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Challenge No 25
Game Designer's Workshop (GDW), 1986 - First issued (numbering takes up from defunct Journal of the Traveller's Aid Society).
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Challenge No 25
Game Designer's Workshop (GDW), 1986 - First issued (numbering takes up from defunct Journal of the Traveller's Aid Society).
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a ¢) imply the Bi est _ Assault “Thorough and_ intelligent research...is the foundation upon which the designer has erected an elegant simulation.” The Grenadier “Any game should be judged by how well it simulates its subject matter..Assault does an excellent job of modeling its subject.” Fire and Movement Third World War__ “As close to a definitive treatment as we are likely to get.” “Anyone serious about the subject will prefer GDW's treatment.” The Wargamer “Best thing on the topic on this scale.” sar ‘A complex game but the clarity of the rules make it easy to play.” “The research...gives the game an altogether realistic feel Game News “Sophisticated but also very playable.” “‘The sophistication enables the game to flow smoothly.” The Grenadier Southern Front The TWW series maintains its Boots & Saddles MRC eaa ae anes” “Playable and fast moving.” ‘Anyone with an interest in modern tactical level games should find a Arctic Front place for this one on their shelves.” ii ae ‘Frank Chadwick has done an ex: Se cellent job. My hat is off to him. 1 don't presently own a copy Bravo!’ of Assault but playing B&S has prompted me to look for a copy...when | consider that | hhaven’t bought a boardgame in a long time, | guess that says something about the quality of GDW's product.” The Wargamer The Wargamer “This fine game system seems to get better with each release.” sat Send for our free catalog! GDW Game Designers’ Workshop P.O. Box 1648) Bloomington, llinois 61702-1646Editor Loren K. Wiseman Spiritual Advisor ‘Marc W. Miller Design & Layout Barbie Pratt Publisher Game Designers’ Workshop Artists in tis issue: Willam H. Keith, dts Cover, pps 9, 0, 4,15, 34, 40, 42, 46, Steve Venters: pps 3, 4,5, 7. DJ. Bart: pps 37, 38. Terry Manton: pps 3, 4 Bryan Gibson: pps 32, 43. Chatenge, COW's magazine of Advantue Gaming is published quarter. ana includes Gime ‘Designers’ Wiorkehor’s. registered trademark for ite elenes ton gaming agar dovoted ‘0 Trvallr "aval ic Game Designers! Workshop's tng vadorar fo playng gore Twilght: 2000 i» Game. Designate’ ‘ere of aural in devestated worl, ‘Challenge Is coprght. 1988 by Came Designers’ Workshop Printed inthe US.A All ‘hts veaerved, All eon and general mall ‘should be sent to Challenge, PO. Box 1686, Bloomington, IL 61702646. "The inidualiasve ices #325. One veer Canada. Foreign subsenston (ose the roses re $25 per vor which nctes a ‘mat postage Please mat all peymentsia US. ‘Submissions: We seleoma aces and \ustatans forthe Chalenge. Pesse ate beforssubmiting manosointssnstaing = ‘Stamped, sat-ecdrased emvsiop we wll Foreign nguresfncoot APOIFPO! pease CHALLENGE GDW's Magazine of Adventure Gaming Amber Zone Siege, by John M. Ford. 37 Feature Articles ‘The Baltic Coast: A Looter's Guide, by Jeff Groteboer. 3 What do We Do Now? Reflections on Twilight: 2000, by Timothy Brown5 False Knight on the Road, by John M. Ford. ‘ an Ref's Notes: On the Use of NPCs, by Frank Frey.. Fleet Escort Lisiani, by Marc W. Miller... Bait: Q-Ships in Traveller, by Steven Brinich & James Schwar. ‘The Darrian Way of Life, by Anders Blix Planetary Invasions in Traveller, by Steven Brinich & Jemes Schwar....40 ‘SPECIAL SUPPLEMENT ‘Twilight Miniatures Rules, by Frank A. Chadwick. Features From The Management. Just Detected... Traveller News Service... z Using Your Model/2 Bis, by Mare W. Miller... Ship’s Locker. Casual Encounter: Ringaal DeAstera, by J. Andrew Keith. Challenge Classifieds. i:2 Challenge From the Management Well, here's the first issue of our new format. I hope you heve found it al worth the wait. Our Traveller readers will note that all the Traveller material has been placed together in a special ITAS section. Those not interested in Twilight: 2000 can simpy flip directly to the special Journal cover" by looking for the black border that appears when you bend the magezine slightly The center eight pages of the magazine are designed to be removed. Using a tool such as a screwdriver, carefully bend up ‘the center staples, remove the proper pages, and carefully bend the staples back down again, The miniatures rules can then be used by themsoives (you may want to staple them together) land the Lisiani can be viewed its uninterupted glory. The new format wil permit us to do a few things that we've never been able to do before, due to space constraints, but it also raises our need for articles, concerning both Traveller and Twilight: 2000, 80 | urge all of you who ever thought about writing something for the Journal to send in an SSAE for our ‘manuscript quidelines and then get to it Issue #24 feedbacked as follows: ‘Amber Zone: Embassy at Arms... 48.70 ‘Amber Zone: The Lost Village. 3.20 Religion in the 2000 Wor 3.58 Data File. 3.85 Jumpspace. riko TENA Te Ref’s Notes: High Guard end TCS..crseniecnceree:8-5 Using Your Model/1Bis. 3.56 From The Management. 3.24 Just Detected. 2.91 Traveller News Service. 3.53 Contact: The Dynchia. 3.58 Ship's Locker. 4.29 Issue 24 as a whole. 3.74 —Loren K. Wiseman GDW products (including Traveller) are available through distributors as follows: ‘West Germany: GDW products are imported and distributed, by Fantastic Shop, Kirchfeldstr. 143, Postfach: 3026, 4000 Dusseldorf 1, West Germany. Some titles are translated into German, ‘Japan: GDW products are printed and distributed by Hob- by Japan Co., LTD, 26-5, 5-Chome, Sendagaya, Shibuye-Ku, Tokyo, Japan. Titles published are translated into Japanese. United Kingdom: GDW products are imported and distributed by Games Workshop, LTD., 27-28 Sunbeam Rd, London NW10 6JP UK; by Games, 89 Victoria St, Liverpool, L1 60G, UK; and by Virgin Games Centre, 41-43 Standard Rd, London, NW10 6HF, UK. Italy: GDW products are imported and distributed by Pacific Enterprise Italia, Via R. Di Lauria 18, 20149 Milano, Italy. ‘Sweden: GDW products are imported and distributed by Hobbyhuset, Box 2003, S-760 02, Uppsala, Sweden and by Target Games, Storgatan 29, S-114 56, Stockholm, Sweden. New Zealand: GDW products are imported and distributed by Blackwood Gayle, PO Box 28358, Auckland, New Zealand. ‘Australia: GDW products are imported and distributed by Jedko Games, PO Box 184, Moorabbin, Vic, Australia 3198, Gow Just Detected Conventions LITTLE wars May 9-11, River Grove, Ilinois. A strictly miniatures conven: tion, held at Triton College, Student Building, 2000 Sth Ave, River Grove, Illinois. The convention will feature over 100 Historical, fantasy, and SF tabletop miniatures battles, a dealer room