100% found this document useful (1 vote)
605 views192 pages

Car Wars 01 - Battle Road

Uploaded by

Guzman Lopez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
605 views192 pages

Car Wars 01 - Battle Road

Uploaded by

Guzman Lopez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CAR WARS®

Adventure Gamebook #1

B.lftLI
ROAD
By Steve Jackson
Cover art by Larry Elmore
Illustrated by Dan Carroll

Based on the CAR WARS boardgame


from Steve Jackson Games

TSR, Inc.
PRODUCTS OF YOUR IMAGINATION'•
To Creede and Sharleen Lambard,
first-rate friends and playtesters
Typography by Monica Stephens
Playtesters: Scott Haring, Allen Varney, Norman Banduch, Monica Stephens, Mark
Chandler, C. Mara Lee, Warren Spector, W. G. Armintrout,
Sharleen Lambard

BATTLE ROAD
©Copyright 1986, Steve Jackson Games Incorporated
All Rights Reserved.

This book is protected under the copyright laws of.the United States of America.
Any reproduction or other unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of TSR, Inc., and Steve
Jackson Games Incorporated.

Distributed to the book trade in the United States by Random House, Inc., and in
Canada by Random House of Canada, Ltd.

Distributed in the United Kingdom by TSR UK, Ltd. Distributed to the toy and
hobby trade by regional distributors.

CAR WARS is a registered trademark owned by Steve Jackson Games Incorporated.

UNCLE ALBERT'S and AADA are trademarks owned by Steve Jackson Games
Incorporated.

First printing: July, 1986


Printed in the United States of America
Library of Congress Catalog Card Number: 86-90223
ISBN: 0-88038-297-X

9 8 7 6 5 4 3 2 1
All characters in this book are fictitious . Any resemblance to actual persons, living
or dead, is purely coincidental.

TSR, Inc. TSR UK, Ltd.


P.O. Box 756 The Mill, Rathmore Road
Lake Geneva, WI 53147 Cambridge CB 1 4AD
United Kingdom
CAR -INARS®
ADVENTURE BOOK
INSTRUCTIONS
Welcome to the world of 2036 . . . where adventure is
everywhere, and the right of way goes to the biggest guns.
This is the fast-paced world of arena combat, highway bat-
tles, cycle gangs, and unstoppable 18-wheelers ... the
world of CAR WARS!
This is an adventure book in which you are the hero.
When you begil) the boo}c, you will make certain choices.
Each choice will send you to a different paragraph. DO
Nar just read through the book from paragraph to para-
graph. You will start with Paragraph #1, and make your
choices there. Each choice will send you to a different num-
bered paragraph, which will give you more information,
~ore instructions, and possibly more decisions.
Each choice you make will have consequences - fame
and fortune, or deadly danger. Sometimes you will have to
fight enemy cars or other opponents. Combat rules are
given below.
The object of the game is to survive and finish your
adventure. If you don't succeed the first time ... try again,
and make different choices.
Good luck!

s
BEFORE YOU BEGIN
To play this CAR WARS adventure gamebook, you will
need this book; pencil and scratch paper; and three six-sided
dice.
Pennission is granted to ma.ke photocopies of the record
sheets on pages 8 and 21 - and only those pages - so you
don 't have to ma.rk in the book.
You will not need an opponent! This is a "solo" game -
you can play by yourself. You will roll the dice for both
yourself and the foes you meet.

CREATING A CHARACTER
The first thing you must do is create the "character" you
will play in this adventure. Start by deciding what your
name will be!
To create your character, divide 10 points among the fol-
lowing ·characteristics. You must put at least 1 point into
each characteristic.
Driving skill. Your ability to drive all kinds of vehicles.
This skill will help you keep control of your car in a tight
spot.
Gunnery skill. This skill controls your ability in all kinds
of combat - autoduelling, fistfights, and guns. When you
fire from a car, it adds to your ''combat bonus,'' making it
easier to hit your foes.
Mechanic skill. This helps you fix your car when it's
broken.
Prestige. This represents your fame and reputation.
High prestige will sometimes get you better treatment - or
at least more attention. High prestige also makes you more
assertive, and sometimes helps you "fast-talk" somebody.
Wealth. Each point of wealth is worth $1,000 of starting
cash. You will need to keep track of money during the
game. Cars and other equipment will cost money; you will
also be able to earn money through rewards, salvage, etc.

6
As you play, you will learn more about choosing your
skills - though there is no "perfect" choice! If one
character fails or dies, just make up a new one - with dif-
ferent skills, perhaps - and try again.
Your character will be shown on a record sheet like the
one on p. 8. This shows your cash and possessions, and
scores for both your character and your car.

YOUR CAR
Your car is almost as important as your driver! Each
CAR WARS adventure book will give you a different car
or choice of cars.
When you get a new car, make a Record Sheet for it. A
blank record sheet is on p. 8. A record sheet for your star-
ting car is on p. 21.

PARTS OF YOUR CAR


A combat car (or cycle, for that matter) has several dif-
ferent components. These include:
Body. The bigger the car, the more weapons, gadgets,
and armor if can carry. The integrity of your car's body and
armor is measured iil "hit points."
Power plant. In 2036, gasoline is rare, and cars run on
electric power. If your power plant is dead, your car cannot
accelerate - or move once jt is stopped - and you cannot
fire lasers. Other car systems will still work - but if you
can't fix that power plant, your adventure is over!
Weapons. Cars can come with many different weapons,
from the ordinary machine-gun to the expensive (and deadly)
laser. Weapons are described in detail at the end of the book.
Gadgets. All sorts of interesting "extras" are available
for you and your car. Some help you attack; some help you
defend; some do other things. You will find out about these
as the adventure progresses.
Possessions. Extra ammo, body armor, grenades, etc . -
anything you pick up along the way.
7
CAR WARS®
Adventure Book Record Sheet
Prestige - . __
Initial Wealth _ __
Mechanic skill --=::::._ Defense Class :9 r ~,
,.,
Possessions: Hit Points: '·
p

Money:

Combat # Dice Damage


Weapon Direction Bonus Damage Boxes
1.
2.
3.
4.
5.
6.
Power Plant
Gadgets: Cargo:

Control Roll = Driving skill + Handling Class


Attack Roll = 2 Dice + Combat Bonus
Combat Bonus = Gunnery Skill + Weapon Bonus +
Combat Computer Bonus

Time (erase and record new time):


Copyright © 1986 by Steve Jackson Games Incorporated
« r
COMBAT
During your adventure, you will have many opportunities
for battle. Combat takes place whenever someone attacks
you, or whenever you choose to attack someone else. The
text will tell you when you have the chance to fight.
Each combat is settled by the roll of the dice. You will
roll for both yourself and your foes.
Combat takes place in turns, with one car attacking at a
time. Each attack is resolved before the next one starts. You
always fire first unless you are specifically told otherwise.

ATTACKING
Most vehicles may attack only once per turn. There are
two exceptions to this. First, if you have twin weapons
(''linked'') on one side of your car, they may both fire
together. Roll separately for each. ·
Second, if a car has both a driver and a gunner, and more
than one weapon, then it can fire twice per tum. The driver
may fire one weapon, and the gunner may fire another. No
person may fire more than once each tum. No weapon may
fire more than once each turn, either.
Each tum, when you fire, roll two dice and add your
combat bonus (see below). If the result is greater than your
target's defense class, you hit him. Defense class for each
foe will be given in the text. Each car you acquire will have
its own defense class - also given in the text.
Your combat bonus is figured by adding (a) your "Gun-
ner" skill; (b) the bonus (if any) for the weapon you are
using, and (c) the bonus for your car's computer, if any. (If
you lose your computer, you lose the bonus it gave you.)

DAMAGE RESOLUTION
If you hit someone, you do damage. The amount of dam-
age you do is determined by rolling dice. The better t~e
weapon, the more dice you roll for its effect. For a machine-
gun, for instance, you roll 1 die, so you can do 1 to 6 points
9
of damage. A laser will do 3 dice of damage (3 to 18 points!).
There are two types of damage.
General Damage reduces the target's "hit points."
Mark off hit points on the record sheet. When a car has no
hit points left, it stops working. It can no longer drive or
fire until repairs give it back at least 1 hit point. Further
attacks can still cause Special Damage (below) but have no
other effect.
Special Damage is caused by lucky shots. Any time a die
comes up '' 1'' on a damage roll, the target takes 1 hit of
general damage and the attacker gets to roll again on the
Special Damage chart, below:

SPECIAL DAMAGE CHART- roll 2 dice


Die roll Shot hits Effect of damage
2 Driver Driver takes 1 hit damage;
can't fire next tum.
3 Gunner Gunner takes 1 hit damage;
can't fire next tum.
4 Cargo Cargo (if any) takes 1 hit
damage.
5 Power plant Roll one die; power plant
takes that many hits.
6 Weapon* That weapon takes 1 hit of
damage.
7 Joints in armor Reduce target's Defense Class
by 1 until repaired.
8 Weapon* That weapon takes 2 hits of
damage.
9 Tires Reduce target's Handling
Class by 1 until repairea.
10 Weapon* Roll 1 die; the weapon takes
that many hits.
11 Gadget* A gadget is destroyed.
12 Power plant Roll one die; power plant
takes that many hits.
10
*If the target vehicle has more than one weapon or
gadget, roll randomly to see which one is affected. Exam-
ple: If you have 3 weapons and a weapon is hit, roll one die.
On a 1 or 2, the first weapon is hit; on a 3 or 4, the second is
hit, and on a 5 or 6, the third is hit.

Any time a car takes Special Damage, it must immedi-


ately make a Control Roll'- see below. If the roll is failed,
that car cannot attack next tum.
If you roll a result that has no effect (for instance, if you
roll an 11 and your target has no gadgets), roll again.

Hits of Special Damage are shown by marking through


the damage boxes for that component on the Vehicle Record
Sheet. When all boxes are marked out, that part of the car
no longer works. Destroyed guns won't fire; destroyed
gadgets won't work.
If a power plant is destroyed, the vehicle cannot move.
If you destroy the power plant of a pursuing enemy, he's out
of the chase. But if your own power plant is destroyed, you
must win the battle, and then repair the car - you can't
escape otherwise.
When a vehicle has no hit points left, and all its damage
boxes are marked out, then the car is totally damaged and
cannot be repaired.

11
INJURY 10 CHARACTERS
A character can be injured outside his car, or by Special
Damage rolls #2 and #3 while within a car. (If someone is -
attacked outside ~car, and a "l" is rolled for damage, do
not roll for Special Damage - that applies only to attacks
against cars.)
If you buy body armor, it will take hits for you. It cannot
be repaired. Thus, if you have regular body armor and you
take 4 hits, the armor will stop 3 and you will only take 1.
But the armor is now useless, and any further hits will
strike you directly.
Healing is often possible - follow the instructions in the
text.
When a person - your character, your gunner, or an
enemy - has only 1 hit point left, he is unconscious. A per-
son who reaches 0 hit points is dead. If a driver is killed or
knocked out, his gunner (if any) can move over and drive.
But if there is no gunner, the car crashes and is out of the
game.

CONTROL ROLLS
When your car takes Special Damage (and at certain other
times, given in the text), there is a chance oflosing control.
To keep control, the driver must try to make his Control
Roll, or less, on one die. Your control roll is the sum of
your Driving skill and your car's Handling Class. For
instance, if your Driving skill is 2, and your car's Handling
Class is 3, your control roll is 5. If you must make a control
roll, you will keep control on a roll of 5 or less.
If you have a control roll of 6, you will never lose con-
trol - except:
(1) If you roll a 6, roll again. If you roll another 6, you
lost control anyway!
(2) Under certain conditions (you will find out more as
you play), you may have to subtract from your control roll!
12
For instance, to make an especially hazardous tum on a wet
road, you might have to make your control roll at a -·2
penalty. Thus, even if your regular control roll was 6, you
would need a 4 or less to keep control on this occasion.
The results of a loss of control will vacy with the situa-
tion. Sometimes it will just mess up your aim for a minute.
Sometimes it might send you off the road, into the ocean far
below ...
If you fail a control roll during combat, and no other
instructions are given, your vehicle misses its next tum
while you regain control.

HAND WEAPONS
Hand weapons (pistols, submachine guns, grenades,
etc.) are 'not nearly as powerful as vehicle weapons. But
when your character leaves his car, they are important.
Combat with hand weapons is handled just like car com-
bat, except that your Gunnery skill is your only combat
bonus. Normal humans have a Defense Class of 9 - they
are fragile, but small and hard to hit.
Sometimes hand weapons can be useful against enemy
vehicles - but only if a paragraph gives you the option to
use them.
13
r
REPAIR
If your vehicle is damaged, you can pay for repairs in a
garage. You may also repair damage yourself by rolling
against your Mechanic skill. For instance, if you have a
Mechanic skill of 3, a roll of 3 or less will succeed.
A mechanic can repair general damage ·(replacing lost
hit points) and some types of special damage. Some things
may NEVER be repaired by a mechanic. These include
computers, body armor, and people! Also, no mechanic
may give a car, or any part of a car, more hit points than it
had to begin with.
Specific repair instructions will be given in the text.

SALVAGE
After a successful battle, you may be able to salvage
ammo and other loot from your defeated opponents. List
salvaged items under ''Possessions'' - you may be able to
use or sell them later.

TIME
This particular adventure is a ' race against the clock.
When you hit the road, it will be lpm. When you complete
a section of road, have an encounter, etc., the text will tell
you to mark off a certain amount of tinie. You must keep
track of what time it is; you have only 24 hours to complete
your mission!
14
EXAMPLE OF COMBAT
This is a combat between Fearless Frank and two motor-
cycles. It started when Frank read paragraph #546, telling
him that two cyclists in green jackets were on his tail. Frank
had to make a decision: try to escape, ignore the cyclists, or
fight. He knew the cyclists were ~nemies, so he pulled into
a deserted parking lot, spun around, and charged at his foes!
All the statistics (weapons, Defense Class, etc.) for
Frank and his car would be given on his record sheet. All
the statistics for the enemy cycles would be given in the
paragraph that tells about the fight.
TURN 1: Frank fires first - he decides to aim for Cycle
#1. His Combat Bonus is 5 (3 for a Gunner Skill of 3, 2 for
his car computer). He rolls 2 dice and gets a 7; then he adds
his bonus of 5, for a total of 12. Cycle #1 has a Defense ·
Class of 11 ~so Frank's shot hit him!
His weapon is a recoilless rifle, doing 2 dice of damage.
He rolls 2 dice, getting a 4 and a 5. Cycle #1takes9 hits of
general damage!
Now the cyclists return fire. The first cyclist has a Com-
bat Bonus of 2 (for his weapon skill). He rolls 2 dice and
gets a 6. The total is 8. Frank's car has a Defense Class of
10, so the shot misses.
The second cyclist has the same statistics, but he rolls
and gets a 9. 9 + 2 = 11, which beats Frank's Defense Class.
He hit Frank. His machine-gun does 1 die of damage. He
rolls a 4, so Frank takes 4 hits of general damage.
TURN 2: Frank fires at #2 this time. He rolls an 8 this
time. Added to his Combat Bonus, this is 13 - so he hits.
He rolls 2 dice, and gets a 6 and a 1. The total is 7, so he
does 7 hits of general damage. However, the "1" die
entitles him to one roll on the Special Damage table.
He rolls a 10 - weapon destroyed. That cycle has only
one weapon, so it's out of commission!
Since the cyclist took special damage, he has to make a
control roll. The cycle's handling class is 2; the cyclist's
15
Driving skill is 2. His control roll is 4. You roll for the
cyclist, getting a 5. The e·nemy loses control! The special
instructions in the text tell you that any cyclist who loses
control here will automatically crash - so #2 is out of the
fight!
Cyclist #1 shoots back. He rolls 2 dice and gets an 8. 8
plus his Combat Bonus of 2 gives 10. This equals Frank's
Defense Class, but does not exceed it. So the shot missed!
Cycle #2 has crashed, so it's Frank's turn again.
TURN 3: Frank switches his aim back to Cycle #1. He
rolls a 3. 3 plus 5 is 8 - not good enough to beat the cycle's
Defense Class of 11. Frank missed.
Cycle #1 returns fire. Its roll is a 9, good enough to hit
(figure it out). Its damage roll is 5, so Frank's car takes 5
more hits of general damage. But it is tough - it started out
with 40 hit points, so these are just flea-bites.
TURN 4: Frank fires on #1 again. He rolls an 11, an
easy hit! He rolls 2 dice for damage and gets two 5s. The
cycle takes 10 hits. Since it started with only 15 hit points,
and has now taken a total of 19 hits, it crashes!
Frank has won; neither foe can trouble him further. He
turns to the paragraph that begins "If you won the fight
... "to see what happens next.

STARTING THE GAME


Now you're almost ready to start! Go back to page 6 to
choose skills and wealth for your character, and finish his
record sheet .
When you're ready to begin, read the Introduction on
the next page, and follow the instructions there . Soon you'll
be speeding down the road to adventure. Ready?

For advanced rules and a definition of terms used in this


game, see the end of the book. Fora map of your route in
this adventure, turn to paragraph 182. Make a note of this
for fature reference; you may tum to it at any time.
16
BlftLB
ROAD
INTRODUCTION

Tuesday, April l, 2036. 8pm.


The skies were dark and cloudy over Austin Internation-
al Airport as a sleek Cessna gasburner, lights twinkling,
touched down and coasted to a stop. It was met by a heavily
armored limousine flying Republic of Louisiana flags.
Nothing unusual - just the weekly diplomatic pouch. The
limo driver didn't recognize the courier who got off the
plane, but she had the right password.
The limo hummed back toward the embassy . . . .

Tuesday, April 1, 2036. 9pm.


In the Louisiana embassy in downtown Austin, the Ambas-
sador greeted an unexpected guest. "Irene! What brings
you here?"
The Undersecretary of Energy smiled grimly. "Busi-
ness, I'm afraid, James. I need an office, a secure computer
with full database access, and $5 ,000 in gold. And more
later.'' The Ambassador started to reply - and was halted
by the. Secretary's upraised hand. "Don't ask."
The Ambassador didn't ask. It was common knowledge
·that Irene Mirabeau was a loyal, efficient bureaucrat in the
Louisiana hierarchy. It was less common knowledge that
she was President Jordan's most trusted hatchetman.
"Right away, Irene." The Ambassador rang for an
aide ....
17
Wednesday, April 2, 2036. l lam.
There were only two people in the small embassy office.
One was Irene Mirabeau; the other wore the leather and
whipcord of a professional duellist.
"Irene!" said the duellist. "Long time no see. Glad you
called. What's up?"
"Nothing good," replied Mirabeau. "I hate to presume
on friendship, but I've got a job for you. Urgent, danger-
ous, and totally unofficial. I'm going against the VP's
direct orders. ·Even my own staff in Baton Rouge thinks I'm
here on routine business.''
The duellist asked the logical question. "What's the prob-
lem?''
"Do you follow the news?"
"Not politics."
"Well, this would have been on the social page anyway.
No matter. President Jordan and his daughter Angela are in
Oklahoma right now. They've been visiting 1\voeagles
Ranch. What nobody knows is, they're both being held
prisoner. John 1\voeagles thinks he can take over the whole
damned country of Louisiana. And he's about to do it."
"Well, what's Louisiana got an army for?"
''Who are you kidding? The Peoples' Militia is just a
police force. They'd be no match for 1\voeagles' pri~ate
army. Not to mention the Oklahoma state forces. Or the
other oil barons. Or what would happen at home if we sent
the Guard north . . . ''
The duellist held up a gloved hand. "Okay. I get the
idea. And I guess you can't call the police and swear out a
kidnapping complaint..,,
Mirabeau laughed mirthlessly. "No way. We've got to
solve this ourselves or not at all. Jordan holds power by
force of personality. If he publicly cries for help, the
government falls apart. Giving in to 1\voeagles would be
better.''
"Well, what does 1\voeagles want? He's filthy rich, but
he's an Oklahoman - he's got no ties to Louisiana at all.
How's he expect to take power in Cajun country?"
Mirabeau sighed. ''He's got no ties to Louisiana right
now. But what if he were the President's son-in-law?"
"A forced wedding? You're kidding! No ... you're
not. You want me to go in there, by myself, and bring them
out. Right?"
"Half right. Just the girl. They won't be guarding her as
heavily, and if she's free they have no hold on the Presi-
dent. Will you do it?"
"Maybe. Give me the details."

Wednesday, April 2, 2036. lpm.


"Okay. It's a deal. One last question. Why me?"
Mirabeau shook her head. "I can't entrust this to any-
body but a real ace - and it has to be someone I trust total-
ly. There aren't many. And you 're the only one I could
reach in time, without attracting attention. It was you or
nothing."
The duellist shook hands with Mirabeau and walked down
the embassy steps, toward the parking garage. This was a
crazy job - but the price was right. And pulling something
like this would be a shot for the old reputation . . ..
You are the duellist. Turn the page and start with
Paragraph 1.
1 You have been hired to go to 1Woeagles Ranch, head·
quarters of Oklahoma oil baron John Twoeagles, and
free Angela Jordan, daughter of the President of Louisiana.
You have been given a computer-cube of notes and instruc-
tions from Irene Mirabeau. If you complete the mission,
you will earn $100,000 in gold. You have been given
$5,000 in advance! You _have this amount, plus your start-
ing Wealth (whatever you chose, from $1,000 to $6,000) as
your total bankroll to begin the adventure.
You know your mission is a desperate one. Officially,
Louisiana has knuckled under to 1Woeagles' blackmail.
Only a surprise attack can save Angela.
And your time is limited. 1Woeagles' plan is devilishly
simple. Jordan is an old man - and Angela is young and
single. If 1Woeagles marries her, he will become the
"crown prince" - and can easily succeed Jordan as Presi-
dent of Louisiana. And the wedding is set for lpm tomor-
row - exactly 24 hours from now.
It is now lpm. You have 24 hours to free Angela before
the wedding. Whenever a paragraph tells you to mark off
time, record the new time on your Record Sheet.
Your vehicle is a Piranha, a luxury-sized combat car. It
has space for both a driver and a gunner - but your gunner
seat is empty. This will give you a place to put Angela when
you rescue her. It is shown on the Record Sheet on the
opposite page.
You also start off with the following possessions:
Machine Pistol (does 2 hits damage to people, 1 hit to
vehicles; worth $250) ·
Body Armor (worth $250; gives your character 3 extra
hit points.)
Assorted simple tools for repair work.
You're ready to begin your mission. Tum to Paragraph
182.
CAR WARS®
Adventure Book Record Sheet
Name ~~~~~~~~~~~~~~~~~~~
Driving skill _ __ Prestige--- ·_
Gunnery skill _ __ Initial Wealth _ __
Mechanic skill___ Defense Class __9__
Possessions: /t\ACHINE: PISTOL Hit Points:
(2 bits 1z:> reorlie"
1 t-o "~ Jlicle~)
BoDY AeM.oe (-+31'i+s)
TOOl-S
Money:

Car Name PIRANHA Hit Points 6 0


Defense Class _lg_ Handling Class~
Combat #Dice Damage
Weapon Direction Bonus Damage Boxes
I. ROC~e:r LA.tJNCHcR FeoNr -1. z rn
2. MACHIN€-GUN REAR 0 1 ITJJ
3. M.ACH/Nt:-GUN RIGHT 0 1 ITJJ
4. MACH/14£-<WN Le FT 0 1 ITJJ
s.
6.
Power Plant ='=======-
_L.:;..:.:..;A:.;..Ri;...;.~..;..;;:_.....::::::::::::::=I='==='
Gadgets: Cargo.

