From 1329c2524e0efbf5395ed12a6f00d66ea2bc1f46 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Fri, 31 Aug 2007 09:13:03 +0000 Subject: [PATCH] Freeway Warrior 1-4: Adding serial commas to the Rules git-svn-id: https://projectaon.org/data/en/xml@474 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01hh.xml | 24 ++++++++++++------------ 02smr.xml | 14 +++++++------- 03toz.xml | 16 ++++++++-------- 04cc.xml | 44 ++++++++++++++++++++++---------------------- 4 files changed, 49 insertions(+), 49 deletions(-) diff --git a/01hh.xml b/01hh.xml index d3b9746..e14ac6d 100644 --- a/01hh.xml +++ b/01hh.xml @@ -22,7 +22,7 @@ &inclusion.melvyn.grant.bio.fw; Project Aon - 2007830 + 2007831

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. A murderous gang of HAVOC clansmen, led by the psychotic Mad Dog Michigan, are bent on destroying your fragile colony as it crosses the wastelands of Texas on the first stage of a life-or-death exodus to the California coast. These bike-riding clansmen are a formidable enemy: armed, cunning, and extremely dangerous, capable of launching a lightning raid at any time, day or night. You will need all your wits about you if you are to defend your people and reach your destination intact!

@@ -303,7 +303,7 @@ -

Apart from your clothing, a number of useful items form your basic equipment. These comprise a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen and Hunting Knife. In addition to these items, you possess a Map of Central Texas, which you carry tucked inside your leather jacket.

+

Apart from your clothing, a number of useful items form your basic equipment. These comprise a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen, and Hunting Knife. In addition to these items, you possess a Map of Central Texas, which you carry tucked inside your leather jacket.

Backpack @@ -356,7 +356,7 @@
Medi-kit -

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

+

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

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

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

@@ -369,7 +369,7 @@

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

- +
@@ -386,7 +386,7 @@ Close Combat Weapons

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

-

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

+

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

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

@@ -400,7 +400,7 @@
  • MACHINE PISTOL
  • SHOTGUN
  • RIFLE
  • - +

    You begin your adventure armed with only one of these weapons. Make your choice and then record the weapon you have chosen, together with its calibre and rate of fire details, in the Missile Weapons section of your Action Chart.

    In order to be able to use a missile weapon, you must have sufficient ammunition of the correct calibre. The following list shows the calibre of each weapon, the amount that is used every time the weapon is fired, and the number of rounds that you possess at the start of your adventure:

    @@ -438,7 +438,7 @@

    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.

    + 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.

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

  • @@ -656,7 +656,7 @@ 16 -

    You reach for a close combat weapon as the first of the pack reaches the highway and comes bounding towards you.

    +

    You reach for a close combat weapon as the first of the pack reaches the highway and comes bounding towards you.

    Melvyn Grant @@ -1820,7 +1820,7 @@

    Cutter pats you on the shoulder: it is the signal to move. Silently, like a snake, you crawl across the open ground on your stomach, inching your way nearer to the entrance of the alley, which is sandwiched between two mounds of stinking garbage. A clansman appears from the shadows and you freeze in your tracks. With bated breath you watch as he dumps a sack of rubbish onto one of the mounds before turning around and disappearing into the dark.

    -

    By the time you reach the alley it is deserted. Cautiously you advance along it, your knife held ready just in case you are forced to silence one of the towns inhabitants. The alley ends near the centre of the mall, where the remains of a huge marble fountain lie scattered across the tiled floor. The shop-lined avenues appear empty, so you enter the mall and make your way towards the truck depot. You have just turned a corner when you see a patrol of four Skull clansmen.

    +

    By the time you reach the alley it is deserted. Cautiously you advance along it, your knife held ready just in case you are forced to silence one of the towns inhabitants. The alley ends near the centre of the mall, where the remains of a huge marble fountain lie scattered across the tiled floor. The shop-lined avenues appear empty, so you enter the mall and make your way towards the truck depot. You have just turned a corner when you see a patrol of four Skull clansmen.

