From: Simon Osborne Date: Wed, 25 Jul 2007 21:55:59 +0000 (+0000) Subject: 01hh: Some few fixes X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=eda3a0f4671e9c9cd85ec7757bb0507d8bdc3557;p=project-aon.git 01hh: Some few fixes 02smr: xml updated somewhat, ' -> , , , etc. 06TKoT: Special Thanks name added git-svn-id: https://projectaon.org/data/en/xml@353 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/01hh.xml b/01hh.xml index 5a88533..48757c8 100644 --- a/01hh.xml +++ b/01hh.xml @@ -578,7 +578,7 @@ Initial revision

Most of the colony will be travelling aboard the bus, which will be driven by your uncle. Cutter will drive the tanker and you, acting as scout, will drive your roadster at the head of the convoy. With the bus full of passengers, luggage is limited to essential supplies only; everything else will be destroyed before leaving McKinney. At dawn, on the day before the convoy is to set off, a thorough check is made of the vehicles and provisions. There is enough food and water to reach your destination but, apart from your personal weapons, the colony has very few firearms with which to defend itself.

Long Jake Bannerman, a former roustabout from Gainsville, has volunteered to drive north and search for weapons and ammunition. His brother once owned a hardware store in Sherman and kept his stock of sporting guns locked in the basement. Although they may have to be dug out there is a good chance that they have survived intact. Everyone agrees that it is worth a try, and so Jake, equipped with a CB radio, a shovel, and a rusty revolver, sets out for Sherman in his beat-up old truck.

Two hours later he radios a message from Sherman. He has found rifles and ammunition, but his truck has broken down and he is now stranded in the town. He has also found a survivora teenage girland he requests that you come to pick them up as soon as possible. Uncle Jonas agrees. He tells him to sit tight and wait for you to arrive.

-

Trust Jake to go an maroon hiself with a gal! grumbles Uncle Jonas, wryly. Cal, you better git your body up to Sherman and haul em back here. An no messin with street punks on the way, yhear!

+

Trust Jake to go an maroon hiself with a gal! grumbles Uncle Jonas, wryly. Cal, you better git your body up to Sherman and haul em back here. An no messin with street punks on the way, yhear!

Well be back in time for breakfast! you reply, cheerily, as you slide behind the wheel of your roadster and fire up its throaty V-8 engine. Then, with a farewell wave, you power the car out of McKinney and speed northwards to Sherman along what remains of Highway 75.

Turn to 204. @@ -1061,7 +1061,7 @@ Initial revision 37 -

You may not need these, but have em anyway, says Kate, holding out two 12-gauge cartridges.

+

You may not need these, but have em anyway, says Kate, holding out two 12-gauge cartridges.

Every little helps, you reply, gratefully, as you take them from her hand (remember to note these on your Ammo Pouch). You press the shells into your guns magazine and chance another look over the edge of the slope to fix the enemys position in your mind.

Ill go left, whispers Cutter.

Whenever youre ready, you reply, and tense your body in preparation for the run.

@@ -2079,7 +2079,7 @@ Initial revision

You pull the transceiver out of your Backpack, flick the power switch on and key in the frequency that Pop Ewell monitors aboard the bus. Red Phoenix to DC1, you say, using your emergency call sign. Im pinned down by sniper fire. Its coming from the diner across the street. Suspect two clansmen. Request assistance.

-

The tiny speaker crackles into life and you hear Cutters voice reply: Hang in there, Cal. Ill circle round the back and flush em out.

+

The tiny speaker crackles into life and you hear Cutters voice reply: Hang in there, Cal. Ill circle round the back and flush em out.

A minute later you see Cutter jump down from the bus and scurry across the rock-strewn ground behind the diner, cradling a shotgun, which he loads as he runs. He disappears behind the building, then a few moments later you hear a burst of gunfire and see a swarthy-faced man, dressed in western clothes, come running out of the front door with a pistol in his hand.

If you possess a missile weapon, turn to 143. If you do not possess a missile weapon, or do not have sufficient ammunition to use it, turn to 183. @@ -2319,7 +2319,7 @@ Initial revision 135 -

You see a cloud of dust approaching, then the roar of 100 motorcycle engines fills the air as the Detroit Lions come racing along the freeway into Colorado City. You gotta hold em off until weve got this baby across, shouts Cutter, as he waves frantic signals to Uncle Jonas, who is having to fight to keep the tanker in a straight line. The sight of the makeshift platform sagging under the weight of the heavy vehicle makes your stomach churn.

+

You see a cloud of dust approaching, then the roar of 100 motorcycle engines fills the air as the Detroit Lions come racing along the freeway into Colorado City. You gotta hold em off until weve got this baby across, shouts Cutter, as he waves frantic signals to Uncle Jonas, who is having to fight to keep the tanker in a straight line. The sight of the makeshift platform sagging under the weight of the heavy vehicle makes your stomach churn.

@@ -2502,7 +2502,7 @@ Initial revision

For a mile beyond the junction, the highway passes through a corridor of petrified trees, the pitiful remains of a fertile city park that thrived before the holocaust. Then it crests a ridge of high ground that overlooks the sickly, tainted waters of Lake Worth. The bridge ahead is blocked by a manned barricade, and you slow to a halt, signalling to the others to pull off the road to avoid being seen.

-

Cutter is the first to join you, his eagle eyes fixed on the barricade as silently he assesses its strength. Uncle Jonas and Hammer Harlan are the next to arrive and they are quick to ask Cutter for his opinion. Aint nothing fancy down there, he says, almost casually. They got a few cars strung out in a line, thats all. I figure if we was to hit em hard enough, you can bet yer boots wed bust through their centre like a bull through a wicker fence.

+

Cutter is the first to join you, his eagle eyes fixed on the barricade as silently he assesses its strength. Uncle Jonas and Hammer Harlan are the next to arrive and they are quick to ask Cutter for his opinion. Aint nothing fancy down there, he says, almost casually. They got a few cars strung out in a line, thats all. I figure if we was to hit em hard enough, you can bet yer boots wed bust through their centre like a bull through a wicker fence.

We cant risk damaging a vehicle, says Hammer, wiping the sweat from his brow. If we smash a rad or rip a tyre, we can kiss goodbye to our hopes o seein Big Spring.

True enough, replies Cutter, stroking his stubbly chin. But Ive got an idea thatll give us a better-than-evens chance o cuttin through without a scratch.

Turn to 227. @@ -2616,7 +2616,7 @@ Initial revision 156 -

Fifty miles of broken highway lie between you and the town of Albany. By mid-afternoon the temperature has climbed above 110 Fahrenheit, and the combined effects of the scorching heat and the poor road surface begins to take its toll on those travelling aboard the crowded bus. As you approach the outskirts of a small town called Moran, Cutter signals for you to stop. Weve got six people down with heat exhaustion and four more on the brink, he says, his face awash with sweat. Weve got to get em out of this travelling oven and let em rest awhile in the shade.

+

Fifty miles of broken highway lie between you and the town of Albany. By mid-afternoon the temperature has climbed above 110 Fahrenheit, and the combined effects of the scorching heat and the poor road surface begins to take its toll on those travelling aboard the crowded bus. As you approach the outskirts of a small town called Moran, Cutter signals for you to stop. Weve got six people down with heat exhaustion and four more on the brink, he says, his face awash with sweat. Weve got to get em out of this travelling oven and let em rest awhile in the shade.

You suggest that the convoy waits in Moran while you go on ahead to make sure that Albany is safe to enter. By the time you have checked it out and returned, the worst of the afternoon heat will have passed and the colony will be better able to continue. Before you leave for Albany you must take a Drink or lose 3 ENDURANCE points. Unless you possess a tub of Salt, you must reduce your current ENDURANCE score by 4 points, due to excessive salt loss.

Turn to 343.
@@ -2847,7 +2847,7 @@ Initial revision 170 -

We wont be a skirtin round this place, says Cutter, casting a critical eye over the surrounding landscape. The land heres too craggy. The bus and the tankerd not get a hunnerd yards. Nope, our only chance is to hit em before they get muled up. If we go now we could cut straight through that lil ol town and be on our way to Big Spring before they know whats happened!

+

We wont be a skirtin round this place, says Cutter, casting a critical eye over the surrounding landscape. The land heres too craggy. The bus and the tankerd not get a hunnerd yards. Nope, our only chance is to hit em before they get muled up. If we go now we could cut straight through that lil ol town and be on our way to Big Spring before they know whats happened!

The plan is put to Uncle Jonas and he agrees that it is the colonys best chance of reaching Big Spring before nightfall. Kate volunteers to ride shotgun with you at the head of the convoy. Uncle Jonas will follow in the tanker and Cutter will close up behind with the bus, enabling those with guns to man the back window and keep any pursuers at bay.

Within a few minutes the plan is relayed to the colony and the vehicles are drawn up in line, ready to run the Coahoma gauntlet.

Turn to 210. @@ -3064,7 +3064,7 @@ Initial revision

On your arrival at Colorado City you discover that the colony has been busy during your absence. Using materials salvaged from the ruins of nearby factories, they have managed to put down a platform that spans the gap in the middle of the bridge. Now Cutter is supervising the strengthening of this platform to ensure that it will withstand the weight of the loaded tanker, the heaviest of the convoy vehicles.

-

You tell everyone that you were unable to find an alternative way across the river, expecting the news to be met with disappointment. But most of the colony greets your scouting report with a nod of approval, a reaction that baffles you until Kate offers an explanation. That explosive we found at Lake Sweetwater is now under the bridge, she says, pointing towards the newly laid platform. Once were all on the other side, Ill trigger the timer and two minutes later boom! No bridge! It might not stop the Lions chasing us but it should keep em off our backs until we reach Big Spring.

+

You tell everyone that you were unable to find an alternative way across the river, expecting the news to be met with disappointment. But most of the colony greets your scouting report with a nod of approval, a reaction that baffles you until Kate offers an explanation. That explosive we found at Lake Sweetwater is now under the bridge, she says, pointing towards the newly laid platform. Once were all on the other side, Ill trigger the timer and two minutes later boom! No bridge! It might not stop the Lions chasing us but it should keep em off our backs until we reach Big Spring.

You are about to take a closer look when Pop Ewell calls everyone to the bus. He has made radio contact with Big Spring. Here, Cal, he says, handing you the headphones, your ears are younger than mine. See if you can figure out what theyre saying.

You slip on the headphones and listen to a voice that is almost completely obscured by the hiss and crackle of static. You close your eyes and concentrate as hard as you can in an effort to understand what is being said. The guy says hes going to pay us a visit, you say, hesitantly, suspecting that you have not heard the message correctly. Then the static fades and clearly you hear the words: Be with you soon. Watch the skies!

Turn to 68. @@ -3119,7 +3119,7 @@ Initial revision 189 -

Strawn is held by a gang o renegades, says Mountain Goat, looking west along the freeway in the direction of the town. Theres bout forty of them. They was kicked out o San Angelo six months ago after they tried to take over the Angelo clan from Mekong Mike. He sure whomped em real good. Those that got away came north an settled here. Theyre known as the Skulls on account o their shaved heads, an their leader is a real mean dude called Alcatraz. He an his gang have got Strawn sewn up like a genuine fortress, just in case Mekong Mike should ever get the idea to come an pay em a surprise visit.

+

Strawn is held by a gang o renegades, says Mountain Goat, looking west along the freeway in the direction of the town. Theres bout forty of them. They was kicked out o San Angelo six months ago after they tried to take over the Angelo clan from Mekong Mike. He sure whomped em real good. Those that got away came north an settled here. Theyre known as the Skulls on account o their shaved heads, an their leader is a real mean dude called Alcatraz. He an his gang have got Strawn sewn up like a genuine fortress, just in case Mekong Mike should ever get the idea to come an pay em a surprise visit.

Dangerous though it would be, a raid on Strawn must be attempted. Cutter proposes that you and he should be the ones to go: he can identify the part that is needed, and you are by far the fittest member of the colony. You swallow your fear and agree to go with him at first light.

