From: Jonathan Blake On New Year Your arrival at the mine was met by a military patrol, posted there by the World Defence League. The job of the patrol was to prevent sabotage; oil installations all over the world had become one of HAVOC The ground shuddered when the shock waves from the first distant explosions reached the mine, and you remember thinking that it must be 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 shaft filled with falling rubble, you realized the awful truth. The unthinkable had happened. The ground shuddered when the shock waves from the first distant explosions reached the mine, and you remember thinking that it must be 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 shaft filled with falling rubble, you realized the awful truth. The unthinkable had happened. 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 faded quickly, encouraging 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 It was a month after Those years spent in the mine taught you invaluable lessons in survival. Uncle Jonas showed you how to refine gasolene from crude oil to keep the generators alive; to coax fresh water from porous rock; to manufacture spare parts in order to maintain vital machinery. Aunt Betty-Ann, who had at one time been a nurse and a high school teacher in Denton County, attended to your education and made sure that you stayed fit and healthy. Their love and support enabled you to grow during those dark days underground despite the enormous sense of loss you felt for your parents, brothers, and sister. You vowed then that one day you would repay their kindness by protecting and caring for them. Up to ten separate items may be stored and carried in your Backpack at any time. However, if more than three items are carried, your Stealth level will be reduced by 1 point. If more than six items are carried, your Stealth level will be reduced by 2 points; and if you carry a full Backpack (containing ten items) your Stealth level will be reduced by 3 points. In order to equip yourself for the task ahead, you may choose up to four items from the following list:The Day
when the three of you accepted that there would never be a rescue operation. Many days had been spent in silence, hoping and praying for the sounds of excavation or a voice on the radio link to the surface. But all that could be heard was the static crackle of the gamma radiation which was blanketing the earth. Uncle Jonas proposed that an attempt be made to reach the surface by tunnelling through the blocked central shaft. It was an awesomely dangerous feat, to dig vertically through 300 feet of compressed concrete rubble and twisted steel girders, but there was no other way you could ever hope to escape from the mine. Progress was painfully slow but the work gave you all a sense of purpose, a reason to go on, even though you feared what could be awaiting you on the surface.
-
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
+4 x 9mm rounds = 2 x 7.62 rounds = 1 x 12 gauge round
Additional ammunition can be carried in your Backpack. Ammunition occupies one space for each quantity that is equal to (or less than) the maximum that can be carried in one Ammo Pouch.
@@ -407,20 +407,20 @@There are four types of missile weapon:
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:
Calibre | Rate of Fire | Initial No. of Rounds | |
---|---|---|---|
PISTOL | 9mm | 1 | 8 |
MACHINE PISTOL | 9mm | 6 | 30 |
SHOTGUN | 12-gauge | 1 | 4 |
RIFLE | 7.62mm | 1 | 4 |
Pistol | 9mm | 1 | 8 |
Machine Pistol | 9mm | 6 | 30 |
Shotgun | 12-gauge | 1 | 4 |
Rifle | 7.62mm | 1 | 4 |
The initial number of rounds should be noted in the Ammo Pouch section of your Action Chart. Missile weapons cannot be used if you run out of ammunition or possess rounds of the wrong calibre. However, the opportunity may arise for you to replenish your supply of ammunition and/or discover a weapon of the correct calibre.
@@ -447,16 +447,16 @@Subtract the
-
He subtracts the Renegade Clansman
After working out your Combat Ratio, pick a number from the Random Number Table.
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
-
Moonlight pours in through a large hole in the roof, illuminating the interior of the store. Judging by the nature of the debris littering the floor, this place was once a liquor store. Most of its stock was consumed by the Skulls when they first took over the town, but after a careful search, you discover a
Moonlight pours in through a large hole in the roof, illuminating the interior of the store. Judging by the nature of the debris littering the floor, this place was once a liquor store. Most of its stock was consumed by the Skulls when they first took over the town, but after a careful search, you discover a
If you decide to keep this item, remember to adjust your Action Chart accordingly.
