1500 lines
53 KiB
Plaintext
1500 lines
53 KiB
Plaintext
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TABLE OF CONTENTS
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I. THE JOURNAL
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II. GETTING STARTED
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A. Booting Instructions
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B. Resuming a Saved Game
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C. Starting a New Game
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III. COMMANDS
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IV. OVERLAND MOVEMENT
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A. Terrain
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1. Plains
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2. Farmland
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3. Desert
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4. Woods
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5. Mountains
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6. Wilderness
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7. Water
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8. Roads
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9. Cities
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10. Oilfields
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11. Swamp
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12. Long Island
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13. Cape Cod
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14. Devastated Areas
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15. Coasts, Small Islands, Cays
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B. Winter
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V. VEHICLES
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A. Vehicle Attributes
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1. Mass
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2. Structure
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3. Maximum Speed
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4. Maneuverability
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5. Braking
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6. Acceleration
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7. Missile Factors
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8. Missile Protection
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9. Volleys
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10. Tires
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11. Boarding Factors
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12. Interior Crew Capacity
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13. Topside Crew Capacity
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14. Fuel Consumption
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B. Maintenance
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1. Structural Damage
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2. Flat Tires
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C. Improvements
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VI. SUPPLIES
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A. Carrying Capacity
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B. Consumption
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C. Caches
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VII. PEOPLE
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A. Gang Members
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1. Quality
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2. Recruiting
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3. Cronies
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B. Encounters
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1. Agents and Scientists
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2. Healers
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3. Footgang Commands
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4. Footgangs
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5. Residents
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6. Mutants
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7. Road Gangs
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VIII. ROAD COMBAT
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A. Modes of Combat Resolution
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B. Deployment
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1. Crewing Vehicles
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2. Deploying Vehicles on the Tactical Map
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C. Movement on the Tactical Map
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1. Viewing the Tactical Map
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2. Changing Speed
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3. Maneuvering
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4. Moving
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5. Terrain Effects
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D. Ramming
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1. Structural Damage
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2. Speed Alterations
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3. Overruns
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E. Fire Combat
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1. Volleys
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2. Facing
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3. Line of Sight
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4. Weapon Types
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5. Tires
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6. Missile Protection
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F. Boarding Combat
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1. Limitations on Boarding
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2. Order of Combat
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3. Vehicle Captures
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4. Crew Transfers
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G. Aftermath
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IX. QUICK COMBAT
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A. Quick Combat
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1. Delay Length
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2. Ram Ratio
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3. Aiming Priority
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X. MISCELLANEOUS
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A. Controlling Cities
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B. Radio Direction Finder
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C. Command Limitations
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D. Surprises
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XI. PLAYERS' NOTES
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APPENDIX
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LIST OF REGIONS
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I. THE JOURNAL
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In a dimly lit corner of a government archive, you can find a
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dust-covered volume chronicling the most horrifying years in human
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history. It is the journal of the Director of the top secret Government
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Underground Biolab, and it reveals the institute's heroic struggle
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against the invasion of 1999. The journal has been retained, but one
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hopes that the world never again will need its lessons.
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March 29, 1999
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Washington is a zoo. St. Andrew's received 187 cases of the strange
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"bug" yesterday. The city is panicking. Unfortuneately, ours is not an
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isolated case. Twenty-two other cities have had similar outbreaks of
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disease. So far, HEW is investigating the routine methods of
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contamination: poisoned food, bad batches of medicine, etc. We have been
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alerted, but no quarantines have been set up yet. The symptoms are
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extreme: the incoherent patient usually experiences debilitating nausea,
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chills, and high fever. Tomorrow, we'll receive blood and tissue samples
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for analysis. I'll assign Pintero to the work.
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May 7, 1999
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We now have a national epidemic. Pintero found the cause of the
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disease... a bacterium in three different forms. At first, the bacterium
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exists in a pupal stage, much like a caterpillar. The bacterium in this
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form causes great damage to the entire human neurological system. In the
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next stage, a cocoon, the bacterium becomes dormant, causing very little
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or no damage. But later, about two months after the adult bacterium
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breaks out of the cocoon, the patient dies. Pintero's experiments on
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rats convinced me that we don't have much time; the disease runs its
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course in about a year. We've got to produce a vaccine that prevents
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maturation. Once we've done that, we'll have to find a cure. I'm
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creating a special medical task force. In the meantime, we'll work with
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HEW to find out how this thing spreads. They suspect foul play.
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May 27, 1999
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It's worse than any of us thought. They used fake passports to get here.
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Anderson located one of them in Philadelphia, and I flew out for the
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interrogation in here guarded hospital room. Even truth serum didn't
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make her talk or dull the hatred in here eyes. As she succumbed to the
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disease, she spoke deliriously of her home and her cause. We know only
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that she hates anything associated with the U.S. Her blood samples
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indicate the bacterium has matured. She has only a month to live, but I
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can't feel sorry for this suicidal lunatic.
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June 8, 1999
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This one talked. It's grim. The plan originated with a fanatic sect.
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Some of their scientists genetically engineered the bacteria. They
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injected one hundred volunteers, then sent them to the U.S. to spread
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the disease. They have been very effective: 82% of our country is
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infected to some degree. But the sect itself developed a cure. Many of
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the sect's members have received the vaccine. When I asked this member
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about the vaccine, he just laughed and turned his head to the wall. Our
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task force must succeed.
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June 13, 1999
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The country is dissolving into anarchy. The President, most of the
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Congress, the military, and the police force lie in hospitals -- if
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they're lucky. Those that aren't lie in the streets. Barely able to
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move, they can't find sufficient food and water. I remain isolated here
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with other GUB members. I pray for my family each minute, each second...
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But there is hope, since we know a vaccine can be produced. The sect
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that infiltrated has one. Surely, we can produce a vaccine, too. The
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task force has a few leads; I'm sure we are closer to our goal.
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July 7, 1999
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The Secretary called me today. "Herrell, it's getting beyond our
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control. We're calling the National Guard to stem some of the looting."
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"What can I do, Sir?"
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"I think you'd better get that special task force of yours into the
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field to see the bacterium at work, to get a sample of the vaccine and
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analyze it."
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"They're close, sir. Close to a real breakthrough."
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"They'd damn well better be. Have them report to me tomorrow. I'll
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arrange new locations. Everything top secret, of course." I think about
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the members of the task force. They are eager to go into the field. But
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I know... out there, it could mean their deaths.
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July 8, 1999
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We stood listening to the Secretary, everyone tense, white-faced. Then,
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carrying small satchels of supplies, the task force had been given
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pellets of food and vitamin concentrates that would reduce his food
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consumption by half. The general public can get pellets only by looting
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the few shelters that contain them.
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July 20, 1999
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Nuclear bombs have struck strategic cities across the U.S. With the
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defense system down, we could not protect ourselves or retaliate. The
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bastards. Radiation will cause horrible sickness. The worst of it is
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that not all of the bombs exploded. Some of the hardware was defective.
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So in various cities there are bombs likely to explode at any time.
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People will flee to cities the existing radiation only to be annihilated
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by the delayed explosions.
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Anderson and Rogers tell me that the cities are divided into small
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sections, each ruled by a gang with a strong leader. In some cases,
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where the leader is strong enough, the gang rules the entire city. Funny
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to think of Boston run by a motorcycle gang.
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A gang leader usually gains control when he has a doctor, a drill
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officer, and a politician supporting him. Rogers, who made it back from
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the upper north side, said a leader called Mox is in control there.
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Mox found his doctor while looting for supplies at a hospital. A doctor,
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depending on the degree of his skill, may be able to save a diseased
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soldier. Rogers doesn't know how, but he's seen men live who by rights
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should have died.
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Drill officers at old military bases are usually willing to come with
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the gang leader. The drill officer is responsible for training and
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discipline. With training by a drill officer and experience in battle, a
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gang member has his fighting ability increased.
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Incredible, even in a bio and nuclear war, politicians talk -- and
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people listen. Mox found his politician by allowing needy people to join
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his band. Bureaucrats controlled Mox's area, but the politician reduced
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the amount of bribes Mox had to pay to them.
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These gang leaders, together with their three cronies, can control
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cities. They can protect against or permit looting and other activities.
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But can they last?
