Professional Documents
Culture Documents
Number 67
Jan/Feb 1984
Contributing Editors: W.G. Armintrout but it was getting harder all the time! . . . . . . . . . . . . . . . . . . . . . 21
William A. Barton
Ronald Pehr
ARTICLES
Publisher: Steve Jackson
Orbit War Designer's Notes•Wallace Wang . . . . . . . . . . . . . . . . . . 5
Editor-In-Chief: Warren Spector
Capsule Reviews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
GAMES: Traveller Starter Edition, Silo 14, Judge Dredd. SUPPLEMENTS: Armadll/o
Autoduel Arens, Knight Hawks. PLAY AIDS: MSPE Character Folder. COMPUTER
GAMES: Voyager I. PERIODICALS: Autoduel Quarterly.
COLUMNS
Letters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Where We're Going•Steve Jackson . . . . . . . . . . . . . . . . . . . . . . . . 38
Murphy's Rules• Ben Sargent, Kim Strombo . . . . . . . . . . . . . . . . . 39
Counter Intelligence * Christopher Frink . . . . . . . . . . . . . . . . . . . . 40
ART IN THIS ISSUE Keeping Posted * W.G. Armintrout
A Gentle Art: Human-Moderated PBMs .................... 42
Cover: Dexter Dickinson.
PBM Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Line Art: Bob Barger: 38. Paul Jaquays: 36.
Kim Strombo: 21, 24, 25, 26, 27, 29. J.D. Web
ster: mailer cover. Mel. White: 40.
SCANNER
Photographs and Game Art: Blade/Flying News Briefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Buffalo: 11. Game Designers' Workshop: 31. Convention Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Games Workshop: 32. Hero Games: 11. Steve
Jackson Games: 33, 35. Tactical Templates: 2.
New & Upcoming Releases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Victory Games: 18, 20. Advertisers' Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Most game names are trademarks of the companies publishing those games. In particular: Dungeons & Dragons and Top Secret are trademarks
of TSR Hobbies, Inc.; Deep Space Navigator, of Tactical Templates; Espionage/, of Hero Games; James Bond 007: Role-Playing in Her Majesty's
Secret Service (and all supplements), of Victory Games; Mercenaries, Spies & Private Eyes, of Blade (a division of Flying Buffalo); and Traveller, of
Game Designers' Workshop. Use of a trademark to identify a product commented on in this magazine should not be construed as implying the
sponsorship of the trademark holder. All names of games published by Steve Jackson Games are trademarks of Steve Jackson Games, or used under
license by Steve Jackson Games. Use of the name for any product without mention of trademark s t atus should not be cons trued as a challenge to
such status.
SPACE GAMER (ISSN 0194-99n, USPS 434-250) is published bi-monthly by Steve Jackson Games, P.O. Box 16957, Austin, TX 787�7. Second class postage MEMBER OF
Ch
paid at Austin, TX. POSTMASTER: Send address changes to SJ Games, P.O. Box 18957. Austin, TX 787�7.
All material is copyright © 1984 by Steve Jackson Games. All rights reserved.
Printed in U.S.A. by Futura Press. Austin.
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..Featured Review
components are nice, but the game seems
a bit overpriced for what you get. This
may be due to the template; such a spe
cialized item may be rather expensive to
produce.
Once one gets the hang of using the
template, and has negotiated the some
DEEP
times ambiguous rules, the game plays
quite smoothly. Players begin by design
ing their starships, which is not quite as
i nteresting as it might sound. Differentia
tion between ships is a result of the place
SPACE
ment of attributes rather than their mix.
The star destroyer design sheet comprises
a series of four concentric rings of twelve
sections each around a central circle divid
NAVIGATOR
ed among the fuel tank and bridge, which
are permanently placed, as are the two
engines directly to their rear. In the
remaining 48 spaces, or "compartments,"
as the rules refer to them, are placed 20
shield units, ten armor (both, quite obvi
ously, defensive in nature), and weapons,
specifically, two lasers, a photon beam,
by Tony Watson
an ion cannon, and a pair of nuclear mis
siles.
D
eep Space Navigator is a new sci spare, and as it turns out, this is the case.
shields. Placement of defensive systems
ence fiction boardgame from a The parts included arc an eight-page rules
takes a bit more thought. If the player
new company, Tactical Templates booklet, illustrated with examples of play;
expects to take more hits from the front,
of Liburn, Georgia. Designer Jim Craig the 6\12'' x 4" template; two ship design
or plans on tactics that emphasize head
has dealt with some familiar material in a pads, ten asteroid sheets, and a 12-sided
on attacks, then placing shields and armor
relatively novel way. Still, it's not entirely die. The game is packaged in a sturdy
forward is a good idea. Fighters are con
evident that this approach is as innovative box, which is decora tcd with a cover pho
figured along similar lines, but the player
as Mr. Craig would have us believe in tograph of marginal attractiveness. The
has only defensive systems to distribute.
some of the text appearing in the rules. game designer, who undertook the photo
(At one point the rules read: "You'll graphic task himself, should certainly be Play in the basic scenario begins with
credited for trying something different; each player taking a destroyer and enter
wonder, 'Why didn't someone think of
ing on opposite sides of a piece of paper.
this fantastic idea sooner?") Many ele unfortunately, his picture of two fellows
ments of Deep Space Navigator will be in tin foil suits standing around a holo No size for this playing field is specified;
readily recognizable to aficionados of the tank with the game's title sprawled out a single sheet of unlined paper cramps
genre. It is a tactical space game of ship below in Star Wars style struck me as things. Two such sheets, taped together
something one might see in an ad for a from the back, provide a more suitable
to ship combat. Ships fire a variety of
beams and missiles at one another. Move bad science fiction film. area. Scenario context is nil; the players
ment is by vector, that is, the current are to engage each other's star destroyer,
Deep Space Navigator retails for
velocity and direction of a ship's move S 14.50, and with the absence of a set of with the last surviving ship the winner.
ment directly affect its future movement. The advanced scenario is essentially the
counters and a mapsheet, one turns to the
What is different about DSN, and cer same, with fighters tossed in and the
template to justify the cost. This rectan
tainly its best point, is the manner in optional use of asteroid sheets (provided
gle of flexible plastic is quite busy, with
which these game mechanics are handled. most of its surface devoted to either a with the game) to add some "terrain" to
The innovation is not in the game's situa printed field for movement and combat the play area.
tion or mechanics, both of which are well calculations, or cut out symbols, such as Movement, or navigation as the rules
trodden territory, but the tools employed circles, squares, ovals and hexagons which put it, utilizes the template and a narrow
to simulate them. The game dispenses are used to denote special circumstances tipped felt pen (not provided). It is vector
with the traditional accoutrements of on the play area. There is a substantial in nature. Vector movement is nothing
counters, hexgrid and charts, and instead amount of information squeezed onto new; G DW's Triplanetary and Mayday
replaces them with paper, pen and - this tool. both use a fonn of vector movement and
most important of all - a very versatile Next in importance are the starship SPI's ambitious Ba11lefleet Mars expand
plastic template that is used to calculate design sheets, which are used to record ed the concept to three dimensions. How
movement and combat. Use of the tem information, such as the configuration o f ever, in DSN it seems to work especially
plate eliminates the need for hexes to a ship, damage it has taken, and fuel use. well. Space doesn't have a hexgrid impos
determine movement or firing ranges, and There are two sorts of ships - fighters ed upon it, so the absence of one in this
it also serves to calculate combat odds and star destroyers - with space for two game seems much more accurate, while
and damage inflicted. ships per sheet. The 12-sided die is o f the use of the template to determine and
With all of these functions performed good quality, Gamescience manufacture, lay courses has much more feel to it. Plot
by a single game component, one might although the players will have to ink in ting the course with the template and
expect the parts list for DSN to be a bit the numbers themselves. All in all, the then connecting the position points seems
-2-
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�Danjaq S.A. 119611 ClEon Productions Llmited/Glidrose Publications Limited (19831 43 West 33rd Street, New York, NY 10001
much closer to the job a starship's naviga for shields has been totally replaced by its strengths and weaknesses, I found the
tion crew would do (although one would the changes, but this only muddles things game to be disappointing. This is not so
expect a computer would replace the tem since it isn't clear how shields can be much because of weaknesses in the rules,
plate and pencil ...). destroyed (use of the old rule for this although these are present (as in the move·
The navigation system is very simple. aspect is suggested). In general, shields ment system quirks described above and
A central point on the template is placed absorb five points of damage, with excess the confusion caused by the original shield
over the ship's present position. Tracing damage bleeding off into compartments rule and its less than complete replace
along the line between the present and further into the core. Armor also soaks ment), but because the game simply does
past position marks will reveal the ship's up damage but, unlike shields, can't regen· not go far enough in its efforts to simu·
speed, and extrapolating forward will crate. It usually takes several hits in a late its subject. Elements that could have
indicate the projected position. This can given sector to eliminate the defenses, been covered or expanded are left frustrat
be altered by a course change of up to exposing the weapons, bridge or fuel tank ing]y incomplete. For example, players
four units (about an eighth of an inch), in that sector. These items are easily dis· will quickly become aware of the fact
either faster, slower or to either side.The abled if struck, and in the case of the fuel that there are no provisions for the effect
new course is drawn in, with the end point tank, a hit destroys the entire ship, of planets or moons on ship movement.
serving as the new position. Sure, the game is called Deep Space Nav·
Fuel consumption is an additional fac igator, but that seems a poor reason for
tor in movement. A simple table gives the ignoring such factors. This is very strange;
fuel unit use per change of course; the one might expect most ship encounters to
/
greater the change, the greater the fuel take place within a system and very likely
use. Fuel use can become a problem late near a world. The omission of rules for
in a game if one ship has to conserve fuel planets and gravity 'limits the game's
and can thus be out-maneuvered. Gener potential for reproducing battles from
ally, however, fuel use is not much of a / books or movies, or as a tic-in with a role
I ) playing game. Simple rules for gravity
concern.
, I -.
The system works smoothly, save for a could have been extrapolated from the
couple of glitches. First, there arc some existing mechanics, but for some reason
unrealistic limits on speed. Terminal vel the designer chose not to do this.
ocity is set at eight, although the tem Similarly, the game could have been
plate could have handled velocities of u p made better by expanding the scenario
t o 20, and there seems t o b e n o grounds and ship design sections. The scenarios
in physics for this limitation. Similarly, are laughable; each player takes a ship
there is a minimum speed of one, even and it's a battle to the death, which is
more. incomprehensible from a realism hardly a scenario at all. The game could
standpoint. Presumably, these starships have included scenarios based on themes:
come to a stop sometime, so why can piracy, blockade running, rescue, raid,
they not exccu te this option in combat? and so on. These would have produced
Second, the template is not set up to han �I more interesting situations, and victory
dle "backwards" movement, so this i s ! conditions more sophisticated than the
arbitrarily ruled out. Thus, i f you have a mere destruction of the enc my. The ship
ship moving along a vector at a velocity design rules represent some real potential
of one, that ship cannot apply its maneu left untapped. If the design rules had
ver of four in lhe opposite direction and been expanded from mere placement of
wind up going three in that opposite direc components to their selection, perhaps by
tion. N o suitable rationale is offered for means of a point/cost system, the door
these problems, and they tend to mar the would have been open to true ship design.
game's pretensions to a workable system Real differentiation between ships would
for simulaling Newtonian movement. have been possible, ship classes based on
Combat can take place either before or points could have been added, and so on.
after movement, at the player's option. a reduced version of the Now, certainly, players of the game can
The template serves admirably to deline work up some sort of point va)ue for the
Deep Space Navigator template various ship components, but this seems
ate the fields of fire for beam weapons,
their chances to hit at a given range, and like something the designers should have
the amount of damage caused at that taken the effort to provide.
range. The ion cannon does the most Deep Space Navigator's template is a
damage and has the longest range, but the novel addition to the standard panoply of
Nuclear missiles are launched and
most restricted field of fire. Photon beams g ame components, but alone, it's not
moved like ships, but are much faster.
have a shorter range but a wid(!r, forward enough to carry th.is title. If the des.igners
Missiles detonate after only two turns and
field of fire, while lasers can fire a full had followed through on their work, DSN
cause great amounts of damage, depend
360° but only for a relatively short dis ing on the target's distance to the center
could have been a very good game. As it
tance and at light damage. For beam com is, it is naggingly incomplete, and can't be
of the explosion. They are certainly the
bat, the template is used to make sure the recommended.
most powerful weapon in the game, but
target is in the field of fire and determine each destroyer is restricted to only two.
the chance to hit. If the die roll indicates The DSN rules have been augmented DEEP SPACE NA V/GA TOR (Tactical
a hit, the appropriate amount of damage with a page of rules changes. If you have Templates - 4567 Town Crier Road,
is applied to the target. Exactly which a copy of the game and don't have these Liburn, Georgia 30247); $14.50. Desig n
compartments are hit is found by using changes, write Tactical Templates for a e d by Jim Craig. One 8-page rulebook,
the template to see which of twelve posi copy. The additions are fairly extensive, ten 8�" x 11" asteroid sheets, ten ship
tion sectors were in the ang]e of attack. if a bit unclear, and change the game to a design pads, a 12-sided die, and a 6�" x
Application of damage is a bit prob considerable degree. 4" plastic template. Playing time fro m
Sli
lematic if you have the recently issued What then is the final verdict on Deep o n e to rwo hours. For two o r
sheet of rules changes. The rules section Space Navigator? After consideration of more players. Published 1983.
-4-
space combat where the targets arc small and
fast. A laser of the future need not be strong
enough to blast an enemy into oblivion; it needs
only enough power to selectively wound a target.
In the hostile environment of space where every
system of a satellite must work perfectly just to
maintain it in orbit, a crippling hit will prove as
good as a solid kill.
Units
by Wallace Wang
such as solar panels found in earlier satellite
designs. Each will be protected with light-weight
composite armor which acts like steel plating at
a fraction of the weight. Each will possess the
most sophisticated computer tracking systems
ever made. Able to perform calculations in milli
II'hen yo11 wish 11 po11 a star wars, failure to control the battlefield meant seconds that would have previously taken an
Then yo11 wonder who yo11 are retreat. Today, with nuclear missiles able to entire roomful of computers hours to do, these
ll'he11 yo11 wish upon a star strike targets within 111 inu tes. there will be no next-generation computer brains will have reason
Yo11r dreams come true. place to run. in2- abilities far in excess of normal machines.
- l.eigh l larli11e, Ne11 lllaslli11gto11, In much tl1c same way that aircrait have
and Pa11l J. Smith Tactics e,·oJved from all-purpose contraptions to
specialized figllling machines. satellites will also
Peace in our time! Satcilitcs in Orbit Illar represent sophisticated undergo this cvolutionar>' stage. The simplest
-Neville Cllamberlai11 pawns positioned on a t\\'<rdimcnsional region and most familiar satellite of the future will be
of space. The technicalities of satellite warfare advanced versions of today's Early Warning
The next war will not be decided on the have been abstracted into simple movement and Reconnaissance satellites (EWR).
ground by battle tanks. on the oceans by super combat rules. allowing players to concentrate Equipped with cameras and delicate sensing
carriers. or in the air by righter aircraft. The on the strategic aspects of the game. Like chess, instruments, EWRs will have little or no room
next war. like all previous wars. will focus on combat in Orbit Illar depends not only on the available for weaponry and arc the most \'Ul
gathering intelligence through reconnaissance. strength of the attacker, but on the attacker's nerable satellites. In Orbit ll'ar. they arc expen
rorcknowledge. wrote Sun Tzu in Tiie Art of location as well. sive but also invaluable towards victory. A force
Illar, is "the reason the enlightened Prince and The Orbit Lines represent the effect of of EWR satellites, within an enemy's spotting
the wise General conquer the enemy whenever gravity on satellites at varying distances from cone, can rack up victory points with much less
they move." the Earth. Mastery of the Orbit Lines is essential risk than a nuclear strike. Rcplaccmenl EWRs
In telligence will continue to play a crucial to victory. In contrast to any other form of arc best deployed in deep space as this allows
role in warfare. Satellites, equipped with warfare, sateilitc warfare will be extremely them to enter the game quickly.
cameras sensitive enough to photograph a man's dynamic in nature. Ships may dock in harbors The ncx t logical satellite type would be a
face. have superseded aircraft in the reconnais and aircraft may park in hangars, but satellites defensive satellite. Such a satellite. represented
sance role. The Soviet Union and the United will be in constant motion in times of peace in the game as a Communications Jamming
States rely heavily un these satellites to monitor and war. One wrong move may prove fatal. If Satellite (CJS). could protect other satellites by
the other's armed forces. Although such recon the effects of Orbital Movement arc not under throwing an electronic jamming "fog" around
naissance satellites provide invaluable informa stood, any miscalculation could scatter satellites itself. While such satellites would lack offensive
tion, they arc the most vulnerable link in both helplessly across the map. capabilities, such a design could easily be placed
countries' defense intelligence systems. In addition to 111 astery of the Orbit Lines, in orbit in the next fc\\' years while avoiding the
To overcome this vulnerability, the Soviet the importance of initial satellite placement ethical questions regarding the placement of
Union and the United States arc investing vast must be emphasized. Satellites must congregate weapons in space.
sums of money for advanced laser research. For into task forces to protect the weaker units and The next evolutionary step would be the
the immediate future. both sides arc perfecting support one another. Whilc a lone satellite is fast attack satellite. Such a satellite. represented
more conventional weapons. TI1c Soviet Union easily destroyed. a wclkoordinated satellite in the game as the Orbital Weapons Platfom1
frequently tests "suicide" satellites which task force can be irwulncrabk. (OWP), would employ conventional missiles
explode on command. spraying a target with operating much like today's long·rangc Phoenix
shrapnel. TI1c United States is developing a We arc at all times ready for war anti-aircraft missiles. The main drawback of an
three-stage. anti-satellite missile small enough to to protect tile peace. OWP-type satellite would be its arsenal. In com
be fired from high·Oying F-15 aircraft. The -Rear Admiral Chester Ward (Ret.) bat an OWP satellite would quickly deplete its
introduction of weaponry in space is not only arsenal and would require additional supplies to
feasible, but likely to become a reality before Sateili tc combat will prove quick ancl decisive. maintain its effectiveness.
the end of the decade. It will not be necessary to cl<:stroy a satellite with Overcoming the problems or supply would
The first war in the sky began when recon exotic weaponry; :1 handful of well-placed gravel be the futuristic generation of Hunter-Kilicr
naissance aircraft started tiring on one another. has the same effect ;1gainst a m oving sateilite as satcilites (HK) armed with the 11rst laser systems.
Previously, these aircraft had co-existed in rela a 20mm cannon has against a tar-paper shack. As the name suggests, such satellites would be
tive peace. Like those first warplanes, today's In either case, the destruction will be complete. heavily armed and annorcd. enabling them to
reconnaissance satellites pass one another with What separates s;1teilitc combat from more aggressively seek out and destroy any hostile
out incident. However. all this will change with conventional combat is the speed at which the force. While expensive to build. HK satellites are
the introduction of more advanced laser tech combatants will move. Whereas in modern war an absolute necessity to insure victory in space.
nology. Lasers promise to r�volutionize space as fare the combatants may have several minutes to
drastically as th� synchronized machine gun
forever shattered the peace of the sky. The next
respond to a n attack, sate!lite warfare reaction
time must be measured in seconds. Although
The Human Element
war will be decided in space. today's guided missiles arc capable of performing Though computers will master the battlefield
The primary objective of \\'ar is to control the intense calculations necessary to intercept of space, human combat units will continue to
the battlefield. Control is especially critical in ballistic warheads in space. the real breakthrough play an important role in war. for nothing will
space - a nation denied control will be defense will come with the introduction of the rust ever replace the cognitive abilities of the human
less before a nuclear onslaught. Never before satellite laser system. brain.
has failure to control threatened complete Able to strike with ligh tning-likc effect and The first manned combat units will be mod·
annihilation for the losing side. In accuracy, lasers arc well suited for ified desccndcnts of today's Space Shuttle. Like
!he EWR S3tcllltes, Shuttles will be extremely ing. The eomplcxhies of satellirc warfare "ill
vulner:ible, as they must not only protect lhern work :iga.insl bolh ides in orpnizing their own Reagan Pressed
selves bur their hum:in crews :is well. Special
on Space 'Shield'
forces. let alone :itt:ickini; those of the enemy.
