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May/June 1984 ONT ast)
Space
A
Motorcycle
Gamer |
Bue Cel ma amc XU
mee Hogs
Bet SSeS
eS S=N
Pe ae
Ss
Print Co
5
FS aC am OT =LUtT Cl
Ps a Wings Out of Shadow
es ~ ‘ » Forever War
fs a SFRPG Year in Review
yea Eran lh
And 5 Pages of CapsulesUNIVERSE III
PNM re tera Mena reat Cated
PCC es ee acs
starship entering a new universe . . . to explore,
colonize and conquer new worlds . . . contending
with other players and unknown hazards! Each time
oe Stee een a
Pe een etn ee toned
moves, and sends you a printout showing the current status
‘of your ship, plus any territory you control. When you
ease eee ee
share information, trade, negotiate, or intimidate
Why is UNIVERSE III the “state-of-the-art” in play-by-mail games?
SIMPLICITY ~ No complicated “codes” to lea ~ you
tell us in plain English what you want to do and we send
emt
Oo. es ena
foetal
NO EXTRA CHARGES ~- Our fee is $3.50 per ship or
ee
DOR ALC ORNs Sea ne cena
receipt. You'll be in a game within two weeks or your
eres
NO WAITING TO PLAY - Our 1um system lets you
See ete eae cay
between turns. Your results will generally be in the mail 0
you the same day we receive your orders!
colony turn, We don't tack on extra fees for combat,
NO BIG DEPOSITS - Our entry fee is only $11.00,
which covers a setup for one ship, a copy of the rulebook,
eee et
Cs Coa Ree og
assigned as soon as you send your name, address, and
erence
CENTRAL TEXAS COMPUTING
710-S SOUTHWEST TOWER, AUSTIN, TX 78701AYE [dt] |) rns
Ealtor: Christopher Frink
‘Assistant Editor: Allen Varney
News Editor: Scott Haring
Contributing Edltors: W. G, Armintrout
Wiliam A. Barton
Matthew J. Costelo
Ronald Pehr
ADVENTURE SUPPLEMENT
Junkyard Hogs * G. D. Swick and Allen Varney
Motorcycle combat and gang warfare in a salvage yard of
the future. Watch out for the Claw! 13
ARTICLES
Publisher: Steve Jackson
een coca teacas ‘The SFRPGs of 1983: A Pre-Origins Review * William A. Barton
ariphecron iC hlatellee ‘A good year for SF role-playing games 2
Production Manager: Monica Stephens Unit Costs in Ogre /G.E.V. * Henry Cobb and Steve Jackson
Production Staff: Pat Mucor
im Strombo
How much is that GEV really worth? 27
REVIEWS
Mark Chandler
Gerald D. Swick Wings Out of Shadow * John D. Burtt
Caroline Chase Turn your computer into a Berserker 8
Creede Lambard The Forever War * Ed Rotondaro
Yet another novel game from Mayfair 10
Capsule Reviews 36
GAMES: Alien Contact, ron Horse, Mach — The First Colony. SUPPLEMENTS:
The Great Super-Villain Contest, Trader Captains and Merchant Princes.
COMPUTER GAMES: Reach for the Stare. MINIATURES: Imperial Marines
KEEPING POSTED
A Gentle Art
The StarMaster controversy continues 31
PEM Update
ART IN THIS ISSUE
‘Cover: “Berserker” by K.C. Elis
Line Art: Graham Chatfes: 15,29, 38. KC.
Elis: 7, 19, 31. C. Mara Lee: 22, 23. Bod
‘Schochet: mailer cartoon. Jim Stanislaw: 35
REGULAR FEATURES
Counter intelligence * Christopher Frink
Where We're Going * Steve Jackson 28
im Strombo: FM, 19, 14,25, counters
(ee ee con Murphy's Rules * Ben Sargent 30
Photographs and Game Art: Baen Enter Letters 35
prises: 6 Chaosium: 4 FASA. 2” Game :
Bestgners? Workshop: 6. Mayfair Games, no. ‘Acvortleers ies a
10, Steve Jackson Games 27, Victory Games Scanner 43
2 Convention Calendar 44
‘Most game names are trademarks ofthe companies publishing those games. In particular: Dungeons & Dragons, Marvel Super Heroes, Star
Frontiers, and Knight Hawks are trademarks ot TSR, Inc; The Forever War, of Mayfair Games: Wings Out of Shadow. of Been Software; Star-
Master and Tribes of Crane, of Schubel& Son; Star Trek: The Role Playing Game (and all supplements) of FASA; Traveller, of Game Designers
‘Workshop: James Bond 007: Role Playing In Her Majosty's Secret Service, o! Victory Games. Esplonagel, of Hero Games: Mercenarle
‘Spies, & Private Eyes, of Blace/Fiying Butfalo; and Stalking the Night Fantastic, of r-Tac. Use ofa trademark to identiy a product commento
‘nin this magazine should not be construed as implying the sponsorship of the vademark holder. Allnamnes of games published by Stove Jackson
‘Games are trademarks of Stave Jackson Games, of used under license by Steve Jackson Games. Use of the name of any product without men
tion of trademark stalus should nat be construed as a challenge to such status
‘Space Gamer !SSN 01949977, USPS 494.250 s pubened bs mony by Stove Jackeon Games .O. Box 18967, Aust, TX78760 8957. Second cass postage
pad at Austin, TX POSTMASTER. Sond adcress changes to 83 Games, PO. Bor 1957, Austin, TX 78760057,
‘Al ator copyright © 1804 by Stave Jackson Games. Al hts reserved as
Primed in USA. by Future Pres, Austin
‘Subscipton rate fectve 5/1584: nthe Unted States — 6 month (issues) $8; one yar (8 issues) $1: 2 yar (12 issues $23. Aime
subscron $20, in Canada, add 0 per leue for postage and hang, for nderesses ouside he U.S. and Canada, a $1 pe ue for
Surface mal. international eee eubject fo change as pot ates change. Noa: Al payments MUST be in U.S: dolar, made by Inernatons
Haney Sider or checks craw on U.S. or Canadian SantThe SFRPGs of 1983
A Pre-Origins Review
by William A. Barton
In many ways, 1983 could be considered a
banner year for science fiction role-playing
‘games: Several major new systems — and a
number of minor ones — were released during
the year, and a few existing systems saw their
horizons expanded as well. Now we are well
imo 1984, and Origins is just around the
comer. There, the Best Role-Playing Game of
1983 will be announced. It seems like a 200d
time to take « look back at last year's SFRPG
offerings,
Pethaps I should define what I mean by
science fiction role-playing games, since my
448K disk. Game disk and six-page play-
r's manual. One player; playing time
50 minutes to ‘SG
Several hours.
