X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=xml%2F01hh.xml;h=85b08f2eb97aa0495e9bbba851ed0906e716b68c;hp=179fa4851026fcc579181bfd01b949864c24b3d0;hb=c4ee7432391c5620e0620b04fdcf7345df681a8b;hpb=5ba7263a5c88014cb6838ed23daece75b3cb593e diff --git a/xml/01hh.xml b/xml/01hh.xml index 179fa48..85b08f2 100644 --- a/xml/01hh.xml +++ b/xml/01hh.xml @@ -15,6 +15,12 @@ $Id$ $Log$ +Revision 1.10 2006/08/07 15:26:33 Wibbleboy +o Fixed a few minor non-errata typos. +o Added footnotes regarding ammo deductions +o Updated errata and footnote lists. +o Began adding small illustrations + Revision 1.9 2006/07/31 11:09:25 Wibbleboy o Fixed a few minor non-errata typos. o Added link to book 2 @@ -159,15 +165,15 @@ ERRATA 281-315
Illustration Transcription
XML
-
Jonathan Blake
Iain Smith
+
Iain Smith
Jonathan Blake
Proofreading
Iain Smith (frontmatter)
Matthew Reynolds (sections 1&endash;105, 246&endash;280)
Simon Osborne (sections 106&endash;245, 281&endash;350)
Editing
-
Simon Osborne
+
Iain Smith
Jonathan Blake
Simon Osborne
Ingo Klöcker
Neil McGrory
Mark Baumann
Coordination
-
Jonathan Blake
+
Iain Smith
Special Thanks
@@ -231,6 +237,8 @@ ERRATA 281-315

Provisions, including a small generator, were hoisted out of the mine and stowed aboard before you began the journey back to the ranch. The noisy old bus bumped along the rock-strewn freeway that stretched northward across an empty sea of dust. It was a harrowing sight. Hardly a trace remained of what were once thriving communities, and the once-populous cities of Temple and Waco had barely enough buildings still standing to qualify as small towns.

It was not until you reached the outskirts of Fort Worth that you encountered signs of human habitation. The road ahead was blocked by a line of wrecked autos, and at your approach a group of hard faced men and women, clad in composite costumes of leather and rivetted steel, suddenly popped up from behind this barricade. Uncle Jonas was suspicious and slowed the bus almost to a halt. Suddenly they produced handguns and rifles and began to take aim at the windshield, and he knew it was not the time to stop to ask for directions! He told you and Aunt Betty-Ann to brace yourselves, then stamped his foot on the gas and drove the bus straight through the wall of cars, scattering the punks like ten-pins in a strike. The bus was shot at many times as it sped through Fort Worth, but the street gangs had been caught out and you managed to escape from the ruined city before they could give chase.

+

When you got to Denton you discovered that the ranch, like all the other nearby dwellings, had been reduced to a heap of broken bricks and shattered timbers. The sight greatly upset your aunt, and Uncle Jonas felt it better not to stop but to continue overland to McKinney. It was easy to find where the Ewells lived, for their ranch was the only place in town 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. But, after your brush with the citizens of Fort Worth, it was easy to understand the need for these defences.

+ Melvyn Grant @@ -239,7 +247,6 @@ ERRATA 281-315 -

When you got to Denton you discovered that the ranch, like all the other nearby dwellings, had been reduced to a heap of broken bricks and shattered timbers. The sight greatly upset your aunt, and Uncle Jonas felt it better not to stop but to continue overland to McKinney. It was easy to find where the Ewells lived, for their ranch was the only place in town 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. But, after your brush with the citizens of Fort Worth, it was easy to understand the need for these defences.

'Pop' Ewell, the seventy-year-old grandfather of the Ewell family, was the leader of this small colony of survivors; 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, 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 - 'DC1' for short - and from that day on everyone worked hard to make DC1 a secure haven for those seeking refuge from the hostile wastelands and marauding city gangs.

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

@@ -267,8 +274,8 @@ ERRATA 281-315 -

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. For ease of use during play it is recommended that you photocopy these pages.

-

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

+

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

+

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

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

@@ -491,7 +498,7 @@ ERRATA 281-315
  • After working out your Combat Ratio, pick a number from the Random Number Table.

  • -

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

    +

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

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