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|| ROADWAR 2000 ||
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|| a ||
|| Strategic Simulatiion Inc. ||
|| production ||
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|| designed by: ||
|| Jeffrey A. Johnson ||
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|| playing time 50+ hours ||
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|| Documentation courtesy of: ||
|| GRIMTOOTH IRKSLAVEN ||
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ROADWAR 2000
WHAT IT IS ALL ABOUT
In the year 2000, bacteriological warfare has ripped apart the
very farbric of American civilization. Cities have turned inot
ganland prizes; the highways, into battlefiels.
You are the patriotic leader of a road gang who has been asked by
what is left of the Federal Government to locate eight
scientitsts. Return them to a secret underground lab so they can
develop a vaccine to neutralize the deadly microbes.
As you crsscross the highways on your desparate mission, you must
constantly battle mutants, cannibals, and rival road gangs. You
can let the computer resolve combat quickly, or choose to
personally direct the fighting in great tactical deatail. Assign
men to vehicles and move them around. Order your men to fire with
guns or crossbows, ram or board enemy vehicles.
(Docs. courtesy of Grimtooth Irkslaven) Page #2
ROADWAR 2000
COMMANDS
A = Abandon Vehicle
C = Scout the City
D = Drop supplies
E = Empire Satus
F = Fix Tires
G = Gang Status Report
H = Heal Sick and Antitoxin
I = Initialize Save-Game Disk
K = Check Contents of Cache
M = Manpower Report
P = Search for People
Q = Quit Game
R = Recall Saved Game
S = Save Game to Disk
T = Trasnfer Supplies to/from Cache
U = Use Radio Direction Finder (RDF)
V = Search for Vehicles
W = Damage Report (Tactical Combat Only)
X = Examine Supplies.
Number Keys (1-*) = Move in Indicated Direction
OVERLAND MOVEMENT
A. TERRAIN
1. Plains. Roads are of poor quality; travel is slow. Ranches are
common, but farms less so. People are scarce.
2. Farmland. Roads are of poor condition, slowing travel. Farms
are very common; they are sometimes raided for food by road
gangs. Other people are scarce.
3. Desert. Little life exists. To run shy of fuesl is to perish.
4. Woods. Few roads and no habitation worth mentioning. Make sure
you have plenty of fuel here.
5. Mountains. Verry rugged terrain with no roads. Travel is
almost impossible.
6. Wilderness. Rugged, forested land untouched by man. Passage is
impossible.
7. Water. You can't drive here.
8. Roads. Not all are left intact. Travel is rapid despite
numerous wrecks and abandoned vehicles.
9. Cities. Supplies are plentiful, but can be exhausted. Travel
is no problem; there are multitude of highways and byways.
(Docs. courtesy of Grimtooth Irkslaven) Page #3
ROADWAR 2000
10 Oilfields. Roadgangs battle daily for access to the vast
supplies of fuel still avaiable here.
11. Swamp. Swamps don't welcome wheeled vehicles.
12. Long Island. May only be entered via the New York City
metroplex.
13. Cape Cod. Vehicles cannot drive across here, so access is via
the farmlands west of the Cape.
14. Devastated Areas. Places that were destroyed by nukes. There
is little to gain in these desolate places. Mutants like to
bother you.
15. Coasts, Small Islands, Cays and others. Consist mainly of
water.