When You Need
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No mater where you ate, st pick up the phone
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NINE COMPLEAT STRATEGIST LOCATIONS:
IN NEW YORK: IN NEW JERSEY:
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IN MARYLAND:
IN VIRGINA:The
Forever
War
Featured Review
by Ed Rotondaro
Inc. is one of several games published
that company based on. popular
science fiction or fantasy novels. In this case,
Joe Haldeman’s Hugo award-winning novel
‘of the infantry in future millennia has been
‘ured into a game of tactical squad-level com:
bat. ‘The question arises, "Does a good
science fiction novel make & good science fic
tion game?" The answer, in this case, is
Yes
TTEW depicts the batles of the United Na-
tions Expeditionary force as witnessed by the
novel's hero, Major William Mandella, The
game includes all the batles described in the
book, including some that are only mentioned
in passing. Excerpts from the novel, used to
itreduce various sections of the rules, are a
nice addition tothe game. Also included in the
rulebook isa short essay — by Haldeman him-
self — on the parallels between Vietnam and
TFW.
The game's physical components are
super. The map — thick puzzle-cut card
board — can be arranged ina variety of ways.
The counters are sturdy half-inch squares of
slossy cardboard. The rulebook has perforated
pages so charts and scenarios can be easily
removed.
The game depicts combat between Human
forces and those ofthe alien Tauran race, The
butlesies are frigid, airless “portal planets’
planets crucial tothe contro! of interstellar
space. An interesting twist on standard science
mn boardgaming is included in the form of
rules which take into account the effect on
‘combat of neat-lightspeed travel. For at
lackers traveling at great speed, weeks or
months may pass while all around them, a
decade or more might creep by. Upon landing
a hhe Forever War from Mayfair Games
the attackers can find themselves up against a
force which has used the intervening years 9
develop devastating high-tech weaponry
“The idea is incorporated into a game whose
mechanics are, generally, straightforward
First, one of the game's 12 scenarios (or a
scenario of the player's own design) is chosen,
Combat tits are selected as required by the
scenario rules. On the first turn only, the at
tacker launches drone attacks (when drones
are included in a scenario's set-up
instructions). Subsequent turns are resolved in
4 series of Attacker phases followed by a
Series of Defender phases, The Attacker fist
tempts to rally pinned combat units, checks
to see if fighters enter the board (where ap-
plicable) rallies pinned units, moves all units,
fand conducts combat. This is then repeated,
with the defending player going through the
same steps; this means there are two combat
[Phases per turn, and since all attacks are con
dered) simultaneous, casualties among the
troops mount rapidly
Counters
and Combat
The Forever War makes use of only a
handful of different troop types, The Humans
have three types of units: Echelon troops (the
‘weakest units in the game), regular infantry,
and individual officers (identified by name as
characters from the novel). Echelon and regu
lar troops ae standard combat troops, familiar
to most wargamers, The main function of of
ficers isto help rally “pinned” units, A PIN
result on the Combat Results Table means the
affected unit cannot move or fight uni it has
=10—
been rallied (on a roll of 1-3 on a six-sided
die). Officers have a printed morale bonus
Which is subtracted from the roll for rallying.
The Taurans are all clones, and thus have
identical combat values.
There are two types of combat in The
Forever War: Fire combat and Melee combat.
Fire — or ranged — combat takes place among
units in different hexes; Melee combat takes
place among units in the same hex. To reflet
the violence of close-range combat — often
involving lasers and other high-tech weapons
— melee attacks are resolved at higher odds
than ranged attacks, Odds are first ealelated
by figuring the ratio of attackers to defenders
These “normal” odds are then shifted up one
column on the Combat Results Table. Thus,
for example, an attack which results in 2-1
‘combat odds is resolved at 3-1 odds in Melee
combat
In Fire combat, odds are figured normally
with no CRT shifis. In order to beef up the
firepower of units engaged in ranged attacks,
TEW includes an assortment of carried
‘weapons (like heavy lasers, grenade launch
ets, and tachyon rocket launchers), avaiable
at different tech levels. Grenades and tachyon
rockets are “blast weapons” which equally af
fect all units in a target hex; that makes it risky
to stack units, Such weapons also destroy any
weapons cartied by affected units. Bes
weapons (lasers and the like) do not destroy
carried weapons
‘Other imeresting weapons available wo
players are Drones, Tower Lasers, Globe Pro
jectors, and Fighters. Drones. are one-shot
‘weapons effective only against Tower Lasers
and Globe Projectors. The Towers and Projec-
tors themselves are used 10 defend bases
Their main advantages are a high attackstrength and great range. Their height also
ensures that they are unaffected by Line of
Sight rules and restrictions, Fighters, used as
tactical air support, are available in some of
the scenarios. Fighters attack by strafing an
centre row of map hexes at 1-2 odds. The
target’s defensive strength has no effect on
combat.)
In addition wo the offensive weapons de
sted above, The Forever War includes 1wo
types. of fortifications — large and small
bunkers. A large bunker holds up to three
troop counters, a small bunker holds only one.
Bunkers add to the defensive value of the
troops inside them, as well as adding to the
range at which they can fice (presumably by
providing a secure place, with relatively few
Aistractions, from which to fire)
Stasis Field
Also available to the defender in certain
Scenarios is a “stasis field.” This device,
which affects only the hex in which it is
placed, doesn't allow anything to move faster
than 16,3 meters per second (about 36 miles
per hour). Most modern weapons (and all
nergy weapons) are unusable within the field,
0 combat involves weapons such as swords,
spears, bows, and axes. All troop and officer
‘counters are’ backprinted 10 indicate their
values in the stasis Field
Once the field is activated, all of the
efender’s units must enter the hex in which
the field is located, At this point, the game
scale changes. The puzzlelike pieces of the
mapboard are rearranged so that a gray line
printed on the map forms a megahex (21 hexes
In diameter), representing the hex in which the
stasis field generator is located. Neither side
‘The stasis field, included primarily to
simulate the final battle inthe book, represents
1 weak spot in the game's design. The rules
fare unclear about when the defender i allowed
to activate the field. A certain number of
casualties must be suffered before the field can
be activated, But can it be activated before the
attacker moves or fies, or do you have 1 wait
‘ntl the defender’ turn? The players need @
In addition 1 having to deal with opposing
forces and hightech weaponry, Humans and
Taurans must deal with the hostile terrain of
the portal planet battlegrounds. The portal
planets feature mountains, fissures, craters,
lava plains, and hydrogen ice pools. Lava
plains are treated as clear ground; mountains,
Fissures, and craters limit movement, while in
creasing a unit's defense factor; ice pools
allow rapid movement, but there is a risk in
volved. If unit is pinned on the ice during
combat, it is eliminated. (This is because
batlesuits generate heat, and any contact with
the unstable, iey surface will cause an explo-
sion. This feature i right out ofthe novel, and
fds an element of risk and “authenticity” to
the game.)