and much more. For more information, send SSAE to Todd Fisher, 6010 N. Maramora Ave, Chicago, IL 60646. Editor's ‘Note: Frank Chadwick and | plan on attending this one. igs vit May 25, 1986, Cambridge, Ontario. Tutorials, seminars, painting contests, board games and adventure role playing tournaments, plus a dealer area and flea market. The event will bbe held at the Kitchener-Waterloo Regional Police Association Recreation Centre, RR2, Cambridge, Ontario, Canada. For more information contact Les Scanlon, President MIGS, 473 Upper Wentworth St, Hamilton, Ontario, Canada, LOA 476 SEAGA 86 June 20-22, Atlanta Sheraton Hotel. This is the 4th annual Atlanta Gaming Festival. For more information write SEAGA Inc., PO Box 16564, Atlanta, GA 30321 LA ORIGINS ‘86 July 3:6, Los Angeles Alrport Hilton Hotel. Roleplaying wargames, miniatures, computer and family boardgame tours: ments, flea markets, auction, seminars, demonstrations, and exhibitor area. This is one of the big ones, so attend if you possibly ean. For more information, contact LA Origine “86, C/O DT, PO Box 8399, Long Beach, CA 90808, or call (213) 420-3675. OKON 86 July 18:20, Tulsa, Oklahoma. This is an SF convention with gaming events. Guests include Kelly and Polly Freas, Glen Cook, Carl Lundgren, Forest J. Ackerman and C.J. Cherryh. For more information, send an SSAE to OKON 86, PO Box 4229, Tulsa, OK 74159, ARCHON 10 July 1986, St Louis. This is the tenth edition of the St Louis SF & Fantasy Convention. For information, write Archon 10, PO Box 50125, St Louis, MO 63105, ‘OMACON 6 August 1-3, Omaha, Nebraska. Omacon is a SF convention with a strong gaming element. For more information, write Omacon 6, 656 S. 36th St, Omsha, NE 68131. EARTHCON VI ‘September 19-21, Holiday Inn Cleveland. This is the North ‘east Ohio Science Fiction Association's annual SF/Fantasy con- vention. Guests include Gordon R. Dickson and C.J. Cherryh. For information contact EARTHCON, PO Box 841, Cleveland, (OH 44101 continued on page 44cow Challenge 3 The Baltic Coast: A Looter S Guide Poland's Baltic Coast suffered greatly during the war—man coastal cities and towns were destroyed during the init hostilities, and many more were attacked and looted in the after ‘math which dominates the world of Twilight: 2000. ‘The overall terrain along Poland's coast consists of low hil Few trees remain; most of these are young pines. The only beaches are in the Bay of Danzig, and these were rendered radiosctive by the nuclear attack on Gdansk. The weather is, moderate, reaching freezing in winter and exceeding 17°C in summer. Southerly winds from the Baltic Sea predominate, although fog is quite common in spring. Poland's major naval bases were Gdynia, Hel, and Swinou- Jscie. Major commercial ports were Gdansk, Gdynia, Szczecin, ‘and Ustka. The four major commercial ports also contained ma- jor shipyards. Most major commercial and naval sites were destroyed in 1997 when, in order to secure their southern naval fiank, NATO forces launched attacks against Polish vassels. Poland's major combatants were quickly defeated, although the Western units involved suffered heavy casualties at the hands of Poland's missile attack boats. Although only Gdansk and Szczecin suffered under nuclear attacks, Gdynia, Hel and Swinoujscie were heavily bombard- fed. The devastation done was similar. Ustka is the only major shipyard still in operation, although the lack of petroleum and electric power prohibits large-scale industry. Small-scale repairs are available, although they are prohibitively expensive. Most new ships are being built of wooden hus. Individual locations are presented here, in east-to-west order: THE GULF OF DANZIG Gdansk: Not much is left of this city. The area is dominated by a large nuclear crater. The 7th Amphibious Assault Division, headquartered in Gdansk, was not there when Gdansk wes hit by the nuclear blast which destroyed it. The 7th AAD now has its HQ just south of Gdynia Sopot: Formerly a small city (pre-war population: 48,000) for Twilight: 2000 ‘along the coast, it has been reduced to small clusters of tents ‘and corrugated tin shacks amidst the ruins. There is no govern- ‘ment left; groups of inhabitants and families vie for arable land and clean living space. Encounters along this strip of coastline will carry 2 2% higher chance of disease due to the lack of fresh ‘water and civilization. Various sentiments exist throughout the ‘area: everything from outright hostility against any warriors, to friendliness (mixed with necessary caution) toward anyone. Gdynia: Almost wholly bombed-out, Gdynia houses a frac- tion of its pre-war population of 168,000. The ruins along the ‘coast are very dengerous, since the wer’s bombings covered the slipways and drydocks with layers of rubble. Encounters in this area are often pitfalls of up to 30 meters, as well as foragers ‘and scroungers. Further inland in the ruins of Gaynia, a small ivilization has rebuilt itself based on fishing in the Gulf of Dan- 2ig, under the protective waterbreak provided by the Hel Penin- sula. Although they are independent of any central government, they must, nevertheless, constantly deal with the remnants of the 1st Polish Army, which has its headquarters there. Many troops of the 3rd Border Guard Brigade have defected to the Gdynia civilian population, while others simply left the area ‘ltogether. The 3rd BGB presently numbers 240. The 2nd Polish Cavalry Division remains almost intact, numbering 190. Gdynia Is also the home of the 2nd Naval Infantry Battalion, presently numbering 1100. The remnants of the Polish Navy have their headquarters just outside Gdynia, where they have set up their ‘own naval base. The 7th Amphibious Assault Division now has its HQ just south of Gdynia, where it maintains a strength of 360, co-located with the 2nd Naval Infantry Battalion, ‘Major Polish Naval vessels which are still active have the Nowy Gdynia Naval Base as their homeport. The naval presence is only 230, however, so many vessels lie at anchor in the har- bor, unused end rusting, The current Polish naval presence at Gdynia consists of one Whiskey-class submarine, three Osa. Class guided-missile patrol boats, five P-6 class patrol torpedo boats, and one T-43 class ocean minesweeper. The 7th AAD operates 2 Marabut-class landing craft, although fuel for these4 Challenge vessels is increasingly scarce. The majority of alcohol produced by the navy base goes to the P-6 class PT's, which are used {or coastal defense (although they are run less and less as parts ‘wear out and replacements become increasingly hard to find). Despite the large naval presence in the area, there is virtually, ‘no commercial shipping, Puck: Further up the coast from Gdynia, the town of Puck ‘was left almost unscathed by the war: Somewhat isolated, the locals compete peacefully with their neighbors in Gdynia for the fish in the Gulf of Danzig. They also