SIX GUN SHOOT. D
FILE INFORMATION
FILENAME(S): SIX GUN SHOOT. D
FILE TYPE(S): SEQ
FILE SIZE: 8.9K
FIRST SEEN: 2025-11-30 18:12:25
APPEARS ON: 1 disk(s)
FILE HASH
89d9226d48a54b253f100e688d9ccca7fa6a5f06823865217282c4517c186cb6
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| WAREZ DOCS 1 3 | SIX GUN SHOOT. D | SEQ | Sailor, Ganheden | 6 | 4 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
00000000: 0D 0A 0D 0A 0D 0A 0D 0A 20 20 20 20 20 20 20 20 |........ | 00000010: 20 20 20 20 20 20 20 20 20 20 20 20 53 69 78 20 | Six | 00000020: 47 75 6E 20 53 68 6F 6F 74 6F 75 74 20 53 6F 66 |Gun Shootout Sof| 00000030: 74 64 6F 78 0D 0A 20 20 20 20 20 20 20 20 20 20 |tdox.. | 00000040: 20 20 20 20 20 20 20 20 20 20 2D 2D 2D 2D 2D 2D | ------| 00000050: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00000060: 2D 2D 0D 0A 20 20 20 20 20 20 20 20 20 20 20 2D |--.. -| 00000070: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00000080: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00000090: 2D 2D 2D 2D 2D 2D 2D 2D 0D 0A 20 20 20 20 20 20 |--------.. | 000000A0: 20 20 20 20 5B 20 50 72 65 73 65 6E 74 65 64 20 | [ Presented | 000000B0: 62 79 20 54 68 65 20 48 61 6C 66 2D 54 72 61 63 |by The Half-Trac| 000000C0: 6B 65 72 20 61 6E 64 20 4C 2E 53 2E 44 2E 5D 0D |ker and L.S.D.].| 000000D0: 0A 20 20 20 20 20 20 20 20 20 20 5B 20 20 20 20 |. [ | 000000E0: 20 20 20 20 20 46 6F 72 6D 61 74 74 65 64 20 66 | Formatted f| 000000F0: 6F 72 20 38 30 20 63 6F 6C 75 6D 6E 73 20 20 20 |or 80 columns | 00000100: 20 20 20 20 20 5D 0D 0A 20 20 20 20 20 20 20 20 | ].. | 00000110: 20 20 20 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D | -------------| 00000120: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00000130: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 0D 0A 0D 0A |------------....| 00000140: 43 4F 4D 4D 41 4E 44 20 53 55 4D 4D 41 52 59 3A |COMMAND SUMMARY:| 00000150: 0D 0A 0D 0A 41 29 20 47 65 6E 65 72 61 6C 20 63 |....A) General c| 00000160: 6F 6D 6D 61 6E 64 73 0D 0A 0D 0A 20 20 20 20 49 |ommands.... I| 00000170: 20 2D 20 49 64 65 6E 74 69 66 79 20 70 68 61 73 | - Identify phas| 00000180: 69 6E 67 20 63 68 61 72 61 63 74 65 72 2C 20 73 |ing character, s| 00000190: 68 6F 77 73 20 48 50 2C 20 77 65 61 70 6F 6E 20 |hows HP, weapon | 000001A0: 73 74 61 74 75 73 2C 20 61 6D 6D 6F 0D 0A 20 20 |status, ammo.. | 000001B0: 20 20 20 20 20 20 73 74 61 74 75 73 2C 20 61 6E | status, an| 000001C0: 64 20 63 75 72 72 65 6E 74 20 77 65 61 70 6F 6E |d current weapon| 000001D0: 20 69 6E 20 68 61 6E 64 2E 20 54 4D 20 69 6E 64 | in hand. TM ind| 000001E0: 69 63 61 74 65 73 20 74 65 72 72 61 69 6E 0D 0A |icates terrain..| 000001F0: 20 20 20 20 20 20 20 20 6D 6F 64 69 66 69 65 72 | modifier| 00000200: 73 2C 20 70 6F 73 69 74 69 76 65 20 6E 75 6D 62 |s, positive numb| 00000210: 65 72 73 20 69 6E 64 69 63 61 74 65 20 67 72 65 |ers indicate gre| 00000220: 61 74 65 72 0D 0A 20 20 20 20 20 20 20 20 76 75 |ater.. vu| 00000230: 6C 6E 65 72 61 62 69 6C 69 74 79 0D 0A 0D 0A 20 |lnerability.... | 00000240: 20 20 20 58 20 2D 20 45 78 69 74 2E 20 45 6E 64 | X - Exit. End| 00000250: 20 63 68 61 72 63 74 65 72 73 20 61 63 74 69 76 | charcters activ| 00000260: 69 74 79 20 66 6F 72 20 74 68 65 20 73 65 67 6D |ity for the segm| 00000270: 65 6E 74 0D 0A 0D 0A 42 29 20 53 70 65 63 69 61 |ent....B) Specia| 00000280: 6C 20 63 6F 6D 6D 61 6E 64 73 0D 0A 0D 0A 20 20 |l commands.... | 00000290: 20 20 54 20 2D 20 53 65 74 20 6D 65 73 73 61 67 | T - Set messag| 000002A0: 65 20 64 69 73 70 6C 61 79 20 73 70 65 65 64 20 |e display speed | 000002B0: 31 28 66 61 73 74 29 20 74 6F 20 31 30 30 30 30 |1(fast) to 10000| 000002C0: 28 73 6C 6F 77 29 2C 0D 0A 20 20 20 20 20 20 20 |(slow),.. | 000002D0: 20 35 30 30 30 28 64 65 66 61 75 6C 74 29 0D 0A | 5000(default)..| 000002E0: 0D 0A 20 20 20 20 44 20 2D 20 55 73 65 20 64 79 |.. D - Use dy| 000002F0: 6E 61 6D 69 74 65 2E 20 4F 6E 6C 79 20 74 68 65 |namite. Only the| 00000300: 20 64 65 73 69 67 6E 61 74 65 64 20 64 79 6E 61 | designated dyna| 00000310: 6D 69 74 65 20 63 61 72 72 69 65 72 20 6D 61 79 |mite carrier may| 00000320: 0D 0A 20 20 20 20 20 20 20 20 75 73 65 20 74 68 |.. use th| 00000330: 65 20 64 79 6E 61 6D 69 74 65 2C 20 61 6E 64 20 |e dynamite, and | 00000340: 68 65 20 6D 75 73 74 20 62 65 20 61 64 6A 61 63 |he must be adjac| 00000350: 65 6E 74 20 74 6F 20 74 68 65 20 74 61 72 67 65 |ent to the targe| 00000360: 74 2E 0D 0A 20 20 20 20 20 20 20 20 4D 61 79 20 |t... May | 00000370: 62 65 20 75 73 65 64 20 6F 6E 6C 79 20 6F 6E 63 |be used only onc| 00000380: 65 20 70 65 72 20 67 61 6D 65 2E 0D 0A 0D 0A 20 |e per game..... | 00000390: 20 20 20 4D 20 2D 20 43 6C 65 61 72 20 6D 61 70 | M - Clear map| 000003A0: 2E 20 54 65 6D 70 6F 72 61 72 69 6C 79 20 72 65 |. Temporarily re| 000003B0: 6D 6F 76 65 73 20 63 68 61 72 61 63 74 65 72 73 |moves characters| 000003C0: 20 66 72 6F 6D 20 6D 61 70 20 73 6F 0D 0A 20 20 | from map so.. | 000003D0: 20 20 20 20 20 20 74 65 72 72 61 69 6E 20 6D 61 | terrain ma| 000003E0: 79 20 62 65 20 76 69 65 77 65 64 0D 0A 0D 0A 20 |y be viewed.... | 000003F0: 20 20 20 56 20 2D 20 48 69 67 68 6C 69 67 68 74 | V - Highlight| 00000400: 73 20 74 68 65 20 73 71 75 61 72 65 73 20 69 6E |s the squares in| 00000410: 20 61 20 63 68 61 72 61 63 74 65 72 73 20 6C 69 | a characters li| 00000420: 6E 65 20 6F 66 20 73 69 67 68 74 2E 20 49 74 0D |ne of sight. It.| 00000430: 0A 20 20 20 20 20 20 20 20 77 69 6C 6C 20 70 72 |. will pr| 00000440: 6F 6D 70 74 20 66 6F 72 20 61 20 76 69 65 77 69 |ompt for a viewi| 00000450: 6E 67 20 61 6C 74 69 74 75 64 65 2E 20 49 66 20 |ng altitude. If | 00000460: 22 73 74 61 6E 64 69 6E 67 22 20 69 73 0D 0A 20 |"standing" is.. | 00000470: 20 20 20 20 20 20 20 63 68 6F 73 65 6E 2C 20 61 | chosen, a| 00000480: 6C 6C 20 65 6E 65 6D 69 65 73 20 69 6E 20 6C 69 |ll enemies in li| 00000490: 6E 65 20 6F 66 20 73 69 67 68 74 20 77 69 6C 6C |ne of sight will| 000004A0: 20 62 65 20 68 69 67 68 6C 69 67 68 74 65 64 2E | be highlighted.