LIMITED WARRANTY , Inc. ("SSI ") warrants that the diskette on which the enclosed TABLE OF CONTENTS program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the disk­ ette proves defective in any way, you may return it to Strategic Simulations, Inc., 1046 N. Rengstorff Ave., Mountain View, CA 94043 and SSI will replace it free of charge. I. EUROPA-THE STORY . ... 1 9. Volleys 10. Tires In addition, if the diskette proves defective at any time alter the first 30 days, return II. OB.IECTIVE ...... 2 the diskette to SSI and SSI will replace it for a charge of $10.00. Please allow about 11 . Boarding Factors lour weeks for delivery. Ill. GETTING STARTED ...... 2 12. Interior Crew Capacity 13. Topside Crew Capacity SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT A Booting Instructions 14. Fuel Consumption TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETIE OR THE GAME I. Apple Family DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MER­ 2. Commodore Family B. Maintenance CHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM 3. IBM and Compatibles I . Structural Damage AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND 4. Atari ST Family 2. Flat Tires PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SS! BE LIABLE FOR 5. Amiga Family C. Improvements 6. Atari 800 Family DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING VII. SUPPLIES ...... 11 FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN AD ­ B. Resuming a Saved Game A Carrying Capacity VISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW C. Using Your THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR Roadwar 2000 Gang B. Consumption INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR D. Starting a New Game C. Caches EXCLUSION MAY NOT APPLY TO YOU .) with a New Gang D. Special Supplies Th e enclosed software program and this Rule Book are copyrighted. All rights are E. Creating A Gang VIII. PEOPLE...... 11 reserved. This Rule Book may not be copied, photographed, reproduced, or translated I . Construction Points A Gang Members or reduced to any electrical medium or machine-readable form , in whole or in part, 2. Selecting an Archetype I. Quality without prior written consent from SSI. The program accompanying this Rule Book 3. Vehicle Classes 2. Recruiting may be copied, by the original purchaser only, as necessary for use on the computer 4. Vehicle Mass and 3. Cronies for which it was purchased. Base Attribute Values B. Encounters 5. Modifying Vehicle I . Agents © 1987 by Strategic Simulations, Inc. Attributes All Rights Reserved. 2. Healers 6. Selecting Crew 3. Footgang Commands 7. Allocating Supplies 4. Footgangs 8. Naming Your Gang 5. Residents 6. Road Gangs If you are unable to make a backup copy of your disk (most of our games have some form of copy-protection), you may purchase a backup disk from SS! for $1 O plus IV. COMMANDS ...... 4 IX. ROAD COMBAT ...... 13 $2 for shipping and handling. California residents, add applicable sales tax. V. OVERLAND MOVEMENT .. 6 A Modes of Combat A Terrain Resolution I . Plains B. Abstract Road Combat 2. Farmland C. Crew Deployment. What to do if you have a defective disk 3. Desert D. Quick Combat Each of our games undergoes extensive playtesting prior to its release. Through thi s 4. Woods I . Ram Ratio process we hope to uncover, and correct, any errors in programming. However, due 5. Mountains 2. Aiming Priority to the complex nature of our simulations, some program errors may go undetected 6. Wilderness E. Tactical Com°bat until after publication. In addition to errors in the program, there are occasionally 7. Water I. Deploying Vehicles on problems with the disk itself. We experience the industry standard of approximately 8. Roads the Tactical Map a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, 9. Cities 2. Movement on the make sure to check your disk drive. Up to 95% of the disks returned to us as defective 10. Oilfields Tactical Map will run fine on our computer systems. Olten the problem is with a disk drive that needs 11 . Swamp servicing for alignment, speed, or c leaning. 3. Terrain Effects 12. Devastated Area 4. Ramming Should you have a defective disk, please return the disk only (keep all other parts of 13. Coasts 5. Fire Combat the game)- to our Customer Support Department, along with a note describi ng the B. Winter 6. Boarding Combat problem you have encountered. A replacement disk will be provided upon our receipt 7. Aftermath of the defective disk. VI. VEHICLES ...... 7 A Vehicle Attributes Should you uncover an error in the program, return both your game disk and any "save X. MISCELLANEOUS ...... 15 game" disks to our Customer Support Department. Please en close a description of I . Mass A <:ontrolllng Cities what was taking place in the game when the error occurred. Upon correction of the 2. Structure B. . Radio Direction Finder program error, we will return an updated disk to you. 3. Maximum Speed C. Surprises 4. Maneuverability Always make sure to include your name, address, and daytime telephone number 5. Braking XI. PLAYERS' NOTES ...... 15 with any correspondence. We will do our best to see that an y problems are corrected 6. Acceleration APPENDrx : ...... 18 as soon as possible. 7. Missile Factors Apple® version produced using copy righted software products of Einstein CO!poration. 8. Miss ile Protection LIST OF CITIES ...... 19 I. EUROPA - THE STORY the terrorists now active in nearly every incred ulously. " And you call yourselves monitor you' II use. Then. .select which key­ major European city can no longer be leaders!" board setup you'll use for movement. The· The dawn comes early in the Adirondacks. discounted. At midnight last night a small The intrude(s commanding tone pre­ number two selection allows you to use As the first rays of warming enter the rustic and extremely dirty nuclear device detonated seNes the awed silence. the arrows on the keypad to move up, cabin's single room. its sole occupant stirs in a European city. The name of the city is One of the U.S. delegation does a down, left and right and the Home. End. upon his cot His single light blanket slides being withheld pending notification of the double-take and then explodes into a joyous. PgUp, and PgDn keys to move diagonally. to the floor revealing a broad. well muscled victims' next of kin." shout. " It's him! It's him!" Running forward. The computer then displays a section of back. Dozens of va ri ed scars give silent " There are purportedly five other such he hugs the ratty fellow and begins to sob. the ROADWAR EUROPA map and asks if evidence that this is no ordinary man. devices hidden in various European cities In closed session. the U.N. Security you wish to adjust the horizontal place­ The digital clock atop the television which will be detonated over the next Council meets. Alter hours of discussion ment of the screen on your monitor. If you indicates six o'clock and the set switches on. several months unless the UN members they are convinced. The fate of all Europe will answer with a Y you can center the map on Like the world outside, the screen changes accede to the demands of the terrorist be placed in the hands of this indivudual. your screen. from darkness to light and cheerful voices leader Wunatolah Toumeini." Next you can change the color set if break the ca lm. "Rumors of an anti-terrorist underground II. OB.IECTIVE the default colors don't look good on your The voices wake the man. He rolls to his persist but continue to be unconfirmed." screen. Throughout the game you can back and stretches widely. Swinging his feet " U.N. spokesperson Andros Kyros states You lead a gang of trained men in specially change the co/or set or adjust the map by to the floor. he rubs dull eyes and inspects that little can be done to eliminate the prepared vehicles through the bio-war pressing Y. This also allows you to adjust the collection of discarded liquor bottles terrorist threat until the whereabouts of their remains of devastated Europe. Scout cities the length of time messages are displayed littering the vicinity of his bed. Picking a headquarters is discovered. The U.N. Gen­ to find the hidden nuclear devices and onscreen (! = short delay, 9 = long delay). likely looking container he swirls its meager eral Council sees no alternative but to disarm them. Search out agents of the anti­ 4. Atari ST Family. Make a copy of your contents. raises it to his lips. and downs it in negotiate. given the present circumstances. terrorist underground and obtain clues on game disk before you play. Put your original a sing le pull. A belch rolls from his lips. Although some nations continue to protest the whereabouts of the terrorist's head­ aside and play on the copy. You may save quarters. Once you've disarmed all of the His attention is drawn to the te levision these negotiations, an accord is expected to the game to your copy of the game disk bombs, find the headquarters and engage at the mention of his own name. be reached within a fortnight" But. if you wish to save your game to a the terrorist leaders in a climactic battle to The perky young newswoman con­ " Bullshit!" the man roars, punctuating separate disk you must forma_t a save tinues, " It was exactly one year ago today his outburst by hurling the empty liquor decide the future of all Europel game disk before beginning the game. w hen our beloved former president dis­ bottle through the television screen. Stalk­ To begin the game, put your copy of appeared. Let us look back and remember. ing to the small grimy sink he splashes cold the game disk in drive A and tum on your Alter seNing an unprecedented five terms in water over his face and stares at his reflec­ Ill. GETTING STARTED system. The game will self boot Most office and elevating our great nation to a tion in the mirror. A tiny flame ignites within game operations that can be done with position in the world community beyond him, its gleam showing in his thoughtful A Booting Instructions the keyboard can also be done with the its former glory days, our dear president gaze. 1. Apple Family. Insert the game disk mouse. Press 0 to respond OK to a screen. stepped aside amid cries of protest in defer­ The honorable member from the U.S.S. R. into the disk drive with side 1 facing up. and press C if you want to cancel. ence to a successor better versed in the beats forcefully on his podium with the hea l Tum on your computer. 5. Amiga Family. Make a copy of your ways of diplomacy and the peaceful resolu­ of his shoe. In a thick slavic accent he 2. Commodore Family. Turn on the game disk before you play. Put your original tion of problems." bellows above the general din, " Dai Dai We computer and disk drive. On the Com­ aside and play on the copy. You may save " Shortly alter stepping down. this great must agree." modore 128 hold down the Commodore the game to your copy of the game disk citizen dropped from public view until one A wave of assent swells up to drown the Key while turning the computer on to put Bu t. if you wish to save your game to a day his aids reported him miss ing from his islands of discontented vo ices of the GDR the computer into C64 mode. Insert the separate disk you must format a save game home without explanation. At first kidnap­ and Israeli contingents. game disk into the disk drive with side I disk before beginning the game. ping was suspected, but no demands were A gunshot splits the air. The chamber facing up. Type LOAD"*",8, I and press To begin the game. boot your system ever received." falls silent as all eyes are drawn to the RETURN/ENTER Put your joystick in port 2 using Kickstart V.1 .2 or greater. When the " Those closest to our great leader hypo­ spectacle framed by the doorway of the to direct movement. screen asks for the Workbench disk insert I thes ized that the lack of action and cha llenge main entrance. 3. IBM and Compatibles. Start your your game disk. The game w ill self boot drove their champion out of the mainstream. Three men struggle. One, a ratty looking computer with the DOS diskette. If you from this point. Make certain that your Others whispered of suicide. " individual, holds a smoking .45 aimed at the don't have the A prompt (A> ) type A: and game disk remains in the drive at all times " Perhaps we shall never know what cei ling. With his other hand he fends off his press RETURN/ ENTER. You should use your during play. Most game operations that became of him, but certainly none shall attackers. two U.N. security guards. A small DOS Copy utility to make a copy of your can be done with the keyboard can also be forget his deeds." heap of additional security men can be seen game disk before play. Put your original done w ith the mouse. Press 0 to respond The woman's face is replaced by the lying about the ante-room behind the bel­ game disk aside and play on the copy. If OK to a screen, and press C if you want to beaming countenance of a man who ligerents. Effortlessly quieting the last two you want to save your game you must cancel. chuckles and remarks. " Th ey could certainly security men with a flurry of well aimed format a save game disk with your DOS 6. Atari 800 Family. Turn on the disk use him in Europe these days, eh Barbie?" blows the ratty figure turns to face the Format utility. To begin ROADWAR EUROPA drive. Insert the disk, with the front side Alter waiting for the expected giggles assemblage. type START and press RETURN/ENTER facing up. Remove all cartridges from your from Barbie. he continues. " The threats of "Concede? At the first blow?", he roars Alter the title screen select what kind of computer. (Note: 800XL owners must hold 2 down the OPTION key when turning on beds and pickups. Convertibles have limited to buy another vehicle, you go to crew Next choose the gang members. Pick the computer to boot a disk) . Turn on your or no topside crew capacity. selection. 13 Armsmasters, 18 Bodyguards, and 23 computer. c. Hardtop. All other vehicles are hard­ 6. Selecting Crew. The number of man­ Commandos. Then, allocate your supplies. tops and have no special crew limitations. B. Resuming a Saved Game power points available to purchase crew is Choose 91 O Food, 50 Tires, 700 Fuel, 200 4. Vehicle Mass and Base Construction Type Y at the "resume saved game" prompt equal to the total capacity of all your Guns (which gives you 5000 Ammo). and and follow the instructions on screen. Value. After selecting an archetype, you vehicles. Crew members cost manpower 100 Medical Supplies. Finally, name your may adjust the mass of the vehicle. In points according to their prowess: Arms­ gang (mine are The Rollers) and you're C. Using Your adjusting the vehicle's mass, note that its masters cost 5, Bodyguards 4, Commandos ready to begin. Type G once the game Roadwar 2000 Gang structure, crew capacity maximums, missile 3, etc. To change a value, press U and then starts to get a report on your gang. The Type Nat the " resume saved game" prompt factor maximums, boarding factor maxi­ RETURN/ENTER or D and then RETURN/ report should look like Figure I. and Y at the "use your Roadwar 2000 mums, and fuel consumption will change ENTER to move the cursor up or down, gang" prompt Follow the instructions on as well. As a result the base points, current respectively. until it is on the line of the type IV. COMMANDS screen. points, and remaining points values near you wish to change. Enter the number of You control Roadwar Europa by typing one the bottom of the display will change as crew of the given type and press RETURN/ letter commands at various prompts. Not well. Take care in selecting the vehicle's D. Starting a New Game ENTER. When you are finished selecting all commands are available at all prompts. mass. Once you have set the mass you may Normally. all commands pertinent to each With A New Gang crew, press X and then RETURN/ENTER to not return to make adjustments. To alter situation are available. For example, in the Type N at the "resume saved game" and proceed to a confirmation menu and the the vehicle's mass, enter the new value and aftermath of road combat the D. G. and X the "use your Roadwar2000 gang" prompts. supply selection. Press A and then RETURN/ press RETURN/ENTER. Type a new value ENTER at any time during selection to clear commands are available. Don't hesitate to Then build your gang and its vehicles. to change the mass again, press X and the screen to the initial crew display. try a command at any prompt If the com­ RETURN/ENTER to proceed, or A and mand isn't available nothing will happen. 7. Selecting Supplies. The number of RETURN/ENTER to return to the archetype AJbandon Vehicle. Type the ID number E. Creating A Gang menu. supply points available depends on the To create your gang you design your vehi­ total canying capacity of the gang's veh­ of the vehicle you want to abandon at 5. Modifying Vehicle Attributes. After cles, select your gang members, and allocate icles. All supplies cost one supply point per the prompt. That vehicle is abandon and selecting the mass of the vehicle (and your supplies. unit. Ammunition is carried .free and is your remaining vehicles are renumbered. thereby determining several of its maxi­ allocated at the rate of twenty-five rounds Remember to check the new vehicle ID 1. Construction Points. You begin with mum values). you may improve the vehicle's per firearm. All other procedures are similar numbers before abandoning any other 15,000 construction points to purchase and attributes within the limits of its minimum to selecting crew members. Press X and vehicles. modify up to six vehicles. Each vehicle and maximum values and your remaining then RETURN/ENTER to proceed with the C)lty, Scouting. Type in how many mem­ archetype has a base construction point construction points. To modify any attri­ game or A and RETURN/ENTER to abort to bers of each rank you send to scout the cost. Select a vehicle archetype and the bute, place the inversed asterisk cursor at the initial supply selection display. Press Y inhabitants of the city and to search for computer displays the vehicle's attributes. the attribute. Enter U and press RETURN/ to confim your selections. nuclear devices. Some members may not Three numbers are listed for each attribute: ENTER to move the cursor up and D and the attribute's minimum value, maximum 8. Naming Your Gang. Type the name return. A successful scouting mission tells press RETURN/ ENTER to move the cursor you who controls the city. Any scouting value, and current value. You expend con­ down. To change a value, enter the new of your gang (up to twenty characte(s mission will find a nuclear device and struction points to improve an attribute. value and press RETURN/ENTER. long) and press RETURN/ ENTER. Once you disarm it. The cost is based on the vehicle's mass and One point of Structure, Tires, Maximum have selected the name of your gang, the attribute. Speed, Crew, Missile Factors, or Boarding you'll be randomly placed in a city and the DJrop Supplies. Type ir.i how many units 2. Selecting an Archetype. Each arche­ Factors costs the vehicle's mass times two game will begin. of Food, Tires, Fuel, Guns, and Medical type represents a vehicle as listed on the Construction Points. One point of Maneu­ Supplies you want to drop. Dropped sur:r F. Sample Gang plies may not be reclaimed. vehicle chart (see Section VI, Vehicles). The vering, Acceleration, Braking, and Armor The following is a sample gang you can EJmplre Status. The computer displays cost of each archetype is based on these costs the vehicle's mass times ten Construc­ use for your first game of Roadwar Europa. the cities you control, the number of cities starting values. The vehicle may be incor­ tion Points. Zero tires costs the vehicle's First design a pair of combat buses to destroyed by nuclear weapons, and various porated into your gang as purchased or it mass times fifty Construction Points. Thus, hold the troops. Use the standard mass and other information you'll find as you play may be modified using the editor. changing the Maximum Speed of a mass structure of the bus. Choose 3 for Maneu­ the game. 3. Vehicle Classes. All archetypes are 15 bus from 8 to 9 would cost 30 Construc­ ver, Acceleration, and Braking, 10 for Top divided into three classes: open, convert­ tion Points. Speed, 0 for tires, and 4 for Protection FJlx Tires. Your gang takes the time to use ible, and hardtop. When you are satisfied with all the veh­ everywhere but the rear, where you choose spares to replace destroyed tires on your a. Open Vehicles. Open vehicles in­ icle's attributes, press X and then RETURN/ 3. Leave the standard Interior Crew, Exterior vehicles. clude motorcycles. side cars, tractors, and ENTER to proceed to the confirmation Crew, left and right Missile Factors. Increase G)ang Status Report. This report contains construction vehicles. Open vehicles have prompt. Here enter Y for Yes and N for No the front and rear Missile Factors to 8 and two different reports: the Gang Status no topside crew capacity and a maximum or X if you do not wish to add further the left and right Boarding Factors to 4. Report and a Vehicle Status Report for the of five interior crew. vehicles to your gang. Once you have all Finally. increase the rear Boarding Factor to gang's vehicles. See Figure 1 for explanation. b. Convertibles. Convertibles include the vehicles you desire (maximum six). 2 and accept the vehicle. Build a second Note: A similar display is used in deploy­ all vehicles bearing the name plus all flat- or have too few construction points left bus just like the first. ing your gang before detailed road combat