farm the sparse land nearby. Hel: On the Hel Peninsula, this naval base was bombarded heavily during the war. Since the peninsula does not contain arable land, itis not inhabited, although occasionally looters will sail there to scrounge ammunition and other naval supplies. Traversing the peninsula by vehicle is practically impossible due to the large craters left by the bombs. The wreckage of three ships (one Moma-class Intelligence ship, two K-8 class inshore minesweepers) is visible in the harbor, although they have been stripped of all useful materials ‘THE BALTIC COAST Loba: A small, coastal town, which nowadays relies almost primarily on coastal fishing. The surrounding areas support lit- tle agriculture—hence this town has virtually no fuels. Like so many areas, horses are the primary means of transportation and ‘work. Small, dirt footpaths are the only roads in and out of this town. There is some trading of goods with Ustka vie coastal fishing vessels, but otherwise this town remains solitary. The citizens are virulently anti-military, blaming everyone in uniform for the past holocaust. Even the local miltie wear no uniforms; thus, they are difficult to distinguish from the rest of the population, Ustka: Ustka survived the war relatively unscathed. The com ‘mercial port just outside the town was bombed, but luckily the bombs did not stray into the town. Its population therefore en: joys the benefit of limited alcohol production, which it uses to propel its fishing boats and vehicles. Numbering just over 3500, the citizens are peaceful and friendly, and are willing to trade ‘almost any goods. The militia numbers 125. New ships are be- ing constructed on the repaired quays at the port, but these are mostly intended for coastal fishing. The largest ship still act, {at Ustka Is a 4,000 ton steamship which has been converted 10 sail power. Darlowo: This town relies almost completely on agriculture in the sparse coastal hills. Set in from the coast, yet not on a ‘major road, it too survived the war with itle damage. Darlowo enjoys a healthy trade with Ustka; swapping fish for vegetables fon a regular basis. Alcohol is also in use as a fuel here Koszalin: A major crossroads, Koszalin saw heavy fighting and much troop movement. It continues to be @ vital link from the Baltic Coast to the Oder River area. Much of the city has been destroyed, and less than one-quarter of the city’s pre-war population of 54,000 stil inhabits the area. The local citizenry is extremely hateful of Warsaw Pact armies, since they pillaged the city time and time again on trips to and from the front. Although anti-Western sentiment remains due to the bombings of the war, Westerners willing to carry on peaceful trade or help the city in some way will be treated with respect and kindness. Kolobrzeg: A pre-war city of 25,000, Kolobr2eg was heavily bombarded during the war. Litle is left of the waterfront. The inland areas saw heavy fighting ike Koszalin, so the people are afraid of any new troops entering the area. The local govern- Gow ment is weak, but stable, being led by a local hero, Lt. Pauli Dostoy, formerly of the Sth Motorized Rifle Division. The city is presently occupied by elements of the US Xith Corps, cut off from higher headquarters during the recent NATO offensive. Trzebiatow: Now almost wholly @ ghost town, the local in- habitants have all moved out of the path of advancing and retreating armies, into Mrzozyno. Trzebiatow is a ruins, with only ‘one hotel stil standing. itis run by a “crazy” old man named Viktor Vichenka. More senile than crazy, he welcomes guests, {and gives directions to the local night clubs—although they are no longer standing. ‘Mrzezyno: This town has grown beyond its means since the influx of citizens from Trzebiatow. Housing is in short supply, ‘and the surrounding land cannot supply enough food for everyone. Strangers with food and equipment will be waylaid if they even pass within a few kilometers of this area Deiwnow: Lying on the eastern bank of the estuary of the Oder River, this town played an important role in the protection of ‘Szezecin from invasion. When Szczecin was hit by nuclear bombs, however, its importance dwindled and, litle-by-itte, its troops and equipment (mostly coastal artillery units) were moved elsewhere. The town is now mostly abandoned, having relied heavily on the presence of the soldiers to provide income. Many pieces of equipment were left behind, mostly office equip- ment, such as typewriters and filing cabinets. The local ‘townspeople would lke to see the soldiers return—so much, in fact, that they probably would not care which uniforms they wear! Welin: This town remains strategic for its ink across the Oder ‘estuary. It saw considerable damage during the wer, but the bridge managed to remain relatively intact. It remains the main Baltic Coast supply route between East Germany and Poland, although there is no regular garrison there. ‘Swinovjscie: This town lies on the East German/Polish border, ‘and, as such, is an important link from one country to the other ‘The town was almost totally destroyed by the fierce fighting ‘as NATO forces pushed into Poland. It was heavily bombarded ‘at the outset of the war in the Baltic, since a major Polish Naval Base was located there. The piers and docks are now totaly destroyed. Local sentiment is anti-anyone, Outsiders are not ‘welcomed; members of miltary units are hated and mistreated, Editor's Note: This article represents conditions as of The begin- ing of July, 2000, = Jett Groteboer GREEN DRAGON HOBBY TRAVELLER® by FASA Boxed Ship Plans: “Adventure Class 1. $8.00 ‘adventure Class 2 $8.00 ‘asian Mercenary Ships $8.00 Package Deal, 1 each of the above. ‘$20.00 Morenant Glass Ships ‘01d out ‘To order, send check or money order to Green Diagon Hobby P.O. Box 2673 ‘Sandusky, OH 44870 lease ada $1.00 fr shipping. Oho residents ada 5% sas taxGow What do We Do now? Reflections on the Possibi we IG; ‘The world of Twilight: 2000's a strangely altered on. from what we now perceive as “standard’’ or “correct”. The difference is akin to the difference between order and chaos. Europe in the year 2000 is definitely a chaotic place. The player characters in Twilight: 2000 have been thrust in- to this unordered world and left to fend for themselves. For- ‘tunately, they are militarily trained and experienced individuals, as survival and combat proficiency are practically one and the same. Indeed, the chief activity of the player characters is sur vival, and it takes up most of their time. Everything from the acquisition of food to fighting off the rest of the world (most ‘of whom, I might add, are also just trying to survive) is embodied within the term “survival”. Twilight: 2000 is a game of sur- vival, plain and simple. Simple survival, however, is not terribly interesting. Failure ‘means death. Success means further chances of failure, and