    Melvyn Grant @@ -2627,7 +2627,7 @@ 162 -

    You park beside the control tower, switch off the engine, then wait. Only when you are sure that the area is deserted do you leave your vehicle and enter the derelict building. A spiral staircase leads to the main control room where once-sophisticated technology now lies scorched and twisted beyond recognition. You open a service hatch to find yourself staring at the skeletal remains of an air force sergeant.

    +

    You park beside the control tower, switch off the engine, then wait. Only when you are sure that the area is deserted do you leave your vehicle and enter the derelict building. A spiral staircase leads to the main control room where once-sophisticated technology now lies scorched and twisted beyond recognition. You open a service hatch to find yourself staring at the skeletal remains of an air force sergeant.

    Melvyn Grant @@ -5347,7 +5347,7 @@

    (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. Replaced adventure you with adventure, you. Removed For ease of use during play it is recommended that you photocopy these pages.

    -

    (Equipment) Replaced map of Central Texas with Map of Central Texas, potassium iodine with potassium iodide, H.E. (High Explosive) GRENADE with HE (High Explosive) GRENADE, C.B. RADIO with CB RADIO, and sulphonamides with sulfonamides.

    +

    (Equipment) Replaced map of Central Texas with Map of Central Texas, potassium iodine with potassium iodide, H.E. (High Explosive) GRENADE with HE (High Explosive) GRENADE, C.B. RADIO with CB RADIO, and sulphonamides with sulfonamides. Replaced Canteen and with Canteen, and. Replaced radioactivity) and with radioactivity), and.

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

    @@ -5399,7 +5399,7 @@

    (119) Replaced Water Canteen, containing with Water Canteen containing and sulphonamides with sulfonamides.

    (122) Replaced gutteral with guttural.

    (127) Replaced on to with onto.

    -

    (131) Replaced (minimum - one round; maximum - five rounds) with (minimum: one burst; maximum: five bursts)

    +

    (131) Replaced (minimum - one round; maximum - five rounds) with (minimum: one burst; maximum: five bursts)

    (132) Replaced machine-gunner with machine gunner.

    (133) Replaced feet first with feet-first.

    (136) Replaced north-west with northwest.

    diff --git a/02smr.xml b/02smr.xml index 01698f2..d795e1a 100644 --- a/02smr.xml +++ b/02smr.xml @@ -22,7 +22,7 @@ &inclusion.brian.williams.bio.fw; Project Aon - 2007830 + 2007831

    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.

    @@ -262,7 +262,7 @@ -

    Apart from your clothing, a number of useful items form your basic equipment. This comprises a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen and Hunting Knife. In addition to these items, you possess a Map of Western Texas, which you carry tucked inside your leather jacket.

    +

    Apart from your clothing, a number of useful items form your basic equipment. This comprises a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen, and Hunting Knife. In addition to these items, you possess a Map of Western Texas, which you carry tucked inside your leather jacket.

    Backpack @@ -306,7 +306,7 @@
    Medi-kit -

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

    +

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

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

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

    @@ -336,7 +336,7 @@ Close Combat Weapons

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

    -

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

    +

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

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

    @@ -352,7 +352,7 @@
  • SHOTGUN
  • RIFLE
  • -

    Unless you are continuing to use weapons from a previous Freeway Warrior book, you begin your adventure armed with only one of these weapons. Make your choice and then record the weapon you have chosen, together with its calibre and rate of fire details, in the Missile Weapons section of your Action Chart.

    +

    Unless you are continuing to use weapons from a previous Freeway Warrior book, you begin your adventure armed with only one of these weapons. Make your choice and then record the weapon you have chosen, together with its calibre and rate of fire details, in the Missile Weapons section of your Action Chart.

    In order to be able to use a missile weapon, you must have sufficient ammunition of the correct calibre. The following list shows the calibre of each weapon, the amount that is used every time the weapon is fired, and the number of rounds that you possess at the start of your adventure:

    @@ -414,7 +414,7 @@

    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. + 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.

