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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Corridor.

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moosecow333
Mar 15, 2007

Super-Duper Supermen!
Let’s get some elevation. stairs!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Stairs. We can see better and shoot better from high ground.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Black Robe posted:

Corridor, it's harder to escape from higher up.

also gently caress you book that bike would have caught fire hours ago

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

Corridor, it's harder to escape from higher up.

The Omega Zone posted:

At the end of the corridor you find a closet with a window that overlooks the main street. From here you observe the clan rider bring his motorcycle to a halt at the edge of the town. He is wearing a close-fitting black leather riding suit, a full-face black crash helmet, and is sporting a rig of combat equipment that makes him look like a futuristic space warrior.



Slowly he climbs off his machine, pausing briefly to adjust the controls of his air-conditioned riding suit. Then he unsheathes a scoped rifle from his saddle holster and advances along the main street, using the shadowy doorways of the stores and offices to cover his approach. He is thirty yards away, on the opposite side of the street, when he stops to select an orange-tipped bullet from a pouch at his hip. You watch with fearful anticipation as he presses the round into the breech of his rifle, raises the weapon to his shoulder, and takes aim at your motorcycle. There is a sharp crack, followed by a roaring boom as the incendiary round ignites and explodes the fuel tank.

With pounding heart you watch as coolly he lowers his rifle and proceeds to reload it.
Should we shoot at him with our rifle or machine pistol now, or wait?


Rifle: 6/12
Machine Pistol: 16/28 - uses 6 at a time

nelson
Apr 12, 2009
College Slice
Rifle. Time to snipe the sniper.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Wait. I think we need to do this in a certain corral….

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


nelson posted:

Rifle. Time to snipe the sniper.

Black Robe
Sep 12, 2017

Generic Magic User


nelson posted:

Rifle. Time to snipe the sniper.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Rifle. Time to snipe the sniper.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Wait. I think we need to do this in a certain corral….

The Omega Zone posted:

You watch the assassin reload his rifle with a banana-shaped magazine that he inserts in a slot in front of the trigger. Then he shoulders the weapon and takes up a pair of binocular-like field glasses, which hang from a strap around his neck. He places them to his visor and methodically scans the surrounding rooftops. It seems a curious thing to do as the buildings are very close: surely he does not need binoculars to be able to see if anyone is standing on top of them? Then a chill stabs your heart when he scans the windows and you realize that he is not using a regular pair of binoculars: they are sophisticated, high-resolution, image intensifiers.

Immediately you duck back from the window, but you fear that he has already located your position.

There is a crash of breaking glass and you catch sight of something resembling a can of food as it flies through the window and bounces on the carpeted floor. Immediately there is a flash and a stream of sickly, cream-coloured gas shoots from the can. As it fills the room rapidly, your throat tightens and your eyes stream. A wave of nausea hits you and you rush frantically from the room before it fills with noxious tear gas: lose 3 ENDURANCE points.

Coughing and retching, you stagger along the corridor until you come to a fire exit at the rear of the building. Desperate for clean air, you kick its locking bar and stumble out into the courthouse yard. You have taken just two steps when the assassin comes rushing around the corner of the courthouse, his rifle in his hand.

In this crucial moment between life and death, you are no longer able to think rationally. Your actions are pure reflex and, as you raise your gun to fire, everything seems to be happening in slow motion. For a fleeting moment you feel super-aware, something that the fighters at the OK Corral must have experienced in the first few seconds of their savage encounter. Then all hell breaks loose as your guns spit fire simultaneously.
Are we holding our Rifle or Machine Pistol?


Endurance: 24/27
Rifle: 6/12
Machine Pistol: 16/28 - uses 6 at a time

nelson
Apr 12, 2009
College Slice
Rifle.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Machine Pistol
Fill the air with lead! :blastu:

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Rifle, hopefully pointing in the right direction.

Black Robe
Sep 12, 2017

Generic Magic User


At that range and with us unable to aim worth a drat I hope it's the machine pistol.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Black Robe posted:

At that range and with us unable to aim worth a drat I hope it's the machine pistol.

Rifle would've been useful hadn't we waited. Now the situazione asks for More DAKKA!

Tiggum
Oct 24, 2007

Your life and your quest end here.


Guy Fawkes posted:

Rifle would've been useful hadn't we waited. Now the situazione asks for More DAKKA!

The Omega Zone posted:

For a few seconds you stand entranced, not knowing for sure whether you are dead or alive. (Remember to deduct the relevant number of rounds from your Ammo Pouch.) Then, as the warm breeze clears the lingering gun smoke, you see the body of the assassin lying motionless beside the courthouse wall. You are filled with a great sense of relief, as if a huge weight has been lifted from your shoulders. Then the shock of your encounter takes hold of your body and you begin to shiver uncontrollably. You must now take a Drink or lose 3 ENDURANCE points.