3 4 HJeal Sick with Antitoxin. Heals 50 gang WJ Damage Report Displays the damage GANG STATS members for each unit of Antitoxin used. status of your vehicles during the Move­ All of your gang members must be healed ment or Fire portions of detailed road THE ROLLERS (1) MAX VEHICLES: I 5 (2) !) Gang Name at the same time onhe inoculated will be combat. In the C-64. Atari ST and Amiga VEHICLES NOW: 2 2) Number of Vehicles in Gang reinfected. versions of ROADWAR EUROPA press V to TOTAL CAPACITY: 1960 3) Health of Gang IJnitalize Save Game Disk. Follow the display a Damage Report during combat. PASSENGER CAPACITY: 202 HEALTHY (3) 4) Fuel consumed in I move on screen instructions to format a blank XJ Examine Supplies. Displays a sum­ FUEL CONSUMPTION: 21 (4) on overland map. disk to save the game on. This command mary of the supplies carried by the gang. FOOD: 910 5) Supply Display. An asterisk * does not format a disk on the IBM Atari ST, Number Keys (1-BJ. Moves the gang one TIRES: 50 * IS) (*) or highlight indicates a or Amiga versions of ROADWAR EUROPA space in the indicated direction on the FUEL 700 special item (food supple­ * Follow the Getting Started instructions on overland map. The Apple, Commodore. AMMO: 5000 ments, snow tires. or fuel formatting a disk to save the game. and Atari directional rosette is printed on GUNS: 200 additives). the map of Europe. In Figure II the Apple. MEDICAL SUPPLIES: 100 Kl Check Contents of Cache. Displays 6) Total carry capacity used. Commodore, and Atari 800 use the first set ANTITOXIN: 0 the amount of supplies your gang has 7) Cronies and the RDF are of numbers to indicate direction. The IBM previously cached in this city. listed here. Atari ST, and Amiga use the second set of TOTAL SUPPLIES: 1960 (6) 8) Gang members listed by LJoot. Search for. Searches the area you're numbers on the numeric keypad to indicate rank. Armsmaster through in for usable items. You may. or may not. direction. DOCTOR DRILL SERGEANT POLITICIAN (7) Escort find something each search, and you can search each area until it is exhausted. Apple. Commodore, 8 I 2 CREW (,A(B/C/D/E): 13/18/23/0/0 = 54 (8) Searching for Loot has a chance of success Atari 800 7 * 3 PRESS ANY KEY TO CONTINUE. X TO EXIT everywhere but in the forest or desert. 6 5 4 MJanpower Report. Displays the num­ ber of gang members of each rank IBM Atari ST. Amiga 7 8 9 VEHICLE STATS PJeople, Search for. Searches the area 4 * 6 you're in for people. Generally the search Figure II 1 2 3 VEHICLE I (I) BUS (2) I) Vehicle ID number leads to footgang encounters. 2) Vehicle Type OJult Game. STRUCTURE: 45/45 3) Vehicle Stats. The numbers V. OVERLAND MANEUVERABILITY: 3/3 listed with a slash show RJecall Saved Game. Recalls a saved game MOVEMENT BRAKING: 3 and resumes play from the previous posi­ presenrjmaximum values. Move overland by pressing a number key ACCELERATION: 3 tion. Remember to save your current game Weapon type is C) rossbow representing the direction you want to go WEAPON TYPES: or F)irearm. Speed is in JO's to a separate disk before recalling a saved C/- (See Number Keys, Section IV). Each move­ TIRES: game or your current position will be lost. 0/0 of MPH. ment on the overland map represents travel SPEED: 7/10 4) missile protection factors for SJave Game to Disk. Saves your current of fifty to seventy-five miles. FACING: 0 (3) Left. Right. Front. Back and position on a previously formatted disk and Top. resumes play. The save game disk must A. Overland Terrain 5) The maximum crew inside already be formatted using the I command. 1. Plains. Plains represent range and on top of the vehicle You can only save one game per disk. land and other rural terrain not PROTECTION (l/R/F/B/T): 4/4/4/3/4 (4) and the number currently Note: you may want to save your game primarily used for agriculture. INTERIOR CREW CAPACITY: 5 I assigned to each according frequently. especially early in the game. Roads are few and of poor quality INTERIOR CREW QUALITY: 1/0/0/0/0 to rank Armsmaster through TJransfer supplies to/ from Cache. Trans­ and travel is slow. Establishments are few TOPSIDE CREW CAPACITY: 5 I Escort When you get into fer supplies to and from a Cache and and far between. People are scarce. TOPSIDE CREW QUALITY: 0/0/0/0/0 (5) detailed combat you'll allo­ among the vehicles. You can only transfer 2. Farmland. Farmland repre­ PRESS OR TO CHANGE VEHICLE. cate the rest of your troops < > supplies when the gang is in a city. sents land primarily used for agri­ G FOR GANG ST ATS, OR X TO EXIT to the vehicles. UJse Radio Direction Finder. If you pick culture. Roads are poor. slowing up a RDF you can use it to help track down 1 travel. Farms are very common the terrorist headquarters. and road gangs sometimes raid for food. V)ehlcles, Search for. Searches the area Other people are scarce. you're in for usable vel)jcles. You may, 3. Desert. Desert represents ter- or may not. find something each search, • •• ' rain which is barren and has no and you can search each area until it is • • • roads to speak of. Little life exists exhausted. This is an important means of in the desert and to run shy of Figure I finding new vehicles. fuel is to perish.

