The Gaming Connection: From Task Force Games
The Gaming Connection: From Task Force Games
x u
THE G A M IN G C O N N EC T IO N
$ 3 .5 0
V'BI- uito
WITH
THE CALCULATIONS
CHART A (See Facing Page)
Prob. Chance of Rolling
of Hit Hit Prob. or Less
2 1 in 36: 1 - 36 = .0277778
3 3 in 36: 3 + 36 = .0833333
4 6 in 36: 6 * 36 = .1666667
5 10 in 36: 10 + 36 = .2777778
6 15 in 36: 15 - 36 = .4166667
7 21 in 36: 21 36 = .5833333
One interesting aspect of New Empires If each side has a large force with (XO), 8 26 in 36: 26 + 36 = .7222222
is running the economy of an empire and there are basically two ways of resolving 9 30 in 36: 30 * 36 = .8333333
manipulating the flow of resources to the battle. One is to go ‘by the book’ and 10 33 in 36: 33 + 36 = .9166667
knock out opponents. With evenly match roll for each volley and for point defense, 11 35 in 36: 35 4-36 = .9722222
ed players, the outcome of battles is deter and buy a new set of dice to replace those 12 36 in 36: 36 * 36 = 1.0
mined by how much production is lost. just worn out. An alternative is to use To calculate the number of weapons
After a few months of fighting, battles probabilities to resolve large volleys. that hit, multiply the number of weapons
tend to be quite large—especially if a play In this method, matrices give the proba fired by the chance of rolling that weap
er only has one link to his opponent bility of the number of hits scored given on’s hit probability number or less.
The fleet battles in most campaigns a certain number of weapons fired. The Example: Sixty CAP missiles are
dwarf any scenarios to date. For example, number of CAP and STD missiles stop fired at a range o f twelve hexes. These
on turn eight in ‘The Orman Incident’ of ped by from one to twelve point defense missiles need dicerolls o f ten or less to
The Gorm-Khanate War, we had a fleet systems is also given by these matrices. hit. The calculation fo r this would be as
battle with three hundred and fourteen Fractions of one-half or greater rounded follows: (.9166667) x 60 = 55.000002 =
ships. Each side had no less than forty- up in these matrices, and those less than 55 hits (rounded down in this case).
five battleships and thirty-three battlecruis- one-half rounded down. This could be con
ers, taking about seven hours to conclude. sidered to take into account the luck of CHART В (See Facing Page)
Large fleet battles make memorable the conventional method. As volleys be Calculating the number of STD
games, but fighting a battle for that many come larger and larger, the error is never missiles stopped by point defense is a bit
hours and realizing only five minutes of greater than one-half, and thus the result more complicated. The method used is
game time has passed is frustrating. tends to be a more accurate representation. essentially the same, but the calculations
The advent of the external ordnance rack There are drawbacks to this method. must be carried out a number of times.
also increased the intensity of battles by One is that it does not take into account Note that these calculations indicate the
increasing the size of the missile volleys critical hits (for those who use them), be number of missiles stopped, while Chart
fired. For example, an average datalinked cause of the randomness of the critical hit B, at the end of this article, shows the
group of battleships could unleash sixty being scored against shields or armor number of missiles which will still hit.
CAP missiles in its first volley, which which wouldn’t count. The first time a player rolls against in
will bring almost any target to its knees. Those who wish to keep critical hits coming STD missiles, he needs a five or
Even smaller groups of ships are now without rolling dice could simply give less, which has a probability of five out
dangerous. The (XO) completely changes one critical hit for every increment of of six, or 5*6 =.833333.
the complexion of the game by making thirty-six weapons fired (since there is a The second time he rolls, he needs a
players put more defenses on their ships. one in thirty-six chance of rolling a two). four or less, or 4+6=.6666667. As he con-
4
NEXUS MAGAZINE к 5TARFIRIС
tinues to roll successive times: 3+6=.50; One point defense system was idle; Note one point defense system commit
2+6=3333333; 1*6=. 1666667 each missile may only be fired on once. ted to STD missiles (assuming at least
Example: A ship has one point de five incoming missiles) yields: 5+6x(l) +
fense system and five or more missiles CHART С (See Below) 4+6x(l) + 3+6x(l) + 2+6x(l) + l+6x(l)
are going to hit if not stopped. The calcu Calculating the number of CAP mis = 15+6 = 2.5. Therefore, the player saves
lation fo r this is: 5*6x(l) + 4+6x(l) + siles stopped uses the same procedure, himself 2.5 points of damage.
3-*6x(l) + 2-H5x(l) + l-*6x(l) = 15+6 = but the probabilities are changed. One point defense system committed to
2 5 =3 STD stopped (rounded up). Again, note that these calculations indi CAP missiles (assuming at least five in
In this example, the point defense sys cate the number of missiles stopped, coming missiles) yields: 25+36x(l) + 16
tem overloads with the first five missiles, while Chart C, below, shows the number +36x(l) + 9+36x(l) + 4+36x(l) + 1+36X
and will only stop three STD missiles. of missiles which will still hit (1) = 55+36 = 1.5277778. Remember
Example: Twenty-one STD missiles The first time a player rolls for point de CAP missiles do two points of damage
are going to hit if not stopped. The ship fense against a CAP missile, he must roll each; therefore the player saves himself
they are going to hit has five point de a five or less twice. This has a probabili 3.0555556 points of damage.
fense systems. The calculation fo r this is: ty of 25 +36 = .6944444. What this shows is that a player will
5+6x(5) + 4+6x(5) + 3+6x(5) + 2+6x(5) Rolling to intercept a second time, the stop more damage by committing his
+ l-*6x(l) = 71+6 = 11.833333 - 12 player needs a four or less twice, or point defense systems against CAP mis
STD missiles stopped (rounded up). 16+36 = .4444444. After that, he needs a siles. The difference might not seem
What has happened, in effect, is that three or less twice, or 9+36 = .25; a two much; but when there are sixty incoming
the player has rolled five times for a five or less twice, or 4+36 = .1111111; then a missiles, it adds up.
or less, five times for a four or less, five one twice, or 1+36 = .0277778. Editor's Note: The authors indicated
times for a three or less, five times for a Example: Twenty-one CAP missiles they would be glad to send copies o f the
two or less and finally one time for a one. will hit a ship with five point defense sys charts fo r values from thirty-one through
Example: If only four missiles were tems unless they are stopped. The calcula sixty to anyone who included twenty-five
coming at that same ship, with five point tion for this is: 25+36x(5) + 16+36x(5) cents and a self-addressed, stamped envel
defense systems, the calculation would + 9+36x(5) + 4+36x(5) + l+36x(l) = ope with his request. Send it to: Peter
be: 5+6x(4) = 20*6 = 3.3333333 - 3 271+36 = 7.5277778 - 8 CAP missiles Gurneau, 5680 N. Sunny Point Rd.,
STD missiles stopped (rounded down). stopped (rounded up). Glendale W I53209. П
CHART A CHART В CHARTC
I jfWprts Hit Probability #Poss. Number of Point #Poss. Number of Point
I .'Fired Number Required Hits/Std Defense Systems Hits/Cap Defense Systems
2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 ■10 11 21
1 0 0 0 0 0 1 1 1 1 1 1 1 0 o 0 0 0 0 0 0 o 0 0 0 1 0 0 0 0 0 0 0 0 0 0 _0 j _0
2 0 0 0 1 1 1 1 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 2 1 1 1 1 1 1 1 1 1 1 1 1
3 0 0 1 1 1 2 2 3 3 3 3 3 1 1 0 0 0 0 0 0 0 0 0 0 3 2 1 1 1 1 1 1 1 1 1 1 1
4 0 0 1 1 2 2 3 3 4 4 4 4 2 1 1 1 1 1 1 1 1 1 1 1 4 2 2 1 1 1 1 1 1 1 1 1 1
5 0 0 1 1 2 3 4 4 5 5 5 5 2 1 1 1 1 1 1 1 1 1 1 1 5 3 2 2 2 2 2 2 2 2 2 2 2
e 0 1 1 23 4 4 5 6 6 6 6 3 2 1 1 1 1 1 1 1 1 1 1 6 4 3 3 2 2 2 2 2 2 2 2 j f
7 0 1 1 2 3 4 5 6 6 7 7 7 4 3 2 2 1 1 1 1 1 1 1 7 5 4 3 3 3 2 2 2 2 2 2 _2^
3 0 1 1 2 3 5 6 7 7 8 8 8 5 3 2 2 2 2 1 1 1 1 1 1 8 6 5 4 3 3 3 3 2 2 2 2 _2_
9 0 1 2 3 4 5 6 8 8 9 9 9 6 4 3 2 2 2 2 2 1 1 1 1 9 7 6 5 4 4 3 3 3 3 3 3 3~
10 0 1 2 3 4 6 7 8 9 10 10 10 7 5 4 3 2 2 2 2 2 2 2 2 10 8 7 6 5 4 4 4 4 3 3 3 3
11 0 1 2 3 5 6 8 9 10 11 11 11 8 6 4 3 3 3 2 2 2 2 2 2 11 9 8 7 6 5 5 4 4 4 4 3 3
12 0 1 2 3 5 7 9 10 11 12 12 12 9 7 5 4 3 3 3 3 2 2 2 2 12 10 9 7 6 6 5 5 5 4 4 4 4
13 0 1 2 4 5 8 9 11 12 13 13 13 10 8 6 5 4 3 3 3 3 3 2 2 13 11 10 8 7 7 6 5 5 5 54 4
14 0 1 2 4 6 8 10 12 13 14 14 14 11 9 7 5 4 4 3 3 3 3 3 3 14 12 11 9 8 7 7 6 6 6 55 J
15 0 1 3 4 6 9 11 13 14 15 15 15 12 10 7 6 5 4 4 4 3 3 3 3 15 13 12 10 9 8 7 7 6 6 66 5
16 0 1 3 4 7 9 12 13 15 16 16 16 13 11 8 7 6 5 4 4 4 4 3 3 16 14 13 11 10 9 8 8 7 7 6
6 6
17 0 1 3 5 7 10 12 14 16 17 17 17 14 12 9 7 6 5 5 4 4 4 4 4 17 15 14 12 11 10 9 8 8 7 7 7 6
18 1 2 3 5 8 11 13 15 17 18 18 18 15 13 10 8 7 6 5 5 4 4 4 4 18 16 15 13 12 11 10 9 8 8 7
7 7
19 1 2 3 5 8 11 14 16 17 18 19 19 16 14 11 9 8 7 6 5 5 5 4 4 19 17 16 14 13 12 11 10 9 8 88 8
20 1 2 3 6 8 12 14 17 18 19 20 20 17 15 12 10 8 7 6 6 5 5 5 5 20 18 17 15 14 12 11 11 10 9 9
8 8
21 1 2 4 6 9 12 15 18 19 20 21 21 18 16 13 11 9 8 7 6 6 5 5 5 21 19 18 16 15 13 12 11 11 10 99 9
22 1 2 4 6 9 13 16 18 20 21 22 22 19 17 14 12 10 9 8 7 6 6 5 5 22 20 19 17 16 14 13 12 11 11 10
9 9
23 1 2 4 6 10 13 17 19 21 22 23 23 20 18 15 13 11 9 8 7 7 6 6 6 23 21 20 18 17 15 14 13 12 11 11 10 10
24 1 2 4 7 10 14 17 20 22 23 24 24 21 19 16 14 12 9 8 7 7 6
10 6 24 22 21 19 18 16 15 14 13 12 12 11 10
25 1 2 4 7 11 15 18 21 23 24 25 25 22 20 17 15 12 10 9 8 7 7
11 6 25 23 22 20 19 17 16 15 14 13 12 12 11
26 1 2 4 7 11 15 19 22 24 25 26 26 23 21 18 16 13 12
10 9 8 8 7 7 26 24 23 21 20 18 17 16 15 14 13 12 12
27 1 2 5 8 11 16 20 23 24 26 27 27 24 22 19 17 14 11 10 9 8 8
12 7 27 25 24 22 21 19 18 17 16 14 14 13 13
28 1 2 5 8 12 16 20 23 26 27 28 28 25 23 20 18 15 13 12 11 10 9 8 8 28 26 25 23 22 20 19 17 16 15 15 14 13
29 J _ _2__5_ 8 _12 17 j n 24 27 _28J!9 29 26 24 21_ 19 16 J 4 j 12 j n J i _9j J j 8 29 27 26 24 23 21 _20 18 J7 16 15 15 14
30 _1_ _5_ _8_ Л 18 _22 25 _28 29 _30 30 27 _25 22 20 17 [15 13 J 2 _n _10_9j 9 30 28 _27 25j 24_ 22 _21_ 19 18 17 16 15 15
5
STARFIRE NEXUS MAGAZINE
Another hour passes.
‘IaCes o f the LegendaryThomas The moment everyone is waiting for is
drawing nearer. The tension is mounting.
'‘BCacfCBeard' CaCtoway Breathing is becoming audible, sweat is
becoming visible on their brows as every
by Perrin D. Tong thing seems to come together. Until,
finally, the young junior classman that
has been sitting in the center of all this
attention for nearly seven and a half hours
stands up like a rocket
“Gentlemen.. . he announces in a soft,
commanding tone. He pauses long
enough to look at each o f his peers before
continuing, “I most sincerely believe we
can bring it off,” he finishes.
A warm smile reaches his lips and
melts away to fill the room and replace
the exhaustion that would normally have
crept upon the students at this time in the
morning. Instead, they all seem to be
come rejuvenated with the silent victory
o f knowing that their plans would be
come successful, to the extent that they
configured that night, at least
Thomas J. Calloway was going to lead
these would-be officers further into his
tory than any one o f them could have
imagined. But Calloway himself always
knew exactly what was going on, where
he was going or what he was doing or say
ing—always. Except, o f course, when
that disgusting Terran-Khanate half breed
exchange student was around.
Alkosr’alzikhorak, also a junior class
INTRODUCTION focuses on the locked door. The only man, had been at the Latta Mingh Mili
Time: 0217 horns. movement is a student wiping his nose. tary University for less than three years.
