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OCTOBER 1982 ei a eal
gil 3
SPACE CAMER
THE MAGAZINE OF ADVENTURE GAMING
Unnight:
Moye fo Beta cura cog
Space Opera
? x EXPLOSIVE SCATTER GUN
ei ae ce Or Na aa a:)
PIRATES & PLUNDER
i Pia O) 3b) 71) 1)
METAMORPHOSING MONSTERS:
D&D TO TFT
GENCON REPORT
AND 7 PAGES OF REVIEWS
TTPOSTAR
VENTURE
As your feet of two destroyers, a cruiser, a tanker and a troop
traneport moved into orbit around the planet Omega in the
Polaris system, the fret bias of lethal energy flashed trom the
forts of the colony below. Aiready your allies have landed troops
and alien warsiors on the other ske af the planet. Very soon the
heavy planctary fighting venicles of their qroune forces wil
engage the enemy's colony detenses. You begin to tre your
beam weapons, holding yourr missiles and powerful fighters unt
lust the right moment. The message is received; your allies have
equi the attack. You launch your missiles and ightersand start
your trangport toward the surface and with it you launch into
Another Siar Venture
‘Star Venture is a fully computerized grané scale game of
stelle rade, exploration, conquest and diplomacy. Star Venture
|g continuous game that may beentered atanytime. Turns have
1 time limit and may be submitted at any time for immediate
valuation by the computer
[AS new player, you will start ae the commander of a
starship, How you will proceed in your steller career is your
Choice to make. Pernaps you will become a staller merchant
prince making your fortune among the stars. You willuse several
Classes of star Ireighter to mave the goods {rom the colonies that
produce them to every outpost of the steller empire
Maybe you wil choose to be & great explorer seeking out
Rew worlds of wonder, searching for new supplies of natural
Fesources or strange and valuable biological samples,
Perhaps you will choose to become @ mighty star warrior
sith powertul weapons such as beams, missiles and huge space
fighters, that nave the combat ability of a small starship, all at
your command. The game presents no restrictions the choices,
are all yours.
‘Star Ventura also allows the construction of colonies
Colonies serve as the base of production, essential logistics and
trade, Ships, colonies and ground forces require foodand fuelto
‘operate, thus the logistics of each operation must be caretully
planned. Secure bases of operations are very important
Ground parties may be formed for combat or exploration
Ground forces include special planetary fighting vehicles as wel
fas the various troope and coloniss. For the exploration of natural
‘resources, you will use the sophisticated planetary exploration
vehicle which is also useful for collecting rare and valuable
iological samples from the strange worlds you visit
Using @ powerful computer system, each turn
evaluated using the speed nd accuracy of optical mark sense
scanning and the power of a computer with 23 million bytes
‘on-line, hard disk storage. All this to bring you highly detailed
turn and battle evaluations with no codes to decipher.
1982 by Schubel & Son
‘Star Venture offers these features
No limit, other than your resources, tothe number of actions
you may pertorm each turn
Full computer moderation with no gememaster interference
Thicteen dlierent
to nuge stairs
larship types ranging from small scouts
‘Over 40 diferent commands to control your ships, colonies
‘and ground troops
Machine-read turn she
s which virtually eliminates the pos:
This second generation, play-by-mai! game is run by the
leader in play-by-mail withthe experience of well over
100,000 turis processed by our company
The cost of Star Venture is
256 per action you take (with a §2 minimum per turn),
The stating sot up fee Is $5.
‘Arule book is $5
Send $10 lor your rule book and set up fee to enter the game.
Schubel & Son
Enter me in Star Venture
Aaceess
iy. sia
|
aPublisher:
‘Steve Jackson
Editor:
‘Aaron Allston
Art Director:
Denis Louber
Contributing Editors:
W.G. Armintrout
William A, Barton
David Boldue
Ronald Pehr
Lewis Pulsipher
John Rankin
Nick Schuessler
Business Manager:
Elton Fewell
Circulation Manager
Chris Smith
Utility Infietders:
Bernice Fewell
Pat Muollor
Elisabeth Zakes
Utility Outtielder
(Chris Zakes
ART IN THIS ISSUE
Cover: Victoria Wh
J. David George: 8, 31. Denis Lou-
bet: mailer cartoon, 7, 10, 17, 18, 20,
24,26, 27. Robert E. Manns: 2. Gavin
Marmolejo: 4, George Webber: 12.
Ficeawer
THE SPACE GAMER (ISSN 01949977,
USPS 434.250) ie published ‘monthly by
Steve Jockson Gams, P.O, Box 18967,
Austin, TX 787606987. Second cows post
aye paid a Austin, TX. POSTMASTER:
Seed addrets changer to 5 Games, .0, Box
1997, Austin, TX 78760-2987,
‘Al' material is copyright © 1982 by 83
Game. ll rights reserved.
Printed in USA by Best Printing, Austin,
Subscription rate, 9 of 4781
‘nthe United States — one your (12
Issues) $21.00; two years (24 issues) $39.00.
A lifetime eubserotion is $260. Outside the
US. — please add $6 por year for surface
‘mail. Alrmall rates vary by country — please
sei for your current airmail rate, Inter=
ational rates subject to change 26 postal
fates chonge, NOTE: All payments MUST
be in US. dollars, made by Intornationat
Money Order, or checks drawn on 8 US. or
Canadian bank,
THE
SPACE CAMER
NUMBER 56 — OCTOBER, 1982
IN THIS ISSUE
‘Seems | just can’t win
had it made. This issue was going to have every single article I'd promised
for it in the Next Issue box from issue 55. What happens? Along comes one of
‘the best pieces of news we've had in a year: We can now return TSG to a slick:
paper format, But | have to pull two of the promised articles .. . (whimper,
scuffle, sniffle, sob)
This issue is heavily (almost exclusively) RPG material ~ not by editorial
praference, but we got a lot in from contributors. TFT, D&D, Traveller, Space
Opera, and (believe it or not) Pirates & Plunder are all heavily represented. For
more news on the wonderful world of slick, check out Where We're Going,
which starts on page 12, and also includes an overview of GenCon. Meta/ touches
(on many of the miniatures industry's Origins releases, and Scanner is a5 Af
newsy as usual. Until next month .
—Aaron Allston
ARTICLES
‘Motamorphosing Monsters * Steve Jackson
‘Converting Monster Manual creatures to TFT
The Splat Gun * William A. Barton
‘Avheavy weapon for light assault teams in Traveller
ADVENTURE GAME SUPPLEMENT
Unnight * Stefan Jones
‘A.campaign-world for Space Opera
Pirates & Plunder * W.G. Armintrout
Capsule Reviews
GAMES: Claw Law, Fanty Wergaming, Superillaing, SUPPLEMENTS: Liber.
ation at Riverton, RuneQuest Borderlands, The Soloman Rim, Trall of the Sky
Faiders. ARCADE GAMES: Berzerk, Chopper Command, Taxman. MINIATURES
EN Chariot, Zhodani Miltary/Sword Worlds Miltary/Imperial Striker Force. PLAY
AIDS! Traveller Dice.
COLUMNS
Where We're Going * Steve Jackson .
Metal * John Rankin
DEPARTMENTS
Game Maer
Scanner
Convention Galndar |
Index to aavervaers >
PEM UpdateA lot of you RPG fans out there are
laying The Fantasy Trip; according to
Jame Merchandising, it’s currently the
second most popular role-playing game in
the US. But one thing TFT lacks, com-
pared to almost every other major fantasy
system, is a “monster book.” GMs are
limited to the creatures in the original Jn
the Labyrinth book, plusa few introduced
in various supplements.
However, TSR’s Dungeons & Dragons
does have a monster book — in fect, it has
several, In addition to the official Monster
‘Manual, there have been any number of
privately published collections of beast-
ies. The Manual itself has over 350 dif-
ferent creature descriptions ... and while
some of them are trite (giant frogs) or
repetitions of standard fantasy material
(men, dwarves, elves, orcs) there is also a
lot of original material. Such creatures as
the ankheg, bullette, gelatinous cube, and.
rust monster are purely D&D creations.
True, the descriptions in the Monster
‘Manual acc incompatible with TFT. But
this is easily dealt with, This article will
offer a system for “translating” beasts to
the TET system. The translation is not
exact; ereatures from the Manual may be
more or less deadly when converted to
TET. But its fainly close, and it will cer-
tainly provide you with a hortid new
batch of beasties.
Note that I've written this treatment
in terms of Original D&D and variants;
armor classes and hit dice may have to be
modified for stats in Advanced D&D.
To take the characteristics in the order
they're listed in the Manual:
D&D isa trademark of TSR Hobbies, Ine
The Fantasy Trip tsa trademark of Metagaming.
Frequency is sl-explanatory. Page 5
of the Manual gives “official” percentage
chances for each frequency classification,
but there's no real reason for you to be
bound by these if the structure of your
world demands otherwise, If a certain
swamp is crawling with catoblepas, 90 be
it! But remember that any thick concen-
tration of a nonnally-rae monster would
probably be known to natives ofthe area,
and would not come a a total suprise to
adventurers who had bothered to inquire
about local conditions
Number Appearing is also a general
guideline; use it or not, as you see fit
‘As a guide to the “social” habits of the
creature, it’s good. If you're slavishly
rolling dice, that’s not so good. Use your
judgment!
Armor Class, in the D&D system, is a
catchall for physical protection, magical
defense, and the innate difficulty-to-it
caused by a creature's small size or high
dexterity. TFT handles this concept by
using two different numbers: a sutrac-
tion from the attacker's DX (for a target
that is hard to hit) and a subtraction from
damage done if the target is tougher than
Unprotected human flesh), To translate
4 creature's “armor class” into the two
TET stats, proceed as follows:
(1) Compare the creature's natural
amor with the list below to get a “natur
al armor class.” This is the armor class
the ereature would have iit had no mag:
ical defenses and did not move about.
Read across from the natural armor class
to the “hits stopped” column. This shows
how many hits, in TET terms, that sort of
armor absorbs. from each’ blow that
stukesit.
Adapting D&D
Creatures to TFT
by Steve Jackson
NATURAL HITS STOPPED
ARMOR CLASS. INTFT
AC9: soft Body without protection 0
ACB: thin chitin or light furor 1.
‘shield only
ACT: leather armor, medium fur, 2
or light scales
AC6: leather + shield, or heavier 3
fur or scales
ACS: chainmail, or heay reptile 3
sales
AC4: mail and shield, oF medium — 4
dragon sealer
AC3: plate armor, ora sell s
‘AC 2: plate and shield, heay shell, 6
(rola dragon sales
(2) Take the difference between the
creature’s natural armor class and its
‘actual armor class as given in the Manual.
If the difference is only 1, ignore it. If
is more than 1, it will probably be due to
either magic powers or great elusiveness
on the part of the ereature. Example: the
Morkoth is shown as being vaguely octo-
poid; this would imply soft skin (AC 9)
However, itis described as AC 3, which is
‘much harder to hit, This difference of 6
‘must be accounted for. We do this by
assessing a DX- on any attack against the
creature, For every 2 points difference
between the natural armor class and the
“real” AC from the Manual, subtract 1
from the DX of any attack against it.
‘Thus, the Morkoth, with its AC 9 skin
and a “true” AC of 3 has a 6-point differ.
ential. Half of 6 is 3; any attack against
a Morkoth in a TFT adventure will be at
DX.-3. However, the AC 9-equivalent skin
‘means that no hits are stopped; if a sword
hits home on a Morkoth, it’s in trouble.
‘Move gives a distance in inches repre-
senting the creature's speed. The listingsNew [| GAMES for Fall-Xmas ’82!
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in the Manual may be considered suspect:
for instance, a human moves 12”,a dwart
only 6”. Are dwarves only half as fast as
humans? Not likely
For any humanoid type, use MA 8,
10, or 12, depending on whether the
creature seems us though it should be
generally slow, average, or fast when com:
pared 10 aman; ignore the “Move” listing
entirely
For animals, use the MA for a compar:
able creature from TET: ITL.
For peculiar and unique monsters
(which is what you should be using the
Manual for anyhow) allow 1 MA for each.
inch of movement, All MA. should be
even mumbers. A ground MA of more
than 16” is very unlikely except for a
riding creature, Note that some creatues
will have ground, water, and/or air speeds
listed, all of which may be different.
Hit Dice refers to a creature’s vulner-
ability; it is a measure of how many hits
it can take, not how much damage it
does. However, it can function as a guide
to the tange of strengths appropriate for
creatures of that type. A 6:sided die
(which is the type used for “hit dice” in
the Manual) has an average roll of 3.5;
therefore, a “6-die creature” can take an
average of 21 hits, but could conceivably
take as few as 6 hits, or as many as 36.
In TET terms, this would mean an aver:
age ST of 21, with a range of 6 to 36.
However, the range of hits in the Mon-
ster Manual, figured this way, is greater
than in TFT. The strongest’ beginning
human character in a D&D game can take
only 8 hits ~ but he will soon advance to
levels where he can take 60 or more hits.
Contrast this with TET, where a beginning
character is likely to start with a ST of at
least 10 — possibly up to 18! — but is
unlikely to get much past 24. The dispar-
ity in the abilities of ereatures is equally
wide, In TET terms, creatures from the
Manual are very puny — until they begin
to get strong, when they are very strong
indeed
Therefore, to derive a reasonable TFT
strength from the hit points of a creature
from the Monster Manual:
If a creature has 1 ot 2 hit dice, mul-
tiply its average hit points by 3 to get an
average TFT strength.
Ifa creature has 3 or 4 hit dice, mul
tiply its average hit points by 2.5
If a creature has 5 ot 6 hit dice, mul
tiply its average hit points by 2.
If a creature has 7 or more hit dice
multiply its average hit points by 1.5.
Again, we are talking about averages. The
maximum hit points (L¢., TET strength)
of any creature will he nearly twice the
average for that type!
% in Lair is not a statistic you'll need
at all, unless you're generating your
whole adventure by die rolls. You're not,
are you?
Treasure Type refers the Manual user
to a series of lists. Check these to see
what general sort of treasure the authors
intended the creature to have — then
scale it up or down to fit your own cam-
paign. Most of the time these lists are
‘much too generous.
Number of Attacks may be taken as
written, Note that many creatures will be
surprisingly powerful because they have
several attacks,
Damage/Attack gives the amount of
damage a ereature does when it hits. (A.
creature with multiple attacks may do
different damage with each one.) The
Monster Manual wives this in terms of
“ranges” — for instanee, “1-6 should be
ead “I to 6,” or “Id6.” Unfortunately.
for the TFT player, some creatures attack
with 4-sided dice, some with 6-siders,
some with 8-siders. . . and so on. You
Oa
have two options here: you can either
acquire polyhedral dice and roll them as
per the book, or you can work out prob:
able damage done and translate it to €6
terms. Example: A creature is listed as
doing “2-16” hits damage. A range of
2 to 16 is achieved only by rolling 248 (a
pity the authors couldn’t have used that
nomenclature). An Sided die has an
average roll of 4.5, so two of them have
fan average resull oF 9, This can beapprox-
mated by rolling three 6-siders and sub:
tracting 1 from the result; 346-1, or
simply “3-1” gives an average result of
9.5 and a range of 2-17, which is close
enough.
Some monsters, especially those from
“unofficial” sources, will doa truly
astounding amount of damage. You have
three choices with these: leave them out
of your campaign, scale them down to @
reasonable level, or save them for those
players who have built up very strong and
welkequipped characters. I's a matter of
the GM's personal style
‘Special Attacks are too numerous to
describe individually, and most of them
tie in to magic spells, etc. in the D&D
game system. The general solution should
be to find a TFT magic spell that approx:
mates the effect of the special attack
This may then be assigned to the ereatue,
either as an innate ability (like the TPT
basilisk) or, for an intelligent creature, as
a spell known and used in the normal
fashion. Innate abilities may or may not
require use of ST points or the making of
4 DX roll; let the deseription of that par
ticular special attack be your guide
Translation of special abilities equires
the most care and creativity of any part
of this process. Be sure to cover all the
bases — duration and area of effect,
defenses if any, range — or there'll be an
argument in the midale of the game.
‘Special Defenses should be handled as
for special attacks. Most can be treated as
magic spells, increased dificulty to hit
or extia armor protection,
Magic Resistance is 2 concept not
found in TFT at all, except in certain
very rare eases (Le, demons) which are
completely resistant to hostile mac.
Therefore, ignore it! This will help bal
ance certain creatures that are otherwise
much too powerful for the average TFT
world.
Intelligence as given in the Manual,
‘randates roughly as follows:
Non-ntelligent: 190
Animal: 194 for reptiles
1Q55 for most mammals
1Q 6 for intelligent mammals
Senibintligent (ie. apes): 1Q7
Low intelligence: 10 8 or 9
Average human intelligence: 1Q 10 or
1
Very intelligent: IQ 12 to 14
Highly intelligent: IQ 15 to 18
Genius, supergenius: 10 19 and up
Alignment is not used at all in TFT,
but can still be used as a guide to “per.
sonality.” Chaotics may do anything they
please; true chaoties axe rare. Lawfuls
will follow a strict code of ‘behavior
though you may not agree with itor even
know what its. Evils wil behave selfishly
and attack if they can. Goods wall not
attack unless they perceive you as ev
anything that threatens thom is likely to
be considered evil. Neutrals will act for
theic own convenience, which will usally
mean letting others alone — but many
“qoutral” creatures are humery. The aver
age party of player-characters, incdesally, considers itself to be lawful good
and is actually chaotic neutral
‘Size may be given either in height or
length. This will tell you how large the
counter should be. Allow one hex of size
for each 3 feet of length or width. If a
creature's size consists mostly of height,
it may be a two: or three-hex counter
anyway, like a standard giant in TFT.
Psionic Ability may be ignored entire-
ly, or treated as an innate magic ability
of the appropriate type (usually telep
athy). If you tke the latter course,
“psionic” spells should cost the user no
strength, but require the standard roll vs.
19.
This completes the roster of character
isties listed in the Manual. It also gives us
all the characteristics needed to play
TFT, with one important exception: dex:
terity. Although the D&D system has a
“dexterity” characteristic, it is not used
to determine the hit probability; the suc-
cess of attacks is determined by a compli
cated matrix, involving “levels” and mon-
sters’hit dice,
Therefore, the best way to assign a
dexterity to any given creature involves
fan assessment of that creature’s overall
formidability, rather than any one char-
acteristic. Imprecise though it may be,
the best solution is simply to assign DX
that seems right for that creature, by
comparison with known creature types
and the following guidelines:
DX Probability General Assessment
of Hieting
3 ae Worst possible DX.
4 18%
5 46%
6 92% ‘The lowest DX at which a
creature has any reesonaile
‘hance of hitting ina com:
bat of normal loth
7
8 umsy aman.
9 Deginning to be dangerous
10 Hits exectly half the time,
1
2
1B Formidable,
1“ Desdly, if it does ony dam:
‘age at ll when tht
15 95.4%
eo A roll of 16 or more ts on
‘automatic mis, 0 a DX of
16 or more is only sientft
‘ean in a situation where
subtractions will apply.
Some typical animal comparisons:
bear DX 10, ape DX 12, wolf DX 14,
Some “imaginary” monsters are likely to
be strong but very clumsy, balancing high
damage with low hit probability. An im
portant note: In TET, dexterity is prob
ably the single most important factor de
5
termining how dangerous a creature is. A
beast that does, for instance, 3 dice dam
age is laughable at DX 7, and murderous
at DX 12. A creature with DX 14 or more
is formidable even if it does very little
damage! If a monster has a DX higher
than that of the fighters that face it,
those fighters are in trouble,
‘The other important thing to keep in
mind when “translating” monsters — and
this holds true no matter what game sys
toms are involved — is to work them out
beforehand. If you're working straight
from a book, you can tell your players,
“You see three Whatsits,” look up Whats:
its on page 34 of your Beastie Book, and
go from there. You shouldn't play that
ignorantly, but you can, But with trans-
lated creatures, you have to do your
homework, Adapting the statistics does
take time; do it beforehand, and write
rything down, (A 3.x 5 card for each
creature type is good for this.) That way
you won't waste time during play — and
you can be sure that your translation is a
complete one, and that oddball factors
like special attacks have been fully cov-
ered.
So... . the next time your players are
wandering through Cidri, and they spy an
orange-brown, armadillo-like creature and
rush in with swords swinging... surprise,
surprise! Happy monstering.
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INS Note a OM ORK Lee)The Splat Gun
by William A. Barton
‘The Explosive Scatter Gun is one of
the favorite heavy weapons of covert
operations teams, due primarily to the
extensive amount of damage a single
burst from the weapon can do, It is ideal
for hit-and-run raids in which the goal is
to inflict as much damage in as short a
time as possible. Originally developed by
the Astan, and later copied and adapted
for human use by unscrupulous arms
‘manufacturers on the fringes of Imperial
space, the weapon is more commonly
known as the “Splat Gun” (any target hit
‘goes “splat”) or the “Can Opener.”
The Splat Gun is highly illegal any-
whete in the Imperium and Imperi
controlled space. In fact the weapon is
‘outlawed on all worlds in known space
except those with a law level of 0 — and
it is strictly controlled on most of these,
depending on government type. Note that
the Aslan military version is exempt from
this outlaw status and can be found in use
by military units in the Hierate and by
‘Aslan mercenary units outside the Lmper-
jum; the Aslan version, however, is unus
able by all but the most powerful of
humans.