Forces Infantry (SF) units would suffer the same Hence, in Orbit ll'ar, playcrs:illem:ite who mo,·es
f"trst every other turn. With th1s rule. neither side Urged to Start Program
C
disJd\':lnt:igcs. llO\\ ever. the s trcnglh of human
units \\ill lie in their vcrs:itiJit)' in combaL is forced 10 always mO\' fust (:ind at a disad\'an to Intercept Warheads
In the µme. s:itellitcs m:iy not attack the tage) or :ilwa)'S move second.
s:imc rum the)' arc disch:irgcd from a rocket, WASHINGTON - Prerldent Reagan. who calltd
Orbit ll'ar is :in ci.trapol:ition of present
reflecting the fact that s:itcllircs must first last Jfarch for using ouur space to buUd an im·
technolog)' projected Into the future. While the
orient themselves in orbit before rhcy may do pregnable shield against nuclear mlssOu. is now
exact details of satellite warfare ma)' never be
anything else. lluman unils would not need under mounting pressure to dteide whether to
known, Orbit War allows pl:i)•ers to experience
such nn ndjusunent period and arc :illo wed actually commit the nation to sud1 a program ...
a future space war which mny occur wilhin our
special urrn ck prlvlleges. Such an advantage is Reagan said the effort '11olds the promise of
c
lifetimes. Hopefully, none of rhe 1rnmc scenarios
most useful In brenkl rll! orbital blockades. A changing the course of 1111111011 h/story. "
will prove prophetic und be ome historical
shutr lc, comblnccl wllh nn SF unit and missiles, -Los Angeles Times, October, 1983
can punch through ulmost any orbital blocking scenarios, bu I the wny rh lngs arc t1olng ...
c
iorcc and emerge victorious.
Tiic li k llesr scenario to occur in the future
would be a blockndc of sp ace. 11ie Soviet Union
O=t:llt \VA=t
:ind the Unilcd Slates arc working feverishly to
develop an orbiting laser capable of knocking
out nuclc:ir warheads in space. Whichever s:ide
c:in puI such 3 weapon in orbit will hold an awe
some ad' anrage. A space blockade. then, would
be :in :iuempt 10 keep !hat ad,·antagc - at
�
almost any cosr.
A s:itellitc defense )'Stem will not bring peace Developer's Notes
10 the world nor ,,;11 it render b:i.llistic missiles
obsolcrc. lnm:ad, such :i satellite defense s,·srem
is more likcl>• to he�htcn ri\•:i.lrics :ind f�nher
by Steve Jackson
fuel the :urns race. In such a tense environment,
either side would desperate!)' maneuver 10 obtain
SJ Games isn't an easy market to break into. Wallace describes in his de lgn notes. became a
any :idvanr:igc, whether it be in the form of a n
II you're a bcginnini; µme designer. We·rc nuclear weapon. �luch more effective - and
:iss:issinarion allcrnpt o r a pre-emptive strike. If
always interested in new talent. but we have a why be subrle :ibour ci.plosions in space if
eith er side lei their defenses down for even a
limited amount of time and money, and most you're nuking the Earth nl the s:ime time?
momen t , un enemy might be quick to seize !he
of that goes to ln·house projects. llut once in a Another big change we made involved the
ud vnntngc before II wus too lure.
wh il e, somebody mnkes the cut. One wny is t o rockets. Originall)•, there wusjusr one "rocket"
Orbit Illar wn s designed us u precise, mathc
do whnt Chnd Irby dlcl with the Car ll'ars uniL In looking al rhe c os r differences between
mnrlcnl contest ol' nerves und skllll'ul maneuver-
concept, or Allon Vurnoy did with Glob/Jo . . . the rocker it tokes to luunch u su1clli1e from
hit us with un ldon thn t looks like It is more fun Earth and the rocker II Hikes to drop some·
than anything we're working on! A nother way thing onto rhe pluner l'rom orbit, wc decided to
e
is to do what Wnllncc Wang did with Orbit Illar. differentiate between ELRs und OLRs. The
We've wanted 10 do this i:ame for years. The change added a Ii ttic c ompl xity. but seems to
concept was a natural - sarellite combat in have been worth ii.
near-Earth orbit, set in rhc immediate future - The game turned our to be rcnlisric enough
units maneuvering up and down to change that I lhink it's n valid leaching/predictive tool
orbits :is they fire at one another. tryin& to for anyone interested in space warfare. In fact.
keep control of certain areas of Earth's surface. that lc:ids me to dis:igree with one point W:illacc
But we nc\er got p:ist the beginning s�es: we made in his design notes. I think that satellite
aJw3ys got stalled on the movement system. networks could help to preserve the pc:icc. or
Orbit:il mechanics is a devilish!>• tricky thing to even make a war less deadly. I've pb)•ed prnes
simubtc on the g:imebo:ird. With a computer. where I won \o.ithout dropping a sing.le nuke
,
of course, it's easy (now). But dividing a board onto the enem)' territory. I absorbed :i few my
I MINIATURES into spaces, :ind simul:irini: inertial movement self, but not man)•! And I destroyed his ability
in a const:inl. hea\')' gr:ivil)' field? Very tough. to hurt me - without destroying his homeland.
For All ESPIONAGE TYPE And that was where Wallace broke through. But !he game also makes one thing very clear:
Role Playing Games His ''orbit line" system ls nor a rnathem:itically If one superpower controls space, It comrols the
precise simulation, But it Is very clean, easy to world. I could have ended the games by nuking
ex pl ain, cosy to piny. And, mos t important. it my opponent until he plowed; he coulcln'r have
M1 SECRET AGENTS I gives tho.: p ro per "feel" of orbital combat; the s to ppe d me. Some games did en d like that,
M2 MOBSTERS tactics 1h111 should work In Earth orbit do which gave rise to some clever !dens for us e of
work in Orbit Jllar. It' s 11 cli1sslc example of " de dummy counters und nntl·mlssllcs.
M3 POLICE signing for effect" when true simulation is Indeed, the new !dens kept coming in -
M4 SECRET AGENTS 11 impossible. We loved It. We still do, from Wallace us well us from t he plnytcstcrs -
Of course, we made n few little changes even as the m nguzlnc wns being put to bed. So,
MS MERCENARIES I (sorry about rhat, Wallace). For instance. it is rather th:in delay SG 66 fur ther, we decided to
M6 TERRORISTS more fun 10 allow satellites to orbit in either keep the best of the "larc" ideas for an expan
direction. :ind even 10 stop dead and go the sion in this issue. Yon11 find ii o n the following
M7 PRIVATE EYES other wa)'. Bur ii just doesn't work that way i n pages.
�3 00 per se� 3 'gures ri eacri set real life. So, enrertainlng though i t was. we • • •
scrapped ii. It :i.llowed r:ictics that no space
Oder 'rOl!l commander "ill ha\'e available to him - not for We're happy witli Orbit ll'ar. So happ)'. in
CASTLE CREATIONS many, man)' year , :inywa)'. So out it went. fact. that we're con iderini; two possibilities:
But. overall, !he movement S)'Stem is as Wallace releasing it, probably in tare 1984, :is :i separate
1322 Cranwood Square South SS game in "Pocket Bo'" format. and/or
wrote it.
Columbus, Ohio 43229 As pl:iytests went on. we took considerably encouraging Origin Software to tr:insl:ite it 10
licensed figures for Q@r.1!£ ;' more liberties with the uni ts. The "suicide
satellite," origiroll)• :i shrapncl-lhrower like
computer format. Wh:it d o you
think? Wrirc and let us know. Sfi
a olvlslon or F1v1no Buffalo inc
conclude, corrcctl)1, that the rockets
contain dummy payloads.
Adva n ced Ru l es
VPs p er warhead. I t has no effect on
the enemy's space capability.
27.3 Effects of "l.a1111chi11g Facility "
Hits. A Nuke striking enemy launching
by Steve Jackson
facilities docs not au t omatical ly score
victory points. llo weve r, it does have
a good chance of disru piing enemy
space traffic and/or eliminating units
Playtostors: Christopher F r i n k , Jim Gould, Stephen Hearn, Mike Steonboroon, Poul Whitley not yet launclu:d. The attacking player
rolls one d i1.: for eaclr wnrhcad that hits
enemy facilities. Results arc a s follows:
Ilere, us prom L�ed in SG 66. arc advanced turn, each pl a ye r gains I VP for each I No effect.
rules for Orbit Illar. They arc optional - use COM satellite in his own spotting cone. 2 Enemy can launch no E L Rs next
them when y ou ' re ready for more complexity. A destroyed cn.:my CO�I is worth 2 tum.
The basic 011' rules arc nu mbered from I to 24 3 Enemy's ELR launch capability is
Vi's.
and arc fo llowed by an unnumbered ''Space
26.3 Jam ming. If a COM ends its turn i n reduc.:d by I for the rest of the
Station" ad va nce d rule. (which we w ill consider
a n enemy CJS' radius o f e ffec t ive ness game. Note that three such resu lts
Section 25 ). Hence. t h e advanced rules start
,
incl u ded . There arc ten COM satellites. ten 26.4 Space Sta tiom. Owners may give . 4 En e m y loses 2 build points' worth
"Damai:ed" markers. and two "D:im:iged Space S t a tions a two-COM capability instead of reinforcement waiting on Earth.
Station" counter for each side. \\'e'\·e also of their two-EWR capability (see Sec 5 Enemy loses 4 build points' wonh
thrown Ln some of the m ore-used counters: tion 2 5 , Obsen1atio11). This choice is of reinforcements waiting on Earth.
mines and dummic .
written down or stated before the Sta 6 Enemy loses 6 build poin ts' worth
If you've played O I�. you may h:lYe noticed o f reinforce ments waiting on Earth.
tion is pl:iced in orbit.
that we botched the Game-Turn Tr:ick - we
If reinforcements arc lost, the own
really didn't mean for pla>1er "ll" to go first in
Turn 8 a11d Turn 9. So we fix ed i t . At the end 27.0 TARGETING N UC L E A R ing player chooses w h a t is to be lost ;
of th is article i� a new bit of turn trac k ; cut i t ATTACKS Shuttles that have already flown,
o u t a nd tupc i t over the s11af11ed section. (Make In the basic garnc, Nukes d ropped on Earth-based m iss ile s a n d SFs recuper
,
sure you get the numbers in the right place.) the cnerny horncland arc assumed to carry ating on Earth, mny also b e lost. The
Now, before we get to the new rules, we out gen eral i ze d destruction, scoring vic damage is "rounded up" if necessary ;
have some cl11rll'icntions on the old ones:
tory points for the player who dropped for instance, if a pl a y e r had to lose 2
7.3Norma/ Combat. I n orclcr to :1ttack, a unit build points' worth of reinforcements,
them. l low.:ver th.:y have no effect on
,
must have an attack factor o r at least one.
the enemy's space capability. In rcaliry, a nd the only units he had left were
24.2 INT/;'RCl:'PT. The �vccial Shuttle in this
enemy . launching facilitil!s might be a an E L R (� point) and a M l l R V (8
scenario may not enter before Turn 4; it
is a deep spacc rein fo rce m ent and must act high-priority target , especially if strate points). he would have to lose the
like one. gists favor.:d a "surgical" approach in �l l R V ! However, if a player has n o
hopes of limiting the war. reinforcements left on F a rt h , this
2 7 . 1 Targeting. When a rocket or satel result does not affect him. When
New Ru les lite that could b.: carrying a nuclear
warhead is la u n c h.: d at (or dropped
reinforcements arc lost, the attacking
player gets \'ictory points for their
The first ad\·anced rule isn't new; it's a on) the enemy's cou n t ry , the owning destruction. as usual.
retread from the o riginal game. The TR/P player must state whether the rocket 28.0 D A M A G E TO SATELLITES
hiJR};' scen a rio prescn t.:d a special rule (or satellite) is aimed at industrial tar· Usually. any hit on a satellite in orbit
(see 24.32) that stated, "The first player gets or /a1111chi11g faci111ies. In the case will destroy i t . However, i t is possible for
to successfully hit the enemy with a n ucle of a �1 I R V attack, the Nukes compos a trivial hit to put a satellite out of com
ar warhead loses I 0 points (though he ing the � l l R V may he divided between mission without de s t ro y i n g i t .
still gets points for th.: h i t ) . I f each player the two target types in a n y way. (The 28.l "Damage " Result in Combat. When
hits on th e same t u rn , each loses the I O M I R V owner rnust write this d o w n . ) a satellite is attacked and the attacker
poi n t s . That rule now aprli.:s to all sce
" Also, the M I RV owner rnay sa y the rolls exactly t he nu rnbcr ne ed ed to hit
narios played with nucl e ar w a rh ea ds. M I R V-carrying roekcl is aim eel a t cit lrer it (but no b e t te r) , then the satellite is
target type. l\flcr interceptions (if " d am aged . I t can no longer a t t n ck o r
"
11111111
new build point per 1 2-hour period. mine explosions are considered
Each time the Turn M arker reaches attacks. CJS jamming, anti-missile
Turn 1 2 , each playergets onenew build fire from Earth, salvage attempts
point, which may be used beginning (except on enemy Shuttles), and
on the next turn, or saved for later. detonations of mines or nukes Game-Turn Track correction for map.
Players may also "save" up to 1 0 build while the enemy is trying to sal
points of their initial allotment, to vage them are n o t attacks.
allow some flexibility after the war (b) a player loses 1 VP each time he ate it at any time by mu tu al agree
starts. These ten pain ts, and all new launches a Shuttle or ELR with ment. Use of a Nuke also terminates
build points, must be used to build out enemy permission. Permission a cease-fire, unless the Nuke explod
Earth-based missiles or reinforcements. may be granted in exchange for ed "accidentally" while the enemy
30.2 1 Repair of Launching Facilities. some concession, or totally with was trying to salvage it.
A player who has lost launching held ; this is up to negotiation 30.32 Refitting of Shu ttles. At a cost
facilities due to enemy attack (Sec between the players. of one build point, a Space Shuttle
tion 27.3) may spend five build (c) if a player succeeds in destroying that has returned to Earth from
points to rebuild launching capacity a manned unit - Space Station, orbit may be refitted and launched
by one ELR/turn, back up to the Shuttle, or SF - he not only loses again. It must sit on the ground for
original three ELRs/turn. Capacity 1 VP for the attack, but scores n o at least 24 turns (one day) before
cannot be increased past three VP for destroying the unit. re-launching. (This is a far better
ELRs/turn. ( d) a player loses 1 0 VPs if he deton turnaround than today's Shuttles
30.22 Repair of Salvaged Satellites. I f ates a Nuke, either in space or can achieve, but might be possible
a salvaged satellite is brought down against enemy territory. Detona to an advanced Shuttle in wartime.)
from orbit, it may be repaired and tion of the first Nuke ends a cease 30.4 Optional Rules. It is suggested that
added to the stock of Earth rein fire, and players may return to all the optional/advanced rules present
forcements (Section 29.5). This costs normal play. Note that players ed above be used with this scenario.
no build points. continue to receive new build 30.5 En ding the Game. The game ends
30.3 Cease -Fires. At any time, by mutual points every 12 turns during a when (a) one player is 200 victory
agreement, the players may declare a cease-fire. points ahead of the other at the end of
cease-fire. Play continues normally 30.3 1 Ending Cease-Fires. Players may a tum, or (b) when a cease-fire lasts
during a cease-fire, except tha t : agree that a cease-fire will terminate longer than 1 8 turns. At the end of the
( a ) a player loses 1 V P each time he at a given time, or they may declare cease-fire, the winner is the player
attacks ni any way. Rocket launch- an indefinite cease-fire, and termin- with the most victory points.
First we brought you over 30,000 turns of BEYOND THE STELLAR E M P I R E and
WARBOID WORLD. Now we introduce o u r new Play By Mail g a m e of Xenophobia,
Conqu est, and Space Warfare called . . .
CAPITOL
CAPITOL Features -
- A strategic space warfare game, c o m p letely computer moderated.
- Approximately 1 00 players per game.
- Players design their race's c h a racteristics and description, "CAPITOL is fast becoming the stan
- Design your own starships and build them at your star bases. dard against which other space
- Expand your e m p i re and conquer other races. warfare games are compared"
- An "advanced stage" of the g a m e introduces new tech-
nologies of stargates and i m p roved s h i p movement ca
- With each r u l e book you receive·a set
pabilities.
of overlays to use in mapping the
- CAPITOL's simplified order formats are easy to re
game and moving your ships.
member. No coding your orders onto computer cards
- Mapping CAPITOL is extremely inter·
o r other g i m m i cks.
esting, using the computer printed
- CAPITOL has an easy to u n d e rstand rule book, complete maps you receive with your turn re·
with numerous examples. suits.
- CAPITOL was s u bjected to t h e largest playtest of ANY - N o due dates. CAPITOL a l l ows you
c o m m e rcial PBM game. Over 1 00 players played 1 500 three turns per month. Most other
turns of CAPITOL prior to its release. computer moderated games have the
- Adventures By Mail has been providing continuous 48 hour usual one turn every three weeks
turn around time for all our games since J u ly, 1 981 . (approximately).
Just ask our players! - Capitol is a balanced game. Each
- Each turn of Capitol costs $2.50 for the first player may buy a m a x i m u m of two
60 orders. Each additional 30 orders costs $1 .00. setups per game.
THE TAIDES
Join the classic! A new world has just been o pen ed .
Now is your chance to create histo ry . Join Crane 1 1 1
today!
� - - --- --------------J
Spy vs . Spy
vs . Spy
a coDlparative review
by W. G. ArDlintrout
Three new spy role-playing games came various fields. Player characters must
out in 1 98 3 . The two reviewed here are belong to the Investigation, Confiscation,
from established publishers and arc based or A ssassinatio11 bureaus of their spy
on popular game systems. (The third, agencies.
James Bond 007, is reviewed on page 1 8 .) Espionage! agents are built using Char
Espionage!, from Hero Games, uses acter Points. Each character has SO. Play
the Champions superhero game system. ers first decide which branch of the CIA
It comes boxed (with terrible cover art), to join - Technical Services, Espionage,
and includes a 64-page rules booklet and Counter�spionage, or Covert Action -
a 1 6-page adventure. The printing is com or, they may specialize in a particular
puter-style - a bit hard to read , but you region of the world. They then "buy"
get used to it. Also in the box are three of skills and attributes. ( E ach CIA branch
those rounded-corner, six-sided dice. has skill or attribute require ments.) There
M e rcenaries, Spies & Private Eyes, are 6 1 skills, divided among ln telligence
from Blade (a division of Flying Buffalo), based (Paramedic, Computer- Program
uses the Tunnels & Trolls system. It comes ming, and Tracking, for example); Dex
as a 1 1 2-page magazine-size paperback, terity-based (like Contortionist, Stealth,
with beautiful art (both interior and ex and Acrobatics); Presen ce-based (Seduc
terior) and easy-to-read prin t. tion, Persuasion, and the lik e ) ; Combat
Each game has its own special angle - (by weapon type or class); General (Gam
Espionage! is strictly for CI A operatives, bling, Demolitions, and Forensic Medi
while MSPE includes not only spies, but cine); and Other (Luck, Linguist, and a
detective mysteries and soldier-of-fortune host of others). If you need more points
expeditions as well. In a sense, however, for your character, you can get them by
both games have a common foe: not accepting a liability - anything from a
Smersh or Spectre, but TSR's Top Secret. hook nose to a K G B assassin ation squad
For four years, Top Secret has ruled the on your tail. (How about a blind secret
spy game roost without competition. agent?) The character development rules
Espionage! and MSPE, in addition to in Espionage! are excellent, but they
attracting new players to spy games, may could be presented better. Skill costs are
also siphon· players a way fro m Top Secret. hard to find , a n d C I A branch requirements
For those who have yet to try a spy are badly explain ed . (A Covert agent can
game, the question is : How do Espionage!, raise his attributes and it costs him -5
Mercenaries, Spies & Private Eyes, and points?)