Turn to 222.
@@ -3906,7 +3906,7 @@ Initial revision 251 -

An eerie silence is broken by Long Jake, who shouts out: Taint over yet, Cal. Theres more of them damn peckerwoods hidin out there somewhere! As if to prove his point, two single shots ring out, almost simultaneously, and ricochet off the storehouse wall. Watch your sides, Jake yells. Dont let em circle you.

+

An eerie silence is broken by Long Jake, who shouts out: Taint over yet, Cal. Theres more of them damn peckerwoods hidin out there somewhere! As if to prove his point, two single shots ring out, almost simultaneously, and ricochet off the storehouse wall. Watch your sides, Jake yells. Dont let em circle you.

You sense someone, or something, moving among the ruined shops away to your right. They are trying to get into a position where they will have a clear shot at you. If you are to survive this ambush you had better find somewhere less exposed.

If you wish to make a dash for the store, turn to 126. If you decide to jump into your roadster and take off along the main street, turn to 142. @@ -4171,7 +4171,7 @@ Initial revision

You lead the convoy along the split and cratered surface of State Highway 571, across a wasteland of bleached hills and scorched scrub. In the distance you see mountainsthe twin summits of Caddo Peaks and the craggy outline of Spring Mesastanding sharp and clear against the backdrop of a cloudless sky. By mid-afternoon the temperature has climbed to 110 Fahrenheit, and the combined effects of the heat and poor road surface begin to take their toll. Two miles inside Comanche County, the tanker is forced to halt with an overheated engine. Luckily, the breakdown occurs within sight of the Sabanna River, now little more than a torpid stream, and enough water is soon collected to enable the tanker to continue. (If you wish, you can refill your Water Canteen at the river at the cost of one Medi-kit unit).

-

Gradually the road turns westwards and climbs towards high plains country. Then, as you approach the outskirts of a town called Rising Star, Cutter signals to you to stop. Weve got six people down with heat exhaustion, and four more on the brink, he says, his face awash with sweat. Weve got to get em out of this travelling oven and let em rest awhile in the shade.

+

Gradually the road turns westwards and climbs towards high plains country. Then, as you approach the outskirts of a town called Rising Star, Cutter signals to you to stop. Weve got six people down with heat exhaustion, and four more on the brink, he says, his face awash with sweat. Weve got to get em out of this travelling oven and let em rest awhile in the shade.

You suggest that the convoy waits in Rising Star while you go on ahead to make sure that Cross Plains is safe to enter. By the time you have checked it out and returned, the worst of the afternoon heat will have passed and the colony will be in better shape to continue. Before you leave for Cross Plains you must take a drink or lose 3 ENDURANCE points. Unless you possess a tub of Salt, you must reduce your current ENDURANCE total by 4 points, due to excessive salt loss.

Turn to 42.
@@ -4396,7 +4396,7 @@ Initial revision
-

You gotta hold em off until weve got this baby across, shouts Cutter, as he waves frantic signals to Uncle Jonas, who is having to fight to keep the tanker in a straight line. The sight of the makeshift platform sagging under the weight of the heavy vehicle makes your stomach churn.

+

You gotta hold em off until weve got this baby across, shouts Cutter, as he waves frantic signals to Uncle Jonas, who is having to fight to keep the tanker in a straight line. The sight of the makeshift platform sagging under the weight of the heavy vehicle makes your stomach churn.

You can count on it! you shout in reply, then turn and follow Kate as she runs back towards the town.

As you reach the end of the bridge you notice two ideal defensive positions. One is a three-storey factory that overlooks the freeway; the other is an auto wreck overturned on the approach ramp to the bridge.

If you wish to hide behind the auto wreck, turn to 332. @@ -4633,7 +4633,7 @@ Initial revision -

Saw your lights on the road, he croaks, a toothy smile cracking several layers of dirt that have built up around his nose and mouth. Said to mself, those folks will come a callin. Best whup up a real larrupin meal to make em feel right welcome. He jabs his metal rod into the fire and spears the blackened remains of a large rat. Proudly he holds it up and nods enthusiastically, as if he were about to serve you a prime T-bone steak. Your stomach turns when he offers you the charred carcass. You refuse politely.

+

Saw your lights on the road, he croaks, a toothy smile cracking several layers of dirt that have built up around his nose and mouth. Said to mself, those folks will come a callin. Best whup up a real larrupin meal to make em feel right welcome. He jabs his metal rod into the fire and spears the blackened remains of a large rat. Proudly he holds it up and nods enthusiastically, as if he were about to serve you a prime T-bone steak. Your stomach turns when he offers you the charred carcass. You refuse politely.

You gone an broked down, aint you, boy? he says, pointing at the convoy on the highway below. What exactlys the problem? You never know, maybe I kin help you out. Youd not be the first folks that ol Mountain Goatd set right.

Half-heartedly you tell the old hermit about the breakdown, suspecting that he is just wasting your time. When you have finished, he smiles once more, and taps the side of his nose with a greasy forefinger. I know just where you can lay yhands on the part you need to fix that ol bus o yours, he says, smugly.

Where? you reply.

diff --git a/02smr.xml b/02smr.xml index 32cb678..2e51034 100644 --- a/02smr.xml +++ b/02smr.xml @@ -1,81 +1,45 @@ + - %xhtml.characters; %general.links; %xhtml.links; + %general.inclusions; ]> - - - Slaughter Mountain Run Joe Dever - Joe Dever
Illustrated by Brian Williams
+ + Joe Dever + Illustrated by Brian Williams + &inclusion.joe.dever.bio.fw; &inclusion.brian.williams.bio.fw; Project Aon - 20051217 + 2007725

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. From the sanctuary of Big Spring your convoy of survivors begins the next stage of its life-or-death exodus: a journey to the fortified border town of El Paso, a destination that lies hundreds of miles beyond the sun-scorched wasteland of West Texas. In Slaughter Mountain Run your mission is to rescue Kate Norton from the clutches of your arch enemythe HAVOC leader Mad Dog Michigan. You have just seven days to free her and to rendezvous with the colony before it runs the gauntlet of fire that protects the only mountain road to El Paso.

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 1988 Joe Dever.
Illustrations copyright 1988 Brian Williams.
+ + Text copyright 1988 Joe Dever. + Illustrations copyright 1988 Brian Williams. + -

Text copyright 1988 Joe Dever.
Illustrations copyright 1988 Brian Williams.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+

+ Text copyright 1988 Joe Dever. + Illustrations copyright 1988 Brian Williams. + Distribution of this Internet Edition is restricted under the terms of the Project Aon License. +

@@ -121,15 +85,24 @@ Initial revision
Transcription
-
Mohamed Sha'Aidil
+
Mohamed ShaAidil
Illustration Transcription
XML
-
Jonathan Blake
Iain Smith
+
+ Jonathan Blake + Iain Smith +
Proofreading
-
Mohamed Sha'Aidil, Iain Smith
+
+ Mohamed ShaAidil + Iain Smith +
Editing
-
Simon Osborne, Iain Smith
+
+ Simon Osborne + Iain Smith +
Coordination
@@ -150,19 +123,31 @@ Initial revision -

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 refuse steadfastly 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 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 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.

-

2019-2020
Gradually, the dust storms die down and the sun penetrates the atmosphere, thawing the earth's frozen surface. Radiation has decayed to tolerable levels, and survivors emerge to reclaim what little remains of the world they once knew.

-
+

19901998 + Rise of global terrorism on an unprecedented scale. Political violence funded by organized crime syndicate called HAVOCThe Hijack, Assassination and Violent Opposition Consortium.

+

19982003 + The governments of many small and impoverished nations fall into the hands of HAVOC. International terrorists receive arms, training, and shelter in these Badlands.

+

20032008 + 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 HAVOCs 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 Pensmaximum 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.

+

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.

+

20122019 + Gale force winds sweep across the world, carrying enormous amounts of dust into the upper atmosphere and preventing much sunlight from reaching the earths 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.

+

20192020 + Gradually, the dust storms die down and the sun penetrates the atmosphere, thawing the earths frozen surface. Radiation has decayed to tolerable levels, and survivors emerge to reclaim what little remains of the world they once knew.

+
@@ -173,28 +158,28 @@ Initial revision -

You are Cal Phoenix, a survivor, born in California on Thanksgiving Day in the year AD 2000. In 2012, whilst on winter vacation at your Uncle Jonas' and Aunt Betty-Ann's ranch in Texas, you were invited to visit a shale-oil mine near Austin, the first of its kind in Texas. As Chief of Construction, your uncle was proud to take you on a guided tour of the whole underground complex, which, for security reasons, was totally self-supporting. It was during this tour on 3 January 2012, that the unthinkable happened.

+

You are Cal Phoenix, a survivor, born in California on Thanksgiving Day in the year AD 2000. In 2012, whilst on winter vacation at your Uncle Jonas and Aunt Betty-Anns ranch in Texas, you were invited to visit a shale-oil mine near Austin, the first of its kind in Texas. As Chief of Construction, your uncle was proud to take you on a guided tour of the whole underground complex, which, for security reasons, was totally self-supporting. It was during this tour on 3 January 2012, that the unthinkable happened.

You remember how the ground shuddered when the shock waves from the first distant explosions reached the mine. Immediately you assumed it was the start of an earthquake, which you had experienced many times at home in California. However, as the levels nearest the surface began to collapse and the central elevator shaft filled with rubble, you realized the awful truth: the holocaust. At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had switched into operation automatically when the main power supply failed, and the tremors had faded quickly, which encouraged your aunt and uncle to believe that the damage above was superficial. Uncle Jonas was confident that the military would mount a rescue operation and that you would be brought out within a few days, a week at the most. Aunt Betty-Ann, too, was optimistic. After all, there were emergency suppliesenough to feed 200 men for a whole month. Little did she know that the three of you would end up consuming all those supplies, or that the mine would become your home, your shelter and your prison for the next eight years of your lives.

-

It was early September in the year 2019 when eventually you broke through to the surface. When first you set eyes on the landscape surrounding the mine, it was like looking at 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 had 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.

+

It was early September in the year 2019 when eventually you broke through to the surface. When first you set eyes on the landscape surrounding the mine, it was like looking at 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 had 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 and 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 people 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 reestablish law and order. They urged you to avoid these gangs at all costs.

It took more than a week to discover a vehicle that could transport you to McKinney. It was an old school bus, one that had been parked in an underground lot and had survived the years of sub-zero blizzards. With fuel and spares salvaged from the mine, you managed to coax it back to life, and then set off on your journey north.

When you arrived at the town, it was easy to find where the Ewells livedtheir 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 fully appreciated 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 they 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, soon this number had 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, known as 'DC1' for short. 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 with, 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. 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'.

+

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 they 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, soon this number had 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, known as DC1 for short. 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 with, 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 DC1s supplies. Cutter also taught you to shoot. 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 you arrived at DC1, the colony was faced with a major crisis. A heat wave was causing 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 were also 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. In fact, it had survived the last eight years virtually intact. When you heard the news you could hardly believe your ears. Perhaps your family was still alive. After all that had happened, there was now a real hope that one day you might be reunited with them.

+

Six months after you arrived at DC1, the colony was faced with a major crisis. A heat wave was causing a drought that threatened to destroy the food supply. Crops were failing and the colonys 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 DC1s: 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 were also 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. In fact, it had survived the last eight years virtually intact. When you heard the news you could hardly believe your ears. Perhaps your family was still alive. After all that had happened, there was now a real hope that one day you might be reunited with them.

A meeting was held to decide how best to deal with the crisis facing DC1. Everyone agreed that to stay at McKinney would lead eventually to 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 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 refuel them 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 gasolene tanker laden with 5000 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. So, 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 be sent to Sherman to pick them 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, which 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 had once been a high-ranking HAVOC agent. He 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 had been determined to get her back. He sent his brotherStinger and a handful of his best scouts to track her down. They had finally caught up with her at Sherman.