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August 2, 1999
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Now we must fight against a land invasion. Their forces, already
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inoculated, are everywhere. Heavily armed with conventional weapons, the
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invaders struck along the coasts and came through Mexico. Our own
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resistance has had mixed results. Few people are equipped -- or even
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physically able -- to fight the invaders. The gang leaders seem to have
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the best chances.
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No phones, no mail. I hear little from the outside world and the agents
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have increasing difficulty returning. But a message did get through from
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one of the eight. They are very, very close to a breakthrough.
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August 21, 1999
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The radiation from the nuclear bombs caused a strange mutation in the
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bacterium. The new strain affects the aggression-controlling area of the
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brain, causing extremely violent behavior. People carrying the new
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strain are called mutants.
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Ironically, the invaders' vaccine is not effective against the mutated
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bacterium. The invaders now are experiencing the agonies others have
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felt. They die from the mutated disease; we die from the original
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disease. Each side needs the other side's vaccine. The doctors (now
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called healers) who have the new vaccine cure people, but at a huge
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price. All men must be cured at the same time or they become reinfected.
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I feel disoriented and defeated.
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October 6, 1999
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Travel is becoming extremely difficult for our agents. They must obtain
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food and gas, and if they are ill, the vaccine. Transportation is a
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problem. There is snow and no one to plow the northern roads. Snow tires
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will cover twice as much ground as conventional tires, but they can be
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found in tire stores only. I loathe being forced to encourage looting.
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November 20, 1999
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Our supplies are dwindling. We've always kept a two-year cache of food
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and water, but we've gone through nearly half of that. Will we, too,
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become common looters and gang members when we've eaten it all?
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It must be time to bring the agents back to GUB... all eight of them.
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Dade, Macallister, Washington, Pintero, Smidlapp, Trotier, Mills, and
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Sinh.
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I need a leader. I hear that there are individual gang leaders who
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control several cities at once. When a gang leader controls enough
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cities, I'll send an agent out to relay instructions. If the gang leader
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is loyal to our cause, he'll help the scientists to get back here. By
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the time he brings six or seven of them, I'll feel I can trust him and
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let him use the last Radio Direction Finder to locate the remaining one
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or two.
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December 25, 1999
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I wait. Each tick of the clock signifies one moment gone, one fewer
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remaining. My men collapse, physically and mentally. I, myself, am not
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well, the images of pain, terror, and death in my dreams. It is
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Christmas Eve, 1999. The snow falls, mercifully covering the ugly scars.
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The old Christmas carols come to mind... O Holy Night...
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II. GETTING STARTED
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A. Booting Instructions
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Apple Family: Insert the disk, front side facing up. Turn on your
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computer. Make certain the CAPS LOCK key is depressed.
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B. Resuming a Saved Game
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When asked whether you wish to resume a saved game, type Y and follow
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the prompts on your screen.
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C. Starting a New Game
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When asked whether you wish to resume a saved game, type N. When asked
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to enter the name of your gang, type a name of no more than 20
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characters, and press RETURN/ENTER.
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III. COMMANDS
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A)bandon Vehicle. You may abandon any of your vehicles. When you respond
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to the computer prompt with the ID number of a vehicle, that vehicle is
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dropped, and the remaining vehicles are renumbered.
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C)ity, Scouting. You may send out scouting parties to search out the
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inhabitants of the city. Respond to the computer prompt with the number
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of each rank that is to be sent. Some of the scouting parties will not
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return.
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D)rop Supplies. You may drop any amount (up to the amount earned) of
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Food, Tires, Fuel, Guns, and Medical Supplies.
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E)mpire Status. The computer displays all of the cities controlled by
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the player as well as pertinent information regarding progress towards
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winning.
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F)ix Tires. The gang takes time out to replace damaged Tires with
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spares.
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G)ang Status Report. The report consists of two parts: Gang Stats and
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Vehicle Stats. See Figure III for an explanation. Note: A similar
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display will be used in deploying your troops prior to detailed combat.
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H)eal Sick with Antitoxin. If there is enough antitoxin, the crew is
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inoculated against disease. One unit of antitoxin cures 50 crew.
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I)nitialize Save Game Disk. Respond to the computer's instruction to
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insert a blank disk and the disk will be formatted for your use.
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K) Check Contents of Cache. The computer displays any supplies
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previously stored by a player in the currently occupied city.
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GANG STATS
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MAXIMUM VEHICLES 15 (2)
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XX (1) NUMBER OF VEHICLES: 10
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TOTAL CAPACITY 8350
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PASSENGER CAPACITY 456
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HEALTHY (3)
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FUEL CONSUMPTION 31 (4)
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FOOD 1109 *
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TIRES 32 * (5)
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FUEL 4694
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AMMO 59413
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GUNS 405
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MEDICAL SUPPLIES 27
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ANTITOXIN 39
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TOTAL SUPPLIES 6267 (6)
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DOCTOR DRILL SARGEANT POLITICIAN RDF (7)
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CREW (A/B/C/D/E): 110/23/12/1/3 = 149 (8)
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PRESS ANY KEY TO CONTINUE, X TO EXIT
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(1) Gang name.
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(2) Number of vehicles.
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(3) Health indicator.
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(4) Fuel consumed in 1 move.
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(5) Supply display. an * indicates the presence of a special item (snow
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tires and food supplements this time).
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(6) Total capacity used.
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(7) Cronies and the RDF are shown in this area.
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(8) Total crew listed by rank, Armsmaster through Escort.
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VEHICLE STATS
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VEHICLE 1 (1) TRAILER TRUCK (2)
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STRUCTURE: 60/60
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MANEUVERABILITY: 3/3
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BRAKING: 2
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ACCELERATION: (3) 1
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WEAPON TYPES: F/F
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TIRES: 18/18
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SPEED: 6/8
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FACING: 6
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PROTECTION (L/R/F/B/T): 5/5/3/1/1 (4)
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INTERIOR CREW CAPACITY: 51
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INTERIOR CREW QUALITY: 12/6/6/5/2 (5)
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TOPSIDE CREW CAPACITY: 50
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TOPSIDE CREW QUALITY: 6/5/5/5/1
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PRESS < OR > TO CHANGE VEHICLE,
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G FOR GANG STATS, OR X TO EXIT
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(1) Vehicle ID No.
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(2) Vehicle Type.
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(3) Vehicle Stats. The numbers listed with a slash show present/maximum
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values. Weapon type is C)rossbow or F)irearm. Speed is 10s of MPH.
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Note: This vehicle is improved from the Basic Trailer Truck.
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(4) Missile Protection Factor for Left, Right, Front, Back, Top. 5 is
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solid metal. 0 is open air.
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(5) Crew on board. Shown are the maximum number of crew in and on the
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vehicle. Listed are the crew aboard this vehicle, in order of rank,
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Armsmaster through Escort.
|
||
|
|
||
|
|
||
|
L)oot, Search for. The gang searches for usable items. Items exist in a
|
||
|
number of locations, but they may or may not be found in the search.
|
||
|
Looting has a chance of success in all but forest or desert terrain.
|
||
|
|
||
|
M)anpower Report. The computer displays the gang members by rank.
|
||
|
|
||
|
P)eople, Search for. The gang patrols an area, actively searching for
|
||
|
other people. Generally, the search leads to footgang encounters.
|
||
|
|
||
|
Q)uit Game.
|
||
|
|
||
|
R)ecall Saved Game. You may recall a game position from a disk and resume
|
||
|
play from that position. Remember to save a current position to a disk
|
||
|
(or it will be lost) before recalling a previous one.
|
||
|
|
||
|
S)ave Game to Disk. You may save a game position to disk and resume play
|
||
|
from that position at a later time. The save disk must first be
|
||
|
formatted, using the I command. Only one game may be saved per disk.
|
||
|
Play may be continued after saving the game. Note: You may find it wise
|
||
|
to save your game frequently, especially early in the game.
|
||
|
|
||
|
T)ransfer Supplies to/from Cache. You may distribute supplies among the
|
||
|
vehicles and the cache. This command may be used only when the gang is
|
||
|
in a metropolitan area.
|
||
|
|
||
|
U)se Radio Direction Finder. You have a chance of acquiring an RDF to use
|
||
|
in tracking down the scientists. Use of the RDF is explained in the
|
||
|
rules (Section X. B.)
|
||
|
|
||
|
V)ehicles, Search for. You may search the immediate vicinity for
|
||
|
abandoned vehicles. This is the primary means of meeting a gang's
|
||
|
vehicular transport needs.