nothing more. In a scenario designed only to test the player characters’ abilities to survive, the game becomes little more than the rolling of dice versus skills and attributes. The player characters vs. the encounter tables is hardly an adventure, A referee who can only run a campaign of this nature is not only cheating his players out of true adventure, but is not at all ex ercising his imagination vital to improving his ability to run role playing games. Interest in such @ campaign will certainly sub- side, 05 the players become frustrated with their lot in gamete. However, itis the players who ultimately hold the key to in teresting adventure. The referee can only present to them his, world—a world in which the players will play out their ‘characters’ lives. If the players choose to merely survive in this, ‘world, there is very little the referee can do to make the game appealing. As long as the referee provides avenues which lead 10 other interesting activities, he has done his job. It is up to the players to steer down these avenues. Spare time is the key. The time in which the player characters are not simply trying to survive can be termed spare time. Spare ‘time can be put to many uses, uses which will hopefully im Prove the characters' existence. If the players use their spare Challenge 5 i ‘time poorly, they deserve the relative lack of adventure which will certainly result In this article, | intend to examine several possible avenues which the player characters might take in a Twilight: 2000 cam- paign. Also, to keep things interesting, | will examine the chief ‘obstacles to these activities. For simplicity, | have broken these avenues down into four specific “"quests’”—the quests for ‘wealth, power, home, and the world that used to be. ‘THE QUEST FOR WEALTH Worth is all rolative in Twilight: 2000. As a turn on en old cliche, the past’s trash is the future's treasure. Generally, any trinket from pre-holocaust civilization is valued somewhat more highly than devices of more recent manufacture. Worth has been ‘completely turned around in some cases. Items of litte previous Importance have skyrocketed into the forefront of everyone's psyche. Food is a good example. Remember that sl differences between the way the world of Twilight: 2000 works and the way the modern world works are all a direct result of the war and nuclear exchange. There are very few exceptions. Food is more valuable now because the war destroyed tho abilities of both sides to produce and distribute it. Whereas one might go to the store and purchase a weeks worth of food in madern America, the average citizen of Poland in 2000 will have to expend great amounts of time ‘or what have you, if he can get food at all Because the world is different, and different in distinct ways, we can project the relative worth of various items. For exam- ple, central Europe is in military turmoil in 2000. As a result, we can predict that the relative worth of such things as ‘weapons, ammunition, and other military hardware will increase dramatically. After all, it could mean your lfe if you haven't got the right equipment to protect yourself. Facilities which can pro: duce such supplies will be among the most vital possessions of the future world. Someone who can make smokeless powder and refill shells is iable to become a very wealthy man.6 Challenge Ina similar vein, fuel has become a commodity in short sup- ply, again due to the war. Gasoline is very scarce, and special- ized fuels (such as aviation fuel) are even harder to locate. Their relative worth has gone up tremendously. Even something like ‘ethanol, which cost nearly nothing in the 1980s (before the Ii- ‘quor taxes, anyway) sells for an enormous sum in 2000. ‘On the opposite side of this line of thinking are those things ‘which have become worthless due to the war. Since nearly no cone has electricity, any electrical items left have virtually no util- ty, and are therefore not in demand. We might also include in this category paper money. Since there are no banks left, nor traceable gold reserves, paper money has become absolutely worthless. In the absence of paper money, barter has taken over as the chief form of commerce. Gold is sometimes used in trade, but you can't eat it, burn it, or defend yourself with it. Unless you are in a secure position, you would be better off having some of the things gold can buy. The Trade and Commerce section of the Referee’s Manual discusses the administration and restric- tions of barter. Remember, things are money. In such an envionment, itis difficult to accumulate massive wealth. Wealth is the accumulation of material goods and gold, and there will always be someone out there trying to steal it from you. In the world of Twilight: 2000, itis difficult to divorce wealth and power—you need power to protect end utilize wealth, and of course, wealth will attract followers. ‘There has evolved a new ecology of trade. This ecology has conly two niches—predators and prey. The prey are those who are attempting to make an honest living in their new environ- ‘ment. These are the farmers, fishermen, merchants, craftsmen ‘and artisans of the world. Through their own skils they are ek- ing out a living from what is left of their homes. ‘The predators are everyone else; marauders and bandits who ‘make thei living by stealing and raiding others (sometimes other ‘marauders, but not often). The predators are plentiful at this time, as there i plenty for the taking, and its an easier life than actually settling down and working. Foreigners {most of whom ‘are military personnel) ina given area are almost forced into be- ing predators in order to survive (as they haven’t the skis necessary to do anything other than fight) Prey are becoming less docile, however. Many of the farmers, have guns now, too. Farming villages are becoming armed fortresses—less and less attractive in the eyes of the bandits. Player characters will require a certain amount of wealth in, coder to survive. How they come by this wealth will be their decision. They can go into business, as traders, mercenaries, bodyguards, or whatever. Or, they can become marauders, rnoring the moral implications of what they do, more or less Justified by their need to survive. Predators or prey is a choice they will have to make. QUEST FOR POWER Fest, what is power? In Twilight: 2000, power can be defined ‘as one’s ability to impose his views and will upon others. The ‘means toward that end can take many forms. The easiest way to establish a power base is to attract followers. Followers willbe attracted by two things—reputation and per- sonal magnetism, Reputation can only be built through a series of successful actions. Word will spread, however slowly, across the coun- tryside, until itreaches the ears of would-be followers. As 2 per n builds, these followers might be convinced to Gow ‘seek him out, either to help