Top Secret compare? W hich is closest to MSPE characters arc rolled u p the old
the kind of adven ture you want to play? fashioned way - three six-sided dice. Two
If you play Top Secret now, the question · of these die rolls are vital: Dexterity,
is: How do the new games stack u p against which determines your character's ability
it? Are they better? The answers are a bit with a gun, and Constitu tion (hit points).
surprising. Comparing them head-to-head: I n telligence is also important, since it
determines how many points you can
Characters spend to buy skills (and which skills you're
smart enough to acquire). There are 72
Top Secret characters have twelve at skills in three categories - Combat (Pu
tributes, six of which are rolled up on gilism, Brawling, and the like ) ; Kn owledge
.. .; percentile dice. Only two are important:
i:: ., (Coroner, Medical Examiner); and Spe
0 ...
... ,.. Offense, which acts both as speed and cial (Sky Diving, Seduction, and Inherited
.. .,
"' i::
,.. .,
.. u
accuracy in gunfight s; and L ife Level (hit Titles - even knighthood). Dice are rolled
.. ,.. points). Characters also ha11e language flu to determine the amount of money each
::I .,
9 :El ency ratings, and k11owledge scores for character has; m oney is then used to pick
- I I-
up equipment. While luck plays a large uation modifiers. All in all, it's an excel Characters have an attribute - Speed -
part in character creation, the process is lent system. There are also two minor that determines the number of segments
quite a bit of fun. I'm not sure if it's the systems: Presence Attacks (overwhelming during which each character can perform
skill selection, or if I'm captivated by pic an enemy by sheer personality) and Per an action. The problem is that almost
tures of parachutes and helicopters. ception Rolls (Did you see it? Did you everyone has a speed of two, and can
hear it?). The game has only two bugs - perform an action during segments 6 and
how to handle things that fall between 1 2. By way of comparison, someone with
Success Rolls certain skills, and nailing down the details a speed of four could act during segments
of every skill. (If paramedics fail their first 3, 6, 9, and 1 2 . In other words, doubling
Top Secret 's Achilles heel has always
Prevent Dying roll can they try again? the Speed attribute allows a character to
been tire way in which characters "do
How soon? The rules never specify.) fire a weapon twice as often or run twice
things. " Ob viously, tile designer intended
MSPE borrows Tunnels & Trolls' ele as far.
for us to use all the character attributes,
gantly simple saving roll system. The An MSPE tum represents 30 seconds.
but Ire forgot to tell us how. The system
gamemaster determines the difficulty level Each turn has two gunfire rounds followed
of rules for doing things is glimpsed only and the appropriate attribute whenever a by a melee round.
in obscure no tes for unjam ming guns and
d ie roll comes up. This produces a "to Top Secre t characters act in Base Speed
deacti11ating security systems. Top Secret hit" number, to be rolled on two dice. The order (faster characters first). The list of
has a completely different sytem for in system covers any situation that might characters is run through twice - the
teracting with 11011-p/ayer characters. but, come up, There is just one problem: the first time, characters fire half their allowed
like the action rules, it 's also a lame horse: GM has to make the decisions. Is the leap shots; the second time, if they 're still
Players all gang up to charm that impor over the bottomless chasm a fifth or sev alive, they can get off the rest of their
tant hotel maid on the Aus trian border. enth level saving roll? There are two spe shots. Guns are rated according to the
Does 007 work that way ? cial types of saving rolls: the Zero level number of shots they can fire in one turn.
The most common way to have a (for enormously easy tasks), and the Pistols can get off one shot, while a
character do something in Espionage! is Megadeath Luck saving roll (to avoid Thompson submachine gun belts out jive.
t o use a skill. As with nearly every aspect certain death when the nuclear bomb Speed - whicl1 determines fin'ng order -
of the game, players have to make a three detonates . . . ) depends on a character's Offense score
dice roll against the appropriate skill's and the speed factor of the gun being
Roll Number. Roll Numbers can be de
Combat fired. Speed may be modified if the char
rived from a character attribute, or they acter is wounded, surprises, draws a gun,
can be arbitrarily assigned. They can be Combat in Top Secret takes place in or - most importan tly - mo ves. It all
modified by a character's skill level, phases representing one second. Each works well. In fact, it's fun.
"complementary" skills, opposite skills phase has four steps: fighting over objects. When the appropriate segment comes
(when you try to shadow an enemy melee, gunfire, and m o vement. u p , an Espionage! character can do almost
agent who is trying to conceal himself, Espionage! uses 1 2-second turns, bro anything, Firing a gun takes only half an
for example), or by a whole batch of sit- ken into twelve one-second segments. action, but it must be the last half. A
-12-
character could use the first half to start
a car, reload, draw a gun, or run 6 meters.
Most Espionage! guns fire single shots; a
few automatics fire 5- or I O�hot bursts.
Lethality Table
Characters act in the same segments, per EsP/ONA GE! MSPE TOP SECRET
forming actions in dexterity order. The WEAPON Damage 1 No. to kill2 Damage No. to kill Damage No. to kiO
problem is that a lot of characters have
the same dexterity so each turn they Pistols:
"roll off' to see who goes first. This has .22 pistol 9-36%3 5 I B-65% 3 8-77'7< 3
the effect of slowing the action down. Colt .45 1 8 · 72% 3 65-252'k l 23 -92% 2
An MSPE character may fire three 9..723 3 28-168% 2
9mm Browning 1 5 - 85 % 2
times per gunfire round. Most guns fire
. 3 5 7 Magnum 9·90% 2 46-233% 3 1 · 1 00% 2
single shots, but some fire 3-shot or
full·dip bursts. (Taking careful aim, I Assault runes:
squeeze the trigger and my trusty Maxim AK - 4 7 1 8 - 1 09% 2 74-355% 8-77% 3
machine gun volleys 2 5 0 bullets at the M�l6 9-1 09% 2 3 7 - 2 24% 8 · 77'1< 3
bad guys.) The rules don't actually say, Submachincgu ns:
but I have the awful feeling that gunfire
Uzi 9- 729' 3 46-1 87% 1 5 ·85% 2
is simultaneous in this game - you can't
shoot him before he shoots you, unless .45 Thompson 9.. 72'u 3 65-252% 23-92% 2
gun, range penalties for that gun, and (4) Up to 763% if you jump on the grenade,
situation modifiers like brace and setting, (5) Double dam age in closed spaces.
surprise , target size, and so on. The auto (6) Subdual damage ln all cases, not counting special skills or talents.
fire system is remarkable: It provides a (7) When used as a h11nd-to·hand weapon, it can also add 77% damage to the normal fist
bonus to hit, but the number of shots that damage.
strike home depends on how much you
make your "to hit" roll by. The Espionage!
single shot and autofire rules are excellent guns can jam, taking one phase to clear; Top Secret has a selection of 31 guns,
and easy to play. worst of au are misfires, which have the ranging from pistols to submachine guns.
In the MSPE combat system, a "to hit" potential to explode. They differ mainly in accuracy (both
number is de termined by factoring in such MSPE guns jam on a fumble roll, re "general" and with modifiers at each
considerations as range, movement of quiring an IQ saving roll to un.iarn. The range} and rate of /ire. They are also
shooter and target, and target size. Players saving roll starts out easy, but gets more rated for size, weight, speed, cost, and
subtract their Dexterity from the "to hit" difficult each turn you miss your roll. usefulness in m elee (pis tol-whipping 'em
number to determine what they must roll In Top Secret, trying to reload during to death). All guns do the same damage,
on two six-sided dice in order to shoot combat is a ticket to the morgue. It takes unless the optional rules are used; then
someone, or something, successfully. It's four phases to replace a clip, ten phases gun damage is m odified by calibre.
a relatively simple system that handles to load a revolver, and two phases to load Espionage! has S S weapons, covering
more factors than you'd expect, though a single bullet into an empty clip, the same categories as Top Secret. The
all the addition, subtraction, and multipli Espionage! guns - including revolvers, guns vary on terms of damage done,
cation involved is awkward. If the "to hit" if you have a "speed loader" ready - can range penalties, and the strength neces·
roll is made, the number of bullets that be reloaded and fired in the same phase. sary to use them. They are also rated for
land on target is determined randomly, Guns can be reloaded at a rate of four size and autofire capacity. If you 're
not the world's most sophisticated rule, bullets per phase. really into detail, the country of manu
but it is simple. (Note that a Maxim, with In MSPE, guns can be reloaded in one facture is also liste d.
2 5 0 bullets, can hardly miss.) tum. Pistols can be reloaded and fired in MSPE includes a bewildering 1 3 3 guns
A good deal of the fun in Top Secret the same turn. - everything from machine guns to muz
results fro m "fumbles" - rolJing a misfire zleloaders. Unfortunately, the only dif
or a jam. A misfire locks up a gun for two Guns ference between guns is damage done and
phases. A jam does the same, but then whether the weapon in question is rated
you have to start making Coordination The Lethality Table indicates some of as a "short-range" or"long-range"weapon.
rolls to fix it. (The odds get better as the different weapons offered in Top Many guns end up with identical stats. As
time goes by.} Secret, Espionage!, and Mercenaries, Spies for the machine guns, they aren't very
Espionage! is even more fiendish. & Private Eyes. Guns in MSPE are horren useful since MSPE doesn't have good auto
Fumbles occur on any roll of 1 6 or higher dously murderous; one shot will probably fire rules. Guns are listed with informa
(on 3D6), or, more often, when using kill the average character. Espionage ! guns tion about maker, era, and cost.
special ammo or a gun in poor condition. seem puny by comparison, but the game Specialty am munition in Top Secret is
There are three types of fumbles in Espio puts an emphasis on a stun point system. included under an optional rule system,
nage!: Guns firing bursts can lock into You are more likely to knock your ene adding fun at the expense of making com·
"runaway" fire, emptying their magazines; mies out than to blast them away. bat more deadly. Generally available are
-13-
dum-dum, armor-piercing, and gyrojet less they have the Pugilism skill). Fighting ter who has been hurt in combat can regain
{mini-rocket) rounds. Guns can be cus· characters pair off and roll their damage. Life Level points at a rate of one point
tomized for magnum rounds. The low-rolling character takes the differ per three days of rest, or per one day of
Not to be outdone, Espionage! has ence in the two rolls as his or her damage. hospica/ care. The average character can
even more specialty ammo: armor-pierc There is a second system for those with be totally healed in less than ten days.
ing, dum-Oum, flechette (darts), tracer, Martial Arts skill. They have a chance to Subdua/ damage is done with bare hands,
and pancake (cloth knock.down bullets). get their attacks off during the gunfire and possibly by anything tlrat isn 't a knife
There is one gun that fires only gyrojet rounds (or even to make several attacks or gun - the mies are a bit 1·ague. This
ammo. per tum), usin g three martial arts attacks sort of damage causes unconsciousness
MSPE has no special ammunition. - disarm, takedown, and direct attack. rather than death. Regaining points lost
Disarm and takedown do just what you to subdual damage is never clearly ex
Melee think. Direct attack is essentially normal plained {one poim per three hours. I
hand-to-hand combat. A simple, but fun, think}.
Two areas of kno wledge - physical system. Espionage! also has clarity problems
edu cation and military science - deter All three games share a weakness in when it comes to damage. Again, there
mine how much a Top Secre t character handling hancl-to-hund combat with knives are two forms of damage - killing and
knows about the six styles ofhand·to·hand and chains. Top Secret tries to factor normal. Killing points are taken from
combat: un trained, knife fighting, boxing, them in as increased damage in bare hands your Body Points. Normal damage comes
swordplay, judo, and martial arts. Com combat. Espionage! has a section on me out of Stun Points (of which you have
bat is handled in a simultaneous, blow lee weapons, but the rules are unclear on about twice as many as you have Body
by·blow {"righ t foo t to the groin ' '} system how to attack with them. MSPE has the Points). If you lose all your Body Points,
using six reference tables. It's a nice sys best system - substituting weapon dam you begin to <lit.!, losing one more Body
tem, bur ir 's slow. age for bare hands damage, though it gets Point per turn until a paramedic can
All Espionage! characters automaticai silly when you realize a 4th·level pugilist make a saving roll and stabilize your con
ly know eight melee attacks, from punch does more damage with bare hands than dition. If your total hit points reach the
and block to flying tackle and killing an axe-wielding psycho. "opposite" of your original total - for
blow. In addition, attacks can disarm an example, when an 1 1 Body Point agent
opponent. Characters who pick up one of Dam.age has - 1 1 Body Points - you die. Body
the Martial Arts skills may know up to Points are regained by resting - about 50%
six additional fighting styles, including Though tire rules don 't explain this recovery in one month. When you lose
kicks and throws. Combat uses the same particularly well, Top Secret characters Stun Points, two things can happen : You
three-<lice system use<l for gunfire. can take two ki11ds of damage - lethal can be stunned, and out of commission
There are two me lee systems in MSPE. and subdual. Lethal damage is done by for one full combat phase, or you can be
Under the basic system, all characters guns and kni1•cs. /.osing all your life Le1•el knocked our for somewhat longer. Stun
have a melec damage rating (one die, un- points thi's way results in dea th, A charac· Points are regained a t the end of every
turn and whenever a character chooses
000000000000000000000000000000 "Recovery" as his or her action. A lot of
stunning and recovering goes on in any
prolonged battle. The interesting point is
WA RCO N '84
that all weapons do both killing and nor
mal damage. The major problem with th.is
system is that the stun effects of guns are
poorly explained. If they work the way I
Texas' O l dest Wargame Conve n t i o n think they do, a gun can do a great deal
of stun damage with a single bullet (about
Feb. 1 0 1 2, 1 984
a 25'k chance of knocking the target out
cold, at least for a few turns). The system
· is, overall, brilliant, though hard to learn
-14-
ly for color, though there are special rules
for possible paralysis, amputation, and
instant death. The MSPE system is the
most "fun" of the three.
Fun Stuff Chart
Items Espionage! MSPE Top Secret Irems Espionage! MSPE Top Secret
Experience
animals yes yes parachu tcs yes yes
Agents in Top Secret get specific
anti-tan k planes yes yes yes
experience point rewards for accomplish·
weap o ns yes
ing certain objectives on their mission, p lastic
with bonus awards possible, depending on alarm systems yes yes yes ex plosives yes yes
the age n t 's bureau. t:xperience points can bi noculars } es poison yes
be cashed in fo r extra attribute points. As
bullet-proof
a character gets more poi11 ts, he becomes psionics yes
vest yes yes yes
a higher-level character, bur the only re· radios yes yes
car crashes yes yes yes
ward for going up in levels is that experi· scopes yes �·cs yes
ence points become harder to get. The climbing yes yes falli ng only
silencers yes yes
system is pretty rgid i ·· n o t a lot of room drugs yes yes
for a CM to fiddle with the poin ts. Char· sleep gas (tear gas) yes
flamethrower yes
acters advance swiftly at first and then smoke bombs yes
hang gliders yes yes yes
improve at a crawl as they reach the high·
speedboats yes yes yes
er levels. helicopters �·es yes yes
There are two experience systems in strip search yes yes
outside
Espionage!, and they work well together. i ncome yes tascr yes
First are the normal experience points, thermitc
lock picking yes yes yes yes
granted at the end of each adventure, de·
molotov truth sert1m yes
pending on how the GM evaluates your
cocktail y es
performance. These points may be used underwater
directly to increase attributes, buy new night combat yes yes �·cs combat yes )'CS
skills, or improve old ones; there are no
"levels" in Espionage! In addition to
ordinary ex perience points, Espionage! in loving detail, but rules for other vehicles falo - with proven work by names like
also features a "Brownie Point" syste m , consist merely of having skills for them. Michael Stackpole and Liz Danforth. So
rewarding players for staying i n charac· MSPE is competitive in the special far, their sup port products for MSPE have
ter as C I A agents. Brownie Points deter devices category, having nice rules for been good. The Adventure of the lade
mine how easy it is to get equipment drugs (but no truth seru m), flamethrowers, Jaguar, first in a line o f solo adventures,
and cooperation from the agency. Since and bazookas. Some rules are very basic was fun, but a bit silly . (I played it a dozen
they are the only source of equipment, - underwater combat and operating a ve times before I began to figure out who all
Brownie Points help keep players in line. hicle ·-but they do exist. the jungle tribes, revolutionaries, and
Fx perience points in Espionage! seem army men were.) The MSPE Character
extra important because there are so few Folder, a really nifty character sheet, fol<ls
of them rewarded - three points for a Adventure Support up to form a storage pouch for clues and
good mission, none for a bad one. A dventure support is the help the notes. Character sheets don't normally
MSPE has some advantages over the game system gfres to a game master trying send me, bu t I like these. The first full
other two games. It uses Adventure Points to start up a spy campaign, including fledged MSPE adventure, Stormhaven,
in two ways: as general character points both rulebook ma terial and supplements. was released in December. Thc MSPE rule
which allow the character to go up in Top Secret has what seems to be a for book itself contains no example adven
levels, and as skill experience points, added midable array of supporting products, tures, but it does provide one of the best
directly to individual skills as those skills n o tably a line of ready-to-go adven tures guides to designing adventures I 'vc ever
are used. MSPE is the only one of the and a gamemasrer screen. Unfortuna tely, seen, covering such topics as mercenary
games to track experienct: points on a missions, spy missions, detective myster
the adi·entures haven 't been that good
skill-by-skill basis. ies, even firearm-and-fantasy adventures.
and the gamemaster screen is a disaster
(the combat m odifiers were left ojf!). A final note: Hero Games and Blade/
Included with the original Top Secret set Flying Buffalo have signed an agreement
Secret Devices
is Operation: Sprechenhaltestelle, one of under which they will "cross-stat" all of
Everyone knows that the fun part of the most lame-brained adven tures on the their adventures, making them playable
being a spy is using those secret devices market (though I suppose it gives the using either Espionage! or MSPE rules.
- ejection seats, pen ·weapons, jetpacks, buyer some idea of what he or she is sup Adventure of the lade Jaguar, Stormha·
and so on. The Fun Str1ff Chart lists some posed to be doing). A lso included with ven, and Border Crossing are all cross
popular items, and indicates which games rhe game are some con[using notes on statted.
include them. My grea tes t surprise was running an espionage campaign.
that the new games did not cover some of Packed in th e Espionage! box is Mer·
the most popular items in any Top Secret
Putting It Together
chants of Terror, an excellent adventure
campaign : sleep gas, smoke bombs, ther· pitting a C I A team against nuclear terror Top Secret is a good game, though I
mite (for burning through metal}, and ists. It avoids the usual "cute" encounters think both of the newer games slightly
truth serum. That gives Top Secret an and hits the spot as a solid, realistic mis eclipse it. It has the best combat system
edge in the fun department. sion. If Hero Games can keep up this level of the three -· being neither too simple
Espionage! lacks many basic devices - of quality, it will outclass all of the other nor too com plica ted - and the widest
there aren't even silencers! Though there game systems. variety of "fun " de1•ices. Adren tures are
is a Demolition Skill, no other informa MSPE has the advantage of being readily a1,ailable for it. On the other hand,
tion on explosives (such as, do they do backed by the best adventure design team Top Secret is pretty lame when it comes
any damage � ) is given. Cars are handled in the game i n dustry - Blade/Flying Buf- to non-combat situations. If I were TSR ,
-IS-
I'd be thinking about a new edition of the adventures as Murder on the Orient Ex
game to stay competitive. press, The Dogs of War, or the exploits of
Espionage! is the most complicated of James Bond. The rules are excellent,
the games, but once you master the rules promise to be well-supported, and can be
I think it's the most satisfying of the a great deal of fun if you don't take your
three. It seems realistic. The parts that gunfights too seriously. (Don't cry when
bog the game down are the tum phase your favorite character takes 1 5 bullets
rules (where all characters try to move at to the kneecap.)
the same time) and the body/stun damage What we end up with is three very dif
points rules (which work nicely but take ferent spy games, all of them pretty good.
time to allocate). The game also suffers Choosing between them is a matter of
from shoddy editing, with some rules left which most suits your fancy.
unclear and a Jack of necessary examples.