The instant you tap the number 20 on the keypad,
Curious as to what lies within, you enter the strongroom and inspect its dusty shelves. This concrete vault contains the documentation of experiments and small quantities of what were once considered precious metals
If you wish to keep any of these items, amend your Action Chart accordingly.
With your back bent beneath the combined weight of your equipment, fifty pounds of salt, and the thick roll of polythene sheeting that is slung around your shoulders, you slowly make your way back to the convoy. The sight of you staggering out of the campus, half-hidden beneath the mountain of items you have salvaged, provokes a loud roar of laughter from the bus. Cutter Jacks and Uncle Jonas come to your aid, both resisting the urge to poke fun at you. When they discover what you are carrying, their mouths drop open in amazement.
-Word spreads and everyone is suddenly eager to congratulate you. You decide to keep one of the tubs (mark the
Word spreads and everyone is suddenly eager to congratulate you. You decide to keep one of the tubs (mark the
You stoop to pick up one of the spent cartridges, an empty 7.62mm casing. As you are inspecting it, a heavy weight lands on your back, forcing you to your knees: you have been smothered by a large rope net thrown from the roof of the sheriff
The silence is shattered by a riot of noise as a dozen screaming clansmen surround your struggling form. Grasping hands snatch your weapons (erase all your missile and close combat weapons from your Action Chart) before they drag you
You arrive at a ridge of high ground that overlooks the ruins of Denton. The place is familiar
A bullet clips the flesh above your left elbow and spins you to the ground: lose 3
The only items you find of practical value are a
The only items you find of practical value are a
If you choose to keep either of these items, remember to adjust your Action Chart accordingly.
The voice seems to be drifting from the east, so you change direction and head towards it. After a few minutes there is a lull in the storm and, as the dust settles, you are able to see the ruins of a candy store standing close to the schoolHelp me
The voice seems to be drifting from the east, so you change direction and head towards it. After a few minutes there is a lull in the storm and, as the dust settles, you are able to see the ruins of a candy store standing close to the schoolHelp me
You
says Pop Ewell, handing you a CB transceiver. It
You take the handset (mark this on your Action Chart as a
You
says Pop Ewell, handing you a CB transceiver. It
You take the handset (mark this on your Action Chart as a
Before you set off for Mineral Wells, you consult with Cutter and Uncle Jonas and devise a plan of action. It is decided that after you have investigated the source of the radio transmission, you will drive south on the remains of Highway 281 and rendezvous with the others at Santo, the next town west along the freeway, where the convoy intends to make camp for the night.
-It takes you a few minutes to clear the rubble away from the engine compartment, but your efforts are not in vain. Some of the engine components are still serviceable and could prove useful as spares for the colony
Below are listed the items worth salvaging from the wreck. You may take two from the list, all of which are Backpack Items:
If you decide to keep any of these spares, remember to adjust your Action Chart accordingly.
Slowly the two figures shamble to the edge of the highway and stare at you with vacant eyes. Your spirited dispatch of their dogs has not worried them in the slightest; neither do they appear unduly concerned for their own safety. You stand your ground, challenging them to attack if they dare. They laugh. It is a pitiful, thin sound, which makes your flesh crawl. You return their empty stares, noting with disgust the ulcer-like sores that cover their pale, greyish skins, their almost complete lack of hair and their teeth, black with decay. Your disgust turns to pity, however, when suddenly you realize why they show no fear: they are both afflicted with terminal radiation sickness. Death is already their companion.
Where are you from?
you call, anxious to discover if there is a hot spot
Cisco,
comes the reply.
You take some dressings from your Medi-kit and place them on the ground in front of you (erase one Medi- kit unit from your Action Chart), then you turn and walk back to your roadster. The dressings may be of little comfort to these two Rad-vics (the name your colony gives to victims of high-dosage radioactivity), but they may know others who will benefit from them.
+You take some dressings from your Medi-kit and place them on the ground in front of you (erase one Medi-kit unit from your Action Chart), then you turn and walk back to your roadster. The dressings may be of little comfort to these two Rad-vics (the name your colony gives to victims of high-dosage radioactivity), but they may know others who will benefit from them.
