Professional Documents
Culture Documents
Loren K. Wiseman
Associate Editor
Timothy B. Brown
The Magazine of Science-Fiction Gaming
Spiritual Advisor
Marc W. Miller
Art Director
Michelle Sturgeon
Publisher
CDW
Ether Ship
Etiquette
Greg
- Novak
Learn how the elite conduct themselves while in transit between planets, and the behavior that
distinguishes the person of note from the common herd: A guide to interplanetary ether ship
etiquette-or getting there is half the fun.
To anyone planning to ship a party off to Mars, it may come as a shock to learn that it takes 70
to 90 days t o make the trip. The restriction of a small area which the average interplanetary liner
Challenge, the magazine of science-fiction has to offer for such an extended length of time caused some problems on the early voyages of
gaming, is published bimonthly.
these vessels. To avoid future difficulties of a smiliar type, the companies involved in operating the
Twilight: 2000, MegaTraveller, 2300 AD, and
Space: 1889 are all trademarks of GDW. liners to Mars have evolved an etiquette system that, in itself, provides some interesting background
Most game names are trademarks of the com- on this period.
panies publishing those games. Use of a
trademark t o identify a product commented upon
in this magazine should not be construed as im-
plying the sponsorship of the trademark holder,
nor, conversely, should use of the name of any
product without mention of trademark status be
construed as a challenge to such status.
Challenge copyrightel 989 GDW, Inc. Printed
i n t h e U.S.A. All rights reserved. ISSN
0894-5535. All editorial and general mail should
be sent to Challenge, P.O. Box 1646, Bloom-
ington, IL 61702-1646.
Special Supp
The issue price is $3.25. One-year subscrip-
tions (six issues) are $ 1 5 in the U.S. and Canada. The Hinterworlds
Foreign subscriptions (outside the U.S. and
Canada, but not to APO or FPO addresses) by sur-
Rob Caswell and Karl Johnson
face mail are $ 3 0 per year. Foreign subscriptions A complete, never-before-published sector: The
by air mail are $ 5 0 per year. Please make all Hinterworlds. Lying on the trailing edge of the Im-
payments in U.S. funds drawn on a U.S. bank. perium and adjacent to the Old Expanses, the
Submissions: We welcome articles and illustra-
tions for Challenge. Please inquire before submit- Hinterworlds sector has been an ever-changing
ting manuscripts, enclosing a stamped, self- backwater throughout its known history. Hundreds
addressed envelope; we will send manuscript of unallied worlds and a fistful of pocket interstellar
guideline and format sheets. Art portfolios should unities comprise the sector, which has proven to
be addressed to the art director, c/o Challenge.
Foreign inquiries (except APOIFPO) please in- be a Gpe birthplace for new life forms and has given
clude an International Reply Coupon. rise to eight nonhuman minor races.
MARTIAN CLOUDSHIPS VICTORIAN ADVENTURERS
Four sprues of plastic Martian sky galleons Ten assorted figures dressed for adventure
for expansion of the battle fleets in Sky in the world of Space: 1889. Included are an
Galleons of Mars. Includes more than four army officer with revolver, army officer with
different kinds of ships. Comes with a back- sword, navy officer, inventor with pistol, thug,
ground booklet (which includes a quick-and- missionary, lady with revolver, lady in ttavel-
easy painting guide). These ships can be used ling clothes, gentleman in top hat, and Hi1
with the Sky Galleons of Mars rules or with Martian brave. The set comes with a back-
the aerial gunboat rules in Space: 1889. ground booklet which includes a quick-and-
GDW: 1801. ISBN 1-55878-044-0. easy painting guide.
Boxed ....................................... $10. GDW: 1821. ISBN 1-55878-046-7.
Boxed. ........................................$10.
SOLDIER'S COMPANION
AERIAL GUNBOATS @ Space: 1889 miniatures rules.
Four sprues of plastic British aerial gunboats
for expansion of the battle fleets in Sky
-
Militarv background. color .dates.
. .organization
. of troo~s.
The llfc of the soldier exempl~fiestli~. ap~rllof
SOLDIERS OF THE QUEEN
One coniplcte British infantry company (20
-. .-
- .-. ,
Galleons of Mars. Includes four sprues Spnce: 1889: the iinagr. ofthe noble-horn English figures) as org~nizcdin the Soldier's Com-
originally included in Sky Galleons of Mars a officer, hi\ native troops a1 [he r c ~ d y \tanding
, panion, the miniature wargame rules written
(with four Dauntless, four Reliant, and four 1 11 agalnst hordes of savage prlmltlves In the name specifically for these figures and Space: 1889.
Aphid gunboats). Comes with a background of Queen and Emp~rc.The Soldier's Compnnion These colonlal troops are equipped for battles
booklet (which includes a quick-and-easy 15 dedicated to depicting the live5 of colonial with savage Martians, Venusians, or renegade
painting guide). These ships can be used either $oldier\. from their organi/ations and locations adventurers. Ten d~fferentposes are provid-
with the Sky Galleons of Mars rules or with on Venus and Mar\ to the~rvar) ing store\ of ed. along with a background booklet which in-
the aerial gunboat rules which are in Space: I II equipment. An extensive color section serves as cludes a quick-and-easy painting guide.
1
1889. a uniform guide and painting illustration as you GDW: - 1841. ISBN 1-55878-047-5.
GDW: 1802. ISBN 1-55878-045-9. assemble your armies of miniatures. Also, Sol- Boxed. (July)...............................$20.
Boxed .........................................$10. dier's Companion introduces the mass combat
and miniatures rules for Space: 1889-as the co- n
lonial trouble spots of the Solar System flare up,
you'll be ready for them with Soldier's
Companion.
GDW: 1984. ISBN 1-55878-026-2. 96
pages.. ...........................................
.$12.
KRAAG WARRIORS
(Coming in November)
A 20-casting assortment of fierce High Martians. These
flying savages are hardly organized enough to call this
group of 20 figures a specific unit, but they are a threat
and will function as adversaries to both the Soldiers of the
Queen and the Legions of Mars. Ten different poses are OF MARS
included: one of some, two of some, and threebf some. One complete Canal Martian war band (20
The set comes with a background booklet which includes figures) as organized in the Soldier's Com-
a quick-and-easy painting guide. These fiyres are in prop- panion, suitable for use as Syrtans, Gaaryans,
er scale for use with the Soldier's Companion. or Parhoonis, and equipped and posed for
SKY GALLEONS OF MARS GDW: 1843. ISBN 1-55878-049-1. Boxed ........$20. squabbles between Martians or battles against
o The maeic of liftwood. I ~ i i t i s hcolonial troops. Twenty metal fiRures
@ Plastic ;hips. in 10 different poseiare included, alongwith
The first game in the Space: 1889 series, a background book!et which includes a quick-
Sky Galleons of Mars places you in thrilling
air battles high above the red deserts. British
HERE'S WOW TO ORDER!
For sale at your hobby or game store. Or order from GDW.
\ and-easy painting guide.
GDW: 1842. ISBN 1-55878-048-3.
aerial gunboats, armed with sophisticated By Mail. Write what you want on a piece of paper. Pay by check, Boxed. Nuly)............................. , 3 2 0 .
naval guns, duel the finest cloudshi~sthe Mar- money order, or VisaIMasterCard.
tian ~ i i n c e scan muster. Rules cdver move- I e . us at (309) 452-3632 between 9 a.m. and 5 ~ . m .I
~ v ~ h o nCall
ment and firing, grappling, boarding actions, central Time weekdays: you can pay by Visa or ~ a s t e r ~ a r k
critical hits, complete ship design and rating, By FAX. Write out your order (including VisaIMasterCard in-
and more. Sky Galleons of Mars is played formation) and fax us any time at (309) 454-3127.
with large plastic pieces depicting the gunboats We are committed to prompt service; we fill orders within two
and cloudships involved. working days.
GDW: 1890 ISBN 0-943580-73-0.
Boxed ........................................$28. FREE! Write, call, or FAX for GDW's free, current, 16-page catalog.
The American
Marines to keep track of the
C. W. Hess various attacks on RPGs that occur
By the 23rd century, with America and her from time to time. Some of i t makes
colonies located light-years apart, the availability of pretty interesting reading, especially
a well trained, mobile fighting force has become the N C N News, published by the Na-
a necessity. When nations were still confined to tional Coalition on Television Vio-
earth, America employed the RDJTF.Today, a similar lence, a group that believes using vio-
lence to entertain is harmful t o the
organization exists, the ART. Capable of deploying
mental health of the observer. NCTV
troops anywhere on earth within hours, the ART is opposed to RPGs (because they all
cannot respond to situations off-world without con- involve vicarious violence). and main-
siderable preparation. Enter the US Marine Corps.... tains a list of deaths, suicides, mur-
ders, and other crimes which it claims
are linked to playing RPGs. It is enter-
taining to look aiwhYat else NCTV con-
The French siders harmful, according to the N C N
News.
Lieutenant's Movies, TV shows, and videos are
said to be damaging if they are ex-
cessively violent. See if you can guess
Connection the name of one film from what NCTV
says i n a review (NCTV News, Vol. 6,
Marcus L. Rowland No. 6-7): "Intimidating Queen ter-
It sounds like an easy job, though the money isn't rorizes all. Drug use includes hallu-
particularly good. The task i s to escort one French- cinogenic mushrooms Walrus ....
man from Adrian to Premiere and make sure he openly smokes opium....Violence is
catches his ship to Earth. What could go wrong? graphic, unneeded and senseless....
m h e film is definitely likely t o cause
viewers to become more violent" (ital-
ics theirs). What is this film? Walt Dis-
ney's Alice i n Wonderland! I'll admit
it's been years since I've seen the film,
but I can't recall any opium or hallu-
cinogenic mushrooms, let alone any-
Sky Eyes 66 thing that could be labeled "graphic,
unneeded and senseless" violence.
Dale L. Kemper Maybe my brain has been damaged
The raid on Patinir might have looked like a walk in the park to the guys on the ground, but for by watching too many cartoons.
the "unappreciated few" who had to dodge everything they could throw, it was tough! Speaking of which, NCTV's moni-
tors report that Bullwinkle, The Flint-
stones, Muppet Babies, and Smurfs
contain eight or more violent acts per
The Waco Rangers- hour. Cartoon violence is stated to be
just as harmful as any other kind
Rifle
River
Karl lohnson
The following adventure
is for referees and players
who have completed
The Last Submarine module
and remained in North
America, or who were not
involved in that operation
and find themselves
on the east coast.
"Rifle River" is suitable
for a group of any size
(with some modifications)
but is optimal for a group
of four to six players
with some strong ties
to the military government
of the United States.
The adventure begins
in early 0c"tober 2001,
GDW Challenge 5
to the contributions of the former employees of the Mystic missed shot that was aimed at a target within two meters of
Seaport and Marine Museum, who have kept the Charles W. the local; there is a one-sixth chance that it will hit the fellow
Morgan, America's last wooden whaling ship, in operating con- (caught in the crossfire).
dition. They have also managed to convert the other sailing In the wake of the encounter, the characters may learn the
craft in port into highly profitable fishinglmerchant vessels, following things.
and they have an ambitious educational program for transmit- If they have the opportunity to search any of the four ab-
ting special maritime skills to an ever-increasing number of ductors, they will discover New America identity papers. They
their young people. Not surprisingly, Mystic is particularly well will not discover any mission orders, but they will find a map
defended, boasting several M60 machineguns and a pair of of the nearby town of Waterford (approximately eight miles
81mm mortars, in addition to the more predictable selection to the west) and the surrounding area. A close inspection will
of military, paramilitary, and sporting longarms. It maintains reveal that the map includes a small symbol indicating the loca-
a low-power radio station for emergency broadcasts to its tion of the three Millstone nuclear plants.
populace and for long-range contact with the rest of the world. If the group members manage to rescue the hapless
In Mystic, the characters will find a welcome change from Mysticite, they will find him to be a grateful and loquacious
the harsh realities of the road. Smiles come freely, trade is ally. The mystical guardian angel to which he referred is
possible, and for a night at least, they may relax and enjoy a Mystic's secret insurance policy-the cooperation of the coast
bit of civilization once again. Or so they think. The referee guard. In fact, the guard loaned Mystic the M60s and mortars
should urge the characters to visit the wharfside Mystic Inn, 18 months ago in exchange for the loan of the Australia, the
where they can enjoy a fine meal-along with a young-but- historic schooner that had been part of the seaport exhibition.
pleasing wine of local vintage-as long as they check their If the group expresses a keen interest in the coast guard, the
weapons at the door. Here, in the midst of what passes for local will confess he doesn't know where the main base is
paradise in the year 2001, one of the characters will overhear located, but he thinks he knows a way to put the group
a somewhat tipsy gentleman at an adjacent table joking about members in touch with someone who does. He tells them to
"those United Brotherhood of Fishermen clods." He will be at the inn the next night.
laughingly suggest that they have a lot of ambition but not
much courage. Not enough, anyway, to take on Mystic and ANOTHER CUP OF TEA?
her mystical guardian angel. When the group members are at the inn o n the following
An alert character will note that most patrons smile good- night, they will have a long wait-made pleasant by several urns
naturedly but tightly and do their best to quiet their inebriated of complimentary tea. However, when one of the characters
neighbor. However, three men at the bar-travellers finally must excuse himself and use the facilities, an individual
themselves-will take a keen interest in the man's words. And will emerge from one of the stalls. He will take the player
when the jolly Mysticite finally takes his leave of the inn, they prisoner at gunpoint.
will pay their tab hastily-in gold-and leave as well, without A minute after that player has left the table, a pleasant-
stopping to pick u p any weapons. featured young man will saunter over to the group's table and
If the characters rush out without reclaiming their weapons inform the remaining members not to worry-their friend has
(which would take some time), they'll see the three men meet been detained and is unharmed, and will remain that way, if
with a fourth, who passes out weapons. It will be an AVG:RCN the group has a good reason to be interested in the location
task to avoid being seen and DIF:RCN to be able to identify of the coast guard base.
the weapons (two mini-Uzis and two Ruger P-85 9mm automatic What transpires next is up to the characters. Basically, hones-
pistols). Once armed, the four men will overtake the vocal ty is the best policy, since their contact, Sam Carlowe, has INT:
Mysticite and hustle him into an alley, where he will be silenced 65 and will probably know a lie when he hears one. If, however,
with a sharp jab to his fair-sized solar plexus. the characters are honest about their origin, their mission, and
If the characters do stop to get their weapons, they will just their plan, he will agree that they should have an opportunity
be able to catch u p to the four men as they are apprehending to talk with the CO of the coast guard. Pursuant to that, he
the portly local. If the characters have a tremendous superiority tells the group members that he'll set out with them tomor-
in firepower, the strangers will use the local as a hostage and row and guide them the rest of the way.
withdraw to the pier, where they will get into a small methanol-
fueled powerboat. They'll dump their prisoner overboard once SWAB SANCTUARY
they're 100 meters from shore. The characters will have to The characters have a little travel left ahead of them. Their
rescue that fellow by swimming, since no other powerboats newfound guide will remain silent as they continue west on
are available nearby. It will be an AVG:SWM task to get to him Interstate 95, but will signal them to turn onto the Route
(cold water with a current) and an additional AVG:SWM task l/Jamestown bridge exit. At this point, the characters will seem-
to rescue him. Additional rescuers will help the odds. Also, ingly switch back and forth over a confused tangle of two-lane
if one rescuer swims out to get him, it is an ESY:SWM task to roads, and at the end of the day, will find themselves ap-
keep him afloat long enough for someone to grab a dinghy, proaching the Jamestown Bridge. As they drive further out onto
row out, and lend a hand. the (suspiciously?)well maintained suspension bridge, an alert
1 If, however, the characters catch the four abductors by sur- character will detect two jeeps emerging from a garage
prise and attack, they will engage in a considerable firefight. alongside the tollbooths they just passed. The spotting task
The four men are Veteran NPCs and will fight with uncommon is AVG:RCN. These jeeps swing onto the bridge behind them.
determination and discipline. In the firefight, roll for every A few seconds later, the characters at the front of the party
f
finally as possible. At this time Nils Holsgirder was breveted to rear admiral and
ut in charge as commandant of the coast guard. Seeing the
THE COAST GUARD orsening food situation in the northeast and anticipating the
ahead to move
faked "withdrawal" from Newport. He began to note the rise reactivated reservists, former academy instructors, and coast
of Carlucci and the UBF, and correctly reasoned that if the coast guard auxiliary inductees. Most of them (about 200 strong) have
guard was perceived as being strong enough to present a seen limited combat and are either Experienced or Veteran
threat, then Carlucci would feel it necessary to eliminate it. NPCs. They serve as commanders, shore party leaders, teachers
Consequently, Holsgirder put Newport under a travel for new recruits, repair overseers, and foremen-a busy life.
