From f3ca4423bac40d091bfe7a4f404204ba68ba996b Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Wed, 9 Apr 2008 21:24:57 +0000 Subject: [PATCH] a few errata git-svn-id: https://projectaon.org/data/en/xml@607 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01hh.xml | 85 ++++++++++++++++++++++++++------------------------------ 1 file changed, 40 insertions(+), 45 deletions(-) diff --git a/01hh.xml b/01hh.xml index 23b4843..ed68425 100644 --- a/01hh.xml +++ b/01hh.xml @@ -129,30 +129,32 @@ -

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.

+
+
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, slated 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 an 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.
+
@@ -219,7 +221,7 @@

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 wellits only source of uncontaminated waterwas beginning to dry up. The drought was also provoking more attacks from the city punks who were desperate for food and water. Their common need united them and 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. It appeared that their situation was completely the reverse of DC1s: they had plenty of food and water 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. It had survived the last eight years virtually intact. When you heard the news you could hardly believe your ears. Perhaps your family were alive. You might be reunited after all!

+

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. It appeared that their situation was completely the reverse of DC1s: they had plenty of food and water 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 mountains of the Sierra Nevada had been spared the worst effects of the radioactive blizzards that had devastated the rest of the country and, miraculously, much of southern California was still widely populated. It had survived the last eight years virtually intact. When you heard the news you could hardly believe your ears. Perhaps your family were alive. You might be reunited after all!

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

Preparations began almost immediately. Morale was so high that a heady sense of adventure and optimism enveloped everyone. Few guessed just how fraught with danger the journey would be.

@@ -235,7 +237,7 @@

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

-

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

+

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

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

@@ -290,7 +292,7 @@
-

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

+

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

When you have decided where to allocate your 4 additional skill points, make a note of the totals in the Survival Skills section of your Action Chart. (In your first adventure, your total number of skill points should be 19: five skills x 3 points each = 15, plus 4 additional skill points = 19 points.)

If you complete successfully the mission set in Book 1 of the Freeway Warrior series, you may add an additional 4 points to your Survival Skills in Book 2. These additional points, together with any equipment and provisions that you possess at the end of Book 1, may then be used in the next Freeway Warrior adventure, which is called Slaughter Mountain Run.

@@ -542,7 +544,7 @@ -

You pull and release the bolt of your G-12, then level the barrel at the leading dog as it gets ready to make its leap. Hurriedly you squeeze off a burst of fire that rips through its chest and sends its lifeless body spinning backwards among the rest of the pack. The death of their brother, and the noise and fury of your weapon, brings the pack to a sudden halt.

+

You pull and release the bolt of your G-12, then level the barrel at the leading dog as it gets ready to make its leap. Hurriedly you squeeze off a burst of fire that rips through its chest and sends its lifeless body spinning backwards among the rest of the pack. The death of their brotherand the noise and fury of your weaponbrings the pack to a sudden halt.

Turn to 90.
@@ -758,7 +760,7 @@

At a junction on the outskirts of Fort Worth, you decide to leave Freeway 35 and follow a safer route that will take you around the city. The remains of Highway 820 serve your purpose well, until you reach another junction where the Jacksboro Highway crosses your path. In order for the convoy to connect with Freeway 20, the interstate highway that leads all the way to Big Spring, you must traverse one major obstaclethe Trinity River.

-

You consult your map. There are two places where the convoy can cross the Trinity, both of them close by. Two miles further along Highway 820 there is a bridge over Lake Worth. Two miles north, along the Jacksboro Highway, another bridge crosses the river at a place called Lakeside Village.

+

You consult your map. There are two places where the convoy can cross the Trinity, both of them close by. Two miles further along Highway 820 there is a bridge over Lake Worth. Two miles northwest, along the Jacksboro Highway, another bridge crosses the river at a place called Lakeside Village.

If you wish to check out the bridge at Lakeside Village, turn to 312. If you decide to continue along Highway 820, and attempt to cross the Trinity River at Lake Worth, turn to 149. @@ -776,7 +778,7 @@

You squeeze the trigger and immediately the rider throws his hands to his face. He swoons, falls backwards, and then tumbles from the saddle. Before the sidecar rider can jump free, the speeding machine careers off the road into the wall of an office building, and explodes in a searing ball of flame.