B. WINTER
December, January, February bring unpleasant road conditions to
the northern portion of the map. Operations are slowed to a crawl
(Docs. courtesy of Grimtooth Irkslaven) Page #4
ROADWAR 2000
VEHICLES
TABLE:
missle missle
factor protctn
Vehicle sz ms st mx mn br ac l/r f b l/r f b trs
=================================================================
Motorcycle* S 1 3 100 4 2 2 2 2 2 0 2 0 2
Sidecar* S 2 5 60 4 2 2 3 3 3 0/1 2 2 3
Compact Conv S 3 8 80 3 2 1 3 2 2 1 1 1 4
Compact H.T. S 3 8 70 3 2 1 4 4 4 2 2 2 4
Midsize Conv. M 5 13 90 2 2 1 3 2 3 1 1 1 4
Midsize H.T. M 5 13 80 2 2 1 4 5 6 2 2 2 4
Sports Car Conv. S 4 10 120 3 2 2 3 2 3 1 1 1 4
Sports Car H.T. S 4 10 120 3 2 2 4 4 4 2 2 2 4
Station Wagon M 6 15 80 2 2 1 6 5 6 2 2 2 4
Limousine M 8 20 100 2 2 1 6 5 6 2 2 2 4
Van M 7 18 70 2 2 1 8 5 6 2 2 4 4
Pickup Truck M 9 23 80 2 2 1 6 4 3 1 2 1 4
Offroad Conv. M 6 15 70 2 2 1 2 2 2 1 1 1 4
Offroad H.T. M 6 15 70 2 2 1 3 3 3 2 2 2 4
Bus L 14 35 70 1 1 1 26 3 5 2 2 2 6
Tractor* M 10 25 40 2 1 1 3 3 3 0 1 0 T
Construction Veh* L 18 45 30 2 1 1 4 4 4 0 1 0 T
Flatbed Truck L 16 40 80 1 1 1 14 4 4 0 2 0 14
Trailer Truck L 20 50 80 1 1 1 14 4 8 5 2 0 18
-------------------------------------------------------------
boardng crew
factor capacty carrying
Vehicle l/r t b int ext fuel capacity
=================================================================
Motorcycle* 1 0 1 2 0 1 5
Sidecar* 1 0 1 3 0 1 20
Compact Conv 1/2 0 2 6 0 2 45
Compact H.T. 0/1 2 0 4 4 2 45
Midsize Conv. 2/3 0 3 8 0 3 125
Midsize H.T. 1/2 2 0 5 6 3 125
Sports Car Conv. 2/3 0 2 6 0 4 80
Sports Car H.T. 0/1 2 0 4 4 4 80
Station Wagon 2/3 3 3 8 9 3 180
Limousine 1/2 3 3 8 9 4 320
Van 0/3 3 3 11 12 3 245
Pickup Truck 4/5 0 3 14 2 4 405
Offroad Conv. 1/2 0 2 4 0 4 180
Offroad H.T. 0/1 2 0 4 2 4 180
Bus 0/2 10 0 51 51 10 980
Tractor* 2 0 2 3 0 6 500
Construction Veh* 3 0 3 4 0 10 1620
Flatbed Truck 6/7 0 4 51 2 8 1280
Trailer Truck 0 10 5 51 50 10 2000
-----------------------------------------------------------------
(Docs. courtesy of Grimtooth Irkslaven) Page #5
ROADWAR 2000
Abbreviations and terms:
MS = Mass
ST = Structure
MX = Max Speed
MN = Maneuverability
BR = Braking
AC = Acceleration
L/R = Left or right facing
F = Front facing
B = Back facing
T = Topside facing
Size: The facing icon used to represent a vehicle in tactical
combat is dependent on the size of the vehicle
Missle Factor: number of crew which can fire in a given direction
Missle Protection Factor: armour protecting the interior crew. It
may be improved. Top armour starts at zero.
TRS: number of tires the vehicle used. 'T' indicates treads which
may not be destroyed
Fuel: amount of fuel consumed by the vehicle during strategic
movement. Twice this value may be carried in its tanks.
*: may fire one volley only during any fire phase. All other
vehicles may fire two volleys if crew permits.
(Docs. courtesy of Grimtooth Irkslaven) Page #6
ROADWAR 2000
MAINTENANCE
1. Structural Damage may be repaired at various body shops
located while looting.
2. Flat Tires may be repaired after combat. Repaire requires that
your gang carry a sufficient number of replacement tires.
IMPROVEMENTS
Vehicles may be improved during play by the discovery of certain
special locations while looting. Some enemy road gangs may drive
improved vehicles.