‘Anyone found in possession ofa Splat
Gun in Imperial space is subject to a 20-
year jail term in a planetary or an Imper
ial prison (though liberal bribes can pos
sibly cause authorities to overlook mere
possession). Use of a Splat Gun in the
‘commission of a crime, particularly one
which causes damage to property or loss
of life, however, carries by Imperial regu:
lation a mandatory death penalty (bribes
to avoid this must be enormous — more
than most characters will be able to af-
ford). Paradoxically, a number of restric-
7
tive governments on the fringes of the Im.
perium and in the Beyond outfit their
‘own armed forces with these weapons;
they are excellent for stopping rioters.
‘The weapon was originally developed
by the Aslan at about Tech Levels 10-11
to replace the RAM Grenade Launcher
a an anti-armor, anti-battledress weapon,
for use against ‘higher-tech-level troops.
It proved highly suitable for that role; its
10-shell burst was capable of opening up
4 suit of battledress or a lightly-armored
ATV or APC. It also proved capable of
inflicting damage on more heavily ar
mored AFVs, thanks to the mixture of
HEAP/HE shells in its single-burst mag-
azine and its phased firing nature (this
triggers some of the shells in the burst
ds bofore others, setting up a
action when the shells hit the
target),
The weapon is of a mediumlength
tubular design, resembling a short, thick
bazooka 850 mm in length. A padded
‘cut-away shoulder stock curves over and
around the shoulder, supporting the
weapon and absorbing some ofits substan
tial recoil. In front of this is the pistol
rip. trigger and sighting scope. About
halfway along is a small flash shield,
forward of which is the chamber where
the 10-round magazine is inserted. The
remainder of itslength is the barrel cluster.
A secondary hand grip is located near
the end of the barcel cluster, just behind
the receptacle for the optional telescop-
ing bipod attachment, The gun breaks at
the flash shield for loading. The magazine
is inserted into the chamber and rotated
1 om clockwise until a click is heard, sig
nifying it has locked into place. A small
catch unlocks the magazine, which is re-
‘moved by rotating counterclockwise and
lifting from the chamber. Though ‘here
will be slight variations on different od-
els, most Splat Guns wall conform his
basic configuration, All models gh
about 5 kg.
The base price of the Splat Gun CR
3,500. The price of a single magaz.ne is
CR 250. Each magazine weighs 1 kg,
mainly due to the sturdy construction re-
quired to prevent it from disintegrating
upon firing. The optional bipod costs CR
150, weighs 500 gm and stands 1.5
meters high when fully extended. Prices
fon the black market, especially in areas
where the gun is illegal, will be much
higher.
The magazine holds ten shells, half
HEAP, half HE. All ten shells in the mag-
azine are fired simultaneously when the
trigger is pulled, in a phased sequence, the
HEAP slightly ahead of the HE: At med-
jum range, the 10-ound cluster can
destroy or heavily damage anything u toThe Explosive Scatter Gun
heavily-armored AFVs; even at long and
very long range it can do a lot of damage.
The shells travel in a tight pattern until
they reach medium range, when they be:
gin to spread out. An ATY- or ait/raft-
sized target will sil take all ten shells at
‘medium range, unless the aim is slightly
off; a humansized target at that range
will take about four. By long range and
very long range, the shells have. spread
into an even wider pattern, so that the
“group hits for shotguns” rule may be
used, with each of four adjacent human-
sized targets taking two shells each and
up to two adjacent ATV-sized targets
splitting the burst between them. It is
not recommended that targets at short
range be fired at unless the firer is wear
ing battledress or similar protection,
as he would be eaught in the backlash of
the explosion and may take onequarter
damage (on a roll of 7+, 10+ if in battle
siess). Firing a Splat Gun at a target at
close range is a most effective (and
‘messy) Way to commit suicide,
Damage done by the gun isd per shell
Range DMs are: Close = (3); Short =
(1); Medium = +6; Long = 0; Very
Long = -4. Armor DMs are: None = +5;
Jack = +5; Mesh = +4; Cloth = +3; Reflect
= #5; Ablat = +4; Battle = +1; each level
‘of AFV armor =-2. The Required DX for
the Splat Gun is 8, with a3 DM for DX
of 7-, Advantageous DX is 11 with a1
DM for DX of 11+. In addition, it takes
a ST of 8+ to fire the Splat Gun effect-
ively due to the tremendous recoil; if ST
is less than 8 there will be an additional -2
DM to hit and the arm of the fer will be
numbed for 1-6 rounds and may even be
dislocated (Foll 6- on 2d for 1d damage
due to dislocation).
Any character firing a Splat Gun, te
gardless of ST, must roll ST orless on 2¢
to avold being knocked down by the re-
coil unless braced against something solid,
wearing battledress, or using a tripod. It
will take a character who is knocked
down one round to stand up or move to
prone firing position, plus one round to
position the gun. A character wearing
battledress does not rsk dislocation, but
if his unadjusted ST (before doubling for
battledress) is 3., he still risks numbing
his arm (roll 6 for 1-3 rounds numbness).
‘No function (firing, loading, ete.) may be
performed with a numb arm. Use of the
‘optional bipod with the Splat Gun will
add an additional +1 DM to hit
It takes two rounds to replace a spent
‘magazine with a new one, three if the fir-
er is treated as evading. If the bipod is
being used, the reloading time is three
rounds, four if evading.
Whenever the result of a to-hit roll is
an unmodified 2, the weapon has jammed
and does not fire. It will take 246 combat,
rounds to clear the gun, 3d6 if evading.
JF snub pistol ammo is used in the maga-
zine (see below), an unmodified roll of 2
indicates that the gun has exploded (a
saving roll of 11+ means it jams instead,
as above). The firer und any characters
within 3 meters must roll 10+ to avoid
1d6 damage if it explodes. If the roll is
successful, characters take only 1d dam-
age (all the ammo didn’t explode). Char-
acters adjacent to firer need not roll if
they are in battledress, but still take 1d
Gamage. The firer, even if in battledress,
rust still make a’ saving roll or take full
‘damage. The gun is useless if it explodes.
Note: Halve all times listed for reload-
ing and clearing jams if the character
using the Explosive Scatter Gun has spe-
cific skill in the weapon (ex-Terrorist or
trained by one with the skill), ue to fam-
iliarity.
If you ate using the Azhanti High
Lightning combat rules, or the Traveller
ABV article in TSG 43, the stats for the
Explosive Scatter Gun are as follows:
Effective = 50m (25) +4; Long = 250m
(20) +2; Very Long = $00m (15).
While it is capable of doing massive
damage within its range limitations, the
Splat Gun does have definite liabilities.
In addition to the amount of time neces
sary to reload the weapon and its extreme
illegality, there is the problem of avail
ability, both of the gun and its ammu-
nition. Even on the black market, the Ex-
plosive Scatter Gun is not readily avail
able due to the penalties associated with
its possession in Imperial space.
Whenever a character is attempting to
locate a Splat Gun, a roll of 10 will
dicate that one is indeed available for put-
chase somewhere on the planet. Wher
and how a character finds it will be up t
the referee. DMs that apply to availability:
+1 if attempting to locate it on the black
‘market; +1 ifthe population of the world
is 95 2 if population is 3-;+1 if the law
level is 0; -1 ifthe law level is 7+; 10 if
tech level is 3+ -1 if searching within the
borders of the Imperium; -2 if searching
in a one-subsector radius of Core subsect-
(or; +1 if searching within the borders of
the Asan Hierate or its colonies (but
chances are a Splat Gun found there will
be of the Aslan variety, usable only by a
character with a ST of 134) Ifa supplier
is located, he will have 146/2 (minimum
cof 1) guns available, If the supplier is a
Dlack-market contact, the price of the
sun will be 146 x base price (minimum
150% cost if roll is a 1). Streetwisdom
may help somewhat in getting a better
price, as may the Merchants d& Merchan-
dise skill of Trade & Speculation, at the
referee's diseretion. A bipod will be avail
able for each gun.
Just managing to locate a Splat Gun is
‘no guarantee, however, that an ample
supply of ammunition will be available,
Splat Gun ammo is not sold separately
outside of factory-sealed magazines, so
the amount available is limited by the
number of magazines a dealer has. Maga-
zines can be reused at some tsk by sub-stituting snub pistol ammunition (either
HB, HEAP, or both) for the regular shells
The fit is not exact and some problems
may result from the use of snub ammo,
but it is, at least, readily available, It
~ takes one round to load the snub shells
into a Splat Gun magazine, character
considered evading. Explosive Scatter
Gun magazines are somewhat easier to
locate than the weapon itself, Roll 9+ for
the magazines to be available, using the
same DMs s for locating the gun, with an
additional +1 if any Splat Guns are aval
able on the planet
There will be 146 magazines available
per gun for sale or 2d6-4 magazines if the
gun is not available (minimum of 1 mag:
azine in either case). Black-market soure-
es, however, may have up to 346 maga
zines available, but any number over the
previously-noted rolls will be used maga-
zines filed with snub ammo and sealed
up as if new. Except under close inspec-
tion by a character familiar with the gun
and its ammo, these will be indistinguish
able from new magazines.
The price of a magazine from a black
market source will be 246 x base price
(halved if character discovers it to be a
used magazine).
When snub pistol ammo is used in a
Splat Gun magazine, the gun will gradual-
ly be damaged, and there is always a
It’s abook...
It’sagame...
The Traveller Book
Science Fiction
Adventure in the
Far Future
We've been in the future
since 1977 with Traveller —
the first, the best, and the
most complete science fiction
role-playing system on the
market.
We started with Basic Traveller,
then Deluxe Traveller. Now
there is The Traveller Book,
everything you need to play
Traveller, all under one cover.
chance that the magazine will explode,
dependant on the number of times the
magazine has been reused with snub
shells, Roll 144, with a +1 DM cach time
snub ammo is fited from a used magazine,
for an explosion. In any event, a ma
zine may not be used more than eight
times in this manner (or more than twice
using actual Splat Gun shells) due to dam-
age resulting ftom the ightly mismatched
ammo. On the 9th time a magazine is
used, it will always explode. An explod-
ing magzzine will do 4d x the number of
shells it holds in damage to the frer and
adjacent characters, and the gun will be
destroyed
‘A--3 DM to hit is imposed whenever
snub shells are used due to the inexact fit
of the shells in the magazine and chamber,
Impose an additional -1 to hit ifthe tar
get Is in battledress or an armored vehicle
unless half or more of the mix consists of
HEAP shells, and a -1 DM if the same
magazine is used more than four times.
For every 25 times a Splat Gun is fired
using snub’shells, a cumulative -1 DM to
hit is added to the gun permanently to
reflect the damage eaused to the barrel by
the mismatched ammo, If improper am.
mo is used to0 often, the gun becomes
worthless. Only an experienced gunsmith
(Mechanical 4 or Explosive Scatter Gun
2+ and Mechanical 2+) can detetmine the
The Traveller Book
The Traveller Book
9
extont of and repair such damage, The
cost to repair the gun is 25% of its base
price (90% if it has more than a 4 per
‘manent DM).
Since black-market sources are not the
‘most reliable, guns purchased in this man-
nner may already be damaged due to use
Cf snub ammo, just as magazines may be
used ones filled with snub ammo. The ref=
free should secretly roll 2d for each gun
‘or magazine (other than the extras that
will always be used) purchased. A roll
of 3- indicates that the gun has been
fired more than 25 times with snub shells;
roll 1d6/2 for the permanent DM (mint
‘mum -1). A roll of 4 exactly indicates the
gun has been fired 44 times with snub
shells (4:24) and will develop the -1 DM
on the 25th firing. A roll of 6 fora mag-
azine indicates itis a used magazine with
snub shells; roll 246-4 to determine the
number of times ithas been fired previous:
ly (minimum 1). (you're not buying on
the black market, roll 2 exactly on 2¢ for
a magazine to be used and loaded with
snub shells.) Weapons and ammo purchas-
ed in Asian space will never have been
used with snub ammo, especially those
that are strictly Aslan design; there are
strict laws against such practices in the
Hierate, the Aslan having too much
respect for the weapon to tolerate misuse
oft
But that’s just the beginning.
In addition to the boxed sets,
adventures, supplements,
boardgames, and a galaxy of
licensed products, we plan a
whole new line of hardcover
Traveller books:
The Traveller Book
‘The Traveller Adventure
The Traveller Alien
The Traveller Encyclopedia
and more!
Game
Designers’
Workshop
P.O. Box 1646
Bloomington, IL 61701
GDW books and games are
available at better hobby
shops around the world.
Free catalog on request.10
‘Yaquinto’s new rolesplaying pirate
game is one of the strangest products
Pve ever seen: a wild mix of good and
bad in the same box,
The box itself is gorgeous, ass the art
work throughout this game. Inside, you'll
find three rulebooks, a character sheet
pad, seven game aids, and two uninked
(Gamessience) dice.
Pirates and! Plunder is unique because
It is designed to be played in ready-made
“episodes” rather than in GM-designed
adventures, Three of these episodes are in
the first book, and are designed to teach
hoth the players and the GM the rules in
4 modular method.
The idea is that the GM can pick up
Book 1 — The Basic Game ~ right out of
the box, read the prologue, and then
gather together a yang to play the game.
The book provides some material for him
to read to the players, explaining that
they are pirates who were captured by
the Spanish while raiding the mainland,
then adjourns to the character generation
rules.
In the Basic Game, each player may
have one Major character, one Supporting,
character, and any number of Extra char-
acters, Major characters receive a +3 on.
most attribute rolls; supporting characters
get a +1, The attributes are:
Rolled on 2d10: Strength, Agility,
Vision, Hearing, Stamina, Wounds, Intell
gence, and Training for Muskets, Pistols,
Swords, and Fists,
Rolled on a Table:
Height, Weight,
FeatureD Review:
Handedness, Luck/Adrenaline, Movement,
Nationality, and Religion.
Derived from Other Attributes: Senses,
Reload, Languages, Religious Fervor, and
“to hit” numbers for Muskets, Pistols,
‘Swords, Fists, and Throwing
When characters are completed, the
rulebook resumes its narrative. It explains
that the characters have been placed in a
remote Spanish jail, and that circumstan-
ees have forces the pirates to fight non-
player pirates in order to got their grucl
This first episode is forced on the players
to show how fist fights work, and four
extras” are provided to do the fighting.
Fist fight rules are unusual, Each turn,
each player gets one chance to hit one
other character. An aitack is made hy
rolling 2410 and checking the Hand-to-
Hand Combat Table, where there is a
basic 45% chance to hit. However, the
characters must compare their Fists:To-Hit
numbers — the player with the highest
number gets the difference in the numbers
as a bonus to his die roll. In addition, a
character with agility four or more higher
than his opponent gets 2 free “fast attack”
with die roll plusses, depending on the
difference in agility.
Damage is taken as stun points, sub-
tracted trom stamina, Stamina loss causes
immediate drops in all attributes. Loss of
all stamina results in unconsciousness.
However, all stamina points can be healed
in & peaceful half+hour.
‘After the compulsory fist fight, the
narrative picks up again. This time, the
characters are dragged from jail and
forced to duel with non-player pirates in
front of the Spanish. Sword fight rules
are now introduced.
The rules for sword fights are identical
to fist fight rules, with these excoptions
Damage now results in wounds. Wounds
sre deducted from the Wound Rating
causing attributes to decline in the same
way that stamina loss does. Wounds are
also docked from each area of the body
(head, arm, groin, ete.), which ean cause
a character Lo lose his offensive abilities
(Most often, characters ae lft as “walk
ing wounded” rather than actually Killed
incombat.)
‘With the sword fight out of the way,
the narrative picks up again, The ehara
ters are released from jll by Old Billy (an
NPC), and are urged to kill everyone in
the vicinity. Everyone in the vicinity
means militimen, mostly drunk, and
their naked gislfriends. After everyone is
kalled, says Old Billy, they should strike
ct for Ciudad Vargas and steal a ship 50
they ean return to Port Royale
More rules are aed at this moment
Stealth and Courage ate new attributes.
Rules also cover time and movement,
sunfire, reloading guns, throwing knives,
and silent movement. Guns are pistols,
muskets, and blunderbusses, anil are one
shot affairs, To hit with a gun, a character
must roll a number on 2410 fess than his™
“to hit” number for thet weapon. Like
wise, reloading, throwing, and silent
‘movement require rolling Iess than their
appropriate attribute. A special form of
silent movement covers silent killing and
whether or not the backstabbed victim
makes a noise as he dies
Book I closes with descriptions of the
nearby buildings, and the characters can
march off — free at last fom rulebook
restrictions ~ to pillage and fight as they
please.
The second rulebook — The Advanced
Rules ~ covers what items the GM should
know before venturing to the fourth epir
sode. The most noteworthy of these are:
New Attributes: On 2d10 — Constitue
tion and Courage. From a table — Adren-
aline (now separate from luck), Age,
Physical Appearance, Swimming, and
Drinking, Derived — Reading and Writing.
Extras must also roll for personality traits
in the categories of Greed, Cruelty, Mor-
ality, Courage (separate from the attr
bute), and Emotional Stability
Ability. Checks: Whenever a character
wants to do something not covered in the
rules — tree climbing, lock-picking — he’
must make a die roll against the attribute
the GM declares governs that action. The
GM may use the Everything Table to
establish die roll modifiers depending onwhether the aetion is “very dificult,”
“slightly dificult,” or any other qualifier
oon the table. The GM may also use the
Everything Table to modify the die rolls
to fite guns
Advanced Combat: Fist fights remain
the same, with new options of clubbing
rabbing, and hurting your hands. Sword
fights become more complicated, with
‘options for drawing and (invohuntarily)
iopping your weapon, breaking your
sword, use of combat “patterns,” and
possibie double attacks. Missle fire is
completely redone, with a new Damage
Table, special blunderbuss rules, and pro-
visions for gun misiizes and explosions
Damage: Wounds, which couldn't be
Inaled in the basic game, may now receive
very limited care, Wounds caused by fist
fights may heal normally. In addition,
characters must make e saving rll versus
constitution whenever wounded or suffer
Unconsciousness
Other new rules cover swimming,
drinking, losing stamina points outside of
combat, using primitive grenades, falling
down, horses and wagons, mass combat,
experience points, gaining attribute points
by taking clases, and picking up “sil
friends” back at Port Royale.
Book Ill — The Adventures — contains
‘mote episodes in this same adventure, and
adds les for quicksand, wet guns,
ple cannon fire, and for extra pirate
characters to go wild and loot everything
insight,
‘The new episodes cover a hacienda
that should be destroyed, two villages,
random and required encounters along
the road, a swamp, two forts, and the
port of Ciudad Vargas. Gamemaster and
player maps ate provided for the major
Tocales
So, that is Pirates and Plunder.
Evaluation of the game highlights one
of the strange things about it: As GM, 1
wasn't all that crazy about the game, but
the players thought it was one of the
betier games they'd ever played.
Everyone agrees that the first two epi-
sodes are horrible. The players hated
being “locked in” to a fist fight and
sworufight without any choice, and the
GM is obligated to read page after page of
narrative out of the book. On top of that,
three characters must go through both
is — and, considering that the fist
fight is so unbalanced that player charac
ters will almost certainly take actual
wounds as well as stun points, the odds
are that atleast one playercharacter wil
die in the frst two episodes. Even though
the losses will only be “extra” characters,
players may still be discouraged by the
lack of balance in the opening episodes.
The only saving grace for those epi-
sodes is the NPCs presented ~ folks with
names ike Bloat, Sally (a man), Old Billy,
and Hawksworth Fawiks — who are
fleshed out in fine detail
After that, the players have a great
time, Combat rules are easily picked up
and quickly become sicond nature. The
game itself has a wonderful atmosphere:
part historical, part Errot Flynn, and pa
tension (the players are, after all, strand:
ed behind Spanish lines). Sneaking in the
dark past guards, bursting in doors and
loosing a fusilade of shots, swordfights
im a ratinfested basement . . it can be
‘great fun for the players
Fun for the players, at least. The GM.
will have trouble.
Yaquinto should first have found
someone who knew how to edit rules,
and then someone who knew how to lay
‘out the rules into a printed page. 'm not
saying these rules ure as bad as Original
D&D or anything like that. Rather, they
are maddeningly elusive. It is possible to
read an entire section without eatching
what it means, because rules are present
ed without coherent order, or are some-
hhow hidden in the middle of some innoe
‘uous paragraph. Reading these nules made
me begin to believe 1 was hallucinating —
everything seemed to be organized, but 1
couldn't find what I wanted until I read
that section two or three times. At least
the index will help locate the general
vicinity of most rules.
Then come the holes and mistakes.
The grossest of these is the fact that the
Basic Game says stamina is an Advanced
Game attribute, the Advanced Game has
nothing to say about stamina, and Episode
One (the fist fight) requires stamina.
Because of that, I bet more than one player
is marking stun points trom wounds
rather than stamina,
Other holes deal with the adventures.
‘The maps for Episodes Three and Four
are wholly or partially unlabelled. In fact,
the episodes themselves get sketchier
as you go — dwindling from room-by-
room descriptions and pre-olled NPCs to
building-by-building descriptions and eat
egories of NPCs, Major gaps occur when.
players begin to capture ammunition. In
Episode Three, for example, they can
‘grab 26 full powder horns, Great! Now,
hhow does that translate into shots for «
musket, pistol, or blunderbuss? Can
they make grenades with it, blow up
buildings, or start fires?
The other problem is that the game
does a lot of its simulating by throwing
the job on the GM, Let’s say that a pirate
wants to pick the lock on a chest, The
GM has to guess what attribute governs
the action (agility? stealth?), then decide
on the die roll modifier (difficult, ~4
11
extremely difficult, -82), Not only does
this put pressure on the GM (as the play-
cers ety,"Make it a -6, OK?"), but it leaves
die roll modifiers in a realm of how-the-
GM-happens-to-feel-at-that-moment,
More complaints!