Tech Levels
(One of the most innovative aspects of both
the novel and game versions of The Forever
War is the consideration given tothe effect of
relativistic speeds on warfare. A. potential
atacker might experience the passage of
months (and, consequently, experience litle in
the way of technological advancement) while
fan enemy might have decades of real-time t0
prepare for the invasion (and to develop
higher-tech weapons than their attackers),
LTEW isn’t the first game to consider this
Metagaming used tech level differences in
their microgame, Warpwar — but I prefer the
way Mayfair has chosen to simulate the
Each scenario offers players a choice of
several diferent “forces,” or combinations of
‘combat units. Each combination represents a
different Tech Level. In secret, the players
Select the force and Tech Level with which
they will attack or defend. Chits which repre
sent the selected forces (but do not reveal the
‘Tech Level of the forces they represent) are
used in place of the actual combat unit pieces
tuntl combat occurs. Once the opposing forces
have confronted each other, the Tech Levels
are revealed t0 both sides
Players should be prepared for nasty sur
prises as combat begins because only then can
they learn whether their foes are at a higher
‘Tech Level than they are! Tech Levels are of
‘major importance in combat situations
OF THE
GODS
SS OL EO WL)
Pray sor conaictine
same odds shift used in determining the final
(dds in a melee attack is used in determining
all combat odds between forces at different
Tech Levels. Units attacking ata higher Tech
Level than the opponents’ shift tothe right on
the CRT, one column per level of difference
Attacking with a force several Tech Levels
higher than an opponent can be devastating
Besides the odds shift in combat, forces st
the higher Tech Levels have more advanced
weapons from which to choose, Balancing
superior firepower and increased deadliness of
the higher Tech Level forces isthe fact that
they are usually smaller than lower Tech Level
Strategy
‘As a tactical game, TFW presents players
witha variety of problems. First ofall, there
are differences between Human and Tauran
unis, Human units” and
weapons have greater attack, defense, and
range values than their Tauran counterpars,
This reflects the fact that, in the words of Joe
Haldeman, the Taurans “had to re-discover
warfare, and never really got good ati.”
The Human player can take advantage of
superior range and defense factors, atleast at
the beginning of the game. Human units can
‘engage their foes atleast one turn before they
‘come under fire and foree their opponents to
attack at less than favorable odds, or ese use
more units in fewer attacks, As'a defensive
(DUG R ee
BATTLE Pee eels uo)
Cera an Lael D)
Oe ea
foci ty
PONE EEE)
LP kemeasure, the Human forces should organize
into heavy weapon squads (with carried
weapons) and support units. Avoid stacking
more than two squads unless they are in a
bunker. This organization leaves Humans less
vulnerable to blast weapons, and presents alot
of targets among which the Taurans must
spread their fire.
The Taurans have only one real advantage
= they generally outnumber Humans. This
‘numerical advantage can be utilized by trying
to outflank Human units; this is particularly
important if the Humans are obstructed from
the Taurans’ Tine of sight. Again, the Tauran
player doesn’t want to stack too many units
together. Units should, however, be kept close
enough to one another to enable them to lin
up for attacks in which good odds are needed
The Tauran player is advised to knock out
the Humans” carried weapons as soon as pos
sible, This will cause the opposing forces to
come to grips in melee, rather than duel at
long range. With their numerical superiority
the increased deadliness of melee combat can
help the Taurans because they can afford to
sacrifice units in attacks at unfavorable odds
and the melee combat odds shift will help them
destroy their foes.
Looming over all tactical considerations
the problems posed by the interaction of
forces at different Tech Levels. A high-tech
force can realy mop up on a low-tech force
but it must do so rapily — before the low-tech
force can use its numerical superiority to
white down the technologically. superior
force. Remember that defensive strength i not
boosted by Tech Level — only offensive
capability is affected. This, in combination
with the relatively smal size of most high-tech
forces, makes them vulnerable t0 repeated
attacks, Low-tech forces must subject higher.
tech opponents to repeated attacks during the
‘course of a game
‘Another factor to consider before play
begins is that several scenarios give players the
choice of more than one force from a given
Tech Level: one force may have few troops
and more carried weapons, while the other
choice may offer superior numbers atthe cost
of los firepower. This forces players to make
some interesting decisions: Carried weapons
add to your killing power, but players who opt
{or superior firepower end up concentrating
this power in the hands of a small number of
twoops. If weapons are destroyed by blast fire
for the units carrying them are destroyed (and
{you are unable to retrieve the weapons) you're
‘up creek without a paddle. And weapons add
nothing 10 a force's defensive capabilities (as
‘would superior numbers): they only cause
players to give up valuable troops for
potentially ineffective Firepower.
‘The Forever War includes 12 scenarios,
most of which are designed for two players.
‘Two of the scenarios are for use with groups
‘of furor six players, One solitaire scenario is
also included. In it, the Human player has 0
knock out an abandoned Tauran base, (The
base's defenses are automatic, so no opponent
is required.) Provisions — in the form of unit
point values — are also included for player:
Sesigned scenarios,
EW is not without is laws. The biggest
problem with the game i that there ae no con
frete victory conditions, Players are told to
take and hold, oF defend, a base. What does
this mean? Kill all the defenders and destroy
their bunkers? If a handful of defenders sur
vive, does that mean they held the base even
though the bunkers and Tower Lasers. were
destroyed? TFW needs a system of graduated
victory conditions. Marginal, tactical, and
decisive victories should be possible
Talso don't like the rule for fighters which
requires a dic roll on each turn (and a 6 at
that!) before a fighter appears on the board.
‘This is supposed to represent the fact thatthe
fighter’s primary duty is to defend the cruiser
which brought the combatants tothe planet. It
‘would seem logical that the fighter, having
appeared once, would be more likely to return
fon subsequent turns
Despite the flaws mentioned above, 1 thor
‘oughly enjoyed The Forever War. The game
plays fast, and really captures the sprit of the
novel upon which itis based. Mayfair has a
winner here and gamers who buy it will get
their money’s worth,
‘THE FOREVER WAR (Mesfoir Games):
$17.00. Designed by James Grifin. Compo-
nents include a 15-page rulebook: 10 scena-
os; 252 die-cut counters; mounted. pale
(at, semigeomorphic mapboards; and vo
Sesided dee” bored. Two 10 four players
‘laying time 30 10 90
‘minutes, Published 1983,
FRINGEWORTHY
1s," said the UN official to a surpt
FRINGEWORTHY
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number oF alternate
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Tri Tac Inc.