Control Roll = Driving skill + Handling Class


Attack Roll = 2 Dice + Combat Bonus
Combat Bonus = Gunnery Skill + Weapon Bonus +
Combat Computer Bonus

Time (erase and recor.d new time):


Copyright © 1986 by Steve Jackson Games Incorporated
2 You find nothing of value; the car's magazines were
empty, and the driver has either fled or been thrown
into the brush by the crash. Turn to 29.

3 You check into a motel within the city walls. You know
that, as excited as you are, a four-hour nap will be
about as much as you can rest - and any less will do you no
real good. Mark off $25 and four hours and turn to 327.

4 You regain consciousness in a hot, stuffy room. You 're


staring at a barred patch of sunlight on the wall. Barred?
Uh oh ...
You are in jail in Denton, Texas. You'll eventually make
bail and get out . . . but you have failed your mission. Your
adventure is over.

5 You take the west fork, heading toward Fort Worth.


The land around you is flat and arid; even though it is
drizzling, the wind kicks up dust. Eventually you see the
lights of Fort Worth in the distance. Mark off an hour for
driving time from Hillsboro.
If you drive around the city, turn to 158. If you want to
go into Fort Worth, tum to 292.

6 You may make one Mechanic roll for every full hour
you wait. (Odd half-hours are lost.) A successful roll
will repair 5 hits of general damage, or 1 damage box
on
weapons or armor. You can work until 6am and then quit
(243) or quit earlier and leave Oklahoma City (209).
7 The guard snaps to attention. "Yes, sir!" he says.
"Sorry, sir! Captain Michaels is at the wedding site.
Shall I buzz him?"
"No, thanks," you reply. "I need to make a phone call.
Is this phone secure?" When he assures you that it is, you
ask him to step outside! He complies, looking puzzled. 1
If you have any limpet mines left, turn to 281. If not,
turn to 304.

8 At Highway 99, the convoy goes south and you head


north. You thank them again before you leave radio
range. Tum to 42.

9 The next sound you hear is the rustle of leather as the


cyclists draw their pistols. Quickly, you roll to the side
and grab your own gun.
An ordinary person has a Defense Class of 9 and 3 hit
points. If you have armor, it gives you 3 or 6 more hit
points - but these punks have no a~or. Your weapon is
better than theirs, too. If your shot hits a cyclist, it will do 2
hits of damage, knocking him unconscious and taking him
out of the action. But the cyclists are carrying light pistols,
doing only 1 hit of damage.
The cyclists fire first - then you fire. Then the cyclists
fire again - and so on. Play out the combat.
If you hit all three cyclists, turn to 399. If they reduce
you to 1 hit, tum to 373.
10 The interior walls of a house like this are weaker
than the doors. With a length of rod from the toilet
tank, you start to chip away at the plasterboard. You are
making real progress when the door flies open. You tum,
raising the rod to defend yourself - and a jumpy Wolf cuts
you down with a burst of gunfire. Your adventure is over.

11 You take the cutoff and follow the signs toward the
Ross truck stop. Soon you see it - or, rather, the
wall around it. Like most countryside truck stops, it's a
miniature fortress. But today the big gates are gaping open;
one is blown off its tracks. Another crude sign, propped
against the wall, reads "Honk and Drive In! Free Charge-
Ups! Free Coffee! Half-Price Ammo and Grenades!"
You lean on the horn and slow down to enter the gate.
But as you enter, you see devastation! The truck stop
building is a burned-out pile of rubble. Then you hear gun-
fire, and you realize you have driven into a trap. You can
see at least three foes - two on foot and one in a car. There
may be more ... and guns are blazing at you. You're in
deep trouble.
If you try to fight it out, turn to 48. If you do a ''bootleg-
ger reverse" to spin around and get out of there, tum to
323.
12 "Who are you?" asks a deep bass voice. The
speaker is a huge, shaggy man in black combat
armor. Oddly enough, he is unarmed. You put away your
pistol and introduce yourself.
"Monk Donahue," the trucker introduces himself. "Out
of Harlingen with a load of grapefruit - but now my danged
power is on the fritz. Couldn '~ even cross-wire and call for
help. And I don't know squat about power systems."
What will you do?
Try to help Monk fix the power plant (163).
Radio for help (70).
Apologize for interrupting and drive on (251).

13 The sound grows louder. You are helpless to escape


or protect yourself. You feel your car being lifted
into the air. It rotates twice, giddily. Then the storm sets it
down - almost gently.
Your car takes 10 hits of general damage. Also, roll once
for special damage. If your car is still drivable, turn to 167.
If not, turn to 82.

14 "Thanks for letting us know about it, hub. Glad


you got away." Another official car pulls up. The
sheriff jumps in his own vehicle, and both cars head back
south. You want no more of that fight, though; you stay
behind.
Ross has no garage or medical facilities, but the sheriff
directed you to a shop where you may be able to buy some
ammunition. If you want to try it, turn to 282. If you would
rather go on, turn to 296.
~e .road is wet and risky. So what? You've got a
1S m1ss1on.
You put the hammer down; the lights behind you fade
and vanish. Your driving is straight out of a TV thriller -
but there's no one to see it.
Make two Control Rolls. If both succeed, you make the
trip to New Tulsa safely. Mark off 11h hours and tum to
218. '
If you fail either roll, you spin off a bridge in the dark.
Your mission and your life end in a swollen Oklahoma
creek.

16
Dallas.
You pull your sleek Piranha onto Texas Highway 1
(formerly Interstate 35) and cruise north toward

About thirty miles out of Austin, you have to swerve to


avoid a bale of hay in the road! Then another ... then two
more. You crest a hill and see that the road ahead is thickly
scattered with hay-bales! You are going too fast to stop.
What will you do?
Ride the brakes and slow down as much as you can before
colliding (74).
Swerve off the road and drive through the fields (228).
Try to thread between the bales without stopping (162).

17 You accelerate and pull into the left lane. The


truckers aren't concerned about a single vehicle;
they let you go without even a hail. One at a time, you pass
the big trucks. You' re making good time. Soon you' re back
on the open road. Turn to 303.
18 You enter the town of Hillsboro. The townspeople
are stringing up decorations. A large banner says
"Hillsboro April Fool Marathon."
Just off the highway you see a garage with the AADA
logo on its sign. You may stop here if you need repairs or a
charge-up - or if you want to ask about anything else. (If
you have not charged your power plant since Austin, you
need a charge now, and you i:nust stop!)
If you stop, tum to 257. If you go on through Hillsboro,
turn to 226.

19 You bring the car to a stop and open the door. The
wind blows rain into your face. "Fine night for a
walk," you grumble sarcastically. You look at your attack-
ers, but they're hidden behind the glare of headlights. All
you see is front tires, and animal skulls used as ornaments.
As you walk away, you hear the laughter of the Desert
Wolf cycle gang. Roll one die. If the result is less than or
equal to your Prestige score, turn to 76. Otherwise, turn to
37.

20 "Move along before. I move you," says the guard.


Atop a py Ion, a heavy-duty laser_ moves fractional-
ly to cover you.
You came a long way, but you didn't have what it took to
get inside. Your adventure is over. Maybe next mission,
you '11 be better prepared. ·
21 The Uncle Albert showroom in Dallas is a posh
suburban location, with a two-acre armored glass
showroom. As always, their selection is excellent. What
would you like to buy?
Regular body armor (gives you 3 extra hit points): $250.
Improved Body Armor (gives you 6 extra hit points, and
raises your character's Defense Class to 10): $1,500.
Vehicle combat computer ( + 1 combat bonus to all
shots): $1,000.
Hi-res vehicle combat computer ( + 2 combat bonus to
all shots): $4,000.
Machine pistol (like the one you have): $250.
Limpet mine (for sticking to things and blowing them
up): $60.
Grenades: $25 each.
Ammunition: $25 per shot for machine-gun, $35 per
shot for rocket launcher or recoilless rifle, $10 for smoke-
screen cµnmo.
You can buy as many of each item as you like, within the
cash you have. Exception: You may buy only one com-
puter! If you already have a regular computer, you may
trade up to a hi-res for $3 ,500.
Note the items you buy on your record sheet, and mark
off the cash you spent.
Your trip to Uncle Albert's took an hour - or two hours
if you bought a computer, because it had to be installed.
Mark this time off. Return to 397.
22 The repair crew looks at your car and laughs. "We
can't work on this thing!'' they say. ''How did you
even get it here? You need a new car."
This bit of advice used up no time. Return to 39 and
choose again.

23 Most of the guards, and Twoeagles himself, are


grabbing for weapons and heading toward the
garage. A few of the guards are staying with the President.
Nobody is watching Angela!
You gun your motor and drive up beside her. "Get in!"
you hiss. "Irene sent me! We're getting you out of here!"
She reacts quickly, dropping into the passenger seat and
slamming the door. She is laughing, though you see her face
is streaked with tears.
You accelerate smoothly away. Amazingly, nobody
realizes what you've done! They're all milling around or
watching the pillar of flame that once was the garage. Tum
to 121.

24 You floor it - but the trike has better acceleration


than you do. It fires again, hitting you squarely.
Take 2 dice of general damage. If your vehicle is down to 0
hit points, tum to 175. Otherwise, return to the last part of
225 and choose again .
25 Check off thirty minutes. You soon find there are
few new car lots in Fort Worth; everybody drives
to Dallas to buy cars! You tum up only one interesting deal:

BULLSEYE
Mid-size, 80 hit points. Defense Cass 14; Handling
Class 3.
Weapons: Turret-mounted heavy rockets (will fire any
direction). (Combat bonus -1, 3 dice damage, 2 damage
boxes each). The car carries 4 more rockets internally, so
you have a total of 6 shots. You may fire either 1 or 2 per
tum, at the same target.
Power plant: Large (10 damage boxes).
Gadgets: Ram Plate. This is a heavy armored "prow" at
the nose of the car. If the Bullseye rams something, it takes
only half the stated damage from the ram, and its target
takes double damage.

The lot is offering a special deal on this Bullseye because


its laser-guidance system (normally used to make the rock-
ets ·accurate) is on the blink. Nobody can fix it. They will
sell it for $10,000 and allow a trade-in of $150 per remain-
ing hit 'point on your Piranha.

Note also that if you buy the Bullseye, you can fire its 6
rockets - and then you are out of ammo. If the fight's not
over, you must find a way to escape (if one is offered), ram.,
or die.
You may buy the Bullseye or tum it down. Either way,
return to 292 and decide on your next action.
26 You've won ... for whatever it's worth. At least
you 're alive, which is the way you prefer it.
Your own car isn't worth bothering with. You transfer
your possessions to the raider's homemade vehicle. Search-
ing his body, you find you have "inherited" $620 in cash.
His car is drivable - barely - but looks worthless.
Perhaps that's the reason you're not bothered as you
limp the rest of the way to New Tulsa. Mark off 3 hours and
tum to 218.

27 "No problems here," says the trooper. "YoJ.I're


free to go. Sorry for the delay." You pull out of the _
customs compound and head north. You will now head
through Oklahoma City and then New Tulsa - -not the most
direct route, but by far the quickest. And every moment
counts - lpm, and the wedding, are getting closer and
closer.
Tum to 264.

2 8. Dodging and weaving, you make it through easily.


After all, dodging tree-branches is no big deal
when you're used to avoiding mines. Mark off 30 minutes
and tum to 244.

29 Somewhat the worse for wear, you locate the high-


way and head north. Mark off 30 minutes for the
time taken in the battle.
You stop in Ross to see whether it has any useful facili-
ties. There, the local sheriff flags you down.
"Pardon me, bub. Just heard a lot of gunfire from south
of here, maybe by the truck stop. Got any idea what was
going on?"
If you tell the truth about the battle you were just in, turn
to 172. If you deny any knowledge of the fight, tum to 100.
30 The salesman smiles and rubs his hands. "Sure
thing! Can do! How much time ya got?'' When you
explain that you're in a hurry, he nods. "Got just the thing
for you, then."
He offers you this deal: He can pull out your front rockit
launcher and replace it with a recoilless rifle. With the
trade-in on the rocket launcher and ammo that you have, the
price (parts, labor, and ammunition) for the recoilless rifle
will be $1,200. The recoilless rifle has a Combat Bonus of
0 (instead of the -1 for the rocket launcher) and does the
same 2 dice damage. It has 3 damage boxes instead of 2.
If you accept, pay the $1,200 and mark off 1 V2 more
hours. Otherwise, you may leave immediately. What will
you do?
Hit the road immediately with the weaponry you have
(16).
Drop by the Austin AADA and get information about
road conditions, if you have not already done so (307).

31 You still have a few matches left. You creep back to


the house, past the moaning guard, and into the
front door. An overstuffed sofa proves easy enough to set
on fire. Without waiting for further developments, you
dash back to your car, jump in, and head down the hill.
Tum to 135.
32 You pull out your tools and set to work. Before
long, though, you hear the high whine of cycle
engines coasting to a stop. You look up to see three grimy-
looking young men on cycles staring down at you. All are
armed (though you notice their cycles don't seem to mount
weapons). They don't look friendly.
If you reach for your sidearm, turn to 315. If you talk to
them, turn to 138.

33 "Just mind your own business, sonny," you say. If


you have a security password, add 200 and turn to
that paragraph. If you have no password, turn to 157.

34 Your· vehicle spins off the road and dies. You


bounce out, machine pistol at the ready - but you
know it's·hopeless. Your last thought is to hope that Angela
survives. Your adventure is over.

3S You spin around and floor it. Try your Control


Roll. Roll one die. If the result is less than or equal
to your Control Roll, you succeed; turn to 106. Otherwise,
you fail; turn to 151.

36 From behind you comes a blue-white flash of laser


fire. The Twoeagles pursuit trikes are on your tail!
You must fight them. If you are on a cycle, turn to 333. If
you're in a car, turn to 279.

37 "This bozo isn't worth fooling with," a rough


voice says. Then there is a brief burst of gunfire.
You hear nothing more. Your adventure is over.
38 You visit the town clinic to get yourself patched up.
Treatment costs $100, but will be offered free if
you really don't have that much cash. No "barter" will be
required. You are back to 3 hit points.
This takes an hour. However, if the garage is working on
your car, that can be done while you 're at the clinic - so an
hour of the repair work can "overlap" your medical treat-
ment time. Return to 257 and choose again.

39 You call the number you were given at the Austin


AADA and introduce yourself. "Right," says the
voice at the oth~r end. "Been expecting you." He gives
directions to the AADA headquarters; you come in the back
way.
"Officially, we aren't involved," says your contact,
who introduces himself as Jim Hoaglund. "Unofficially -
well, we've got sources in Twoeagles Oil, and your story
checks out. It's a damn shame what Twoeagles is trying to
do. Besides, if you pull it off, you 're a hero, and the AADA
looks good because you're a member. If you fail, too bad.
"To start with, here's the advisory for your route:
''Extremely hazardous weather conditions continue.
"US 75 north to Bartlesville is a hazardous and badly
policed route. Strong outlaw gangs operate out of Turley
and Ochewa. Convoys are rarely bothered; oil company
vehicles are usually safe because the oil militia retaliate
strongly. Other vehicles travel at their own risk."
Hoaglund watches as you read the printout. "Not a piece
of cake," he comments. "But we'll do what we can. How
can we help?"
You must leave Tulsa by I lam, in order to make it to the
ranch on time. Each of the following requests will take 30
minutes. Hoaglund will help all he can, so the only limit on
your requests is the time you have. What will you ask for?
Auto repair (389).
Medical help (123).
Supplies and equipment (275).
Information on Twoeagles' ranch (200).
A new car (155).
An armed escort to Bartlesville (254).
When you have everything you want - or when it is I lam
- turn to 311.

40
.
The fence resists; you spin to a stop. Beside you,
Angela screams with anguish. "Shoot me!" she
begs. You shake your head. You can't do it.
Soon, you're captured. A gallant try - but a failure.
Your adventure is over.

41 A shell-pocked sign reads "Now Leaving Love


County." You believe it ...
After a short drive through high wind and rain, you roll
into the town of Ardmore. Mark off 30 minutes.
Ardmore is a fairly large town, but this early in the
morning, it's zipped up tight. You cruise on through town
without stopping. A couple of miles farther on, you see a
pattern of red flares on the highway. You slow cautiously.
Through the gloom you can see a big van - an 18-wheeler.
What will you do?
Slow for a better look (104).
Stop immediately (208).
Try a hail on the CB (321).
Drive on by (251).
42 "Where are we going now?" asks Angela, breath-
lessly. "We can't dodge them forever."
"Don't have to," you reply. "Airfield up ahead." You
touch a button on the dashboard, and Irene's voice comes
on with the instructions you've played to yourself over and
over: "After the turnoff, it's a half-mile to the airstrip.
Look for a red minijet; I doubt there will be two of them
around. The pilot will have your photos. Ditch the car;
we '11 call it a travel expense."
''Nice planning,'' says Angela.
I hope, you think silently to yourself. If Mira.beau
didn't come through. on this, we've had it.
If you decide to count on Irene's planning and head for
the airfield, turn to 240. If you drive for the U.S. border
instead, to ask for asylum, tum to 195.

43 .
"Sorry," you reply. "What did you need?"
"Everything, you idiot!" he replies. "Looi( at
this! I was an hour behind schedule already!" His face gets
even redder.
"Just a moment," you reassure him. Walking back to
your car, you pick up a long, heavy wrench. You saunter
back to the driver. "Now," you ask, "where should I
start?"
''With that? What are you going to do with that?'"' He
gestures at your wrench, and turns toward the truck.
CLONK! It's a good thing he's wearing a helmet. Your
blow would have stunned an elephant. He sags to his knees
and collapses. Turn to 217.
44 The wedding is scheduled to start right now. You
must get in as quickly as possible.
If you get inside the gate, you MUST head straight for
the pavilion where the ceremony will be held. You have no
time to do anything else!
The ranch is surrounded by a heavy chain-link fence,
electrified along the top. The gate is guarded by a heavily
armored checkpoint. You drive up to the gate. Not recog-
nizing you or your vehicle, the guard asks your business.
If you have a security password, multiply that password
by 50 and tum to that number.
If you don't have a password, but do have a Twoeagles
ID badge, tum to 350.
If you have neither of these, turn to 229.

45 This early in the morning, your choices are limited.


Nothing but the truck stop will be open until 6.
What will you do?
Shop at the truck stop (85).
Work on your car (6).
Leave Oklahoma City (209).

46 "No, thanks," you say. "Got to be going. Ask the


sheriff to donate my share to the clinic here in
town." The townspeople are suitably impressed. If your
Prestige score is still 3 or below, raise it by 1 more for the
duration of this adventure. Tum to 246.

47 You lie still as the raider comes closer to investigate


your car. When he reaches your car, he yanks the
battered door right off its hinges, whips up his gun and
points it at you. What will you do?
Put your hands up ( 130).
Slide out of the seat and fall on the ground (247).
Knock the gun out of his hand (337).
48 You are facing four foes: three bandits with tripod-
mounted machine-guns, and one rattly sedan with a_
rocket launcher in front. It is a wild, circling battle; dust
and sparks fly, and stray shots careen off the inside of the
walls. Your foes are trying to catch you in a crossfire. Each
time you shoot past him, the bald-headed driver of the sedan
scowls fiercely at you, as if to kill you by looks alone.
As you race around the destroyed truck stop, you may
pick any of your weapons to fire each tum - but only one
weapon per turn.
Play out the battle. You fire first each tum. Your foes
are:
Gunner #1. Defense Class 9. 6 hit points. Combat bonus
+2; 1 die damage.
Gunner #2. Defense Class 9. 6 hit points. Combat bonus
+ 3; 1 die .damage.
Gunner #3. Defense Class 9. 3 hit points. Combat bonus
+2; 1 die damage.
You are also facing one enemy car:

CANBERRA SEDAN
Mid-sized; 18 hit points . Defense Class 10.
Weapon: Rocket launcher (Combat bonus -1; 2 dice
damage, 2 damage boxes).
Power plant: Medium (8 damage boxes).
The sedan driver has a Gunnery skill of 3 and a Control
Roll of 5.

Remember that if you reduce an enemy to 1 hit point, he


is unconscious and out of the fight!
If you eliminate all four opponents, tum to 66. If you /
lose, turn to 130.
t

'
49 The battle rolls down the highway.

SAND CRAB
Medium tricycle. Defense Class 13 if you 're firing at its
front (that is, if it's behind you), 11 otherwise. 25 hit
points. Handling class 2.
Weapons: Vulcan MG front ( + 1 combat bonus, 2 dice
damage, 3 damage boxes).
Machine-gun rear (0 combat bonus, 1 die damage, 3
damage boxes).
Power plant: Large cycle (4 damage boxes).
The attacker's Gunner skill is 4; his Control Roll is 3.

If your foe is reduced to 0 hit points, turn to 194. If he


reduces your vehicle to 0 hit points, tum to 175. If you want
to try another tactic, turn back to the choices given in 225 .

,~~
. It ;;;________ -
50 You enter Exchange, Texas. It's hardly worthy of
the name ''town'' - just a truck stop and a collec-
tion of bars clustered on the Texas side of the border. A
similar ''town'' lies across the river. But at the moment,
you can barely see it. The streets of Exchange are knee-
deep in water. The Red River bridge is closed, with water
lapping over the roadway.
You key your CB mike. "Anybody out there got their
cars on? What's the story on the bridge?" A few "good
buddies" are happy to fill you in. The bridge will be closed
until at least 1 in the morning - maybe later.
You have to get some sleep now. You park behind the
truck stop, lock your car doors, and lean back in the seat.
Tired as you are, you are soon lulled to sleep by the sound
of the rain beating down. Mark off four hours.
When you awaken, turn to 154 if it is lam or later. If it is
still before lam, tum to 339.

51 Before you leave town, you may want to rest for a


while. If it is 11 pm or earlier, you can drive a little
longer without a nap. Turn to 239.
On the other hand, if it is after l lpm, you can feel your-
self getting sleepy. If you want to check in for a few hours
of shut-eye, tum to 185. If you drive on anyway, tum to
390 . .
52 The Ranger doesn't recognize you, and he's not
sure about the story you are telling. He holds you
there while he calls an ambulance and checks you·out with
his headquarters. When the ambulance arrives and revives
the fanner, he explains that his tire blew out and the truck
overturned. The Ranger waves you away and gives the
fanner a citation for endangering ·traffic. Mark off 30
minutes and turn to 87.

53 The Wolves have a good laugh at this. Then they


ask for an explanation. You have little alternative
but to tell them about your mission. At first they don't
believe you ... but you have proof. When they play the
computer-cube of infonnation that Irene gave you, they're
convinced.
Mandrake shakes his head. "Sorry, pilgrim," he says.
"Sounds like the Okie's got the winning side on this. I think
we'd better just keep you on ice here and find out what he'll
pay for you."
You plead and threaten - but Mandrake's mind is made
up. You pass the next week locked in a small room. Then,
one night, you are taken out and freed by the roadside a few
miles out of Dallas. The next day you read in the papers that
John 'Iwoeagles has been named President of Louisiana,
following the old President's untimely death.
You failed your mission badly. Your adventure is over.