Date: 15 September, 2368. “Snack time fellas,” whispers a sweet And, at his present rate o f study, Callo
Place: The Phi-Kappa-Delta fraternity young voice as she stifles a yawn. way figured he would complete the requir
house, Latta Mingh Military University, The door is quickly and quietly opened. ed criteria for graduation in less time and
Epsilon Eridani, three miles outside the A tray o f quartered sandwiches is accepted with higher scores than he himself. Callo
greater metropolis of Nova Thaniel, a city silently, with only a smile, by one o f the way couldn’t stand it. And he became
of historical and military museums and students. Another approaches to receive a spiteful towards Alkosr (and all Khanates)
establishments of the original Terran Sur tray o f glasses o f milk from another girl because of this.
vey Command Main Base founded in coming down the hall. As quickly as they Calloway, the competitive type, always
2093 to take advantage of the favorable came, the girls leave. Not a word has pass prepared to win, believes that he who dies
warp configuration that exists there. ed since she first announced her arrival. with the most toys wins. He had planned
Situation: Several untamed junior The door is closed and locked. to graduate at the top of his class. But
classmen are sitting around a card table Excitement fills the air as nourishment with Alkosr around that wasn’t likely.
with a single, bright desk lamp making is passed out and preparations continue. The Terran-Khanate was an exceptional
the rest o f the den seem dimly lit. The The student at the head of the table specimen for a half breed, which is the
door is closed and locked, the windows are grabs a glass of milk, a napkin and sever only reason he had become an exchange
shut, and the blinds drawn. al sandwich bits passed his way and then student at one o f the most prestigious uni
All attention is focused on a single stu falls quickly back into his pace. The other versities in all o f the combined empires.
dent who is figuring, etching and writing students one by one join him. Several Alkosr was scheduled to present his
as he flips back and forth between several times he jabs a hand outward, palm up, as thesis soon, which consisted o f a Frigate
pieces of paper in a notebook. He tears would a surgeon. One student or another class ship fitted with a modified propul
his notes from the notebook to refer be quickly fills it with a pencil, eraser, calcu sion system. Ironic as it may seem, Callo
tween them more easily. lator, template or other implement needed way was planning the same thing. This
The only noise that can be heard is the at the time of his silent beckoning. made matters worse, naturally. Being beat
shuffling of the paper. Suddenly, a sneeze Everyone knows what is going on, yet en to the head of the graduating class by
startles the silence and then a knock is not a sound is heard save the sound of someone with higher scores than himself,
heard on the door. Even the walls seem to those still eating, the rustling of paper someone who would present an identical
gasp silently as all attention momentarily and the sound of pencil on paper. thesis before Galloway had a chance to
NEXUS M AGAZINE STARFIRE
show the empire who Thomas John Callo Typical Hired Mercenary Khanate furbags went another three
way was—well, that was just too much. Frigate months without their precious supplies
And, as if that wasn’t enough, ‘fur- FG (1) SSSAAZQW(0Lh(0WW(I) (3) and goodies.
balls’ and ‘powderpuffs’ [you figure it Typical Hired Mercenary What a thrill to see a couple o f freight
out!] from surrounding colleges and other Corvette ers torchedV thought Calloway. He would
star systems were coming to see this Ori CT (1) SSSAZQLh(i)(i)(i)(i)(i)(i)F (6) love nothing more than to work off a few
on proteg6. There was even talk o f nam anxieties by twitching his fingers on the
ing the spring break, when all theses were Converted Khanate Light fire control buttons of his experimental
to be on exhibit, the ‘Alkosr Festival.’ Cruiser frigate.
How disgusting. CL (2) (6xS)(3xA)ZH(Ii)L(Ii)(Ii)WT(Ii) His frigate—the thought rolled around
With Alkosr in the limelight, what was (fi)QLhXr(fi)DXE (6) on his mental viewscreen. It wasn’t actual
Calloway to do but beat the bag o f fur to Freighter—Type I ly his, yet, but he was becoming more
the punch line? That meant taking a rath FI (3) SSAQHHHHHBHHHHHLhD(I)(I) fond o f the idea with every moment he
er dangerous risk by stepping up his (2) spent working on its drive system. And
plans for testing by many weeks. And he felt it was only fitting that he should
that was what he and his friends were fig Freighter—Type Ш name his baby after himself.
uring during that seven and a half hours. F2 (3) SSA(Hx6)B(Hx6)DHHH[EX]HHH “FGX Calloway ” he thought aloud. “It
Alkosr might be popular with the Khan DQLhW(I)(I) (2) does have a nice ring to it, doesn’t i t ”
ate in this neck o f the woods, but Callo *FGX Calloway has two experimental And those few thoughts were all the
way also had quite a following, establish engines. These are designated by the code motivation he needed to hasten his project
ed well before the Teiran-Khanate creep ‘Ш,’ and are the revolutionary engines of and commence making history.
came along. Calloway knew too many his thesis. Each o f these engines provides
other ‘military brats’ like himself who two movement points. They are not com SCENARIO I—CALLOWAY’S
also disliked the Khanate, even prior to pletely dependable, but as long as Callo FIRST RAID—31 October, 2368
the arrival of Alkosr. way is at the helm he’ll manage to keep
But he had to do what he had to do. them going. FGX CALLOWAY
And so did his peers. Some would follow fThere is a new module available to the
him directly, others only in spirit, and pirate player: the Extracting Module, KHANATE SUPPLY CONVOY
some in spirit now and at his side in the [EX], This module allows for the extrac FI (4) SSAHHHHWHHHBHHHHQLhD
future.
It is hard to believe that the following
tion o f valuable goods from any other
ship. It may also create its own dock and
(00) (2)
course o f events was started by a simple airlock. It contains all equipment for dock F2 (4) SSAHHHHHB(HxlO)BHHHWHH
personal rivalry. ing, creating a dock and extracting goods HQLhD(I)(I) (2)
within, but may not be used to store
goods. Cargo holds must be employed for Victory Conditions: FGX Callo
PART ONE: 31 October, 2368—
such storage. way must in less than ten turns, destroy
19 December, 2371 or disable both freighters before they
The [EX] module requires three hull
spaces and is available at HT Ш. Each leave the mapsheet. Any other result is a
The following scenarios are tactical sim Khanate victory.
ulations of the early years o f growth of module costs twelve to twenty-two MgC
the legendary Thomas ‘Black Beard’ Callo (10+2D6 MgC) and can only be acquired
from a non-imperial (probably illegal) Special Rules:
way and his pirate consortium. The fol 1. Opposing ships enter from opposite
lowing lists the ships available to him at source. (The variable price is caused by an
unstable black market) sides o f the tactical mapsheet
any given time or place. 2. The Khanate freighters are battle
Note: All ships listed above are fo r ready.
CALLOWAY’S EARLY PIRATE use by the Pirate player. The other 3. FGX Calloway has the initiative for
CONSORTIUM player’s units will be listed by scenario. the first three turns.
Calloway’s Experimental
Frigate (FGX)* PRELUDE INTERLUDE
FG (1) SAQLh(I)W[I]DX(I)mE (6)
Calloway had spent many long days The raid was a smashing success! A
FGX Upgraded* and nights in preparation for his trial run few pirate ships in the area expressed their
FG (1) SSSAQLh(I)W[T]DX(I)|T|E (6) since that night of reckoning in the den of gratitude over the radio waves. How odd,
DD High Seas the Phi-Kappa-Delta house. But the best thought Calloway, then realized there had
DD (1) SSSAAH(I)TQLh(I)F(I)Xr(I)N(I) part was soon to arrive: the quarterly ship been no customs escorts for the freight
(0 (6) ment o f Khanate ‘Red Cross’ packages ers—which didn’t seem too surprised to
was due in a few days. see a frigate coming their way.
DD High Seas (Refit) Calloway decided that he was going to Calloway soon learned a local mercen
DD (1) (6xS)AAH(I)TQLh(I)F(I)Xr(I)N(I) kill two birds with one stone; not only ary group, also against Khanates in the
(0 (6) was he going to put his creation through area, had decided to use Calloway to their
Salvager Onet a test flight before Alkosr launched his advantage by drawing the Tenan escorts
F3 (3) SSSSAAA(6xH)[EX](6xH)T(4xH) own thesis, despite all the negative pres away from the convoy, thus allowing Cal
(I)(4xH)[EX](4xH)(I)(4xH)DLhQ(I)(I)E sure he was receiving from the administra loway to release some tension upon the
(4) tion, he was going to see that all the freighters.
7
STARFIRE NEXUS M AGAZINE
Calloway felt impressed rather than INTERLUDE pairing his ship and trying to find and es
used. And now that he was an oudaw, he tablish a line o f communications with the
Some damage was sustained before the
could use a few friends, wherever they local mercenaries. If he was to grow he
escorts were destroyed, but Calloway was
were. He would worry about that later. was going to need more firepower.
quickly learning batde tactics. He cleverly
For now he had to be concerned with pro He also began making contact with
kept out of range o f the weaponry on the
viding for his brave crew of volunteers some old fraternity brothers who should
base until he finished playing around with
while they still respected him as much as have been assigned to ship duties during
the escorts. Once the escorts were gone,
they hated the Khanates. And what better the summer break before their senior sem
he had yet another problem to solve; how
way than taking from the Khanates. ester. And what better timing than to
to capture the supply base without damag
make a move during a rather noisy Fourth
ing it in the process. Calloway opened
SCENARIO П—RAID ON of July celebration.
communications while staying at a safe
OUTPOST UNO’BALKA Ш — 14 distance.
November, 2368 A few minutes had gone by with only SCENARIO Ш —MUTINY ON
insults and bluffs being thrown back and THE HIGH SEAS—4 July, 2369
FGX CALLOWAY forth. The customs base was a tough nut
Enters by the right edge o f the tactical indeed, but the supply base was unarmed. FGX CALLOWAY
map. The one thing Calloway least expected
nearly foiled the entire raid; the Khanate TFG ‘HIGH SEAS’
KHANATE SUPPLY BASE AND trash had armed furbags stationed on the DD (1) SSSAAH(I)TQLh(I)F(I)Xr(I)N(I)
DEPOT base. Two full infantry companies at that! (0 (6)
Customs Base Calloway had threatened to destroy the
BS2 (0) SSSSAAHQDQXrXDQLhL(SP) base entirely while the Khanate Base Victory Conditions: FGX Callo
(0) Commander had threatened to send shut way must capture the destroyer to be vic
In hex 0707. This base has 2xXO with tles of boarding parties to capture the frig torious. This is done by approaching the
one capital missile. ate. The Khanate commander knew Callo ship, not firing, taking all fire and hoping
Supply Base way wanted the supply base. Calloway the crew successfully carries out its
BS1 (0) SSSSAAHHDHHBHHHHDQLh knew the Khanate was not properly equip mutiny.
ped to board his ship. Such idle threats
(0) got them nowhere fast Special Rules:
In hex 0507.
Quickly, Calloway had taken pencil and 1. Opposing ships enter from opposite
Escorts 67 and 68 paper in hand and shonly thereafter had
(1) SAZ(i)(i)GGQLh(i)(i) (4) edges of the tactical map.
come up with the solution. He called his
Placed anywhere in Section E o f the 2. Only the DD High Seas can fire
top engineers, electronics experts and
mapsheet. Each escort has 2xXO loaded weapons unless the mutiny fails (see 3c
weapons technicians to confer. The confer
with standard missiles. below).
ence was interrupted by the shudder of the
frigate being hit by a large missile. This 3. Use two six-sided dice for a mutiny
Others:
hit one o f his regular ion drives and made enabling roll, as follows:
Terrestrial planet in hex 0605.
him furious. a. On any turn, a diceroll of less
Victory Conditions: FGX Callo “Power the energy beam and channel it than the turn number starts the mutiny.
way must destroy the escorts, disable (not through the auxiliary circuits,” he ordered b. On a roll o f two, the entire muti
destroy) the customs base and knock the weapons technicians. “See what you ny is successful; no combat is required.
down die shields o f the supply base in can do in engineering,” he instructed the c. A diceroll of ten, eleven or twelve
order to gain a victory. Any other result engineers. “Change those transmission indicates a failed attempt to mutiny.
is a Khanate victory. crystals and run the energy beam through d. If a mutiny has started, go to step
the digital delay transmitter probe,” he de four.
Special Rules: manded of the electronics technicians. 4. To simulate the mutiny, the player
1. The energy beam will skip (ignore) That had been the ingenious part. With must ‘capture’ all internal systems of DD
the quarters (Q) system in the same man the digital delay transmitter probe, he was High Seas, in the following manner
ner as holds. able to spread die energy o f a single salvo
over several minutes, making it harm a. The FGX Calloway player rolls
2. The Khanate player determines the
less—sort of. It had just enough punch to two six-sided dice.
facings of his bases.
3. FGX Calloway has the initiative for act like an oversized stun-gun. b. The DD High Seas player rolls
the first three turns. Within an hour, all the Khanate troops one six-sided die.
4. The customs base has a single capi had been disarmed and transported to the c. The difference in these rolls
tal missile hidden beneath its outer hull. planet’s surface, out of the way. Most of (2D6-1D6) is the number of internal sys
Using two six-sided dice, make an enab the base crew was shipped to the planet as tems ‘captured.’ Circle them in order,
ling roll each turn (roll the turn number well. A few officers were kept aboard for from left to right If the ‘captured’ system
or less) until this missile is launched. If information purposes only. is a weapon, it can no longer be fired at
the base is disabled before the missile is Calloway and his crew now had a base FGX Calloway. If it is an ion engine, the
launched, the missile launches 1D6 turns of operations, at least temporarily. For ship may be slowed.
later. If the missile is fired after the base several months, Calloway conducted raids d. If the difference in the dicerolls is
is disabled, the frigate will be surprised, only when needed (for morale or actual a negative number, a system is reclaimed
and will not receive a point defense roll. supplies). He spent most of his time re by DD High Seas.
8
NEXUS M AGAZINE STARFIRE
5. If a mutiny has not begun by turn the first missiles may be launched. On
ten, the FGX Calloway player may elect that turn and every turn thereafter, the
to destroy the DD or continue the mutiny planet can launch missiles at the pirates.
attempts in hopes of rolling a two.
6. If the High Seas is destroyed in this SCENARIO V—TYPICAL
scenario, it cannot be used in future NUISANCE ATTACKS—
scenarios. November, 2369 to July, 2371
7. The mutiny attempt may begin as
soon as the High Seas is within weapons Note: This is a variable scenario.
range. Each combat round, all necessary Players must roll dice to determine what
mutiny rolls are made and carried out ships are at their disposal.
(including reclaiming captured weapons)
before combat occurs. FGX Calloway and DD High Seas
8. FGX Calloway may tactically man In addition:
euver, but may not move directly away 1-6 Hired Mercenary Frigates
from (appear to be fleeing) the High Seas 1-6 Hired Mercenary Corvettes
during the mutiny attempt without Add Salvager One if any Khanate
causing the attempt to fail. freighters are involved.
Khanate Ships
INTERLUDE Escort
The mutiny was rough, but inevitable. (1) SSAZH(i)(i)QLh(i)(i)L (4)
The Fourth of July party was a great cov Frigate
er, catching almost everyone in a post (1) SSAAZHWD(I)(I)QLhL(I)(I) (4)
party stupor. And yet, trying to tell a
drunk to sit tight while one took over Destroyers
could still be quite an unpleasant (1) SSSAZH(I)L(I)W(I)Q(I)D(I)Lh(I) (6)
experience. SCENARIO IV— A TYPICAL Light Cruisers
Nearly half of those indulging in the RAIDING PARTY—September, (2) SSSSAAAZ(Ii)L(Ii)(Ii)W(Ii)XrQLh(Ii)
festivities quickly heightened to a fight 2369 to August, 2371 W(Ii)DL (6)
ing mode, still having enough wits left to
realize that there was a mutiny in prog FGX Calloway (Upgrade) Die Roll Resul f
ress. Of those not partying were the bulk Includes DD High Seas (refit) and Sal Number of 1 2 3 4 5 6
of Calloway’s mutineers, operating the vager One.
Escorts J_ 2 3 4 5 0
ship and taking it out of bounds. But, of
course, someone noticed; and the mutin Ophiuchi Passenger Liner Frigates 1 2 3 4 0 0
eers had to fight for total control of the F3 (3) (Sx8)(Ax7)HDHDiHDi(5xQ)B Destroyers 1 2 3 0 0 0
ship. Such is life... (5xQ)XrXWOOOOQLhCD(I)(I)(I)(I)E
Now that Calloway had another ship un (4)
Light Cruisers J j 2 0 0 0 0
der his belt, it was time for him to build GB (0) SSSSSAAAZHXrWDRMgRcQ Make a separate roll for each ship type.