+

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 5000 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. So, 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 be sent to Sherman to pick them 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, which 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 had once been a high-ranking HAVOC agent. He 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 had been determined to get her back. He sent his brotherStinger and a handful of his best scouts to track her down. 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 at any price. 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 central Texas. The journey to Big Spring was fraught with great danger. Yet, in spite of the many perils you faced, perhaps because of them, you felt yourself falling in love with Kate and you sensed that she, too, 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 mood of 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.

-

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 token 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. However, 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.

+

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 mood of celebration was soured by the vivid memory of Kates 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.

+

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 token 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. However, although they outnumbered the colony by more than three to one, they were unable to breach the settlements 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, based in New Orleans, to come and 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 that 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 myriad 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 is only one way for the colony to reach Tucson overland and that is to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely half-way between Big Spring and Tucson is situated the city of El Paso, which is chosen as the colony's first destination. The city lies at the end of a long, steep and tortuous stretch of mountain highway, and few doubt that the journey to El Paso will prove the most exacting test of strength and endurance any of you are ever likely to face during your long journey to California.

+

There is only one way for the colony to reach Tucson overland and that is to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely half-way between Big Spring and Tucson is situated the city of El Paso, which is chosen as the colonys first destination. The city lies at the end of a long, steep and tortuous stretch of mountain highway, and few doubt that the journey to El Paso will prove the most exacting test of strength and endurance any of you are ever likely to face during your long journey to California.

@@ -307,11 +292,11 @@ Initial revision

Your Ammo Pouch is where you store any spare ammunition for firearms. It can hold a maximum of the following:

- 40 rounds of 9mm calibre Pistol/Machine Pistol ammunition
- or
- 20 rounds of 7.62mm calibre Rifle ammunition
- or
- 10 rounds of 12-gauge calibre Shotgun ammunition + 40 rounds of 9mm calibre Pistol/Machine Pistol ammunition + or + 20 rounds of 7.62mm calibre Rifle ammunition + or + 10 rounds of 12-gauge calibre Shotgun ammunition

When carrying mixed calibres of ammunition, use this equation to check how much space you have left in your Ammo Pouch:

4 x 9mm rounds = 2 x 7.62 rounds = 1 x 12 gauge round

@@ -331,7 +316,7 @@ Initial revision
Water Canteen -

Water is essential to life, and your life will depend on having a sufficient, uncontaminated supply. You will need to drink regularly during your adventure. One drink is equivalent to half a pint and your canteen holds exactly two pints of water: enough for one day's needs. When instructed to drink, be sure to tick off one box in the Water section of your Action Chart.

+

Water is essential to life, and your life will depend on having a sufficient, uncontaminated supply. You will need to drink regularly during your adventure. One drink is equivalent to half a pint and your canteen holds exactly two pints of water: enough for one days needs. When instructed to drink, be sure to tick off one box in the Water section of your Action Chart.

If you do not have any Water when instructed to drink, you must lose 3 ENDURANCE points.

@@ -422,19 +407,25 @@ Initial revision -

There will be occasions when you will have to fight an enemy in hand-to-hand combat. The enemy's CLOSE COMBAT SKILL and ENDURANCE level will both be given in the text. Your aim in close combat is to kill the enemy by reducing his ENDURANCE points to zero or below while losing as few of your own ENDURANCE points as possible.

-

At the start of a close combat, enter both your own and your enemy's ENDURANCE points in the appropriate boxes on the Close Combat Record section of your Action Chart. The sequence for close combat is as follows:

+

There will be occasions when you will have to fight an enemy in hand-to-hand combat. The enemys CLOSE COMBAT SKILL and ENDURANCE level will both be given in the text. Your aim in close combat is to kill the enemy by reducing his ENDURANCE points to zero or below while losing as few of your own ENDURANCE points as possible.

+

At the start of a close combat, enter both your own and your enemys ENDURANCE points in the appropriate boxes on the Close Combat Record section of your Action Chart. The sequence for close combat is as follows:

  1. Add any extra points gained through the use of close combat weapons to your current CLOSE COMBAT SKILL total.

  2. Subtract the CLOSE COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    -

    Example
    Cal Phoenix (CLOSE COMBAT SKILL 17) is attacked by a Renegade Clansman (CLOSE COMBAT SKILL 18). He is not given the opportunity to evade close combat, but must stand and fight his adversary. Cal Phoenix is armed with a Hunting Knife, so he adds 2 points to his CLOSE COMBAT SKILL, giving a total CLOSE COMBAT SKILL of 19.

    -

    He subtracts the Renegade Clansman's CLOSE COMBAT SKILL from his own, giving a Combat Ratio of 1 (19 18 = 1). He notes this 1 on his Action Chart as the Combat Ratio.

    +

    + Example + Cal Phoenix (CLOSE COMBAT SKILL 17) is attacked by a Renegade Clansman (CLOSE COMBAT SKILL 18). He is not given the opportunity to evade close combat, but must stand and fight his adversary. Cal Phoenix is armed with a Hunting Knife, so he adds 2 points to his CLOSE COMBAT SKILL, giving a total CLOSE COMBAT SKILL of 19. +

    +

    He subtracts the Renegade Clansmans CLOSE COMBAT SKILL from his own, giving a Combat Ratio of 1 (19 18 = 1). He notes this 1 on his Action Chart as the Combat Ratio.

  3. After working out your Combat Ratio, pick a number from the Random Number Table.

  4. 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:

    +

    + 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: +

    • Cal Phoenix loses 3 ENDURANCE points.
    • Renegade Clansman loses 4 ENDURANCE points.
    • @@ -471,15 +462,15 @@ Initial revision

      Throughout a long and moonless night, the colony loads up and manhandles into line the vehicles that are to transport you west to Tucson. Preparations for the breakout did not begin until an hour after sundown, for Amex Gold has men positioned on nearby Signal Mountain with orders to observe and report all activity within Big Spring. These lookouts are especially vigilant; their leader is expecting the colony to attempt an escape and they know that their lives will be forfeit should they fail to predict exactly when it will occur.

      -

      In near-blackness you service and refuel your roadster by sense of touch alone, while all around you the chill night air is alive with movement and whispering as your fellow colonists furtively attend to their allotted tasks. Although you cannot see them you know exactly the positions of the five other road vehicles that comprise the convoy. At the head of the line, twenty paces back from the west freeway gate, is the armoured tow truck that will lead the breakout. The driver is 'Pecos' Pete Tyler, and beside him you can picture his brother Rex riding shotgun. In the open back of their truck is Rickenbacker, a former flying circus stunt pilot, who has chosen to ride out in the open so that he can look after 'Icarus'his motorized hang gliderwhich by now he will have carefully dismantled and strapped aboard. Next in line are two Amcorp Landcruiserssolar-assisted roadbuses that carry the Big Spring colonists, and behind them is positioned the gasolene tanker with Uncle Jonas at the wheel. The DC1 school bus is next and your roadster last, the back marker until the convoy is clear of Big Spring.

      -

      Once your preparations are complete you leave your vehicle and feel your way along the side of the school bus towards the boarding door. Cutter is sitting in the driver's seat, staring thoughtfully at the night sky, his face lit by the faint green glow of the instrument panel.

      -

      'Cal, you'd better get back and watch out for Pecos Pete's signal,' he says, on seeing you at his side. 'We're outta here in fifteen minutes.'

      -

      'I've decided I'm not goin' to Tucson with the convoy,' you reply, your voice steady and resolute. 'I'm not gonna abandon Kate. I'm the only hope she's got of cuttin' loose o' that psychopath Mad Dog Michigan, and I'm not gonna betray that hope. He's sure to have taken her with him to San Angelo, and I've thought out a plan to spring her from there while he's busy fixin' a deal with the Angelinos gang.

      -

      'I understand how you feel, Cal,' says Cutter, sympathetically, 'but you've a duty to the rest o' the colony that you can't just ignore. You're the convoy scout, the convoy's eyes and ears. We're gonna need you to get us across the mountains in one piece.'

      -

      'Rickenbacker in his micro-glider can scout for the convoy. With a CB on board he could stay in radio contact with Pop and be your eyes in the sky. He'd make the best scout the convoy could ask for,' you reply, convincingly.

      -

      Cutter stares at you in silence then, begrudgingly, he nods in agreement. 'OK, Cal. As soon as we're safely away from here I'll talk to the others and get them to listen to your plan. But first we've gotta concern ourselves with gettin' out o' here in one pieceagreed?'

      -

      'Agreed,' you reply, relieved that at last you have told someone your decision to rescue Kate.

      -

      Suddenly the discordant blare of an auto horn splits the silence: it is Pecos Pete's signal to the other drivers to start their engines. Quickly you return to your roadster and, as you fire up its engine, you see the twin tail lights of the school bus shrinking in the dark as it heads towards the now-open freeway gate. The breakout has begun.

      +

      In near-blackness you service and refuel your roadster by sense of touch alone, while all around you the chill night air is alive with movement and whispering as your fellow colonists furtively attend to their allotted tasks. Although you cannot see them you know exactly the positions of the five other road vehicles that comprise the convoy. At the head of the line, twenty paces back from the west freeway gate, is the armoured tow truck that will lead the breakout. The driver is Pecos Pete Tyler, and beside him you can picture his brother Rex riding shotgun. In the open back of their truck is Rickenbacker, a former flying circus stunt pilot, who has chosen to ride out in the open so that he can look after Icarushis motorized hang gliderwhich by now he will have carefully dismantled and strapped aboard. Next in line are two Amcorp Landcruiserssolar-assisted roadbuses that carry the Big Spring colonists, and behind them is positioned the gasolene tanker with Uncle Jonas at the wheel. The DC1 school bus is next and your roadster last, the back marker until the convoy is clear of Big Spring.

      +

      Once your preparations are complete you leave your vehicle and feel your way along the side of the school bus towards the boarding door. Cutter is sitting in the drivers seat, staring thoughtfully at the night sky, his face lit by the faint green glow of the instrument panel.

      +

      Cal, youd better get back and watch out for Pecos Petes signal, he says, on seeing you at his side. Were outta here in fifteen minutes.

      +

      Ive decided Im not goin to Tucson with the convoy, you reply, your voice steady and resolute. Im not gonna abandon Kate. Im the only hope shes got of cuttin loose o that psychopath Mad Dog Michigan, and Im not gonna betray that hope. Hes sure to have taken her with him to San Angelo, and Ive thought out a plan to spring her from there while hes busy fixin a deal with the Angelinos gang.

      +

      I understand how you feel, Cal, says Cutter, sympathetically, but youve a duty to the rest o the colony that you cant just ignore. Youre the convoy scout, the convoys eyes and ears. Were gonna need you to get us across the mountains in one piece.

      +

      Rickenbacker in his micro-glider can scout for the convoy. With a CB on board he could stay in radio contact with Pop and be your eyes in the sky. Hed make the best scout the convoy could ask for, you reply, convincingly.

      +

      Cutter stares at you in silence then, begrudgingly, he nods in agreement. OK, Cal. As soon as were safely away from here Ill talk to the others and get them to listen to your plan. But first weve gotta concern ourselves with gettin out o here in one pieceagreed?

      +

      Agreed, you reply, relieved that at last you have told someone your decision to rescue Kate.

      +

      Suddenly the discordant blare of an auto horn splits the silence: it is Pecos Petes signal to the other drivers to start their engines. Quickly you return to your roadster and, as you fire up its engine, you see the twin tail lights of the school bus shrinking in the dark as it heads towards the now-open freeway gate. The breakout has begun.

      Turn to 293.
      @@ -515,7 +506,7 @@ Initial revision -

      The crack of your pistol shot is echoed by the clansman's shocked scream. He drops the knife and clutches his hands to his wound before crashing lifelessly to the floor. With fear in their eyes, the other two reach for their pistols as they back away hastily from the guard's bloodstained body.