54 Before you leave town, you may want to rest for a


while. If it is 11pm or earlier, you can drive a little
longer without a nap. Turn to 327.
On the other hand, if it is after 11pm, you can feel your-
self getting ·sleepy. If you want to check in for a few hours
of shut-eye, tum to 3. If you drive on anyway, tum to 297.
55 On the far side of the building, you plant a limpet
mine behind a big drum of solvent. That should
prove interesting . . . Mark off a mine. You can leave now
(171).

56 You check out the fallen cycles. You find 16 rounds


of machine-gun ammo (worth $400), a pistol worth
$100, and $450 in cash.
You drive on. Mark off 30 minutes of time and tum to
111.

57 "Can't do a lot for the money you've got," says the


dealer when Hoaglund introduces him. "But we'll
do what we can. You 're getting a darned good deal here,
anyway."

I SLASHER
Medium cycle with sidecar, 25 hit points. Defense Class
11 ; Handling Class 3.
Weapons: Machine-gun to front (Combat bonus 0, 1 die
damage, 3 damage boxes).
Machine-gun to rear (Combat bonus 0, 1 die damage,
3 damage boxes).
Smokescreen to rear of sidecar (4 damage boxes).
Power plant: Medium cycle (3 damage boxes).
The sidecar also has a passenger seat with an armor-
glass bubble door on top - so you '11 have a place to put
Angela. Return to 39.
58 The roaring noise reaches a crescendo. Then,
slowly, it diminishes. The winds die down. You
look around. You are alive!
Unfortunately, there is no sign of your car. The freakish
wind picked it up without touching you. By the time you find
help, you will have run out of time. You have your life, but
your adventure is over.

59 Mark off an hour spent driving fruitlessly through


. low hills, looking for non-existent marker signs.
Another April Fool's joke from the happy Hillsboro law
enforcement bureau . . .
Eventually, you enter Hillsboro the back way, having
somehow bypassed the highway. You may go to the garage
(257) or leave town (226).

60 "Nothing to get excited about just yet," you think.


''Could be anybody.'' But the lights draw closer -
and the yellow of fog-lights is drowned in the orange of
rocket fire. A heavy rocket speeds past you and destroys a
clump of trees in an awesome burst of fire. What will you
do?
Use a smokescreen if you have it (326).
Try to outrun your pursuer (290).
Hold position and fight (67).
61 The doctors at the public clinic would like to keep
you under observation, but you insist on leaving as
soon as you are back up to 3 hit points. Mark off 1 hour and
$100. You may return to your repair work (113) or hit the
road right now (342).

62 Mark off 2 1h hours of boring travel through wet,


windy darkness. You almost wish for a good fight
to liven up the trip, but it's-as peaceful as can be. Tum to
343.

63 The ceremony is under way. You wish you had


some sort of strategy . . . but you have no time to
be clever! You have only two choices: barge right in, or
chicken out.
Naturally, you barge in. You weave between chairs and
guests. Try your Control Roll at a penalty of 2. Roll a die
and add 2 to the result. If the final result is still less than
your Control Roll, tum to 352. Otherwise, you fail; tum to
263.
64 ''You don't say!'' The sheriff is very impressed. He
makes another call on his CB - then comes back
and starts asking questions in a . very respectful manner.
Soon you 're being interviewed by a local reporter ... and
promised the story will be on TV. You're something of a
hero in Ross right now.
It is an hour before you can get away - but your guns
have been refilled with ammo, and a couple of local
mechanics have worked · on your car for free. You may
repair 10 hits of general damage, or any two damage boxes
(your choice). If you were injured yourself, you are healed
up and given a set of regular body armor (again for free).
Furthermore, your Prestige score is increased by 1 for
the remainder of this adventure. You beat long odds in that
battle.
Just as you are ready to leave, a teen-aged girl comes
running up to you. "Sheriff's on the phone!" she says.
"Wants to know if you want to put in a salvage claim on the
bandits you smoked!" You realize that the claim could run
into thousands of dollars.
If you want to wait a bit longer and put in the claim, turn
to 136. If you would rather leave right away, tum to 46.
65 You back up and rani again. Each car takes 1 die of
damage. (If you have a ramplate, your car takes 2
hits and your foe takes 2 dice.).
If your vehicle is drivable and the Lightsabre isn't, you
can drive away. Turn to 42. '
If both vehicles are drivable, you can spin and flee (197)
or ram again (read paragraph 65 again).
If your vehicle is no longer drivable, your adventure is
over. Already you can hear more pursuers in the distance
... You almost succeeded, though! Angela dashes for the
brush at the side of the road. You prepare to buy her a few
more minutes of freedom, whatever the cost. Your adven-
ture is over.

Your foes arc all dead or unconscious~ The echoes


66
walls.
of gunfire die away within the smoke-blackened

You can leave immediately (178) or leave your car and


search your ambushers (269).

67 Well, if he wants a fight, he'll' get it. You jerk the


wheel and pull off the highway, into the parking lot
of a deserted strip-center. The attacker follows, weapons
blazing. Tum to 224.
68 The truck was bristling with weapons, including
two smokescreens. Climbing around and using
your wrench, you can get 40 shots of machine-gun ammo
(worth $1,000), 20 shots of smokescreen ammo (worth
$200), and 4 rounds of ammo for a r~coilless rifle (worth
$140). The other ammo is inaccessible.
While you are working, a couple of cars go by, but they
pull around the truck without stopping and are lost in the
rain and darkness. Mark off 30 minutes for your salvage
tasks and tum to 386.

69 "Pardon me, son," you say. "I'm a bit turned


around. Which way to the wedding?" The guard is
quite helpful, and gives you a small souvenir map of the
ranch, pointing out a pavilion as the wedding site. It checks
with the information from Irene's map. You thank him and
leave. Tum to 149.

70 "I'd like to stay, but I'm on a tight schedule," you


explain to Monk. "But I'll call right now and get a
crew out here." Monk smacks a hairy fist into his palm.
"Right! You've got a radio. Should have thought of that
myself.''
You make the call for Monk. Soon you are on your way.
Before you go, Monk gives you one of his cards. Make a
note of his name - Monk Donahue.
Turn to 251.
71 "Awful expensive," replies the trooper. "Got an}
specs on it?''
As you 're discussing it, one of the uniformed guards
wanders over to look at the can. "New weapon technology,
eh? Got a permit to import that?" The trooper looks baf-
fled, but now a coupl~ of the other bullyboys are interested.
"Give that here!" says one. "Not state jurisdiction!" says
another.
In the end, your choice is clear: give up all of the laser
foam, or spend a long time arguing with the· uniformed
goons. You give it up. The cans are divided among the vari-
ous guards, amid loud complaints from those who didn't
get any. You hope it melts their armor off when they use it.
''Can I go now?'' you ask the state trooper you first talked
to. He waves you toward the exit and turns his attention to
the next vehicle. Mank off 30 minutes and turn to 27.

72 The operator buzzes for her supervisor - who rec-


ognizes you. He, in turn, bounces you up to a very
high-level official - ' a famous ex-duellist. You know that
you 're safe telling your story here.
He nods. "We don't like to get messed up in internation-
al politics," he says. "But this sounds like dirty business.
We can't give you any official help - but when you get to
New Tulsa, call 435-1998. Write that number down!" Make
a note of that number on your Record Sheet.
You return to the operator you first talked to, and receive
your travel advisory:
''Sunny weather for the next two hours, rapidly getting
worse. Heavy thunderstonns expec~ed later today and
tomorrow in Oklahoma and north Texas. Flooding expected
along the Red River.
"A new city tax has tripled mechanic and recharge fees
in Waco. This tax is 'to pay for duellist damage to city
property.'
"The Texas Rangers are on the lookout for the gang that
looted and destroyed the Ross truck stop just north of
Waco. There were no survivors. Travelers should note that
recharges are no longer available in Ross."
Mark off 2 hours for the time spent at the AADA. What
will you do now?
Head north to begin your mission (16).
Go to Uncle Albert's and buy some special equipment, if
you have not already done so (144). ·

73 You dash through the house. A sleepy, disheveled


Wolf appears in front of you; you down him with
one punch. But there are others ... too many of -them. A
gun flashes, and a Wolf screams in pain. The next shots are
better aimed. Your adventure is over.
74 You step on the brakes. Try your Control Roll: roll
1 die. If the result is less than or equal to the suin of
your Driving skill and your car's Handling Class, you made
it.
If you make your roll, you hit the hay without damage
and stop.
If you miss your roll, you are too slow hitting your
brakes. You slam into the bales at a good 40 mph. Your car
takes 2 hits of damage. Mark this damage off on your Rec-
ord Sheet.
You drop into first gear and push the hay out of the way.
Turn to 338.

7S If it's after I lam, you are already so far behind


schedule that you can't get to the ranch in time to
rescue Angela before the wedding. You check into a motel
to get some sleep. Your adventure is over.
If it is exactly I lam, you can still make it to the ranch -
just barely! You have no time to do anything but charge
your power plant ($50). If you don't have $50, the truck
stop will take $100 worth of goods; if you don't have that,
it's time to quit!
After getting your recharge, you check your map and
leadfoot it north toward Bartlesville and Twoeagles Ranch.
Turn to 150.
76 "We caught us a big fish!" crows one of the bikers.
"You know who this is?" You've been recognized.
Instead ofletting you go, the bikers take you prisoner - but
they treat you with a certain amount of respect, even as they
take possession of your car. You are handcuffed and put on .
the back of a bike. Turn to 177.

77 Dallas isn't far out of your way. You head east, and
soon the Dallas city wall looms out of the mist.
Mark off 30 minutes of driving time.
You join the line of cars waiting to enter the city. Fortu-
nately, the police are efficient and pass you through quickly.
Turn to 397.

78 You enter the town of Hillsboro. Just off the high-


way you see a garage with the AADA logo on its
sign. You may stop here if you need repairs or a charge-up
- or if you want to ask about anything else. (If you have
not charged your power plant since Austin, you need a
charge now!).
If you stop, tum to 257. If you g~ on through Hillsboro,
tum to 226.

79 From the driver, you acquire $620 in cash and a


machine pistol (worth $250). But as you start to
examine his car, it explodes and catches fire. You take 1 hit
of damage. If this knocks you unconscious, turn to 159.
If you are still conscious, you realize the burning car is
too dangerous to approach. You return to your own car and
leave. Tum to 203.
80 GENERIC GARAGE

This is an ordinary garage; you '11 find its like in cities


all over the nation. It has competent mechanics and charges
standard rates (unless the text that sent you here specifies
otherwise).
Garage work cannot improve any part of your car to bet-
ter than its original status - this is repair work only. Each
30 minutes of work that the mechanics do for you will make
one of the following repairs:
(1) Repair up to 5 hits of general damage. Cost: $150
per hit.
(2) Repair two damage boxes on a weapon or power
plant. Cost: $250 per box.
(3) Improve the car's handling class by 1, if it was
reduced by combat. Cost: $400.
(4) Improve Defense Class by 1, if it was reduced by
combat. Cost: $500.
Any garage will also charge your power plant. Time
required is negligible; the cost is $50.
Most garages will take goods or salvage instead of cash
- but at only half "retail" price. Thus, if you trade in
ammo worth $1,000, the average garage will only allow
you $500 for it. Some places (if specified in the entry for
that location) will give a better deal.
When you have all the repairs that you want, return to
the paragraph from which you came.
~111 JJJJJJJJ11JJ1111111l11ll111111111 1111~ .
81 "I don't know you," says the guard. "And that
name isn't on my guest list here."
If you have more than $1,000 left, turn to 145. If not,
tum to 20.

82 If by evil chance your car is totaled - no hit points


OR damage boxes left - your adventure is over.
Otherwise, you must repair your car before you can go
on. Tcy your Mechanic roll: roll 1 die, trying to roll your
Mechanic skill or less. Each roll takes an hour of time. A
successful roll repairs 5 hits of damage to your car, or 1
damage box on weapons or power plant. When your car is
drivable, mark off the time spent on repairs and tum to 167.

83 You stop for five minutes and hurriedly spray your


vehicle. Soon it's coated with green goo. Angela
laughs. "Look at the heroic Slime-Mobile!" Mark off a can
of Laser Foam and tum to 248.
84 With no front weapons left, the ambusher decides
that discretion is the better part of valor. He does a
spinning bootlegger and flees. If you pursue, turn to 286. If
you let him go, turn to 29.

At the truck stop, you can buy:


85 Regular body armor. Gives you 3 extra hit
points. $250.
Improved body armor. Gives you six extra hit points and
improves your personal Defense Class to 10. $1,500.
Grenades: $25 each.
Ammunition: $25 per shot for machine-gun ammo; $35
per shot for rocket launcher or recoilless rifle ammo; $10
per shot for smokescreen ammo, or $200 for a replacement
heavy rocket.
When you are finished shopping, mark off30 minutes of
time. You can leave Oklahoma City immediately (209). If
you want to stay there until 6am, when other places will be
open, you can pass the time by working on your car (6).
86 If you know a possible exit other than the gate, tum
to the number associated with that exit - you
should have made a note of it.
If you have no idea what that might be, you '11 have to go
out the gate. It's very close now. If you used a limpet mine
at the gate when you came in, turn to 345. If not, turn to
222.

87 Without further incident, you reach the town of


Waco. Mark off 2 hours of driving time.
If you would like to get repairs for your car, turn to 289.
If you want to find a safe spot and make repairs yourself,
turn to 190. If you don't need repairs, or wp'uld rather keep
going, tum to 342.

88 You are gradually overtaking a battered 18-


wheeler. As you pull-around it to pass, you realize
that it looks familiar. It's Monk, the trucker you helped early
this morning! You hail him on the CB.
He's delighted to run into you again. "Listen," he says,
"this is one of the worst highways in Oklahoma. Nobody
out here but bandits and militia. Drop back and let me run
front door for you, OK?"
If you accept Monk's offer, turn to 332. If you decline,
tum to 278.
89 You can do this only if you have smoke grenades or
a smokescreen; if you don't, return to 348.
If you have a smokes~reen, Angela can trigger it while
you fire a regular weapon to th·e rear. If you have smoke
grenades, she can drop one per tum.
Either way, on any tum you lay smoke, your Defense
Class is raised by 3. Smoke is a barrier to laser fire!
Return to 348 and continue the combat.

90 Hoaglund shakes his head. "Don't know if we'll


get much more. I'll try."
A little while later, he laughs. "Eureka! I don't believe
it."
''What have you got?'' you ask.
"How about today's top-level security password for all
1\voeagles operations? Use it, and any security man will
think you 're some sort of visiting big-shot. The word is
SEVEN. How about that?''
You clap him on the shoulder. This should. make things a
lot easier!
Mark off another 30 minutes; return to 39 and choose
again.
91 You don't understand - but Angela has seemed
pretty level-headed so far. You screech to a stop
beside the sky-blue sedan and jump out. Then you under-
stand! It's no ordinary car ... it's a "grasshopper," a
car /helicopter combination!
The door is unlocked. You dive in - but there are no
keys! Quickly, you pop the hood. Before you can get out,
Angela is at work in front of the car. A few seconds later,
the motor catches. ''How' d you do that?'' you ask as she
gets back in.
"You learn a lot when you're the President's daughter,"
she replies.
You gun it for a far corner of the field. Miraculously,
nobody blows you away. Then a hatch on the back opens,
rotors come out and extend ... and you're up!
"Ever fly one of these before?" asks Angela. "Once,"
you reply. But it seems to be working. You soar over the
low hills, gradually gaining altitude. Below you the battle is
dying out. But nobody thinks to look up - or, if they do,
they don't notice the sky-blue speedster.
Thirty minutes later you cross the border and land in the
U.S. You 're safe.

• • •
And a week after that, in your best formal outfit, you 're
attending a reception in Baton Rouge. The Presidential Pal-
ace is luxurious ... especially for honored guests. "What
will you do now?" asks Angela.
"I don't know," you reply. "$100,000 is a lot of money.
Maybe I'll buy a farm somewhere and settle down. I really
love peace and quiet."
You both laugh.

THE END
92 You don't have time to waste. At 60 miles per hour,
you weave your way among rocks, tree-branches,
and other less identifiable bits of jetsam left on the road by
the storm. Try two Control Rolls. If you make them both,
you have dodged everything the storm left on the road; turn
to 28. If you miss either one, tum to 310. ·

93 You have reached the Fortress Town of Bartles-


ville. Rather than take the time to pass the gate
checkpoint, and then brave city traffic, you swing onto the
ring-road outside. The highway hugs the city wall - and is,
protected by the city guns.
A quarter-circle west around Baitlesville, and you are on
Highway 60. Another five miles and you are at the entrance
to 1\voeagles Ranch, the palatial home base of oil baron
John Twoeagles - and the place where he and Angela are
to be married at 1pm. What time is it?
Before noon (341).
Noon or 12:30 (272).
1:00 (44).
After 1:00 (119).

94 You never wake up. The Wolves were slow, but


they came after you as soon as they could. Your
adventure is over.
95 You pick your way along the turnpike. As promised,
the trip is uneventful. Long, but uneventful. The
mile markers snap by in the darkness, as regular as the tick-
ing of a clock. You tum on the radio to relieve the boredom,
but all you can find is a loud neo-country station. You click
it off and tum on lrene's holocube. Studying the layout of
Twoeagles Ranch will kill some time,
Finally, through the drizzle, you see the gleaming glass
skyscrapers of New Tulsa. Mark off 3½ hours and tum to
218.

96 It is dark and very rainy as you leave Dallas. As


you reach the crest of a hill, you see headlights on
both sides of the road ahead. A knot of fear tightens in your
stomach. Ambush! Your radio, set on the open hailing chan-
nel, crackles to life.
"Lookee here," drawls a ·voice. "Seems we got us
somebody that don't know this is Desert Wolf territory. Tell
you what - you can pull over and surrender your car, or
you can die. Your choice."
You tighten your grip on the wheel. The road looks clear
at the moment, but some of the cycles - you see five in all
- are starting to roll onto the highway.
You've taken gangs like this before, but it's never easy.
If you slow down and stop, turn to 189. If you maintain
speed, tum to 375. If you speed up and head for the gap
between the cycles, tum to 306.
97 You don't have time to waste here. You buzz past
the overturned truck and cruise north. Turn to 87.

98 The money vanishes into the trooper's pocket.


Mark off $20.
"Beats me," he says quietly. "Some sort of political
hassle going on. Got some heavy brass here from the oil
armies."
Tum to 260.

99 You decide to have a friendly drink with the police-


men watching the barr_icade. Soon you're all good
buddies. At 7:00, there is a break in the marathon traffic,
and the cops wave you across. However,. you shouldn't
drink and drive. Until 8:00, your Driver and Gunner skills
will both be 1 point below normal.
You drive into Hillsboro. Tum to 78.

100
_
"Sorry, Sheriff," you say. "I got into a little
scrape about fifty miles back, but nothing around
here. ' 1 He looks at your car keenly, but in the end he has no
special reason to disbelieve you, so he lets you go.
Ross has no garage or medical facilities, but the sheriff
directs you to a shop where you may be able to buy some
ammunition. If you want to try it, tum to 282. If you would
rather go on, tum to 296.
101 You cruise up and examine the wrecked trike.
It's probably worth a stop. Sure enough - a small
cargo compartment yields 10 rounds of Vulcan machine-
gun ammo ($350); 10 rounds of rocket launcher ammo
($350); a limpet mine ($60); and a spare suit of regular
body armor, close enough to your size to wear ($250).
Mark off 30 minutes and turn to 377.

102 Your rear-firing weapon has been knocked out;


you have no means of attacking your foe. What
will you do now?
Speed up and try to outdrive him (358).
Hit the brakes and force a collision (305).
Throw grenades at him - if you have any (394).

·1O3 You don't want to get too close to all that fire-
power - and, as is, they'll probably clear the
road ahead of you. You stay a healthy distance back. Turn
to 303.
104 You slow and look the rig over as you pass.
Nothing is visibly wrong; the van is old and
battered, but there's no sign of recent damage. It has no
markings except the insignia of the Brotherhood of Truck-
ers. The vehicle's emergency flashers are off, the lights are
off in the cab . . . you can see nobody nearby. What will
you do now?
Stop and check it out (208).
Try a hail on the CB (321).
Drive on by (251).

105 You detour toward the garage block. It's a huge


building like an airplane hangar. Inside, it is
cool and shady. You park in an open spot near the big doors.
If you have a security password, multiply that password
by 20 and tum to that number.
If you don't have a password, but do have a Twoeagles
ID badge, tum to 140.
If you have neither of these, tum to 317.

106 Turning on a dime, you speed away from the


twister. But a look in your mirror shows that
it's gaining on you. Your car is shaking like a leaf in the
powerful winds. Try another Control Roll. If you succeed,
tum to 201. If you fail, tum to 151.
107 The dealer is adamant; $3,000 is his rock bot-
tom. You can't get a new car.
If you are driving a bandit's "scrap-heap," the adven-
ture is over. You have run out of time and options.
If you have a regular car, no matter how battered, there's
still a chance. Mark off another hour and return to 168.

108 Well ... you'll do what you can. You acceler-


ate smoothly toward Angela. For a second, the
uniform helps you; everyone assumes you're on duty. Then
pandemonium breaks out. Tum to 352.

109 "Sorry, chum," you say. "I just stopped to see


ifl could help." He is not especially grateful.
· "No, thanks," is his reply. "Got a mechanic coming."
What will you do?
Offer again to help (293).
Attack him (268).
Leave (386).

11 0 The burst of slugs from your machine-pistol


throws the raider back against his car. He was
wearing body armor, but you hit him squarely. He now has
4 hit points left - 1 for his armor, 3 for himself (unless you
wounded him in the car battle).
Roll for the gunfight, taking alternate turns. He fires
back before you can shoot again; his Gunner skill is 3. He
also ha·s a machine-pistol, which does 2 hits of damage if he
hits you.
If you reduce the bandit to 1 hit point or less, turn to 26.
If he reduces you to 1 hit point or less, tum to 130.
111 The two parts of Texas 1 rejoin in the sleepy
town of Denton. The rain is falling steadily
now, and you see occasional sheets of lightning in the
distance. Visibility is poor. You drive over a bridge as you
enter town; the creek below is swollen and turbulent.
Mark off another 30 minutes of driving time; it might
have been less in good weather.
There is a truck stop here. You may stop (365) or go on
(277).

112 Unfortunately, the Fort Worth branch of Uncle


Albert's is closed for repairs. The security
guard is happy to talk about it to relieve the boredom:
"Some sort of new gadget they just got in from national.
Put it on a Scrambler and tried it out. Whole car just blew
up ... ''
Mark off 30 minutes and return to 292.

113 Try your Mechanic roll (roll 1 die, trying to get


a result · less than or equal to your Mechanic
skill). Each roll takes an hour of time. A successful roll
repairs up to 5 hits of general damage to your car, or 1
damage box on a weapon. If you fail, you can quit and leave,
or roll again until you succeed. ·
When you are through (or give up), mark off all the time
you spent on repairs and tum to 342.
114 Angela shrieks with excitement as you spin the
wheel and the car slews around.
Try your Control Roll; it's a tricky maneuver, so your
skill is reduced by 1 for this roll only. If you succeed, turn
to 266. If you fail, turn to 34.

115 You drive around Dallas without incident. Soon


you rejoin Texas 1-West, heading north. The
rain has let up for the moment, but the radio warns of
severe thunderstorms ahead. 'Turn to 96.

116 "You killed Mandrake!" snarls one of the


cyclists. "For that, you die!" He pulls a pistol
from his vest and fires wildly at you. Your adventure is
over.