The lake occupies the centre of a saucer-like depression and, as you bring your roadster to a halt at the edge of this rocky rim and stare down at the shimmering water below, you are heartened to see that clumps of vegetation are growing close by: a sure sign that the water is not contaminated.
The sides of the depression are steep and covered with loose shale. Rather than risk a fall, you suggest to Kate that perhaps you should go down to the lake alone. When you reach it, she could throw the containers to you, and then help you with them when you climb back out. The idea does not impress her. It
With that she grabs two of the plastic containers and lowers herself over the edge. Seconds later you hear her scream and you rush forward to see her tumbling head-over-heels towards the lake. She hits the water with a loud splash and disappears from view. Briefly she surfaces, thrashing her arms and shouting: Help, Cal! I can
The moment you tap the correct number on the keypad,
Intrigued by what lies within, you enter the strongroom and peer along the dusty shelves. The vault contains the documentation of experiments and quantities of what were once considered precious metals
If you wish to keep any of these items, amend your Action Chart accordingly.
The convoy is too far away to see that you need help, and you dare not stand up and signal to them for fear of being hit. Two more bullets smack the side of your car and then you hear the sound of a rifle bolt being worked frantically back and forth: the sniper
As you approach the city a fierce wind arises. It sweeps down from the north and lashes the convoy, not with rain, but with blinding clouds of grit and sand. Within the space of half an hour the colony is engulfed in a ferocious duststorm that threatens to bury you all without trace. At the first opportunity you signal to the others to pull off the elevated freeway and seek shelter from the storm. The danger of grit finding its way into the engines of the convoy vehicles, causing them irreparable damage, is uppermost in your mind, and anxiously you search for shelter.
A signpost looms out of the swirling dust, pointing to what was once a high school. You signal to Cutter to follow you into the school yard, but the storm is reaching its peak and you are forced to halt before you can see the school itself. Quickly the colony disembarks and blindly you lead them in single file, heads bowed against the stinging wind, until you reach the school building. Fortunately, it still has a roof and four walls, and offers adequate protection from the storm. Once inside, Aunt Betty-Ann decides to take a roll call to make sure everyone is present. She is about to begin when Rosita Rodriguez cries out in anguish, Maria! Where is my Maria? She is not here!
A check of the school reveals that Rosita
Suddenly Cutter appears, his face lined with worry. He soon relaxes when he sees that you are alive. I reckon these guys were members of the Maverick gang that Rickenbacker warned us about,
he says. Seems that the Lions ain
Cutter helps you search the bodies and the diner. You discover the following items:
If you wish to keep any of these items, remember to adjust your Action Chart accordingly.
As soon as your flat tyre has been repaired, and the highway swept clear of spikes, you climb back into your roadster and lead the convoy on towards Big Spring.
@@ -2232,9 +2232,9 @@Where are you from?
you call, anxious to discover if there is a hot spot
Cisco,
comes the reply.
Cutter appears and beckons you over to the diner. Inside the doorway lies the body of another man, a rifle resting across his bloodstained chest. I reckon these two were from that Maverick gang that Rickenbacker warned us about,
says Cutter, as he searches through the dead manSeems like the Lions ain
You help Cutter search the bodies and the diner. You discover the following items:
If you wish to keep any of the items, remember to adjust your Action Chart accordingly.
As soon as your flat tyre has been repaired and the highway swept clear of spikes, you climb back into your roadster and lead the convoy on towards Big Spring.
@@ -2564,7 +2564,7 @@Fifty miles of broken highway lie between you and the town of Albany. By mid-afternoon the temperature has climbed above 110We
he says, his face awash with sweat. We
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
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
You had better take this with you,
says Pop Ewell, reaching into a satchel that he carries over his shoulder. He removes a hand-held transceiver and offers it to you. It
You take the
You take the
Good luck, Cal,
says Uncle Jonas, as you switch on your ignition and check your instrumentation. Don
With a wave, you bid him farewell, before accelerating the roadster along the highway that leads to Mineral Wells.