him or stop him. ‘The personal magnetism of an individual will be @ measure. of both his ability to attract followers on the spot and his ability to keep those followers he already has, Relying on reputation may not always be the best means of attracting people. Recruiting new blood from one’s immediate surroundings should prove to be a mote effective means of gaining followers. In game terms, a character's personal magnetism and reputa~ tion will be, at best, unclear. Reputation should be determined by the referee after considering the previous visible ac- ccomplishments of the character. Personal magnetism, on the other hand, will be more difficult to represent. There is no skill ‘which covers such a concept. The referee will be called upon to determine this ability on his own, taking into consideration the way in which the player role-plays his character. (Could it 'be? An actual reward for role-playing a character as opposedto Just adventuring with him?) Uslizing power is another question altogether. Imposing one’s viewpoints on others in the Twilight: 2000 environment will ‘almost certainly take the form of an enforced dictatorship. If the locals have no wish to be ruled, they will have to be con- {quered. However, the average peasant at this time has no need ‘to meddle in poltics—he is much more concerned with grow- Jing enough to eat and protecting himself from marauders. If allowing someone else to peacefully take a portion of his yield «will protect him from having his buildings bummed and the food taken anyway, he may indeed see the wisdom in paying taxes toa local warlord. Protection is the key to arule which, at least fon the surface, wishes to appear benevolent. Violent takeovers of territory, on the other hand, will usualy be only short-lived affairs. Looting the countryside will not on- ly drive the peasants off the land, but will daplete what riches there are at a a terribly accelerated rate. If violence is indeed the last refuge of the incompetent, its consulate will be brim- ‘ming over in the world of Twilight: 2000. Controlling one's power base will be the most imposing task of all, Without direct control, anyone's followers might take any action, provided the situation presents itself. Since a person can only exercise direct control over a couple of dozen men, the op- portunities for power to get out of hand in certain spots will become overwhelming if the number of followers becomes too great. Of course, this is only a problem if the character in charge iscow Interested in promoting civilization. Otherwise, the entire horde ‘can run amok, without regard to the long term effects on the natives, ‘THE QUEST FOR HOME Your characters were American soldiers from the Sth Divi sion. Therefore, physically, home is North America, the United States. However, in all actuality, home is nothing more than @ ‘memory in their minds, and the home they know realy no longer exists, From the point of view of the character, they certainly realize ‘that the exchange must have had far-reaching effects back in the States. Remember, they were in the army, the most rigi, tunchanging institution known to mankind, and yet they went from fighting with high tech equipment to riding horses and ‘growing their own food in just a matter of a couple of years. The changes back home must be equally imposing, Stuck in Europe, there is very litie the characters can do to tty to get home. Survival, as discussed earlier, is an all encom- passing activity. trek across the northern European plain, searching for an avenue of escape would in itself be a monumen- tal achievement, but not an impossible one. Without being able to find their way home, the characters may wish to recreate for themselves a reasonable facsimile right where they are. The chief building materials for such a racrea. tion are described in the next section, ‘THE QUEST FOR THE WORLD THAT USED TO BE The world that used to be no longer exists. It cannot be found—it must be recreated. All the technology of the world prior tothe exchange has been lost or severely set back. But itis that technology which must bbe revived in order for the world to survive, even at this depleted level. Without it, anything which is still working will eventually break down, and @ total technological dark age will certainly result. In order for society to get back on its feet, @ sort of technological Renaissance will have to take place. Those peo: ple with vision will be attempting to revive their knowledge of medicine, power generation, food production, and, inevitably, weapons manufacture. Due to human neture, the order of these developments will probably not be in the order which will best benefit the population. (They are already manufacturing ammuni- tion again in Krakow, but is anyone thinking of making solar cells ‘or new sources of antibiotics? Of course not.) However, in whatever order, these revivals of old knowledge ‘will have to take place soon. As the war grinds to a standstil, the chief obstacle to that progress will disappear. Unlike their 15th century counterparts, these new thinkers will be able to remember what they need to know, not excavate it from the ruins. The survivors all experionced life on Earth at its height, just a few short years ago. Now, with the world at its lowest Challenge 7 Point in history, socially and physically, the reinstitution of older ways will begin at a highly accelerated rate. From the bot- ‘tom, there Is only one direction to go. ‘The player characters could take leading roles in the revival Of the old society. The difficulties which will have to be over- ‘come are enormous. Just getting to a position of power where they could possibly affect their surroundings will take time and {a great deal of effort. Luck won't hurt, either. But, ifthe player characters decide to be men of vision, attempting to make @ better world for themselves and for others, as opposed to just leeching off the world asitis, they might find the game a much {greater challenge. In its mimetic role, Twilight: 2000 presents ‘world in which creation is much more difficult than destruction, Twilight: 2000 presents role-players with @ completely unique situation. Its environment is completely alien, and yet it is a derivitive of the world we all know best, our own. In such an environment, itis understandable that characters might become confused as to which actions to take, which to avoid, and generally what to do. This is not surprising, however. If you or | were cut off in the middle of Poland after fighting several years inn army whose weaponry and strategy were becoming more and more primitive, I think we'd be more than a little confust ourselves, Beyond simple survival, we can see that Twilight: 2000 offers. a plethora of opportunities for adventure. The potential for the player characters to affect their environment is enormous. If you like to shoot guns, fine. Twilight: 