      +

      The crack of your pistol shot is echoed by the clansmans shocked scream. He drops the knife and clutches his hands to his wound before crashing lifelessly to the floor. With fear in their eyes, the other two reach for their pistols as they back away hastily from the guards bloodstained body.

      Turn to 335.
      @@ -524,8 +515,8 @@ Initial revision 5 -

      Your killing blow tears open the sniper's chest and flings him to the floor like a torn puppet. With a gurgling groan he rolls over on to his back and dies, his rifle still clutched in his hands. (If you wish to keep this weapon, you discover that it contains eight rounds of 7.62mm ammunition.)

      -

      You walk to the window and shout an 'all clear' to the others in the street below before you turn to leave.

      +

      Your killing blow tears open the snipers chest and flings him to the floor like a torn puppet. With a gurgling groan he rolls over on to his back and dies, his rifle still clutched in his hands. (If you wish to keep this weapon, you discover that it contains eight rounds of 7.62mm ammunition.)

      +

      You walk to the window and shout an all clear to the others in the street below before you turn to leave.

      Turn to 239.
      @@ -547,7 +538,7 @@ Initial revision 7 -

      This corridor services a number of offices and conference rooms before it ends at a wide staircase leading downwards. You descend three floors and discover the remains of a large private restaurant which, along with the kitchen, occupies most of the sub-basement level. A small 'fire exit' sign hangs over the double doors leading to the kitchen and you head straight for them.

      +

      This corridor services a number of offices and conference rooms before it ends at a wide staircase leading downwards. You descend three floors and discover the remains of a large private restaurant which, along with the kitchen, occupies most of the sub-basement level. A small fire exit sign hangs over the double doors leading to the kitchen and you head straight for them.

      As you are crossing the restaurant floor, your rumbling stomach reminds you that you have yet to eat anything today. Then the thought occurs to you that there could still be some canned food in the kitchen, and you decide to search it before you leave the building.

      Pick a number from the Random Number Table and add to it your Perception skill score.

      If your total score is now 11 or less, turn to 159. @@ -570,7 +561,7 @@ Initial revision 9 -

      To your left is the open doorway of an empty locker room and you slip inside quickly to avoid being seen by the two guards. Having already removed the grenade from your pack, you set its variable timer to detonate four seconds after the pin is pulled. A quick glance into the corridor lets you know the guards' position; you pull the pin and lob the grenade at them.

      +

      To your left is the open doorway of an empty locker room and you slip inside quickly to avoid being seen by the two guards. Having already removed the grenade from your pack, you set its variable timer to detonate four seconds after the pin is pulled. A quick glance into the corridor lets you know the guards position; you pull the pin and lob the grenade at them.

      In the confines of the corridor the grenade explodes with devastating effect. Even though you are in an adjacent room, shielded from the direct blast, the concussion makes your ears ring and leaves you gasping for breath. You grab a towel that is hanging behind the door and use it to cover your mouth as you run down the smoke-filled corridor. The clansmen lie dead at the foot of the stairs. As you leap over their bodies and ascend the steps, you see the door to the observation block begin to open.

      Turn to 268.
      @@ -596,8 +587,8 @@ Initial revision 11 -

      Kate rushes over to the dead man's bike and salvages a machine pistol, while you return to the car and finish the repair. The sight of their leader dead leaves the remaining clansmen in a state of confusion, which lasts just long enough for you to complete your wheel change and jump back into the car with Kate.

      -

      As you reach the top of the bank and speed away towards the distant highway, you glance over your shoulder to see the Angelino scouts cradling their leader's body on the bank of the South Concho River.

      +

      Kate rushes over to the dead mans bike and salvages a machine pistol, while you return to the car and finish the repair. The sight of their leader dead leaves the remaining clansmen in a state of confusion, which lasts just long enough for you to complete your wheel change and jump back into the car with Kate.

      +

      As you reach the top of the bank and speed away towards the distant highway, you glance over your shoulder to see the Angelino scouts cradling their leaders body on the bank of the South Concho River.

      Turn to 249.
      @@ -607,7 +598,7 @@ Initial revision

      For three long, hot, tedious hours you sit watching the two clansmen through your binoculars (during which time you must take a Drink or lose 3 ENDURANCE points). You see them finish their meal and then attend to the repair of one of their motorcycle engines. You are beginning to fear that they have no intention of ever leaving the bridge, when another biker appears atop a ridge of high ground on the far side of the river. He approaches them and stops briefly to talk. Then the two clansmen mount their machines and follow him back across the bridge, accelerating away to the south.

      -

      Once you are sure that it is safe to continue, you start your engine and drive towards the bridge. As you approach the entrance you see the remains of the clansmen's campfire, its ashes still smouldering.

      +

      Once you are sure that it is safe to continue, you start your engine and drive towards the bridge. As you approach the entrance you see the remains of the clansmens campfire, its ashes still smouldering.

      If you wish to stop and search the area around the campfire, turn to 111. If you decide to cross the bridge and press on towards San Angelo, turn to 213.
      @@ -629,7 +620,7 @@ Initial revision 14 -

      A hail of automatic rifle fire tears into the sides and rear of the jeep as you crash your way through the barrier and accelerate across the open ground. You are twenty yards from the safety of the southern ruins when two bullets penetrate the jeep's gasolene tank.

      +

      A hail of automatic rifle fire tears into the sides and rear of the jeep as you crash your way through the barrier and accelerate across the open ground. You are twenty yards from the safety of the southern ruins when two bullets penetrate the jeeps gasolene tank.

      The steel-jacketed rounds cause a spark that ignites the fuel, and, in one chilling instant, the vehicle is transformed into a blazing fireball. A kaleidoscope of shapes assails your eyes as the jeep somersaults end-over-end, before you are engulfed by a wave of searing white heat that kills you instantly.

      Tragically, your journey and your life come to an end here in San Angelo.

      @@ -639,7 +630,7 @@ Initial revision 15 -

      From a position high among the tiers, you look down at the rows of empty seats that encircle the dusty arena and observe the preparations taking place around the perimeter track. This stadium once hosted international sporting events, many of which were televised and beamed live around the world. Now it plays host to a sporting event of a very different kind. The Angelinos have challenged the Lions to put forward four of their best riders for a twenty-lap motorcycle race around the arena. The track itself reminds you of an old film you saw when you were a child, a film about the wild chariot races that took place in Ancient Rome. Today's event is meant to be a friendly challenge to celebrate the signing of their alliance, but with clan honour at stake the race will undoubtedly be fought out in deadly earnest.

      +

      From a position high among the tiers, you look down at the rows of empty seats that encircle the dusty arena and observe the preparations taking place around the perimeter track. This stadium once hosted international sporting events, many of which were televised and beamed live around the world. Now it plays host to a sporting event of a very different kind. The Angelinos have challenged the Lions to put forward four of their best riders for a twenty-lap motorcycle race around the arena. The track itself reminds you of an old film you saw when you were a child, a film about the wild chariot races that took place in Ancient Rome. Todays event is meant to be a friendly challenge to celebrate the signing of their alliance, but with clan honour at stake the race will undoubtedly be fought out in deadly earnest.

      Facing you, on the far side of the stadium, is the glass-fronted observation block that was once used by television and radio commentators. Your curiosity is aroused by it when you notice that the door to the block is heavily guarded. Fixedly you stare at its full-length windows and count five occupants: four clansmen and one blonde-haired girl. You cannot see her face clearly, but you know that she is Kate Norton.

      Turn to 346.
      @@ -650,12 +641,12 @@ Initial revision

      The bullets whine as they ricochet off the side of the Chevrolet and pass within inches of your body. You reach cover and Kate tosses her machine pistol to you over the side of the roadster. You catch it near the ground, but before you can draw back the firing bolt and return fire, you spot the outline of a man standing away to your right. He is armed with a pistol and he has you dead in his sights.

      -

      'Do like the man said, buddy, or take your last breath,' he says, and reluctantly you let the G-12 slip to the ground.

      -

      'Ain't no good you hidin' in there, honey,' says the voice from the pay booth. There is a pause, then slowly Kate climbs out of the car and stands beside you.

      +

      Do like the man said, buddy, or take your last breath, he says, and reluctantly you let the G-12 slip to the ground.

      +

      Aint no good you hidin in there, honey, says the voice from the pay booth. There is a pause, then slowly Kate climbs out of the car and stands beside you.

      The man with the pistol is tall and muscular and dressed in green army fatigues. His blond hair is cropped close to his head and his eyes are hidden behind a pair of dark sunglasses. With his pistol still aimed at your heart, he walks slowly towards you, stopping at the entrance to the pay booth. Two more men in uniform emerge from the doorwaythe rifleman and one other, armed with a sawn-off shotgun.

      -

      'They don't look like clan punks, Sarge,' says the rifleman.

      -

      'We're not,' interrupts Kate. 'We're running from the clans.'

      -

      Bemused, the blond-haired man scratches his chin and turns to say something quietly to his two companions. It is then that you notice the faded sergeant stripes and the circular globe-of-the-world emblem that adorn his sleeve. Instantly you recognize the latter: it is the emblem of the World Defence League. At length, he turns to face you once more and says, in a friendlier tone, 'I think you two had better tell us your story.'

      +

      They dont look like clan punks, Sarge, says the rifleman.

      +

      Were not, interrupts Kate. Were running from the clans.

      +

      Bemused, the blond-haired man scratches his chin and turns to say something quietly to his two companions. It is then that you notice the faded sergeant stripes and the circular globe-of-the-world emblem that adorn his sleeve. Instantly you recognize the latter: it is the emblem of the World Defence League. At length, he turns to face you once more and says, in a friendlier tone, I think you two had better tell us your story.

      Turn to 321.
      @@ -664,7 +655,7 @@ Initial revision 17 -

      Mad Dog Michigan is poised to shoot you dead when suddenly a loud cheer fills the stadium. Ricky Riot, the top Angelinos rider, has just crossed the line and won the race, and it is this victory cry that distracts Mad Dog's aim at the vital second. His shot goes awry, hitting the lifeless body of Mekong Mike, who is slumped at your feet. He fires again but this time the pistol jams. In desperation he hurls the weapon at your head. You dive to avoid it and it glances off your shoulder: lose 2 ENDURANCE points.

      +

      Mad Dog Michigan is poised to shoot you dead when suddenly a loud cheer fills the stadium. Ricky Riot, the top Angelinos rider, has just crossed the line and won the race, and it is this victory cry that distracts Mad Dogs aim at the vital second. His shot goes awry, hitting the lifeless body of Mekong Mike, who is slumped at your feet. He fires again but this time the pistol jams. In desperation he hurls the weapon at your head. You dive to avoid it and it glances off your shoulder: lose 2 ENDURANCE points.

      When you get to your feet your enemy is speaking into a radio handset. In his hand he now holds another pistol and, with a cruel sneer, he raises it and takes deliberate aim at your head. He is about to squeeze the trigger when Kate appears behind him with a wooden stool clutched unsteadily in her hands. With one fell stroke she smashes it down upon his head and leaves him sprawled unconscious on the floor.

      Turn to 45.
      @@ -784,7 +775,7 @@ Initial revision
    • Enough canned food for five Meals

    If you choose to keep any of the items in either list, remember to adjust your Action Chart accordingly.

    -

    Before leaving the kitchen, you hide the clansman's body in an empty refrigerator. Then you hurry through the fire escape door and make your way up a flight of rusty steps that leads to a service alley at the rear of the building.

    +

    Before leaving the kitchen, you hide the clansmans body in an empty refrigerator. Then you hurry through the fire escape door and make your way up a flight of rusty steps that leads to a service alley at the rear of the building.

    Turn to 269. @@ -794,7 +785,7 @@ Initial revision

    The track leads to a cluster of log cabins and adobe huts that look as if they have only recently been constructed. Nearby, erected around the entrance to a cave, you see a palisade and, standing at the gate in this wall of logs, you notice a large group of men, women and children. They are dressed in animal skins, and their faces and hair are dyed with bright colours. At your approach they scurry inside the gate and take cover behind their log wall.