| 000004B0: 0D 0A 20 20 20 20 20 20 20 20 54 6F 20 73 65 65 |.. To see| 000004C0: 20 69 66 20 74 68 65 72 65 20 61 72 65 20 6B 6E | if there are kn| 000004D0: 65 65 6C 69 6E 67 20 6F 72 20 70 72 6F 6E 65 20 |eeling or prone | 000004E0: 65 6E 65 6D 69 65 73 20 69 6E 20 6C 69 6E 65 20 |enemies in line | 000004F0: 6F 66 0D 0A 20 20 20 20 20 20 20 20 73 69 67 68 |of.. sigh| 00000500: 74 2C 20 63 68 6F 6F 73 65 20 74 68 65 20 61 70 |t, choose the ap| 00000510: 70 72 6F 70 72 69 61 74 65 20 76 69 65 77 69 6E |propriate viewin| 00000520: 67 20 61 6C 74 69 74 75 64 65 2E 0D 0A 0D 0A 43 |g altitude.....C| 00000530: 29 20 4D 6F 76 65 6D 65 6E 74 20 63 6F 6D 6D 61 |) Movement comma| 00000540: 6E 64 73 0D 0A 0D 0A 20 20 20 31 2C 32 2C 33 2C |nds.... 1,2,3,| 00000550: 34 2C 35 2C 36 2C 37 2C 38 20 2D 20 4D 6F 76 65 |4,5,6,7,8 - Move| 00000560: 20 6F 6E 65 20 73 70 61 63 65 20 69 6E 20 74 68 | one space in th| 00000570: 65 20 69 6E 64 69 63 61 74 65 64 20 64 69 72 65 |e indicated dire| 00000580: 63 74 69 6F 6E 2E 20 41 0D 0A 20 20 20 20 20 20 |ction. A.. | 00000590: 20 20 64 69 72 65 63 74 69 6F 6E 61 6C 20 64 69 | directional di| 000005A0: 73 70 6C 61 79 20 61 70 70 65 61 72 73 20 69 6E |splay appears in| 000005B0: 20 74 68 65 20 6C 6F 77 65 72 20 72 69 67 68 74 | the lower right| 000005C0: 20 68 61 6E 64 0D 0A 20 20 20 20 20 20 20 20 63 | hand.. c| 000005D0: 6F 72 6E 65 72 20 6F 66 20 74 68 65 20 73 63 72 |orner of the scr| 000005E0: 65 65 6E 2E 20 54 4D 20 61 66 66 65 63 74 20 6D |een. TM affect m| 000005F0: 6F 76 65 6D 65 6E 74 20 61 62 69 6C 69 74 79 2E |ovement ability.| 00000600: 0D 0A 0D 0A 20 20 20 20 45 20 2D 20 53 74 61 6E |.... E - Stan| 00000610: 64 20 65 72 65 63 74 0D 0A 0D 0A 20 20 20 20 4B |d erect.... K| 00000620: 20 2D 20 4B 6E 65 65 6C 0D 0A 0D 0A 20 20 20 20 | - Kneel.... | 00000630: 50 20 2D 20 50 72 6F 6E 65 20 70 6F 73 69 74 69 |P - Prone positi| 00000640: 6F 6E 0D 0A 0D 0A 44 29 20 46 69 72 65 20 63 6F |on....D) Fire co| 00000650: 6D 6D 61 6E 64 73 0D 0A 0D 0A 20 20 20 20 52 20 |mmands.... R | 00000660: 2D 20 52 65 61 64 79 20 61 20 77 65 61 70 6F 6E |- Ready a weapon| 00000670: 2C 20 6F 72 20 63 68 61 6E 67 65 20 77 65 61 70 |, or change weap| 00000680: 6F 6E 73 2E 20 4F 6E 6C 79 20 74 68 6F 73 65 20 |ons. Only those | 00000690: 61 76 61 69 6C 61 62 6C 65 0D 0A 20 20 20 20 20 |available.. | 000006A0: 20 20 20 66 6F 72 20 74 68 65 20 63 75 72 72 65 | for the curre| 000006B0: 6E 74 20 73 65 67 6D 65 6E 74 20 77 69 6C 6C 20 |nt segment will | 000006C0: 62 65 20 64 69 73 70 6C 61 79 65 64 2E 0D 0A 0D |be displayed....| 000006D0: 0A 20 20 20 20 4C 20 2D 20 4C 6F 61 64 20 6F 6E |. L - Load on| 000006E0: 65 20 72 6F 75 6E 64 20 69 6E 74 6F 20 77 65 61 |e round into wea| 000006F0: 70 6F 6E 20 69 6E 20 68 61 6E 64 0D 0A 20 20 20 |pon in hand.. | 00000700: 20 46 20 2D 20 46 69 72 65 20 61 20 73 68 6F 74 | F - Fire a shot| 00000710: 2E 20 43 75 72 73 6F 72 20 61 6E 64 20 72 61 6E |. Cursor and ran| 00000720: 67 65 20 66 69 6E 64 65 72 20 77 69 6C 6C 20 61 |ge finder will a| 00000730: 70 70 65 61 72 20 69 6E 20 74 68 65 0D 0A 20 20 |ppear in the.. | 00000740: 20 20 20 20 20 20 6C 6F 77 65 72 20 72 69 67 68 | lower righ| 00000750: 74 20 68 61 6E 64 20 63 6F 72 6E 65 72 20 6F 66 |t hand corner of| 00000760: 20 74 68 65 20 73 63 72 65 65 6E 20 74 6F 20 61 | the screen to a| 00000770: 69 64 20 69 6E 20 74 61 72 67 65 74 0D 0A 20 20 |id in target.. | 00000780: 20 20 20 20 20 20 73 65 6C 65 63 74 69 6F 6E 2E | selection.| 00000790: 0D 0A 0D 0A 20 20 20 20 58 20 2D 20 45 78 69 74 |.... X - Exit| 000007A0: 20 66 69 72 65 20 72 6F 75 74 69 6E 65 0D 0A 0D | fire routine...| 000007B0: 0A 45 29 20 50 6F 73 74 75 72 65 20 65 66 66 65 |.E) Posture effe| 000007C0: 63 74 73 0D 0A 0D 0A 20 20 20 20 57 68 65 6E 20 |cts.... When | 000007D0: 61 6E 20 65 72 65 63 74 20 63 68 61 72 61 63 74 |an erect charact| 000007E0: 65 72 20 6D 6F 76 65 73 20 6F 6E 20 61 20 63 6C |er moves on a cl| 000007F0: 65 61 72 20 6F 72 20 70 6C 61 6E 6B 69 6E 67 20 |ear or planking | 00000800: 73 70 61 63 65 2C 0D 0A 68 65 20 69 73 20 70 72 |space,..he is pr| 00000810: 6F 6D 70 74 65 64 20 66 6F 72 20 61 20 73 65 63 |ompted for a sec| 00000820: 6F 6E 64 20 63 6F 6D 6D 61 6E 64 2E 20 57 68 65 |ond command. Whe| 00000830: 6E 20 61 20 6B 6E 65 65 6C 69 6E 67 20 63 68 61 |n a kneeling cha| 00000840: 72 61 63 74 65 72 0D 0A 73 74 61 6E 64 73 20 65 |racter..stands e| 00000850: 72 65 63 74 2C 20 68 65 20 61 6C 73 6F 20 69 73 |rect, he also is| 00000860: 20 70 72 6F 6D 70 74 65 64 20 66 6F 72 20 61 20 | prompted for a | 00000870: 73 65 63 6F 6E 64 20 63 6F 6D 6D 61 6E 64 2E 20 |second command. | 00000880: 41 6C 6C 20 6F 74 68 65 72 0D 0A 61 63 74 69 6F |All other..actio| 00000890: 6E 73 20 65 6E 64 20 61 20 63 68 61 72 61 63 74 |ns end a charact| 000008A0: 65 72 73 20 61 63 74 69 76 69 74 79 20 66 6F 72 |ers activity for| 000008B0: 20 74 68 65 20 73 65 67 6D 65 6E 74 2E 0D 0A 0D | the segment....