"quarantine"; no one gets in or out without Holsgirder's ex- The new swab class is mostly comprised of 16 to 19 year olds,
press personal consent. Since Newport is, in fact, an island with many of whom were without family or friends when Holsgir-
a limited number of access points, this was not too difficult der's new coast guard offered them an alternative to the "howl-
to achieve, particularly given the superior firepower at his ing wilderness" that America is turning into. Much more than
disposal. As a result, Newport is something of a quiet mystery, a pack of would-be professional soldiers, they are trained in
with a rumor running that the natives kill any visitors on sight. those humane duties that have characterized the coast guard
However, Governor Britt of the Rhode Island Isolationist since its inception: search and rescue, emergency medical care,
community i s aware of Holsgirder, and something of an techniques for evacuation, and water safety instruction. They
unspoken arrangement exists between them. Britt leaves are either Novice or Experienced NPCs with a tremendous
Newport in peace and facilitates a limited amount of trade with sense of espirit de corps. Almost 400 of these new swabs make
the Isolationist community, while Holsgirder's force is his in- up the rank and file of the new coast guard.
surance against Carlucci's ambition. Although not large enough The townspeople of Newport (approximately 9000 of them)
to defeat Carlucci, Holsgirder's swabs could deal the UBF a are mostly involved in fishing, light industry, and light farm-
severe, perhaps crippling, blow in a fight to the finish. ing. All people above the age of 13 are required to attend four
Holsgirder is also worried about attracting the attention of hours of militia training every week and two full weeks of in-
New America, which he fears as much or more than Carlucci- tensive training every year (usually during the winter). Enough
hence, his interest in the four New American agents en- longarms are available to arm about half these people with
countered in Mystic, who seemed to feel it was important to something more effective than a .22. Handguns are not prev-
learn as much as they could about the town's mystical guard- alent.
ian angel. The fewer clues they have, the better. The coast guard itself i s armed with M16s and M60s. A few
Holsgirder's long-term plan is basic and well considered. Us- mortars are available, as are a number of M2HB .50 calibers.
ing his older reservists, he's educating a new class of recruits, Body armor i s somewhat rare, most of it being ballistic cloth
many of whom were orphaned by the events of the past four vests, courtesy of commandeered police stores.
years. By providing expert rescue and security services, the new
guard makes it possible for the sizable fleet at Newport to pur- GUARD NAVAL ASSETS
sue more aggressive fishing practices and to range further than Holsgirder wasn't left with much when the navy yanked
its competitors. Meanwhile, Holsgirder is trying to promote almost every seaworthy vessel out from under him in 1997.
thegrowth of light industry, with an eye toward opening some However, the commandant is a tireless and resourceful worker,
limited maritime trade with the coastal communities to the and the new flotilla is a direct product of his industry. The
south (i.e., away from the UBF stomping grounds). His guess primary assets are as follows.
i s that Carlucci's regime-being built on internal terror and @ 1 medium-endurance cutter, Chilula, WMEC-153.
ruthlessness-will eventually destabilize and consume itself. 4b 1 small harbor tug, Shackle, WYTL-65609."
If Holsgirder and Newport can grow quietly and steadily until @ 7 inland buoy tender, Elderberry, WLI-65401."
then, they might be able to reintroduce some vestiges of @ 10 coastal utility craft.*
civilization into the surrounding area. @ 1 sail training cutter, Eagle, WIX-327.
Chilula
Cherokee-class medium endurance cutter, WMEC-153. @ @
Builder: Charleston Shipbuilding and Drydock Co.,
Charleston, SC. @
Commissioned: April 5, 1945. @
Displacement: 1,731 tons full load.
Dimensions (ft): 205 x 38.5 x 17.
6
Main Machinery: Diesel electric (converted to alcohol), four
General Motors diesels, one shaft. minor refitting, the Chilula was retained in the duty roster,
Speed: 8.1 knots. mostly as a reserve and training vessel.
Range: 1400 miles. She should have been finally decommissioned in 1996, but
Complement: 72 (seven officers). the onset of the war did away with those plans. She was then
Guns: One USN three-inch (76mm), two M2HB MG the only tub left to Holsgirder that even vaguely resembled
(retrofitted). a fighting ship. To make matters worse, the navy didn't take
Radar: Raytheon SPS 64, 1 band (navigation only). the Chilula because it felt the cutter would eat up far too many
The Chilula started out life as a steel-hulled navy tug, but maintenance hours that could be used to keep truly reliable
was transferred to the coast guard as a cutter in 1969. She was ships up to snuff. Holsgirder has since lovingly seen to the
scheduled to be decommissioned in 1990, but the increase in Chilula's rebirth, although she is still a something of a
coast guard responsibilities caused a delay in plans. After some "maintenance hog."
Sailed Sloops
Five of these ships are available for the Gang of the Gun
operation. The sailed sloops were originally sailed civilian
pleasure craft, whose owners either died or disappeared. They
vary widely, some being as large as 400 tons displacement, with
others being as small as 40. Ship complement ranges from five
to 40.
The other coast guard vessels can be assessed by consulting
layne's Fighting Ships.
Basically, the tug and buoy tender are both smallish vessels,
converted to alcohol, with a top speed of six knots and a com-
plement of 10. The utility craft are models which are produced
en masse by Monark boats and have been converted to alcohol;
also, they are equivalent to a very small, high-speed czbin
cruiser.
The helicopter has been retrofitted with M60 MG doorguns.
Holsgirder's last avgas is stored in deep vaults, and under no
circumstances short of an all-out attack on Newport itself would
he let this bird get airborne. It's the ace up his sleeve, and he
won't show it unless he has to.
12 Challenge GDW
GDW Challenge
14 Challenge GDW
ORGANIZATIONS
The following section details the organizations of southern
New England.
The United Brotherhood of Fishermen: The UBF i s head-
quartered on Nantucket Island (Massachusetts),and i s a coali-
tion of fishing and fortified communities under the control of
a strongman named Carlucci and his thugs. They control most
of the coastal communities from New London northward and
effectively "own" all of Cape Cod. as an entity before the coming of spring. Morgan's gang grew
The Isolationists: The population of Rhode Island (currently as a result. It was during this period of starvation and despera-
at 20 percent of its prewar level) presently forms a community tion that the Mothers of Merciless began changing their dietary
which calls itself the Isolationists. Practicing what their name habits in a most horrible fashion. Although it began as an act
implies, the Isolationists have shut themselves off from out- I of desperation, it quickly became a symbol of the gang's I
side governments and are attempting to become as self- I deadliness and general "badness"; there was nothing that they I
sufficient as possible. I didn't dare. participation in a ritual feast became the initiation I
New America: A reactionary fifth column that has made a bid I rite for new members of the Mothers of Merciless-the shared 1
for control of North America in the wake of the devastating I guilt of the act binding the group tightly together. It became I
nuclear exchange, New America is a near-fascist organization I an accepted fact that once you were a gang member, your hand I
with considerable resources. However, now that it has lost its 1 was against all other men-since the hands of all other men I
leader, its cohesion is disintegrating, and its members are 1 were now certainly against you. 1
developing into petty warlords. As 2001 wore on, plunder became more sparse for the Gang
of the Gun. Poor crops ruined many communities, the weak-
THE GANG OF THE GUN ened ones falling to the gang. Therefore, by September the
Now that the characters are safely ensconced behind the for- gang's numbers had swollen to 500, and all nearby prey-
midable walls of the Newport coast guard enclave, they have human and otherwise-had been exhausted. Morgan knew that
the luxury of time and resources to properly interrogate the gang
- - had to move onward, or it would consume itself in
whatever brisoners they managed to takk when they encoun- I a final vicious spasm of internecine violence. I
tered the Gang of the Gun advance team near the Old Say- I Morgan's intelligence offered him only two reasonable alter- I
brook Bridge. None of these individuals are particularly bright, I natives. One was to head north into New York, up the Hud- I
so even if <hey have the will to resist the discomforts of ques- 1 son River Valley. There, fertile lowlands and a high water table 1
tioning, they are not smart enough to stay silent and/or tell I had allowed farms to yield significant (if unspectacular) crops, I
consistent lies. In short, they will "spill their guts" without even I and the Adirondacks still offered good fishing and hunting op- I
meaning to-or knowing they have. 1 portunities. However, the means over the Hudson River to the I
In bragging about the gang, they also manage to impart the I prosperous west bank were either blocked (the George I
following important data regarding its key members and I Washington Bridge), blown (the Tappan Zee Bridge), or held I
policies. (the Bear Mountain Bridge). Therefore, he chose the second
The leader of the gang is Clyde Morgan, a street-urchin ar- alternative-the route up the Connecticut coastline, which of-
my enlistee who did his time and got out in 1992. He managed fered a number of smaller fishing communities with a tradi-
to avoid being reactivated by changing his name and address tion of fleeting instead of fighting. And, of course, that was
a number of times. However, in mid-1998, the paper chase
caught up with him, and he was hauled off to Fort Dix, where
he found himself with three stripes pinned to his shoulder.
Despite his mediocre prior service record, he at least had a
prior service record. He was duly made a training squad leader
in the 78th Light Infantry.
His unit should have deployed overseas, but due to shipping
losses, this never occurred. Instead, he was part of the
disastrous trans-Manhattan "gold shipment" fiasco that almost
destroyed the 78th. One of the betrayers of that operation, he
took his cut and faded into the anonymity of the ruined Bronx.
There, along with a number of ex-military and ex-security per-
sonnel, he built the core of a very unusual gang: a surgical
strike team for hire. By remaining small, lethal, and apolitical,
Morgan's group'thrived while the other Manhattan power
centers were busy chipping away at each others' already
crumbling resources.
The winter of 2000-2001 largely finished off what was left of
Manhattan and its power centers. Food reserves dwindled, and,
except for a few isolated communities, the city had died out
16 Challenge GDW
the path to Hartford and the Colt plant-home of the M l 6 . capacity to move the necessary manpower, and even if he did,
Currently, the gang is some 500 strong. Only 50 children (less he couldn't accept those kinds of losses.
than 12 years old) are in the gang. Not surprisingly, these young Let the players come up with ideas of their own. But in the
members are arguably the most ruthless and socially deviant final analysis, probably the only way that the entire gang can
of the bunch; they have made the true transition back to bar- be destroyed or dispersed in a single conclusive engagement
barity since they have never known anything significantly is as follows.
different. En route to its target destination (Rifle River), the gang is go-
Another special group within the gang is the 40-man detach- ing to have to go over several bridges, most of which are in
ment known as the Mothers of Merciless (and shorter appella- somewhat dubious states of repair, and all of which might con-
tions). These are some of Morgan's best fighters-Veteran and tain traps or ambushes set by local townsfolk. If he could be
Elite NPCs-most of whom have either military or police sure which bridge they'd be going over at what time, and where
backgrounds. A number were "strongmen" for organized Morgan and his Mothers of Merciless would be in the general
crime outfits. All boast M16s, handguns, and either kevlar or group, Holsgirder believes that he could finish off the Gang
ballistic cloth. They are Morgan's bodyguard and shock troops, of the Gun with the three-inch gun on the Chilula and the mor-
and are loyal only to him and to the Right Out Right Rev. tars. He could catch the gang in the middle of the span with
Richard Q. Starkey. They alone have opted for a new food a mixture of airburst fragmentation and white phosphorous
source, an act which confers membership in this special in- rounds. If the command personnel are eliminated, the rest of
ner sanctum of Morgan's most trusted warriors. the damage should be heavy enough to fragment the gang in-
In addition to Morgan, a number of other important in- to smaller pieces, which probably won't last the winter.
dividuals guide the Gang of the Gun. But the problem i s finding a way to coordinate the attack.
One of the most important of these is the Right Out Right Once again, the players should be allowed to toss around their
Rev. Richard Q. Starkey. Starkey joined the gang less than a ideas, although, again, there's probably only one reasonable
year ago, but has been an important factor in its growth and solution: They'll have to infiltrate the Gang of the Gun. It's best
continued cohesiveness. A podium-thumping preacher-type, if they come u p with this solution themselves, so give them
Starkey is capable of whipping the gang u p into a fervor and a little time; undercover work in the midst of a barbarian horde
of convincing its members that they alone represent the future is going to be justly perceived as the last option.
of man. It is not only their fate, but their duty to see to it that With this much figured out, Corporal Dusanenko can offer
the weak and unfit (i.e., those who are not of the gang) are some tactical insight that might be helpful, but he should on-
removed from the face of the earth. It is he who elevated the ly do so if the characters are having a difficult time arriving
M I 6 to the status of religious icon and who offers up rendi- at a plan of action.
tions of some peculiarly revised psalms ("Thy barrel and thy Since Morgan and his commanders seem uncertain of the
sight, they comfort me. They maketh my foe lie down in green bridge's conditions, and their advance team won't be return-
pastures," etc.). While he sounds-and seems-quite mad, ing, the gang doesn't have any advance reconnaissance. If the
Starkey is, after all, preaching to the choir. Whatever shreds player characters were to be encountered heading west-
of conscience still exist in the gang members, they welcome masquerading as a band of mercenaries-they could claim to
his constant and vehement assurance of the rightness of their have found routes through "minefields" on or near the bridges
ways. to the east. Morgan might be interested in keeping them
Nearly as important as the gang "witch doctor," Starkey, is around on a trial basis-at least until he crosses the bridges
the mysterious Moms Turpin. She is something of a person- safely.
nel screening expert and is detailed in the NPC section at the Holsgirder can improve the plan by offering to mine the
end of this adventure. bridge they select for the ambush site. Of course, the
Two figures of lesser importance are Wiz Wedzarski and Doc characters will know in advance where the mines are. As far
Capo, chief "scientist" and chief "medico," respectively. They as Morgan will be able to tell, the infiltrators will be perform-
too are detailed in the NPC section. ing a valuable service.