117 "Well, might as well keep you on ice till tomor-


row. You be thinking about money, hear? Your
ticket out of here is gonna be expensive. Not counting the
bill for fixing your car! ''
The gang laughs. From their conversation, though, you
learn that your car has been brought .back to the house. If
you are fortunate enough to get it back, you will find that
the Desert Wolves' mechanics fixed 5 hits of general dam-
age.
The cyclists toss you into the house's spare bathroom
and lock the door. Soon the house is quiet. What will you
do?
Try to catch some sleep yourself and hope to escape .later
(322).
Try to escape now (156) ..
118 Back on the road, you drive past the hay-bales
and continue. Just over the next rise you see an
overturned farm truck flanked by an ambulance and a Texas
Ranger patrol car. You hurry on your way. Turn to 87.

119 As you ponder your next move, the gate opens


and a stream of traffic comes out. One of the
vehicles is a huge armored bus . . . with a string of shoes
and tin cans .tied to the rear bumper. On the CB you hear
gleeful chatter.
You came a long way to be a little bit too late. But,
unfortunately, the wedding is over and so is your mission.
You have failed.

120 The enemy driver, now on foot, fires his gun at


your car. It does only 1 hit of damage. But you
can 't fire back. Your rear weapon is out and your car won't
move.
Infuriated, you spring out of your car and fire at your
opponent with your machine pistol (it will do 2 hits damage
if it hits). He has Defense Class 9, 5 hit points (his body
armor is damaged), and a machine pistol just like yours.
You fire first.
If you win, tum to 232. If you lose, tum to 130.
121 It's better than two miles to the highway. You
introduce yourself to Angela and explain what
is going on. She's an attractive, dark-haired girl - and full _
of fight! You get the feeling that she '11 pull her own weight
as you finish your escape.
If you have a spare suit of body armor, you may want to
have her put it on. Otherwise, you'll have a gunner in a
wedding gown! From now on, any Special Damage to the
"gunner" will hit Angela.
Note that if you are in a Piranha, Angela can act as an
actual gunner and fire one weapon per turn. Her Gunner
skill is 1. In any other vehicle available to you, there's only
one set of controls - so she can drop grenades while you
fire, but nothing else.
You arc monitoring the CB channel used by the Two-
eagles security force. When you 're a mile from the gate,
they realize where Angela went. You hear the Chief of
Security ordering vehicles after you. "Knew it was too
good to last," you say to Angela._
She grins wickedly. "They haven't got us yet," she
replies.
Tum to 86.
122 Not a smart move. There are a half-dozen
police, sheriff, and Ranger cars right behind
you - and an equal number of Hillsboro natives, angry at
having their celebration spoiled. They've been drinking,
but that just makes them meaner. Furthermore, they know
the territory and you don't. You get about a mile before
they shoot your wheels off and throw you in the county jail.
Your adventure is over.

123 The AADA office clinic is better than some


hospitals you've visited. In 30 minutes, you are
fully healed. There is no charge. Return to 39 and choose
again.
124 You can see the banners and balloons a block
away, even through the rain. Uncle Al's is hav-
ing a clearance sale - everything is cheaper! Here's what
you can buy:
Regular body annor. Sorry, all sold out.
Improved Body Armor (gives you 6 extra hit points, and
raises your character's Defense Class to 10): $1,300.
Vehicle combat computer ( + l combat bonus to all
shots): $850.
Hi-res vehicle combat computer ( + 2 combat bonus to
all shots): $3 ,600.
Machine pistol (like the one you have): $220.
Limpet mine (for sticking to things and blowing them
up): $55.
Grenades: $20 each. Only 6 left at this price!
Ammunition: $20 per shot for machine-gun, $30 per
shot for rocket launcher or recoilless rifle. '

~At
7ie 7)ueltt4t 4- Pat.
1
You can buy as many of each item as you like, within the
cash you have. Exception: You may only buy one com-
puter! If you already have a regular computer, you may
trade up to a hi-res for $3,100.
Note the items you buy on your record sheet, and mark
off the cash you spent.
Your trip to Uncle Albert's took 1 hour - or 2 hours if
you bought a computer, because it had to be installed. Mark
this time off. Return to 243.

12 5 The trooper turns the can over a couple of


times, shakes his head, and tosses it back into
the car. Roll one die. If the result is less than or equal to
your Prestige, tum to 367. Otherwise, tum to 312.

126 You know that Route 66 is risky, but you need


to save money. It's outlaw country - but may-
be you '11 get lucky. Your luck holds for ·a little while; then
you see lights behind you. What will you do?
Push your speed to the max (15).
Hold speed and see what happens (60).

127 The road changes course slightly - just enough


to take you farther away from the twister. Soon
you are paralleling it as it tears through the countryside. It
is a magnificent sight, but one you would just as soon have
missed. You tum around and head north once again. Turn to
167.
128 You pay $5 for a fairly good chicken-fried
algaesteak with synthetic home fries. Not bad.
Then you wander into the armory to look around. The selec-
tion is fairly limited: ·
· Regular body armor. Gives you 3 extra hit points. $250.
Grenades: $25 each.
Ammunition: $25 per shot for machine-gun ammo; $35
per shot for rocket-launcher or recoilless rifle ammo; $10
per shot for smokescreen ammo, or $200 for a replacement
heavy rocket.
If you don't need ammo (or if you're not using the ad-
vanced rules) you might still want to sell some to raise some
more cash. This truck ~top is low on stock and will happily
buy your salvaged amino, if you have any, at 80% of its
value.
Stashed in a comer, you also find a dusty case of "Uncle
Albert's Laser Foam." You never heard of this stuff before;
the label looks like it was run off on a cheap copier. It says
"Protects against laser fire" in big letters. In the fine print,
it says "This is an experimental product. Uncle Albert's
offers no warranty, express or implied, as to its suitability
for any use whatsoever . . . " This disclaimer goes on for
several paragraphs.
There are 7 cans of laser foam left in the case; they are
marked down from $45, to $35, to-$20 each.
You can buy the laser foam, or anything else that you
have the money for.
You can apply the laser foam on your car right now, if
you bought any (299), or just hit the road (277). In either
case, mark off 30 minutes for shopping time.
129 It's easy to tum the engagement into a running
battle, with the foe behind you. You may only
use rear-mounted or turret-mounted weapons; your foe may
only use his front Vulcan. Tum to 49 to see your foe's stats
and to play out the battle.

130 There is no mercy here! Your adventure is over.

131 You walk into the security office. Behind a


small railing, a young man in uniform is sitting
with his feet on the desk. He looks up lazily as you come in.
"Mmmm-hmmm?" he says. What will you do?
Flash a Twoeagles ID (330).
Use a password (go to the number of the password).
Ask directions to the wedding site (69).

132 Mark off 30 minutes. Reading the paper, you


find nothing worthwhile. Return to 292 and
choose again.

13 3 You scramble back toward your car, followed


by angry shouting. But, whoever or whatever
was in the truck, you are faster. You wheel your car in a cir-
cle, looking for targets - and seeing none. Shaking your
head, you get back on the highway. Turn to 251.

134 The five cycles attack you together. They are as


follows: ·
#1: (Desert Wolf leader): Heavy cycle. 15 hit points,
Defense Class 9, handling class 3. Mounts twin machine-
guns front (each has combat bonus 0, 1 die damage, 3 dam-
age boxes). They can both be fired at once. The power plant
has 4 damage boxes. The leader has Gunner skill 3 and a
Control Roll of 5.
lf2: Medium cycle. 10 hit points, Defense Class 9,
handling class 2. Mounts one machine gun in front (Combat
bonus 0, 1 die damage, 3 damage boxes). The power plant
also has 3 damage boxes. The rider has Gunner skill 4 and a
Control Roll of 3.
#3: Medium cycle. 10 hit points, Defense Class 9,
handling class 2. Mounts one machine gun in front (Combat
bonus 0, 1 die damage, 3 damage boxes). The P<>wer plant
also has 3 damage boxes. The rider has Gunner skill 1 and a
Control Roll of 5.
#4: Heavy cycle. 15 hit points, Defense Class 9, handl-
ing class 3. Mounts recoilless rifle in front (Combat bonus
0, 2 dice damage, 3 damage boxes). The power plant has 4
damage boxes. The rider has Gunner skill 2 and a Control
Roll of 4.
#5: Heavy cycle. 15 hit points, Defense Class 9, handl-
ing class 3 Mounts twin machine-guns front (each has
Combat bonus 0, 1 die damage, 3 damage boxes). They can
both be fired at once. The power plant has 4 damage boxes.
The rider has Gunner skill 3 and a Control Roll of 3.
Each cycle has one rider with body armor (total of 6 hit
points).

If you are knocked out, tum to 130.


If your car crashes, turn to 344.
If you can knock down two of their cycles, tum to 15:3.
If, after knocking down two cycles and reading 153, you
have returned here, the fight is to the death. Tum to 270 if
;ou survive.
13 5 A few miles down the road, you are certain you
are not being pursued. You take stock. You
have your car and your body annor (whatever condition it
was in after the fight). $150 of your cash was on your per-
son and is lost. But the re~ of your cash was concealed in
your car - and you still have it. You also have a fully load-
ed machine pistol, courtesy of the Wolves' guard.
If you would like to pull off the road and nap, tum to 94.
If you want to look for the highway right now, tum to 219.

13 6
.
"Sure," you reply. "Why not?" You walk
inside and pick up the phone. "Sheriff?" you
ask. "Got a wrecker out there?" He does, of course. "Ask
him what sort of cash offer he'll make on my share of the
salvage. I don't have time for an assessment - I've got to
hit the road right away."
A half-hour later, you are on the road again, $5,000
richer. Turn to 246.

137 You spend 30 minutes with the Yellow Pages,


checking car lots. No luck. The vicious storm,
with water running four inches high in the streets, has closed
Tulsa down entirely!
If you are driving a car that originally belonged to a ban-
dit, or if you are sure that your current vehicle is trash, tum
to 295. Otherwise, return to 168.

13 8 You nod to the cyclists, say "Howdy," and tum


your attention back to your work. They are
somewhat impressed by your coolness. 1iy your Prestige
roll - roll 1 die, trying to get a result less than or equal to
your Prestige score. You can add 1 to your Prestige for this
roll only, because these young punks would be easily im-
pressed by a real duellist.
If you make the roll, turn to 216. If you miss, turn to 9.
139 Try your Mechanic roll: roll one die, trying for
a roll less than or equal to your Mechanic skill.
If you make it, the door opens; tum to 316. If you fail, tum
to 184.

140 The mechanics accept you as "authorized per-


sonnel." You head for a sink to wash your face,
studying the building layout as you go. If you have any
limpet mines, you can plant one here (55). Or you can leave
again (171).

141 You slow down an9 pick your way among


rocks, tree-branches, and other less identifiable
bits of jetsam left on the road by the storm. The rain is still
coming down, but visibility is a bit better now. Mark off 1
hour and turn to 244.

142 You aim for a gap between two buildings - but


you don't make it. More bullets tear through
your car. It's the last straw. The car shudders and seems to
fall in on itself. It comes to rest against a building. You
shake your head, dazed.
The victorious scrap-heap puts a few more rounds into
your car. Fortunately, he misses you. What will you do?
Play dead (47).
Attack with your machine pistol (370).
Surrender ( 130).

143 You don't want to wait; you ask for directions


for a detour. The local cops are happy to oblige.
But their directions take you down a number of little-
traveled roads. If you have not charged your power plant
since you left Austin, tum to 378. If you have gotten a
charge, turn to 59.
144 You head for the local branch of Uncle Albert's
Auto Stop and Gunnery Shop, the famous com-
bat supply store. As usual, there are dozens of interesting
devices on display. What would you like to buy?
Body armor (like the suit you have on). Gives you 3 .
extra hit points: $250.
hnproved Body Armor (gives you 6 extra hit points, and
raises your character's Defense Class from 9 to 10): $1,500.
Vehicle combat computer ( + 1 combat bonus to all shots
you make): $1,000. ·
Hi-res vehicle combat computer ( +2 combat bonus to
all shots you make): $4,000.
Machine pistol (like the one you have): $250. j
Limpet mine (for sticking to things and blow~ g them
up): $60. /
Grenades: $25 each.
You can buy as many of each item as you like, within your
starting bankroll ($5,000, plus your Wealth). Exception:
You may only buy one computer! You may have as many
sets of body armor as you like, but you can only wear one at
a time.
Note the items you buy on your record sheet, and mark
off the cash you spent.
Your trip to Uncle Albert's took 1 hour - or 2 hours if
you bought a computer, because it had to be installed. Mark
this time off. What will you do now?
Ask about a quick weaponry upgrade while you 're here,
if you still have money (30).
Hit the road immediately with the weaponry you have
(16).
Drop by the Austin AADA and get information about
road conditions, if you have not already done so (307).
"Well, maybe I do have an invitation some-
145 where," you say - and you flash $1,000 at the
guard. Try your Prestige roll again. Ifit succeeds, pay the
guard and tum to 350. If it fails, tum to 20.

146 A few miles beyond Waco, you see a sign:


''Ross Truck Stop - Next Cutoff.'' Propped
below it is another, crudely-painted sign: "Still In Business!
We're Not Dead Yet! Free Charge-Ups All Day!"
If you charged your power plant in Waco, this probably
won't interest you. Otherwise, you may want to stop and
power up here; you can't make it to Dallas without recharg-
ing somewhere.
You may take the cutoff and head for the Ross truck stop
(11) or stay on the main road (369).

147 One of the Lightsabres veers off the road and


piles up. You aim straight toward the other one.
Beside you, Angela is shrieking in glee. Tum to 273.

148. If it is before 8pm Tuesday night, tum to 357. If


it is 8pm or later, tum to 241.
149 You drive to the pavilion. Sure enough - it's
the wedding site. A number of seats are set up
around it. You can't drive very close ... several people are
giving you odd looks, even where you are now.
You park and get out to look around. Fortunately, your
clothing isn't too conspicuous; several other guards and
guests around you are dressed in combat gear.
You look at your watch. Where has the time gone? It's
almost 1:00 now. And sure enough, there's the wedding
party. You recognize Angela and Twoeagles easily.
'IWoeagles looks very suave; Angela has obviously been
crying, but is trying to hide it. Off to the side, surrounded
by guards, is President Jordan. He looks angry, and isn't
bothering to hide it at all.
At one minute to 1, the "Wedding March" begins. The
wedding party moves toward the aisle.
If you planted a mine at the garage, tum to 221.
If you planted mines somewhere else, but not at the
garage, tum to 379.
If you planted no mines, turn to 1.93.

1S0 The weather is clearing slightly as you head


north on US 75 toward the fortress town of Bar-
tlesville. That is, it is now merely bad instead of terrible.
If you were given a business card earlier, count the
number of letters in the name, multiply that number by 8,
and tum to the parag.raph with that number. If you have no
business card, turn to 225.

1S1 You skid and lose control. Your car slides into
the ditch. What will you do?
Get out and run (362).
Get out and hide under the car (58).
Stay in the car and pray (261).
1S2 "Hang on tight!" you say to Angela. Then you
hit the fence.
Your vehicle takes 1 die of General Damage - it's a
tough fence. Then try your Control Roll; if you are in a
cycle, subtract 1 from your normal safe roll because of the
difficulty of ramming through a fence on a cycle.
If you fail the Control Roll, or if the damage from hitting
the fence is enough to cripple your vehicle, tum to 40.
If you make the Control Roll, and your vehicle is still
drivable, tum to 161.

·1s3 If you were given a Defense Class penalty earli-


er in the encounter, ignore it now. Your deter-
mined attack has cost the cyclists·the advantage they gained
earlier.
If one of the two crashed cycles belonged to the Desert
Wolf leader, turn to 287. If not, turn to 170.

1S4 You -pull onto the bridge and cross the swollen,
muddy Red River. At the midpoint of the bridge
is a painted red line and a large sign: NOW ENTERING
REPUBLIC OF OKLAHOMA. On the other side of the
bridge, you are waved into a small compound. The sign
above the gate reads OKLAHOMA CUSTOMS AND
IMMIGRATION.
A uniformed trooper asks you to get out of the car. This
is a bit unusual; the Texas-Oklahoma border is usually wide
open. Still, you comply. The guard asks you to open your
car doors and storage compartments. You notice that there
are a number of uniformed men and women in the area -
all in different uniforms!
If you slip the trooper $20 and ask what is going on, tum
to 98. If you comply silently with the trooper's request,
tum to 260.
15 5 Hoaglund grins when you mention a new set of
wheels. "Think big, eh? Well, you're right. I
can't give you a car, but I can call in some favors and get
you a good deal."
Mark off 30 minutes while Hoaglund makes some phone
calls. Then he escorts you down to the parking lot to meet
the auto dealer. Now this is what you call service!
How much cash do you have left? (Count your old car as
$110 per remaining hit point - or a flat $1,000 if you took
it from a raider.)
If the total is under $3, 000, pay all your money and turn
to 57.
If the total is $3,001 to $6,000, pay all your money and
tum to 235.
If the total is over $6,000, tum to 346.

--~~
w -

15 6 "Now or never," you think. You hook the


chain of the handcuffs over a faucet and begin
to pull and twist. Eventually one of the cuffs - now slick
with blood - comes off over your wrist. The other is mere-
ly a nuisance.
You turn your attention to escape. How will you try to
get away?
The door (366).
The window (238).
The wall (10).
The ceiling (198).

157 Not the wisest thing to do, under the circum-


stances! A few minutes later, you are in deten-
tion. Through the barred windows you hear the "Wedding
March." You have failed in your mission.
158 You drive around Fort Worth without incident.
Soon you rejoin Texas 1-West, heading north.
The rain has let up for the moment, but the radio warns of
severe thunderstorms ahead. Turn to 111.

~ou lie unconscious ~or 2 hou:s - mark o~f this


15 9 time. Then you regam consciousness. Miracu-
lously, nobody discovered you while you were helpless!
Though you are weak and groggy, you are back up to 2 hit
points. If you have a spare suit of body armor in your car,
you take time to put it on! You return to your own car and
leave. Turn to 203. ,

160 You fire first each turn; then your foe fires. You
are using your rear-firing machine-gun - the
only weapon you can bring to bear.
Your opponent is battered but fairly formidable:
HOTSHOT
Luxury car. 22 hit points. Defense Class 11.
Weapons: Recoilless rifle to front (Combat bonus O; 2
dice damage; 3 damage boxes).
Machine-gun (partially damaged) to rear (Combat bonus
O; 1 die damage; 1 damage box).
Power plant: Super, damaged (11 damage boxes).
The Hotshot driver has a Gunner skill of 3 and a Control
Roll of 4.
If you knock out the foe's machine-gun, tum to 84.
If he knocks out your rear-firing machine-gun, tum to
102.
If you reduce his hit points to 0, tum to 214.
If he reduces your own car's hit points to 0, tum to 130.
. - ,_.
--
--- ·- -
161 You made it! So far, so good. Your CB tells you
that pursuit is still a few minutes away. Angela
looks at herself in the rearview mirror. She's a mess! But
she just chuckles, and uses a piece of the tom dress to wipe
the makeup off her face. "Great driving!" she says. "Let's
go!"
You 're on old US 60 again, headed west. If you had any
Laser Foam on your car, its effects have worn off by now.
If you have another can of foam, you can stop and apply
it (83). Or you can drive on without stopping (248).

162 "They can't be any worse than mines," you


think ... and you "thread the needle," swerv-
ing between the bales of hay. Try your Control Roll: roll 1
die. If the result is less than or equal to the sum of your
Driving skill and your car's Handling Class, you made it.
If you make your roll, you pass between the hay-bales
without damage. ·
If you fail the roll, you bump into one or more bales.
Mark off 1 damage box on your front weapon. Also, take 3
hits of general damage for every point by which you missed
the roll. Example: If your needed Control Roll was 4 and
you rolled a 6, take 6 hits of general damage.
Tum to 382.

163 You pop the cab's hood and look. Try your
Mechanic skill roll. Roll one die and subtract 1
from the result (because this is an easy task for a mechanic).
If the result is less than or equal to your Mechanic skill,
turn to 392. Otherwise, tum to 291.
164 If the only damage you took is to your body
armor, you can keep wearing it and hope for the
best; or throw it away and put on an extra set (if you have
one); or buy a replacement. To buy a replacement, tum to
242. To go back to work on your car, tum to 113.

165 You go up to the ambulance and explain that


you were wounded in a shootout. Surprisingly,
the ambulance crew does not make a joke out of it; they
treat you effectively and professionally. Mark off 30 min-
utes; when you leave the van you are restored to health. If it
is now 7:30, you can tum to 78. Otherwise, return to 313
and choose again.

166 The Laser Foam adds 1 to the Defense Class of


your car - and any laser that hits you will do
only 1 die of damage. Go to 348 and fight.

167 You drive on, through the wreckage caused by


the storm. The road is littered with trash. If you
· keep to your normal speed (55-60 mph), turn to 92. If you
slow down to around 30, tum to 141.
-.
168 What would you like to do in New Tulsa? Note
that you must leave by 1 lam, to get to the ranch
on time. If you want a safety margin, of course, you can
leave before 11.
Get car repairs (80). Make a note of this paragraph num-
ber so you can return here. _
Get medical help (320). Make a note of this paragraph
number so you can return here.
Shop for a new car (137).
Visit the AADA to check on road conditions ahead
(372).
Visit Uncle Albert's (329).
Leave the city (150).
169 You spin and drive back down the road ... but
your way is blocked by a chunky red-and-white
van topped by a large turret. A couple of cars are parked
ahead of you - other fugitives from the airfield block the
road behind. Men in camouflage armor are pouring out of
the van, weapons at the ready.
Angela sighs in resignation. "Thanks for trying," she
says. "But they've got us. Let's surrender now before they
get trigger-happy and blow a lot of people away."
Your adventure is over.

170 In your rearview mirror, you see one of the sur-


viving Wolves raise his arm; the others slow
and stop. As they tum back to see what can be salvaged,
you see clear highway ahead of you.
"They've given up!" you say to yourself. But then you
reflect ... it seems like a shame to leave all that salvage
behind.
If you decide to tum around and finish the fight, turn to
325. If you want to drive on, tum to 396.

171 Do you have any laser foam? If so, you may


choose to spray your vehicle with it now (359);
leave and head for the security office if you have not done
so (398); or go directly toward the site where the ceremony
will be held (149).
172 "Well, to tell the truth, that was me," you say.
''I saw a sign that said the truck stop was still
open, but it turned out to be an ambush. I shot them up a bit
and got out of there.''
The sheriff is impressed. He makes a radio call to let the
Texas Rangers know what is going on; then he returns to
you. How many foes (cars and machine-gunners) did you
eliminate in the battle?
None - you ran away. Tum to 14.
- One - you knocked out the pursuing Hotshot. Turn to
387.
Four - you got the ambushers in the truck stop. Turn to
210.
Five - a clean sweep. Turn to 64.

173 You shout at Angela to squirt laser foam out the


window. She does; green glop sprays back
toward the pursuers. For the next three turns, she can take
no other action.
But it has no visible effect on either your vehicle or your
pursuers. Return to 349.

174 The road is wet and risky. You can see hazards
only at the last second. Try your Control Roll.
Roll one die; if the result is less than or equal to your Con-
trol Roll, you make the trip safely. Mark off 2 hours and
tum to 218.
Otherwise, you spin off the road in the dark, ending up
in a water-filled ditch. Tum to 356.