    -

    The instant you bring your roadster to a halt you smell the strong, oily aroma of gasolene. With trepidation you inspect the bullet-riddled trunk and discover, to your horror, that gasolene is gushing from the spare fuel containers. They are so badly holed that an attempt at repairing them would be futile. The roar of your pursuer's motorcycle is growing louder, and Kate urges you to abandon the car and take cover with the others behind the wall of logs. You nod your agreement and run towards the gate but as you get nearer, a man steps forward to block your access. He is holding a loaded bow. A flint-tipped arrow is drawn taught to his lips and he is pointing it at your chest.

    +

    The instant you bring your roadster to a halt you smell the strong, oily aroma of gasolene. With trepidation you inspect the bullet-riddled trunk and discover, to your horror, that gasolene is gushing from the spare fuel containers. They are so badly holed that an attempt at repairing them would be futile. The roar of your pursuers motorcycle is growing louder, and Kate urges you to abandon the car and take cover with the others behind the wall of logs. You nod your agreement and run towards the gate but as you get nearer, a man steps forward to block your access. He is holding a loaded bow. A flint-tipped arrow is drawn taught to his lips and he is pointing it at your chest.

    Brian Williams @@ -831,8 +822,8 @@ Initial revision -

    You pull the trigger and immediately duck your head behind the roadster's reinforced steel door. The speed of your reflexes saves you from being hit by the Maverick's gunfire as, in the throes of death, he empties his pistol into the side of your car.

    -

    With the screams of the other clansmen ringing in your ears, you force yourself to concentrate on restarting your roadster. This time, despite an almost overwhelming urge to stamp the pedal straight through the floor, you take your foot off the gas as you turn the ignition switch. The move worksthe engine roars back to lifeand within seconds you are accelerating away from the Mavericks with your eyes glued firmly on the convoy's tail lights, glowing red in the distance. A few poorly aimed bullets chase your escape but you soon catch up with the school bus and pass beyond range of the clansmen's guns.

    +

    You pull the trigger and immediately duck your head behind the roadsters reinforced steel door. The speed of your reflexes saves you from being hit by the Mavericks gunfire as, in the throes of death, he empties his pistol into the side of your car.

    +

    With the screams of the other clansmen ringing in your ears, you force yourself to concentrate on restarting your roadster. This time, despite an almost overwhelming urge to stamp the pedal straight through the floor, you take your foot off the gas as you turn the ignition switch. The move worksthe engine roars back to lifeand within seconds you are accelerating away from the Mavericks with your eyes glued firmly on the convoys tail lights, glowing red in the distance. A few poorly aimed bullets chase your escape but you soon catch up with the school bus and pass beyond range of the clansmens guns.

    Turn to 312.
    @@ -868,8 +859,8 @@ Initial revision 29 -

    You awake shortly after dawn, your neck stiff and aching after an uncomfortable night's sleep. Little light is filtering from the surface of this underground lot, but there is sufficient for you to be able to take stock of your surroundings and make sure that you are alone. After checking your equipment, you leave your roadster and ascend to the surface, where you make a mental note of this location before beginning your trek towards the downtown stronghold of the Angelinos.

    -

    The heat is bearable at this early hour and you encounter no sign of the city's occupants as stealthily you make your way through the shattered streets. An hour later you reach the southern section of their perimeter wall and stop to observe those who are guarding it. They look like a motley group of criminals armed with an assortment of weapons and equipment, much of which appears rusty and incapable of functioning. All that identifies them as Angelinos is the symbol they wear on their jackets and T-shirts: the skull of a long-horned steer.

    +

    You awake shortly after dawn, your neck stiff and aching after an uncomfortable nights sleep. Little light is filtering from the surface of this underground lot, but there is sufficient for you to be able to take stock of your surroundings and make sure that you are alone. After checking your equipment, you leave your roadster and ascend to the surface, where you make a mental note of this location before beginning your trek towards the downtown stronghold of the Angelinos.

    +

    The heat is bearable at this early hour and you encounter no sign of the citys occupants as stealthily you make your way through the shattered streets. An hour later you reach the southern section of their perimeter wall and stop to observe those who are guarding it. They look like a motley group of criminals armed with an assortment of weapons and equipment, much of which appears rusty and incapable of functioning. All that identifies them as Angelinos is the symbol they wear on their jackets and T-shirts: the skull of a long-horned steer.

    After having studied the defences and watched the guards for the better part of an hour, you decide that the best place to gain entry to the stronghold is through an office block that interrupts the perimeter wall. The wooden planks that have been used to seal it are warped and split, and gaining entry to the building should not prove too difficult. Patiently you wait for the right moment before you break cover and sprint across the rubble-strewn street towards the main entrance.

    Turn to 189.
    @@ -880,9 +871,9 @@ Initial revision

    You radio back to the convoy that you have sighted something suspicious in the hills to the south. You bring your roadster to a halt, and, as the convoy draws closer, Cutter disembarks and comes running forward to find out more. You point out the place on the ridge where you saw the reflections, and he scans the area with his powerful binoculars.

    -

    'Whatever was up there has gone now, Cal,' he says. 'If it was clan scouts you saw then we'd better keep on movin' before they rustle up enough of their kin to bushwhack us.'

    +

    Whatever was up there has gone now, Cal, he says. If it was clan scouts you saw then wed better keep on movin before they rustle up enough of their kin to bushwhack us.

    You keep a watchful eye on the ridge as you lead the convoy along this section of the freeway. Anxiously you expect an ambush to take place at any time, but, despite your fears, an attack does not materialize. At length, the stores and houses of Van Horn appear on the road ahead. The town looks deserted but you decide to take no chances. You bring the convoy to a halt within a mile of the town limits and, accompanied by Sergeant Haskell, you leave your roadster and enter on foot to check that the place is safe for the convoy to pass through.

    -

    The tumbledown buildings are deathly quiet as you walk along the main street of Van Horn, and you notice nothing out of the ordinary until you reach a bar near the centre of the town. A motorcycle is parked beside the entrance, its fuel tank emblazoned with the ace of spades emblem of the Mavericks clan. You decide to search the bar and, if possible, try to capture and question the bike's owner. Haskell suggests that it would be a good idea if one of you were to enter by the rear door and you nod your agreement.

    +

    The tumbledown buildings are deathly quiet as you walk along the main street of Van Horn, and you notice nothing out of the ordinary until you reach a bar near the centre of the town. A motorcycle is parked beside the entrance, its fuel tank emblazoned with the ace of spades emblem of the Mavericks clan. You decide to search the bar and, if possible, try to capture and question the bikes owner. Haskell suggests that it would be a good idea if one of you were to enter by the rear door and you nod your agreement.

    If you wish to enter the bar from the rear, turn to 131. If you choose to enter the bar through the front door, turn to 13.
    @@ -913,12 +904,12 @@ Initial revision

    Quickly you stop the car and peer through your binoculars at the little town of Christoval.

    -

    'Can y'see what's kickin' up that dust?' asks Kate.

    -

    'Looks like a pack of wild coyote fighting among themselves,' you reply, as you focus on the action taking place at the centre of the town.

    -

    'Hey, Cal,' she replies, tugging at your sleeve; 'that ain't the dust I'm talkin' about.'

    +

    Can ysee whats kickin up that dust? asks Kate.

    +

    Looks like a pack of wild coyote fighting among themselves, you reply, as you focus on the action taking place at the centre of the town.

    +

    Hey, Cal, she replies, tugging at your sleeve; that aint the dust Im talkin about.

    Lowering your lenses, you turn to see her pointing back along the highway at another dust cloud, which is fast approaching. You do not need binoculars to be able to see that it is being kicked up by a pack of bikers, who have come racing out of San Angelo.

    -

    'I think it's time we were movin' on,' says Kate, uneasily.

    -

    'I think you're right,' you reply, as hurriedly you reach for the ignition switch.

    +

    I think its time we were movin on, says Kate, uneasily.

    +

    I think youre right, you reply, as hurriedly you reach for the ignition switch.

    Turn to 310.
    @@ -943,8 +934,8 @@ Initial revision

    Bellowing like an angry bull, you burst through the kitchen doors with your gun held before you, ready to fire. To your left you sense a movement and you turn to face it. A clansman is crouching in front of a food locker, trying to prise the door open with the edge of a meat cleaver. When he sees you his eyes open wide with shock.

    -

    'I'd drop it!' you shout.

    -

    'I'll drop you!' he screams in reply, and draws the cleaver back in preparation to throw it at your chest.

    +

    Id drop it! you shout.

    +

    Ill drop you! he screams in reply, and draws the cleaver back in preparation to throw it at your chest.

    You shoot once and hit the clansman in the head, the force of your gunfire spinning his body across the kitchen floor and killing him instantly. Slowly you lower your smoking barrel and walk forward to search the body of your would-be attacker.

    Turn to 126.
    @@ -972,10 +963,10 @@ Initial revision 37 -

    You are almost relieved to see that the cause of your irritation is a small, brown, spindly legged spider. Casually you raise your right hand to slap it from your arm, but just as you bring your hand down, Kate's eyes widen with fear. 'No!' she says. 'It's a Fiddleback!'

    +

    You are almost relieved to see that the cause of your irritation is a small, brown, spindly legged spider. Casually you raise your right hand to slap it from your arm, but just as you bring your hand down, Kates eyes widen with fear. No! she says. Its a Fiddleback!

    Pick a number from the Random Number Table.

    - If the number you have picked is 0-6, turn to 202. - If it is 7-9, turn to 280. + If the number you have picked is 06, turn to 202. + If it is 79, turn to 280. @@ -1053,7 +1044,7 @@ Initial revision 44 -

    Kate discovers that you are carrying an anti-toxin in your Medi-kit that will neutralize the Fiddleback's bite. She breaks open the ampoule and forces the bitter liquid into your mouth, washing it down with a few drops of water from your canteen (remember to erase this Medi-kit unit from your Action Chart).

    +

    Kate discovers that you are carrying an anti-toxin in your Medi-kit that will neutralize the Fiddlebacks bite. She breaks open the ampoule and forces the bitter liquid into your mouth, washing it down with a few drops of water from your canteen (remember to erase this Medi-kit unit from your Action Chart).

    It is slow to work, but gradually you recover as the anti-toxin breaks down the poison circulating in your bloodstream: lose 2 ENDURANCE points.

    Turn to 291.
    @@ -1063,12 +1054,12 @@ Initial revision 45 -

    You rush forward to take Kate in your arms and she yields to your embrace with a kiss that is warm and passionate. 'I thought I'd never see you again, Cal,' she says, her voice trembling and her wide blue eyes brimful with tears of joy. 'They told me you were dead.'

    -

    'Do I look dead?' you reply, half-jokingly.

    -

    'No ' she laughs. 'You look just great.'

    +

    You rush forward to take Kate in your arms and she yields to your embrace with a kiss that is warm and passionate. I thought Id never see you again, Cal, she says, her voice trembling and her wide blue eyes brimful with tears of joy. They told me you were dead.

    +

    Do I look dead? you reply, half-jokingly.

    +

    No she laughs. You look just great.

    Then the sound of running feet alerts you both to approaching danger. Before Kate knocked him out, Mad Dog radioed his men and reported your presence in the observation block. Now a dozen of his toughest clansmen are racing along the corridor in answer to his call.

    -

    'Let's get outta here, Cal!' says Kate, and starts to run towards a fire escape door. You follow her, pausing briefly to snatch the map that the two clan leaders were studying when you burst into the room. (Record this Mad Dog Map in the margin of your Action Chart; you carry it tucked inside your jacket and therefore you need not record it as a Backpack item.)

    -

    You race to catch up with Kate as she runs along the gantry that lies on the other side of the door. A burst of machine pistol fire echoes in your wake as the first of Mad Dog's men enter the observation room. Bullets begin to scream past on either side of you. Twenty yards along the iron gantry you come under additional fire from clansmen in the stadium below.