The prisoners will express some confusion as to why Morgan While on the bridge, the team can use a five-kilometer pocket
and Starkey seem set on going to Hartford by way of the Rifle radio to communicate Morgan's exact location to the Chilula's
River. As best they can tell, part of the reason is that Rifle River three-inch gunnery team. The mortars will be set up under
has spiritual power since it flows past so many former firearm cover on land. They will be pre-ranged and set to fire for ef-
plants. But they also heard rumors that Starkey knows of a fect. As a backup, Holsgirder can rig the bridge with demo
number of unsuspecting communities along the river which charges, although he'd prefer not to blow it; it'll be a long time
would make for easy plunder and perhaps a good winter camp. before anybody will be building bridges again.
Also, they swear that Starkey receives "visions" in which the The referee is advised to let the players do as much of this
locations of undiscovered supplies are revealed to him. He had strategizing as possible; they're the focus of the adventure and
a "big" vision having to do with the Rifle River, and that seemed should be allowed to behave as such. However, Holsgirder i s
t o decide the issue. a shrewd old bird and won't okay any plans that have obvious
holes in them. He's also an experienced enough commander
THE PLAN to know that the more complex a plan, the greater the chance
After considering the information gained in the interroga- for something to go wrong. If the players try to put forward
tions, Holsgirder will point out that there's no practical way anything much more intricate than the aforementioned opera-
of defeating the gang in a land battle. He doesn't have the tion, he'\ likely to put his foot down.
-
GDW Challenge
BUT NOT A MEETING OF THE MINDS "normal" food in exchange for the characters' services as
The characters will be t
boat down to Branford P
a few miles east of New
ging Interstate 95. From t
to New Haven on foot.
Proceeding at a slow
hours. They will bum
crucial meeting. In g
trigger-happy, but if they are approached cautiously from a
position of strength-and the characters' all-important M16s previously. Any communities that were encountered
are visible-the grou
contact without any
cur, the van of the g
Morgan will send
move forward with a platoon-sized element.
closed tent, right at mealtime. Rev. Starkey's voice can be heard has decided to send 10 gang members-including five of the
droning in a half-hysterical pitch. Guards are posted at all en- Mothers of Merciless-along with them as they blaze a trail
trances to the tent. across the mined bridge. No matter how the group members
Moms Turpin will be seen holding court at a large campfire protest (and they'd better not protest too much), they won't
nearby, hearing the entreaties of women and newer gang be able to change Morgan's mind on this.
members, some of them wounded. Though a matriarchal The main part of the gang will follow about 300 meters
figure, she is anything but maternal; there i s a detached ar- behind the group and its escort. The bridge is about one
rogance in all her interactions. The response of her supplicants kilometer long, so most of the gang will be on the bridge by
seems to be absolute terror. the time the group gets to the east side. Or at least it should be.
On the second night, one of the characters will happen to At this point, the characters must devise a way to distract
overhear two perimeter guards talking about how Morgan was their escort long enough to call in to Chilula when Morgan
thinking about staying on the west side of the Rifle River- and his entourage arrive at the agreed part of the bridge. The
that he didn't want to cross a mined bridge. But Starkey near- bombardment will commence only if such a signal is received,
ly jumped out of his skin, setting up a hue and a cry about since Commandant Holsgirder will have no way of knowing
the easy targets on the eastern shore, and visions of plenty, if the PCs are even out of the line of fire, much less if their
and the voice of God telling him that they had to cross. Seems primary target-Morgan and the majority of the Mothers of
strange, comments the other guard, but Starkey's visions of Merciless-are in the target zone.
where to find supplies have always been right thus far. No What the characters don't know (but might very well guess)
reason to start doubting it now. is that the escort has orders concerning what to do with them
On this same night, Moms Turpin will drop by the characters' once the bridge has been safely traversed. If the PCs have
campfire (along with six of her largest attendants) and "chat" managed to impress Morgan with their combat abilities and
with them. Moms Turpin has the equivalent of INT: 70, so the seem like true recruits for the Gang of the Gun, the orders
characters had better have their wits about them. Moms will simply be to keep an eye on them. But if Morgan has any
doesn't like the characters one bit. Their sudden fortuitous ap- doubts, the Mothers of Merciless will turn on the group with
pearance strikes her as a little too fortuitous, and she has a all barrels blazing. They will certainly do this once the bom-
hunch that the group members are not quite as hardhearted bardment begins. The five Mothers of Merciless are Veteran
as they seem. She's hoping to trick them into revealing NPCs. Of the other five gang members, three are Experienced
themselves before they get to the bridge-which she has a bad and two are Novice.
feeling about. While it would go against them in the long run The characters will be able to keep Morgan in sight as they
if they were actually joining the gang, the characters can simply pick their way through the minefield and will have no trouble
tell Moms to get lost; that won't get them anything other than identifying the exact second he enters the target zone. Moms
a lethal look and her undying hatred (which they almost have Turpin will be with him, but-oddly enough-Starkey will not.
already, anyhow). The trick with Moms is to say nothing and And perhaps a half-dozen of the Mothers of Merciless are gone
ignore her. as well.
Once the fight i s in progress, the PCs will discover a few
A BRIDGE TOO FAR things, either from their own Recon rolls or via a radio link
A note to the referee: The ambush at Rifle River can be re- to spotters on the Chilula. Apparently, some of the gang's com-
solved using the large-scale combat rules presented in Ruins bat effectives remained behind. About 20 of the gang's rank
of Warsaw and Challenge 25. While it won't seem like much and file will try to attack the coast guard mortar position. The
of a fight at first, Morgan has one or two tricks up his sleeve referee can either resolve this combat in the conventional
if some of his people survive the first round of bombardment fashion or simply assume that after the initial surprise, the
(SO how good is that coast guard gunner anyway?).Packed for superior firepower of the coast guard will shatter that attack.
travel but easily accessible are two M2HB HMGs, a pair of However, more worrisome, and most curious, is what
M208s, and a case of smoke grenades. The Chilula is pretty Holsgirder's sharp old eyes will pick out through the mist of
much out of range, but if Morgan smokes the target zone and cordite and smoldering wreckage. Under the cover of the at-
nearby area, the three-inch gunners are going to have a hard tack, another small team-perhaps the size of a squad-has
time hitting him (luck required) on subsequent shots. Also, the crossed the river on the railroad bridge. As Holsgirder loses
MGs and 208s just might be able to trade some shots with the sight of that team, it seems to be heading due east. If it keeps
coast guard shore mortars. A close assault on those positions going that way, it will get to Groton, Mystic, or Newport,
after they have been softened up might not be so easily re- eventually-or, if the team has a closer destination in "mind,
pulsed (see below). the ruined town of Waterford and the three Millstone nuclear
It's all up to the referee; he could even decide that the reactors.
detonators for the demolition charges on the bridge were
faulty, if he wants to remove that "failsafe" option. On the other DRY CLIPS AT WATERFORD
hand, however, the referee can just report the results to the If the PCs pursue the team that's pressing eastward, they'll
players as they'd hear and see them. The only combat resolu- find it led by none other than the Right Out Right Rev. Richard
tion necessary would be those situations in which the Q. Starkey. The force with him i s comprised of his most ar-
characters are directly involved. dent converts-who will all fight to the death. But they are not
When the PCs arrive at the Old Saybrook Bridge early on screaming fanatics. It turns out that the reverend and his troops
their fourth day with the gang, they'll discover that Morgan are quite level-headed in a fight-extraordinarily professional.
GDW Challenge 19
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GDW Challenge 21
Personalities
The following NPC descriptions may prove useful.
CLYDE MORGAN
Clyde Morgan, leader of the Gang of the Gun, was born in
the Red Hook section of Brooklyn, New York, in 1970. His
father, a crack addict, died in a shoot-out when he was 16.
Clyde was clever but didn't apply enough of his innate in- ventional classwork left him bored. Second, Richard was
telligence to classwork. However, he realized that the army of- capable of dramatic presentations and was also quite ac-
fered a way out of his dismal existence-he joined at 19. complished at bold-faced lying-often for ruthless purposes.
Clyde didn't like the army, and the army didn't like Clyde. The leadership of New America saw a tremendous potential
A constant discipline case, Clyde rose to the ground rank of in Richard, who since his 20th birthday has been involved in
PFC before his time was up. He did acquire a strong liking for one New America covert operation after another. If Clyde
guns and the power they implied. He found work as a lookout Morgan is fire, Richard Starkey is ice. He has killed not only
for drug dealers and was able to capitalize on some con- frequently but also without a trace of emotion.
nections in the military in order to work the occasional sale. In fact, Starkey is a full-fledged sociopath, a fact he has been
When war reared its ugly head, Clyde ducked his-deep in- able to hide behind an intricate screen of assumed attitudes
to upper Manhattan and the Bronx. When the officials caught and beliefs. Like most sociopaths, he has the capacity to ap-
u p to him (four name changes later), there wasn't enough pear and behave with complete normalcy if he so chooses.
transport left to get troops overseas. Instead, the newly formed Late in 2000, Starkey was assigned to proceed to the New
78th Light Infantry was assigned security duty in New York City. York area and build a New America cell "or locate other allies"
Morgan was the key go-between in the deal that resulted in who could be instrumental in finding and salvaging the com-
the loss of the Federal Reserve gold convoy featured in the ponents needed to repair the New America-controlled Yankee
adventure module Armies of the Night. However, he was smart nuclear plant in Maine. Arriving in New York, Starkey
enough to know that given his connections with the army and discovered that the New America cells in southern New York
the New York underworld, it would be unwise to try to get had been wiped out; he was on his own. The reputation of the
a cut of the gold; that would get him a bullet in the back. In- Mothers of Merciless intrigued him, particularly since they
stead, Clyde took weapons, ammo, food, and supplies as his advertised their services as a free-lance group. Perhaps,
part of the deal. From this power base he built the original core therefore, they could be pushed or prodded into travelling.
of the Gang of the Gun. As food grew increasingly scarce in Starkey's wild, visionary preacher performance led the group
New York during the winter of 2000-2001, Morgan began to to three New York City New America caches, and from then
consider other sources of nourishment. Many of the insane on he was one of the most powerful members of the Gang of
who roamed the streets and sewers of the skeleton city already the Gun. His "visions" and careful manipulation of the gang's
had made the gruesome transition. His decision made him psychology was what set them out on this new quest in the
something of a legend: He became the baddest of the bad. As first place-all so he could facilitate a rendezvous with four
the other New York gangs broke up, their members ran to him, New America agents from Maine at the second Millstone reac-
believing his answer-absolute ruthlessness-would prevail. tor and salvage the necessary equipment.
Clyde savors his power, but trusts no one, not even his step- NPC Motivation Results: Spade Ace: He has a mesmerizing
aunt-Moms Turpin. Though he seems invulnerable to remorse
or pity, his barbaric dietary decision has unbalanced him, turn-
ing him into a pathological time bomb. The guilt he denies will
consume him, if he does not meet an earlier demise.
NPC Motivation Results: Spade Queen: Clyde has only one
motivation for any action he performs: self-aggrandizement.
He is completely and utterly selfish. Club 10: Clyde is brutal
and gets a sadistic thrill when engaged in destructive acts. He
welcomes violence as a solution to any and all problems.
even hopes to be the head of New America one day. chemistry and physics in the New York Public School system.
He eventually fell into Morgan's hands, who discovered in
MOMS TURPlN Wedzarski a useful postholocaust chemist. Black and smoke-
tially an invaluable asset. Camponella entered the group under the sponsorship of one
her Ship E
Greg Novak
A Guide t o Interplanetary Ether Ship Etiquette,
o r Getting There is Half the Fun
interplanetary
Passenger Liners
A Journey
To Mars
In 70 Days '
I <lRltRffiM Q O ~ ~ I C ESlRltROCM
~ S
L CREW'S O
R
5
C R P ~ A I NDAY
u WARD ROOM
~ CABIPI
DRY CAB\EI
CAWRI~J'S
for that matter) due to engine failureor similar problems; and exists for opening the bulkheads in this area of the ship.
second, a more important reason in the minds of the ship's The steerage passenger list on this trip of the RMS Servia in-
crew (although rarely told to passengers and the public), to cludes the following passengers (with 18 steerage passengers
help prevent any takeover of the vessel by its passengers. As on-board, the RMS Servia has close to a full load).
interplanetary ether flyers can land in just about any location,
one fear of the British government and the different shipping
lines is that a group of anarchists or Fenians might wish to seize
STEERAGE PASSENGER LIST
a liner to use for their own purposes. Several plots have been
foiled already, and this fear remains in the minds of all crews WAR OFFICE TRAVEL WARRANT
making the run to Mars. (All weapons which are owned by pas- Sergeant Joshua Oliver RE (Royal Engineers)
sengers are locked in the cargo hold for the duration of the
voyage, except for those sidearms carried by serving military GOVERNMENT WARRANT
officers.) Harry Hansom, shipbuilder
2. This fear brings into focus the second group of people Ian Robinson, shipbuilder
found on such a vessel, those travelling steerage class. Steerage Alex Stewart, shipbuilder
class on an interplanetary ether flyer exists because the sub-
sidy paid to the different shipping lines is due in part to the ADMIRALTY TRAVEL WARRANT
fact that these vessels can be taken over and used as troop Chief Petty Officer Michael Smith
ships as needed by the British government. Each liner of the Gunner's Mate David (Dusty) Rhodes
RMS Servia class can hold, in theory, an 80-man company of Gunner's Mate Alex Unroe
troops, as long as no other passengers are taken along. (The Machinist's Mate Eric McKenzie
RMS Servia's sister ship, the Arabia, carried a company of the Machinist's Mate Ian McGregor
Black Watch to Mars back in 1886 as a test of the ship's Seaman Bertie Brown
transport capacity.
The company sergeant major compared the trip to the nor- PURCHASED PASSAGE
mal voyage out to India, with the disadvantage that there was Mary Martin
far less room to move about on-board the Arabia, but the ad- Abby Green
vantage that it was not as "bloomin' 'ot." Bessie Johnson
Up to 20 passengers can be carried in the steerage section, Klaus Kliest
with the British government being the major user of this means Helmut Rommel
of travel. While complete units are sent off to Mars in military Kerry Conolly
transports and on-board naval warships, the need for replace- Michael Collins
ment specialists to arrive causes the War Department and Ad- Patrick O'Flynn
miralty to send small drafts of men from time to time. Likewise,
those specialist workers needed on Mars by the different 3. The third group found on a liner like RMS Servia is the
government offices (i.e., electricians, shipbuilders, etc.) are sent first-class passenger. The first-class fare on RMS Servia of £60
off in steerage. translates into a fare of $300-at a time when the average wage
To supplement these, one finds those men and women who earner i n the United States is being paid from $1to $2 a day
are off to the red planet on a low budget in search of wealth for a 12-hour day. Travel to Mars first-class i s worth that both
and adventure. And this last group of individuals has, in the in cost as well as in experience. The RMS Servia has 10 first-
past, included elements such as Fenians and anarchists who class compartments, lettered A through J. Compartments A,
have made attempts to seize the liner on which they were B, C, D, and E open to the starboard promenade, which is
travelling. known as the "Ladies' Way." Staterooms F, G, H, I, and J open
Travelling steerage class is an experience in itself, as the to the Port Promenade, which i s known as the "Bachelors'
passengers are limited to the steerage deck and the greenhouse Walk." (Stateroom J is not always rented, as o n some voyages
deck above it. Meals are sent aft from the kitchen three times the purser and a junior deck officer berth here, thus allowing
a day (0600, breakfast; 1200, dinner; and 1800, supper) and the first officer and chief engineer their own private cabin.)
served in the common room in which all steerage passengers Staterooms are divided in this manner to better provide the
live, regardless of gender. While two separate washrooms services expected by passengers who are travelling first class.