175 So near, and yet so far ... The trike bandit


stands off at a safe distance and fires through
your shattered armor. Your adventure is over.
176 The sky is filled with weird, glowing light.
Ahead of you, outlined by lightning flashes,
you see a black cloud. It dips toward the earth, elongating
and swaying like the trunk of an elephant. It's a tornado -
coming toward you!
What will you do?
Speed right for it and hope to punch through (234).
Tum around ~d drive away, back down the road (35).
Look for a cross-road and drive at right angles (284).

177 Handcuffed and thrown over the back of a cycle,


bouncing painfully over every rock and pot-
hole, you would swear the trip lasted forever. You are
drenched with rain from above and mud from below. But
eventually you are pulled from the cycle. After that ride,
you are too weak to stand; the Wolves pick you up again
and carry you inside.
The gang's headquarters is an old ranch house atop a
small hill. Dilapidated outside, it is quite comfortable
inside. The Wolves drop you - still handcuffed - in front
of a stove to dry out, while they argue about what to do with
you.
Mandrake, the leader, has heard your name - and he
figures that anybody he's heard of is worth some ransom
money. Some of the other Wolves would rather just knock
you on the head and forget about you - but Mandrake is
the boss. He turns to you. "All right, pilgrim. If we return
you in good condition, what can we expect?'' What will you
say?
"Louisiana will pay $100,000 to get me back!" (53).
"If you think you 're so hoi, I dare you to fight me one ·
on one!" (280).
"Nobody's likely to ransom m·e, but I could get on the
phone and borrow ten grand." (117).
178 In a plume of dust and ashes, you're out of
there! You speed out of the gate and away from
the wrecked truck stop, with that encounter behind you. Or
is it?
No! There's still one foe left to deal with. A car as big as
yours shoots out from behind the wall of the truck stop.
He's on your tail!
The road is narrow; there is no chance for a ''dogfight.''
The attacker isn't quite close enough to fire at you. If you
want to try to out-drive your foe, tum to 340. If you slow
down and fight with your rear machine-gun, tum to 160.

179 You don't really need to rest just yet. You can
get a meal and look around (128) or hit the road
right now (277).

180 Mark off 30 minutes. Reading the paper, you


see one car for sale that might fill your needs.
The owner is asking $8,000, but you can dicker him down
to $7,000.

HAMMER
Mid-size, 66 hit points. Defense Class 14; Handling
Class 3.
Weapons: Vulcan machine-gun in turret (will fire any
direction) (Combat bonus + 1, 2 dice damage, 3 damage
boxes).
Power plant: Large (10 damage boxes).
The owner acquired this car as salvage after a dispute over
right of way. He's been fixing it up, a bit at a time, but
would rather sell it now and get his money. An undamaged
Hammer would have 80 hit points and two minedroppers in
the rear. You may be able to replace the lost hit points, but
the minedroppers are junk and can't be fixed.
"What about my Piranha?" you ask. After some discus-
sion, you strike a deal. The Hammer's owner isn't in the
car business, but he'll allow you $100 per remaining hit
point of your present car and figure to make a profit at the
salvage yards.
If you want to make the deal, mark off another 30 min-
utes to meet the owner and trade cars. (If your Piranha is
still worth more than the Hammer, you don't want to trade!)
Turn to 397 and choose again.

181
312.
Roll one die. If the result is less than or equ_al to
your Prestige, turn to 367. Otherwise, turn to
182 You are leaving Capitol City, the fortified
Austin neighborhood where all embassies to
Texas are located. The guards wave you through; getting
out is much easier than getting in! You have 24 hours to
rescue Angela. What will you do?
Hit the road immediately with the equipment you have
(tum to 16).
Drop by the Austin branch of the American Autoduel
Association, of which you are a member, to get information
about road conditions (tum to 307).
Take time to buy some special combat equipment at
Uncle Albert's Auto Stop and Gunnery Shop (tum to 144).

183
107.
Roll one die. If the result is less than or equal to
your Prestige, tum to 361. Otherwise, tum to

184 You can't get the door open. As you are trying,
a sleek black-and-blue vehicle pulls up. A
Texas Ranger! You hear the loudspeaker commanding you
to raise your hands - and of course you obey. From within
the car, the Ranger asks what you are doing. You explain
that you came on the accident scene and were trying to
help. Try your Prestige roll. Roll one die; ifthe result is less
than or equal to your Prestige score, you succeed. (For this
roll only, add 1 to your Prestige score, because you have a
good story which happens to be true!)
If you succeed, tum to 271. If you fail, tum to 52.

18 5 You check into a motel within the city walls.


You know that, as excited as you are, a four-
hour nap will be about as much as you can rest - and any
less will do you no real good. Mark off 4 hours and $25 and
tum to 239.
UNITED STATES
- -- ·- ·- - ·- ·- ·- ·-
- ·- .,
·- ,,...,_
·;::
- - ·- ·- .- . Tw~agles- Bartle~v-;- . -

Ranch . . : :·.·
·1
\\.

i .New Tulsa \
I ..··..f' . \
I Oklahoma ........ ~" \

: Cioy t. REPUBLIC I

I ';,;;,..; - ~ _;,:;; ~} OKL.~~OMA !


l. I" "-
Exchange t1/ t.. ~
-v-
~-..,.. -- .......,_
r... "'-·-(.
\

•~.Denton
i ··...
Ft. Worth i '•,, Dallas
REPUBLIC \ f
OF ")/
TEXAS Ross~
Waco - ..
/J
(/
®Austin
186 As you approach the town of Hillsboro, you see
a flashing sign that says ''Stop Ahead.'' Sure
enough, you see barricades. You approach warily - but it
it's a trap, it's a very official one. Behind the barricades are
several cars with flashing lights, including one Texas
Ranger vehicle.
Over the CB, you ask, "What's going on?" Soon your
hail is answered. The highway has been blocked off for the
annual Hillsboro April Fool Marathon.
You interrupt: "But this is April second." At least four
voices chime in over the airwaves: "APRIL FOOL!" By
now you have reached the barricade, so you get out to
stretch your legs - and get an explanation in person.
The police and Rangers are happy to explain. This is an
annual celebration. Everyone is having a good time - there
are a lot of bottles in evidence. Unfortunately, the marathon
route crosses the highway. Therefore, the highway will be
barricaded until 7:30. It's perfectly legal, and the Rangers
are there to enforce it. What will you do?
Kill time until 7:30 (313).
Drive around the town and keep going (143).
Crash the barricades and head north (122).

187 As you head down the drive, the sun breaks


through and the last clouds vanish. Suddenly it
is a beautiful, sunny day! Maybe they'll try for an outdoor
ceremony after all.
During your trip, you had plenty of time to memorize
the ranch layout from the map Irene gave you. 'I\voeagles
Ranch is like a small town. Where will you head?
The garage area (105). '
The security offices (398).
Straight for the site of the ceremony (63). Note that this
is your only option if it's already 1:00.
188 The sound grows louder. You are helpless to
escape or protect yourself. The passenger door
pops open. All your possessions are sucked into the mael-
strom. Then, at the last moment, the whirlwind lifts into the
air and passes over you without doing further harm.
You still have your money (it was in a strongbox under
the seat) but all your possessions are gone except the armor
you are wearing. Tum to 167.

189 "Don't want to play with the Wolves?" says


the voice sarcastically. "Very smart. Now, park
it and walk away. We'll let you go."
It's at least five miles back to town, through wind and
rain. But you could follow the road. You'd probably make
it.
If you stop the car and get out, turn to 19. If you decide
to fight, tum to 134, but subtract 2 from your Defense
Class for the duration of the battle - you 're a sitting duck!

190 You find a quiet spot and settle down to make


repairs. Roll one die. On a 5 or 6, turn to 113.
On any other result, turn to 32.

You cut a corner a b~t too tight, clip the curb,


191 and skid . . . fortunately, into a parking lot.
Take another die of general damage as the pursuer catches
up with you and peppers you with machine-gun fire . Tum
to 224 and fight.
192 You step out of your car and walk around the
huge 18-wheeler. The tanker has separated
from the cab; the cab is still upright. The cab lights are on.
As you start toward the cab, you recognize the insignia.
It's a 1\voeagles truck - part of your foe's oil empire!
Then the door opens, and a burly, red-faced man steps
out. His uniform carries the same insignia. "Well, took you
long enough!" he growls. "Where are your tools?"
What will you do?
Attack immediately (268).
Explain that you just stopped to see if you could help
(109).
Answer noncommittally (43).

· 193 Unfortunately, you weren't able ~o arrange a


diversion. If you have a 1\voeagles uniform,
turn to 108. If not, tum to 63.

194 The trike's front wheel crumples and it pin-


wheels madly. The driver is thrown out; you
can clearly see, even from here, ·that he'll never bother
anyone again.
If you want to stop and check the wreck, turn to 101. If
you just go on, tum to 377.

195 You continue down Highway 99. But a few


miles down the road, you screech to a stop. A
tank, flying a red-and-white pennant, is blocking the road
ahead.
You turn and flee south ... until you encounter a brand-
new roadblock manned by men in camouflage armor. Behind
them a red-and-white van is dug in.
You spin around again, hoping to find a side road. But
the soldiers open fire on you. A huge explosion sends you
flying. Your last thought, before you black out, is to hope
that Angela survives. Your adventure is over. ·
196 A fatal mistake. As you are lying underneath
your car, the -rest of the gang comes into the
truck stop. They are not pleased with you ', ... Your
adventure is over.

197 You back up, turn, and put the hammer down.
The Lightsabre doesn't follow. Tum to 42.

198 You look up at the ceiling; it is flimsy and peel-


ing. A possible escape rqute? You climb on top
of the toilet tank and scratch at the old plaster. It peels away
in chunks. When you get a hole big enough for your hand,
you pull - and a whole section comes loose.
Mustering all your strength, you grab the roof-beams
and swing yourself up. It is pitch black, but the rain and
thunder outside cover any little noises that you make. You
search your pockets. A book of matches! Lighting one, you
see your surroundings.
Several matches later, you are underne~th a ventilator.
You heave - and it tears loose and folds to the side. Soon
you are on the roof. The Wolves' single guard is standing
beside the house, sheltering himself from the rain. When
you drop on top of him, he collapses, out before he hits the
ground.
Your car is parked in front of the house, along with the
gang's cycles. Your spare key is just where it belongs, in
the fake "mud" under a wheelwell. What will you do now?
Sabotage the Wolves' cycles (259).
Try to burn their house down (31).
Just get out while you can (135).

199 Your green-globbed vehicle draws a lot of


strange looks as you drive toward the pavilion.
H you are wearing a Twoeagles uniform, turn to 149. Other-
wise, tum to 245.
200 ''What I really need is some more information
on 1Woeagles Ranch," you say.
Hoaglund closes his office door and sits down at his
computer terminal. "Well, don't spread it around," he
says, "but we've got a lot more in here than we put in a
standard travel advisory." He starts pushing keys and mut-
tering to himself.
Eventually, he turns off the screen and stretches. ''Okay,
here's the scoop. Twoeagles is one of the big boys - one of
the top three in Oklahoma right now. He's got a good bit of
military power, and a whole lot of political influence. But
security at the ranch, where you 're headed, is sort of sloppy.
They think good gear makes up for a bad attitude.
"And they've got great gear. That ranch is a big place,
and there's all sorts . of firepower there. Electric fence all
the way around; laser turrets at gates. They've got two
Asmodeus trikes with lasers for internal patrols, and a lot of
ground troops. Colors are red and white."
He also gives you a more complete map of the grounds
than you had.
"Your best bet is an impersonation, I think," advises
Hoaglund. "If you try to fight your way in, you 're dead
meat.''
Mark off 30 minutes . If you want to try for more infor-
mation, turn to 90. If you are happy with what you have,
return to 39 and choose again.
201 The tornado is .moving faster than you are -
but its path is slowly drawing away from the
highway. You can see that you may outdrive it yet - if you
can just keep control! Try another Control Roll. If you suc-
ceed, turn to 127. If you fail, turn to 151.

202
printout:
You locate the AADA office and ask for a road
advisory for your route. You get the following

"Weather conditions totally hazardous and unpredicta-


ble throughout Oklahoma.
"Turner Turnpike recommended as route to New Tulsa.
Bandit activity continues along Route 66.
''Militia of several oil companies have been maneuver-
ing since April 1; no apparent reason. Drivers are advised
to be cautious_around large bodies of militia or other poten-
tial company-war targets .''
Mark off 30 minutes and return to 243.
2 03 The rest of your trip is fairly uneventful. You
tum on Irene's holocube. Studying the layout of
Twoeagles Ranch will kill some time.
Mark off 3 hours as you sight the towers of New Tulsa.
Tum to 218.

204 Make a note of paragraph ?umber 257 - then


tum to 80 to get your repairs. When you have
all the repairs you want, return to 257 and choose again.

20 5 As you approach the bridge, you see red lights


flash and barricades go up. Your way is blocked!
You leap out of the car and demand an explanation from
the guards at the barricades. "Sorry 'bout that," they say.
"Orders. The river's rising again, and we gotta close the
bridge."
Pleas and threats are equally unsuccessful. This delay,
on top of your earlier problems, has doomed your mission.
Disconsolately, you tum and head back for Austin. Your
adventure is over.
206 You pull to a stop and look around. You see
nothing. Finally, you go over to the truck and
look inside. Slumped down in the cab is a middle-aged man;
he appears to be unconscious.
The truck is not heavily annored, and one door is sprung ~
If you want to try to get it open, turn to 139. If you get back
in your car and leave, tum to 97.

207 The guard is insulted - but he lets you go. Turn


to 149.

208 Your car hums to a stop. You watch for a sec-


ond, but still see nothing . . . so, gun in hand,
you get out. You walk all the way around the big rig, seeing
nothing. Finally, you step onto the running board and reach
for the cab door - and i comes swinging open! You leap
back, barely keeping your balance. From out of the dark-
ness drops a huge, dark form. What will you do?
Stand your ground (12).
Flee (133).
Attac~ (236).

209 Outside Oklahoma City, you have two choices.


You can pay a $250 toll for the Turner Turnpike
and get a guaranteed combat-free trip to New Tulsa (262) -
or you can save your money and take Route 66 through ban-
dit territory ( 126).
21 0 "You don't say!" The sheriff is very impressed.
He makes another call on his CB. A minute
later, he and a deputy are headed south to deal with the Hot-
shot.
You don't follow, thougli. The sheriff's second call was
to a local reporter ... and you're being interviewed. You're
something of a hero in Ross right now.
Mark off 1 hour before you can get away - but your
guns have been refilled with ammo, and a couple of local
mechanics have worked on your car for free. You may
repair 10 hits of general damage, or any two damage boxes
(your choice). If you were injured yourself, your wounds
are healed - first aid practice for the local Boy Scout Com-
mandos.
Just as you are ready to leave, a teen-aged girl comes
running up to you. "Sheriffs on the phone!" she says.
"Wants to know if you want to put in a salvage claim on the
bandits you smoked!'' You realize that the claim could run
into thousands of dollars.
If you want to wait a bit longer and put in the claim, turn
to 318. If you would rather leave right away, tum to 46.

211 You take the east fork, heading toward Dallas


through a light rainstorm. Soon you pass a city
police checkpoint. Within a few miles you are driving
through green parkland where the old suburbs were bull-
dozed. Ahead of you are the towers of Dallas, surrounded
by the city wall. Mark off 1 hour for driving time from
Hillsboro.
If you take the Loop and drive around Dallas, tum to
115. If you want to go into Dallas, turn to 267.
212 The leader of the Desert Wolves is a tall, long-
armed fellow with green hair and wire-rimmed
glasses. "Good fight!" he laughs. "You've got guts. We'll
let you live.'' The cyclists drag you out of the wreckage;
you are too dazect to fight further. You are handcuffed and
thrown onto the back of a bike, while the gang loots your
car. Tum to 177.

213 Ifit is before 8pm Wednesday night! turn to 25.


If it is 8pm or later, tum to 265.

214 You have knocked out the Hotshot. It careens


into a ditch and flips over. You stay well clear
for a minute, in case there's an explosion, but nothing hap-
pens. You can stop and search the car (2) or leave immedi-
ately (29).

215 The maps showed an outdoor pavilion, with a


fountain, near the center of the ranch. With the
sun shining again, that's probably where the wedding will
be held. You head in that direction.
If you have laser foam on your vehicle, tum to 199. If
not, turn to 149.

216 The cyclists are disarmed by your confidence.


They nod and mumble a greeting. Then one of
them recognizes you. "Hey, I seen you on the TV last
month!" he says. "Whatcha doing in Waco?"
The cyclists pitch in and help you with your repairs.
Turn to 113 and work on your repairs, but add· 2 to your
Mechanic skill (at this point only) because of the help you
receive.
217 The first thing you take, of course, is the 1\vo-
eagles ID badge clipped to the driver's pocket.
But you have to make this look like an ordinary robbery
... so you search his pockets and the cab of the truck. You
end up with the driver's billfold and ID, $340 in cash, and a
heavy single-shot pistol worth $200. You also find a six·
pack of Road Hog Beer in the cab. Hmmmm. . . ·
You open three of the bottles, pour the contents liberally
over the driver, and toss the empties back- into the cab.
Now, whatever he tells the Texas Rangers, they'll be a little
less likely to believe him.
The truck was heavily armed. If you want to take some
ammo for your vehicle's weapons, or just for loot, tum to
68. If you just leave now, turn to 386.

218 New Tulsa was completely rebuilt after the Oil


Wars; its shining towers are a sharp contrast to
the wreckage you've seen in many of the cities you have
visited. If it is 11am or later, turn to 75. Otherwise, keep
reading.
If you have a phone number to call in Tulsa, add the
digits together and tum to that number. If you don't have
such a number - or decide not to use it - turn to 168.

219 Along winding roads, through bitter rain, you


cruise as quickly as you dare. Eventually,
thanks to your car compass, you make it back to Texas
1-East, and head north again. Mark off l 1/2 hours for the
battle and your escape. Tum to 111.
220 You switch to the hailing channel on your CB.
"Break for the honcho on the westbound con-
voy,'' you say. ''Civilian needs a tagalong. Got a lady with
me, with students on her tail."
Which, in English, would be ''Let me speak to the per-
son in charge of this convoy. I'm not a trucker, but I'd like
to join you for protection. The woman with me is being fol-
lowed by kidnappers."
"Breaker for the spitball special," comes a woman's
voice. "This is the Beaumont Butterfly, running back door.
Drop to four and tell me more.''
You go to Channel 4, introduce yourself, and tell your
story briefly.
Roll a die. Subtract 2 from the result if you helped Monk
Donahue - word gets around quickly among the truckers.
If the final result is less than or equal to your Prestige, the
roll succeeds; turn to 288. Otherwise, turn to 324.

221 At the stroke of 1, you hear an explosion.


Good: the timers on your limpet mines are all
right. Then there is a much bigger explosion, and a huge
burst of fire. A siren begins to howl. You hear the sound of
gunfire - exploding anununition, though you're the only
one who knows that. Everyone is staring toward the garage.
The mine you left there has set off a holocaust!
If you have a Twoeagles uniform, turn to 23. Otherwise,
tum to 302.

222
152.
If you try to crash the gate, turn to 374. If you
swerve and hit the chain-link fence, tum to
223 The repair work is being done by a crew of en-
thusiastic professionals. Each 30 minutes of
work repairs twice as much as it would at a normal garage
...:.. and costs you nothing! Turn to 80 to see what you can
have done . . . but remember you came from #223.
You may pick this option as many times as you want, as
long as you don't stay past llam. When you have all the
repairs you will ask for, turn back to 39 and choose again.

224 For the first time, you get a good look at your
antagonist. It is no sort of car that you've ever
seen before - just a sort of jury-rigged scrap-heap. But
machine-guns bristle from the front, and it obviously has
heavy rockets too.

SCRAP-HEAP
Luxury car (in size, anyway). 32 hit points. Defense
Class 12.
Attacks first with three heavy rockets, one per turn (-1
combat bonus, 3 dice damage, 2 damage boxes each).
When the rockets are gone, it fires machine-guns; it has
two, though it can only use one per tum (0 combat bonus, 1
die damage, 3 damage boxes each).
Power plant: 9 damage boxes.
The attacker's Gunner skill is 3; his Control Roll is 4.
You may use any of your weapons each tum.
If you knock out the scrap-heap, turn to 388.
If your own car's hit points are reduced to 0, tum to 142 .
. If you are obviously losing and want to try to escape,
tum to 276.
22 5 The sun breaks through the clouds for a second.
Ahead of you is a glint of light, reflecting oft
polished plastic. It is moving toward you rapidly. Soon it
resolves into a low-slung, bottle-green trike. It releases a
burst of fire as it passes; your vehicle takes 1 hit. Then it
swings onto your tail.
As it passed, you could see the driver wore green body
armor. Quickly, you key your CB - but you get no reply.
Then the trike looses another burst of machine-gun fire.
Fortunately, it misses. But you're definitely in for another
fight. What will you do?
Run for it down the highway (24).
Lay smoke from grenades or a smokescreen (391).
Shoot while running - you can use your rear weapons
only (129).
Try a chancy maneuver to counterattack strongly (351).

226 You drive on north, through darkness and occa-


sional thick splatters of rain. Before long you
are back on the old interstate. Almost immediately, you
have a decision to make, as the highway forks. Will you
take the east fork, toward Dallas (211) or the west fork, into.
Fort Worth (5)? You know the eastern route normally has
fewer delays, and the two routes will rejoin north of the
Twin Cities.

227 You consider: Dropping grenades won't work,


your foes can maneuver away from them. The
time for passwords is over. You can only think of two things
that might help.
If you want to lay smoke, turn to 89.
If you want to ram one of the trikes, turn to 298.
If you do neither of these, return to 348 and keep
fighting.
228 You swerve off the road and into the field. You
know immediately it was a mistake. The field
that looked so smooth and soft is actually rutted and furrow-
ed - and soft! You fear your Piranha is taking damage.
Worse, you can feel the mud sucking at your wheels.
Will you step on the gas and try to get back to the road
(385) or bring your car to a stop (294 )?

22 9 Just by looking at the gate, you know you '11


never shoot your way in. Time to run a bluff
and hope. "Afternoon," you say to the guard, giving your
name. "I'm here for the wedding. Am I still in time? The
invitation only reached me this morning.''
Try your Prestige roll to see whether the guard recog-
nizes you and believes your story. Roll 1 die. If the result is
less than or equal to your Prestige, turn to 350. Otherwise,
turn to 81.

2 30 You really need a rest. If you do not take four


hours for a nap, your Driving and Gunnery
skills will both be 2 less than normal until you get a rest.
Decide whether you will take a nap in your car; mark off
4 hours if you do. You can get a meal and look around (128)
or hit the road right now (277).

231 You are in front of the Wolves; as they pursue,


you trigger your smokescreen. Each tum you
fire it, roll 1 die.
On a 1, 2, or 3, take that many hits of general damage
from the pursuing Wolves as they fire blindly at you. If by
ill chance you take enough damage to reduce your car's hit
points to 0, turn to 130.
On a 4, 5, or 6, you have escaped. The Wolves break off
pursuit rather than risk a crash in the smoky, rainy dark-
ness. Tum to 111.
232 Your car is a mess - but you have eliminated
the opposition. You check the Hotshot, but you
find nothing of value. And it's not worth taking - it is in
worse shape than your Piranha.
Now you must try to fix your car enough to make it driv-
able. You may try as many Mechanic rolls as you like. Each
roll requires an hour. A successful roll will restore 5 points
of general damage to your car, or fix 1 damage box on a
weapon or power plant.
When your car is drivable enough to suit you, turn to 29.