| 000008C0: 0A 54 45 52 52 41 49 4E 2C 20 41 4C 54 49 54 55 |.TERRAIN, ALTITU| 000008D0: 44 45 53 2C 20 41 4E 44 20 4C 49 4E 45 20 4F 46 |DES, AND LINE OF| 000008E0: 20 53 49 47 48 54 3A 0D 0A 0D 0A 20 20 20 20 20 | SIGHT:.... | 000008F0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000900: 20 54 65 72 72 61 69 6E 20 65 66 66 65 63 74 20 | Terrain effect | 00000910: 74 61 62 6C 65 0D 0A 20 20 20 20 20 20 20 20 20 |table.. | 00000920: 20 20 20 20 20 20 20 20 20 20 20 20 20 2D 2D 2D | ---| 00000930: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00000940: 2D 0D 0A 20 20 54 59 50 45 20 20 20 20 20 20 20 |-.. TYPE | 00000950: 20 20 20 41 4C 54 20 20 20 20 20 20 20 20 20 50 | ALT P| 00000960: 52 4F 54 20 20 20 20 20 20 54 48 20 4D 4F 44 20 |ROT TH MOD | 00000970: 20 20 4D 4F 56 45 4D 45 4E 54 20 45 46 46 45 43 | MOVEMENT EFFEC| 00000980: 54 0D 0A 20 20 2D 2D 2D 2D 20 20 20 20 20 20 20 |T.. ---- | 00000990: 20 20 20 2D 2D 2D 20 20 20 20 20 20 20 20 20 2D | --- -| 000009A0: 2D 2D 2D 20 20 20 20 20 20 2D 2D 2D 2D 2D 2D 20 |--- ------ | 000009B0: 20 20 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D | --------------| 000009C0: 2D 0D 0A 0D 0A 46 75 6C 6C 20 77 61 6C 6C 20 20 |-....Full wall | 000009D0: 20 20 20 20 20 20 31 31 20 20 20 20 20 20 20 20 | 11 | 000009E0: 20 20 32 35 35 20 20 20 20 20 20 20 20 4E 41 20 | 255 NA | 000009F0: 20 20 20 20 20 20 50 72 6F 68 69 62 69 74 65 64 | Prohibited| 00000A00: 0D 0A 48 61 6C 66 20 77 61 6C 6C 20 20 20 20 20 |..Half wall | 00000A10: 20 20 20 20 35 20 20 20 20 20 20 20 20 20 20 32 | 5 2| 00000A20: 35 35 20 20 20 20 20 20 20 20 2B 31 20 20 20 20 |55 +1 | 00000A30: 20 20 20 20 20 4E 6F 74 65 20 31 0D 0A 4C 69 67 | Note 1..Lig| 00000A40: 68 74 20 68 61 6C 66 20 77 61 6C 6C 20 20 20 34 |ht half wall 4| 00000A50: 20 20 20 20 20 20 20 20 20 20 31 32 37 20 20 20 | 127 | 00000A60: 20 20 20 20 20 2B 32 20 20 20 20 20 20 20 20 20 | +2 | 00000A70: 4E 6F 74 65 20 31 0D 0A 47 72 6F 75 6E 64 20 20 |Note 1..Ground | 00000A80: 20 20 20 20 20 20 20 20 20 20 31 20 20 20 20 20 | 1 | 00000A90: 20 20 20 20 20 32 35 35 20 20 20 20 20 20 20 20 | 255 | 00000AA0: 2D 31 20 20 20 20 20 20 20 4E 6F 20 65 66 66 65 |-1 No effe| 00000AB0: 63 74 0D 0A 50 6C 61 6E 6B 69 6E 67 20 20 20 20 |ct..Planking | 00000AC0: 20 20 20 20 20 20 32 20 20 20 20 20 20 20 20 20 | 2 | 00000AD0: 20 32 35 35 20 20 20 20 20 20 20 20 20 30 20 20 | 255 0 | 00000AE0: 20 20 20 20 20 4E 6F 20 65 66 66 65 63 74 0D 0A | No effect..| 00000AF0: 52 6F 75 67 68 20 20 20 20 20 20 20 20 20 20 20 |Rough | 00000B00: 20 20 34 20 20 20 20 20 20 20 20 20 20 32 35 35 | 4 255| 00000B10: 20 20 20 20 20 20 20 20 2D 33 20 20 20 20 20 20 | -3 | 00000B20: 20 20 20 4E 6F 74 65 20 31 0D 0A 4D 75 64 20 20 | Note 1..Mud | 00000B30: 20 20 20 20 20 20 20 20 20 20 20 20 20 30 20 20 | 0 | 00000B40: 20 20 20 20 20 20 20 20 32 35 35 20 20 20 20 20 | 255 | 00000B50: 20 20 20 2D 32 20 20 20 20 20 20 20 20 20 4E 6F | -2 No| 00000B60: 74 65 20 32 0D 0A 54 72 65 65 20 20 20 20 20 20 |te 2..Tree | 00000B70: 20 20 20 20 20 20 20 31 30 20 20 20 20 20 20 20 | 10 | 00000B80: 20 20 20 32 35 35 20 20 20 20 20 20 20 20 4E 41 | 255 NA| 00000B90: 20 20 20 20 20 20 20 50 72 6F 68 69 62 69 74 65 | Prohibite| 00000BA0: 64 0D 0A 54 61 6C 6C 20 42 72 75 73 68 20 20 20 |d..Tall Brush | 00000BB0: 20 20 20 20 20 37 20 20 20 20 20 20 20 20 20 20 | 7 | 00000BC0: 31 31 33 20 20 20 20 20 20 20 20 4E 41 20 20 20 |113 NA | 00000BD0: 20 20 20 20 50 72 6F 68 69 62 69 74 65 64 0D 0A | Prohibited..| 00000BE0: 4C 6F 77 20 42 72 75 73 68 20 20 20 20 20 20 20 |Low Brush | 00000BF0: 20 20 34 20 20 20 20 20 20 20 20 20 20 20 32 37 | 4 27| 00000C00: 20 20 20 20 20 20 20 20 2B 32 20 20 20 20 20 20 | +2 | 00000C10: 20 20 20 4E 6F 74 65 20 31 0D 0A 43 61 63 74 75 | Note 1..Cactu| 00000C20: 73 20 20 20 20 20 20 20 20 20 20 20 20 34 20 20 |s 4 | 00000C30: 20 20 20 20 20 20 20 20 31 34 32 20 20 20 20 20 | 142 | 00000C40: 20 20 20 2B 32 20 20 20 20 20 20 20 20 20 4E 6F | +2 No| 00000C50: 74 65 20 31 0D 0A 52 6F 63 6B 73 20 20 20 20 20 |te 1..Rocks | 00000C60: 20 20 20 20 20 20 20 20 34 20 20 20 20 20 20 20 | 4 | 00000C70: 20 20 20 32 35 35 20 20 20 20 20 20 20 20 2B 31 | 255 +1| 00000C80: 20 20 20 20 20 20 20 20 20 4E 6F 74 65 20 31 0D | Note 1.| 00000C90: 0A 43 6F 76 65 72 65 64 20 57 61 67 6F 6E 20 20 |.Covered Wagon | 00000CA0: 20 20 31 30 20 20 20 20 20 20 20 20 20 20 32 35 | 10 25| 00000CB0: 35 20 20 20 20 20 20 20 20 4E 41 20 20 20 20 20 |5 NA | 00000CC0: 20 20 50 72 6F 68 69 62 69 74 65 64 0D 0A 4F 70 | Prohibited..Op| 00000CD0: 65 6E 20 57 61 67 6F 6E 20 20 20 20 20 20 20 20 |en Wagon | 00000CE0: 34 20 20 20 20 20 20 20 20 20 20 32 35 35 20 20 |4 255 | 00000CF0: 20 20 20 20 20 20 2B 31 20 20 20 20 20 20 20 20 | +1 | 00000D00: 20 4E 6F 74 65 20 31 0D 0A 48 69 74 63 68 20 20 | Note 1..Hitch | 00000D10: 20 20 20 20 20 20 20 20 20 20 20 34 20 20 20 20 | 4 | 00000D20: 20 20 20 20 20 20 20 35 37 20 20 20 20 20 20 20 | 57 | 00000D30: 20 2B 32 20 20 20 20 20 20 20 20 20 4E 6F 74 65 | +2 Note| 00000D40: 20 31 0D 0A 54 72 6F 75 67 68 2F 54 75 62 20 20 | 1..Trough/Tub | 00000D50: 20 20 20 20 20 20 34 20 20 20 20 20 20 20 20 20 | 4 | 00000D60: 20 32 35 35 20 20 20 20 20 20 20 20 2B 31 20 20 | 255 +1 | 00000D70: 20 20 20 20 20 20 20 4E 6F 74 65 20 31 0D 0A 42 | Note 1..B| 00000D80: 61 72 72 65 6C 20 20 20 20 20 20 20 20 20 20 20 |arrel | 00000D90: 20 34 20 20 20 20 20 20 20 20 20 20 31 39 38 20 | 4 198 | 00000DA0: 20 20 20 20 20 20 20 2B 31 20 20 20 20 20 20 20 | +1 | 00000DB0: 20 20 4E 6F 74 65 20 31 0D 0A 42 6F 78 65 73 20 | Note 1..Boxes | 00000DC0: 20 20 20 20 20 20 20 20 20 20 20 20 34 20 20 20 | 4 | 00000DD0: 20 20 20 20 20 20 20 31 36 39 20 20 20 20 20 20 | 169 | 00000DE0: 20 20 2B 32 20 20 20 20 20 20 20 20 20 4E 6F 74 | +2 Not| 00000DF0: 65 20 31 0D 0A 57 69 6E 64 6F 77 20 20 20 20 20 |e 1..Window | 00000E00: 20 20 20 20 20 20 20 35 20 20 20 20 20 20 20 20 | 5 | 00000E10: 20 20 32 35 35 20 20 20 20 20 20 20 20 2B 33 20 | 255 +3 | 00000E20: 20 20 20 20 20 20 20 20 4E 6F 74 65 20 31 0D 0A | Note 1..| 00000E30: 53 74 6F 76 65 20 20 20 20 20 20 20 20 20 20 20 |Stove | 00000E40: 20 20 35 20 20 20 20 20 20 20 20 20 20 32 35 35 | 5 255| 00000E50: 20 20 20 20 20 20 20 20 2B 31 20 20 20 20 20 20 | +1 | 00000E60: 20 20 20 4E 6F 74 65 20 31 0D 0A 54 61 62 6C 65 | Note 1..Table| 00000E70: 20 20 20 20 20 20 20 20 20 20 20 20 20 35 20 20 | 5 | 00000E80: 20 20 20 20 20 20 20 20 32 32 37 20 20 20 20 20 | 227 | 00000E90: 20 20 20 2B 31 20 20 20 20 20 20 20 20 20 4E 6F | +1 No| 00000EA0: 74 65 20 31 0D 0A 44 65 73 6B 20 20 20 20 20 20 |te 1..Desk | 00000EB0: 20 20 20 20 20 20 20 20 35 20 20 20 20 20 20 20 | 5 | 00000EC0: 20 20 20 32 35 35 20 20 20 20 20 20 20 20 2B 31 | 255 +1| 00000ED0: 20 20 20 20 20 20 20 20 20 4E 6F 74 65 20 31 0D | Note 1.