(heads) exist for the basic needs of those travellers, the ability Single ladies are berthed first in cabins A, B, and C, followed
to take a bath is extremely limited on any voyage when both by married couples in D and E. Single men are berthed in the
sexes are present on the steerage deck. (On male-only voyages, remaining cabins, with the result that on the average voyage
a washtub can be set u p in the middle of the deck.) Privacy the port promenade (Bachelors' Walk) holds males only, while
is not an element found in the steerage deck. the starboard side is a mixture of representatives of both of
The steerage deck can be sealed off from the rest of the ship the genders.
by use of the ship's bulkhead system. While parts of the rest While basic sanitary facilities are found in the cabins for the
of the ship can be sealed off by the same system for damage occupants, better facilities are found at the head of each
control, the steerage area can be closed by remote control from passage, with the men's washroom on the port side, and the
the bridge for security reasons and cannot be opened except ladies' o n the starboard side. There one may find bathing
by the controls on the bridge. No system of manual override facilities and, in the case of the men's washroom, a barber chair
GDW Challenge 27
do not have their official certificate confirming that they have ner if not secured in some way, also. A number of unique
already crossed the line are put through various ordeals. costumes have been designed to solve this problem (of which
One interesting group of people found on-board in first class the most famous is the bloomer-like shipboard costume worn
are servants, maids, and batmen, though their social class does by certain members of the fast set), and some libertines ac-
not allow them to travel in first class on their own. As it would tually have gone so far as to wear trousers! People of breeding,
not be proper or fitting for them to travel in steerage, they are however, make use of more conventional solutions. Most
berthed in first class, but dine in the gallery or the kitchen. women simply have a number of small and inconspicuous
They are welcome guests in the crew's quarters and even steer- magnets sewn into their hems, which are attracted towards the
age, and are known to help out with the job of keeping the deck, and keep everything in its proper place.
first-class passengers, especially their employers, happy. (It has In steerage, passengers sometimes dispense with such
been suggested that they as a general rule have a more en- restraints, and the high jinks and rough sport which take place
joyable voyage out than their employers due to their freedom' belowdecks are legendary. A number of variations on popular
to roam the vessel.) games are played in steerage, especially when there are few
Because of the lack of gravity during the voyage, certain steps passengers and is, therefore, room for such activities.
must be taken to preserve decorum. All passengers are re-
quired to wear shoes fitted with magnetic soles (the steamship WHAT TO DO WITH THIS INFORMATION
line makes these available at reasonable rates, but passengers If you need to send your characters to Mars, consider the
of breeding prefer to have theirs custom-made). Practically RMS Sewia. Just bump from the passenger list anyone you need
everything on the ship is either magnetized or designed in such to displace. Consider the following en route adventures.
a way as to remain fastened in place. Loose objects present @ A plot by the Fenians to take over the ship-after all, who
a hazard, and the ship's crew collects and deals with them. are Burke and Thornburn, and i s that Royal Navy party really
Gentlemen are required to keep control of their hats, canes, a Royal Navy draft?
and other loose personal items by whatever means they find @ Use one of the other passengers on the ship as a way to
most convenient (hats are usually dispensed with). introduce a non-player character to your players that they might
Clothing presents particular problems in the lack of gravity. end u p meeting later under different circumstances.
Gentlemens' coattails tend to float about in a most comical @ Find out what plots lurk in the hearts of your fellow
manner if they are not properly secured, but a few strategical- passengers, and do what you can to stop them.
ly placed hooks, buttons or magnetic fasteners solve this prob- @ Find out who is cheating at cards, and expose them for
lem. Ladies' skirts tend to fly about in a most improper man- the cads that they are. Q
Lylng on dm tralllng d g e of the Irnperlum and adjacent to the Old Expanses, the Hintemrldr amor hm h n an m r -
changing haelwater throughout its known hlstoty. Hundred8 of unallled wwldl and a fistful of pocket lntersbellev unitles corn-
prlse the w r . Thb structure keepa the HinterworWsl g e o p d W c h a r m r in conatant flux, ms petty wrrs rage, alllames
shift, tmde am creeW, -, or &Imply altered, and cutturn rim luwl fall.
f here are seven dominant, Independentcubre6 lying within the -8 borders: Ral Ranta, a daiying remnant of the long
MlgM; the AuMan Trade Coalltlon, an w r m & e l y tmdlng human state; the Cytrialln Unity, a culture built by a human-allen
s y m b l w the QnlM,a domaln populated by an allen nace of great longevity; the Council of Leh Perash, a cllent state of the
Hive Federation; the OutaW of the Whhpdng Sky, allma w h e m m k outbok is tainted by swpkbn; and a section of
the fhlrd lmperlum(eumntfy under the juddlcllun of Magergt). It is these states, awash In a sea of independent star systms,
that determine the srector's texture and tmndk
Situated between the lmprlum and the.socletlesof the Tmr Thousand W o r n and the Hlve Fedemtion, the Hintemorlds
has become 8 W w d with trade rouw connedng these realms. The trade routes, In add(tlon to providing a level of cultural
enrichment, ghre the sector a falr portion of Its M e , as ship and t M r crew traverdng the sector are often in need of sup
port senrka-ranglng from starship maintenance to food products to armed escon services. Independent stev systems lying
off them major mde mute$,* wMn v h M , and are wlth the w r y and legend of the m r ' s past.
In more m n ltimes, the Impetium's CML War and the Sokmani's push in the trailing dlrectlon of thelr sphere have given
the Htntemwldsa new set ol neighbors, who am at odds wkh one mother. The struggle betweenthe Solomani and Margaret's
m a i n h&a left its mark on the sector, pmplling It lnto a n w era of change.
-
maklng" forces that would uldupy a planet to restom order- ametom" TheLamurahgreat respecrforallraee$bsaed
but under Imperialjurlsdlction. on "the common thread which has built the fabrle of our
The unexpected cMl war within the Impwhrn has short- societb."
drculted the Imperial plans for Ral Ranta. & the Solomani Mast m b e n of t h QtrMn Unity are addom found
pushed into the Old Expama@,Ral Rantaw a for& ~ to reex- withautoneofthe~ofthecyt~ln-acolleetlonof
amine its poMd and ewmrmlc dependencb. lhe - I passag- and phrases whlch detslll tha outlook of the Lamum
tiwr some of t,he weaknessesthe Impertum had been raoes.
fostering. R a c # n g to the exposure of its Aehllles' heel, Ral The Lamura swim to take great pride in q d n g appplate
R m t a ~ i t s ~ , I h n M t M e , a n d b e c a m e g e n e r a Cpassqpm from tlw CyWin at times of personal crlsls.
ly cool to any lmprld actMty within its domaln. Thb,r#lemingtyfanatid devo#on to W r faith has led many
Ultimately, the Z&sy8tem emplre of Ral Ran& hopeg Po in thb lmpsrkrm to Wl them as mMgW8 fanatics, &Rhough
~ r t ~ w a ~ , i ~ n t e n t l t y b y ~ n g e n t the l a Cytrlalin
w s is b t k r de8cribed MI s philosophy of Ilfe, # It
and antrallzed plmnlng. However, the damage already done Is void of WIct dogma, ceremony, or supernatural d d h ,
by the tmperium may be too sewe to heal. If thls la the case, The Cytriasn Unhy sb at the m m 8 W w of the HhtmwaM~,
R a l ~ s k r d e p e r a d e n c e p l a n c w l d b a d r f i r e , ~ i n g h t o Glmmerdrifl Reaches, Crwlc Margin, and LeonMgse wtom;
a total Intend rebellion. andh~58~whhlt~TL14culture.lblocatlonhas
made it a trede nexus for t m f h behneen lhe lmperlum and
THE ANUBlAN m D E COALITION thTwo Tbwand Worlds. A web of tmde routes radiate8 out
b @ c # d d from Solwnani colonb, the AnuMen Trade
CoallBon (ATC) is a somewhat young, wreselw trade em-
plre centered in the Anubls su-r.
1 from the wwld ofALlke, wtthln the H i - M
Though p o l w l y indspndmnt iim ths immum, me
After purchasing jump , C y M l n Unity maintainsgood mWam snd
borders.
tradewith
technology from the Imperium, the ATC has bullt itwlf up to ' its giant, splnward nalghbor. hide frwn some ineomenlent
an 1 2 cuhwe. Using canmodlies from the wMlds in its Irr trade dlnrplion, the advml of the lmperlal CMI War has h d
terlor, tm A m 8 ultimate is to ecrxlomidly &mimate the lMe on the Unlly.
Hlntenvorlds GDW
1
the stars--inltlally expmdlng with a vengeance using subllght
THE aNllVl ships, then, later, jumpdriven craft (obtained from Sdomani
,- A nonhuman, minor raee spannlng the Hlntemwld5 ~as~~theorygoes).Onceh-apparent
Leon- border, the Gnihri urse their jump2 cap- shipa to thathelr ammm wre mrefmethan they'd W W , their
malntaln thelr 23- state. Though engaging in trade wlth expansion Wlowed.
nearby cllent slates--the Imperlurn, the Solomani, the Two C o m a with humans also sewed to tostrate them, as
thmmd WOMB, and the Hlve Federalon--the Onilvi rue humans could only speak wlth r n d m k a l aid. The Stalkers
f l e w pmttwth of their independence. were, and a3111 are, m ~of humans--prhaps
~ l feeling that
A m e of large, long-lived creatures, the OniivI's expansion the humans are "in on the joke."
has been d m and dellberrtte--growlng only when m u m s The Stalkem am not warm W Intrusions into their realm. Thk
*bw. has led to frusmtlon in the mrnmunh, as
Rmntty, then have been reports that the Gnlivi may be what appears to be an unflnhhedAne3ent's rlngworld resides
Ilnk6d to eommerclal raWlng In the sector's m,but their wlthin the W e n of the OuteesCs of the Whispering Sky In
gokmlng body adamantly denlw such chargat, cUmlng the the Lwnitakot system (1432). Both Imperial and Sdomani
GnlM would see M, benefft frcdn such venturas. scientific canmunltlea are constantly nwiating for expedi-
tlon rlghts, but to date only four hawr been granted.
THE eOUNClL OF LEH PERASH The Stalker piicy on unauthorkd intwlon is simple: De- ,
Protruding It$ bounMw lnto the Aquila suhwctor, the. stroy the intnrkrs. Regardless, many free W e r s have risked
Council of Leh h m h b a H k r d l e d clkrct state arprwd their l k penetmtlngdeep within me Stalker worlds for some
acn##r 42 symm+eight of which Ik In-theHintemwlds.lmls unmue s p l a and plant llfe whkh can be found nowheree b .
state t a b Ib m e fmm fromemeeting whlch gwe Mrlh to the
atate. Humans and hum^ minor race-compose only 20 per- INOEPENOENT SYSTEMS
cent of !he councll'a populalon, ~h the other 80 percent b Spanning the vast reach- between t W larger states are
IngJm&(&mim~alienracelndlgenouskther&n)andother m m d Indwmnl s g a m + m w s u r n n g fmn-,
Federation wes. interstellar states, some isolatd and completely self-reliant.
Though operating at TL13, the cwncll Is k m , primarily, A R W h many of these wort& are populated by humans of
for it8 wtsEandlng achlewrments h genetk englneerlng-the Sdomanl or VHani M , m l r cullures me uniquely dhrent
acrumofibprlmery~.bproductsrangefrrrmmodiflca from that of the Irnperium. Mmd of thedm woM8 w r e settled
tlon in the humangenome to tailored mkroorgenlsmrs. Part of at feast 2040 years than-enorrghtime to develop
L swcess h due to tha natum of Jet& a d the fresh a divegent character and lore.
a p p m h to the w. Sptems whlch have not enjoyd proximiry to one of the fm
The planet Sph 0, along the council's d m r d dge, Jor t r d e mutes tend to k isolatedand, In many cases, Ilttle-
sem~ rot only # a major trade wwtd fw Hlver g a l s , but expbml. Trade and technokglcal support for such !systems
b &!so 8uslpporHnge x t m h Federath trade explorationven- have fallen ia the free tmlwa, both I m p U l and Solommi.
turn In the Aqulla, Temprl, and Sontra subseetors. Recently,
these mlssions b v e had some bated bontacl with Solomanl
tmdm W n g the Hnward sectors, but tensbns seemed to AhhwghthesectMIslfteralty~rnt~routes,
have dropped auddedy, wlthwt any a p p ~ ~explanation.
M both large and small, three main mute8 haw the greatest
eeomnnk Impact dm Bruia m a t (connecting the lmperium
THE OUTCASTS OF THE WHISPERIN0 SKY with the H h Fdmatbn), the Alike Run (polng from the Lm-
Urtdaubmllyone of Dhe most entgmatk culturn In the perium to the tmde nexus w M the Tmr Thousand Worlds st
-
tor, fhg Outcam of the Whispering Sky (or Stalkens, as m e t Auke), and 6yerley's Path (the Sobman! mute which aewice$
h u m cell them, referring to t b l r twPmeter tall nedcs which sew& high populationcenters of the m r and wnnecbs to
jut up frwn their aquat bodlm) are an allen m e which can- Alike).
munlcatesby of a bioluminescent wgan. fheir language The sector bungs with trade activity on all W b . Three m e
cmshb ot complex patterns of light which play acmes the aur- jor ukgwles of trade can be defined: Interempire (trade b
feee of thelr eyecow. tween the Fedemtlon, Imperlum, Sokmani, and Tmr lhmmmd
Due to the nature of their cunmunbtlan abillliw, they have Worlds), I n m W e (kitwean the larger i m l a r states), and
tong looked to the sky in wonder. lt m m e d to the 8talken Intersystem (between Independent words).
that the entire sky was ellght wlth conversation, but it was so CommercialWing (or"pirating'? has always been a prob-
d W or w s d d w h l y that no Stalker w l d make wt lem In the m r , especially when m W i s travem same of
w h l t b sky ms saying. the k k w t a r s t r e t c h at the sector's hem. So far, none of
A c#npW un8ersmdng of SEalkar psychokgy stlll eludes the larger stah have besn cmcmdy llnked to any of this a&
h u m sckmtim, but #a bst approxlmatlm that can k tlvlty, although recent lnformatlon seems to hlnt at subsIdiw
m b d s ~ t h a t t h e ~ o f t h e ~ 8 1
k by h ~h e Woman1 and Gnki.
y both
a khd of racial parmolalwrblty. As one sophontokgY put
8 , " ~ ~ t o f e e D ~ H t t s e ~ r e u n ~ I s i n o n RES€UlON
sme -0 ACTIVITIIS
cmmk J o bthmt they're not allowed to hear," fhough Ihe httles ol the ReMllon have not been carded
ALthlsdrlveEo~theskywhlch~~emto lnto the sector, some mcmchry effects of the d k l have
been felt. One of the major events was the shifhg of the adventurn: m ( ~ k ymescantlle?