233 "Sure thing!" says the trooper. "Thanks a lot."


Then, more loudly, "No problems here!
Regular commuter." The uniformed goons turn their atten-
tion elsewhere.
You pull out of the customs compound and head north.
You will now head through Oklahoma City and then New
Tulsa - not the most direct route, but by far the quickest.
Turn to 264.

234 As you drive toward the twister, the winds


increase. Your car shakes like a leaf. Then it
leaves the ground.
Several months later, a: troop of Boy Scout Commandos
finds your car lodged in a huge oak tree outside the little
town of Bolivar. You are never seen again.

235 The dealer - an AADA member himself -


hands you the keys to your new car. It's almost
identical to the Piranha you started out_with - but blood-
red, and loaded:

PIRANHA
Luxury car, 60 hit points. Defense Class 12; Handling
Class 3.
Weapons: Recoilless rifle to front (Combat bonus 0, 2
dice damage, 2 damage boxes).
Machine gun to rear (Combat bonus 0, 1 die damage,
3 damage boxes). ·
Machine gun to right (Combat bonus O, 1 die
damage, 3 damage boxes).
Machine gun to left (Combat bonus 0, 1 die damage,
3 damage boxes).
Power plant: Large (10 damage boxes).
Gadgets: Targeting Computer ( + 1 combat bonu~).

Return to 39.

236 You bring up your ·machine-pistol and fire a


burst - then another. The threatening shape
collapses. Gingerly you step forward.
It is - or was - a big man in dark combat-armor. He is
alive, but unconscious. And he was unanned. Quickly you
search his pockets. Then you shake your head in disgust.
He's the operator of the truck. Why he was sitting there in
the dark you may never know - but you were too quick to
shoot.
You can't leave him there to die. You use your CB to call
the Ardmore police; then you drive on. Reduce your Pres-
tige by 1 for making a trigger-happy mistake. Turn to 251.

237
349.
You can do this only if you have smoke gre-
nades or a smokescreen; if you don't, return to

If you have a smokescreen, Angela can trigger it while


you fire a regular weapon to the rear. If you have smoke
grenades, she can drop one per turn.
Either way, on any tum you lay smoke, your Defense
Class is raised by 3. Smoke is a barrier to laser fire!
. Return to 384 and continue the combat.
2 38 You slide the window open. It creaks - but not
too much. This is almost too easy! Carefully,
you look out - but you can see nothing. It is raining again,
harder than ever. You slide out the window.
BOOM! The Wolves' ''burglar alarm'' consisted of anti-
personnel grenades strung outside each window. They for-
got to warn you. They'll be very annoyed at themselves for
wasting a valuable hostage. Your adventure is over.

23 9 You exit the city gates. If you would like to


detour through Dallas and see what you can
find there, turn to 77. If you want to head north toward
Oklahoma, tum to 111.

240 You spot the airfield turnoff and cut the wheel
hard to the right. Onto a gravel road you
bounce. "Can't be much of an airport," comments Angela.
You agree.
Around a curve, though, you see it. A faded sign pro-
claims it "Osage County Airstrip." You see sagging
hangars, an old terminal building, several planes parked by
the field, a couple of helicopters ... and yes! There's the
red minijet! Ignoring the lane markings, you cut across the
airfield. '
Then a hangar erupts in a ball of flame. Over a rise to the
north come vehicles - lots of them. They're not cars;
they're personnel carriers and tank!, painted in military
camouflage. But the red-and-white pennants they're flying
leave no doubt whose army this is.
You 're still steering for the minijet. The pilot waves
frantically at you from the runway. Then shells tear into his
plane. A wing flies off, and the pilot is thrown to the ground.
What will you do?
Flee from the airfield (169).
Look for another aircraft (353).
241 Unfortunately, the car lots are closed now. If
you take some time to read the ads in the paper
and call around, tum to 180. If you don't want to bother,
turn to 397 and choose again.

242 Buying replacement body armor takes 30 min-


utes. The only type available is the ordinary
body armor ($250; gives 3 extra hit points). Now, if you
took hits during the fight, you may go in for treatment (61)
or "tough it out" and finish fixing your car (113).

243 What would you like to do in Oklahoma City?


Get car repairs (80). Make a note of this
paragraph number so you can return here.
Get medical help (320). Make a note of this paragraph
number so you can return here.
Shop for a new car (328).
Visit the AADA to check on road conditions ahead
(202).
Visit Uncle Albert's (124).
Leave the city (209).

244 According to your radio, storms are still raging


over North Texas and most of Oklahoma.
Looking at the destruction around you, you find that easy to
believe.
Rounding a curve, your headlights show you a sight that
freezes your blood. A huge tanker truck is lying on its side,
tumbled across the highway. Can you stop in time? Every-
thing seems to slow to a crawl. Gently, now . . . brake
firmly, don't stomp on them. There. Your front bumper
strikes the truck's undercarriage with a tiny ting.
You pop the window down and inhale. No odors. Either
the truck was empty, or the crash didn't penetrate the tank.
If you investigate further, turn to 192. If you drive on,
tum to 386.
245 A guard flags you down . ."What's that all
about?" he asks, pointing to the stuff on your
car. You can't very well tell the truth. What will you try to
do?
Overawe him (33).
Attack him (157).
Make up a story - the wilder, the better (381).

246 You leave Ross and drive onward, as the citi-


zens wave. Not long afterwards your scanner
picks up a Dallas station: "And, in local news, road bandits
were dealt a severe blow today in Ross ... "It's the whole
story of your victory. They even got your name right!
Turn to 296.

247 You collapse on the ground. The raider doesn't


want to waste a bullet on you. It's his last
mistake. A few seconds later, as he's rifling your wallet,
you roll over and kick him behind the knee! He falls to the
ground - and you reach his gun before he does. A second
later, it's all over.
Tum to 26.
248 "Just what was going on back there?" you ask
Angela. "Why didn't you kick up a fuss? A lot
of those wedding guests weren't in on the kidnapping.''
"I know," she sighs. "But 1\voeagles is really tricky.
And completely ruthless, too. He knew that if he had both
Daddy and me, neither one of us would dare spill the beans
for fear the other would be harmed. He was right, too."
"Well, what happens to your father now?" you ask.
"Irene specified that I was only to pick you up."
"1\voeagles isn't crazy," replies Angela. "With me out
of the picture, the whole heir-to-the-throne idea collapses.
They can threaten Daddy all they want; if I'm not in their
power, he'll just laugh and make speeches. And believe it or
not, 1\voeagles is our most powerful ally right now. Daddy
has to stay there to patch things up. ''
"That means they won't shoot at the car when they real-
ize you're in it - right?"
"Right, in theory," she replies. "But don't bet on it. The
situation was pretty tense in Oklahoma even before Two-
eagles grabbed me. The militia are spoiling for a fight.
Right now, I bet there are company dustups over half the
state. If we run into anybody's army, we're in trouble.
They '11 shoot first and ask questions later.''
Politics! You '11 never understand it.
You crest a hill. Below you, stretched out on the high-
way to the front, you see a string of large trucks - at least a
half-dozen, maybe more. What will you do?
Pull out to pass (17).
Ask to join them (220).
Stay safely behind (103).
249 Remembering the map you studied, you turn
and speed along the fence, showering mud from
your wheels. Long before any more pursuers can appear,
you have found the hole that you heard about on CB. You 're
out! Turn to 161.

2 50 Your CB call is answered almost immediately


by a sleek blue-and-black car wearing Texas
Ranger insignia. The Ranger looks over the situation and
thanks you for your aid. He will make a radio report; you
may add 1 to your Prestige on the next Prestige roll you
make (but only for that one roll). You hop back in your car
and leave. Mark off 30 minutes and turn to 87.

251 You push on toward Oklahoma City. The scat-


tered thunderstorms make the road dangerous,
but not impossible. If you keep it at 50, you will be safe
(62). If you take a chance and push it up to 70, you can save
some time (354).

2 52 You aim straight for one of the bikers! Even


through your car's armor, you can hear the
startled yell of your target - who probably won't live to
appreciate this lesson in surprise tactics! With a crunch, one
cycle goes flying - it's out of the fight. You take~ dice of
general damage. Roll randomly to see which biker you got
(1 through 5, with #1 the leader).
If you hit the leader, turn to 287. If you hit one of the
others, tum to 134 and fight -you are dogfighting around
the desert. You can fire with any weapon, but only one per
tum.
2 53 "I'm supposed to pick up a courier job in
Oklahoma," you say. "Don't know what it is."
The operator nods, bored. She gives you your travel ad-
visory:
"Sunny weather for the next two hours, rapidly getting
worse. Heavy thunderstorms expected later today and
tomorrow in Oklahoma and north Texas. Flooding expected
along the Red River.
''A new city tax has tripled mechanic and recharge fees
in Waco. This tax is 'to pay for duellist damage to city
property.' .
"The Texas Rangers are on the lookout for the gang that
looted and destroyed the Ross truck stop just north of
Waco. There were no survivors. Travelers should note that
recharges are no longer available in Ross.''
Mark off 30 minutes for the time spent at the AADA.
What will you do now?
Head north to begin your mission (16).
Go to Uncle Albert's and buy some special equipment, if
you have not already done so (144).

2 54 "Sorry,." says Hoaglund. "There we have to


draw the line. I can get away with helping you
here . . . I think. But if we send anybody along, we might
as well close up shop in Oklahoma."
This bit of bad news took up no time. Return to 39.
2 55 It's better than two miles to the highway. You
introduce yourself to Angela and explain what
is going on. She's an attractive, dark-haired girl - and full
of fight! You get the feeling that she '11 pull her own weight
as you finish your escape.
If you have a spare suit of body armor, you may want to
have her put it on. Otherwise, you '11 have a gunner in a
wedding gown! From now on, any Special Damage to the
"gunner" will hit Angela.
Note that if you are in a Piranha, Angela can act as an
actual gunner and fire one weapon per .tum. Her Gunner
skill is 1. In any other vehicle available to you, there's only
one set of controls - so she can drop grenades while you
fire, but nothing else.
Behind you, you hear the whine of sirens as the 1\vo-
eagles forces try to organize pursuit. They were ready for
an attack by an armored division - but not a one-man com-
mando raid! You can stop keeping track of time now ...
Did you use any limpet bombs on trikes before the
rescue? _
1Wo trikes (368).
One trike (309).
No trikes (36).
2 56 You swoop toward the side of the road,
straighten out again, and tap the brakes. Your
foe shoots past you! Now your positions are reversed. It's
still a running battle - but now you may use only front-
mounted or turret-mounted weapons, and your foe may use
only his rear machine-gun. Tum to 49 to see your foe's stats
and to play out the battle.

2 57 This garage double5 as the local AADA office.


Here you can get a power plant charge ($50,
negligible time). What else would you like to do?
Have your car repaired (204).
Attempt repairs yourself (334).
Get medical aid (38).
Ask for information on road conditions (355).
Leave Hillsboro (226).

2 58 You tum off the driveway and stop. The guard


can't see a thing as you trot back to the gatepost
and set a limpet mine right at its l;>ase. You activate it and
leave. Mark off a limpet mine and tum to 187.

2 59 There are over a dozen cycles parked around


the house. The only way to get them all, quick-
ly, is to run them over. You do so; roll 1 die and take that
many points of general damage. You see lights in the house
as you smash the last cycle; you tum and head down the
hill. Turn to 135.
260 The trooper looks through your supplies, as the
other uniformed troops trade glares with each
other and anyone else they see. You recognize the 1\vo-
eagles insignia on a couple of the watchers.
If you have one or more.cans of 0 Laser Foam," tum to
393. If not, turn to 181.

261 Roll one die. On a 1 or 2, tum to 380. On a 3 or


4, turn to 188. On a 5 or 6, turn to 13.

262 Speed and safety mean more to you than a few


bucks right now. Mark off the $250 toll and
head northeast to New Tulsa. You are beginning to feel the
time pressure. The highways are almost deserted, thanks to
the thunderstorms. And you can see almost nothing - the
sheets of rain that lash at your windows reduce the visibility
to a few yards. Behind you are the lights of Oklahoma City;
ahead is only darkness.
How fast will you drive?
A safe 30 (95).
Your normal 60 (174).
As fast as you can push it (15).
26 3 How embarrassing. When you brake to miss a
group of fleeing guests, you skid sideways and
into a building. Before you can straighten out, a half-dozen
guards are running toward you, weapons drawn. Worse, a
security vehicle is headed your way, laser glowing. You
have failed; your adventure is over.

264 You're still on the same highway, though in the


Republic of Oklahoma it keeps its old name of
Interstate 35. At one point, a newly built loop of road
detours around a concrete and barbed-wire wall, heavily
guarded. Rising from within you can see the spire of a
brightly lit oil derrick.
You scan through the radio stations. On an all-night
news channel you pick up something of interest:
"Tomorrow is also the wedding day for John 1Woeagles
and Angela Jordan, daughter of the President of Louisiana.
The announcement of the wedding was a surprise to most of
us - but apparently not to President Jordan, who is at
1Woeagles Ranch for the festivities. An outdoor wedding
on the ranch was planned, but with the weather we're hav-
ing now, they'll probably have to move indoors. And
speaking of weather, Dave, what have you got for us?"
"Nothing good, Stan. We're currently experiencing the
worst storm Oklahoma has seen since the original Land
Rush. Widely scattered thunderstorms are pounding the en-
tire nation and the northern half of Texas. Hail has been
widely reported; we have a report of hailstones the size of
baseballs in Broken Arrow. Tornadoes have been reported
all across the state, and there is a confirmed report of a
twister touchdown east of Enid, with three lives lost ... "
The voice dissolves in static as lightning flashes. Ahead
and to the west, moonlight shows you another thunderstorm
rolling your way. Tum to 41.
265 Unfortunately, the car lots are closed now. If
you take some time to read the ads in the paper
and call around, tum to 132. If you don't want to bother,
tum to 292 and choose again.

266 You do a bootlegger tum - and suddenly


you're speeding back down the road at your
foes! If both Lightsabres are still pursuing, tum to 147. If
only one is still after you, tum to 273.

2 67 You join the line of cars waiting to enter the


city. Fortunately, the police are efficient and
pass you through quickly. Turn to 397.

268 You bring up your fist and throw a solid punch


at the red-faced driver. He staggers back and
grunts in surprise. Then he throws a return punch. You
duck under it and grapple with him before he can draw his
gun.
Play this out as though it were a gunfight. To hit your
foe, you roll against your Gunner skill; you must roll your
skill or less, on one die, to hit him. But instead of shooting,
you are trying to punch your foe in the jaw.
You have already hit him once. If you can hit him again
before he hits.you twice (his skill is 3), then you'll knock
him out and win.
If you knock the driver out, tum to 217. If he knocks you
out, turn to 4.
269 You investigate the bodies of the four bandits.
You know that this gang could not have been
strong enough to destroy the truck stop - perhaps they
were just small-time crooks, taking advantage of the oppor-
tunity to ambush passing traffic.
You find one working machine pistol (worth $250) and
$140 in cash. You also find 4 rounds of rocket launcher
, ammo (total value $140) and 12 shots' worth of machine-
gun ammo (total value $300). You may load the ammo into
your own weapons if it will fit.
You may now try to repair your own vehicle (196) or
leave (178).

270
(56).
All the cyclists are dead or unconscious. You
can drive on (396) or stop to search the area

271 The Ranger believes your story and lets you go.
The whole incident hasn't taken enough time to
matter. Turn to 87.
272
ranch ....
You still have a little time to spare before the
wedding. But now you have to get into the

The ranch is surrounded by a heavy chain-link fence,


electrified along the top. The gate is guarded by a heavily
armored checkpoint. You drive up to the gate. Not recog-
nizing you or your vehicle, the guard asks your business.
If you have a security password, multiply that password
by 50 and tum to the resulting number.
If you don't have a password, but do have a Twoeagles
ID badge, tum to 350.
If you have neither of these, turn to 229.

2 73 The surviving Lightsabre hits the brakes - too


late. You pile into him. Roll 4 dice of general
damage for each vehicle. (If you have a ram plate, roll only
2 dice damage for yourself, and 8 dice damage for the
Lightsabre!)
If your vehicle is drivable and the Lightsabre isn't, you
can drive away. Tum to 42.
If both vehicles are drivable, you can spin and flee ( 197)
or ram again (65).
If your vehicle is no longer drivable, your adventure is
over. Already you can hear more pursuers in the distance
... You almost succeeded, though! Angela dashes for the
brush at the side of the road. You prepare to buy her a few
more minutes of freedom, whatever the cost. Your adven-
ture is over.
274 You spread out your tools and get to work.
Each Mechanic roll you attempt will cost you
an hour. A successful roll will repair 5 hits · of general
damage to your car, or fix 1 damage box on a weapon or
your power plant. If 7:30 comes around, you can drive into
town (78). Or, if you get tired of mechanic work, you can
return to 313 and choose again.

275 "Well, I'm sort of short on equipment," you


say. Hoaglund buzzes his intercom - then
opens a closet to the side of his office and starts pulling out
gear. While he's making a selection for you, an assistant
comes in and makes a few notes about your size for body
armor.
Mark off 30 minutes. You are now equipped to fight a
small war:
Improved body armor (gives you 6 extra hit points,
raises your Defense Class to 10).
6 hand grenades.
6 smoke grenades.
2 limpet mines.
A machine pistol.
"Don't bother returning the leftovers," says Hoaglund.
"We'll take it out of petty cash." Return to 39 and choose
again; note that you may not come back to this option for a
second helping of equipment!
You can see that this junk-pile is ~etting the bet-
276
leave ...
ter of you. Embarrassing, but true. Time to

The two cars are wheeling about each other like fighter
planes. You time your move carefully. Try your Control
Roll. Roll one die; if the result is less than or equal to your
Control Roll, tum to 308. Otherwise, tum to 142.

277 You are back on Texas 1, heading north. The


storm is worse than ever. Lightning flashes
almost constantly - a couple of times it's close enough to
make you jump.
An especially strong flurry of rain hits you. You are
blinded for a second, and a crosswind hits your car. Try
your Control Roll. Roll one die. If the result is less than or
equal to your Control Roll, nothing happens.
If you fail the roll, you go off the road. Your car takes 1
hit of general damage, and you spend 30 minutes maneu-
vering out of the ditch.
Tum to 176.

278 ''Thanks but no thanks," you say. "I've got a


schedule to meet." You accelerate. Soon the
truck is lost behind you. Turn to 225.

279 If you used Laser Foam before the fight, tum


immediately to 166. Otherwise, tum to 348.
2 80 A hush falls over the room. The warlord glares
at you - then rises to his full height. ''Better
watch that mouth, pilgrim. It could get you into trouble."
He draws back a huge fist:
"Wait! The handcuffs!" you shout. The gang laughs.
Then Mandrake's fist lands. And again, and again . . .
Your adventure is over.

2 81 Quickly, you step out the back door, into the


enclosure with the gleaming trikes. You put a
limpet mine on one wheel of each. (If you only have one
mine left, you can sabotage only one of the trikes.) Then
you step back into the building. Turn to 304.

282 You find the shop the sheriff mentioned. They


have 20 ·shots' worth of machine-gun ammo
which they will sell for $25 apiece; you can buy any or all
They also have a used set of body armor in your size, whicli
they will sell for $150. Unfortunately, it is damaged, and
has only 2 hit points left.
Mark off 30 minutes for your shopping trip and turn to
296.

28 3 Mark off another 30 minutes. By ferocious hag-


gling, you talk him down another $500. The
deal is now $110 per hit point of your present car, against a
price of $8,499 for the Pisces.
If you take the deal, you can tum back to 328 if need be
to copy down the Pisces stats; then return to 243.
If you don't like the deal as it stands, you won't do any
better by haggling; return to 243.
284 Ahead of you you see a turnoff. You jerk the
wheel and head for it. Try your Control Roll -
roll 1 die. If the result is less than or equal to your Control
Roll " you succeed; tum to 331. Otherwise, you fail; tum to
151.

285 The rain has settled down to a steady torrent as


you near the Oklahoma border. Mark off another
30 minutes of driving time.
How are you doing on time? The hours before the wed-
ding are counting away.
If it is before lam, tum to 50.
If it is lam to 5am, tum to 154.
If it after 5am, tum to 205.

2 86 You pursue the Hotshot back down the rutted


road. But, as you quickly learn, it has a
flamethrower mounted to the rear! This weapon has a + 1
attack bonus and does 1 die damage; it has 2 damage boxes.
If you turn around again and let the Hotshot go, tum to
29. Otherwise, continue the fight. If you take out the Hot-
shot, turn to 214. If your own car's hit points are reduced to
0, tum to 130.

2 87 A howl of rage goes up from the other cyclists.


As you speed away, they continue relentlessly,
shouting curses and threats over the radio. Return to para-
graph 134 and fight it out; they will fight to the death.
2 88 The radio goes dead for a minute as the Butter-
fly switches channels to confer with her fellow
drivers. Then she's back with you. "That's a ten-four, good
buddy. The brothers are with me: your playmates are out of
line. Take the rocking chair."
Which translates to "Okay. My fellow truckers agree
that you 're clearly in the right. Pull into the middle of the
convoy."
You do so. As you take position, you go onto the general
channel to thank all the drivers - and Angela adds her own
thanks.
About ten minutes later, you hear a hail on the general
channel. ''Convoy, pull over. 1\voeagles patrol coming
through."
The reply is swift. "Breaker for the soldier boys. This
here is the Beaumont Butterfly. Why are you fellows in
such a hurry?''
"Dangerous fugitives," comes the response. "Get over.
We're coming through."
"You and what army?" replies the Butterfly.
''This IS the army, idiot! Now pull over. I won't tell you
again ... Yeeeeow!" Then silence. Finally, the Butterfly
comes back on the air.
''Guess he won't tell me again, after all. Good thing. I
was getting kind of tired of hearing it."
"What happened?" you ask the trucker.
''Laid a big wad of smoke and about a dozen cow patties.
Cold shouldered their front door. Number two pranged.
The.y 're out of it."
Translated: "I put down a smokescreen and dropped
mines. The lead car was forced off the road. The second
one made a mistake and drove into the minefield. They've
both stopped.''
Again, you thank the Butterfly. She laughs. "You 're
welcome, good buddy. Teach them to order me off the
road!" 1\lrn to 8.
289 You pull into a garage. Unfortunately, prices in
Waco are tripled right now! If you want to
change your mind about repairs, you can hit the road again
(342) or find a shady spot and try to fix things yourself
(190).
If you still want to have the garage do your repairs, turn
to 80 - but triple all prices. When you are finished with the
garage, turn to 342 (make a note of that number now).

290 You accelerate and weave. Your car leaps


ahead. The pursuer falls back, but you can't
quite shake him. You accelerate further, through a small
and apparently deserted town. You weave among bits of
debris cluttering the road.
Try alternating Control Rolls for yourself and for your
pursuer-you must roll first. The pursuer's Control Roll is
a 5 ! If you miss your roll first, turn to 191. If your pursuer
misses his roll first, tum to 224.

291 You can't find the problem. Mark off 30 min-


utes and tum to 70.
292 What would you lik~ to do in Fort Worth?
Get car repairs (80). Note that you are now
at #292 so you can return here.
Get medical help (320). Note that you are now at #292
so you can return here.
Shop for a new car (213).
Visit the AADA to check on road conditions ahead
(319).
Visit Uncle Albert's (112).
Leave the city (51).