2000 will It you do that. If You like to adventure in interesting surroundings and use your brain instead of your M16 once in a while, Twilight: 2000 has the potential for that as well — Timothy 8. Brown= ee AMERICA STRIKES BACK! DELTA FORCE — The role-playing game ofan elite anti-terrorist commando unit. The terrorists strike without warning, without mercy, taking hostages, issuing their de- mands and threats. Shadowy organizations with names like the PLO, Islamic Jihad and KGB seek to overthrow the West in sneak attacks of blood and terror. But now, America strikes back with Delta Force. Delta Force is the role-playing game of a fictional elite anti-terrorist commando unit based on the U.S. Special Forces Operational Detachment — Delta. Whetherit's an assault on ahighjacked 727 in Beirut, the rescue of POWs from a jungle camp or the destruction ofasecret A-Bomb lab in the Lybian Desert, Delta Force is trained and equipped to fight the terrorists on their own ground — and win! Delta Force emphasizes action, playability and weaponry. Designed by William H. Keith, Jr. DELTA FORCE (BASIC SET) — Includes a book of game rules, a book of weapons and ter- rorist organizations, a book of missions, dice and a gamemaster screen. Format — Boxed; Stock Number — 4502; Price — $7.95; Available — May. DELTA FORCE: TERROR AT SEA — A module which includes diagrams of an ocean liner, a mission briefing, special rules and background on the PLF. Format — Folio; Stock Number — 4502; Price — $7.95; Available — May FROM: Bulbs pad TASK FORCE GAMES, 1110 N. Fillmore, Amarillo, TX 79107Gow Challenge 9 Tw Players” Information: ‘As the players’ unit rolls through a bombed-flat and uncom- fortably barrren stretch of country, keeping an eye on their dosimeters and another on the misty horizon, a figure appears fon the road ahead. If the players shoot, he ducks behind a rock, and begins waving @ white flag; he doesn’t seem to be armed, and there's no sign of another person, vehicle, or hiding place. On closer approach, the man is seen to be wearing a sharply tailored gray suit and a bowler hat; the flag is tied to @ tight- rolled umbrella, and a leather briefcase is in the man's other hand. He looks forall the world ike an English businessman hail- ing a cab in Trafalgar Square ‘Awfully gad to see you chaps," the man says, in a classical upper-class British accent.""Americans, aren't you? Well, awfully ‘lad it was you that came along and not those other blighters.” He taps his briefcase. “Wouldn't do for our red friends to got their hands on what's in here. Wouldn't do at ail.” Referee’s Information If this sight doesn’t take the players by surprise, they really have seen too much wat ‘The man in gray introduces himself as Sir Denis Chapman- Cole, H.M. Secret Service, and says he wants transportation to the nearest outpost of one of the NATO intelligence services: he will have a slight preference for CIA over DIA, “but beggers can't be choosers, don’cha know.”” Assuming the squad decides 10 teke him along, he will produce @ knapsack from behind his, boulder; it contains a Polish military intelligence officer's Uniform, rather wom, and e small amount of provisions and com mon medicines (aspirin, penicillin, perhaps a few morphine styrettes), which he will offer to share with the players. He has no gold, Sir Denis will not open the leather briefcase unless given good reason (lke, say, a threat to kill him). Inside is @ 9mm automatic, pistol, clipped near the flap for a quick draw. Three rounds (one game shot) will be gone from the magazine — “Two less biighters in this sad worlg,..” Sir Denis will sey thoughtfully, light Scenario: False Knight on the Road “my marksmanship isn’t what it used to be, | fear.” He has one empty and one full magazine in his coat pockets. ‘Also in the case is @ file folder containing forty sheets of typescript: letters and numbers in five character code-groups. Handwritten on the folder is the legend VALSE TRISTE. Sir Denis will not show off the file at once, but things being what they «re, eventually the players will want to know just what his mis- sion is, how he got to be here dressed like this, and so forth. Sir Denis explains that he has been behind enemy lines since ‘enemy lines” had some kind of practical meaning. He speaks fluent Polish and Russian, and (disguised as Warsaw Pact in teligence officers of various stripes) he has been accumulating ‘the information in the VALSE TRISTE fle—dossiers on Western inteligence officers who are actually KGB double agents. The file, he insists, must be gotten to someone who can make use of it. The coding system is Sir Denis’s personal code, extremely difficult to break without either his help or advanced machinery — he will bring this up if the group shows signs of wanting to kill him and sell the file to CIA/DIA/whoever themselves. ‘As for his clothing, he says he found the suit in a tallor’s shop (on close inspection, it is not as perfectly fitted as it seemed at frst), and he "desired to return to the company of gentlemen dressed as a gentlemen.” More practically, he says that the suit did attract their attention—and the only other clothes he had was an enemy uniform. The question, of course, is: just who Is Sir Denis Chapman- Cole,and what is VALSE TRISTE? The principal (though not the only) possibilities are: 1) Sir Denis is exactly what he claims to be. The actual value of the VALSE TRISTE file depends on how many of the people itnames are a) still alive and b) in positions of enough authority ‘to. make them worth exposing, Then again, even if everyone in the file is dead, a determined Western intelligence officer might want the file to prove that, his suspicions were correct. VALSE TRISTE contains a number Cf possibilities for elaborate con games and blackmall schemes,10 Challen; ge Gow. ‘most of which will get the players into deep trouble with very unpleasant people. Note that the KGB will want to recover the file, not destroy it, unless there were no other way to keep it from falling into unfriendly hands; itis of value both for blackmail and to help the KGB rebuild its internal structure. 2) Sir Denis is actuelly Dmitri Sergeyevitch Chernikov, a Ma: Jor in the KGB, and VALSE TRISTE's entirely a black-propoganda ‘operation intended to throw the Western intelligence services into chaos. VALSE TAISTE’s "real" Russian name is CHORNYA ZERKALO (Black Mirror), and all internal KGB references to it are by that name; only a few officers {at such high levels that players are unlikely to encounter them) other than Chernikov know that one is the other. Major Chernikov is @ dedicated officer of unshakable loyalty: he is rather a romantic about espionage |the British officer gam- bit wes his idea) but he is no fool. He is quite willing to die for ‘the success of CHORNYA ZERKALO, and it would require the most extreme measures, probably including truth drugs, to make him break cover. He has a suicide pill in the eft cuff of his shirt. While it might be entertaining to have his umbrella be @ Bulgarian Special (a concealed air pistol firing poison pellets), it would be inappropriate for an undercover agent to carry such an in- ceriminating item (maybe some other timel. 