Some attributes are too powerful —
agility can leave you open to constant
fast attacks if you rolled bad, constitution
may mean you faint every’ time you're
hit, while wounds and stamina . .. well,
baad rolls mean you die easily
‘As for “entia” and NPC characters
according to the rules, they only take
damage to wounds (total) and not to
body areas. That means they can’t be
kulled in the Basie Game, and makes them
damn hard to wipe out in the Advanced
Game. Besides, it means that player
characters are the only ones who ean take
akick to the groin!
Combat also has some kinks. If your
“to hit” number in a swordfight or a
fist fight is higher than your opponent's,
then that is plus to your die roll (which
‘means more damage). You have the ad
vantage. Lot's say the advantage works,
and you put mote hits on your opponent
than he does on you, Damage reduces all
attributes, including “to hit” numbers,
and if you are hurting him worse than he
is you, then the margin between “to hit”
‘numbers (the die roll modifier!) is steadily
increasing. In other words, the guy on top
tends to stay on top ... and, in fat, will
have a good chance of crippling an oppo-
nent if the margin widens far enough.
‘One last complaint: advertising fraud!
The box invites us all to “Hoist the Jolly
Roger and set sal with the moming tide.
The whole of the Caribbean waits to be
pillaged and looted...” Actually, the pres-
ent rules cover only the episodes already
described — land expeditions, Naval rules
‘and episodes are not covered. Isn't that
deceitful, Yaquinto?
Summing up, Pirates and Plunder is 3
mixed bag. I'm really not all that fond of
it, speaking as the gamemaster who had
to fight his way through the rules. It's
certainly not “state of the at.” Yet those
that did the playing loved the game, rank-
ing it up there with D&D and TFT (0
my amazement). In fact, they are looking
ahead eagerly for the promised high-seas
episode pack
1 suppose that makes it a game players
will enjoy, i they can convince some
poor soul to GM it for them.
Pirates and Plunder is designed by
Michael S. Matheny and published by
Yaquinto, It retails for $19 and contains
three rulebooks, character sheet pad,
seven game aids, and two uninked (Game:
science) dice, boxed.12
WHERE WE’RE GOING
It’s celebration time. At long last, we
have gotten The Space Gamer back onto
slossy paper . . . and the better, cleaner
Printing that goes with it. We'll also be
able to have more color on the interior
pages. We hope you like the way the new
‘TSG looks.
‘The new format will also allow us to
print photographs inside the magazines
with no risk of smearing or fuzziness.
‘Thus, we'll be able to include pictures of
designers, box covers, convention scenes,
etc, All in all, we think it's a big improve:
The increased cover price is the worm
in the apple (though we would have had
to go to $3.00 in a few months anyway).
Subscription rates will stay the same for
now. When we have to raise them, there
will be enough advance warning to allow
resubscriptions at the current rate.
Please send us your comments on the
NEXT ISSUE
T've had it. No more promises, If you get anything at all in next
month's TSG, it'll be by sheer luck.
But if you do get an issue, it may include.
“Westway,” a British campaign setting for CAR WARS;
“The Great Buffalo Hunt,” a comparison|contrast featured
review of CATACOMBS OF CHAOS and HEROIC FANTASY;
"Submitting Your Game Design” (What? But that trick never
works!);
Treacherous PBM fiction from the man who brought you “A
Super Named Jolin";
And a twit, an angel, and a blivit. Good luck.
‘new format, and your suggestions as to
hhow we can best use it to improve TSG
still more.
Where “Where We're Going” is Going
You probably noticed that thiseolumn
isn’t in its accustomed place on page 2
There's a good reason for thet. Although
SI Games owns TSG (as well as Fire &
Movement), neither magazine is 2 “house
organ.” But I use this column to talk
about the magazine itself, upcoming
‘SJ Games products, the state of the game
industry, and anything else that crosses
my mind .. . so “Where We're Going” is
sort of a houst-organ column within the
magazine, And it’s not the most impor-
tant thing in TSG. So WWG is being
‘moved farther back into the magazine, 10
leave the opening pages free for feature
articles.
‘And, Speaking of House News...
Several new products are under way
around here. Truck Stop will add 18-
wheelers to Car Wars; several other Car
Wars supplements are in the planning
stages. Iron Men (or Ironmen or IronMen
or something ike that) is on Ogre-universe
game ['ve been talking about for years,
in which each counter will represent
single infantryman in powered a
will not be “compatible” with
GELV,, since the scale will be different
but Jron Men could be used to play
‘out what happens within a single hex in
GE. when opposing infantrymen meet
It will appear in the January TSG, and
will probably be released later (in expand.
ced form) in a Pocket Box version
We ace also, at long last, beginning to
‘work on a new RPG system. 11's too early
to say much about it; for one thing, we
don't even have a name picked out. For
another thing, the market is clogged with
role-playing systems right now. 1 don’t
want to spend a lot of time and money
publishing “just another RPG.” I have
some ideas I chink will turn into the frst
true third-generation role-playing game. If
a couple of months of paytesting bear
that out... great! Ifnot . . . forget it. 1
refuse to publish a mediocre game, or
even a good one that contributes nothing,
new. We'll see.
‘We've also added a new member to the‘TSG team: Pat Mueller (formerly assis.
ant editor of Flying Buffalo's Sorcerer's
Apprentice). Pat has been guilty of a
couple of mailer cartoons already, and
will probably be supplying more as time
goes on; her “regular” duties will include
typesetting and graphics.
GenCon Report
Last_month’s Origins report passed
over TSR light, with the comment that,
sinee they had not come to Origins, theit
GenCon releases would have alot to say
about their progress. Well, we went to
GenCon — our fist time there — and
things were very interesting indeed.
In the first place, TSR did indeed have
several new releases. OF greatest interest
to TSG readers are Star Frontiers, theit
new SFRPG, and Gangbusters, a role
playing game’set in the Prohibition era. 1
can’t offer a true review, but the physical
quality of both games seems high, and I
Saw several groups playing (and evidently
enjoying) Gangbusters. Also being demon-
strated was Mattl’s new D&D computer
game, which will no doubt bring more
megabucks. into. the Mattel and TSR
coffers.
The convention itself seemed well:
organized. For the most par, it was more
bureaucratic (but, therefore, better struc
tuted) than Origins. The number of can-
celled events seemed comparable, and the
general mood of the participants similar.
The crowd was noticeably younger, but
enough of us releatively ancient sorts
‘were there to allow, for instance, several
tables of Napoleonics. Fantasy dominat-
ed, but did not monopolize, the weekend.
‘Two events marred the con for us, One
came on the second day, when our booth
as visited by a committee of two TSR
xecutives” (Who turned out to be a
Janitor and the son of one of the stock-
holders). They informed us that Killer
‘would have to be removed from the table
immediately, as it was on a “banned” list
An “industry ethics code” being promul-
gaied by TSR was also mentioned,
though not defined. We've been promised
a fuller explanation from responsible per
sons at TSR; we're waiting
‘The second (and far more serious)
event was the release of issue no. 65 of
TSR’s Dragon magazine, featuring
three-page editorial by TSR founder E.
Gary Gygax. Among other things, the ed
torial defined Origins as a conspiracy to
destroy GenCon, and encouraged readers
not to go to both conventions, as the
GAME MASTER
GAME MASTER exists 10 answer
questions on your favorite games. If you
have a rules question or play probiem,
send it in. Questions to be answered will
be chosen on the basis of general interest.
They will be first referred to the game
publisher or designer. If no response is
received, GAME MASTER will offer ts
‘own interpretation of the rale. Sony —
‘no individual replies are possible,
‘One-Page Bulge
1. Doss one have to stop moving if one’s
unit “moves into the zone of control of an
emmy unit even if ver Is between the two of
them?
2. If one docides to attack across a river,
does one have to attack every adjacent enemy
unit or only one ~ Hike the “town’ rule?
Herbert Grate
1. Zones of control are considered 10 ex
tend across rvers therefore, your unit has 10
stop moving when it enters the adjacent hex,
even though the river i there
2. As per 81, aunit doct not have to attack
an adjacent enemy acrots a rver. Therefore, if
‘you decile to attack one wnt, ou do not have
to attack others
‘Steve Jackson
Star Smugate
Heritage has provided us with erate forthe
‘Star Smuagler bate prices
‘Due fo an unfortunate error, “base price
amount” appeared afer many paragraph tiles,
instead of the actual base price value. If you
have a fist printing booklet that omits these
‘values, plese note them in your rales booklet:
1318 — Base Price 208.
1319 — Base price 25 S.
1320 — Bass Price 30S.
1321 — Base Price 40S.
1330 — Base Price 25
1331 — Bato Price 50 8,
1532 — Base Price 1008.
1333 — Base Price 246 x 100 8.
£314 ~ Base Price 50 S.
£335 — Base Price 100 8
1336 ~ Base Price 100 8.
1337 — Baso Price 1008,
1338 — Bao Price 50,
£1339 — Base Price 100
{In paragraph 1333, doe roll 4, the base price
results quoted in there should be multiplied by
‘en (additional die roll of 4 means 1,000 , 5
‘means 2,000 S, and 6 means 10,000 $)
rnold Hendrick
13
Game Manufacturers’ Association (which
sponsors Origins) did not support Gen-
Con! This came as quite a shock to the
many GAMA members, including myself,
who had booths, tourneys, and other
events there. The fact that TSR owns
GenCon lock, stock, and barrel doesn't
have to detract from its importance to
the hobby — as long as other companies
are still welcome there and are treated
fairly! That editorial was a shoc
hhope that it doesn’t become a self-fulfilling
prophecy.
‘More About Origins
Last month’s column mentioned that
Avalon Hill hadn't introduced anything
carthshaking, I forgot that not all of TSG's
readers are strictly science fiction and
fantasy fans! AH di release GI: Anvil of
Victory, which drew tremendous kudos
from the historical gamers at Origins
More embarrassingly, the Mayfair re
port contained an error of fact. Mayfair
hhad two new fantasy releases at Origins
The Nanorian Stones and Beastmaster
‘Mountain, both generalized FRPG supple-
ments. Keep reading; I'l get it all right
someday.
~ Steve Jackson
DRAGON HUNTERS
So you're going after a drag-
on? You have your longbow,
your arrows, and your long-
sword — but do you have a
Dragon Hunting License?
Remember, in some realms
you can be fined for hunting
hout one!
Send $2.75 to —
LONGSHOT ENTERPRISES
Department 101
P.O, Box 4742
Shreveport, LA 71104
Dealers please write for quan-
tity discounts.by John Rankin
c
A show the size of Origins is often
overwhelming; its difficult to notice spe-
cific tends until one gets home and sifts
thro
ogues, p
‘of loot picked up.
There was no such problem in °82,
though. | knew, even as l collected review
samples and talked to folks at the various
companies, that the miniatures industry is
not just healthy . .. i's thriving. There
were tons of new releases of every variety
(which one expects at Origins). But even
more impressive was the quality of both
design and casting. Amazing standards of
excellence are being reached virtually
industry-wide, Herewith is a cursory (and
by no means complete) glance at some of
the new toys, If something catches your
interest, please write the manufacturer
all the mental impressions, cata
ss releases,
and vast quantities
for a catalogue, Most miniatures compan-
Jes do a lot of direct-mail sales, and since
most shops can't begin to catty all the
different lines, this is often the best way
to get exactly what you want. (Tell them
you saw it in Metal, All those companies
that supply me with review figures need
to be reminded now and again that doing
$0 is indeed a sound investment.)
Asgard — available from the Armory,
4145 Amos Avenue, Baltimore, MD
21215, This extensive English line of 25
mm fantasy and 25 and 15 mm science
fiction figures has never enjoyed proper
distribution in the U.S. With the Anmory
sales, that should change. Fan-
ures. are large, extremely well
|, and loaded down with all sorts
of dungeoneering equipment (including
optional weapons, shields, etc.). Well
worth a look.
Castle Creations — 1322 Cranwood
Square South, Columbus, OH 43229.
This relatively new company offers 25
mm Fantasy, superhero, soldier of fortune,
and spy types. The sculpting often shows
considerably more enthusiasm than skill,
but balancing this is an extremely wide
selection (55 comic hero types alone).
20% discount on orders over $40.00,
and a number of unique figures (Alo:
Ameticun spies!) available from no other
company.
Citadel Miniatures UK ~ P.O. Box
Cincinnati, OH 4:
ures fiom Merry OF
cast and distributed in Americ
2. These fig-
England are being
by Ral
Partha, with the fine quality control that
company is famous for. Origins provided
my first opportunity to examine this line
in depth, and I came away mightily im-
pressed. The new releases feature state-of
the art sculpting (even the skeleton war
riors have personalities) and are highly
compatible with Ral Partha figures. A.
wollillustrated catalogue detailing this
vast line is available for $2.00, It's worth
every penny. Highly recommended!
FASA — P.O. Box 6930, Chicago, IL
60680. FASA enters the miniatures field
~ sort of — with Gray-Ball. Something
akin to Rollerball in free-fall, this boxed
game features 15 mm player figures by
Martian Metals, Look for a review of this
game in TSG soon,
Fineous Phigures — P.O. Box 12291,
Norwood, OH 45212. That’s right, Fin-
cous freaks, Mr. Fingers and his pals
Rupert the Ranger, Boredtak the Wizard,
Grond the AntiPaladin, the evil wizard
Kask, Fred, Charlie, and Mergatroid are
available for ten bucks a set. Sculpted by
the ubiquitous Tom Meier, these figures
approach absolute perfection in capturing
tho essence of these comic characters, If
you're a Fincous fan, your life will be
empty until you own a set of these. What
more ean I siy?
Heritage U.S.A. ~ 14001 Distribution
Way, Dallas, TX 75243, The million or so
of you out there playing Champions will
be interested to know that the first five
figures (all supervillains) of the licensed
Line are now available. Sculpting and cast
ing are superb. With this sort of quality
approach, and the popularity of Cham
ions, Heritage appears to have a big win
net. Look for the modular hero figures
to follow soon.
Steve Jackson Games ~ P.O. Box
18957, Austin, TX 78760. Yes, we finally
debuted the Autoduel miniatures for Car
Wars. Packs now available include Vans
and Luxury Cars; Pickups, Mid-Sized Cars,
Compacts and Subcompacts, Station Wag
cons, Cycles, and Sidecars and Turrets will
follow soon, Scale on these models is
1/180, which makes them quite compal-
Ible with N-scale model train accessories.
Such items as cars, trucks, busses, com
struction equipment, cops, and ambulane-
es (often pre-painted) are available at any
hobby shop specializing in model rail-
roading
Ral Partha — 5938 Carthage Court,
Cincinnati, OH 45212. The limited edition
Imperial Dragon was the most impressive
hhunk of cast metal at Origins. With this
piece sporting a $50 price tag, I doubt
‘many will buy it purely for use in a game.
For those of you who might purchase
such an object either as an investment or
as a work of art, I have a suggestion. In
stead of painting, give the dragon a rub-
‘on pewter finish using Pewter Patina by
Woodland Scenics. It’s available at the
aforementioned model railroading hobby
shops.
Saxon — P.O, Box 121, Rockville, MD.
20850. Saxon’s gure designer, Conan
Scanlon, is one of the most talented new
sculptors in the business. I was pleased to
find out that his abilities also extend to
painting said figures, and that Saxon in-
tends to market these collector-quality
pieces. I particularly remember a large,
beautifully dry-brushed dragon on
for 35 dollars. Having been in this partic
ular business, 1 ean tell you it was an ex
cellent buy. Write for more info.
Superior ~ Box 99, Claymont, DE
19703. Wizards & Lizards is an absolutely
incredible 25 mm fantasy line. Sculpted
by designers of large-scale collector fig
ures like Ray Lamb, these are some of the
most lifelike, detailed, and at the same
‘ume, paintable miniatures on the market.
They're expensive (high grade metal and
first-class quality control are ample com
pensation), they're somewhat hard to
find, and the line expands slowly. But
they are worth it, Only a few new releases
were evident at Origins, and these were
mostly larger figures like a Genie and anAnd now LC.
Rolemaster Series
Presta Re be td
Character law
A masterful set of guidelines for fantasy role-playing character development.
Includes 18 character classes with both potential and temporary stats. Unique
trait development system allows all characters to increase their ability in any
Protea era eetee iter thee rts eet og
there are no absolute restrictions. CHARACTER LAW... +++ $10" (U.S.)
Pee Caw eee eee erent
PTO Rae ee
eee RL Se ee ag eas
Femi aioe ane ed Ceca ae aaron asa ede Nace ea eae ad
Peoria ny a et)
IRON CROWN ENTERPRISES | DEPT. / P.O. BOX 1605 | CHARLOTTESVILLE, VA 22902
NAME
STREET IF PO. RI. ON RFD. PLEASE INCLUDE PHONE NUMBER
cry STATE zip
RUSH ME:
C1 SPELL LAW s17" ARMS LAW $10~ 0 CLAW LAW s6~ O BOXED SET $16~
0 CHARACTER LAW $10" C ROLEMASTER $38" OIRON WIND s8~
All Canadians add $2.50 postage. . send self-addressed, stamped envelope for more Information.16
Ogre. As more gamers and collectors
become familiar with this line, it will
undoubtedly grow much faster due to its
eased popularity. In the meantime,
there are plenty of these remarkable fig:
ures to get started on. [ urge you to have
alook. You won't be disappointed
Task Force Games — 1110 North Fil
more, Amarillo, TX 79107. Another rela
tive newcomer to the miniatures field,
Task Force has made a huge splash with
its Star Fleet Battles spaceships. Additions
to the line included the Klingon Dread.
nought and Battle Cruiser, a redesigned
Romulan Warbird, Tholian Dreadnought
and Patrol Cruiser, and the Kainti Strike
Cruiser. Also on display were a set of four
25 mm Swashbuckler figures by TFG’s
sculptor Richard Kerr. These were a big
hit among the swashbuckling erowd here
at the office, and more should be forth-
‘coming if these prove popular.
A Trip to Mars
When this company profile started
taking shape, the urge was strong to do “a
proper send-up.” Considering the Mar.
tins’ weird public image, it would have
been easy to fob off a few bizarre tales on
an unsuspecting public. Their carthbase,
Tocated 45 miles from SJ Games, does
have a room full of pet tarantulas. But
those of you who tuned in expecting to
find Martian Metals owned by the Master
Cylinder will have to be disappointed,
Actually, Forest and wife Carol (who
manages the money side of things) are
very nice, normal people . ..kids, animals,
house in’ the suburbs. I know that’s at
‘odds with what one might surmise after
reading their ads (which, by the way,
were originally conceived with the help
of an individual whose initials are SJ),
and the dichotomy extends to the com-
pany itself. Martian Metals is a successful
ite company, and yet there's not any
‘one aspect of its operation that jumps out
at you (other than the aforementioned ad
campaign). Head designer Scott Penn
(aided by Mary Peralta) is not exactly a
household name in the industry, and yet
the Martians won the H.G. Wells Award
for Best Science Fiction or Fantasy Fig-
ure Line at Origins "82 against some very
stiff competition with their Traveller
Dragonslayers 15 mn lines
Forest has a Incrative license with
GDW for Traveller, and yet one of his
‘own lines, Dragonslayers provides one of
the most interesting licensing stories I've
heard. You might recall that there was a
movie of the sume name a while back. It
seems Paramount was only weeks away
from releasing the film when they found
‘out Martian had an ironclad trademark on,
the name, Hasty negotiations brought
about a lucrative settlement for Forest
and company, and the movie was duly
released, Score one for the good guys.
Nove, to update the story: Forest was
recently negotiating with Paramount to
do a line of Star Trek figures. Things were
going fine until a member of Paramount's
gal department siw the Martian name.
Bells rang, negotiations became decidedly
unfriendly, and the licensing fee suddenly
skyrocketed. Don’t look for Star Trek fig
ures from Mars (word is Grenadier got the
license). But at least Forest has the mem:
ory of sticking it to one of the big guys,
and if rumors are to be believed, 50 grand
fn the bank.
Quality control is another area where
MM has received little attention, and yet
their standards are right up there with
Just about any company that comes to
mind. Laid back, for the most part,
describes the work atmosphere on Mars
(Forest is gone a lot), but mold cutter
Jim Zepeda and production chief Butch
“Leadsmith” Leeper keep things runni
nicely. The
axed working conditions
do mean the figures get inspected proper
Jy, and that, my friends, is what quality
control is all about.