With grim curiosity you move forward to search the body. You pull off his helmet and stare at the face of this killer. At once you recognize the cruel, angular features: he is Helmut Varken, a top HAVOC assassin who achieved infamy on 1 May, 2008 when he assassinated both the President of the United States, and the General Secretary of the Supreme Soviet at an emergency summit meeting in Rome. HAVOC was proud of his ignoble feat, and when by chance they leaked his identity, his photograph appeared on every television screen and on the front page of every newspaper around the world. You were only seven years old at the time, but the image of his face became synonymous with the evil that HAVOC represented, and it etched itself indelibly upon your mind.

As your pulse returns to normal, you begin to search his bloodstained body. You are disappointed to find that his air-con suit has been irreparably damaged, but you discover more than enough useful items to compensate for the loss:
  • Rifle (containing twenty-two rounds of 7.62mm ammunition)
  • Pistol (containing ten rounds of 9mm ammunition)
  • Twenty rounds of spare 7.62mm ammunition
  • Fifteen rounds of spare 9mm ammunition
  • Combat Viewer
  • HE Grenade
  • Tear Gas Grenade
  • CB Radio
  • Knife (+2 CCS)
  • Enough food for three Meals
  • Enough medical supplies for eight Medi-kit units
  • Enough water for three Drinks
  • Compass
  • Map
If you decide to keep any of these items, remember to adjust your Action Chart accordingly.

After finishing your search, you leave the courthouse and commandeer Varken’s motorcycle. You are anxious to reach Tucson as quickly as you can, so you kick start the machine and speed away from Tombstone, heading north on Highway 80.
We'll automatically top up our Endurance (27/27), Canteen (4/4) and Medi-Kit (12/12), but what else do we take?

Our Ammo Pouch can hold 40 units of ammunition: 9 mm rounds take up one slot each while 7.62 mm rounds take up two, so multiply the number of rifle rounds by two and add the number of pistol rounds to see how full it is. A single Backpack space can also hold 40 units of ammunition. If we have room left in our Ammo Pouch, or in our Backpack (without taking a Stealth penalty), after your votes are all accounted for and there's still ammo lying around, I'll automatically grab some more.

    Missile Weapons & Ammo Pouch
  1. Rifle (6/15 7.62mm rounds)
    ↓ -1 Stealth ↓
  2. Machine Pistol (10/28 9mm rounds)
    ↓ -2 Stealth ↓
    Backpack
  1. HE Grenade
  2. Rope
  3. CB Radio
    ↓ -1 Stealth ↓
  4. Meal


  5. ↓ -2 Stealth ↓



  6. ↓ -3 Stealth ↓

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Grab the Combat Viewer & HE Grenade, fill our pouch with 9 rifle and 18 machine gun rounds.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

fill our pouch with 9 rifle and 18 machine gun rounds.
The capacity numbers I've listed in our inventory are assuming that the amount of the other type of ammo doesn't change, ie. we could take another 9 rifle rounds if we take no pistol rounds, or another 18 pistol rounds if we take no rifle rounds. 9 rifle and 18 pistol rounds take up a total of 36 slots out of 40. If we add that to what we have now (6 rifle & 10 pistol for a total of 22 slots), that would be 58/40.

nelson
Apr 12, 2009
College Slice
5 rifle rounds total + 30 machine pistol rounds total. This will give us 5 shots of each, which seems flexible enough. Replace rope with combat viewer. Take 2 meals.

Black Robe
Sep 12, 2017

Generic Magic User


nelson posted:

5 rifle rounds total + 30 machine pistol rounds total. This will give us 5 shots of each, which seems flexible enough. Replace rope with combat viewer. Take 2 meals.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!

nelson posted:

5 rifle rounds total + 30 machine pistol rounds total. This will give us 5 shots of each, which seems flexible enough. Replace rope with combat viewer. Take 2 meals.

This sounds fine. Thx for the math.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

5 rifle rounds total + 30 machine pistol rounds total. This will give us 5 shots of each, which seems flexible enough. Replace rope with combat viewer. Take 2 meals.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Omega Zone posted:

You follow the highway twenty-five miles across Cochise County and, shortly before mid-afternoon, you arrive at a junction with Interstate 10. From here it is only a short ride west to the town of Benson, where you stop to take a closer look at the tyre tracks that are etched in the freeway’s dusty surface. You are convinced that they are made by the DC1 convoy, and you hazard a guess that they are at least a day old.

You are about to leave the tracks and return to your newly-acquired motorcycle when you hear something that sets your heart racing. It is the voice of a young woman and she is calling out your name.

You spin around, hardly able to believe your eyes when you see Kate Norton waving at you from a gas station on the opposite side of the freeway. In a daze you run towards her, and she towards you, and together you meet in the centre of the deserted highway, locked in an embrace that melts away all memory of the ordeal you have endured over the past two days.

When at last the exhilaration of your unexpected reunion subsides, she tells you that the colony has already reached Tucson, and is safely encamped with the Tucson colony inside a stronghold they have established at the Davis-Monthan Air Force base. When you and the rest of Captain Frankland’s team failed to make the Deming rendezvous, the colony continued as planned, hoping that you would join them en route. Gradually, as they progressed further west, their hopes faded until they accepted that you must have perished during the raid on Ciudad Juarez. But Kate refused to abandon hope. When the convoy reached Benson she insisted that she wait here in case you had been unable to find transport and were heading for Tucson on foot. Reluctantly they agreed to her request, knowing full well that there was little they could do to prevent her from staying.

