points.)
  • -
  • Continue the combat from stage 3 until one combatant has zero ENDURANCE points, this is when he is declared dead.
  • +
  • Continue the combat from stage 3 until one combatant has zero or fewer ENDURANCE points, this is when he is declared dead.
  • @@ -5305,26 +5536,52 @@
    Errata +

    (Dateline to Disaster) Replaced training and with training, and.

    (The Game Rules) Replaced if you pick a O with if you pick a 0.

    +

    (The Game Rules) Replaced On pages 6 and 7 you will find an Action Chart with An Action Chart has been supplied.

    +

    (The Game Rules) Removed For ease of use during play it is recommended that you photocopy these pages.

    +

    (The Game Rules) Replaced the Random Number Table at the back of this book with the Random Number Table.

    +

    (The Game Rules) Replaced survival skills with Survival Skills.

    (Combat Rules) Replaced cross-refer with cross-reference.

    (Combat Rules) Replaced as 1 If with as 1. If .

    +

    (Combat Rules) Removed on the inside back cover of the book.

    +

    (Equipment) Replaced potassium iodine with potassium iodide.

    (The Story So Far) Replaced re-establish with reestablish.

    -

    (24) Replaced swifty with swiftly.

    +

    (The Story So Far) Replaced syphon with siphon.

    +

    (The Story So Far) Replaced fuel, food or water with fuel, food, or water, and the Mavericks with the 'Mavericks'.

    +

    (11) Replaced inflamations with inflammation.

    +

    (24) Replaced Micheal with Michael, swifty with swiftly and machine gunfire with machine gun fire.

    (51) Replaced 1 Pistol with One Pistol.

    +

    (55) Replaced moutains with mountains and syphon with siphon.

    (57) Replaced Swifty with Swiftly.

    (74) Replaced youself with yourself.

    +

    (76) Replaced syphon with siphon.

    (99) Replaced ammuntion with ammunition.

    (112) Added missing period after turn to 295.

    +

    (118) Replaced Backpack items with Backpack Items.

    +

    (121) Replaced Micheal with Michael and machine gunfire with machine gun fire.

    +

    (125) Replaced you say, frustratedly. with you say in frustration..

    (145) Replaced examing with examining.

    +

    (150) Replaced gullys with gullies.

    +

    (171) Replaced gunsmoke with gun smoke.

    +

    (174) Replaced syphon with siphon.

    (193) Replaced suddeness with suddenness.

    +

    (211) Replaced syphon with siphon and added missing period after creaks into action.

    (213) Replaced insepction with inspection and Landcrusier with Landcruiser.

    +

    (215) Replaced painkillers with pain killers.

    +

    (231) Replaced gullys with gullies.

    (244) Replaced iginitng with igniting.

    +

    (250) Replaced Consult the map at the front of the book with Consult your map.

    +

    (282) Removed duplicate seat..

    +

    (290) Replaced distant poppings with distant popping.

    (304) Replaced HE Granade with HE Grenade.

    (305) Added bold formatting Solar Torch, Binoculars and Rope.

    (312) Removed bold formatting Water Canteen.

    +

    (308) Replaced machine gunfire with machine gun fire.

    (322) Replaced accorindly with accordingly.

    (323) Replaced turn 281 with turn to 281.

    -

    (Combat Rules Summary) Replaced cross-refer with cross-reference.

    +

    (The Story So Far,1,2,200,339 Replaced 'the Day' with 'The Day'.

    +

    (Combat Rules Summary) Replaced cross-refer with cross-reference, and zero ENDURANCE with zero or fewer ENDURANCE.

    @@ -5334,8 +5591,43 @@ Footnotes -

    (28) This is the correct answer to the keypad puzzle in Section 337.

    -

    (337) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

    +

    (4) Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.

    +

    (25) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (28) This is the correct answer to the keypad puzzle in Section 337.

    +

    (33) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (37) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (46) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (78) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.

    +

    (94) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (95) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (98) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (113) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (122) Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.

    +

    (132) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (143) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (178) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (182) Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.

    +

    (186) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (191) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (192) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (193) Remember to deduct a round of 7.62mm ammunition from your Ammo Pouch.

    +

    (194) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (199) Remember to deduct a round of 7.62mm ammunition from your Ammo Pouch.

    +

    (205) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (222) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (233) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (255) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (264) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (268) Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.

    +

    (271) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.

    +

    (275) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (285) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (294) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (313) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (325) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (328) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +

    (337) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

    +

    (345) Remember to deduct the relevant number of rounds from your Ammo Pouch.

    @@ -5396,4 +5688,4 @@
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