So wiiat’s new on Mars? The Traveller
line is being constantly expanded and wi
soon include spaceships in both 1/1200
and 1/2400 scales, The big news, though,
is the new 15 mm armor series (perfec
for Striker) by T-Rex designer Ab Mo-
basher. Those of you familiar with the
TRex line (which is now being manufac-
tured and distributed by MM) know the
fine detail Ab puts in his work; these
vehicles are by far his best effort to date
Look for them if you do 15 mm science
fiction battles. They're absolutely super,
In other areas: MM is doing figures for
Inclusion in FASA’s new boxed games
Grav-ball and. Tro Ball, Last but not
least, 25 mm RuneQuest figutes are finally
available! Four packs are out, with eight
more 10 follow soon, They are very nice
figures... RuneQuest aficionados will
not be disappointed
Martian Developments
‘ka Martian Metals
Boks 788
Cedar Park, TX 78613,
Founded: 1980
(Owned by: Forest Brown
Employees: Eight
Number of figures sold in 1981: Over
1,000,000
Next month:
We return to Earth for something com-
pletely different,
New for Traveller tm
UT Oe Ue) Cle
eS
DARKLING SHIP
“The intrepid crew of the patrol erusior Hrunta
heads "right into he tooth of Increased pirate
Setivnty at they follow up clues tos mysterious
iost Gonerotion ship. Adventure and intrigue
‘ound ta the fringe aren of the: tmpeciums
Baling ” Subsector, "Search and ese
[aktrack’ the eryptie cloaking machines and
the slusve humanfaien presence tots soures
The thind in the Border Prower Adventur
Jere st inthe Gateway Quadrant of the
imperium. ‘This 32 page adventure, IncludesUNNIGHT
ee eRe ete
Pee Dare eeoa er
Creer rer eens
William A. Barton, and Chris Smith recom ences cna
Piaytesters and Technical Assistants: Meteorological Data
Ro Cee Oct ee ae
OS eon Cae ence Se ee
porate ng setae Ae poh
Perey
are en
Unnight is a prepared world-setting for Space Opera, Details Unnight Political Map . .
ree eee ttt mm y erag ey
its satellites, and suggestions for appropriate adventures are Wildlife Encounters
included, The Unnight system is located in the Outworlds sec- Creature Examples
or cinerea ey Cea ed eae
Pere aE cae mec ee
and creature and character statistics, Unnight can be easily Ancients and Artifacts .
used as 2 setting for other role-playing games of a science- Appendix I: Travel and Equipment Restrictions .
ere teres Pree oP ee18
I. Introduction
Unnight is the planet of a MO star in
the Outworlds sector. It is one of the
many worlds which were settled in the
great _wave of exploration and conquest
begun in the first century interstellar. As
with many of these early colonies, tech-
nical civilization fell, sending the inhab-
tants into a dark age. At present, Un-
night is undergoing a rapid and rocky re-
introduction to interstellar society. Great
‘opportunity exists for those who seek
power and wealth; people who have
‘sworn to protect others from exploitation
will find that they are needed here, also
NPCs and. situations provided will
sometimes be given in vague form; this is
to allow the SM to tailor the situation to
his or her own play-style and the strength
of the PCs.
ML The Unnight/Orb Planetary System
Unnight is the larger member of a
inary pair. The other world is Orb, an.
cy, quite lowadensity planet with a thin
atmosphere and low gravity. The two
‘orbit about a barycenter within Unnight;
total distance between the two is sbout
1.055 light-seconds. The two worlds
are facelocked, which prevents the
nasty problem of huge tides sweeping
across the globes. The “orbital” period
~ AA
bout the barycenter is 480 hous, about
20 Terran days. The two worlds orbit
about the sun (an MO class dwarf) takes
only five days, or 2,400 hours.
Astronomic Data ;
‘The Unnight/Orb planetary syste
within the Stuzak solar system, is
peculiar and has caused some specula
tion among interested. astronomers.
The two planets revolve around one
smother, around a barycenter within
the surface of Unnight, in relation-
ship similar to that of Earth to Earth's
moon, In addition, small moon
(unfortunately named Orbette by an
unduly schmaltzy original colonist) 10-
tates around O:b. The diagram to the
right suggests the view of Orb and Orb-
ette as seen from Unnight; a diagram,
to scale, of Earth's moon shows the
difference in the size of the bodies as
seen,
An aesthetic oddity of the system
is that an advantagsously positioned
viewer on Unnight’s surface at night
would see Orb rise at disk in the phate
Of the new moon, wax steadily to full
moon at “midnight,” 120 hours later,
and then wane back to newsmoon
status by dawn, another 120 hours
later. (However, 8 the Unnight night
4s 240 hours long and temperatures
4rop into the profancly uncomfortable,
Earth's
mC | paokm
Unnight’s young lovers don’t tend to
marvel at this.) In addition, Orbette,
revolving around Orb in an orbit por-
pendicular to a center-to-center line
fiom Unnight to Orb (end thus visible
all hours of the night), mirrors Orb’s
pisses during the course of the orbit.
Orbette’s orbital period is 240 hours;
thus, once per night, Orbette travels
around Orb as a mirror of the secon-
ddary planet's lunar phase.
Astronomers have computed the
mass of Orb and Orbette and can con-
clude only that the system is the re
sult of some powerful planetary engin-
cers or the result of an extremely un-
likely natural development. Orb and
Orbette ae likely to be hollow; if they
are, they are composed of avery strong
‘material (Such as core iron); else they
would have broken up ages ago. The
planetary system is strangely stable,
and Unnight/Orb orbits well within
Because of the faceocked attitude of
Unnight, ech hemisphere is it by the sun
for about 240 hours a “day.” The planet's
thick atmosphere and lage occans help to
even out the drastic temperature changes
that would normally result, but even so,
fone can expect snowfall at night and
30°C+ temperatures in the day. The
reflected light from Orb provides « very
adequate source of illumination (45 times
the light provided by Terra's full moon)
to the facing side of Unnight.
Overall climate on Unnight is on the
chilly sid, The ive caps ae lage; they ex
tend, on an average, to the fourth line
of hexes from poles’on the map. (When
land masses are near the poles, they can
extend out to the fifth and sixth hexes,
but when large ovean masses front the
poles, the ice caps only extend to the seo
fond or thitd hexes.) Only the temperate
and equatorial zones are comfortable to
humans
The stability of the binary system is
snomalously high. Some planetologsts
we suggested that Unnight was tour
formed by an advanced civilization, or
‘even that the world was placed into its
current telationship with Orb for some
unknown purpose. More information on
Unnight’s astronomical data and climate
appeat in the boxes on pages 19 and
the former diameter of the sun — the
diameter before it collapsed into its
current dwarf stage.
The facelocked attitude ofthe two
‘worlds diminishes the effect of tidal
forces, but their proximity to the sun
‘means that there ae sil tides,
Data on the mass, diameter, and
orbital periods of the three bodies ap-
pear at bottom.
Eclipses occur twice an Unnight
“year,” or once every 1200 hours (2%
“days"). Therefore, there will be one
daytime eclipse and one nighttime
‘eclipse per S-day year.
More data appear on the planctary
map information sheet on page 22
Planetary Bodios Data
Unnight 0%
xi0* 6x17?
Orbette
Mass
(inks) x10?”
Diam
(inkm) 13,000 19,000 2,500
Orbital Period
Gini) 2400 480240
Surce —1G__2.24x107 6.s9x10°Meteorologic Data
Unnight is a chilly would compared to
Earth; the only relatively comfortable areas
te within the equatorial regions.
On the chart below, the zones mention-
‘ed work this way in relationship 0 the plan=
‘tary maps: The polar zones are epproxi
imately two hexes wide, and cold temperate
2zonas are two hexes wile, the warm temper-
fate zones ate thuce hexes wide, and the
‘equatorial region is five hexes wide. The
chart below gives the normal temperature
ange in tems of season, planetary reston,
and whether i's noon of midnight. Nature
ally, thee wil be a gradual heating trend
from midnight to noon and a gradual cook
ing trend from noon to midnight, 20 the SM
fan improvise any temperature of the day
‘rom these parameters. These are only nor-
mal temperatures; the SM can provide for
‘specially harsh oF mild seasonsashe pleases
IL, History of the Unnight Colony
‘Unnight was settled in the first century
LE. by a Terran colonization group from
a cooperative of Third-World nations. The
ships, leased from an early trading com-
pany, left the half-million settlers in two
groups on the new world, then headed for
home. In the confusion of these decades,
no follow-up visits were made. At first,
this did not bother the colonists; they
had plenty of equipment and all the won-
ders of 22nd.century Terran technology
to help them. The gene-tailored crops
were planted and prefab cities grew like
‘weeds. At the end of the first Unnight.
year, everything looked rosy.
Then disaster struck. The colonists’
buildings were constructed of a fiber
grown from gene-tailored microbes, a
‘material which was cheap, plentiful, and
versatile. Unfortunately, it was of a chem
ical base similar to that of Unnight’s life
forms, and the local microbes literally ate
the stuff. During a spectacular eclipse of
Orb, the colonists’ buildings began to fall
apart.
Within hours, the first colonization
‘group was in big trouble. Plumbing, hous-
es, important installations and the ware-
houses turned into piles of goo. The
second group was warned, but before it
could find a way to stop the destruction,
the power generation facilities were gone.
‘The oceans have a moderating effect on
temperature extremes. Within S00 km of
the ocean, average the temperature listed
above with 12°.
"As for rainfall or other precipitation:
‘The base chance for precpitetion during a
Spring
oy mat dey nat
polrNonh “25 "Ho “12 “0
cold tempes. “12-250 “A
warmtempetl6 41 420 46
squatorial 430 15 430. 415
Wurmtempe.+ 7 422 +5 420
Coldtemper, 1 +3 6 +8
T:polarSouh “16 = 4-26 12
Fall
As if to add insult to injury, the planet
hhad been treating the colonists to a harsh
year of rains and wind. Within days, the
‘crops were ruined. A few resourceful indi-
viduals headed for the hills to hunt; some
stayed in the landing-spot settlements to
scrape through the year,
In ten years, the surviving colonists
had learned to live off the native wildlife
and wide forests. Towns of stone and
‘wood appeared as the widely-spread refu
{gees of disaster settled down to farm or
hunt.
In a hundred years, the settlers formed
nations. As nations always do, they fought
over property and prestige. Technology
‘was then low techetwo: swords and spears
and primitive bows. Metals were scarce,
especially those denser than iron, which
‘made mines another object of wars,
Three hundred years after the great
crash, a new force came to light: a wan-
dering class of merchant/scholars who
called themselves “Wizards.” Everybody
else called them Wizards, too. After all,
they could throw balls of fire, cure diseas
es, summon demons, and kill their enem-
is with invisible forces! The Wizards be-
came an important tool for the leaders of
the kingdoms of Unnight; with a few
hired Wizards, a battle could be won
against amazing odds.
When Unnight was rediscovered by
Midgard survey cruiser some 50 years ago,
Summer
summer or winter day is 15%. Modifiers:
Within 500 km of the coast, #5. Ina lage
Torest area, 43%. In the mountains, +5!
AC night, +5%. In the spring, +10%. In the
‘all, 9. The umvarying chance, reoadless
of season, for precipitation in a desert or
polar region is 1%,
‘Another phenomenon of note: A full
solar eclipse occurs at high noon of every
Unnight day. The overll eclipce (partial
plus full) lasts 646 minutes; the fll eclipse
fasts 4.2 minutes. (These times are some-
‘what shorter the further away from the
equator you are, and at the poles only
Dui ectioges occu.) A lunar’ eclipse of
‘comparable length happens every Unnght
sight at midnight
Fa
day gt day
+2 -4
421 71
426 47
+30
Winter
the settled regions of Unnight were divid-
ed among eight kingdoms. The Wizards
hhad set up permanent schools and were
busily expanding their power at the ex
pense of superstitious commoners and
ureedy nobles. Technology had advanced
to level thiee, with gunpowder known
only to the Wizards, who used it to throw
fireballs and launch rockets.
The Ardecco province of Midgard was
given the task of contacting the people of
Unnight. The Ardeccans chose to use the
Wizards as a tool to spread off-world
knowledge, The Wizards, pragmatic oppor-
tunists all, gratefully accepted the job,
and are now telling tales of how they con
vinced a race of off-world demons to
serve them,
‘At the time of the PCs’ adventures, the
Ardeccans' plansare proceeding smoothly.
The commoners are starting to receive
education and the fields are being sown
in more efficient ways. Politically, things
are not as hopeful: The eight nations are
taking advantage of off:world knowledge
to make their wars more widespread and
frequent. There are rumors that other
‘Midgard provinces are trying to muscle in
fon the Ardeccans’ monopoly on native
artwork and cultural items. Mercenaries
who agree to use low-tech weapons are
allowed to work on Unnight, provided
that they work for the Wizards’ Guild or
their allies.TV. Maps and Notes
The planetary map (page 22) is on a
1,35 km = 1 hex. The crosses are towns
of slightly less than 10,000 people. There
are hundreds of much smaller towns seat
tered about in the settled regions; for pur
poses of clarity, these are not shown,
The political map (page 23) shows the
approximate borders of the eight nations.
There are no set boundaries; as the local
nobles are continually fighting for new
territory, the borders tend to change reg.
vlad.
V. Nations and Peoples of Unnight
Xingush is on the western limb of the
Crassant continent. The land is mountain
fous and not very arable, resulting in a
hhunting- and herding based agricultural
system, The storms caused by the falling
lemperatures during the night are partic
ularly fierce in Xinguth, due to its loc
tion between two major oceans.
‘The government of Xinguth is an un.
pleasantly harsh council of clan heads
‘The government uses its large army
keep the lesser clans in line and to patrol
the borders. The Wizards of Xinguth are
particularly corrupt and worldly, but
make an effort to avoid overly improper
acts that might upset the Guild.
Xinguth’s population is two million,
too large for the poor land and small fish
ing fleet to properly feed. The capital is
Bazilnio, a closed city with a major trad.
ing port and a very crude starport that
the Xinguthites hope will attract off
world trade’
Xinguth faces away from Orb.
Iquazor is a very loose confederation
cof villages held together by a common
church bureaucracy. The “nobles” of
Iquazor are all clergymen or women in a
church descended from Terra’s Roman
Catholicism.
The land is very fertile here, providing
the Iquazor with the source of trade in-
‘come from Xinguth. There are numerous
fishing villages along the Far Ocean coast,
which provide another source of food and
Tquazor has a very small, mostly ce
monial atmy. The clergy is not interested
in expanding its territory or even fighting
fone another. The Wizards are not an isn
portant force in Iquazor, as they consider
the underpopulated nation too weak 10
bother with.
‘As with Xinguth, Iquazor commands
no view of Orb.
Inwundanch lies on the southern shores
of the Dawn-to-Dark Ocean, on a narrow
sirip of land between the’ sea and the
Ghatost mountains. The major sources of
income are fishing and hunting.
Inwundanch is ruled by the Khamis
family and its noble followers. There is,
no capital city, or even regional capitals
The fall of civilization made the Irwund-
ers a wandering people, and the tradition
lives om in the government, The rulers of
a region ride about in large caravans, tour-
ing their territory and stopping at towns
to settle local disputes. Every five years,
the caravans meet, and a grand council/
fair is held to solve any pressing problems
and to celebrate.
Tn time of war, the landowners arm
themselves and are led by the forces of
the “local” noble’s caravan guard. Irwun-
danch fights occasional skismishes with
Xinguth over islands in the Dawn-to-Dark
Ocean and the mountainous terrain be
tween the two nations. The Wizards in
Irwundanch are very Guild-loyal and help
the nobles preserve the status-quo between
the nations,
Iiwundanch does command a view of
Orb — the further east, the better.
Byilikin is on the iittleexploted con
tinent of Carkip. Most of the population
lives on the coast, where fishing provides
the country’s major source of food and
trade, The outback country is sparsely
settled, and the coastal people cons
it folk backward and uncouth,
Byilikin is ruled by a king and a coun-
cil of village mayor/nobles. Inland regions
are occasionally run by outcast coastal
nobles or, more often, by petty military
officers. The government is based from
forts and enforced by royal troops.
There are about half a million people
in Byilikin. The standard of living is
among the highest on the planet and is
improving due to the intervention of the
Wizards, who maintain a strong presence
in the country,
Byilikin is. in the Orb-force horizon
zone, and so affords a poor view of the
sister planet.
Gamotch is a large, flat country on
the western shore of the Incald Ocean
The land is fertile, and even the desert
regions have proved fruitful,
‘The country is governed by warlords
The head warlord acts as king and com
mands the navy. The military le is
harsh, but is supported by the enthusiasm
of the people, The Wizards act as a mod
erating influence, which is much needed,
as the individual warlords still fight
territory and make raids on each other
and on other nations.
‘The military is large and well-equipped.
Gamotch iscurrently at war with Loosyick
over the rich, well-watered lands between
the two countries,
Visitors are advised to exercise caution
when traveling in Gamotch; offworlders
are held in deep suspicion or outright
hatred, and kidnappings and lynchings are
not unknown,
Gamotch faces Orb
Loosyick is a harsh land north of Gam.
otch. Much of the territory is mountain-
fous or cold dosert. The stormy seas of the
north Incald Ocean make fishing a mar-
ginal source of food.Like Irvundanch, the nobles of Loo-
syick travel about the lands in caravans,
Unlike the Irwundans, the Loosyick
nobles do this to tax and otherwise op-
press the peasantry. The head of the
country is a hereditary monarch who lives.
in a mountaintop forttess/palace called
“The Scarps.”
Due to the poor land and little mineral
wealth, Loosyick cannot afford large
army. ‘The Wizards greatly supplement
the forces that do exist, as a weak Loo:
sylok would invite invasion by Gamotch,
Loosyick also faces Orb,
Mensod is located on the eastern shore
of the Dawn-to-Dark Ocean. Its fertile
Jand and abundant mineral wealth make
Mensod one of the richest nations on Un-
night. A good portion of the country is
forested
Mensod is ruled by a monarch and
feudal lords. Fortunately for the common:
ers, the king and nobles are enlightened
rulers and are concerned with the welfare
of their people, The army and navy are
very small ~ too small, in fact, to effect
ively protect Mensod from raids and inva
sions. As in Loosyick, the Wizards have
intervened to preserve the status-quo.
‘The king’s palace is located in the bus
tling port city of Meddyfice. The primary
starport of Unnight is also located near
Meddyfice, and the Wizards’ Guild’s nom-
inal headquarters isin the vieinity.
Mensod commands the best view of
Oth of all the planet’s nations,
Kiroon is located north of Mensod.
‘The ocean curtenis make the weather
warm but rainy, a boon for the farmers
con the rich coastal regions. There are num-
‘erous ports on the ocean, and fishing and
shipping have become major industries.
Kiroon is ruled by the Tyrant of Tysn
ington, an absolute ruler chosen by force
and contest from the army. The aristoc-
racy in Kiroon consists of rich merchants
and landowners who ‘try to curry favor
from the Tyrant. The commoners are gen-
erally poor and illiterate, but enthusiastic
about their country and its wealth,
The country’s army and navy ate large,
but the Wizards do not give any support
to Kiron, as they believe the country is
not keeping up with their goals. Despite
this, Kiron is waging an economic eold
war with Mensod,
Visitors are welcome in Kiroon, and
the picturesque capital city of Tyrnington
is an excellent trading center, Mercenaries.
are warned by the Wizards’ Guild to seek
employment elsewhere,
Kisoon is also illuminated by Orb at
night
Races: The settlers of Unnight came
from a wide variety of backgrounds on
21
Tea, Virtually ll were from the “Third
World” nations, particularly those in
South America and AVrica. Because there
was little chance for the various colony
roups to meet, trade, or intermix during
the long period of chaosafter the collapse,
istinct racial types still appear. Xinguth
and Iquazor are both populated by folk
descended from Latin-American counties,
and have cultures similar t0 those of that
Terran region. Irwundanch was settled by
people of Mongolian-Asian descent, while
the: remaining countries have peoples of
African ancestry. Offworlders wil be eas
‘ly recognized as auch, unless a specific
offworlder if one of those racial stocks
and has heavily studied Unnight culture
and dialect. Student of the appropriate
Terran languages will be able to commu
nicate with Unnight natives, if somewhat
clumsily,
Basic’ economic data is presented in
the box on this page
VI The Wizards
One of the most unique aspects of Un.
night’s society is the existence of the Wize
ards. These scholar/scientist/showmen are
not really sorcerers, of course, but they
do their best to Keep the common folk
and greedy nobles convinced that they
‘Actually, the Wizards are the descend-
Economic Data
Unnight’s peoples, existing as they do in a
very feudalistic society, have not developed very
sophisticated rates of exchange or economy:
‘mechanics.
In fact, the primary mode of exchange is
(naturally enough) still the barter system.
Regional lords take their tithes and taxes in
livestock and goods. Major cities do have a
monetary system; the dominant coin is the
plata, a silver coin. The rough exchange rate
of the plata is one such coin per fifteen credits:
thus, especially to the Unnight peasant, posses-
sion of such a coin would be a godsend, Platitas
are worth a tenth of the major coin, and a
cente is one one-hundredth of a platita,
Coin money is not commonly found outside
major cities, and actual credits are not used for
exchange except in Meddyfice, location of the
planet’s starport. In addition, the Wizards’
Guild carefully limits the amounts of exchange
of monies, so that a bare minimum of Unnight
coinage ever makes its way off planet; stringent
inspections at the starport also help regulate
this. All trade is handled on a barter basis.
Other rates of exchange do occur in back-
woods minor cities and among strange clans.
The SM should feel free to create these as
he pleases.22
United Federation of Planets
Department of Interstellar Survey
Survey Evaluation, Planet Unnight
Star System Designation Stuzak
Stellar Primary Type MO (White Dwarf)
Planets in Star System 5
Bearing from Marker Star 258°
Distance from Marker Star 56 ly
Vertical Coordinate -32
Planetary Type Terran
Far Side
Contacts Service
Sentient Race Report, Planet Unnight
Technological Level 3
Sentient Race Type Human Standard
Population Level 12.5 million
Population Density low-very low
Social Organization Aristocratic
Societal Strength 5
Xeno Acceptance Index 6%
Major Starport Dosking
Cites Population Faeltee Charges
TMeddytice 20,000 D BONO
2Tymningten 15,000
2Dyrevle 8.000
4 The Scarps 11/000
BBailine” 17000 «ESOS
Government:
Type of Government Multi-Government
Bureaucracy Level Generally low
Support Index variable
Orbital Distance 303 LS
Length of Year Five “days’”
Length of day/month 480 hours
‘Temperature Range ~48 to +30°C
Planetary Diameter 13,000 km
Surface Gravity Field 1.0 G
Hydrospherie Rating 60%
‘Atmospheric Type Oxyaen/Nitrogen
Comments on Atmosphere: Moderately
dense, has an anomalously high per-
centage of noble gasses. The density
Of the air tends to level temperatures.