You ask if she has seen any clan activity during the twenty-four hours she has been here, and she says that there has been none. The freeway and the surrounding area have remained completely deserted.

‘It’s funny,’ she says, ‘but since we left Lordsburg it’s as if they lost interest in us.’

‘I think they were waiting to hear some good news from an agent they sent after us,’ you reply, as you walk together towards the place where Kate has parked your roadster. ‘They’ve a long wait if they’re still expecting him to call.’



Kate looks at you with a puzzled expression, and you recount in detail the events that befell the team during the escape from Ciudad Juarez. As you drive out of Benson, you tell her how Frankland, Haskell, and Knott met their deaths, and how you avenged them in your showdown with their murderer, Helmut Varken, at the Tombstone courthouse.

‘What d’you think’s gonna happen when Mad Dog finds out that you’ve killed Varken?’ she asks, nervously.

‘Well, he ain’t gonna be happy, that’s f’sure, especially after what we did at Juarez. I don’t know what he’ll do. I guess we’ll just have to wait an’ see.’

Unfortunately, you do not have to wait long.

You are five miles out of Benson when you notice in your driving mirror a cloud of dust rising in the distance. You tell Kate and she turns around to take a look.

‘Clan scouts, a pack of them,’ she reports. ‘Looks like twenty bikes, but they’re not on their own. They’re tailin’ a car. Well, I think it’s a car—it’s got four wheels.’ She continues to stare into the distance for several minutes; then she says: ‘I don’t like the look of it, Cal. Let’s not hang around to say hi to these dudes, OK?’

You respond by flooring the gas pedal until the roadster’s speedometer registers 100 miles an hour. ‘The pack’s dropping back,’ shouts Kate, her voice barely audible above the noise of the rushing wind. ‘But that car is gaining on us.’

You are speeding over a girder bridge, across a water-course known locally as the Pantano Wash, when you see the car in your mirror. It is black and bullet-shaped, with an enclosed driver’s compartment and a roaring lion’s head emblazoned on the hood. It accelerates to within twenty yards of your trunk, and you catch sight of the driver’s snarling face. A shiver runs down your spine when you recognize the manic features of Mad Dog Michigan.



Kate draws her pistol, but before she can take aim, you hear a burst of heavy machine gun fire and see muzzle flashes erupting from the front of Mad Dog’s speedster. The heavy-calibre rounds slam into your trunk, and the force of their impact at high speed sends your roadster careering into a skid.

We roll: 3 + 5 (Driving) = 8.

Desperately you fight to regain control of your roadster as it slews off the freeway and skids towards a crash barrier. With a numbing jolt, the car scrapes along the moulded steel barrier for more than 200 yards before you are able to steer it back onto the freeway. The impact has crushed your front fender and torn a jagged hole in the driver’s door, which has left your arm badly bloodied: lose 4 ENDURANCE points.

Endurance: 23/27

The moment you bring the roadster back onto the freeway, Mad Dog draws up alongside. Kate empties her pistol at his head, but the clan leader just laughs: his speedster is equipped with bullet-proof glass and the slugs fail to penetrate. He sneers, and draws his finger across his throat before swerving towards you in an attempt to ram you off the road.



If you are to avoid this ramming attack, you must take swift evasive action.
Should we accelerate, brake, or swerve left?

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Swerve. If the front has guns the back sure as hell has some surprises for us too.

nelson
Apr 12, 2009
College Slice
Slam the breaks. Maybe he’ll go right past us like that scene in Top Gun.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Accelerate! Floor it!

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


nelson posted:

Slam the breaks. Maybe he’ll go right past us like that scene in Top Gun.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

moosecow333 posted:

Swerve. If the front has guns the back sure as hell has some surprises for us too.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Accelerate! Floor it!

The Omega Zone posted:

Your engine responds and you surge ahead, avoiding Mad Dog’s attack by a few feet. You glance in your mirror to see him swerve across the freeway, but his car is equipped with a supercharged V-12 engine, more powerful than your own, and within a few seconds he comes roaring alongside. As he draws level, his electric passenger window glides down and you find yourself staring at the barrel of his machine pistol.

You scream a warning to Kate and together you duck your heads as Mad Dog opens fire with his machine pistol. Your swift action saves you both from decapitation. The bullets pass over the driving compartment and you escape unscathed.

Knowing that your enemy has only one hand on the wheel of his speeding car, you nudge the side of his speedster, tempting him to retaliate. Then, when he rises to your challenge, you brake heavily and, because he is still holding his machine pistol, he fails to react in time to prevent his car from crossing in front of you and hitting the central barrier. Metal twists and sparks fly from his fender as he scrapes along the crash barrier at nearly 100 miles an hour. You put your foot down and overtake him on the right, powering your roadster away as he fights to extricate himself from the barrier’s magnet-like grip.