, pslonk, c,bmm, aMen
Federation-lmperium trade mute (from Talia's Loop skirting tact, and m y others.
-
abut the S p i n d edge, to The Brula Diagonal cufflng
through the -Is mlddle) as the Womanl pushed into the UPS
Old Expanses sector. The following pages Include IndMdual map3 of all the
The shift in trafflc meant a shift In money and resources. su-rs d the Hlntmworlds, along with a larger sector map.
Thw, system d k h had been gearing thelr to am- For the sake oi clarhy, the Wade and c o m m u n b t h routes
vice passlngtrade rnkW found their and bu#erg~le shown an the subsectw maps are thoseof the IndMduald m
and their lmpomrtce In the grand scheme greatly reduced. states only. Trade routes of the larger mplm are shown on
The hardest hlt were the humanoceupied systems In the the &or map.
Kandra subsectar. With their econmlea In dm,many of Technkally, all exlralmperlal w w 1 6 carry a TAS rating ol
the wdda in that region have taken to raiding and wrrlng "amber." Thus, all "ambermed" -ma shown cany a
a m o n g s t o n e ~ r R a ~ g g b b b o t h ~ r a n d r u Mm . l n gsllgMy greater than that of o f l r Imperial cwntetpam.
In some cases,the planetary governments of that a m have WOW Is adlagram showing the layout of the Hintemorlds'
been hlriw mercenmy companiesfor &her offense or su- and an explanationof the alleglence unique
h, but with thelr wlthedng -no*, the Brranclal burden to this smw.
of such employmnl may prave too steep to continue.
Margaret's push to increase the meran8le activity of her
domain has led to a rather extensive wbsrctiredtrade explofa.
tion program, proMng out the w ' s central region for un- 'A B C 0
tapped markets. The Solomani hdwe also had an eye on
harnessing new mmrcea in the sector. The canpethion be-
tween these hvo trade factions has been fierce h the BruIa
subsector, where their operational tmhorles mrlap. -e F G H
Coven intelligence actlvlly from both the lmperlal and
Solommi forces has been going on extensively in the @ ~ r d
subsectors of the Hntenrvorlds, where both ere waglng a vir-
I
tually i n v W war with one another. Their ectMim have
r a m from simple Information gathering to subtle polkal I J K L
-
manipulation, in order to sway a planet or government's
allegiance.
v
ADVENTURE ACTIVITIES M N O P
Beyond the obvious merchrrnt adventures un& the employ
of a free trader or hrge trade corpdm, a wlde array of other
challenging adventure premiw grwt adventurers. The rlaa
in plrablng racthrityopenr the door to mercenmy ~tclMtiesin both
the navd and ground forces capacities. Merknary cwnpardes SU88ECTORS OF THE HINTERWORLDS
could also Rnd employment within the decaying MIRantadate A. Adw I.Nullim
or with the warriw human woMs in the rimward area. B. Tlianke ,I.Brula
The sector is ripe for scientific adventures-not only In the C. Anubls K. Silver Laurel
explorations and matys(sof the Ancient's ringwdcl at Leenl- D. Pendlash Qinshar L. Sontra
Wot, but also In the i n m a t i o n of the cultum and mlgmas E. C h n K. Hashi
lurking in the swor's backwater. F. Dmir L. K d r a
With contact Mween three major mplm,the exilence of . G. Cromar M. Tempri
slx independent natioMates, end eight indigenous mlnor H. Menere's Reach N. Aqula
races, chamten with diplomatic backgroundscwld be kept
extremely b u g r 4 h e r an governmental misstondlor under the e -H Albglmnm C & a
employ of a merchant cwpMatlonbklng to apen relations wlth Ac-Anubian Trade CoalMon
a world for trade masons. Ra-Ral Ranta
As some worlds off the beaten path have lltile in the way QMnlivi
of educational m m s , many I n d q m d a system are Ow4utcascs ofthe Whispering Sky
always looking to employ personnel tratned in technjcrtl or Lp--Coundl of Leh Perash
scientific fields. For example, characters with a background Cu-Cytrialln Unlty
in medklnemukl easily find wwk either M l n g a metropolitan
hmpltal on Saito or sewlng as a traveling geneml practltbmr A m i d rrfthwt an allglancg code hdhtman ImperirJ
in the widely separated towns on E s k e ~ n . or Imperiai~lliedworld. Additional codes can be found In
Filld with mystery and excitement, the environs of the the Data Formah Table.
Hintemrorlds should s um an endless number end varlety of
ADAR
Thurmtotaldlnperlals~h~HtmemorldelafwndIn~~,wslhW
wrvlng aa the sector c q l W aa d l as ihs wbevdu c@W. A -I qwnUty d M Fhta,
wffhbmrbcl.-atDsymunNa, domliursl Ihe wbeedw. The Ral b n t a d m l l e d
jump2 routes dl thoir wm dlBRlplPd w h 1-1 p a w n 9 fotcsl,
~Your~,~VenadInlOOBmddeellnedtoleare.
km && A l Stellar
Nphru 7 0 3 h OOV W D
Halama A 300 Ra W V
Adar 402 Im MS VIM D
scassffs 214 h M7V
p.rcnunb 104 Ra l # V M 5 V
-
Tarbin 803 th K s V W D
Nli 803 k Ml V
VorrPd 324 Im WY MBD
Dirmldi A 403 Ma WV MOD
DO1 W MO Ill M7 D
Lord 921 F$ A2v
Gknhar A 803 h W V
Luki 801 F$ M4V M 4 0
Frelda 8t2 W kOV
Fugitlk A 125 b k F2V lrOD
D e M Na 522 F$ M O V
w 324 R KOV
s- 803 Ra M V
Kom 104 h S I V M7D
Psu 104 k a mV M5D
Nwrla 112 h M4V W D U4D
BolllngwcdI 700 Na 0 0 1 1
Uumamu 8PO F k K2 1V
Salmri A 202 Fla MI v
Th. M a r contains 24 WWWwlth a total poprdalkn o l O . 5 6 Wlkn. Th. maximum
tech level lor tho -tor la D. The data d m n k t n Ihpoplation muftlpDe, the numkr ol
planetddM.and t h n u * d w g i a n b .
Kmy: C p S u h t o r Capltal. X b X W st.aion. 0 : n n w Ownsr:{h.x number ol
CnrChkplr ppeutatlom (wtwre n Olma 10 b h p m n t of W Ootal populalbn). Dn-Droym
populalron(whmnth10bWpercenld~Wpopulorkn).
-
Zairae
TLIANKE
Carvlng Ilr way b t w w n Ral Rania a d Ihs Anublan Trade Coalition, this stretch o! space
=wes EIS one of Ihe ww Imprial gateways lo Ihe sector In ths -lion an.
The Tllanks subwtor contains 28 wortdl wlih a total ppulatlon ol 29.63 #Illon. The
highest tmh level is 0. T h data column lists the pqulatbn multiple, the number of planetoid
beb. and the number d gaa ma.
Key: Cp-Subee*w Capital. XbXboal atilion. O:nnnn= Ormer:(bx numb.? ol owner).
Cn-Chirper population (where n limes 10 is !he psrconl o l the total population). Dn*Droym
populalim ( w b n lLnos 10 I Ihe percenl d the total populallon).
ANUBIS
This lUb&%ClOrIs host to the central worlds of Iho ATC. Tho independent world of Turn
Hunar serves as the silo for one of Iha IISS's mosl remole bases in this rqion, Actlvity at this
base has h e n redlalied by Margaret's interest in the region.
I-- C I . . . - I -. -
PENDIASH GINSHAR
Protrudlq h from the c o w a r d edge d the Hintwwwlds, Ihe Cyfrlalin Unlon dominates
thls wbwclw. The worlds o l A I h , Maggiv, and Clkuek sew as major trade center6 for Im-
perial, Sdornanl, and Two Thousand World trafAc.
mnere's Reach
1 CIMEON
lh%nmrd.most lip of Rat Ranta comprises almosl 50 percent of tka worlds In this sub.
sactor, The worlds even further rimward have bssn tha site of much covert aclivity balwwn
lhe lrnperiurn and lne Solomani.
Cimeon subseclor conlains 27 worlds with a total populalion of 55.25 billion. The higbat
loch Iwel, D, is found at Dokl. The daia column list* the population multiple. lhe number of
planeloid belts, and lb number of gas gianls.
Kay: Cp-Subsaclor Capiial. Xb-Xboat Elation. 0:nnnn. Ownsr:(hex number of owner).
Cn-Chirper pcpulalion (whtra n times 10 is the percent of the !OMpopulation). On-Orgne
population (where n times 10 is lhs p r m n t of lhe lotal ~ l a l h ) .
Tlianke I
I
Slrpportod by the Briua Oiaganal bade route b i w e n the Irnprium and the Hive Fedantion.
many or the l+ndsnt woM$ J *Is subssclor enjoy an s c m r n y basad on sewlng the 4 s
of pasaing lradsrs.
-
Cn-Chlrper populalbn (where n lime5 10 is t k p m t of the tolal population). Dn-Droym
population (where n t b s 10 L lhs percsnl of the total pqwlation).
I Bruia
CROMAR
Mlp ngbm.
-1 InWest in tfada ex@watbnis cmWd on developing !he moww In
- Anubis1-
-silver Laure-l
I ,-
Pendiash Ginshar
MENERE'S REACH
Mrmd .fwr hnwd &lomad -or. Hsnrl M s m . this -tor is k n m lor its rieh
-
dlvmhy of lfo H . t tho bast of whkh ia fhe G n h l . The Gntwl worlds ol Obi-nakin'l
and Ghl-tadul am -n from any unaulhorlzd WlaIkn. Th. mawm am unclear, but it
seem hat theso wr& act as smm kind d mwvalion.
WMtsrhest 2518
Obendal 2814
k t & 2815
MM 2617
Marbb 2BPO
CaDbem 2713
Mufa 2813
Tren 281 4
Ofuwurr 2818
Pru-magu 28 1 7
k r b u r 2012
Treber ,2918
Ar-domm'l 291 7
Prwdnnd 2920
Kwekyl 3016
Larrmllv 3111
Jukake 31 1 1
Pru-trumonn 91 17
P~.devUm 81 19
Spllm 3282
Pm-gam 3218
Ght-nabrln't 3219
GM-radul 3280
Ths M o m ' s Reach s-lw conlalnr 23 wdda wlth a loul poplIulon of QW blM.
The highest lach M C 0 U -1. The dsts cdumn M a Ule population muttipls. the nu*
o f p l . m r d d ~ a d I k n u m b s r d ~ ~ .
Key: C p S W l o r C.pltal. XRXbaal atallon. 0:nnnrt- Owner:(hex nu- ol omwr).
Cn=Chkpr pupdatlon (where n S m 10 11 Ih p m t oi total population). On-Droyne
p o p l a w (where n 10 fa Ute percent ol l)r Motrl papllatlon)
NULLIA
T b Independent worlds d this w h c t w , supported by Lymrlyb Path, are abuu wilh Sd.
mi activities 01 all klnd6.
Nutlia a u k l o r conlairs 25 worlds wilh a total populalion of 15.21 tillion. The highesl
lech leMl is F at Ba-. The data column lisb the popllatlon multiple, the number of plansma
bslb, and the number 01 gas glanls.
Kay: CpSubwclw Capital. Xb-Xboal station. 0:nnnn- Owner:(hex: numhr of owmr).
C n - C h i i r populallon (Wn n times 10 Is the percent of Uu total populalkn). Dn-Drgne
population { w h m n t l m 10 is the percent ol the lolal populatkn).
BRUIA
Mua acts om a tmnm k r th. majw 1mprri.l a d &bunt Indo rmn+l lhrough l h w.
T t u q h w w d s d p s o f ~ ~ a 4 i h ~ S k y ~ o n t h s c a n t r a l r e g i o n .
Silver Laurel w h e t o r conlains 38 worlds with a tolal populalion of 8.151 billion. The
highest tech level is D at Omad'n. The data cdumn lists lhn pqwlation mulliph. th. number or
planwid beSta, and Ihe number of gas giants.
Key: Cplubsenor Capilal. X b X h a t stallon. 0:nrnn- Owner:(hs~numhy 01 m e ; ) .
C n - C h i r population (wherm n Urns 10 is Ihe percent of lhe lotat population). On-Droyne
population (where n time6 10 is the p r o e m of th total population).
SONTRA
lknmhua~~~l~olQnkvlgmm~~~~cclnmrd.xlsnt
Hashi subsec)pr contains 25 worlds with a idal ppdaliom of 33.69 bllllon. The highest tech
ts E at Tonde Mpnal. Tha W a cdumn kts tha popuIaiiDo r n u l w . Ihm number of plawfoid
W, a d ilu number ol gas glann.
Kmy: CpSubceMor Capilal. Xb-Xboat Etation. 0:nnnn- Owner:(hex numbor of owner).
CnrChrper population (whn n times 10 la t b p r m n t d the tola1 ppulalion). On-Daynu
popllation ( w b n n tllnes 10 L Ihr pereenl 04 ths total pcplatlon).
Bruia
KANDRA
L n n l M o i Is h e site of what appsafs to b. an Anciml'c rtngworld, although syllom acce66
is z m a d y limited by Iho Outclats oi the Whispering Sky.
Kwdta r u b t o r conlains 31 wwUs with a tolal poplation 01 2.63 bllron. The highesl
tech !me1 is D at Ddank. Th. data column lists Ihe populadm multiple, the number of planetoid
b l a , and thr number of gaa giants.
Kmy: C p S u M o r Capital. XbXboat slation. Q:nnnn= Wnor:(hex number 01 ownar).
Cn=Chiwr popul*uon (wtmm n Ilmr 10 is th. p m n t of lha lotal poprdation). Dn-Droynu
population (where n tlmes 10 1s t b p m n t 01 the total population).
TEMPRt
Swvlng a$ t l u Imprial gatway to the Hlrn Fdambn, Trmpri is,- h .ddktant Im.
prri.l-rUw world in Ihe Hlntemorlds. It acls as a major tr& nexus lor the Imperlum. t h
Federah, and the Cwndl of l e h PorM.
Tempri subsector Wntalns 30 wodds with a total population of 74.62 blllion. The highesl
1ach level ic 8 at Dmlir. Alpnt and Lylrow. The &la d u r n lists lhe m l a t i o n rnvlti@o+Iha
number of planehid belts. and Ihe n u W r ol gas giants.
Key: CpSuboKtor Capilal. XbaXboat slatlm. 0:nnmn- Omer:(her numkr o i owner).
Cn-Chirper population ( w b r o n 1 1 m s 10 is t b plrcont of t l u total populalion]. Dn-Drgns
m a t i o n ( w h e n n limes 10 is !he percenl d ths total populatim).
Protruding from tlw tnillng side, a n u d r of the syslems associaled with the Council o l
k h Pwuh point lo lhta nubsectoh hean. In Ihis ngion, F e r n t i o n activiiy
k just as common
as lhat of any human sialsr.
Narm W Data A1 ShIIar Date.