SUPPLIES
CARRYING CAPACITY
Each vehicle can carry an amoutn of supplies equal to the number
of Spaces in its carrying capacity. Each unit of Food, Tires,
Fuel, Guns, and Medical Supply takes up one Space of the total
capacity. Ammo and Anitoxin take up no spaces The fuel needed for
two moves is stored in the vehicle's tank; this amount is not
displayed on the status report and takes up no Space
CONSUMPTION
Each night a member of your gang eats one unit of food. Each time
your gang moves, its vehicles consume fuel equeal to the fuel
consumption figure given in the Gang Status Report. Healers
require various amounst of medical supplies in exchange for their
services. Tires are consume in repairing battle damage. Every
time a member of your gang fires a gun, one round of ammo is
expended.
CACHES
You may stash up 255 units each of Food, Tires, Firearms, Fuel,
and Medical Supplies in each metropolitan area. Supplies may be
trasnferred freely between your gang's supply and your cache
while in that area in which the supplies have been stored.
PEOPLE
GANG MEMBERS
1. Quality. Almost all of the people you encounter will be rated
armsmaster, bodyguard, comando, dragoon, or escort, in order of
decreasing effectiveness. Amember's quality reflects the
likelihood of that member's survival.
(Docs. courtesy of Grimtooth Irkslaven) Page #7
ROADWAR 2000
2. Recruiting. Gang members may be recruited by searching for
people and sending envoys. The hight the quality of the
prospective gang membe, the less likely he is to joing your gang.
3. Cronies. A crony can be of invaluable aid in your travels.
Only one of each specialty can travel with you; therefore, when
you encounter and accept a new one into your gan, your former
specialist leaves. Each crony practices his trade with a
different degree of skill.
a. DOCTOR. If your gang includes a doctor, its casualties in
foot combat are reduced and fewer men are lost to disease
and accident. The quality of your doctor determines his
effectiveness. You must judge his skill from the results of
his work.
b. DRILL SARGEANT. If your gang includes a drill sargeant,
its losses to desertion and recklessnes are dcreased and the
number of men promoted is increased.
c. POLITICIAN. If your gang included a politician, he serves
as your envoy and liaison with bureaucrats. He is your
mouthpiece and can talk himself out a cannibal's mouth.
ENCOUNTERS
1. Agents and Scientists. Agents are unlikely to reveal
themselves under normal conditiions. Scientists will introduce
themselves at the right moment.
2. Healers. The healers are remnants of the medical community.
Bound together by their common oath, they have gathered into
informal research groups to aid the sick and injured and seek
remedies for the disease. They ask only to be supplied with
medical supplies and to be left alone. They heal all who seek
their services. The healers have developed an assortment of
antitoxins to cure the mutant infections. They live primarily in
the cities.
3. Food Gang Commands.
a. SENDING ENVOYS. A dangerous mission, but the best way to
gain recruits. Showing strength may be beneficial. If you
have a good politician, you may not need to send troops.
Note: If you send 0 envoys, you are returned to the previous
menu
b. FIRING A VOLLEY. This is the ultimate show of strength.
It tends to cause bad feelings amoung the recipients.
c WAITING. Waiting may be taken as a sign of weakness.
d. LEAVING. Leaving is understood by all as a sign of
weakness.
4. Foot Gangs.
a. MERCENARIES. Soldiers of fortune. It is dangerous to
quarrel with them, but seldom necessary as the generally are
willing to ally with a stronger gang. Never insult a
mercenary band.
(Docs. courtesy of Grimtooth Irkslaven) Page #8
ROADWAR 2000
b. STREET GANGSTER. A streey gang includes a mixture of
stout followers and camp followers, but usually has a strong
intelligent leader.
c ARMED RABBLE. Pillagers and rapists, armed rabble are a
scummy lot with little to reccommend their company.
d. THE NEEDY. Mobs of starving and pitiful souls. Any one of
them might give his life for a mouthful of food.
e. CANIBALS. These throwbacks have solved the food problem.
They are wily ones, fond of ambushing envoy parties. The
scum of the earth.