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ed Ed Powers,
explorer for
Interdimensional Survey
one of the elite Few who poseeas the
‘travel the mysterious pathways of
With the other
explorers you will travel to an
‘and
For character generation,
medical
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and damage
TRIOTAG)
0008
and Berkley Gane:REID, REPUBLIC oF TEXAS,
MAY I, 2O3H.
MIDNIGHT.
y RE_OF THE
Night Ship? PLooptiaiTs,
THE: LOOTING ‘BEGAN:
SCULLY HAD BRAGGED ABOUT THE Big HAUL THAT WOULD GET HIM INTO THE WA
THE BRA GOT BACK TO “LONGBOW”
\GBOW" CASSADY. CASS
(OWEN THE WARTHOES HISACKED THE LOOT) AND THe ASHFORD PROTEST
HOS TOOK OVER), AND ALL THE MONGRELS REMEMBEE
Pratae aoe
HES
12-16 “OMIT 54, ALARA AT
‘PLEASE
FOR THE OTHER.
UF@} Playtested by Keith Carter, Jim Gould, and David Ladyman
Scully hadn't given notice that this would be his last shift at Okie's
Salvage and Ordnance. If Okie Masterson had known Scully was leav
ing — and planning to take half the junkyard with him — Okie would
hhave immediatly terminated him. With extreme prejudice. Even as it
was, Okie — a sweet, trusting guy ("You fool punk kid, you don't do
thin" rotten tonight, you hear me?") — had already threatened
Seally’s life and internal organs if anything happened tonight. Tonight
‘Scully would be all by himself atthe graveyard shift for the first time.
And — Scully knew — the lat time too
‘Bodycount" Curry, the Warthog gangleader, showed up two hours
‘after Okie headed home. “Everything set?” he shouted from the blood
‘red Outlander cycle. Everything was set. “Excelente. Welcome to the
Warthogs, new member. Squeal and I'l kill you." Scully felt aered
by Curry’s attention; the raid tonight would establish the Hogs
supremacy over all of Reid, and Bodycount was sure to show his grat
inde 10 ‘Scully for making it possible. After all, hadn't Scully
‘persuaded’ Norm and Jute to callin sick? Hadn't Sculty originally
proposed the midnight raid as soon as that fine-looking Intimidator
wagon showed up just made for hauling away loot? Hadn't Scully kept
the whole project absolutely hush-hush?
Well, actually he hadn't quite managed that... but hey, Sylvia was
his sister, and she knew better than to talk loose about her big brother's
big chance to join the Hogs. She wouldn't let news of the raid get
‘round to the wrong people — Scully was sure oft. He was sure when
Curry pulled up at midnight with Motor and Austin and Strongarm and
the rest. He was sure as all remained quiet while Motor got the Intim-
‘dator running and 100k it fora slow spin around the yard; he was still
sure as the gang members piled up the weaponry jrom the building
Storehouse on the ground outside, then went scavenging around the junk
piles 10 see what else looked interesting.
‘But when the front gate blew open and the Mongrel cycles roared in
shooting, suddenly Scully wasn't 0 sure
ue
Junkyard Hogs is cat- and cycle-combat scenario that was designed
Yor the Car Wars universe, but can easily be adapted to any car-combat
or spy game such as Batilecars, Espionage!, Mercenaries, Spies &
Private Eyes, etc. Only background details need be changed, as
follows:
(1) The cars of Car Wars in 2034 are primarily plastic, not metal
The Meher (see Section 4), a giant "microwave oven” designed to melt
salvageable armor from wrecks and recycle it, can become a metal
crusher. Game effets ofa crusher are described atthe end of Section 4
(@) Weapons in this scenario are classified as Light, Medium.
Heavy, and Hand Weapons, as an aid to conversion. They are graded
‘according to how well they penetrate the armor onthe vehicles in the
junkyard, The cycles and most ofthe cas in Junkyard Hogs generally
have about 510 10 points of armor on each side in Car Wars terms
‘consider this as light-to-average armor for your system.
‘A Light weapon (for any system) is one that will do minimal
damage; it would take 3-4 shots with the weapon, doing typical
‘damage, to penetrate the front or back armor of the motorcycles in this
'A Medium weapon will penetrate the armor in about two shots
‘A Heavy weapon will blow away most or all of a cycle’s front or
back armor in one good shot (or two unlucky ones)
Hand weapons don't do much damage to Car Wars vehicles. Guns
and pistols in your system should be no match forthe armored fighting
cycles in this adventure
(@) Combat and skill die-rolls are given for six-sided die (abbrevi-
sted "46"; in most cases success depends on rolling a given number or
higher on 246, If your system uses 246 or polyhedral dice, you can
convert percentage chances for success given in the scenario to your
‘own dice by consulting the conversion chart given onthe next page
(4) Distances in Junkyard Hogs are given both in feet and in Car
Wars-scale inches (I" = 15°). The scenario descriptions also‘occasionally refer to "'squares,”” meaning the small (4) squares of the
‘Car Wars grid system. If your game system uses a different scale or a
different grid system, the distances given in feet should allow you to
convert without much dificult.
(5) The damage that various objects and obstacles can take before
breaking or collapsing is described in Car Wars-style Damage Poiats
(abbreviated DP). For conversion purposes, figure that | DP represents
very thin sheet metal, easly penetrated with a small pistol, while the
walls ofan average house might be 4or 5 DP. A heavy brick wall is 9
or 10 DP, and so on
THE SITUATION
Okie’s Salvage & Ordnance is a large and prosperous auto junkyard
foutside Reid, Texas (formerly College Staton). It lies on “turf”
isputed by two small-time cycle gangs, the Warthogs (led by “Body.
count” Curry) and "‘Longbow"" Cassady's Mongrels. The junkyard
salvages weapons as wel as vehicles; the central building is sometimes
‘ Virual arsenal of vehicular weaponry in various states of repair.
‘These weapons, and some desirable wrecked vehicles, are the o
cof a burglary attempt by the Warthogs, aided by thle ‘inside man," &
kid named Scully. The Warthogs expect no trouble during the burglary:
only the core members ofthe gang have shown up, and they have left
only a token pair of guards atthe locked gate ofthe yard. Several of
them have ridden into the yard doubled up, two toa eyce, so that they
could drive away in the newly rived Intimidator station wagon or one
ofthe other wrecks, laden with looted weapons.