    @@ -5046,7 +5046,7 @@

    (Survival Skills) Replaced motorcycles and with motorcycles, and. Replaced shotguns and with shotguns, and. Replaced reflexes and with reflexes, and. Replaced education and with education, and.

    -

    (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.

    +

    (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. Replaced Canteen and with Canteen, and. Replaced radioactivity) and with radioactivity), and.

    (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.

    diff --git a/03toz.xml b/03toz.xml index 6a24acd..0f7f9cb 100644 --- a/03toz.xml +++ b/03toz.xml @@ -22,7 +22,7 @@ &inclusion.brian.williams.bio.fw; Project Aon - 2007830 + 2007831

    You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. The third stage of your life-or-death exodus to the California coast takes your colony of survivors across the wastelands of New Mexico and Arizona, a region still blighted by lethal radioactivity. Can you find the safe route through to the sanctuary of Tucson, or will you and your people perish in the desolation of The Omega Zone?

    @@ -157,7 +157,7 @@

    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; it was 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 holocaust began.

    -

    You remember how the ground shuddered when the shock waves from the first distant explosions reached the mine, and how you thought it was the start of an earthquake, the like of which you had experienced many times at home in California. But, as the levels nearest the surface began to collapse and the central elevator shaft filled with rubble, you realized the awful truth. At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had automatically switched into operation 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.

    +

    You remember how the ground shuddered when the shock waves from the first distant explosions reached the mine, and how you thought it was the start of an earthquake, the like of which you had experienced many times at home in California. But, as the levels nearest the surface began to collapse and the central elevator shaft filled with rubble, you realized the awful truth. At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had automatically switched into operation 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 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 began 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 were urging those who could travel to join them in McKinney to start a new community there, and some were already on their way. When your uncle and aunt accepted their invitation, the Ewells were enthusiastic but they also warned you to be warynot everyone who had survived wanted to establish a new community. The ruins of some large Texan cities, such as Dallas and Fort Worth, were controlled by gangs of criminals who fought with each other and terrorized anyone seeking to 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, which 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; then you set off on your journey north. When you arrived at the town, it was easy to find where the Ewells lived, as their ranch was the only place that was still standing. It looked more like an old frontier post than a ranch, with its fortified perimeter wall, lookout posts and stake-filled moat. Having been ambushed and shot at by the city gangs of Fort Worth during the final stages of your journey, you recognized the need for such 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, this number had soon more than doubled to twenty-five. It was decided that a name was needed to identify the settlement and Dallas Colony One was adopted, 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.

    @@ -258,7 +258,7 @@ -

    Apart from your clothing, a number of useful items form your basic equipment. This comprises a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen and Hunting Knife. In addition to these items, you possess a Map of New Mexico/Arizona, which you carry tucked inside your leather jacket.

    +

    Apart from your clothing, a number of useful items form your basic equipment. This comprises a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen, and Hunting Knife. In addition to these items, you possess a Map of New Mexico/Arizona, which you carry tucked inside your leather jacket.

    Backpack @@ -302,7 +302,7 @@
    Medi-kit -

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

    +

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

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

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

    @@ -332,7 +332,7 @@ Close Combat Weapons

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

    -

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

    +

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

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

    @@ -347,7 +347,7 @@
  • SHOTGUN
  • RIFLE
  • -

    Unless you are carrying over weapons from a previous Freeway Warrior book, you begin your adventure armed with only one of these weapons. Make your choice and then record the weapon you have chosen, together with its calibre and rate of fire details, in the Missile Weapons section of your Action Chart.

    +

    Unless you are carrying over weapons from a previous Freeway Warrior book, you begin your adventure armed with only one of these weapons. Make your choice and then record the weapon you have chosen, together with its calibre and rate of fire details, in the Missile Weapons section of your Action Chart.

    In order to be able to use a missile weapon, you must have sufficient ammunition of the correct calibre. The following list shows the calibre of each weapon, the amount that is used every time the weapon is fired, and the number of rounds that you possess at the start of your adventure:

    @@ -409,7 +409,7 @@

    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.