Nevertheless , I managed to figure it out
and I'm going to keep playing it, if for no Top Secret (TSR); $11. 00. Designed
other reason than to try out the excellent by Metle M. Rasmussen. One 8�" x
CIA adventures I hope Hero Games will 1 1 " 64-page rulebook, 8W' x l l " 2B
continue to produce. page Operation: Sprechenhaltestelle, Code
Mercenaries, Spies & Private Eyes is Nam e: Pisces scenario book, and two
one of the best-presented role-playing 20-sided dice, boxed. Published 19BO.
games I 've ever seen, and if it isn't seri
ously in contention for a Charlie at Espionage! (Hero Games); $12.95. De
Origins I '11 be surprised . I t should be signed by Steve Peterson and George Mac
understood that the game is supposed to Donald. One BM" x 1 1 " 64-page rulebook, ·"'hen Thinus ol the
••
C2Hi)�2
IN MARYLAND:
STRATEGY & FANTASY WORLD STRATEGY & FANTASY WORLD
8 .?011 \',J'lr'\ut Sl'<'<'I
.?!.:'IS PHii :.1?! 1 P111:. 19103
\'.1�1 ::,1·1 SI•f'f't
P[NNSYl VkNJ;.
(215) 563-2960
R:.t Tll'.t(JfU t.,:.Rvt;;.NU
(301) 366-1665
IN VIRGINIA:
STRATEGY & FANTASY WORLD
IOJ £ Bro.iu Stre('I
r Al I S CHURCH VA .'.'20.l6
J 703) 532-2477
- 16 -
are less p u blicity-prone; a sensational
James Bond
looking 6'2" I 90-lb. female agent (if that
combination makes any sense to you),
the distaff equivalent of the offensive line
man mentioned above, would have only
1 1 0 Fame Points - females subtract 40
from their point total.
001£7
Skills cost I 00 Generation Points to
purchase initially; each additional Skill
Level costs 20. The skill generation sys
tem is thus easy to remember but unre
markable. On the other hand, the skill
-18-
Connoisseur, First Aid, and Photog Ease Factor 4 maneuver but letting his which are identical in function to Hero
raphy (which arc basically skills) are opponents decide who goes first, or bid Points except that they cannot be used
instead labelled Abilities, assigned an ding the still-nastier Ease Factor 3, and aggressively, only defensively. Another
immutable Primary Chance of 2 0 (which hoping he can make it . . . and that he problem with Hero Points is that they
is quite good), and given to all player won't be underbid again. don't allow the GM to "cheat" a little to
characters. Presumably, this reflects M l 6 One problem with this, though, is that move the adventure in the right direction
training. Actually, though, James Bond the characters, once committed to the bid - the characters can often stop this effort.
007 designer Gerry Klug explains "That and the maneuver, have to perform the
came out of a lot of playtesting . . . maneuver. That's all right in theory, but (2) Thunderball.
Nobody would take them because they consider: A gang of goons in one car, The legal hassles which have come
aren't cost-effective." Since no one wanted chasing J a mes Bond's Aston Martin DB-V, about because of the dispute over "Thun
to spend points for the low-intensity skills, and seeing him perform an impossible derball" and "Never Say Never Again"
and since those skills (especially Connois maneuver onto a side-road, may in the have resulted in the deletion of Ernst
seur) arc vital to the James Bond milieu, interests of their own skins just overshoot Stavro Blofeld, SPECTRE, and all other
the design team gave them to every char the road and double back , hoping to catch "Thunderball" characters from the Bond
acter at an arbitrary, but highly accepta up later. In the game, they just make their RPG universe. Holmes got along fine for
ble, level. One problem with the skill s: roll and hope. The net effect, though, is years without Moriarty, but Bond with
there aren't enough of them. Where, for that chases are nice to play, easy to game out Blofeld is something else again .
instance, is Acrobatics? {Where would master, and true to the genre. And that's Instead, we have Karl Ferenc Skorpios,
Bambi and Thumper from "Diamonds what they're all about. the big cheese of TAROT. Dr. No is now
Are Forever" be without Acrobatics?) Combat is relatively simple. Take your. a member of TAROT; so is Rosa Klebb,
Another type of skill included in the Primary Chance in whatever combat skill if she survives the gaming version of
game is the Field of Experience. This is appropriate and multiply by the Ease "From Russia with Love." TAROT seems
comes from the optional Professions rule, Factor of the shot to get your success to be an amalgam of second-string villains
where a character can choose his profes chance. A weapon has a specific damage from the movies and a cast of new and
sion prior to entering the Ml6, choose a range listed - not in terms of points nasty NPCs, taking the place of the lost
Field of Experience from the appropriate (such as 1 d 8 , or whatever) but in types of in-litigation SPECTRE. Too bad.
list for each year in the profession, and wound. For instance, a Damage Class E
also take a number of those nuisancy weapon - such as the beloved Walther (3) Too True to Form.
Fame Points for each year. The ntle is PPK - will do a Light or Heavy Wound I n keeping with the Bond tradition,
listed as optional, but the character stats (depending on the Quality Rating of your Victory Games has inadvertently caused a
of important characters included show shot) at normal range. At Close range, it couple of problems. For instance: Either
Fields of Experience. will do a Light, Medium, Heavy, or Inca one plays with a British accent , which
These Fields are a tittle odd because pacitating wound, again depending on the tends to annoy the hell out of all players
they aren't really Skills - there's no Pri shot's Quality Rating. Enough accumula assembled , or one doesn't - and we have
mary Chance, no relevant characteristic. tions of wounds kill. Once again, it's an M l 6 with an American accent. Give me
You just do whatever you're supposed to easy system to use. Nick Fury any day, Also: The Bond
be able to do, automatically. You don't All in all, it sounds pretty good so far. movies, naturally, concentrate on one
roll against a Snow Skiing score to elude However . . . character, sometimes two, involved in an
pursuers on the slopes, you just ski and adventure. The game works that way,
roll against your Evasion skill. (Driving too; more than two or three players gets
and Evasion are extraordinarily useful Problems unwieldy and inappropriate to the genre.
skills, incidentally. These are your "get A more social Gl\I may not care for it.
The game is not without its flaws. I t
away" abilities.) has quite a few difficulties, in fact. For
(4) Art.
This brings us to the next innovation in instance:
Victory Games wasn't able to secure
RPG rules - the Chase sequence. Chases
the rights to stills from the movies. With
are highly abstract. You usually aren't ( 1 ) Hero Points.
three stars in the movie series, ego prob
at a specified distance ; you're at Oose, "The James Bond 007 Game in (sic)
lems between stars and management, con
Medium, Long, or Distant range. I f not like most role playing games available
voluted contracts, and so forth, that's no
they're chasing you, Distant is best. If today. Those games are designed to make
surprise. However, considering the amount
you're chasing them, Close is best. Com the GM all-powerful and give the NPCs a
of money poured into production values
mon sense. much greater advantage over the Player
for the game, I 'm surprised that the Vic
The chase sequence is rather compli Characters." This bald statement, which_
tory Games folks couldn't put more into
cated from turn to turn, but the gem appears on page 6, has annoyed everyone
the artwork. The game-box cover - an
within it is its bidding system. The sides I 've shown it to - me included . However,
uncredited ripoff of the Bob Peak cover
(usually two) involved in the chase will upon reflection, l 'vc decided it's basically
for "The Spy Who Loved Me," redrafted
bid on the difficulty level of the next true; compared to James Bond 007, all
by James Talbot - is marginally accepta
maneuver. The player-character bids first . other RPGs favor the GM and non-play
ble; the equipment illustrations are fine.
The one who wins the bid decides who er-<:: haracters. One of the reasons is Hero
The rest of the art throughout is, in a
goes first, rather reminiscent of Melee. Points. Characters gather Hero Points word, bad.
For instance , in a snow-skiing chase, when they perform exceptionally well,
our hero may decide he wants to throw and may use them to affect the Quality (5) References.
off some of his pursuers with a Quick Ratings of actions they and their oppo The character N PCs presented are gen
Turn maneuver. He doesn't announce his nents perform. Hero Points can also erally not credited to the movie in which
maneuver choice, he just bids that he will increase or decrease appropriate Wound they appeared. Also, where background
attempt the next maneuver at an Ease Ratings in a combat. For instance, Bond detail on a character was unavailable, it
Factor of 5 (7 is the highest possible bid was stabbed through the he.art in Oc ro was made up. Perhaps this won't annoy
- and the lowest difficulty). The G M pussy. In game terms, the expenditure of some gamers; I was irritated.
may let him have it a l that, or decide that four Hero Points could bring the Quality
his pursuers really want him, and respond Rating of the Stab from I (heavy wound, (6) Charts.
with a bid of Ease Factor 4. Our hero is or worse) to failure. To be fair, certain The game is awfully chart-heavy. The
now faced with the prospect of taking the exceptional bad guys get Survival Points, basic rulebook has in excess of 50 charts;
- 1 9-
with the recent game-mechanics trend though not perfect. Annoyingly, there is 23 figures. The art is small enough not to
away from this sort of thing, I was sur no bibliography. Bond game masters will offend, and is approximately 25mm.
prised to find so much tabular material generally need this product. Players will Finally, there is an 1 1 " x 1 7" sheet of
in James Bond 00 7. not. one-inch squares for small-scale combat
sequences.
Back to the Good Points Gamesmaster Pack
As noted before, this has four items: a Overview
The game has still more good stuff, reference shield, a pad of character sheets,
however. In addition to the normal and an 1 1 " x 1 7 " combat display, and a set of James Bond 0 0 7 does a good job of
inevitable chapters dealing with the basic cardboard figures plus bases. simulating the Bond milieu. It won't make
game mechanics, we have sections on The first part is the best. The reference me give up Espionage , but I was intrigued
interacting with NPCs, gambling and casi shield reproduces 3 1 of the game's most by some of the game mechanics, impressed
no life, equipment (expanded in the Q important charts and sequence listings. by the flow of play, and glad of the back
Manual), game-mastering, multitudes of It's in four panels, all in garish full-color. ground detail involved.
NPCs (again, sadly, with the "Thunder Knowing that the GM's Wound Level Bond aficionados looking for a decent
ball" omissions), an extremely useful Chart is in precisely that obnoxious shade game will find it here. Gamemasters for
quick-NPC and quick-adventure detail of orange, while his Multiplication Table practically any contemporary RPG should
generation system, writeups on M l 6 and is the one in the lurid pink-and-purple look into the Q Manual. And the price
TAROT, an unexpected chapter detailing alternating stripes makes things easy to isn't bad. I give the game a qualified rec
major cities fro m the movies and a short find, if your sensibilities aren't offended. ommendation; it's a valid effort, and gen
mini-adventure culled from "Dr. No." I consider the pad of 4o+ character erally does what it set out to do.
sheets to be a waste. In the basic package
we have several nicely-printed sheets to James Bond 007 (Victory Games):
use as photocopy masters, plus another Basic Game: $12.95. l OW ' x 8" 1 60-page
printed in the rulebook in case those are rulebook, perfect-bound; 12 character
all used or lost - inclusion of more was sheets; two ten-sided dice, two six-sided
unnecessary. dice, boxed. Q Manual: $9.95. One 1 3 7-
The cardboard figures are printed on page 1 07i " x 8" rulebook, perfect-bound.
heavy cardboard, stamped out in differ Gamesmaster Pack: $8.95. One game mas
ent shapes. Bond, Anya Amasova, Odd ter shield (eig h t panels, two-sided full
Job, and many other named characters color); pad of character sheets; sheet of
are represented, as are generic agents, sev cardboard miniatures; ten plastic bases for
eral vehicles, and bystanders. Ten bases - miniatures. Game des gned
i by Gerry Klug,
Sli
identical in form and effect to Cardboard Gregory Gordon, Neil Randall,
Heroes bases, but large r - come with the and Ro bert Kern. Published 1 983.
GALAC-TAC
a galactic scale space
I appreciated all the extras. I also
appreciated the "annotated" feel to the
- 2 0-
1. Players' Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2. Malen - General lnformorion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3. Conrrol Storion . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . 23
4. Referee's Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . 23
Deck A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Deck D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . 25
Deck C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The launch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5. Malen . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . • . . . . . . . . . . . . . . 27
6 . Ending rhe Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
7. Traveller 5rats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . 30
Interdiction
electronic watchdog (Roll 8+, OMs: +Computer, +J-o-T)."
Th.is means, simply, that in order to accomplish the task, the
players must make a roll of eight or better on two six-sided
dice: they will be allowed die modifiers if they have Computer
Station
skill, or Jack-of-all-Trades skill. Sometimes, the sp eci fi c die
modifier will be provided ("OM + I if Medical''). In the exam
ple above, no specific DM is suggested. This means the players
add their skill level to their die roll. ln Traveller, players begin
with no skills; they have no computer experience, no vacuum
suit experience, and so on. In the course of generating and
designed by Marcus L. Rowland playing a character, skills are, of course, acquired. Someone
with limited computer experience has a skill le ve l of one (Com
developed by Warren Spector puter- ! ) ; someone with a bit more cc11np t1 t·tir experience may
achieve skill level two, three, four , 01· higher (Compu tc�r-2 , -3,
and Creede Lo m ba rd, -4, e tc. ). When instructed to use aDM for Computer, th en , the
characters add their skill level.
with David Noel I f you choose to play Imerdiction Station using a game sys.
tern other than Trai--eller, you have several options concerning
illustrated b y Kim Strombo skill use. If your system uses percentile rolls ( 1 - 1 00 rolled on
2D I 0), you can either use the 206 rolls provided in In terdic
map graphics by C. Mara Lee tion Station (usfrtg DMs where provided, ignoring the m where
playtested by Norman Banduch, Christopher no specific OM is suggested) or you can use the percentile rolls
required in your system. For example, if a character is required
Frink, Sharleen Lombard, and David Noel to make a roll of 8+ (DMs for Med ical, Brnwling), you could
j ust go ahead and roll eight or better on 206. I t may not be
true to your game system, but it is s m i ple. As an alternative,
you could go down the list of your charncter's skills, noting
lntcrdic rio11 Stario11 is an adventure for three to six players. that your character has First Aid, say, at 657', and Street Fight
It was designed for use with Traveller, GDW's science fiction ing at 23%. You could assume that these skills arc roughly
role-playing game. All statistics ( for NPCs, weapons, equip
analogous to the Traveller skills used as DMs in the example
ment, ulll!llS, u n d worlds encountered) are given in Traveller
ubove and make a straight percentile roll against First Aid in
terms. I n kcc p inu with om· policy of publishing only "generic"
order to accomplish the task. The game master must make the
game supplements and adventures, we have trie d to include
fiiiul de csi ion about what is and is not an equivalent skill,
Ii. the game you play uses 206 or 3D6 rollR, you also have
detailed descriptions of all NPCs, weapons, equipmen t, aliens,
and worlds. Jf you play FGU's Space Opera, TS R's Star Fro11- some options as far as skill use is concerned. Like you r friend
tiers, SPl's Ut1i1•erse, Fasa's Star Trek: The Role Playing Game, who uses percentile rolls, you could just go ahead and use t h e
or any other SF RPG, we encourage you to make use of these 2 0 6 rolls given in Interdiction Stario11 , applying D Ms where
descriptions; any SF RPG worth its salt has lasers, space sta they are provided, ignoring them where they arc not specific
tions, vacuum suits, advanced medical facilities, and the like. ally suggested. As an alterna tive , you could adapt your rules
With a little imagination on your part (and the descriptions for skill use to this scenario, using your game's skills and skill
we've provided of game-specific items), you should be able to levels. This requires a bit more work on your part, but you will
find equivalents for just about anything your players will run he able to play Interdiction Station using your favorite game
into in /11terdlctio11 Station. rules.
Of course, there are some elements of the Traveller system Game masters wishing to convert this scenario to other sys
which have no equivalents in o t her science fiction role-playing tems should note that it depends on the team being isolated
games. None of the basic character attribures are too surpris for prolonged periods of time. If the rules under which you
ing. One of the skills is unique, however, and it may come into play allow rapid interstellar travel without long delay ( n i other
play no matter which game system you use to play In terdic words, if you play Space Opera, Star Trek , or a similar game),
tion Station. T he skill is called "Jack-of-all-Trades" (or J-o-T) , give some reason for k ee pin g normal ship traffic out of the
and i t represe nts a generalized ability to figure out how to area. For example, in Space Opera, ships use the TISA drive
re pa ir or operate equipment encountered in the course of un and arc v isible at interplanetary distances making secrec ;
ad ven ture . J-o-T is a chnructer's ability to "tinker" wi t h thin l'.S ,
impossible. You could suggest that the Malcr;csc a rc known to
hnve instruments capable of detecting ve hicle s the size of a star
to j ury-rig m ech ani ca l and electronic devices. If you don't p lu y
ship, muking it i mperative that normal traffic be rerouted and
Tra1•e//er, c ha n ce s arc your characters don't have J-o-T as ontl
of their skills. If this is the case, you have two options: Ignore k ee ping supply runs to a minimum. Churnc:ters must d e ,en d ;
this particular skill when it comes into play during ln terdictio11 on their own resources, rather than simply sununoning help if
Station, or "j ury-rig'' an equivalent skill (perhaps by using I N T trou b le develops.
NOTE : Players may be given data from Sections 1-3 011/v
minus I 0 to arrive at a simulated J-o-T skill level). All other
All other information is for the referee's use . Players will hav�
Traveller skills necessary to the successful completion of /11ter
t o work to find out what is going on .
dictio11 Station are sufficiently common that fin ding equiva
lents in any science fiction role-playing game should be rela
tjvely s im ple.
The use of these skills is a bit less simple and, since Tral•el =1 . PLAYEPS INFOP.MATION
/er-spcciiic die rolls are used th roughout Interdiction Station.
you will need to know something about how the Traveller sk i l l The players are members of the crew of the llSS Rim h'ar
usc system works in order to arrh·e at logical alternatives using /ock. a converted 400-ton armed freighter supplying scout bases
your favorite game system. and stations in various star systems. One such station is a con
At several points in the adventure which follows, the game cealed interdiction unit orbiting Malen, a world whose natives
- 22
-
arc not yet ready for contact. Since the Malenese could detect plus five passengers, six tons cargo, missile launcher) is provid
a full·size<l starship near their plane t , normal procedure is to ed for routine transport and emergency gas scooping.
rendezvous with the station launch in the syste m's asteroid Duty tours are four months (excluding transport time) with
belt. supply deliveries every second month.