You step away from MeltdownNice work, kid. I knew y
he says glibly. Then he calls to one of his sidekicks and says something to him that you cannot hear. Follow Tweet,
he says, nodding to his grimy, one-eyed helper. He
Tweet takes you to a motel near the centre of town, where he offers you enough food for one Meal, enough water for two Drinks, and a choice of the following weapons, ammunition, and equipment:
(You may take only one of the three weapons listed above.)
(You may take any number of the above Backpack Items.)
After you have eaten and re-equipped yourself, you ask to be allowed to visit the latrine. Tweet points to a restroom in the Motel
Using what scraps of cloth are available, you cover your nose and mouth before setting off into the storm. You pass the colony
As you cross the street, you catch what sounds like a young girlHelp me
You turn out the pockets of the dead clansman and empty the leather satchel that he carried over his shoulder. Among his personal effects you discover the following items:
You are sifting through his possessions, trying to decide which ones to keep (remember to adjust your Action Chart if you keep any of the items), when you hear Kate calling to you to come and look at the dead man
After a few hours
You leave Freeway 20 and travel cross-country in order to give Strawn wide berth. Later in the afternoon you rejoin the highway as it approaches Lake Leon and the town of Eastland. You are two miles from Eastland when you spot an obstruction in the far distance that appears to he blocking the entire road. However, you are aware that the constant heat haze can play strange tricks on your vision, so you signal to the convoy to halt while you scout ahead.
A mile along the highway you discover that the obstruction is in fact a trench that has been dug diagonally across the road. It is sufficiently deep along its whole length to wreck any vehicle attempting to cross it at speed. You bring your car to a halt and step out onto the sun-scorched asphalt in order to take a closer look at this curious excavation.
-The dead bikers sport snake tattoos around their throats, marking them as members of the Arlington Vipers gang. Your colony has encountered many from this gang during the past few months; they often led night raids on the DC1 settlement at McKinney.
In addition to three pistols and a shotgun, which are given to some of the colonists aboard the bus who have no weapons, a search of the bikes and bodies reveals the following items:
If you decide to keep any of these items, remember to amend your Action Chart accordingly. After your exertion, you must now take a Drink or lose 3
All those whose clothes have been set alight by splashes of the burning gasolene-and-oil mixture, are dragged away from the blaze and smothered with blankets. Miraculously, nobody is seriously burnt, but the bus itself is still ablaze and the flames and fumes are beginning to spread rapidly towards the front.
-The broken ground is illuminated by the full moon but, after a short while, the shadow of Washout Mountain intrudes across your path and soon you find yourself in pitch darkness.
-The chief smiles as the colour drains from your face, then he motions to his driver who slowly drives him away. The clan continues to dance around you for nearly an hour before dispersing to prepare for your sacrifice. During this time you manage to free one hand, and furtively you work at undoing the buckles of your Backpack.
-You are winded by your fall and lie for several minutes staring helplessly at the starry sky. Gradually you recover your senses and manage to pull yourself unsteadily to your feet. A cursory check of your equipment reveals that your
You are winded by your fall and lie for several minutes staring helplessly at the starry sky. Gradually you recover your senses and manage to pull yourself unsteadily to your feet. A cursory check of your equipment reveals that your
As your strength returns, you resolve to climb out of the gully as quickly as you can.
Pick a number from the Random Number Table and add to it your current Stealth and Field Craft skill totals.
Instantly you drop to the ground and take cover behind the engine compartment of your car. A glance over the hood invites another shot; it passes within inches of your scalp and makes you duck, but not before you notice the muzzle flash of the sniper
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 mountains
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. We
he says, his face awash with sweat. We
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
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
Two shots are fired almost simultaneously, filling the bar with a deafening explosion of noise. They rip open the front of the counter less than five feet from where you are crouching, bringing down most of the rickety shelves that line the back wall. Amid a cascade of bottles and glasses, you scurry towards the end of the counter, your eyes fixed on a door situated beneath the staircase. Above it, an unlit sign reads:
-I reckon this constitutes an emergency,
you mutter, as you get ready to break cover and run towards the door. Just as you are about to leave your hand brushes against the stock of a sawn-off shotgun that is lying on a shelf beneath the counter. Both hammers are cocked and the chamber tags show that both barrels are loaded.