Collision with the barrier has damaged Mad Dog’s car: a section of the front fender is buckled against the wheel, slowing it considerably. In your deadly duel, his supercharged car no longer has the advantage of speed. However, even though it is damaged, it still possesses enough power to enable him to catch you.



In the distance a bridge is fast approaching. It crosses a channelled drainageway, fed by the Pantano Wash. An Amcorp Landcruiser, one of the colony’s vehicles, has broken down and been abandoned on its approach ramp. The bus blocks two lanes of the freeway, leaving just enough room for one vehicle to pass.

The two of you speed towards this narrow gap, neck and neck, each determined to be the first to get across. Desperate to beat you, Mad Dog brings his speedster dangerously close. You are three seconds away from the gap when he rams your door.

The door buckles under the impact, driving a piece of twisted metal into your ribs: lose 6 ENDURANCE points.

Despite the fearful pain, you have the presence of mind to steer into the collision. Your swift and skilful manoeuvre enables you to keep a straight line and sends Mad Dog’s speedster veering away to the left. You hit the ramp, shoot through the narrow gap, and cross the bridge, glancing in your mirror to see Mad Dog Michigan’s car soar into the air. For a moment it seems to hang in the sky; then it tips forward and plummets into the drainageway.



You and Kate enter the Tucson stronghold to receive a hero’s welcome. The colony is overjoyed; they feared they would never see either of you alive again. They are saddened to hear your account of how Captain Frankland, Sergeant Haskell, and Marine Knott met their deaths, yet they draw comfort from the knowledge that their memory will live on in the hearts of the colonists. If it were not for their ultimate sacrifice, the colony would never have reached Tucson intact.

After celebrating your successful return, the colony leaders set about planning the last stage of the journey to California, confident that now Mad Dog Michigan is no longer around, his army will be disinclined to continue the pursuit of the convoy. But a nagging doubt remains in your mind. Did Mad Dog Michigan really meet his doom at the Pantano Bridge?

For you, Cal Phoenix, the answer to that question—and the final part of your exodus to California—await you in book four of the Freeway Warrior series, entitled:

California Countdown

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for The Omega Zone

    Name: Cal Phoenix
    Close Combat Skill: 18 (15)
    Endurance: 17/27
    Medi-Kit: 12/12
    Water Canteen: 4/4

    Map of Western Texas
    Survival Skills
  • Driving: 5
  • Shooting: 6
  • Field craft: 4
  • Stealth: 4 (6)
  • Perception: 6
    Close Combat Weapons
  1. Meat Cleaver (+3 CCS)
  2. Bowie Knife (+3 CCS)
    Missile Weapons & Ammo Pouch
  1. Rifle (5/5 7.62mm rounds)
    ↓ -1 Stealth ↓
  2. Machine Pistol (30/30 9mm rounds)
    ↓ -2 Stealth ↓
    Backpack
  1. HE Grenade
  2. Combat Viewer
  3. CB Radio
    ↓ -1 Stealth ↓
  4. Meal
  5. Meal
  6. Meal
    ↓ -2 Stealth ↓



  7. ↓ -3 Stealth ↓
  • Mad Dog Map
    Deaths
  1. Shot while fleeing.
  2. Headshot!

Tiggum
Oct 24, 2007

Your life and your quest end here.


I found the pacing of this one pretty good. The plot and action keep moving forward and it never got boring or repetitive. That said, it also never seemed to provide much challenge. A lot of the skill checks in this book rely on your Endurance score, and as well as the fact that you just don't take much damage, you're also provided with plenty of medi-kit units. The other issue is that the main objective of thr story is accomplished very early on, and I kind of forgot about it and lost track of why we were doing any of this as the story progressed. That would obviously be mitigated by reading the book in a single sitting rather than over the course of weeks, but I think it would still be an issue to some extent.

Still no new Lone Wolf, so we'll go straight on to finish the Freeway Warrior series with California Countdown. On Monday.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


I bet Mad Dog is still alive!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

RudeCat posted:

I bet Mad Dog is still alive!

Easy Bet. After all, we are only at the third book, the conclusion of the saga requires a showdown with the Bad Guy.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Freeway Warrior 4: California Countdown
Written by Joe Dever. Illustrations by Brian Williams.

California Countdown posted:

Dateline to Disaster

1990–1998
Rise of global terrorism on an unprecedented scale. Political violence funded by organized crime syndicate called HAVOC—The Hijack, Assassination, and Violent Opposition Consortium.

1998–2003
The governments of many small and impoverished nations fall into the hands of HAVOC. International terrorists receive arms, training, and shelter in these ‘Badlands’.

2003–2008
Raids on oil and gas installations, assassinations, and the kidnapping of prominent world statesmen become commonplace as HAVOC attempts to terrorize the civilized world into submission. Despite public outrage and growing international tension, the major powers steadfastly refuse to give in to HAVOC’s demands.

2008
President of the United States and General Secretary of Supreme Soviet both assassinated at emergency summit meeting. US, USSR, and major European nations create the World Defence League and declare war on HAVOC. The Badlands are invaded, key HAVOC bases destroyed, and thousands of HAVOC agents are captured.