On this occasion , the freighter arrives exactly on tim e , but The satellites which support the station are primarily design·
the launch is missing. After 24 hours the Captain risks maser ed to monitor communications, but they also mount four·sho t
and laser signals, but there is no reply. Eventually he decides missile launchers. Each satellite weighs 4. 7 tons and costs MCr
to send the s hip' s boat and a small team (the players) to inves· 6.74, and carries a powerful video camera, a recorde r, all-wave
tigate. communications re ceiver , a maser transceiver, and a small com
While the boat is refuelled and supplied, the team is briefed. puter. They have low-power gas thrusters for orbital correc·
As soon as th ey are ready to leave, the boat will be launched. tions, solar panels, and thermal d emolition charges designed to
The ship will refuel at the system's gas giant and return to the reduce the satellite to slag without any visible explosion. In
rendezvous a week later. No communication will be possible normal use each satellite monitors Malen (or its assigned target)
until then, since the maser transmitters are directional, making and stores data for daily transmission to the station. If neces
it difficult to contact a moving vessel. sary, an operator can take direct control of the satellite for real·
time monitoring of a particularly interesting event, or to use
.... its weapons. There are five of these satellites, in the following
= 2. MALEN GENERAL INFORMATION locations:
Two at Malen outer moon L4 and LS stable points ;
Malen is a Terra·norm world, 8000 mile s in diameter. Its One in 50,000-krn polar obit around Malen;
atmosphere is dense, and well able to support human life. Sev· One in orbit around gas giant;
en ty percent of the planet's surface is water. The thirty per· One at the asteroid·belt rendezvous point.
cent which is dry land supports a population of 1 00,000,000 The belt and gas giant remotes are normally set to detect
Malenese. Malen was colonized many thousands of years ago incoming vessels, concentrating on starship communication,
by the first l mperium, but following the collapse of the lmpe· distress frequencies, IFF (Identify Friend or Foe) beacon pat
rium, all contact with the human colony on Malen was lost. terns, and drive radiation.
The colony reverted to barbarism. Over the years, the Malen· The station also carries 20 one-shot probes for close obser·
cse developed a "feudal technocratic" government. ("Ruling vation of the planet. They are designed to skim the atmosphere
functions are performed by specific individuals for persons for later recovery, or to penetrate to a few kilometers above
who agree to be ru led by them. Relationships are based on the the surface and then self.destruct. Each probe carries a record
perform ance of technical activities which are mutually bencfi. ing camera, atmospheric sensors, a squeal transmitter (for h.igh
cial.") Under Ma le nese law, it is illegal to own weaponry m ore speed transmission of information), and self.destruct charges.
deadly o r technologically advanced than pistols, rifles, shot Probes cost Cr 42,500 each. They look like small meteors, and
guns, and the like. Malenese technology corresponds roughly are launched by solid.fuel rocket boosters.
to that of late-twentieth century Earth.
These facts were learned about a century before this adven =4. REFEREE'S INFORMATION
ture takes place, when the Scout Service rediscovered the
planet Malen. The Scouts learned the local language, and gath Before leaving the ship, the team will be issued vacc suits
ered enough data through long-range observation to deduce and ration packs. They may also request additional equipment
the colony's origins. The natives would normally be ready for to supplement their own gear. The following equipment is
contact, but for one unusual factor - through a combination available but it will no t be provided unless the team requests it
of genetic drift, disease, and dietary deficiencies, the average or asks the Captain for advice - the ship 's quartermaster is
height of Malenese natives is well under a meter. Service psy extremely mean, and won't volunteer anything:
chologists fear that allowing them to learn that they are the 1 each Engineer, Electronic, and Electrical toolkits ;
smallest race of humans would lead to the development of a 2 hand computers, 4 calculators;
devastating cultural inferiority complex. 1 radiation detector;
The system consists of seven worlds. Malen is the only one 1 air analyzer:
capable of supporting human life. There is one ringed gas giant 2 medical kits;
and a dense asteroid belt with a high p otential mineral yield. Filter masks - six boxes of 1 2 ;
Malen has three moons. The first orbits the planet at a height 4 hand lanterns;
of 7 5 ,360 kilometers and has a diameter of 2000 miles. The I pair light intensifier goggles ;
second is in orbit 1 1 7 , 1 5 1 kilometers above Malen, and has a I va cuu m welding set.
diameter of 1 000 mil e s. The last is 3 1 2 ,875 kilometers up, and All other equipment is either unavailable, broken, or in short
is 3000 miles in d ia me ter. Malen is interdicted by a manned supply. The qu arte r master will be very unwilling to part with
station supported by several small satellites. The station is in a the stores he does have, making several excuses before each
stable orbit behind Malen's outermost moon. item is produced. Unless the team is completely unarmed, the
Captain will not provide any weapons. Those potentially avail·
able are two snub pistols (see Compartment 1 8 , Deck B), a
=3. CONTROL STATION laser carbine, and four tear gas grenades.
There is room for up to 200 kg of additional stores in the
The interdiction station was built from prefabricated parts cabin of the launch, the hold being full of supplies for the sta·
with a minimum of detectable electronic and nucleonic eq uip tio n.
ment. It has a 400-ton hull fitted with a solar power unit and a The journey to the station will take 1 8 hours, and will be
backup fusion power plant, usually shut down to minimum entirely without incident. On arrival the team will find the
maintenance levels. Low power ion maneuver drives are fitted station's launch d ocked to a lower airlock. The main lock is
for a maximum lg acceleration under fusion power, 0.25g slightly open. There will be no response to any signals.
with solar cells. The station is an unstreamlined dispersed struc· The station has four crew-members, all of whom are dead
ture. Normal crew is four, but it will accommodate up to ten. or unconscious: Four days before the team's arrival, an air
Supply endurance is 300 days' food and air supplies, 20 days' recycler malfunctioned, coinciding with an electrical short
drive (without solar power). Weapons are a laser/missile/sand which cu t out the air purity alarms. As a result , the atrnos·
caster mix in a triple turret. phere was fouled by carbon dioxide, alcohol, and other meta
A small launch ( maximum acceleration: 4g; capacity: pilot bolic products. The smell was masked by the general aroma of
-23-
oil, ozone, food, old socks, and sweat generally found in closed The fourth member of the station crew, Scout Peter Tisley,
environments, and the crew became intoxicated before notic is in a coma, suffering from kidney failure. Before collapsing,
ing their danger. The station's air is noxious. Team members he punctured some of the emergency vacc suits in the station,
must wear vacc suits or filter masks at all times or they, like wrecked the w orkshop, burnt his name into the bulkhead of
the station crew, will begin to act irrationally and eventually his room , and fired a probe at Malen without bothering to arm
lose consciousness. If the players do remove their vacc suits, its self-destruct charges.
effects will be felt as follows: An unusual smell will be noticed Once the team reaches the station it will need to enter and
immediately. After the first hour, the players will begin to feel investigate. With the station launch docked, the only entrance
lightheaded. After the second hour without vacc suits, the to the station is the main air lock , designed for docking with
players may begin to feel drunk, giddy, or even dangerously much larger craft. It will not form an airtight seal with the
deranged. (Specific effects during this stage are left to the dis ship's boat, and vacc suits will be needed to enter the station.
cretion of the game master. Player characters should be told The station description which follows contains some infor
to act strangely, but stay in character. ) After the third hour, mation which will be visible at a casual glance, and some which
players will begin to feel sleepy and lethargic. After the fourth will not be apparent to player characters. Use your discretion
hour, they will fall into a sleep verging on coma. Putting vacc in describing the situation aboard the station.
suits back on will reverse the effects described above almost Devices found at various points around the station are EE
immediately. In order to determine what is wrong with the VAC suits, m arked "•," and fire extinguishers, marked "f " :
station's air, the players can check an air analyzer - if they EE-VAC suits are short-term e mergency vacuum suits, made
thought to bring one along. If they didn't bring one, they will of thin plastic with a ten minute air supply. They are self.
have to jury-rig something to perform the same function. This inflating once a rip cord is pulled, and can be donned in 30
is only possible in the sick bay. A full explanation of how this minus D E X seconds. Some are faulty (see the notes on Tisley
can be done is included in the sick bay description (Co mpart above) and will refuse t o inflate. Roll 8+ for a suit to be faulty.
ment 1 5 , Deck B). On a second roll of 9+, players notice it without a careful
The investigating team would, of course, have no way of examination. EE-V AC suits cost Cr 1 50, give no armor protec
knowing this, but in the hours before the station's original tion, and cannot be re-used . They are fairly common devices,
crew collapsed, all behaved irrationally, with the following spe and characters will be able to use them without instructions.
cific effects: All fire e xtinguishers are dry foam types designed to work
' without polluting the air. Unfortunately, this type of extin
guisher tends to leave a gummy residue which can disable deli
cate machinery. Characters won't automatically know this since
most ships use gas-filled extinguishers.
If any attempt is made to use any computer terminal in the
station see the notes on Compartment 1 6 , Deck B.
!'A I R LO C Deck A:
1 . Maneuver control room. All controls are standard , though
slightly old-fashioned. This compartment is one of several with
laminated photochromic glass windows. The glass is 1 5 cm thick
and is equivalent to a minimally armored ship's hull. (Factor
l armor, in Traveller terms.) The glass offers no protection
against laser penetration. The iris valves in this compartment,
and throughout the station, are an old design operating nor
mally except that power is used to open rather than close
them. If the motors or power cables are damaged, they will
slam closed without sensing any obstructions that may be pres
ent. Each valve originally carried a warning sticker, but all are
now missing or obliterated. There is an inconspicuous panel in
the bulkhead by each valve, concealing a hand crank which
will open the valve in 3-4 rounds, if it is not locked. (On a roll
of 1 0+, the iris valve is locked. It takes 40 minus (DEX + INT)
rounds to unlock. Shooting the lock mechanism doubles the
number of rounds it takes to open the valve. Once unlocked, it
will not lock by itself.)
2. Shaft to dorsal turret.
3. Dorsal (triple) turret. Sandcaster (lessens effectiveness of
beam weapons) I M issile I Laser.
4. Store room. Houses launcher for probes, a rack of probes
and solid propellant charges, and miscellaneous equipment and
( supplies. The floor is littered with hundreds of 5 m m ball bear
< '.
ings, spilled by Tisley . Seven si)aces in the probe rack are
;
, empty: once the computer is repaired, a log check will show
' '
that only six are recorded as used.
Scout Mary Fong tried to use the airlock without suiting 5. l ife support. All machinery in this compartment shows signs
up, with fatal consequences. of overheating, and three pumps are burnt out. All the stores
The Team leader, Jason Hobart, "played" with the com· needed to repair it are kept in Compartment 6. Repairs will
puter and corrupted its programs badly, then collapsed in his take 1 5 hours, less D6 hours per level of Jack-Of-all-Trades
cabin. (J-o-T) or Engineering skill used. I f players repair the life sup
The medic, Assistant Team Leader Powell Johnson, pro· port system , they will no longer have to wear vacc suits. Once
grammed the autodoc to remove his own appendix, stomach, the unit is repaired, however, there is a slight chance of anoth
and spleen. He is still in the machine and won't recover with er failure, on a 306 roll of 1 6+ . Roll each day. The alarm sys
out major transplant surgery. tem must be repaired separately.
-24-
6. Access to engines and storage area for engineering spares.
7. Gree nhouse. Filled with plants from various worlds. Char
acters with medical or botanical knowledge will recognize
three mild n arcotic herbs and a powerful type of laxative berry.
8. Drive rooms. Two ion drive units, combined thrust 0.25g
under solar power, 1 g under fusion power.
9. Shaft to lower decks. Hatches at each level are rigged to
close automatically if air pressure on either side d rops by 20%
or more.
Deck B :
10. Main air lock with adaptor (5-meter e x tensio n). Mary
Fong's corpse is floating in the lock, with a loose shoe stop·
ping the outer valve from closing. The body is an unpleasant
sight, and anyone seeing it must make a roll of 1 5+ (DMs:
+END, +Vacc) to avoid vomiting. If team members are wearing
space suits when this occurs and fail to save, a roll of 9+ must
be made to avoid a suit malfunction. Roll D6 for possible suit
malfunctions:
( I ) Suit air supply restricted ; occupant takes D2 points suf
focation damage before suit removed.
(2) Suit exhaust blocked, pressure builds inside. Occupant
must remove helmet, taking two points damage (decompres
sion effects). Note: Unless the suit is cleaned and put on again,
players forced to remove their helmets will begin to feel the
intoxicating effects of the station's air.
(3) Electrical short, radio fails.
( 4) Electrical fault, all power lost. Occupant takes 2-4
points damage from suffocation per minute until suit removed.
All equipment (e.g., radio, beacon, lights) useless.
(5+) Visor obscured, occupant blinded until helmet remov
ed or visor opened.
It takes an hour to clean and disinfect a suit after vomiting,
more time being required for repairs if the suit malfunctions.
It is considered ex trcmely bad manners to ask someone else to
clean a contaminated suit or to repair it before it is cleaned. the autodoc so i t will perform a complete air analysis. (Roll
11. Suit store and recharge room. Able to recharge a m aximum 9+, DMs: Medical, Computer, and J-o·T). If successful, they
of eight vacc suits. There are four suits present. All have been will learn that the air has been fouled by large quantities of
refilled from the contaminated air supply (and will have the carbon dioxide, alcohol, other metabolic products, oil, ozone,
same effect as breathing the station air if used), but none will food, old socks, and sweat.
fit team members without some modification. 16. Co mputer and satellite monitoring and control room. Link
12. Lavatory (Head). ed to multi-waveband receivers { 1 6A) and maser transceiver
13. Workshop. The workshop holds all normal Electrical, Elec ( l 6B). Capacities include translation of up to six simultaneous
tronic, Mechanical, and Plumbing tools, all made to Tech Level transmissions, and routine control of all the satellites. Although
1 1 . (TL 1 1 is about halfway between where we are now and nothing shows externally, the computer is seriously deranged,
the world of Star Tre k - high-powered lasers are old hat, but and full debugging will take 30 hours less D6 hours per level of
the transporter room is years in the future.) The tools are lying computer skill. It is a very bad idea to switch the computer off,
in a large heap on the floor, covered with a mixture of paint since all data and programs would be lost. If the computer is
and epoxy resin. On top of the pile is an empty welding torch. switched off, it will take a week to reboot all of the programs
There are several containers of paint and epoxy solvent in from backup systems. Weapons (both offensive and defensive),
Compartment 4. They are toxic. It will require 1-3 cans of sol library functions, navigation systems, maneuvering systems, and
vent to clean up all the tools, with a O M of + l on the day's life lighting will be inoperative until the computer is once again
support system failure roll for each can o f solvent opened - working. Three days after powering up, ship's systems will
this is strong stuff, and could overload thejury-rigged air puri begin to come on. Roll 1 o+ (no DMs) for any particular sys
fication system. tem to return on any given day. (Bear in mind, the players will
14. Commons. facilities include a small robot chef unit, enter have to go about their business in the dark until they get the
tainment and music consoles, and a library of hard-copy books. lighting system working again.) After J 68 hours have passed,
The room is untidy, with broken chairs and torn books scatter all systems not already operational will begin functioning again.
ed over the floor. Until the computer is debugged, the following events will take
15. Sickbay. Facilities include an autodoc (A) and two bunks place:
with life support and monitoring facilities (B). Powell Johnson (a) Any signal to the satellite monitors will activate the
is in the autodoc, under heavy sedation. If characters are not drives at 0.25g thrust. Each activation causes D6 thousand
wearing helmets or filter-masks (and are still lucid), they will credits worth of damage to the solar panel system and reduces
notice a pungent smell in the room. A careful examination of available solar power by 1 0%, since the panels should be lock
the autodoc will also reveal the organs in the waste box. One ed in place before the engines are used. If the team has not
of the bunks can be removed and used as a litter with minimal docked the launch to the lower lock it will be left behind,
life support facilities, if required . On a roll of 8+ ( D M : +Med since the main lock ( l 0) is designed for a larger vessel.
ical) this will keep Johnson alive on the journey back to the (b) All attempts to access the current log or the observation
Rim Warlock. If the players move Johnson from the autodoc records will result in a display of video games.
to a litter, the autodoc will report that the air is impure, and (c) Seventeen hours after the team's arrival the internal
that moving him from his stabilized environment may endan gravity system and lighting will cut out simultaneously. Once
ger his life. If the players think of it, they can attempt to rig this fault occurs, all characters must make a save on 9+ (DMs:
- 25 -
+Yacc Suit, + I if END 1 0+, - 1 if END 6-) to avoid becoming 20. Single cabin. Tislcy is lying on the floor. His skin is slightly
disoriented and spacesick. Spacesickness gives a -2 DM on all yellow and his pulse and respiration are extremely rapid. Burnt
skill use, and causes vomiting (see 1 0 above). It will take 20 on the cabin walls are the words ''Tisley Was Here." Tisley has
minutes to override the computer's control of the grav system vomited on the floor and bed. Unless promp tly treated, he will
once a computer fault is suspected. die in 1 -4 hours from total kidney failure. Characters with
(d) The satellite destruct codes have been permanently med ical skill should roll 9 or better ( D M : +Medical) to cure
deleted from memory . This will not be apparent unless the him. The autodoc gives a +4 modifier to this roll, but medical
computer is asked to supply them, when a "NO DATA" signal skill 2+ is required to use it.
will be produced. 21. Lava tory (Head).
It should be noted that, due to time lag, there is a -4 DM 22, 23. Dou ble cabins. Each has a third folding bunk for extra
on missile fire from the satellites controlled by the computer, personnel. 22 was occupied by Fong, and 23 by Johnson. Their
increasing to -6 in the asteroid belt and -8 at the gas giant. clothing will be found if the cabins are searched, but nothing
These factors will change if the station moves nearer to these of any significance.
satellites. 24. Girder to solar panels.
1 7. Exercise/recreation area. Equipped with exercise machines,
hologram scene "windows," and other recreational items. Deck C :
25. Launch docking and reception area, with airlock tube down
to launch cabin and docking cradle controls.
26, 2 7. Holds (26 is refrigerated for food and medicines).
28. Fusion power plant.
Launch:
A : Ca bin (six seats, rear four removable for extra cargo).
B: La vatory {Head).
C: Fuel scoops.
Overall
In addition to the faults described above, the station is in
ex tremely poor general condition. The air purifier failure was
not an isolated occurrence - sixty years have passed since the
station was built. and it has never been given a full dockyard
service. Continu�us computer monitoring controlled most of
the problems, but once the system was disrupted, minor faults
started to tum into potential crises, which will become actual
crises during the team's investigation. For each day that passes,
roll 2 D 6 ; on 9+, a problem will develop. Roll 206 again to
determine the severity of the problem:
2-7 : Reroll o n minor faults table
8 - 1 0 : Reroll o n serious faults table
1 1+ : Reroll on crisis tabk
-26-
Referees may apply modifiers to these tables determined by Despite their small stature (30.. to 34" in height, S S lbs. to
the amount of time characters devote to maintenance and by 88 lbs. in weight). the Malencse arc a hearty people. Their
the skill (or lack of it) used in the work. Players should not be strength is just a bit less than human, on average:. Their average
asked to make such decisions before the first failure occurs. dexterity and endurance is a bit higher than the average Earth
At the end of a week, the team will be able to make contact dweller. In intelligence, the Malcncsc arc in every way our
with Rim Warlock. The captain will tell the team member (or equal - their relative lack of technological progress is a result
members) with the best piloting and medical skill to ferry the of climatary and other natural disasters. Their life has not been
survivors to the ship, then order the group to take over the sta easy and their progress is admirable in light of the difficulties
tion until a relief crew can be transferred to Malen. He adds they have had to face and overcome. Despite their lack of con
that this will take 6-8 weeks, and will give the team a chance tact with the mainstream of humanity, the Malenese have
to show what a good job they can do. developed along the same lines as humans elsewhere. Like
Once the team has settled in on the station, the referee other off-shoots o f humanity, the Malenesc can be gentle and
should allow approximately two weeks before the next crisis fierce, by turns. They can be understanding at one moment
develops. This problem is the culmination of several years of and pig-headed and narrow-minded the next. They can be
work on Malen . . . remarkably cooperative and fiercely krrit o ria l Th ey are, in
.