|
||
|
|
||
|
W) Damage Report. During the movement or fire portions of tactical
|
||
|
combat, you may view a brief report on the damage suffered by the active
|
||
|
vehicle.
|
||
|
|
||
|
X) Examine Supplies. The computer displays a summary of the supplies
|
||
|
carried by the gang at present.
|
||
|
|
||
|
Number keys (1-8). The gang moves 1 space in the indicated direction on
|
||
|
the overland map.
|
||
|
|
||
|
8=Northwest 1=North 2=Northeast
|
||
|
|
||
|
7=West 3=East
|
||
|
|
||
|
6=Southwest 5=South 4=Southeast
|
||
|
|
||
|
|
||
|
Note: Not all commands are available from all menus. As a general rule,
|
||
|
all commands pertinent to a given situation are available. For example,
|
||
|
during road combat aftermath the G, X and D commands are available.
|
||
|
Don't hesitate to press a command key at any menu. If it is available it
|
||
|
will be activated. If unavailable no harm will be done.
|
||
|
|
||
|
|
||
|
IV. OVERLAND MOVEMENT
|
||
|
|
||
|
Overland movement is controlled by the number keys. 1 represents north,
|
||
|
2 northeast, 3 east, and so forth to 8 which represents northwest. For
|
||
|
easy reference, a directional rosette appears on the map in the middle
|
||
|
of this rulebook.
|
||
|
|
||
|
Each movement on the overland map represents travel of approximately
|
||
|
fifty to seventy-five miles.
|
||
|
|
||
|
|
||
|
A. Terrain
|
||
|
|
||
|
1. Plains. Plains represent range land and other rural terrain not
|
||
|
primarily used for agriculture. Roads are few and of poor quality;
|
||
|
travel is slow. Ranches are common, but farms less so.. Other
|
||
|
establishments are few and far between. People are scarce.
|
||
|
|
||
|
2. Farmland. Farmland represents land used primarily for agriculture.
|
||
|
Roads are in poor condition, slowing travel. Farms are very common; they
|
||
|
are sometimes raided for food by road gangs. Other people are scarce.
|
||
|
|
||
|
3. Desert. Desert represents barren terrain with no roads to speak of.
|
||
|
Little life exists in the desert. To run shy of fuel is to perish.
|
||
|
|
||
|
4. Woods. Woods represent areas of virgin forest with few roads and no
|
||
|
habitation worth mentioning. Woods are another place in which to be sure
|
||
|
of one's fuel supply.
|
||
|
|
||
|
5. Mountains. Mountains are very rugged terrain with no roads. Travel is
|
||
|
almost impossible.
|
||
|
|
||
|
6. Wilderness. Wilderness represents rugged, forested land untouched by
|
||
|
the hand of man. Passage is impossible.
|
||
|
|
||
|
7. Water. You may be the savior of your race, but you can't drive on
|
||
|
water.
|
||
|
|
||
|
8. Roads. Roads represent large interstates and multi-lane highways. Not
|
||
|
all were left intact by the war. Many smaller cities and towns dot their
|
||
|
lengths. Road gangs may find sufficient supplies for subsistence. Travel
|
||
|
is rapid despite numerous wrecks and abandoned vehicles.
|
||
|
|
||
|
9. Cities. Cities are large metropolitan areas. Metroplexes are areas
|
||
|
formerly populated by at least five million souls. Large metropoli are
|
||
|
areas formerly of at least one million, and small metropoli had well in
|
||
|
excess of a hundred thousand inhabitants. Small metropoli tend to be
|
||
|
even smaller in the west. The cities are the stomping grounds of a wide
|
||
|
variety of social groups, some benign, others quite unsavory. Supplies
|
||
|
are plentiful, but can be exhausted. The larger the metropolis, the more
|
||
|
inexhaustable the sustenance. Travel is no problem, there are a
|
||
|
multitude of highways and byways which allow easy bypass of the streets
|
||
|
choked with wrecks and abandoned vehicles.
|
||
|
|
||
|
10. Oilfields. Oilfields are areas in which petroleum was king.
|
||
|
Roadgangs battle daily for access to the vast supplies of fuel still
|
||
|
available there.
|
||
|
|
||
|
11. Swamp. Swamp represents tracts of soft, treacherous, wet, and slimy
|
||
|
land. Swamps are not hospitable to wheeled vehicles.
|
||
|
|
||
|
12. Long Island. Long Island may be entered only by the New York City
|
||
|
metroplex.
|
||
|
|
||
|
13. Cape Cod. Vehicles cannot drive across Cape Cod Bay, so access is
|
||
|
via the farmlands due west of the Cape.
|
||
|
|
||
|
14. Devastated Areas. These sites of cities formerly destroyed by nukes
|
||
|
are unpleasant at best. There is little to be gained in these desolate
|
||
|
places. Mutants are a constant danger.
|
||
|
|
||
|
15. Coasts, Small Islands, Cays, and others. These areas consist mainly
|
||
|
of water. See Water.
|
||
|
|
||
|
B. Winter
|
||
|
December, January, and February bring unpleasant road conditions to the
|
||
|
northern portion of the map. Operations are slowed to a crawl.
|
||
|
|
||
|
|
||
|
V. VEHICLES
|
||
|
|
||
|
A. Vehicle Attributes
|
||
|
|
||
|
The basic attributes of each type of vehicle are given in the Vehicle
|
||
|
Table.
|
||
|
|
||
|
The attributes that may be modified during play appear in the vehicle
|
||
|
status section of the Gang Status Report.. Type the command letter "G"
|
||
|
to view the report.
|
||
|
|
||
|
If a vehicle attribute does not appear in the vehicle status report on
|
||
|
the screen, it cannot be modified during play.
|
||
|
|
||
|
1. Mass. Capacity and weight of a vehicle.
|
||
|
|
||
|
2. Structure. The vehicle's resistance to physical destruction.
|
||
|
|
||
|
3. Maximum Speed. The maximum speed of the vehicle in MPH. Maximum speed
|
||
|
can be reduced by the loss of tires during combat.
|
||
|
|
||
|
4. Maneuverability. The ability to turn.
|
||
|
|
||
|
5. Braking. The ability to slow down.
|
||
|
|
||
|
6. Acceleration. The ability to speed up.
|
||
|
|
||
|
7. Missile Factors. The maximum number of crew who may fire through each
|
||
|
facing of a vehicle.
|
||
|
|
||
|
8. Missile Protection. The amount of cover the vehicle affords against
|
||
|
enemy fire through each facing.
|
||
|
|
||
|
9. Volleys. If the vehicle carries a sufficient crew, this is the number
|
||
|
of times a vehicle's crew may fire during each fire phase. You can
|
||
|
have either 1 or 2 volleys.
|
||
|
|
||
|
10. Tires. The number of tires possessed by a vehicle in good working
|
||
|
order. Vehicles with 0 tires have treads or extremely heavy tires.
|
||
|
|
||
|
11. Boarding Factors. Dependent on facing and location in or on the
|
||
|
vehicle, this is the maximum number of crew who may board enemy
|
||
|
vehicles or transfer within or among friendly vehicles.
|
||
|
|
||
|
12. Interior Crew Capacity. The maximum number of crew who may ride
|
||
|
inside the vehicle.
|
||
|
|
||
|
13. Topside Crew Capacity. The maximum number of crew who may ride atop
|
||
|
the vehicle.
|
||
|
|
||
|
14. Fuel Consumption. The amount of fuel the vehicle requires to move
|
||
|
once. The vehicle may carry in its fuel tank fuel equal to twice
|
||
|
its fuel consumption (that is, the amount required to move twice)
|
||
|
without taking up space in its carrying capacity.
|
||
|
|
||
|
|
||
|
B. Maintenance
|
||
|
|
||
|
1. Structural Damage. Vehicles may sustain structural damage during
|
||
|
combat with enemy vehicles. This damage may be repaired at various body
|
||
|
shops located while looting.
|
||
|
|
||
|
2. Flat Tires. Tires may be lost during combat. These can be repaired
|
||
|
after combat. Repair requires that your gang carry a sufficient number
|
||
|
of replacement tires.
|
||
|
|
||
|
C. Improvements
|
||
|
|
||
|
Vehicles may be improved during play by the discovery of certain special
|
||
|
locations while looting. Some enemy road gangs may drive improved
|
||
|
vehicles.