    +

    Lets get outta here, Cal! says Kate, and starts to run towards a fire escape door. You follow her, pausing briefly to snatch the map that the two clan leaders were studying when you burst into the room. (Record this Mad Dog Map in the margin of your Action Chart; you carry it tucked inside your jacket and therefore you need not record it as a Backpack item.)

    +

    You race to catch up with Kate as she runs along the gantry that lies on the other side of the door. A burst of machine pistol fire echoes in your wake as the first of Mad Dogs men enter the observation room. Bullets begin to scream past on either side of you. Twenty yards along the iron gantry you come under additional fire from clansmen in the stadium below.

    @@ -1132,7 +1123,7 @@ Initial revision -

    The sharp report of your rifle is echoed by the clansman's shocked scream as your bullet passes straight through his body and punches a hole in the observation window behind. He drops his knife and clutches his hands to his wound before crashing lifelessly to the floor. With fear in their eyes, the other two reach for their holstered pistols as hurriedly they back away from the guard's bloodstained body.

    +

    The sharp report of your rifle is echoed by the clansmans shocked scream as your bullet passes straight through his body and punches a hole in the observation window behind. He drops his knife and clutches his hands to his wound before crashing lifelessly to the floor. With fear in their eyes, the other two reach for their holstered pistols as hurriedly they back away from the guards bloodstained body.

    Turn to 335.
    @@ -1167,7 +1158,7 @@ Initial revision

    The valve clicks open and the tell-tale aroma of gasolene rises from the tank to greet your nostrils. A fuel gauge on the inside edge of the valve shows you that the tank contains 125 gallons of premium unleaded gasolene, more than sufficient for your needs. When the others come to inspect your handiwork they congratulate you unstintingly.

    -

    After filling the tank of your roadster, Sergeant Haskell and his men set about destroying the remainder of the fuel to prevent it from falling into the hands of Mad Dog Michigan's clansmen. Then, with a view of the station ablaze in your driving mirror, you set off west along Freeway 10 to keep your rendezvous with the convoy.

    +

    After filling the tank of your roadster, Sergeant Haskell and his men set about destroying the remainder of the fuel to prevent it from falling into the hands of Mad Dog Michigans clansmen. Then, with a view of the station ablaze in your driving mirror, you set off west along Freeway 10 to keep your rendezvous with the convoy.

    Turn to 300.
    @@ -1176,7 +1167,7 @@ Initial revision 53 -

    Automatically you check to see that your safety catch is set on 'Fire'. Then you take a deep breath as you get ready to make your move.

    +

    Automatically you check to see that your safety catch is set on Fire. Then you take a deep breath as you get ready to make your move.

    If the weapon you are holding is a Pistol, turn to 40. If it is a Machine Pistol, turn to 271. If it is a Shotgun, turn to 181. @@ -1200,7 +1191,7 @@ Initial revision

    When eventually you regain consciousness, you feel as though you have broken every bone in your body (lose 6 ENDURANCE points). Fortunately, your bones are still intact and, as your strength returns, you look around for some means of escaping from the shaft.

    Eventually you discover a service hatch in the roof of the elevator. The bolts undo with little resistance and you are able to lower yourself into the elevator compartment. Without power, the doors will not respond to the control buttons, but an emergency crank located in the floor allows you to wind them open by hand.

    -

    Beyond the doors you discover the remains of a large private restaurant which, along with its kitchen, occupies most of the sub-basement level. A small 'fire exit' sign hangs over the double doors leading to the kitchen and you head straight towards them. As you are crossing the restaurant floor, your rumbling stomach reminds you that you have yet to eat anything today. Then the thought occurs to you that there could still be some canned food in the kitchen and you resolve to search it before you leave the building.

    +

    Beyond the doors you discover the remains of a large private restaurant which, along with its kitchen, occupies most of the sub-basement level. A small fire exit sign hangs over the double doors leading to the kitchen and you head straight towards them. As you are crossing the restaurant floor, your rumbling stomach reminds you that you have yet to eat anything today. Then the thought occurs to you that there could still be some canned food in the kitchen and you resolve to search it before you leave the building.

    Pick a number from the Random Number Table and add to it your Perception skill score.

    If your total score is now 11 or less, turn to 159. If it is 12 or more, turn to 233. @@ -1234,12 +1225,12 @@ Initial revision

    After your meal you try to think where you might find some gasolene. Sergeant Haskell and his menMarines Gunter and Knotthave searched every square inch of Fort Stockton and know that there is none to be had here.

    -

    'What we need is an old road map,' says Haskell. 'One that would show us where the freeway rest stops and gas stations in this area were located.'

    -

    'I've got a map,' you volunteer, and take from your jacket the map that you snatched from Mad Dog Michigan's table at the stadium in San Angelo.

    -

    'Hey, where did you get this?' says Haskell, as he examines the notes and other markings that have been made on the map of the United States. You tell him its origins and he scrutinizes it at length. Finally, he comments, 'What you've got here is a blueprint of a major HAVOC operation to take over the country. This is one hot piece of property: it shows clan strengths, supply areas, HAVOC strongholds, controlled cities, everythingeven pockets of WDL resistance on the eastern seaboard. We've gotta get this to El Paso. If there's anything left of WDL headquarters then they must be warned about what is happening in the East.'

    -

    'OK,' you reply, uneasily, 'but what about fuel? My roadster has barely enough to make it another twenty miles. All we need is enough gas to get as far as Kent in time for the rendezvous with the colony. Then we can refuel from the tanker and you can catch a ride with us all the way to Fort Bliss.'

    -

    'There's a rest stop here,' replies Haskell, pointing to the map at a place on Interstate 10 that is half-way between Fort Stockton and a town called Brogado. 'There's no knowing if there's still any gas in its storage tanks but it's our only hope. It looks like a 25-mile-drivedo you think you can make it?'

    -

    'I can try,' you reply. 'Like you say, it's our only hope.'

    +

    What we need is an old road map, says Haskell. One that would show us where the freeway rest stops and gas stations in this area were located.

    +

    Ive got a map, you volunteer, and take from your jacket the map that you snatched from Mad Dog Michigans table at the stadium in San Angelo.

    +

    Hey, where did you get this? says Haskell, as he examines the notes and other markings that have been made on the map of the United States. You tell him its origins and he scrutinizes it at length. Finally, he comments, What youve got here is a blueprint of a major HAVOC operation to take over the country. This is one hot piece of property: it shows clan strengths, supply areas, HAVOC strongholds, controlled cities, everythingeven pockets of WDL resistance on the eastern seaboard. Weve gotta get this to El Paso. If theres anything left of WDL headquarters then they must be warned about what is happening in the East.

    +

    OK, you reply, uneasily, but what about fuel? My roadster has barely enough to make it another twenty miles. All we need is enough gas to get as far as Kent in time for the rendezvous with the colony. Then we can refuel from the tanker and you can catch a ride with us all the way to Fort Bliss.

    +

    Theres a rest stop here, replies Haskell, pointing to the map at a place on Interstate 10 that is half-way between Fort Stockton and a town called Brogado. Theres no knowing if theres still any gas in its storage tanks but its our only hope. It looks like a 25-mile-drivedo you think you can make it?

    +

    I can try, you reply. Like you say, its our only hope.

    Turn to 281.
    @@ -1248,7 +1239,7 @@ Initial revision 59 -

    The heat of the sun hits you like a blazing hammer as you walk back to your roadster. Slowly you ease yourself into the driving seat and pause for a few moments to look at your map. You estimate that Sterling City is a little over thirty miles away, less than an hour's drive if the highway and your luck hold out.

    +

    The heat of the sun hits you like a blazing hammer as you walk back to your roadster. Slowly you ease yourself into the driving seat and pause for a few moments to look at your map. You estimate that Sterling City is a little over thirty miles away, less than an hours drive if the highway and your luck hold out.

    You must now take a Drink or lose 3 ENDURANCE points before you leave this ruined town, a place once known as Garden City.

    Turn to 290.
    @@ -1287,7 +1278,7 @@ Initial revision -

    At such close range, the blast from your shotgun virtually rips the clansman in two. With a gurgling scream he crashes down in the middle of the table before rolling lifelessly to the floor. Hurriedly the other two reach for their pistols as, with fear in their eyes, they back away from the clansman's torn and bloodstained body.

    +

    At such close range, the blast from your shotgun virtually rips the clansman in two. With a gurgling scream he crashes down in the middle of the table before rolling lifelessly to the floor. Hurriedly the other two reach for their pistols as, with fear in their eyes, they back away from the clansmans torn and bloodstained body.

    Turn to 335.
    @@ -1325,7 +1316,7 @@ Initial revision

    Silently you draw your gun and slip off the safety catch. The clansman is less than six feet away when he sees you crouching on the dry river bed. His eyes widen and he opens his mouth to scream a warning to his partner, but it is a scream of pain that leaves his lips when you open fire at his chest. (Remember to erase the appropriate number of rounds from your Action Chart.)

    -

    As the clansman's body topples into the gully, you catch sight of his partner running head-down towards the bridge. He pauses to grab a machine pistol from his motorcycle before diving for cover behind one of the iron bridge supports. Seconds later he reappears and fires a stream of bullets at your position.

    +

    As the clansmans body topples into the gully, you catch sight of his partner running head-down towards the bridge. He pauses to grab a machine pistol from his motorcycle before diving for cover behind one of the iron bridge supports. Seconds later he reappears and fires a stream of bullets at your position.

    You keep your head low and wait for a lull in the shooting before you break cover and return fire at the clansman.

    Pick a number from the Random Number Table and add to it your current Shooting skill score. For every round of fire that you wish to discharge at your opponent, add 1 point.

    If your total score is now 9 or less, turn to 246. @@ -1358,7 +1349,7 @@ Initial revision

    You keep as still as you can and try not to breathe as a Detroit Lion clansman rummages through a tool box less than four feet from where you are hiding. Fortunately, he finds what he is looking for quickly, returns to the cab, and restarts the engine. Shortly the truck stops once again, but this time you notice that it has drawn up alongside three others in a section of the stadium that has been turned into a pits area. You slip away from the truck before the driver disembarks, and make your way through the crowds of clan mechanics and riders towards an empty section of the arena.

    -

    From a position high among the tiers, you look down at the rows of empty seats that encircle the dusty arena and observe the preparations taking place around the perimeter track. This stadium once hosted international sporting events, many of which were televised and beamed live around the world. Now it plays host to a sporting event of a very different kind. The Angelinos have challenged the Lions to put forward four of their best riders for a twenty-lap motorcycle race around the arena. The track itself reminds you of an old film you saw when you were a child, a film about the wild chariot races that took place in Ancient Rome. Today's event is meant to be a friendly challenge to celebrate the signing of their alliance, but with clan honour at stake the race will undoubtedly be fought out in deadly earnest.

    +

    From a position high among the tiers, you look down at the rows of empty seats that encircle the dusty arena and observe the preparations taking place around the perimeter track. This stadium once hosted international sporting events, many of which were televised and beamed live around the world. Now it plays host to a sporting event of a very different kind. The Angelinos have challenged the Lions to put forward four of their best riders for a twenty-lap motorcycle race around the arena. The track itself reminds you of an old film you saw when you were a child, a film about the wild chariot races that took place in Ancient Rome. Todays event is meant to be a friendly challenge to celebrate the signing of their alliance, but with clan honour at stake the race will undoubtedly be fought out in deadly earnest.

    Brian Williams @@ -1399,7 +1390,7 @@ Initial revision 71 -

    The clansman's bullets whistle within inches of your head, and tear chunks of mineral from the stalagmites behind which you have dived. Razor-sharp splinters pepper your face and you skin your hands and knees as you land heavily on the jagged, unyielding stone floor: lose 2 ENDURANCE points.

    +

    The clansmans bullets whistle within inches of your head, and tear chunks of mineral from the stalagmites behind which you have dived. Razor-sharp splinters pepper your face and you skin your hands and knees as you land heavily on the jagged, unyielding stone floor: lose 2 ENDURANCE points.

