OCTOBER 1980 NUMBER 32 ee aa i)
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THE MAGAZINE OF ADVENTURE GAMING
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ic. VELLER
3 * ISSUE.
ITHILIEN CLASS SCOUTSHIPS
AZHANTL_HIGH LIGHTNING
ALIEN CHARACTERS
CALCULATOR PLAY ee
YAQUINTO COMPANY REPORT
TEN CHARACTERS | WOULDN’T
? LET IN MY UNIVERSE
~ AND 9 PAGES OF REVIEWS!Poor
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Advanced Rules
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Game Blaster’s
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For the Experienced
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SPACE CAMER
NUMBER 32 — OCTOBER, 1980
Articles
ALTERNATE CHARACTERS FOR TRAVELLER * by Forest Johason
‘Generating elon an peeudo han charters.
EXPANDING TRAVELLER * by William A. Barton
A look at supplements and play aids .. 8
ITHILIEN CLASS SCOUTSHIPS * by Mark Chittenden
The winner of the Ship Design Contest . . ratetepinnesceeacedl
GAME DESIGN: THEORY AND PRACTICE * by Schuessler and Jackson
Part VI: More about movement .—.. i“
COMPANY REPORT: YAQUINTO PUBLICATIONS * by Steve Peck |
One of the newer game publishers... -....0++eeeeeseeeseveccedT
TEN CHARACTERS I WOULDN'T LET IN MY UNIVERSE
Ten NPCs to boggle players with .
22
Fiction
MINUS TWO REACTION * by Lawrence Watt Evans
One night ina local bar. . . *
Computer Gants
DEUS EX MACHINA * by W.G. Armintrout
Using programmable calculators in wargaming. .. .
SOFTWARE SURVEY
An update: several more producers of game software .
Reviews
AZHANTIIIGH LIGHTNING * by Wiliam A. Barton. .
CAPSULE REVIEWS. . coenaiet
GAMES: Barbarian Kings; iri; Final Frontier; Gamma World;
‘Norad, SUPPLEMENTS: City of Lei Tabor: The Gateway Bestiary; GrailQuest;
Hellpits of Nightfang: The Temple to Athena. PLAY AIDS: The Compleat
Fantasis, COMPUTER GAMES: Invasion Orion; The Mean Checkers Machine;
Planet Miners; Sargon I; Taipan. BOOKS: The Complete Book of Wargames.
PUBLICATIONS: The American Wargamer.
Departments
WHERE WE'RE GOING Seiten ste i
GAME MASTER ...... 00. .e cece eee eee
ADVERTISERS... 0... 0.0 sees
GONTEST 5s ccsamsisess itd eaikween es
ERRATA -:
LETTERS...
NEWS & PLUGS ..
CALENDAR...
READER ADS. iets
“ART IN TMS ISSUE: Lint Campenela: 26: Joan K. Chladek: 6; Albrecht Durer: 20:
Kevin ©. Elis: 3, 14, 18: Greg Holmberg: mailer cartoon: Peul Jaquays. 22: Denis Loubet: 4,
Li: Nors Moples: 12, 24; Richard Mather: 17; Erie Richards: 32; Oris White: cover (Photos on
8 courtesy of Marian Metals)
naeress artis 050)
q
In This Issue
Traveller is without question the lea
ing sf role-playing game on the market.
It seemed like a more than worthwhile
‘topic for a special issue. So. . . we've
got a number of Travellerrelated game
and supplement reviews, a variant article,
and the winner of the Ship Design
Contest, (There wasn't room to print the
runnerup — but let it be noted here that
Ron Shigeta’s design ran a close second.)
The winner was Mark Chittenden; his
design appears on page 11.
‘This month's cover is by Chris White,
who has done quite a bit of illustration
for Avalon Hill — notably the box art
for Dune and Magic Realm,
For the fantasy fan, we've got “Ten
Characters I Wouldn't ‘Let In My Uni-
verse.” And for gamers in general, @
report from Yaquinto Games,
~Steve Jackson
THE SPACE GAMER
Publisher: Steve Jackson
Editor: Forrest Johnson
Art Director: Denis Loubet
Contributing Editors:
William A. Barton
Ronald Pehr
Nick Schuessler
Bruce F. Webster
Business Manager: Elton Fewell
‘Cireulation Manager: Aaron Allston
Utility Infleder: Elisabeth Barrington
THE SPACE GAMER (ISSN 01949977,
USPS 434-250) is published monthly by The
Space Gamer, 7207 Onion Crossing Dr., Austin,
‘TX 78744. Second class postage pa at Austin,
‘TX. POSTMASTER: Send addres changes to
‘The Space Gamer, P. 0. Box 18805, Austin,
TX 78760.
‘All material is copyright 1980 by The Space
Gamer. All ights reserved
Printed in U.S.A. by Futura Press, Austin
Subscription rates, effective 5/15/80:
US Canada’ Other foreign
Oneyear $21 $24 ‘a1
Twoyeus $39 $45 319
Lifetime. $250 $260 NIA
‘All prices are in U.S. dollars payment must
bein US. dollarsWhere We’re Going
More Pages!
Starting next month, TSG will be 8
ppages longer. We'll keep up the new
larger size as long as advertising allows.
Basically, we don’t ever want TSG to
be more than 25% advertising. Even
that is really too much, So... when
there are too many ads for 32 pages,
we go up to 40, Fortunately, having
that many ads lets us afford 40 pages.
That means our advertisers are the
‘ones bringing you those extra pages
s0 show your appreciation by spending
some money with them.
Steve Jackson Games 77
Now the big news, Effective sight
row, I'm back inthe games business. And
very’ pleased about it, too. It's what T've
wanted to do for a LONG time.
publish my own game designs. I set a
high standard for my own work; I hope
‘you approve of it,
(There is a basic conflict of interest
between) “quality-oriented designers and
profit-oriented publishers. Both are vital
10 the hobby, but incompatible under the
same roof. Only an independent designer
‘can guarantee the eventual quality of his
design.”
Randy Reed, in resigning his post
1s VP of Research and Design
at Avalon Hill
‘That sums it up, right there. If you
want to make sure something is done
right, do it yourself. I want to design
playable, Fun games that will se cheaply
and have really nice components. If
have to publish them myself — well,
that’s the way it goes. I expect to have &
Jot of fn with this over the next few
years. Il do my best to make money at
it, too . .. that's the only way you can
Keep a company going! But, again, that’s
up to you.
(A digression, This doesn’t mean that
I won’t sell designs to other companies.
1 probably will. It also doesn’t mean that
1 will publish only my own designs. Pm
already publishing one “outside” design.
Til probably do others. And I'll work
with the designers as I'd want a publisher
to work with me ... but the final respon-
sibility for the quality of the game will
be mine, because it'll have my name on
it ight after that designer's.)
‘The First Batch
There are four initial offerings. The
planned release date for all four is Octo-
ber 15, As I write this, it’s September 3;
by the time you get to read it, it'll be late
September or early October, So if you
want any of these, go ahead and order
now. By the time your order gets here,
We ought to be ready to fil it.
You can read all about the new games
in the ad on the inside back cover — but
ve got to say a litle bit here, too.
‘There are three games. They'te alike in
‘that each is printed in color on glossy
stock, each has 112 3-color counters, and.
each comes in a ziplock bag. Other than
that, they're very different. One is sf,
‘one is modern, and one is historical.
KUNG FU'2100 you've already seen;
it was in TSG 30, We've dressed it up and
fixed a few glitches, but it's the same
game: martial arts in the far future,
ONE-PAGE BULGE is another Battle
‘of the Bulge game, The gimmick: Red-
‘mond Simonsen wrote not long ago that
multiplayer gaming.
Non-pbm features will include:
runners-up
Next Issue
Next issue’s theme will be play-by-mail games... computer-
moderated and otherwise. We'll ead off with a survey of the
play-by-mail game companies. Also coming up:
A WarpWar variant - suitable for either play-by-mail or face-to-face
Reviews of Warp Force One, Empyrean Challenge, and Universe H.
A Company Report on Schubel and Son, moderators of “Tribes
of Crane,” “StarMaster,” and other pbm games.
Ant Ogre/GEV short story and game scenario.
The winner of the Trap Contest, and several of the more fiendish
complete with diagrams!
And all the regular columns — including lots of capsule reviews.
Also: next issue we go up to 40 pages. More of everything!
he wondered if a wargame could be writ-
ten with one page of rules. Yes, it can,
Here iti. Good game, 100.
RAID ON IRAN: What would have
hhappened if the helicopters had gone
into Tehran_on schedule? A game
about something that could have ‘hap-
pened, and sil could happen.
‘The fourth product isn’t a game; it’s
miniatures set, Cardboard miniatures.
‘These are full-color, 25-mm, front-and-
back paintings by Denis Loubet. The
baw picture in the ad hardly does them
justice; you have to see them, These may
‘make a lot of fantasy gamers throw away
their old playingpleces, They're beautiful,
Anyway, Steve Jackson Games is now
in business, Wish me luck,
Subscriber Benefits
For various reasons, the new game
company is an entity separate from TSG.
Nevertheless, there'll be close coopera:
tion. And there will be benefits for TSG
subseribers purchasing the new games.
Right now, it's free postage on game
orders. Non-subscribers ordering games
can pay 25 cents per game for 3rd-classrail, or $0 cents per game for first class.
(First-class costs, but it sure shortens the
wait!) However . . . TSG subscribers pay
no postage fee when they order. You get
$3 game for $3, flat. And, for a while
at least, subscribers will get’ their games
first class. Back issues, posters, etc, will
still go out by second or third class.
Eventually (especially if postal rates go
up) we may drop back to third-lass
postage to subscribers, with an option to
pay a lite extra and get first-class
postage. I can’t make any long-tenm
promises; postal rates are unreliable,
Demon Poster
We've had a supply of posters printed
‘up, showing the ‘“demon-summoning”
picture from TSG 28 . . . but BIG. These
are 17” x 22" — and they look GOOD.
You can order these for $1.50 each, plus
25 cents postage (50 cents for first class,
or free postage for subscribers). Or...
you can get one free.
If you take a look at the cards bound
{in this issue, you'll see that one of them
makes a free offer. We're trying to build
‘up our mailing list of retail game stores.
Send us the address(es) of your local
ame retale(s). Anyone who provides
us with a new store name will get a
poster, free. Check the card for details.
Credit Purchases
You've probably noticed that our
order forms now allow credit-card pur-
chases on either MasterCard or Visa.
It’s an experiment, We know not every-
‘one has a credit card; still, some people
prefer to use them. It's a lot faster to
write down your credit card number than
it is to dig out the checkbook, One
request: please don’t use your card for
purchases of less than $10. There’s just
00 much paperwork,
~Steve Jackson
ADVERTISERS
Attack Internationa .
GAME MASTER
GAME MASTER extett 10 answer quections
on your favorite games If you have a rules
‘question or play problem, send iti. Questions
{0 be answered wil be chosen on the basi of
‘general interest. They wil fost be referred t0
the game publisher or designe. If no response
is received, GAME MASTER wil offer its own
Interpretation ofthe ne. Sorry — no individual
replies are portble,
‘CAME MASTER elo invites publishers to
send errata or clariletions for thelr new games
‘They will be printed as space allows.
I just played Kung Au 2100 and found it to
bbe quite enjoyable. « however, Arnie Gold~
san just doesn't cut it asa name for a martial
artist, Back to the game ite”... one patt I
ound hard to swallow ie the relative lack of
power of guns. think 1-S on the “gun vs in-
active” and 1-2 on the “yun vs. Monkey Soul”
fable would be more accurate. Peshaps this
could be another optional rule to adjust play
balance .
(1) Role 6.1a states that Jellies may only be
set up in a room or hall with a "3" init, Once
released, can they go anywhere or are they still
Limited to a room with a "J"? What about ser-
vants and technleians? Also, should the loos
tnd the lab access comidor have any letersi
thea?
{2) Can a Terminator exit loo occupied by
1 CloneMaster figure?
On the whole, I liked this game and would
enjoy seeing eupplementary material on It in
future issues, [also would like fo see mare com-
plete games. Just make sute they are really
Jaames'and not merely half thought-out ieas
like Tartar & Martyrs.
Paul Laferriere
Thanks for the comments. As you con see in
‘Where We're Going, KF2100 is now available as
«@ separate gome ~ mostly due to praise from
the people who played it, And your questions
{and thoxe of several others led to clafiations
nthe rates
‘Arnie partially for comic relief — but after
al, not all martial artists are Oriental, or even
want to be!
As to guns: ths isa game about people who
‘Sight so well that they make guns look aimort
lueless, But you're right: making the guns more
‘powerful would be an easy way to adjust pley
balance in the Clonedester's favor, if necesar.
To answer your rules questions: (1) Any
figure can move to any square once released,
‘regarlss of the letters in the comer. They af
fect setup ONLY. The loos and lab access
‘conidor have no letters because no figures may
bbe ter up there ~ all those spaces are adjacent
0 doors, and @ figure cannot start next 10 0
door.
(2) Yes, a Terminator ean exit ¢ loo ocew-
ied by an enemy figure. However, if the
enemy is-a Jelly, the Terminator must have
‘enough extra movement to pass By hin.
Steve Jackson
A couple of questions about Starfleet Bat-
les (Task Force Games}:
‘G) If a ship starts with one warp engine,
4s it affected by loft and right warp engine hits?
‘@) The warp engines of the Tholian Patrol
(Cruiser are not marked as left sight, and center.
‘What are their classifications for hit determin:
ation purposes?
—Eaul $, Cooley I
{It looks as though Doth questions ott down
to the same one’ How should warp engines be
designated when na leftiighticenter desis.
nations appear on the ship dagram? Several of
‘he Starflost Battles dlagrams show ships with
‘one or more warp engines but no Ire desi
nations. The eatiest way out (and the one most
in keeping with the geme system) would be to
verte in designations ond sok 0 them. If a
ship has only one engine, that engine can be
assumed fo be “center” if it has two, one
left, one is right. If It has three, they are left,
center, ond right. I don’t think that onyihing
else makes much sense. If for instance, a ship
‘with only one warp engine is affected by ANY
“warp engine” Mit, then is single small engine
fs somehow more exposed than either of the
Dig engines ofe cruser.
Steve Jackson
(The Demon) from TSG 28.
poster, write:
RETAILERS AND DISTRIBUTORS
Three games and one set of miniatures — each retailing
for $3 — are now available from Steve Jackson Games. For
details about these products, see the advertisement on the
inside back cover of this magazine.
Also available are back issues of THE SPACE GAMER,
numbers 15 through 31, and a 17” x 22” full-color poster
For wholesale terms and a free copy of the Demon
Steve Jackson Games
Box 18957
Austin,
TX 78760TWO
REACTION
by Lawrence Watt-Evans
Hanging half a meter from the top of
the glossy black facade, glittering star-
dust spelled THE ORIGINAL OLD-TIME,
JOE'S BAR & GRILL; below, five fizzy
edged. spots of depolarized transparency
chased one another across the surface,
saving passersby tantalizing glimpses of
the dim, reddit interior. Xahh paused
and peered longingly. The ruddy warm
glow was painfully reminiscent of his
far-off home.
Varkles, he thought, why nof? Te
wasn't due back aboard ship for five
hours, and the door stood invtingly
ajar just a meter away. He'd never been in
a joint like this before, and had heard
discouraging tales of the hazards, but that
ftiendly glow made him dismiss such
stories as xenophobic fabrications. The
door swung open as he approached.
The place was bigger inside than he
hhad expected; one wall was covered with
MINUS=
game-machines, half the opposite wall
with ispensers, and the remainder by
huge, old-fashioned wood bar with
omate brass and crystal trim. The rear
wall was totally invisible, lost in the
smoke and darkness. Close at hand there
reared up a large brass serpent, polished
to a muddy gold in the eximson gloom.
Where its snout should have ended in a
pair of slit nostrils, there were instead
three upward-curving horns, each capped
by # solid brass ball, and its mouth gaped
‘open impossibly. A’ sniff in its direction
told Xahh’s sensitive nose that it was
dispensing pure oxygen, for those who
chose to start the evening’s intoxication
with an oxygen ja.
Psychbeat music filled the room,
blending subly with the hum of conver.
sation from the two dozen occupied
tables. Xahh relaxed as its soothing cf
fects reached him, and crossed to the bar.
Clambering awkwardly onto an empty
stool, he planced around at the other
patrons and waited for the bartender to
notice him.
To one side were three unoccupied
seats and the end of the bar; to the other
side a single stool separated him from
‘an immense green lizard-creature, looking
almost black in the red light, which sat
contemplating a half-empty glass of some
viscous purple fluid. Beyond it — or prob-
ably him, but Xehh was uncertain —
were arrayed three identical young pure-
human women, presumably free clones,
sniffing cocaine. They struck Xahh as
being misshapen, with far more chest
than seemed reasonable. There was 2 gap
after them; at the far end of the bar
there sat a withered old man with choco-
late-brown skin, wearing a tattered andarchaic pressure suit but no helmet, The
Dartender was talking to him, though
Xahh couldn't hear a thing at ‘that dis-
tance,
Behind him sat a representative sam-
pling of the port's groundling population:
naked loading androids, human admin-
istrators in uniform, gleaming metal mo-
bile A.L, inhumaniy graceful cyborgs,
and_all the other specialized or pure-
bred people that one found in Terra’s
greatest starport.
“What'l it be?”
The bartender’s voice startled him,
distracted as he was by his study of the
bar's patrons, He turned back around
and said, “Ah, whisky and water, please.”
It was the only local érink he was familiar
with; he had been too timid to do much
adventuring in his brief stay on Terra,
but one of the old hands among his
crewmates had introduced him to this
concoction that was both cool and fiery
at once. It didn’t have that same intoxi-
cating effect on him that it did on hu-
‘mans, but 2 few of them would give him
4 slight feeling of euphoria
He hed only seen the bartender reach
below the counter, without mixing any-
thing, but here his drink was. Obviously
‘an automatic drink dispenser was at
‘work, Some “old-time authenticity"! He
barely restrained a snort as he handed the
‘bartender his credit card. Well, at least
they had a human bartender; most bars
hhad gone completely modern.
‘Assuming, that is, that the bartender
was human. Xahh peered at him sus
piciously, but couldn't decide, There
‘were no ‘visible signs that the bartender
‘was anything but pure, but they made
convincing cybers and androids of even
his own small people these days: # thing
the size of that bartender, a portly two
meters tall, could hold ay intelligence
atound with room to spare.
The man, if he was a man, returned
the card, and Xahh restrained another
snort as he saw is new balance registered
‘on the display. At these prices they could
sure afford a human! Tucking the card
away, he sipped his drink, and was pleas-
antly surprised; it was good, almost worth
what it cost. Whatever eke they might
stint, the bar’s owners didn’t serimp on
their booze. No wonder it was 2 popular
Tocal hangout.
He sipped again, and glanced up at the
mirror behind the bar. His eyes met the
reflected gaze of the lizard-thing, who
seemed to be bleaily studying Xabih’s
image. Xahh tured away, looking in-
stead at a cobwebbed bottle below the
mirror, as the stories of beatings and
robberies at these dives came back to
him,
“Hey, Shorty.”
‘The unsteady voice came ftom the
lizardecreature, who was now studying
‘Xshh himself rather than his reflection.
“Yeah?” He hoped his voice didn’t
sive away his nervousness.
“You new "round here?”
“Passing through.”
“Oh.” The green creature turned back
to his purple goo tong enough to suck up
some through a hollow tongue, then went
oon, “Wa’s yer name?”
OXahA
“Kha?”
“Close enough; Xahh.”
“Kah, tight. ‘Please meet yer. I'm
called Argonath; Argo for short.”
‘Xahh nodded politely.
“Gonna be ’round long?”
“No, my ship leaves tonight.”
“Ship? Oh. Never ridden one, my-
self”
‘That caught Xahh by surprise; his
crest twitched as he took another sip of,
his drink, He looked up at the creature.
“You're from around here?”
“Yeah, From the plant down the
road.” Holding its drink in one three-
clawed hand, it motioned vaguely with
the other, then hiccupped; Xahh saw
sparks scattering from the thing’s mouth
He would have liked to dismiss it as an
illusion, but he couldn't imagine why he
might be hallucinating. Had he gotten
the wrong drink? Maybe whisky had
effects he hadn't noticed before.
He said, “Ob,” and took another gulp
‘of whisky and water.
“Yeah, I'm a, I'm...” The creature
tittered drunkenly, then abruptly stopped
‘and whined, “I’m a factory reject, tha’s
what I am.'S'posed to be a dragon, for
some entertainmen’ or somethin’, but 1
didn’ come out like they wanted.”
“Too bad.” Xahh was honestly
touched by the creatute’s pitiful expres
sion, but he was also increasingly nervous
of his own safety,
5
“Where you from?”
“Nowhere special.”
jou suce aren't a pure-
bred, you must be from somewhere.”
“i'm second pilot on a starship.”
“Oh, s0 tha’s why yer so small! Save
weight!”
‘ahh nodded.
“Where y’ from originally?” Xahh
‘could smell the creature's acrid breath; it
was leaning toward him, and he knew
he couldn't avoid answering much longer.
He considered lying, but he knew he
wouldn't, It would be worse to be caught
in a lie than to admit the truth, and he
didn't know enough tercestrial geography
to lie convincingly.
“Arcturus I.”
“are... 22" The dragon-thing sat up
straight. “You're an alien?”
“Yeah.” He might brazen it out yet,
he thought,
“An ALIEN?! In Joe's Bar?”
He wasn't going to get away with it, he
knew. With a gulp, he finished his drink,
as conversation died and the oceupants
of the bar all began to state in his dies.
tion, One of the big-chested clones pulled
«a needlegun from somewhere, and leaned
past the dragon toward him, weapon
raised and pointingat the mirrored ceiling.
‘The dragon itself was stil too astonished
to do much but gape. She said nothing,
merely glared, letting the weapon speak
for itself.
“Hey, buddy, this is a nice joint.” It
was a naked, sexless android that spoke.
“Yeah, we don’t need you here,” said
1 glittering, golden cyborg.
“This isa Tercan bar, freak.” The
monotone voice came from the wheeled
box of a cryogente artifical,
“An alien!” The dragon still gaped.
Xahh knew when he wasn't wanted; he
slipped from his stool and walked, with
all the dignified calm he could manage,
‘out the door. Behind him he heard a
clone saying, “Damn foreignerst C'mon,
‘Argo, Pl buy you a drink.”
Fo tas cortat Dag Co. Fox 2307 Doone Ontarin. CANADAA MB 8,<4 %
Where ate the aliens?
Everyone who plays Traveller must
wonder about that. Where are the Vul-
cans and Wookies and other creatures
that enrich science fiction? Everyone is
so depressingly human, Where there is
4 role for an alien, as in Azhanti High
Lightning, the game teats him much like
2 funny-looking human,
GDW, in its wisdom, will doubtless
five us some aliens in due course, For
those who do not care to wait, I would
like to offer some guidelines for creating
alternate characters.
Character Types
Altemate characters may belong to
one of a number of categories:
Aliens, Non-humaniti, like the Vargr,
and Humaniti subspecies, like the Zho-
dani, may be included under this heading.
Aliens have little in common but their
diversity.
Cyborgs, On some high-population
worlds, it is common for parents to pay
for modifications to their children, in
‘order to improve their chances of find-
ing employment in adulthood. Cyborgs
differ from other characters in that they
have prosthetics which may give them
higher effective strength oF inteligence,
‘or special abilities, but usually handicap
‘them in some way. Basically, a cyborg
can have any of the features of a robot
except programming, Cyborgs may be
high or low in social standing, depending
‘on the profession for which their mod-
fications were intended,
Androids. Axtificial people. They re-
quire some special comments, They are
created on high-technology, low popu-
lation worlds to supplement the mili-
tary or labor force. Androids are organic
constructs, not robots. They cannot be
Alternate Characters
for TRAVELLER
programmed, In common practice, an
android owes its creator twelve yeers of
service. Then itis free, At best an imper-
fect substitute for a human, an android
ages (“wears out”) somewhat faster. This
factor is offset by intensive development
and training; an android’s effective career
is just as long asa human's,
Start an android character at “age 18."
(its true age is much lower.) Give it the
same enlistment oll as everyone else.
(This represents the probability it will be
assigned to the work for which it was ere-
ated.) An android will serve three sequen-
tial ierms. (It does not need to make a
re-nlistment roll.) An android may con-
tinue to serve in its profession beyond age
30 if it makes the required reenlistment
roll, Check for age as humans. Androids
are usually of low social status.
Robots, Really machines, rather than
characters. They have been’ discussed in
‘The Journal of the Travellers’ Aid Society
Thave nothing 10 add.
Designing Characters
The average dice roll for a Traveller
character is 7. Hence, the average total of
the six characteristics is 42. The GM may
allow any character type he wishes, but
to be fais, he should make sure that the
average probable value ofits total charac-
teristis equals 42
Since 2d6 is worth an average of 7
points, it follows that 2465+1 is worth 8;
1d6, 3%; 1d6+1, 44, and so on. One
could go farther, and allow 1d3 to be
worth 2 points, of 145 to be worth 3. For
purposes of this article, we will stick to
six-sided dice as a basis for character gen-
eration,
Since characteristics are supposed to
range between 1 and 15, die rolls are lim-
ited. A roll of 166-1 might result in 2210,
246+4 might result in a characteristic of
16. Therefore, we are limited to a range
of die rolls between 146 and 246+3.
by Forrest Johnson
Example
A player wishes to create a character
who is a Vulcan. The GM decides that
Valeans are stronger, smarter, and more
dextrous than humans. On the other hand
‘they are likely to have difficulty if they
try to establish themselves inhuman
society. A Vulcan might be rolled up like
this
Strength 24641 (8 pts.)
Dexterity 246+1 (8 pts.)
Endurance 246 (7 pts.)
Intelligence 246+1 (8 pts)
Education 246 (7 pts.)
Social Standing 146 (3% pts.)
(Total: 41% pts.)
Looking at his creation, the GM thinks
414 points is a very untidy figure.
Besides, he has not allowed points for
special Vulcan abilities ~ the Mind Lock
and the Nerve Pinch.
Consulting the basic books, he decides
‘the Mind Lock is the same thing as a psi-
‘onic probe (III: 36), not really a special
Vulcan ability. The Nerve Pinch is prob-
ably a close range combat ability, useful
against Humaniti and a few similar spe-
cies. The GM decides it is worth one
point. But that raises the total average
value of a Vulcan to 42% points, half a
point too high. He decides a Vulean can-
not use. a Nerve Pinch unless he has a
skill at brawling, That reduces the value
to 4, He now has a 42-point average and
is ready to roll
(Note that the 42-point total is only
the expected average of the die rolls you
make to create the character. Once the
die rolls are made, your alien may have a
high or low total, just like any human
character .. . but the average alien should
have about 42 points.)
‘Special Features
As you may have gathered from the
example, altemate characters may have
special features, which should be eval-
vated and subtracted from the 42-pointtotal, GMs should be most cautious about
which abilities to grant, and at what
price, Some examples:
I-point features — gills, nocturnal
vision, claws, epidermis equivalent to
jack, or aging delayed 2 years,
point features — extra limb, immun-
ity to tainted air, stinger, epidermis equiv-
alent to mesh, or aging delayed 4 years.
point features — personal antigravity
vace suit, thrasher, epidermis e%
to cloth, or aging delayed 6 years.
Obviously this ean get pretty expen-
sive, To put things in perspective, remem
ber that an ordinary man, with his full 42
points and a few thousand credits worth
of equipment, can outperform a super-
android with a bushel of builtin features.
Special Handicaps
In onder to increase its 42 points, the
GM may gift an alternate character with
some special handicaps. Special features
subtract from the available points; special
handicaps add. Some samples:
I-point handicaps — colorblind, flabby
(41 to be hit, spindly (takes +1 damage
per hit), cannot use human drugs, or ages
2 years earlier than normal,
2point handicaps — smelly (-1 to all
reaction rolls), neurotic (becomes hys-
terical in the presence of large inverte:
brates), requires special food or frequent
recharging, or ages 4 years earlier than
normal.
point handicaps — unable to speak
a human language, no. immunity to
microbes (away from home planet),
collapses under gravity of worlds size 7
and up, or ages 6 years earlier then nor-
mal.
‘Another Example
Military Service Android
Strength 24642 (9 pts.)
Dexterity 24642 (9 pts.)
Endurance 246#2 (9 pts.)
Intelligence 246-1 (6 pts.)
Education 146 (3% pts.)
Social Standing 146 (3% pts)
(Total: 40 pts.)
Spec) Fetes (wo ex ams 6
pts)
Special Handicaps: begins aging at 30
(2 pts.)
Comments: cheap, expendable, deadly
in combat,
A Final Example
The Arcturan
Strength 14641 (4% pts.)
Dexterity 24643 (10 pts.)
Endurance 14641 (4% pts.)
Intelligence 2d6+1 (8 pts.)
Education 2d6 (7 pts.)
Social Standing 246 (7 pts)
(Total: 41 pts)
Special Features: sensitive nose (I pt)
Special Handicaps: none, except pos-
sibly @ tendeney to go slumming
(Opts)
Comments: a race well adapted to
space travel. (Note that Xahh, in
7
The people in Joe's Bar just didn’t
like aliens.)
Playing Alternate Characters
This takes discretion. One or two al-
temate characters in a party add interest
Twice as many are not twice as good.
Until GDW sets some standards, each
GM must decide for himself what kind of
characters he will allow in his universe.
If the GM won't let you play your bat-
tle-armored cyborg with the builtin auto
cannon, don’t blame me!
the story, did not receive his bad
reaction through any fault or un-
—Ee—Eeeee
TSG BACK ISSUES
Did you miss an article you wanted to read? Some back issues
of TSG are still available:
No. 15. Wizard and Olympica designer intros; Robotics in Traveller; Floating Hus;
‘Ogre Update; Ores and thei Weapons; computes gaming,
No, 16, WarpWar article; Cissis Simulated in Melee Alpha Omeea: Demons! (Motes in
Melee); 1977 game survey results — and 1 LOT of reviews
No. 17. GEV designer's intro; strategy for Chitin: I; variants for Imperium, Melos, and
‘a combination Opre/ Rivets variant; WarpWar tion.
‘No. 18, leWar designer's inzo; variant scenarios for Invasion: America and War of the
Ring: additional equipment for Traveler, mounted Melce; “Referee, Declae Thy-
e117 (folesplaying GM technique).
No, 19. POND WAR; variant units and scenarios for GEV; combining Imperium and
‘WarpWar; Battlefleet Mars variant; reviews of Swords & Soreery, Runoquest, and
‘Raurnkrieg; MiczoGame design atic
No, 20 Olymple acs Pons in Traveller; TARTARS & MARTYRS: Rely in
5 tactics for
ing the Deryai
‘Ogre and GEV; spaceship miniatures; Black Hole variant rules, p
Ito Melee: more reviews.
No, 22, lee War tactics; Blck Hole physics; PARTY BRAWL; 1978 SF/fantasy game
‘survey results; Fantasy Trp short story
No. 23. fnvasion of the Air Eaters designess article; Ogre meets lee Wat; Sticks & Stones
‘expansion; Vikings and Valde in The Fantasy Tip.
No, 24. Black Hole designer's intro; “The Paychology of Wargaming”; Naval Melee;
“sthe Four-Howitzer Defense in Opre™; variants for Chitin: 1, The Creature that Ate
‘Sheboygan, and John Carter of Mars.
No, 25. Stellar Conquest issue « .. designers article, tournament tactics, and variant
‘scenarios. Also ~ strategy in Rivets; benefit-cost analysis or foe War; “Everyday Life
in The Fantasy Tap.
No. 26. Oneworld designer's intro; tactics in GEV; varations on Wizard computers in
‘wargaming; Lifesized Mele; and a variant that puts human forces into Rives,
No. 27, Hot Spot's designers intcoy Time Travel; Nuke the Air Estcis (gaming atomic
‘war}; Weapons for Hobbits in TPT; Muskets in TFT; Game Design Put 1; pages of
‘zane reviews,
No, 28, 1979 Game Survey results; Overmen in TPT; A Guide to SF/Fantasy Game Pub-
lishers; Task Foroe Games report; Waiters’ and Artiste guides; 7 paged of reviews;
‘Game Design Part 2; Deus Ex Machina
‘No, 29. Fantasy Tilp designers into; Palnting Fantasy Miniatures; Fantasy and $F game
‘magazines surveyed; Game Design Part 3; more Deus Ex Machina; 7 pages of reviews
No, 30, KUNG FU 2100; Painsing Fantasy Miniatures Part Il; Index to Game Artists;
‘Game Design Part 4; Programmable Caleulators; 10 pages of reviews.
No, 31. “Sam Beowult"; 1980 Game Software survey: Game Design Part S; Random
‘Maze Generation; 9 pages of reviews.
‘No, 32. Traveler issue ... Alternate Character Types, reviews of play aids, scenarios, and
‘variants; also Gamé Design Part 6; Deus Ex Machina; "Minus Two Reaction”; soft
ware survey update; Yaquinto Games report; 8 pages of reviews,
Send $2.00 per copy, plus 50 cents per order for postage and
handling, to TSG, Box 18805, Austin, TX 78760.
If you ar « TSG subscriber, you can get discounts on back isues. Use the order form
‘on the mailer cover of your subscription copy.Traveller, GDW's science fiction role-
playing game, is a system that cries out
for expansion, Its limits are as indefin
as the reaches of outer space that serve as
its background, In the past several
months, a number of gaming companies
‘and groups (not to mention GDW itself)
hhave heeded this cry and have issued what
is rapidly becoming flood of supple-
ments, adventures, and play aids (shades
of D&D!). Among the best of these
Traveller expansion materials are those of
Judges Guild, all approved by GDW and
entitled to the term “official” Traveller
variants, In the following paragraphs, we
will briefly review a number of Traveller
offerings.
ACROSS THE BRIGHT FACE/MISSION
‘ON MITHRIL, Traveller Double Adventuie 2
(For Referees Only), (GDW): $4.98. Designed
by Mare Miler, 9” x 6” 48-page booklet, One
referee and two to eight players; playing time
indefinite. Published 1980.
Cross-country advestuse is the theme of
Traveller Double Adventure 2. Whereas Double
‘Adventure 1 took players inside two large alien
structures, ACROSS THE BRIGHT FACE/
MISSION ON MITHRIL takes place mostiy in
the opon, pitting adventurers against the elem
ents as they cross the Bright Face of Dinom
OF the frozen surface of Mithril In the Sword
Worlds, “Although similar on the surface,
cach adventure fs varied enough so that there
will be ‘no feelings of dele ru when playing
the second of the two scenarios, BRIGHT
FACE features the players as bodyguards whose
patton has been murdered in miner revalu=
tion and who must avoid both pursuing min-
fxs and treacherous terain to reach salety at
the spaceport. MITHRIL concerns a mapping
survey of three anomalous spots on the planet
that the characters must conduct in exchange
for vital repairs on thee ship. Hoth scenarios
require only the Basie Traveller books and each
provides a set of pregenerated characters and
few, special equipment ~ inchding the hereto-
fore absent laser pistol Introductory sections
‘describe each planet (with full-page maps) and
the background situation for the players,
Specific tevin and event tables are provided
for the referee, MITHRIL lio features special
animal encounter tables for peculiar planetary
fauna and weather tables to reflect changing
meteorological conditions. Stats for the ase,
‘operation, and administration of the Hocronon
‘wacked ATV used in both scenarios are located
at the end of BRIGHT FACE. Either scenario
‘ill guarantee plenty of excitement for player
and feferce
‘Several featuret of BRIGHT FACE/MITH-
RIL are of note, particularly the upprading of
EXPANDING «,,
TRAVELLER!
ace suits to the equivalent of cloth armor
rather than the almost worthless jack armor,
‘which usually spelt certain doom for any vace:
Suited character fred on. Also iti interesting
to note that the pregenerated characters for
MITHRIL are the Same as those used in Shad-
‘ows and, with one exception, Research Station
Gamma,’ making it quite simple to string the
thee into 2 continuots adventare-o-adventire
campaign,
find litle of which to complain in this
double adventure. There is some uncertainty
Involved with MITHRIL's weather table and the
appearance of the ephemeral plades, and pro-
‘stone for the monorail mentioned in BRIGHT.
FACE seem to be missing, but generally both
adventures are quite wel done.
‘Allin all, ACROSS THE BRIGHT FACE/
MISSION ON MITHRIL will prove to be 9
helpful addition to the collection of any Trev
eller wcferee ~ and player,
=Witiam A, Barton
DRA’K’NE STATION (ludges Guild); $4.95,
Designed by Bill Puey. Adventure approved i
use with Traveller. One 60-page 815" x 11
booklet, For two ot more players: playing time
indefinite. Published 1979.
Picture an alien research station constructed
in the center of a huge asteroid, (vo miles lone
by half a mile thick, armed with antimatter
‘guns, defended by" laserequipped security
obots, shock traps and — possibly ~ survivors
Of a longdead reptilian race and fully equipped
with technological devices. of an unknown
ature. Now picture yourself entering this sta
tion, cither out of necessity oF just curiosity.
“There ae several nice points bout this
adventure, perhaps one of the most interesting
Traveller scenarios et released by anyone. First
{the completeness of deta. All twelve levels
of DRA'K’NE. STATION "are completely
upped out in typical Judges Guild fashion,
Teaving no room for ambiguity — yet leaving
enough features to chance or the referees
Siscetion (whether of not certain systems are
All working, A theze ate any living Dra'k'ne
Aboard, ete.) to Keep the adventure fresh and
Ineresting every step of the way. particularly
Uke the "Table for Describing Indeccribable
Kolek-Knacks™ that may be found in individ
ual Dra'k'ne staterooms, The Dr'k'ne them:
Selves are am intriguing race, mote so, I'm
Afraid, than the few aliens GDW has allowed so
Tar to'tckle into Traveller, The possiblity ltt
‘open for some of the players to take the part
Of defending Drak'ne against the adventurers
Should 'not be overlooked, The antimatter
‘weapon found on the station isa worthy ~ and
quite lethal ~ addition to Traveller's arsenal
‘of ship-toship weaponry, ‘though referees
Should be cautious about letting it fall inte the
Ihands of overzealous players (the sort that
want to overthrow the Imperium) ~ it could
lunbslance your campaign drastically. (Poot!
‘Your battlecruiser just disappeared.
The only minor flaw I see in the whole
seconario the Tenath of time it will tke the
adventures to salvage the station and to Jean
Anything really useful from its research —
Should they manage to survive that lon.
again, this 182 minor complaint and shoulda
sol ihe overall enjoyment of the game.
ringing things to 3 close, [ recommend
DRA'K'NE STATION 28 well Worth te invest-
‘ment for any Traveller afficionado who wants
4 challenging adventure and who doesn't mind
the possiblity of losing s character ot two in
the process. {look forward to Jodses Gulld's
ext ofTerine,
= Wiliam A. Barton
FICTIONEERS (Stan Johansen Miniatures).
$3.00. 28mm science Metion gues and acces
tories for wargames, Released 1979-80.
This line of figures is suitable for use with
Traveller and other +f games, The sample pack
have here isan especially nice one ~ a set of
‘6 computers and instrument banks, very "Star
Trek™"looking. Could be useful for the dioram:
ist, or just for the gamer who likes a contol
oom to Took real. The $3 price ist unseason-
Able for this amount of lead. Deval Is fasly
food: ‘quality control high (no Nath vsble
anywhere)
My only criticism is that some ofthe pieces
mast be handled very carefully once assembled
fr You'll be regluing them every game
‘Recommended for sf miniatures play
‘Steve Jackson
MINIATURES TOR TRAVELLER (Mate
tian Metal); $2,9S/set. Twelve 15mm figures
per set (except for the aliens set, which com
tains ten figures), Released 190.
‘Nine sets aze curently available —adventur-
ers (2 sets), soldiers (3 ses), thugs robots,
Vargr, and aliens, Figures range tom Buck
Ropersatvle to cteatuces from the movie Alle,
‘Almost all are armed, There is some duplier
tion within each se, excep forthe adventurers,
who areal diferent.
“These figures go well with the game. A few
sets are all you need 0 play Shapshot or Az
Fant igh Lighining, ‘The mieiatures fi with
fut fo0 much crowding on a half-inch grid. The
detail nce and. the varity is spectacular
Unfortunately, buyers wil ind 2 speckling
of the usual probiems ~ flimsy weapons, inad-
‘equate bases, mold marks, and s0 on, Not too
‘bad, Most of the figures are OK; the rest can
be fedeemed. More seriously, a jot of the fs
ures ae spread-apled, with the arms away from
the bods. Fasy to cast, But they look dumb,
and canfot always be bent into shape without
‘tacking the lead
“The seletion is good, but not perfect. Some
‘ofthe robots might be used with Reseerch Sta.
‘om Gamma, and three of the aliens are suit:
able for Shadows. (There is, however, nothing
resembling @ chigper.) Thete is a set of Var,
but no Vargr antong the adventurers. There is
8-Zhodani among the adventurers, Dit 9ot (Yet)
2 set of Zhodani,
‘Allin all, 4 B plus effort. Recommended
to Traveller fans and SF miniatures gamers in
general
Forest JohnsonTHANK YOU
H.G. Wells Awards
‘System 7 Napoleonics
Best Historical Figure Series
System 7 Napoleonics Rules
Best Miniatures Rules
Kinunir, Adventure One for Traveller
Best Role-Playing Adventure
‘The Journal of the Travellers’ Aid Society
Best Professional Role-Playing Magazine
Game Designers’ Guild Awards
Double Star
Guild Select Award
Bloodtree Rebellion
Guild Select Award
White Death
Guild Select Award
Road to the Rhine
Guild Select Award
Fire & Movement Readers’ Poll Awards
White Death
Best Operational Game
Road to the Rhine
Best Strategic Game and Best Game of the Year
Frank Chadwick
Designer of the Year
‘Thank you to all the gamers who have made GDW games so popular. And thank you to all the gamers
whose satisfaction earned GDW the awards listed above at Origins 1980. Look for these future award:
winners from GDW at your favorite local hobby or game shop in the near future:
‘Azhanti High Lightning : The Fall of France - Asteroid - Twilight's Peak « Assault - Tacforce
Game Designers’ Workshop
TRAVELLER—ROLE PLAYING GAMES—HISTORICAL SIMULATIONS
SCIENCE FICTION GAMES—SYSTEM 7 NAPOLEONICS
Free catalog on request Dept. SG, 203 North St, Normal, IL 6176110
PENLATOL'S WORLD (Group One
$7.95. Approved for use with Traveller. One
‘32-pago_mimeographed 8%" x 1” booklet,
23" 34 map, cover sheet, Bagged. One re
sree and 7-12 players; playing thine indefinite.
Published 1980.
Published by an apparently new company.
PEN-LATOL'S WORLD is an approved adver:
ture for Troveller. And, nothing else, the de-
signers of this adventure are most ambitious
PENLATOL'S WORLD concerns the adver-
tures of a scientific/mining tear on the afore-
‘mantioned world, It seems to encompass the
entize planet in its scope, incuding a complete
lien society, most of the planets biosphere
and the customary niins of a lost civilization,
row degenerated into barbarism. This time its
fn abandoned city and an ancient planetary
defense fortees situated inside a mountain ~
both well stocked with dangerous animal. A
large, though flimsy, map illustrates the major
planetary terrain features for the purposes of
frou-county travel,
‘The most notable facet of PEN-LATOL'S
WORLD is its lion race, the Ceashitsr. Group
One has created tn these sixdimbed beings 2
fascinating ~ if improbable alien race (though
itis possible to detect aces of the Green
Martians of E.R. Burroughs’ Joho Carter ser
ies), Unfortunately, the Cleashitar arent quite
alien enough. A highly psionic human race
‘oul have served just as well I's a good 11
however, and_pethaps one that will lead
mote aliens in Trevelle, In any event, the
(Coathitar area step Inthe right direction.
‘The main weaknes of PEN-LATOL'S
WORLD js that much of appears to have been
4 lastaminute rush job, An abundance of typos
Clutter the rules booklet and numerous omis
sions hinder one's understanding and total en-
Joyment of the adventure, Several encounter
‘tuations seem incomplete, the floor plans for
the miners’ camp ace left unexplained and it
‘soften dificult to corelate the small maps in
the booklet with the main map — which, snc
dentally, doesn't oven indicate which direction
is north. A small typeutriten sip lying loos in
the bag was all that revealed the map's scale.
Clearly’ the game could have stood one more
‘editing before release.
Al in all, however, Group One deserves «
GT" (for “Good Try") rating on this offering.
‘Their next attempt should be. pretty. good.
Considering the price and the game's incom:
pletenes, though, I'd have to recommend it
‘nly to those who don't mind filing in a lot
Of taps, For such highly imaginative gamers,
PEN-LATOL'S WORLD will provide 4 wealth
of playing tuations for any Traveller cam-
aign.
=Witiam Barton
SCOUTS AND ASSASSINS (Paranola Press
$3.00, Designed by Donald P. Rapp. Approved
for use with Traveller One I0-page Si" x 8"
‘booklet and 11” x 17” insert. Number of play
ers and playing time variable. Published 1980.
For ‘those’ Traveler players. who have
yearned for “more clout for Scouts” and yet
have ‘wanted something more “official” than
the variants that have appeared in The Dragon
and elsewhere, Paranoia Press has produced
Traveller suppiement that should fl this long-
ings ~ and more. SCOUTS & ASSASSINS not
only. features an expanded Mercenary-type
Character generation system for the scout ser
vice, but includes rules for creating an entizely
new class of character — the assassin, In ad
dition, thie slim but meaty booklet contains a
‘method for non-viclenly disposing ofa charac-
ter who fails to make his survival roll, but who
is too good a character to be kiled off, and an
insert page with technical data and deck plans
for the Serpent class scout ship, completely
compatible with Snapshot.
SCOUTS AND ASSASSINS designer Donald
Rapp is no novice to Traveller; his Serpent:
class scout ship was featured in The Journal of
the Travellers” Aid Society uring his fst
year and be is listed as a playtester for High
Guerd. His experlence shows in how wel these
ccharactet_generation systems mesh with the
‘original Traveller systems, ‘The scout system
sends characters through a full year-by.yeat
‘asdgnment. schedule each term with 3 Scout
Gceupational Specialty (SOS) table, genezel
and specifle assignments, assignment resolution,
fand specific skill tables, New shils for scouts
include xenology (for contacting alien sentient
life forms), Unguistics (for conversing. with
said aliens), an emall hip tactics (for hand
ling groups of scout ships).
Enlsting your character into the League of
‘Assassins wil prove most exciting ~ and dan
‘perous(eurvval rll it even higher than that for
Scouts) ~ and wil yield a formidable character
with such skils as poison/antidotes, unarmed
Combat, stealth, and disguise. He may even be
awarded membership in the Assassins’ Gull.
‘And the Unit for Serice table was just made
for the Traveller player who can’t stand to see
a character he's nused through so much die on
‘what was to be his last ecm in service,
‘The only problem [ have with SCOUTS &
[ASSASSINS i that, even with the insiuctions,
‘someone who is not familiar with Mercenary
may experience some difficulty in following
this system, This should, of course, be no
trouble to an experienced player. The Unfit for
‘Service szction it also unclear as to whether dis-
‘charged characters sil receive mustering out
Denefts, so players will have to decide this on
‘thelr own,
Unt GDW publishes their own, if you
want an “offical” scout system, SCOUTS &
ASSASSINS isit
Wiliam A, Barton
SPACEFARER'S GUIDE TO PLANETS:
SECTOR ONE @hoenix Games); $8.00. De-
slgned by Ed Lipset. Pay aid for use with SF
foleplaying games such as Traveller, Space
Patrol, Space Quest, etc, One 60-page 8%” x
playing time
11 book. Number of players a
‘arable, Publithed 1978.
SECTOR ONE contins descriptions of
noaely all your favorite planets from science
‘etion literature, from Suzette Elgin’s Abba to
Lin Carter's Zha, from Frank Herbert's Arakis
to Issac Asimov's Terminus, all couched in
‘gaming terms so that they can be easily inserted
into any campaign, Now your characters can
tuead the sands of Dune, fight the gravity of
Mesilin, or brave the wrath of the Deathwoxld,
Pymvs. And, in addition (o the planetary des-
criptions, SECTOR ONE includes encounter
charts to determine if your spacecraft might
have a ruin with a ship from any of these
Worlds and star system generation tables that
low the referee to determine not only planet-
fry characteristics, but star types, number of
planets per system, moons per planet and
Whether Or not the system has any “special”
Teatures such as black holes, Ringworlds, or
Dyson Spheres.
Without question, SECTOR ONE is a study
{in completeness. Each plane listed in the book
4g thoroughly described with notes on physical
make-up, the mentality of the dominant race,
the planet’s cultural quirks, its technology,
{imports and exports and any unigue features
suchas unusual flora of fauna of Imperial
installations located on ite surface. Each planet
is assigned planetary statistic numbers, similar
to the universal planetary profile wed in Thar
lle, for easy reference. Happily enough, the
Individuat biography of each world is complete
‘enough so that players should not have’ any
‘wouble geting the feel of whatever planet they
find themselves on.
‘The only problem evident with SECTOR
‘ONE is that in being designed to be broad
‘enough to At into several SE role-playing sys
tems, it doesn’t gute succeed in fttine totally
Into any single system ~ 2 common flaw with
such “universal” play aids, SECTOR ONE
‘ssems best suited to mesh with Traveller, which
was probably the major influence behind its
‘ation. It shoulda’t be too difficult, however,
{for ingenious players to work SECTOR ONE
into thei favorite system,
SPACEFARER'S GUIDE TO PLANETS:
SECTOR ONE should prove a valuable play
‘id inthe hands of any creative referes.
William A, Barton
STARSHIPS & SPACECRAFT (udges
Gull; $5.50. Designed by Dave Sering. Playing
aid approved for use with Traveller, Three
22" x 34" three-color sheets, Published 1979,
Did you ever wonder exacly what Type S
Scout ship looked like? Or what shape a Type
C Cruiser has? And Just what ( the interior
configuration of 2 type M Subaldived Me
chant? If your Traveller campaign has over su-
fered from such vislal_deficencis, Judges
Guild's STARSHIPS & SPACECRAFT wil be &
‘boon fo your mind's eye. This pay ald consists
fof three large shects of deck plans, technical
ota, and summary shests of all the standard
types of sarships and auxiliary erat listed In
Traveller Book 2 (Starships). One side of each
‘of two sheets consists of deck. plant color
coded in shades of blue, red, and black and
White and laid out on a halfineh-square sid.
‘The other side is fled with technical data on
cach starship auxiliary, accompanied by exter
for drawings and descriptions, The thicd sheet
thas ship's summary sheets and ship's papers on
fone side and, on the other, deck plans (in back
and blue ofly) and 2. large halinch-quare
grid so that you can design your own ships
should you wish.
“The' size of the deck plan grid is such that
the plans are completely compatible with Srap-
shot (Traveller Game 2) and thus ean be inva
‘able as an expansion set for that game, increas
ing their worth boyond thelr visual use in Trey
eller itself. And the designer of STARSHIPS &
SPACECRAFT isto be congratulated for avoid-
ing the toocommon error of back-printing
plans with data. ‘The plans for any particular
Ship are on one sheet andthe data for that ship
ison the other, making reference possible with
‘out disrupting ‘any on-board situation you've
Set up with counters of miniatures. Another
nice touch of realism on these plans isthe exis:
tence of “freshers” aboard each ship, Ind out
in convenient locations. T'@ alvays wondered
i one was just expected to eliminate wastes out
‘the alslock, or wait until the next interstellar
zest stop (ouch!). Now we know.
‘The only omissions T can find in STAR-
SHIPS & SPACECRAFT i slack of deck plans
for the lifeboat, aufeatt and ATV pictured.Perhaps those will be included inthe next such
supplement, alone with ships. described. in
Gtizens of the Imperium: the Corsair, Seeker,
[Lab ship, and Safar ship.
STARSHIPS & SPACECRAFT should prove
quite helpful ia making your Treveller‘cam-
paign even more realistic 10 players It deserves
4 place in your Traveller Wbrany
Wii A. Barton
THE TRAVELLER LOGBOOK (ludess
Guild) $3.00. Designed by Dave Sering. AD
proved supplement to Traveller. One 62-pag¢
84" x 11" booklet, Published 1979.
If you're one of those Traveler players
who, aha hotshot ex-mperial Marine, has no
trouble decimating whole planets with your
handy PGMP-14 Plasma gun, yet find you con-
stantly lowe your beat characters and you fin
tat starships when those loose sheets of paper
‘on which they're recorded seem to be “gone
‘wien the tolar wind,” then rejoice! The LOG-
BOOK contains printed record sheets on which
you can log up to 10 characters with their
‘UPPs, sis, equipment, service records, names,
ranks, ete. I also has summary sheets for sk
‘arehips — including impressive ship's papers,
and, in addition, neasly all the useful charts
needed to generate Traveller characters from
Books 1-3 and from Mercenary for the player's
convenience, Not bad for $3.00! In fact, the
LOGBOOK would make an excelent fest pur-
chase for that gamer whe wants to try out the
Traveller system without taking the fall plunge
of buying the ame itsel. (This is how got my
‘wife interested!)
‘Several addtional festures keep the LOG-
BOOK from being mersly a dipest of already
scleased Treveller materials. There is a sexes
(of charts designed fill in the personal back:
round of Traveler characters from physical
appearance tables, generating such charac
istics as Hight, weight, quality of sight, hearing
and taste, (0 socal background determiners ~
including culeural motivation, number of par
‘ents (from none wp to 2 dice» I), their oeew-
pations, family rank, reason for adventuring
ah
and more! These can be quite helpful in creat
ing « character as role to play, rather than as
a nere extension of one’s own personality. In
its section on Starship Operation, the LOG-
‘BOOK brings all the tables and information on
starship expenses and revenue, including. an
casierfovead trade and speculation table than
appeared in Traveller.
‘On the negative side (alas, there usually és
fone), the LOGBOOK has no provisions on its
record sheots for shlls = eet tactics, gravities,
‘bow combat ~ listed in High Guard or Cilcent
Of the Imperium, making it necessary to pend
such in should you deste to roll up a character
‘rom either ofthese rule sets, Neither ean you
casly record 2 ship built with components
listed in High Guard. There are no spaces for
particle. actelerators, meson guns, or black
Blobes on the LOGBOOK. ship's summary
thee,
Overall, though, THE TRAVELLER LOG-
BOOK is well worth the price. In fact, no ser
Jous Traveler player should be without one.
Wiliam A. Barton
ITHILIEN CLASS - $-2233321-000000-00000-0
The Conundrum State Shipyards
are pleased to announce the winner of
the ship design contest (TSG 28) is Mar
K. Chitt, formerly of the Imperial scouts.
Of the 13 entries, his is not the most
original, but it is (1) commodious, (2)
well-equipped for its role as a deep ex-
ploration ship, and (3) cheap. As a special
sign of favor, Her Splendiference, the Im-
peratrice Ithilien bestows her name upon
the class, Chitt is instructed to report to
the shipyards, Day 300, 1067 PS., for
the shakedown cruise of the prototype.
It is anticipated that ships of the Ithilien
‘lass will be available for sale to the
public after the shipyard satisfies the
needs ofthe state.
Budget for the proposed ship class:
ITEM TONS COST
150 ton hull eu as
Cone configuration — 1s
Power plant 3 45° 18
Sump 3 6
Maneuver 3 78 5.25
Fuel purification 15 13
Fuel scoops = 115
Bridge 20 15
Computer 2 2 9
Hardpoint 1 A
5 staterooms 20 «25
Airraft 4 ‘6
Programs* = 24
Cargo =
Tankage
TOTALS 79.08
(All costs are given in millions of credits)
*Programs: Jump 1 (-1), Jump 2 (3),
Jump 3 (4), Maneuver (.i), Navigation
(A), Autofvade (5), Library (3).
(Note that Stateroom 1
can be used as an emergency
intraship airlock if there is
a loss of pressure either
in the bridge or the crew
area)
1. Avionics
2. Bridge
3. Computer room
4. Fire control cabinet
5. Stateroom 1
6. Stateroom 2
7. Stateroom 3
8. Common area
9. Ship's locker
10, Stateroom 4
11. Stateroom 5
12, Cargo
HP Butzhead
| Partition
X tts Valve
1 stiging Door
Access Panel
Loading Door
13. Port airlock
14, Air raft
15, Purification plant
16, Drive room
IT, Access corridor
18, Stem air lock
19, Tankage
20. Drives12
by William A. Barton
There was a small, metallic “click!”
more felt than heard ~ as the magnetic
boots of the Solomani’s vace sult made
contact with the hull of the Bard Endeav-
‘our, Turning his head slightly, he was re-
warded with the sight of the rest of his
arty touching down on the crippled Im-
perial warship. It would only take his
team minutes t0 force open the doors
into the boat dock, he knew — and then
what? He wondered if he'd live to see Old
Terra again, It had to be done, though.
The capture of such a ship as the Endeav-
‘our with its advanced weaponry could
tum the tide of the war — could even
‘make possible a Solomani vietory and ~
«at last! ~ independence from the Empire.
The doors flew open. Bracing himself,
the Solomani officer flung himself into
the opening — for Solomani indepen-
dence! = followed closely by his men.
Into the withering fire of a dozen Imper-
ial Marines. ...
Nobody ever promised that “Adventure
Aboard an Imperial Starship” would be
‘easy. But it can be challenging — and fun
= with GDW's new Traveller game,
AZHANTI HIGH LIGHTNING. Designed
to be easly integrated into the Traveller
role-playing system, AHL is, neverthe-
less, a fascinating game in itself. Even
strict boardgame addicts who disdain all
forms of role-playing should find plenty
to pique their interest aboard the High
Lightning.
‘The first thing one notices when pick-
ing up this game is the beautiful cover
painting of the Azhanti High Lightning
herself — quite attractive, that! The sec-
‘ond will be the $22.00 price tag ~ ouch!
And this on a box no bigger than that of
Imperium? Rest assured, it's worth it.
Once you see the components, 1 think
‘you'll agree.
‘The insides of AZHANTI consist of
4 sheet of 240 color-coded counters of
Imperial erewmen and marines, intruders,
adventurers, robots, Zhodani, the woi-
like Vargr, plus alien blobs, wine (for one
seenario) and wound markers; a combat
chart; two fullsized dice (e tele? after
the miniscule dice some companies in-
clude); a 44page rules booklet plus 3
‘4-page Traveller supplement (No. 5) on
Lighting Class Cruisers; and 14 (count
vem — 14!) sets of full-color deck plans
ofthe various levels found on the Azhanti
or het sisters (these alone are almost
worth the price of the entire game). All
components measure up to GDW's usual
high standards of quality
‘The deck plans, each representing sev-
ral decks of the same type, are nicely
done with details that include color
coded conduits, hatches and valves and
even individual consoles and chairs on the
various bridges and gunnery decks. Each
deck is laid out with = halfinch square
‘rid, compatible with those of Traveler
game 2, Snapshot, ané the Judges Guild
Starships and Spacecraft deck plans, 10
regulate the movement of the counters or
of 15mm miniatures, All details and areas
on each deck are numbered and are ex-
plained in the “technical manual” section
of the supplement.
The supplement itself, in addition to
containing the deck-by-deck breakdown,
outlines the entite history of the Light-
ning clas, gives general specifications for
the ships, names all the ships inthe clas,
cites differences between those ships
serving a5 naval cruisers and those con-
verted to fleet auxiliaries, commercial
service or to the Scout service, and trans-
lates the various ships into High Guard
statistics — from both first and second
editions of High Guard. A handy tittle
‘booklet for Traveler lovers who are into
High Guard-style fleet actions. CDW
should consider releasing this separately
later on.
‘The rules for AZHANTI are quite well-
written with very few errors or ambigu-
ities visible. They clearly set out all the
general rules for play, the special rules
and the advanced rules in such 2 manner
that it isn’t necessary to puzzle over them
for several hours before figuring out how
to play. All the rules are simple enough
to understand — yet complex enough to
add depth to the game. These rules take
up the first two-thirds of the rules book-
Jet, the final third consisting of ten dif-
ferent scenarios ranging from the Solo-
‘mani attempt to take the Bard Endeavour
at “The Battle of Kagukhasaggan 2” to
@ plan by mutineets to tum over the
Obertindes Lines transport Emissary tothe Vargr Extents in “Brother Wolf.”
Guidelines are given for creating original
scenarios, and instructions are added for
converting the AZHANTI system into
Traveller and vice versa.
Some glitches did creep in. For exam-
ple, there is some confusion in the rule
‘on characters receiving collateral damage
from explosions in their square. One sec-
tions says that all characters in the same
square receive collateral damage if an ex-
plosion occurs in the square, and another
says all characters in the same square
receive collateral damage on a roll of 8 or
more ~ unless they are specified as auto-
matically suffering such (which according
to the preceding section would be every-
‘body — so way roll the die at all). There
is also some discrepancy between the
rules and the counters on warbot weapon-
ry. The rules state that warbots are armed
‘with fusion guns, the counters, plasma
‘guns. Most of these flaws can be easily
remedied by an agreement between
opponents.
‘The AHL game system involves, like
its predecessor, Snapshot, the use of
‘Action Points. All actions on the part of
a character — movernent and combat —
are made through the expenditure of the
‘character's Action Point allotment. Snap-
shot veterans, however, may not find it
such a snap’ converting to AZHANTI
‘Action Point usoges between the two
games are quite dissimilar,
‘The game is liable to go pretty slow, at
least the frst few times played, due both
to the necessity of keeping track of APs
spent and to the numerous steps involved
in each tum, These consist of a decision
phase, in which each player secretly de-
cides what each of his characters will do
that turn, and five action phases for the
character to carry out his “orders.” Each
action phase consists of four sequential
steps: covering fire, movement, aimed
fire, snap shots. All action in a phase is
otherwise simulataneous. The necessity of
going through all these steps in each turn
can make for slow going, especially in the
scenarios involving large numbers of char-
acters, and involves quite a bit of paper
work.” A game turn that represents only
15 seconds of game time could easily lst
several minutes of real time. Strangely
‘enough, though, the system works. Once
players’ get used to the game, it moves
frirly smoothly, though not at breakneck
speed. One great aid is that the AP costs
for all actions are printed on a separate
combat chart for easy reference, elimin-
ating the need to leaf through the rules,
as in Snapshot. The six AP per phase
limit also alleviates such unrealistic occur-
ences as @ character with high APs run-
ning into a room of armed men, fring,
and running out unscathed, as can happen
in Snapshot.
‘The only real problem I see in the
{game's sequence of play — other than its
Jength — involves the rule that a character,
‘once commited to one of three actions
(cover fire, sim, or move) in the decision
phase cannot switch to any other action
(though he can make a snap shot or
‘melee) even should conditions change and
‘2 new opportunity present itself. He can
only abort and wait until the next turn.
‘This seems just a bit unrealistic, though
the character’s ability to make a snap
shot (if he has enough points) or initiate
melee (no point cost) does somewhat
rake up for this.
The combat. system of AZHANTI
HIGH LIGHTNING is the best feature of
the game, In fact, GDW should seriously
consider replacing the regular Traveller
‘combat system with this or a similar sys-
tem, Gone at last is the highly unrealistic
concept of using armor as a determining
factor in whether or not a target ishit (a
legacy from D&D?) In AZHANTI, armor
protects the target to a certain extent
after he is hit, rather than making him
harder to hit at all. Each weapon (guns
only; blades and the like are strangely
‘issing) is listed with an effective range, 2
Jong range and an extreme range, meas-
ured in squares on the deck plans. These
ranges differ for each weapon. There is
a specific tohit roll for each range — 8¢
at effective, 10+ at long, 12+ at extreme
— modified only for weapon skill and tar-
get status (under cover, evading, etc.).
Each weapon also has its own penctra-
tion rating which differs at each range;
i.e, a weapon hit does more damage at
effective range than extreme. Yes, AZ-
HANTI HIGH LIGHTNING definitely
deserves an “A” for its combat system,
13
Unfortunately, the same can’t be said
for the melee system. It is one of the least
satisfying aspects of the game. The whole
thing seems 10 be merely a simplified
form of brawling (with characters engag-
ing in fisticuffs or clubbing each other
‘with gun butts). The method described
elsewhere in the rules for converting
Traveller characteristics to melee values
appears to bear this out, It’s almost as if
someone, at the last moment, noticed
that they'd overlooked a rule for close
combat and threw together a melee sys-
‘tem — no time for blades and the like.
Still... it does work in the context of
‘the game, and that is what counts. But
— Golly Gee! — where are those cutiasses
‘the Imperial Marines are always said to be
‘wearing? And surely the wily Zhodani
carry at least daggers! Ah, well...
While we're on the subject of last-
minute nishes, there is some evidence
‘that AHL may have gone through one —
at Ieast in parts — in order for the game
to be out in time for Origins. This is most
evident in the technical manual. Several
numbered items or areés on the deck
plans were overlooked in the deck des-
criptions inthe supplement, What, for
instance, is location no, 20 on the Main
‘Weapon Deck? Or location no. 10 on the
ower level of the Power Plant Deck?
Or no, 28 on the Gunnery Deck? And the
Fighter Recovery Lock (location no. 16
‘on the Hangar Deck) isn't located on the
‘map at all (though itis easy to guess by
the description). Hopefully, these omis-
sions will be corrected by GDW with
‘am errata sheet.
In spite of such flaws, however,
AZHANTI HIGH LIGHTNING stil rates
high in quality — far above the releases of
2 lot of other companies, It stands as a
welcome addition to the Traveller family
of games and deserves a place on the shelf
of any science fiction gamer who enjoys a
welllesigned game that offers both com-
plexity and playability. Designers Mare
Miller and Frank Chadwick deserve a
hefty round of applause for this offering.
One wonders what they'll come up with
next, All T ean say is, after AZHANTT
HIGH LIGHTNING, Traveller game 4 is
going to have to be a real planet buster
to compete.
EMPYREAN
CHALLENGE
EMPYREAN .. . is defined as “the highest heavens".
Control of a star cluster comprising 100 solar systems
and 500 planets is the goal of this 150-player hidden-
‘movement strategic science fiction game. For free
details, send SASE to SUPERIOR SIMULATIONS,
(524 Franklin Park Circle, Dept. SG1, Boise, ID 83709.14
GAME DESIGN:
Theory and Practice
Part VI:
More about Movemen
by Nick Schuessler and Steve Jackson
With Part VI, we continue our dis.
cussion of unit movement.
Putting it Together
So far, we have the level of play (stra-
tegic, operational, tactical) terrain types
(Clevation, water, foliage, man-made), and
historical period (pre-gunpowder, pre
machine gun, and modem) affecting our
determination of refined movement. And
we haven’t even gotten to the “chrome”
yet: equipment, training, organization,
leadership, morale, etc.
Before we get completely mired down,
it might be instructive to take an exam-
ple of how these factors would influence
movement. We'll assume a unit of 3,000
troops, represented by a single counter.
Each hex represents 10 mi., and each tun
represents two days. Our tnit has a base
movement of 4 hexes/tum.
Our unit leaves a town where it has
formed up and moves down a road. The
base movement would probably hold:
four hexes. The leader decides to move
“cross country” through clear exes.
Believe it or not, the movernent rate
would probably halve from four to two
hexes/tum. (Or, in terms of movement
point costs, the road would cost one
movement point per hex, the “clear”
terrain would cost two movement points
per hex,) Certainly this lies in the face of
most “conventional wisdom,” which
treats “clear” terrain most generously.
In walking through the fields and vales,
our unit encounters a wooded area 10
mi, across (the whole hex is designated
woods”). By rights, they should be able
to pass through the woods in a litle less
than two days. We round up, and assess
all four movement points for entering the
‘woods hex.
‘The commander spots the enemy and
wants to fight. Now if our unit was in 2
column, the last man in line is more than
half a mile from the point ofthe column.
So to get from a column to a line, we
charge at_least_one movement point
(equal to about four hours).
All the figures used here are for 2
World War Il German infantry regiment —
well-trained, well-led, and highly organ-
ized in matters like marches and deploy-
ment. Now imagine a mob in the same
circumstances, and. most of the move-
ment point costs will at least double, and
‘more likely triple and quadruple. In point
of fact, movement in wargaming is always
at a much faster tempo than in real life.
Hore we've had no mistaken orders, no
surprises, and the advantage of seeing the
‘whole map displayed exactly as itis, Even
with “set-piece” conditions, the move-
‘ment is much slower than’ the typical
‘wargame. OF course, we could increase
the tum length or change the hex scale to
sive the unit more movement points.
But the basic point — big bunches of
folks just don’t move that fast — would
remain the determining factor in refined
‘movement,
Base Statistics
After our example, it would be well to
consider some basic statistics concerning
movement:
* A body of troops walking covers about
3 mifhr day or night, Under normal con-
ditions, they can sustain this pace for
about 7 or 8 hif/day. For shorter periods,
the speed can increase to 4-5 mijhr. The
average man, unencumbered by equip-
‘ment, can run about 8 mifhr for 1-2 mi.
There are, of course, instances of
“forced marches," where troops march
continuously at 4-5 mifhr for 12-20 hours
without stopping. However, there is a
fatigue factor that begins to set in, de-
pending on physical conditioning’ in-
volved.
This rate of march is determined by
the unit organization and not the histor-
ical period, since it is based on the aver-
age walking pace. Even allowing for
changes in physique throughout the ages,
20-mi/day isa good rule of thumb.
* Horses walk at about 6 mifhr and can
gallop at 10-15 mifhe for 3-4 mi. Again,
you ean “force march” horses, but attri
ton will set in after the averages are ex-
ceeded.
‘+ Large numbers of motorized vehicles
move in convoy at about 15-20 mifhr.
‘The determining factor isthe speed ofthe
slowest vehicle, not the fastest
‘* Horse-drawn wagons move the same as
infantry. Wagons are more affected by
bad road and terrain conditions than
either infantry or motorized vehicles,
Now smaller sized units will always
move faster than larger units, These aver-
ages are based on groupings. Three thou-
sand men average about 20 mi/day; 30
men could probably do 30-35 mifday
without ilLeffect. Single vehicles travel at
their rated speed rather than a road
march speed,
Offroads tend to halve all of these
avctages! ‘silk! pediapd; lore «severe
penalty for wagons, Cities and towns have
the same effect as offtoad, One of the
more interesting fictions in wargaming is
that you can move through a builtup
area at road speed. This is simply not true
in most cases, Bridged water barriers will
have the effect of off-road because of the
“funneling” created by the bridge. Un-
bridged water barriers are impassibie by
wagons and many vehicles, but can often
be traversed by infantry.
Follage has two effects on movement:
first, it obviously slows down the rate of
march; second, it tends to disperse the
formation. Thus, it takes time to assemble
your troops when you come out of the
‘woods or forest.
Elevation is mostly a question of how
smuch, Moderate rolling hills with an easy
gradient will have only a marginal effect
fon the rate of speed. A steeper gradient,
ot longer gradient, can slow a march to a
minimal speed, On a true mountain, youmay prohibit any movement to all but
specialized units.
Supply Effects on Movement
Earlier we talked about the varying
importance of the supply train in differ-
ent historical periods. The loss of @ sup-
ply train, ora supply train located too far
from the main body, will have an effect
fon movement, Up to the introduction of
gunpowder, the supply train was of neg-
ligible importance, and probably shouldn't
‘even be represented, The one place where
it would be important is in siege oper
tions against a fortified area. Here the ab-
sence of the supply train would simply
prohibit an attack.
With the introduction of gunpowder,
the supply train becomes more critical.
A lack of powder, and fodder for the
horses hauling the cannon will eventually
hhalt operations. We can generalize that in
all strategic level games, the supply train
should be represented by a counter; in
‘operational games it can be “abstracted”
to a “supply line”; and in tactical level
play, itis simply factored into the com-
bat strength or made a special rule for the
given scenario,
The effect of supply on movement is
indirect, Two factors will begin to influ-
ence operations. First, time that might
have been spent marching must be used
to forage. Second, there will be a reluc-
tance to engage in battle, Each soldier
carries a “basic load” of ammunition.
This basic load is normally exhausted in
an engagement of any intensity. If there
{ no resupply available, movernent will
tend to avoid engagements, and only
fight when no other course is available
(raw self-defense),
In the post-machine gun era, the effect
of supply on movement is pronounced.
‘You might entreat a man or horse for @
little extra effort, but pleading with a
tenk out of gas is futile. Again, the effect
fon walking troops is about ‘the same.
‘They still have 2 “basic load,” and (for
2 while) their rate of march is about the
same. Lack of supply refleets the break-
down of cohesion in the unit, which
makes efficient and coordinated move-
ment more difficult.
For vehicles and artillery, there is also
a “basic load.” But because these arms
tend to be used in the most intense fight-
ing, they are depleted somewhat faster
than the infantry units. Also, the lack of
timely resupply leaves the units virtually
motionless. So in calculating the effects,
wwe would say that after a motorized unit
has moved (used its basic load) or fought,
the lack of resupply would completely
prohibit future movement,
Aa Mode
‘One of the more recent concepts in
‘wargaming ~ which has a direct bearing
‘on movement — is mode. At the strategic
level, the question of whether a forma-
tion is in line or column is represented by
movement point costs. But at the opera:
tional and tactical level, how the unit is
formed up (mode) will have an impact on
its rate of march.
Normal marches are in column, This
mode makes most efficient use of the
road network. However, as the unit gets
closer to an’ engagement, it tends to
redeploy from 2 column to a line. The
line allows full utilization of the unit in
terms of firepower. Now, it is very offi
cient to march in column; itis very bad
to fight in column (your “T” gets
crossed). It is very efficient to fight in a
line formation, but travelling in line is
slow. Nearly the entire unit is off-road,
and keeping the line “on line” is a diff
cult exercise in command and control. If
fone flank encounters especially bad ter
rain, the whole line slows down to that
pace.
In modern times, the line is a fairly
flexible affair, albeit turtle.paced. For
carlier historical periods, getting into line
was a complicated affair, and once in ine
the only movement was forward.
For purposes of calculating movement
costs, we can formulate some general
rules’ concerning mode. First, changing
mode should be reflected in some move-
ment point (time equivalent) costs.
When you're going from line to column,
you're not doing anything else; remember
that guy a mile and a half to the rear.
Second, road movement is only avail-
able when the unit is in colurnn. Third,
‘when in line mode, the direction of move
‘ment should be somewhat limited. You
shouldn’t be allowed sudden tums with-
‘out some movement point costs. Just
imagine wheeling a mile-long line to a
perpendicular course.
Crowds and Confusion
If we consider for a moment just
what's going on when four or five coumt-
cers are stacked in a hex, we can see that
the hex capacity should slso have an ef-
fect on movement. The hex scale gives us
a fair indication of how many units can
be reasonably supported in thet particular
area, If that area is already occupied to
capacity, the introduction of a new unit
will probably have some adverse effect,
‘on movernent,
The effect, though, is somewhat prob.
lematical. In’ a situation where strong
traffic control procedures are used, it
15
might be possible for a unit to move
‘through at its normal rate, On the other
hhand, a wrong turn or a bioken down ve-
hicte'could begin a chain reaction that
leaves the whole hex utterly confused,
To further complicate matters, the mode
of the other units in the hex need to be
considered. For example, it would be
easier for 3 unit in a column to move
through if all the other units were in
line formation.
‘A more serious situation occurs when
4 unit retreats into @ hex. Oftentimes the
best trafic control is negated by fear and
selt-preservation, and the probability of a
rest is increased,
So what's the effect? Wel, ifthe dise
integration takes place, there will be a
cost in movement points (time) while the
affected units re-form. Usually this
would be handled by some kind of
stacking limit, a dle roll for disruption if
the limit is exceeded, and then a move-
ment penalty if the’ disruption occurs.
‘Chrome and Trimmings
‘The number of things that can infu-
ence movement is nearly unlimited. In
dealing with terrain, supply, mode, and
stacking. we have looked at the basics —
items which ought to be explicitly in-
corporated into a game design or at least
considered and consciously rejected (or
“factored in") for playability.
For the sadistic designer, there are
number of other consideration. However,
‘we should note that the actual effect on
movement is marginal. If your base move-
‘ment is “6” and you increase that by “I”
for whatever reason, you're saying that
this “something” will result in a. 16%
improvement, Perhaps that's true, but it
seems that the training, leadership, organ-
ization, or whatever would be pretty sig
nificant to work out to 16%. In fact, the
trend is to equalize movement for like
type units, right down to where we don’t
even print the movement factor on the
counter.
When we get into the real chrome, we
end up saying more of such-and-such will
result in better movement, As for precise
figures, or even good approximations —
well, that’s where the artistry of the
designer comes into play:
‘A better led unit will move faster
than a poorly led unit,
A unit with better communica:
tions will move faster.
A better trained unit will move
faster.
A “Veteran” unit will move faster
than a “green” unit.
‘+ A unit with high morale will move
faster than a unit with poor16
morale.
A unit in pursuit, immediately
after a victory will not move as
fast as a unit fleeing from 2
defeat. Curious but true. Ap-
parently there is less incentive
in the “thrill of victory” than
in the “agony of defeat.”
© When units have been re-formed
after an engagement, a victor-
ious one will move faster than
a dofeated unit
* The presence of a specific leader
will cause a unit to move
faster; the higher ranking the
leader, the faster the move-
ment,
Learning that Lord Tota
Shutnern Forests
Tntantry. archers, angers, and cavaly. including the dreaded
Insperal Guard, march boldly to the forest long vith their
allies the wolves under Dinar the Red. and the winged warriors
Unde Vandor, tend this teatro mankind's vers existance!
‘But Toland hoards are waiting with their ancsome vampee
Thus eins mankinds greatest challenge,
WARS OF THE HAVEN
FOREST WARS is based on Graham Diamond's best slling fantasy novel “The Haven
WARS OF T
00 ake
You can play solitare you wish. $2.99
ing the creatures of the
daek forest against thers, THE HAVEN, last stronghold of ma
Nid. lunches preemptive strike on Toland's camp ii
THE FOREST
int a two more fo fllow this year. FOREST WARS ly
the base up ay fantagy simulation and includes such refinements asa comat matt,
ie Inhirty minutes, The advanced game for more experienced payers takers bt niger
FOREST WARS comes with 2 Beautifl fullsize map, colorfal a
tunique one piece bookcase box, The illustration above fs a reduction in back and white ofthe Tull color front cover. There is
thoes ayn to mar the reproduction ofthis original piece of art The printing on the hack cover which has smaller full color orginal at. C
ration above with what yo find nother works. You wil see the extra effort that went int this en
FOREST WARS OF THE HAVEN may be purchased at the special intros
HAVEN, and the five books ithe
fantayy literature ~ fr only $13.95. Each back nthe HAVEN series i fllyMustrated
THE TOWER OF ELBRITHis a preprogrammed dungeon for 106 players which does not need the ser
Finally, we should add a note on the
weather. There are certain historical in-
stances where bad weather favored one
side or the other; the Russian winter of
1941 is usually cited. In fact, the effect,
of weather is rather uniform and simple.
You don't move or fight in really bad
weather. It is possible to devise compli
cated weather rules and move low pres:
sure areas across the map. All that hap-
pens is that both players sit and move the
game turn marker, waiting for the weath-
er to improve. Then they get back to
playing the game.
For strategic level games, you prob-
ably need some kind of weaiher rules.
The turns are in weeks or months, and
en actin, Th
TAU CETIS.F. Panzer tke combat forthe planct Taw Ceti Special $6.49
ou can nat obtain these fine games at your local hobby store. they can be purchased through the mail directly fom us. Ans ord wil rein ou 3
iustrated catalog fre requested. The catalog s cI If you ilude the name ofthe Magarin im which vow Sas this ad
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Dealer Inguiries Welcome
if purchased bt
the seasons do change. But even here, it
really doesn't matter whether the weather
arrives on a fixed schedule or as a result
of the die, When the autumn rains or the
winter snows come, the effects will either
stop movement or allow it to continue
on a limited basis. Either way, it nets
out.
In operational and tactical gaming,
weather mules are either a curiosity to
vance a scenario or a nuisance which
slows down play. Whenever you can,
Teave the weather to meteorologists,
Where you must include it, keep it as
simple as possible,
Next: Combat and Play Sequence
"THE HAVEN” has been so well received that slr there
wargame with fantasy timings. I has been desi en
ders, and moral, Even with al this you Can ta ploy the Dune
sithauctte counters. abd am attractive rules bok, The game comes picks! in 3
ork