|
||
|
|
||
|
|
||
|
VI. SUPPLIES
|
||
|
|
||
|
A. Carrying Capacity
|
||
|
|
||
|
Each vehicle can carry an amount of supplies equal to the number of
|
||
|
Spaces in its carrying capacity. The total capacity of the gang's
|
||
|
vehicles is displayed in the Gang Status Report. Each unit of supply of
|
||
|
Food, Tires, Fuel, Guns, and Medical Supply takes up one Space of the
|
||
|
total capacity. Ammo and Antitoxin take up no spaces. The Fuel needed
|
||
|
for two moves is stored in a vehicle's tank; this amount is not
|
||
|
displayed on the status report and does not take up Space.
|
||
|
|
||
|
B. Consumption
|
||
|
|
||
|
Each night each member of your gang eats one unit of food. Each time
|
||
|
your gang moves, its vehicles consume fuel equal to the fuel consumption
|
||
|
figure given in the Gang Status Report. Healers require various amounts
|
||
|
of medical supplies in exchange for their services. Tires are consumed
|
||
|
in repairing battle damage. Every time a member of your gang fires a
|
||
|
gun, one round of ammo is expended.
|
||
|
|
||
|
C. Caches
|
||
|
|
||
|
You may stash up to 255 units each of Food, Tires, Firearms, Fuel, and
|
||
|
Medical Supplies in each metropolitan area. Supplies may be transferred
|
||
|
freely between your gang's supplies and your cache while in the area in
|
||
|
which the supplies have been stored.
|
||
|
|
||
|
|
||
|
VII. PEOPLE
|
||
|
|
||
|
A. Gang Members
|
||
|
|
||
|
1. Quality. Almost all of the people you encounter will be rated
|
||
|
armsmaster, bodyguard, commando, dragoon, or escort, in order of
|
||
|
decreasing effectiveness. A member's quality reflects the likelihood of
|
||
|
that member's survival in all events.
|
||
|
|
||
|
2. Recruiting. Gang members may be recruited by searching for people and
|
||
|
sending envoys. The higher the quality of the prospective gang member,
|
||
|
the less likely he is to join your gang.
|
||
|
|
||
|
3. Cronies. A crony can be of invaluable aid in your travels. Only one
|
||
|
of each specialty can travel with you; therefore, when you encounter and
|
||
|
accept a new one into your gang, your former specialist leaves. Each
|
||
|
crony practices his trade with a different degree of skill.
|
||
|
|
||
|
a. DOCTOR. If your gang includes a doctor, its casualties in foot combat
|
||
|
are reduced and fewer men are lost to disease and accident. The quality
|
||
|
of your doctor determines his effectiveness. You must judge his skill
|
||
|
from the results of his work.
|
||
|
|
||
|
b. DRILL SARGEANT. If your gang includes a drill sargeant, its losses to
|
||
|
desertion and recklessness are decreased and the number of men promoted
|
||
|
is increased. The quality of your drill sargeant determines his
|
||
|
effectiveness.
|
||
|
|
||
|
c. POLITICIAN. If your gang includes a politician, he can serve as your
|
||
|
envoy and liaison with bureaucrats. He is your mouthpiece and can talk
|
||
|
himself out of a cannibal's mouth (sometimes) or even talk a lesser
|
||
|
politician out of offering to join you.
|
||
|
|
||
|
B. Encounters
|
||
|
|
||
|
1. Agents and Scientists. While searching for people, you may encounter
|
||
|
agents. They are unlikely to reveal themselves under normal conditions.
|
||
|
Similarly, you may find scientists, who will introduce themselves at the
|
||
|
right moment.
|
||
|
|
||
|
2. Healers. The healers are the remnants of the medical community. Bound
|
||
|
together by their common oath, they have gathered into informal research
|
||
|
groups to aid the sick and injured and seek remedies for the disease.
|
||
|
They ask only to be supplied with medical goods and to be left alone.
|
||
|
They heal all who seek their services. The healers have developed an
|
||
|
assortment of antitoxins to cure the mutant infections. They live
|
||
|
primarily in cities where their needs for research materials can be met
|
||
|
more easily.
|
||
|
|
||
|
3. Footgang Commands
|
||
|
|
||
|
a. SENDING ENVOYS. A dangerous mission, but the best way to gain
|
||
|
recruits. Showing strength may be beneficial. If you have a good
|
||
|
politician, you may not need to send troops. Note: If you send 0 envoys
|
||
|
you are returned to the previous menu.
|
||
|
|
||
|
b. FIRING A VOLLEY. This is the ultimate show of strength. It tends to
|
||
|
cause bad feelings among the recipients.
|
||
|
|
||
|
c. WAITING. Waiting may be taken by some as a sign of weakness.
|
||
|
|
||
|
d. LEAVING. Leaving is understood by all as a sign of weakness.
|
||
|
|
||
|
|
||
|
4. Footgangs
|
||
|
|
||
|
a. MERCENARIES. Soldiers of fortune, mercenaries are groups of
|
||
|
well-trained ex-military types. It is dangerous to quarrel with them,
|
||
|
but it is seldom necessary as they generally are willing to ally with a
|
||
|
stronger gang. Never insult a mercenary band.
|
||
|
|
||
|
b. STREET GANGSTERS. A street gang includes a mixture of stout followers
|
||
|
and camp followers, but usually has a strong, intelligent leader.
|
||
|
|
||
|
c. ARMED RABBLE. Pillagers and rapists, armed rabble are a scummy lot
|
||
|
with little to recommend their company.
|
||
|
|
||
|
d. THE NEEDY. Mobs of starving and pitiful souls. Any one of them might
|
||
|
give his life for a mouthful of food.
|
||
|
|
||
|
e. CANNIBALS. These throwbacks have solved the food problem. They are
|
||
|
wily ones, fond of ambushing envoy parties. The scum of the earth.
|
||
|
|
||
|
5. Residents
|
||
|
|
||
|
a. LAWFUL NATIONAL GUARDSMEN. A few cities are still under martial law
|
||
|
imposed by isolated national guard units containing well-armed and
|
||
|
well-trained troopers.
|
||
|
|
||
|
b. RENEGADE NATIONAL GUARDSMEN. These mutinous bands of armed and
|
||
|
dangerous soldiers prey on all who are unfortunately enough to enter
|
||
|
their cities.
|
||
|
|
||
|
c. LOCAL GANGSTERS. Some cities have come under the control of
|
||
|
intelligently led large gangs.
|
||
|
|
||
|
d. BUREAUCRATS. Occasionally, local governments maintain control of
|
||
|
their municipalities with the aid of local law enforcement agencies.
|
||
|
Gangs who pass through must pay tolls in most of these places.
|
||
|
|
||
|
e. SURVIVALISTS. Knots of hard-core survivalists, trigger-happy and
|
||
|
dangerous, have followings in some cities.
|
||
|
|
||
|
f. THE REBORN. These are pleasant folk with a single aim, to live in
|
||
|
peace. They never provoke a fight, and anything they have is yours for
|
||
|
the asking.
|
||
|
|
||
|
g. SATANISTS. Skulking bushwhackers, these bands want to be left alone
|
||
|
to practice their ways. They use passersby for target practice and seek
|
||
|
victims for their rites.
|
||
|
|
||
|
h. THE MOB. The country's second government holds a few cities... They
|
||
|
don't like intruders muscling in on their action.
|
||
|
|
||
|
i. INVADERS. These soldiers from other shores have some degree of
|
||
|
control in all coastal and southwestern areas. Despising all road gangs
|
||
|
for their undisciplined tactics, the invaders are very dangerous.
|
||
|
|
||
|
6. Mutants
|
||
|
|
||
|
These are the diseased, psychotic zombies who want to tear all healthy
|
||
|
people to bits. Roaming quietly at night only, they are very dangerous.
|
||
|
|
||
|
7. Road Gangs
|
||
|
|
||
|
a. ARMED RABBLE. Some of these no-accounts can actually operate a motor
|
||
|
vehicle. To be found in all areas, they are more annoying than
|
||
|
dangerous.
|
||
|
|
||
|
b. RENEGADE NATIONAL GUARDSMEN. These bands are more common in the
|
||
|
hinterlands Their excellent armament makes them dangerous foes.