    + 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.

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

  • @@ -4928,7 +4928,7 @@

    (Survival Skills) Replaced motorcycles and with motorcycles, and. Replaced shotguns and with shotguns, and. Replaced reflexes and with reflexes, and. Replaced education and with education, and.

    -

    (Equipment) Replaced map of New Mexico/Arizona with Map of New Mexico/Arizona, potassium iodine with potassium iodide, and sulphonamides with sulfonamides.

    +

    (Equipment) Replaced map of New Mexico/Arizona with Map of New Mexico/Arizona, potassium iodine with potassium iodide, and sulphonamides with sulfonamides. Replaced Canteen and with Canteen, and. Replaced radioactivity) and with radioactivity), and.

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

    diff --git a/04cc.xml b/04cc.xml index dfc9742..04f65ee 100644 --- a/04cc.xml +++ b/04cc.xml @@ -22,7 +22,7 @@ &inclusion.brian.williams.bio.fw; Project Aon - 2007830 + 2007831

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

    @@ -288,7 +288,7 @@ -

    Apart from your clothing, a number of useful items form your basic equipment. These comprise a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen and Hunting Knife. In addition to these items, you possess a Map of Southern Arizona/California, which you carry tucked inside your leather jacket.

    +

    Apart from your clothing, a number of useful items form your basic equipment. These comprise a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen, and Hunting Knife. In addition to these items, you possess a Map of Southern Arizona/California, which you carry tucked inside your leather jacket.

    Backpack @@ -332,7 +332,7 @@
    Medi-kit -

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

    +

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

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

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

    @@ -362,7 +362,7 @@ Close Combat Weapons

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

    -

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

    +

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

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

    @@ -439,7 +439,7 @@

    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.

    + 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.

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

  • @@ -589,7 +589,7 @@ 9 -

    Despite the threat of pursuit by the Outlaws, the convoy covers just fourteen miles before it grinds to a halt at the outskirts of a town called Aztec. Two of the seventeen colony vehicles have broken down due to shrapnel damage sustained during the clan attack, and a further three are on the verge of doing likewise. With night closing in, and the road ahead yet to be scouted, the colony can do little more than draw itself up in a tight, protective circle and wait for dawn to arrive. You must now eat a Meal or lose 3 ENDURANCE points.

    +

    Despite the threat of pursuit by the Outlaws, the convoy covers just fourteen miles before it grinds to a halt at the outskirts of a town called Aztec. Two of the seventeen colony vehicles have broken down due to shrapnel damage sustained during the clan attack, and a further three are on the verge of doing likewise. With night closing in, and the road ahead yet to be scouted, the colony can do little more than draw itself up in a tight, protective circle and wait for dawn to arrive. You must now eat a Meal or lose 3 ENDURANCE points.

    At first light, you, Rickenbacker, Macy and Langdon are sent to scout the freeway and search for food and water. Meanwhile, Cutter oversees the repair of the vehicles. He is aided by Avenal and Rex Tyler, who have both been completely exonerated of Mike Gorgas murder. Cutter estimates that the repairs will take four hours, giving you enough time to check and search Aztec, Dateland and Mohawk, the next three towns along Interstate 8.

    Aztec has been so badly ravaged by the post-holocaust storms that you decide not to bother searching its ruins, and instead you press on to Dateland. This town has fared little better, although you do chance across a shopping precinct on the east side of the town that looks promising. You decide between you that one team should stay here and search these stores while the other one continues along the freeway and scouts Mohawk, fourteen miles to the east.

    If you wish stay here at Dateland and search for supplies for the colony, turn to 246. @@ -603,7 +603,7 @@

    If Cutter is disappointed to hear that the freeway ahead is blocked by a landslide, he certainly does not allow it to show. Hell, were jus gonna have t break out the brooms n shovels, he says, with typical Texan bravado, and goes off to break the news to the others.