However, the rival gang, the Mongrels, has learned ofthe burglary
Longbow Cassady has marshalled what forces he could find on short
notice to rad the yard, corner the Warthogs, destroy them, and maybe
even burglarize the yard themselves. In the event that both gangs
survive, the Masterson weapons may prove crucial in gaining domi
nance of the area,
The Mongrels are essentially ambushing the Warthogs while they
are trapped in the yard, underarmed and (probably) away from theit
cycles. The invading gang has a gas grenade which may takeout the two
‘guards before they can warn the rest ofthe Warthogs. But the Mongrels
don't realize that, asthe scenario begins
(@) the Warthogs have already gotten the newly-arrived vehicle
‘modified Intimidator station wagon, into running condition; and
(©) several other vehicles that arrived the same day have not yet
been stripped of their armor or weapons; some of the cars are even
mobile... after a fashion
41. THE YARD
‘Okie Masterson’s salvage yard is 315° x 480", including the parking
lot — conveniently, this exactly fits one 21" x 32" Car Wars
mapsheet, at a scale of 1" per 15°. The junkyard map in this supplement
is rendered in one-fourth Car Wars scale — that is, 4" on this map
means 1" in actual scale. The players need 1 redraw it nto a full-scale
‘combat map at whichever scale their game system uses,
‘The parking lot and the junkyard roads are packed dirt; treat them as
moderately hazardous driving conditions in Car Wars, the roads are 3
DI hazard)
The junk is piled into heaps upto 30 fet igh. The coarsely-textured
areas ofthe junkheaps epresent peaks high enough for a pedestrian to
jump up and attempt to catch the Claw (Section 3). Finely-textured
areas are lower reaches of the heaps. Dotied lines represent ground
level footpaths between the mounds on either side, usable only by
Pedestrians, nor vehicles. A pedestrian moving on the foorpaths moves
at normal speed; a pedestrian moving onthe heaps moves at half-speed
(in Car Wars, during alternate phases). Vehicles may never enter junk-
heap squares. Junkheap squares have 20 DP for collision purposes
Rules for pedestrians sheltering behind junkhcaps are given in Section
6D.
‘The yard is surrounded by two fences, each nine feet high. The
‘outer fence is thin corrugated stel (3 DP) which serves mainly to shield
the junkyard from the public eye. The inner fence, 7.5° ('4") inside the
‘outer perimeter, runs all the way around the yard except in font of the
main building and behind the gat. Itis an electrified chain-link fence (4
DP, can only be ruptured by ramming or by area-ffect weapons) that
CONVERSION
TABLES
Roll
20 more
3
ae
3+
oe
7+
Be
oF
10+
+
2
26
346
% Equivalent
‘0.46%
Lass
4.0%
9.26%
16.20%
25.93%
37.50%
‘50.00%
2.50%
74.07%
83.80%
90.74%
95.73%
98.15%
99.54%
100.0%
1420
% Equivalent
100%
95%
90%
85%
80%
78%
0%
63%
0%
53%
50%
45%
40%
35%
30%
25%
20%
15%,
10%
05%
Roll
3
4or less
=
&
Ie
=
a
10-
we
2
ce
a
1S
16.
a
1s
Roll
1 or more
2+
a
4+
3+
6+
oP
3+
oF
10+
Me
12+
B+
las
15+
16+
mH
18+
19
20
% Equivalent
100.0%
97.2%
91.67%
Be
R2w
38.33%
AL7%
27.78%
16.67%
8.33%
278%
When you need 10 roll
dice, just check the
percentage that the 246
chart shows you need to
carry out a particular action successfully. Find the
corresponding percentage (or get as close as you can,
rounding in your vor) on the appropriate conversion
chart, and you're all set. Example: A character has
roll 8 or more on 246 to hit a cycle. Ths i @ 41.76%
chance to hit successfully. On 1420 you would need a
12.0r more o hit; on 346 you would need a 10 or less to
hitinflicts fatal or near-fatal damage on any unprotected person who
touches it (in Car Wars, 346; body armor doesn't protect). Vehicles
and their occupants are immune to this damage.
‘The fence is electrified in approximately twosinch (30") sections.
Rupuring one section takes out the electricity in that section only. One
breach is sufficient to destroy the charge in that section of fence.
‘There is one gate in the fence, in the front near the building. It is
locked but not electrified; if it were electrified there would be great
hazard to innocent passersby, and Okie's insurance rates would sky-
rocket. The gate is steel, 7.5° high, and has 4 DP. For more on the gate,
see Section 6B,
‘The scenario takes place at night, but the entire yard is brightly
‘ood by eight large banks of stadium-type lights, two on each side of
the map. Lighting controls are in Okie Masterson’s office in the build
ing. The yard is always lighted at nigh o allow the graveyard shift 0
do salvage work; the lights will ceate no suspicion tonight. If either
player manages to turn off the lights, ordinary night combat modifiers
are in effect.
‘The junkheaps are categorized roughly according to the contents
predominating in each, Players are not likely to need the information
for this scenario, but the junkheaps are categorized as follows:
2— Doors, fenders, mise. 8 — Mid-sized
3 — Tires 9 — Subcompacts
4 = Cycles 10 — Staton wagons / Vans
5 — Subcompacts 11 — Vans / Pickups
6 — Compacts 12 — Scrap metal
7 — Luxury / Mid-sized
2. THE BUILDING
‘This is basically a bunker, 12" high. The building is protected by
thick concrete walls (20 DP). The front entrance to the building is
locked; Scully has the key. The door is light steel (4 DP), as isthe
unlocked back door of the same room. This room isthe Front office and
customer area, with a long wooden counter, soft drink machines, two
desks, and several chairs, Ina Tocked drawer in the right desk isa small
strongbox (4 DP) with $60 in small change, used as a daily base fund
for cash transactions
‘The doors tothe arsenal are much stronger: solid steel (7 DP per
door). Scully also has the keys to these doors, which are locked
The Arsenal (Weapon Storage): Okie makes his profits through high
turnover. His low-priced used weapons are in demand and he seldom
can keep any great number of functioning weapons in stock. AS the
scenario begins, the Warthogs have plundered the arsenal and have
found only one anti-tank gun (Heavy), two rocket launchers and two
flamethrowers (both Medium), two machine guns (Light), @ paint
sprayer, and a smokescreen (defensive weaponry only), plus ammuni-
‘ion equal to two fll loads for each weapon. All ofthis loot has been
piled just ouside the far left double door ofthe building, atthe marked
spot on the map. All the weapons are vehicular and will not function
until mounted on a vehicle,
Ordinarily, all vehicular weapons are stored in locked walk-in com-
partments labelled A, B, C, and D on the map. Each of these sections
hhas walls of 10 DP and double doors (8 DP each). Hand weapons and
‘small arms are stored in a locked cabinet labelled I; the cabinet is 10
DP, with three single doors (10 DP each).
‘The usual contents of each compartment, clearly labelled on their
doors, are as follows (each weapon is coded H, M, or L to indicate
Heavy, Medium, or Light:
‘A: Recoilless rifles (M), anti-tank guns (H), machine guns (L), and
‘Vulcan machine guns (M),
'B: Rocket launchers (M), heavy rockets (H), lasers (M), heavy
lasers (H), and flamethrowers (L)
CC: Paint sprayers, smokescreen, oil jet
droppers (defensive weaponry only: no attack damage).