293 "I told you, buddy - no. Better move on


now." The truck driver's hand begins to stray
toward the pistol on his belt. How will you react?
Attack him (268).
Leave (386).

294 Your car takes 4 hits of damage before it rattles


and bangs to a stop. And when it does stop, you
find your troubles are just beginning. A trouble light is
showing on your front weapon; mark off 1 damage box.
And the car is trapped in the sticky mud!
Fortunately, it's daylight, and you're close to Austin.
Using your CB, you soon find a wrecker who is willing to
come and tow you out of the mud. The fee is $500 (armored
wreckers are expensive!). If you don't have that much, the
wrecker will accept equipment and gadgets - at half their
value - as part or all of his fee. Mark any bartered equip-
ment off your Record Sheet.
Mark off 1 hour and resume your trip. Turn to 118.
295 You are desperate. You keep flipping through
the book and making calls.
Finally, you get an answer ... at a cycle dealership.
Well, anything is better than what you have now. You nurse
your stuttering car to the dealership.
If you have less than $3,000 in cash, tum immediately to
183. If you have at least $3,000, keep reading ...
After a furious burst of haggling, you are the proud
owner of a new Slasher cycle. It cost you $3,000 plus your
trade-in.

SLASHER
Medium cycle with sidecar, 25 hit points. Defense Class
11; Handling Class 3.
Weapons: Machine-gun to front (Combat bonus 0, 1 die
damage, 3 damage boxes).
Machine-gun to rear (Combat bonus 0, 1 die damage,
3 damage boxes).
Smokescreen to rear of sidecar (4 damage boxes).
Power plant: Medium cycle (3 damage boxes).
The sidecar also has a passenger scat with an armor-glass
bubble door on top - so you '11 have a place to put Angela.
Mark off 30 minutes and return to 168 -

296 Onward to the north you drive. The land here is


flat, but the wildflowers along the road arc
beautiful. You remember reading somewhere that for more
than sixty years the Texas highway department has planted
flowers to beautify the roads. Even the occasional wreck
along the roadside doesn't detract too much.
You are approaching the town of Hillsboro. Here, you
know you must detour; this stretch of interstate is so badly
tom up that the ''official'' Highway 1 now goes through
this small town.
Mark off another hour of driving time. If it is now
4:30pmorbefore, turn to 18. Ifit is 5:00to 7:00pm, turn to
186. If it is 7:30 or later, tum to 78.

297 You continue onward, but you feel yourself get-


ting groggy. Until you stop for a nap, your
Driver and Gunner skills will both be at -1. Turn to 327.

29 8 You wheel and try to ram a foe - but on the flat


terrain, they can evade you. Each of them gets
one free shot at you. Return to 348.

Follo~ing the directions, you spray one can of


299 laser foam on your car. It covers the whole
vehicle in an inch of greenish goo that looks something like
shaving cream.
However, as soon as you roll out into the rain, the foam
washes right off. Your car appears unchanged. Mark one
can of laser foam off your list of possessions and turn to
277.

300 You skid - then bounce end-over-end. On the


third bounce, your vehicle catches fire; on the
fifth, it explodes. The trike bandit watches in disappoint-
ment as his loot goes up in greasy smoke. Your adventure is
over.

301 You tum the car in place and fire at the Wolves.
They scatter. You turn again and hit the road.
Turn to 135.
302 Most of the guards, and Twoeagles himself, are
grabbing for weapons and heading toward the
garage. A few of the guards are staying with the President.
Nobody is watching Angela!
You gun your motor and drive up beside her. "Get in!"
you hiss. "Irene sent me! We 're getting you out of here!"
She reacts quickly, dropping into the passenger seat and
slamming the door. She is laughing, though you see her face
is streaked with tears.
You accelerate smoothly away. There's a shout behind
you, and a couple of bullets bounce off your armor. But
you've got a clear road ahead of you. Tum to 255.

303 Not long afterwards, you see that you're being


overtaken. It looks like two small vehicles com-
ing up from behind. They are wearing red and white -
Twoeagles colors. A flash oflight boils the pavement just to
your right. A laser!
If you have laser foam on your car, tum to 363. If not,
turn to 384.

304 You call for the lieutenant. He comes back in


·the door, looking slightly miffed. It almost
seems a shame to do what you are about to do.
"What's that on the ceiling?" you ask, looking up. He
follows your gaze ... and you land a haymaker on his chin.
He folds and collapses. ·
You drag him around behind the desk. You may now
take his uniform (which is regular body armor, in the
1\voeagles colors of red and white). Adding the visored
helmet hanging on the wall will disguise you very well. Of
course, if you have on a suit of improved body armor, you
may prefer to keep your extra protection rather than dis-
guise yourself. It's up to you.
You leave the office - in your new uniform, if you took
it - and head for the wedding site. Turn to 215.
..
30S You wait for a straight stretch - and slam on
the brakes! The Hotshot plows into your car
from behind. Tuke 3 dice of general damage.
One of the Hotshot's wheels rolls loose. The car is crip-
pled. The driver jumps out, brandishing a machine pistol.
He is a slight, skinny fellow in ragged body armor . . . but
he looks mean.
If your car can still move, you drive out of there as
quickly as you can! The Hotshot driver is left in the dust,
firing at you ineffectively. Turn to 29.
If your car can't move (because the power plant is
destroyed or the car itself has no hit points left), turn to
120. '

306 You put the pedal to the metal and steer straight
down the road. As you shoot through the rapid-
ly closing gap, you pass close enough to see the animal
skulls adorning the bikes. The bikers are just as greasy-
looking as you expected; some of them have green hair!
As you pass, two of the bikers get shots off at you. Both
of them. have machine-guns (1 die of damage). One has a
Gunner skill of 4; the other has a Gunner skill of 1. Roll
their attacks normally.
If you survive, you can return fire. However, you are in
front of the bikes and running away. You cannot use front-
mounted weapons. Tum to 134 to complete the battle.
307 You'd rather not start a trip this important
without all the information you can get, so you
detour to South Austin to visit the American Autoduel
Association. It's a beautiful day; twice you hear gunfire in
the distance, but no trouble comes near you. Soon you're at
the AADA building. This is the AADA world headquar-
ters, but your request is a routine one - any AADA office
c.ould handle it.
Inside the building, an operator checks your member-
ship card and punches up your route. "What's the reason
for your trip?" she asks.
You're not going to tell the operator about your secret
mission! If you explain that it's confidential, tum to 72. If
you make up a stocy, turn to 253.

308 You jerk the wheel hard to the left and step on
the brake. Your car fishtails between two
buildings. Your opponent wasn't ready for your desperate
maneuver. You've lost him!
Desperately you dodge along the deserted streets, look-
ing for a route that will get you back to the freeway. And,
eventually, you find it. Turn to 203.

" 09 Turn to 36 and fight. However, there is only


one trike after you. The other is back at the
security office with its front wheel blown off!

310 Unfortunately, you sideswipe a fifty-gallon


drum, bounce off a chunk of concrete, and end
up in a ditch . . . in two feet of water. This is getting
monotonous! Your car takes 2 dice of general damage. If it
is still drivable, you ease it out of the ditch, thankful that
electric motors don't stall easily. Mark off an hour and tum
to 244.
If the car is not drivable, turn to 347.
311 Hoaglund shakes your hand and wishes you
luck, as do a few of the other staffers th<.tt
helped you. If your cash is down below $200, someone
presses bills into your hand - enough to rai~ your bankroll
to $200.
You thank all the AADA crew for their help and hit the
road toward Bartlesville. Turn to 150.

312 "Anybody else want to check this over?" says


the trooper loudly. A couple of the uniformed
bullyboys approach you. They duplicate the guard's search, ·
staring suspiciously at you, the trooper, and each other.
Mark off 30 minutes while they prove how vigilant they
are; then turn to 27.

313 Well, you have plenty to do to keep busy. There


is an ambulance right there, in case the runners
need help. And with all these police around, it would be a
safe place to attempt repairs. What will you do?
Ask for medical help at the ambulance (165).
Work on your car (274).
Just have a few drinks with the cops (99).

·314 The second Lightsabre drops behind you,


smoking. You beat them! Ordinarily you would
think about stopping to check the wrecks, but it's out of the
question now. Tum to 42.

31 S You roll to the side and bring up your machine


pistol. The cyclists react - but not quickly
enough. You get off the first shot.
An ordinary person has a Defense Class of 9 and 3 hit
points. If you have armor, it gives you 3 or 6 more hit
points - but these punks have no armor. Your weapon is
better than theirs, too. If your shot hits a cyclist, it will do 2
hits of damage, knocking him unconscious and taking him
out of the action. But the cyclists are carrying light pistols,
doing only 1 hit of damage.
You fire first - then the cyclists fire. That completes
one combat tum. Then you fire again - and so on. Play out
the combat.
If you hit all three cyclists, tum to ~99. If they reduce
you to 1 hit, turn to 373.

316 The door yields to your persuasion. You are


able to reach inside and grab the unconscious
driver. He's a big fellow, but you heave him up and out of
the cab. Aside from a knock on the head, he seems fine.
What will you do?
Leave him and go (97).
Call for help on your CB (250).

317 The mechanics are polite but firm. Since you're


not a TWoeagles employee, you have no busi-
ness around there - and that's that. Back in your vehicle,
you look for the wedding site. Tum to 215.

318.
"Sure," you reply. "Why not?" You walk
inside and pick up the phone. "Sheriff?" you
ask. "Got a wrecker out there?" He does, of course. "Ask
him what sort of cash offer he'll make on my share of the
salvage. I don't have time for an assessment - I've got to
hit the road right away."
A half-hour later, you are on the road again, $3,000
richer. Turn to 246.
319 The Fort Worth AADA is a small, dusty office,
deserted except for a single clerk. But that clerk
is efficient. Almo~t immediately, you have your printout:
''Very severe thunderstorms and high winds along your
route for at least the next 200 miles.
''Flooding reported along Red River. Texas 1 and
Sherman-Denison bridges both closed as of30 minutes ago.
Anticipated reopening time lam Thursday." You know that
the Red River crossing is less than two hours' driving time
from here. This may present a problem ...
This AADA stop was so quick you do not need to mark
off any time. Return to 292.

320 GENERIC CLINIC

This clinic offers an ordinary level of medical treatment


for the year 2036. Though they would like to keep you
under observation for a week or so, they can patch you up
in 30 minutes (or 2 hours if you were unconscious when
you were brought in). The fee, either way, is $100. You are
restored to your full 3 hit points. Note that if you were
wounded in ordinary combat, your body armor had to be
destroyed first - and you had better replace it.
If you really have less than $100, the clinic will treat you
at no charge (keep whatever money you have).
After you pay your fee and mark off the time, return to
the paragraph from which you came.
321 You try a call on the CB; there is no answer.
The red glimmer of the flares is receding in the
distance. You can turn around and check it out (208) ·o r
drive on (251).

322 Tired and battered, you don't have the energy


to attempt an escape now. You stretch out in the
dirty bathtub and close your eyes. The next thing you know,
it's morning. One of the Wolves has awakened you by turn-
ing on the shower.
Unfortunately, you are given no chance to escape. They
take you, blindfolded, to a phone. There you are given an
opportunity to call friends in Austin and arrange for a ran-
som. Eventually you are freed ... much the poorer. Your
adventure is over.

323 You hit the brakes and turn the wheel sharply.
The "bootlegger reverse" ought to get you out
of this! Roll one die. If the result is less 'than or equal to
your Control Roll, turn to 178. Otherwise, turn to 376.

324 "Negatory, amigo," comes the reply. "Sounds


like a personal problem. The Brotherhood
doesn't need any of that action. Pass or keep your distance,
but get clear.'' Angela shakes her head in disappointment.
If you stay back from the convoy, turn to 103. If you
accelerate to pass, turn to 17.

325 Go back to 134 and continue the fight. This


time, you get to shoot first. This is now a dog-
fight; you can use all your weapons.
32 6 You trigger your smokescreen - but the rain is
so intense that the smoke-clouds ate dissolved
as soon as they form. Machine-gun fire hits your rear quar-
ter. Roll 1 die for damage. You can try to outrun your pur-
suer (290) or hold position and fight (67).

327 You exit the city gates and get back on Texas
1-West, headed north. Tum to 96.

32 8 Mark off 30 minutes for a quick search. This


early in the morning on a miserable, rainy day,
you can only find one car in your price range that looks
worth having:

PISCES V
Mid-size, 52 hit points. Defense Class 12; Handling
Class 3.
Weapons: Vulcan machine gun in front. (Combat bonus
+ 1, 2 dice damage, 3 damage boxes).
4 heavy rockets [1 to right; 1 to left; 2 Oinked) to rear]
(Combat bonus -1, 3 dice damage, 2 damage boxes).·
Power plant: Large (10 damage boxes).

This is a standard Mystic Motors model. You know it to


be a good, solid little car, with heavy rockets for punch and
the Vulcan for long-term firepower. It's worth $10,000; the
lot is asking only $8,999. They will also allow $110 per
remaining hit point as trade-i_n value on your .current car.
You get the feeling the salesman might not be firm on the
price. If you want to spend some time dickering, turn to
283. If you take the deal as it stands now, make the ex-
change and return to 243. If you don't like the deal but
don't want to haggle, keep your old car and return to 243.
329 A phone call to Uncle Albert's saves you a trip;
they are closed because of the weather. Return
to 168 without marking off any time.

330 The guard looks at the ID lazily. "So?" he


says. Then he looks at it again. "Just a second,
sir." He steps behind the counter, produces a large shotgun,
and holds it on you while he presses a buzzer. There is a
limit to how far you can push a stolen ID badge with some-
one else's picture! Your adventure is over.

331 Through the lightning-shot blackness you


drive, the howl of the tornado torturing your
ears. The dru~ of the rain is like gunfire on your roof.
Then the drumming sound ceases for a second. The silence
is shocking.
Then the rain hits you again. But you realize you have
driven through an underpass! Frantically you slam into
reverse and back under the concrete shelter.
Closer and closer the tornado comes. Random eddies of
wind rock your car. Then the rocking dies down. The tor-
nado has passed.
Turn to 167.

332 "Thanks a lot!" you say. "Roger and wilco!"


You brake and swing in behind the big truck, a
safe dozen car-lengths behind.
The trip goes quickly and smoothly; the skies are clear-
ing further. You chat with Monk on the CB as the miles roll
by. At one point, a pair of wicked-looking trikes pace you at
a respectful distru;ice - but there's no gunfire. The trip is as
peaceful as can be.
Mark off 1 hour and turn to 93.
333 Your little cycle can't outshoot a laser-armed
opponent - but it has more acceleration than
the trikes do! You trigger the rear-mounted smokescreen
repeatedly. Sure enough, it blocks most of their laser fire.
Slowly, you draw away from the pursuing trikes.
Then you hear a terrible crashing noise. You can't see
just what happened - but apparently your pursuers ran into
some obstacle concealed by the cloud of smoke. Tum to 86.

334 It's getting dark outside; a thunderstorm is start-


ing. But for a $50 fee, the mechanics will let
you use an empty bay in their garage. (If you don't have the
money, the1 will take any goods with a value of $50.) You
spread out your tools and get to work. Each Mechanic roll
you attempt will cost you an hour. A successful roll will
repair S hits of general damage to your car, or fix 1 damage
box on a weapon or your power plant, or improve your
Handling or Defense Oass by 1 if they were reduced in
combat. When you have done all the mechanic work you
want to do, return to 257 and choose again.

335 You feel yourself getting groggy. If you don't


stop for a nap, your Driver and Gunner skills
will both be at -1 until you do. Decide whether you will
sleep in your car; mark off 4 hours if you do.
If you would like to pick up a meal and shop for sup-
plies, tum to l28. If you want to hit the road right now, tum
to 277.
336 "Sounds like fun!" says Angela. She pulls the
pin on a grenade, pops the window, and tosses
it back toward the pursuers.
Each combat tum, Angela can drop one grenade while
you are firing the rear weapon. This is tricky; she only hits
on a roll of 1 on one die. If she makes the roll, one Light-
sabre (choose randomly) takes 1 die of damage.
Return to 384 and continue the fight. Angela can drop
one grenade per turn until she runs out of grenades or you
tell her to do something else. If you take any other special
combat option, she must stop using grenades.

3 37 Nice try - but the hand is hardly quicker than a


bullet. Your adventure is over.

3 38 Slowly, you pick your way through the gauntlet


of hay-bales. Driving slowly, you can easily get
between them or nose them out of the path. Turn to 382.

339 The bridge still isn't open. You decide to kill


time by working on your car. You may attempt
one Mechanic skill roll for every full hour you have to
work. Each successful roll repairs 5 hit points of general
damage, or fixes 1 damage box on a weapon or power plant. _
At lam a police cruiser passes by with a bullhorn. "The
bridge is open! Repeat, the bridge is now open!" You may
leave now (or later, if you want to spend more time on
repairs). When you are ready to cross, tum to 154.
340 You put the hammer down and try to out-speed
your foe. On each tum, you try alternate Con-
trol Rolls - first your own, and then your foe's. Remem-
ber, a Control Roll is made on one die - your Driving skill
plus your car's Handling Class. Your foe has a skill of2 and
a Handling Class of 2, so hi~ Control Roll is 4.
On any tum in which you both make your roll (or both
miss your roll), nothing happens. Both of you roll again.
If you make your roll and your foe misses his, he has
gone into a ditch. You escape. Tum to 29.
If you miss your roll and your foe makes his, he has
caught up with you and you must fight. You 're glad your
Piranha came with a rear-firing machine gun!
Tum to 160, but ignore the first sentence; your foe fires
first.

341 You've made it with plenty of time to spare.


You drive past the gate, out of sight, and pull
over to the side of the road to think about your plans one
las~ time.
As you do so, you monitor the local CB chatter. One
channel is pretty busy. Listening in, you realize that it's the
Twoeagles security force.
One conversation appears especially interesting. "Some-
body went through the wire in Sector 249, '' a guard is
reporting. "Fence is down for 20 feet. We need an elec-
trical crew out here right away, and a fencing crew ASAP.''
"Roger," comes the reply. "249 is on the highway,
right? Put a couple of guards on it. We'll get to it this after-
noon."
Sounds like a possible escape route! Make a note of that
number - Sector 249. Tum to 272.
342 You may wish to recharge your power plant
before you leave Waco. This will cost $150
(three times the nonnal price) and take no appreciable time.
You know that you cannot make it to Dallas without a
recharge, but you also know there should be many truck
stops along the way that will charge only $50.
If you stop for a recharge, mark off $150. In any event,
tum to 146.

343 ,
You enter the outskirts of Oklahoma City. The
capital of the Republic of Oklahoma looks drab
and deserted under the rainy sky. You pull into a truck stop
and pay $50 for a recharge. While you're there, you use a
phone number that Irene gave you. Here, she said, you
would get some detailed information about the Twoeagles
ranch, and more cash if you needed it.
· But the phone rings and rings ... and is not answered.
You feel a sinking sensation inside. Is Irene's hasty plan
falling apart already? You have no way of knowing; you
must press on.
If you want to buy some more ammo or equipment, tum
to 85. If not, tum to 383.

344 Your car's a mess - but at least you're still


alive. As you are crawling out of the wreckage,
a headlight glares in your face. If the Desert Wolf leader
(cycle #1) is still alive, tum to 212. If he was killed in the
battle, tum to 116.

345 One side of the gate is down, lying on the


ground. It's a hole big enough to get through
. . . just barely.
Roll one die. If the result is less than or equal to your
Control Roll, you succeed; tum to 161. Otherwise, you
fail; tum to 374.
346 Pay $8,000 or all your money (whichever is
less) for your new car. Your new car will be as
described in 235, but with a hi-res computer ( +2 combat
bonus) instead of a regular one. Turn to 235.

347 Unfortunately, your adventure ends here. The


local wreckers are busy with people in real
trouble, and you can't fix your car while it's in two feet of
water. Eventually, you will limp back home, your mission
uncompleted. Better luck next time.

3 48 You have to deal with a pair of laser-armed


trikes. These are formidable foes.

ASMODEUS
Heavy tricycle. Defense Class 13 if you're firing at its
front (that is, if it's behind you), 12 otherwise. 31 hit
points. Handling class 2.
Weapons: Laser front ( + 1 combat bonus, 3 dice dam-
age, 2 damage boxes).
Machine-gun rear (0 combat bonus, 1 die damage, 3
damage boxes).
Power plant: Super cycle (5 damage boxes).
Gadgets: Hi-res computer ( +2 combat bonus).
Attacker #1 has Gunner skill 3; his Control Roll is 5.
Attacker #2 has Gunner skill 2; his Control Roll is 5.

If either Asmodeus loses its power plant, it drops out of the


fight. Count it as destroyed. If it's a running battle, any
Asmodeus that loses its laser will also drop out, since it
can't bring its rear machine-gun to bear on you.
If you knock out both foes, tum to 86. If your own vehi-
cle's hit points are reduced to 0, turn to 34. If you want to
try any special tricks, tum to 227.
349 You may try a special tactic if you like:
Spin and ram a foe (114).
Lay smoke or drop smoke grenades (237).
Drop regular grenades out the window (336).
Spray laser foam at the foe (173).
If you do none of these, return to 384 and continue the
battle.

350 It works like a charm; the guard opens the gate


without any further questions. You pass
through and head down the driveway. As you do so, you
notice a flaw in their security; the gate is designed to keep
people out, not in. The guardpost has no window in back,
and there's a blind spot next to one gatepost on the inside.
What will you do?
Go on "into the ranch (187). Note that this is your only
option if it's already 1:00.
Stop and plant a limpet mine - if you have one (258).

351 You decide to chance it. Maybe you can get


behind this bandit! Try your Control Roll - but
at a penalty of l, because this is a very dangerous maneu-
ver. (For example, if your normal Control Roll is 5, you
need a 4 or less to succeed!)
Roll one die and add 1 to the result. If the final result is
less than or equal to your Control Roll, turn to 256. Other-
wise, tum to 300.
352 The minister, the guests, and the guards all
stand frozen. Careening wildly, you knock over
a row of empty chairs and screech to a halt beside Angela
and her unwanted bridegroom. "Get in!" you shout. "Irene
sent me! We're getting you out of here!"
Angela moves instantly, scrambling into the passenger's
seat. She is laughing, though you see her face is streaked
with tears.
Twoeagles reacts just a second too late. As he grabs for
Angela, the door closes. You are already spinning to get out
of there. As you do, you see an elderly fellow in a top hat-
President Jordan! - shaking hands with himself in the air
and laughing.
The guards are over their paralysis now, and bullets are
bouncing off your windshield. Try your Control Roll, at a
penalty of 1. Roll a die and add 1 to the result. If the .final
result is still less than your Control Roll, turn to 255.
Otherwise, tum to 263.

3 53 You wheel around the airfield. Dozens of peo-


ple are pouring from the buildings - it doesn't
pay to upset these Oklahomans! A few are fleeing, but many
are shooting back at the 1\voeagles attackers. An old
woman leans out of her car window and fires off a bazooka;
the shell streaks toward a personnel carrier and blows off a
front wheel. Troopers tumble. On the airfield, a tank blows
up; you didn't see what got it. Some of these Okies are car-
rying heavy weapons! The attackers are temporarily dis-
tracted.
Then Angela is pulling at your arm. ''There!" She
points toward a parking area. "Take that car!" It looks like
a perfectly ordinary luxury sedan.
If you stop and switch vehicles, tum to 91. If you keep
looking for another plane, turn to 400. If you flee from the
airfield, tum to 169.
354. Roll one die. If the result is less than or equal to
your Control Roll, you stay on the road; mark
off 2 hours and tum to 343.
Otherwise, you spin out and land in a shallow pond. Tuke
3 hits of general damage. If your car is still drivable, mark
off 3 hours to get it out and finish the trip, and tum to 343.
If your car is not drivable, turn to 347.