    -

    The colonists listen to Cutter, and you watch their faces grow sterner and longer. You are worried that the bad news, coming so quickly after the shock of Mike Gorgas death, will cause the colony to disintegrate, but, to your surprise, it has completely the opposite effect. It re-focuses attention on the immediate problems and inspires them to pull together.

    +

    The colonists listen to Cutter, and you watch their faces grow sterner and longer. You are worried that the bad news, coming so quickly after the shock of Mike Gorgas death, will cause the colony to disintegrate, but, to your surprise, it has completely the opposite effect. It re-focuses attention on the immediate problems and inspires them to pull together.

    Within minutes the colonists are back aboard their vehicles and the convoy is ready to move out. You and Rickenbacker resume your position at the head of the line, and you lead them out of Smurr. When you reach the pass, you bring the convoy to a halt and go forward with several of the colonys elders to assess the damage.

    The westbound lanes are blocked by a solid wall of rock that is more than twenty feet high in places, but the eastbound highway has escaped the worst of the landslide and Cutter estimates that it could be made passable with a couple of hours hard work. He tells the others and immediately they set to clearing a way through.

    If you wish to help the colonists clear a way through the landslide, turn to 85. @@ -1144,7 +1144,7 @@ 50 -

    The discordant blare of an air horn tells every driver to start his engine. Then the convoy moves off like a giant, disjointed metal snake, gradually gathering speed as it approaches the highway junction. Ahead you see the line of vehicles veer to the south and, as you approach the Crazies tented encampment, you hear the shrill cackle of their laughter.

    +

    The discordant blare of an air horn tells every driver to start his engine. Then the convoy moves off like a giant, disjointed metal snake, gradually gathering speed as it approaches the highway junction. Ahead you see the line of vehicles veer to the south and, as you approach the Crazies tented encampment, you hear the shrill cackle of their laughter.

    Some of the more daring clansmen are hurling stones and old auto parts at the speeding convoy. Most fall short or do minimal damage, but one missilea frisbee-like auto disctravels further than the rest. It arcs in the air above the DC1 school bus and comes falling straight towards your windshield.

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

    If your total score is 5 or less, turn to 137. @@ -1158,7 +1158,7 @@ 51 -

    You push the dead clansman away from you and turn to see Rickenbacker grappling with his partner. He looks like he has the upper hand until a blow to the side of his head sends him reeling to the ground. The Outlaw cackles and reaches for a knife sheathed at his belt, but Rickenbacker is too quick for him. He draws the blade he carries concealed in his boot, and hurls it at the grinning clansman, catching him in the throat. With a thin, bubbling scream, the Outlaw grasps the hilt and tries to wrench it free. But his strength, like his lifes blood, is deserting him. With a shudder, his limbs stiffen, then he goes limp and drops in a heap to the ground.

    +

    You push the dead clansman away from you and turn to see Rickenbacker grappling with his partner. He looks like he has the upper hand until a blow to the side of his head sends him reeling to the ground. The Outlaw cackles and reaches for a knife sheathed at his belt, but Rickenbacker is too quick for him. He draws the blade he carries concealed in his boot, and hurls it at the grinning clansman, catching him in the throat. With a thin, bubbling scream, the Outlaw grasps the hilt and tries to wrench it free. But his strength, like his lifes blood, is deserting him. With a shudder, his limbs stiffen, then he goes limp and drops in a heap to the ground.

    That was a close call, says Rickenbacker, as he bends over the Outlaw and retrieves his blade. Damn close call.

    You search the clansmens bodies before hiding them, together with their bikes, beneath the Santa Rosa bridge. Your search uncovers the following items:

    @@ -3910,7 +3910,7 @@

    To be honest, Cal, she replies, her voice wavering, theyre less than fifty per cent.

    Quietly you leave the bus. Rickenbacker appears and says something about the roadster but his words do not register. The gnawing fear that you could lose Kate fills your thoughts and blocks out everything. Numbly you wander back to the roadster and sit alone in the driving seat, staring unseeingly at the swirling clouds of dust as you try to come to terms with what has happened. At length you decide to try to find some Atropine. As if you have suddenly awaken from a dream, your mind comes alive and you are galvanized into action.