'D: Ammunition forall weapons, plus mines and spikes.
Hand weapons cabinet: pistols, heavy pistols, submachine guns (L),
grenades (L), rifles, LAWs (Light Anti-Tank Weapons, essentially one
‘hot bazookas — M), VLAWs (Very Light Anti-Tank Weapons — L),
shotguns, ete. The Warthogs planned to wait until the Intimidator pulled
Up behind the building before unlocking and unloading this cabinet.
=16—
‘Assume that any quantities the players require are inthe cabinet, except
that there are only wo VLAWs and one LAW there. It takes one second
to remove a weapon from its rack; all the weapons are, of course,
unloaded, except the “fire-and-forget" LAW and VLAWs.
Loading a weapon takes five seconds Ifthe character doesn’t carry,
that (ype of ammunition, it takes an additional five seconds from entry
nto compartment D to locate and get the correct ammo.
‘The central shaded area of the arsenal is filled with salvaged and
rebuilt power plants, These are bulky and heavy, much ike modern-day
engine blocks, and for gaming purposes cannot be moved. They serve
‘8 junkheaps for purposes of shelter and cover.
‘Area E is Okie Masterson’s office. Its walls are 4 DP (bulletproof
‘8 photocopy machine, several
‘behind an unlocked metal panel, controls the floodlights and the power
circuits forthe Claw and the Melter (Sections 3 and 4). Any character
‘who spends two seconds motionless, adjacent to the control pane, can
shutoff the power to any oral of these. There is a shotgun loaded with
four shells close at hand beneath the desk.
‘Area Fis the bookkeeper's office. Exactly like Okie’s office, except
there is no control pane! and no shotgun.
‘Areas labelled G are restrooms. Walls are S DP — if anyone doesn’t
want to use the unlocked doors
“The two sets of double doors atthe back ofthe arsenal have been lft
unlocked by Seully and the Warthogs while they are out in the yard. The
«doors have 10 DP apiece.
‘The attached garage has no door to the main building. The only
‘entrances are the three garage doors inthe north side, all of which are
locked (4 DP). The garage is petty limsy; the walls are 4 DP as well,
except for the one bordering the arsenal, which is 20 DP. This garage is
‘where Okie and the bookkeeper ordinarily park their cas; now the
‘garage contains only Scully's own motoreycle (Section 7) and the
forklift (Section 9),
3. THE CLAW
Ina salvage yard you need some means of lifting wrecks onto and
off the junkheaps. Okie's method is the Claw: a giant grappling device
Weighing about two tons, winch-driven and suspended by a really thick
cable from a control cab above. The cab shutles back and forth (north
‘and south on the map) along a strong stce! girder 195 fet long, which in
fur travels along runners oriented east-and-west, The runners are
supported by insulated pillars anchored in the electrified fence along the
north and south walls. For game purposes assume all the pillars are
indestructible.
The pillars are shown on the map as large gray squares; three ofthe
pillars ae placed in the junkheaps west ofthe building. The pillars have
Spike barriers to prevent pedestrians from climbing them.
Pillars
‘The Claw cab moves at a maximum of 10 mph. When carrying a
load over 500 Ibs, including passengers, it moves S mph maximum. In
‘single movement phase it moves either ‘vertically on the map (to
the north and south) oF “horizontally” (to east or west) — no diagonal
‘movement is ever permitted. The cabs acceleration is $ mph; it can
decelerate 10 mph per turn. The eab can only move in the area of the‘map bounded by the pillars. The cab counter moves along the map-grid
48 an ordinary car counter does, except tha it cannot “bead” or
“asift.” Ignore junkheaps or ther "terran" obstacles when moving
the cab
“The junkheaps reach aheight of 30°. The Claw ites 6" high, ais
the ab, and the cable drum adds anoher 3° to the height of the whole
apparatus, making a total of 18" This provides just enough clearance
forthe Claw to skirt the top of the heaps when fll retracted, because
the runners are 45" from te ground, I the Claw sifting a vehicle, the
‘vehicle may not clear the heaps; see below
“The cab snot ull for combat, but he infrastructure is very soli: 6
DP. The botom of the cab is curved in what turns out to be an a
ballistic angle; projectiles that lack the punch to penctate the sel
bounce off. Therefore, vehicular weapons do normal damage against
the cab, but hand weapons do only half damage (rounded down), sign
fying thee lesser punch
“The cab has a contol panel (1 DP) and can holdup to four people; at
leat one person is required to operate the Claw. Ifa shot penetrates the
cabs “armor,” designate the control panel and each occupant of the
‘ab with a number from Ito 6 and rola diet see who or what shit
the number rolled shows who takes the damage (if o ones numb i
role, the shot has luckily missed all occupants). Any damage remain
ing from an tack hits the opposite side ofthe cab. When the cab is
‘reached tres times, its armor i effectively gone
“Attacking fo o from the ca: Because of height, the cab i aiely
itil (2) 1 target When the Claw is fly reacted, protect the
‘atom ofthe cab from weapon fired drecly underneath or in a7."
(4°) radi around i
‘Characters in the cab get sighting bonus or penalty 0 hit according
to the height rules of your game sytem. (For Car Wars use Sunday
Drivers rales no penalty for fring downward.) Characters in the cab
can fre at targets within 60" (4") radius that would e shielded at
around level by intervening debris (Section 6D).
Operating the Claw: Only two characters in this scenario can
operate the cab controls: Scully and Jake McLowry ofthe Mongrel,
(ho used to work ina junkyard). Either one can activate and operate
the Claw by bepiming his movement turn in the cab. If the cab's
operator i killed or eliminated, te cab immediately stops an the Claw
remains at its current atte, Scully or Jake may operate the cab and
Caw by remote contol a the sircase panel contol indiated onthe
map; note, however, thatthe cab's control panel automatically over-
fides ground commands. Ifthe cab’s contol are destroyed by an
attack, the cab and Claw ar frozen in place and cannot be moved for
the rest ofthe scenario, I'he ground conols ae destroyed but the cab
controls aren't, the ea can stl operate
“The Claw can be dropped from beneath the cab to any abide,
including ground level, very quickly; this counts a a firing action for
the cab operator. Itcan drop up to 15"(1") in one tenth of second (one
(Car Wars phase) and up to 30° in two tenths of a second (wo
consecutive CW phases) It does heavy damage (246) when dropped
from 15" or less, and very heavy damage (446) when dropped from
above 15°. The Claw is always considered direcy beneath the cab
(eparless of its altitude), so doesn't require is wn counter,
“The Claw can bean obstacle in a path when dropped to 5" or lower.