2009
HAVOC leaders imprisoned for life in ‘Deep Pens’—maximum security gaols located deep underground—to prevent their escape or release by HAVOC agents still at large.

2010
New leadership emerges to unify the scattered remnants of HAVOC and plan revenge.

2011
A WDL train transporting seventeen 100-kiloton nuclear warheads, slated to be neutralized and dismantled, is attacked by HAVOC agents. The train is destroyed and its deadly cargo stolen.

2012 New Year’s Day
HAVOC hijacks a WDL news satellite and broadcasts a chilling ultimatum. They have planted the seventeen stolen warheads in major cities throughout the US, USSR, and Europe. They call for the immediate release of all HAVOC agents held in Deep Pens, plus the payment of $2 trillion in gold bullion, or they will trigger the warheads one by one until their demands are met in full. A twenty-four hour deadline is set. WDL leaders declare an emergency and request that the deadline be extended. HAVOC refuses.

2nd January
First warhead detonated at Brie Nuclear Energy Plant, ten miles south of Paris, France. Blast and radioactive fallout claim millions of lives. HAVOC repeats its demand and extends deadline by twenty-four hours.

3rd January ‘The Day’
World Defence League agents discover location of HAVOC command headquarters on an island in the South Pacific Ocean. Immediately orders are given to infiltrate and destroy the HQ and its occupants. The assault is swift and decisive; the complex is quickly overrun and its inhabitants are killed. Yet, ironically, as the news of this victory is being relayed around the world, HAVOC enacts its ultimate revenge. A transmitter hidden on the island, fitted with a time-delay mechanism, clicks on, sending its high-frequency radio signal to a communications satellite orbiting the earth. This signal is amplified and returned to earth where, simultaneously, it triggers the remaining nuclear warheads. The initial explosions set off a disastrous chain reaction that feeds on civil and military nuclear installations all across the northern hemisphere. Hundreds of millions of people are killed within days, and many more perish during the years that follow, falling victim to the lingering radioactivity and the severe climatic changes that affect the earth.

2012–2019
Gale force winds sweep across the world, carrying enormous amounts of dust into the upper atmosphere and preventing much sunlight from reaching the earth’s surface. Temperatures plummet, deterring survivors from remaining above ground. Communications are disrupted by gamma radiation, making all radio, cable, and satellite contact impossible. Small colonies of survivors develop in total isolation from one another during these years of darkness.

2019–2020
Gradually, the dust storms die down and the sun penetrates the atmosphere, thawing the earth’s frozen surface. Radiation has decayed to tolerable levels, and survivors emerge to reclaim what little remains of the world they once knew.



The Story So Far

You are Cal Phoenix, a survivor, born in California on Thanksgiving Day in the year AD 2000. In 2012, whilst on winter vacation at your Uncle Jonas and Aunt Betty-Ann’s ranch in Texas, you were invited to visit a shale-oil mine near Austin, the first of its kind in Texas. As Chief-of-Construction, your uncle was proud to take you on a guided tour of the whole underground complex, which, for security reasons, was totally self-supporting. It was during this tour on 3 January 2012 that the holocaust began.

You remember how the ground shuddered when the shock waves of the first distant explosions reached the mine and how you thought it was the start of an earthquake, such as you had experienced many times at home in California. But as the levels nearest the surface began to collapse and the central elevator shaft filled with rubble, you realized the awful truth. At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had automatically switched into operation when the main power supply failed, and the tremors had faded quickly, which encouraged your aunt and uncle to believe that the damage above was superficial. Uncle Jonas was confident that the military would mount a rescue operation and that you would be brought out within a few days, a week at the most. Aunt Betty-Ann too was optimistic. After all, there were emergency supplies, enough to feed 200 men for a whole month. Little did she know that the three of you would end up consuming all those supplies, or that the mine would become your home, your shelter, and your prison for the next eight years of your lives.



It was early September in the year 2019 when eventually you broke through to the surface. The landscape surrounding the mine looked like the surface of another planet. Few structures had survived the blizzards and intense cold that had swept around the world in the years following ‘The Day’, and now, after the dust had settled and the sun returned, the once-fertile plains of Austin resembled little more than a desert of parched and broken rock, littered with the artefacts of an absent civilization. During the first few days, when you set out to explore this wilderness, it was easy to believe that you were the only survivors. But on the morning of the fifth day Uncle Jonas made chance radio contact with a family called Ewell, who were living near the ruins of McKinney, thirty miles north of Dallas. They told him that they had been in touch with a handful of other groups, who had managed somehow to survive the holocaust. Most were isolated, unable to move due to lack of fuel, food, or water. They had urged those who could travel to join them in McKinney, to start a new community there, and some were already on their way. When your uncle and aunt accepted their invitation, the Ewells were enthusiastic but they also warned you to be wary—not everyone who had survived wanted to establish a new community. The ruins of some large Texan cities, such as Dallas and Fort Worth, were controlled by gangs of criminals who fought with each other and terrorized anyone seeking to reestablish law and order. They urged you to avoid these gangs at all costs.