5 6 4. Woods. Woods represent areas 12. Devastated Areas. These of virgin forest with few roads and cities destroyed by nukes are un­ no habitation worth mentioning. pleasant at best. There is little to 1 Another place to be sure of your be gained in these desolate places. VEHICLE TABLE fuel supply. Mutants are a constant danger. ••»ILE MISSILE PROTECTION BOARDING CREW 5. Mountains. Mountains are 13. Coasts, Small Islands, FACTOR FACTOR FACTOR C!P!CITY very rugged terrain with no roads. Cays and Others. These C!RRVING BISE VEHICLE SIZE MS ST MX MN BR IC L/ R F B L/ R F B TRS L/R I B INT. EXT. FUEL COST Travel is impossibly difficult. areas consist primarily of C!P! CITY Motorcycle· 1 3 100 4 2 2 2 2 2 0 2 0 2 1 0 1 2 0 1 5 73 water - see Water. s ~ BI Sidecar• s 2 5 60 4 2 2 3 3 3 0/1 2 2 3 1 0 1 3 0 1 20 176 6. Wiiderness. Wilderness rep­ B. Winter Compact Conv. s 3 8 80 3 2 1 3 2 2 1 1 1 4 1/2 0 2 6 0 2 45 273 resents rugged and forested land December, January, and February bring Compact H.T. s 3 8 70 3 2 1 4 4 4 2 2 2 4 0/1 2 0 4 4 2 45 348 untouched by the hand of man. - unpleasant road conditions over all but the Midsize Conv. M 5 13 90 2 2 1 3 2 3 1 1 1 4 2/3 0 3 8 0 3 125 490 Passage is impossible. I most southern portion of the map. Opera­ Midsize H.T. M 5 13 80 2 2 1 4 5 6 2 2 2 4 1/2 2 0 5 6 3 125 625 7. Water. You may be the savior tions are slowed to a crawl under these Sports Car Conv. s 4 10 120 3 2 2 3 2 3 1 1 1 4 2/3 0 2 6 0 4 BO 420 -- of Europe, but you can't drive on conditions. Sports Car H.T. s 4 10 120 3 2 2 4 4 4 2 2 2 4 0/1 2 0 4 4 4 BO 512 water. Station Wagon M 6 15 BO 2 2 1 6 5 6 2 2 2 4 2/3 3 3 8 9 3 180 85B 1 Limousine M 8 20 100 2 2 1 6 5 6 2 2 2 4 1/2 3 3 8 9 4 320 1184 8. Roads. Roads represent large Van M 7 18 70 2 2 1 8 5 6 2 2 2 4 0/3 3 3 11 12 3 245 1071 autobahns and multi-lane high­ VI. VEHICLES Pickup Truck M 9 23 80 2 2 1 6 4 3 1 2 1 4 4/5 0 3 14 2 4 405 1188 ways. Not all were left intact by Offroad Conv. M 6 15 70 2 2 1 2 2 2 1 1 1 4 1/2 0 2 4 0 4 180 52B the war. Many smaller cities and A Vehicle Attributes Offroad H.T. M 6 15 70 2 2 1 3 3 3 2 2 2 4 0/1 2 0 4 2 4 180 672 ~ Bus L 14 35 70 1 1 1 26 3 5 2 2 2 6 0/2 10 0 51 51 10 980 3864 towns dot their lengths. Road gangs may The basic attributes of all vehicles are sum­ find sufficient supplies for subsistence. marized on the Vehicle Table. Those attri­ Tractor· M 10 25 40 2 1 1 3 3 3 0 1 0 0 2 0 2 3 0 6 500 1000 Travel is rapid despite numerous wrecks butes not listed in the vehicle status report Construction Veh: L 18 45 30 2 1 1 4 4 4 0 1 0 0 3 0 3 4 0 10 1620 2286 and abandoned vehicles. available during play can never be modified Flatbed Truck L 16 40 80 1 1 1 14 4 4 0 2 0 14 6/7 0 4 51 2 8 1280 3088 during play. Those attributes listed on the Trailer Truck L 20 50 80 1 1 1 14 4 8 5 2 0 18 0 10 5 51 50 10 2000 6160 9. Cities. Cities come in three status report may be modified during play. sizes: Cities, Large Cities, and Very Large Cities. Cities had popula­ 1. Mass. Capacity and weight of a vehicle. tions of over a hundred thousand Important when you ram the enemy. inhabitants. Large Cities had pop­ 2. Structure. The amount of damage the Abbreviations: ulations of over one million. Very vehicle can take before being destroyed. MS =Mass L/R= Left or Right Facing Large Cities had former popula­ 3. Maximum Speed. The maximum speed ST =Structure F =Front Facing tions of over five million. of the vehicle in MPH. Maximum speed MX =Max Speed in MPH B = Back Facing The cities are the stomping can be reduced by the loss of tires during MN = Maneuverability T =Topside Facing grounds of a wide variety of social combat. BR =Braking groups, some benign and others 4. Manewerability. The base number of AC =Acceleration quite unsavory. Supplies are plen­ turns a vehicle can make before each move. tiful but can be exhausted. The High speed and loss of tires will reduce larger the city, the more inexhaustible the maneuverability. available supplies. Travel is no problem due 5. Braking. A vehicle can slow down ten Missile Factor is the number of crew which can fire in a given direction. to the multitude of highways and byways MPH per Braking Factor each move. which allow easy bypass of streets choked M issile Protection Factor is the armor protecting the interior crew. with wrecks and abandoned vehicles. 6. Acceleration. A vehicle can speed It may be improved. Top armor starts at zero. up ten MPH per Acceleration Factor each TRS =The number of tires the vehicle uses. 'O' indicates treads which may not be destroyed. move. 10. Oilfields. Oilfields. are areas Fuel = The amount of fuel consumed by the vehicle during strategic movement. where petroleum was king. Some 7. Missile Factors. The maximum num­ Twice this value may be carried in its tanks. oilfields are offshore and unac­ ber of crew which may fire through each * = May fire one volley only during any fire phase. cessible. Road gangs battle daily facing of a vehicle. All other vehicles may fire two volleys if crew permits. for access to the vast supplies of fuel avail­ 8. Miss ile Protection. The amount of Size = The facing icon used to represent a vehicle in tactical combat is dependent on the size of able there. cover the vehicle affords against enemy fire the vehicle. · 11 . Swamp. Swamp represents through each facing. 0 is none, 5 is total. tracts of land which are soft and 9. Volleys. The maximum number of treacherous. Impossible to travel times a vehicle's crew may fire each fire through. phase.