355 The garage operator is busy, but he finds time


to check his computer link. Mark off 30 min-
utes. (If you 're getting repairs at the garage, this can "over-
lap" the repair time and doesn't count against you.) You get
the following road information:
''Heavy thunderstorms and possible severe winds all
along your route.
"Cycle gang activity reported just north of Dallas. Two
casualties."
Return to 257 and choose again.

35 6 Fortunately, no damage is done. You call for


help on the CB. Soon a Turnpike Authority
towtruck shows up, escorted by an armed cruiser. You're
on your way quickly - at no charge. "All part of the ser-
vice," says the towtruck driver. You head for New Tulsa. ·
Mark off 3 hours (2 for the drive, 1 for the delay) and
turn to 218.

357 A qui.ck trip.to Dealer's Row turns up two in-


terestmg options:

NAGINATA
Luxury car, 73 hit points. Defense Class 13; Handling
Class 3.
Weapons: Recoilless rifle in turret - will fire any direc-
tion. (Combat bonus 0, 2 dice damage, 3 damage boxes).
Smoke screen to rear (blocks laser fire and hides you
from pursuit) (3 damage boxes).
Power plant: Super (12 damage boxes).
Gadgets: none.
This was a special-order job for a courier who got killed
before he could pick it up. It has fewer weapons than the or-
dinary Naginata, and a large cargo space. The Mitsui lot
will sell it for $10,000 just to get rid of it.

-------------------
SIZZLER
Mid-size, 31 hit points. Defense Class 10; Handling
Class 2.
Weapons: Heavy rocket to front (Combat bonus -1, 3
dice damage, 2 damage boxes).
Flamethrower to right (Combat bonus + 1, 1 die
damage, 2 damage boxes).
Flamethrower to left (Combat bonus + 1, 1 die damage,
2 damage boxes).
Power plant: Medium (8 damage boxes).
Normally you wouldn't be caught dead in a Sizzler, but
it sure is cheap . . . only $4 ,500.

Either lot will offer you a trade-in of $120 per remaining


hit point on your present car. You can keep all your posses-
sions, but not any computer or weapons you may have in-
stalled in the car.
If you buy a car, or if you just want to quit shopping,
return to 397 and choose again. If you don't want either of
these cars, but want to keep shopping, you may check the
paper to see if there is a suitable car being sold by a private
owner ( 180).
Mark off 30 minutes for the time spent at the car lot.
358 You're desperate. You put the pedal to the
metal! 70 ... 80 ... 90 miles per hour. Your
car vibrates on the rutted road. Ahead is a sharp turn. Can
you make it?
Try a single Control Roll. (Your Control Roll is shown
on your Record Sheet. To succeed, roll this number or less
on one die.) If you succeed, you outdrive your foe. The last
thing you see of him is his terrified face in the mirror as he
hits his brakes. He's not willing to risk his life on that curve
just to keep up with you! Tum to 29.
If you fail, your car goes into a ditch at 90 mph and you
are knocked unconscious. Turn to 130.

359 You use the laser foam. It jellies almost imme-


diately into a thick, greenish substance. It looks
as if you had sprayed shaving cream all over your vehicle!
One of the mechanics is curious. "Detergent," you say. He
wanders off, shaking his head. Mark off a can of laser
foam.
You may now leave and head for the security office if
you have not done so (398) or go directly toward the site
where the ceremony will be held (149).

360 As you cruise by, you fire a shot into the truck,
but there is no response. You have no more
time (or ammo) to waste here. Turn to 87.
'

361 You plead, cajole, and slam your fist on the


table. At last the dealer relents. He accepts
your trade-in, all your cash but $200 (if you have even that
much), and an IOU. You ride out of the lot on a new Slasher
cycle. Tum back to 295. Skip the first few paragraphs and
start reading with the description of the Slasher.

362 Through the black nightmare you run. You slip


and fall. The tornado is bearing down on you
like an express train. Suddenly you are flying. Cool to the
last, you have time to think ''This could be fun!'' Then you
slam into· the ground. Your adventure is over.

36 3 The Laser Foam adds 1 to your Defense Class


- and any laser that hits you will do only 1 die
of damage. Go to 384 and fight.

364 The shoulder is soft, and your wheels spin.


You 're having trouble controlling the car. The
cyclists all fire at you as you speed away; take 3 dice of
general damage from their combined attack. If your car is
now disabled, turn to 130. Otherwise, try a Control Roll.
If you miss the Control Roll, your vehicle flounders
around in the soft sand, and the cyclists keep shooting.
Return to the top of 364 and try again!
If you make the Control Roli, you get back onto the
road. If you have a smokescreen and wish to use it to try to
escape, turn to 231. Otherwise, turn to 134 and fight.
365 The truck stop is fairly busy. If it is 1 lpm or
earlier, tum to 179. If it is after 11 pm but
before 3am, turn to 335. If it is 3am or later, turn to 230.

366 Bathroom doors were not meant to keep people


in. With the aid of a piece of wire scavenged
from the toilet tank, you pick "the lock.
You ease the door open - and a clatter of tin cans rings
through the house. The Wolves had booby-trapped the door.
Only luck will save you now, as you sprint for the door.
Roll one die. On a roll of 1through5, tum to 73. On a roll
of 6, turn to 395.

367 "Say!" says the trooper. "I heard about you!"


You talk shop briefly as the trooper gives your
car a cursory inspection; then he shakes your hand. Tum to
27.

36 8 Behind you, there is a good deal of confusion in


the Twoeagles security office. Both their trikes
are sitting fo. the parking lot with their front wheels blown
off. -.. You hear their angry chatter on the CB. Pursuit is
being organized, but it's not very organized. Not yet.
Turn to 86.
369 You stay on the highway. A few minutes later
you pass through the small city of Ross - if
you blink, you '11 miss it - and then you are back on the
open road. The weather is beginning to look threatening; a
few drops of rain fall on the windshield and are quickly
swept away. You turn on your headlights and continue.
Tum to 296.

370 You spring out of your car, gun blazing in your


fist. The driver of the scrap-heap is halfway out
of his own car; your move catches him by surprise. Roll to
hit him - but you 're making a quick shot, so treat his
Defense Class as 10 for this one shot.
If you make this difficult roll, tum to 110. If you miss,
your foe makes it back to his car; turn to 130.

371 The Dallas AADA is located on the ground floor


of a downtown high-rise. Fortunately, there's a
drive-through window. You give them your route, and get
the following printout:
"Very severe thunderstorms and high winds along your
route for at least the next 200 miles.
"Cycle gang activity has been reported to the north and
east of Dallas - slightly off your planned route.
"Flooding reported along Red River. Texas 1 and
Sherman-Denison bridges both closed as of30 minutes ago.
Anticipated reopening time lam Wednesday."
You know that the Red River crossing is less than two
hours' driving time from here. You may have a problem ...
Mark off 30 minutes and return to 397.
372 Mark off 30 minutes. The New Tulsa AADA
gives you the following advisory for your
planned route:
''Extremely hazardous weather conditions continue.
"US 75 north to Bartlesville is a hazardous and badly-
policed route. Strong outlaw gangs operate out of Turley
and Ochewa. Convoys are rarely bothered; oil company
vehicles are usually safe because the oil militia retaliate
strongly. Other vehicles travel at their own risk."
Return to 168 and choose again.

3·73 You are unconscious. The surviving cyclists


take your car, your weapons, and your money.
When you awaken, you are in the hospital. You'll have to
hitchhike back to Austin. Your adventure is over.

374 "Hang on tight!" you warn. Then you hit the


gate. Your teeth rattle. The gate crumples as
you run over it - but it catches one of your wheels. You
swerve and sideswipe the gatehouse; your motor sparks and
dies.
Beside you, Angela screams with anguish. "Shoot me!"
she begs. You shake your head. You can't do it.
Soon, you're captured. A gallant try - but a failure.
Your adventure is over.
375 You keep to your course. "Have it your way,"
growls the radio. The cycles, now blocking the
road, open fire. You can take to the shoulder and drive
around them (364) or try to ram one of them (252).

376 Unfortunately, your "bootlegger" didn't quite


come qff. Your car shoots sideways - you 're
still inside the wall! Gunfire is raining all about you~ and
some is hitting! Your car takes 3 hits of general damage.
Turn to 48 and fight.

377
tum to 93.
You 're in the clear. The rest of your trip toward
Bartlesville is uneventful. Mark off 1 hour and

378 You have no idea where you are ... and your
power plant hums and dies. And heavy rain is
coming down around you. Angrily, you call Hillsboro on
your CB. To your amazement, they come in loud and clear.
You've reached the cops at the barricade - and from the
sound, they're close by. ·
"What do you mean, sending me on a wild-goose chase?"
you shout into the mike. "APRIL FOOL!" comes the reply.
The cops are happy to send out a wrecker; the fee is only
$100. The wrecker gives you a temporary charge and leads
you back to its garage in Hillsboro . Mark off 1 hour for the
April Fool joke.
You will have to get your plant charged at the garage.
Tum to 257
379 A distant explosion shatters the party atmos-
phere. There are echoes - or perhaps more ex-
plosions? There's your diversion; you'll take it while you
can. You bear down on the accelerator and head for Angela.
Turn to 352.

380 The sound grows louder. You are helpless to


escape or protect yourself. Then, at the last
moment, the whirlwind lifts into the air and passes over you
harmlessly. Turn to 167.

381 "Sorry, officer," you say. "Cooling system


malfunctioned on the way in. Garage says to
blanket it and try a methane hosedown."
He tries to think about this, and then gives it up as a bad
job and waves you on. Tum to 149.

382 The litter of hay-bales ends as suddenly as it


began; the road is clean. Almost clean, that is.
In front of you is the source of your problems. A farm truck
is lying on its side, blocking one lane. One front wheel is
completely blown away; the other is still spinning. There is
no sign of the driver. What will you do?
Continue without stopping (97).
Stop and investigate (206).
Put a shot into the offending truck (360).

383 If it is before 6am, tum to 45. If it is 6am or


later, turn to 243.
384 This will be a running battle; you can use turrct-
mounted and rear-mounted weapons only. .
Angela cannot fire (you have only one rear weapon), but
she can throw something out the window each tum, if you
have anything to throw.
Your attackers are identical - laser-armed pursuit cars,
with high speed and good acceleration. Fortunately for you,
they have little armor, so you have a chance.

LIGHTSABRE
Compact. 20 hit points. Defense Class 10. Handling
Class 3.
Weapon: Laser front ( + 1 combat bonus, 3 dice damage,
2 damage boxes).
Power plant: Large (10 damage boxes).
Attacker #1 has Gunner skill 4; his Control Roll is 5.
Attacker lf2 has Gunner skill 5; his Control Roll is 6.

The Lightsabre has only one weapon - the front-mounted


laser. If either one loses its laser or its power plant, it can-
not continue. Count it as de~troyed.
If you knock out both foes, tum to 314. If your own
vehicle's hit points are reduced to 0, tum to 34. If your
vehicle has any special abilities you want to try, tum to 349.
I ,,
~,,,
38S Tty your Control Roll again. A successful roll
(less than or equal to your needed Control Roll)
gets you back onto the road, with 6 hits of damage to your
car. Also, mark off 1 damage box on your front weapon.
Tum to 382.
If you fail your Control Roll, the mud catches your
wheels and stops you. Tum to 294.

386 You maneuver around the truck and drive on to


the north. Tum to 285.

387 "Not bad. Took one out, eh? Glad you got
away." Another official car pulls up, lights
flashing, and the sheriff jumps in his own prowler and
heads back south. You want no more of that fight, though;
you stay behind.
Ross has no garage or medical facilities, but the sheriff
· directed you to a shop where you may be able to buy some
ammunition. If you want to tty it, tum to 282. If you would
rather go on, turn to 296.

3 88 The scrap-heap loses a wheel and smashes into


a building. There is a muffled explosion. The
driver staggers out and collapses; you see flames flickering
from inside the car.
If you drive off immediately, tum to 203.
If you check the driver and his car for possible salvage,
tum to 79.
389 If you are driving a car taken from a raider, tum
to 22. Otherwise, tum to 223.

390 You continue onward, but you feel yourself get-


ting groggy. Until you stop for a nap, your
Driver and Gunner skills will both be at -1. Turn to 239.

391 Unfortunately, this road is fairly smooth and


straight - not the best. for losing a foe in
smoke. At least you are messing up his aim! On each tum
that you lay smoke, raise your Defense Class by 3. But as
long as you are laying smoke, you can't use other weapons,
even if you have some that bear to the rear.
For every tum you fire your smokescreen (or drop a
smoke grenade), roll 1 die. On a l, you lose your foe. But
on a 5 or 6, he hits you, doing 1 die of damage.
If you lose the foe, turn to 377. If your vehicle is crippl-
ed (loses its power plant, loses all hit points) or if you go
unconscious, turn to 175.

392 It's just a short-circuit - hard to find, easy to


fix. Soon the truck is purring. Mark off 30
minutes. Gleefully, Monk slaps ·you on the shoulder.
Soon you are on your way. Before you go, Monk gives
yo~ one of his cards. Make a note of his name - Monk
Donahue.
Tum to 251.
39 3 "What's this?" says the trooper, examining a
can of Laser Foam. "Never heard of it. Looks
interesting." What do you reply?
"Experimental stuff. Haven't tried it." (125).
"Experimental stuff. Haven't tried it. You can have a
can, if you want." (233).
"Very good stuff. Not on the market yet. I'll sell it for
$200 a can." (71).

394 You drop grenades out the window, one at a


time. The fuse is set for just enough time to let
you get away. Behind you you hear explosions, and you see
the Hotshot swerving wildly to avoid the deadly "pills."
But the road is narrow and rutted, and the grenades are
scoring on him. As long as your grenades hold out, the Hot-
shot can't fire at you - he's too busy dodging!
Each time you drop a grenade, roll one die. On a 6, you
have damaged the Hotshot enough to throw off pursuit, and
you can tum to 29.
If you run out of grenades (or decide to quit) before you
stop the Hotshot, return to 102 and make another choice.
39 5 Somehow you break through the howling melee
and reach the door. The sleepy Wolves are
shooting at shadows and each other. You dash across the
rutted yard toward your car.
There is a chubby, bearded Wolf sleeping in the car; you
lay him out with a single punch as he sits up. Your spare
key is just where it belongs, in the fake ''mud'' under a
wheelwell. The Wolves are pouring out of the house after
you as you gun the motor. Turn to 301.

396 You drive on. Although the battle seemed


lengthy, you are surprised to look at your watch
and see that it took almost no time! Tum to 111.

397 What would you like to do in Dallas?


Get car repairs (80). Make a note of this par-
agraph number so you can return here.
Get medical help (320). Make a note of this paragraph
number so you can return here.
Shop for a new car (148).
Visit the AADA to check on road · conditions ahead
(371).
Visit Uncle Albert's (21).
Leave the city (54).
398 The 1\voeagles security office is a small brick
building. Behind it is a chain-link fence; you
can see two sleek trikes parked inside. You can walk in
(131), or think better of the idea and leave (215 for the wed-
ding site, or 105 for the garage, if you haven't been there).

399 All the cyclists are down. You check them


over; none are dead, but all are in bad shape.
The gunfire has attracted no attention; evidently this is a
rough part of Waco.
You have no use for the little cycles, but you confiscate
three battered light pistols (worth only $40 each) and $20 in
cash. Using your CB, you contact the Waco police and tell
them where to pick up the casualties.
If you were hit in the fight, tum to 164. If not, you can
return to your repair work; turn to 113.

40 0 You search - but to no avail. Most of the air-


craft are burning; the rest are escaping,
vanishing in the distance. Eventually your luck runs out.
You cross a stream of gunfire, skid, and land upside down.
Your adventure is over.
BATTLE
ROAD
APPENDIX
WEAPONS
These are some of the common weapons you may en-
counter. Some will be on your own car - others will be
aimed at you . . .
Machine-gun. A light, common weapon. Easy to find
ammo for. It does 1 die of damage.
Flamethrower. A bulky, clumsy, short-range weapon
that nevertheless is likely to hit because the flame spreads
out. Gives a + 1 combat bonus when you attack with it.
Does 1 die of damage when it hits.
Rocket launcher. A cheap, destructive weapon. It does 2
dice of damage. Subtract 1 from your combat bonus when
you fire it - it is inaccurate.
Recoilless rifle. A better weapon than the rocket launch-
er, because it is more accurate. It does 2 dice of damage.
Vulcan. An improved, high-powered machine-gun. Very
accurate - add 1 to your combat bonus when you use it.
Does 2 dice of damage.
Heavy rocket. A very destructive, one-shot weapon. It
does 3 dice of damage. Subtract 1 from your combat bonus
when you fire it; it is very inaccurate. Once fired, a heavy
rocket is gone.
Anti-tank gun. This cannon can only be mounted on
large vehicles, and even then only to the front or rear. It
does 3 dice of damage.
Laser. A very accurate, destructive, expensive weapon.
Few vehicles have lasers. A laser does 3 dice of damage.
Add 1 to your combat bonus when you use this weapon.
Lasers can sometimes set your foe on fire. Lasers use no
ammunition - they work off your power plant.
Minedropper. Leaves mines on the road to harass your
foe. Whether he hits them is up to his driving skill.
Spikedropper. As above, but drops cheap spikes to punc-
ture the foe's tires.
Paint spray. This weapon does no harm, but shoots a
cloud of paint to blind a foe.
Oil jet. Produces an oil-slick to deter pursuing foes. If a
foe hits an oil-slick, he will have to make a control roll.
Smokescreen. Produces a cloud of smoke to hide you
from pursuit. The smokescreen makes enemy fire inaccu-
rate, and totally stops laser beams.
DEFINITION OF TERMS
Combat Bonus. The number that determines your weapon
accuracy. Add your Gunnery Skill to any extra bonus you
get for a computer, or for especially-accurate weapons on
your car. Higher is better!
Defense Class. The number that determines how hard
your car is to hit. Higher is better! Small cars are harder
targets and have higher Defense Classes than big ones.
Heavy armor also improves your Defense Class. Special
Damage can lower it.
Hit Points. The amount of damage a car, person, etc.,
can take before it ceases to function. Higher is better!
General Damage. Ordinary damage to a vehicle, which
reduces the "hit points" its target has. General Damage is
measured in "hits." One hit removes one hit point.

Special Damage. Damage from lucky shots that directly


affect certain important parts of the car. Each hit of Special
Damage is shown by marking off a ''damage box'' on your
Record Sheet. An item with three damage boxes can with-
stand 3 hits; it then stops working until at least one damage
box is repaired.
Handling Class. The number (from 0 to 3) that shows
how well your vehicle handles. The higher the Handling
Class, the more likely your car is to stay on the road.
Control Roll. A die-roll (one die) made by a driver when
faced with a hazard, to see if he keeps control of the car.
Add Driver Skill to the car's Handling Class to determine
the Control Roll needed.
Attack Roll. A .roll of two dice, plus your Combat
Bonus. If your attack roll exceeds your target's Defense
Class, you hit him.
B&TrLI
ROAD
ADVANCED RULES
Use these rules if you want a more complex (and more
challenging) game.

AMMUNITION
In the basic game, ammunition is unlimited. As an
advanced rule, keep track of the ammunition you expend.
Lasers take power from your power plant and have unlim-
ited shots - until the power plant is destroyed or runs dry.
Machine-guns, Vulcans, paint sprays, and oil jets have 20
shots each (a "shot" for a machine-gun is one.tum 's worth
of fire). Other weapons have 10 shots each. Extra ammuni-
tion is a good thing to carry - or to find in a salvaged
wreck.
If you run out of ammo in a fight, you automatically lose
- your car is wrecked - unless the text gives you an option
to escape, or to fight in a way that doesn't require shooting
at the foe!
When you buy a new car, it comes fully loaded with
ammo unless the paragraph specifies otherwise.

SUSTAINED FIRE
If you shoot at the same target for two or more turns in a
row (vehicle fire only), you get a + 1 combat bonus on the
second shot, and a +2 bonus on the third and successive
shots. If you use this rule, apply it to foes as well as to
yourself!
Advaoced
Du'1seon~ragons"
ADVENTURE GAMEBOOKS

From the Producers of the


DUNGEONS & DRAGONS® Game
• Reads like a
book, plays
like a game
• YOU determine
your character's
skills
; • Game employs
hit points, saving
throws, combat,
skill points, more

111 PRISONERS OF PAX THARKAS


112 THE SHOST TOWER
113 ESCAPE FROM CASTLE QUARRAS
114 'iHE SOULFOHE
115 TEST OF THE NINJA
#6 MASTER OF RAYENLOFT
111 SCEPTRE OF POWER
Ill NISHTMARE REALM OF BABA YASA
#9 THE SORCEr.ER'S CROWN

~- TSR,lnc.
PRODUCTS Of' YOUR IMAGINATION' "

ADV AN CED DUNGEONS &


DRAGOJllS and DUNGEONS &
DRAGONS are registered trademark&
owned by TSR Inc. "TM'' designates
other trademarks owned by TSR Inc.
Ii:> 1985 TSR Inc. All Rights Reserved.
DUNGEON™ Adventures

A new periodical from the publishers of DRAGON® magazine.

• Edited by Roger E. Moore

DUNGEON Adventures features a collection of role-playing


adventure modules in each issue. Included among these will be
DRAGONLANCE adventures for those interested in continu-
ing their journey through Krynn.

Please watch DRAGON® magazine for more details on release


date.

DRAGONLANCE books, adventure games, and calendars are


sold through fine book and hobby stores. Or you may order
directly from The TSR Mail Order Hobby Shop, POB 756,
Lake Geneva, WI 53147. A complete catalog of TSR, Inc.
products is available upon request. To place an order with
VISA or Mastercard, call our toll-free order number: 1-800-
558-5977. (Wisconsin residents call 414-248-3625.
THE WORLD OF THE DRAGONLANCE™ SAGA
Explore the world of Krynn in adventure role-playing game
modules, simulated battle games, miniatures, calendars, and
gamebooks. The following is only a partial list of
DRAGONLANCE™ products. For a complete listing, contact
your local book or hobby stores or write TSR, Inc., for a
catalog. '

DRAGONLANCE® ADVENTURE ROLE-PLAYING


GAMES
A series of fifteen modules allows you to participate in the
heroes' battle against the evil dragons. The series begins with
DRAGONS OF DESPAIR, by Tracy Hickman. Included
among the role-playing adventure modules are two source
books, DRAGONS OF MYSTERY by Michael Dobson and
DRAGONS OF KRYNN by Tracy Hickman, plus a
simulation wargame of the War of the Lance, DRAGONS OF
GLORY by Douglas Niles and Tracy Hickman.
ADVANCED DUNGEONS & DRAGONS® Gamebooks
include PRISONERS OF PAX THARKAS by Morris Simon,
THE SOULFORGE by Terry Phillips, and LORDS OF
DOOM by Douglas Niles.
THE 1987 DRAGONLANCE CALENDAR, by TSR, Inc.,
· staff artists, features stunning, full-color paintings of scenes
from both trilogies-DRAGONLANCE CHRONICLES
and DRAGONLANCE LEGENDS.

You might also like