Corruption Index @ 15%
Law Level 17
Tax Rate ‘@ 40%
Political Parties and Significant Policies:
There are eight kingdoms on Unnight,
all feudalistic. The commoners have
some petition powers. The “Wizards”
have considerable influence through
fear and respect.
Current Political Situation:
Party in Government Feudal Lords
Party/Parties Opposing Wizards’ guilds /
Freemen’s guild
Vote ——
Current Foreign Alliances:
Trade Alliances Contact service of Mid:
g2rd’s Ardeceo province prevents im-
port of high-tech goods. Outworld
League junior partner.
Comments: Unnight is the heavier of two
bodies in the planetary system. The
other element, Orb, stays ata mean dis-
tance of 1.085 LS. Orbital period about
the barycenter is 480 hours. Both
worlds are facetocked, which makes
the Unnight day 480 hours long, also.
Orb's high albedo and angular diam-
eter provides Unnight with 45 times
the light of # moonlit night on Terra.
The temperature changes are levelled
in effect by the dense atmosphere,
Far Side
aque Defense treaty.
SADAR and patrols maintained to
protect the world from piracy or in
Other Alliances None
Planetary Trade and Commerce:
Industralization Index. Primitive agricul-
tural
‘Average Income 300
Technology and Anomalies The “wizards”
are skilled chemists and showmen who
hold a monopoly on technological
‘goods and learning. Efficient detection
of “psionic” skills notable
Major Imports Primitive arms, medicines,
tools
Major Exports Foodstuffs, artwork
Import/Export Restrictions and Duties
‘The Ardecco contact edict permits
trade in low-tech goods: Medicines
‘and books must be sold to the “Wiz-
ards."
Trade Acceptance Index 30%23
General Comments: The tensions between __with tech-3 weapons are welcome, if __at Meddyfiew for instruction.
the kingdoms occasionally turns into _they fight for the nations of which Ar- Two “Valkyrie” corvettes provide
‘open warfare, with the Wizards selling ecco approves. Visitors are asked to _ protection. 61% SADAR network with
help to both sides, Mercenaries armed report to Ardecco contact service HQ —_orbital monitor station,
United Federation of Planets Planetary Type Low density, thin atmos- Comments on Atmosphere: 80mm pres:
Department of interstellar Survey phere / binary sure
Orbital Distance 303 + 1.055 LS Comments: Moon: Orbette — 2500 km
Survey Evaluation, Planet Ord Length of Year Five “days” diameter, orbital period 240 hours.
Star System Designation Stuzak Length of Day 480 hours ‘Smaller element of a binary planet
Stellar Primary Type MO (White Dwarf) Temperature Range -150°C to +10°C system. Orbits about Unnight; bary:
Planetary Diameter 19,000 km center Is within Unnight.
Surface Gravity Field 0.00224 G There are no life forms or installa
1c from Marker Star 56 ly Hydrospherie Rating 0% tions on Orb. Low density indicatos
chance of valuabl a
Vertical Coordinate -32 Atmospherie Type Nitrogen/Methane Tiel24
ants of a group of colonists who manged
to preserve a modicum of technology
while the rest of the inhabitants of the
planet descended into. near-barbarism,
Some of their knowledge was preserved
merely in books and records, but several
technological items were saved by the
group as well. Their secrets wore guarded
Jeslously at first, and no one else on
Unnight was aware of the knowledge
possessed by these Wizardsto-be, Even
tually, the guardians of tcchnology 4
cided it was time to reveal their presence
and make use of what they'd kept — for
reasons both noble and ignoble, Thus was
bor the Wizards’ Guild,
The Wizards perform many tasks
throughout the various Unnight nations
They advise the peasants when to plant
their crops, nobles how to tax and run
their holdings, and generals how to fight
battles. By coordinating their actions,
the Wizards have become an important
force in maintaining the nations’ status-
quo. while advancing their own interests,
The Wizards recruit irom the peasant
ty and merchants from all of the king:
doms. ‘These apprentices are sent to
fortressschools to learn the trade and
hhecome indoctrinated in the Wizards’
Philosophy. Apprentices who rebel. or
turn out to be incompetent are sent to
mines and herb-plantations to live out the
rest oftheir lives. Adepts who survive are
assigned to a village to senve (or prey
upon), or are trained to be wandering
showmen or mercenaries.
A Wizard's abilities are many. When a
peasant child suffers from rickets (a com:
ton occurrence on Unnight), the village
Wizard can administer a potion of vitamin
D. Ifa nasty animal has chosen to roost
for the day in the town square, the Wiz-
and can loose a gunpowder fireball to
destroy or chase it away. Ifa noble needs
to scare a town into paying its taxes, a
troupe of showmen can summon a demon
(Getually trained animal, shaved and
Painted to resemble a monstrous being)
to rampage through the rebellious town's
fields and eat the livestock
Using a tihtly-organized net of inform
1s, messengers and spies, the Wizards’
Guild can learn of important events very
quickly. Sneak attacks are virtually
Impossible without Guild approval. PCs
‘who try to smuggle high-tech goods or
provide skis to a nation the Guild doesn’t
like may find themselves in hot water.
Encountered Wizards will ll be at east
“above normal” NPCs. They will be
knowledgeable in survival and scout skills,
linguisties, herbal medicine and first aid,
showmanship, primitive chemistry, anim:
al handling, ‘streetwisdom (very high),
administration, and swimming. A typical
Wizard will have throwing daggers, prim
tive grenades and pyrotechnics, bags of
disguises, and a load of small scrolls and
books in a cryptic language .. . messages
for Wizards in towns through which he or
she plans to travel. Some Wizards will
have large (cass L) animals to act as pets
and guardians.
Wizards make up about 0.1% of the
population. Virtually every town of more
than 100 people will have one in resi
dence, and larg cities have many, some
times ving in a single fortified house,
complete with secret rooms in which t0
hide valuables. Mercenaries occasionally
hire Wizards to assist. them in battle
(hough the Wizard in question may eon
Sider it the other way around), and nation
al armies in favor with the Guild may
have martial magicians in their employ
VI, Wildlife Encounters
On any untamed planet such as Un-
night, vast regions still exist where native
animal and plant life dominate the envir-
fonment. Because of the early scattering
of the settlers, farming villages were
usually separated by tracts of wilderness
In some regions, farming villages are
patches of civilization in vast seas of wild
country,
On each day (24-hour standard day,
still in use by the settlers, who tell time
by the revolution of Orb’s.asteroidal
‘moon, Orbette) of travel in the wilderness,
there is a 10% chance of a “significant”
animal encounter; it is assumed that there
will be many sightings of common herb-
ivores and small, unassuming carnivores
throughout the day, but these encount-
ers will lead to nothing unless the adven-
turers decide to hunt or attack. Creature
types are described on page 25:
For the basic encounter type, a d100
{s rolled and the chart below is consulted:
Roll 14100:
1-50 Herbivore: ‘The PCS’ party en:
counters one or more herbivores in such a
manner as to constitute a nuisance or
danger to the adventurers. Examples: A
stampede of herd animals; a lage, very
curious ereature starts feeding on the par-
ty’s tents; ora swarm of locustlike insoets
chew up the party's rations. At night this
encounter type will be quite different, as
90% of herbivores will be hibernating ot
hiding, Roll a second 4100: On a roll of
1-50 there will be no encounter; on a roll
of 1-90 the party will stumble on a
herbivore or herd of herbivores in “night
mode,” (in shells, cocoons, or eusled into
litte balls for protection). There isa 15%
chance thet 2 scavenger or earnvore will
be trying to break open a shell to feed on
the contents. On a roll of 91-00, the PCs
will encounter a herbivore species adapi-
ed to night living. Sueh a species will eat
anything that doesn't try to get away,
such as cattion, garbage, shelled animals
and plants, etc.
51-80 Scavenger encounter: The party
encounters several dangerous scavenger-
types. They will attack from hiding, or
lurk after the party, waiting for them to
run into trouble. The PCs will be in no
anger if they spot these animals, which
avoid attacking prey that can fight back,
[At night, scavengers will be more danger.
ous, and this elas will include swarms of
vermin (rodents and insects) that make
mass attacks on anything not ina shell or
hiding up a tree.
81:95 True carnivores: ‘The party
members will be attacked by a vory large
or mumerous creaturestype that attempts
to kill them for food. The beasts wil run
away if sedously threatened, dragging
sway any prey they might have killed at
that point
‘At night, roll 4 4100; On a 1.50, the
party will find an excapsulated carnivore.
If the PCs pester the creature in this tate,
{t may suddenly come to life, spray a
noxious/poison liquid, or tunnel into the
ground. On a roll of $1-75, a night c
nivore is encountered — a totally fierce
and berserk creature that will tear apart
anything ican get its paws on with no
regard to its own safety. Pack-huntingUnn
ght Animalac:
Representative Samples
‘of Unnight Fauna
Following are several examples of animal
life indigenous to Unnight, These should be
considered medium-sized examples of class
5 of animals; for each one presented below,
there will be largo and. smaller vaziotios,
varieties edapted for specific envionments,
ee,
‘Sith: (eraze Class K animal; carying
capacity — 10%; natural weapon ~ J; move-
‘meat — slow; armor ~ E.
‘The sith isa roughly turtisshaped anim-
al which is dark brown in color Tika total
Jy passive animal which wil withdraw into
its hell tthe fist sign of dang.
(hint: (carnivore) Class 3 animal; carry.
dng saci — 30; natal weapon — se
armor —
‘aren anh
‘armadillo and a eentipede. It seeps during
the. duy” dnd hunts for eeping animale
during the night. Tis retracible probiscus
‘excretes a speck acid which, in Tess than
five minates, will eat « small hole in any
‘ative animal's abl ‘The hint is prized for
‘the aid makes, which is of spoil intrest
(o the Wizards’ Gua.
versions of this type are really trouble.
On a roll of 76-00, « canopener class
‘creature will be found. This type lives sole.
ly on encapsulated or shelled creatures,
avoiding any resisting prey. They often
have natural countermeasures to protect
themselves from the poisons some hiber.
nating animals use for protection.
96-00: This is an unusual or plant en-
‘counter. Plants in the daytime are usually
close to earth-normal. At night, things are
very different. Plants either shrivel up,
leaving spores or roots to carry on, or cusl
into shells and pods to guard against the
cold. A final plant type isthe colony tree
In the day, the colony trees lve via photo:
synthesis. When the sun slips below the
horizon and the cold enroaches, the tree's
limbs wrap around the trunk and small
ports open along the trunk. Inside these
holes live one or more species of rodent
or insect that forage nocturnally, leaving
droppings and dead bodies in the tree to
it during the night. Colony trees
serous; if a living creature
t one, the limbs shoot out
and smash the intruder, providing a ready
source of carrion for their symbiotes.
Other encounters can include earth:
quakes (which are very common due to
the wobble/drift in Orb’s orbit; if the
two worlds were not face-locked, the tidal
effects and resulting earthquakes and vul
‘Spiker: (ambusiet) Class L animal car
ying capacity ~ 100%; natural weapon — F
‘ovement — very fast armor —K.
"The spiker is u sinall animal with vory
Yong and thin legs, After finding suitable
shell (emptying ft if nesesary), wil crt
{nade ie on is hack, and walt tobe atack-
ed, When its attacked, its lees spring out of
the natural sell openings with all of the
spikes amazing strength behind them.
Note that the spiker hs no shell of its
own; it eles totally on evacuated shells for
protection.
Pebb: (standard savenger) Class O am
finaly carrying capacity — 20%; natural
Weapon ~ I; movement ~ fast; armor ~ E.
‘A pebb is a small animal which bulls its
shel! much Ikea caterpillar bulls cocoon.
‘While inside its shell, its movement rate is
very slow. It-moves by shifting its weight,
ccasionslly poking its head out to see
‘where i's going. It can also mote indepen
ently of its shel (as, but it rarely does
so. When stationery, itis often mistaken for
arock,
canism would be much worse), bad
storms, forest fires, and other accides
VIL Native Encounters
The SM should roll for encounters
every day in the deep wilderness, every
two houts in settled countryside, every
hour in a town or large city
Large Town: More than 1,000 people.
‘Add six to the roll on the encounter table
in a major town or city (more than 10,000
people) and add ten in capital cities and
starports. There is a $0% chance per hour
of an important encounter. Roll 1d100:
1.50 Townsmen: Merchants, craftsmen,
local officials, fortune-tellers, etc. They
may have an opportunity for the PCs
51-70 Commoners: Country folk, in
town to sell theit goods, They will be
very suspicious, frightened, or fascinated
by offworlders.
71-75 Backwoods trader: He or she
‘may have interesting goods. He or she will
senerally be a Wizards’ Guild spy or adept.
7680 Mercenaries: A group of 12410
men with swords, armor, bow weapons,
and excellent taining. ‘There is a 5%
chance that 1d10 are offworlders seeking
their fortune. Some of the mercenaries
will be Wizards’ Guild informers.
8185 Noble: With 2d10#10 retinue.
‘Sfhe will be eager to impress the PCs and
‘ual Weapon — maximum for lass move
ment’ very slow to fast (ependent on
fg) armor — starts at J and becomes 1 at
Animal cast armor If at class, and #5 on,
funtl armor becomes A. st animal clase A
“The brok is a sn creature whieh, fom
the surface, appears asa liye flat disk, the
Giametcr of which varies with ago m
‘when young, 6 m when Tully mature, 12+m
When very old). The dik is actually the
brok’s shell From underwater, ite many
tentacles may be seen. The brok is capable
fof reaching above the water with its tenta-
tes. It is very aggressive when approached,
but wil not actively pursue prey.
(Note on all animals ~ damage factor,
stamina factor, shock CR, and hand-o-
hhand must be soled for each animal scoot
Sng tothe chart in section 17.0 of Space
Opera: Volume 2, “The Beasts")
Of course, these are not the only types
‘of animal life indigenous to the planet: the
SM is. free to create other eppropriate
Dfeforms. In addition, many varctes of
standard Terran animals were brought fo the
world: cats, dogs, horses, cate, some
Yarieties of binds, llamas, and many’others,
several of the originl colonists were conser
Yationists who hoped to give the Ter-
fan species anew lease on life by bringing
‘thom here. Generally, though, these species
fare. fully domesticated, needing man's
protection from the elements dutiag the
plane's severe nights
might invite them to his or her estate
Nobles from some countries will be less
polite...
86-90 Conflict situation: A fight be
‘tween gangs of workers, a noble or mor-
chant fighting off thugs, a bar fight, a
Wizard blasting someone who crossed himn/
her, etc. The SM may wish to involve the
PC in the situation.
91.00 A major Wizards’ Guild official:
With retinue and assistants. He or she
may be anxious to coverse with the PCs
to find out what is going on out in the
universe. Employment and information
‘may be available from the offical
101-105 High noble and retinue.
106-110 Offworlders.
Farming Village: There are thousands
of these seattered about the countryside.
Roll every two hours, 50% chance for an
encounter, Note that strangers will always
draw a crowd of local children, gossips,
and curious folk. These people will
not bother the PCs unless provoked. The
encounters below are “active” encounters
that deal directly with the PCs.
1-50 Commoners ask the PCs to tell a
story, read a sign that the local noble put
up, of ask them for advice on an obscure
subject.
51-80 Townsmen offer the PCs trade26
goods, or ask the party if they have any-
thing tose
81.85 The village Wizard meets with
the PCs, He or she may be checking up on
them or simply curious, The Wizard can
report to his local HO by a trained bird or
animal in 46 hours, so the PCs may have
hard time keeping their movements
secret
86.90 The local noble and retinue are
in town to administer justice or collect
taxes,
‘91-95 A troupe of showmen comes
through town, They are Wizards’ Guild
alles or informers and are excellent fight-
ers, Important business is often caried
cout by the Guild under the guse of sich
96.00 A. troop of mercenaries or na
tional troops. Both may be possible em-
ployers for the PCs.
Wilderness: There are two types of
wilderness: the deep woods and settled
areas, The latter is land within 1 hex of a
major town or capital city on the map.
coll every two hours in these settled
areas, with an encounter taking place 10%
Of the time. In the deep wilderness, roll
once per day, with a 50% chance of an
encounter taking place.
Roll 14100, adding 20 if in settled
land.
1.50 Wandering merchant on foot
alone or on a wagon with 141045 guards
51-60 1410+10 bandits on riding
beasts. They have bows, leather armor,
spears, and swords. Offworlders might be
able to cow them or make them allies
61-70 Showmen troupe, as in Farming
village encounter.
71-80 Mercenaries or national army.
They will stop and question strangers,
81-90 Religious group on a pilgrimage:
3410 people, unarmed, with 10642 hited
auards, Depending on the religion of the
‘mob, they may be enthralled or enraged
by the offworlder PCs.
91-00 Traveller's inn: This is @ group
of buildings with a protective stockade.
Food and shelter are available here. There
will be 346+5 guards on hand to protect
the inn from brigands, about ten workers,
and servants, and a number of guess.
Roll once on the fezming village chart to
see if any unusual guess ae present.
101-110 Farm house and fields. If
properly approached, most farmers will
put up travelers for the night. There will
always be work that needs doing, especial
ly near nightfall, and the farmer will lt
his guests know this (nudge, nudge).
111-120 Farming village with SOxd6
people. An inn will be available, Roll for
‘encounters on the foaming village chart.
Nighttime travel: At night, all but the
hardiest and most foolhardy travelers stay
at home or make semi-permanent camps.
The animals, people, and phenomena
abroad at night are not conducive to long
life, Temperatures drop 1410°C per 24.
hhour day after nightfall for three days,
then stabilize around the seasonal norm.
(see page 19). The light from Orb is more
than adequate for travel, but provides no
heat. Near seas, violent storms are a vir.
tual certainty
The Night Dance: No one is sure what
it is, or what causes it, but the phenom.
ion known as the night madness or the
“Night Dance” is a fact oflife on Unnight.
When someone is out at night, away from,
large concentrations of people, there is a
chance that he or she will go’ mad, run-
ning off into the woods, climbing trees
and making funny noises, etc. The most
‘common manifestation is the “mumbles”
‘The victim talks in an unknown tongue,
staring fearfully about at his friends and
familiar objects, and generally acting “out
of place.”
There is a 10% chance per 24 hours
spent on the road at night that a random.
ly-selected party member will become af-
flicted with the Night Dance. This chance
is decreased by 1% for every 10 people in
the vicinity. When someone contracts the
Dance, roll 14100 for the degree of effect
and 1410 for the duration in hours. A roll
of 1-30 for effect indicates that the
victim lies down and chants in a strange
language; 51-80 indicates that the affect
ed one runs into the woods and capers
about shouting the words to a weird alien
song; 81-00 indicates that the victim has
become dangerously disoriented and may
become violent.
‘Some Wizards have drugs that can
shock a peison with the Night Dance
back to reality. A strong stun bolt will
hhave the same effect
IX. Scenario Ideas
Unnight has many potential opportu
nities for adventure and PC employment.
Below are a few suggestions, listed by
‘employment type.
‘Mercenaries
1. On a nearby world (Alkast, if using
The Outworlds), the PCs are approached
by an agent for a Midgard-based corpor-
ation that manufactures tools and weap-
ons designed for primitive cultures. The
agent will ask the party leader to mect
him at a restaurant to discuss business.
The company needs a small number of
mercenaries (around ten) to assist on a
trade mission on Unnight. The wartiors
will be given passage there and back,
standard pay for security duty, plus 0.1%
of the company’s stock per man.
The mission will prove more dangerous
than the agent indicated, The PCs and
their NPC underlings will have to guard
five very pushy and. undiscriminating
salesmen on a trip from Meddyfice to
Xinguth. The Wizards of the intervening
countryside will not be very happy about
the vist, as the salesmen are trying to sll
Xinguth’large amounts of titanium and
improved-design primitive weapons,
2. The Arddecan contact service se
quires the services of skilled off-world
mercenaries to train and reinforce the
armies of several nobles on the border of
Gamotch and Mensod. The nobles were
formetly neutral, but have now allied
themselves to Mensod in exchange for
support from the Wizards’ Guild and off-
world anmsmen. Pay will be 1.5 standard
combat pay to encourage mercs to brave
the dangers of warfare on the primitive,
hogpital-free world.
3. Pirates running tech-four gunpowder
‘weapons to rebellious clan heads in Xin-
sguth need guards
‘Merchants:
1. A vast market exists for tools better
Jn design than the crude iron and steel
mechanisms made by the Unnight folk. A
‘caravan touring the backwoods of Byii-
kin or Iquazor can make thousands if
it survives bandits and hostile animal life
2. Unscrupulous traders can try to
smuggle high-tech weapons onto the plan-
et, but must be prepared to make a quick
getaway: the Wizards of all nations will
Object to the local nobles arming them-
selves with superior weaponry.
Researchers.
1. There are many unexplored places
on Unnight. Strange wildlife and odd cus-toms abound. The Ardeccans will be glad
to sponsor expeditions into the outback
and may provide native guides.