7 B Very large city Highway D Mountains D Desert Large city II Forest II Wilderness D Oilfields City Farmland D Plains D Swamp a. Doctor. A doctor reduces your cas u­ a. Soldiers. Soldiers are isolated units 10. Tires. The maximum number of tires B. Consumption alties from disease, from accidents, and in of military personnel. It is dangerous to a vehicle possesses. Vehicles with tires Every night each member of your gang eats O foot combat. The better the doctor, the quarrel w ith them, but it's seldom necessary one unit of food. Each time your gang have treads or solid tires that do not fewer casualties you'll take. You must judge as they are w illing to join in a good cause. moves, each vehicle consumes fue l equal blow out. his effectiveness from his work. b. Hoodlums. Hoodlums are a mixed to its fuel consumption. Healers require 11. Boarding Factors. The ma xi mum b. Drill Se rg eant. A drill sergent in­ lot of marginal character. They are generally various amounts of medica l supplies in number of crew which may board an creases the number of members who pro­ well led but poorly disciplined. exchange for their seNices. Tires are con­ enemy vehicle through that facing. mote after combat and decreases your c. Home Guard. Home Guard units sumed in repa iring battle damage. Every 12. Interior Crew Capacity. The maxi­ loses to desertion and recklessness. consist of poorly trained and equipped time a member of your gang fires a gun, mum number of crew which may ride c. Poli tician. A politician can seNe as militia. Little better than an armed rabble, one round of ammo is expended. inside the vehicle. your envoy in footgang encounters and as they can be unpredictable. 13. Topside Crew Capacity. The maxi­ c. Cache a liason w ith bureaucrats. He can even talk d. Civilians. Mobs of cowering and mum number of crew which may ride atop You may stash up to two hundred fift:rfive a lesser politician out of offering to join. inoffensive sou ls. Many will want to JOin the vehicle. units each of food, tires, firearms, fuel, and you if you want them. 14. Fuel Consumption. The amount of medica l supplies in each city. Supplies may e. Cannibals. These throwbacks have fuel the vehicle requires to move overland be freely transferred between your gang's B. Encounters taken the easy route to solving the food These are special encounters you may have problem. They are wily and are fond of one space. The vehicle may carry fuel equal supplies and your cache while in that city. while searching for people. ambushing envoy parties. The scum of to twice its fuel consumption in its fuel D. Special Supplies 1. Agents. Agents of the Anti-terrorist the earth. tanks without affecting its carrying capacity. There are three special kinds of supplies underground may be encountered. Th ey 5. Residents. In cities you' ll encounter that your gang starts with: Food Supple­ B. Maintenance are unlikely to reveal themselves under gangs like: ments, Snow Tire s, and Fuel Additives. 1. Structural Damage. Vehicles sustain normal conditions. When they reveal them­ a. Police. A few cities are still under the Food Supplements and Fuel Additives halve structural damage when they're hit in com­ selves, take notes and follow their advice control imposed by civil authoriti es. These your consumption of these supplies. Snow bat Thi s damage may only be repaired at careful ly. officers are well armed and well trained. tires increase your speed in the winter. You various body shops you'll find while search­ b. Bureaucra ts. Occasionally, local can lose your special supplies through a 2. Healers. The hea lers are the remnants ing for loot. governments maintain control of their variety of circumstances and replenish of the medica l community. Bound together 2. Flat Tires. Tires lost during combat municipalities with the aid of local law them while sea rching for loot. by their common oa th, they have gathered must be repaired so that the vehicle will into informal research groups to aid the sick enforcemen t agencies. Passers-by are often regain full maneuverability. Flat tires are and injured and research remedies to the charged tolls under a threat of force. replaced to the limit of the number of disease. They ask only to be kept supplied c. Terrorists. The majority of cities are controlled by terrorists, either openly or via spares your gang is carrying. VIII. PEOPLE with medical goods and to be left alone. Th ey heal all who seek their se Nices. Th ey the subversion of local authorities. Terrorists C. Improvements A Gang Members have come up with an assortment of anti­ come in many strip es: Regulars, Irregulars, Vehicles may be improved during play by 1. Quality. Almost all people encoun­ toxins which w ill cure mutant infections. Collaborators, Sympathisers, Provocateurs, . the discovery of certain speCial locations tered will be rated Armsmaster, Bodyguard, They live primarily in cities where their and the dreaded Terrori st Eli te. while searching for loot. Some enemy road Commando, Dragoon, or Escort, in order of needs for research materials can be met d. Neutrals. These pleasant folk have a gangs may drive improved vehicles. You decreasing effectiveness. They are often more easily. single aim; they wish to live in peace. They can capture these improved vehicles in referred to as A B, C, D, and E troops. A 3. Foot Gang Commands. When you will never provoke a fight and anything Tactical Combat by boarding and eliminat­ membe(s quality reflects how likely he is to they have is yours for the asking ing the enemy crews. encounter a group on foot you have four suNive an event and his offensive and options: e. Mutants. Mutants are diseased, ps:r defensive powers in combat After being in a. Sending Envoys. A dangerous mis­ chotic zombies who want to tear all healthy combat, some or all of your crew may sion, but the best way of gaining recruits. people to bits. Th ey roam only at night They are very quiet and very dangerous. VII. SUPPLIES promote to the next highest rating. Showing strength can prove beneficial. If 2. Recruiting. Gang members may be you have a good politician he may save They have the filthy habit of transmitting Supplies are obtained by searching for loot recruited by sea rching for people and send­ you the trouble of sending troops. their disease to their victims. and by defeating enemy groups in combat 1'" ing envoys. The higher the quality of the b. Firing a Volley. Thi s is the ultimate 6. Road Gangs. On the road you'll meet: A Carrying Capacity prospective gang members. the less likely show of strength. It also tends to cause bad a. Terrorist Patrols. Patrols of terrorist Th e carrying capacity of your gang is a they are to join your gang. feelings among the recipients and can troops of varying quality roam the high­ function of the mass of its vehicles. All 3. Cronies. These individuals can be of precipitate a firefight. ways in order to stifle transportation. These supplies except ammo require a capacity invaluable aid in your travels. Only one of c. Waiting. Waiting will be taken by patrols may be of Irregular troops, Regular equal to the number of units carried. each will travel with you. If another is some as a sign of weakness. troops. or the feared Terrorist Special Ammo requires no capacity to carry. Fuel encountered and you accept him into your d. Leaving. A sign of weakness under­ Battalions. equal to two times each vehicle's fue l gang, your current specialist will leave. stood by all. b. Cannibals. Ever see a slime drive a consumption may be carried at no cost in Ea ch of these individua ls practices his trade 4. Foot Gangs. The different types of car? These vermin fit the bill. They are carrying capacity. with a varying degree of ski ll. gangs you'll encounter on foot include: poorly armed and led and easily dispatched.