3) Sir Denis’ real name is Danilo Czerwiec; he is, or rather was, ‘a minor Polish military intelligence officer whose mind snapped after the last of his companions died of radiation, food poison- Ing, attacks by wild dogs... (Filin other suitably gruesome details {as you need them.) He found the gray suit, undamaged by some fluke, in a tallor’s shop where he had taken refuge, and it pro- vided a jumping-off place for his unbalanced mind: now in his delusion he is living out the spy novel plot of “The Lone Agent, ‘Trapped Behind Enemy Lines with the Secret Plans." Danilo will hot drop out of character unless subjected to some kind of drastic shock. Heavy casualties in the unit he is with, replaying ‘what happened to his own squad, might bring him back. (In the real world, someone this far gone would be more likely to slip into catatonia or fugue than to suddenly recover; however, RPGS are a form of drama, and you are free to use whatever is dramatically best.) I enough time passes, Danilo's mental state will continue to deterioriate, and the effects of this will become apparent to the players. If he starts muttering about ‘getting ‘the D-Day plans away from Himmler or something about Dr. Fu Manchu, they should really start getting suspicious. VALSE TRISTE does not exist inthis last case. The documents in the briefcase may be nonsense, types by Danilo himself, or they might be real intelligence documents from God knows where, still possibly of value to somieone who can decode them. Inthe first case, Sir Denis is an Elite NPC, his Coolness Under Fire rating is 0, and in fact his imperturbability will probably drive his players nuts atter a while. He is an excellent pistol shot. If he is actually a spy (for whatever side), he will have a comple- ‘ment of spy-type skills in such areas as Disguise, Demolition, exotic mixed drinks, and so forth; if he really is crazy, he will imagine he has those skills, =© 1986, John M. Ford The Compleat St Game Designers’ W ‘top ache eu Cong Stats cog tyr tote 0 ot ates Ute iy ya eee teres gars ney eae eis eso eg Nia sc] =) ‘ayaa re couples sfaateosr, ne CONGRATULATIONS rategist stores give their congratulations and best wishes to /orkshop and Challenge, in the hopes that the new format will be as successful as the old el ue Bunt Stnaecoer res fia aaa mints‘Twucut: 2000. ‘A Major New Role-Playing Challenge: Survival in a War-Torn World ‘Welcome to 2000 AD, World War III began five years ago. I's stil going on, but that’s the least of your problems. A few days ago, you were soldiers in the US, Sth Division. Now you're just fighting to survive. ‘Your equipment vas brand new in 1995; now it's wearing out. Gasoline is rare, s0 your vehicles run on aleohol you distill yourself. And Sth Division's cavalry when there was @ Sth Division—rode horses. There's not much govern- nent left, just warlords, marauders, and free cites. Even the major powers are collapsing; whole divisions are refusing orders and heading home. ‘Your division is gone, and you're hundreds of kilometers inside enemy ter- ritory; fortunately, the Soviets arent in much better shape than you are. "Your job is to say alive, find enough fuel and spare parts to keep moving, get home (Wherever that i), and maybe even strike at the enemy. Twilight: 2000 is @ major new roleplaying game, with new systems covering ‘combat (from hands to tanks), skills and tasks, survival, encounters and NPC motives, and a great variety of equipment. It also contains extensive background information oa the war and the current state of central Europe. ‘818 at your local hobby shop or direct from GDW. Game Designers’ Workshop ONE LOW ADMISSION PRICE! YOU PAY FOR 4 SOLID DAYS OF GAMES, AUCTIONS, SEMINARS, EXHIBITORS AND MUCH, MUGH MORE!!! NO SEPARATE TOURNAMENT REGISTRATION FEES!!! A SOUTHERN CALIFORNIA GAMING TRADITION SINCE 19: 7. DOZENS OF BOARDGAMING EVENTS! SCORES OF ROLE-PLAYING EVENTS! GRAND AND COLORFUL BATTLES IN MINIATURE! FAMILY GAMES A SPECIALTY! GAMA - The Gane COMPUTER GAMING TOURNAMENTS! Manufacturer's Association RENOWN GAMING PERSONALITIES! July 3-6, 1986 AT THE FABULOUS : LOS ANGELES AIRPORT rian SUNDAY, [UNEoth 1906 ees thedoor wl beS2 HILTON HOTEL $15 per day [visitors PREE with $2.00 budge deposit). be postmarked by no 5.00 fortheentire show, or Th prereisterareyuest more il A ORIGINS to rad wal tis SINS 86,?.0, Box information ytchets wil yo ot alee Hera 200 1B Enclosed is my $20.00 check payable to L.A. ORIGINS. Send me event sign-up C1 Fin aot sute yet about attending, but send! me more information as soon as you1985 PRODUCT RELEASES This is lit of products leted in 1985 which ae slgble for nomination on the Award Sule. Be avare that this isnot # comalee list, emecialy In reference to the smaller companies. Feel free to enter 2 product on the nomination ballot if you kaow it 10 cl roduet rust be telesved in 1965, excluding magarines nd play by mal gomes, they 0 a not sige i! they are a reprint or release fon 8 product released in a previous year. The product mut br # substantial revision of the previous edition. sou PLAYING MAGAZINESACADEMY OF ADVENTURE GAMING ARTS & DESIGN OFFICIAL ORIGINS AWARDS NOMINATION BALLOT for the year 1985, to be presented at ORIGINS '85, July 36, 1986, in Los Angeles, California {for information about Origins “86, write PO Box 8399, Long Beach, Ca 90808) ‘The Origins Awntds, presented at Origine each International erie Of anara®’ aimed at recognising cutstnaing achieve: ‘mont in Aventure Gaming. They ara comprised. of the Charles Ober rat tr bourdamina, adhe Heel Avert for minature ond AclePaying garner, An Awarcr Committes of houby'sts [wore pro fsonay aut primary independents iacty and samiritters the avarée ern. the: nomination baller open toll itarertad gamers. YOU VOTE can mates ifforencel A fel Ballot Ie Bre Gaming’ Ares & Derigns Academy membership, $2 por sre accomotahed hsebyi elt pron wrata. Coren sent inert Dy sending tei chack with ‘tir ballon Checks shouid be mace payable te GAMA for US S3 “The Academy. andthe Awards Corvmitie a2 all athe Cnigins convention itt, tunction under the overall erection of CAMA, ‘ha Game Manufacturers Associ ally. Print I Out cares, oF ow stares teauuctions Read Ca st sting wil dot be counted. ty oF ype, nomination Your Mier mipations should ba for" products produced during the should be expanse This allot may be reproduced and circulated by any meons fo, provided it "contanee are fait. copied. DEADLINE: MAY 3, 1986 THE H.G. WELLS AWARDS FOR OUTSTANDING AGHIEVEMENT IN'MINIATURES AND ROLEPLAYING AMES. 2, Ber Vehicular Acersory ‘Serio oe Professions! Rote! (ott re eligible except last Sinners Starwee) THE CHARLES ROBERTS AWARDS FOR OUTSTANDING ‘ACHIEVEMENT IN BOARDGAMING 11, Best Pra20m Century Same, 1986. 