2. Unnight and Orb have some very
definite oddities: Neither world is old
enough to have become face-locked; the
orbits of the two worlds are much too
stable: itis predicted that the worlds will
remain in their present configuration for
at least another four billion years; and
Orb doesn’t have anywhere near the mass
it should for its size and apparent compo-
sition,
3. And then there's the Night Dance
Whoops:
Accidents can force a group of PCs to
spend time on Unnight. The Pemzann-
Ceti Nebula surrounds the Stuzak system;
the pirates who are based there may re”
lease prisoners here or damaged ships may
hhave to limp here to await a repair ship.
X. Ancients and Artifacts
‘Though they never would have suspect:
dit, the human settlers on Unnight were
not the first colonists. The only apparent
sign of these folk is the Night Dance; this
phenomenon is literally a form of “posses:
sion.”
The Omon were a widespread and
highly-advanced race extant some seven
million years ago. The Forerunners fami
jar to the Federation were barbarians
compared. to. these folk: Whole worlds
were moved by them, and Unnight sas
one of these. For some unknown reason
~ perhaps whimsy — the ancients put the
newly-tetraformed world into a binary
relationship with Orb, which they had
hollowed into what is now essentially a
planetary balloon. (An interesting cam-
paign forthe industsious SM might be to
explore and find out what is inside the
hollow world, once that planet's nature is
discovered.) Orbette was also added into
the system, possibly only for amusement.
The colonists left few traces of them.
selves or their tools. It is thought that
toward the “end” the beings tended to
rely more and more on psionics. Eventual
Jy, the creatures died out, or pechaps mu-
taied into unintelligent life forms. They
left one device in operation: a psionic
record-keeper. This device is what causes
the “Night Dance”; a scared or lonely
petson emanates the telepathic “phone
number” of the storage devive, and the
mechanism sends out the requested infor-
mation. Unfortunately, the average hu-
man will misinterpret the information
meant for an alien mind, reslting in the
‘nati behavior of the Night Dance.
Archaeology: The SM. may wish to
have « peasant find an artifact or build
ing ste, The object may become a local
curiosity, or the basis of a weird religion,
The PCs may have an interesting time
convincing the locals to give up their
treasure,
99% of all artifacts found will either
be s0 simple as to afford no information,
or 30 incredibly complex as to baffle the
‘most advanced engineering lab. The re-
maining 1% will be usable objects, such as
PSI crystals, solid rods that project holo-
‘graphic images when held, and “Black
Boxes” that perform intetesting. tricks
when analyzed or opened. “Magical” ef:
fects, within limits, are possible and
sometimes used by Wizards.
TNE
A
Using hand tools, one man will have a
cumulative 0.1% chance of finding an art-
fact per day. In a site area (SO chance of
fone per 10,000 square km of area) the
chance is doubled, If high-tech instru
‘ments can be brought in, the chances of
finding an object are increased by a factor
of five, Note import and travel restric-
tions!
If Ardecco or its competitors find out
about successful archaeological projects
‘on Unnight, the competition to get a
piece of the action will be fierce! Mercen-
aries and criminals will have afield day i
the fracas that follows.
Append
‘Appendix I: Travel and Equipment
Restrictions
Upon landing at either starport, travels
lers will be under the jurisdiction of Ar.
deeco contact services. All luggage and
personnel will be thoroughly searched,
and IDs checked. No vehicles other thant
beast-drawn or sail powered are allowed
The latter may have a communicator oF
emergency signaling device installed, but
the set must be tuned to the official
emergency channel.
Travellers may carry personal. med:
kits, unpowered armor, and other equip
ment with a purely defensive function,
Each person may carry a short-range (PC/S
maximum) communicator. No high-tech
weapons may be carried, and complex
equipment of all sorts is frowned upon!
Trade goods must be inspected by an
Ardeccan offical, and local Wizards will
zealously guard their prerogative of dis-
pensing knowledge and technology to the
common folk.
Appendix Il: NPC Attributes
‘The NPC race section for humans in
Volume Two of Space Opera can be used
to generate NPC attributes. The following
suidelines should help.
‘Common folk: The average peasant will
be a Below Average human. Peasants will
have a wide variety of skis related to sur-
vival and making a living; i. a fisherman
would have marine survival, small-craft
hhandling, and perhaps weapons skills in
ices
crossbow and sword or brawling, Very
few peasants will be literate, and even
fewer will know what lies beyond the
horizon visible ftom their home village.
Soldiers: Mercenaries will be better fed
and educated than their commonfolk par-
ents, Most will be Average, with about
30% Above Average, while officers are
Competent or better. Skills appropriate
to a low-tech armsman, plus 2 heavy as-
sortment of survival skills, will be avail
able to every soldier.
Wizards: The stats and skills are given
for Wizards in Section VI. Weaponry
skills emphasize ranged combat.
“Magic” weaponry equivalents:
Primitive rocket{fireball: Disposable
Rocket Launcher, range x %.
Breath of Death: Hisized grenade with «
4 poison gas chemical released on ex
plosion.
Demon: A class L beast, 20 DF, 75 Stam-
ina, HTH rating 20, class F weapon +
4 poison on metal spurs, “fast.”
Dragon's Breath: A 20kg Flames Pistol,
range x %, Very dangerous to both
sides ina battle, The “Greek fire”
thrown bums for 16 rounds.
Other: All Wizards carry small (J- end
Hsized) smoke and HE grenades. All are
2d6 heavier than their modem equival-
ents, and are somewhat unreliable, AU of
the above equipment will be surrounded
by a “smokescreen” of useless parts,
cryptic instructions, and booby. traps.
Soldiers who try to use wizardly weapons
captured on the field don’t live very long,28
Vehicles for
TRAVELLER
Martian Metals vocssse ciomrmes.r00CAPSULE
THE SPACE GAMER reviews board
games, roleplaying ames, computer
games, video games, and game supple-
‘ments. We review play-by-mall games ifa
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lisher supplies a copy. We do not guaran
tee reviews of historieal wargames. TSG
‘may publish a review of a game we are
rot sent - IF a reader susmits @ review.
Tne staff will make reasonable efforts
to check reviews for factual accuracy, but
opinions expressed by reviewers are not
necessarily those of the magazine
Games and game items for which reviews
hyo boon assigned or recelved include Alma
‘Mater, Aslan Mercenary Ships, Berserker, revised
Ghampions, Defender, Dragon Rage, Encoun-
ters, Progser, Goblin, Man, Myth & Masi,
‘Mere, Merchant Class Ships, Phase VIL, Rescue
(on Golatea, Shootout at the Saloon, Star Pron
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Guarantee to last more than 2 years!
REVIEWS
and the Minotaur, The Traveller Book, wvised
Villans & Vigilantes, The War Machine, and
Vegarth Rules System,
Games and game itoms for which we ae cure
tently seeking reviews. include. Beastmaster
Mountain, Behind Enemy Lines, The Black Vial,
Eon's Borderlands, Daredevls, Dworse, Fez I,
Galaxy, Gangster, Hoax, Jondril, The Jowney,
KABAL, Kamabura, Noworian Trees, Official
Superhero Adventure Game, Runes, SoloQuest
1M, Star Smuggler, Trolipack, Voyager 1. a)
Warrior.
CLAW LAW (Iron Crown Enterpeises; $6.
Desisned by S. Coleman Charlton, Bruce
Neidinger, Testy K. Amthor, Leonard: Cook,
and Peter C. Fenlon, Jr. Supplement to Armt
Law, Twelve 8%" x LI" parchment sheots
Published 1982
CLAW LAW is the “long-awaited” supple:
‘ment to Arms Law, is main ateaction fe the
12 new attack tables, such a8 bite, talon, sting,
te. These tables are dane in a similar fasion to
those found in Arms Law: a singe die roll re-
solves both hit and damge. Also included are
four new critical hit charts, over 3 hundeed
‘monsters and animals converted. into CLAW
AW statisti for use in Tantasy campaigns, a
Aetaled martial arts system, and 44 new weap.
‘ons to be used with Arms Law, In short, CLAW
AW isa dataled combat system for monsters
and animals, usable with “any FRE."
“The bes thing about this gume is that s¢
adds mote teaism toa game without taking
away any of the playability. The now critical
hit charts add flavor, but the pace of the com
bat remains very fast Another useful item is
the monster lst. Despite the small size of the
list its useful to GMs who want to create new
‘monsters or adapt old once to the CLAW LAW
system. ‘The martial arts system included. is
short, but urable,
‘The only real problem I saw was the price.
‘Six bucks for a dozen sheets of Mimsy card:
board! I think this could have been lowered
Also, the comedians who wrote the critical hit
results get carried away occasionally. Consider
is possible (though highly unlikely) for arab-
bit (Or normal size) to jump up in the air and
sever a man’s jugular vein Hmmm
Tf you own Arms Law and lke it this efor
you. Ifyou are pleased with the comnbat system
You use now, or you don't ke th ida of killer
‘abbils, you can ive without
Richard Wolfe, J
FANTASY WARGAMING (Stein and Day);
$1495, or reduced price through the Science
Fiction Book Cub, Compiled ty Bruce Galloway.
300-page hardback book. Published 1981 in
Britain, 1982 in America
This is a book of rules for «fantasy role-
laying game set in a medieval European e-
ronment; “fantasy wargaming” means “ontasy
roleplaying." The fist 117 pages explin the
29
society, religions and monster lore of histor
Europe, and provide guides to modern fantaxy
suthors and how to be & sumemoster. The
femainder of the book provides game rules.
Characters may specialize in clrial, magical, of
‘combat work, Nineteen attebutes are tll! on
5346. To use magic, a character must use "mana"
points to establish & lnk (o the ethoil plane
4nd make the right dic rolls; mana i retined
throweh meditation, frantic dancing, and other
activities In combat, the difference in apity
Indicates a column ‘on the Combat Results
Table. Percentile dice thon indicate if the blow
landed and where. Monsters and adventures are
taken from legend and heraldry
Some ideas are fine: the mana and ether
pats of the magic system, sven chapters
‘evoted solely to background materi, using
heraldic beasts (onheaded eagles, et), and
modifying attributes by zodine sien
However, this game is abysmal. The rules are
vapue (Um sll ot aire how to fol up a charae-
ten), limiting (Characters must make saving rolls,
{o svoid “temptations” sich sgreed o bravery,
and to avoid following a leader's orders), and
provide no specific help on designing an adven
Ture, Black magi rules for human sacritie add
duck touch to thisgame. And the introductory
material is relly not as good a3 what you could
Pick up at any libery
Te never seen a worse game. It’s too bad
that many people's fist experience with TRE
‘may be through buying FANTASY WARGAMING
through the ScienceFiction Book Club.
WG. Armintout
SUPERVILLAINS (Task Force Games);
89,95. Designed by Rick Register. 24page rule
book, 17" x 22" map, x 11" map, 108
counters, two sivalded dice and one twenty=
fided di, boxed. Por two or more players
Playin time variable, Published 198
SUPERVILLAINS ill itself as “the game
‘of roleplaying and tactical combat in modern
ay New York City.” It ie presented in two
forms: basle game, which isa tactical combat,
game for superpowered individuals, and an
Advanced game, which purports to be a role-
playing system.
‘One should endeavor to say something nice
bout the subject ofa review. In this ase, an
‘oi out thatthe sioner has thoughtfully pro=
Vided over Half column of insteuetions on the
homenclaure and conventions of die rolig,
find has devoted considerable eae the proce
dues for determining the physical appearance
of player-characters. The two-player base gan
fs Straightforward, Within a game turn the
playets roll dice fo determine initative th
perform movement and combat;ie. the phasing
player moves all his pieces and then resolves
their attacks before his opponent does so. Each
spaceon the map represents ten foot of distanes,
and movement allowanees range trom 1 to 6.
ach game tur represents one hour (unless this
{sa typo, these super eters move with glackal
spood). Combat can be hand-to-hand orange
sd in mode material of Intangible, Damage ie
done in terms of hit or stun points subtracted
fiom the characters Initial value, Reduction to
‘zero stun points means unconsciousness, 2210
hit points death, Basically, attacking requires
determining odds streneth dexterity, and attack
honuses vs. strength, dexterity, and. defense
bonuses) and. consulting «table to determine
the dio roll needed 1 slcoeed. A succesful
attack inflicts damage points according to ls
‘mode and the weapon or power employed.
"The combat rules are the heatt ofthe gam
but are sketehly written, Too many situationsUNLESS YOU'RE AN ELF
YOU'LL WANT
DWARVES
a complete dom and
Adventure
P.O. Box 5987
Chicago, IL 60680
312 - 243-7700
ave during play not covered by the les, s0 the
players must constantly improvise. Alot of play-
fester are credited, but the finshed product
feems to have benefited litle by them, The
sdvanced “roleplaying” game is @ teaverty. Tt
equires a gamemaster ‘and allows multiple
players, but it ix really just a multiscenario
fampaizn with almost no scope for roleplaying
The object Isto conteol as many as possible of
the 20 distiets into which the city has been
divided, This can be done only in two ways:
Bribe the local officials, or beat the local street
rains into. servitude. The latter obviously re-
Aultes combat. The former is accomplished by
rolling dice, using bribe money generally ob
tained by robbing banks
hile superpowered villains ate the stuf of
comic books, a: game about them must be de-
flened at a level demonstrating more sophistice
tion than a comic book. SV fail inthis reed
Mr. Register has s vivid imagination, but has
failod to translate his ideas into a coherent form,
Coupled with this i the typical lack of care
shown by TEG in proofveading, editing, and
izunizing their products, The combination is
deadly, Avold SUPERVILLAINS,
Steve List
SUPPLEMENTS
LIBERATION AT RIVERTON (Timeline);
57. Scenario for The Morrow Project. Desiened
by HAN, Voss. One 816" x 11" S2-page book,
11" x 17” Project Dizecion’s map and screen,
For Project Dieotar and three to ela player
playing time indefinite. Published 1982.
LIBERATION AT RIVERTON i the frst
teleased scenario for Timelines excellent after
theholocusst RPG, The Morrow Project. Desig
nated as Project File O01, RIVERTON is designed
for use by bepinning players, though with a
litte alteration it could erve ae 9 challenging
exeursion for experienced MP players 28 well
Tt centers around 2 Morrow Recon team
awakening from its unscheduled 150-yearlong
nap near the ite community of Riverton, 4
fown all but wiped out during the turmoll
following the war, The mission of the recon
team, once i's clear Ht is cut off from other
Morrow groups, is to find its supply caches
znd to use them and the toam member’ exper
tise to help rebuild ewilizaton inthe area
There are some problems: The surrounding ter=
ritory, thanks to a nearby nuke hit i sine
‘what changed from that shown on the players
maps. And there is a nearby military reserva:
tion, where the descendants of some National
Guard MPs (now called “Imps” co a8 not to
he confused with the Project personnel) may
Prove troublesome... The seenario package
Contains everything needed. for the Project
Director (the new title for the MP GM) to run
the adventure, including a map of the area's
true appearance, player's map of how it once
looked, maps of the remaining part ofthe town
and of'a local farm, a map of the Imps’ camp
and the armory HQ building, stats for impor-
fant town and Imp NPCs, an interior diagram
Of the team's V-L50 vehicle and of the MP
“volt hole,” plus six pregenerated player
characters for uso by the players Chough up
to eight characters may Mt in the bolt hole).
Th addition, some new weapons and Heme of
quipment azo introduced in this scenario
Imoluding complete stats on weapons from the
45 automatic and the M3A1 “grease gua” to
‘the M68 105mm cannon weed on the MODAL
MBT, and vehicles from the ubiguitous jeep to
the M60 Main Bette Tank itself. Asan added
Fleet Maneuvers
The PBM Tactical Space Conflict,
Four Teams of Four Players, Each Deploy a
Cooperative Fleet of Individually Controlled
Starships. Unique Races, Powerful Starbases,
and aVeriety of Weapons make
Fleet Maneuvers
an Exciting Challenge
Cost: $2.50 per turn, $2.50 for set up
$ 1.50 (redeemable) for a rulebook
Send $ 15.00 for Free set up & rulebook plus 6 turns
Fantastic simutations
Ro. sex
2a
© Denver
co. soazaattraction, there are nine pages of very detailed.
hit location bles for the V-180 and. the
MBOAL. for those. who ave realism fanatics
LIBERATION AT RIVERTON is an excel:
Tently conceived and executed product. As
much info as any GM (PD?) would need for
‘either # onesbot seenario or tho basis of an
extended campaign beginning withthe Riverton
Situation i provided. It fils a gap that hae
boon empty in the Morrow Project product
list for too long now. Especially alee are the
plans forthe V-1S0 and the new suto-nav unit
that provides the players with (possibly. mir
leading) area maps.
The only flaws I've found so far with La
isin th priming of the maps: Some of the lines
on a couple of them didn't print well and are
fo light it is dificult to make out some fese
tures. Alo, due to the printing on the PD and
players* area maps, T have yet to positively
Toeate all six"of the team’s supply caches
Sill, LIBERATION AT RIVERTON is
worthy effort and Is, one hopes, only the first,
Ina string of scenarios for use with TMP to
alleiate te problems of these ef us who don't
Taye the tie to ereute our owe,
“Wiliam A, Barton
RUNEQUEST BORDERLANDS (Chaosium)
516. Supplement for Runequest. Designed by
2 cast of dozens. One 48-page referee hand-
book, one 32-page encounter book, seven
sconatio booklets, one 17” x 22” map, other
phy aids, boxed. For four or more players
With referee. Multiple play sessions. Published
19
BORDERLANDS is a complete adventure
comprising seven progressive. scenarios, each
Intended for « group of 46 medium-powerful
and 12 beginning characters. The setting is in
the valley and envizons of the River of Cradles,
Which forms the border between the Pains of
Prax and the Genert Wastes to the east. The
time is not given but seems to be about two
years after the battle of Moonbroth (1610 ST)
in which the Lunar Empire defeated the par-
tilly united tribes of Prax to extend its vay
beyond subjugated Sartar to Covflu and Favs.
Politiel turmoil within the Empice hs ed to
the exile of many nobles gully of no worse
than having the wrong. telatives. One such is
Dike Raus of Rone, who in compensation for
his lost lands has boon given Wels Domain,
entered on the River cat of Horm Gate. The
Duke, with hie family and household, has
fed to establish a fort and prepare for the
inlux of Lunar colonists the folowing year.
Players are to. become mercenaries in the
Dukes servic, and will gain in experience and
possibly wealth as they. progress through the
Scenatios. These start with a tour of the
holding to so up the native inhabitants and
apprise them of Raue's areal; later ones are
more involved and. include a police action
Against ver pcate ducks and a kidnap rescue
attempt
The information provided for the referee is
very detailed and comprehensive. (although
Tamulinty with Cults of Prax and Outs of
Terror is vey helpful). Some of it has been
previously published (e¢., Aimori and Moro
Kanth articles in Myrm's Footnotes, treasures
fiom Rudy Kraft's Plunder), but the majority
{is new material. In addition to some extra ells
there is fascinating lore, auch as the reproduc
tive and recreational sexual habits of broos
(Gecch), and two representatives of a new type
fof elt This isthe spirit cult, basically a shine
officiated over by a shaman and devoted to a
spint rather than a deity. Such cults provide
Feudal Lords
‘The firs pom seme of
economic development,
Z ima conquest, ond
imate rte
FEUDAL LORDS is a computer:
moderated correspondence game in
which up to 15 players vie to become
King of Arthurian England,
You, as head of @ flefdom, have 30
types of military, economic, and
dipiomatie orders available
You provide for your knights
townspeople and peasants,
You may make an assortment of
investments 10 build your economic
and miliary base.
You can acquire vassals and
influence through force or diplomacy
~ You can spy on other flefdoms.
CAN YOU BECOME THE NEXT KING?
GRAAF SIMULATIONS
27530 Harper
St. Clair Shores, MI
48081
ENTRY: $10.00 for the rulebook, setup,
and fist three turn $2.50 per tur.
RULEBOOK only: $2.50
«BYTHESWORD}
‘ANEW APPROACH TO FANTASY MINIATURES BATTLES
TheLEGIONNAIRE .:soares00swossscvoen an
‘04 fnat pine ies
fon Ung mt
{57 it truncate
Fon Ghar Sytem that ety
ho, monde and. more,
+ Beds eran
‘ieee with over 6 uns
‘for only $8.00, postpaid32
QuesZors*
QUESTERS 15 A steaTecie soaro
UNLIKE CHESS, “HOWEVER,
OUESTERS 18 PLAYED ON'A TRI
RENTS. OF THE’ VARIOUS. PLAY TIC
PLECES ARE VERY EASILY LEARNCO
QUESTERS ALSO EXPANDS. OW) CHESS
BY" provroziic SEVERAL DIFFERENT
FANTASY ADVENTURE. SCENARIOS.
WHICH ALLOW EACH. ANE” PLAYED
TO BE StT Ur OIFFERESTLY
Fon OURAGILETY, THE INITIAL
Prayine 080" (ours 1GHLD #1)
EDHES TIA 221 ine PRESS
OPENS LIKE 8 200%. NITHIN
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Sr 2003 GAUEE, “CLEAR ACETATE.
Tito-tHe GRtD HOLDER. “CENERAL
PLAYING. INSTRUCTIONS ARE ALSO
SPECIFIC PLAYING INSTRUCT 1OnS
Fon EACH, ADVENTURE. cone, BOCED
PIECES ARE T.75 In, HIGH.
onsrRucTeD Ar sTUnoY PRESS
ORDER TODAY: DAdventure 21,
relapereseamesyroreinlt. sail
Wolters 15950.