5. Residents
a. LAWFUL NATIONAL GUARDSMEN. A few cities are still under
martial law imposed by isolated national guard units
containing well-trained troopers.
b. RENEGADE NATIONAL GUARDSMEN. These mutinous bands of
armed and dangerous soldiers prey on all who are unfortunate
to enter their cities.
c. LOCAL GANGSTERS. Some cities have come under the control
of intelligently led large gangs.
d. BUREAUCRATS. Ocassionally, local governments maintain
control of their municpalities with the aid of local law
enforcement agencies. Gangs who pass through must pay tolls
in most of these places.
e. SURVIVALISTS. Knots of hard-core survivalists, trigger-
happy and dangerous, have followings in some cities.
f. THE REBORN. These are pleasan folk with a single aim, to
live in peace. They never provoke a fight, and anything they
have is yours for the asking.
g. SANANISTS. Skulking bushwhackers, these bands want to be
left alone to practice their ways. They use paserby for
target practice and seek victims for their rites.
h. THE MOB. The countr'y second government holds a few
cities... They don't like intruders muscling on their
action.
i. INVADERS. These soldiers from other shores have some
degree of control in all coastal and southwestern areas.
Despising all road gangs for their undisciplined tactics,
the invaders are very dangerous.
6. Mutants.
These are the diseased, psychotic zombies who want to tear all
healthy people to bits. Roaming quietly at night only, they are
very dangerous,
7. Road Gangs.
a. ARMED RABBLE. Some of these no-accounts can actually
operate a motor vehicle. To be found in all areas, they are
more annoying then dangerous.
b. RENEGADE NATIONAL GUARDSMEN. These bands are more common
in the hinterlands than their counterparts are in the
cities. Excellent armament makes them dangerous foes.
c. CANNIBALS. Ever see a slime drive a car? These vermin fit
the bill. Poorly armed and led, they are easily dispatched.
(Docs. courtesy of Grimtooth Irkslaven) Page #9
ROADWAR 2000
d. TURF GANGS. There are a number of gangs which have
claimed certain locales. A gang will contest the claim of
any rival road gang which infringes on its territory. Most
are well armed, and many drive modified vehicles. Their
training is above average.
ROAD COMBAT
A. MODES OF COMBAT RESOLUTION
There are three modes of combat resolution: ABSTRACT, TACTICAL,
and QUICK. When a rival gang is encountered, the computer prompts
FIGHT DETAILED ROAD COMBAT? If you respond N, the resolution is
ABSTRACT and very fast and bloddy. If you respond Y, the computer
goes into the Deployment, and either is followed by TACTICAL or
QUICK combat resolutions.
B. DEPLOYMENT
1. Crewing Vehicles.
a. AUTO-DEPLOYMENT. The computer places all your ment in
vehicles. They are distributed amoung your vehicles as
evenly as possible. Guns are distributed to as many vehicles
as possible. Following deployment you have the opportunity
to adjust the troop and weapon allocations as you choose.
b. MANUAL DEPLOYMENT. You must manually allocate your men
one at a time to vehicles. You also must allocate weapon
types for each vehicle for each volley. Fore the purpose,
one half the crew constitutes a volley.
NOTE: When using manual deployment or when adjusting
after auto-deployment, wapon types may not be altered until
all troops are allocated. When crew of a vehicle is changed,
that vehicles weapon types will be reset to crossbows.
2 Deploying Vehicles on the Tactical Map.
a. DEVELOPMENT AREA. All vehicles must be deployed in spaces
with an X coordinate of 10 through 19. There are no such
limitation on the Y coordinate.
b. RESTRICTIONS. Vehicles may never be deployed on trees,
oil derricks, rocks, fences, wrecks, water, or buildings. In
farmland, vehicles never may be deployed in mud or tilled
fields. In cities and on highways, vehicles may deployed
only on roads.
(Docs. courtesy of Grimtooth Irkslaven) Page #10
ROADWAR 2000
C. MOVEMENT ON THE TACTICAL MAP.
1. Viewing the Tactical Map. During any friendly movement turn,
you may view the map by activating the view mode cursor. To
activate the cursor, press the number key from 1-8. Subsequently,
each; time you press a number key, the cursor moves and the map
scrolls to enable viewing the entire area. Exit viewing mode by Q
to continue moving vehicles.