| 00000EE0: 0A 53 61 66 65 20 20 20 20 20 20 20 20 20 20 20 |.Safe | 00000EF0: 20 20 20 35 20 20 20 20 20 20 20 20 20 20 32 35 | 5 25| 00000F00: 35 20 20 20 20 20 20 20 20 2B 31 20 20 20 20 20 |5 +1 | 00000F10: 20 20 20 20 4E 6F 74 65 20 31 0D 0A 43 68 61 69 | Note 1..Chai| 00000F20: 72 20 20 20 20 20 20 20 20 20 20 20 20 20 35 20 |r 5 | 00000F30: 20 20 20 20 20 20 20 20 20 20 38 34 20 20 20 20 | 84 | 00000F40: 20 20 20 20 2B 32 20 20 20 20 20 20 20 20 20 4E | +2 N| 00000F50: 6F 74 65 20 31 0D 0A 42 65 64 20 20 20 20 20 20 |ote 1..Bed | 00000F60: 20 20 20 20 20 20 20 20 20 35 20 20 20 20 20 20 | 5 | 00000F70: 20 20 20 20 32 35 35 20 20 20 20 20 20 20 20 2B | 255 +| 00000F80: 31 20 20 20 20 20 20 20 20 20 4E 6F 74 65 20 31 |1 Note 1| 00000F90: 0D 0A 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D |..==============| 00000FA0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D |================| 00000FB0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D |================| 00000FC0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 0D 0A 41 4C 54 |===========..ALT| 00000FD0: 20 3D 20 41 6C 74 69 74 75 64 65 20 20 50 52 4F | = Altitude PRO| 00000FE0: 54 20 3D 20 50 72 6F 74 65 63 74 69 6F 6E 20 20 |T = Protection | 00000FF0: 54 48 4D 4F 44 20 3D 20 54 6F 20 48 69 74 20 4D |THMOD = To Hit M| 00001000: 6F 64 69 66 69 65 72 0D 0A 4E 41 20 3D 20 4E 6F |odifier..NA = No| 00001010: 74 20 61 70 70 6C 69 63 61 62 6C 65 0D 0A 2D 2D |t applicable..--| 00001020: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00001030: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00001040: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00001050: 2D 2D 2D 2D 2D 2D 2D 0D 0A 4E 6F 74 65 20 31 3A |-------..Note 1:| 00001060: 20 43 68 61 72 61 63 74 65 72 20 6D 75 73 74 20 | Character must | 00001070: 62 65 20 65 72 65 63 74 20 74 6F 20 65 6E 74 65 |be erect to ente| 00001080: 72 2E 20 4C 6F 73 65 73 20 6D 6F 76 65 6D 65 6E |r. Loses movemen| 00001090: 74 0D 0A 20 20 20 20 20 20 20 20 63 61 70 61 62 |t.. capab| 000010A0: 69 6C 69 74 79 20 66 6F 72 20 6E 65 78 74 20 73 |ility for next s| 000010B0: 65 67 6D 65 6E 74 2E 0D 0A 0D 0A 4E 6F 74 65 20 |egment.....Note | 000010C0: 32 3A 20 43 68 61 72 61 63 74 65 72 20 6C 6F 73 |2: Character los| 000010D0: 65 73 20 6D 6F 76 65 6D 65 6E 74 20 63 61 70 61 |es movement capa| 000010E0: 62 69 6C 69 74 79 20 66 6F 72 20 74 68 65 20 66 |bility for the f| 000010F0: 6F 6C 6C 6F 77 69 6E 67 0D 0A 20 20 20 20 20 20 |ollowing.. | 00001100: 20 20 73 65 67 6D 65 6E 74 2E 0D 0A 0D 0A 41 29 | segment.....A)| 00001110: 20 43 68 61 72 61 63 74 65 72 20 61 6C 74 69 74 | Character altit| 00001120: 75 64 65 0D 0A 0D 0A 20 20 20 4E 6F 72 6D 61 6C |ude.... Normal| 00001130: 6C 79 20 61 20 63 68 61 72 61 63 74 65 72 20 69 |ly a character i| 00001140: 73 20 63 6F 6E 73 69 64 65 72 65 64 20 74 6F 20 |s considered to | 00001150: 62 65 20 61 74 20 74 68 65 20 61 6C 74 69 74 75 |be at the altitu| 00001160: 64 65 20 65 71 75 61 6C 0D 0A 74 6F 20 74 68 65 |de equal..to the| 00001170: 20 68 65 69 67 68 74 20 6F 66 20 68 69 73 20 68 | height of his h| 00001180: 65 61 64 2E 20 45 61 63 68 20 62 6F 64 79 20 70 |ead. Each body p| 00001190: 61 72 74 20 69 73 20 61 73 73 69 67 6E 65 64 20 |art is assigned | 000011A0: 61 6E 20 61 6C 74 69 74 75 64 65 0D 0A 61 63 63 |an altitude..acc| 000011B0: 6F 72 64 69 6E 67 20 74 6F 20 70 6F 73 74 75 72 |ording to postur| 000011C0: 65 20 61 6E 64 20 74 65 72 72 61 69 6E 2E 0D 0A |e and terrain...| 000011D0: 0D 0A 42 29 20 4C 69 6E 65 20 6F 66 20 53 69 67 |..B) Line of Sig| 000011E0: 68 74 0D 0A 0D 0A 20 20 20 53 69 78 20 47 75 6E |ht.... Six Gun| 000011F0: 20 53 68 6F 6F 74 6F 75 74 20 75 73 65 73 20 61 | Shootout uses a| 00001200: 20 6C 69 6E 65 20 6F 66 20 73 69 67 68 74 20 74 | line of sight t| 00001210: 6F 20 65 6E 73 75 72 65 20 79 6F 75 20 73 65 65 |o ensure you see| 00001220: 20 6F 6E 6C 79 0D 0A 77 68 61 74 20 79 6F 75 72 | only..what your| 00001230: 20 63 68 61 72 61 63 74 65 72 20 63 6F 75 6C 64 | character could| 00001240: 20 73 65 65 2E 20 57 61 6C 6C 73 2C 20 65 74 63 | see. Walls, etc| 00001250: 2E 20 62 6C 6F 63 6B 20 79 6F 75 72 20 76 69 73 |. block your vis| 00001260: 69 6F 6E 0D 0A 6D 61 6B 69 6E 67 20 6F 74 68 65 |ion..making othe| 00001270: 72 20 63 68 61 72 61 63 74 65 72 73 20 73 65 65 |r characters see| 00001280: 6D 20 69 6E 76 69 73 69 62 6C 65 20 74 6F 20 79 |m invisible to y| 00001290: 6F 75 72 20 73 69 67 68 74 2E 20 55 73 65 20 56 |our sight. 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Standin| 00001410: 67 20 20 20 20 20 20 20 20 20 20 20 4B 6E 65 65 |g Knee| 00001420: 6C 69 6E 67 20 20 20 20 20 20 20 20 20 20 20 20 |ling | 00001430: 20 50 72 6F 6E 65 0D 0A 20 20 20 20 20 20 20 2D | Prone.. -| 00001440: 2D 2D 2D 2D 2D 2D 2D 20 20 20 20 20 20 20 20 20 |------- | 00001450: 20 20 2D 2D 2D 2D 2D 2D 2D 2D 20 20 20 20 20 20 | -------- | 00001460: 20 20 20 20 20 20 20 2D 2D 2D 2D 2D 0D 0A 48 65 | -----..He| 00001470: 61 64 20 20 20 20 20 20 2B 35 20 20 20 20 20 20 |ad +5 | 00001480: 20 20 20 20 20 20 20 20 20 20 20 2B 34 20 20 20 | +4 | 00001490: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 2B 31 | +1| 000014A0: 0D 0A 43 68 65 73 74 20 20 20 20 20 2B 34 20 20 |..Chest +4 | 000014B0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 2B | +| 000014C0: 33 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |3 | 000014D0: 20 20 2B 31 0D 0A 47 75 74 20 20 20 20 20 20 20 | +1..Gut | 000014E0: 2B 33 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |+3 | 000014F0: 20 20 20 2B 32 20 20 20 20 20 20 20 20 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20 20 20 20 20 20 20 2D 2D 20 20 20 2D | -- -| 000015F0: 2D 20 20 20 2D 2D 20 20 20 2D 2D 20 20 20 2D 2D |- -- -- --| 00001600: 20 20 20 2D 2D 20 20 20 2D 2D 20 20 20 2D 2D 20 | -- -- -- | 00001610: 