100% found this document useful (8 votes)
677 views52 pages

The Space Gamer 069

The Space Gamer 069

Uploaded by

Andrew Fulton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
100% found this document useful (8 votes)
677 views52 pages

The Space Gamer 069

The Space Gamer 069

Uploaded by

Andrew Fulton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 52
$3.00 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 Capsules UNIVERSE 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 78701 AYE [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 Sant The 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 a Gift Idea Fast No mater where you ate, st pick up the phone dnd youre connected win the largest source of Saverture games anywhere Tox prompt mal order sence col mi 800-225-4344 FREE NINE COMPLEAT STRATEGIST LOCATIONS: IN NEW YORK: IN NEW JERSEY: IN FLORIDA: IN PENNSYLVANIA: IN MASSACHUSETTS: 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 attack strength 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 ke measure, 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 Pca In Fringeworthy ability to the ancient Tahrmelern race. Fringeworthy unlimited With detailed skills, Systems, special equipment, $12.95 + $1.00 Shipping EXPLORE INFINITY. The Armory, TAG Industries, “You're Fringeworthy!” number oF alternate information flies, alternate worlds, vehicles, comprehensive Tri Tac Inc. Macison Hea, Mi 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 and archaic 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 hit inflicts 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 Games The 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-

You might also like