It took more than a week to discover a vehicle capable of transporting you to McKinney. It was an old school bus parked in an underground lot where it had survived the years of sub-zero blizzards. With fuel and spares salvaged from the mine, you managed to coax it back to life, whereupon you set off on your journey north. When you arrived at the town, it was easy to find where the Ewells lived, for their ranch was the only place that was still standing. It looked more like an old frontier post than a ranch, with its fortified perimeter wall, lookout posts, and stake-filled moat. However, after being ambushed and shot at by the city gangs of Fort Worth during the final stages of your journey, you could readily understand the need for these defences.

‘Pop’ Ewell, the seventy-year-old grandfather of the Ewell family, was the leader of this small colony of survivors, and it was he who had urged Uncle Jonas to join them when your uncle had first made radio contact. The colony numbered less than a dozen at the time of your arrival, yet as the airwaves became clearer and new contacts were made, the number had soon more than doubled to twenty-five. It was decided that a name was needed to identify the settlement. The name ‘Dallas Colony One’ was adopted—‘DC1’ for short—and from that day on, everyone worked hard to make DC1 a secure haven for those seeking refuge from the hostile wastelands and marauding city gangs.

‘Cutter’ Jacks was one such refugee. Before ‘The Day’ he had been chief mechanic at the International Grand Prix Circuit near Lake Dallas, and his incredible skill and knowledge of engines was soon to prove invaluable to the colony. He taught you how to drive, and from a pile of old wrecks that you helped him salvage from the circuit, he built you a powerful, customized car. You used it to patrol the highways north of the city, keeping a lookout for gangs of city punks who frequently mounted raids to steal or destroy DC1’s supplies. Cutter also taught you to shoot, and it was your natural prowess with a gun, and your skill behind the wheel, that was to earn you the begrudging respect of your enemies, who took to calling you the ‘Freeway Warrior’.

Six months after your arrival at DC1, the colony was faced with a major crisis. A heat wave caused a drought that threatened to destroy the food supply. Crops were failing and the colony’s artesian well—its only source of uncontaminated water—was beginning to dry up. The drought was also provoking more attacks from the city punks who were desperate for food and water. Their common need had united them and now they posed a very real threat to the security of DC1. It was the last day of May 2020, when Pop Ewell made radio contact with another colony, who were based in the city of Big Spring, 300 miles west of McKinney. Their situation was completely the reverse of DC1’s: they had food and water in plentiful supply but they were desperately short of fuel. They told of their contact with survivors in Tucson, Arizona, who also were without fuel. The Tucson colony reported that the territories west of the mountains of the Sierra Nevada had been spared the worst effects of the radioactive blizzards that had devastated the rest of the country and, miraculously, much of southern California was still widely populated: it had survived the last eight years virtually intact. When you heard the news, you could hardly believe your ears. Perhaps your family was still alive; perhaps there was still a chance that one day you would be reunited.



A meeting was held to decide how best to deal with the crisis facing DC1. Everyone agreed that staying at McKinney could lead only to eventual death, either slowly from starvation or suddenly at the hands of the murderous city gangs. The only choice open to DC1 was to try to reach California: only there lay any real hope for the future of the colony. The decision was relayed to the survivors at Big Spring, and a deal was struck to rendezvous with them as soon as possible. DC1 would give them fuel in exchange for food and water, and together they would join up with the Tucson colony for the final stage of the journey to California.

Careful preparations were made for the long trek, and three vehicles were chosen to make up the convoy: the school bus, your customized roadster, and a gasolene tanker laden with 5,000 gallons of petroleum siphoned from underground storage tanks at the Ewell ranch. Supplies of food and water were adequate but the colony lacked sufficient firearms and ammunition with which to defend itself. On the day before the convoy was due to leave, one of the colonists was sent north to search the town of Sherman for weapons. He radioed back to say that he had found a cache of hunting rifles and ammunition, but that his truck had broken down and he was stranded in the town. He had also found a survivor—a beautiful teenage girl—and he requested that you go to Sherman to pick them both up. As soon as you arrived you were ambushed by the scouts of a brutal gang of bikers known as the Detroit Lions and, in the ensuing gun battle, you killed Stinger—the scouts’ leader.

Later you learned that the girl, Kate Norton, was the sole survivor of a Kansas City colony that had been attacked and wiped out by the Detroit Lions. The Lions’ leader, who calls himself Mad Dog Michigan, had taken a liking to her and spared her life. Mad Dog was once a high-ranking HAVOC agent who had escaped from Pontiac Deep Pen near Detroit, and he and his gang, most of whom were also HAVOC escapees, were heading for the Fort Hood Military Reserve near Killeen, Texas, the largest armoury in the whole of the United States. There he hoped to find enough weapons to equip the other HAVOC clans, who were now in control of cities all along the eastern seaboard. Kate had managed to steal a motorcycle and escape from their camp, but Mad Dog was determined to get her back. He sent his brother—Stinger—and a handful of his best scouts to track her down, and they had finally caught up with her at Sherman.