-27-
This was the situation until the day before the team reached an approximation, based on the capital costs of the vessel's
the station. construction and development of the necessary industries. It
The probe Tisley fired at Malen was launched very accurate has a four-week supply endurance.
ly, and penetrated to the surface, landing in a lake near a major The Oight plan is for the vessel to rendezvous with the "LS
university. The fall was witnessed by a group of students and o bject," take p ictures and instrument readings, and then fire
teachers who recovered the probe after a few hours of trawling its probes to other interesting positions - to the L4 stable
with nets and magnets. They believed it to be a normal meteor. point, and to orbits around the three moons. If anything inter
The probe was taken to the university's geology laboratory for esting is detected, the Malenese ground controllers will launch
immediate examination, and cut open to reveal its surprising a supply drone to rendezvous with the vessel, allowing it to
contents. continue investigating. Otherwise it will return to Malen after
The obvious alien construction of the probe's cameras and three weeks.
recorders was immediately reported to the government, which Since the Ls mission will be firing its probes near the orbits
asked the scientists to keep the incident secret until the situa used by the interdiction station and its satellites, it is very like
tion could be properly assessed . Since the probe was obviously ly that the Malenese will spot something. Unless the LS obser
almost new (its power pack is a type which loses its charge after vation satellite can be moved or destroyed before the /lshan
just a few days, and there arc traces of volatile sealing com Gusiva/ reaches it, the M a lenese crew will certainly spot it.
pounds in various areas) there was some alarm, and the alien They will make a full examination, and may even decide to
origin hypothesis has been amended to include the possibility take it back to Malen if their probes at L4 and in the vicinity
that Malen is still being observed from space. Some scientists of the moons uncover nothing else.
have even suggested that the "LS object" is an observation On a roll of S+ on 2D6, the Malenesc probes will sight the
device, making immediate inspection even more essential. L4 observation satellite in addition to the one at LS. If the 2D6
Hsha11 Gusiva/ (Star Dove), the Malenese probe ship, is a roll was eight or more, the Malenese will spot the interdiction
Tech Level 7 rocket (we are on the verge o f T L 7 in 1 984) using station. Ignoring the two satellites for the moment, they will
solid fuel boosters to fire a reusable aerodynamic vehicle into turn their attention to the station itself. They will approach,
space. As the Malenese are smaller and lighter than normal dock, and board the station, conducting as thorough a search
humans, they requ ire less foo d , less air, and less room, thus as they can - or, as the players choose to allow. If the players
making it possible for a relatively small craft to be equipped choose not to interfere with the Malenese, the astronauts from
for a prolonged night. At launch, it weighs 2 1 00 tons, but after the planet below will spend a week investigating and then
boosters have been dropped, it is reduced to 3 S O tons. The return to Malen to report. If the crew of the station choose to
ship can sustain a maximum of four minutes at full thrust confront the Malenese, they will meet three Malcnese, unarm
apart from re-entry maneuvers. The ship's computer is power ed, in primitive (late-twentieth century) space suits.
ed by fuel cells. The missile launcher carries four small scien Each team member should be allowed a roll of 1 2+ ( D M :
tific probes (equipped with cameras and transmitters) plus two + 3 i f the character has prior alien contact ex perience, plus any
hastily-installed wire-guided missiles (fired with -2 D M to hit, other relevant modifiers - as determined by the game master)
-I DM on penetration, range S km). The price quoted below is to realize that the L S mission is an ideal opportunity to make
Interdiction�
I
_±
I I
Station
INTERDICTION SATELLITE
0
b-
Photochromic Glass Floor Hatch
- Bulkhead
""
{ �"'tt
... .. Overhead Hatch
obc 1- k - �
Floor & Overhead _LI_
l_I
- Partition Wall
.
Hatch
LJ
I I
_ _
Sliding Door Computer Terminal
·1 I
>-%-( Hatch .
* Emergency Yacc Suit
·oec� A -
-r>orscil Turret
>-c" Iris Valve <D Fire Extinguisher
, --1-
..,
Scale: I squ are = 1 .S met�rs
1
-28-
contact with the Malenese without triggering an unfavorable
reaction. The Malenese will be in a buoyant psychological
mood if they discover the interdiction station through their
own efforts, and will probably not feel inferior unless the play
er team makes very bad mistakes.
_L�_I
I I I
I I I
- 29 -
4. Tlzc Malr11ese Ship (Hshan Gusival) : LZ-32066 1 1 -000000-0000 1 -0
MCr. 5000 TL 7
Passengers-2: Low-0; Cargo-2 5 ; fucl- 1 5 0 ; Agility - I ; Crew-2.
The llsha11 Gusfral i s an experim ental lab ship. Cone-shaped. No
Interdiction Station
interstellar capabilities. Maxim um 6g acceleration. Type I computer
(late-twentieth century equivalent). One m issile launcher (with three
missiles).
Traveller Stats
Interdiction Station - NPC Stats
Tc:un Lcader Jason Hobart (897AA7) 4 7 years old. 8th tem1 in Scouts.
STR-8: DEX-9 ;' END-7; INT- I O ; EDU- J O : SOC. ST.-7 : Computer-2;
1. Malen: Loc ation classified. UPP: X887854 7. Interdicted. Pilot-2; Air/Raft-I : Vacc- 2 ; Pistol-2; Leader· I ; J-o-T- 1 .
2. Malen 's Moons: Snub Pistol Travellers Aid Cr. 4520
I ) Orbit 75,360 k m , X200000 0.
2) Orbit 1 1 7 . 1 5 1 km . X I 00000 0. Assista n t Team Leader/Surgeon Powell Johnson (788BA8) 3 1 years
3) Orbi t 3 1 2,875 k m . X300000 0. old. 4th te1m.
3. The lntrrdiction Station and support ships: STR-7 ; DEX-8; END-8; INT-I I ; SOC. S T. -8 ; Medical· 3 ; Pilo t-I ; Vacc.: ·O;
Ship profiles as per Book 5 . 2nd Edition - High Guard. Computer-2. Cr. 925
04 1 3 Station MAL-I Sl·4701 1 4 1 - l I 0000-10001-0 MCr. 1 86 . 1 6
Batteries beari ng I 1 Crew 4-1 0 Scout Peter Tisley (AA898A) 25 years old. 2nd term.
Batteries I 1 TL 1 2 STR-1 0 : DEX-10: END-8; INT- 9 ; EDU-8: SOC. ST.- 1 0 : Pilot- I ;
Passcngers-0: Low-0; Cargo·80; fuel- J O ; EP-8; Marines-0: Agility-0. Brawlinµ-1 : Nav-1 ; Vacc-0; ACR-0. Cr. 940
TI1e Interdiction Station weighs 400 tons. D i spersed Structure. No
i nte rstella r capability. �laxim um lg accel eration. Type 4 com pu ter Scout Mary Fong (7C888B) 23 years old. 2nd tenn.
(about halfway between 20th century and Star Trek). Normal crew o f STR-7 : DEX- 1 2 : END-8; INT-8; EDU-8; SOC. ST.-1 1 ; Computer-2;
four. �laximum crew o f I 0. N o armor. One sandcaster (to lessen effect Communication-I ; Linguist-2 ; J-o-T- 1 . Cr. 1 298
c
of beam weapon�). One laser. One missile lau n h er (with three missiles).
TI1is infom1ation may be p resented to the pbyers if they ask for i t
La1111c/J for above: OG·O I 06 6 1 0-000000-00001-0 �!Cr. 1 9 .6 TL 1 2 (or i f the referee feels such inform ation would b e :i n:itural part o f their
Passcngcrs-5 : Low-0: Cargo·8: fucl- 1 2 ; EP-1 .8 ; Crew-I : Marincs-0: pre-mission briefing). In any event. the pl:iycrs should be given no clue
Agility-6. that the station's original crew is in any trou ble . All they re:illy know is
111c In te rd ic t io n Staton launch weighs 30 tons. Wedge/Needle· that the station crew failed to show up at :i regularly scheduled rendez
shaped hull. Nu i nte rstc l hi r capabilities. Maximum 6g acceleration. vous a nd doesn't respond to signals from the Rim l\!ar/ock. Th e infor
Type I com p u te r (late-twentieth century equivalent). O ne m issil e mation abo\'c can be p resented as the latest data on the station crew in
launcher (with th rec 111 issiles ) the Rim l\!arlock's computer ban ks.
.
TARSUS
World Beyond the Frontier
Q I
...�- �- ��
� -�
-
The letter from home brought bad news. geography, climate, flora�d fauna, and the
The family ranch is in deep trouble, and your myriad other details that make this world
father needs help desperately. You and your unique among the millions in the k nown
companions, newly m ustered out of I mperial universe. Three maps are included, one of
Service, must travel beyond the I m perial the dense tanglewood forest region, one of
borders to Tarsus, where the u n expected Tarsus as a whole, and one of District 268,
awaits . . . the su bsector which contains Tarsus.
Tarsus, World Beyond the Frontier, is a com Five separate scenario folders deal with dif
bination of Traveller supplement and adven ferent situations on Tarsus. Additional adven
ture: a world mapped;.. d�sdib.ed, and de tures take place naturally on the fully
tailed for use by any Traveller referee and described world. Pre-generated characters are
players. The world data·-book fully covers this provided on hfmdy cards which let the action
single world, describing Tarsan history, begi� immediat�ly.
,
,
Tarsus. A comprehensive module for Tr veJler. a
Boxed. $12.00. · .. '�
-30-
Space Gamer reviews science fiction TI1c Starter l:"dltlo11 is the most recent incar
boardgames, role-playing games, com nation of the Troi•el/c•r rules ( t h e othe rs being
p u ter ga m es , pin y - by- ma il games, and Basic Tra11el/cr, De/11.\·e Tra1oel/er nncl The Trav.
el/er /look ). In style und content, It most close let have proven very useful to me: I was not
game supple nll.lnts. We will review any SF
ly resembles GDW's hardbound Traveller Book, sorry to have bought Tro1ic/lcr uguln (for the
gam e if the pubUsher sends us a copy. We
though at u S3 . 00 reduction in cost. and some fourth time!).
d o not guarantee reviews of historical
differences in components and contents. - Frederick Paul K iesche Ill
games. Starter Traveller i a major revision in style
The staff will make reasonable efforts and pJck:iging. obviou ly nimcd at the s:une SILO 14 (Jer cy Devil/Centurion G:uncs):
to check reviews for factual accuracy, but people who would purchase the "DJsic Set" of S9.95. Designed b)· Neil A. Rosenberg. One I 7''
opinions ex prl!ssed by reviewers are not another major R PG. In my eye, Troi'l!/ler is the x 22"' color map: 100 mounted txickprintcd
necessarily those o f the magazine. better buy. with better artwork. belier writing caidboard pbyini: piece : two �L\-sidcd dice:
style and content. and belier pmc mech:mics. one eight-page rule book with :iccompJnying
Games and game items forwhichSpace
Artwork. for the most p:irt. is identic:il t o eITJta sheet. For one to four pbyers. Pbying
Gam er ha assigned or received reviews
T7z e Trai·ellrr Book. the mJjor e\Ception being time 45 minutes to an hour. Publi hed 1983.
include (The) A lien, Alien Annada, Boot different cover art on cJch. The rules are bid Silo 14 is a doomsdJ}' ccnario from Jersey
Hill, Border Crossing, Capitol, Combots, out in a similar fa hion. incorporating the old Devil's Centurion line of j:Jml'S and is uited for
Fleet Mane111·ers, Tiie Forever Jllar, Galac Books 0. I . 2. and 3 into one volume. As \\;th both solitaire and m ulti·playcr gaming. To win.
Tac, Jl/11mi11ati, MSPE miniatures, Stonn n1e Tra1·el/cr Book. all various forms Jnd charts you must m Jncuvcr )'our group of ten Com
lla1·en, Super lleroes miniatures, Super have been orpruzed by subject (all fonns and mandos into the core of a mis He command
Squadron, Suspended, Time Ship, Travel tables on planets arc grouped together. for ex center and stop the plans of :i berserk general
ler miniatures, Villains & Vigilantes mini ample). However, unlike n1e Traveller Book, who has set the missile to fire, beginnini: World
the Starter Hdltlo11 pluccs these all in to one War I l l . In ten turns, the Comm:1 11dos must
atures, lllarboid World, 11/i/d West, and
booklet, a vast improvem ent , I feel. as it cuts start at the upper level or the co111111orHI ce n te r
Wings Out of Shadow.
down on the urnount of time one spends leaf and fig ht through breaches nnd past highly
Games u n d gume items for which Space
ing and looking for u purtlculur set of charts. skilled Silo Defenders nrrned with grcnudes and
Gamer is seeking reviews include A dven The mujor d i fferences be tween the two rifles.
turer's Club, Agent Dossiers (Top Secret), products comes with the mu tcrlal designed for The best thing about Silo 14 i� that no two
Bat t/ecars, /Jumccl /Juslr Wells, Cassiope adventuring. Doth contain the same "Patron playing sessions arc alike, The placement of Silo
ia11 Empire, Ca verns of Callisto, Tire Com Encounters" (taken from Su1>plemcnt 6, 76 Defenders is random according to rolls of the
pany Illar, Cosmic /Ju/a11ce I/ - Tiie Stra Patrons). The Traveller Book contains a "CJS· dice: It is difficult. If not impossible. to plan J
tegic Game, Fam ine in Far-Go, Fasolt in ual Encounter," the Starter Edition docs not. fool-proof strategy. If you arc p!Jying with
The Trareller Book contains an "Amber Zone" more than one person, you m:iy not fire on
Peril, Fon11s and Charts, Free Trader,
reprinted from an cJrl}' i uc of the Journal, the each other (unless you Jre pb)'ing the Red Bri·
Gamma World (revised), Game/ord, Gate
Staner Edition doc not. Both editfons conuin gade scenario). Since it is never cert:lin where
way to Tek11mel, J/earts and Minds, High two adventure - The Tra1·e/ler Book cont:llns the Silo Defenders will appcJr JI Jn)' given time.
Ranger Guard, lig/1tni11g Bolts and Lasers, "Exit Vis:i' ' and "Shado�s:· the Staner Edition your Commandos a1c sometime eJsily gJnged
The Mind Masters, M.l.S.S.1.0.N., Murder contains "Mission on Mithril" and "ShJdows." up on, depending on die rolls.
on A rctums Station, Operation: Fasrpass, The adventure arc presented bc11er in the The game's weak point i thJt 100 much de
Operation Guardian, Operation Peregrine, Starter Edition, as the boM"<l fonnJt Jllows pends on luck. Winning isn't easy and you're
Orient Exprt!ss, Pe11ta11tastar, Race in GOW to break things down into sepJrate com lucky to get enough men 10 the center of the
Space, Reco11, Scouts (Traw•ller Book 6), ponents. Therefore. )'OU h:ive a scpar:ite map, silo to dis:mn the missile in the allotted time.
-3 1 -
human, animal :ind :ilicn - as he enforces the
laws o f Mega-City O ne.
HOW LONG CAN YOU This game, needless to say, is an attempt to
cash in on the comic's popularity. To Games
TREAD H ISTORY? :
Workshop's credit, they h:ive done a lavish job
of it. The components arc well-designed, expen
a y ear . . .
sively printed, and stand up well to play. More
a decade ...
to the point, the game is totally faithful to the
a lifetime... at
background of the Judge's world - indeed,
·�be �ourt
that's where most of its appeal lies. TI1e Judge
Dredd stories arc full of strange science·fictional
characters, presented in a wry, tonp1c-in<heek
fashion. The game captures the comics' flavor
perfectly, as each player becomes a Judge at
of 1Sing!i
tempting to arrest n wild variety of foes for
' crimes ranging from selling old comics to murder.
It's extremely easy to play; the rules are
very short and simple. Pluycrs may interact
]
A PBM game of Medieval I n t rigue freely through use of action cards: even if (as
� in which.... • often happens) your own character is far from
the action, he can play a curd to harass another
• Players steer a family, church or Judge.
trib e through years of history However, the game doesn't pl3y much like
• the stories. TI1c Judges don't cooperate here -
• Each game year is a one time
it's every man for himself. Drcdd himself ap
event in our chronicles
pears as a deus ex mad1i11a on a few cards. mak
• The only vi c to ry condition is ing your arrests for you (or requisitioning your
t SURVIVAL. cycle). Char:icters never die, but a lost fight can operate (other than simply giving each other
doom a player to :i boring few turns until his good cards, which is possible but usu:illy point
F o r FREE I N FO R M ATION player gets out of the Emergency Room and less) the game would be more meaningful.
w rite to: back into action. And the game c:irds, which On the whole: If you're a Judge Dredd fan,
are very witty, provide a disproportionate youU buy it no matter what the reviews say, so
THE R O U N D TABLE
amount of the g:imc's excitement. Once you've be comforted: you will like it. In fact, it works
Box 263 laughed at all the cards. Judge [)redd resolves both ways; I became :i fan after re:iding through
Cornish, Maine 04020 itself into two to three hours of moving :iround the game. I f you don't read Judge Dredd, you
the board, rolling dice, and trying to accumu might still enjoy it as a bccr·and·pretzels game
Or send S 1 0.00 for rules, set-up. late enough good cards to let you make an arrest (albeit a long one), if you can handle the steep
Please specify Royal, Noble, Church despite the worst your fellow Judges can do. imported price tag.
or Tribal. If there had been some way for Judges to co- - Steve Jackson
..
The gaming u n iverse of STAR TREK is already alive with adventures, rule
~
supplements, data books, and starship m i n i at u res. These new games are
0
compatible with FASA's existing products and are an excellent introduction to
g a m i n g in the f i n a l frontier.
'
,
Ava ilable at better hobby, game, toy and book stores.
-32-
Armadillo
game pitting United Planetary Federation's de
stroyers, assault scouts, f1gh ters, light cruisers,
SUPPLEMENrs assault carriers, battleships, minelayers and
A utaduel �i? space stations against like units of the Sathar (a
nasty alien race) and pirates. There are two basic
ARMADILLO AUTODUEL ARENA (Steve A rena _'--' and two advanced scenarios, as well as a space
Jackson Games); $3.00. Designed by Steve fleet campaign in the Campaign Book.
Jackson. Supplement to Car Wars. Two 32" x The Campaign rulebook has guides for player
2 1 " mapshects, two-page instruction sheet, character interaction with the spaceships. There
counter sheet with 16 wreck counters, zip-Jock arc sections dealing with spaceship construction
bag. Pu blishcd 1983. (hull size, equipment, weapons, and details on
The Armadillo Autodue/ Arena features the modifications and maintenance), spaceship skills
fust autoduelling arena opened in the U.S. The for the characters (including equipment and
huge map (32" x 42") shows the arena proper, what happens to your character when his ship
built around an abandoned shopping mall. Arena is shredded) and some added rules on econom
offices arc situated inside the heavily bunkered the center won't match perfectly. However, as ics (handling mining operations and freight
mall building, with TV and security bunkers on most of the distortion doesn't affect the com lines). The book closes with campaign notes for
the roof. Spectator seating is in stands above bat areas much, it shouldn't prove to be much the referee and background notes.
the wall, with some of the seating actually at of a problem. As with the first Star Frontiers boxed set,
ground level. The instruction sheet gives a short As a whole, the Armadillo Autodue/ Arena the graphics and colors on the maps are nice
history of the mall/arena, complete descriptions is an unusual place to duel, due to interrupted (the battle hexgrid has a map of a space station
of the arena and its outlying structures, a small line-of-sigh t and the necessary gambit of scream deck and assault scout plans on the back). For
map of the overall arena, detailed security pro ing around the central bunker at high speed to your SI 2.00 you get quite a lot of material, in·
cedures and, best of all, a weekly schedule de see anybody. I fin d it a welcome break from eluding an adventure module titled "Warriors
tailing events by night and the prizes awarded! road duelling. A must for Car Wars fans. A t of White Light" which combines ship combat
The wreck counters arc vehicles from the Car only S 3 , it's a bargain! and role-playing, and can be used as a basis for
Wars sheet. - 0-agi Sheeley further adventures.