2. Changing Speed. A vehicle may acclerate or brake but never
both in one move. All changes in speed must be completed before a
vehicle moves.
3. Maneuverinvg. A vehicles maneuvering ability represents the
number of 45-degree turns the vehicle may execute in a single
move. Maneuverablity is reduced by tire damage and high speed.
Maneuverability is reduced by 1 for every 30 MPH or fraction
therof by which the vehicle's speed exceeds 30 MPH.
Maneuverability is reduced in proportion to the fraction of tires
lost. An unmoving vehicle never can maneuver. A vehicle with a
speed of 10 MPH can maneuver freely.
4. Moving. Vehicles can move only one space straight ahead each
move. Movement ends a vehicles turn, therfore all changes of
speed and turning maneuvers should be completed prior to moving.
5. Terrain Effects.
a. SPEED LOSS. When a vehicle enters any terrain, except
roads, it may have a 10 MPH loss in speed. Roads never cause
loss of speed.
b. FISHTAILG. A vehicle entering mud chances losing traction
and swerving to a different facing.
c. COLLISIONS. Vehicles which attempt to enter terrain such
as rocks, oil derricks, trees, wrecks, or buildings are
halted and suffer structural damage and possibly
destruction. Fences and cacti also cause structural damage,
but the vehicle destroys the object and is not halted.
d. WATER. Driving a vehicle into water is a sure way to lose
the vehicle and all aboard.
D. RAMMING
Whenever a vehicle attempts to enter a space occupied by another
vehivle a ram occurs. Both vehicles may receive structural
damage, and either or both may be destroyed.
1. Structural Damage. The amount of structural damage incurred by
each vehicle in a ram depends on the speeds, masses, and relative
facings of the vehicles. Head-on rams are most destructive,
broadside rams are average, and front-to-rear rams are least
destructive. All vehicles have reinforced front ends and
therefore receive half damage if ramming, or if rammed head-on.
(Docs. courtesy of Grimtooth Irkslaven) Page #11
ROADWAR 2000
2. Speed Alterations. Either or both vehicles involved in a ram
may suffer a change is speed.
3. Overruns. If one vehicle involved in a ram outmasses the other
by a great deal, the smaller vehicle may simply disitergrate and
the larger experience little effect.
E. FIRE COMBAT.
1. Volleys. In fire combat, most vehicles may fire two volleys.
Each volley must fire through a different facing. If all men fire
in the first volley, a second volley is not allowed.
2. Facing. Each volley must be directed through either the left,
right, front, or back facing of the vehicle. The number of men
who may fire in a volley depends on this facing.
3. Line of Sight. Vehicles cannot see or fire through trees or
buildings. To check the lline of sight of vehicle, press a facing
key while holding down the control key.
4. Weapon Types. There are two types of projectile weapons:
crossbows and guns. Crossbows have a maximum range of 5 spaces.
Guns have a maximum range of 10 spaces and are more accurate than
crossbows. Both suffer attenuation of accuracy due to range. Men
armed with guns resort to crossbows if all ammo has been
expended.
5. Tires. Tires may be loss due to fire combat, thus affecting
the maneuverablitiy and maximum speed of the vehicle.
6. Missle Protection. Each vehicle affords various degrees of
protection for its crew dependent on the facing through which the
fire is received. The higher the protection factor, the better
the protection. Protection 5 equals complete protection.
Note: Tires have protection 4.
F. BOARDING COMBAT
1. Limitations on Boarding. Men may board only vehicles which are
horizontally or vertically adjacent or directly in front of or
behind. (see figure below)
_________________________________________________________________
Legal Boarding / Transfer Locations
Bd Bd Bd
Bd /car/ Bd Bd |car| Bd
Bd Bd Bd
Bd = Legal Boarding/Transfer Locations
_________________________________________________________________
(Docs. courtesy of Grimtooth Irkslaven) Page #12
ROADWAR 2000
Men may be killed attempting to board enemy vehicles. There never
may more boarders on vehicle than its total crew capacity. This
limitation does not include the vehicle's crew in calculating the
maximum allowable boaders. At least on interior cewman must stay
aboard each friendly vehicle.