11 12 IX. ROAD COMBAT quick combat. You specify two sets of vehicle moving at ten MPH may make as 5. Fire Combat numbers in Quick Combat: your Ram Ratio. many turns as you like. a. Volleys. In fire combat most vehicles A Modes of Combat Resolution and your Aiming Priorities. c. Moving. Vehicles move straight may fire two volleys. Each volley must be There are three modes of road combat l . Ram Ratio. This determines the size of ahead one space at a time. Movement fired through a different facing. If all men resolution: ABSTRACT, OU/CK and TACTI­ enemy vehicles which your vehicles will ends a vehicle's tum, therefore all speed fire in the first volley, no second volley will CAL When you meet a rival road gang the ram. A ram ratio of one means you'll ram changes and turning maneuvers should be be allowed. computer prompts FIGHT DETAILED ROAD vehicles of equa l or lesser mass. A ram ratio completed before moving. b. Facing. Each volley a vehicle fires COMBAT? If you respond N then the reso­ of two means you'll ram vehicles of half must be directed through either the le~ lution is ABSTRACT which is very fast and your mass or less. and so on. A ram ratio of ( • right front or back fa ci ng of the vehicle. bloody. If you respond Y the computer one half means you'll ram vehicles twice 3. Terrain Effects This facing affects the number of men instructs you to in sert the back of the game your mass. a. Speed Loss. All terrain except roads which may fire in a volley. disk. Crew Deployment (Section CJ occurs, may cause a ten MPH loss of speed when 2. Aiming Priority. This determines the c. Line of Sight. Vehicles cannot see or and is followed by the playe(s choice of entered. Roads never cause a loss of speed. fire through trees or buildings. To check peicentage of your group's fire aimed Quick combat or Tactical combat b. Fishtailing. When a vehicle enters the line of sight of a vehicle. press a facing at each location: topside. interior or tires. mud, there is a chance it will lose traction key (LR.F.B) while holding the control B. Abstract Road Combat Each number must be from one to eight and swerve to a different facing. key down. In Abstract road combat your vehicles fight Th e total of the three numbers must be c. Collisions. Vehicles which attempt d. Weapon Types. There are two types on their own. you have no tactica l choices exactly ten. to enter terrain such as rocks. oil derricks, of projectile weapons. crossbows and guns. to make. Combat is based on the mass of trees. wrecks. buildings or fences will be Crossbows have a maximum range of five the vehicles on each side, with the advan­ E. Tactical Combat halted and will suffer structural damage, spaces. Guns have a maximum range of tage going to the larger vehicles with the Tactical Combat is the most detailed kind possibly destroying the vehicle. Fences and ten spaces and are more accurate than better crews. Be sure and check the con­ of road combat. Each vehicle's move is cacti will also cause structural damage but crossbows at equal ranges. Both types dition of your gang's vehicles after each graphically represented on the Tac ti ca l the vehicle will destroy the obstacle and suffer loss of accuracy due to range. Men abstract combat. Map. Ta ctical combat consists of deploying your vehicles, moving them. firing volleys at will not be halted. armed with guns will resort to crossbows if C. Crew Deployment the enemy, and boarding enemy vehicles. d. Water. Driving a vehicle into water all ammo has been expended. l. Auto-Deployment. If you select the l . Deploying Vehicles on the is a sure· way to lose the vehicle and all auto-deployment option, the computer will Tactical Map aboard. 6. Boarding Combat. Boarding is the place all of your men into vehicles. They a. Deployment Area. All vehicles must only way to capture a vehicle from an will be distributed as evenly as poss ible be deployed in spaces with an X coordi­ 4. Ramming. Whenever a vehicle attempts enemy road gang. An enemy road gang's between your vehicles by quality of troops. nate of ten through nineteen. There is no to enter a space occupied by another vehicle modified vehicles may be the most impor­ Guns will be distributed to as many vehicles limitation on the Y coordinate. (enemy or friendly) a ram occurs. Both tant prize from an encounter. as possible. Following auto-deployment b. Restrictions. Vehicles may never be vehicles w ill receive structural damage and a. Limitations on Boarding. Men may you will have the opportunity to adjust deployed on trees. oi l derricks. rocks. fences. either or both may be destroyed. only board an enemy vehicle which is your troop and weapon allocations as you wrecks. water. or buildings. In farmland, a. Structural Damage. The amount of horizontally or vertically adjacent or directly see fit vehicles may not deploy in mud or tilled structural damage incurred by each vehicle in front of or behind their current vehicle. 2. Manual Deployment. If auto-deploy­ fields. In cities and on highways. vehicles in a ram is dependent on the speeds, See the figure below for legal boarding or ment is not selected, you must alloca te may only deploy on roads. masses and relative facings of the vehicles transfer locations. your men to vehicles manually. one man at 2. Movement on the Tactical Map involved. The faster the speeds of the veh­ a time. Type an A to allocate an Armsmaster a. Changing Speed. A vehicle may icles. the greater will be the damage. Legal Boarding/ Transfer Locations to a vehicle. a B to allocate a Bodyguard, accelerate or brake in any one move. but Head-on rams are the most destructive. and so on. Type 1 or 2 to toggle between never both. All changes in speed must be broadside rams are average and front to Bd Bd Bd Firearms and Crossbows for the first and completed before a vehicle moves. Chang­ rear rams are the least destructive. In any Bd Bd Bd l!!t Bd second volley. For this purpose. one half ing speeds may be interspersed with turning ram. each vehicle will be damaged in

