224 lines
8.9 KiB
Plaintext
224 lines
8.9 KiB
Plaintext
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Six Gun Shootout Softdox
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------------------------
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-----------------------------------------
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[ Presented by The Half-Tracker and L.S.D.]
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[ Formatted for 80 columns ]
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-----------------------------------------
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COMMAND SUMMARY:
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A) General commands
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I - Identify phasing character, shows HP, weapon status, ammo
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status, and current weapon in hand. TM indicates terrain
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modifiers, positive numbers indicate greater
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vulnerability
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X - Exit. End charcters activity for the segment
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B) Special commands
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T - Set message display speed 1(fast) to 10000(slow),
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5000(default)
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D - Use dynamite. Only the designated dynamite carrier may
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use the dynamite, and he must be adjacent to the target.
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May be used only once per game.
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M - Clear map. Temporarily removes characters from map so
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terrain may be viewed
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V - Highlights the squares in a characters line of sight. It
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will prompt for a viewing altitude. If "standing" is
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chosen, all enemies in line of sight will be highlighted.
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To see if there are kneeling or prone enemies in line of
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sight, choose the approprii|m(~aaing altitude.
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C) Movement commands
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1,2,3,4,5,6,7,8 - Move one space in the indicated direction. A
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directional display appears in the lower right hand
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corner of the screen. TM affect movement ability.
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E - Stand erect
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K - Kneel
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P - Prone position
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D) Fire commands
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R - Ready a weapon, or change weapons. Only those available
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for the current segment will be displayed.
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L - Load one round into weapon in hand
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F - Fire a shot. Cursor and range finder will appear in the
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lower right hand corner of the screen to aid in target
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selection.
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X - Exit fire routine
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E) Posture effects
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When an erect character moves on a clear or planking space,
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he is prompted for a second command. When a kneeling character
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stands erect, he also is prompted for a second command. All other
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actions end a characters activity for the segment.
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TERRAIN, ALTITUDES, AND LINE OF SIGHT:
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Terrain effect table
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--------------------
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TYPE ALT PROT TH MOD MOVEMENT EFFECT
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---- --- ---- ------ ---------------
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Full wall 11 255 NA Prohibited
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Half wall 5 255 +1 Note 1
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Light half wall 4 127 +2 Note 1
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Ground 1 255 -1 No effect
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Planking 2 255 0 No effect
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Rough 4 255 -3 Note 1
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Mud 0 255 -2 Note 2
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Tree 10 255 NA Prohibited
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Tall Brush 7 113 NA Prohibited
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Low Brush 4 27 +2 Note 1
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Cactus 4 142 +2 Note 1
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Rocks 4 255 +1 Note 1
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Covered Wagon 10 255 NA Prohibited
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Open Wagon 4 255 +1 Note 1
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Hitch 4 57 +2 Note 1
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Trough/Tub 4 255 +1 Note 1
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Barrel 4 198 +1 Note 1
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Boxes 4 169 +2 Note 1
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Window 5 255 +3 Note 1
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Stove 5 255 +1 Note 1
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Table 5 227 +1 Note 1
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Desk 5 255 +1 Note 1
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Safe 5 255 +1 Note 1
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Chair 5 84 +2 Note 1
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Bed 5 255 +1 Note 1
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=========================================================
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ALT = Altitude PROT = Protection THMOD = To Hit Modifier
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NA = Not applicable
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---------------------------------------------------------
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Note 1: Character must be erect to enter. Loses movement
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capability for next segment.
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Note 2: Character loses movement capability for the following
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segment.
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A) Character altitude
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Normally a character is considered to be at the altitude equal
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to the height of his head. Each body part is assigned an altitude
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according to posture and terrain.
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B) Line of Sight
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Six Gun Shootout uses a line of sight to ensure you see only
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what your character could see. Walls, etc. block your vision
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making other characters seem invisible to your sight. Use V to
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see your line of sight.