Mamgarimu 404 Na MD III
Derivann 203 Na K8V
Beenateotyl 703 Na M9V
Huraal 1 1 1 Fla K 7 V
Wygran 524 k W V ,
Shllllnp 903 Na M O V M2D
Gkdon 600 Fla M6 lV
Cuunond 502 IYa G2V
Gllilm 803 Fla K 3 V M 9 0
Yarin-yaol 714 ki M I V
Carnlr 714 Fle Kl V
Opaylw A 323 Na K 6 1V
Cyveel 313 R M4V
Entyrbal 712 Na FOV
Syth 110 IYaM V M20
lrannix 524 k hW V
Sysiw 124 Lp M 7 V
Horizon 204 Lp Kl V
Oayrmir 103 Ne K 2 V
Brovarr 824 H K4V
Wal 112 Lp M I V
Hsrvnah 702 Ha M3 V
Smrig 103 l p G2V M3 D
Nyralys 704 Lp M O V M 4 0
Lendisa 104 Lp Ml V M40
Aquila subaector contains 25 worlds with a Iohl populakn 01 4.64 billlon. The highest tech
lovel is D al Carnir. The data cdumn lists the population rnulliple, Ihe numbsr of planatold balls,
a d t b nu* J gw glanfs.
Key: Cp=Subswtor Capllal. Xb=Xboai station, 0:nnnn. Dwner:{hex numbr of owner).
Cn-Chlrper papulation (where n time6 10 is Ihe p w n l o l Ihe total populalkn). Dn-Omyne
ppulation (who14 n tlrnrs 10 Is Ihe percent d Lhe toul papulatbn).
40
d
,e/
g #
I
mystery and legend of the sector's past.
A
GDW Challenge 53
, and is home of
I Organization
The modern marine corps is a large organization consisting of four marine divisions, two interface wings, and two air wings.
I
Providing support for these units are eight artillery batteries, four armor battalions, four air defense battalions, four engineer
battalions, four recon battalions, and four APC battalions. Additionally, one marine division and one air wing are attached
in reserve. These units possess their own assets normally found only at the corps level. This is done so that all reserve units
are under the command of either the reserve division or air wing.
mi&@
Ill
-
I C'T
& CIT
M-2290 A2
This heavy, man-portable plasma gun i s a key weapon which
is issued, as necessary, by the marine platoon leader. In most
cases, these are supplied one per squad. In some situations,
the weapon is mounted on an APC, often in direct support of
I The Journal of Air Combat Gaming /
the marine squad. The weapon is as described in the 2300 AD
rules. When it is vehicle mounted, the weapon can be fitted
with a special ammo-loading mechanism which will continually
feed the weapon from a 100-round box magazine.
or You
...Six Times a Year
CHALLEMGE 33 CHALLEMGE 34
For Traveller: Project Farstar. IRIS. For
Twilight: 2000: Haute Cuisine a la 2000.
Equipment List. USSR: 2000, Part 11. For
ALLENCE For Traveller: Generating IRIS Charac-
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AD: Ogre: 2300. Thorez. INAP. The
2300 AD: Lone Wolf. North America,
2300. Davout. Stutterwarp Revisited. WERE'S HOW TO ORDER! 2300 AD Revision. For Space: 1889:
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GDW Challenge 61
The French
Lieutenant's Conr
LeClanche (army reserve), a junior cipher ing for LeClanche unless he or the team
clerk at the French legation in Adrian. does something to attract their attention.
(NPC Motivation: Minor Joker, Spade 2). He isn't under any form of surveillance
LeCLanche suffers from delusions of because he simply isn't important enough
grandeur. In particular, he's convinced to justify it.
that vital military information passes It takes about 20 hours to reach Adrian:
through his hands. He's mistaken; 10 hours by airfilm to Soissons, then an
military traffic i s rarely routed to Adrian, eight-hour hydrofoil run, with some time
and the bulk of the signals are low- for loading, waiting, etc. LeClanche con-
priority commercial and diplomatic tacts the PCs a few hours after they reach (again, to "shake off pursuit") a few hun-
messages. A few months ago he began to the hotel. dred kilometers from civilization.
make copies of the coded messages, Once the PCs meet LeClanche, their LeClanche tries to disguise himself.
along with the daily cipher keys, and now problems really begin. Any plans they He has no skill in this area, and his
he has two portacomp chips full of make will be scorned, and LeClanche in- costume (a towel under his coat to
messages. He hasn't realized that the lax variably suggests other plans far more like- simulate a hunchback, or a tatty false
security which allowed him to do this is ly to cause problems. For example, the beard) is ridiculously unconvincing.
an indication of the low value of his team suggests taking the hydrofoil from Try to cause many delays. For example,
information. Adrian to Soissons, mingling with other if LeClanche falls into the sea as the team
LeClanche is unusually tall, exceptional- passengers t o avoid attracting attention. leaves the ferry, the harbor master will in-
ly awkward, and very disaster-prone; LeClanche demands that they hire a sist on a medical check. This, and drying
machinery and other fragile items seem charter boat instead, adding hours to the LeClanche's clothing, takes long enough
t o shatter at his touch. Think of him as journey time, doubling the cost, and add- to ensure that the team will miss at least
a cross between Inspector Clouseau and ing the risk of shipwreck. He sulks if his one train.
Basil Fawlty, but clumsier. ideas are ignored. He dresses "incon- Ideally, the team should reach Premiere
Six weeks ago LeClanche approached spicuously"-a hooded parka to conceal about one hour before the last capsule is
Ludwig Volkmann, a Bavarian diplomat, his face (despite the fact that it's summer) scheduled to leave. It takes time to pick
and offered to sell him his "secrets." or a dark trench coat (same objection). He u p the tickets (including a forged pass-
LeClanche wanted Lv1,000,000, a new has the chips in a money belt and fre- port for LeClanche) and reach the tower,
face, and a new identity. Surprisingly, he quently feels his waist to make sure they and they check in only minutes before
accidently found the right contact; haven't been stolen. The PCs should soon the deadline.
Volkmann runs the Bavarian commercial guess that something is hidden there; If the team i s too late to catch the cap-
intelligence unit of Adrian, and his job is however, LeClanche will put up a fight if sule, their contact calls Volkmann and ex-
to predict French economic moves. He the team tries to take charge of the chips. plains the situation. After a couple of
soon realized that LeClanche didn't have He doesn't own a gun and will try to per- hours, Volkmann radios back to say that
any important military data, despite his suade the adventurers to give him one; if he has arranged for scramjet tickets from
claims, but could be an important anyone is stupid enough to oblige, he'll Uethen.
resource for commercial information. The shoot the ground a few centimeters from
messages on the chips aren't likely t o be someone's foot as he tries to put the gun BY BEANSTALK
valuable in isolation, but the code keys in his pocket. Unless the team is on the run, the
might possibly help crack messages in- If LeClanche is arrested for any.reason, customs men at the bottom of the tower
tercepted from more important economic he'll soon confess. He'll reveal that he was have no particular reason to search them.
centers. Ideally, Volkmann doesn't intend accompanied by the team, and he will They are looking for incoming contra-
to risk further contacts with someone as detail any offenses they've committed band and outgoing terrorists, not escap-
unstable as LeClanche, so he has made along the way. ing defectors. They'll check papers;
indirect arrangements to hire the team to The first objective of this adventure is LeClanche's passport identifies him as
escort LeClanche off-world. He'll meet to make the simple journey from Adrian Marcel Maigret, a bank courier, and is
LeClanche o n the ship. Volkmann will to Premiere seem as daunting as Homer's good enough to withstand a routine
cheerfully accept the chips from another Odyssey. A few possible complications are check. Naturally, LeClanche panics and
source, given proof that they are authen- described below. starts to behave conspicuously. The
tic, and will even pay a few thousand @ LeClanche becomes convinced that customs men will soon find the chips if
livres. (Don't let the players know this someone (an innocent commuter) is the team is still allowing LeClanche to
unless LeClanche i s arrested or killed, following the party. LeClanche then either carry them. But they just check the chips
and they contact the man who hired them tries to shake him off the trail or fights with explosive and drug sniffer machines,
for further instructions.) him. and plug them into a portacomp to make
LeClanche has arranged to take leave @ LeClanche falls into the sea as the sure that they are really data chips, not
the day before meeting the team, and his team boards (or leaves) the ferry. dummies containing contraband. Bank
superiors assume he will be on holiday @ LeClanche decides that one member couriers often carry information o n por-
o n the French continent. They aren't at of the team is a French agent sent to tacomp chips, but the chips are usually
all suspicious. It should be emphasized assassinate him. coded for security, so the officers won't
that the French authorities won't be look- @ LeClanche tries to stop the train see anything odd.
64 Challenge GDW
--
Naturally all weapons are impounded selected this route from the start.
by security; anyone carrying an unli- The scramjet journey is uneventful. TROUBLESHOOTING
censed or illegal weapon will be arrested LeClanche spends his time with his face This adventure can go wrong for the
and strip searched, and won't be allowed in a vomit bag (which will be spilled in players in many ways. At worst, they may
onto the capsule. Warn the team about free-fall, if you are feeling unusually be hunted by the French authorities. See
this before they reach the terminal! sadistic), and the craft docks at the The Tricolor's Shadow for details of pur-
Beanstalk security is much too good (and spaceport three hours after takeoff. suit on Beta Canum-4. The PCs will be
well armed) to let the team bypass cus- reasonably safe if they can reach Bavarian
toms or force its way onto a capsule. THE SPACEPORT territory or hide in British territory until
The beanstalk trip should be enlivened Regardless of the route, the ship i s the authorities lose interest.
by more incidents. LeClanche will make scheduled to leave about an hour after the If the PCs actually kill anyone, they may
an inept attempt to seduce at least one team arrives. Volkmann i s aboard and be targets for a planetwide manhunt. N o
woman (preferably a PC). He'll get drunk won't be seen by the PCs unless they are one (including the Bavarians) is prepared
and drop hints about his "secrets." carrying the chips and have ditched to help murderers. The Bavarians will
Despite these problems, there should LeClanche. In this case, he'll hand over a eliminate the team's contact in Premiere
be no serious incidents en route. maximum of Lv5000 for the chips; that's (by paying him to move off-world), then
all the cash he's carrying, and he won't ar- deny knowledge of the situation. De-
BY SCRAMJET range a traceable credit transfer. pending on the PCs' personalities, the
The team must escort LeClanche to The team won't be allowed to board the adventure could end with time in prison
Uethen-about 50 hours, including hy- ship this close to departure, so LeClanche or even their deaths.
drofoil crossings, with a 55-hour deadline must go through customs with other late- If LeClanche is abandoned by the
before the last launch meets Volkmann's arriving passengers. All the team can do adventurers but is not killed, he will even-
ship. Naturally, LeClanche makes more is arrange some sort of diversion. Exact tually turn himself in to the French
problems; some of the beanstalk in- details are left to the players, but a authorities, who will be interested in the
cidents may be appropriate. Volkmann "drunken" brawl in the departure lounge, adventurers. He'll also confess if he's ar-
will ensure that seats are waiting and that or some noisy but nonviolent behavior, rested boarding the ship.
there won't be any awkward questions may be best. There will be no pursuit unless it is
about weapons-although they will be Eventually, if all goes well, LeClanche sparked off by the actions of the team or
impounded for the flight. If Volkmann boards the ship. For the PCs, the adven- LeClanche. Ideally, this should be a light-
hadn't been trying to avoid any traceable ture i s over, apart from a routine journey hearted adventure without serious long-
link to LeClanche, then he would have back to Premiere to collect their wages. term consequences. fl
ever. Our game is completely computer-run,so no human referee interferes with your enjoyment, and
there are seldom any errors. (If we DO make an error on your turn, we will refund DOUBLE your turn fee!)
Flying Buffalo Inc has been running play by mail games for 17 years. We are the very first professional
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pbm catalog, or send $2 for the rules to HEROIC FANTASY. (Please do not ask to be in any game until you
have seen a copy of the rules). Flying Buffalo Inc, PO Box 1467, Scottsdale, AZ 85252
GDW Challenge 65
...
the only game that sends you
fabulously detailed maps like
this one, showing your fleet's
...
sensor wiws every turn along
with clear, complete stats on
each starship you design, build,
a unique, complex
gaming enwiron-
m m t populated with 21 alien
players Itching to blow the hulls
off anyone who gets in their way!
$20.00 for set-up, manual, universe
map and first three turns
A BaftIeTech Scenario
Dale 1. Kernper
rom the debriefing
transcript of Soren- SITUATION: 1 0 1 0 (PST)
son's Sabres, 5th SOL. PATINIR,
Entrv: AS Pilot Elden Ber- NOVEMBER 21, 3 0 2 1
ardinelli: During the deep penetra-
The raid on Patinir. It might tion raid on the Steiner planet
have looked like a walk in the of Patinir by Sorenson's
park to all you guys o n the Sabres of the 5th Sword of
ground. But for the unap- Light, elements of the 10th
preciated few like me that had Lyran Guard Regiment (new-
to dodge everything they ly garrisoned on the planet)
could throw, it was tough! conducted a counterattack o n
Good thing I'm as good as I the raiders near the capital ci-
am, ya know, or I just might ty of Mondo Elegro. Despite
not be sitting here telling you adequate airborne recon-
all of this. naissance, Sorenson was
As usual, the company was caught unprepared for the at-
burnin' through almost all tack by heavy 'Mechs backed
resistance, until we got to u p with air support. Refusing
their capital city o f Mondo t o withdraw, he plunged into
Elegro. The captain sent me the city limits, wreaking dam-
and Moretti up to scout out age and destruction. The en-
the defenses. They were pret- trapping units had not ex-
ty standard; infantry and ar- pected this and began t o run
mor i n hardened defense , about the city, attempting t o
posts and a few light 'Mechs chase the 'Mechs down.
on the flanks. Nothing we Supported by his airborne
couldn't handle. But there did units, Sorenson could carry
seem to be other forces mass- out his mission and escape
ing in the haze and smoke on Mondo Elegro in the confu-
the other side of the city. I sion. The counterattacking
banked in to see what I could force and city defenders were
see and got the surprise of my too disorganized t o mount
young life. A Lucifer-type any sizable pursuit force.
heavy fighter shot u p toward After some pillaging, Soren-
me from the ground. I had no son's Sabres made it back t o
blathering idea where it had their dropship and left the
come from. I dove away and - planet, mission completed.
tried to warn Moretti, but the Lucy was back, no sign of Moretti and also no way to
usin' some kind of jamming, and I communicate with him. What was I to d o GAME SETUP
couldn't get through. Then I got my sec- but attack? I mean, given a choice like that, Lay out the maps as shown, sing
ond shock. Lumberin' in over on Soren- there's no point in waiting to get scragged, those in the CityTech game. Players may
son's exposed flank came a full lance of is there? arrange building counters o n and
heavy 'Mechs! I t was turnin' out to be a I figured that i f i t was time, then I might around the paved area of the CityTech
very interesting day. as well go out with a few of those bums; and map, but no more than five hardened
So here comes most of the company if it wasn't time, then I could always find a structures are allowed. Prepare record
marching right into a trap. I've got heavy place for another medal and commenda- sheets for all 'Mechs and Aerospace
'Mechs to my right and a Lucifer on my tion, right? fighters engaged in the scenario.
GDW Challenge 67
DEFENDER
Defending Mondo Elegro are elements of the Shrieking
Reaper Company of the 10th Lyran Guard Regiment.