13 14 b. Order of Combat In boarding com­ The smaller cities are less desirable and "Nothing beats a broadside from a bus "A pair of Armsmasters beat five bat the vehicle's topside crew first attack therefore are easier to control. or big truck. Remember. it's more blessed to Dragoons." any boarders. Next, boarders attack topside give than to receive." " Never fight unnecessary battles." crew. If no topside crewmen remain, the B. Radio Direction Finder. "Enemy big rigs are valuable. Board and " Never give a cannibal an even break. " boarders attack the vehicle's interior crew It is possible to gain possession of a Radio take 'em where you can." " When the going gets tough. the wise Direction Finder during play. The RDF gives instead. Finally, interior crewmen attack "A bus with few crew is just a big get moving." any remaining boarders. A round of combat you the direction to the double agent dur­ compact" "Winning isn't everything, it's the only ing your hunt for the terrorist headquarters. may end vyith both crew and boarders still " The only good mutant is a dead thing/ " aboard the vehicle. Combat will be con­ Pressing U activates the RDF. mutant." tinued in the next boarding segment. C. Surprises. c. Vehicle Captures. When all crew You may encounter surprises. some pleas­ have been eliminated and boarders still ant some unpleasant. during your trip remain. the vehicle may be captured. When across Europe. These may consist of specialty a vehicle is captured, any remaining boarders shops. side trips and/or cities of special become its crew and the vehicle may move interest. freely in the next movement segment. d. Crew Transfers. Any vehicle which XI. PLAYERS' NOTES has no enemy boarders aboard may trans­ fer crew between the interior and topside Selected quotes from " Road To Glory", the locations of that vehicle. If no enemy former president's autobiography. boarders are on a vehicle which is hori­ " Mass is Power. " zontally or vertically adjacent to a second "Structure and Protection can save you friendly vehicle, or if the second vehicle is from your own mistakes. once." directly in front of or behind the first the " More vehicles are better than fewer first vehicle may transfer crew to the vehicles." second. Such crew will automatically be­ "Nothing teaches command like a battle. come topside crew on the second vehicle. Make your mistakes early." Men may be killed in attempting to transfer "Stay healthy, keep out of devastated between friendly vehicles. In all crew trans­ areas." fers, crew limitations of the receiving vehicle "Healers are like gold; know where may not be exceeded. At least one crewman they hang out." must stay aboard each friendly vehicle. " Watch your supplies. Food and fuel 7. Aftermath. Road gangs carry signifi­ are your life blood." cant amounts of supplies. These supplies " It's better to have the last shot than become available to the victor when two the first shot (but its best to have both!)" gangs clash. If a winning gang has lost so " Get in the habit of scouting and many vehicles that it cannot carry all of its thoroughly searching every city you move supplies, excess supplies will be lost at through." random. Such losses may be mitigated by " Fix your tires after each battle. It's picking through the spoils left by the losing foolish to lose speed and maneuverability gang. Be sure you have some excess carry­ to flats you could have fixed." ing capacity to pick up the spoils of war, or " Guns beat crossbows every time." they will have to be abandon. The G. D, " Watch your cronies. but don't replace and X commands are available to assist in them unless they are screwing up badly. " ballancing supplies. " Firefights with punks aren't fun, but they' re a good way to blood your raw X. troops and get them to advance." MISCELLANEOUS "Always shoot to kill." A Controlling Cities. " Keep some separation in combat One method of assuring yourself of free­ Wheel to wheel driving invites a crack up. " dom from residential encounters is to take " Speed is life. If they can't catch you control of one or more cities. If a city is they can't ram you. Just make sure and not controlled by a rival faction. your gang overdrive your maneuverability." must best them in combat sometimes " Look for the quick kill." repeatedly, in order to usurp their power. " Ram only when you have to."