    Moments later the gunfire ceases and you hear the clansman utter an agonized scream. You lift your head in time to see him staggering slowly towards you, his eyes wide with pain as he works his hands frantically behind his back as if he were trying to clutch at something. Then his body stiffens, and, as he falls to the floor, you see what it was that he was trying so desperately to clasp. It is the spear-like tip of a broken stalactite, hurled from the ledge above the defile by a mortally wounded caveman in a last desperate act of defiance.

    Kate moves forward to check that the clansman 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:

      @@ -1431,7 +1422,7 @@ Initial revision 73 -

      Haskell continues to question the clansman until finally he replies. A trickle of blood escapes from his lips as, with his dying breath, he says: 'Mad Dog'll make sure you never get through '

      +

      Haskell continues to question the clansman until finally he replies. A trickle of blood escapes from his lips as, with his dying breath, he says: Mad Dogll make sure you never get through

      Turn to 147.
      @@ -1440,7 +1431,7 @@ Initial revision 74 -

      The sound of their engines is getting louder with every passing second and yet you are unable to find a safe way down to the river bedit is far too steep. Desperately, you drive back and forth along the edge of the bank until a volley of shots echoes across the plain and the first of the clansmen's bullets start to whistle past. You have been seen.

      +

      The sound of their engines is getting louder with every passing second and yet you are unable to find a safe way down to the river bedit is far too steep. Desperately, you drive back and forth along the edge of the bank until a volley of shots echoes across the plain and the first of the clansmens bullets start to whistle past. You have been seen.

      Quickly you abandon your attempt to hide and steer your roadster back on to the freeway in a frantic bid to outrun the pack. The fastest bikes give chase and relentlessly they pursue you until the leader is within twenty yards of your tail. With mounting fear, you glance in your rear-view mirror to see him draw a stubby-barrelled weapon from a tube strapped to the fuel tank. At first you think it is a sawn-off shotgun, but then you recognize the weapon and your heart sinks. It is a D-40a laser sighted grenade launcher. You see the muzzle flash, then moments later there is a deafening explosion. The last sensation you feel is that of being hurled skyward, surrounded by fire and fragments of your roadster.

      The armour-piercing grenade has penetrated the trunk and exploded the spare fuel tanks you were carrying. Tragically, your mission and your life end here.

      @@ -1450,9 +1441,9 @@ Initial revision 75 -

      A battered Chevrolet pick-up is parked with its hood raised at one of the station's four gasolene pumps. It looks far cleaner than any of the other auto wrecks that lie scattered around the town, and your suspicions are further aroused when you notice a large black pool of oil on the ground beneath the engine compartment. You stop your roadster alongside and step out to investigate it.

      -

      'Hey, this oil's still wet,' you say to Kate, as you dab your index finger in the pool. You are wiping it clean on the leg of your jeans when you hear an unexpected reply. 'Drop your weapons or I'll drop you!'

      -

      It is a man's voice and it is coming from inside a derelict pay booth.

      +

      A battered Chevrolet pick-up is parked with its hood raised at one of the stations four gasolene pumps. It looks far cleaner than any of the other auto wrecks that lie scattered around the town, and your suspicions are further aroused when you notice a large black pool of oil on the ground beneath the engine compartment. You stop your roadster alongside and step out to investigate it.

      +

      Hey, this oils still wet, you say to Kate, as you dab your index finger in the pool. You are wiping it clean on the leg of your jeans when you hear an unexpected reply. Drop your weapons or Ill drop you!

      +

      It is a mans voice and it is coming from inside a derelict pay booth.

      If you wish to obey the command, turn to 241. If you decide to dive for cover, turn to 164.
      @@ -1462,7 +1453,7 @@ Initial revision 76 -

      You help Kate to her feet and check that her windpipe has not been damaged by the clansman's attack. Her throat is badly bruised, and although you can tell she is in great discomfort, stoically she ignores the pain and suggests that you both get out of here before the dead man's confederates turn up. After stooping to snatch his pistol, she follows closely in your wake as you hurry south towards the ruins of the Sears megamarket.

      +

      You help Kate to her feet and check that her windpipe has not been damaged by the clansmans attack. Her throat is badly bruised, and although you can tell she is in great discomfort, stoically she ignores the pain and suggests that you both get out of here before the dead mans confederates turn up. After stooping to snatch his pistol, she follows closely in your wake as you hurry south towards the ruins of the Sears megamarket.

      Turn to 106.
      @@ -1471,7 +1462,7 @@ Initial revision 77 -

      At your killing blow, your adversary drops in a limp and lifeless heap at your feet. Meanwhile, his confederate has run back to his motorcycle and armed himself with a machine pistol. You dive aside just in time to avoid his first burst of fire, and, as you scurry for cover, you retrieve the pistol that you had kicked from his dead partner's hand.

      +

      At your killing blow, your adversary drops in a limp and lifeless heap at your feet. Meanwhile, his confederate has run back to his motorcycle and armed himself with a machine pistol. You dive aside just in time to avoid his first burst of fire, and, as you scurry for cover, you retrieve the pistol that you had kicked from his dead partners hand.

      With a vengeful scream, the clansman comes running at you, firing his machine pistol from the hip. Bullets tear up the ground where you lie, forcing you to stand up and meet this madman head on. Quickly you cock the pistol and take aim at his chest as he comes bounding across the rock-strewn highway, his teeth bared and his eyes blazing with hatred.

      Pick a number from the Random Number Table and add to it your current Shooting skill score.

      If your total score is now 6 or less, turn to 151. @@ -1484,7 +1475,7 @@ Initial revision

      You hand the rounds to Kate (remember to erase these from your Ammo Pouch) before you start work on changing the damaged front wheel. Quickly she reloads her pistol as the clan scout leader, believing that you are now out of ammunition, comes riding across the river, howling curses and whirling a heavy motorcycle chain in his left hand. The moment her gun is ready, she takes aim and silences the screaming Angelino with a single shot to the heart. The sight of him crashing into the river stuns the remaining clansmen just long enough for you to complete your wheel change and jump back into the car.

      -

      As you reach the top of the bank and speed away towards the distant highway, you glance over your shoulder to see the scouts retrieving their leader's body from the South Concho River.

      +

      As you reach the top of the bank and speed away towards the distant highway, you glance over your shoulder to see the scouts retrieving their leaders body from the South Concho River.

      Turn to 249.
      @@ -1521,7 +1512,7 @@ Initial revision

      The wheels and tyres squeal as you stand on the brake pedal in a desperate but futile attempt to halt the skidding roadster. Then, with a shuddering jolt, the car slams sideways into the service bay door and comes to an abrupt halt. The reinforced passenger door withstands much of the impact, but the crash leaves you concussed and badly bruised (lose 3 ENDURANCE points).

      -

      Wincing from the pain of your injuries, you try to keep as still as possible as the pack of clansmen, fifty riders strong, roar past the lot. Soon they have gone and, despite your pain, your spirits are raised by the thought that there will now be at least fifty less of Mad Dog's men to face when you reach San Angelo.

      +

      Wincing from the pain of your injuries, you try to keep as still as possible as the pack of clansmen, fifty riders strong, roar past the lot. Soon they have gone and, despite your pain, your spirits are raised by the thought that there will now be at least fifty less of Mad Dogs men to face when you reach San Angelo.

      After satisfying yourself that the damage to your roadster is superficial, you cast your eyes around the derelict car lot.

      If you wish to search the lot, turn to 124. If you wish to leave and continue your journey to San Angelo, turn to 342. @@ -1535,7 +1526,7 @@ Initial revision

      You press your lenses to your eyes and focus on the distant ridge. Two men are climbing towards the crest of Black Peak, and although you cannot identify them, you can see that they are carrying rifles. They reach the crest, pause briefly to stare at the freeway, then continue across to the far side and disappear from sight.

      You return to your roadster and keep a watchful eye on the ridge as you wait for the convoy to close up the gap. Then, when the vehicles are once again visible in your driving mirror, you continue along the freeway. Anxiously you expect an ambush to take place at any time, but, in spite of your fears, an attack does not materialize.

      At length you see the stores and houses of Van Horn appear on the road ahead. The town looks deserted but you decide to take no chances. You bring the convoy to a halt within a mile of the town limits and, accompanied by Sergeant Haskell, you leave your roadster and enter on foot to check that it is safe for the convoy to pass through.

      -

      The tumbledown buildings are deathly quiet as you walk along the main street of Van Horn, and you notice nothing out of the ordinary until you reach a bar near the centre of the town. A motorcycle is parked beside the entrance, its fuel tank emblazoned with the ace of spades emblem of the Mavericks clan. You decide to search the bar and, if possible, try to capture and question the bike's owner. Haskell suggests that it would be a good idea if one of you were to enter by the rear door and you nod in agreement.

      +

      The tumbledown buildings are deathly quiet as you walk along the main street of Van Horn, and you notice nothing out of the ordinary until you reach a bar near the centre of the town. A motorcycle is parked beside the entrance, its fuel tank emblazoned with the ace of spades emblem of the Mavericks clan. You decide to search the bar and, if possible, try to capture and question the bikes owner. Haskell suggests that it would be a good idea if one of you were to enter by the rear door and you nod in agreement.

      If you wish to enter the bar from the rear, turn to 131. If you choose to enter the bar through the front door, turn to 13.
      @@ -1556,7 +1547,7 @@ Initial revision 84 -

      You force yourself to breathe slowly in an attempt to calm your racing heart. The clansman's footsteps seem unbearably loud as you wait for the right moment to launch your ambush. With sweating palms, you lift your rifle, then, as he comes to a halt, you rise up from your hiding place, aim and fire.

      +

      You force yourself to breathe slowly in an attempt to calm your racing heart. The clansmans footsteps seem unbearably loud as you wait for the right moment to launch your ambush. With sweating palms, you lift your rifle, then, as he comes to a halt, you rise up from your hiding place, aim and fire.

      Pick a number from the Random Number Table and add to it your Shooting skill score.

      If your total score is 7 or less, turn to 292. If your total score is 8 or more, turn to 18. @@ -1579,7 +1570,7 @@ Initial revision

      You turn the handle and gently push open the door. You have taken but one step into the kitchen when a large glass storage jar falls from a shelf above your head and smashes down on your unprotected skull: lose 3 ENDURANCE points.

      Wincing from the pain of your wound, you notice that the jar was attached by a thin cord to the inside handle of the door: it had been placed there deliberately. Not only have you lost some blood, but this primitive trap may have also lost you the element of surprise.

      -

      With your nerves on edge, you advance through the kitchen and into the bar beyond. As you enter, you whisper Haskell's name in case, in the darkened interior, he mistakes you for a clansman.

      +

      With your nerves on edge, you advance through the kitchen and into the bar beyond. As you enter, you whisper Haskells name in case, in the darkened interior, he mistakes you for a clansman.

      Pick a number from the Random Number Table and add to it your Perception and Stealth skill scores.

      If the total score is 13 or less, turn to 270. If the total score is 14 or more, turn to 190. @@ -1590,7 +1581,7 @@ Initial revision 87 -

      With numbing force, you slam the coyote's head against the dashboard and fracture its skull. Immediately, its jaws slacken and Kate is able to pull the creature away by the scruff of its neck and bundle it out of the car. You are shaken but uninjured by the attack, the thickness of your leather sleeve having protected you from the coyote's fangs. Quickly you regain full control of the roadster and steer it with consummate ease towards the Christoval bridge.

      +

      With numbing force, you slam the coyotes head against the dashboard and fracture its skull. Immediately, its jaws slacken and Kate is able to pull the creature away by the scruff of its neck and bundle it out of the car. You are shaken but uninjured by the attack, the thickness of your leather sleeve having protected you from the coyotes fangs. Quickly you regain full control of the roadster and steer it with consummate ease towards the Christoval bridge.