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WEAPONS:
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Characters may carry a maximum of 3 weapons. Only a weapon in
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hand may be loaded, fired or used in combat. Some weapons must be
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cocked or loaded often, thus making them un-ready after a
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segment.
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A) Posture modifiers
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Posture Table
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-------------
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Standing Kneeling Prone
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-------- -------- -----
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Head +5 +4 +1
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Chest +4 +3 +1
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Gut +3 +2 +1
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Legs +2,+1 +1 +1
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Weapons Table
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-------------
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# Weapon R1 R2 R3 LD PT M1 M2 CK BK
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- ------ -- -- -- -- -- -- -- -- --
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1 Saber 1 1 1 0 0 0 0 0 0
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2 Tomahawk 1 2 3 0 42 +2 -4 0 0
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3 Knife 1 2 3 0 56 +2 -4 0 0
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4 Spear 1 2 4 0 85 +2 -4 0 0
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5 Bow and Arrow 3 6 12 30 70 +2 -2 1 0
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6 Derringer 0 1 2 2 28 +1 -4 1 1
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7 LSA Pistol 1 3 6 6 42 +2 -3 1 1
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8 MSA Pistol 1 3 7 6 85 +2 -3 1 1
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9 HSA Pistol 2 4 8 6 170 +2 -3 1 1
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10 LDA Pistol 1 2 5 6 56 +2 -3 0 1
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11 MDA Pistol 1 3 6 6 70 +2 -3 0 1
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12 HDA Pistol 1 3 7 6 155 +2 -3 0 1
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13 Shotgun 2 4 8 2 99 +3 -5 0 1
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14 S/O Shotgun 1 2 4 2 56 +5 -7 0 1
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15 Breechloader 7 15 30 1 212 +1 -1 1 1
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16 Rifle 5 10 20 16 155 +1 -1 1 0
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17 Repeater 3 6 12 12 141 +1 -1 0 0
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18 Carbine 6 12 25 1 184 +1 -1 1 0
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===========================================================
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R1 = Max short range
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R2 = Max medium range
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R3 = Max long range
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LD = Max ammo load for weapon
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PT = Penetration factor for weapon (ability to pass through
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objects)
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M1 = Close ronge accuracy modifier
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M2 = Long range accuracy modifier
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CK = Indicates whether weapon must be readied after each segment
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BK = Indicates whether weapon must be readied after becoming
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unloaded
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COMBAT:
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A) Procedure
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When it is a character's turn, and his weapon speed is fast
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enough to allow him to fire during the segment, he may fire at an
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opposing character. The target must be in range of the firing
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weapon. After hitting 'F' for fire, the targeting cursor appears
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on the firing character. Move the cursor by hitting the number of
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the direction you wish by choosing from the direction table in
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the lower right side of the screen. The cursor will cause a
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status report for each character it moves over. When the
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appropriate target is selected, hit <RET> then a '9' when it asks
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for target again, to fire. 'X' will exit to cammand level again.
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If an unloaded weapon is fired, the segment is lost and the
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message CLICK is displayed. Hand to Hand combat works much the
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same way, but the characters must be adjacent.
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B) Hit Locations
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Hit locations are determined mainly by the computer, though it
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sometimes allows sharpshooting.
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C) Wounds
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Wounds can cause knockdowns, incapacitation, and death. A
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character who has any part of the body reduced to 0 HP is knocked
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prone. If the head or chest is reduced to 0 HP then the character
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is dead and removed from the game. When a character has his gut
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and any other part of the body reduced to 0 HP he is dead. When a
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character has any combination of two of legs or arms at 0 HP then
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the character is incapacitated and removed from the game.
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D) Winning
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The winner is the player with the most points at the end of
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the scenario. Killing all the opposition does not insure victory.
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From:
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------------------------------
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The Half-Tracker
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|||
|
and your
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|||
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L)one S)tar D)istributors
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|||
|
------------------------------
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