The arena schedule is a prize, enlarging on The boardgamc is simple and fast. Even the
the AADA events described in Autoduel Cham KNIGHT HA WKS (TSR); S 1 2.00. Designed Advanced Game is easy to learn, and players
pio11s. The arena itself is a good battleground for by Douglas Niles. Expansion to Star Frontiers. can get right to the fun. It isn't as detailed as
any autoduelling event, albeit not that danger One 81h'' x 1 1 " 64-page boardgame rules book, Yaquinto's Shooting Star space combat game,
ous. The counters, by Denis Loubct, arc excel 1 6-page adventure module, 22Yz" x 35" full but the simpler design concept of Star Frontiers
lent, especially the wrecked Cadillac, which color map, 285 color counters, two ten-sided warrants a simpler game. The Campaign Book
looks like it hit a concrete abutment at 70 mph! dice, boxed. Published 1983. has enough skills to make your character space
Although a good arena, the map is a bit Spaceships and stelhu warfare have finally worthy and equipment to keep him alive once
large ; a 3' by 4' table is necessary to mount it come to TSR 's Star Frontiers universe. The ob he gets there.
properly. Also, the mapshects are distorted near vious lack of such rules in the original set has A few problems do exist, one being that this
the middle, where the two halves of the arena been filled in quite thoroughly by this two-part game has little or no cross-over value for other
come together; you will find that the lines in expansion set. The first part is a military board- space RPGs - there's nothing really new. TI1e
It's a c om p u t e r - m o d e r a t e d game
with p r o g r am s s u p po r t i n g p l ayer
d i p lomacy .
Advent Games
Post Office Box 81674, Lincoln .NE 68501
-33-
background has the simplistic Good (us) vs.
A RGONA UT GAMES Evil (them) and the Sathar ships look like Buck
Rogers throw-aways. Spaceship construction is COMPl!JiliER GAMES
slightly more restrictive than in other games, and
P.O. Box 438 new skills make characters created \Vithout this
Gamelords, Ltd.
- 34 -
laser rifle. Voyager I quickly becomes pre in new magazines, because the reader knows
dictable. exactly what type of articles to expect . . . and
- Bmce Berrien expecta tions arc completely fulfilled.
A sample issue contained episodes in the
future-history m ythes, new character cre:ition
rules, new vehicles and gadgets, answers to
��d�=i�d�?J[?L>'1:>"1J)�d�?J�-=�?JJ�
Car Wars. This gives it a sense of direction rare - Ronald Pehr
�������'\,
ravagers o f the land.
Turn fees are 8 2 . 50 initially and increase to a maximum o f 83.50 in later turns
(after turn 20). Please send for our rules book (82.50) before entering.
��
��
-35 -
few responses, too; not to mention "A
Gentle Art: Human-Moderated PBMs " on
.,
page 43.
-CF
LEITE rs
reviewed that are moderated by Flying
Buffalo are for the most part new or a t
least n e w t o the American market . I have
no complaint about them or the review
up to that point.
However, Mr. Armintrout then goes
into a long dissertation on the game by
The Fringeworthy/FTL: 2448 review FTL/Fringeworthy Designer's !'Jotes Schubel & Son called Star Ven ture . First,
was long but good. It's a shame that good - I like DNs too and the info on upcom I must point out to all your readers that
games like these get ignored due to the ing Tri-Tac publications was interesting. Star Venture is not a new game but has
saturation of the market by older games "The Joystick Report" - No offense been around since May of 1 9 8 2 . Secondly,
systems. SC can help by publishing gen to all your video addict fans, but I doubt nothing was mentioned in the review
eric adventures instead of dedicated ones. if most of us care that much about a joy about the play balance of Star Ven ture.
Perhaps it's time you get Mr. Barton to stick. As I sit here with a copy of the rules in
write some sort of guidelines for a "uni "So You Wanna Be A Starmaster" hand, I can only conclude that there is no
versal" SF-RPG system . Not full-Oedged - Looked nice. You need more of this balance in the game since a player is al
rules for converting characters and weap sort of article. lowed to buy as many ships as he/she
ons from one system to another, but a "Fleet Tactics in Star Fleet Battles" wants to. The obvious problem is that
writer's/player's guide to using Space - I don't particularly care for the game, wealthy players can buy their way to
Gamer-brand adventures. The naturalistic but the tactics were sound and the tech power very easily this way.
system used in Space Opera would be the nique kept it moving. Good job, Walt. Finally, I think Mr. Armin trout's com
best for describing worlds since it would Revised Champions Review - In all ment that "a more competitive and cun
allow GMs to easily adapt worlds to any fairness, I really can't see the need for a n ing collection of players would be hard
existing system. N PCs could be rated using review of a product that only corrected a to find" is ludicrous at best. Most of the
a system like that used in The Haunting few minor omissions. I certainly wouldn't really good players that 1 know of have
of Harkwood (TSG 6 3 ) . The guidelines spend $ 1 5 for anything but a whole new left Tribes of Crane and are playing in
could be published first in SG and per game. Adventures By Mail's Beyond The Stellar
haps as a hand-0ut sheet to be sent to Columns, etc. - For the life o f me I Empire . Your readers have also told you
authors interested in writing for SG/FG. can't think of any mag with as good a col this in the last game survey because Star
(A similar set of guidelines for fantasy umn section as you Texas lunatics. Venture was rated as a 4.39 and Beyond
games would be nice, too. And don't for Scanner - Excellent, as always. The Stellar Empire was rated as a S. 96.
get superheroes!) The magazine "As A Whole" - On I n closing, I would like to say that part
Stefan Jones a scale of I to 1 0 you get a 9 .5 this time. of Mr. Armintrout's problem is a lack of
Locust Valley, NY Keep those ads coming in! They're almost education and experience in playing a
as interesting as articles! But I d o think good quality play-by-mail game. To help
Funny you should mention that: Aaron you should require Schubel & Son to tell remedy this, I will buy Mr. Armintrout a
Allston has been com missio ned to do about their hidden costs on their ads1 I set-up in Beyond The Stellar Empire , the
such an article. (Look for it in 68 or 69.) was thinking about joining the game, but most detailed, exciting and competitive
I guess great minds work in like ways. with all the extra fee tacking-on I 've play-by-mail game, so he can find out for
-CF changed my mind! himself what a true quality game is. All
Keep One Thing In Mind - You are you or he rieeds to do is send me his
better than Pegasus. You are better than address.
I just received my SG 6 5 , as the first Dragon . You are better than A res used to Douglas Bagwell
of my resubscription. I'm not really sure be. You are better than the Journal of the Shreveport, LA
if I like the split, but since I read almost Traveller's Aid Society. You are not better
exclusively the material you now cover than sex or cheesecake with cherries. Oh
anyway, I figure what the hell, let you well, no one's perfect. Congrats to all the staff down at TSG
guys have some fun and specialize. Robert Hayes for the Origins Award for Best Magazine
My article-by-article opinion of SG 6 5 : Layton, UT covering Role Playing. It was well de
Cover Art - I loved it! That man served. Ditto Steve's induction into the
has talent. Thanks for the in-depth analysis ; I ap Gaming Hall of Fame. M akes me even
"Superheroes in TFT' - not bad at preciate the criticism as much as I do the more proud than ever to be associated
all! I really liked the new stuff here. compliments. I hope you 're showing SG with the magazine in some small way.
Looks good. to your friends - we can always use an I would like to take the opportunity
FTL : 2448/Fringe worthy Review - other reader. to comment on Russell Grant Collins'
Well, I like reviews and this one didn't A s for Schubel & Son, I 'd like to hear criticism in TSG 64 {Letters) on my V& V
change my opinion. Now I have another from some of their customers (and po review. I ' m afraid your analogy is a bit
company to add to my people-to-look tential customers) about PBM games and off, Russell. While Stan Lee may have
out-for list. fees. I'm sure the next letter will draw a chosen the powers of the Fantastic Four
- 36 -
et al, I hardly think he's ever donned the bardy's review of my current favorite, Call up his description of CoC turned it into.
identity of Mr. Fantastic or The Thing of Cthulhu. He actually claimed that No, rather than writing the magazines
and gone a-crime fighting, as the players there was no m agic in the game that play thanking them for Dana Lombardy's col
of any superhero role-playing game do - ers could use! Even a cursory reading of umns, I intend to write asking them to
if they're truly role playing. So his creation the rules would reveal an entire chapter either replace him or get someone to check
of their powers isn't really the same as a on the spells of the Cthulhu mythos, all his submissions for accuracy - or else
player creating powers for a hero he's t o of which are available to player characters withdraw them altogether. And I urge
"become," even i f only for a little while once they find and learn them from the other gamers who wish to see our hobby
in a game scenario. No, to carry your an Necro nomicon, etc. accurately represented to the general SF
alogy to its logical conclusion, the game As a revie wer myself, I know it's pos audience to do the same. Much as I'd
master, not the player, would have t o sible to make mistakes, but it's hard to like to see S F gaming receive the cover
choose the superhero's powers for his sce justify such inaccurate reporting as evi age it deserves, I'd rather our hobby be
nario, as his role in a role-playing situation denced in Lombardy's CoC column. I ignored than misrepresented.
is closer to Stan Lee's and those who doubt if many Lovecraft fans would be William A. Barton
write and create comics than a player por overly drawn to the monster-shoot-'em- 1 ndiannapolis, IN
traying a hero would be.
And as for the trimming rule in V& V,
no one's making you use it, you know. As
with any RPG, all you have to do is to ig
nore those rules you don't like (as I d o HERO GA MES PRESEN TS
with the "hero being the player with the
DV E N T U R E RS
addition of powers" rule) and use the rest.
Now if you simply prefer Champions and
want to play it instead of V& V, you cer
tainly don't need any other excuse, do
you? If you enjoy Champions, b y all
means, stick with it! However, if you do
like superhero games where you create
CLU B
your own hero rather than doing it ran
domly, I recommend Chaosium's new T H E H ERO GAMES
Superworld to you.
Personally, I find it much easier to cre QUARTERLY MAGAZI N E
ate Superworld superheroes who are just AN D NOW A CLUB, TOO !
as satisfying as those possible with Cham
pions, and find the game somewhat more
playable as well. Of course, that's not to
say Superworld is necessarily a better
game than Champions, just that I find it
Do y ou play
so for my purposes, as I do V& V from
Champions? Espionage?
time to time. But if you prefer Champi·
Justice, Inc.? Wel l, we've
ons (as I know many, including Aaron, got just the thing for y o u .
do), more power (no pun intended) to T h e Adventurers Club maga
you! Diversity among gamers is hardly a zine is a house organ dedicated
bad thing. to Hero Games and Hero·related
On another subject, I'm afraid that for products - including Mercenaries,
the first time I can remember, I must take Spies & Private Eyes, Autoduel
Champions, and the soon-to-be
issue with Steve on something, namely his
released SuperWorld adventure
recommendation a fe w issues back of
with Champions stats. Each issue
Dana Lombardy's gaming columns in An
of Adventurers Club contains a
alog and Asimo v 's SF magazines. When I complete adventure as w e l l as articles
first heard about them, I, too, was glad to covering rules expansions and clarifica
learn that the hobby was getting more tions. The Adventurers Club magazine is
coverage in the general SF press (especial quarterly now - and a subscription is
ly since I'd written to them about running only $1,0.00.
more gaming articles following one by True Hero Games fanatics who sub
\
John Ford a year or so back and was in scribe to the Adventurers Club magazine
formed they weren't interested in any w i l l also want to join the Adventurers
future coverage of SF gaming). I was sor Club itself! Membership in the club is
ry I'd missed the first few columns. Then an additional $ 1 0.00 - and includes:
I began reading Lombardy's pieces and - A personalized membership card
�, �
was rather disappointe d , since there was good for discounts on Hero Games
little of any depth to them and, even products purchased at conventions!
worse, little that seemed designed to spur '' - A newsletter of direct interest to
much interest in anyone outside the field. the Hero System, keeping you in
formed of events and gaming groups!
The coverage of Traveller, for instance,
- Free products as special gifts from us!
read like a press release. None of the as
Wonder Bucks, coupons good for cash off
pects of the game that might intrigue a
selected H e ro games products and services when
general SF fan, such as the game's roots
obtained from Hero Games!
in the works of many popular SF authors,
were even touched upon. As much could Subscribe and join today!
be learned from reading the game box H E RO GAMES 92-A 2 1 st Avenue San Mateo, CA 94402
cover. And then I was appalled at Lorn-
-37-
Where We1 re Going
by Steve Jackson
Lots of assorted bits and pieces this And play-by-mail versions of two of
month. As you see, the magazine is not our games are now running. Prometheus
yet back on schedule - but it's getting Games, a new Austin company, is already
closer. We're going to take the next few running A u toduel PBM, a Car Wars arena
months for "housekeeping" tasks of one game. And Draper Kauffman, who helped
sort and another: getting totally caught me out on Fan tasy Trip econo mics back those. Ah, well. Perhaps one o f us should
up on magazine schedules, building some in the Dark Ages, is now in the playtest change his name to something uncommon,
new office space, installing a better phone stage of a computer-moderated Illuminati like Gygax or Zocchi, to avoid confusion.
system, working on G URPS . . . What's that will have 24 players in each game. I'll
G URPS? Read on. have m ore data on that as it develops - Personal Appearances
Anyway, there won't be any big new or just watch for the ads . . .
releases until a bout Origins time. We'll In mid-November, I went up to Mile
still be here, though, hard at work. If you
Over the Water High Comics in Denver . . . met a lot of
can call playing games ·•w ork : • people, refereed a Car Wars arena, played
Games Workshop in England tells us some challenge games of Ogre (and got
Small New Releases that Car Wars is now the best-selling im beaten once ! ) and had a generally good
ported game over there. At their yearly time. A week after I got back home, Den
Car Wars Expansions 3 and 4 are (final Garnes Day, it was rated third as "Best ver got several feet o f snow. Good timing.
ly) out. Each one sells for S3 and includes SF Boardgame" and fifth as "Best New I'm confirmed as Gaming Gott for
two 2 1 " x 3 2" maps, an 8" x 1 4 " rule Game" (in spite of being two years old). CoastCon (Biloxi, MS, March 9-1 1 ), and
sheet, and an assortment of color coun Illuminati came in second in that cate almost confirmed as GGoH for Earthcon
ters. If you are into Car Wars, you want gory, and third in "Best Abstract Game." IV (Cleveland, OH, September 7�9) . . .
these. Otherwise, you don't. Fair enough? Yours truly scored second as "Best Games just a few details left to work out. I'll also
There will be a few more Car Wars ikms Inventor," behind Mr. Gygax , who has be at Origins in Dallas this July, and at
before Origins, but I ' m not sure what quite a following in England. most of the Texas conventions. See you
they'll be. Th e Case of the Two Steve Jacksons at one or another of them, I hope.
continues to get thicker, too. For those
Computer Progress of you who didn't know: Garnes Work GURPS
shop is England's biggest adventure game
Origin Software Systems is still work company. One o f the head honchos there Stands for the Great Unnamed Role·
ing on its first SJ Games releases. Andy is named - you guessed it - Steve Jack Playing System, now in actual playtesting.
Greenberg, who programmed Wizardry, is son. For years, he's been fielding questions At the moment, we're running an "after
doing Ogre . The notorious Lord British from people who think he designed Car the world ends" scenario, set in the Texas
himself (A kalabet/1, Ultimo, Ultimo II, Wars, Ogre , etc. Now he's getting even. hill country many years after a society
etc.) is doing Car Wars. Un dead is stalled The British SJ has authored a series of wrecking plague. That way, we can get a
as I write this - they lost their program solo adventures, called "Fighting Fantasy good check on the game mechanics with
Sfi
mer - but ought to be back on the track Gamebooks," which are now being pub out complexities like magic or
soon. lished in the US. And people think I did high technology. So far, it works.
'------ - � �'··
Cou nter I nte l l igence
b y C h ris Frink
I expect all of you are surprised to form. The little work it needed took
find SG 67 popping up so soon after 6 6 more time than our schedule allowed -
arrived. Sorry if we caused any confusion; goodbye deadlines. But it was the only
we 're trying to catch up. Just to show complete S F game we had on hand. And games in the magazine; but, instead o f
you we're not out to drive you crazy with when an opportunity to purchase Sh u t t[e pro mising a specific number every year,
this herk y�erky publishing schedule, SG wars from the defunct Paranoia Press came we would like to publish any good mate
68 will be out two months after 6 7 . Just up in the midst of producing Orbit War, rial we get in. We'll keep trying to give
like it's supposed to be. Steve scarfed it up as a companion piece you two good games a year. I f not two,
for Orbit War. we'll try for one. If w e can't get even one
Help! Help! When we split TSG into FG and SC, good one, we won't print a bad one -
we promised you two games a year in we'll just run scenarios instead.
Here at SJ Games we're proud of our each magazine. We have to meet some One of SPl's fatal mistakes was its com
last game-in-a-magazine - Orbit War. We pretty tough standards - yours. We aren't mitment to a game in every issue of S& T
are not proud about the time it took to getting enough serious game sub missions and A res. We don't want to risk that.
get it to you. We had to call O W out of that m ee t those standards. In other words, How will you feel if we ease up the game
the bullpen after our starter gave up in we don't have enough resources to print in-the-magazine schedule? Let us know.
the late innings. We were lucky Orbit two good games a year in Space Gamer. And we do want to see your game
War was submitted in close-to-publishable We would like to continue publishing d esigns. Just remember that the more
thoroughly prepared submissions are going
to get the most consideration. They should
be well playtested, have legible, organized
rules, and a good map and counters. I f
COM I N G
w e get in two good game designs a year,
we'll print 'em. But until then, we don't
want to be scrambling around trying to
ATTRACTIONS
p ublish just-suitable games. We would
rather spend the time developing generic
game scenarios - S C will publish one every
issue we don't have a game.
Fantasy Gamer Here comes the plea for help. We need
I n Issue 4 (reb./March 1 984): m ore S F scenarios. And they need to
The Quest of Solimar. a m ulti-player fantas) adventure; be generic - scenarios that can be play
A review. with designers' notes, of an irreverent new boardgamc. Chris ed using any relevant game systems. As
tians and Lions: with games, the better-play tested, more
"Vampire Trap," a new installment in Timothy Zahn's "Whehalken the
thought-out the adventure, the more con
Djinn Sword" series.
sideration it will get. And since SG pub
lishes only generic scenarios, the less work
we have to do to make them generic, the
In Issue 68 (March/April 1 984): more inclined we will be to accept them.
Island of Entel/ope - a com plete J.!Cncric adventure s e t in a post-holo-
This shortage is much more pressing than
caust world . Lots of maps. lots of details, lots of fu n :
the game shortage, so help me out.
Featured reviews o f Bug-Eyed Monsters - the spirit o f the SF
films of the Fifties. Crom Greg Costikyan and West End Games;
Nuclear Escalation - latest nuclear tensions gleefully exploit- New Regular Feature
ed. from llladc/l·lying Buffalo; and Alien Contact - a sci
ence fiction game from Phocnh F.ntcrprise s ; This issue sees the debut of a new
"Icepick" - a new Ogre scenario a n d a new Ogre short story. regular feature, a forum for Play-By
Mail Gaming called "Keeping Posted."
Autadue/ Quarterly "KP" will have room for reviews, design
er's notes, gamer's comments, and PBM
In Issue 5 (Spring 2034):
The Green Circle Blues - can you save Seattle
Update. The column's first article, "A Gen
from the terrorists'.' A program med solo adven tle Art: Human-Moderated PBMs" is con
ture for Car Wars : troversial and sure to elicit a few responses.
"Effie" - life can get complicated I already have a strategy article on line
in 2034. when you have to make for 68 and a review for 69 to accompany
housecalls. Action-packed au toduel all the commentary.
ling fietion : Play by Mail is becoming a more popu
The AADA: Here and Now - It's
lar form o f gaming, and we will cover all
-41
.,.:
� .-..� •""here! It's real!
... You can Join!