As you had suspected, the spy was a city gang member, a scout for the Arlington Vipers judging by the snake tattoo that encircles his throat. You have encountered many from this gang during the past few months; they often led night raids on the DC1 settlement at McKinney.
You roll the dead scout over onto his chest and quickly search through his rucksack and pockets. You discover the following items:
If you decide to keep any of these items, remember to adjust your Action Chart accordingly.
You are soon swallowed up in the network of narrow alleyways, and are able to shake off the few clansmen who attempted to pursue you. Eventually you emerge onto a wider street that is lined with dilapidated stores. Rather than take the risk of staying on the street, you decide to hide in one of these buildings and wait until the heat dies down. Fortunately you choose a hardware store that still has a cache of stock hidden on the first floor, and you discover the following items that could prove useful:
If you decide to keep any of these items be sure to adjust your Action Chart accordingly.
From a window on the first floor, you watch as a large group of Indian clansmen pour out of an alley opposite. They divide into two groups and begin searching the adjoining street, seemingly convinced that you are still out in the open. Silently you crouch by the window, awaiting the chance to slip out of Cross Plains unseen. While you are lying low, you must take a Drink or lose 3
The evil-sounding laughter is cut short by a deafening roar as both barrels of a Browning Citori are discharged at the counter. The heavy loads rip through the front, bringing down most of the rickety shelves that line the back wall. A cascade of bottles and glasses rains down on your head, causing you further injury as you scurry towards the end of the counter: lose 3
Ahead, beneath the staircase, you see a door with an unlit sign above it that reads:
-I reckon this constitutes an emergency,
you mutter, as you get ready to break cover and run towards the door. Just as you are about to leave your hand brushes against the stock of a sawn-off shotgun that is lying on a shelf beneath the counter. Both hammers are cocked and the chamber tags show that both barrels are loaded.
In the distance you see the sun resting on the peak of Signal Mountain, and you estimate that no more than an hour of daylight remains. Then a freeway mileage sign looms into view, its paint blistered and barely legible. You slow down and read:
The sign coaxes a cheer from those aboard the bus and renews your hopes of completing the first stage of your long journey west. A few miles further on you see another sign. This announces that you are approaching the town of Coahoma. With the memory of what happened at Westbrook still fresh in your mind, you decide to bring the convoy to a halt.
-
+
Grand Master Disciplines:
+Bonus Disciplines:
+Weapons:
+Belt Pouch:
Meals:
Backpack Items:
+Special Items:
+destinedwith
slated. Replaced
declare emergencywith
declare an emergency.
(Calworkshop 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
with
. 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
. Replaced point the blunt end of it on to
with point the blunt end of it onto
.
(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
, as
with as
, 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
.
(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
. Set in initial capital letters the items in the equipment list, in the missle weapons list, and the table of showing initial ammunition.
(Close Combat Rules) Replaced cross-refer
with cross-reference
, as
with as
, 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
with with his
. 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 brother
.
(65) Replaced C.B. Radio
with CB Radio
.
(66) Replaced First Aid Box
with first aid box
.
(68) Replaced
with the
.
(72) Replaced shooting skill
with Shooting skill
and (minimum - one round; maximum - four rounds)
with (minimum: one round; maximum: four rounds)
.
(72) Replaced shooting skill
with Shooting skill
and (minimum
with (minimum: one round; maximum: four rounds)
.
(73) Replaced C.B. transceiver
with CB transceiver
, and C.B. Radio
with CB Radio
. Replaced Backpack items
with Backpack Items
.
(74) Replaced C.B. Radio
with CB Radio
.
(77) Replaced motor cycle
with motorcycle
.
(98) Replaced is loud
with is a loud
. Replaced GEIGER COUNTER
, ALTIMETER
and RADIATION SUIT
with initial capitals. Replaced silver and
with silver, and
.
