Roadwar 2000

 










                         //==============================\\
                         ||                              ||
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                         ||                              ||
                         ||        ROADWAR 2000          ||
                         ||                              ||
                         ||                              ||
                         ||              a               ||
                         ||  Strategic Simulatiion Inc.  ||
                         ||          production          ||
                         ||                              ||
                         ||   designed by:               ||
                         ||          Jeffrey A. Johnson  ||
                         ||                              ||
                         ||    playing time 50+ hours    ||
                         ||                              ||
                         ||                              ||
                         ||                              ||
                         ||                              ||
                         ||                              ||
                         || Documentation courtesy of:   ||
                         ||         GRIMTOOTH IRKSLAVEN  ||
                         \\==============================//


































                                    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.








































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                                    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.





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                                    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


































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                                    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
          -----------------------------------------------------------------




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                                    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.



























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                                    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.






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                                    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.



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                                    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.



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                                    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.











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                                    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.





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                                    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
          _________________________________________________________________



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                                    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.






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                                    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.













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