|
||
|
|
||
|
c. CANNIBALS. Ever see a slime drive a car? These vermin fit the bill.
|
||
|
Poorly armed and led, they are easily dispatched.
|
||
|
|
||
|
d. TURF GANGS. There are a number of gangs which have claimed certain
|
||
|
locales. A gang will contest the claim of any rival road gang which
|
||
|
infringes on its territory. Most are well armed, and many drive modified
|
||
|
vehicles. Their training is above average.
|
||
|
|
||
|
|
||
|
VIII. ROAD COMBAT
|
||
|
|
||
|
A. Modes of Combat Resolution
|
||
|
|
||
|
There are three modes of road combat resolution: abstract, tactical, and
|
||
|
quick. When a rival road gang is encountered, the computer prompts fight
|
||
|
detailed road combat? If you respond N, the resolution is abstract and
|
||
|
very fast and bloody. If you respond Y, the computer prompts you to
|
||
|
insert the back of the game disk. Deployment occurs, and is followed by
|
||
|
either tactical combat resolution or quick combat resolution at the
|
||
|
player's option.
|
||
|
|
||
|
B. Deployment
|
||
|
|
||
|
1. Crewing Vehicles
|
||
|
|
||
|
a. auto-deployment. The computer places all of your men in vehicles.
|
||
|
They are distributed among your vehicles as evenly as possible based on
|
||
|
the quality of your troops. Guns are distributed to as many vehicles as
|
||
|
possible. Following auto-deployment, you have an opportunity to adjust
|
||
|
the troop and weapon allocations as you choose.
|
||
|
|
||
|
b. manual deployment. You must manually allocate weapon types for each
|
||
|
vehicle for each volley. For this purpose, one half the crew constitutes
|
||
|
a volley.
|
||
|
|
||
|
Note: When using manual deployment or when adjusting after
|
||
|
auto-deployment, weapon types may not be altered until all troops are
|
||
|
allocated. When the crew of a vehicle is changed, that vehicle's weapon
|
||
|
types will be reset to crossbows.
|
||
|
|
||
|
2. Deploying Vehicles on the Tactical Map
|
||
|
|
||
|
a. deployment area. All vehicles must be deployed in spaces with an X
|
||
|
coordinate of 10 through 19. There is no such limitation on the Y
|
||
|
coordinate.
|
||
|
|
||
|
b. restrictions. Vehicles may never be deployed on trees, oil derricks,
|
||
|
rocks, fences, wrecks, water, or buildings. In farmland, vehicles never
|
||
|
may be deployed in mud or tilled fields. In cities and on highways,
|
||
|
vehicles may be deployed only on roads.
|
||
|
|
||
|
C. Movement on the Tactical Map
|
||
|
|
||
|
1. Viewing the Tactical Map. During any friendly movement turn, you may
|
||
|
view the map by activating the viewing mode cursor. To activate the
|
||
|
cursor, press a number key from 1-8. Subsequently, each time you press a
|
||
|
number key, the cursor moves and the map scrolls to enable viewing the
|
||
|
entire area. Exit viewing mode by pressing Q to continue moving
|
||
|
vehicles.
|
||
|
|
||
|
2. Changing Speed. A vehicle may accelerate or brake, but never both in
|
||
|
one move. All changes must be completed before a vehicle moves. Changing
|
||
|
speeds may be interspersed with turning maneuvers.
|
||
|
|
||
|
3. Maneuvering. A vehicle's maneuverability represents the number of
|
||
|
45-degree turns the vehicle may execute in a single move.
|
||
|
Maneuverability is reduced by 1 for every 30 MPH or fraction thereof by
|
||
|
which the vehicle's speed exceeds 30 MPH. Maneuverability is reduced in
|
||
|
proportion to the fraction of tires lost. An unmoving vehicle never can
|
||
|
maneuver. A vehicle with a speed of 10 MPH can maneuver freely.
|
||
|
|
||
|
4. Moving. Vehicles can move only one space straight ahead in each move.
|
||
|
Movement ends a vehicle's turn, therefore all changes of speed and
|
||
|
turning maneuvers should be completed prior to moving.
|
||
|
|
||
|
5. Terrain Effects
|
||
|
|
||
|
a. speed loss. When a vehicle enters any terrain, except roads, it may
|
||
|
have a 10 MPH loss in speed. Roads never cause a loss of speed.
|
||
|
|
||
|
b. fishtailing. A vehicle entering mud chances losing traction and
|
||
|
swerving to a different facing.
|
||
|
|
||
|
c. collisions. Vehicles which attempt to enter terrain such as rocks,
|
||
|
oil derricks, trees, wrecks, or buildings are halted and suffer
|
||
|
structural damage and possibly destruction. Fences and cacti also cause
|
||
|
structural damage, but the vehicle destroys the obstacle and is not
|
||
|
halted.
|
||
|
|
||
|
d. water. Driving a vehicle into water is a sure way to lose the vehicle
|
||
|
and all aboard.
|
||
|
|
||
|
D. Ramming
|
||
|
|
||
|
Whenever a vehicle attempts to enter a space occupied by another vehicle
|
||
|
(friendly or enemy), a ram occurs. Both vehicles may receive structural
|
||
|
damage, and either or both may be destroyed.
|
||
|
|
||
|
1. Structural Damage. The amount of structural damage incurred by each
|
||
|
vehicle in a ram depends on the speeds, masses, and relative facings of
|
||
|
the vehicles involved. The faster the speeds of the vehicles, the
|
||
|
greater the damage. Head-on rams are most destructive, broadside rams
|
||
|
are average, and front-to-rear rams are least destructive. In any ram,
|
||
|
each vehicle is damaged in inverse proportion to the ratio of its mass
|
||
|
to the mass of the other vehicle. All vehicles have reinforced front
|
||
|
ends and therefore receive half damage if ramming, or if rammed head-on.
|
||
|
|
||
|
2. Speed Alterations. Either or both vehicles involved in a ram may
|
||
|
suffer a change in speed.
|
||
|
|
||
|
3. Overruns. If one vehicle involved in a ram outmasses the other by a
|
||
|
great deal, the smaller vehicle may simply disintegrate and the larger
|
||
|
experience little effect.
|
||
|
|
||
|
E. Fire Combat
|
||
|
|
||
|
1. Volleys. In fire combat, most vehicles may fire two volleys. Each
|
||
|
volley must be fired through a different facing. If all men fire in the
|
||
|
first volley, a second volley is not allowed.
|
||
|
|
||
|
2. Facing. Each volley must be directed through either the left, right,
|
||
|
front, or back facing of the vehicle. The number of men who may fire in
|
||
|
a volley depends on this facing.
|
||
|
|
||
|
3. Line of Sight. Vehicles cannot see or fire through trees or
|
||
|
buildings. To check the line of sight of a vehicle, press a facing key
|
||
|
while holding down the control key.
|
||
|
|
||
|
4. Weapon Types. There are two types of projectile weapons: crossbows
|
||
|
and guns. Crossbows have a maximum range of 5 spaces. Guns have a
|
||
|
maximum range of 10 spaces and are more accurate than crossbows at equal
|
||
|
ranges. Both types suffer attenuation of accuracy due to range. Men
|
||
|
armed with guns resort to crossbows if all ammo has been expended.
|
||
|
|
||
|
5. Tires. Tires may be lost due to fire combat. A loss affects the
|
||
|
maneuverability and maximum speed of the vehicle.
|
||
|
|
||
|
6. Missile Protection. Each vehicle affords various degrees of
|
||
|
protection for its crew dependent on the facing through which the fire
|
||
|
is received. The higher the protection factor, the better the
|
||
|
protection. Protection 5 equals complete protection.
|
||
|
|
||
|
Note: Tires have protection 4.
|
||
|
|
||
|
|
||
|
F. Boarding Combat
|
||
|
|
||
|
1. Limitations on Boarding. Men may board only vehicles which are
|
||
|
horizontally or vertically adjacent or directly in front of or behind.
|
||
|
See figure below.