1a vehicle collides withthe Claw, teat it as a Vehicle weighing 4000
Ibs. The cab cannot move while the Claw is onthe ground; when the
Claw is5* or more off the ground the cab can move normally, but only
8 4 vehicle could, along roadways and not on junkheaps. The Claw
‘oust be filly revacted forthe cab to emer ajunkheap Square. 1 cannot
enter the staircase squares (ee below).
‘When dropping the Cla onto a vehicle beneath, the cab operator
may announce tht he is dropping “to grapple.” In this ease, the
‘damage the Claw ificts onthe vehicle is cut in half (round down);
during the next tur, the Claw may lf the vehicle from the ground,
salt up at "per second. The vehicle's top-mounted weapons cannot
fire. Front, side, and back weapons can ordnanily be raised or
< Wrecked Vehicle J pinar
{GM Low Junk — to 15" —=Gate
‘S88 High Junk — t0 30" ——Southern Limit of Claw
so Footpath [stair Case
T : I TT ’
t t crt T T
eee t t '
+
t i
| I
'
et 4
oo +
Her
1
|
FAA BLE
“Peking Lot Lert
hel hath CF T
t t | re mm
| t | Lot iam
Hay: EEE PEE
Ladder Corrugated Steel Fence HELE
PBR Power Cells c++ Electrified Chaintink Fence + |
AB Weapons + Fence Post »
TOCOCOOC Cece
‘Copyright © 1984 Steve Tackson GamesThe Expanding Universe of Traveller
Why do more people play Traveller than any other science fiction role-playing game?
Because GDW knows that you can't fit the whole universe into one box.
‘There are nearly 50 adventures, supplements, rules expansions, games, and modules for Traveller—so far. Each one adds new ideas
tormake your campaign more exciting. Choose just the ones you want-—the Traveller universe is as large as You want to make i.
‘Actually, it's much more than an adven-
ture: it’s a whole series of adh
tures making up an integrated
paign. t's @ 160-page, BV x11""
book filled with enough adventure
stolen treasure: a jeweled brooch
with a secret message hidden
within it. Gvoudzon’ doesn’t
know what the message is,
but ‘soon the adventurers,
find that a great many pow-
‘erful people are willing to
kill to. get it. Soon the
party find themselves in-
Yolved in a museum
burglary, an attack by,
Vargr commandos,
lanthanum smugglers
bureaucratic intrigues,
kidnapping, and a full
scale megacorporate
(pro
Tarsus
When a game takes in the entire
Universe, it's easy to forget how large and
complex even a single world can be.
‘Traveller boxed modules, of which Tarsus
is the fist, are intended as demonstrations
‘of how much scope for adventure one
Planet, described in detail, can provide.
The 24-page world data book covers the
world’s history, geography, climate, flora
‘and fauna, and the myriad other details that
‘make this world unique in the universe.
Five scenario folders deal with a few of
the possible adventure situations, including
the maneuvers of various political factions
‘and the megacorporation SuSAG, rumors
Of strange events deep in the tanglewald,
tied
The Traveller Adventure
tradewar. Meanwhile, they must try to
make a profit as the crew of a subsidized
‘merchant, seeking cargo and patrons
‘among the strange worlds and
‘stranger inhabitants of the Ar
‘mis subsector: the under-
‘ground city of Leedor, the
‘ature-worshipping dicta
torship of Pysadi
the eugenic eltists,
of Paya, the alion
‘matriarchy of Yebab,
‘Junidy with its co-
dominium of humane
>and native “Dandelions”,
22 and many others.
2 Also included is a complete
‘character generation system for the
alien Vargr, plus'@ wealth of background in-
formation on the Imperium, the Spinward
Marches, and the Aramis subsector.
The Traveller Adventure isthe largest Traveller
ject ever undertaken; the equivalent of 6 t0 8
of our other books, it’s an amazing bargain at $12.
Yeo)
Traveller Book 6 offers expanded
treatment of the Scout Service similar to
‘Mercenary’s and High Guard's expansion
of the Army and Navy. It describes the
‘organization and history of the service, in
Cluding all its various component offices
‘and branches. A detailed character gener
tion system offers new skills and makes
provision for service in all branches of the
Scout Service.
Inaddition, the book contains new rules
for generating complete planetary systems:
‘number, spectral type, and temperature of
stars, habitable zones, and the number and
orbits of all the system's planets and their
‘moons. Rules for generating factors affec-
ting a world’s climate are also included:
albedo, orbital eccentricity, average surface
smperature, axial tit, and the greenhouse
effect are all taken into account.
rules are fully compatible with
systems
ice: $6.
DY eto oe
Aus cLus ea
A corporate executive has been
murdered on Station Three of Arcturus
Belt, It's up to the referee to decide which
of the nine suspects is guilty. Was it the ex-
ecutive's estranged wife? His mistress?
‘The Soloman rebel? The Aslan noble? The
adventure tells how to construct each of
the possible crimes: motives, clues, albis,
‘even misleading clues pointing to the
‘wrong suspect.
‘Then it’s up to the adventurers to solve
the mystery by questioning the suspects
discovering clues, and using their powers
‘of deduction. But watch out: the murderer
may strike again.
‘Murder on Arcturus Station isa classical
mystery inthe tradition of Agatha Christie
‘and Dorothy Sayers—except that it takes
lace in an asteroid belt, one of the
Suspects isn’t human, and ‘several of the
‘others are possessed of odd cultural quirks.
‘At 56 pages, Murder on Arcturus Station
is longer than most Traveller adventures,
but ie stil only $5.
ely
This supplement is a handy aid for the
referee using Book 4, Mercenary. It con-
‘tains over 200 pre-generated Mercenary
characters from all branches of the Army
‘and Marines, ranks from private to colonel,
{and tech levels from 7 to 15.
Veterans is. especially useful when
players are recruiting a mercenary unit.
Each character is given a full resumé forthe
players to soe; information reserved for the
Feferee is in a separate section. Price: $5.
The Journal
ivi)
The Journal is a quarterly
‘magazine eraramed with new
{Traveller material. Each issue
contains two ready-to-play
‘Scenarios, a description ofan
‘lien race, and much more. It
Youre serious about Traveller,
the Journal is for you.
lesue #18 snow avaiable Single
‘seue: $2.80; subscriptions: $8,
per yoar in the US ane Conade,
Fie incites sown
RUT Ee Molo
Game Designers’ Workshop
P.O. Box 1646, Bloomington, Illinois 61702
Available from better hobby stores around the world or direct from GDW. Free catalog on request.C. Scully’s Cycle
‘The great love of Scully's existence, ths cycle isa "*work in prog-
ress" that Sculy is building into a wonder machine — as his cashflow
allows. It begins the game parked in the garage, in the far left por.
Remember, the garage doors are locked (4 DP apiece); Seully, of
course, has the Key. I takes two seconds to unlock and open a garage
‘oor.