■a bank. And during the two years that Lh (0) If no warships are available (because of
followed, he did just that. While doing so unlucky die rolls) use two FIs and one
he also began to search out places where Others: F2, as found in Scenario I. Roll one more
people (and other beings) weren’t too Terrestrial planet in hex 1717. time for frigates.
interested in asking too many questions
about the folk they did business with—as Victory Conditions: Capture the Victory Conditions: Fighting con
long as they had the credits to do business liner. tinues until one side withdraws or has no
with, that is. forces left If Khanate freighters are in
Calloway slowly established an under Special Rules: volved, they must be captured to gain a
ground network for movement, supplies 1. Opposing ships enter the tactical victory.
and communications while at the same map from opposite sides. Players roll for
time conducting random raids on passen first choice of entry. Special Rules:
ger liners in both the Terran and the Ophi- 2. At least one extracting module on None in particular. Players may feel
uchi sectors. Of course, he used ships Salvager One must be intact to capture free to come up with special rules and oth
bearing Khanate markings for conducting goods from the liner. er material to make this scenario more ex
these raids. 3. All ships are battle ready; the plan citing; but these should be agreed upon
Calloway also carried out nuisance at et’s defenses warned the liner. before the start of the scenario.
tacks against Khanate border patrols—for 4. The planet has one groundbase,
practice and pure spite. During that time which has been powered prior to the arriv
(until the Combined Secret Service final al of the pirate fleet Roll to determine INTERLUDE
ly discovered there was an outside party the groundbase’s facing. Use a six-sided Two years had passed, and Thomas J.
involved), Calloway managed to keep the die and an enabling roll (roll the turn num Calloway was still at large. But now
major powers on the brink of war. ber or less) to determine the turn in which there was a price on his head. The law had
9
STARFIRE NEXUS M AGAZINE
come to the conclusion that he was the 4. The BBs have a maximum speed o f its destruction came through in the form 1
culprit. What was more unnerving was three and the BC has a maximum speed of o f a surprisingly undamaged battle cruiser
that information had been received that six. All Terran ships are moving at a (it seems everyone was obediently
the Terran Reserve Fleet was demothball speed o f three at the beginning o f the scen concerned with the battleships).
ing and recommissioning some old battle ario. The BC may increase speed the turn The battle cruiser came roaring through
ships and battlecruisers for anti-pirating after it gets within identification range of the warp point at maximum speed, only
puiposes. any pirate ship (20 hexes.) to slow down and appear confused as
Fortunately, Calloway had the fire 5. The BBs must use three dice for hit Calloway had his ships disperse upon
power of a captured Khanate light cruiser probability because of aging weaponry. warp transit The last thing detected as
(modified to his liking) added to his collec Add two to all dierolls for the BC. Calloway’s Frigate moved out of long
tion. Unfortunately, while burdened with range scanner range was the launching of
supply ships he ran into a battle group en POSTLUDE many drones. No doubt a couple were
route to a nearby shipyard for mainten courier drones to warn the rest o f the
Minutes before they reached their target
ance and modifications. Terran forces while the rest were scanner
warp point in the Regius star system,
drones, striking out in all directions in
while en route with supplies for Uno’bal-
search of pirate ships.
SCENARIO VI—A NARROW ka HI (where he still held a base for oper
ESCAPE— 11 September, 2371 ations even after all this time), Callo
After his narrow escape from the Terran
way’s supply convoy was happened upon
17th Battle Group, Calloway went into
FGX Calloway (Upgrade) by two battleships and a battle cruiser.
temporary seclusion for some much need
Add DD High Seas (refit), Salvager Awesome! thought Calloway. I f I could
ed ‘R&R.’ Calloway also let his crew
One, 6xFl, 2xF2 and the Converted Khan get my hands on a couple o f those...
ashore for R&R—indefinitely.
CL. “Get me their group commander,” he in
After all, each ship in his pirate fleet
structed his communications officer. A
had felt the jaws o f death close upon
Terran Reserve Battle Group 17 channel to the battle group was immedi
them. It was a wise decision—the R&R
BB Hammer ately opened, and Calloway began a futile
that is. Most o f his followers were shak
(4) (Sxl3)(Axl2)ZHFW(III)PHT(M2)QP attempt to talk the group into joining his
en by the loss o f their friends and fellow
DW(in)DQLhWFFD(III)(III)(in) (5) band. His answer was a salvo o f missiles.
crewmen aboard the converted Khanate
And those battleships had a lot of mis
BB Crusher П light cruiser and freighters that were de
siles to launch.
(3) (Sxl2)(Axl l)ZHFWH(Bn)PHT(M2)Q “Battle stations everyone, and I do
stroyed just before they could escape.
XPDW(D3)DQLhWFFD(III)(IID(III) (5) Despite the tragedy o f the lost ships
mean battle stations,” came the next com
BC Longsword and their crews, Calloway’s popularity
mand as the two groups of ships engaged
(2) (SxlO)(Ax9)ZHWFPWOT(M3)PFHW was growing—especially after he sent con
in a struggling race for the warp point
dolences and creditary gifts to the families
D(n)(n)DQLh(n)(n)F(n)(II) (6) “Concentrate on those battleships,” or
of the deceased. This made news media
dered Calloway, admiring the battle cruis
Others: headlines all across the empire. Controver
er as it fell safely behind the hulks o f the
Warp Point in hex 3619 sy arose about the pros and cons of Callo
battleships in a triangular formation.
way and piracy in general.
“Don’t worry about that battle cruiser just
Victory Conditions: The pirate As Calloway’s publicily continued to
yet,” he scowled, “just get those blasted
fleet must escape through the warp point grow, so did his acceptance into the well-
battleships before they tear us apart”
with as many ships as possible. The fol and not-so-well-established underground
Fortunately, the entire Terran group
societies throughout the empire. Callo
lowing point values are for safe escape or was moving slower than Calloway’s
way cleverly used this to his advantage to
total destruction, whichever applies: ships, apparently because o f aged ion en
recruit more people into his growing
FGX Calloway 100 gines and dusty engineering controls.
DD High Seas 50 outfit of privateers.
Their weaponry seemed to be a bit dusty,
Salvager One 30 [Editor’s Note: Be sure to look for
too. Soon, most o f the missile launchers
Khan CL 20 further adventures o f Thomas ‘Black
aboard the battleships were damaged, giv
Beard’ Calloway in future issues.] Q
F2 10 each ing them some more room to breathe.
FI 5 each But something thought Calloway just
Each player receives one point for each
internal hit on an enemy ship. Victory
goes to the player with the highest point
isn't right. Just then, the scanning officer
informed him that the battle cruiser was
picking up speed.
Origins '87
total. Suddenly, everything went blank. J u ly 2nd-5th, 1987 at the B al
tim ore C onvention C enter and
From the other side of the warp point,
H yatt Regency Inner Harbor.
Special Rules: Calloway waited as scanners and commun
1. Pirate freighters enter the map at ications came back on line. He paused For more inform ation write:
hex 3201. long enough to watch each of his ships A tla n tic o n
2. The remaining pirate ships enter the come through and direct them to different Dept. C.A.
map at hex 0130. (Calloway tried to lure locations. That is, each ship except the P.O. Box 15405
the Terran ships away until his freighters freighters that were already destroyed and B altim ore, MD 21220
could get to the warp point) the converted Khanate light cruiser that or call
(301) 298-3135
3. Battle Group 17 enters the map at had started to take heavy fire as they got Sponsored by GAMA, the Game Manu
hex 0701. closer to the warp point The evidence of facturer’s Association.
10
NEXUS MAGA ZIN E STARFIRE
Steamboats & S pace Stations eration and bums itself out in thirty sec
onds. High-Tech Level I arrives with the
The Industrial Economic Level in New Empires development o f a controllable ion drive
suitable for powering manned spacecraft
by Steve White we cannot realistically lump all pre In short, under these rules a race goes di
high-tech civilizations on a single eco rectly from ‘pre-industrial’ to a level of
The term ‘intelligent life’ is a trouble nomic plane. They must be divided into technological competence beyond thehori-
some one in discussions o f extraterrestrial ‘pre-industrial’ and ‘industrial’ levels. zon of 1987 AD.
civilizations. I prefer ‘toolmakers.’ It’s The New Empires star system gener In the interest o f realism, I believe the
less snobbish, it has fewer syllables, and ation rules treat this matter with their usu industrial economic level should be sub
it doesn’t get one into arguments with al optimism: in the population table in divided into three intermediate levels.
tiresome people who want to talk about (D4.6), Step 6, civilization is just as Therefore the following optional rule,
whales and dolphins. probable as the absence o f it, ‘industrial’ may be inserted following (D7.21).
The New Empires rules on nonplayer
races are, clearly, not just about tool
makers, but about civilized toolmakers.
Step 6 o f rule (D4.6) states: ‘Only highly
intelligent lifeforms which are able to gen
erate wealth are important to the game.
Any civilization which does not meet this
criterion is listed on the Population Table
as “No Population.’”
This could have been better stated. It
does little to clarify the ‘intelligent/civiliz
ed’ dichotomy.
Perhaps an example would help. Sup
pose high-tech aliens had landed on Earth
in 6000 BC. Earth, at that time, was in
habited by a race o f intelligent toolmak
ers: us. Homo sapiens was present in his
modem form, people as inherently clever
and handsome as you or I.
But could the human population o f that
time have functioned as a New Empires
nonplayer race does? In other words, could
it have offered any significant military re
sistance to the colonizers and, if conquer
ed or won over, could it have enhanced
the planet’s economic value?
Not bloody likely! From either stand
point, our aliens might as well have land
ed in 6,000,000 BC. In fact, I suspect is three-fourths as probable as ‘pre-indus (D7.22) INDUSTRIAL
that in most areas o f 6000 BC Earth— trial’ and High-Tech Levels I through V, ECONOMIC LEVEL
anywhere, in fact, outside the environs o f taken together, are just as probable as ‘in SUBDIVISIONS (Optional)
Jericho—the explorers could have hung dustrial’! But that’s all right.
around for some time without realizing Problems arise, however, when we read If a nonplayer race is industrial econom
the planet held a sentient race at all. rules (D7.21) and (D7.35) and contem ic level, roll a single ten-sided die to deter
A hunter/gatherer economy cannot sup plate the technology available at the indus mine the race’s exact degree of techno
port a high population density. For that trial economic level: lunar bases, space logical competence, using the following
you need a large, settled population of stations, missiles, lasers, etc. Essentially, values:
food producers. For New Empires purpos this is High-Tech Level I minus shields
es, hunter/gatherers, however high their and the ion engine. As a matter of fact, it Die
IQ, are simply part o f the local planetary does include the ion engine, because it in Roll Outcome
fauna. cludes missiles. Steam Age Industrial (equivalent
If a player’s empire discovers a planet Yes, I know, somewhere in the Starfire 0-4 to Earth from the late eighteenth
with a small pre-industrial population and canon there’s a reference to missiles as to early twentieth centuries).
a low REI, he shouldn’t think cave ‘rockets.’ But that’s pure banana oil.
men...he should think ancient Egyptians. Electronic/Nuclear Industrial
These missiles can fly twenty tactical
If the REI is higher, we’re probably talk 5-7 (equivalent to Earth in the middle
hexes (ten light-seconds, or 1,860,000
ing Iron Age. to late twentieth century).
miles) in a single thirty-second tactical
But the first industrial revolution repre turn, thus averaging one third the speed of High Frontier Industrial (equiv
sented as great an economic quantum leap light! Clearly, the missiles use a form of 8-9 alent to Earth in the early twen-
as the food-producing revolution had. So ion drive that produces very intense accel ty-first century).
11
STARFIRE NEXUS M AGAZINE
When a conquered or allied population The technology available at the indus As fo r the outpost EVM, I ’ve followed
is advanced from the pre-industrial to the trial economic level [under (D7.21) and the usual rule that an industrial-level pop
industrial economic level, under rule (D7.35)], with the exception o f PCFs, is ulation has two-thirds the EVM o f a High-
(D2.7), the race is assumed to have ad only available to High Frontier Industrial Tech Level population o f the same size.
vanced to High Frontier Industrial. populations.
Rationale: Why teach a race about For a newly discovered High Frontier This rule should be crossreferenced
vacuum tubes when you can teach them Industrial nonplayerrace,perform the ‘sys from (D4.6), Steps 6 and 7; and from
about transistors? Pyramid-builders, or tem exploitation’ diceroll discussed in (D7.2) and (D7.21). In the table in
even cathedral-builders, willfin d the latter rule (D4.6), Step 7, and subtract thirty (D7.35), note that ‘industrial’ refers only
no more difficult than the former. from the result If the race is allowed an to High Frontier Industrial, with the
When advancing a conquered- or allied outpost, it must be on a moon of the exception that ‘Steam Age’ and ‘Electron
population from the industrial economic home planet. The EVM of such an ic/Nuclear’ industrial populations can pro
level to High-Tech Level I, under rule outpost is two. duce PCFs for purely planetary combat
(D7.2), subtract three (to a minimum Rationale: A civilization capable c f Finally, I’m not inclined to alter the
modified value of two) from the diceroll building a military ground base on its Planet Value Tables in rule (D3.314);
for the length of time required for a popu moon — as industrial-level populations planets are sufficiently variable in their
lation beginning as a High Frontier In are allowed to do by rule (D7.21}—should inherent wealth to account for the fact
dustrial to advance, and add three to the certainly be able to plant a non-military that some Steam Age Industrial civiliza
diceroll for a Steam Age Industrial outpost there. tions will produce more revenue than
population. In fact, according to rule (D8.32), an some High Frontier Industrial ones, de
Rationale: This is, i f anything, rath outpost-or-greater-sized population is a pending on REI rolls. Consequently, the
er conservative. It shouldn’t take long to prerequisite to ground base construction, single EVM for all industrial-level plan
‘goose up’ a High Frontier Industrial civi and I see no reason why this shouldn't ets, regardless o f their intermediate levels,
lization to High-Tech Level I since it’s hold equally true on the industrial econom may be left as is. After all, I think I’ve
practically there already. ic level. already complicated things enough. Q
Starfall continued— ed spaceyard will crank ’em out bigger Capabilities: The capabilities of this
and faster than ever before. module are the same as those for an (SY)
two must be lasers or guns. One of these
weapons is forward mounted (as is normal module, except for the following
for fighters) but the other one is mounted Improved Spaceyard Module increased new construction rates:
in a 360° turret and may operate indepen (SYi)
dently o f the other weapons. The other by Roy F. Moore Spaces/ Spaces/
two weapons are load points, and may car Item Month Item Month
ry any fighter ordnance. Because of improvements in shipbuild
ing technology, ships can be built at a Starship 40 Space Station 45
* * * * * faster rate with an improved spaceyard Carrier 40 Freighters 50
module. Base 40 Fighters 50
For those o f you who want to give
your fighters a little more standoff fire Costs: Each (SYi) module costs 650
power, the following item has been MgC and requires forty hull spaces. A I would like to thank Glenn Richcreek,
suggested. new (SYi) can be completed in three stra Noel Wright, Richard A. Lentz, Jr. and
tegic turns (three months) if it is built at Melvin Krehbiel for their questions and
Fighter Force Beam (fF) an existing (SY), or two strategic turns efforts in helping me more completely
by Roy F. Moore (two months) if it is built at an existing define the Starfire Universe. I would also
(SYi). To build an (SYi) in orbit without like to thank Don Jacques, Roy F. Moore
The fighter force beam module operates the use of shipyard facilities costs 1300 and Steve White for their rules
in the same way as the ship-mounted MgC and requires six strategic turns (six suggestions. Q
version of this system. It is available at months).