When Mad Dog learned that you had killed his brother, he vowed to get even with you. He abandoned his plans to loot Fort Hood and embarked instead on a relentless pursuit of your colony as it crossed the sun-scorched wastelands of Texas. The journey to Big Spring was fraught with great danger and yet, in spite of the many perils you faced, or perhaps because of them, you felt yourself falling in love with Kate and you sensed that she was becoming increasingly fond of you. Sadly, the convoy was only a few miles from Big Spring when disaster struck. The land surrounding the settlement was controlled by a gang of bikers, a renegade clan called the ‘Mavericks’, who had been the bane of the Big Spring colony for many months. As the convoy drew nearer to its destination, the Mavericks launched an attack, and, in the running battle that ensued, they captured and abducted Kate. The convoy entered the fortified gates of Big Spring to a rapturous welcome from the colonists of that settlement, but for you the celebration was soured by the vivid memory of Kate’s abduction. You vowed to rescue her, and from that moment on, every waking minute of every day at Big Spring was spent thinking about little else.



By chance it transpired that the leader of the Mavericks, a blond-haired murderer called Amex Gold, was a former HAVOC agent, who had served under Mad Dog Michigan before ‘The Day’. He offered to join forces with the Lions and, as a gesture of his loyalty to his former commander, he returned Kate to him. Together the Lions and the Mavericks launched a hasty attack on Big Spring, yet, although they outnumbered the colony by more than three to one, they were unable to breach the settlement’s fortified perimeter wall and were repelled with heavy losses. On the day after the attack, Pop Ewell discovered the radio frequency that the clansmen were using and was able to eavesdrop on their communications. He learned that Mad Dog had ordered another HAVOC clan, the ‘Saints’, who were based in New Orleans, to come to reinforce his command; they were expected to arrive within the week. He also overheard Mad Dog arrange a meeting with Mekong Mike, the leader of the Angelinos, a gang who controlled the city of San Angelo. He wanted him as an ally and was prepared to offer guns and ammunition in return for his help in destroying the Big Spring colony. Two days later, Mad Dog Michigan set off for San Angelo at the head of a motorcycle pack 200 riders strong. Those few clansmen who remained with Amex Gold tried all manner of tricks to convince the colony that the Mavericks and the Lions still surrounded Big Spring in strength, but to no avail. The senior members of the newly-enlarged colony convened a meeting, at which it was decided that, with the clansmen now at their weakest, and with the appearance of the New Orleans gang expected at any time, a breakout had to be attempted without delay. There was only one way for the colony to reach Tucson overland and that was to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely halfway between Big Spring and Tucson lies the city of El Paso. To reach this city in one piece became the convoy’s goal. It lay at the end of a long and tortuous stretch of mountain highway, undoubtedly one of the toughest you would have to face on your journey to California.

Under cover of darkness, the convoy escaped from Big Spring and sped westwards. Now your vow to rescue Kate could at last be realized and, at the first opportunity, you told the colony of your plans. Reluctantly they let you leave the convoy and go to San Angelo, where you intended to infiltrate the meeting between the Lions and the Angelinos in the hope of finding Kate there. Your skill and daring were rewarded, for you were able to locate and rescue Kate from under the very noses of the clan leaders. During your escape from their city, you killed Mekong Mike, the Angelinos’ leader, and stole a map from Mad Dog Michigan. Later you discovered that this map contained vital details of a HAVOC operation to take over the whole of the United States.

As you escaped westwards from San Angelo, you encountered three soldiers, survivors from a world Defence League outpost in southern Texas, who were also heading for El Paso, where the remnants of their command group were stationed. You joined them and together you rendezvoused with the convoy at the entrance to the only passable road through the Apache Mountains. A fierce battle was raging along this pass between the Mavericks and a clan of Mexicans who had crossed the border in search of food and supplies. The convoy was forced to run the gauntlet of their gunfire before finally reaching its goal. Upon entering the city, you received a warm welcome from the WDL command group who were defending the military reserve of Fort Bliss. They celebrated your arrival for several days until the appearance of Mad Dog Michigan and an army of clansmen numbering over 1000 strong brought an abrupt end to the festivities. He had persuaded the Mexicans to join with the Lions, the Mavericks, and the Saints, all of whom were now united to his cause. The situation was desperate. Faced with overwhelming odds, the WDL command tried to negotiate with Mad Dog but he rejected their overtures with disdain. He sent a reply to the command leader, Captain Frankland, in which he reaffirmed his vow to avenge his brother’s death. His aims were brutally simple: he promised that neither you nor any of the colony would ever leave El Paso alive. He set up headquarters in Ciudad Juarez, on the Mexican side of the Rio Grande, where he directed his clan army to encircle and lay siege to the colony.