    You take out your map and search for your present location. You reason that Atropine is not something you would normally find in a downtown drugstore, but you would expect to find it in a hospital. Quickly you scour the map and discover that the nearest hospitals to Gila Bend are in Ajo and Casa Grande.

    -

    Consult your map before deciding which of the hospitals you will visit.

    +

    Consult your map before deciding which of the hospitals you will visit.

    If you wish to drive to Ajo and search there, turn to 129. If you choose to go to Casa Grande and search there, turn to 172.
    @@ -4260,7 +4260,7 @@ 277 -

    It takes you fifteen minutes of patient manipulation, but your efforts and skill are rewarded. With a satisfying click, the lock disengages and you are granted access to the lobby beyond. A study of the hospital plan reveals the location of the medicine storage facility, which you commit to memory.

    +

    It takes you fifteen minutes of patient manipulation, but your efforts and skill are rewarded. With a satisfying click, the lock disengages and you are granted access to the lobby beyond. A study of the hospital plan reveals the location of the medicine storage facility, which you commit to memory.

    Third right second left second right you mumble as you set off in search of the vital Atropine you need to save Kates life.

    Turn to 337.
    @@ -4414,7 +4414,7 @@ 288 -

    Desperately you search through your Medi-kit pouch for an ampoule of snake bite serum, but there is none to be found. Then the piercing agony of your wound begins to fade and a terrifying numbness spreads down through your body and along your limbs. You try to scream, but your vocal cords have been damaged and numbed by the snakes bite and you can manage little more than a gurgling croak. By the time Rickenbacker and the others discover your body, it is too late to save your life.

    +

    Desperately you search through your Medi-kit pouch for an ampoule of snake bite serum, but there is none to be found. Then the piercing agony of your wound begins to fade and a terrifying numbness spreads down through your body and along your limbs. You try to scream, but your vocal cords have been damaged and numbed by the snakes bite and you can manage little more than a gurgling croak. By the time Rickenbacker and the others discover your body, it is too late to save your life.

    Sadly, your adventure ends here in Dateland, Arizona.

    @@ -4931,7 +4931,7 @@ 322 -

    There is an eerie silence as you and Rickenbacker survey the tangled wreckage from the top of the freeway ramp. The bodies of the three clansmen lie where they fell on the embankment below. Although you look closely for some sign of life, there is none to be seen: all three were killed outright when they were hurled from their vehicles.

    +

    There is an eerie silence as you and Rickenbacker survey the tangled wreckage from the top of the freeway ramp. The bodies of the three clansmen lie where they fell on the embankment below. Although you look closely for some sign of life, there is none to be seen: all three were killed outright when they were hurled from their vehicles.

    Then the quiet is disturbed by the growl of a powerful car engine. You look towards the town and see the grey Trans-sol approaching the freeway, and you wave to reassure Macy and Langdon that you and your partner are OK. They wave back and then pull up alongside your roadster.

    They were Outlaws all right, says Macy, looking down at the remains of the clansmans car. That skull-n-crossbones scrawled on the drivers door is their mark, sure nough.

    While the others go to investigate the wreckage and bury the dead clansmen, you stay with your roadster and check to make sure that all is well. When they return, they offer you a choice of items salvaged from the crash:

    @@ -5542,7 +5542,7 @@

    (Survival Skills) Replaced motorcycles and with motorcycles, and. Replaced shotguns and with shotguns, and. Replaced reflexes and with reflexes, and. Replaced education and with education, and.

    -

    (Equipment) Replaced potassium iodine with potassium iodide and sulphonamides with sulfonamides.

    +

    (Equipment) Replaced potassium iodine with potassium iodide and sulphonamides with sulfonamides. Replaced Canteen and with Canteen, and. Replaced radioactivity) and with radioactivity), and.

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

    -- 2.34.1