: ‘DAvventure #1
Sheet, w/out Grid Holder: $11.90
mysterious mouse pum
Limited rune magic and some of the benefits
of the more powerful cults The general ds:
feusion of the political situation in Prax and
Pavis at this time (a5 well as loose ends left
from the various scenarios) allow the Duke's
Desai to remain in use asa Setting even after
he seven scenarios are completed, while an
fption is given to allow players fo ti into
activities In. Daazar (the general setting of
Griffin Mountain)... The physial production
‘of the compononts is excellent. The artwork is
attractive without being intrusive, the layout
{is wll-planned and the contents ar remarkably
five of typos. The desken crodits ave detailed
fon an insert sheet; altogether, 14 individuals
fre credited for pars of the design and many
Tore with other aspects of the production
‘This package ig not Inexpensive, Dut i's
worth the price, Howover, the emphasis here
4s on the senazios, so BORDERLANDS isnot
‘useful asa source book as Griffin Mountain.
Unlike Griffin Mountain, thoush, the scenario
structuze provided requies vistually no scene
fetting by'the GM before play can begin. For
RO fans, the only reason not to acquire this,
‘oneis the hope of one day paying in
Steve List
THE SOLOMANI RIM, Traveller Supple-
ment 10 (GDW); $3.98. Designed by John
Harshman. One 6” x 9” 48-page booklet, Pub>
Tished 1982,
For those Traveller enthusiasts who have
long worsdered “What about Earth?” GDW has
released ils star sector supplement on the
teion of space around Tetra ~ THE SOLO-
MANI RIM. RIM Is designed in the same base
{format as The Spinward Marcher ~ some basic
information on the area, 16 subsector maps
with planetary stats foreach world in the sub
T6E
BRAGOH
TREE
supplements and accessories for
tise with Dungeons & Dragons*
Cl The Handbook of Traps and Tricks
cover 100 taps of all types. . . $9.50
Amazon Mutual Wants You #1
‘Most Amazon Mutual Life Assurance
jobs involve rescuing prisoners or
ecovering the bodies of dead policy
holders for resurtection by AMLA
clerics ~ But not always! .-. $6.00
1 The Book of anifacts
‘Over 200 new artifacts with complete
‘eseripions, prets, powers, uss,
and misueae yeas 470)
the Dragon Tree Spell Book
‘Over 200 spells in standard format,
Including two new types of sells
"Zero Level” (housthold/indusral)
‘and "Dragon Spells”... $7.50
Te ORAGON TREE
118 Sayles Blvd
Abilene, TX 79605
‘*Dongeons Dragons i. repistered
trademark of Tit Hobbies Ine
sector, and an explanation of what the world
Gata slats mean so it ist necessary to Keep
refotring back to Book 3. RIM also hus some
Improvements that GDW has initiated since 33
‘Marcher book. One of the handiest is min
ture centerfold ‘map of the entre ctor,
showing cach subsector in relation to each
ther with xcboat routes connected, raking
fubstclot to subsector travel much simpler
envision — something Spinward sadly lacked.
‘The map coding system is the new one devel-
‘oped for Fifth Frontier War, showing world
population and political status by the size and
olers of the letters in the name, or the pres-
‘ence of nor-presnce of water by color, ete
‘Several feature of THE SOLOMANI RIN.
axe quite outstanding. Some of the world data
odes have been updated, for example, Atmos
plore typos a extended 10 F to reflect espe-
ially unusual conditions, such as an ellipsoid
‘world with aspherical atmosphere, asin Lasry
Niver's Known Space world of Jinx. Much
fore data about the history of the Rim ke
tiven (han wap about the Marches in the easier
fupplement, including information on the mys
ferlous Vegans and their Autonomous Distt,
fiset mentioned moze than two Years ago
Adventure 1, The Kinuit, And then, of course,
ae the familar "buzz words" of the names of
ie is is Joel gag — Sie, Alek eat
‘Tau Ceti, Barnard’s Star (hough some are listed
under theix snajor wodd's name rather than by
Har) — plas those that fist appeared on 1
Inperium ‘aapboard ~ Agidda, Cashidda,
Digit, Kinunir ~ and of course the obligatory
liecary references — Miskatonic, Nyarathotep,
Barsoom, and even Keypton,
There are few problems in THE SOLOMANI
‘RIM, most being mere matters of taste Pa have
liked 4 bit more information on the Vegan
physical (and mental) characteristics than
merely “roughly humanoid in body shape but
completely nonhuman in detail” And several
fof the planet names have appeared in other
sector supplements ~ Nyarlathotep in Beyond,
Busoom in Vanguard Reaches, ‘Thamber in
‘Spinward, ec. OF course, in such a large arc
of space, duplicate names certainly can be
Aiscountea a8 unrealistic, s these stent really
awe
‘Overal, THE SOLOMANI RIN should
definitely appeal to any Traveller player oF ref
who has Jonged to adventure in the area of
‘Torr ot who simply wants 19 know as much
about the universe ak posible,
“Willem A. Barton
TRAIL OF THE SKY RAIDERS (FASA);
$6, Designed by J. Andrew Keith. Approved for
Traveller 6" x 9° S6xpaze bookiet, 1” x 17"
‘map insert, 38 players; playing time indefinite,
Published 1982.
For those of you who enjoyed FASA’s
Legend of the Sky Raiders and yearned for
mare information on the mysterious Sky Raié=
fs of the Ul, there is now a sequel. TRAIL
takes up where Legend left ofl, with basically
the same playercharacters now in command of
the Far Trader thatthe group had the opportun
Ly to steal tthe ond ofthe est adventure. On
4 minor world In the Leage of Suns in the F
Frontiers, the characters find hanging on the
wall of a bar an artifact that looks suspiciously
like those found in the Sky Rakdcrs cache on
Mirayn, the location of Legend. Since the Inst
tute of System Stodies on Alzene in the League
paid a considerable sum for those artifacts, it
‘would seem reasonable that they might want
‘more... Which leads the group into an adver:
ture of intrigue, kidnapping, and archeological
discovery that results in the uncovering of the33
This 100 PAGE book
is all you'll need.
Alien playing character
High technology
Weapons
Space vehicles
Psionics & more
Just when you
thought the
Mechanoid
threat was over
-.the nightmare
begins,
IN ff IW ANS
NEW
WY Vy \
= separate game or in conjunction with books 1& 2
HE JOURNEY CTA
) DETROMT, MICH, 48210
Book One: THE MECHANOID
INVASION 50 pages su 75
‘The planet Gideon Fis besieged by cy34
Build
MOUNTAINS
to match
your men...
Expand your wargame scenarios
with 19mm hex size trapezoid
terrains, on cardboard or thick
plastic backing. Sets of 2, 8, 18,
or 32 combine to form a single
large hex; 18 combine more
than 131 billion ways
Choose from mountain, forest,
suburban, and pasture terrains,
All types are fully compatible.
plastic cardboard
Set of 18 $16.25 $14.00,
Set of 8 S780 $6.50
Sampler of2 $2.75 $2.25
When ordering, specify number and types.
Make checks payable to GEOTACTICS,
2.0. Box 420728, Sacramento, CA 93842.
(California residents odd 6% sales tax.
GEOTACTICS
Cast Your Own
Fantasy Figures
25 MM Fully Round
Casting your own figures i easy and fun. F
‘molds for fantasy figures have been made, and by the largest pro
‘veer of molds in the worl. The illustrated moldeaze the fist
‘ones produced for DAD players and there are three figures per
‘mold, More ate coming,
Molds ate only $8.95 each pus 15% postage, insurance, and
sanding.
rte for complete brochure, Dealer inquiries welcome,
origin of the mysterious Sky Raiders. Several
important NPCs from the firs adventure reap-
pear, including Lorain Messand, the young so
nti whose father had been obsessed withthe
Sky Raiders, and the evil Fner Kalomanary and
Ise henchmen, Several other intersting NPCs, &
‘wealth of libuary data and subsector informa
tion on the League of Suns and the Naziewue
Desearotie Hegemony in the Jungleblut Sub-
sector, excellent illustrations by Bll Keith, and
set of detailed instruction, rumors and clues
for the referee (0 disseminate a9 the players
seck out tho answors to the mysteries they face
‘make TRAIL just as complete and es satistying
an adventure sits predecesor
‘Aside from being 2 ripsnorting adventure,
‘TRAIL is notable in that t presents she players
with a puzzle that thoy"l have to solve with,
thoit brains rather than with the tiger fingers,
‘There inevitably will be some combat during
the course ofthe scenato, but investigative ac-
ton, stealth, and deductive reaconing wll prove
Just’ as important — and usually. more so.
‘TRAIL alo includes the fist mapped-out sub-
sector of the Far Frontiers yet to see print, plus
{Jot of background info about the area to help
fll out the eampaten.
The only problems evident In the adventure
are in the nature of typos. Most are merely an-
noyanees, but one in the section on informa
tion available at the earport allows ramers to
be dlepeneed on a roll of 2+, when the cll is
‘more likely meant to have been at beat 87+
Overall, TRAIL OF THE SKY RAIDERS
looks to Be one of the hetter Traveller adven-
tures published yet this year by anyone. Chalk
lp another suecess for she Keith brothers nd
for FASA.
=Wiatiam A, Berton
GOST
as
RB
TAK
the fst time,
8
eee
Distributed by The Dunken Co.
20303 Silbury Ave., Katy, TX 77450
(713) 492-2692
ARCADE GAMES
BERZERK (Atar); $29.99. Cartridge for
‘the Atari VCS, with instruction and comic
book. One player; playing time usually under
S minutes, Released 1982.
TBERZERK is the latest hit arcade game to
bye released lor the VCS. Here, you eonttl 3
‘human who must shoot his way out ofa robot
packed maze, To make things tough, the
robols cam fire back and a smiling, bouncing
face namod Evil Otto comes to attack near the
fend of each round. (Depending on the game
variation you choose, you can have “non
shooting monsters, no’ Otto, or any combina
tion you desir.)
‘The graphics in BERZERK are not eye
popping, but they work. The mazes are not
‘hat complex, but they suffice. The robots are
‘Similar to the arade version: Sometimes they'e
fairly cunning, other times they're stupid. The
tame play is very similar to the arcade version,
And it should look very good to the DERZERK
fan,
‘The biggost difference between this version
fand the arcade game is the lack of speech,
When the arcade version was released, it was
among the fst to have a “voice chip"; it could
‘make the robots say “Human ~ fight like a
robot!” of “Chicken” and other nasty com
ments, DERZERK lores something without
{alking robots. (TRS-80 owners have hed Big
S's “Robot Attack” for almox « year now. It
talks through the casstte port) Als, « (vo
player — take turns game would have bean nice
‘And with the cartridge, Atar includes a comic
book produced by DC Comics. Defender had
fone, t00) Apparently this isa continuing saga
buy the latest arcade cartridge for the next
chapter.
Tf you liked BERZERK, or if you simply
‘enjoy shooting evil robots in electrified mazes,
then look for this at your local store. But
‘wateh out for Evil Otto!
= Ba Driscoll
(CHOPPER COMMAND (Activision):526.95
Designed by Bod Whitehead. Cartridge for the
‘Atant Includes one cartridge and. three-page
intruction booklet. One or two players; pay
ing time one to five minutes. Published 1982.
AAs a chopper pilot, the player must protect
vital shipment of medial supplies being moved
‘crow the desert Below in 12 trucks. The only
Weapon the player has against the enemy ight
rr and helicopters i hs rapi-ire autoeanon,
The enomy siciaft have mltbwashead mises
and wil practice kamikaze attacks often.
The graphics are up to Activision standards,
‘though not particularly new. The main change
from a standard shooting game is the insert of 0
Tong-ange scanner map at the bottom of the
serven, which shows the positions your trucks
tnd the enemy Toress, even if they ate off the
main viewseraen, With ten waves of increasing
Aifcalty in enemy fores it will be extremely
difficult for anyone 0 ever seo the end as ele
Jing four ot five Levels i teal feat. The sounds
are also done well, with the chopper bladss
whooshing and autofite rattling, but again,
nothing is particularly seat.
CHOPPER COMMAND is a moderately suc-
cesful shoottheenemy game with the added
Worry of protecting the trucks, but it isalot of
‘money to toss ata Standard cartridge.
Tt f welldone, but if you wish to avoid an
other areude shooting match even if thas nice
Sound and graphics, then pat up.
Richard A, Edwonde35
The
Correspondence
Game!!
Would you like to be the CAPTAIN of YOUR OWN starship like the ENTERPRISE?!?
Would you welcome the challenge of solving the mysteries of space, battling the Klingons,
and exploring new worlds?!?
This is the adventure of STAR TREK. This is where you'll find alien cultures embroiled in
problems that you can solve only after unraveling the secrets of their strange customs. This Is
where you'll struggle against both the fabric of space and the steel of your starship. This is
where you'll find more Klingons and Romulans than you REALLY wanted tol! The mysteries
are all here ... and so is the excitement and adventure!
Here’s how to bring the adventure to you ...
EC! now introduces a STAR TREK game that you play in the mail!! From the very start, you'll be placed rightin
the center of the Bridge! Here you'll take the role of CAPTAIN of a Federation Heavy Cruiser, either the
Enterprise or one of your own choice! At your disposal will be the tremendous power of a Starship, the
technology of the far future, and an entire crew ready to obey your orders on the double!
‘YOUR PLAYER'S KIT:
(1) A 24 page rulebook teling you EVERYTHING about your ship ang how to play tho STAR TREK game!
(2) A Crew Roster with 400+ crewmembers including name, rank, akils, nd duty post!
{@) A Ship’s Technical Description giving you all tho details about your own individual starship!
(4) Your Orders and Adventure to get you started in the most exciting correspondence game ever!
YOUR STAR TREK MOVE:
(1) Each move we send will be a complete narrative description of what happened as @ result of your last actions!
(2) You'l gota ship status report, detailing Crew Status, Department Status, Technical Status, and Damage Control Reports!
(@) Youwillbe ablete write THREE PAGES of description for ANY ACTION YOUIWISH TO PERFORM! Yau can ute any oral of your erew at
‘YOUR DISCRETION’ There are NO special action charges, no limits on what YOU can decide 10 do!
(4) Each month you'll receive a newsletter telling the stories of the most exciting adventures, giving hints on play, and sometimes running
contests with cash prizes!
EC! Is using the acclaimed SIL VERDAWN move system to bring you the science fiction ole play'ng game o! your dreams! The STAR TREK
Player's Kits $6, plus $4or each adcitional Starship. Each move thereatteris $4, I not completly satistieg, you can return the Playor’s Kit
fora full retune,
ENTER TODAY, and soon you'll be getting your first mission orders from Starfleet Command!
Name
I want: _____ Enterprise
Address _ oh
hi nami
city _________state______zip chocoessiise)
Please send me Federation Heavy Cruisers at $6 for the first Starship and Player's Kit and $4 for each
additional Starship.
Mail to: ECI, 6923 Pleasant Drive, Charlotte, NC 28211
[STAR TREK is the registered tracomark of Paramount Pietures Corporation. Used by EC! under exclusiwo lconse tom ParamountFREE
LEAD FIGURE
:
ey
WITH PURCHASE OF
ALL—NEW CATALOG
$1.00
HOBBY HOUSE
8208 MERRIMAN
DEPT S-56
WESTLAND, MI 48185
TSR GDW RAL PARTHA
AVALON HILL GRENADIER
CITADEL AND MORE
TAXMAN (HLA.L. Labs); $23.00. Designed
by Brian Fitzgerald. 48K disk for Apple. One
10 fv players playing time variable. Cannot
be saved, Published 1981
nthe land of Tanstaal the citizens
revolt, denying the government of its rightful
Yenue, and rioting in the streets, You are the
TAXMAN, selfappointed champion of the co¥
cament coffers. The sily citizens don't know
what's good for them, and have developed
They ure armed and
rebellious tendencies.
dangerous. To help you there are tax centers
{neach procint. Passing through one gives You
the temporary power to “pucly” the angry
is But, alas they are soon back on the
Causing more damage and. destruc
‘Thus reads the introduction of TAXMAN.
“This game is very neatly a carbon copy of the
aeede game PacMan. It has extremely good
raphict which are true to the original, ight
flown to blinking Blue phoste after you pase
through a tax center (eat a power dot). There
Js color or b/w option, 99 wo users with
Diack and white monitors don't have to puzdle
fut what shade of grey corresponds to a
specie color
‘The game docs have one flaw: You can’t
use paddies ora Joystick, you're forced 19 wse
the keyboard, The Keys chosen are rather close
together, which takes some getting used to.
Aetiitely recommend this game to all who
Waste too many quarlers at arcades, ai is just
tsaddictive asthe oriina,
Incidentally, HAL. Labs is offering a $100
prize tothe first person who identifies the
fartoon after the 23rd level. Pve only made it
1o the Sth level after two weeks of determined
cftor.
Karl Westerholm
MINIATURES
ELF CHARIOT (Ral Partha); $10. Seulprod
by Tom Meer. 2Smm lead miniature chariot
ten pars, including. tree horses and two
crewmen, Released 1982,
This small chariot isa finly-detated
“command” unit. From the dstinet (and die-
tinctly inhuman) features of dhe elferew tothe
rich caparisoning of the hoes, itis dofnitaly
a fantasy offering, and wil no doubt find its
place in many a fantasy amy. Figures of other
Faces could easly be substituted for the elves
supplied, and, or those who like @ more sine
et appearance, very litle work would be
required to turn the egle-wings of the chariot
{nto at or dragon pinions
‘No. instructions were included in my set,
bout assombly is only a mattor of putting the
Wheels on the” axles and studying the box
photo for the proper placement af the “winged
Shield” par
My Teaetion to this set was somewhat ho-
Jum, and Iwasa fist a lose to explain why,
‘ven {0 myself... i alteictive and well-cast
But ve en ehiriots before, At two fet, only
the wings distinguish this rom several histories!
chariots The ortinalty that distinguishes mony
fantasy minature sts is somewhat lacking her,
But it a wel-eratted pleee and paints up
very nee. Look it over.
~ Steve Jackson
ZHODANI MILITARY, SWORD WORLDS
MILITARY, IMPERIAL ‘STRIKER FORCE
(Martin Metal); $3.50/set 12 15mm figures
per actin bubble pack, Approved for use with
Traveler, Released 1982.
‘Martin Metals is buy adding more 15mm
figures. 10 its line of approved-for- Traveller
you ae int forthe boy
EERE eel SYA
YAY
eqn OwUINDeA
)
|
a
Hoare ence
Fagus hat nora you tothe awesome wore of the Golden
igen sinisasea
name, ora degenerate sou Su for &
lg nd her
Bhar tthe 8
° of at gaieonn asavage
Peedi. the exci fare Spann Yown ad he
eh ing
Ae aor ard peru se you hase hame
Tite Save makes beoned esto 2nd
feo coung wth ‘hearted wenches,
Sevtaugant arese War oa eso
TATE Lunes cn
cet itorno ae
You worked ip amans seat Youve weuthed he
Jars the tot ea beh
soy exchange of muse, = salt dame up he
ren ach cua ees
yy athe end ofa ard wetking week, ane
1900
Pbteatns, RO. Box 24767, Dal, Texas 7528 Ac $1
raenece 50ee a eee Oe
ee eee eames)
articles on variants, strategy and tactics, and com-
puter gaming; fiction by game-oriented writers like
PERC ONS ne cee ouuni tag
Cae ae oe eee aon
read and respected reviews in the hobby.
SC er eu)
great one? Since news is always popular with our read-
PR ce eee ee ecu ey
“news department” the hobby has to offer.
eee ea eer ua
sive you a complete game four times a year — begin-
Re ny Rete rea cnet cee
Rem omc et cme OR
Pier CR RCS 9) ee
Pee eM cmos
CS ecco ee re om eer
PSS ena eee aera
ee cae emcee)
Lair of the Fat Man, a Top Secret mission by W.G.
Armintrout; Warlord of the Western Plains, a Morrow
Dee A a Roe eRe
Pei
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Mapstamps
Dragon Stamps
Fantasy Stamps
Meta-Stamps
Suite 222
834 Chatmers
Chicago, Mlinois 60614
send $1.00 for our catalog
(make checks payable to “Letters”)
rminiatures. Among the latest are three packs
Of figures all ready for battle stations during
the Filth Frontier War — ZHODANL MILL
TARY, SWORD WORLDS MILITARY, and
IMPERIAL STRIKER FORCE. The Zhodani
pack features figures. cad in the distinctive
‘Zhodani battledress The Sword Worlders ae
flishly lower tech level troops with smaller
‘weapons, and are apparently clad only in cloth
ir (or bare uniozms) with beretype caps
1¢ Imperial Striker Force is the lowest tech
level force of the throo and feature Figures in
various poses with a variety. of small arms,
plus a miniature of the map box featured on
the cover of DW's Striker miniature rues Gin
fact, the Force itself could have almost been
Aesigned from the cover at).
‘The fiquos reflect the genoral hish quality
‘of MMs 15mm figures ~ not quite as nicely
Setaled” as Ral Partha's 155, Dut sill quite
fcceplable. Flash and defects are. minimal.
Plus, MM seems toi
fiom the prevalent
‘many of te eur
Complaints are mioimal on these sts.
sul waiting for some of those turbaned Zho-
ani nobles, 2 prototype of which was dis
played at lat year’s GenCon. But this set was
Gesiened as fighting troops, 50 the omission is
understandable — expecially since this st is 50
‘much more satisfying than the earlier Zhodant
fet. The Sword World. troops have Title to
feally distinguish them as Sword. Wonders,
thei berets making them similar to the eater
Meroenaries sets, so that some might find
them superflious, Stil, there are some nice
posee in the
‘Overall, the ISmm miniature enthusiast wi
probably find all three sets of ‘use, a6 will
Traveller payers and refs who wse the mini
tures in their roleplaying campaigns. MM con:
tines to improve inthis line
Wiliam A, Barton
PLAY AIDS
TRAVELLER DICE Gamescience); $4.00.