JS 16 APPENDIX (Tactical combat only)

VEHICLE ICONS TERRAIN ICONS ,., - Mud Pickup Motorcycle truck Grass

CREDITS Road Off road Side car convertible Game Des ign & Apple Programming Sand I Jeffery A. Johnson

Game Developer & Rules Compact Off road George MacDonald convertible hardtop ~ :: .l. l Fa~land Product M anager Dick Vohlers Compact hardtop Playtesting Bus Cyrus Harris, James Kucera, ROAD HAZARD ICONS Joel Fradin, Jeff Guy, Arlan Harris, Carl Rugenstein, Rick Spinelli, Midsize Tom Springsteen, Steve Vlrostek, convertible Tractor CaoM Steve Weinberg CJ li1

Commodore 64, Atari ST, and ~ Fence ~ Am iga Convers ions Midsize Construction Westwood Associates hardtop vehicle

Customized Disk Operating System (Apple version) Sports car Flatbed OBSTACLE ICONS Roland Gustafsson convertible truck Art & Graphic Design Poe~ . Louis Saekow Design Sports car Trailer hardtop truck Derrick Typesetting ~-~ Abra Type & Louis Saekow Design ~ Rockf (t(\8 I Printing Station r:IT] A&a Printers and Lithographers wagon FACING ICONS ~-~ Buildings LJU FRONT___.. ----..FRONT Cll Limousine <>SMALL MEDIUM '"" ~ ~

. FRONT Van LARGE I ~ 'ilw"''' 18 17 ·( I CO NTROL LED CO NTROLLED CONTR OLL ED CITY COUN TRY NOTE S CITY COUNTR Y NOTE S LIST OF CITIES CITY COU NTRY BY NOTES BY BY

CONTROLLED Frankfurt am CITY COUNTRY NOTES W. Germany M ilano Italy Sofia Bulgaria BY Main Adana Tu rkey Gdansk Poland Minsk USSR Stockholm Sweden