20 20 2D 2D 0D 0A 0D 0A 31 20 20 20 20 53 61 62 | --....1 Sab| 00001620: 65 72 20 20 20 20 20 20 20 20 20 20 20 20 20 31 |er 1| 00001630: 20 20 20 20 31 20 20 20 20 31 20 20 20 20 30 20 | 1 1 0 | 00001640: 20 20 20 30 20 20 20 20 30 20 20 20 20 30 20 20 | 0 0 0 | 00001650: 20 20 30 20 20 20 20 30 0D 0A 32 20 20 20 20 54 | 0 0..2 T| 00001660: 6F 6D 61 68 61 77 6B 20 20 20 20 20 20 20 20 20 |omahawk | 00001670: 20 31 20 20 20 20 32 20 20 20 20 33 20 20 20 20 | 1 2 3 | 00001680: 30 20 20 20 34 32 20 20 20 2B 32 20 20 20 2D 34 |0 42 +2 -4| 00001690: 20 20 20 20 30 20 20 20 20 30 0D 0A 33 20 20 20 | 0 0..3 | 000016A0: 20 4B 6E 69 66 65 20 20 20 20 20 20 20 20 20 20 | Knife | 000016B0: 20 20 20 31 20 20 20 20 32 20 20 20 20 33 20 20 | 1 2 3 | 000016C0: 20 20 30 20 20 20 35 36 20 20 20 2B 32 20 20 20 | 0 56 +2 | 000016D0: 2D 34 20 20 20 20 30 20 20 20 20 30 0D 0A 34 20 |-4 0 0..4 | 000016E0: 20 20 20 53 70 65 61 72 20 20 20 20 20 20 20 20 | Spear | 000016F0: 20 20 20 20 20 31 20 20 20 20 32 20 20 20 20 34 | 1 2 4| 00001700: 20 20 20 20 30 20 20 20 38 35 20 20 20 2B 32 20 | 0 85 +2 | 00001710: 20 20 2D 34 20 20 20 20 30 20 20 20 20 30 0D 0A | -4 0 0..| 00001720: 35 20 20 20 20 42 6F 77 20 61 6E 64 20 41 72 72 |5 Bow and Arr| 00001730: 6F 77 20 20 20 20 20 33 20 20 20 20 36 20 20 20 |ow 3 6 | 00001740: 31 32 20 20 20 33 30 20 20 20 37 30 20 20 20 2B |12 30 70 +| 00001750: 32 20 20 20 2D 32 20 20 20 20 31 20 20 20 20 30 |2 -2 1 0| 00001760: 0D 0A 36 20 20 20 20 44 65 72 72 69 6E 67 65 72 |..6 Derringer| 00001770: 20 20 20 20 20 20 20 20 20 30 20 20 20 20 31 20 | 0 1 | 00001780: 20 20 20 32 20 20 20 20 32 20 20 20 32 38 20 20 | 2 2 28 | 00001790: 20 2B 31 20 20 20 2D 34 20 20 20 20 31 20 20 20 | +1 -4 1 | 000017A0: 20 31 0D 0A 37 20 20 20 20 4C 53 41 20 50 69 73 | 1..7 LSA Pis| 000017B0: 74 6F 6C 20 20 20 20 20 20 20 20 31 20 20 20 20 |tol 1 | 000017C0: 33 20 20 20 20 36 20 20 20 20 36 20 20 20 34 32 |3 6 6 42| 000017D0: 20 20 20 2B 32 20 20 20 2D 33 20 20 20 20 31 20 | +2 -3 1 | 000017E0: 20 20 20 31 0D 0A 38 20 20 20 20 4D 53 41 20 50 | 1..8 MSA P| 000017F0: 69 73 74 6F 6C 20 20 20 20 20 20 20 20 31 20 20 |istol 1 | 00001800: 20 20 33 20 20 20 20 37 20 20 20 20 36 20 20 20 | 3 7 6 | 00001810: 38 35 20 20 20 2B 32 20 20 20 2D 33 20 20 20 20 |85 +2 -3 | 00001820: 31 20 20 20 20 31 0D 0A 39 20 20 20 20 48 53 41 |1 1..9 HSA| 00001830: 20 50 69 73 74 6F 6C 20 20 20 20 20 20 20 20 32 | Pistol 2| 00001840: 20 20 20 20 34 20 20 20 20 38 20 20 20 20 36 20 | 4 8 6 | 00001850: 20 31 37 30 20 20 20 2B 32 20 20 20 2D 33 20 20 | 170 +2 -3 | 00001860: 20 20 31 20 20 20 20 31 0D 0A 31 30 20 20 20 4C | 1 1..10 L| 00001870: 44 41 20 50 69 73 74 6F 6C 20 20 20 20 20 20 20 |DA Pistol | 00001880: 20 31 20 20 20 20 32 20 20 20 20 35 20 20 20 20 | 1 2 5 | 00001890: 36 20 20 20 35 36 20 20 20 2B 32 20 20 20 2D 33 |6 56 +2 -3| 000018A0: 20 20 20 20 30 20 20 20 20 31 0D 0A 31 31 20 20 | 0 1..11 | 000018B0: 20 4D 44 41 20 50 69 73 74 6F 6C 20 20 20 20 20 | MDA Pistol | 000018C0: 20 20 20 31 20 20 20 20 33 20 20 20 20 36 20 20 | 1 3 6 | 000018D0: 20 20 36 20 20 20 37 30 20 20 20 2B 32 20 20 20 | 6 70 +2 | 000018E0: 2D 33 20 20 20 20 30 20 20 20 20 31 0D 0A 31 32 |-3 0 1..12| 000018F0: 20 20 20 48 44 41 20 50 69 73 74 6F 6C 20 20 20 | HDA Pistol | 00001900: 20 20 20 20 20 31 20 20 20 20 33 20 20 20 20 37 | 1 3 7| 00001910: 20 20 20 20 36 20 20 31 35 35 20 20 20 2B 32 20 | 6 155 +2 | 00001920: 20 20 2D 33 20 20 20 20 30 20 20 20 20 31 0D 0A | -3 0 1..| 00001930: 31 33 20 20 20 53 68 6F 74 67 75 6E 20 20 20 20 |13 Shotgun | 00001940: 20 20 20 20 20 20 20 32 20 20 20 20 34 20 20 20 | 2 4 | 00001950: 20 38 20 20 20 20 32 20 20 20 39 39 20 20 20 2B | 8 2 99 +| 00001960: 33 20 20 20 2D 35 20 20 20 20 30 20 20 20 20 31 |3 -5 0 1| 00001970: 0D 0A 31 34 20 20 20 53 2F 4F 20 53 68 6F 74 67 |..14 S/O Shotg| 00001980: 75 6E 20 20 20 20 20 20 20 31 20 20 20 20 32 20 |un 1 2 | 00001990: 20 20 20 34 20 20 20 20 32 20 20 20 35 36 20 20 | 4 2 56 | 000019A0: 20 2B 35 20 20 20 2D 37 20 20 20 20 30 20 20 20 | +5 -7 0 | 000019B0: 20 31 0D 0A 31 35 20 20 20 42 72 65 65 63 68 6C | 1..15 Breechl| 000019C0: 6F 61 64 65 72 20 20 20 20 20 20 37 20 20 20 31 |oader 7 1| 000019D0: 35 20 20 20 33 30 20 20 20 20 31 20 20 32 31 32 |5 30 1 212| 000019E0: 20 20 20 2B 31 20 20 20 2D 31 20 20 20 20 31 20 | +1 -1 1 | 000019F0: 20 20 20 31 0D 0A 31 36 20 20 20 52 69 66 6C 65 | 1..16 Rifle| 00001A00: 20 20 20 20 20 20 20 20 20 20 20 20 20 35 20 20 | 5 | 00001A10: 20 31 30 20 20 20 32 30 20 20 20 31 36 20 20 31 | 10 20 16 1| 00001A20: 35 35 20 20 20 2B 31 20 20 20 2D 31 20 20 20 20 |55 +1 -1 | 00001A30: 31 20 20 20 20 30 0D 0A 31 37 20 20 20 52 65 70 |1 0..17 Rep| 00001A40: 65 61 74 65 72 20 20 20 20 20 20 20 20 20 20 33 |eater 3| 00001A50: 20 20 20 20 36 20 20 20 31 32 20 20 20 31 32 20 | 6 12 12 | 00001A60: 20 31 34 31 20 20 20 2B 31 20 20 20 2D 31 20 20 | 141 +1 -1 | 00001A70: 20 20 30 20 20 20 20 30 0D 0A 31 38 20 20 20 43 | 0 0..18 C| 00001A80: 61 72 62 69 6E 65 20 20 20 20 20 20 20 20 20 20 |arbine | 00001A90: 20 36 20 20 20 31 32 20 20 20 32 35 20 20 20 20 | 6 12 25 | 00001AA0: 31 20 20 31 38 34 20 20 20 2B 31 20 20 20 2D 31 |1 184 +1 -1| 00001AB0: 20 20 20 20 31 20 20 20 20 30 0D 0A 3D 3D 3D 3D | 1 0..