The cycle is a custom model, operational but not finished. Scully
itends to mount a machine gun in back, beef up the armor considera-
bly, and improve the tires. As it stands:
Heavy cycle, super power plant, heavy suspension, standard tres.
Front armor average (10 points), back armor very light (wo points).
‘Mounts a rocket launcher in front — but it has only two shots! (Will be
‘more fully loaded after Scully's next paycheck-) No weapon in back
yet. Weight 1012 (including the driver, of course). Cost to date $4511
8. THE MONGRELS
A. Characters
All Mongrels are wearing body armor and gas masks. The Mongrels.
are listed in Car Wars terms in the appendix.
"Longbow" Cassady: Leader of the Mongrel. Cassady’s idea of
subtle tactic: “Let's bust some heads."" He handles a cycle well and is
2 good shot (+1 to hit). Carries a 45 automatic (heavy pst)
Lenore “‘Recon’’ Clanion: Warlord of the Mongrels, this woman is
deadly accurate (+2 to hit). As the scenario begins, she drops the
‘grenade launcher she has just used and readies a LAW (Light Ant-Tank
Weapon). Also carries a light pistl
Peacock Lee: Only an average autoduelist, Lee calls attention to
himself with his bright costumes. He likes to wear peacock feathers and
paint his face with Day-Glo war paint. He carries a 45 revolver (heavy
sol).
Pw Salen Cullen Baker: No one remembers the lat time Callen smiled;
of course, smiling is not a prerequisite for joining a cycle gang. He
carries a submachine gun (SMG).
‘Blackjack Plumber: A tough, solid fighter who will never turn away
from a fight; he has been known to get real mean. Carries an automatic
rifle (+1 to hit with it.
Henry “Kid” McCarty: Despite his extremely youthful appearance
= or because of it — McCarty goes out of his way to join ina fight.
Carries a sawed-off shotgun
‘Bad Penny Deal: Not a great cyclist, but deadly in hand-to-hand
combat (+2 to hit in unarmed attacks), Deal throws herself into any
fight without hesitation. Carries a 4S automatic (heavy pistol)
‘Jake MeLovry: The chief mechanic of the Dogs, McLowry is good
at repairing shot up cycles, but he's no match for Motor Morgan James
fof the Warthogs. Carries 38 revolver (light pistol), The only member
‘of the Mongzels who knows how to operate the Claw.
B. Cycles
1. Srogun 200. Medium cycle, super power plant, heavy suspen-
sion, puncture-resistant tires. Armor is average (Fi0, BIO). MG
‘mounted front. Wt. 1000 Ths. Accel. 10, HC 2. Belongs to Longbow
Cassady.
Sidecar to right Light sidecar, light suspension, light armor on front
‘owo points), ack (one point), and exposed side (two points). Punctur
resistant tire. Wt. 400 Ibs. Ridden in by Sullen Cullen Baker.
2. Outlander. Heavy cyele, super power plant, heavy suspension,
standard tres, Armor is light to average (FS, BS). Recoilless rifle
(medium) mounted forward. Belongs to Jake McLowry. Wt. 1140 Ibs
‘Accel. 10, HC 2.
‘Sidecar to right Light sdecer, light suspension, light armor on front
‘(wo points), back (one point), and exposed side (two points). Standard
tire, Wt. 400 Ibs, Ridden in by Kid McCarty.
3-6. Shogun 100s. Light cycles, small power plants, heavy suspen-
sion, puncture-esistant tires. Armor is light to average (F6, B6). One
(MG forward. Wt. 798 Ibs. Accel. 10, HC 2. Belong to Clanton, Lee,
Plumber, and Deal
9. THE JUNKYARD VEHICLES:
‘These vehicles are listed in Car Wars terms in the appendix.
1. Intimidator (modified). This begins the scenario on any road sec-
tion within 4" ofthe north map-edge. Station wagon, standard chassis,
improved suspension, super powerplant, puncture-resistant tires (front
pair half-destroyed, rear pair slightly damaged). Linked MGs in turet,
ight shots apiece. Front armor gone. Left, right, top, and underbody
armor each about half-destroyed; back armor intact. Space for two
passengers or 300 Ibs. cargo. Motor Morgan James begins the scenario
‘driving it. There can also be one passenger (Section 6A),
72. VanGo. This van has no front wheels. (There was this mine, see
) Though itis totally immobile, it has some armor and weapons
left. Space for “ériver"” and gunner. Front armor low average; Fight,
left, and back armor nearly gone; top and underbody intact. One MG
‘mounted in aturet. lace the VanGo in the designated spot on heap 10.
3. Stinger, that crashed and rolled. Not much armor left on this
subcompact, and the right front wheel is gone, but it's sort of mobile
and has a recoilless rifle forward. Do you feel lucky? Heavy chassis,
heavy suspension, small power plant, heavy-
q
re
2
i
van
NN
58
: wo
: oo
something that's going to mean alot n pay to
‘most gamers. AL least Scouts did finally see
the light of day, though I think GDW would
have been better advised letting the Keiths
handle this one. Other promised items, such as
the highly touted Traveller Adventure, which
had to go through several rewrites by Andy
Keith and others before it was publishable,
never did make it out in 1983,
‘One bright spot on the Traveller horizon
came with a new series of licensed supple
‘ments and adventures from Gamelords (why is
it the best Traveler items are still coming
from licensees?), Gamelords” Lee's Guide 10
Interstellar Space, a book of short adventure
situations a referee could build into complete
Scenarios, was not overly inventive, but sti
beat GDW offerings in similar vei, such as
76 Patrons, hands down, Andy Keith's The
Undersea Environment supplement
venturing underwater was probably
innovative, useful Traveller item rel
= light of supplements
Charts and Veterans.
¥y Gamelords also out
ferings, making Game
watch in the future for
1 only hope they don't
| Paranoia and FASA;
fir main contributor,
pared, since he is also
‘outside designer. One
the sake of those who
veller system in spite of
‘ow available.)
Fthe high — and low —
1 role-playing in 1983,
contender, Star Trek:
The Role-Playing Game, tothe ailing bt sill-
hhanging-in-there champ, Traveller, When it
comes to the awards at this year's Origins, 1
predict Sar Trek will be the winner. Competi-
tion may come from Superworld, MSPE, ot
any of several dark horse SF or FRPGS releas-
ced lat year — perhaps even James Bond 007
if enough voters ignore its flaws. Still, will
personally be very surprised if the obvious
choice — Star Trek — is passed by for top
honors. Of course, I've been surprised inthe
past by some award choices, and anything can
happen inthe final analysis. Whatever happens
at Origins. I'm certain 1983 willbe remembered
as a “fascinating” year for science
Fiction role-playing games,
SG
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