|
||
|
|
||
|
Bd = Legal Boarding/Transfer Locations
|
||
|
|
||
|
Bd
|
||
|
Bd
|
||
|
# Bd ####
|
||
|
### ####
|
||
|
##### ####
|
||
|
Bd ##### Bd Bd #### Bd
|
||
|
##### ####
|
||
|
### ####
|
||
|
Bd # ####
|
||
|
Bd
|
||
|
Bd
|
||
|
|
||
|
Men may be killed attempting to board enemy vehicles. There never may be
|
||
|
more boarders on a vehicle than its total crew capacity. This limitation
|
||
|
does not include the vehicle's crew in calculating the maximum allowable
|
||
|
boarders. At least one interior crewman must stay aboard each friendly
|
||
|
vehicle.
|
||
|
|
||
|
2. Order of Combat. In boarding combat, boarders, topside crew, and
|
||
|
interior crew attack in a set order. First, the vehicle's topside crew
|
||
|
attack any boarders. Next, boarders attack topside crew. If no topside
|
||
|
crew remain, the boarders attack the vehicle's interior crew instead.
|
||
|
Finally, interior crewmen attack any remaining boarders. A round of
|
||
|
combat may end with both crew and boarders still aboard the vehicle.
|
||
|
Combat is continued in the next boarding combat segment.
|
||
|
|
||
|
3. Vehicle Captures. When all crew have been eliminated and boarders
|
||
|
still remain, the vehicle may be captured. When a vehicle is captured,
|
||
|
any remaining boarders become its crew and the vehicle may move freely
|
||
|
in the next movement segment.
|
||
|
|
||
|
4. Crew Transfers. Any vehicle which has no enemy boarders aboard may
|
||
|
transfer crew between the interior and topside locations of that
|
||
|
vehicle. If no enemy boarders are on a vehicle which is horizontally or
|
||
|
vertically adjacent to a second friendly vehicle, or if the second
|
||
|
vehicle is directly in front of or behind the first, the first vehicle
|
||
|
may transfer crew to the second. Men may be killed in attempting to
|
||
|
transfer between friendly vehicles. In all crew transfers, crew
|
||
|
limitations of the receiving vehicle may not be exceeded. At least one
|
||
|
interior crewman must stay aboard each friendly vehicle.
|
||
|
|
||
|
G. Aftermath. Road gangs carry significant amounts of supplies. These
|
||
|
supplies become available to the victor when two gangs clash. If a
|
||
|
winning gang has lost so many vehicles that it cannot carry all of its
|
||
|
supplies, excess supplies are lost at random. Such losses may be
|
||
|
mitigate by picking through the spoils left by the losing gang.
|
||
|
|
||
|
Note: The G, X and D commands are active to aid in balancing supplies
|
||
|
after road combat.
|
||
|
|
||
|
|
||
|
IX. QUICK COMBAT
|
||
|
|
||
|
A. Quick Combat
|
||
|
|
||
|
This is a representation of tactical combat; it can be resolved much
|
||
|
more quickly. All aspects of fire combat and ramming are as explained in
|
||
|
the tactical combat section. The major differences are a lack of
|
||
|
boarding combat and a lack of the ability to capture enemy vehicles.
|
||
|
During quick combat, all vehicles are considered to be driving at
|
||
|
maximum speed.
|
||
|
|
||
|
1. Delay Length. The higher the delay, the longer the display will
|
||
|
remain on the screen. Quick combat may be paused by pressing any key and
|
||
|
then resumed by pressing any key.
|
||
|
|
||
|
2. Ram Ratio. This determines the size of enemy vehicles which your
|
||
|
vehicles ram. A ram ratio of 1 means your vehicle rams vehicles of equal
|
||
|
or lesser mass. A ram ratio of 2 means your vehicle rams vehicles of
|
||
|
half of your mass or less. A ram ratio of 1/2 means your vehicle rams
|
||
|
vehicles up to twice your mass, etc.
|
||
|
|
||
|
3. Aiming Priority. Prior to quick combat, you are prompted to enter a
|
||
|
priority for each location (topside, interior, or tires) for your
|
||
|
group's fire. Each number you assign must be from 1 to 8. The total of
|
||
|
the three numbers must be exactly 10.
|
||
|
|
||
|
|
||
|
X. MISCELLANEOUS
|
||
|
|
||
|
A. Controlling Cities
|
||
|
|
||
|
One method of avoiding residential encounters is to take control of one
|
||
|
or more cities. If a city is controlled by a rival faction, your gang
|
||
|
must best them in combat, sometimes repeatedly, to usurp power. The
|
||
|
smaller cities are less desirable and therefore easier to control.
|
||
|
|
||
|
B. Radio Direction Finder
|
||
|
|
||
|
It is possible to gain possession of a Radio Direction Finder during
|
||
|
play. The RDF may be used to locate the ultra-secret, elusive
|
||
|
scientists. To activate the RDF, press the U key. To select a
|
||
|
scientist's homer to be locked into, press 1 or 2.
|
||
|
|
||
|
C. Command Limitations
|
||
|
|
||
|
At the beginning of a game, your gang may possess a maximum of 6
|
||
|
vehicles. After that, whenever you complete a tactical (not abstract or
|
||
|
quick) combat with a rival road gang, this maximum is increased by 1.
|
||
|
The absolute maximum number of vehicles your gang may possess is 15.
|
||
|
|
||
|
Note: Vehicles lost during tactical combat still apply toward this
|
||
|
maximum until the conclusion of the combat.
|
||
|
|
||
|
D. Surprises
|
||
|
|
||
|
You may encounter surprises during your tenure as ganglord. Some are
|
||
|
pleasant, others unpleasant. They might be specialty shops, side trips,
|
||
|
and/or cities of special interest.
|
||
|
|
||
|
|
||
|
XI. PLAYERS' NOTES
|
||
|
|
||
|
The following notes were excerpted from the logs of notorious gang
|
||
|
leaders.
|
||
|
|
||
|
A. "Ace" Nader, leader of the AAA
|
||
|
|
||
|
Dec. 4, 1999. These up-and-coming road gangs are a blessing in disguise.
|
||
|
They don't realize they are just dogmeat for any real gang. I call them
|
||
|
"welcome wagons," 'cause they keep my gang supplied with food, guns,
|
||
|
fuels... what have you. They even deliver!
|
||
|
|
||
|
Dec. 9, 1999. Forget what I said before. Ran into a real gang today.
|
||
|
Called themselves the L.A. Skulls. Put up a real good fight. We barely
|
||
|
had time to salvage their supplies when reinforcements arrived. They
|
||
|
chased us all the way to Modesto!
|
||
|
|
||
|
B. "Rocco" Scalesi, leader pro-tem of the AAA
|
||
|
|
||
|
Dec. 28, 1999. Ace bit the big one today. We ran into a heavily armored
|
||
|
gang, even bigger than us. Ace forgot to duck, and even Doc White
|
||
|
couldn't save him.
|
||
|
|
||
|
C. Elihu Lopez, leader of Dos Exis
|
||
|
|
||
|
The road from Spokane to Fargo was the back breaker of 'em all. Me'n 400
|
||
|
boys left Spokane in 10 vehicles, 5 of them big rigs and nothin'
|
||
|
smaller'n a limo. When we got to Fargo, there were 80 of us in one semi.
|
||
|
What a ride!
|
||
|
|
||
|
The worst stretch was north of Denver when we ran out of gas. We
|
||
|
searched for two days solid and nuthin'! Then, all of a sudden, we
|
||
|
Eureka'ed a fuel storage tank and we were cruisin' again.
|
||
|
|
||
|
D. J. J. Jennings, leader of the Stockton Rollers
|
||
|
|
||
|
Starting out was the hardest. I remember when there was just me and 6 or
|
||
|
8 good old boys in the Rollers. We started with 1 hot rod.
|
||
|
|
||
|
I was thankful for the advice given me by B.O., the former leader, after
|
||
|
I had bested him to take command. "First," he said, "you'll need more
|
||
|
wheels. As many as you can find. Then get a couple dozen good boys to
|
||
|
watch your back. Don't let your gang get to big, though, until you have
|
||
|
a bunch of food.
|
||
|
|
||
|
"Once you've got plenty of vehicle space and food, start hiring troops.
|
||
|
Watch your food, but gather a couple hundred men at least.
|
||
|
|
||
|
"Be real careful of the invaders. Scout every town and if you find those
|
||
|
SOBs, clear out and fast.
|
||
|
|
||
|
"The last important thing is to know where the healers hang out in the
|
||
|
area you're in. If there are no healers, it's time to move."