Aleppo Syna Geneva Switzerland Moscow USSR Stuttgart W. Germany

Amsterdam Netherlands Genoa Italy Munich W. Germany Tabnz Iran

Ankara Turkey Glasgow Scotland Nantes France TblllSI USSR

Antwerp Belgium Goteborg Sweden Naples Italy The Hague Netherlands Newcastle England Astrakhan USSR Go(kiy USSR upon Tyne Thessa lonik1 Greece

Athens Greece Hamburg W. Germany Nice France Toulouse France

Baku USSR Hannover W. Germany Nuremburg W. Germany Turin Italy

Barcelona Spain Helsinki Finland Odessa USSR Utrec ht Netherlands

Belfast N. Ireland Istanbul Turkey Oslo Noiway Valencia Spain

Belgrade Yugoslavia lvanovo USSR Palermo Italy Venice Italy

Berlin. East E Germany lzmrr Turkey Paris France Vienna Austria

Berlin. West E Germany Katowice Poland Porto Portugal Volgograd USSR

Poland Bilbao Spain Kazan USSR Poznan Voronezh USSR

Prague Czechoslovakia Bonn W. Germany Kharkov USSR Warsaw Poland

Riga USSR Bologna Italy Krev USSR Wuppertal W. Germany

Rome Italy Bordeaux France Krakow Poland Yaroslavl USSR Rostov-na-Donu USSR Bremen W Germany Krasnodar USSR Yerevan USSR Rotterdam Netherlands Breslau Poland Knvoy Rog USSR Zagreb Yugoslavia Saragossa Spain Bristol England Kuybyshev USSR Zaporozhye USSR

Brussels Belgium Leeds England Saratov USSR Zhdanov USSR

Seville Bucharest Romania Leipzig E Germany Spain lunch Switzerland

Budapest Hungary Leningrad USSR Sheffield England

Birmingham England Liege Belgium

Bursa Turkey Lille France

Cardiff Wales Lisbon Portugal

Cologne w. Germany Liverpool England

Copenhagen Denmark Lodz Poland

Dnepropetrovsk USSR London England

Donetsk USSR Lvov USSR Dresden E Germany Lyon France QUESTIONS OR PROBLEMS? Dublin Ireland Madrid Spain Our main business telephone number is (41 5) 964-1353.

Dusseldorf W. Germany Malmo Sweden We also have a Technical Support Hotli ne number: (415) 964- 1200 Edlnburgh Scotland Manchester England You can ca ll it ifyou have problems with your disk or need a Essen W. Germany Mannheim W. Germany clarification of the game/rules. Both numbers are open every weekday, 9 to 5 Pacific Time. Florence Italy Marseille France

19 20 MASTER COMMAND LIST

A = Abandon Vehicle P = Sea rch for People C = Scout the City 0 =Quit Game D = Drop Supplies R = Reca ll Saved Game E = Empire Status S = Save Game to Disk F = Fix Tires T = Transfer Supplies to/from Cache G = Gang Status Report U = Use Radio Direction Finder fRDF) H = Heal Sick with Antitoxin V = Sea rch for Veh icles I = In itialize Save- Game Disk W = Damage Report [Tactical Combat Only) K = Check Contents of Cache X = Examine Supplies L = Search for Loot Number keys {1 -8) = Move in Indicated M = Manpower Report Direction

VEHICLE TABLE

MISSILE MISSILE PROTECTIO N BOARD ING CREW """' FACTOR FA CTO R r. APAC ITl BASE VEHICLE SIZE MS ST Ml MN BR AC F CA RRYI NG L/ R f B l/R B TRS L/ R T B IHI EXT. FUEL CAPACl11 COS T Motorcycle· s 1 3 100 4 2 2 2 2 2 0 2 0 2 1 0 1 2 0 5 73 Sidecar· s 2 5 60 4 2 2 3 3 3 0/1 2 2 3 1 0 1 3 0 1 20 176 Compact Conv. S 3 B BO 3 2 1 3 2 2 1 1 1 4 1/ 2 0 2 6 0 2 45 273 Compact H.T. S 3 B 70 3 2 1 4 4 4 2 2 2 4 0/1 2 0 4 4 2 45 348 Midsize Conv M 5 13 90 2 2 1 3 2 3 1 1 4 2/3 0 3 8 0 3 125 490 Mids ize H.T. M 5 13 80 2 2 1 4 5 6 2 2 2 4 1/2 2 0 5 6 3 125 625 Sport s Car Conv. s 4 10 120 3 2 2 3 2 3 1 1 1 4 2/3 0 2 6 0 4 80 420 Sport s Car H. T. s 4 10 120 3 2 2 4 4 4 2 2 2 4 0/1 2 0 4 4 4 80 512 Station Wagon M 6 15 80 2 2 1 6 5 6 2 2 2 4 2/3 3 3 8 9 3 180 858 Limousine M 8 20 100 2 2 1 6 5 6 2 2 2 4 1/2 3 3 8 9 4 320 1184 Van M 7 18 70 2 2 1 8 5 6 2 2 2 4 0/3 3 3 11 12 3 245 1071 Pickup Truck M 9 23 80 2 2 1 6 4 3 1 2 1 4 4/5 0 3 14 2 4 405 1188 Of froad Conv M 6 15 70 2 2 1 2 2 2 1 1 1 4 1/2 0 2 4 0 4 180 528 Offroad H.T. M 6 15 70 2 2 1 3 3 3 2 2 2 4 0/1 2 0 4 2 4 180 672 Bus L 14 35 70 1 1 1 26 3 5 2 2 2 6 0/2 10 0 51 51 10 980 3864 Tractor· M 10 25 40 2 1 1 3 3 3 0 1 0 0 2 0 2 3 0 6 50 0 1000 Const ruction Veh: L 18 45 30 2 1 1 4 4 4 0 1 0 0 3 0 3 4 0 10 1620 2286 Flatbed Truck L 16 40 80 1 1 1 14 4 4 0 2 0 14 6/7 0 4 51 2 8 1280 3088 Trai ler Truck L 20 50 80 1 1 1 14 4 8 5 2 0 18 0 10 5 51 50 10 2000 6160

Abbreviations and tenns: MS = Mas s; ST = Structure; MX = Max speed in MPH; MN = Maneuverability; BR = Braking; AC = Acceleration; L/H = Left or right facing; F = Front facing; B = Back fac ing; T = Topsid e faci ng Size: The facing icon used to represent a vehicle in tactical combat is dependent on the size of the vehicle. Mlulle Factor: The number of crew which can fire in a given direction. Missile Protection Factor: The armor protecting the interior crew. It may be improved. Top armor starts at zero. THS : The num ber of tires the vehicle uses. 'O' indicates treads which may not be destroyed. F1el: The amount of fuel consumed by the vehicle during strategic movement. Twice this value may be carried in its tanks. Base Cost: The cost in construction points to buy the vehicle at the start of the game. *: May fire one volley only during any fire phase. All other vehicles may fire two volleys if crew permits.