      Turn to 324.
      @@ -1599,7 +1590,7 @@ Initial revision 88 -

      The cabin door is unlocked. With the toe of your boot you push it open and cast a sceptical eye over the debris that lies within. The hut was once used to store all the food mart's routine paper documentation, most of which now lies scattered across the floor.

      +

      The cabin door is unlocked. With the toe of your boot you push it open and cast a sceptical eye over the debris that lies within. The hut was once used to store all the food marts routine paper documentation, most of which now lies scattered across the floor.

      If you wish to sift through the documents, turn to 22. If you choose to abandon the hut and continue your search elsewhere, turn to 204.
      @@ -1609,7 +1600,7 @@ Initial revision 89 -

      To avoid being seen by the two guards, you slip inside a doorway to your left and discover that it leads to an empty locker room. Having already removed the signal flare from your pack, you glance quickly into the corridor in order to establish where the guards are standing. Then you hold the flare out at arm's length, point it in their direction, and pull its ignition cord. (Remember to erase this item from your Action Chart.)

      +

      To avoid being seen by the two guards, you slip inside a doorway to your left and discover that it leads to an empty locker room. Having already removed the signal flare from your pack, you glance quickly into the corridor in order to establish where the guards are standing. Then you hold the flare out at arms length, point it in their direction, and pull its ignition cord. (Remember to erase this item from your Action Chart.)

      In the confines of the corridor the flare erupts with devastating effect, its crimson smoke and hissing flame blinding and choking the two clan bodyguards. You grab a towel, which is hanging behind the door, and use it to cover your mouth as you run down the smoke-filled corridor. When you reach the stairs, the clansmen are incapable of defending themselves and you silence them swiftly with a close combat weapon. You are half-way up the stairs when you see the door to the observation block start to open.

      Turn to 268.
      @@ -1634,7 +1625,7 @@ Initial revision Brian Williams - With one fell stroke Kate smashes the stool down upon Mad Dog Michigan's head. + With one fell stroke Kate smashes the stool down upon Mad Dog Michigans head. @@ -1647,8 +1638,8 @@ Initial revision 92 -

      You dive and roll behind an auto wreck for cover. As you come to a halt, a second shot rings out and a puff of dust rises from the road near the place where you first landed. Angered by this attempt to kill you, and by the heart-rending moans of wounded Marine Gunter, you decide to flush this sniper out and even the score. Kate and the others are pinned down on the other side of the street and cannot move without exposing themselves to the sniper's sights. Only you can reach the drug store entrance with some degree of cover.

      -

      When a third shot hits the helpless Gunter, your anger explodes. Despite Kate's pleas to stay down, you spring to your feet and sprint towards the drug store entrance.

      +

      You dive and roll behind an auto wreck for cover. As you come to a halt, a second shot rings out and a puff of dust rises from the road near the place where you first landed. Angered by this attempt to kill you, and by the heart-rending moans of wounded Marine Gunter, you decide to flush this sniper out and even the score. Kate and the others are pinned down on the other side of the street and cannot move without exposing themselves to the snipers sights. Only you can reach the drug store entrance with some degree of cover.

      +

      When a third shot hits the helpless Gunter, your anger explodes. Despite Kates pleas to stay down, you spring to your feet and sprint towards the drug store entrance.

      Turn to 338.
      @@ -1726,7 +1717,7 @@ Initial revision 99 -

      You watch tensely as the bikers ride into the town. You give a silent prayer that they will pass through Eldorado without stopping, and, to your relief, your prayer is answered. With the immediate threat gone, you decide to remain where you are and get a few hours' sleep before waking Kate and continuing your journey at dawn.

      +

      You watch tensely as the bikers ride into the town. You give a silent prayer that they will pass through Eldorado without stopping, and, to your relief, your prayer is answered. With the immediate threat gone, you decide to remain where you are and get a few hours sleep before waking Kate and continuing your journey at dawn.

      In the clear light of early morning you can see for miles across the rocky plain that surrounds the highway south of Eldorado. Although it appears empty, you remain on the alert every second of your drive to Sonora, the next town marked on your map, for it is in this direction that the Angelinos were heading when they rode through Eldorado last night. You are less than a mile from the ruins of Sonora when you are greeted by the welcome sight of Interstate 10, stretching east-to-west across your path. This is the freeway you hope will take you all the way to your rendezvous with the colony at Kent, and then on through the mountains to El Paso.

      You join the freeway and enjoy the feel of a firmer, clearer road surface beneath your wheels as you begin the long drive west. Still you can see no sign of the Angelinos, and Kate voices her hope that they have decided to search Sonora, thinking you may have hidden there last night. You want to agree with her, but suddenly, in the distance, you see something that proves her wrong.

      Turn to 306. @@ -1748,7 +1739,7 @@ Initial revision 101 -

      A search of the dead Angelino's body reveals the following items:

      +

      A search of the dead Angelinos body reveals the following items:

@@ -5049,62 +5040,89 @@ Initial revision Errata

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

-

(The Story So Far) Replaced re-establish with reestablish, syphon with siphon, 'the Freeway Warrior'. with the 'Freeway Warrior'., fuel, food or water with fuel, food, or water, and 'the Mavericks' with the 'Mavericks'.

-

(The Game Rules) Replaced if you pick a O with if you pick a 0, On pages 6 and 7 you will find an Action Chart with An Action Chart has been supplied, the Random Number Table at the back of this book with the Random Number Table, zero with zero or below, and survival skills with Survival Skills.

-

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

+ +

(The Story So Far) Replaced re-establish with reestablish, syphon with siphon, the Freeway Warrior. with the Freeway Warrior., fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks. Replaced the Day with The Day.

+ +

(The Game Rules) Replaced if you pick a O with if you pick a 0, On pages 6 and 7 you will find an Action Chart with An Action Chart has been supplied, the Random Number Table at the back of this book with the Random Number Table, zero with zero or below, and survival skills with Survival Skills. Removed For ease of use during play it is recommended that you photocopy these pages.

+

(Equipment) Replaced map of Western Texas with Map of Western Texas, potassium iodine with potassium iodide, C.B. RADIO with CB RADIO, and sulphonamides with sulfonamides.

-

(Close Combat Rules) Replaced cross-refer with cross-reference, zero with zero or below, and as 1 If with as 1. If .

-

(Close Combat Rules) Replaced are reduced to zero, at which point the one whose score is zero is declared dead. with are reduced to zero or below, at which point that combatant is declared dead. and with a reduced ENDURANCE point score with with his ENDURANCE points possibly reduced.

-

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

+ +

(Close Combat Rules) Replaced cross-refer with cross-reference, zero with zero or below, and as 1 If with as 1. If . Replaced are reduced to zero, at which point the one whose score is zero is declared dead. with are reduced to zero or below, at which point that combatant is declared dead. and with a reduced ENDURANCE point score with with his ENDURANCE points possibly reduced. Removed on the inside back cover of the book.

+ +

(4) Replaced blood-stained with bloodstained.

(8) Replaced gun fire with gunfire and monumentous with monumental.

+

(12) Replaced camp fire with campfire.

(18) Replaced gun fire with gunfire and sulphonamides with sulfonamides.

(23) Replaced Small blanket with Small Blanket, Medi-kits units with Medi-kit units, sulphonamides with sulfonamides, and unleash a round of fire at the door with fire at the door.

(28) Replaced despatch with dispatch.

(30) Replaced bushwack with bushwhack.

(36) Replaced sulphonamides with sulfonamides.

(38) Replaced manouevre with manoeuvre and (minimum equals one; maximum equals four) with (minimum: one round; maximum: four rounds).

+

(48) Replaced Backpack items with Backpack Items.

+

(49) Replaced blood-stained with bloodstained.

(61) Replaced gun fire with gunfire.

+

(62) Replaced blood-stained with bloodstained.

+

(64) Replaced Backpack items with Backpack Items.

(71) Replaced sulphonamides with sulfonamides.

(94) Replaced H.E. Grenade with HE Grenade.

+

(107) Replaced blood-stained with bloodstained.

+

(111) Replaced camp fire with campfire.

+

(112) Replaced new-found with newfound.

(115) Replaced queueing with queuing.

+

(123) Replaced the Day with The Day.

+

(124) Replaced Backpack items with Backpack Items.

(126) Replaced sulphonamides with sulfonamides.

(127) Replaced gun fire with gunfire.

(130) Replaced Plastic tube with Plastic Tube and Four rounds of 12-gauge Shotgun shells with Four rounds of 12-gauge ammunition.

(133) Replaced Coupe with Coup and woodsmoke with wood smoke.

-

(153) Replaced south-east with southeast.

+

(143) Replaced blood-stained with bloodstained.

+

(150) Replaced camp fire with campfire.

+

(152) Replaced new-found with newfound.

+

(153) Replaced south-east with southeast. Replaced the Day with The Day.

(157) Replaced despatches with dispatches.

(168) Replaced syphon with siphon.

(172) Replaced north-west with northwest.

+

(175) Replaced camp fire with campfire.

(178) Replaced machine-gunning with machine gunning.

(179) Replaced (minimum equals one; maximum equals four) with (minimum: one round; maximum: four rounds).

(183) Replaced syphoned with siphoned.

+

(205) Replaced the Day with The Day.

+

(207) Replaced Backpack items with Backpack Items.

+

(208) Replaced the Day with The Day.

+

(224) Replaced camp fire with campfire.

(226) Replaced syphoning with siphoning.

+

(227) Replaced Backpack items with Backpack Items.

(230) Replaced south-east with southeast.

(232) Applied bold style to Foil Blanket.

(239) Replaced syphon with siphon.

(248) Replaced sulphonamides with sulfonamides.

(250) Replaced gun fire with gunfire.

(251) Replaced weapons list with Weapons List.

+

(253) Replaced Backpack items with Backpack Items.

+

(264) Replaced new-found with newfound.

(268) Replaced dispairing with despairing.

(270) Replaced sulphonamides with sulfonamides.

(279) Replaced (minimum equals one; maximum equals four) with (minimum: one burst; maximum: four bursts).

+

(288) Replaced the Day with The Day.

(292) Replaced gun fire with gunfire.

+

(296) Replaced camp fire with campfire.

(299) Replaced someobody with somebody.

+

(303) Replaced the Day with The Day.

(311) Replaced Loxoscees reclusa with Loxosceles Reclusa.

(315) Replaced section references. The original text directed the reader to sections 161 and 207, however those references are the result of being apprehended by a single clansman in section 115.

(320) Replaced sulphonamides with sulfonamides.

+

(321) Replaced the Day with The Day.

(328) Replaced despatch with dispatch.

+

(331) Replaced the Day with The Day.

(332) Replaced botton with bottom.

(342) Replaced south-east with southeast.

(344) Replaced woodsmoke with wood smoke.

(346) Replaced H.E. Grenade with HE Grenade and checkered with chequered.

+

(347) Replaced blood-stained with bloodstained.

(348) Replaced sulphonamides with sulfonamides.

-

(112,152,264) Replaced new-found with newfound.

+

(18,23,36,63,71,101,126,138,146,183,187,232,248,266,308,348) Replaced CCS Bonuses in [] with ().

-

(48,64,124,207,227,253) Replaced Backpack items with Backpack Items.

-

(The Story So Far,123,153,205,208,288,303,321,331) Replaced 'the Day' with 'The Day'.

-

(4,49,62,107,143,347) Replaced blood-stained with bloodstained.

-

(12,111,150,175,224,296) Replaced camp fire with campfire.

+

(Combat Rules Summary) Replaced cross-refer with cross-reference, Combat Results Table with Close Combat Results Table, and zero ENDURANCE points with zero ENDURANCE points or below.

diff --git a/06tkot.xml b/06tkot.xml index ee1fe42..f1ed024 100755 --- a/06tkot.xml +++ b/06tkot.xml @@ -124,6 +124,8 @@
Coordination
Jonathan Blake
+
Special Thanks
+
Neil McGrory