|
||
|
|
||
|
E. Tom "Tow-Away" Jones, leader of Repo Men
|
||
|
|
||
|
First of all, you gotta get yerself sompin' big, lak a bus or semi, even
|
||
|
a bulldozer. One o' them kin carry more'n its weight in supply. Then git
|
||
|
some dudes, some crack shots, not some namby-pamby tenderfoots. Sure, ya
|
||
|
ask 'em ta join and then send da' worst of 'em on a wild goose chase
|
||
|
scoutin' or sumpin'. Keep an eye on yer gang, lots of things can go
|
||
|
wrong if yer short of food or medicin'. Set up yer caches early. That
|
||
|
way ya won't have to go muckin' around, searchin' for sumpin' ya need.
|
||
|
|
||
|
Pay 'ttention to what yer at, too. If yer stompin' around near the
|
||
|
Arctic Circle in fall, don't be surprised if it takes the whole winter
|
||
|
ta git down to places whar ya won't have ta shovel out the freeway. An'
|
||
|
find out who's in charge when ya come into a new town. It's safer to go
|
||
|
looking fer you. 'Sides, it's polite. Oh, yeah, and when ya git into a
|
||
|
tangle onna road, ya otta take real good care of yer vehicles. Don't go
|
||
|
screamin' down a road at a hunnerd miles an hour cause all they need ta
|
||
|
do is stick out a foot an' boom! yer dead.
|
||
|
|
||
|
Set up yer cars in a checkerboard pattern ta give ya more whadayacallum
|
||
|
flexibility. Remember the more roadfights ya really command, the better
|
||
|
ya'll git. So when you hit some o' the really nasty road gangs lak the
|
||
|
Muthuh Truckers or the Hot Rod Lincolns, ya won't git creamed.
|
||
|
|
||
|
Keep in there. Keep on truckin' and ya might end up as king of the road.
|
||
|
|
||
|
F. Gorgeous George Guttierez, leader of the Marauders
|
||
|
|
||
|
What should I do? My men are starving and I am low on on fuel! Should I
|
||
|
loot the town with the Nat'l guard around? Or should I take my chances
|
||
|
with a feudal road gang!
|
||
|
|
||
|
My men have come a long way from a bunch of dragoons! Now I've got some
|
||
|
well-trained body guards and a few elite armsmasters. Though I have some
|
||
|
well-trained men, my attrition rate has been unusually high! There are
|
||
|
only 28 men left out of my once loaded Mack crew.
|
||
|
|
||
|
I found 2 different foundries with enough workable steel between the two
|
||
|
to build up some protection for my men on top. But now I need to find
|
||
|
food. I decided to go south along the highway till I find a farm. I once
|
||
|
heard there are a lot of them in California.
|
||
|
|
||
|
Since I keep my group compact in one car, it's easier for me to avoid
|
||
|
the bigger gangs with more cars. Since my group is well trained, I beat
|
||
|
all the groups that are my size. My group, however, would not be so well
|
||
|
trained if I had not passed by Cheyenne Mtn. in the Midwest and found
|
||
|
that military man.
|
||
|
|
||
|
Yesterday, I was talking to Ace, leader of Triple A, and I was telling
|
||
|
him how dangerous it was driving only one vehicle. Thanks to some great
|
||
|
welding jobs my crew did in Chicago, my truck has taken some head-on
|
||
|
collisions and has come out OK.
|
||
|
|
||
|
G. Jammer Jacques, leader of the Paris 8 Gang
|
||
|
To My Trusted Lieutenants -- to be read after my death
|
||
|
|
||
|
July 10, 2000. We haven't been together very long, but I realize how
|
||
|
dangerous it is to travel these days. We've lost many friends and
|
||
|
followers in numerous battles, but have somehow managed to gain new
|
||
|
recruits. Now that I'm gone, allow me to emphasize certain important
|
||
|
facts which will help you toward reaching your goal.
|
||
|
|
||
|
Fuel is your most precious commodity. Never carry so many other supplies
|
||
|
that you have to scrimp on fuel.
|
||
|
|
||
|
Certain places are much more dangerous than others. Follow your survival
|
||
|
instincts and avoid prolonged stays in the most dangerous areas.
|
||
|
|
||
|
Try to train, arm, and protect your people, especially the more able
|
||
|
ones. They are harder to replace than vehicles.
|
||
|
|
||
|
Try to maintain a balance between the size and strength of your group
|
||
|
and its mobility.
|
||
|
|
||
|
CREDITS
|
||
|
|
||
|
Game Design & Programming
|
||
|
Jeffrey A. Johnson
|
||
|
|
||
|
Game Development
|
||
|
Robert W. Calfee & Jeffrey A. Johnson
|
||
|
|
||
|
Playtesting
|
||
|
Jim McPherson, George Guttierez & Jim Stuhlbarg
|
||
|
|
||
|
Customize Disk Operating System (Apple version)
|
||
|
Roland Gustafsson
|
||
|
|
||
|
Art & Graphic Design
|
||
|
Louis Hsu Saekow, Kathryn Lee & Ben Willemsen
|
||
|
|
||
|
Typesetting
|
||
|
Abra Type & Kathryn Lee
|
||
|
|
||
|
Printing
|
||
|
A&a Printers and Lithographers
|
||
|
|
||
|
|
||
|
APPENDIX
|
||
|
|
||
|
{pictures of tactical combat icons}
|
||
|
|
||
|
|
||
|
LIST OF REGIONS
|
||
|
|
||
|
REGION #1 -- CANADA
|
||
|
City Controlled by Notes
|
||
|
--------- ------------- -----
|
||
|
Vancouver
|
||
|
Winnipeg
|
||
|
Windsor
|
||
|
Toronto
|
||
|
Hamilton
|
||
|
Ottawa
|
||
|
Montreal
|
||
|
Quebec
|
||
|
|
||
|
REGION #2 -- MEXICO
|
||
|
City Controlled by Notes
|
||
|
------------- ------------- -----
|
||
|
Tijuana
|
||
|
Mexicali
|
||
|
Hermosillo
|
||
|
Durango
|
||
|
Torreon
|
||
|
Monterrey
|
||
|
Chihuahua
|
||
|
Cuidad Juarez
|
||
|
|
||
|
REGION #3 -- CALIFORNIA
|
||
|
City Controlled by Notes
|
||
|
-------------------------------- ------------- -----
|
||
|
Sacramento
|
||
|
Santa Rosa
|
||
|
San Francisco/Oakland
|
||
|
San Jose/Mtn. View
|
||
|
Stockton
|
||
|
Fresno
|
||
|
Bakersfield
|
||
|
Oxnard/Simi Valley/Ventura
|
||
|
Los Angeles
|
||
|
Anaheim/Santa Ana/Garden Grove
|
||
|
Riverside/San Bernardino/Ontario
|
||
|
San Diego
|
||
|
Modesto
|
||
|
Salinas/Monterey/Seaside
|
||
|
Santa Barbara/Lompoc/Santa Maria
|
||
|
Napa/Vallejo/Fairfield
|
||
|
Visalia
|
||
|
|
||
|
REGION #4 -- WEST CENTRAL U.S.
|
||
|
City Controlled by Notes
|
||
|
-------------------- ------------- -----
|
||
|
Las Vegas
|
||
|
Salt Lake City
|
||
|
Colorado Springs
|
||
|
Denver
|
||
|
Fargo
|
||
|
Omaha
|
||
|
Wichita
|
||
|
Tulsa
|
||
|
Oklahoma City
|
||
|
Minneapolis/St. Paul
|
||
|
Kansas City
|
||
|
Provo
|
||
|
Lincoln
|
||
|
|
||
|
REGION #5 -- NORTHWEST U.S.
|
||
|
City Controlled by Notes
|
||
|
------------------ ------------- -----
|
||
|
Seattle
|
||
|
Tacoma
|
||
|
Portland
|
||
|
Spokane
|
||
|
Eugene/Springfield
|
||
|
Salem
|
||
|
Boise
|
||
|
Reno
|
||
|
|
||
|
REGION #6 -- NORTH CENTRAL U.S.