With grim satisfaction you stare at the burning wreckage, but your gaze is soon distracted by a column of motorcyclesthe main body of the clanas it rides into view. They are now less than a mile from the bridge. Cmon you two! shouts Cutter. Its time to go. The tanker has made it across the platform and is now parked with the other vehicles on the far side of the river. Kate is running towards you from the factory, and as she reaches the bridge, you call out to her: Set the bomb! Ill cover you!

-

Tensely you watch the clansmen as they gun their bikes along the freeway, and you glance repeatedly over your shoulder, praying for Kate to signal that the bomb is ready. Then the front line of bikers open fire with their machine pistols, and suddenly the air is filled with the whine and whistle of bullets. Its ready! shouts Kate, and takes off across the bridge at a run.

+

Tensely you watch the clansmen as they gun their bikes along the freeway, and you glance repeatedly over your shoulder, praying for Kate to signal that the bomb is ready. Then the front line of bikers opens fire with their machine pistols, and suddenly the air is filled with the whine and whistle of bullets. Its ready! shouts Kate, and takes off across the bridge at a run.

Add together your current ENDURANCE points score and your Stealth skill total. (Note: If your ENDURANCE is low and you are heavily encumbered, it may be advisable to discard some of your Backpack Items in order to increase your Stealth skill level.)

If your total is 11 or less, turn to 324. If your total is 12 or more, turn to 200. @@ -5346,29 +5348,22 @@
Errata -

(Dateline to Disaster) Replaced training and with training, and. Replaced both occurrences of USSR and with USSR, and. Replaced cable and with cable, and.

- -

(Cals Story) Replaced workshop and with workshop, and. Replaced re-establish with reestablish, Denton county with Denton County, fuel, food or water with fuel, food, or water, and Tuscon colony with Tucson colony. Replaced the Day with The Day. Replaced shelter and with shelter, and. Replaced brothers and with brothers, and. Replaced gas and with gas, and. Replaced posts and with posts, and. Replaced Waco. For with Waco, for.

- +

(Dateline to Disaster) Replaced training and with training, and. Replaced both occurrences of USSR and with USSR, and. Replaced cable and with cable, and. Replaced destined with slated. Replaced declare emergency with declare an emergency.

+

(Cals Story) Replaced workshop and with workshop, and. Replaced re-establish with reestablish, Denton county with Denton County, fuel, food or water with fuel, food, or water, and Tuscon colony with Tucson colony. Replaced the Day with The Day. Replaced shelter and with shelter, and. Replaced brothers and with brothers, and. Replaced gas and with gas, and. Replaced posts and with posts, and. Replaced Waco. For with Waco, for. Replaced Sierra Nevada mountains with mountains of the Sierra Nevada.

(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.

- -

(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.

- +

(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. Replaced point the blunt end of it on to with point the blunt end of it onto.

+

(Perception) Replaced tested, therefore with tested; therefore.

(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 .

- -

(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, as 1 If with as 1. If , 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.

(1) Replaced syphoned with siphoned, and C.B. radio with CB radio.

(3) Replaced on to with onto.

+

(5) Replaced brother, and the noise and fury of your weapon, brings with brotherand the noise and fury of your weaponbrings.

(12) Replaced gulley with gully.

(13) Added missing period after Random Number Table.

(18) Replaced zig-zag with zigzag.

(20) Replaced GEIGER COUNTER, ALTIMETER, and RADIATION SUIT with initial capitals. Replaced silver and with silver, and.

-

(23) Replaced Backpack items with Backpack Items.

+

(22) Replaced Two miles north with Two miles northwest.

+

(23) Replaced Backpack items with Backpack Items. Replaced the front line of bikers open with the front line of bikers opens.

(24) Replaced gulley with gully.

(26) Replaced machine-gunner with machine gunner.

(28) Replaced safety and with safety, and.

-- 2.34.1