====| 00001AC0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D |================| 00001AD0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D |================| 00001AE0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D |================| 00001AF0: 3D 3D 3D 3D 3D 3D 3D 0D 0A 52 31 20 3D 20 4D 61 |=======..R1 = Ma| 00001B00: 78 20 73 68 6F 72 74 20 72 61 6E 67 65 0D 0A 52 |x short range..R| 00001B10: 32 20 3D 20 4D 61 78 20 6D 65 64 69 75 6D 20 72 |2 = Max medium r| 00001B20: 61 6E 67 65 0D 0A 52 33 20 3D 20 4D 61 78 20 6C |ange..R3 = Max l| 00001B30: 6F 6E 67 20 72 61 6E 67 65 0D 0A 4C 44 20 3D 20 |ong range..LD = | 00001B40: 4D 61 78 20 61 6D 6D 6F 20 6C 6F 61 64 20 66 6F |Max ammo load fo| 00001B50: 72 20 77 65 61 70 6F 6E 0D 0A 50 54 20 3D 20 50 |r weapon..PT = P| 00001B60: 65 6E 65 74 72 61 74 69 6F 6E 20 66 61 63 74 6F |enetration facto| 00001B70: 72 20 66 6F 72 20 77 65 61 70 6F 6E 20 28 61 62 |r for weapon (ab| 00001B80: 69 6C 69 74 79 20 74 6F 20 70 61 73 73 20 74 68 |ility to pass th| 00001B90: 72 6F 75 67 68 0D 0A 20 20 20 20 20 6F 62 6A 65 |rough.. obje| 00001BA0: 63 74 73 29 0D 0A 4D 31 20 3D 20 43 6C 6F 73 65 |cts)..M1 = Close| 00001BB0: 20 72 6F 6E 67 65 20 61 63 63 75 72 61 63 79 20 | ronge accuracy | 00001BC0: 6D 6F 64 69 66 69 65 72 0D 0A 4D 32 20 3D 20 4C |modifier..M2 = L| 00001BD0: 6F 6E 67 20 72 61 6E 67 65 20 61 63 63 75 72 61 |ong range accura| 00001BE0: 63 79 20 6D 6F 64 69 66 69 65 72 0D 0A 43 4B 20 |cy modifier..CK | 00001BF0: 3D 20 49 6E 64 69 63 61 74 65 73 20 77 68 65 74 |= Indicates whet| 00001C00: 68 65 72 20 77 65 61 70 6F 6E 20 6D 75 73 74 20 |her weapon must | 00001C10: 62 65 20 72 65 61 64 69 65 64 20 61 66 74 65 72 |be readied after| 00001C20: 20 65 61 63 68 20 73 65 67 6D 65 6E 74 0D 0A 42 | each segment..B| 00001C30: 4B 20 3D 20 49 6E 64 69 63 61 74 65 73 20 77 68 |K = Indicates wh| 00001C40: 65 74 68 65 72 20 77 65 61 70 6F 6E 20 6D 75 73 |ether weapon mus| 00001C50: 74 20 62 65 20 72 65 61 64 69 65 64 20 61 66 74 |t be readied aft| 00001C60: 65 72 20 62 65 63 6F 6D 69 6E 67 0D 0A 20 20 20 |er becoming.. | 00001C70: 20 20 75 6E 6C 6F 61 64 65 64 0D 0A 0D 0A 43 4F | unloaded....CO| 00001C80: 4D 42 41 54 3A 0D 0A 0D 0A 41 29 20 50 72 6F 63 |MBAT:....A) Proc| 00001C90: 65 64 75 72 65 0D 0A 0D 0A 20 20 20 57 68 65 6E |edure.... When| 00001CA0: 20 69 74 20 69 73 20 61 20 63 68 61 72 61 63 74 | it is a charact| 00001CB0: 65 72 27 73 20 74 75 72 6E 2C 20 61 6E 64 20 68 |er's turn, and h| 00001CC0: 69 73 20 77 65 61 70 6F 6E 20 73 70 65 65 64 20 |is weapon speed | 00001CD0: 69 73 20 66 61 73 74 0D 0A 65 6E 6F 75 67 68 20 |is fast..enough | 00001CE0: 74 6F 20 61 6C 6C 6F 77 20 68 69 6D 20 74 6F 20 |to allow him to | 00001CF0: 66 69 72 65 20 64 75 72 69 6E 67 20 74 68 65 20 |fire during the | 00001D00: 73 65 67 6D 65 6E 74 2C 20 68 65 20 6D 61 79 20 |segment, he may | 00001D10: 66 69 72 65 20 61 74 20 61 6E 0D 0A 6F 70 70 6F |fire at an..oppo| 00001D20: 73 69 6E 67 20 63 68 61 72 61 63 74 65 72 2E 20 |sing character. | 00001D30: 54 68 65 20 74 61 72 67 65 74 20 6D 75 73 74 20 |The target must | 00001D40: 62 65 20 69 6E 20 72 61 6E 67 65 20 6F 66 20 74 |be in range of t| 00001D50: 68 65 20 66 69 72 69 6E 67 0D 0A 77 65 61 70 6F |he firing..weapo| 00001D60: 6E 2E 20 41 66 74 65 72 20 68 69 74 74 69 6E 67 |n. After hitting| 00001D70: 20 27 46 27 20 66 6F 72 20 66 69 72 65 2C 20 74 | 'F' for fire, t| 00001D80: 68 65 20 74 61 72 67 65 74 69 6E 67 20 63 75 72 |he targeting cur| 00001D90: 73 6F 72 20 61 70 70 65 61 72 73 0D 0A 6F 6E 20 |sor appears..on | 00001DA0: 74 68 65 20 66 69 72 69 6E 67 20 63 68 61 72 61 |the firing chara| 00001DB0: 63 74 65 72 2E 20 4D 6F 76 65 20 74 68 65 20 63 |cter. Move the c| 00001DC0: 75 72 73 6F 72 20 62 79 20 68 69 74 74 69 6E 67 |ursor by hitting| 00001DD0: 20 74 68 65 20 6E 75 6D 62 65 72 20 6F 66 0D 0A | the number of..| 00001DE0: 74 68 65 20 64 69 72 65 63 74 69 6F 6E 20 79 6F |the direction yo| 00001DF0: 75 20 77 69 73 68 20 62 79 20 63 68 6F 6F 73 69 |u wish by choosi| 00001E00: 6E 67 20 66 72 6F 6D 20 74 68 65 20 64 69 72 65 |ng from the dire| 00001E10: 63 74 69 6F 6E 20 74 61 62 6C 65 20 69 6E 0D 0A |ction table in..| 00001E20: 74 68 65 20 6C 6F 77 65 72 20 72 69 67 68 74 20 |the lower right | 00001E30: 73 69 64 65 20 6F 66 20 74 68 65 20 73 63 72 65 |side of the scre| 00001E40: 65 6E 2E 20 54 68 65 20 63 75 72 73 6F 72 20 77 |en. The cursor w| 00001E50: 69 6C 6C 20 63 61 75 73 65 20 61 0D 0A 73 74 61 |ill cause a..sta| 00001E60: 74 75 73 20 72 65 70 6F 72 74 20 66 6F 72 20 65 |tus report for e| 00001E70: 61 63 68 20 63 68 61 72 61 63 74 65 72 20 69 74 |ach character it| 00001E80: 20 6D 6F 76 65 73 20 6F 76 65 72 2E 20 57 68 65 | moves over. Whe| 00001E90: 6E 20 74 68 65 0D 0A 61 70 70 72 6F 70 72 69 61 |n the..appropria| 00001EA0: 74 65 20 74 61 72 67 65 74 20 69 73 20 73 65 6C |te target is sel| 00001EB0: 65 63 74 65 64 2C 20 68 69 74 20 3C 52 45 54 3E |ected, hit <RET>| 00001EC0: 20 74 68 65 6E 20 61 20 27 39 27 20 77 68 65 6E | then a '9' when| 00001ED0: 20 69 74 20 61 73 6B 73 0D 0A 66 6F 72 20 74 61 | it asks..for ta| 00001EE0: 72 67 65 74 20 61 67 61 69 6E 2C 20 74 6F 20 66 |rget again, to f| 00001EF0: 69 72 65 2E 20 27 58 27 20 77 69 6C 6C 20 65 78 |ire. 'X' will ex| 00001F00: 69 74 20 74 6F 20 63 61 6D 6D 61 6E 64 20 6C 65 |it to cammand le| 00001F10: 76 65 6C 20 61 67 61 69 6E 2E 0D 0A 49 66 20 61 |vel again...If a| 00001F20: 6E 20 75 6E 6C 6F 61 64 65 64 20 77 65 61 70 6F |n unloaded weapo| 00001F30: 6E 20 69 73 20 66 69 72 65 64 2C 20 74 68 65 20 |n is fired, the | 00001F40: 73 65 67 6D 65 6E 74 20 69 73 20 6C 6F 73 74 20 |segment is lost | 00001F50: 61 6E 64 20 74 68 65 0D 0A 6D 65 73 73 61 67 65 |and the..message| 00001F60: 20 43 4C 49 43 4B 20 69 73 20 64 69 73 70 6C 61 | CLICK is displa| 00001F70: 79 65 64 2E 20 48 61 6E 64 20 74 6F 20 48 61 6E |yed. Hand to Han| 00001F80: 64 20 63 6F 6D 62 61 74 20 77 6F 72 6B 73 20 6D |d combat works m| 00001F90: 75 63 68 20 74 68 65 0D 0A 73 61 6D 65 20 77 61 |uch the..same wa| 00001FA0: 79 2C 20 62 75 74 20 74 68 65 20 63 68 61 72 61 |y, but the chara| 00001FB0: 63 74 65 72 73 20 6D 75 73 74 20 62 65 20 61 64 |cters must be ad| 00001FC0: 6A 61 63 65 6E 74 2E 0D 0A 0D 0A 42 29 20 48 69 |jacent.....B) Hi| 00001FD0: 74 20 4C 6F 63 61 74 69 6F 6E 73 0D 0A 0D 0A 20 |t Locations.... | 00001FE0: 20 20 48 69 74 20 6C 6F 63 61 74 69 6F 6E 73 20 | Hit locations | 00001FF0: 61 72 65 20 64 65 74 65 72 6D 69 6E 65 64 20 6D |are determined m| 00002000: 61 69 6E 6C 79 20 62 79 20 74 68 65 20 63 6F 6D |ainly by the com| 00002010: 70 75 74 65 72 2C 20 74 68 6F 75 67 68 20 69 74 |puter, though it| 00002020: 0D 0A 73 6F 6D 65 74 69 6D 65 73 20 61 6C 6C 6F |..sometimes allo| 00002030: 77 73 20 73 68 61 72 70 73 68 6F 6F 74 69 6E 67 |ws sharpshooting| 00002040: 2E 0D 0A 0D 0A 43 29 20 57 6F 75 6E 64 73 0D 0A |.....C) Wounds..