HT11 and counts as one load point The development cost for an (SYi) is
Probability of Hit and Effects
6500 MgC for a race with no spaceyard
technology. If a race has already developed
The Source
Table information network has a new Special
the (SY), then only 1500 MgC and 1D6 Interest Group (S1G) for a ll adventure
Range 0 1 2 3 4 5-8 Points months must be spent developing the gamers. Convention listings, news and
Roll 11 10 8 6 4 3 1 (SYi) before it may be deployed. new releases, on-line role-playing and
strategy games, plus a gamer bulletin
* * * * * Prerequisites: The prerequisites for board are all available on The Source.
this module are the same as those for an From Command Level, ju st type
If one’s shipyards are full and he still (SY) module, except that a HT9 or higher FLBUFSIG. For more information on the
SIG, or on signing up for The Source, call
has money he doesn’t know what to do economic level is required. (602) 945-6917 or write Flying Buffalo,
with or he just can’t finish those Moni Inc., P.O. Box 1467, Scottsdale, AZ 85252.
tors in time to turn back the invasion Limitations: The limitations of this To call The Source, hook your home
fleet, then maybe he just needs to invest new module are the same as those for an computer's modem into (800) 336-3366.
in some modern equipment The improv- (SY) module.
12
NEXUS MAGAZINE HISTORICAL
‘ T o
A Deceptively Peaceful Approach to Viceroys! by Christopher Vorder Bruegge
Winning Viceroys! concerns victory the twenty point bonus except through ex gation and the Pacific Coast of South
points—not gold mining and privateer tremely clever play or by good fortune. America awards, with Asian discovery and
ing. During playtesting and other games, By shrewd alliances, a player can success Asian goods markers thrown in for good
I noticed that players became fascinated fully colonize at least once in all three measure. Those alone provide a healthy
with the mining and transportation of and perhaps be dominant in one. Just be leg up to victory.
gold, conquest o f empires or just indis certain that no other one player is domi Before describing steps for executing
criminate slaughter. This article describes nant in more than one other area. such a strategy, I must address several
one approach to playing Viceroys', that I The key to victory, however, can be points.
believe leads to victory more often than found in Asia and the Unknown Regions, Viceroys! is not a wargame in the class
not. and the award markers. ic sense of the word. Many pugnacious
Award markers offer victory points, players do not feel comfortable unless
money awards and dieroll modifiers they are laying about smiting hip and
VICTORY POINTS (DRMs) for future attempts at exploration thigh and making general mayhem. This
Look at the victory point list. At first and colonization. is a guarantee for defeat. War in Viceroys!
glance, colonies appear insignificant at Asia is remote to the maritime powers debilitates and distracts from the pursuit
two points each. And indeed they are, ex and is less attractive to those who become of victory points.
cept for their additive properties. At the preoccupied with treasure hunting and On occasion, one will be attacked.
extreme, a player who has the only col buccaneering. Only Turkey and Russia, if Don’t get angry, just get even. If one
ony in an area could reap as much as twen- played, pose a considerable challenge in must make war, he should go for victory-
ty-seven victory points (two for the col Asia. point-bearing targets and make peace
ony, five for a colony in the area and an The Unknown Region, known to the quickly. No wars to the death, please.
additional twenty for exclusive colonies early explorers as the Antipodes, is elus And try to fight with allies against play
in the area). Denial o f this accumulation ive to discovery and colonization. So for ers already at war with others. War is a
to other players requires establishment of bidding are the DRMs that few players at part o f the human condition, but it should
one’s own colonies in each area. North tempt it. Yet, if done properly, the Un not be made a profession in Viceroys!
America, South America and Africa are known Region can provide considerable Gold fever is the second deadly sin.
likely to be heavily colonized by all play victory points, and combines nicely with Players frequently become seduced by the
ers and do not offer much of a chance for the Straits of Magellan, the Circumnavi lure of gold and silver found in mines and
13
HISTORICAL NEXUS M AGAZINE
imperial cities and kingdoms. They not ously of more importance, given the poor that improves a discovery dieroll, how
only search in vain for the lost cities o f ocean access o f these countries. ever, the odds o f making the initial discov
Cibola, but dispatch troops, leaders and As soon as one has accumulated ery without a disaster in South America,
cavalry to procure these mirages of enough fleets, sail them in at least pairs even in the tropics, is substantially less
wealth. Worse, they invest heavily in when colonizing to get the combat DRM than in Africa with its plus one DRM.
fleets only to tie them up transporting the against natives. Keep the navies shuttling I just prefer to start out with some suc
riches to Europe, evading pirates and back to Europe with even minimal cess. Also, an initial move to South
other players. amounts o f money, though, to pick up America might tip off another player to a
Too many gold mines and cities serve colonies and troops. later ploy explained below.
only to attract the attention o f one’s com The cards are also an important part of The second player should try for South
petitors. Don’t get me wrong. Money is aplayer’s force structure. They are the hid America in the tropic areas instead of the
certainly useful and transport o f any den resource with which one can deter other alternative, North America. While
amount back to Europe is not an evil. even the most implacable foe. Players the victory points are the same, South
Just don’t make it a goal that displaces may even want to reveal a hidden card to a America offers more tropical boxes that
the hunt for victory points. threatening player, provided it will encour avoid the negative DRM and usually
I have actually won games in which I age the opponent’s restraint offers better discovery results.
possessed no mines, found no cities and The limit of four unplayed cards kept England, because o f its location, might
never received victory points for transport hidden will tempt one to play a card consider North America as a temporary
ing the most money to Europe in a turn. against another player rather than discard. alternative.
The taxes in a home country are normally Don’t. Remember that cards can be traded The third player, then, will try to dis
sufficient to manage a victory program. or sold during diplomacy phases. cover and colonize in the North American
The third deadly sin in playing Even a discard can be used to one’s prof zone. The player should just remember to
Viceroys! is rigidity. For some reason, it. For example, if one holds a card that is go after the tropical tier o f boxes in that
players become transfixed with a single particularly dangerous to another player zone (the Caribbean basin) to avoid the
area or method o f play. who is not an enemy, publicly discarding minus one DRM for non-tropical areas.
A dynamic multiplayer Viceroys! game it while loudly drawing attention to the Of course, failure by the first or second
requires a flexible approach with a clear benefit one has performed for the other player opens up some flexibility.
vision o f the possibilities each turn—not player may gain the player some friend So where does that leave the fourth and
only for oneself but also for the other ship later in the game. fifth players? Well, success by all three of
players as well. Buy at least one card each turn over and the first three players is statistically un
Flexibility requires, first of all, good above the free card received. I rarely buy likely. Again, any failure by them leaves
money management A retention o f five two cards unless another player has al an opening for the later players.
to ten crowns after building forces is abso ready done so and the Master of the Game In the rare event that the first three play
lutely necessary to handle contingencies has taken that four crowns as his reward. ers do succeed, the last two players need
during a turn. Not only does such a fund But if one has plenty o f funds, he should to remember that the earlier discoveries
protect against certain nasty cards that can spend lavishly on cards. There are too and colonizations make their own coloni
be played on one, but it provides a slush many benefits to be had. zation easier, with a plus one DRM when
fund for bribing native chiefs. A five- discovering in an area previously discover
crown bribe is a lot cheaper than using an ed, and a further plus one if discovering ad
OPENING MOVES jacent to another player’s colony. Similar
infantry that must be carried on ships and
is subject to disaster, loss in battle or In the first turn, much depends on the DRMs affect colonization.
even subversion. order of movement What follows ignores Don’t forget that a discovered box not
Force structure is the second element of the Russians and Turks and concerns the colonized allows a player to attempt colo
good flexibility. I agree with the designer maritime powers. nization without a discovery dieroll.
that a good initial force for one o f the The first player should take one fleet A player should try to establish colo
maritime powers is two fleets, two infan headed with a colony and an infantry and nies in all three o f the areas mentioned—
try units and two colonies. discover the nearest box in Africa. If he is peacefully of course—by the end of turn
successful, he should attempt to colonize three.
Such a force can be broken into two ex
peditions to perhaps two continents. I the box immediately, no matter what the
have rarely found leaders and cavalry discovery reveals. MIDDLE GAME
useful, and have never bought a fort or I prefer to start with Africa for several
citadel. The latter two, however, may reasons. Firstly there is a plus one DRM As indicated above, I prefer to scatter
have some value in an end-game scenario, for Africa (the Europeans knew it was my colonies around. Of the three, I usual
as they equate, at least in effect, to pur there!). Secondly, its proximity to the ly try to dominate in Africa if at all pos
chasing victory points. European capitals makes for easy shut sible, because it opens access to Asia and
For the maritime powers, navies pro tling o f money back to Europe. Thirdly; does not draw unnecessary attention to the
vide mobility. Nothing can be done with the DRMs for discovery and colonization following ploy.
out them. will be veiy useful for the East Coast of On turn four, I will dispatch two fleets
Colony markers are second in import Africa attempt and two colonies, with the usual two in
ance; usually I purchase two per turn. Some might quibble about trying for fantries, around the coast o f Africa, headed
And normally, I will purchase infantry in South America first, because o f the high for Asia.
equal proportion to colonies. For Turkey er victory points for discovery and coloni Hopefully, I will already have the East
and Russia, leaders and cavalry are obvi zation. Unless one has a personality card Coast o f Africa award for a colony there,
14
NEXUS M AGAZINE HISTORICAL
usually on turn three. This fleet will split Use that method if an opponent has al battles or to help win them if they must
on turn five. One half will attempt to dis ready preempted the Magellan Strait be fought The limitation on construction
cover and colonize in Asia. The other half boxes. o f colonies and infantry should not seri
will sail east, continuing east until it ously hamper the above strategy.
reaches the Pacific Coast of South Ameri Finally, geographic location provides
ENDGAME Portugal with inherent advantages. It is
ca. The Asian fleet, if successful in colo
nizing, can pick up money and try to take Naturally, the strategy above may not only ten boxes from the Argentine box
the money back to Europe for another be practicable given luck and the activi northeast o f Magellan. Only Spain and
award marker. ties o f other players. Once the variable Portugal can get to the east coast of Afri
Meanwhile, on turn five, I will dis end game dieroll begins, treat each turn as ca in one move. Treasure shuttles are
patch three fleets, three colonies and three the last. Players should immediately re much easier for Portugal, whose home
infantry to the South American box north place any colony lost that excludes them port is much more difficult to blockade.
east of Tierra Del Fuego to colonize that from an area. If another player has only England is my next favorite, mainly for
box. On turn six, I will attempt to discov one colony in a convenient area, consider positional reasons. France’s plus one colo
er and sequentially colonize both boxes of attacking it. If one does, he should try to nizing DRM is very attractive. I prefer
the Magellan Strait (see the illustration at get some allies or offer generous compen not to play Spain, despite its attractive ad
the bottom of this page). The colony to sation (non-victory point compensation, vantages. The Netherlands, despite my her
the northeast provides DRMs that should of course) and try to make a written treaty itage, offers little in the way of advan
offset the negatives for the Horn boxes. with the erstwhile enemy. tages and suffers major shortcomings.
As soon as possible, another two fleets If a player has no opportunities for
are dispatched to discover the Unknown such gains, he should make treaties with
Region adjacent to the Magellan boxes, al everyone to prevent his fragile empire
NOTES ON RUSSIA AND
ready colonized. In this case, send just a from being nibbled away. Search for any TURKEY
single fleet to discover. In the event of a undiscovered empires. Don’t bother colo These are difficult to play and win be
lost result or disappearance, losses will be nizing them, just find them for the vic cause they have convenient outlets only
less severe. But always have a fleet with a tory points. Finally, consider the Black to Asia, thus limiting the number of regi
colony on hand to colonize a discovery Legend VPs. At this stage o f the game, a ons that they can colonize easily. Both
immediately, lest an enterprising oppon few Black Legend DRMs in terms of na should seek ocean outlets and not become
ent move in on your hard won victory tive uprisings will not do one much harm preoccupied with overrunning Asia. If
point opportunity. and the VPs will be useful. As a last re both are played, they will usually end up
Last, organize a fleet in the South sort, settle as many colonies as possible bickering over Asia and making war on
Atlantic to marry up with the circumnavi —or establish forts if that is one’s fancy. one another — virtually guaranteeing
gating fleet to protect it from ambush by they will not win the game. Turkey, at
envious players who have not been as far least, has ocean access and can fight its
sighted as yourself.
MY FAVORITE COUNTRY
way to Africa.
An alternative to discovering and colo Having described the strategy, my Their last option, to wage European
nizing the Unknown Region is to col choice of country should be obvious. Por war against the other players, is difficult
onize the island two boxes west o f the tugal has a plus one DRM for discoveries and will not pay off in victory points un
Cape of Good Hope in the Africa area. that comes in handy for the Magellan and less one modifies the rules and allows a
Note that that island is adjacent to an Unknown discoveries. The weather gauge player to trade victory points to those
Unknown Region land box to the south. DRM is a nice benefit to avoid dreary sea players for an alliance. Even so, Russia is
nowhere near a maritime power, and must
overrun Poland or Sweden to get in po
sition, and that’s no easy task.
CONCLUSION
The strategy I outUned requires disci
pline, flexibility and wise diplomacy. It
features deception by dispersion o f effort,
careful husbanding of resources and peace
—above all else, peace. It is a difficult
strategy for the aggressive player.
Of its drawbacks, I acknowledge it is
fragile. One will lose a colony or two and
have to reestablish them for victory
points. Random events impact this stra
tegy more because of the dispersed nature
o f the colonies. Finally, it does not cater
to bullionism, treasure hunting and trans
porting. It is, however, a fun strategy,
.challenging to implement, that usually
leads to victory. Q
15
HISTORICAL NEXUS MAGAZINE
region being explored, as per the normal
exploration rules. The marker kept indi
cates the value of that colony.
b. The player who has the ‘Empires’
Л ‘IЧсеГф' Scenario award for the region, however, does not
by Mark G. McLaughlin • draw a marker. He is considered to have
discovered an empire in that box, and
rolls to see if there are any cities in adja
A. INTRODUCTION colony marker to be placed in any one of cent, empty boxes, as per the normal
the Muslim States boxes in Europe. That draw of an empire exploration marker. He
This scenario is designed for players
placement counts as his draw. determines if the box he has discovered is
who want a quick-start wargame, rather
g. Each player should have the same the capital, as per the normal empire ex
than a game of exploration, discovery and
number of awards (or draws, in the case of ploration rules.
awards.
the Turkey and/or Russia players) as c. If a player other than the player who
every other player. was given the empire award for a region
B. NUMBER OF PLAYERS discovers an empire, he follows the same
h. I f a player has been ‘shortchanged’
Up to seven players can participate in in the draws, he may place a colony mark procedure.
this scenario. er in any vacant box in Europe. Note that 4. Additional Colonies.
boxes marked with the printed starting po
a. After all initial colonies have been
C. INITIAL FORCES sitions o f other players or boxes in which
placed, each player, beginning with one
a player has placed a colony marker are
Each player receives four free cards and chosen at random, decides how many addi
not considered vacant.
one hundred crowns to start the game. tional colonies he will have in each regi
2. Initial Colonies on in which he has placed a colony mark
a. When a player draws an award mark er from the draw. For every ten crowns he
D. INITIAL EMPIRES spends, he may place one colony.
er from the cup, he may place one of his
1. Random Draw. colony markers on any coastal box in the b. Colonies must be placed in vacant
a. Place the ‘Discover,’ ‘Colony’ and region represented by the award. boxes in that region, and must follow the
‘Empire’ awards for North America, restrictions on initial placement, as desig
Exception: I f the Turkey player nated above.
South America, Africa and Asia in a cup.
picks an African or Asian award, the must
This is a total of twelve markers. c. As new colonies are placed, explor
place the colony in a box adjacent to one
b. A player chosen at random draws o f the boxes containing a printed Turkish ation markers are drawn as per the initial
one award marker from the cup and then symbol, i f any are available. Similarly, if placement.
gives the cup to the player to his right, the Russia player draws an Asian award, d. The Turkey and Russia players may
who also draws an award marker and pass he must select a box in Asia adjacent to place additional colonies in Europe, but
es it on. Continue passing the cup to the one o f the printed Russian symbols, if those colonies cost twenty crowns instead
right until it is empty. any are available. of ten and must be adjacent to other colo
c. In games where Russia is being nies or printed symbols of that player.
played, the ‘Asian Goods’ award is given b. As the player draws from the cup,
to the Russia player. This award marker he places his colony. Colonies may only
be placed in vacant boxes. D. PURCHASE AND
is treated as the Russia player’s first draw PLACEMENT OF FORCES
from the cup (i.e., he gets the award in c. Colonies may not be placed in box
stead of dipping into the cup the first es that constitute or already contain any After all players have placed their addi
time it is offered to him). of the following: tional colonies (if any), the players may
d. In games where Russia is being •The Northwest Passage use whatever funds they have left to buy
•The Magellan Straits combat units (infantry, cavalry, navies
played, the Russia player is also given a
port in Europe. He places a colony and a •The Pacific Coast of South America and leaders).
or After all players have purchased what
citadel in ‘St. Petersburg,’ the box to the
left of his non-capital starting box in Eur •The East Coast of Africa (unless ever units they wish, each player may
ope. This is considered to be his second placed initially by Turkey, as place one stack of any size (within stack
draw from the cup (i.e., he gets the port above) ing limits) on the board. This stack may
instead of dipping into the cup the second •Another Player’s Colony be placed at any colony, at his capital or
time it is offered to him). •An Imperial City or Capital in one of the boxes containing his printed
d. The player keeps the award marker marker. Players are chosen, one at a time,
e. In games where Turkey is being
for dieroll modification purposes. from the cup as if they were moving.
played, the ‘East Coast Colony’ (Africa)
This selection and placement continues
award is given to the Turkey player. It is 3. Initial Discovery.
until all players have placed all units.
treated as his first draw from the cup (i.e., a. During setup, when a player places
he gets the award instead of dipping into his colony on the map, he then ‘explores’
the cup the first time it is offered to him). the box by taking an appropriate number E. GAME START
f. If the Turkey player draws an award of exploration (black) markers from the After all colonies and units have been
for North or South America, he must exploration cup. The number of markers placed, the game begins with a diplomacy
return it to the cup. He instead receives a chosen from the cup depends upon the phase. For this special first turn only, no
16
NEXUS M AGAZINE HISTORICAL
units or colonies on the map may be trad VICEROYS ERRATA least one of the original naval units that
ed or change hands through diplomacy. began the trek must return to the capital.
However, money, cards, etc., may be Page 8, Section IV, Part E, The first player to accomplish this
traded. Subsection lb: wins the award.
There are no random events on the first (Correction to map art note)
turn. Play proceeds as normal from this Page 35, Section XXXVIII, Part
point on. The player’s capitals are marked with a O, Subsection 1:
small red and white star, not with a dark
(Correction o f dropped word)
F. VICTORY outline.
The awards given out in the random The word ‘expand’ was dropped in the
draw from the cup are retained for their die Page 20, Section ХХШ, add as typesetting. The complete entity should
roll modifiers, but do not count for vic Part J: read:
tory points. All other victory point val (Correction of inadvertent deletion) *1. If the NPS is peaceful, rather than
ues, including those for colonies placed in hostile, it will expand.’
the initial setup, do, however, count J. CIRCUMNAVIGATION
AWARD
Page 36, Section XXXVIII, Part
G. TIME LIMIT An award is given to the first player to P, Subsection 4a:
This scenario is much more of a war- successfully circumnavigate the world. (Correction o f dropped line)
game between existing empires than nor The player must choose a navy or stack
mal games, and since players have more of navies and move them from his capital The phrase ‘result is treated as an expe
units, money, cards and colonies on the in Europe around the world and back to dition disappears result for the NPS’ was
map than usual, each turn will take long his capital. It may participate in combats, inadvertently dropped in the typesetting.
er than a normal game turn. It is suggest explorations, etc., and may acquire other The complete entry should read:
ed that players choose either a time limit awards while in pursuit of its goal. The
or the short, variable ending railing two stack may go east to west or west to east ‘a. An “expedition disappears” or an
dice at the end of each victory phase start around the world, as long as it passes “expedition lost” result is treated as an
ing with turn five. If the total is less than through either the Straits of Magellan or “expedition disappears” result for the
the turn number, the game is over. the Northwest Passage on its route. At NPS.’ Q.
V
TASK FORCE G A M E S /1 1 1 0 N. Fillm ore/A m arillo, TX 7 9 1 0 7
17
HISTORICAL NEXUS MAGAZINE
CHART A
Capture/Retrieval Schedule
Objective ER Points Turn of Capture Initial Retrieval Transporting TF on Tur п
1 2 3 4
Manchukuo— 5 Held at Start Turn 1 A A A А
Seoul—2 Held at Start Turn 1 A A A А
Shanghai— 1 Held at Start Turn 1 A A A А
Nanking—3 Turn 1 Turn 1 A A A А
Hong Kong—2 Turn 1 Turn 1 В В В В
Saigon—3 Held at Start Turn 1 В В В В
Brunei—5 Turn 1 Turn 1 С В В В
Kondari—3 Turn 1 Turn 1 С В В В
Saipan— 1 Held at Start Turn 1 D D D D
Rabaul— 1 Turn 1 Turn 1 D D D Е
Kuala Lumpur-—3 Turn 1 Turn 2 — С С С
Padang—2 Turn 2 Turn 3 — — С С
Djkarta—5 Turn 2 Turn 3 — — С С
Surabaya—2 Turn 2 Turn 3 — — С С
Rangoon—2 Turn 2 Turn 3 — — С С
Manila— 1 Turn 3 Turn 4 — — — D
Kunming—3 Turn 2 Turn 3 — — В В
Chunking—3 ?
Sian— 1 ?
India—5 ?
Australia—3 ?
Siberia—(5) ?
21
HISTORICAL NEXUS M AGAZINE
GAZALA AS CRUSADER
by James E. Meldrum
«*
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Т №
Г л »^ . i , : m\ . r
V
►^ ( ' ' f l W * 4 ) \ - J j l . :• V.
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“* I s ' ** % -■>-% £ - '**-
Gazala, The Clash o f Armor is on the right flank and a strong advance Tobruk and make a tactical retreat to its
People’s War Games’ simulation of ar against the German left and center with base at il Agheila.
mored warfare in North Africa, now dis the 30th Corps. Gazala, 1942 can be used to simulate
tributed by Task Force Games. This is a The second phase of the battle lasted this first battle for Tobruk—Operation
highly detailed game covering the final from November twentieth to twenty-sec Crusader—quite readily. Many of the
battle for Tobruk on a scale of company/ ond and resulted in both confused and same units participated in both battles,
battalion units and game turns of one day. heavy fighting in and around Sidi Rezegh. and the two battles were fought over
The Battle of Gazala (Operation Caul Both sides sustained heavy tank and much of the same terrain.
dron) which is depicted in this game, how vehicle losses. One thing that must be omitted from
ever, was not the first battle for the vital In the third phase, on November twenty- Operation Crusader, because of map re
sea port and supply center of Tobruk. The second, the British spearhead was stopped strictions, is the holding action of the
batde for North Africa hinged on the east- after the Afrika Korps’ 15th Panzer Divi British 13th Corps. This holding action
west road along the northern coast of sion mauled the British 4th Armored took place off the map, to the east. Also,
Libya, and Tobruk sat directly astride this Brigade. some units were different, and counters
vital road. General (later to become Field On November twenty-third, the fourth with incorrect historical designations
Marshal) Erwin Rommel made his first phase of the battle began with the destruc must be substituted to represent them.
attack on Tobruk in November, 1941, and tion of the 5th South African Brigade by In spite of these limitations, this scen
the result was a tactical defeat for the the 15th Panzer Division. ario presents a reasonably accurate simula
famed Afrika Korps. The British called The fifth and final phase of Operation tion of the battle.
their successful counterattack “Operation Crusader lasted from November twenty-
Crusader.” fourth to November twenty-eighth. This
Operation Crusader had as an objective SCENARIO: GAZALA, 1941
last phase consisted of Rommel’s dash to
the relief of the garrison of Tobruk, the wire: an attempt to cross the Egyptian
1. Historical Background and
which was besieged by units of the Afrika border in pursuit of retreating British
Summary
Korps and formations of the Italian forces. At this point, a British counter
Army. The operation may be broken attack halted Rommel’s advance and the This scenario is intended to simulate
down into five separate phases. New Zealand Division’s penetration of Rommel’s first attack on Tobruk, in No
In the first phase, beginning November Rommel’s rear area, coupled with its vember, 1941, and the British counter
eighteenth and nineteenth, the British advance on Tobruk and a successful attack known as Operation Crusader. This
began Operation Crusader by implement breakout by the Tobruk garrison, forced counterattack resulted in the relief of
ing a holding action with the 13th Corps the Afrika Korps to abandon its siege of Tobruk.
22
NEXUS MAGAZINE HISTORICAL
Game Length: Eighteen turns. Play at any hex o f the east mapedge south o f Axis replacements enter on the west
ers should expect each turn to take one hex 6120. mapedge; Allied replacements enter on the
hour to play. Turn Eight: 5th Indian Division (All east mapedge. The airpoint chart is not
Units) at any hex o f the east mapedge used. Replacements for Grant tanks are
between hexes 6107 and 6113. halved, with fractions rounded down.
2. Units Available and Locations
Players should identify the component 5. Plotting Information
units of a formation by using the ‘Unit & AXIS PLAYER:
Marker Identification Charts,’ found on Ariete (132nd) Div: All units in or There are no minefields before the start.
pp. four and five o f the rulebook. Divi adjacent to hex 5527 (Bir El Gubi). At the start o f the game, the British play
sion and/or regiment (or brigade) HQs are er may mine hexes occupied by British
Trieste (101st) Div: All units in
found in the counter mix. units forming the defensive perimeter.
or adjacent to hex 2830 (Bir Hacheim).
The subordinate units of each division’s
Trento (102nd) Div: AH units in
brigade/regimental HQs can be found by 6. General
or adjacent to hex 4010.
picking out the correct subordinate units
with the correct designations. Brescia (17th) Div: All units in or On the first three game turns all British
As an example, look at the 7th Div. adjacent to hex 3404. units are in Command Control. The en
(British HQ marker). This marker has Pavia (27th) Div: All units in or ad tire map is in play, but none of the off-
three subordinate brigades (7/7M; 7/4; jacent to hex 4414. map boxes may be used.
7/31). The component units o f the 7/7M Sabratha (60th) Div: All units in
are: 7M/9KR; 7M/2RB; 7M/2KR; and or adjacent to hex 4910. 7. Victory Conditions
7M/4KH. 21st Panzer Div: All units in or ad
The remaining units o f the British/Al At the end o f the eighteenth game turn,
jacent to hex 6012.
lied 7th Division can be identified in the play ceases and players determine the win
15th Panzer Div: All units except ner according to the following victory
same manner. 15/33 AA and AB recon in or adjacent to conditions:
hex 6107.
BRITISH PLAYER: 90th Light (Afrika) Div: All British Player: For the British
units, except 90L/3A and 3B and the player to win, he must
Tobruk Garrison — (1.) Establish a path of hexes free of
90L/580A and 580B recon units, in or ad
Free French Bde: All units. At least jacent to hex 5207. enemy units and their zones of control
one unit must be deployed in each of the Recon Units: All detached recon from the east map edge to either hex of
following hexes: 3602, 3603, 3604 and units (15/ЗЗА, 15/33B, 90L/3A, 90L/3B, Tobruk. This path may be o f any length,
3605. 90L/580A, 9GL/58GB) are placed in or ad but may only pass through escarpment
50th Div. (Twenty-three units): At jacent to hex 5420 (Bir El Haiad). These hexes via a road hex (any type of road).
least one unit must be deployed in or adja units operate independently of their HQs. (2.) Eliminate eleven Axis AFV units,
cent to each o f the following hexes: All other German Units: Any with at least five o f these being German.
3607, 3708, 3808, 3908, 4008, 4109, where east of hexrow 3Gxx. The Afrika Axis Player: In order for the Axis
4209, 4310, 4409, 4510, 4609, 4709, Korps HQ is placed in hex 5607. player to win, he can either
4808,4908 and 4907. Axis HQ Units: Use the same unit (1.) Prevent the British player from
32nd Army Tank Bde: All units de assignments given in Gazala, 1942. HQ meeting both of his victory conditions.
ployed in or adjacent to hex 3706. units should be placed within eight move (2.) Destroy thirty British vehicular
ment points o f the units that are subordi units o f any type and maintain a larger
British XXX Corps Units — nate to them at the start of the scenario. number o f AFV strength points on the
The following units are all subordinate map at the end o f the scenario.
to the XXX Corps HQ, which enters play Axis Reinforcements: None.
oh turn two, at hex 6123.
SCENARIO: SIDI REZEGH
1/22 Tank Bde. (Thirteen units): De 3. Formation Conditions
ployed in or adjacent to hex 5934. This scenario is identical in every as
All formations o f both sides are at full pect to the “Gazala, 1941” scenario, but
7/4 Tank Bde. (Eleven units): De
strength. covers only the first six days o f the oper
ployed in or adjacent to hex 6123 and the
ation. This scenario therefore has different
XXX/7 HQ.
victory conditions.
ХШ/1АТ Bde. (Ten units): Deploy 4. Army Chart Information
These different victory conditions are:
ed in or adjacent to hex 6127. This unit is Use the Army Charts from Scenario
substituted for the 7/37 M Bde. British Player: Must be able to
Two, Operation Venezia. There are no
trace a path o f hexes free of Axis units
wreck hexes at the start o f the scenario,
British Reinforcements — and their zones of control through Sidi
and there may be no units in any o f the
Rezegh and on to Tobruk or have the
Turn Two: XXX Corps HQ at hex off-map boxes. Only those units given in
greatest number of AFV points left on
6123. Section Two of this scenario, ‘Units
the map at the end of six game turns.
7/3 IM (All Units) at any hex o f the Available and Locations’ (including the
east mapedge south of hex 6120. British reinforcements for this scenario), Axis Player: Deny the British
1st South African Division (All Units) may be used. victory conditions. Q
23
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to before engaging in battle.
THE ARMORY:
Amal militias in Lebanon, the PLO—and
many others.
SPECIAL WEAPONS
NEW DELTA FORCE EQUIPMENT STINGER
by William H. Keith, Jr.
HANDGUNS the chamber in emergency or combat
situations.
.357 DESERT EAGLE
MACHINE GUNS Nationality: US
Weapon Type: Shoulder-fired infantry
RPK surface-to-air missile
Diameter of Projectile: 7 cm (2.7
in)
Length of Projectile: 152 cm (60 in)
Weight with Projectile: 14 kg (31
lb)
Weight of Projectile: 10 kg (22 lb)
Nationality: U.S.S.R. Maximum Velocity: Mach 1.2
Nationality: Israel
Weapon Type: Automatic pistol Weapon Type: Machine gun (about 1500 kph)
Caliber: 7.62 x 39 mm Range: The Stinger can lock onto tar
Caliber: .357
Muzzle Velocity: 2400 fps gets flying at speeds of up to one thou
Muzzle Velocity: 1100 fps
Length: 26 cm (with 150 mm [6-inch] Length: 104 cm sand kph, at altitudes of up to four thou
Weight: 5 kg sand, eight hundred meters (fourteen thou
barrel)
Type of Fire: Selective: Single shot sand, eight hundred feet), and at ranges up
Weight: 1.7 kg
Type of Fire: Semi-automatic or full auto to five kilometers. It cannot engage tar
Rate of Fire: 600 rpm gets closer than one hundred meters.
Rate of Fire: 40 RPM
Feed device: 9-round magazine Feed Device: 30- or 40-round mag The firing character must roll eight or
Magazine Weight: .3 kg azine, 75-round drum more on 2D6 for a successful lock-on. He
Load Time: 3 seconds Magazine Weight: 30-round: .8kg; 40- may add his Skill Level with the Stinger
Range: round: 1.2kg; Drum: 2.1kg as a positive DM. This is a ‘Special
Point Close Medium Long Extreme Magazine Emptied: 30-round: 3 sec; Weapons’ skill, as described in the Delta
Blank (9+) (12+) (14+) (18+) 40-round: 4 sec; 75-round: 7.5 sec Force Rulebook, p. 10.
2 m 20 m 40 m 70 m 140 m Load Time: Magazines: 1 combat Hits: The Stinger will hit an aircraft on
Damage DM round; Drum: 2 combat rounds a basic 2D6 roll of six or more. The fol
+2 +1 — — — Range: lowing DMs should be applied:
Penetration: 8 Point Close Medium Long Extreme For each 100 kph over 500
Recoil: — Blank (9+) (12+) (14+) (18+) kph speed -1
Failure: — Hand-held: For each point of pilot’s skill -1
Users: This Israeli semi-automatic 2m 70m 150m 300m 600m Target is flying towards firing
W/bipod: character -1
combat pistol is used by various Israeli
forces and special forces. It is also avail 2m 80m 250m 500m 1000m Target is a helicopter +2
able to Western special forces operating Damage DM: Hit Results:
in desert environments. +2 +1 — -1 -2 2D6 Results
Notes: The Desert Eagle has been de Penetration: 15 3 or Less No Effect
scribed as the most significant develop Recoil: — (+1 if fired without bipod) 4-5 Minor Damage to Hull/Tail
ment in hand guns since the introduction Failure: 12+ 6-9 Engine Hit
of the Colt M1911. Its design gives it a Users: USSR, Soviet client states, 10+ Hull Hit
particularly low recoil, which allows easy numerous terrorist groups and militias. Hit Result Explanation:
reacquisition of the target after each Notes: The Ruchnoi Pulemyet Kalish- Minor Damage to Hull/Tail: The
round. Designed as a marksmanship pis nikov, or RPK, is a modification of the aircraft suffers some damage to its fuse
tol, it has a safety switch which can be old, reliable AK-47 and was intended to lage, tail or wing assembly. The pilot
operated by either hand, and the operator replace the outdated RPD as a squad auto must roll 2D6 against his EXP plus his
can adjust the sensitivity and pressure of matic weapon. It can take a standard, 30- Pilot Skill, with an RDF of three. The
the trigger pull. These factors are reflected round, AK-47 magazine, simplifying a pilot must also roll against his EXP for
in the range data, which is slightly higher squad’s logistical requirements. Like the those situations listed on the Delta Force
than for most weapons of this type. Ak-47, the RPK has been sold to Soviet ‘Air Travel Modifier Table’ (in the Delta
As with some other automatic pistols, clients all over the world and can be found Force Rulebook, p. 14) with a DM of
this weapon can be carried loaded with a in the arsenals of the Warsaw Pact plus two. A crash or malfunction will
nine-round magazine and a tenth round in nations, Cuba, Libya, Syria, Shi’ite and — Continued on page 28.
25
DELTA FORCE NEXUS MAGAZINE
26
NEXUS M AGAZINE DELTA FORCE
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down down
M5 Telex si
Room S4
Library
Radio
S2 S3 □ Room
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THIRD FLOOR
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27
DELTA FORCE NEXUS M AGAZINE
The Armory continued— SPECIAL GAS MUNITION Typical barriers that may be penetrated
at a range of thirty meters include car
occur on a modified roll of 13+.
FERRET CARTRIDGE windows and twenty-millimeter plywood.
Engine Hit: Severe damage has been Plate glass, storm windows or hollow-
caused to the aircraft engine and/or the core doors can be penetrated at ranges up
engine exhaust system. On a 2D6 roll of to ninety meters.
seven or more, the aircraft will crash. On A character who is hit by a Ferret
a roll of six or less, the aircraft is badly cartridge suffers one light wound to the
damaged; however, it will continue to fly part of his body which is hit by the cart
with an immediate, successful roll against ridge, and the gas is released from the
the pilot’s EXP plus his Pilot Skill, and cartridge on impact A Ferret cartridge
with an RDF of 1D6. An additional EXP Type: Barricade penetrating gas cartridge
Nationality: U.S. will not injure a character after it has
roll must be made for any maneuver passed through any barrier.
which is listed on the Delta Force ‘Air Filler: 3 cc CS
Fuse: Impact The small amount of gas released by
Travel Modifier Table,’ with a DM of the Ferred cartridge is sufficient to disable
plus three. A crash or malfunction will Delay: Impact
characters inside an extremely small
occur on a modified roll of thirteen or Range/Penetration: Up to 90 meters
space, such as a car interior, or to distract
more for the maneuver. (see notes)
characters inside a larger, enclosed area. It
Hull Hit: The aircraft takes damage to Size: 12-gauge
is useless in the open air or in well-
its fuselage. In single-seat aircraft, this re Weight: Less than 50 gm
ventilated spaces.
sult is the same as the result described Penetration: 1
under ‘Minor Damage to Hull/Tail,’ on Burst Effects: The ferret cartridge is de
page 25. The pilot must roll eight or less signed to penetrate small enclosures and OTHER EQUIPMENT
to avoid one wound. incapacitate those inside. Characters in
In any aircraft with passengers, in side a car or closed room suffer the effects FRAME EXPLOSIVES
cluding passenger-carrying helicopters, air shown on the ‘Gas Effects Table,’ below. Weight: 1 kg
liners and transport aircraft, each passen Apply a DM of +2 in an extremely en Size: 1 m x 2 m
ger in the fuselage must make a saving closed space, such as the interior of a car, Description: Designed to be lowered
roll of nine or less. On a roll of 10+, that and a DM of -2 in a large space, such as down the side of a building and placed
passenger will receive one wound. Wound a garage or large room. Apply a DM of against the frame of the window to be
severity and location is determined in the +1 for each additional cartridge fired into blown, these explosives consist of a
usual manner. Injuries should be treated the same area. wooden framework with explosives along
as shrapnel (PEN 4) wounds. Gas Effects: the inside and a detonator. The detonator
Penetration: 40 2D 6 or Less 7-11 12+ for these explosives can be triggered re
NE PI I motely by radio, by a pull-ring fuse ignit
Recoil: —
Users: The Ferret cartridge is manufac er or by a hand detonator.
Backblast: 0 to 5 meters: WND x 1D6
tured by the U.S. AAI Corporation, and
+ 2 (PEN 4)
is designed for use by security or anti-ter
6 to 10 meters: WND x 1D6 rorist forces. It is available to both U.S. PLASTIC RESTRAINTS
(PEN 2) Weight: Negligible
and allied anti-terrorist units in situations
In closed room: One addi Size: Negligible
where terrorists have sought shelter in ve
tional WND (PEN 2). Ig Description: These are strong plastic
hicles or buildings with windows or light
nore all ‘bleeding’ results. strips which can be used as lightweight
weight, plywood doors.
Failure: 11+ Notes: The Ferret barricade penetrat handcuffs to immobilize either hostages
Users: The Stinger was developed in ing cartridge is designed to be fired from or captured terrorists. These plastic re
the 1960s to replace the unreliable ‘Red any standard twelve-gauge shotgun. Rath straints are adjustable and self-locking.
eye’ shoulder-fired anti-air missile. It is er than pellets, the casing contains a The only way they may be removed is by
used by the U.S. and various U.S. clients small, bomb-shaped ballistic projectile cutting.
and allies, including NATO countries. Un holding three cubic centimeters of a liquid
fortunately, the sale of Stingers to vari irritant agent. The projectile is fired GRAPNEL LAUNCHER
ous moderate Arab powers makes it likely through various barriers (Armor Value of Length: 73 cm
that the Stinger could appear in terrorist one); it disintegrates on impact, releasing Weight: 2.7 kg
arsenals as well. the CS as a gas cloud which can be effect Type of Fire: Single shot
Notes: The Stinger was designed to ive in an enclosed space. Load Time: Three combat rounds
provide infantrymen with anti-aircraft pro The cartridge will not penetrate barriers Description: Similar to an M79
tection at low altitudes and short ranges. with an Armor Value of greater than one. grenade launcher, this grapnel launcher is
Its IR homing seeker latches onto the ex It will penetrate any barrier with an Ar used to hurl a padded grapnel straight up
haust plume from a jet engine, rather than mor Value of one at ranges up to thirty (to a maximum range of twenty meters).
onto hot metal; but it is still useful meters. Some specific barriers, such as The shot will be successful on a 2D6 roll
against helicopters or turbo-prop aircraft, plate glass or very thin plywood, can be of eight or less. A DM of plus one is ap
as well as against jets. The guidance sys considered to have Armor Values of less plied if the range is greater than ten
tem is useless against ground targets, than one. These barriers can be penetrated meters, and the firing character’s Special
however, unless the target is an aircraft al by the Ferret at ranges of up to ninety Weapons Skill (if any) can be applied as a
ready warming up on the runway. meters. negative DM to the attempt. П
28
NEXUS MAGAZINE DELTA FORCE
Coming Soon...
Available soon in your store are the two newest The newest Andromedan entry in the Starline 2200
releases in the Starline 2200 series of starship miniatures series is a combined package including two new ships:
for use with STAR FLEET BATTLES. the Conquistador light cruiser and the Python destroyer.
The graceful Orion Slaver reflects the sleekness The ships follow the designs created in the previous
and suppleness of this extraordinary cargo ship, which is Intruder and Cobra designs, and will fill in the gaps in your
ready to join, or rather to evade, your fleet. Andromedan Invasion Fleet.
ill =я
COPYRIGHT© 1987 AMARILLO DESIGN BUREAU STAR FLEET UNIVERSE — NEXUS 017—37
Bums: Yes, lam.
THE ACflDEmV: Cadet West: You'll have to allocate for his maximum reserve power, plus
enough to keep the tractor active, as adjusted for range. That could
т ш - Т Е н т reu ieu j b o a r d be 30% or more of your total power.
Gopin: No Klingon in his right mind is going to let you hold him in a tractor
long enough to reload photons, not at that range. If you’re depending
The Commander reached for the file and leaned back at his desk to
read the transcripts. on him to use his reserve power for something else, you'd better
It wasn't fair to eavesdrop on the Cadets' mid-term review sessions, have something extraordinary in mind that will force him to use it.
where the senior cadets helped the juniors brush up on their tactics. But, Schultz: You're going to lose a photon and half your phasers. How are
the electronic recording system had been in place for decades and had you going to hurt him then?
become an institution. Listening in on the sessions not only provided an Crull: With a gamble like this, you could lose — permanently.
idea as to which of the junior cadets were likely to become the rising stars Engineer: Very well, that will be all. Who’s next?
of their class, but provided a check on the character development of the Kaufman: Cadet Jay.
senior cadets. More than one graduating cadet had found himself inexpli Cadet Jay: The Cadet reports to the Review Board.
cably sidetracked into meaningless assignments because he had Engineer: Cadet, what tactics would you use in the case of direct ship-to-
behaved like a pompous ass during the mid-term reviews. ship combat in the region of a black hole?
He began reading through the file. Jay: When fighting near a black hole, charge the enemy in a traditional
head-on combat pass. If he slows to arm weapons and reinforce the
Engineering Cadet: Ok, are we all set? [Numerous voices respond in the shields, you have him. Arm no weapons, but grab him with a tractor
affirmative.] Who's first? beam and drag him near the black hole. Then cut him lose and es
Cadet Kaufman: Cadet Beauregard, step forward. [Sound of snoring.] cape. You'll be going faster since you didn't arm weapons. The accel
Cadet Beauregard: The Cadet reports to the Review Board. eration limits will keep him from escaping so easily, as he'll have to
Cadet Crull: Here's the first question. shift power to movement. Even if he gets out, you will have plenty of
Engineer: All right, Cadet. How would you set up the defenses for a base? time to shoot at him from a distance or commit other mischief.
Beauregard: By the standard procedures. Crull: Impossible. He'll go fora narrow salvo and ruin your whole day.
Crull: Which are? Cadet Gopin: Right. He'll blow your doors off while you're playing games.
Beauregard: Attach modules as appropriate for the situation. Add pods to Smith: The likely damage you'll take will cost you the tractor or the power
provide additional power and volume if they are available. Establish a to run it.
minefield around the base. Deploy captor mines, preferably under Olesen: Arm NO weapons? You could at least have the phaser capacitors
direct control, inside the minefield to provide additional firepower. full in case he has seeking weapons!
Bayless: Can you think of anything else? Zimdars: Have you considered that he might tractor you?
Beauregard: Ask for as many ships as possible to be assigned. Engineer: Your tactic is unappreciated, Cadet Have you any defense?
[Laughter.] Jay: Nothing to add, sir!
Crull: Perhaps you could suggest something that would be more within the Engineer: Your proposed tactic cannot be accepted, Cadet. You can't
control of the base commander? gamble a starship on a trick. You need solid tactics. Who's next?
Beauregard: Well, you could deploy defense satellites around the base. Kaufman: [Sound of a chair falling over backwards.] Cadet Millay.
They could orbit the base at a distance of 30,000kms and provide Cadet Millay: The Cadet reports to the Review Board.
additional firepower. Crull: Here's a good one.
Crull: Amazing! I wonder why no one thought of that before? Engineer: Cadet, what tactics would you use against Hydran fighters?
Cadet Hack: Perhaps it's because defense satellites won't orbit a base? Cadet Millay: Hydran Stinger fighters, with their fusion beams and gatling
There isn't enough mass. It takes a planet, or at least a moon, to phasers, are deadly ship-killers at close range. The obvious solution
establish a center of orbit. of destroying them at long range leaves your ship without weapons
Engineer: Cadet, did you really believe that you had discovered some to fire at the Hydran ship. A better solution is to grab the Stingers
thing new? Something no base commander ever thought of? with tractor beams and hold them at 30,000kms. There they can be
Beauregard: Well, yes. picked off at leisure with anti-drones (which are best a* that range),
Engineer: Cadet, things work for a reason. There are a good many more rotated to face unused weapons, dragged into convenient asteroids,
things that have been thought of, tried, and found unsuccessful than or (for the Lyrans anyway) held until the ESG is recharged.
there are things that have never been thought of. Now, you thought Engineer: Doesn't sound that effective. The energy required to hold a
of this idea to use defense satellites before today, didn't you? fighter at 30,000kms would arm three phasers! [Numerous voices
Beauregard: Yes. attempt to speak at once.] I see that many of you have comments.
Engineer: So why didn't you research your idea to see why no one had Schultz: Risky. Stingers can still scratch you at 30,000kms. And by
tried it before? doing a high energy turn, they can break loose and come back at
Beauregard: No excuse, sir! you. Anyway, you can't rotate them fast enough.
Engineer: Who is next? Bayless: Better hope they aren't the H-types.
Kaufman: [Snort.] Ah, Cadet Bums. Olesen: Most ships don't have enough tractors to make this work.
Cadet Burns: The Cadet reports to the Review Board. Crull: This doesn’t work with Hydrans. It only works IF there are asteroids
Engineer: [Period of silence.] Well, are you going to give me a question for around or IF you have ADDs or IF the fighters don't use an НЕТ to
Burns or not? break the tractors or IF you have plenty of power or IF IF IF...
Crull: Give me a second. I'm trying to pick a good one. Cadet Smith: Cadet Millay, you could call this “A desperate solution.." but
Engineer: Well hurry up. [Pause.] All right. Cadet Burns, your photons are you could not call it a “better” solution.
reloading, and a Klingon ship is approaching at high speed. Engineer: It seems your proposal is rejected, Cadet Millay.
Obviously he is planning to make a high speed attack run with full Millay: So it would seem, sir.
overloads before you can reload. What do you do? Engineer. Well, work on it some more. All right, who is next?
Burns: Slap a tractor beam on him at 30,000kms. Kaufman: [mumble] Cadet Richardson.
Cadet Olesen: Whatever for? Cadet Richardson: The Cadet reports to the Review Board.
Burns: This maneuver keeps him out of point blank range. His phaser-lls Engineer: Thank you for having the question ready, Cadet Crull. See
are out of effective range. More importantly, I can control his move here, Cadet Richardson, how would you engage an ISC echelon?
ment. I'll be able to drop a non-facing shield and place T-bombs, Richardson: The problem with attacking the echelon is to reach the gun
then push him into them. I'll also have time to fire at any drones and line with intact shields. I would use a bold tactic and approach the
suicide shuttles. Most important, he'll still be in range when my formation in reverse, taking the punishment on your rear shields.
photons are reloaded. (Use suitable reinforcement and jamming.) Upon reaching the gun
Cadet Schultz: At 30,000kms, phaser-lls are still effective. line, you can perform an НЕТ to engage the ships or coast through
Crull: What if he negates your tractor beam? At a range of 30,000kms he the line and fire at the frigates from the rear.
would have a three-to-one advantage. Crull: You gotta be kidding!
Burns: Attackers seldom allocate power for negative tractor. Hack: Bad idea. Your rear shields are weaker, and you can't fire during
Zimdars: But he'll usually have power for offensive tractors, and it can be your approach. You're giving him too many unanswered volleys.
switched over immediately, unless he's trying to tractor you, in which Zimdars: An oblique approach would be more effective.
case your tractors are wasted. Gopin: Even if you managed to pull off the first part of the plan, you'd
Hack: What about his reserve power? have to expose your down rear shields to the ships of the second
Burns: He'll probably use it for something else. echelon — or to the rear-firing torpedoes of the first echelon if you
Engineer: Are you willing to gamble on that? made the НЕТ.
COPYRIGHT © 1987 AMARILLO DESIGN BUREAU STAR FLEET UNIVERSE — NEXUS #17—39
HEAD-ON — Cadet Jay Hypes, USS Virginia
STAR FLEET fiCflOEtnV Take note of the firing arcs of your weapons and those of your
opponent. Coalition ships (Klingon, Lyran, Romulan) usually have FA
ТЕПШ PAPERS
Each issue of NEXUS presents a series of term papers from the
firing arcs for their forward phasers and heavy weapons. Alliance ships
(particularly the Goms and Feds) tend to have only a few weapons able to
fire across the entire FA arc, with most weapons firing LS or RS. Thus,
students of Star Fleet Academy (i.e. from you, the players). Each paper their firepower is concentrated into a single hex row. Because of this,
presents a specific tactic or new idea for use by the players of SFB. most Coalition ships should approach the enemy from an oblique angle, to
Readers of NEXUS are invited to submit their own term papers to ADB; stay out of this “row of death." Note that all ships have their own firing
see the instructions on page 41. Ranks are assigned on the basis of how arcs, and examine those of your own ship to select the best approach.
many of their term papers have been published (1 = cadet, 2-3 = ensign, 4- See “The Oblique Attack" in the Tactics Manual.
5 = lieutenant, 6-8 = lieutenant commander, 9-11 = commander, 12+ =
captain). Ship assignments correspond to home states. BARRIER DEFENSE — Cadet Danny Indrigo, HMS Ontario
When expecting a large wave of drones, most ships will place a
ALL OR NOTHING — Ensign Graeme Bayless, USS California barrier of T-bombs in their path. The counter-tactic is to have one or two
When defending with a minefield, deploy pairs of command-con drones move ahead of the pack to pre-detonate the mines. The counter
trolled explosive mines. Place these close together in an area you expect counter-tactic is to be sure to kill the lead drones before they detonate
the enemy to move, or where you will be able to draw your opponent. The the mines.
concentrated blast of two mines will often be enough to destroy the front You could use (M 5.16) and set the mines to ignore the first target.
shields of most of the enemy fleet, allowing easy mop-up.
If your opponent doesn't fall into your trap, you'll be out the cost of DRONES THAT HIT — Ensign GeofMahl, USS Indiana
the mines and have an uphill fight on your hands. A ll tactics are based on The drone construction rules allow you to tailor drones with a greater
choices, and the choice here is to gamble between a quick victory and a chance of a hit against any enemy. Against phaser defenses, build two-
less than even fight. Also, using your controlled mines in this manner space drones with a half-space armor module. This has the same chance
denies their primary use in forming an access corridor for your own ships. of survival against two phaser-3s that two type-1 drones have, but does
50% more damage. A two-space drone with a full armor module has a 42%
DISRUPTOR TACTICS — Lieutenant Tom Chartoff, USS New Jersey chance of surviving two phaser-1s at the most common defensive
When short of power and faced with the choice of arming two disrup- ranges. The kinetic-energy anti-drones destroy all drones equally,
tors or overloading one, arm two of them to standard loads because: 1) regardless of size or armor, so when faced with an enemy well-equipped
standard loads can be fired at longer ranges, 2) the chances of a with such weapons, larger numbers of cheaper drones are better.
complete miss are less, 3) they can fire at separate targets if required, 4)
there is less chance that a weapon will be destroyed before it can fire, and ANDROMEDANS: BURNING EXTRA POWER
5) the Mizia concept can be employed with two successive volleys. — Lieutenant Anthony Medici, USS New Jersey
This tactic applies to many other weapons as well. The best way of reducing the power in your batteries during the turn
is by the use of reserve warp power. By using battery power to run your
FIGHTER PACKS — Ensign Mark S Cocheri, USS New Jersey ship and channelling all unused warp power (everything except move
At long range, use a couple of fighters as scatter-packs. Set them to ment) into your batteries, you create a massive store of reserve warp
release quickly. This will tremendously increase your launch capability; power. If you then need to reduce the power levels of your batteries, you
you can still recover the fighters by tractor and reload them before enter have more options than if it were non-warp power. You can start erratic
ing close combat This saves your Admin shuttles for WW duty. maneuver, perform a high energy turn, or (if you really need to drain
USE EVERYTHING!— Cadet David Custar, USS Oklahoma power) initiate an unplotted acceleration (which costs twice as much as a
Deth O'Kay's adage "Use your tractors, dammit" doesn't go far plotted one). Of course, if you don't need to use the power, you'll have it
enough. Not only should every system of the ship be utilized, but every available next turn.
characteristic must pay its way. For example, a SkyHawk can safely Rated the best term paper in this issue.
make its first НЕТ while simultaneously performing erratic maneuvers. LAUNCH SHUTTLES! — Cadet Brian Nosser, USS California
You paid for this ability when you bought the ship, so get some use out of A heavy cruiser carries an average of four shuttles. While some
it Captains who get the most out of their ships tend to win more often. must be kept for Wild Weasel duty, two are usually enough. The other two
Remember that we are discussing capabilities, not requirements. If should not be allowed to sit idly in the bay. Use them as SPs or suicides,
you don't need to do an НЕТ while doing EM, don't feel obligated. or as escorts. The escort role is preferable because it allows them to be
LAUNCHING SUICIDES — Lieutenant Robert Eng, USS New York used every turn. Keep them behind you, and assign them to pick off
The best time to launch a suicide shuttle is when you have tractored approaching drones. If the enemy tries an overrun, his (down) #1 shield
the target. This will block a WW and slow him down. will be facing their phaser-3s, which together have the firepower of a
Time your launch for just before the movement impulse for the speed photon torpedo.
you have selected. This will minimize the number of impulses that the There is a tactical penalty involved, in that you are stuck with slow-
shuttle is on the board and vulnerable to fire. moving escorts, but it could be worth it in some cases. Feds, for example,
Launch a succession of suicide shuttles on alternating impulses (the cant go much faster when charging photons and could use the help.
maximum rate per bay). Set the earlier shuttles for a lower speed, so that COUNTERING KLINGONS — Ensign RichardOros, USS Texas
all will arrive at the target simultaneously. The basic Klingon tactic is to fire overloaded disruptors with UIM s at
Using a tractor is the standard "Gorn Anchor". If the suicide shuttles a range of 8 hexes, where he has an 83% chance of a hit (better than any
strike the same shield on different impulses, more o f the target's weapons one else). From that point he can use his excellent turn modes to avoid
will be knocked out (via the Mizia Concept). Note that it is much cheaper the four-hex “death zone" in front of a Federation ship. Federation (and
(energy-wise) and is almost as effective to launch a standard shuttle and other) captains need to plan counters for this standard opening attack.
have it fire its phaser through a down shield, if you can wait 1/4-turn. One solution is to plot a speed increase that can unexpectedly close
KLINGON ARCS — Cadet Troy Feickert, USS South Dakota the range. Another is to fire on the Klingons flank shields as he turns
The two most important weapon lines for Klingon ships are those away. Yet another is to use normal loads on the photons, flying slow at
formed by the FA/RX border. On E or F class ships, every weapon can fire first to confirm his belief in your overloads. You could have fighters and
along the two lines. On D class ships, every weapon except the opposite seeking weapons meet him at that point to force him to fire and turn away
waist phasprs can fire there. Maneuver so that the enemy must cross earlier or make him pay to get that close. Most importantly, study your
these lines, and fire for full-effect when he is in the proper position. own weapons. Firing four overloaded photons at range 8 and scoring two
hits will do more damage than four overloaded disruptors.
POINT OF TURN MARKERS FOR MINIATURES
We'd like to hear some other solutions from players.
— AdmiralAlan Gopin, USS New Jersey
Your regular SFB counters are perfect to use as point of turn KZINTi DEATH GRIP — Ensign Rick Peterson, USS New York
markers when you are playing with miniatures. Each ship gets its own The optimum range for Kzinti captains is zero or one hex. Launch
point of turn marker and you can easily tell which turn marker belongs to enough drones to draw a weasel, then move in close while he cannot fire.
which ship. This is particularly useful in large fleet actions. Burn the weasel and grab him with a tractor beam, turning a strong shield
toward him. At point blank range your phaser-3s are most effective, and
HEAVY DRONES — Cadet Warren Okuma, IJS Okinawa
his anti-drones are worthless. You can afford to bid more in a tractor
Type-4 drones should figure prominently in the plans of all drone-
auction because your drones are power-free and your phaser-3s take
firing ships. They cannot be stopped by a phaser-2 and even a phaser-1
only 1/2 point of power. (At that range, two points of power will produce
has only a 33% chance. Since firing rates are limited by number, not size,
more damage through four phaser-3s than through one disruptor.)
slower firing ships in particular should use this weapon.
If you hug a Kzinti, you'll end up with scratches. This is the Gorn
Avoid this tactic when the enemy has plenty of ADDs.
Anchor in a fur coat
40—NEXUS #17—STAR FLEET UNIVERSE COPYRIGHT © 1987 AMARILLO DESIGN BUREAU
HOW TO SUBMIT TERM PAPERS HOW TERM PAPERS ARE SELECTED
Each issue, we publish about 20 term papers selected from more Many players have asked about this process. Term papers are
than 200 on file. In an effort to solicity better Term Papers and to simplify screened on receipt for illegal tactics and those that are not suitable ter
our administrative procedures, we are using this valuable space (which use as term papers. (Those which expose potential rules abuses are
could have been used to publish another dozen papers) to give you more diverted to the Addenda file and promptly become illegal.) Next, they are
detailed instructions. Follow these instructions, and your chances will be checked against an index of all published papers to eliminate dupli
dramatically improved. Failure to follow instructions reduces your chan cations. The papers are then filed alphabetically by author. Term papers
ces to virtually zero. The same instructions apply to Tactical Notes for are held on file until used or rejected.
FEDERATION AND EMPIRE When we begin work on each issue, one term paper from each author
* TYPE your term paper. (Computer dot-matrix is OK.) Use decent is typed into the computer, creating the "selection pool” for that issue. A
margins and double space. Use 8.5x11” blank white paper. Use the front print out of this file is sent to the Committee. At .this time, many of the
side only. It would be better to put only one term paper on each page, but papers in the file are diverted to other files (e.g. Academy). At least twice
in any case don't put more than three. as many papers are entered as can be used.
* NEVER include your term paper on the same page as rules questions The Committee searches for loopholes, trick keys, and illegal
or any other submission. We have to be able to put the entire page your tactics, eliminating any such papers (which are sent back to the authors,
term paper is on into the term paper file or we can never use it who often revise and re-submit them). Some are held while rules are
* Put your name and address on your term paper. Your ship is your researched or debated. Each Committee member can use one pre-
home state. (Only Origins champions get the ship of their choice.) If you emptory challenge to block a paper he feels is inappropriate. The remain
are away from home (in school or the military, etc) just list "Home State der are then graded A-F. The available space is filled with papers in the
____" below your mailing address. Canadians list provinces. Others may approximate order of their average grade. Often a good but very long
list countries or provinces. paper is dropped to make room for two or three shorter ones. The last
* Shorter term papers have a much better chance of being published. papers are selected to improve the balance (regardless of grades).
Use your title for your introduction and get to the point in the first sen Unrejected term papers which could not be used for lack of space remain
tence. Note the average length of term papers used in Nexus. Priority is in the computer and go back to the Committee when the next issue is
given to good papers that are easy to use. With the large number avail worked on. Some ineffective tactics are transferred to the Review Board.
able to choose from, we can still find excellent papers without having to A few very long papers are re-written into articles.
spend hours boiling down the longer ones down. One comment should be made about rejected term papers! These
* Do not use term papers to discuss philosophy, propose new ships, are sometimes used in the Academy (you'll find the Commander raking
describe your favorite ship, argue about the background, or suggest their authors over the coals), and we are planning more mid-term review
changes in the rules. Do this in regular letters. sessions of the Academy. In these cases, the names are changed to
* We have effectively stopped publishing papers about ship modifi protect the sensibilities of the author. We'll select a name that you can
cations. These have been placed in a separate file and might be used in a recognize (perhaps the street you live on, or a contraction of your first
special section later. You are welcome to submit them, but should be and last name). Don't hold back on sending in papers for fear that a
aware that they may never be used. mistake is going to expose you to public humiliation.
* Avoid term papers that "only work if..." An effort is made to return rejected papers. This allows you to revise
* Have a friend (or better a stranger or an enemy) who knows the game and re-submit them, and gives you a chance to cite rules that prove your
read it first to see if you missed something. “illegal” tactic really is legal. If you enclosed an envelope with your original
* Do not copy the tactical hints out of the rulebook or Tactics Manual. papers, and some were rejected on receipt, they were probably returned
We know about those. However, if you can find a new twist, or a common in the envelope. If the envelope was not used, it was placed in the “purple
situation where the standard tactics don't apply, go for it. file” and could be used later if term papers are rejected later. Many rejec
* Do not copy previous term papers. We remember them. ted term papers are returned in the author's Starletter subscription (for
* Fair or not, papers that come in through the computer bulletin board those who have one). If we have rejected papers and no way to return
have an advantage. If there is a problem with your paper, you will know them, they are discarded. We simply don't have the space to hold them on
about it quickly and can modify the paper immediately. If we rejected your file just in case someone comes looking for them.
paper because we misunderstood it, you can explain what you meant If you want to know how many of your term papers are still on file,
immediately. But this advantage exists only in getting your paper into the ask ADB (in a separate letter or as part of another one). Include reply
selection pool. Once there, all term papers have an equal chance. postage. You can send stamped envelopes to be held in the purple file.