|
||
|
City Controlled by Notes
|
||
|
----------------------- ------------- -----
|
||
|
Louisville
|
||
|
St. Louis
|
||
|
Milwaukee
|
||
|
Chicago
|
||
|
Gary/Hammond/E. Chicago
|
||
|
Indianapolis
|
||
|
Grand Rapids
|
||
|
Flint
|
||
|
Detroit
|
||
|
Toledo
|
||
|
Dayton
|
||
|
Cincinnati
|
||
|
Columbus
|
||
|
Akron
|
||
|
Cleveland
|
||
|
Youngstown/Warren
|
||
|
|
||
|
REGION #7 -- SOUTH
|
||
|
City Controlled by Notes
|
||
|
--------------------------------- ------------- -----
|
||
|
New Orleans
|
||
|
Memphis
|
||
|
Nashville
|
||
|
Birmingham
|
||
|
Richmond
|
||
|
Norfolk/Va. Beach/Portsmouth
|
||
|
Raleigh/Durham
|
||
|
Greensboro/Winston-Salem/High Pt.
|
||
|
Charlotte
|
||
|
Greenville
|
||
|
Atlanta
|
||
|
Jacksonville
|
||
|
Tampa/St. Petersburg
|
||
|
Orlando
|
||
|
W. Palm Beach/Boca Raton
|
||
|
Ft. Lauderdale/Hollywood
|
||
|
Miami
|
||
|
|
||
|
REGION #8 -- NORTHEAST U.S.
|
||
|
City Controlled by Notes
|
||
|
----------------------------- ------------- -----
|
||
|
Pittsburgh
|
||
|
Buffalo
|
||
|
Rochester
|
||
|
Syracuse
|
||
|
Albany/Schenectady/Troy
|
||
|
Springfield/Chickopee/Holyoke
|
||
|
Boston
|
||
|
Providence/Warwick/Pawtuckett
|
||
|
Hartford
|
||
|
New York City
|
||
|
Newark
|
||
|
Scranton
|
||
|
Allentown
|
||
|
Philadelphia
|
||
|
Wilmington
|
||
|
Baltimore
|
||
|
Washington, D.C.
|
||
|
|
||
|
REGION #9 -- BORDER STATES
|
||
|
City Controlled by Notes
|
||
|
---------------------- ------------- -----
|
||
|
Phoenix
|
||
|
Tucson
|
||
|
El Paso
|
||
|
Albuquerque
|
||
|
Dallas/Ft. Worth
|
||
|
Austin
|
||
|
San Antonio
|
||
|
Corpus Christi
|
||
|
Houston
|
||
|
Beaumont
|
||
|
Amarillo
|
||
|
Brownsville
|
||
|
Lubbock
|
||
|
McAllen/Phar/Edinburgh
|
||
|
Waco
|
||
|
Temple/Killeen
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
MASTER COMMAND LIST
|
||
|
|
||
|
A = Abandon Vehicle
|
||
|
C = Scout the City
|
||
|
D = Drop Supplies
|
||
|
E = Empire Status
|
||
|
F = Fix Tires
|
||
|
G = Gang Status Report
|
||
|
H = Heal Sick with Antitoxin
|
||
|
I = Initialize Save-Game Disk
|
||
|
K = Check Contents of Cache
|
||
|
L = Search for Loot
|
||
|
M = Manpower Report
|
||
|
P = Search for People
|
||
|
Q = Quit Game
|
||
|
R = Recall Saved Game
|
||
|
S = Save Game to Disk
|
||
|
T = Transfer Supplies to/from Cache
|
||
|
U = Use Radio Direction Finder (RDF)
|
||
|
V = Search for Vehicles
|
||
|
W = Damage Report (Tactical Combat Only)
|
||
|
X = Examine Supplies
|
||
|
Number keys (1-8) = Moves in Indicated Direction
|
||
|
|
||
|
|
||
|
MISSILE
|
||
|
MISSILE PROTECTION
|
||
|
FACTOR FACTOR
|
||
|
SIZE MS ST MX MN BR AC L/R F B L/R F B
|
||
|
Motorcycle * S 1 3 100 4 2 2 2 2 2 0 2 0
|
||
|
Sidecar * S 2 5 60 4 2 2 3 3 3 0/1 2 2
|
||
|
Compact Conv. S 3 8 80 3 2 1 3 2 2 1 1 1
|
||
|
Compact H.T. S 3 8 70 3 2 1 4 4 4 2 2 2
|
||
|
Midsize Conv. M 5 13 90 2 2 1 3 2 3 1 1 1
|
||
|
Midsize H.T. M 5 13 80 2 2 1 4 5 6 2 2 2
|
||
|
Sports Car Conv. S 4 10 120 3 2 2 3 2 3 1 1 1
|
||
|
Sports Car H.T. S 4 10 120 3 2 2 4 4 4 2 2 2
|
||
|
Station Wagon M 6 15 80 2 2 1 6 5 6 2 2 2
|
||
|
Limousine M 8 20 100 2 2 1 6 5 6 2 2 2
|
||
|
Van M 7 18 70 2 2 1 8 5 6 2 2 2
|
||
|
Pickup Truck M 9 23 80 2 2 1 6 4 3 1 2 1
|
||
|
Offroad Conv. M 6 15 70 2 2 1 2 2 2 1 1 1
|
||
|
Offroad H.T. M 6 15 70 2 2 1 3 3 3 2 2 2
|
||
|
Bus L 14 35 70 1 1 1 26 3 5 2 2 2
|
||
|
Tractor * M 10 25 40 2 1 1 3 3 3 0 1 0
|
||
|
Construction Veh. * L 18 45 30 2 1 1 4 4 4 0 1 0
|
||
|
Flatbed Truck L 16 40 80 1 1 1 14 4 4 0 2 0
|
||
|
Trailer Truck L 20 50 80 1 1 1 14 4 8 5 2 0
|
||
|
|
||
|
|
||
|
|
||
|
BOARDING CREW
|
||
|
FACTOR CAPACITY CARRYING
|
||
|
TRS L/R F B INT. EXT. FUEL CAPACITY
|
||
|
Motorcycle * 2 1 0 1 2 0 1 5
|
||
|
Sidecar * 3 1 0 1 3 0 1 20
|
||
|
Compact Conv. 4 1/2 0 2 6 0 2 45
|
||
|
Compact H.T. 4 0/1 2 0 4 4 2 45
|
||
|
Midsize Conv. 4 2/3 0 3 8 0 3 125
|
||
|
Midsize H.T. 4 1/2 2 0 5 6 3 125
|
||
|
Sports Car Conv. 4 2/3 0 2 6 0 4 80
|
||
|
Sports Car H.T. 4 0/1 2 0 4 4 4 80
|
||
|
Station Wagon 4 2/3 3 3 8 9 3 180
|
||
|
Limousine 4 1/2 3 3 8 9 4 320
|
||
|
Van 4 0/3 3 3 11 12 3 245
|
||
|
Pickup Truck 4 4/5 0 3 14 2 4 405
|
||
|
Offroad Conv. 4 1/2 0 2 4 0 4 180
|
||
|
Offroad H.T. 4 0/1 2 0 4 2 4 180
|
||
|
Bus 6 0/2 10 0 51 51 10 980
|
||
|
Tractor * T 2 0 2 3 0 6 500
|
||
|
Construction Veh. * T 3 0 3 4 0 10 1620
|
||
|
Flatbed Truck 14 6/7 0 4 51 2 8 1280
|
||
|
Trailer Truck 18 0 10 5 51 50 10 2000
|
||
|
|
||
|
|
||
|
Abbreviations and terms:
|
||
|
MS = Mass; ST = Structure; MX = Max speed in MPH; MN = Maneuverability;
|
||
|
BR = Braking; AC = Acceleration; L/R = Left or right facing; F = Front
|
||
|
facing; B = Back facing; T = Topside facing
|
||
|
|
||
|
Size: The facing icon used to represent a vehicle in tactical combat is
|
||
|
dependent on the size of the vehicle.
|
||
|
|
||
|
Missile Factor is the number of crew which can fire in a given
|
||
|
direction.
|
||
|
|
||
|
Missile Protection Factor is the armor protecting the interior crew. It
|
||
|
may be improved. Top armor starts at zero.
|
||
|
|
||
|
TRS is the number of tires the vehicle uses. `T' indicates treads which
|
||
|
may not be destroyed.
|
||
|
|
||
|
Fuel is the amount of fuel consumed by the vehicle during strategic
|
||
|
movement. Twice this value may be carried in its tanks.
|
||
|
|
||
|
*: May fire one volley only during any fire phase. All other vehicles
|
||
|
may fire two volleys if crew permits.
|
||
|
|