| 00002050: 0D 0A 20 20 20 57 6F 75 6E 64 73 20 63 61 6E 20 |.. Wounds can | 00002060: 63 61 75 73 65 20 6B 6E 6F 63 6B 64 6F 77 6E 73 |cause knockdowns| 00002070: 2C 20 69 6E 63 61 70 61 63 69 74 61 74 69 6F 6E |, incapacitation| 00002080: 2C 20 61 6E 64 20 64 65 61 74 68 2E 20 41 0D 0A |, and death. A..| 00002090: 63 68 61 72 61 63 74 65 72 20 77 68 6F 20 68 61 |character who ha| 000020A0: 73 20 61 6E 79 20 70 61 72 74 20 6F 66 20 74 68 |s any part of th| 000020B0: 65 20 62 6F 64 79 20 72 65 64 75 63 65 64 20 74 |e body reduced t| 000020C0: 6F 20 30 20 48 50 20 69 73 20 6B 6E 6F 63 6B 65 |o 0 HP is knocke| 000020D0: 64 0D 0A 70 72 6F 6E 65 2E 20 49 66 20 74 68 65 |d..prone. If the| 000020E0: 20 68 65 61 64 20 6F 72 20 63 68 65 73 74 20 69 | head or chest i| 000020F0: 73 20 72 65 64 75 63 65 64 20 74 6F 20 30 20 48 |s reduced to 0 H| 00002100: 50 20 74 68 65 6E 20 74 68 65 20 63 68 61 72 61 |P then the chara| 00002110: 63 74 65 72 0D 0A 69 73 20 64 65 61 64 20 61 6E |cter..is dead an| 00002120: 64 20 72 65 6D 6F 76 65 64 20 66 72 6F 6D 20 74 |d removed from t| 00002130: 68 65 20 67 61 6D 65 2E 20 57 68 65 6E 20 61 20 |he game. When a | 00002140: 63 68 61 72 61 63 74 65 72 20 68 61 73 20 68 69 |character has hi| 00002150: 73 20 67 75 74 0D 0A 61 6E 64 20 61 6E 79 20 6F |s gut..and any o| 00002160: 74 68 65 72 20 70 61 72 74 20 6F 66 20 74 68 65 |ther part of the| 00002170: 20 62 6F 64 79 20 72 65 64 75 63 65 64 20 74 6F | body reduced to| 00002180: 20 30 20 48 50 20 68 65 20 69 73 20 64 65 61 64 | 0 HP he is dead| 00002190: 2E 20 57 68 65 6E 20 61 0D 0A 63 68 61 72 61 63 |. When a..charac| 000021A0: 74 65 72 20 68 61 73 20 61 6E 79 20 63 6F 6D 62 |ter has any comb| 000021B0: 69 6E 61 74 69 6F 6E 20 6F 66 20 74 77 6F 20 6F |ination of two o| 000021C0: 66 20 6C 65 67 73 20 6F 72 20 61 72 6D 73 20 61 |f legs or arms a| 000021D0: 74 20 30 20 48 50 20 74 68 65 6E 0D 0A 74 68 65 |t 0 HP then..the| 000021E0: 20 63 68 61 72 61 63 74 65 72 20 69 73 20 69 6E | character is in| 000021F0: 63 61 70 61 63 69 74 61 74 65 64 20 61 6E 64 20 |capacitated and | 00002200: 72 65 6D 6F 76 65 64 20 66 72 6F 6D 20 74 68 65 |removed from the| 00002210: 20 67 61 6D 65 2E 0D 0A 0D 0A 44 29 20 57 69 6E | game.....D) Win| 00002220: 6E 69 6E 67 0D 0A 0D 0A 20 20 20 54 68 65 20 77 |ning.... The w| 00002230: 69 6E 6E 65 72 20 69 73 20 74 68 65 20 70 6C 61 |inner is the pla| 00002240: 79 65 72 20 77 69 74 68 20 74 68 65 20 6D 6F 73 |yer with the mos| 00002250: 74 20 70 6F 69 6E 74 73 20 61 74 20 74 68 65 20 |t points at the | 00002260: 65 6E 64 20 6F 66 0D 0A 74 68 65 20 73 63 65 6E |end of..the scen| 00002270: 61 72 69 6F 2E 20 4B 69 6C 6C 69 6E 67 20 61 6C |ario. Killing al| 00002280: 6C 20 74 68 65 20 6F 70 70 6F 73 69 74 69 6F 6E |l the opposition| 00002290: 20 64 6F 65 73 20 6E 6F 74 20 69 6E 73 75 72 65 | does not insure| 000022A0: 20 76 69 63 74 6F 72 79 2E 0D 0A 0D 0A 0D 0A 20 | victory....... | 000022B0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 000022C0: 20 20 20 20 20 20 20 20 20 20 20 20 20 46 72 6F | Fro| 000022D0: 6D 3A 0D 0A 20 20 20 20 20 20 20 20 20 20 20 20 |m:.. | 000022E0: 20 20 20 20 20 20 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D | ----------| 000022F0: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 00002300: 2D 2D 2D 2D 0D 0A 20 20 20 20 20 20 20 20 20 20 |----.. | 00002310: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 54 68 | Th| 00002320: 65 20 48 61 6C 66 2D 54 72 61 63 6B 65 72 0D 0A |e Half-Tracker..| 00002330: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00002340: 20 20 20 20 20 20 20 20 20 20 20 20 61 6E 64 20 | and | 00002350: 79 6F 75 72 0D 0A 20 20 20 20 20 20 20 20 20 20 |your.. | 00002360: 20 20 20 20 20 20 20 20 20 20 4C 29 6F 6E 65 20 | L)one | 00002370: 53 29 74 61 72 20 44 29 69 73 74 72 69 62 75 74 |S)tar D)istribut| 00002380: 6F 72 73 0D 0A 20 20 20 20 20 20 20 20 20 20 20 |ors.. | 00002390: 20 20 20 20 20 20 20 2D 2D 2D 2D 2D 2D 2D 2D 2D | ---------| 000023A0: 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D |----------------| 000023B0: 2D 2D 2D 2D 2D 0D 0A 03 0D 0A 0D 0A 0D 0A 28 3E |-----.........(>| 000023C0: 0D 0A 0D 0A 3A |....: |
........ SIX GUN SHOO
TOUT SOFTDOX.. ------
------------------.. ---------
--------------------------------..
[ PRESENTED BY THE HALF-TRACKER AND
L.S.D.].. [ FORMATTED F
OR 80 COLUMNS ].. -----
------------------------------------....
COMMAND SUMMARY:....A) GENERAL COMMANDS.
... I - IDENTIFY PHASING CHARACTER, S
HOWS HP, WEAPON STATUS, AMMO.. ST
ATUS, AND CURRENT WEAPON IN HAND. TM IND
ICATES TERRAIN.. MODIFIERS, POSIT
IVE NUMBERS INDICATE GREATER.. VU
LNERABILITY.... X - EXIT. END CHARCTE
RS ACTIVITY FOR THE SEGMENT....B) SPECIA
L COMMANDS.... T - SET MESSAGE DISPLA
Y SPEED 1(FAST) TO 10000(SLOW),..
5000(DEFAULT).... D - USE DYNAMITE.
ONLY THE DESIGNATED DYNAMITE CARRIER MAY
.. USE THE DYNAMITE, AND HE MUST
BE ADJACENT TO THE TARGET... MAY
BE USED ONLY ONCE PER GAME..... M - C
LEAR MAP. TEMPORARILY REMOVES CHARACTERS
FROM MAP SO.. TERRAIN MAY BE VIE
WED.... V - HIGHLIGHTS THE SQUARES IN
A CHARACTERS LINE OF SIGHT. IT..
WILL PROMPT FOR A VIEWING ALTITUDE. IF
"STANDING" IS.. CHOSEN, ALL ENEMI
ES IN LINE OF SIGHT WILL BE HIGHLIGHTED.
.. TO SEE IF THERE ARE KNEELING O
R PRONE ENEMIES IN LINE OF.. SIGH
T, CHOOSE THE APPROPRIATE VIEWING ALTITU
DE.....C) MOVEMENT COMMANDS.... 1,2,3,
4,5,6,7,8 - MOVE ONE SPACE IN THE INDICA
TED DIRECTION. A.. DIRECTIONAL DI
SPLAY APPEARS IN THE LOWER RIGHT HAND..
CORNER OF THE SCREEN. TM AFFECT M
OVEMENT ABILITY..... E - STAND ERECT.