COPYRIGHT © 1987 AMARILLO DESIGN BUREAU STAR FLEET UNIVERSE — NEXUS #17 — 43
(SN20.0) BROTHERS (Y171)
(MarkJKicmol, Pennsylvania)
This scenario portrays the events of the story. The scenario begins
immediately after the Lyran ship, in pursuit of the fleeting Hydran, hits the
first transporter bomb.
V Ж 4t M
с 1
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L Г 1» л х
* STAR FLEET BATTLES TECHNICAL MANUALS: Very preliminary
work is continuing on the first two volumes (#1 Alliance and #2 Coalition),
primarily to determine feasibility of the entire concept. See the preview in
Nexus #16. The general concept is a book of ship drawings, showing each
FOR RELEASE BEFORE NEXUS #18 ship in five-view detail with insets showing the differences between
* STAR FLEET TACTICS MANUAL: Planned as a bound volume for variants. Each drawing will be accompanied by a page of text listing the
release at Origins (early July), this will include the basic tactics and history of the class, known names and hull numbers, and technical
advanced techniques necessary to win in Star Fleet Battles. Updated readouts. A third volume would cover the neutral powers, while others
versions of the tactics material from past issues of Nexus will be includ could cover small units (PFs, shuttles, fighters) and X-ships.
ed, as well as new sections covering all races. As this issue of Nexus * SSD BOOK #X: First generation X-ship designs. Will be based on the
goes to press, the Committee and Joint Chiefs are furiously pounding out Nexus #18 article. Probable release in first quarter of 1988.
tactics for everything from the Gorn Anchor to the Kaufman Retrograde, * SSD BOOK #11 (and #12?): The final(?) book(s?) will round up the
from the Mizia Concept to the Oblique Attack Theory. This 96-page book last remaining ships without SSDs and cover the variants listed in Nexus
will sell for $10. #19. Several players have requested that we produce two books so that
* TOTAL WAR is the second F&E expansion. The stated purpose is to SSDs can be provided for various tug+pod combinations and heavy fight
add the ships, variants, and rules from SFB that wouldn't fit into F&E. er squadrons. Other suggestions are invited.
There will be four new countersheets, two new fleet charts, and a set of * VOLUME IV: In case no one noticed, we have been publishing this
"Fleet Set-Up Charts” used to sort counters into the starting Order of volume on the installment plan, including the Lyran Democratic Republic
Battle. Rules will include advanced pursuit, alternative production rates, in Nexus #13, the Drone and Plasma Modules in Nexus #14, the new
using survey ships in combat, and more. We plan to add more Orions and Energy Balance Due to Damage rules in Nexus #15, and (possibly) four
to add enough ISC and Andromedan units to at least give you a feel for pages of new G, M, and P rules in CL5. The Volume IV counters can be
their operations. (The full ISC and Andromedan fleets will be in future found in Reinforcements-2, and the new ships are in SSD Books #7, #8,
expansions.) TOTAL WAR will sell for $15.00. and #9. We'll have more installments as time goes by.
* F&E ERRATA SHEET #2: This new four-page errata sheet will be * THE BACK BURNER: Still listed on the “someday maybe" list but not
available in June. It's free if you send a stamped self-addressed envelope in active development are: SSD Books #4-R; Sub-Light Battles; Sector
to Task Force. If you already have the previous edition (the contents of Modules; SFB Role-Playing System; Best of Nexus; posters, books,
which is included in this one) mark your envelope “hold for 4-page F&E fiction magazine; Doomsday Rulebook; a cable-TV sit-com based on Task
errata sheer so that the office staff won't send you the old one again. Force; a computer SFB game, and a computer play-aid.
COPYRIGHT © 1987 AMARILLO DESIGN BUREAU STAR FLEET UNIVERSE — NEXUS #17—45
STAR FLEET UNIVERSE SURVEY TO ASK THE QUESTION: W 9?"
We'd like to have your opinions on some upcoming decisions we As is well known, questions beginning with "why” cannot be answered
have to make. Write your opinions on a post card or on a separate sheet in the Question & Answer system. Such explanations take too long and
of paper (from all other correspondence) and send them to ADB (not to aren't really necessary to resolve rules questions and get on with playing
Nexus or Task Force) by 15 September 1987. the game. We do take note, however, of the more important, frequent,
and interesting questions and try to provide answers in Nexus.
A. GENERAL INFORMATION Since the boom/saucer on Klingon/Federation ships is separable, can
These are some general questions about Star Reet Battles players. the ship be built twee as fast? This is, of course, nonsense. The same
1. How old are you (in Earth years)? number of people are doing the same number of operations (welding, wir
2. How do you get Nexus? (Subscribe, store, read a friend’s copy.) ing, installing) regardless of whether or not the two pieces are connected
3. What do you, as an SFB player, want most? (List up to five things. at the time. Other ships can be built in pieces and joined together during
This can include new products, reprints or revisions, new rules, or an construction without being able to do so in combat (Indeed, the US Navy
article or other information that could be included in a magazine.) has been building destroyers and frigates in sections for most of a
decade, and the new Soviet aircraft carrier was built in two pieces.) If you
B. COMPUTERS have a salvaged boom or saucer, the cost of building the rest of the ship
More and more people are acquiring home computers. We'd like to is reduced by the percentage of interior boxes on the salvaged portion.
know about yours and what you do with it Why are there two deceleration rules in the game? During a turn you
4. Do you own a personal/home/micro computer? (Yes, No, No but can only decelerate by half, while between turns you can decelerate to
plan to buy one within a year, Have access to one at work.) zero! The between turns rule (drop to zero) is the more realistic, since
5. Tell us about your computer or the one you plan to buy (brand, cutting off the energy to the warp field brings the ship to a quick halt You
model, memory, number and size of disk drives). can assume that the deceleration was planned and that it was not entirely
6. Do you have a modem? (Yes 300, Yes 1200, No, Plan to buy one.) instantaneous (the ship slowed down during the final impulses of the
7. Do you access any of the public networks such as Source, turn); it is shown as instantaneous deceleration for simplicity.
CompuServe, GEnie, etc? If so, please tell us which ones. Mid-turn speed changes are limited to one-half as a game balance
8. Would you buy an SFB play-aid (record-keeping) program if one feature, to avoid unrealistic play situations. This also simulates how often
were available for your computer? you can change engine output without damaging the engines.
9. Would you buy a computer version of SFB (the complete game, Why is it that no ground base includes batteries? Ray Olesen replies:
not a record-keeping program) if one were available for your computer? Ships have limited space and need batteries as a supplementary power
10. Would you play an on-line SFB computer game if one were source because they take less room than reactors. Planetary bases
available on a public network? have no space limitations, so they are designed with reactors to supply
C. HOW DO YOU PLAY STAR FLEET BATTLES? the power they need. Beyond that, when a ship loses power you can
We'd like to know a few things about how you play SFB. Normally suffocate or freeze; on a planet you can just step outside and wait until
means most of the time. they fix the reactor. Also, as a game balancing feature, ground bases
11. What percentage of your SFB gaming is part of an organized lack the sophistication to use reserve power, and are so small that it
locally-run campaign? wouldn't make much difference.
12. Do you normally use transporter bombs? (Almost always, Some Why is it that most Orion ships do not include APRs? Deth O'Kay
times, Rarely, Special Cases only, Almost never.) replies that this is partly a tactical and partly an engineering decision.
13. Do you use plotted movement? (Almost always, Sometimes, Because of their mode of operations, Orion ships can only afford so much
Almost never.) of anything, and would rather have impulse engines, which can do
14. Do you normally allow all races to buy or use Emergency anything that APRs can do, AND move the ship. Also, reactors cannot
Deceleration? (Any can buy. All use at no cost. Feds only.) operate at increased output because they lack the exhaust systems that
15. Do you normally use electronic warfare? (Yes, No, Often, engines have to get rid of waste energy.
Sometimes, Rarely) Why did you give the Tholians a "Battle Pack" for their new Light
16. What percentage of your gaming in the “Late War Era” (all refits, Tactical Transport (SSD BOOK #9) when you said in Nexus #9 that there
fast drones, heavy battlecruisers, etc.)? wouldn't be a Tholian tug because the Tholian players really wanted a
17. Do you normally use Legendary officers or crew quality? (Yes battle pod? In the first place, the battle pod may be the reason why
LOs, Yes CQ, Yes both, Neither.) Tholian players wanted a fleet tug, but it wasn't the reason why they didn't
18. Do you play scenarios which include fighters and PFs? (Yes get one. They didn't get a fleet tug because they didn't need one; they
fighters, Yes PFs, Yes both, Neither.) didn't want a fleet tug for non-combat purposes. As to the Battle Pack,
19. Do you play with X-ships? (Never, Exclusively, Sometimes, Only putting one on the LTT produces almost the same ship as a CW carrying a
first Generation as part of a General War campaign.) cargo pack and isn't a problem. Putting a battle pod on a fleet tug usually
20. Do you allow players to use (S3.3) to modify ships? (Always, produces a dreadnought, which is not something the Tholians need.
Sometimes, Only with additional limits, Never.)
6
Ф
.
5
Ф 4
Ф SC .
♦
2-5
Ф
product, we plan to provide enough counters for a couple
of battle fleets and special rules to reflect attempts to
enter or pass through ISC territory. DN CC CA CS CL DL DD FF SC
Presented here, as a preview, are the factors for the • • •
ISC ships and the rules required to use their special 7 6 5 4 4 3 3 2 0-3
echelon tactics. There is not enough information to add
the entire ISC to a campaign, but there is enough to see
how their rules work.
The rules below are still in prototype form and are 4CVA * 4SCS ф 3CV 3CVS ^ 3CVL 3CVLS HSC , PFT
currently undergoing playtest. When TOTAL WAR is •1 2 ф * • 6 P ( |) * •6 4 1 • 4* « «
6 * !* * Ф
published, the rule number “3F" will be changed to a three- 24-30 * 24-30 * 25 24 • * 16 17 3-7 2-7 6-7
digit number in the 300 series.
4CVA 4SCS 3CV 3CVS 3CVL 3CVLS SR HSC PFT
(3F.0) ECHELON TACTICS •6 •3 P 3 •3 2 2 P
This provides a combat advantage in that the battle 12-15 12-15 12 12 g 9 1-4 1-4 3-4
force in echelon formation has a higher battle intensity
factor than its opponent, and some of the ships in the echelon are not EXAMPLE: The Gorn player selects a battle intensity of 2; the ISC
subject to directed damage. player selects 4. This would normally mean that both forces would fight at
(3F.1) QUALIFICATION: To qualify for an echelon, the battle force a battle intensity of 6. However, because the ISC battle force qualifies for
must include at least 6 ships. Battle forces of 6-7 ships must include one the echelon bonus, the ISC player will use a battle intensity of 8 to
ship equipped with a PPD. Battle forces of 8-9 ships must include two determine the damage he has scored on the Gorn battle force. The Gom
ships armed with PPDs. Battle forces of 10-11 ships must include two player will use a battle intensity of 6, and cannot use directed damage
ships armed with PPDs and at least two additional ships of CL or larger against the core ships.
size. In all cases, the command ship of the echelon must be armed with (3F.3) CORE SHIPS: Battle forces with 6-7 ships have one core ship.
PPDs. If no PPD-armed ship is available, or if the only PPD-armed ships Battle forces with 8-9 ships have two core ships. Battle forces of 10-11
are not among the three with the highest command ratings, the battle ships have three core ships. A base, if any, must be one of these core
force cannot operate in the echelon formation. ships. Ships without PPDs cannot be placed in the core unless all ships
NOTE: For player convenience, those ISC ships which are armed with PPDs are already in the core and there is space remaining within the
with PPDs are marked with a black dot on the counter. Also note, all ISC limit. Core ships cannot be attacked by directed damage.
battle stations and star bases have PPDs and can serve as “core”units. (3F.4) WEB CASTERS: Tholian Web Casters have the ability to
(3F.2) COMBAT EFFECT: If the battle force qualifies to form an disrupt echelon formations by isolating the core ships. See section (3G.0)
echelon formation, it rolls for damage to the enemy battle force with a for details. (Unfortunately, this section is not available for preview
battle intensity 2 points higher than would normally be the case. If this purposes at this time.)
and a Variable Battte Intensity die roll produce an intensity of more than ISC COMMAND RATINGS: 10 = DN, CVA, SCS; 9 = CC; 8 = CA, CV,
10, treat it as 10. CVS; 6 = CS, CL, CVL, CVLS, SR, PFT; 5 = DL; 4 = DD, SC, HSC; 3 = FF.
y m m m
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The carefree activity around Beta Canum the ice fields of a glaciated world, stories of
often belies the horrible reality of the Kafer war a strange alien race on the verge of civiliza
in the bright visible stars overhead. O nly the tion. The crew of the LaFarge is com ing back
most experienced and fearless crews dare . to human space after a multi-year odyssey on
travel through that area of space, through the an uncharted world, a world where the evolu
hotly contested systems of the border. Several tion of life has been perpetually bound lo its
centuries of human civilization can attest to exotic Energy Curve. ■
the simple fact that a frontier is always a As the crew of the survey ship LaFarge, you
dangerous place to conduct business. live out the thrill of discovering a truly alien •
The LaFarge made its final call at a hum an' world. Survival w ill be difficult, and w ill pro
port at Hochbaden over two years ago, bably depend upon the cooperation of a native
heading into the middle of the Kafer c o n flic t- alien race of beings. Can you com m unicate
on Trilon company business. W hen they did . with them, and can you live among them for
■not return no one was too surprised. They had what might be years before human rescue?
probably fallen victims of the war and that was $ 8 . 00 . • •
that.
But now a routine survey vessel has picked
up survivors from the crew of the LaFarge,
and they tell an incredible story of treks across
The inhabitants of A urore always took a Despite over a year of warfare, little is known
special pride in their home— it was the most of the Kafers, and so Kafer Dawn is a voyage
.• spectacularly beautiful and at the same of discovery as well. Are the Kafers necessarily
^ • time the least hospitable of the garden our implacable enemies, o r can better under
. planets in the French Arm . For years standing bring peace to both species?
• it was also the end of Kafer Dawn gradually introduces the players
. . ^ e l'ne ' n a colonial to Kafers over the course of four, new,
• С *' arm А*3* terminated at separate adventures (all included in this
- v 4 ^ «planetfess Arcturus, a booklet) which form a mini-campaign. From
.• • dull ruby in A urore’s the time the players ground ship on Aurore
night sky. The Kafers were first encountered as raw recruits to the time they participate in
at Arcturus, and then their invasion fleet and the final drive against the last major groupings
invading armies struck Aurore. The battle was of Kafers in the hotback, they w ill gradually
close, but the m ajor population centers held learn more and more about their violent but
out. Now, the rem aining Kafers need to be com plex enemy. $ 8 .0 0 . • . ..
hunted down and rooted out.
Kafer Dawn covers the campaign to mop
up the Auroran “ hotback” from the viewpoint
of several adventurers who come to join the
fight against m ankind’s most bitter foe.
'GDWM™■
PO Box 1646, Bloomington, IL 61702-1646