Assault Lance
@ 1 Battlemaster
e 1 Awesome (2 extra heat points per turn)
@ 1Thunderbolt (large laser misfires on a roll of 9 + with 2D6)
@ 1 Lucifer ASF
VICTORY CONDITIONS
Recon Lance The attacker must destroy at least 10 percent of the struc-
@ 1Griffin (center torso carries 12 frontal armor points only) tures in Mondo Elegro, while inflicting more losses to the
@ 1 Wasp (jump jets out) defenders than he receives. Any other result is a minor vic-
o 1 Locust tory for the defenders. C2
Simcoarum Systems
P.O. Box 520861 s Salt lake City, Utah 84152
Turn fees are $3.00
68 Challenge GDW
Regimental Motto:
Strike or Die!
Unofficial Regimental Crest:
A BattleMech silhouette behind an eight ball
with a red background.
Official Regimental Crest:
Pilot: MechWarrior Sergeant Erica Long, Regular Pilot: MechWarrior Willie "The Whiner" James, Regular
BattleMech: JVN-ION Javelin "Heartbreaker" BattleMech: ONI-K Orion "Contraption 11"
Skills: Piloting 5, Gunnery 4 Skills: Piloting 5, Gunnery 4
Pilot: MechWarrior "Jolly Jim" Smith, Regular Pilot: MechWarrior Jane Khorgul, Regular
BattleMech: LCT-1V Locust "High Stepper" BattleMech: WHMdR Warhammer "Wolfkiller"
Skills: Piloting 4, Gunnery 4 Skills: Piloting 4, Gunnery 4
Pilot: Lieutenant Alfred Pointers, Veteran Pilot: MechWarrior Sergeant Gordon McPherson, Veteran
Aerospace Fighter: SL-15 Slayer "Derbytime" BattleMech: AWSSQ Awesome "Highlander"
Skills: Aerospace Piloting 5, Aerospace Gunnery 6 Skills: Piloting 3, Gunnery 4
Pilot: AeroWarrior Sergeant Nate Arachnar, Regular Pilot: MechWarrior E l i Ellerson, Regular
Aerospace Fighter: SL-15 Slayer "Vacuum Missy" BattleMech: CRD3R Crusader "Galil IX"
Skills: Aerospace Piloting 4, Aerospace Gunnery 5 Skills: Piloting 4, Gunnery 5
Pilot: AeroWarrior Charlie Migele, Regular Pilot: MechWarrior Suli E l Hambra, Green
Aerospace Fighter: SL-15 Slayer "Tailhunter" BattleMech: CN9-A Centurion "jamal's Fist"
Skills: Aerospace Piloting 4, Aerospace Gunnery 5 Skills: Piloting 5, Gunnery 5
Pilot: MechWarrior Sergeant "Mad Jack" Livermore, Regular Pilot: MechWarrior Mirorno Ndeni, Regular
BattleMech: STG3R Stinger "Jack's Jalopy" BattleMech: STR3R Stinger "I mpi Runner"
Skills: Piloting 5, Gunnery 4 Skills: Piloting 4, Gunnery 4
Pilot: MechWarrior Lopez Martinelli, Regular Noble's Battalion is the main striking unit of the Waco
BattleMech: WSP-1A Wasp "Rico's Rocket" Rangers. It is organized to permit maximum offensive power
Skills: Piloting 5, Gunnery 4 against a specific target. The initial assault is usuallyconducted
by elements of Romy's Company, followed and supported by
Pilot: Shelli Britan, Green Henry's Company. With 'Mechs normally organized into
BattleMech: WSP-1A Wasp "No Name Ill" assault, fire, and scout lances, there is no confusion concern-
Skills: Piloting 6, Gunnery 4 ing assigned duties as occurs in the usual lance organization.
Each lance i s trained in specific mission profiles, and its
NOBLE'S BATTALION, HENRY'S SUPPORT COMPANY members always know exactly what is expected of them.
Charles Henry's Fire Lance Although at first this seems as if it would create an inflexible
Pilot: Lieutenant Charles Henry, Elite Warrior training doctrine, this organization allows more flexibility and
BattleMech: AS7-D Atlas "Back From Hell" efficiency than normal, as has been shown through many suc-
Skills: Piloting 4, Gunnery 3 cessful raids.
Noble's Battalion also contains the regiment's main comple-
Pilot: MechWarrior Sergeant Ted "Slim" Atkins, Veteran ment of AstroFighters for added firepower in an assault.
BattleMech: ARC-2R Archer "Six-Gun Slim"
Skills: Piloting 4, Gunnery 4 KELLY'S SUPPORT BATTALION,
KELLY'S HEADQUARTERS COMPANY
Pilot: MechWarrior Roland Rogers, Regular Kelly's Command Lance
BattleMech: CRD3R Crusader "Retribution IV" Pilot: Major Albright Kelly, Elite Warrior
Skills: Piloting 5, Gunnery 4 BattleMech: HBK-4G Hunchback "Backstabber"
Skills: Piloting 4, Gunnery 4
Pilot: MechWarrior Barry Manson, Regular
BattleMech: WSP-1A Wasp "Flankfinder" Pilot: Lieutenant Rictor Van Owen, Veteran
Skills: Piloting 3, Gunnery 5 BattleMech: TBT5N Trebuchet "Guardian Ill"
Skills: Piloting 4, Gunnery 4
Ryan's Fire Lance
Pilot: Lieutenant "Red" Ryan, Veteran Pilot: Captain Horace Nelson, Veteran
BattleMech: MAD3R Marauder "Death Dealer" BattleMech: RFL3N Rifleman "Shoot 'em u p VII"
Skills: Piloting 4, Gunnery 4 Skills: Piloting 5, Gunnery 3
Pilot: MechWarrior Sergeant Bill "The Basher" McCoy, Vet- Pilot: Captain Bethier Stocker, Veteran
eran BattleMech: BJ-I Blackjack "The Equalizer"
BattleMech: ARC-2R Archer "Smarty Arty" Skills: Piloting 4, Gunnery 4
Skills: Piloting 5, Gunnery 4
Winston's Scout Lance
Pilot: MechWarrior Alexandra Chunitza, Regular Pilot: Lieutenant D. D. Winston, Veteran
BattleMech: WHMdR Warhammer "Da Parmizana" BattleMech: JVN-ION Javelin "Buttbiter"
Skills: Piloting 4, Gunnery 5 Skills: Piloting 4, Gunnery 4
Pilot: MechWarrior Ahmed "The Sage" Sander, Veteran Pilot: MechWarrior Sergeant Anita Chu Lai, Veteran
BattleMech: STR3R Stinger "Swifty 11" BattleMech: JVN-ION Javelin "Deathdarter"
Skills: Piloting 4, Gunnery 4 Skills: Piloting 5, Gunnery 5
Klane's Fire Lance Pilot: MechWarrior Joe "Mr. X" Zeek, Regular
Pilot: Lieutenant "Smilin' John" Klane, Veteran BattleMech: FS9-H Firestarter "Zippo 11"
BattleMech: BLR-1G BattleMaster "Windjammer" Skills: Piloting 4, Gunnery 3
Skills: Piloting 5, Gunnery 4
Pilot: MechWarrior Peggy Sue Keith, Green
Pilot: MechWarrior Sergeant "Tiny Jim" Sundercrest, Regular BattleMech: LCT-1V Locust "Grim Leaper"
BattleMech: ARC-2R Archer "Li'l Morbid Me" Skills: Piloting 6, Gunnery 6
Skills: Piloting 4, Gunnery 5
Sutherland's Medium Air Lance
Pilot: MechWarrior lkoto Sendai, Regular Pilot: Lieutenant Thomas Aquinas Sutherland, Veteran
BattleMech: WVR-6R Wolverine "Red Night Warrior" Aerospace Fighter: SL-17 Shilone "Topographical Wonder"
, Skills: Piloting 5, Gunnery 5 Skills: Aerospace Piloting 6, Aerospace Gunnery 6
GDW Challenge 71
Pilot: MechWarrior Donna de la Kalbe, Green yet been replaced. The strength of the unit has been increased,
BattleMech: WSP-1A Wasp "Tingler 11" however, with the addition of Sutherland's Air Lance.
Skills: Piloting 5, Gunnery 6
KELLY'S RESERVE BATTALION,
KELLY'S SUPPORT BATTALION, KELLER'S HEADQUARTERS COMPANY
PRESTON'S MEDIUM COMPANY Keller's Command Lance
Preston's Medium Lance Pilot: Major C.H.G. "Charger" Keller, Veteran
Pilot: Lieutenant "Buzz" Preston, Veteran BattleMech: AWSSQ Awesome "Retribution"
BattleMech: WVR-6R Wolverine "To Badger You 11" Skills: Piloting 4, Gunnery 3
Skills: Piloting 4, Gunnery 4
Pilot: Lieutenant Eric "Action" Idlewild, Veteran
Pilot: MechWarrior Sergeant Walt "The Stare" Rickles, Veteran BattleMech: TDR5S Thunderbolt "Masterstroke"
BattleMech: WVRdR Wolverine "Doppleganger II" Skills: Piloting 5, Gunnery 4
Skills: Piloting 4, Gunnery 5
Pilot: Captain Will Reynolds, Veteran
Pilot: MechWarrior Sevis "No Justice" Sims, Regular BattleMech: BJ-1 Blackjack "Aces & Eights"
BattleMech: GRF-IN Griffin "Respect Maker" Skills: Piloting 4, Gunnery 4
Skills: Piloting 5, Gunnery 5
Pilot: Captain Mike "The Wit" Banks, Regular
Pilot: MechWarrior Tracy "The Cheek" Thomas, Regular BattleMech: PXH-1 Phoenix Hawk "Star Slayer"
BattleMech: CRD3R Crusader "Misfit XII" Skills: Piloting 4, Gunnery 5
Skills: Piloting 5, Gunnery 4
Ise's Support Lance
Nathaniel's Medium Lance Pilot: Lieutenant Myodo Ise, Regular
Pilot: Lieutenant N.C. Nathaniel, Regular BattleMech: GRF-IN Griffin "Shinano VII"
BattleMech: PXH-1 Phoenix Hawk "Good Deed 11" Skills: Piloting 4, Gunnery 4
Skills: Piloting 4, Gunnery 4
Pilot: MechWarrior Sergeant Billy Onoro, Regular
Pilot: MechWarrior Sergeant Marty Filmore, Veteran BattleMech: CRD3R Crusader "Royal Blood"
BattleMech: SHD-2H Shadow Hawk "Range Warrior IV" Skills: Piloting 5, Gunnery 4
Skills: Piloting 3, Gunnery 4
Pilot: MechWarrior Gerty "Moms" Montoya, Veteran
Pilot: MechWarrior Teresa Williams, Regular BattleMech: ENF-4R Enforcer "Moms' Machine"
BattleMech: TDR-5s Thunderbolt "Hard Time VI" Skills: Piloting 3, Gunnery 4
Skills: Piloting 5, Gunnery 4
Reemans's Scout Lance
I Roger's Scout Lance Pilot: Lieutenant Doug Reeman, Veteran
Pilot: Lieutenant Wayne Rogers, Veteran BattleMech: STG3R Stinger "Majestic Morte"
BattleMech: 0lT-7) Ostscout "Fore Eyes" Skills: Piloting 4, Gunnery 3
Skills: Piloting 4, Gunnery 4
Pilot: MechWarrior Sergeant Osaida jijoro, Veteran
Pilot: MechWarrior Sergeant Dale Whittiker, Veteran BattleMech: STG3R Stinger "Sazaname"
BattleMech: JVN-ION javelin "Cupid's Kiss" Skills: Piloting 4, Gunnery 5
Skills: Piloting 3, Gunnery 4
Pilot: MechWarrior Odo "Nasty" Nastica, Regular
Pilot: MechWarrior Josh Winfield, Regular BattleMech: WSP-1A Wasp "Dobber CXLIV"
BattleMech: WSP-1A Wasp "Muddobber Ill" Skills: Piloting 4, Gunnery 4
Skills: Piloting 4, Gunnery 4
Pilot: MechWarrior Cochise Shinotan, Regular
Pilot: MechWarrior Amy Zimmers, Green BattleMech: DV-5M Dervish "Ninotoche"
BattleMech: CDA-2A Cicada "Plague Bug" Skills: Piloting 5, Gunnery 5
Skills: Piloting 6, Gunnery 5
Wright's Medium Air Lance
Kelly's Battalion is normally used as a secondary assault force Pilot: Lieutenant P.D. "Buster" Wright, Veteran
in Waco's Rangers and i s assigned most of the mop-up opera- Aerospace Fighter: TR-10 Transit "Stingray IV"
tions the unit must deal with. There is no end to the grumbling
about this, but occasionally Colonel Waco sends Kelly's Bat-
1 Skills: Aerospace Piloting 6, Aerospace Gunnery 6
talion in ahead of Noble's Battalion-for morale purposes if Pilot: AeroWarrior Sergeant Ian Van Allen, Veteran
nothing else. At the present, Kelly's Battalion i s the weakest Aerospace Fighter: TR-10 Transit "Viper's Bite"
unit within the regiment because some recent losses have not Skills: Aerospace Piloting 5, Aerospace Gunnery 6
GDW Challenge 73
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New Zealand. Spain
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Julia Martin's
PLAY-BY-MAIL
If you are not familiar with ning PBM
play-by-mail games, briefly, type games,
Starship Operator's
Video-Taped Seminars
The Travellers' Digest Magazhe 5 Hours of Seminars by DGP and GDW
If you couldn't make it to ORlGlNSlGENCON 88, or if
Packed with lots of new you just want to relive fond memories, this tape is for you!
MegaTraveller material each Five full hours of in-person seminars, featuring Marc
quarter. Topics include new Miller, Joe Fugate, and Gary Thomas -the forces behind
equipment, library data, offi- MegaTraveller. Order today. (VHS) Price: $18.95.
cial sector and subsector
maps, hints and tips for play-
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This may be your last chance to fill that gap in your
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- lost since the time of the Ancients, these new original
copies are $5.00 each or any five for $20.00. Send a
SASE for a list of available titles.