... K - KNEEL.... P - PRONE POSITI
ON....D) FIRE COMMANDS.... R - READY
A WEAPON, OR CHANGE WEAPONS. ONLY THOSE
AVAILABLE.. FOR THE CURRENT SEGME
NT WILL BE DISPLAYED..... L - LOAD ON
E ROUND INTO WEAPON IN HAND.. F - FIR
E A SHOT. CURSOR AND RANGE FINDER WILL A
PPEAR IN THE.. LOWER RIGHT HAND C
ORNER OF THE SCREEN TO AID IN TARGET..
SELECTION..... X - EXIT FIRE RO
UTINE....E) POSTURE EFFECTS.... WHEN
AN ERECT CHARACTER MOVES ON A CLEAR OR P
LANKING SPACE,..HE IS PROMPTED FOR A SEC
OND COMMAND. WHEN A KNEELING CHARACTER..
STANDS ERECT, HE ALSO IS PROMPTED FOR A
SECOND COMMAND. ALL OTHER..ACTIONS END A
CHARACTERS ACTIVITY FOR THE SEGMENT....
.TERRAIN, ALTITUDES, AND LINE OF SIGHT:.
... TERRAIN EFFECT
TABLE.. -----------
---------.. TYPE ALT P
ROT TH MOD MOVEMENT EFFECT.. ---
- --- ---- ------
---------------....FULL WALL 11
255 NA PROHIBITED
..HALF WALL 5 255
+1 NOTE 1..LIGHT HALF WALL 4
127 +2 NOTE 1..
GROUND 1 255
-1 NO EFFECT..PLANKING 2
255 0 NO EFFECT..
ROUGH 4 255
-3 NOTE 1..MUD 0
255 -2 NOTE 2..TR
EE 10 255 NA
PROHIBITED..TALL BRUSH 7
113 NA PROHIBITED..
LOW BRUSH 4 27
+2 NOTE 1..CACTUS 4
142 +2 NOTE 1..RO
CKS 4 255 +1
NOTE 1..COVERED WAGON 10
255 NA PROHIBITED..OP
EN WAGON 4 255 +1
NOTE 1..HITCH 4
57 +2 NOTE 1..TROU
GH/TUB 4 255 +1
NOTE 1..BARREL 4
198 +1 NOTE 1..BOXES
4 169 +2
NOTE 1..WINDOW 5
255 +3 NOTE 1..STOVE
5 255 +1
NOTE 1..TABLE 5
227 +1 NOTE 1..DESK
5 255 +1
NOTE 1..SAFE 5 25
5 +1 NOTE 1..CHAIR
5 84 +2 N
OTE 1..BED 5 255
+1 NOTE 1..==============
========================================
===..ALT = ALTITUDE PROT = PROTECTION
THMOD = TO HIT MODIFIER..NA = NOT APPLIC
ABLE..----------------------------------
-----------------------..NOTE 1: CHARACT
ER MUST BE ERECT TO ENTER. LOSES MOVEMEN
T.. CAPABILITY FOR NEXT SEGMENT..
...NOTE 2: CHARACTER LOSES MOVEMENT CAPA
BILITY FOR THE FOLLOWING.. SEGMEN
T.....A) CHARACTER ALTITUDE.... NORMAL
LY A CHARACTER IS CONSIDERED TO BE AT TH
E ALTITUDE EQUAL..TO THE HEIGHT OF HIS H
EAD. EACH BODY PART IS ASSIGNED AN ALTIT
UDE..ACCORDING TO POSTURE AND TERRAIN...
..B) LINE OF SIGHT.... SIX GUN SHOOTOU
T USES A LINE OF SIGHT TO ENSURE YOU SEE
ONLY..WHAT YOUR CHARACTER COULD SEE. WA
LLS, ETC. BLOCK YOUR VISION..MAKING OTHE
R CHARACTERS SEEM INVISIBLE TO YOUR SIGH
T. USE V TO..SEE YOUR LINE OF SIGHT.....
WEAPONS:.... CHARACTERS MAY CARRY A MA
XIMUM OF 3 WEAPONS. ONLY A WEAPON IN..HA
ND MAY BE LOADED, FIRED OR USED IN COMBA
T. SOME WEAPONS MUST BE..COCKED OR LOADE
D OFTEN, THUS MAKING THEM UN-READY AFTER
A..SEGMENT.....A) POSTURE MODIFIERS....
POSTURE TABLE.
. -------------
.. STANDING KNEELING
PRONE.. --------
-------- -----..HEAD
+5 +4 +1
..CHEST +4 +3
+1..GUT +3
+2 +1..LEGS +2,+1
+1 +1....
WEAPONS TABLE.
. -------------
..# WEAPON R1 R2 R3 L
D PT M1 M2 CK BK..- ------
-- -- -- -- -- --
-- -- --....1 SABER 1
1 1 0 0 0 0 0 0
..2 TOMAHAWK 1 2 3
0 42 +2 -4 0 0..3 KNIFE
1 2 3 0 56 +2
-4 0 0..4 SPEAR 1
2 4 0 85 +2 -4 0 0..
5 BOW AND ARROW 3 6 12 30
70 +2 -2 1 0..6 DERRINGER
0 1 2 2 28 +1 -4
1 1..7 LSA PISTOL 1
3 6 6 42 +2 -3 1 1..8
MSA PISTOL 1 3 7 6
85 +2 -3 1 1..9 HSA PISTOL
2 4 8 6 170 +2 -3
1 1..10 LDA PISTOL 1 2
5 6 56 +2 -3 0 1..11
MDA PISTOL 1 3 6 6 70
+2 -3 0 1..12 HDA PISTOL
1 3 7 6 155 +2 -3
0 1..13 SHOTGUN 2 4
8 2 99 +3 -5 0 1..14 S
/O SHOTGUN 1 2 4 2 56
+5 -7 0 1..15 BREECHLOADER
7 15 30 1 212 +1 -1 1
1..16 RIFLE 5 10 20
16 155 +1 -1 1 0..17 REP
EATER 3 6 12 12 141 +
1 -1 0 0..18 CARBINE
6 12 25 1 184 +1 -1 1
0..====================================
=======================..R1 = MAX SHORT
RANGE..R2 = MAX MEDIUM RANGE..R3 = MAX L
ONG RANGE..LD = MAX AMMO LOAD FOR WEAPON
..PT = PENETRATION FACTOR FOR WEAPON (AB
ILITY TO PASS THROUGH.. OBJECTS)..M1
= CLOSE RONGE ACCURACY MODIFIER..M2 = L
ONG RANGE ACCURACY MODIFIER..CK = INDICA
TES WHETHER WEAPON MUST BE READIED AFTER
EACH SEGMENT..BK = INDICATES WHETHER WE
APON MUST BE READIED AFTER BECOMING..
UNLOADED....COMBAT:....A) PROCEDURE...
. WHEN IT IS A CHARACTER'S TURN, AND H
IS WEAPON SPEED IS FAST..ENOUGH TO ALLOW
HIM TO FIRE DURING THE SEGMENT, HE MAY
FIRE AT AN..OPPOSING CHARACTER. THE TARG
ET MUST BE IN RANGE OF THE FIRING..WEAPO
N. AFTER HITTING 'F' FOR FIRE, THE TARGE
TING CURSOR APPEARS..ON THE FIRING CHARA
CTER. MOVE THE CURSOR BY HITTING THE NUM
BER OF..THE DIRECTION YOU WISH BY CHOOSI
NG FROM THE DIRECTION TABLE IN..THE LOWE
R RIGHT SIDE OF THE SCREEN. THE CURSOR W
ILL CAUSE A..STATUS REPORT FOR EACH CHAR
ACTER IT MOVES OVER. WHEN THE..APPROPRIA
TE TARGET IS SELECTED, HIT <RET> THEN A
'9' WHEN IT ASKS..FOR TARGET AGAIN, TO F
IRE. 'X' WILL EXIT TO CAMMAND LEVEL AGAI
N...IF AN UNLOADED WEAPON IS FIRED, THE
SEGMENT IS LOST AND THE..MESSAGE CLICK I
S DISPLAYED. HAND TO HAND COMBAT WORKS M
UCH THE..SAME WAY, BUT THE CHARACTERS MU
ST BE ADJACENT.....B) HIT LOCATIONS....
HIT LOCATIONS ARE DETERMINED MAINLY BY
THE COMPUTER, THOUGH IT..SOMETIMES ALLO
WS SHARPSHOOTING.....C) WOUNDS.... WOU
NDS CAN CAUSE KNOCKDOWNS, INCAPACITATION
, AND DEATH. A..CHARACTER WHO HAS ANY PA
RT OF THE BODY REDUCED TO 0 HP IS KNOCKE
D..PRONE. IF THE HEAD OR CHEST IS REDUCE
D TO 0 HP THEN THE CHARACTER..IS DEAD AN
D REMOVED FROM THE GAME. WHEN A CHARACTE
R HAS HIS GUT..AND ANY OTHER PART OF THE
BODY REDUCED TO 0 HP HE IS DEAD. WHEN A
..CHARACTER HAS ANY COMBINATION OF TWO O
F LEGS OR ARMS AT 0 HP THEN..THE CHARACT
ER IS INCAPACITATED AND REMOVED FROM THE
GAME.....D) WINNING.... THE WINNER IS
THE PLAYER WITH THE MOST POINTS AT THE
END OF..THE SCENARIO. KILLING ALL THE OP
POSITION DOES NOT INSURE VICTORY.......
FROM:..
--------------------------
----.. THE HALF-T
RACKER.. AND
YOUR.. L)ONE S)TAR D)
ISTRIBUTORS.. ---------
---------------------.........(>....:
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