Four 5/8” dice in bubble pack. Released 1982.
Approved for uso with Dravellar
For those of you whose gaming accesories
have to be “offical” and who also happen to
‘be Traveller players, Gamescienee has now
released a set Of is pact dice offically
approved for use with Taveer, The dice come
four to a peck and are cast in Diack with a
White sunburst (as seen in the TAS news
releases in the Journal of the Travellers" Aid
Society) and red disital-style numbers.
‘So. what eke canbe sild about dice?
TRAVELLER DICE are typical high-quality
‘oxamples of the species, as are all of Came
fcience’s They do add a cerain fair to rolling
for ayace suit mishap ors hit with a acer sie
‘They're nioe to look at, sturdy, and seem to
roll” nicely on most “susTaces (planetary. or
otherwise),
‘OF course, one does not really need “off
cial” dice for playing, Traveller, Any sixsiders
will do just as well, And at four bucks for
four dice, you'e going to have to want that
“approved for” stamp. quite a bit more than
most gamers — especkally if you have to keep
tubs onthe finances like some of us do.
Sull ~ what ean I say? ~ bought « se
just for the novelty of i. And they do look
fomewhat more impressive than regular dice
‘when rolling up that random encounter for
the players. (In other words, Gamescience
probably isn't goin to lose money on these)
MOVEMENT
“HE FORUM OF CONRUCT SMAATON
Fire & Movement is recognized as
the best magazine of its kind in the
field of historical wargaming . . . it has
won the Charles Roberts Award for
“best magazine covering boardgaming”
for the last three years in a row! Now,
Fire & Movement is published by Steve
Jackson Games. Each bimonthly issue
will include news, strategy articles,
designers’ notes, and reviews . . . from
the same award-winning editorial staff
To subscribe, send $21.00 (for twelve
issues) or $39.00 (for 24 issues) to:
FIRE & MOVEMENT
Box 18957-T
Austin, Texas 78760
Your subscription will start with the next
issue published. Each copy will arriv.
protective mailing cover, Note: F&M sub-
scribers, like TSG subscribers, get free
Postage on most SJ Games products when
ordering from us, as well as other special
offers and “freebies.”
If you enjoy what we're doing with
TSG, and you play historical games —
you'll like Fire & Movement,
that made F&M so highly respected.(eS TASK FORCE GAMES — The NEW FORCE in gaming =)
39
rE LEGAGY LIVES ON
First there
was STAR FLEET
BATTLES, reach-
ing into the un-
known void of
the Star Fleet
Universe to cap-
ture the excite-
ment and thrill of tac-
tical space combat.
Then came EXPANSION
#1 and #2, pushing back all
limits known to man and ex-
panding his knowledge of
the cosmos. And now,
TASK FORCE GAMES is
proud to present:
Star Fleet Battles Expansion #3
The endless legend stretches forth to strain the limits of the universe! STAR
FLEET BATTLES EXPANSION #3 brings you a myriad of new ships including the in-
novative Romulan Sparrowhawk with interchangeable modules, four new Pseudo-
Fighters, three new types of Fighters, Pseudo-Fighter Tenders, new Light Cruisers
for several races, civilian ships, and the terror of the galaxy—the Andromedan Domi-
nator! There are twelve new types of mines, intricate rules for mine warfare, and
Minesweepers for all races. EXPANSION #3 also introduces a new race—the WYN,
allied with the Orions; a new monster—the fearsome Space Dragon; and new
weapons systems, including Enveloping Plasma Torpedoes, Aegis Fire-Control
system, and ECM Drones. There's a new mini-campaign—Admiral Kosnett's War—as
well as new Tholian web rules and complete errata for EXPANSION #2. And more!
STAR FLEET BATTLES EXPANSION #3
The Legacy
Coming this fall to a game store near you.40
SCANNER: —— “ws rom rue wortp or apvenure camming ———
TSR Decides Fate of SPI Magazines
‘TSR Hobbies, Inc. has recently report
ed its decision on the eventual fates of
the SPI magazines, Strategy & Tactics,
Moves, and Ares.
In aletter to SPI magazine subscribers,
TSR reported its perspective of the events
leading up to the SPI takeover and an
nounced its decision regarding former
subscriptions to the magazines.
AAs had been theorized by industry ob:
servers, Moves will be folded into S&T,
S&T and Ares will both be published bi
monthly at 64 pages; games will appear in
each magazine every other issue. The
hanging. subscriptions to the magazines
will not be picked up by TSR; the com-
pany instead will be offering “two-for
fone” subscriptions to former subscribers
— purchase of a one-year sub will net the
buyer two years of magazines. SAT life-
time subscribers are offered the same deal,
with the addition of free back issues dat
{ng before the start of the lifetime subs.
Despite increasing reports of discon:
tent among lifetime subscribers, only one
Tawsuit filed against TSR by a lifetimer
has been reported to TSG. Preliminary
analyses by legal advisers indicate the
TSR is in a very good position legally,
and that individual lawsuits by lifetimers
high chance of success;
the nuisance value of
these actions will have to be dealt with by
TSR. The company’s good legal position
comes from its method of acquising the
copyrights and trademarks to the Simula-
tions Publications products: TSR loaned
approximately half a million dollars 10
SPI; the collateral against the loan was
the aforementioned rightsand trademarks,
When repayment for the loan was not
forthcoming, TSR picked up those trade-
marks and copyrights without acquiring
any of the debis or liabilities tothe com
pany
News Briefs
FASA to Produce Deathworld
FASA, publisher of Traveller supple
‘ments and the Rekind Enemy Lines RPG,
hhas negotiated an agreement with author
Harry Harrison to turn his Deathworld
tuilogy of novels into a science-fiction
RPG. The game's appearance is tentative-
ly scheduled for the summer convention
season of 83.
Paranoia Press Folds
Paranoia Press, producer of such well
known Traveller suppl as SORAG.
and Scouts and Assassins, has confirmed
that it will “cage to be” once current in-
ventory is exhausted; the existing stock is
being sold to distributors at a 70% dis
count. The company is also seeking a
buyer for the copyrights to its five Trar-
eller supplements.
Spy-Game Agreement Negotiated
Flying Buffalo, Inc. and Hero Games
are currently negotiating a cooperative
licensing agreement for their upcoming
spy role-playing games. Under the terms
ff the agreement, all adventure supple-
‘ments and scenarios for Hero's Espionage
and FBI's Mercenaries, Spies, and Private
Eyes games will be usable’ with either
game.
Nuts & Bolts Returns
The Nuts & Bolts of PBM, which
temporarily ceased publication in April
°82, will be returning to a publication
schedule as The Nuts & Bolts of Gaming
Primary concentration will still be on
PBM, but the scope of editorial coverage
will be extended to SF&F “face to face”
games as well
(GDW, Avar Sign License Agreement
Game Designers’ Workshop has signed
a licensing agreement with Avar Produets,
of Denver, CO. Avar will be producing
mounted “adventure boards” of starship
deck plans, player aids, and referee aids
for Traveller for the upcoming Christmas
season.
New & Upcoming Releases
Strategic Simulations, In., will be 1
leasing The Warp Factor for the IBM; the
game will cost $39.95, $81 also intends to
release a genuine computer monstergame,
Guadaleanal Campaign, which can last up
to 80 play-houts. The’ game can also be
played solitaire; it retails for $59.95 for
the 48K Apple.
Manifest Destiny is the PBM offering
of Viking Enterprises; each player guides,
a “nation destined to become & super
power.” Setup fee is $5.00 and inchides
rulebook and setup tuen; thereafter, turns
are $3.00. Viking Enterprises can be con-
tacted at 5500 Closeburn Rd., Charlotte,
NC 28210.
‘Midkemia Press has released Jondril:
Gateway to the Sunken Lands, a city
setting compatible with “most popular
Fantasy Role-Playing Games on the mas-
ket today.”
‘Star Traders, an outerspace trade
computer game, has been teleased by
Hayden Softwares it’s $19.95 for the 48K.
Apple Il.
Prisoner 2, sequel to the Prisoner pro-
gram, has been released by Interactive
Fantasies; it is in Applesoft and requires
48K (and $32.95),
Star Frontiers, TSR’s longexpected
science fiction RPG, was finally released
at GenCon, along with Gangbusters, an
RPG of Ganen and speakeascs, and
Davon Patrol, a WWI game, all retailing for
$12. TSR also entered’ the computer
game field with Dungeont, the computer
version of their boardgame, and Theseus
and the Minotaur. Both games are $25
and are for the 48K Apple I
Flying Buffalo has released the second-
edition rules to Herote Fantasy; they are
free to anyone who bought the first
edition rules.Convention Calendar
‘Ovlober 1:3: ARMADILLOCON 4. SF conven:
tion. Comtact c/o Robert Taylor, £.0. Box:
9612 NW Station, Austin, TX 78766.
October 2:3: TOL-CON *82. Gaming con. Con-
‘act. Mind Games, 2001 Nerth Reynolds
ond, Toledo, OF 43615.
October 8-10: WIN GAMES IT. To bo hold at
University. of Manitoba. Contact the Unk
voit of Manitoba Wargames Cub, Box 80,
University Conte, University of Manitoba,
Winnipeg, Manitoba, Canada.
‘October 9-10: MADCON IV. ERE. miniatures
Wargames. Contact Mark Anderson, c/o Peet
‘aus Games, 222 West Gotham, Madizn,
'WI53703 with SASE.
October 29: STARCON "82. Stratepy, tacts,
RPGs. Contact lenacy Lipise, 229 East
22nd Avenuo, Vancouver, B.C. VSV 178
Canada,
October 29-31: FALL SCL! CONVENTION.
‘SF, Halloweon programs, costume conte
RPG rooms, Contact © 213/337-7047.
November. $7: WARGAMERS. WEEKEND.
Contact Chris’ Game and Hobby, 83 Lata
tte Road, Salisbury, MA 01950, ot eal
617/462-8241,
November 12-14: MDG WINTER GAMEFEST,
oardzames, minitures, RPGs, Contact
MDG, WIT Info, Box 686, Wyandotte, MI
48193.
November 12:14: WESTERN RECON ‘82. SF
‘SF, fantasy gaming, Contact Karl Miller,
41
837 North Universty Vilage, Salt Lake
City, UT, 84108, 801-582-6076.
January’ 22°33, 1983: WINTER CAMPAIGN lL
RPGs, boardgames, Napolonics. Contact
Winter Campaign, 2.0. Box 14630, Univers
sity Station, Minneapolis, MN 55414-0630,
February 26-27, 1983; GAME FAIRE. RPGs,
mmiccoarmor, chess, arcade games, ce, For
information, contact Shannon Ahern, Book
and Game Company, West 621 Mallon, Spo-
kane, WA 99201 of 309/325-3358,
March $46, 1983: CENTCON I: Squad Leeder,
D&D, Backzarmon, Risk, Kingmoker, Top
Seere, ete. Contact Ron Vincent, Treasiter
= CentCon I, 471 Commonwealth Avenue,
‘New Britain, CT 06053.
‘tuly 14-17, 1983: ORIGINS °83. Adventure
famine con, Contact MDG, Box 656, Wyan-
ddote, MI 48192.
‘SI GAMES and TSG willbe atending the con-
‘ventions matked above with seteriske
PBM Update
EARTHWOOD
(Gane Systems, Ine.)
‘The fist eight games are proceeding
strongly. Games 9 and 10 are now open
for new players.
Game 1; The bitter hatred has ceased
between the Athians and the High Elves.
Rumors of an alliance are stirring, The
Hill Dwarves have stormed and taken the
Halfling Citadel of Snuvelton. Rumors
spread of a wizard’s research brewing in
the Giant Kingdom
Game 2: A huge force of Mammoth
Men mined beneath the Rumonian City
of Rume, taking the defenders by sur
prise. A fierce, sorcerous battle resulted
in victory for the Conjurer over the Nec-
sromancet and his undead minions.
Game 3: In spite of losing three cities
in rapid succession, the High Elves con-
tinue their siege of Escobar. Alliances are
being sought.
Game 4: A three-player alliance and a
growing Empire are the eurtent major for
ces to date. Il omens run rampant as
large numbers of Wizards flock to Linden.
Rumors of a large Halfling army afield
continue to flood local taverns
Game 5: Tales of a clover thief enter-
ing and stripping the treasury of Yumuri
have many Lords tightening security. The
Anorocians continue to annex nearby
ruins,
Game 6: A devastating defeat has hurt
the morale of the Giantas as they were
driven from the walls of Asturia. The
Gnomes and their allies, however, have
tasted sweet victory in wars against the
Mountain Dwarves and Halflings
Game 7: The upstart “Stardom” has
found only bitter hatred or staunch sup-
port om all fronts, Revenge drives the For-
est Elves on their march towards Escobar.
Meanwhile, the Rangers continue recruit-
‘ments of large numbers of NPCs to swell
their armies’ ranks,
Game 8: Only weeks old, already alli:
ances are formed and battlelines have
boen drawn, This will be an interesting
and dangerous game.
Peter Stassun
UNIVERSE II
(Clemens & Associates)
‘Company News: The special version of
Universe If for players in Europe contin:
Les to grow at a rapid pace. European res-
‘dents wishing to join may contact ICBM,
P.O. Box 100 Bath Street, Walsall, West
Midlands, UK.
Game News:
Quadrant I: Where will the Regaian
expansion lead to next? Rumors say eith
ex Arturus or Vindemiatrix will be next.
The uncertainty about the Eohippan
Alliance has endod: they have disbanded.
Quadrant I: No major wars are cur.
rently active, Most groups seem to be
building up their defenses.
(Quadrant II: The power of the PAF
Alliance has been broken by the SA and
CSA ships. The star system in BAL7 has
been reclaimed.
Quadrant IV: The Unity Alliance ships
ae consolidating their gains. The final in
tention of their activities in the former
Regaiian empire is unknown,
‘Regajian Empire: Tne empire is strong
ex than ever in Quadrant I. It is rumored
that the loyal RSS ships and the dissident
RSS/UFO ships will soon reconcile their
differene
Zxtli Empire: Plans are under way to
Jaunch a counterattack against the Rega-
jian forces which have expanded up to
our borders.
‘Muar Empire: Task Force 4 of the
Muar Raiders is conducting a recom-in-
force toward the Alkes area. Reinforco-
ments have arsived from Quadrant IV.
Jon Clemens
Index to Advertisers
Avalon Bill .3
(Central Tees Computing «22-222 a8
Compleat Strategist Te back cover
Dragon Tree 32
Dunken Co. (Prince August) 3
Entertainment Concepts. 2... 35
on Products Ronnie
Fantasie Simutions Bie 30
FASA, ate ee,
Fueg iiovemene. 1... ie
‘lying Bua. 5
Game Designer's Workshop 9
Geotactes u
Graaf Simulations. 31
Hobby Howse 36
Iron Crown Enterprises 15
Judges Gut 16
Legionnaire deseseeree sh
Letters eee
Longshot Enterprises 00000220 Tig
Martian Metals =. 28
Mayfair Games. 0
Mysterious Mouse’ 2
Palladium 3
Retailers 4
‘Solubel & Son ‘side jront cover
‘Steve Jackson Games 7
Task Force Games 21.38
eee ‘ack mailer
West Bl Games | back cover
Yequinto i 36
Zocehi Disirburors (Gamesclnce) 2942
LETTERS
This letter is a rebuttal to the “Musphy's
Rules” presented in isue $3 of The Space
Gamer,
"AL Hero Games, we cateully research all
aspects of the rules shat we write, In order to
provide proper backrsound material fo the see
tion on Falling” in the Champions rules, we
threw, pushed, or defenestated our playtesters
fom tall buildings. With a test sample of 43
people, we found that 28 of them were able to
‘walk sway from three-story fll onto concrete
(hough some of them did need some coaxing).
‘Once the. playtesters recovered, we tested
the effects ofa tenstory plummet, This second
test was more difficult to organize, es some of
the playtesters evinced some rotloenee t0 ths
aspect of playtesting. However, with some per-
fuasion, we conducted the second test, this
time with only 37 people (some of the other
playtesters were stil in intensive car). We
found that 17 people survived the fll, which
we felt was pretty good, considering how dam-
ged some of thom Were
"Thus, it fe clea thatthe "Murphy's Rule
was incorrectly lampooning a good rule, and I
hhope that a suitable retraction is published
Hero Games
Belmont, CA
Thanks, guys I imagine thor there's an
entertaining story behind the creation of your
SR ea
= COSMIC ENCOUNTER...QUiRKS...
HOAX...RUNES...DARKOVER
Ask for EON games at your local hobby and game store.
EON PRODUCTS, Inc.
‘Sheldon Road, RFD 2, Barre, MA 01005
“breaking. things” systems, too. However, ax
some sections of Belmont are sil standing, it
Toke like your research om that section wasn't
-AA
| am amused to see that David Hargrave i
claiming (sue $4) that Ardudn is “all original”
Sure. Unchuh, And the Russians invented the
airplane
The Arduin Grimoire (rst came out in 1977,
1 your which Hargrave apparenly believes “pre:
ates” D&D. tt was plainly and simply a sip.
plement to D&D. In fact, in the “Forward”
[ste], Hargrave refered to the Grimoire as "th
supplement.” He made a numberof disperaging
remarks concerning greedy “nonamateur game
designers” who tried to suppress purehearted
amateurs suchas himac if their produts “even
remotely rescmbled any those big businesses
typex hid. published.” He wat careful not t0
mention TSR or D&D by name.
‘Asan “original” cretion, the Grimoire wasa
disappointment. It was very’ sloppy and poorly
organized. It did have “eharacters” and “mon:
sters" with “level,” “alignment,” "hit dee,”
“ving throws.” and “experience points." Fach
of the character races, including human, elf,
dwarf, and hobbit, had a range of charsctr
istic which included strength, intelligence, wis
dom, dexterity, constitution, and. charisma.
‘There was an equipment Ht that ineluded every
thing on the original D&D lst, down to the
bellidonns and wollsbane. Thete ware tables
with special ables for all of the D&D charue-
fer types. There were lets of spells, including
mage," “levi” and “druid.” ‘There was 2
clerievs-undead” table. There was a. combat
{able that required a “01-20 Die Roll to Ht, By
Level," against various armor clases, ranging
EON is gaming
with a difference!
*Action-
packed
Innovative
play
Eye
catching
graphics
Quality
components
Wide
appeal
fiom nine to (wo (Full plate armour with
ik"), with plusses above, There were many
assorted tables and rules which seemed to fit
neatly into the D&D system. And, oh yes, each
(of the monsters listed fad" lia.”
In his “Forward,” Hargrave suld “This sup-
plement is basically original, and conceived by
myself.” Now he says Arduln is “all original.”
The prosecution rests
Forrest Johnson
North Helly wood, CA
What can 1 say? TSG and $I Games just
keep getting better and better. For goah sakes,
Keep it up... there are few enough quality
‘mugazines avaiable nowadays.
The recent TSGr have been, quite simply,
fantastic. "The Lone GEV" in TSG $2 was 4
grat story, and’ Forres’s article was useful,
especially 10 those GMs (or FM, or whatever)
Who hadn' bothered to do much work in that
area. “A Super Namod Joh” was one of the
best superhero stories P've readin years (I'm an.
avid comic book collector). TSG. 54 was es-
pecially pleasing, with “The Conjuring™ and
*Sfoaic Backlash’ stealing the show from overy-
thing els. I look forward to allen. Vazney's
‘Necromancer next issue. Keep it coming, sys!
Now for just one litle complaint (thore's
ays one, isv't there). The way you've got
ings set up now, a subscriber can’t got is
bonus on an order without fearing off the cover
‘of his magazine. I may be in the minority, but 1
Keep my mailing covers on my copies of TSC
and can’t stand the thought of tearing them off
Isn't there a better way to accomplish things
Won't photocopying work just as well a5 send
ing you the original cover?
Let's see those 48 papes sometime soon,
huh.
‘So rauch for now. Until next time, Ibid you
and yours,
Good Gaming!
‘Steve Woodeoe
Sullivan, MO
We've never objected to a photocopy, Steve
It’s Just startling to us that 50 many people
‘enually do. keep their mailers, the mailer
‘covers were originally designed a8 a throwawey
attached merely to protect the magazin.
‘AS for 48 pages, well instead be trying to
stick to 44 pages om sick paper, Keep your
fingers cross.
AA
‘The parpose ofthis letter isto apologize to
those subseibers to this magazine who attend
tel Origins "82 snd were ierlly turned away
from the Avalon Hl booth at closing time
Such a situation is really a testimonial ro the
sucocss of the National Gaming Convention
itsell, thanks in great part to the Hobby Indus-
try whose promotional funds allowed GAMA to
promote this event heavier than normal. And,
too, many game manufacturers exceeded their
obligations bY promoting Orkin: "82 heavily
fon their own.
Such an outpouring of promotion resulted
in the laget convention attendance ever it
my experience. And I've attended many!
Unfortunately at closing time, 5 pmSunday,
we had no alternative but to begin tearing down
‘Our exhibit booth. in accordance. with the
ulations laid down by the college. This, of
course, dissppointed. many attendees still
hoping to be ‘erviood at the Booth and it is
{o them Avalon Hil offers this public spoloy.
"The Avalon itil Game Company
Thomas N. Sh
Executive Vie PresidentTOL8Z XL‘NILSQV ‘MMOL LSAMHLNOS S-01Z
SNILNdWOO SVXAL TVHLNAD
Pon
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KAMAKaURA