GDW Challenge 77 3-
#2Ei
e
EZ
role-playing and boardgamers
take for granted, so some of
you are probably wondering
to new players with the rules
book at setup. Ongoing rules
changes are reported in The
-
fa3
.A
why I mention them. Well, in Watcher (an irregularly pub-
play-by-mail games, which are lished newsletter/booklet con-
often run by a one- or two- taining stories, articles, ques-
person company, the quality tions and answers pertaining to
and readability of the game can The Next Empire) and i r e
run the range from something mailed to players with their
as nicely done as The Next Em- turn results. As i s common in certain amount of mass, or The combat system i s fairly
pire to a booklet of photo- many play-by-mail games, if energy, or both is used. Aside straightforward. If your ship
copied sheets originally print- enough players are unhappy from the automatic 10-percent hits, it damages what it hit; if
ed in condensed type on a dot ,with the way a certain aspect of gain over the current mass and the target has shields for the
matrix printer. the rules operates, it is some- energy total which occurs each type of weapon you fire, it has
The Next Empire claims times revised. The relatively turn, the only other way to gain an increased chance of being
"clear, concise* rules" in its quick response of play-by-mail more mass and energy to work missed. And how much a hit
advertising, and its rules are game operators to player sug- with is to mine asteroids and damages the target depends on
fairly clear and concise. The gestions for change or im- then bring their ore back to what sort of weapon you fire;
conciseness of the rules, how- provement is one refreshing base. Needless to say, the more certain weapons, like missiles,
ever, sometimes leads to am- aspect of play-by-mail and of one wishes to accomplish, the will even track the target long
biguity. Often another example The Next Empire. If you make greater one's mass and energy after you fire them. As a ship
of a slightly more complex im- a suggestion and support your needs are, and also the more takes damage, certain systems
plementation of a rule might position, most play-by-mail precious access to asteroids is. begin to fail-it may lose move-
have clarified things later, game operators will seriously Building asteroid mining ships ment capability or use of some
when it comes to actual play. look at the problem or sugges- is almost the first thing a player weapons. And as a base takes
For instance, movement in the tion and act upon it rapidly. will do. damage, it loses the use of
game is classified into parsec The Next Empire includes pink With ships that a base has some of its active weapons.
movement (like impulse power problem reports with the setup built, a player carries his pro- When a base has no more of-
in Star Trek) and warp move- package, and each of them i s gram of conquest into space. fensive weapons active, it is
ment, but the way they work is given individual attention and Ships are designed by a player taken by the attacker. It is even
quite different. It is not im- returned with the player's next for the purpose he has in mind. possible for a base to self-
mediately clear upon reading turn results. They can range from size 8 to destruct, although this option
the rules that you do not have size 24, with each increment in takes three turns to complete
to be facing the direction you PLAYING THE GAME size indicating another system (it is also abortable).
wish to warp move to, whereas In The Next Empire play, a that the ship includes. For in- If a player wants to, he can al-
you must face the direction player's goal is to eventually stance, a small, offensive ship ly with other players by com-
you wish to use parsec move- control all the bases in the could have five lasers, two municating with them, either
ment to move to. Rules cover game. He is competing against warp engines, and one thruster over a widebeam message,
game mechanics, how to read 20 other players, each of whom engine. It would be size 8-it which all players hear, or by
the maps, starbases, ships, has his own base. Other bases has eight systems-and would sending a personal message to
asteroids, base and ship exist which are not controlled cost 40 mass and 40 energy to him on a three-by-five-inch
weapon and defense systems, by any player at the beginning build. Larger ships increase in notecard. Allies are extremely
movement, combat, damage, of the game. Bases are rather construction cost in a ragged useful i f you can trust them-
victory and defeat (including like the Death Star in Star Wars: but exponential curve. Finding but isn't that the problem in
alliances), encounters, com- A New Hope. Depending on a efficient designs for one's pur- any strategy game?
munication between players, person's personal strategic poses is part of the strategy and
reading turn reports, and giv- philosophy, a base can bristle the discovery process in the ELEGANT TOUCHES
ing fleet orders. An index is in- with weapons, present a strong game. It helps to read The The quality of presentation is
cluded, and is both thorough defense by bringing up shields, Watcher, which sometimes what really makes The Next
and very useful; all important activate tractor beams to haul publishes other players' de- Empire. The game looks so
charts are given or summarized in an unwilling enemy ship, ac- signs, and to ask other players good that it is a joy to play.
on the last two pages of the tivate sensors, launch probes for advice (if you can find one Often in play-by-mail games,
book for ease of reference. for long-range scanning, and to communicate with amica- sensor reports are given as a
The rules are under ongoing build ships. Every base has a bly). After constructing a ship, data readout in text form, and
change as the computer pro- mass reactor and an energy you can use it to explore, mine a player then has to take out a
gram which moderates the reactor which produce a an asteroid (if it is equipped for pencil and his original game
game i s being revised, and the 10-percent gain in mass and it), trade with other players by map, and plot what his forces
remaining bugs in it are hunted energy each turn. To perform taking on cargo and exchang- see on it. Cyborg Games has
out and exterminated. Rules any action, such as activating ing it, or attack other players' simplified and beautified this
changes, and errata are given lasers or constructing ships, a ships or bases. process with what it calls
78 Challenge GDW
graphic sensor-maps. Rather The Next Empire never having that you can feel it between allows faster-than-light travel in
than just give you text sensor played a play-by-mail game, it your teeth," and if you are spaceships. Overall, the basic
and observation reports, it could be quite a bit easier. Like looking for a combat system outline of things as they stand
gives you pictures-an in- many play-by-mail games, it which comprehensively and historically, geographically,
dividualized map of what you assumes a knowledge of cer- realistically covers all the op- culturally, and technologically
see, detailing the positions of tain terminology on the part of tions in cyberpunk genre com- is presented-enough to ex-
your forces, the relative size of its players which a truly new bat, SpaceTime may be the plain the current situation, but
objects in your field of view, player can be slightly boggled game for you. not explain it in a great deal of
the facings of ships, and a hex by. O n the other hand, it does detail.
grid with coordinates written not err in this department by BACKGROUND
o n it for determination of the nearly as much as many other SpaceTime is set in a gaming CHARACTERS
position of objects in relation games. Although a partial ex- universe in which the earth is The character generation
t o you. By looking at a graphic ample of a completed turn recovering from WWIII. Mars system is a point-based one in
sensor-map, a player can tell at sheet is included in the rule had been colonized before the which a character uses a set
a glance the threats and oppor- book, perhaps including an ac- war, and then after the war it pool of points to "buy" the at-
tunities which face him. The tual completed turn sheet and "ruled" earth (for earth's own tributes (characteristics) and
graphic sensor-map is the most sensor reports with a brief ex- good) for a period of time. skills he wants. This type of
elegant aspect of The Next Em- planation of them or a short Contact has been made with system allows players to con-
pire which makes it hard to page on beginning strategy other inhabited planets which, struct the type of character
beat as a space combatlbuild- might help beginners. strangely, so far seem to only they want t o play, planning his
your-own-empire game. It As to price, The Next Empire contain other humans. Linguis- strengths and weaknesses. For
gives you the complexity of is definitely on the high end tic and cultural similarities be- those players who always feel
turns with a great many op- when it comes to play-by-mail tween humans and the races so that they could have had a bet-
tions and levels of strategy games, with a setup of $20 and far discovered make many sci- ter character if they had been
which are almost unlimited, a per turn cost of $6. Other entists posit a former inter- allowed just a few more points,
and then makes all of that com- games of the same play-by-mail stellar human civilization a system for taking disadvan-
plexity easy to deal with in its genre are available frorh other which, ages ago, was deci- tages such as phobias or being
graphic sensor-maps. All the companies for quite a bit less. mated and survived only as in- overweight to gain more initial
nitty-gritty data a player has to Playing The Next Empire is like dividual enclaves of humans generation points to work with
deal with doesn't swamp him; buying a luxury sports car; you on widely separated planets- is provided as an option. Disad-
the map organizes it for him. get what you pay for-much one of which was earth. vantage taken can often later
more elegant presentation and Earth itself is a place of vast be "bought off," either literal-
EVALUATION many more options for actions. wealth and vast poverty in ly with money (simulating
The conquer-the-(fill in the You just have to realize that which the government is a surgery or psychoanalysis) or
blank) type of strategy game there are other, less costly op- puppet of the corporations and with points earned from ex-
seems to work well as a play- tions that will get you where is maintained only to prevent perience i n using a skill or at-
by-mail game. The Next Em- you want to go-but not with one corporation from taking tribute. This type of system
pire, while it is by n o means the same style. sole control of earth. Justice should be familiar to anyone
original in its premise, is a very tends toward vigilantism; street who has played Fantasy Hero
good example of a science- crime is rampant and common- or Champions. The SpaceTime
fiction, empire-building game. Space Time place. Advanced technology system i s not the same as those
It provides its players with Blacksburg Tactical Research has made augmenting human two game systems, of course,
many more options for actions Center. $14.95. capabilities w i t h b u i l t - i n but the principles are similar.
than many games of its genre, Game Design: Greg Porter weapons and computers easy, Abilities-either attributes or
allowing for a complex game Cover and Interior Art: but, due to the expense, only skills-can be augmented
with many factors to consider Thomas Darrell Midgette for the elite, those who are through technology, provided
in play. It then makes those fac- Additional Inking: employed by corporations or that the character acquires
tors easy t o handle through its Kirsten Almstedt those who are employed by enough money to have the ap-
method of presenting organi- Diagrams and Everything Else: organized crime. Human life is propriate surgery done and
zation to players in its text Greg Porter cheap overall, but technology any equipment added. Such
reports and graphic sensor- Complete role-playinggame in is expensive. augmentation includes modi-
maps. The game runs o n time, a 126-page permabound book, A chronology of events is fied vision, fingernail blades,
and the rules work as written three-hole drilled. given, as is a brief breakdown computer sockets with insert-
with few bugs in the program of the current status of the able skill chips to enhance skill
which executes them. SpaceTime is a science-fic- geographical regions of the levels, armor, and about any-
The only difficulties I have tion role-playing game in the earth, the solar system, and the thing else ever mentioned in a
with The Next Empire lie in two cyberpunk tradition (not t o be inhabited planets outside the cyberpunk novel or movie, or
areas: suitability for beginners confused with Cyberpunk, solar system. Technological ad- invented by a player or referee.
and price. While i t is not gut- before which it came out). Its vances are covered, including Character skills are well
wrenchingly difficult t o learn back copy touts it as "so gritty the acquisition of a drive which documented and explained.
GDW
-2-
R
@be
a
-=a
-4
give you a reduced level of skill for every individual situation.
in another field in which you The result is a lot of page-
have not trained. Skill use is flipping or consultation of
understandable after a very charts, which drastically cuts
s
CSJ
TRAVELLER supplement 9, Fighting T-TECH Exchange. Free exchange Building on East High Street in Mt.
Classifieds Ships, i n excellent condition, plus of MegaTraveller ship, vehicle, Vernon, Ohio. Featured games will
Compuserve's Mega Wars I com- robot, equipment designs, etc. include AD&D, Harn RPG,
All gaming-related ads are
mander's manual (including You send me yours, I'llsend latest Twilight: 2000, Call of Cthulhu, Cir-
accepted, subject to amount poster-sized space chart and four T-Tech package with designs from cus Impenurn, and a variety of
of space available and good poster-sized space vessel blue- other participants. SASE for more historical, science fict~on,and fan-
taste. Buy or sell out-of-print prints). Make an offer for one or info. No cost, no prices, just trade! tasy miniatures games. Write Col-
booklets. Advertise fanzines. both to: Marty Kloeden, Box 5335, T-Tech Exchange, C/O Philip onial City Gamefest, C/O Mt. Ver-
Springfield, VA 22150-5335. (39) Athans, 7783 Kensington Lane, non Garners Association, PO Box
Find people to play against. Hanover Park, IL 60103. (39) 1184, Mt. Vernon, O H 43050. (39)
Challenge Classifieds MANY TRAVELLER and related
products. Send SASE for list of LA ORIGINS '89. June29-July2, Los
Challenge Magazine
available items or send want list.
FANZlNES Angeles, California. Sponsored by
Box 1646 $5 for miscellaneousTraveller grab VOYAGES is taking off-broadly Strategicon at the LA International
Bloomington, IL 61702 bag, post paid. Wes Allison, 901 S. covering science-fiction gaming, Airport Hilton Hotel, Origins '89
Boulder Hwy. 34, Henderson, NV including Traveller and 2300 AD, will feature all types of family,
89015. (39) and doing so with a dual goal: to strategy and adventure board-
WANTED provide usable gaming material, games, role-playing games, minia-
CHALLENGE 25. Please send price and to be enjoyable and entertain- tures games, and computer
and shipping cost to Yves le Rhun,
CLUBS ing just to read. Four-issue sub games, as well as a flea markets,
8 Rue Gustav Charpentier, 94 240 PLAYERS WANTED. New club $9.00 U.S. Starlance Publications, auctions, and an exhibitor area.
L'Hay Les Roses, France. (39) forming in the Charleston area of 50 Basin Dr., Mesa, WA 99343. (38) Also seminars, demonstrations,
South Carolina, with an emphasis and special guests. Contact
IBM PC PROGRAMS for 2300 AD. on MegaTraveller, but including Strategicon, PO Box 8399, Long
Also looking for 2300 AD and 2300 AD, Twilight: 2000, Space:
CONVENTIONS Beach, CA 90808, or call (213)
MegaTraveller players in the Battle 1889, Cyberpunk, and other VALLEY CON 14. Science-fiction, 420-3675. (39)
Creek, Michigan area. Rick Sher- games. Contact Mark or Kate fantasy, and comic convention
man, 155 Brentwood Dr., Battle Gelinas at (803) 553-2425, or write Sept. 9-10 at the Days In Con- TOLEDO GAMING Convention 7.
Creek, M I 49015. (39) t o 102 Akron Ct., Ladson, SC ference Center, 600 30th St. So., October 7-8, Toledo, Ohio. The
29456. (39) Moorehead, Minnesota. Video seventh annual edition of North-
A COPY OF THE original Space- rooms, an art show and auction, west Ohio's largest gaming con-
farer's Guide to Aliens. Please PLAYERS WANTED. Traveller a hucksters' room, numerous vention will be at the university of
quote a price (including shipping referee, new to New York Finger panels and demos, a banquet, and Toledo's Scott Park Campus. More
costs). Contact Bryan Borich, 3890 Lakes region, would like to orga- a variety of gaming events which than 140 events including role-
50th St., San Diego, CA 92105-3005. nize gaming group. Adults only will include AD&D, Star Trek: RPG, playing, strategy, tactical, board,
Phone (619) 563-8172. (39) please. Bob Range, 211A Elliot Runequest, Rolemaster, Space- and miniatures tournaments, two
Acres, Romulus, NY 14541. (39) master, Star Wars, Dr. Who, Call o f auctions, demonstrations, paint-
ALIEN MODULE 2, K'kree by Cthulhu, and more (courtesy of ing contests, and exhibitors.
GDW. Original or photocopy PBM. Play-by-mail campaign based Valley Con). Send SASE to Valley Features include AD&D, Bat-
needed desperately. Will pay top on the defense of Efate. Espionage Con 14, PO Box 7202, Fargo, ND, tletech, Warhammer 4OK, Starfleet
dollar. Write Scott Streibich, 2125 and Intrigue. Zhodani, Vargr, and 58108, or call (701) 232-1954. (39) Battles, GURPS, Star Wars, ASL,
Jackson Bluff Rd., Box B202, Talla- Imperial players requested. Write Axis & Allies, Space: 1889, and
hassee, FL 32304, or call (904) to Bob Range, 211A Elliot Acres, COLONIAL CITY Game Fest. The others. Send SASE to Toledo Gam-
575-9233. (39) Romulus, NY 14541. (39) seventh annual Colonial City ing Convention 7, C/O Mind
Game Fest will be held September Games, 3001 N. Reynolds Rd.,
GOOD COPIES of High Passage 1, PLAYERS WANTED. Looking for 16-17 at the Mt. Vernon Memorial Toledo, O H 43615. (39)
journal of the Travellers' Aid Society 2300 AD or Traveller players in
1, and Travellers' Digest 2. Send in- NW Arkansas area. Please contact
fo to Jimmy Simpson, 1735 Ridge- Derek Browning at (501) 273-0490.
view Dr., Arlington, TX 76012. (39) (39)