2. Order of Combat. In boarding combat, boarders, topside crew,
and interior crew attack in a set order. First, vehicles topside
crew attack any boarders. Next, boarders attack topside crew. If
no topside crew remain, the boaders attack vehicle's interior
crew. Finally, interior crewmen attack any remining voarders. A
round of combat may end with both crew and boaders still aboard
the vehicle. Combat is continued in the next boarding combat
segment.
3. Vehicle Captures. When all crew have been eliminated and
boarders still remain, the vehicle may be captured. When a
vehicle is captured, any remaining boarders become its crew and
the vehicle may move freely in the next movement segment.
4. Crew Transfers. Any vehicle with has no enemy boarders aboard
may transfer crew between the interior and topside locations of
the vehicle. If no enemy boarders are on a vehicle which is
horizontally or vertically adjacent to a second friendly vehicle,
or if the seond vehicle is directly in fron of or behind the
first, the first vehicle may transfer between friendly vehicles.
In all crew transfers, crew limitations of the receiving vehicle
may not be exceeded. At least one interior crewman must stay
aboard each friendly vehicle.
G. AFTERMATH.
Road gangs carry significant amounts of supplies. These supplies
become available to the victor when two gangs clash. If a winning
gang has lost so many vehicles that it cannot carry all of its
supplies, excess supplies are lost at random. Such losses may be
mitigated by picking through the spoils left by the losing gang.
NOTE: The G, X, and D commands are active to aid in balancing
supplies after road combat.
QUICK COMBAT
A. QUICK COMBAT
This is a representation of tactical combat; it can be resolved
much more quickly. All aspects of fire combat and ramming are as
explained in the tactical section. The major differences are a
lack of boarding combat and a lack of the ability to capture
enemy vehicles. During quick combat all vehicles are considered
to be drive at maximum speed.
(Docs. courtesy of Grimtooth Irkslaven) Page #13
ROADWAR 2000
1. Delay Length. The higher the delay, the longer the the display
will remain on the screen. Quick combat may be paused by pressing
any key and then resumed by pressing any key.
2. Ram Ratio. This determines the size of enemy vehicles which
your vehicles ram. A ram ratio of 1 means your vehicle rams
vehicles of equal or lesser mass. A ram ratio of 2 means your
vehicle rams vehicles of half your mass or less. A ram rastio of
1/2 means your vehicle rams vehicles up to twice your mass, etc.
3. Aiming Priority. Prior to combat you are prompted to enter a
priority for each location (topside, interior, or tires) for your
group's fire. Each number you assign must be from 1 to 8. The
total of the three number must be exactly 10.
MISCELLANEOUS
A. CONTROLLING CITIES
One method of avoiding residential encounters is to take control
of one or more cities. If a city is controlled by a rival
fraction, you gang must best them in combat, sometimes
repeatedly, to usurp power. The smaller cities are less
disireable and therefore easier to control.
B. RADIO DIRECTION FINDER.
It is possible to gain possession of a Radion Direction Finder
during play. The RDF may be used to locate the ultra-secret,
elusive scientists. To activate the RDF, press the U key. To
select a scientist's homver to be locked into press, 1 or 2.
C. COMMAND LIMITATIONS
At the beginning of a game, your gang may possess a maximum of 6
vehicles. After that, whenever you complete a tactical (no
abstract or quick) combat with a rival road gang, this maximum is
increased by 1. The absolute maximum number of vehicles your gang
may possess is 15.
NOTE: Vehicles lost during tactical combat still apply toward
this maximum until conclusion of the combat.
D. SURPRISES.
You may encounter surprises during your tenure as ganglord. some
are pleasant other unpleasant. They might be speciality shops,
side trips, and/or cities of special interest.
(Docs. courtesy of Grimtooth Irkslaven) Page #14
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