(99) Replaced H.E. Grenade
with HE Grenade
.
(100) Replaced C.B. Radio
with CB Radio
. Replaced cheered
with cheers
. Replaced brought
with brings
. Replaced promised
with promises
. Replaced hopes were
with hopes are
.
(101) Replaced (minimum - one round; maximum - six rounds)
with (minimum: one round; maximum: six rounds)
(101) Replaced (minimum
with (minimum: one round; maximum: six rounds)
(103) Replaced on to
with onto
. Replaced their footfalls
with its footfalls
.
(105) Replaced
with
. Replaced gulley
with gully
. Replaced on to
with onto
.
(108) Replaced chest and
with chest, and
.
(119) Replaced Water Canteen, containing
with Water Canteen containing
and sulphonamides
with sulfonamides
.
(122) Replaced gutteral
with guttural
.
(127) Replaced on to
with onto
. Replaced axle and
with axle, and
.
(131) Replaced (minimum - one round; maximum - five rounds)
with (minimum: one burst; maximum: five bursts)
(131) Replaced (minimum
with (minimum: one burst; maximum: five bursts)
(132) Replaced machine-gunner
with machine gunner
. Replaced aim and
with aim, and
.
(133) Replaced feet first
with feet-first
.
(136) Replaced north-west
with northwest
. Replaced screams of their chief dispels
with screams of their chief dispel
.
(222) Replaced gulley
with gully
. Replaced take two Drinks (or lose 6
with take two Drinks (or lose 3
.
(228) Replaced death cry
with death-cry
.
(229) Replaced breathlessly:
with breathlessly:
. Replaced across the bridge. at a run.
with across the bridge at a run.
. Replaced Backpack items
with Backpack Items
. Replaced motor cycles
with motorcycles
. Replaced open fire
with opens fire
. Replaced shouts Kate, and takes off
with shouts Kate and takes off
.
(233) Replaced (minimum - one round; maximum - four rounds)
with (minimum: one round; maximum: four rounds)
(233) Replaced (minimum
with (minimum: one round; maximum: four rounds)
(242) Replaced C.B. Radio
with CB Radio
. Replaced gulley
with gully
.
(246) Replaced feet first
with feet-first
.
(247) Replaced Kate and
with Kate, and
.
(343) Replaced Shackelford county sheriff
with Shackelford County Sheriff
.
(348) Replaced gulley
with gully
.
(Combat Rules Summary) Added missing period after from your total
. Replaced cross-refer
with cross-reference
, Combat Results Table
with Close Combat Results Table
, and zero ENDURANCE points
with zero ENDURANCE points or below
.
(Combat Rules Summary) Added missing period after from your total
. Replaced cross-refer
with cross-reference
, Combat Results Table
with Close Combat Results Table
, and zero
with zero
.
(5) Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.
-(20) This is the correct answer to the keypad puzzle in Section 152.
-(23) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(28) Remember to deduct a round of 7.62mm ammunition from your Ammo Pouch.
-(58) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(62) Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.
-(64) Remember to deduct the relevant number of rounds from your Ammo Pouch (if any).
-(77) Remember to deduct a round of 7.62mm ammunition from your Ammo Pouch.
-(96) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(98) This is the correct answer to the keypad puzzle in Section 255.
-(132) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(143) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(152) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
-(153) Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.
-(164) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(168) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(172) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(174) Remember to deduct the relevant number of 9mm rounds from your Ammo Pouch.
-(190) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(191) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(229) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(255) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
-(261) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.
-(275) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(293) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(302) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(320) Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.
-(340) Remember to deduct the relevant number of rounds from your Ammo Pouch.
-(344) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.
-(349) Remember to deduct the relevant number of rounds from your Ammo Pouch.
- +
-
Magnakai Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Magnakai Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Magnakai Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Magnakai Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Magnakai Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Magnakai Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Magnakai Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items:
-
Grand Master Disciplines:
Bonus Disciplines:
Weapons:
Belt Pouch:
Meals:
Belt Pouch:
Meals:
Backpack Items:
Special Items: