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“““ JHW ' 

IE A STARMASTER? 

ES TACTICS 

THE JOYSTICK REPORT 
AND 6 PAGES OF CAPSULES * 



THE COMPLEAT STRATEGIST 
THE FANTASY GAME CENTER 
THAT HAS IT ALU 



n. o 




If you're into Fantasy, then come 
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ever assembled. We carry all Role- 
Playing Games, a Rainbow of 
colored dice, every Fantasy and 
Science-Fiction Gaming Magazine 

currently in print, a complete line 

-si iW p* lyp 

of paints, bmshes, accessories 

and the largest selection of fantasy 
figures available. We also stock the 
newest fantasy products as soon as 
they're released. When we call 
ourselves 
THE COMPLEAT 
STRATEGIST we’re 
not just boasting 
because we have 
games, books, 



magazines and figures for the 
historica l gamer too! 

There's a friendly atmosphere at 
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If you can’ t visit one of our stores, we 
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Space Gamer 



Number 65 
Sept/Oct 1983 



MEMBER OF 



IKE GAME 
MANUFACTURERS 
ASSOCIATION 



Publisher: 
Editor: 
Assistant Editor: 
Art Director: 
Advertising Manager: 
Contributing Editors: 



Business Manager: 
Circulation Manager: 
Production Manager: 
Production: 



■ritAJ-STF}*- 



58 



Steve Jackson 
Aaron Allston 
Richard Steinberg 
Pat Mueller 
Tonya Cross 
W.G. Armintrout 
William A, Barton 
Ron aid Pehr 
Elton FeweH 
Shirley Miri 
Scott Haring 
J. David George 
Liana Johnston 
C. Mara Lee 



fii 




ART IN THIS ISSUE 

Cover: "'Pioneers/' copyright 1983 by 
David Martin. 

Line Art: K.C. Ellis: 42. J. David George: 
I4 r 15, 16, 17, Denis Loubet: 19. Bob 
Schochet: Mailer cartoon. George Webber: 
20, 22, 23, 28, 32. 

Photographs and Game Art: Courtesy 
Columbia Pictures, 39, Courtesy Fantasy 
Games Unlimited: 36. Courtesy Grenadier: 
38. Courtesy Hero Games: 10. Courtesy 
MGM: 38. Courtesy Tri-Tac, Inc.: 2, 8. 



SPACE GAMER (ISSN Q194’9977, USPS 
434-250} is published bi-monthly by Steve 
Jackson Games, P.0. Box 18957, Austin, 
TX 7S7 60-89 57. Second class postage paid 
at Austin, TX. POSTMASTER: Send 

address changes to SJ Games, P,0, Box 
18957, Austin, TX 7S76CX8957. 

All material is copyright © 1983 by 
Steve Jackson Games. All rights reserved. 

Printed in USA by Future Press, Austin. 

Subscription rates , effective 5/1 5/S 3: 
In the United States — 6 months (3 issues) 
$8; one year (6 issues) $13; 2 years (12 
issues) $23. A lifetime subscription Is $200. 
In Canada, add 504 / issue for postage and 
handling, for addresses outside the U.S,, add 
$1 / issue for surface mail, Internationa! 
rates subject to change as postal rates change. 
Note: All payments MUST be in U.S. dollars, 
made by International Money Order, or 
checks drawn on a U.S. or Canadian bank. 



ADVENTURE SUPPLEMENT 



Superheroes in The Fantasy Trip * Ronald Pehr 

As if wizards and heroes weren’t enough 



19 



ARTICLES 



◄ 

FTL:2448/Fringeworthy Designer’s Notes * Richard Tucholka 

Spaceships, portals, and the future of the future 8 

The Joystick Report * W.G. Armintrout 

A look at the new wave of joysticks for home computers 12 

So You Wanna Be A Sfarmaster? * Stefan Jones 

Dos and don’ts in Schubel & Son’s strategic PBM 14 

Fleet Tactics in Star Fleet Battles * Wait Mizia 

Ten tips for fleet action in SFB and Federation Space 16 



REVIEWS 



FTL:2448/ Fringeworthy * William A. Barton 2 

Revised Champions * Russell Grant Collins 10 

Capsule Reviews 34 

SUPPLEMENTS: Adventure Class Ships Vol. II, FORCE, Illuminati Expansion Sets 
1 & 2, Nomads of the World Ocean, Operation Morpheus. COMPUTER GAMES: 
Serpentine. PLAY-BY-MAIL: Alien Conflict. MINIATURES: Dinosaurs, Gf Assault 
Team, Soldiers of Fortune. GAMEABLE MOVIES: Octopussy, Spacehunter. 



COLUMNS 



Counter Intelligence * Aaron Allston 27 

Where We’re Going * Steve Jackson 28 

Murphy’s Rules * Ben Sargent 29 

Game Master 30 

Letters 33 

News 40 

Convention Calendar 40 

PBM Update 41 

Advertisers’ Index 44 



Trademark Notice 

Most game names are trademarks of the 
companies publishing those games. In 
particular: Dungeons & Dragons is a trade- 
mark of T$R Hobbies, Inc. : FTL : 2448 
and Fringeworthy , of Tri-Tac, Inc.; Cham- 
pion s w of Hero Games: Starmaster, of 
Schubel 81 Son; Star Fleet Battles, of Task 
Force Games; and The Fantasy Trip, of 
Meta gaming. 

Use of a trademark to identify a product 
commented upon in this magazine should 
not be construed as implying the sponsor- 
ship of the trademark holder. 

All names of games published by Steve 
Jackson Games are trademarks of Steve 
Jackson Games, or used under license by 
Steve Jackson Games. 

Use of the name for any product with- 
out mention of trademark status should not 
be construed as a challenge to such status. 



With Metagaming's loss and the delay 
of In the Name of Justice, we're not 
y—v likely to see TFT super- 
I; . heroes soon right? 

Wrong -try 
f / page 19 . . . 







Featured Review: 




Diamond 


FTL:2448 and 


by 


in the 


William A. 


Rough? 


Fringeworthy 


Barton 



Most gamers I know enjoy playing 
several different role-playing systems 
from time to time. Unfortunately, most 
RPGs use such different systems that new 
characters have to be generated for each 
campaign. Except for Chao si um with 
their interlocking Basic Role Playing/ 
RuneQuest- based games, Hero Games 
with the Champions j Espionage system 
and, to some extent, FGU with the 
Aftermath / Bushido j Daredevils RPGs, 
most game companies seem to overlook 
this cross-over tendency on the part of 
gamers. 

Enter Tri-Tac, Inc. “Who?” you might 
say, if you're not from the Midwest area 
and thus have never heard of Tri-Tac)* 

To enlighten those not in the know, 
Tri-Tac, Inc*, is a small Michigan game 
company founded by Richard Tucholka, 
one of the designers of the excellent 
Morrow Project after- th e-holocaust RPG. 



Tri-Tac has produced a line of inexpen- 
sive, off-the-wall games with names such 
as Escape from Westerville Stare, Geriatric 
Wars and PteroducktyL These are games 
that are simple, wacky, and fun. No 
frills, no apologies, just a half- hour or 
so of crazy enjoyment each, usually cost- 
ing SL50 or less. Tri-Tac doesn’t have 
big budgets, flashy production techniques 
or worldwide distribution. It only has 
gamers (the company is manned com- 
pletely by gamers, not slick business- 
men or PR hypers, etc*) — gamers who 
know what makes a good game and can 
produce items that companies such as 
TSR or GDW don’t find profitable* 
TheyVe got a sense of humor, which 
spills over into their games. Best of all, 
the folks at Tri-Tac, being gamers, have 
a pretty good handle on what gamers will 
like and find useful — such as RPGs that 
use the same basic systems, so that one 
doesn’t have to waste a whole lot of time 



learning a whole new system when he 
wants to play another type of game. 

Over the past year, Tri-Tac has released 
RPGs which use the same basic systems 
for character generation, combat and 
other overlapping areas: Fringeworthy 
and FTL: 2448 (a third, Stalking the 
Night Fantastic, geared to finding and 
stopping monsters in modern times, 
is due for release before this review sees 
print). Fringeworthy and FTL are notable 
in that they make use of the same game 
systems for ease of play and interplay, 
though each one should be considered a 
major new RPG. 

Since they do share so much in com- 
mon, however, they will both be covered 
in this review, with discussions of their 
joint systems and the differences due to 
the themes of each. To briefly note 
their subjects: 

FTL : 2448 is a science fiction game of 
star travel, exploration and discovery of 



— 2 “ 








THE STAGE 



EMPIRE is set in a galaxy dominated by six starfaring races. 
They have waged war against each other for thousands of years; 
just as the Roman Empire began to crumble under the burden 
of constant warfare- so have they. Wholesale destruction of 
planets and peoples was commonplace. Nuclear weapons 
were detonated indiscriminately on enemy worlds. Many 
• proud races perished, never to be seen again. 

The contamination of so many rich worlds caused mass 
shortages of food and fuel. These shortages, in turn, led to a 
breakdown of imperial control and gave rise to powerful 
merchant traders. 

The food, shortage is extremely critical. Rulers faced with 
having to feed growing populations needed to find additional 
sources of food. They .found the new sources in their alien 
neighbors. — | 

THE SIX EMPIRES 

The Alliance of Signius. A totalitarian insec toid telepathic 
empire that has emphasized speed in its military forces. 

The Dacmitian Imperium, A totalitarian reptilian empire that 
lias emphasized offensive firepower. 

The Republic, A theocratic empire that possesses telekmetics 
and has emphasized defensive capabilities. 

The Imor Federation, An aquatic fascist offensive- oriented 
empire. 

The Tajh Colonial Empire. A human monarchy with an 
emphasis on speed. 

The Perseid Empire. A human Imperium with impressive 
defensive capabilities. 

THE PLA YER POSITIONS 

As a player, you can assume one of three types of positions: 
District Governor, Renegade Commander, or Merchant Trader. 

In a Merchant position, you are the “president’ of a large 
stellar trade corp oration with its fleet of merchant ships. By 
protecting your trade routes with escort vessels and private 
mercenaries, you can build your corporate wealth up to a level 
where you can influence policy within the empire. 

As a Renegade Commander, you control a piratical fleet 
that preys upon Imperial and merchant shipping. The loot is 
processed at. certain base worlds where the ruler turns a “blind 
eye” in return for a percentage of the take. Your goals in this 



position are to: retain your independence* and buildup your 
private fleets with your accumulated wealth. 

As a District Governor, you are in charge of a military 
district within,, an empire. Six to eight inhabited systems and 
the local armed forces are under your jurisdiction. By exacting 
taxes, protecting local trade fleets* and carrying out imperial 
policy, you try to expand your personal power and wealth as 
Governor. 

In all three positions, you will try to increase your personal 
treasury (through taxation* trade, conquests* etc, . . .) so you 
can produce more ships to defend your realm and expand your 
personal influence. 

JOINING THE GAME 

If you are interested in joining EMPIRE, send in your 
request for position type and empire. In the spaces provided, 
please list your first, second, and third choice of empires. 
While we can guarantee the position type you want, the 
empire may not be as easy. If too many players request the 
same empire, it may be difficult to honor your first choice. 
Positions will be assigned on a first-come* first- serve basis. 

EMPIRE may be entered for SI 5,00 which includes the 
first turn, set-up, rule book, map, and all necessary material 
Thereafter, it is just $3,50 for the “movement /construction” 
sheet, and an optional $3,00 for the “special events” sheet. 

We are sure that you will find EMPIRE a very enjoyable 
game. So why not give it a try? Or perhaps just send $5.00 for 
the rule book. 

Name _ 

S tree t A d dre ss — — 

City State Zip 

$ # 3 ? 

Position type desired: 

Empire choices; 1) . — 

2 ) — 

3) ; 

□ Enclosed is SI 5.00 for a starter package. 

□ Enclosed is $5.00 for the rules only. 

H&R ENTERPRISES 
P.O. BOX 1 1 83, DECATUR, GA 30030 



ft & Jl enterprises 




new worlds and races, with adventure 
situations building out of these. Super- 
ficially, it falls in the same category as 
earlier games such as Traveller \ Space 
Opera and TSR 5 s recent Star Frontiers. 
Its background “history' 1 and scope 
make it somewhat closer to SO than the 
other two, dealing with Terran-oriented 
near future in which several alien races 
figure as partners. Its systems (both the 
ones shared with Fringe worthy and those 
unique to FTL) are much less complex 
than those of Space Opera , but yet are 
more fully developed and less simplistic 
in most instances than those of Traveller 
or Star Frontiers. FTL offers the com- 
pleteness of detail found in SO and the 
playability of the other two games. 

Fringeworthy, on the other hand, is 
one of those rare animals in RPG — an 
idea that hasn't already been done several 
times over. Fringeworthy concerns inter- 
dimensional travel to alternate realities 
(of Earth and conceivably of other 
planets and star systems that are also 



"If you’re less concerned 
with how the game plays 
than with gaudy cover 
paintings of ample- 
breasted females fighting 
side-by-side with wild- 
looking aliens . . . then 
look elsewhere." 



accessible) via portals and “fringe paths/ 5 
Alternate dimensions and travel between 
them have been a mainstay of science 
fiction for some time. It's surprising no 
one thought of it as a vehicle for a RPG 
before this; it is to Tri-Tac's credit that 
they were the first. Both Fringe worthy 
and FTL are the designs of Tri-Tac 
founder Richard Tucholka. Aficionados 
of The Morrow Project need little more 
to assure them of the quality of these 
games. They certainly are not perfect 
(but what system is?), but they have 
much to recommend them. 

Production 

I'll turn to the problem of production 
on these games first. Simply put, if you're 
less concerned with how the game plays 
than with flashy graphics, gaudy cover 
paintings of ample- breasted females fight- 
ing side by side with wild- looking aliens, 



extra componenets (character sheets, 
maps, counters, GM shields, etc.) and the 
like, then look elsewhere. You won't find 
high- budget production frills in Fringe* 
worthy /FTL. (If you're looking for good 
gaming, on the other hand, read on . . .). 

As noted, Tri-Tac is a small company 
that can't afford flashy graphics. Produc- 
tion on these games 3s poor to adequate. 
Fringeworthy has a plain blue cover, 
with silk- screened logo and illo of a 
portal, and comes bagged. FTL comes in 
a green plastic three- ring binder with 
cover logo and a starship in white. The 
three-hole-punched pages are color-coded 
by section for the easy addition of 
future expansions. Printing on both 
books seems to have been computer- 
generated rather than typeset, giving the 
text a cheap look. Bands of zip atone 
screen alternating with unshaded bands 
on tables (in the old SPI style) make a 
lot of the values covered by the screens 
difficult to read. Illustrations are car- 
toony and crude in places. And the text 
is riddled with .misspellings, typos and 
grammatical errors that should have been 
caught in proofreading. If a company 
such as TSR or GDW had produced 
these booklets, I'd crucify them in print 
for this sort of thing. However, for a 
small company on a shoestring budget, 
these products aren't really that bad. 
If the game systems themselves were as 
ineptly done as the production, I 3 d think 
differently. Bui those who have enough 
presence of mind to look beyond the 
cover of a book will find themselves 
amply rewarded. 

The Systems 

Players of The Morrow Project will 
feel right at home with much of the 
character generation of Fnngeworthyf 
FTL. While several of the characteristics 
are different, and a few have been added, 
most are rolled up on 4D6-4, giving a 
range of 0-20 in the characteristics. 
Others are calculated based on combina- 
tions of the roiled scores. Fringe worthy 
has nine rolled characteristics — (Strength, 
Constitution, Dexterity, Agility, Intel- 
ligence, Luck, Charisma, Wisdom and 
Accuracy) — and three that are calculated 
(Throw, which is the average of Strength, 
Dexterity and Accuracy; Dodge, the 
average of Strength and Agility; and 
Hit Points, which is Strength plus twice 
Constitution plus a DIO roll). FTL adds 
another rolled characteristic, Psionics, 
a calculated characteristic called Working 
Psi (which is Psi and Constitution aver- 
aged) and a Size characteristic derived 
from a table of “alien” sizes. All the 



characteristics function much as they do 
in other RPGs, though some need a bit. 
more explanation: Dexterity governs 

hand-to-eye coordination and hand-to- 
hand combat, while Agility governs speed 
and coordination of movements: Intelli- 
gence is learning ability, while Wisdom is 
the ability to use sound judgment; Accur- 
acy is what governs whether or not a 
target is hit in projectile combat; Working 
Psi is a reserve of psionic power. These 
character values and the skill levels pos- 
sessed are the main parameters in defin- 
ing a character in FTL or Fringeworthy. 

The number of different skills avail- 
able in these systems is impressive. Fringe- 
worthy boasts almost 200 different 
character skills, including extra-legal 
abilities; FTL adds skills designed specif- 
ically for use in space. For characters who 
wish to play doctors, there is an entire 
page of additional medical skills to 
choose from. Skills may be from work 
experience, technical school, military 
education, higher education, or self- 
teaching. 

The number of skills a character may 
have is based on his intelligence. Char- 
acters may choose skills from only one 
area of learning (plus self-taught), with 
the skill levels being determined by dice 
rolls. One primary skill is received at a 
level of D4+4, two related secondary 
skills may be had at D4+2 levels, and the 
rest of a character's skills start at D4 
levels. Each level equals 5% chance of 
success in that specific skill; thus, if 
D4+4 equals 6, the percentage chance is 
30%. 

Fringe worthy /FTL skill system is 

expeciaily nice in that not only is there 
a wide range of skills from which to 
choose, but that you can choose them, 
unlike Traveller , in which skills are all 
randomly rolled. A lot of the skills may 
seem somewhat superfluous — how often 
is bartering going to be needed, or cal- 
ligraphy? — but this can be considered 
quite realistic. Besides, how often in real 
life do we have skills or pieces of know- 
ledge that are always applicable to the 
situation at hand? 

The one really serious problem 1 find 
with the skill system is that the skills 
aren't defined at all; they're simply 
listed. 1 imagine this was due to the 
designer not wishing to restrict the 
possible uses of a skill with a limiting 
definition as in some games. Still, it 
leaves open the possibility of misinter- 
pretation of certain skills. While not 
fatal, I think this lack of skill definition 
is definitely a flaw in the systems. And it 
is unfortunately repeated throughout the 
books in other places where charts, 



-A- 



tables and rules are not adequately 
explained. 

To be fair , however, 1 must admit that 
1 have yet to find a rule or table that 1 
couldn’t understand with careful reading. 
1 think the problem steins from Tri-Tac’s 
confidence in lire ability of the average 
gamer to be able to figure things out 
without being led every step of the way. 
With the condescending approach some 
companies take, crediting players with 
little intelligence, this is refreshing — 
if somewhat inconvenient. 

Another aspect of die skills system 
that bothered me (until I read furtiier) 
was the fact that a character with the 
highest possible level in a skill only had 
a 40% success chance. Or so it seemed 
until 1 noted that the success chances of 
any related skills could be added in to 
the total. Tasks are rated for difficulty, 
with simple tasks having an almost auto- 
matic (95%) chance of success with the 



"A character reaching 
10th level . . . will gain a 
minimum of 14 new hit 
points — and a maximum 
of 106! That’s enough to 
allow a character ... a 
chance of surviving a 
direct hit from a LAW.” 



skill level added to that , Harder tasks 
have less chance of success, down to a 
-95% for tasks that are impossible. There 
are other modifiers to success — proper 
tools, materials, etc. - which make the 
skill use rules quite valid. 

Now Tm afraid I must point out the 
one part of character development in 
the Fringe wor thy /FTL systems that I 
really don't like — the experience system. 
Personally, I prefer the Chaosium-type 
system in which skill levels increase as 
they are used successfully. Fve never 
cared much for the D&D - type experience 
systems in which experience points 
awarded for adventuring allow the 
character to rise in levels, each level 
giving him greater abilities until he 
becomes superhuman. Perhaps this can be 
overlooked in a fantasy game, but to me 
there's little place for it in science fiction. 

A character reaching 10th level in the 
FTL j Fringe worthy system will gain a 
minimum of 14 new hit points — and a 
maxiumum of 106! That’s enough to 
allow a character to stand up to point 
blank fire from an elephant gun or have 
a chance of surviving a direct hit from a 



LAW. (Under the combat system, how- 
ever, hit points alone are not the only 
thing that determine death; depend- 
ing on where a character is hit, there is 
a percentage chance of death shock, 
which can kill superpowerful characters 
just as easily as normal ones and which 
prevents the added hit point rule from 
being a fatal flaw,) 

Combat in Fringe worthy and FTL 
is quite detailed, yet is surprisingly clean 
and playable. Time is divided into one- 
minute turns and two- second actions, 
an action being the minimum amount of 
time to perform a significant act, such as 
moving a short distance, firing a weapon, 
etc. Hit determination is by rolling less 
that (not equal to) your accuracy for 
firearms or your dexterity for hand-to- 
hand or melee weapons, on a D20, An 
admirable number of modifiers to this 
roll covers all likely combat situations, 
including range, size of target, movement 
on the part of the target and/or firer, 
terrain, weather and light conditions, and 
so on. The system is closer to Space 
Opera than most other systems (and very 
close, of course, to Morrow Project). 

Unlike TMP, however, where damage 
is by the bullet’s E-factor (a constant 
value), damage in the Fringeworthy/ 
FTL system is a factor of the bullet or 
shell, each type doing a certain amount 
of damage determined by a die roll. 
Armor can lessen damage, and damage 
can even be absorbed somewhat by the 
tougher tissues of the body (though this 
often has more serious consequences 
than taking straight damage). Aside from 
rules for firearms and other weapons, 
there are rules for determining damage 
from toxins and diseases (these are 
especially nice), radiation, shock, asphyx- 
iation, falls, bums, blasts and so on — 
nearly everything you could imagine. I 
find this completeness most commend- 
able, especially after years of playing 
games such as Traveller, where damage 
other than that from guns, blades, or 
animals had to be arbitrarily made up due 
to lack of guidelines. The specific hit 
location tables are nicely detailed, if a bit 
abstract. They remind me somewhat of 
the old.fi/o-7 tables, but are much easier 
to use. The tables in FTL have been 
updated from those in Fringe worthy for 
ease of play. 

Those who like to have a long list of 
detailed weapon statistics will like the 
weapons sections in these books. Fringe- 
worthy is the best of the two in this 
respect, since it details with a wide variety 
of realities and alternate ages of history. 
Pistols range from old hand cannons and 
wheellocks to modern magnums, rifles 
from muskets to ACRs, and SMGs from 



Thompsons to Uzis in the weapons tables. 
There is a wide array of blade and blow 
weapons as well, from chainsaws (for 
those Texas massacre fans) to whips and 
broken bottles. FTL doesn't have quite 
the range of weapons as its companion 
system, but it adds lasers and futuristic 
versions of the slugthrowers — not to 
mention ship- to- ship missiles, cannisters, 
lasers and particle accelerators in the 
starship section. Those who have Fringe- 
worthy might note some missing material 
in the rocket launcher section. Apparently 
Tri-Tac’s computer got a bit hungry and 
ate this; errata containing the missing 
material — and more — appears as Fringe- 
worthy Portals and Pathways, Book 0, 
and is available free to anyone who has 
purchased the game; just let Tri-Tac 
know. 

The two systems share other common 
traits — some similarities will be found in 
world generation, along with several 
differences due to the focuses of each 
game, and many items of equipment 
appear in common on those tables (includ- 
ing the incredible statement on the food 
value table that bologna has twice the 
nutrition of vegetables!). But it is the 
differences that make each game unique, 
and it is to those that I turn now. 

Fringe worthy 

Of the two games, I must say I prefer 
Fringe worthy. FTL is good, but Fringe - 
worthy is a fresh idea in role playing. The 
game centers around the discovery in 
the late 20th century of an ancient base 
in Antarctica that permits in ter dimen- 
sional travel to certain individuals termed 
“fringe worthy” — those who can enter 
the portals and travel the fringe paths 
to other stations and to alternate worlds, 
other planets in our solar systems and 
other star systems. The portals and 
transfer stations, it turns out, were built 
by an ancient dim. en si on -crossing race 
known as the Tehrmelern, wbo have 
disappeared form the fringes for reasons 
unknown. Unknown, that is, until fringe 
travelers begin disappearing and the Mel- 
lor make known their presence. (It 
wouldn’t be fair to tell to much about 
the M ell or for those who have yet to 
learn through playing the game; let us 
just say they are rather “mushy” fellows 
and that they share some tendencies in 
common with Campbell’s “The Thing”.) 
Of course, the UN takes charge of the 
protal station and the search for individ- 
uals who are fringe wor thy. 

Eventually the IDETs (Inter-Dimen- 
sional Exploration Teams) begin to map 
out the stations and the various worlds to 
which the portals lead. Each station is 



—5 — 



built as a circle with 12 portals. Four 
larger portals set 90 degrees from each 
other lead to other stations; the smaller 
portals lead to other worlds. Depending 
on the station, these other worlds can be 
alternate versions of our earth, versions 
quite similar to our world or radically 
different, alien places; other worlds in our 



"Virtually any reality 
which you wish to game 
can be found among the 
infinite number of worlds 
available to the 
fringeworthy." 



solar system; worlds in nearby star 
systems; or alternate versions of these. 
The possibilites are limitless — which is 
what makes Fringeworthy such a versatile 
game. Virtually any reality which you 
wish to game can be found among the 
infinite number of worlds available to the 
fringe worthy. Medieval worlds, fantasy 
worlds with working magic and dragons, 
1920s worlds, futuristic worlds — all can 
be encountered. There's even a portal 
that leads to the future world of FTL , 
further linking the two games. 

Most of tire material in Fringeworthy 
that is different from FTL revolves 
around the fringepaths and portals, 
their operation, the worlds the Tehrmelem 
have left behind and the menace of the 
Mellon Other material describes the 
various materials, vehicles and other 
factors involved in the exploration of the 
new worlds beyond the fringe. Most of 
this is quite good. There are a few odd- 
[ties, here and there, but again nothing 
serious. Fd have liked to have had more 
vehicle descriptions than the four land 
vehicles and three aircraft that are used 
by the explorers. In the section on 
generating intelligent technological civil- 
izations there's a roll that allows a tech- 
nology of 1895-levels to have early 
orbital space flights — shades of Jules 
Verne and H.G. Wells - which seems a 
bit strange, until you remember that 
we're dealing with all possible alternate 
realities here. While somewhat sketchy, 
these tables can serve as an excellent 
framework on which a GM can build 
a new world, if he hasn't any ideas of his 
own. And several alternate worlds descri- 
bed from the play test campaign, along 
with a short “seen arioe tie'’ in Book 
0, should further help jog a GM's imagina- 
tion, should he need it with a concept 
so flexible as this at hand. 



FTL: 2448 



FTV s main differences, of course, lie 
in that it is a SFRPG in the classic sense 
— the far future, starships, aliens and so 
on. FTL adds psion ics to the system 
(though like in Morrow Project, these 
are difficult to obtain, except for those 
alien races that are natural psion ics). 
The medical section is expanded with the 
addition of the autodoc, familiar to 
science fiction. A future history is pro- 
vided, one that, while dealing with 
the inevitabilltes of war, economic 
oppression and other nasty by-products 
of civilization, is more positive than that 
of some games, such as the history of 
greed and decadence that seems inherent 
in Traveller's Imperium. As the year 2448 
dawns, mankind has entered a period 
of renewed growth and expansion, 
exploration and individual freedoms in 
cooperations with several alien races. 
There's much more promise in the game 
than in Travellers almost perpetual 
theme of fighting the oppression of the 
megacorporation and tire sometimes 
heavy hand of the Imperium. Only 
F ASA's Star Trek RPG meets or sur- 
passes the positiveness I find in FTL\ 
future. It's a nice feeling. 

The aliens of the game system are 
refreshing, too. Whereas too many game 
systems either borrow heavily from 
existing SF novels for their aliens or 
produce dull, boring “aliens" like those 
found in Traveller ; FTL t with a few 
exceptions, has produced some real alien 
aliens. Sure, the feline Dymnar are 
undoubtably derived from Larry Niven's 
popular Kzinti. But then there are the 
Blox, eight-legged, eight- armed, toothy 
balls of fur with an aptitude for bur- 
eaucracy; the four-armed, three-eyed, 
blundering Da be; the genetically engine- 
ered, almost incomprehensible Krelvin; 
the Frendle, who look like a cross between 
crustaceans and lizards; and many others 
that, while strange, are also quite fun to 
play — more so than Aslan, Vargrs or 
hermaphroditic gum by olds. There are 
also random generation tables for creating 
new alien races. 

Other parts of the FTL system that 
differ from Fringeworthy are equally 
well-conceived, playable and fun to use. 
The star travel system is much simpler 
and easy to use than those of Space 
Opera or Traveller . FTIPs phase drive 
works very simply and logically, with- 
out dozens of calculations. Fuel use is 
simple and understandable, as is naviga- 
tion in interstellar and interplanetary/ 
orbital space. The same can be said of 
the starship combat system. I must 



caution readers that the starship section is 
one of those which will have to be read 
closely in places for complete understand- 
ing; you should have no problem if you 
take your time and cross-reference from 
section to section for explanations that 
seem to be missing. The only problem 
that really threw me was figuring out how 
to determine a phase drive failure. To 
save others some study, the answer is to 
subtract any points the drive has lost due 
to untuning from 100 and roll this value 
or less on D100 to avoid a drive failure. 

Star system and world generation in 
FTL is quite detailed and is again a 
ref re siting departure from Traveller ; where 
a system is nothing but the main world 
represented by a string of numbers, 
with no info on the star, other planets or 
anything else. While not quite as scien- 
tifically oriented as Space Opera, FTL 
will give you a lot of information — 
probably more than you’ll really need — 
about the spectral type of the star, 
whether it's a single, binary or mul it pie, 
what planets it has and what type they 
are, and the characteristics of the main 
world, including atmosphere, geology, 
continents, oceans, ecology, intelligence, 
technology, culture and more. There's 
a lot more for the GM to work with 
here than in lesser systems, though, again, 
you'll need to read carefully in places for 
complete understanding. And if every 
detail isn't exactly true to scientific fact, 
at least the fudging's been done for the 
sake of playability, not rigid in-house 
dogma. 



"Instead of spending 
time trying to fill in the 
gaps in the game design, 
you can get down to 
actually playing, because 
the designer has 
included charts, tables 
and guidelines for easy 
reference. . . " 



FTL covers a lot of other aspects of 
future culture — robots, trade, space law, 
cargo, colonies — far more than can be 
dealt with in this review. Suffice it to say 
that the coverage in most instances is as 
good as, and often better than, in most 
comparable games. As a SFRPG, it's a 
good compromise between playability 



— 6 — 



and completeness. There are flaws and 
peculiarities, but none are serious obsta- 
cles to play. (For instance, in a recent 
Murphy's Rules, the fact that there was a 
1% chance not to detect a gas giant at 
under 300 feet away was played up, 
ignoring the fact that for this to occur, 
one first had to miss the 99% chance to 
detect it at each of several other ranges, 
something that would only happen with 
malfunctioning instruments). FTL how- 
ever, probably won't prove as popular 
ul tim a te ly as Fringe worthy , sh oul d e i th er 
or both of these games receive the atten- 
tion they deserve, simply because the idea 
behind FTL has been done before. That's 
really a shame. Having played Traveller 
and FTL , I prefer FTL for the simple fact 
that there's so much more that can be 
done with the system. Instead of spend- 
ing time trying to fill in the gaps in. the 
game design, you can get down to actu- 
ally playing , because the designer has 
included charts, tables and guidelines for 
easy reference to cover what happens 
when you're exposed to radiation or your 
shuttle crashes or a bullet grazes your left 
sh Gulden Instead of worrying about hese 
things, you can get down to role playing. 
The lack of restrictions on what you can 
or can’t do in a scenario due to designer 
fiat, as evident in Traveller , allows you to 
let your imagination roam and develop 



into some interesting games (last week 
our regular role-playing group used FTL 
to put TV's A-Team into space — it was 
silly, but it was fun!}. 

Of course, T don't expect a lot of 
people out there to abandon Traveller or 
Star Frontiers (if they're actually playing 
that), or whatever their favorite system 
is, for FTL , although Td suggest they give 
it a try before making that decision. But 
even if you insist on sticking with your 
own favorite SF system, I'd suggest pick- 
ing up FTL: 2448 as a sourcebook for 
filling in the gaps in that system. Unless 
you're playing Space Opera, which is 
pretty complete already, FTL will neatly 
complement and fill in for a lot of 
missing info in Traveller, Star Frontiers t 
Star Rovers , whatever. And despite what 
those who may criticize the game for its 
“overreliance" on tables and charts think, 
such items come in handy quite often — 
more so than fancy ship construction 
rules, vectors or elaborate trade systems. 

Summary 

I guess the bottom line is that 1 like 
these games, despite their poor produc- 
tion, their sometimes faulty explana- 
tions their quirks and the experience 
system. They may look amateurish, but 
they certainly don't play that way. 



Fringe worthy I view as the most inventive 
of the recent new RP systems for its 
first- of its- kind alternate worlds theme. 
I believe it to be deserving of an award 
of some sort for creativity and innovation. 
FTL, while not treading any new paths, 
at least makes an admirable effort to 
cover aspects of play that too many other 
systems have ignored or made needlessly 
complex. If nothing else, I’d highly 
recommend it as a sourcebook for exist- 
ing SFRPGs. 

Above all, both games are fun. I enjoy 
playing them whenever the opportunity 
presents itself That is perhaps the great- 
est recommendation I can give. So I 
urge you, look beneath the covers and 
give Fringe worthy and FTL : 2448 a 
tiy. Even if you end up as M ell or bait, 
I doubt you'll be sorry. 

Fringeworthy and FTL: 2448 are both 
designed by Richard Tucholka and 
published by Tri-Tac, Inc., P.O. Box 61, 
Madison Heights, Michigan 4807L Fringe- 
worthy is an 8%” x 11" 78-page hook , 
bagged, and retails for $12.00. FTL: 
2448 comes with 102 814” x 11” pages in 
a plastic three-ring hinder and retails for 
$14.00. Fringeworthy Paths and Portal^ 
Book 0 f and an errata sheet for FTL are 
available from Tri-Tac free of charge. 
Both games were published in 1982. 



THE CHOICE IS YOURS ... 




SUPERHERO 



SPY 



PIRATE 



PULP HERO 



Be a hero with Hero Games! 

92A - SG 21st Ave., San Mateo , CA 94402 



- 7 - 





FTL:2448 and Fringeworthy 







Designer’s Notes by Richard Tucholka 



if you asked a number of game design- 
ers how their games came into being* yon 
wouldn't receive any single answer. We be- 
gan with a series of stories we'd written : 
The first was called “The Morrow Project” 
by Robert L. Sadler. Next was a space 
novelette, “Starheat,” followed by “Sym- 
phony,” my fantasy novelette of inter di- 
mensional war and the supernatural. That 
was ten years ago. 

In the late 70s, we were searching for 
something more in games than killing ores 
and rabbits, so we dusted off a few manu- 
scripts and turned one of them into a 
“real” science fiction role-playing game - 
something called 77re Morrow Project 
The Project was good, fun, and educa- 
tional in a real-life sort of way. Bob's story 
made a great vehicle for my game systems. 
We had a few qualms with the Project's 
final draft, a few missing utility sections 
and skills, and a half page missing out of 
the PSI information, but it was good. 
Shortly after The Morrow Projects 
publication, Bob and I suddenly found 
ourselves free of Timeline Ltd, and won- 
dered what to do next. We were asked to 
join a new corporation, Tri-Tac, Inc., 
where we planned for the release of FTL: 
2448 , a space role-playing game of the 
near future. The story “Starheat” and its 
companion “Ventura Odyssey” provided 
a fantastic yet plausible outline for man- 
kind's near future. While working on FTL: 
2448 , we became side-tracked on the con- 
cept of inter dimensional exploration and 
quickly finished Fringeworthy, a game on 
this topic ; Fringe worthy became Tri-Tac's 
first RPG. It was based both on my story 
“Fringe worthy” and die Tehrmelem, an 
alien species created by my wife Kathy. 
Fringe is unique among SPRPGs in that 

Art above courtesy Tri-Tac, Inc, 

v l ;;:d LL"L„ 



it- uses a rational concept to open an easy 
path to a multitude of other worlds, rimes, 
and dimensions. For the role- player, this 
was an open invitation to create and use 
worlds as fantastic as the GM could im- 
agine. Linking the worlds together with 
portals and walkways between dimen- 
sions made travel and exploration easy* 
and so the system was created along with 
a history of the Tehrmelern pathway 
builders. The Melior race was included as 
a rare but necessajy evil to explain the 
abandonment of the paths and to add a 
touch of continuing horror to what would 
otherwise be a game of simple explora- 
tion. 

After serious funding and printing 
problems, we released die first edition 
in June of 1982. We learned, improved, 
found a new editor, and returned to pro- 
duction of FTL: 2448. 

Without the stock concepts of a galac- 
tic empire and murderous aliens, FTL 
would be a realistic look at the future a 
few hundred years from now. We wanted 
a usable and complete game system, as 
simple as Fringe worthy , but with more 
detail. FTL expanded the role-playing 
systems of Fringeworthy but added new 
ideas and some necessary revisions, FTL: 
2448 became the grubby, but hopeful, 
future where mankind i.s working for the 
betterment of itself and alien races. 

For FTL we tried a new packaging con- 
cept by using a rules binder which could 
be updated or revised. We never realized 
that most gaming distributors don't like 
binders. Someone also started a nasty but 
untrue rumor that the pages fall out of 
the binder. 

As role- players, we wanted game sys- 
tems that were easy to use. In an action 
situation, it's never any fun to run through 
a flow chart for half an hour to resolve a 
single action. We set our sights on a lot of 



utility and technical realism without sac- 
rificing playability. We began with char- 
acter generation. 

When you design a character, you want 
detailed information and the freedom to 
develop a character's talents and personal- 
ity. We started with the 4d6-4 system of 
statistics creation suggested by Mark Lar- 
dis. (It gives nice bell curves and is easy to 
relate to a percentile or 20-sided roll.) We 
used a few of the usual statistics and be- 
gan to see that we needed a few more; 
Dexterity and Agility had to be separate; 
Throw* Dodge. Luck, and Accuracy be- 
came later additions. Skills were created 
and a system was designed for their use 
involving levels of difficulty. A system of 
experience levels was added to give play- 
ers the ability to improve their characters 
and skills. 

Damage tables cover most contingen- 
cies of damage in the game. Damage be- 
came a problem until we realized that 
there are two distinct and yet related sys- 
tems that give the player-character his 
health. Constitution became the first set 
of “hit” points and general body struc- 
ture the other. Many types of killing dam- 
age do very little actual physical damage 
(strangulation, radiation, poisoning, etc.) 

Our original body tables for The Mor- 
row Project were replaced here by a sim- 
pler, less detailed system. We furnished 
one of the most detailed but easy-to-use 
medical systems created to date for an 
RPG. 

One of the most complex areas of the 
book is the Detail Body tables. Working 
with a local forensic expert, I broke the 
human body down into (roughly) one- 
inch squares and catalogued them into a 
simple system of what's generally at each 
location. From there we set death percen- 
tages and other details. This system is 
great fox showing firearm damage and can 



^ 8 - 



^ be generalized for animals* With, a Tit tie" 
imagination, you will find that it can be 
used three- dimensionally, it even helps in 
a wide range of other uses never suspected 
while it was being designed — including 
bone breakage, shrapnel hits and knife 
damage to specific areas, 

SF gamers enjoy the use of modern 
firearms, especially known brands and 
specific types. The only problem involves 
designing a system for using them which 
everybody likes and agrees with — I learn- 
ed this early. The fun part was the flak 
we got from “armchair gun experts" who 
criticized picky little mistakes on load 
speed, grain weight, and the guns’ general 
performance in combat situations, 

in Fringeworthy, we covered necessary 
historic weapons that could be found 
across a wide time period. FTL did not 
need such a range and included a firearms 
generation table. Stalking the Night Fan- 
tastic, a so on -to- be released game, will 
cover a very wide range of modern and 
special weapons .including a few popular 
brands. 

Morrow's E factor worked well, but 
was a bit static in regard to damage. {The 
variable E table was lost somewhere in ed- 
iting the first edition,) Later, unable to 
use our Morrow systems, we settled on a 
dice of damage system to give the general 
^ punch of a bullet through a set mass, in- 



dexed by the bullet’s type and range, A 
few “experts” have disagreed with the 
system, though most find it playable and 
fast. In the near future, a second weap- 
on damage system will premiere on our 
Equipment and Weapons supplement as 
an alternate system. Damage will be rela- 
ted to projectile weight, caliber, velocity, 
and a few thousand other factors. 

One of the most exciting design areas 
fox us was the creation of a system to gen- 
erate cultures on human and alien worlds. 
With three years of college sociology and 
a smattering of anthropology, I pondered 
the general validity of the Technological 
Levels so universally used in gaming. Rath- 
er than using Tech levels, we designed a 
system of designing a technology from 
the ground up, starting with die use of 
energy. As a GM generates a society, the 
general levels of the society’s general ad- 
vancement in a large number of social and 
technological areas are created. This gives 
a far wider and more interesting develop- 
ment to a culture than a general tech -level 
system. In a future Fringe worthy and 
FTL: 2448 supplement, we will expand 
upon the development of societies, each 
tailored to its respective game. 

At Origins, Tri-Tac, Inc* will release 
our new RPG, Stalking the Night Fantas- 
tic, a game of hunting the evil supernatu- 
ral of the 1980s. The agents of Bureau 13, 



"a super-secret government organization^ 
travel the roads of America in search of 
the supernatural. The book will include 
more than 100 types of encounters, char- 
acter design, and a realistic magic system 
in 104 pages. Rules for Stalking are de- 
signed in the same format as FTL and 
Fringe, with many internal improvements. 
Stalking will retail for §13, By the end of 
the summer, we will also be releasing an 
adventure and expansion module for each 
of our RPGs as well as a universal Systems 
Shield for Fringe worthy, FTL and Stalk- 
ing. The shield may be ready for Origins. 

Upcoming supplements will include 
Starpirates for FTL: 2448, and an FTL 
catalogue of ship designs, plans, andheavy 
equipment. A universal (historical to mod- 
em and beyond) catalogue of weapons, 
equipment, and vehicles for RPGs is in 
the works. 

Our long-term plans are for the games i 
to be boxed by the end of 1983, FTL: 
2448 Will move from a binder to a book 
f orm a t an d th re e sy ste ms e xp a n si on $ will 
create new games with use of existing 
products. These include: Rogue 417 , af- 
ter- the -holocaust survival for use with 
Fringeworthy; Hagu , the alien invasion of 
Earth, for use with Fringe worthy ; and 
FTL: 3248 , the 800-year expansion of 
FTL , And then there’s Fringemagic , but 
that’s for the future, j 




YOU ARE IN COMMAND ! I ! 



Star Trek is a trademark of Paramount Pictures Corporation and is used undei exclusive license. Copyright ©1982 Paramount Pictures Corporation, 



All rights reserved, FAS A Corporation P.O. Box 6930 Chicago 1L 60680. 





Featured Review: 
CHAMPIONS 

by Russell Grant Collins 



Champions has been revised and re- 
issued, Since the basic game has already 
been reviewed ( Space Gamer 43), tills re- 
view will serve more to introduce those 
familiar with the game to changes in the 
game system. 

The revision is particularly good news 
if you referee the sort of players who like 
to create superheroes who are to uglier than 
Superman by taking advantage of loop- 
holes in the rules. For example, buying 
increased Endurance Cost and Reduced 
Endurance Cost for the same power once 
resulted in a low-cost power that was very 
strong yet cost little Endurance to use. 



This is now illegal So is using a Multi- 
power within an Elemental Control or 
vice versa. 

The basic game system is unchanged. 
Most of the powers are the same, although 
occasional modifications have been made 
to improve the game. Combat in Darkness 
and the use of Invisibility are explained, 
A power advantage to counteract Armor 
Piercing attacks has been added. More ex- 
amples are used. The “Breaking Things 55 
rules from the Stronghold scenario is ex- 
panded and here made the official damage 
system for objects. 

The scenario book, Viper's Nest , has 



three adventures pitting newly-created 
heroes against the hordes of Viper. These 
adventures are nice with beginning heroes, 
but less challenging if the characters or 
players are experienced. A hero with Ego 
powers can easily eliminate the need for 
the second scenario, and is hard to limit 
in any of the three. Also, the information 
on UNTIL is not as complete as in the 
game’s first edition. Since It is the primary 
lawful-agent group in the Champions cos- 
mos, this omission is distressing. The in- 
formation for Microfilm Madness in Space 
Gamer 61 fits in here nicely (as does the 
scenario) and it should have been here, 
(Actually, Microfilm Madness was indeed 
written for Viper's Nest; it was cut for 
space considerations and subsequently 
submitted to SG. -AA) 

l also wish that the rulebook were avail- 
able separately, for those of us who would 
like the revised rules but don't need the 
scenarios, map or dice again. 

Should you buy this material? I think 
so, if you are interested in superhero RPGs, 
If you hated the original Champions rules 
for more than their slight omissions and 
loopholes, don’t bother. The changes 
aren't all that significant. If you’re happy 
with the old version, weigh your decision 
carefully. Your players will grumble if 
their characters need drastic revision, as 
some probably will. If you do get the new 
set, much of the old book becomes obso- 
lete, so it won’t even serve as a backup 
copy. On the other hand, the new mate- 
rial is very useful, I don’t regret having 
made the change, but you might Be 
warned, though, that any new material 
Hero Games releases will be based on the 
revised rules* 

Revised Champions { Hero Games); 
$14. 95. Designed by George MacDonald 
and Steve Peterson. One 814 x 11” 80- 
page nd ebook, an 814 x 11” 16-page Vi- 
per's Nest scenario book , a 17 x 22” hex- 
map with a street perspective printed on 
one side, and 6 six-sided dice , boxed. Pub- 
lished 1982 , 



- 10 ^ 




UNIVERSE III 




A comp uter- m oderated correspondence 
game in which each player commands a 
hip entering a new universe ... to explore, 
and conquer new worlds . . . contending 
other players and unknown hazards! Each time 
send in a turn, the computer evaluates it with 
respect to the current game situation and other players’ 
moves, and sends you a printout showing the current status 
of your ship, plus any territory you control. When you 
“meet” other players, you can send them messages - to 
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 learn - you 
tell us in plain English what you want to do and we send 
you the results! 

NO WAITING TO ENTER - Entries are processed on 
receipt. You’ll be in a game within two weeks or your 
money back. 

NO WAITING TO PLAY - Our turn system lets you 
move every week if you like - or take as long as you want 
between turns. Your results will generally be in the mail to 
you the same day we receive your orders! 



NO DEADLINES - Since you set your own “turn length,” 
you can’t miss a turn! 

NO EXTRA CHARGES - Our fee is $3.00 per ship or 
colony turn. We don't tack on extra fees for combat, 

NO RIG DEPOSITS - Our entry fee is only $10.00, 
which covers a setup for one ship, a copy of the 
rulebook, and two turns. 

UNIVERSE III is waiting for you. Your starship will be 
assigned as soon as you send your name, address, and 
entry fee to: 



CENTRAL TEXAS COMPUTING 

710-S SOUTHWEST TOWER, AUSTIN, TX 78701 



The Joystick Report: 
A Look at Home 
Computer Game 
Hardware 

by W.G. Armintrout 



The War of the Joysticks has begun. 

The homes of America* filled with video and 
computer game systems, are beginning to 
hunger after more sophisticated control systems. 
Arcade-quality joysticks. Home trackballs. 

Space Gamer has begun to receive equip- 
ment for review. This, then, is our report, 
A basic joystick consists of four compo- 
nents: the Stick, the Base on which the stick is 
connected, the Firing Button, and the cord 
which connects it to the game system being 
used. 



The Stick produces nine different signals, 
depending on which position it is in. With Atari 
system s, these positions and their code numbers 



are: 

15 - normal 
position 
14 - front 
13 - back 
7 - right 
1 1 - left 



6 — front/ right 

5 - back/right 

9 — back/left 

10 - front/ left 



Contrary to popular myth, joysticks do not 
care how far or hard they are pushed. A “grad- 
ual left” and a “hard left" are all the same to 
the joystick, (The next time you see a player 
struggling to bring his starship through a tight 
turn, his knuckles white on the stick, remember 
to chuckle.) 

The Firing Button is even simpler — it is 
either in its normal position, or it is being 
pushed, and so it tells the machine. Like the 
Stick, the exact function of a Firing Button in 
any game depends entirely on the game pro- 
gram - it might fire shots, provide thrust, or 
cue art information display. That has nothing 
to do with the joystick itself. 

Reviewing a joystick is largely a ques- 
tion of taste. Assuming that it works correctly 
and doesn't fall apart, any analysis comes down 
to such subjective questions as: Is it responsive? 
Is it comfortable to hold? Is the firing button(s) 
convenient? Is the cord long enough? 

Or, in short: Can I get a better score with it? 



The following joystick reports are based on 
the responses of a number of arcade experts 
recruited for this project. Joysticks were tested 
with several games, both on video and compu- 
ter game systems. Each reviewer was required 
to put in sufficient time to become familiar 
with the joystick in question before making his 
review. 

Joystick Controller (Atari). $9.95* 

Base 3 ‘A" x 3 Stick 3”. Cord 4\ Firing 
button on base. 

This is the old familiar joystick from Atari. 
Those clamoring for the new wave of equip- 
ment claim its defects are: 

* Base too small for adult hands. 

* Cord too short (at least, it is when a 
half dozen people are fighting over who gets to 
play Frogger next). 

• The Stick begins to feei wobbly after 

time. 

• The Firing Button has a “cheap" feel. 
Two of those claims are misleading. The 

“wobbly” Stick and “cheap ish” Button have 
little to do with play performance - the 
joystick works just fine, regardless of the feel. 
“Feci” is only a psychological factor. And the 
Stick, while short, has the advantage that it can 
be worked with only thumb and forefinger. 

Command Control Joystick (WICO). $28.95 

Base 4 X A” x x 1 W\ Stick 5”. Cord 5Yi\ 
Switch on the base selects between two Firing 
Buttons — on the base, and at the top of the 
stick. 

This is the standard joystick from WICO, a 
commercial arcade game control manufacturer 
now branching out into home arcade acces- 
sories. Its good points include: 



* All prices based on local retail 
at the time of writing. 



• We II- engineered Base, with finger rests 
and grip pads for table-top use. 

• Very easy-to-use “bat handle” Stick. 

• One-hand operation (assuming you have 
it on a table top, and use the stick-top Firing 
Button. 

• Excellent, built-to-last construction. 

Two points can be raised against it. First, it 

is heavier than the Atari joystick you may be 
used to — that win take some time to become 
familiar with. (It isn't too heavy - just heavier 
than you're used to.) Second, the extra-long 
Cord provides length at the expense of storage. 
The extra- long Cord means there is that much 
more Cord to try to wind up after use, or to 
trip over. 

Tire Champ #1 (Championship Electronics 

Die.). $12.95 

Base 6” diameter x 2” (saucer shaped). 
Stick 6”. Cord 10’, retractable. Two non- 
selectabie Firing Buttons: forward “trigger” 
and stick-top. 

The Champ has an eye-catching style 
and a number of innovative features, which 
include; 

• “Directionless” Base. Instead of pushing 
the Stick towards the word “top” on the Base, 
the Champ’s Stick has a front (where die trigger 
is). Pushing the Stick forward always means 
“top”, regardless of where the Base is facing, 

• Ret act able Cord. 

• Just the “look” of the joy stick impresses 
some people - frankly, it looks as though it 
were lifted out of somebody's cockpit 

The strikes against it are; 

• Reliability. It uses calculator key action, 
which will not wear as well as the components 
used by the other joysticks on review, (One of 
our Champs broke down during evaluation.) 

• Awkwardness. The round base is hard to 
get a good grip on, and hard to set on a table 
top. 

• Weight. (This is a problem only for those 
who don’t totally unwind the retracted Cord 
before play.) 

• Buttons, While the forward Trigger but- 
ton works fine, it is hard to use the stick-top 
button without hitting the Trigger button. For 
all practical purposes, this should be considered 
a single button joystick. 

For a practical evaluation, our experts 
chose their favorite game and used each of die 
joysticks. Our question: Did any joystick have'a 
significant effect on point scores? 

To our amazement, there were no correla- 
tion, Once familiar with a joystick, a player 
seemed to work with it just at well as with any 
other joystick (despite how much he cursed die 
stick or complained about its design). 

(I, who find The Champ hard to use, man- 
aged to set my personal high score record at 
Star Raider using it . . .) 

As for popularity, die Command Control 
joystick ranked slightly ahead of the Champ. 
The Command Control stick is unanimously 
agreed to have an excellent design and quality 
guts. On the other hand, the Champ's look and 
style were what more people wanted — deter- 
red only by what some felt was an awkwardness 
problem. 

Yet the point to be remembered was that 
there was no connection between the joystick 
used and the points scored. In that respect, the 
old Atari product — much maligned as it is — 
proved to be equal to ail of its competitors, and 
at a lower price. 

On to trackballs, 

A trackball is a bail mounted in a box, along 
with a Firing Button and a Cord. It provides a 



— 12 — 



game machine with the exact same signals that 
a joystick would, though it mixes and matches 
the signals depending on the direction and 
speed with which the ball is rolled. 

Trackballs are not limited to Missile Com - 
mand only. They can work with almost any 
game. A trackball's advantage is that it gives 
precise control, much finer than a joystick. It 
excels at positioning cross-hairs over an enemy 
target, or at positioning pieces in a computer 
boardgame such as chess. In order for it to give 
a constant command, however - such as 
"right 11 — the player must keep spinning the 
ball to the right in order to keep the command 
going. 

A trackball, for instance, works fine with 
computer chess, (I even like it with Eastern 
Front (1941), though you have to be careful 
when giving orders — the computer game gives 
an annoying buzz whenever you accidentally 
hit a diagonal.) 

A trackball is an interesting experience 
in a game like Star Raider i where it is required 
to both center cross-hairs when firing and 
manuever the ship during combat It shoots 
magnificently, but bringing the ship around to 
face an enemy to aft is a good way to wear 
your hand off 

A trackball has no business playing a maze 
game like Pa c- Man, where there is no need for 
precision and diagonal orders are disregarded. 
Trying to keep up with the speed of a joystick 
in such a game would be impossible. 

Command Control Trackball (WICO). S70 

Base 5” x 6” x 2*\ Ball is 2” across at 
the Base, SW Cord. Single base-mounted 
Firing Button (two buttons on the Apple 
II version). 

I will admit to being amazed when I pulled 



this device out of its box. The box art, which I 
had seen in the stores, had led me to expect a 
lightweight box with a Ping Pong- style plastic 
ball. The box art is totally deceiving - this unit 
comes with a ball that looks like you can play 
pool with it, solid and heavy, and the base is 
built to match, 

WICO claims this design is identical to the 
one they put in arcade machines. I cannot fault 
them — I have seen smaller trackballs in arcades. 

Good features include : 

* Thick, long cord (though storing it is a 
problem). 

* Non-skid rubber feet for tabletop use, 

* Excellent, built-to-last workmanship. 

The bad points, none serious, are : 

* The ball will not perform correctly if 
tilted more than 30 degrees or thereabouts. 
TIi ere fore, it is best used on a tabletop rather 
than handheld. (It is also heavy for holding in 
your hands, unless braced on a leg or arm of a 
sofa,) 

* The Firing Button sinks rather deep 
into the Base, and is hard to fully depress 
without arching your thumb, (Then again, you 
don't need to push the button down all the w r ay 
to make it fire.) 

* The Ball takes colors very easily - keep 
small kids and magic markers au r ay from it! 

There seem to be minor variations in models. 
Some trackballs are depicted as having finger 
rests, which mine does not - but they aren't 
important in a trackball. 

There’s no question in my mind that the 
Command Control trackball is a superior 
product. It is better than a joystick for some 
purposes, particularly games of the Missile 
Command style and computer boaidgames (E), 
The only question is whether you really want a 
trackball, particularly at this price. 



Comparing trackballs to joysticks Is like 
comparing, apples to oranges, but our panel of 
reviewers tried out all of the joysticks versus 
the trackball with the game Star Raider (where 
both devices have their advantages and disad- 
vantages), It took a while before players were 
familiar with the feel of the trackball with 
such a game, but when they were (and to 
our surprise) the trackball was competitive 
scores wise with any of the joysticks. The 
reviewers, however, were sharply but evenly 
divided between those who liked using the 
trackball in that type of game and those who 
did not. 

In summary: "We couldn't prove that any 
arcade control device will improve your game. 
The Command Control products are quality 
products (but at a quality price). The Champ is 
stylish but imperfect. The old Atari joystick, 
wobbly and cheapish, still works just fine. 

Choosing among them is a matter of taste 
and money. Get your hands on one and try it 
before you buy. 

Atari Joystick Controller, the Champ, 
and Command Control products are directly 
compatible with the Atari Video System, Sears 
Video Arcade, Atari 400/800/1200 computers, 
Commodore VIC- 20 computer, and the NBC 
PC-6001, With WICO adaptors , the Command 
Control joystick will work with Odyssey 
Video Games (plug-in controls), Radio Shack 
TRSSO Color Computer, and Apple II and 
Texas Instruments home computers, A Texas 
Instruments joystick will be released this year. 
Special Command Con trot trackballs will work 
with Texas Instruments Home Computers, 
Apple II, TSR80 Color Computers \ Odyssey 
Video Games and (later this year) the IBM 
home computer. 




The Past, The Present, The Future! 

from 



Available from your hobby store or direct from CENTURION GAMES, P.O. Box 10, Northfield, N.J. 08225 



Add SI .00 for orders under S18,00. Canada add $2.00. Overseas add S2.00 per game. 



Sicily, summer 1943, 100 counters. 17”x 22” game map. Operational level. Price $9.95 






FLEETS OF ALIEN SHIPS ATTACK HUMAN HELD PLANETS. 
ALIEN CLONE SOLDIERS INVADE PLANETS IN THIS GALAXY. 
HUMAN DEFENDERS ORGANIZE THEIR FORCE TO COUNTER 
ATTACK. • HUMAN FLEETS ATTACK INVADING ALIEN FLEETS 
AND ATTEMPTTO RECONQUE R PLANETS. 

• ALIEN ARMADA 

Human defenders struggle against invading fleets of aliens 
and their clone soldiers. 300 back printed counters, 22’ ’x 34’ ’ 
game map, and separate player record sheets. Price $18.00 



AlSO * SILO— 14 

Available 100 secon <3s of man-to-man combat. Stop the missle 
silo’s crazed commander from launching WWIII. 100 
back printed counters, 17”x 22” game map. Price 
$9.95 

• CRISIS IN THE UKRAINE 



Russian front, spring 1944, 200 back printed 
counters, 22 ”x 34” game map. Price $18.00 

• GELA BEACHHEAD 



- 13 — 





Star Master, the grand- strategic PBM 
,• game run hy Sch libel & Son, lias received 
. a lot of negative criticism for various rea- 
sons. Many who enter, or order the rule* 
book out of curiosity, are put off by the 

♦ ■ “hidden” turn fees. Others, even those 

with big bank accounts, find that the 
often vague and poorly-explained rules 
make play difficult or impossible. As a 
result, many potential or new players 

* never start the game, or drop their em- 

• 4 pires after the first turn for a refund. 
, However, it's a game worth playing, in 

spile of its Haws. This article is written 
for people who are thinking about joining 
‘the game, and want to know what they 
are getting into. 

* 

* The Dough Problem 

The ads for SM state, somewhat decep- 
- lively, that the turn fees are S3. 50. This is 
only partially true: hoi this basic fee, the 
player gets to produce strips, ground units, 
and forts on his or her home world, may 
move six forces of ships to different des- 
. filiations, and perform one exploration 
order at Ihose destinations (such as map- 

* ping a world, doing a preliminary survey 
l/ of a solar system, or scanning deep space 

m * loi usable systems). Thai is basically all; 
for ft 3. 50, SM is a fairly good space ex- 
ploration game, livery thing else coloni- 
zation, trade, combat, diplomacy and 
special actions costs another $3.50 per 
each type ol action. 

Sehubel & Son lias slated in the rule- 

* book that these extra Inrush eels and ae- 
. lions are optional; this is true in the sense 

. that no one at tire company forces you to 
use them (except for an occasional $1.50 
defense fee, mandatory if your forces are 
attacked by another player or CM-con I rol- 
led “Bogey” force). But in order to gel 
, . any tiling near the full potential enjoyment 



creasingly primitive ground-military tech- J 
nology, but remain roughly equal to the 
average in aerospace and industrial tech-* ' 
nology-. The atmosphere and terrain ol sr * 
player’s home world are generally only im- 
portant when the player colonizes other • 1 

planets: The attrition of the colonists dc- 9 * 
pends on how similar the colony is to the 
% * ■ home world environment, 

# •* # J Very large and very small worlds will * 

m _ * • # have different types of technology and * * 

■ m * weapons, but though they differ in de- .* 

* . . ’ * , tail, the weapons of the. three different 

" ’ tech types (Hot, Cold and Chemical) are # 

from die game, you will need many or . equal in combat at similar levels of tech- * 

most of the “optional” turnsheets. Pole n- nology. 

fial SM players, be warned: If you plan to > The race a player chooses lias initial 
do any conquering, building of vast em- effects on technological level at the begin- 4 
pires, or advancing in technology or ex- ning of the game (species with improved * 
ploration beyond a lew standard orders senses or extra intelligence start three to 

and fairly simple special actions, doiTt four tech levels higher than those of a reT 

count on spending less than ft 7 .00 a turn. aiively human species on a similar world), * 

and continuing effects on ground com- . 

In The Beginning ' bat: Very strong, agile, fast, or tough races 

* get bonuses when fighting planctside. An- p * , 

The most important single turn that a other factor is a species’ society type: * . 

player of SM will ever write out is the set- Choices include individual, like humans; * 

up of his empire, hi this turn, the player Caste, like a termite nest; or Hivemind, 

designs his species, using a list of body animal-like creatures joined by telepathy ; ; J 

parts and a budget of “bio-points” and ■ in a “gestalt/ 5 Caste systems allow the * 

constructs his home world. The home world player to design two to six specialized 

design is of tremendous importance: Its ■ castes under the control of a psionic lead- * ^ 

size determines Tire amount of P.P. (Pro er, and can provide for some interesting 

duction Factors) that wilt be available each characteristics, but they also build space- . , 

turn, the amount of population available, ■ ships at a slower rate than Individual in- 4 * 
and, indirectly, the level of initial tedinol- telligence races. However, they can often 

ogy ; the larger the world, the greater the ■ trade profitably with Individual species 
production. due to differences in trade prices, another 

I would suggest a very large world fora point in their favor. Hivcminds are able to 
player’s first game; a world of 200 earth- ■ lake outrageous measures and liberties* 

masses (equal to six earth -gravities; the with its species’ individuals, but are oth- 

uumber of “megaei ties” on-planet is equal erwise not recommended. New players 

to “g” times 200, and determines the basic - should stick to Individual or Caste species. * 
productivity of the world) is generally a If a species comes out wretched, don’t de- « 

good base. Larger worlds lend to have in- spair: At second-generation technology, 




- 14 - 



* 



some useful bio-engineering projects can 

* help rep air the d ama ge , 

Once a player has had his race and 
.horn eworld placed in the game, the first 
order of business is exploration. Use the 
pre-game production to build some fast 
' * scout ships, enough to scan the nearest 

* (adjacent) 26 sectors to your home map- 
. 'cube. Ask for a second turn sheet so you 

* ’ , can move nine or ten scanning forces and 

have a few ships left over to send to plan- 
ets in your home system. On the first few * 

. _ turns, the GMs are not checking for exist- 
■ ing systems in the map-cubes your vessels 
scan: They check each cube for the possi- 
bility of a system, and randomly generate 1 
" them as they turn up. If you do things 
right, you can “find* 5 a few systems com 
veniently close to home. 

The Turnsheets 

* Each turnsheet type has its uses, though 
some are more useful than others. A de- 
scription of each is given below. 

. * The Colony Status Sheet: This sheet is 

used when moving ships full of colonists 
to new worlds. The attrition and remain- 
ing population at a colony is computed 
each time new people are brought in. The . 
six movement blocks on the sheet can also 

* , be used to move forces of ships which are 

^ not doing any exploration, combat or . 
trade, which is handy if you're only set- 
ting up one colony on a given turn. 

New players should start building trans- ■ 

* ports as soon as possible, and as soon as 

* two or three likely planets are located, 

* begin shipping out settlers. A force can t 
move several times in a turn, using one 
movement block each time, given suffi- 
cient movement points. This will allow 
you to start a fleet of colonist-carrying 

* ships at your homeworld, and move the 
force between homeworld and colonies 
two or three times on one sheet. Make 
colonies big: The more units you have on 
a world, the more freighters the colony 
can service, die greater the volume of 

, trade, and the higher the potential return . 
per turnsheet. 

Once you have set up several large col- 

f onics and/or have found friendly players . 

* . or neutrals, start trading. Start a force of 

• ■ < freighters at your homeworld and move it 

. between worlds in die route most profita- 
ble per ship. Trade between species of dif- 
ferent society type is three to four times 
as profitable as with a similar species. 

Trading results in E.U., economic units, 
which are worth 100 million dollars each. 

. These units can be used to bribe neutrals, 

* pay for special engineering projects, re- . 
search new weapons, and examine ancient 
artifacts. Most importantly, E.U, can be 

** used to raise the technological levels of ’ 



the player's empire. This is vitally impor- 
tant; higher tech levels mean greater pro- 
duction, deadlier weapons, and faster 
spaceships. Because of the design of the 
space combat system, a spaceship of a 
tech level twice that of another ship of 
equal size can outfight that vessel two-or- 
more to one.. Ships become more cost- 
efficient as tech levels rise, carrying more 
guns per ton of ship. Trade is absolutely 
vital to raising technology, and thus im- 
portant to your empire's success. 

Combat Turns: Any sort of attack that 
requires digging through records or com- 
puter time costs die attacker $3.50. The 
cost of an assault on a village of pygmies 
is the same, in cash terms, as a massive bat- 
tle between space fleets. You must thus 
judge the real worth of a battle before 
attacking. If you plan to plunder a world 
which will yield a measly 5000 E.U., you 
may be better off using the money to do 



“Fortunately/such • 
big guys stick to . 
blasting each other.- 
If you meet one 9 be,, 
friendly but be 
prepared to move . 
your capital . . 



another trade sheet. Stick to peaceful res- 
olution of conflicts unless you're into ex- 
pensive entertainment. 

Diplomacy: This type of turnsheet is 
used to deal with the NPCs of the game. 
These range from primitive races armed 
with swords to the vast elder races of 
yore. Like Combat turns, they arc only of 
value when you stand to profit by the di- 
plomacy. if you're lucky, you may be 
able to merge your civilization with a 
. Hermit neutral and gain access to its high 
technology, or get a trade pact with a 
neutral with excellent trade prices; on the 
other hand, you may never even find a 
neutral. 

Special Actions: This is one of the 
game's most useful turnsheets. Special 
Actions (S.A,) allow a player to do things 
not normally allowed by the basic rules. 
If a colony world has too-high attrition, 
the player can use an S.A. sheet and a few 
E,U. to suggest extra measures of equip- 



ment that the colonists will use to improve 
their chances. Special training can be giv- 

- en to soldiers to earn a combat bonus; 
spaceships can have ECM pods or holo- 
graphic projectors added for increased 
effectiveness. Ancient artifacts and cap- ^ 9 
tured ships can be analyzed to learn their 

. * secrets; crafty maneuvers can be used to 
sway neutrals. Properly written and back- 
ed up with E.U.s and other resources, an * . 
S.A. can lead to increased tech levels, bo- 
nuses to production or combat, or new 

- knowledge of great importance, S.A. s can 
pay for themselves by increasing the effec- 

- tiveness of other turnsheets. If you start 
play in SM, ask friends and allies for ideas 
for S.A,s. They are worth the money and 
add a personal touch to the game. 

The Political Situation 

What will you meet up with if you join * - 
5ft/? New players are set up in “develop- * 
ing regions," with other new players of . 
roughly equal ability. As time passes, in- 
terstellar society develops, in the form of* 

* trading and defense alliances. Eventually, 

, larger alliances form, with tens or hun- 
dreds of members, and these begin figh t- 
ing, Reassuringly, the “nice” alliances tend 
to last longer than the evil ones, but the 
latter add much flavor to the game and 
give your empire a reason to grow and 
spread out 

Another factor is the mega- empires, / 
vast multi- wo rid empires who loot and 
plunder millions of Production F actors - 
and run multi-million E.U. trade lines. , 
Properly run, any empire can rise to this ^ 
status, but they are very rare. Some, such 9 
as the dread Valk Lifewringer's Vakyri- 
' ans, have single-handedly blasted entire 
planets to dust and atomized billions of 
man-years of labor. Fortunately, such big 
guys stick to blasting each other. If you * 
meet one, be friendly but be prepared to ■ 
move your capitol to a secluded colony. 

Unless you're in the game for the fun 
of it, don't think mindless combat after 
combat will m ake you r em p i re str ong, Th e 
. good guys don't always win, but they do , 
tend to live longer. If you need to loot to 

■ keep growing, stick to conquering dropped 
player-empires (there are lots of these, of- 
ficially of neutral status) and the larger 
neutrals; they arc easier to conquer and 
don't have allies who'll go after you! 

* * 

Conclusions 

■ * * 

StarMaster is not a game for every- 
body; it takes patience, imagination, and 
lots of money. But if you want to try a •* 
simulation that will show you how de- 
tailed and sophisticated a PBM game can 
■ be, try it. 



Fleet Tactics 
in Star Fleet Battles 

by Walt Mizia 



In SFB fleet actions, a gamer will have 
to make many decisions about the distri- 
bution of his fleet's firepower. This 
article will identify these choices and 
provide tips to help the gamer determine 
which options are the best in given 
circumstances. Note that this article 
presumes that SFB Expansions 1, 2, and 
3 are in use. 



In fleet actions, fleets will array them- 
selves in one of two ways: As a dispersed 
group, with wide separation between 
individual ships, or as a tight formation, 
with ships separated by no more than one 
or two hexes, 

Dispersed formations have few virtues. 
They can cover a wide front, but not 
efficiently. The space between the ships 
of a dispersed fleet prevents the ships 
from supporting each other. The poten- 
tial use of weapons in mass is wasted due 
to the different firing angles and myriad 
of ranges that will occur with widely 
separated platforms. Coordinated attacks 
on single targets are not possible. The 
shots will hit different shields, dissipating 
the attacks. Dispersed ships cannot 
mount a coherent defense against fighter 
and drone assaults. Defensive phasers 
cannot be concentrated against a threat. 
Each portion of a dispersed fleet is sub- 
ject to a sudden enemy action — especially 
massed fire concentrated on unsupported 
elements. 

A tight formation, on the other hand, 
has the effect of creating a super ship. 
The massed weapons bear on the enemy 
equally and from the same angle. The 
heavy weapons (disruptors, photon tor- 
pedoes, drones, and plasma torpedoes) 
can pound the enemy from long range. 
The phase rs, ADDs, and shuttles form an 
invincible screen, turning aside enemy- 
drone and fighter attacks. Targets can be 
singled out and decimated by salvos that 
strike the same shield, penetrating it, 
ripping into the vitals of the enemy star- 
ship. 

Lesson Number One: Concentrate the 
force for mutual support and to focus 
the massed firepower of the fleet. 



In multi-ship engagements, the main 
objective is the reduction of the enemy 
fleet at a faster rate than the friendly 
fleet is reduced. To accomplish this goal, 
it may seem logical to fire at as many 
enemy ships per turn as possible. All this 
does is to spread the fire over many 
targets, allowing the shields of the enemy 
to absorb the hits. The best use of the 
fleet's firepower is to concentrate it 
against one target each turn. With up to 
ten ships firing, an enemy is subjected to 
the same amount of hits as he would 
receive in ten turns of normal ship -to- 
ship combat. Over ten turns, the enemy 
has the opportunity to reinforce his 
shields ten times. When all this damage is 
inflicted in one turn, nine turns of poten- 
tial shield reinforcement is negated and 
all the extra damage is applied directly 
to the destruction of internal systems. 
When a ship is hit with up to one hundred 
points of internal damage in one turn, 
it does not stay around long to return 
fire. 

Lesson Number Two: Concentrate fire 
on one target each turn to effectively use 
the fie efs firepower. 

When choosing which enemy ships to 
fire at, remember that the strongest ship 
will be the hardest to reduce. For example, 
the Federation heavy cruiser and the 
Federation destroyer have identical wea- 
pon suites. However, the destroyer's 
forward shield of twenty boxes is only 
two-thirds the strength of the heavy 
cruiser's thirty boxes. The destroyer has 
only one-half the power generation 
capacity of the heavy cruiser, further 
reducing the potential defensive protec- 
tion of reinforced shields. A blast of 
twenty-five damage points on the de- 
stroyer will eliminate the forward shield 
and cause five internal hits. The same 
attack on the heavy cruiser would not 
penetrate the shield. Obviously, in 
the first few turns, the destroyer-types 
are the preferred targets. As the battle 
progresses, the choice of targets will not 
be so cut and dried, as various ships take 
damage and lose offensive firepower; but 
one principle will remain: Attack the 



ships that are most vulnerable to internal 
damage. 

Lesson Number Three: Limit the 
enemy *s ability to return fire. 

Some ships are designed to have their 
main attack strength forward, like the 
Federation ships. Other races favor broad- 
side attacks with right- side /left- side fields 
of fire. Deny the enemy his favored field 
of fire while maximizing that of friendly a 

units. Maneuvering is one way to accomp- 
lish this. Approach the enemy from the 
flank, allowing him the use of only one- 
half of his weapons. Plot your fleet's 
movement so that your weapons on the 
side away from the enemy can be brought 
to bear with only a turn or two. Do not 
cross the axis of the enemy ship's flight 
path: prevent his opposite side weapons 
from getting in a shot. Stationary fleets 
can use tactical warp maneuvers to 
achieve maneuverability, turning to 
unmask weapons and present new, 
undamaged shields to the enemy. 

Often overlooked are the overlapping 
fields of fire that exist where firing arcs 
of adjacent weapons converge. For 
example, weapons firing left-side and 
right-side will all fire directly ahead and 
directly behind the ship. Targets caught 
in these areas will take double hits from 
the firing ship. All ships have these areas. 

Avoid approaching an enemy ship along 
these “straight- ways" and at the same 
time look for the opportunity to use the 
straight- ways of friendly ships. 

Lesson Number Four: Maneuver to use 
all available firepower every turn and to 
avoid the enemy's weapons. 

While only one enemy ship should 
receive the benefit of the fleet's offensive 
punch each turn, delivering this damage 
in one impulse is not the most efficient 
method of attack. Instead, the attack 
should be carried out over a series of 
consecutive impulses. The first attack 
impulse should occur immediately after 
the target's movement, so that the enemy 
cannot change the shield facing the c 

attackers. The first attack must be strong 
enough to penetrate the shield and do 
some internal damage. Fo!iow r this 
initial salvo with a series of shots calcu- 
lated to cause about ten hits each. What 
this procedure does is to keep the damage 
inflicted in the “A" column of the Dam- 
age Allocation Chart. The “A” column 
will produce 28% weapon's hits, 22% 
power hits, and 6% control hits. Hits in 
the other columns of the Damage Alloca- 
tion Chart decrease in the percentage 
of “good" hits until the very end of the 
chart is reached. This tactic destroys 
the enemy's weapons and vital systems at 



— 16 — 



a faster rate than if all the hits were 
scored in one single impulse, 

L esso n N um b er Five ; Stru dure an 
attack to destroy a high rate of vita i 
systems for the amount of hits scored. 

Some enemy ships will be too large to 
destroy or severely damage in one turn. If 
the shield can be penetrated, it can be 
crippled. Cripples can still return fire, but 
they make thier commanders nervous. 
The commanders will try to keep their 
damaged shields away from the opposing 
fleet. This limits their maneuverability. 
The remaining weapons on the damaged 
side are not often used for fear of taking 
more hits on the weakened side. If the 
damage is critical, the enemy may even 
withdraw the cripple, which is the next 
best thing to a kill. The firepower needed 
to cripple the target is less than that 
needed to destroy it. h\ a tight battle, go 
for crippling the enemy first; then, later, 
go back and finish off damaged enemy 
ships after the encounter is decided. 

Your own cripples which are damaged 
beyond the point of being an asset in the 
battle should be withdrawn. They are too 
easily blown up. causing collateral damage 
to near-by ships. If successfully with- 
drawn. cripples can be repaired for 
use in a future battle. 

Lesson Number Six: Use only enough 
firepower on a target to prevent its 
effective use in battle. 

Another priority is the early elimina- 
tion of targets that have the potential to 
cause problems throughout the length 
of tire battle. Carriers can launch and 
reload fighters. Scouts can interfere with 
achieving lock-on. Ships with a large 
drone-launching capacity can make the 
opposing fleet use its weapons to fend off 
wave after wave of drones, while the 
dronc-flrer escapes retribution. Any enemy 
unit which can cause a disproportionate 
amount of damage or divert the offensive 
fire of the fleet to the defense should be 
taken out of the battle early. To illustrate 
this, take the example of an enemy 
carrier. Its main offensive battery is its 
fighter squadron. These fighters launch 
from the carrier, approach the opposing 
fleet, launch their drones, return to their 
carrier, reload drones, launch and repeat 
the cycle. Each cycle draws off the 
phasers of the friendly fleet for drone 
defense and the enemy fleet starships 
escape the diverted phasers effects that 
turn. In addition, the carrier has the 
ability to affect the ECM/ECCM balance 
in the enemy’s favor. The early elimina- 
tion of the carrier breaks the cycle and 
Hie rest of the enemy fleet can be sub- 
jected to the firepower that would 
have been used for drone defense. 



Lesson Number Seven: Destroy the 
enemy’s combat potential before he has 
a chance to use it. 



Keep some firepower back for seeking 
weapons. Drones and plasma torpedoes 
can alter the tactical situation quickly 
and drastically, “Wild Weassels” are only 
part of the answer; they are limited in 
numbers and can be countered with 
staggered launches of the seeking wea- 
pons. The tactics to neutralize drones 
and plasma torpedoes are (a) to maintain 
distance from the enemy launchers and 
(b) to retain the ability to shoot down 
these ship-killers. Distance is a partic- 
ularly good tactic against plasma torpe- 
does, The warhead dissipates as the 
distance to the target increases. The dis- 
sipated warhead can then be further 
reduced by phaser fire at close range. 
Drones are not affected by distance 
except that, if their travel time can be 
spread over two turns, they may be 
taken under fire by the same weapon 
twice. 

In either case, if the enemy has seeking 
weapons, their effects must be respected. 
Shield the fleet by reserving phasers, 
anti- drone defenses, and even regular 
drones to counter these powerful weapons. 

Lesson Number Eight: Protect the 
fleet from enemy seeking weapons, even 
at the cost of the fleet's offensive fire- 
power. 

(One Free Tricky Tactic: Some 

players like to launch an entire turn’s 
worth of drones at once from a tight for- 
mation. If a ship can be blown up while 
the drone wave is within four hexes of 
the unfortunate ship, the collateral 
damage will usually take out the entire 
drone wave. This works with fighters 
and shuttles too, but it only works once.) 

Stay at long range in fleet actions. A 
fleet can depend on massed long range 
weapons, such as disruptors and photon 
torpedoes, to do significant damage to 
the enemy. When fleets get close, phasers 
become effective, and things start explod- 
ing too fast. The damage suffered and 
inflicted can be regulated by control- 
ling the range. The effectiveness of whole 
classes of weapons can be limited if you 
stay outside their effective range; this 
range can be determined by consulting 
the CRT of the weapons involved. 

If the enemy has drones, his other 
main weapon will be his phaser battery. 
By keeping the range at fifteen hexes 
or more, you make the enemy phasers 
useless for offensive action. The phasers 
of the friendly fleet can be used for anit- 
drone defense, while the main long range 
weapon (in this case, let's say disruptors), 



can wreak havoc on the enemy starships. 
The proper range will depend on the 
opposing fleet’s weapon combinations 
and the CRTs involved will be the guide 
in determining that range. 

Long range in the initial turns has 
other advantages. The enemy’s intentions 
can be sized up while your fleet is rela- 
tively immune to surprise tactics. All 
the action will occur to the front of the 
fleet; flanking maneuvers will require too 
much power to allow the enemy to rein- 
force shields, charge weapons, and use 
ECCM to assure a lock-on. Sudden speed 
changes by the enemy toward your fleet 
can be countered on the next turn 
with the elbow room granted by the 
extended battle range. If the enemy 
weakens, you still have the option to 
close the range; if the battle goes the 
wrong way the escape route is open. 

Lesson Number Nine: Range is a 
weapon. Use it to advantage . 

Fleet actions are usually fought as 
part of a war. The phrase “Discretion 
is the better part of valor/’ is not empty 
with starships in short supply and replace- 
ments hard to come by. When a player 
finds his fleet in dire straits and his forces 
badly outnumbered, he should disengage, 
if the loss of the fleet will not serve a 
higher strategic purpose. The rate at 
which opposing sides will lose ships 
operates in geometric proportion to the 
differences in their strengths. The weak 
get weaker at an ever increasing rate while 
the strong are able to fend off enemy 
attacks while receiving less and less 
damage. In a strategic game, the object 
is to win the war, not w^aste ships in a 
battle at bad odds for the glory of it all. 

Lesson Number Ten: Retreat when 
faced with a hopeless situation to save 
ships for later battles. 

For every battle between fleets, several 
of the above “lessons” can be applied. 
When deciding which enemy ships to fire 
at, a gamer is making a subjective choice. 
This article does not change that; it is 
intended to help the gamer recognize his 
options and to choose his proper course. 
In ship-to*ship battles, the opponents can 
hammer away at one another turn after 
turn without inflicting critical damage. 
In fleet actions, the combined salvo 
of a fleet is so great that no single ship 
can stand up to it for more than one or 
two turns. 

In effect, each fleet commander is 
given a box of eggs and a hammer. The 
rules of battle are simple. “Smash the 
other guy’s eggs before he smashes 
yours.” Some players do not grasp this 
basic tenet. Well, the yolk will be on them. 



— 17 — 



of way will go to the 




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Superheroes in 
The Fantasy IHp 



Outline for a 
Superhero 
Campaign 
in TFT 



by Ronald Pehr 




— 19 — 




One of the prime attractions in the 
roleplaying game The Fantasy Trip is the 
rapid yet involving method in which 
combats are resolved. Unlike many 
fantasy game rules, which are more 
complex and lock the player into a real- 
istic but rigid system, TFT is readily 
adaptable to different gaming situations. 
One such is the superhero role-playing 
game. 

In a superhero RPG, players take the 
roles of costumed criniefxghters of the 
1980s (or perhaps the 1940s or far 
future, depending on which comics the 
players prefer). Superhero background 
worlds generally resemble reality as we 
know it — except for the presence of 
superheroes. In many ways, superhero 
RPGs are easier for a referee to run than 
fantasy RPGs. Players don't have to 
behave as preliterate, p re technological 
wizards and warriors. They already 
understand their background world, since 
it is essentially their own, and they are 
not required to kill and loot in order to 
progress in the game. 

This article provides general guidelines 
for the creation and play of characters in 
a superhero world, using TFT rules. It is 
compatible with TFT as much as possible. 
Remember that a superhero world 
resembles the one we live in; thus, the 
pseudo-medieval economics of TFT , 
as excellent as they are, are irrelevant. 



Superheroes in 
The Fantasy Trip 

Why Should Wizards and 
Warriors Have All the Fun? 



However, there is no reason heroes and 
wizards from Cidri cannot operate 
alongside superheroes, either in a super- 
hero world or a fantasy world. The 
culture shock alone is worth the price of 
admission! 




characters which populate a superhero 
world and by describing the common 
abilities available to such people. 

Mundane s are essentially normal people 
who are not player-characters or super- 
level heroes or villains. Mundanes start 
with ld6+24 points to allocate, minimum 
8 each in JQ, ST and DX, Thus, they start 
out below the standard of superheroes 
and even beginning heroes and wizards 
from TFT. Mundanes may purchase skills 
from the “normal” skill list presented 
later in this article, and have the listed 
common abilities. 

Heroes arc player-characters generated 
in the standard TFT fashion: 32 points 
allocated to ST, DX, and IQ, minimum of 
8 in each. They may purchase skills from 



the “normal” skill list mentioned, and 
have the listed common abilities. These 
are our non costumed heroes, superspies, 
private detectives and superheroes' love 
interests. 

And then there are the superheroes. 
Superheroes also start out with 32 points 
to allot to characteristics. However, 
instead of having a number of IQ points 
equal to his IQ to spend on skills, a 
superhero has a number of Creation 
Points equal to his current number of 
attribute points to spend on talents, 
spells, and superpowers, A beginning 
superhero, then, will have 32 Creation 
Points to spend on these things* All these 
points could go into talents if the char- 
acter wishes — thus, he is not limited to a 
number of skills dictated by his IQ, 
although he cannot buy skills of a higher 
IQ level than his own IQ. It's the super- 
powers, though, which distinguish the 
superhero from the common man — the 
ability to fly, to throw cars around 
the block, to project laser beams, to 
bounce bullets off the chest. 

There are several skills which almost 
everyone growing up in a modern tech- 
nological culture will have, and which all 
characters from a superheroic Earth will 
have. Unlike TFT Mundane Talents, 
which are not terribly heroic but require 
formal training, these common abilities 
may be presumed to be available to 
everyone who grows up in the society in 
whicli the skills are common* They do 
not require allocation of IQ points. 
Common abilities always operate; you 
don’t do any thing special to perform 
them, and no check is necessaiy against 



- 20 - 



IQ, DX 5 or ST except in a difficult or 
hazardous situation. The two significant 
common abilities are Literacy and Driving. 

In modern society, Literacy is a 
common ability; it does not require the 
allocation of any IQ points. All characters 
may be presumed to be literate in their 
own tongue, and in any tongue they 
speak which uses the same alphabet as 
their native language. 

Driving means driving a standard four- 
wheeled passenger vehicle. The ability to 
drive more esoteric vehicles must be 
purchased as skills. 

These two skills operate automatically 
under normal conditions. A Literacy 
check — 3d6 vs* IQ — might be necessary 
if the character is puzzling out a peculiar 
word (e.g., figuring out that “pachyceph- 
alosaur” indicates some sort of thick- 
headed dinosaur). A Driving check 
— 3d6 vs. DX — would be necessary to 
keep control of a car if it has just hit a 
curb or been sideswiped, 4d6 vs, DX if 
this occurred on slick streets, or 5d6 vs. 
DX if it occurred on an ice-covered street 
during a snowstorm. These die vs. char- 
acteristic rolls are made at the referee’s 
determination; since so many varied 
and different circumstances occur in a 
superhero game, more so than in a 
fantasy campaign, the referee’s ability to 
make such determinations about a 
character’s abilities Is greater here. 

A note on magic: Magic is not com- 
monly available to normal citizens of a 
modern world. However, player-characters 
can certainly learn magical spells from 
TFT, given sufficient rationale and the 
referee’s approval. Note that magical 
spells are usually not as cost-effective as 
superpowers, as they tend to drastically 
decrease characters’ ST whereas powers 
do not. A Superhero learns talents as a 
Hero and spells as a Wizard; a Hero-level 
character must choose to be either a Hero 
or Wizard; Mundanes may not be wizards. 




Talents are used by superheroes and 
heroes in the same manner as any TFT 
character uses them, by rolling a number 
of dice to achieve a number equal to or 
less than the relevant characteristic 
governing the talent. For instance, 



Acrobatics is obviously governed by 
Dexterity* 

Since education is more common in a 
superhero world than in most fantasy 
worlds, talents may be increased in ability 
and utility more easily than in regular 
TFT. Some TFT talents — for example, 
Thief/ Master Thief — already have 
built-in means of achieving higher levels 
of expertise. Other talents aren’t subject 
to improvement - either you have Sex 
Appeal or you don’t. Those TFT talents 
which don’t fall into the previous two 
categories, and many talents from Section 
IV, may be purchased at higher levels of 
proficiency* 

Consider there to be four levels of pro- 
ficiency in a talent: Basic, Improved, 
Advanced, and Expert. Basic allows use 
of the Talent as described; each additional 
level of proficiency allows you to sub- 
tract one pip from a die-roll being checked 
against the relevant characteristic, unless 
otherwise specified for the particular 
talent. Thus, basic Tactics allows a 5d6 
roll vs. IQ to figure out an opponent’s 
moves* With Expert Tactics, the roll Is 
5d6-3. 

Training to each new level of profi- 
ciency is done exactly as If acquiring the 
talent at its basic level: Allot JQ points 
(Creation Points with Superheroes). The 
Basic and Improved levels of the skill 
each require the basic cost of the skill; 
Advanced requires one point higher, 
and then Expert requires 2 points higher. 
Purchasing, for example, Expert Pilot 
would require 1 1 IQ points — 2 (Basic) 
+2 (Improved) +3 (Advanced) +4 (Expert). 

Note that common abilities may be 
bought up in proficiency. Consider them 
1 -point IQ 7 skills. Thus, Basic Driving is 
free, Improved Driving costs 1 point, etc. 

Any character may attempt to use any 
talent, even if he doesn’t have that talent. 
A character attempting to use a skill he 
doesn’t possess suffers some restrictions, 
however. 

If the relevant characteristic governing 
the skill is DX, the character suffers the 
following modifiers to his DX while using 
the skill: 

-4 for any TFT talent, unless specified 
otherwise in TFT 

-2 for any 1 IQ talent from this article 

-4 for any 21Q talent from this article 

-6 for any 3 IQ talent for this article 

If the relevant characteristic is. IQ, roll 
twice the number of dice usually rolled 
against IQ. 

Any skill which is exercised under 
difficult conditions — such as lockpicking 
in total darkness — is at -2 to the relevant 
characteristic. A skill exercised under 
hazardous conditions — such as hang 
gliding with an injured arm — is at -4 to 
the relevant characteristic. 



111. Firearms 



Although legally restricted in some 
areas, firearms are available to most 
people; even those people who don’t 
normally use them will be vaguely familiar 
with their use* Note that the TFT Guns 
talent applies only to gunpowder wea- 
pons common to the fantasy world of the 
character’s origin (blunderbuss, musket, 
etc,); a fantasy musketeer will not be able 
to use an Uzi as though he’d been born to 
it. 

A character with no training in firearms 
but with a passing familiarity In the 
subject (i.e. , a modern character with a 
modern firearm) may fire the weapon at 
-2 DX and may reload it. He may not fix 
malfunctions. A character with the TFT 
Guns talent but no modem firearms 
talent may fire modem firearms at -I 
DX, and may reload them if he is familiar 
with or has seen the reloading process; 
he may not fix malfunctions. Likewise, a 
character with only modern firearms 
skills may fire antiquated firearms at -1 
DX, and may reload them if he’s familiar 
with or has seen the process, and he may 
not fix malfunctions. A modern character 
with no firearms skills may fire (at -2 
DX) an antiquated firearm, but may 
not load or fix the weapon. A fantasy 
character with no firearms skill must, 
make a 4d6 vs. IQ roll to figure out how 
to use the weapon in the first, place (6d6 
if he’s never seen or heard of such a 
weapon) and will fire at -4 DX once he’s 
got it figured out. 

Each firearms skill is an IQ 7(1) skill. 
Each skill covers all firearms in a given 
class. Typical firearms classes include 
pistols, rifles, submachine guns, and 
shotguns. 

A typical pistol is a .38 caliber six-shot 
revolver. Most pistols do two dice damage. 
People with the Pistol talent may elect to 
use the TFT “dagger marksmanship” 
rules when using the pistol. Otherwise, 
pistols are fired as any TFT missile 
weapon, subtracting 1DX for every 
megahex of range to the target. A pistol, 
however, may be discharged up to five 
times per combat round. For each addi- 
tional shot beyond the first, subract DX 
as if the character were throwing an 
equivalent number of sha-ken as per TFT. 
If the shots are directed at different 
targets, subtract 2DX per each additional 
target. 

A typical rifle is a bolt-action .30-06 
which holds 20 rounds. Such a typical 



- 21 - 




rifle will do three dice damage per hit. 
Rifles are missile weapons* and may be 
fired twice per combat round, -2DX if 
the second shot is against a second target. 
A bayonet on the end of the rifle makes 
the weapon the equivalent of a TFT 
spear. Military rifles are semi- automatic* 
hold an average of 30 rounds, and may be 
fired up to five times per round as a pistol 
(actually, the genuine rate of fire is 
considerably higher, but this wilt keep 
things a little more balanced). 

A typical submachine gun holds 30 
rounds per clip. It may fire in single-shot 
action, doing 3d6 per hit, up to five times 
per round, or on auto fire. Each auto fire 
burst uses five bullets, doing 5d6 when it 
hits and granting a +3DX to the firer; two 
such bursts may be fired per round, A 
burst may be sprayed into three connect- 
ing hexes at -3 DX per target; each hit 
does 3d6 damage. 

Shotguns operate as a TFT blunder- 
buss, doing four dice damage. They may 
be fired twice per combat round; the 
second shot, if it is not at the same target, 
is at -2DX. 

Science fiction guns — hand -lasers, 
blasters, phase rs* etc* — fire once per 
combat round, and act as TFT missile 
weapons. An averate weapon of this type 
will do five dice damage. 

Note: Modern artifacts are not ade- 
quately covered either by TFT or this 
article* Readers will have to extrapolate 
from examples or similarities in the TFT 
rules (at least until articles expanding the 
concept of Superheroes In TFT can be 
written). For example: A modern flak 
vest encumbers a character as TFT 
chainmail but stops 6 hits; presume that 
blows and missiles hit the vest on a roll 
of 5-9 on two dice. 



IV. Normal 
Talents 



With Heroes and Mundanes, each of 
these talents costs a number of 3Q points. 
With Superheroes, each talent costs a 
number of Creation points. In neither 
case can a character buy a skill which 
requires a higher IQ than the character 
possesses. 

IQ 7 Talents 

Grenade (1): Any character may 

throw a grenade a number of hexes 
equal to his ST, treating it as a thrown 
weapon* With this skill* characters throw 
them as missile weapons. Grenades 
explode with an effect of half a TFT 
Petard; they go off at the end of the turn 
in which they were thrown* This skill 
does not go through levels of proficiency; 
the basic skill is all there is* 

Bureaucrat (3): A character with this 
skill will be able to understand official 
documents, records, etc., when there is 
some degree of confusion about their 
contents due to legalese writing styles* 
This requires a 3d6 vs. IQ roll* A bureau- 
crat can detect forgeries of official docu- 
ments on 3d6 vs* IQ (4d6 vs, IQ if done 
by a Calligrapher, add ld6 for each level 
of training of the Calligrapher)* and will 
know if someone is attempting to lie 
about official regulations just as if the 
bureaucrat has the Detect Lie talent. 

IQ 8 Talents 

Blackjack (1): When one character 
clubs another from behind, without the 
victim’s knowledge and with the attacker 
knowing the Blackjack skill* the skill 
allows one additional die of damage to 
the damage done by the club* When it’s 
used with a blackjack or sap, the skill 
allows the user to double the normal 
damage for the weapon, but consider it 
to be HTH, subdual damage* Having this 
talent does not grant the user the stealth 
to be able to sneak up on a victim. There 
are no additional levels of proficiency 
with this skill. 

Fast Draw (2): Allows a character to 
ready and fire a firearm in the same 
round. There are no additional levels of 
proficiency with this skill. 

Parachutist (1): With this skill, the 
character may use any sort of parachute* 
When landing* he must roll 2d6 vs. DX 
to avoid incurring ld6 damage from the 

- 22 - 



fall* Without this talent, a character may 
use a parachute but must roll 4d6 vs* DX 
when landing to avoid 2d6 damage. 
Without the talent, in addition, a character 
attempting to use a free-fall parachute 
must roll 2d6 vs* IQ to successfully open 
the parachute at all. 

Scuba (2); only costs i if the character 
already has the Swimming talent: This 
skill allows die character to competently 
operate scuba gear to breathe underwater, 
and to swim as confidently as though 
he had the Diving talent when using 
flippers and facemask. In case of equip- 
ment trouble, a 3d6 vs. IQ roll is needed 
to fix failed equipment, avoid the bends* 
etc. 

Flight Device (2): Each purchase of 
this skill allows the character to operate 
one peculiar flight device, such as a jet- 
pack (which allows one to fly as though 
he were affected by the TFT Flight- 
spell), hang glider, or hot-air balloon. 
As with Driving, difficult circumstances 
require a 3d6 (or worse) roll vs* DX. 

Motorcycle (1): This talent allows use 
of a motorcycle as a Common Ability 
of Driving. 

Truck (1): This allows operation of 
a bus, trailer truck, etc. as a Common 
Ability. 

Tracked Vehicle (2); only (I) if also 
have Truck Talent: This allows operation 
of a tracked vehicle (bulldozer, tank) as 
a Common Ability of Driving, 

IQ 9 Talents 

Pilot (2): Allows driving- type opera- 
tion of aircraft* Requires a 3d6 vs, IQ 
roll every round if it is an unfamiliar craft 
(e.g., a jet plane when the pilot was only 
trained on prop planes). 

Marksmanship (3): A Missile Weapons 
talent applying specifically to firearms. 
The actual Missile Weapons still does not 
apply to firearms. This has only one level 
of proficiency. 

Sharpshooting (2); only (1) if char- 
acter also has Marksmanship Talent: 
This allows +4DX (with any specific 
weapon), provided the shooter fires only 
once/melee round* 

IQ 10 Talents 

Sleight of Hand (2): On 3d6 vs. DX* 
the character can palm small objects, 
pick pockets, etc. This resembles the 
Thief skill, but is more theatrical, and 
substitutes palming of items for lock- 
picking* 

Trance (2): One 3d6 vs* DX, the char- 
acter can feign death for two minutes* 
He can also use this as a form of concen- 
tration; on 3d6 vs. IQ and given an 
uninterrupted minute (12 melee rounds), 
the character may clear his mind to 



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enable him to use any knowledge Talent 
at +1 IQ for the subsequent minute. 

Firefighting (2); only (1) if the char- 
acter also has Climbing Talent- The char- 
acter, given access to sand, water, chem- 
icals, etc., can extinguish a megahex 
of fire or less per melee round on 3d6 vs. 



Ambush j Assassination (2); Prereq: 
Silent Movement and Tracking, or Dis- 
guise. When striking from ambush, with 
victim unaware he is under attack, a 
character with this talent is +4DX and 
does 2 additional pips of damage with 
any weapon or U.C. Talent he has. 



diture of i ST each time the Ranged 
Power is used; the ST would be recovered 
at the same rate as the Wizard’s ST lost 
in spellcasting, and excessive power use 
would have the same damaging effects 
as ST lost through spellcasting. If the 
activation roil fails the power does not 
activate this round- Purchase of a Ranged 
power requires the allotment of eight 
Creation Points. 

Enhancement powers do not need to 
be activated; they usually multiply the 
effectiveness of a hero’s characteristics. 
Each enhancement requires the allotment 
of 12 Creation Points; they may have 
increased effects through the allotment of 
additional Creation Points, depending on 
the individual power. 



IQ 11 Talents 

Gambling (2): The character knows 
both cheating techniques and odds at 
games of chance. The skill allows +1 on 
any sort of dice roll used to determine 
outcome of a gamble. 

Detective (2); The character can use 
principles of criminology and obse rvation, 
on 3d6 vs. IQ, to identify suspicious or 
contraband items, similarities or ambig- 
uities of physical evidence associated 
with a suspect, etc. IPs similar to the 
TFT Naturalist Talent, but for use on 
people. 



Powers 



Personal Powers 

Shadow i Allows the superhero to 
duplicate the ability of the legendary 
radio show character of that name. 
If the superhero has one combat round 
to concentrate (in other words, a round 
when no one attacks him), and succeeds 
in his 3d6 roll vs. the relevant character- 
istic, he can move unseen as if using the 
TFT Ivisibility spell Doubling this 
power confers actual invisibility, usable 
against animals or mechanical light 
sensors as well as people. IQ is the rele- 
vant characteristic. 

Light : The character can glow, as per 
a TFT lantern. Doubling confers the 
equivalent of a Dazzle spell for each turn 
the power is activated. ST is the relevant 
characteristic. 



There are three categories of super- 
powers: Personal. Ranged, and Enhance- 
ment. 

The superhero uses personal powers 
when exercising paranormal abilities 
which do not expel some sort of energy 
over distance. Such powers include Heal- 
ing, Flying, and Shapechanging. Each 
personal power costs six Creation Points 
to buy; allotment of an additional six 
‘‘doubles” the power, as explained for 
each individual power. To use a personal 
power, a superhero activates the power in 
the Movement Phase of a combat round, 
either in lieu of or together with actual 
movement (depending on the power). 
To activate the power entails rolling 3d6 
vs. the relevant characteristic specified 
for the power. 

Personal powers may be continued 
indefinitely, without loss of ST, by roll- 
ing against the relevant characteristic 
in the same phase as wizards renew their 
spells. If the attempt fails, the superhero 
may then attempt to renew the power in 
the Movement Phase of the same round. 
If a power such as Flight “fails”, docs not 
activate, it does not mean that the flier 
suddenly drops like a stone, but rather 
that he cannot fly in any specific direc- 
tion until he regains control. 

If a referee wishes to limit the capacit- 
ies of personal powers, he may specify 
that they can only be used a number of 
times per day equal to the relevant 
characteristic. 

Ranged Powers are those which 
allow superheroes to hurl energy across 
distances. They operate similarly to TFT 
Missile spells, except that they do not 
deplete the superheroes’ ST. They require 
a 3d6 roll vs. the relevant characteristic 
to activate; the roll occurs in the Action 
Phase, when the character uses the power. 



IQ 12 Talents 

Gadgets (2); only (1) if the character 
has Mechanician Talent. This skill allows 
use of specific weapon or “gadget’ 5 which 
is not commercially available, on 3d6 vs. 
IQ; it does not confer the ability to fix 
or modify the object. 

Criptography (3): This is the ability 
to decode secret writings, ciphers, etc. 
on 3d6 vs. IQ, 

Escape Artist (2); Prereq: Sleight of 
Hand: The character can escape ropes on 
3d6 vs. DX. Escaping handcuffs, jail 
cells etc. requires 5d6 vs. DX+IQ. 



IQ 13 Talents 

Lawyer (3): When the legality of a 
character’s activities is called into ques- 
tion, or when he is confronted by hostile 
law enforcement officials, a character 
with this Talent can avoid the confront- 
ation by recourse to legal knowledge and 
a convincing speech on 3d6 vs. IQ. 

Eidetic Memory (3): On 3d6 vs. IQ, 
character will remember anything he has 
read or been told. He must have made 
the effort to commit the info to memory; 
it is not automatic. However, the memory 
is permanent thereafter. 



IQ 14 Talents 

Interrogation (3): If the character has 
an uninterrupted 12 turns to question 
someone who Is not inclined to answer 
a question, and makes a 3d6 vs. IQ roll, 
he will obtain the answer by techniques 
of interrogation (subtlety, misdirection, 
deceit 



not torture). The victim may 
save vs, his own IQ. as per resisting a 
Control Spell; however, the interrogator 



may continue the questioning another 
1 2 turns. 


If a referee wishes to limit the use of 
ranged powers, he may require an expen- 






—23— 





A 


A* 


jsr 


IV 



Detection : With this power, a char- 
acter may, once per turn, say that he 
is trying to detect a specific object, 
emotion, person, or other item — such 
as magic, or the nefarious General Willkie, 
or radiation, or falsehoods; with a 3d6 
roll against the relevant characteristic, 
TQ, he may detect any examples of his 
subject within a three- megahex radius 
area. Doubling allows him to know what 
the specific example of that subject is -- 
i.e., “two pounds of plutonium” instead 
of “radiation” or “confusion spell” 
instead of just “magic.” 

Force Field : This power allows the 
character to project a protective force 
field. If he stands still, he may create 
a force field covering a megahex (he is 
at the center of the megahex). The force 
field repels incoming missiles or any 
character with a lesser ST than the caster, 
(Attackers of higher ST smash their way 
through and the force field drops until 
reactivated.) Doubling allows the char- 
acter to cover a mega-megahex area. ST 
is the relevant characteristic. 

Fire : The character can produce the 
equivalent of a TFT Fire spell in his own 
or an adjacent hex. Doubling allows the 
superhero to create a me gab ex- sized 
flame, with one hex adjacent to his own 
hex (unless he wants to project it on the 
hex he's in). The caster is immune to his 
own flame. IQ is the relevant character- 
istic. 

Armor: The character can harden his 
own body, giving him the equivalent of 
Stone Flesh (stops 4 hits). Doubling 
makes it equivalent to Iron Flesh (6 hits). 
ST is the relevant characteristic. 

Regeneration : The character regener- 
ates damage he has taken. At the begin- 
ning of each round after he has been 
injured, the character makes his 3d6 roll 
against ST; if the roll is successful, he 
gains 1 ST. This power will not raise a 
character’s ST above his starting, unin- 
jured, total. A character trying to per- 
form regeneration may not do anything 
else for the rest of tire round. Doubling 
this power means that the roll against ST 
is only 2d6. 

Healing : As Regeneration, above, but 
usable instead upon other people. The 
superhero must touch the intended recip- 
ient of the healing and make a 3d6 vs. 
IQ roll (2d6 if the power is doubled). 

Fly : Acts as a TFT Flying spell. 

Ranged Powers 

Telekinesis: Acts as the TFT Tele- 
kinesis spell. Telekinesis acts at the super- 
hero’s “original” ST, not the ST granted 
by certain enchancement powers. IQ is 
the relevant characteristic. 

Mind fist i Allows a character to punch 



someone at range; use the character’s own 
attack ST to determine the normal HTH 
damage, which with use of this power 
may be applied at range like a missile 
spell, IQ is the relevant characteristic. 
Fire j Lightning) Cold j etc: These are 

direct-damage powers. Despite their many 
forms, they basically operate in the same 
way: Some sort of energy gouts from the 
superhero and damages what it hits, 
(The referee may determine any addi- 
tional effects of the power, such as fire 
setting objects aflame, cold blasts nullify- 
ing fire blasts, radiation blasts not pene- 
trating lead shielding, etc.) Unlike the 
cost-to-purchase of other Ranged Powers, 
these powers cost 6 Creation Points per 
die of damage each blast is supposed to 
do, ST is the relevant characteristic. 

Force: This power pushes open doors, 
overturns cars, etc., but will not do 
damage to living entities or characters. 
It acts in all ways like a fire /lightning/ 
cold/etc. blast, except for the fact that it 
will not hurt living things. Each die of 
possible damage costs 4 Creation Points. 
ST is the relevant characteristic. 

Psychic Blast: This power does damage 
to a person’s IQ instead of ST. A character 
may not die from being p si- blasted, and 
his IQ never drops below 0. Characters 
who have been psi- blasted act as though 
they’d been Confused by the sped of 
the same name; at IQ 6 they take on the 
reasoning power of proot-waddles, and 
the referee can enforce typical random 
and irrational behavior; at IQ 5 the char- 
acter loses the pow r er of speech and 
can not distinguish between friend and 
foe. Each die of damage to a character’s 
IQ per blast costs 12 Creation Points. A 
character regains 1 IQ per round, at the 
beginning of the round. IQ, naturally, 
is the relevant characteristic. 

Darkness: This power acts as the TFT 
spell of the same name, DX is the relevant 
characteristic. 

Empathy : If the attack roll is success- 
ful, the target becomes friendly rather 
than hostile. This power acts as a Control 
Person/ Animal spell, but with the range 
of a missile spell. IQ is the relevant 
characteristic. 



Enhancements, 

Super strength : This power doubles the 
character’s ST for purposes of lifting 
weight and doing HTH damage. For each 
additional +3 Creation Points, the ST 
gains an additional multiple (i.e., for the 
original 12 points, a character gets 2x 
ST; for an additional 3 points, he has 
3x ST; for another 3 points he has 4x 
ST; and so on). 

Invulnerability: This power grants the 
character a higher resistance to damage. 



Any incoming attack less than the char- 
acter’s original ST does no damage to the 
character. Each +3 Creation Points gives 
the character 42 defensive ST for this 
purpose only. 

Toughness: The character’s ST is 
doubled for purposes of taking damage. 
If, for instance, he has an original ST of 
12 and the Toughness power, he will not 
be killed until fie takes 24 points of 
damage. Each +3 Creation Points gives 
another multiple to the effect (Le. 12 
points means 2x ST, 3+ means 3x ST, 
etc,, as with S up e rst r ength ) . 

Speed: The character moves at 2x MA. 
Each +3 points Is +1 MA. 

Reflexes: The character is allowed two 
actions per turn. (This does not mean 
that he can run 2x MA in a turn, but 
rather that he could move half or less of 
his MA and then perform two attack 
actions.) Each +3 Creation Points adds 
2 to DX for purposes of determining 
when someone acts in a round. If a char- 
acter’s DX is doubled through this means, 
it means he gets yet another action per 
round; tripled, another action; and so on. 

Intellect: This power doubles the char- 
acter’s IQ for purposes of resisting 
Control spells and powers and for figuring 
out such tilings as codes, unfamiliar 
devices, etc. Each +3 Creation Points 
multiplies IQ by one more, as with Super- 
strength. 

Wrapup 

Although the Powers listed, particularly 
the Enhancements, will give superheroes 
a great deal of combat ability, remember 
that they are superheroes. 

Naturally, the powers listed in this 
article are only a few of the ones which 
might be worked up for superheroes. This 
article is not a superhero role-playing 
game, but rather superhero guidelines for 
TFT. 

Note that these rules really do not 
allow for characters such as DC’s Super- 
man, who can juggle battleships, move 
planets, squeeze coal into diamonds, and 
annihiliate supervillains before sitting 
down to breakfast. This was intentional; 
Superman is a legend, and entertaining 
to read about, but does not game out 
very well. 

This supplement package is only an 
outline for a superhero campaign; it 
would be impractical to publish a full- 
length superhero TFT expansion in SG. 
Let us know what you think about this 
article, and whether or not you’d like to 
see similar RPG expansions and variants 
in the future. 

I hope these guidelines will allow 
players to begin superhero activities with 
TFT rules, and will provide inspiration 
for expanding those rules. 



- 24 - 



Superhero Character 
Record Sheet 

CHARACTER NAME: PLAYER: — _ — 

DESCRIPTION: ___ — 

OTHER NOTES: — _____ 



SUPERSTRENGTH: 

INVULNERABILITY: 

TOUGHNESS: 



DX REFLEXES 



INTELLECT: 



SPEED: 



POWERS/SKILLS: 




Use this space for the drawing of your char- 
acter, if desired. 






Permission is granted to photocopy this form for personal use only. 



FLYING BUFFALO GAMES 




GAMERS GALLERY 




THE TIN SOLDIER 


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Counter Intelligence 
by Aaron Allston 



Con Games 



Let me kick off this month’s column 
with a couple of apologies: 

Graaf Graaf Graaf Graaf Graaf: An 
error slid into W,G. Armintrout’s “Star 
Mail” review in issue 63 — Graaf Simula- 
tions was misspelled as Grand Simulations 
(which is hardly an insult, but still a mis- 
take), and the reference to the sale of 
Graaf s Feudal Lords to Flying Buffalo 
was in error; FBI will be offering Feudal 
Lords, but Graaf is also retaining the 
game, 

Wiseman, Wiseman, Wiseman , Wiseman t 
Wiseman: In last issue’s Counter Intelli- 
gence, I mentioned Evil Genius {and Jo ur~ 
nal of the Travellers' Aid Society editor) 
Loren Wiseman, but spelled his name 
Wcismam If s a recurrent gaming-industry 
mistake which Loren and FASA partner 
Jordan We ism an have been suffering 
through for some time. (Perhaps the two 
of you could follow in the footsteps of 
Trevanian, Fabian, and Cher and dispense 
with the last names altogether? No?) 

The More Things Change 

With Origins out of the way (by the 
time you read this — if s still a month in 
the future as I write It), we can turn our 
eyes toward shaping up the magazines at 
a slightly more relaxed pace. (We can also 
look toward the next batch of game re- 
leases, but thafs for Steve to tell you 
about, not me.) 

One important change which will be- 
gin affecting the magazine next month in- 
volves Pat Mueller, Pat, since she came 
abord SJ Games a year ago, has had little 
time to devote to her true love, which is 
art direction and graphics design, Thafs 
all changed, and pretty soon Pat’s more 
creative graphics layouts will replace my 
own, more stodgy, designs. People may 
not consciously note die changes, but the 
magazines will begin to look considerably 
better and live up to their graphics capaci- 
ties, which is quite all right with me. 



Next up on our convention tours in- 
clude Gen Con, Gateway, and WorldCom 
The latter two are interesting because 
they’re on the same weekend, on opposite 
sides of the U.S.; Steve Jackson and Pat 
Mueller will be attending World con in 
Baltimore, while new convention manager 
Scott Haring and I will be attending Gate- 
way in Anaheim, Collectively, we hope to 
see a lot of yon at one con or the other 
around Labor Day. 

The Great Schism 

Reader reaction to the Fantasy Gamer j 
Space Gamer split has been fairly calm and 
favorable so far. There are still some com- 
plaints floating around from people who 
like the old mix; but, in general, people 
seem to be taking the changeover pretty 
well. 

However, don’t be lured into thinking 
that you can sit back and wait fora decent 
issue of one magazine or the other to fall 
into your mailbox every month. We’re 
still looking for good and regular contrite 
utors. In fact, we lost a couple of contrib- 
uting editors with the changeover, and are 
on the lookout for more. 

Being a contributing editor to Space 
Gamer and Fantasy Gamer simply means 
producing good, usable copy on a depend- 
able and regular basis for the magazine, 
usually two to three capsules or an arti- 
cle or featured review per month. The 
benefits include a place on the magazine 
masthead, regular correspondence with 
the editorial office here, and preferential 
treatment for reviews and article assign- 
ments. And, occasionally, a contributing 
editor achieves enough notoriety in the 
industry that game publishers begin send- 
ing review copies straight to him in addi- 
tion to sending them to the magazine of- 
fices. If you have an interest in writing 
regularly for our magazines and think you 
have what it takes, drop me a line; the ad- 
dress is at the front of the magazine. 



Fantasy Gamer 



In Issue 2 (Oct./Nov. 1983): 

Victorian London: Generic game-setting 
for adventures in the era of Sherlock 
Holmes, Jack the Ripper, the Order of the 
Golden Dawn, and more; 

DragemQuest Damage Spells; 

Power Politics in FRP; and 
Featured reviews of Silverdawn and 
RuneQuest Companion. 

In upcoming months: 

A Thing in the Darkness, solo adventure 
for Call of Cthu ihu ; and 

Greg Costikyan's role-playing game of 
cartoon action.!?) 



Space Gamer 



In Issue 66 f Nov./Dec. 1983): 

A new space conflict game by Steve 
Jackson; and 

Featured Reviews of Star Trek: The 
Correspondence Game and Attacks Inter- 
stellar Wars. 

In upcoming months: 

Jules Verne Adventures (delayed from 
#65), on gaming Vernlan escapades; and 
The Island of Entellope, generic adven- 
ture for after-th e-holocaust RPGs. 



Autoduel Quarterly 



In Issue 3 (Fall 2033): 

Chassis & Crossbow, low-tech auto- 
duelting; 

Designer's Notes for Autoduel Cham- 
pions; and 

Vehicle Cost Analysis. 

In upcoming issues: 

Car Wars in shopping malls, for maniacs 
and other absurdists. 





Fire & Movement 



in Issue 37 (October 1983): 

Featured looks at Victory Games' 
The Civil War and Peoples War Games' 
Black Sea * Black Death; and 

Part II of our look at the Solomon Seas. 
In upcoming issues; 

Analysis of Johnny Reb; and 
A retrospective of SPFs Atlantic Wall. 



- 27 — 







Where We s re Going 
by Steve Jackson 






Curse me. Revile me. Put dead bats 
on my head. 

A few issues back I swore solemnly 
that we would have certain things as 
Origins releases — including the very- 
long-awaited OgrejG.E 1 V supplement. 
Well, guess what Isn’t out yet. 

The reasons are simple: SJG is suf- 
fering from growing pains. It's harder 
to keep a 30-employee company or- 
ganized than it is a ! 0-employee com- 
pany, And Fm spending more time 
managing and less time designing. Pm 
not our only designer. Fm not even our 
only in-house designer. But Fm still 
the prime source of design and devel- 
opment work — and when Fm too 
busy to play games, new releases get 
delayed. 

In the long run, what I have to do is 
find someone who has management 
talent, understands games and the game 
business, and is interested enough in 
this business to work for (face it!) a 
lower salary than he could command 
from Uncle Sam or the oil companies. 
When 1 find that person, Fll go back 
to full-time game design. In the mean- 
time, things will move more slowly than 
they did last year. 

We did have three “pre-Origins" 
releases. Cardboard Heroes Fantasy Set 
11 was another Denis Loubet set of 
“generic" player characters. Fantasy Set 




12 was painted by Robert Charrette and 
comprised 36 assorted Japanese Figures, 
Not much use if you don’t want to run 
an Oriental adventure — invaluable if 
you do. Finally, Car Wars Expansion 
Set 2 included duplicate sets of the Car 
Wars/Truck Stop /Sun day Drivers coun- 
ters, plus a turning key. These arc all 
S3. 00 items. 

Our actual Origins releases number 
only two, but they’re both major works. 
The Car Wars Reference Screen is self- 
ex plan atory. It’s cardboard, with three 
x II” panels, and includes a copi- 
able set of large-sized vehicle and pedes- 
trian record sheets* It sells for S5.00. 

The other release is something of a 
coup — a combination supplement for 
both Car Wars and Hero Games’ Cham- 
pions, You want auto duelling in the 
world of superheroes? You want super- 
powered characters in your Car Wars 
campaign? You’ve got ’em. 

As far as 1 know, Autoduel Oiampions 
is the first supplement ever produced to 
seriously combine two different game 
systems, from two different publishers, 
in two different genres . . . and it even 
works! It’s in two sections; you do not 
have to have both Car Wars and Oiam- 
pions to use Autoduel Champions , 
because it works with either. It includes 
a large- sized double- sided map and an 
11" x 17" bind- in sheet of full-color 
counters in both Car Wars and Champions 
scales, 

Fm really pleased with this booklet; 
Aaron Allston did a goodjob on the rules 
(carefully watched over by the Hero 
Games folks and myself to insure that 
everything stayed true to the parent 
systems) and Denis Loubet did his usual 
great job on the cover and counters. I 
know — Fm waxing a bit enthusiastic. 
Hype, Steyie, hype. But this one really is 
a lot of fun* Let me know what you 
think about if 




Probably the Last Word 
on The Fantasy Trip 

Last month in Fantasy Gamer l men- 
tioned that, knuckling under to popular 
demand, I had contacted Metagaming 
about a repurchase of the TFT copyright. 
I didn’t want to see the TFT system die, 
and a lot of you didn’t, either. 

Unfortunately, it appears that their 
asking price is a lot higher — a whole lot 
higher — than anything I could justify 
as a reasonable offering price. (And if 
T did have a quarter of a million dollars 
to spare, I might find something else to 
spend it on . . . ) At this point, Fm 
afraid republication of TFT is unlikely. 

However, your letters have impelled 
me to get back to work on a new RFC 
system — the one I’ve been mentioning 
here for the last year or so. In my copious 
free time, I’ll see what I can do, I might, 
be able to get the character generation 
and basic combat rules ready before 
too much longer, if all goes well. (Ha!) 

Computers Again 

Some time ago, we gave up on the 
idea of producing computer games our- 
selves, and began semi-covert talks with 
a number of larger computer companies. 
Object: license them the games. Twice, 
these talks got as far as contract drafts 
before breaking down. (In both cases, 
the company’s stock plummeted shortly 
afterwards. This is only coincidence 
... I think*) Anyway, we are now work- 
ing on a deal with a new software com- 
pany: “new” as in “not operating yet,” 
and “software” as in “they don’t sell 
computers, only programs.” This one 
looks pretty good; I’ll talk more about 
it when it’s final, but it’s just barely 
possible that you could see Car Wars 
and Ogre for the Apple, Commodore(s), 
and/or IBM by Christmas, 



— 28 — 





"NOT SO CLUMSY OR RANDOM 
AS A BLASTER--" 

Tile present-day Marine sword drill 
consists of little More titan a saftfbe, 
Howaer, in GJ)W ■ S TRAVELLER/ the 
Sfsce marines of tie distant future. 
3re trained tfe mss -fcfieir cutlasses 
in corwbafc {"'Forrest Joltn&h) 



HOW ABOUT IF HE'S PEADr 
In Task Eros's EOARPING PARIXtke rules explain 
for tbs hard of thinking that a human pretendi^ to 
be unconscious v may per&rw no other action 
ftfale M«con5tiows«ess y '- {"St&e hPr&k} 

dx 







HIGH-TECH TARGEHNS- 

Dwarfebrs GW ARMOR features laser- fri^ yurts 
-that are not afleotad by terrain between 
themselves and their tarots - ■ they can -fee 
GO wiles- ever any terrain — 




^ #■ 







IGM0R1U& 0RRER5- 

Miarocornpwter Games' TAC (Tactical 
Arritor Command) tells ws in 
tbs rale book that destroyi^an 
infantry units transput vehicle will 
kill the Cxeat. fsiir enoigb- 
In the actual ^we, thot^k, 
the- infantry unit Joss. 

Hc£ die*- ("Ckrh Stuith y 



- 29 -