For two weeks, he launched repeated attacks, calculated to weaken your defences. The colony withstood the assaults, but the constant attrition began to erode your hopes of ever being able to break out of El Paso and reach Tucson in one piece. Then a radio message was intercepted that was to turn this desperate situation into a crisis. A clan convoy of trucks was bound for Mad Dog’s headquarters in Ciudad Juarez. On board were enough high explosives to blow Fort Bliss, and everyone in it, to sightless atoms. Something had to be done to prevent Mad Dog from using these explosives. Out of desperation was born a daring plan. The explosives had to be destroyed as soon as they reached Ciudad Juarez. It was a dangerous and potentially suicidal mission, too difficult for one man alone; therefore Captain Frankland chose to lead the mission himself and he called for three volunteers to accompany him. Two WDL soldiers, Haskell and Knott, readily accepted the challenge and, mindful that the future of the colony was dependent on the success of this mission, you summoned up enough courage to volunteer as the fourth member of his team.



Armed with contact mines, the four of you infiltrated Mad Dog’s base and blew up the explosives shortly after they arrived there. The unexpected destruction of the base threw his clan army into confusion and enabled the colony to break out of Fort Bliss virtually unopposed. As the colony made its escape westwards towards Tucson, your team escaped from Ciudad Juarez in a hijacked truck and made its way along the Mexican border. The plan was for you to rendezvous with the colony the following day, but mechanical breakdowns and skirmishes with Mad Dog’s scouts prevented an early reunion. Enraged by the sheer nerve of your attack and the damage inflicted upon his command, Mad Dog Michigan sent for Helmut Varken, the most ruthless of all his HAVOC assassins. Relentlessly Varken shadowed your team as you traversed the mountainous forests of southern Arizona and, one-by-one, he coldly murdered your comrades until only you remained.

In a fateful showdown in the town of Tombstone, you faced Varken and avenged your dead companions in the yard of the town’s historic courthouse. Using the deceased assassin’s motorcycle, you reached Interstate 10 and followed tyre tracks that were made a day before by the convoy vehicles. They led you to the town of Benson, forty miles southeast of Tucson, where unexpectedly you met up with Kate Norton. When your team had failed to make the rendezvous, the colony had come to the reluctant conclusion that you had all perished at Ciudad Juarez. Only Kate clung to the belief that you were still alive and had persuaded the colony leaders, against their better judgement, to allow her to wait for you here.

Driving your roadster, the two of you set off confidently on the final leg of your journey to Tucson. However, your confidence was soon shattered by the sudden appearance of another roadster, an armed and armoured racing machine driven by none other than your archenemy, Mad Dog Michigan. A vicious road duel ensued as you raced towards the sanctuary of the Tucson stronghold, a battle that culminated in a high-speed collision that sent your enemy careering off the freeway at over 100 miles per hour. The last you saw of the HAVOC leader was when his roadster plummeted into a deep drainage-way called the Pantano Wash.

You and Kate entered the Tucson stronghold to a hero’s welcome. The colony was overjoyed, for they feared that they would never see either of you again. They were saddened to hear of the deaths of your comrades, yet all drew some comfort from the knowledge that the memory of their sacrifice would never fade. Had it not been for their bravery, the convoy would never have reached Tucson intact.
We now have our last four points to allocate to our Survival Skills, which currently stand at:
  • Driving: 5
  • Shooting: 6
  • Field craft: 4
  • Stealth: 6
  • Perception: 6
Vote your four choices in order of preference (eg. Stealth, Driving, Perception, Stealth or Shooting, Shooting, Field Craft, Perception).

We get a new map and would be able to refill our canteen and medi-kit, but they're already full so we'll skip that. Our ammo pouch is also full but, as always, we have the option to carry extra ammo in our Backpack if we want to. We can take either thirty 9 mm pistol rounds or four 7.62 mm rifle rounds, or neither. Either ammo type will take up one space in our Backpack. We can also pick up to four additional Backpack items from the following list (and leave behind any we're currently carrying but no longer want). The three Meals take up three spaces but count as a single pick, although we don't have to take all three if we don't want them.
  • Solar Torch
  • HE (High Explosive) Grenade
  • Binoculars
  • Compass
  • CB Radio
  • Rope
  • 3 Meals (each Meal takes up one space in your Backpack)
  • Flexible Saw
  • Signal Flare

    Currently, our Backpack contains:
  1. HE Grenade
  2. Combat Viewer
  3. CB Radio
    ↓ -1 Stealth ↓
  4. Meal
  5. Meal
  6. Meal
    ↓ -2 Stealth ↓



  7. ↓ -3 Stealth ↓

    And our Ammo Pouch:
  • five 7.62 mm rifle rounds
  • thirty 9 mm pistol rounds


So we need votes for skills, ammo, and Backpack items. And remember to vote in order of preference, and say if you want to drop anything or take fewer than the maximum allowed number of items.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
1 point each in Driving, Shooting. 2 in Stealth.

nelson
Apr 12, 2009
College Slice
2 in fieldcraft. 1 driving. 1 stealth.

Take nothing so we don’t reduce our stealth any further.

nelson fucked around with this message at 14:44 on Mar 21, 2022

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


achtungnight posted:

1 point each in Driving, Shooting. 2 in Stealth.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

1 point each in Driving, Shooting. 2 in Stealth.

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Decoy Badger
May 16, 2009
Fieldcraft, driving, stealth, perception.

Take nothing.

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