Sli
the growth and change
in "KP." Watch for it.
--40-
5i�ANNE� News fram the Warld cf SF Gaming
January/February 1984 Edition
New & U pcoming Releases mum turn costs S 2 ; additional actions beyond
the 1 0-action minimum will cost 20 cents. Those
interested should write Takamo, Advent Games,
Two PBM Magazines Begin Publication ages of the safari ship, Leaping Snowcat; Mur P.O. Box 8 1 674, Lincoln. NE 6850 1 .
Two new PBM gaming magazines, Flags/rip der at Arcturus Station, Traveller Adventure 1 1
and PBM Universal, began publication in Decem (S5), which involves the murder o f Ringiil and Car Wars PBM Ganie Released
ber, 1 9 83. the search for his killer; Third World War, Bat Prometheus Games has acquired the rights
Flagship will be devoted to a wide range of tles in Central Europe ($20); 8th Am1y, 711e from Steve Jackson Games to run a PBM gan1e
PBM subjects including reviews. features, design Crusader Battles ( S I 0), which follows the Allied based on the Car Wars system. The game, Auto
er interviews, company announcements, game· offensive in 1 94 1 to relieve Tobruk ; and Issue duel, will pit players against each other in the
related fiction and an overview of addresses and 1 8 of The Journal of the Travellers'Aid Society. Titan Duelling Emporium. Players begin in an
prices. Edited by Fire & Movement Contribut amateur night competition and work their way
ing Editor Nicky Palmer, Flagship is available in u p in skill, prestige and m oncy by defeating
the U.S. for S I I annually (four issues) through Advent Games Releases New PBM other players of roughly equal skill. Duel win
Flying Uu ffalo, Inc.. P.O. Box 1467, Scotsdale, Ad\'en t Garnes has released Takamo, a stra· ners will get their next turn free and the most
AZ 85252-1467. Orders outside the U.S. can be tegic-lcvcl, science-fiction PBM game of galactie prestigious players will get all their turns free.
placed directly with the magazine for £ 6 annu exploration. expansion and conquest. Set-up The SS set-up fee includes the first turn; turn fees
ally at Flagship, P.O. Box 7 1 4 , Coleshill, Bir· fee is SI 0 and provides players with detailed range from S I . 7 5 to S 2 , depending on the play
mingham U.K. home world, home system, subscctor and sector er's skill. Rulebooks arc availa blc for S I . Those
PBM Unfrersal, edited by Bob Mclain, was data, as weJJ as two free turns ( 2 0 actions) and interested should write Prometheus Games, P.O.
released almost sim ultaneously \\ith Rags/tip. a free expandable rulebook. A I 0-action mini· Box 43450, Austin. TX 7 8 745-00 1 0.
The magazine, which will he published bi
monthly. will include arti:!,•s on PBM games
Convention Calendar
and related topics. a ga11 ..idvice column, a
regular P13J\I comic strip � .10 a game design col
umn. Subscriptions ar� S 1 5 per year (fully
refundable if not sa11sficd) and arc available by *March 9-1 I : COASTCON '84. SF and gan1ing April 1 3 - 1 5 : CAPROCK. S F con. Contact Cap·
writing PBM Universal, P.O. Box 4 3 7 , Hawley, con. SJ is Gaming Guest of Honor. Contact con '84, 302 E. Purdue No. 29, Lubbock,
PA 1 8428. CoastCon '84, P.O. Box 1 4 2 3 , 13iloxi, M S TX 79403.
Palmer feels that his Flagship and PBM Uni 39533.
versal arc strictly friendly rivals and he encour *March 1 6 - 1 8 : ORCCON 1 984. Southern Cal· SJ GAMES and SG will be attending the
ages contributors to write and illustrate for ifomia 's largest strategy game convention convemions marked above with asterisks.
both magazines. and exposition. Contact STRATEGICON
PR Dept., P.O. Box 2577, Anaheim, CA
-4 1 -
write, about 99% concern themselves with
gamemastered games. Of these, at least
Posted
- the gamemasters supposedly have a
grand plot to stomp out one particular
A Gentle Art :
player, or arc making a rules change just
to foil someone's plans for conquest.
Only a few complaints sound legitimate,
but nobody ever has proof.
-42-
staff and make sure thcy"re all GM
Septemlx:r l l . 1 9 J
SO YA T H I N K YOU'RE FAST,
ing in step with each o ther .
EH, KID?
lX.1r \Ir Arml'\ttoul. • Design : A well-made game i s
KID LIGHTNING/"
K
I htlloc Sd1ul "I L\ Son's modtt'111on or 10)' of ils g;imcs is equ3l to •Outlook: J "m not going to men· "Fasc? You /Joel Your gaming software
or t'C'Utr t hin any 1lmlh1 1calc g11111r. In the cue of SrarMasur, there
tion the company, but once upon a is shipped wichin 24 hours. Ordors re·
Is �lrnply nolhiuri to cnmparl' II to ao we c.1nnot measure whether ;in
olhcr COlllJlllll)' lh)e' " IK'lll·r jl.,h or 111odcr:11ion. The question lhcn time this company 111adc a rule /Jy 3 pm
ceivod oro s/Jlppod soma da y.
hccomu, lllWI Schuhl•I it Snn llO Ufl ll(.'l'C llluhk job al moder3tion or Nobody boors
StarMm11•r't w� llHHUllhl 1hh1 In two ways. Fiut, by seuing internal change in their game . . . and 700
co1111Mny Mta111lauh, tlwn d1c\:kl111:1 111 rn1 for errors and measuring
the l)CJfOlllHlllCC or our GMs !SI every kvd JGJinSC that standard over
player positions simply dropped LIST OUR
a
I illll'. We haw met or excu:Jtll th t 1mbjcctlvc standard l!\�ry month o u t o f the game. Wh:1t did thc game APPLE 1 1 / 1 1 + Disk PRICE PRICE
we haYc 01'11CrattJ the .i::amc
BRODERBUND
m astcrs 111akc of th is? ·· . . . those 24.95 1 8 . 7 1
fhc KConJ, more ohjti.:llH s1111d:ud .,., c USC' for 1ll our g:u:nc:s is
Galactic Empire
the mu\uf\• o( tht m.11..tlf'LIC't, Our nsump1ion s i th3.t in the tong players (700+) left because they G al�ctic Aovolu ti on 24.95 1 8 . 7 1
run, Ir ,., Jo .a P°"' job of moJtrJllon, people si.."Dply ''"'ill not pb.y G alactic Troder 24.95 1 8 . 7 1
the &-1mc Our ultt and m.arkct U.11c wt!I bc·r;in to fill md our coe>
could no longer cheat . . :· Really? Tawala's Last Redoubt 29.95 22.46
pchtaon •\JI crow '''°"'" Wh.J,t tl the mc'UUfC of SI4TJltJttr Uld I know that players occasionally try Arcade Machine 59.95 44.96
Schubd &. Son on tha,i cntcru'! S&iUJl011n 1:1 b) far the- most sura::s:s- Chop lifter 34 .9 5 26.21
(ul J.1mcrn..utcr-moJcu1cJ r.arnr "' hlitot). U11c D!lmbas of ;:.b)"* to cheat. forge t u rnsheets. even Serpentine 34.95 26.21
en "re w.Jhns 10 p.ay .. � I') hc,.h .amounHJwt ro purch5c a d...
-rdoprd Sky Blazer 3 1 .95 23.96
pc>\ltJOa 1n th< p- '°"' lttt<r U)l lh<quot<d pbycrp,;ds:'.50.00
counterfeit their g3mc tokens. but a
to anot htr rb)tt JUU 10 1u.11 We h.ne bard of positio:J:s sd!Q'- i:l DATAMOST
company that truly believes most
th< S70000 unc< :0-<• t>rsimunc poat10111 1 1 S5.00 pcrsun frot:1 Aztec 39.95 29.96
us U'C' .al .a fri.OfJ k'fl SU11..'1•1trr f.l.OSliN more tu
m fe=:s tb:t:l J::i) o f its players arc out to che3t the �,,issing Ring 29.95 22.46
oth<• rt•>·b)·ml� pm< or Jny t)P< S.:bub<I &. Son l�c. _ __ .,, Mars Cars 29.95 22.46
to M the k1Jer 1n p�)-by·m..a.!.. Our comrehtors M�c g:rO"r.Iin nun> modcr:uors ha sunk into 3 pit of Pandora's B o x 29.95 22.46
bu. but not a.n t.lrtn&th. Thn Lui )Ur s.t.ow.:cd the b.rg:s.t number of 29.95
pla)�)*ftta.al laalurr-i an hulOI')
cynicism. The players will catch on Spectrn 22.46
Swash buckle• 34.95 26.21
to that kind of pirit eventually,
All lhll m1\n a \C'I') ronvin""' argurTK"nt ttut O'\'enll Schubt-1
Thief 29.95 22.46
& Son Int anl.I Stor,\lottff U1 r1t11cullr UC' doui.g l \;"('f}' good job at and that"s not good for business. EPYX
modtral1on l>o ('llOU occur" Vc-t.. llo ''""' do c\·try1hing "Y.'C' can to D rag on 's E vu 29.95 22.46
avoid 1htm ind m•..t the hut l"Ont"rllons "Y.'C' can when the)· do L;1stly, a company can't count Hellfire .Warrior 39.95 29.96
OC'Cur7 I hrlltH' 111Ln thr "m�rr 11 )•ts. I bd1e\e this is all a human
Invasion Orlon 19.95 14.96
being c1n do, Wr wUI C'Ontlnu111ly llO 111 we can to imprO\'e. I firmly forever on the goodwill of its cli
btUcvt" )'Ou i:11111101 flnll 1 ht'llt"I modtnlor 1h:1n Schubd & Son Jnc. •
M o rloc's Towur 19.95 14.95
the le•�" In pl•y·hr·m•ll.
ents. Sure, a player who has sunk a Star Warrior 39.95 29.96
Rescue ot A l g o l 29.95 22.46
Sincl!rdy yours,
few hundred dollars or a few years
G.:org.: V. Schubel Temple of Apshol 39.95 29.96
rrcsident. into a game is going to stick with i t MUSE SOFTWARE
Schutx:l & Son Jnc.
i n the face o f rules cha nges and Castle Wolfcnsteln 29.95 22.46
Caverns of Freitag 29.95 22.46
declining moderation - the game Robot War 29.95 22.46
reputation. but helps you hold on 10 your ·'well make improvements'' or ..we·re ATARI 400/800 Disk
most talented people. trying to turn things around"' . . . but MICROCOMPUTER GAMES
•Computerizing: There's a growing trend e\·entually thcrc"ll be a turning point past Empire of the Ovcrmlnd
G.F.S. Sorceress
35.00 26.25
35.00 26.25
t o take portions o f a human-moderated which the players can"t be pushed. They'll Space Station Zulu 25.00 1 8 . 7 5
Telengard 28.00 2 1 .00
game and make them compu tcr-moderated jump ship. and that sort of thing can be Voyager 25.00 18. 75
- for instance. having all conventional contagious. STRAT E G I C S I M U LATIONS
combat handled by t he computer. That Space Gamer - both the Texas staff Cosmic Balance 39.95 29.96
Cytron Masters 39.95 29.96
cuts down on the time i t takes to process and the contributing ccli tors - can·t prom Galactic Adventures 59.95 44.96
a t u rn , and also c u t s down on complaints ise to act as 0111huds111a11 for the entire Shattered A l l l o n c o 30.95 29.96
(you can't talk back to the machine). Yet PBM industry. Not every letter can be
Write for o complete llstlno of software.
at the same time it tears o u t the whole published as a letter to the editor, nor can Specify mochine ond disk or cossotte.
reason for going with human moderation every complaint be looked into. But we Add S2.00 for postogo ond hondling.
Make check or money order poyoble to:
in the first place - the freedom to try do want to hear from you - especially . at
the moment. on the subject of StarMasrer
any gambit or tactic . reg:irdless of wheth
Lightning
er thcre·s a rule for i t . Computers make - and if something is worth i t , then we'll
M1craliames::::::...
l ��;;;•t,J:TNING�
gre:it record keepers :ind formulae crunch print it (along with a response from the
ers. but they can't replace a ga memaster. company involved. if they have anything
• Confonnily: Your g:imemasters
all be working from the same se t of rules,
interpreted in the same way. or you11
must to say).
Most game companies run good games.
and whatever problems exist can be solved
� sen r ya. "
evcntu:i l l y wc:ir out the patience of your i f players and comp�nics will listen t o
players. When you get complaints about each other and Dept. S P.O. Box 59701 Dallas TX 75229
P B IVI U pdate
taking part at this time.
Quadrant VI: Several colonies have begun
large-scale production of military equipment. It
is not clear at this time whether this production
is for defensive purposes or whether it presages
some form of aggressive action against other
Terran colonies.
Adventures By Mail Capitol Quadrant VII: Several alliances are placing
Game 1 : IV AKA 's position of first place is beacon nets to cover the quadrant. According
Company News: At Origins '83, there was quite solid. ZXY and SLEEN are in second a11d to the Etuel, these beacons arc used to track
considerable discussion of the problems faced third respectively, but are not close to catching the presence of starships virtually anywhere in
by Canadian players of U.S.-based PBM games. TVAKA. P l VI CE, CHATAN, ALD RYAMI, the quadrant, and will be a vital part of any
To solve some of these problems, we are very GROGNARDS, and CHITIN are expanding future conflict here. No player has yet succeed
interested in starting an "all Canadian" game of rapidly. ed in finding and destroying a beacon.
Capitol with one turn per month (instead of Game 2: The WEEBLES are in first, but just Quadrant VIII: The Alar continue to reject
three). ln order to begin such a game, we need barely. All 1 2 races are quite active, with several attempts to contact them, as do the Regajians
help. Any Canadian players interested in join minor skirmishes occurring. The ETTINITES and Muar. There is much speculation over
ing such a game or in helping us recruit other look tough, whether or not these races have found a way to
Canadian players should write us for more Game 3: Setups are being processed. hide entire star systems. If so, it is unclear when
infomrntion. or how they intend to make their presence
GAMES Magazine chose Beyond the Stellar Warboid World known, If not, where arc they?
Emprei as one of the top I 00 games of 1983. l l The number of shutdowns is rapidly increas
was the only PBM game so honored. ing in the first and second groups of games. In
fact, several games have had about half of the
Clemens and Associates .·
Beyond the Stellar Empire players shut down and at least one player has Company News: While there arc still open
The USS Second r:Jcct engaged the most shut down two enemy STIC's in the same game. ings in quadrants I through IV for players who
powerful Flagritz Occt ever encountered. wish to join their friends who are already playing
Twenty-one USS ships attacked two baseships, Schubel & Son Universe II, we have added a new quadrant,
a scout and a captured human ship. The terrible xxr, and it is completely different from the
results: Six USS ships destroyed plus several Company News: We are pleased to announce others. The first ships have just been assigned in
severely damaged. The Flagritz lost the captured the opening of our fourth StarMaster galax y, this new space.
human ship, saw their scout crippled but not the Sou them Galaxy, and that work has begun We have made arrangem ents to start an
captured, and their baseships took a tremendous on StarMaster II. which will be an updated and entirely separate game of Universe II for players
amount of damage, yet were still functional. improved variant of the original StarMaster. in Australia and surrounding areas. They will
The USS fleet has returned to its home port for The release of StarMaster II is expected in late compete only with players having the same
repairs and R&R. 1 984. postal times to the USA. Any players interested
The FET colony LORIT was vanquished by may contact: Chameleon Games, G.P.O. Box
natives, possibly aided by some unknown entity. Star
M a
ster 2302, Sydney, 2001, Australia.
The FET Marduk, first to arrive on the scene, is In the Central galaxy, the migh t Yarki
picking up the pieces. Theocracy attacked the homcworld of the Universe II
SSL colony Korlus is being investigated by Shi'ar Divine Meld. After defeating the planet's Quadrant I: The war between the Regajian
the ISP on allegations of genocide. Emite the naval defenses, the Yarki telepaths landed a Empire and the Unity Alliance is in a stage of
Clean, Head Squeek Of All The Burrows, force of 20 Fanatics, 1 0 Sorcerer-Guards and regrouping·. Both sides seem to be preparing for
estimated that the Lemites killed numbered 1 0 of the advanced Biologist units. The Yarki a decisive battle. In the Harris area, the ILOC
in excess of 100,000. "If I don't get that planned to systematically sweep the planet with forces counter-attacked with devastating effect.
murderous governor, my pups will ! " Emile their Fanatic and Sorcerer-Guard units and call One UES ship was completely destroyed. The
said. in their elite Biologist units to crush enemy sacrifices by the brave UES commanders have
strongholds. The Shi'ar defending units, 34 enabled the Etuel to complete the defensive
Warrior-Guards and 2 7 Legionnaire-Guards, force fields around Harris, Merga and Alkaid.
Advertisers were quickly located and eliminated by the
Yarki after heavy fighting. With the fall of the
Quadrant II: The Ix tli attack on the Etuel
star system of Alu la has again been broken. One
I n dex last defenders, the Shi'ar leadership detonated
their stockpile of 50 Hydrogen bombs and 1 0
outlaw ship, the Falcon, was virtually destroyed
by the UES Knights defendingAlula. Reinforce
Advent Games . . . . 33 Cobalt Fusion bombs. The terrific explosions ments for both sides are arriving, Regajian
Advennires By Mail 9 that followed destroyed 1 0 0 mcgacities and Empire ships have been sighted in the Zosma
Argonaut Games . . . 34 two Yarki Sorcerer-Guards. The planet had area. Their presence raises many questions.
Castle Creations . . 6 fallen! Quadrant Ill: The Unity Alliance is also at
Central Texas Computing IFC -Duane Wilcoxson war in this quadrant. Pitched battles are raging
711e Comp/eat Strategist . . 16 around the star system at Al'l-142, with the Unity
. 32
FASA Corporation . . . . .
Central Texas Computing ship Wahoowa scoring the first kill on an Order
4 Sight . . . . . . . . . . . . . 12 of Lafitte ship. Meanwhile, colonization activity
Galactic Trader (Retailers) !BC Company News: First, another major rules proceeds at a rapid pace in the Nocer area.
Game Designers ' Workshop . 30 expansion has just been completed. The Etuel Little conflict has been reported in this area.
Gamelords, Ltd. . . . . 34 may be able to help players who ask for specific Quadrant JV: There arc unconfirmed
Graaf Simulations . . . . 35 items. Second, rising costs have forced us to reports that the Triad Alliance bases have been
Grenadier Models Inc. . 17 increase fees, effective January 1 , 1 984. Setup attacked by LOTDP forces. It is unknown if
Hero Games . . . . . . . 37 (including two turns) will be S 1 1 .00, and each this was only a raid or the start of a major war.
Lghtning
i Microgames . 43 succeeding tum will be $3.50. Last, but not STA ships have begun probing the perimeter of
Phoenix Publications. . 20 least, you can expect Quadrants IX-XII to the Unity Confederation. In the Muar Empire,
The Quartermaster . . IBM begin opening in the first quarter of 1 984, due MSS ships have succeeded in driving most of
Ra/ Partha Imports . . . 16 to demand. the UES ships from their Empire.
The Round Table . . . . 32 Quadrant XXI: Starships have begun trading
Schubel & Son . . . . . JO Universe Ill at Gysarme. Nearby, starship 40660 (Starling)
Steve Jackson Games . IFM Quadrant V: The Etuel appear to be intro was the first to discover an uncivilized star
Victory Games . . 3 ducing new equipment to make colony opera system in this quadrant It is reported that star
Jllarcon '84 . . . . . 14 tion less dangerous. Rumors abound of a major ships belonging to the Cetusville Alliance have
West End Games . BC battle over an inhabitable planet on the west side been sighted near Putjor.
Zorph Enterprises . 35 of the quadrant. It is not clear whether this is a -Jon Clemens
-44-
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