12 ost 200 Conary 12, Bost Fypuay/SF Game, 14, Be Professional (ee Boardgeme Mogarine, 1995: 16, est Advantere Game for, —————_—— Home Computer, 1888, Cctvstate or Prownce/Zin or PostalCode: — 3304 Crater Cane. Plano, Texes 70023 Ux & vv, Aaian Pett14 Ref’s m the Use of NPCs Non-Player Characters are vital to a good campaign. When, thoy’re properly done, they give the players a feeling of interac ting with real people instead of cardboard cutouts. A referee ‘can construct the most elaborate and detailed setting im- aginable, but without well-ealized NPCs to populate it, all he hhas really done is create a movie set devoid of any relation to al life. This does not mean that a referee has to create every NPC. in exhaustive detail. Rather a few words of description can spell the difference between just another die roll on the encounter table and an opportunity for some good roleplaying. The follow- ing example serves to ilustrate my point by comparing the way two different referees handle a “‘refugee" encounter. Referee A: “You're driving down @ road through the woods, when you see @ group of twenty people. They're probably refugees. They get off the road as you pass.”” For all the life this referee brought to thom, those refugees. ‘might as well have been a flock of chickens. Let's try the same scene again, with a more imaginative referee. Referee B: “You're driving down a dusty backwoods road. ‘Ahead of you, you see a group of people in civilian clothes, many ‘of them carrying bundles on their backs. There aro about twen: ty of them, all on foot, men, women and children. When you drive past them, they look at you with expressions ranging from fear to resignation."” Referee B has painted quite a scene. Instead of lifeless props, the refugees take on dimension and substance. tis © much more interesting encounter than the first one. The players might be tempted to stop and interact with the refugees in some way. Any number of interesting situations could result. Even if the players don’t stop, you will have established a feeling, @ sense of realism. Not all encounters need try for poignency. In one of our early Twilight: 2000 campaigns, the players met a band of gypsies. Gypsies are not on the encounter table, but I decided to spice things up a litte bit (inspired by the presence of Romany, the language of the gypsies, on the language list). Through the use (of good descristion and well-realized NPCs, the players spent ‘a few days in the camp taking some needed R&R. When the ‘two groups parted, the players felt as if they were leaving fiends rather than a set of cardboard cutouts. Major NPCs, the sort presented in the modules, present fewer problems, as their personalities are outlined in some detail However, the referee should add details if he feels it necessary, {as long as they are not inconsistant with the overall character ‘as described in the short module write-up. Such descriptions. ‘are guidelines, not forged in steel. In conclusion, remember that NPCs are the referee's hands ‘and voice in the world he has created. What is being simulated ‘are human beings, not department store dummies. Keep this in mind and your campaign, whatever game itis, will be the Ficher for it. = Frank Freytiles JOURNAL of the Travellers’ Aid Society® Fleet Escort Lisiani by Marc W. Miller Niosa a a a:Editor loren K. Wiseman Spiritual Advisor ‘Marc W. Miller Design & Layout Barbie Pratt Publisher Game Designers’ Workshop Artists in this Issue: see page 2. The doural ofthe Tavoles' Ald Society's came “Designers” Werkshop’s reaitored twademark for lis science feton gaming ‘agave dovoted to Teva. "avalon Game Designers! Workshop's regataredademar forts aleslving ge Datos in thi sue ofthe Journal are oven far of 385 doy. The date consi of 9h $aah ne four dot numer Ishowina the Curent yar "ance tundng” ot he "ie data of ths ieue 98-1912, or the to chatenge, PO. Br sro21686 amped eell-addreesed envelope, we. wil ena manuseritgudbsne and forma he Fersig nui except APOIFPO pe the No. 25 JOURNAL of the Travellers’ Aid Society® Amber Zone Siege, by John M. Ford... Feature Articles Ref’s Notes: On the Use of NPCs, by Frank Frey. Fleet Escort Lisiani, by Marc W. Miller. Bait: Q-Ships in Traveller, by Steven Brinich & James Schwar. The Darrian Way of Life, by Anders Blixt....... Planetary Invasions in Traveller, by Steven Brinic! i 34 James Schwar40 ‘SPECIAL SUPPLEMENT Twilight Miniatures Rules, by Frank A. Chadwick... Features From The Managemen Just Detected... Traveller News Services... Using Your Model/2 Bis, by Marc Ship’s Lockerenseesseeseset pianists Casual Encounter: Ringaal DeAstera, by J. Andrew Keith. Challenge Classifieds. iTRAVELLER NEWS SERVICE DENTUS/REGINA (0601-C979500-A) Date 063-1112 {Informed sources today leaked information indicating that the group of renegade Vargr which have eluded capture since the end of the recent war has probably fled the Spinward Marches for parts unknown. Several alleged members of the group were reputed to have been captured when they attempted to hijack a merchant ship near here late last year, and have been held in- communicado since that time. { Admiralty public relations officer Captain Gavin Ammern refused to comment when asked why the capture of some of the renegades has been kept secret for so long. QUAR/CHRONOR (0808-B532720-8) Date: 092-1112 {In an official statement issued today, the Imperial government formally declared all worlds in the Regina, Jewell, and Lanth subsectors to have reverted to their pre-war travel classifications. {With this proclamation, the last of the emergency proclamations promulgated during the re- cent war are withdrawn, and life in the Marches returns to normal. Traveller News Service is another Imperiun-wide benefit of ‘membership in the Travellers’ Aid Society. Traveller Players Can Survey and Explore New Worlds With GRAND SURVEY! Size 8,000 km... exotic atmosphere... hydrographic 30% vyou've seen UPP stais like these hundreds of times - now find out what they really mean. Get more world detail than you ever dreamed of. Details ‘of atmosphere, volcanic activity, tectonic plates, mapping, minerals and other resources, weather and temperature, population demographics, star port locations, ice caps, deserts, and more! GRAND SURVEY inciudes: * Imperial Scout survey procedures High-Tech survey equipment (each piece illustrated) * Detailed information on starship sensors * Complete plans of the Donosev class Scout survey vessel * Detailed data on TL9 to TL15 vacc suits (each one illustrated) * Extensive world design rules by J. Andrew Keith * Acomplete index * Color cover and full 81/2 x 11 format—packed with information The Next Time You Step Onto a New World, You'll Know What It’s Really Like - If You Have GRAND SURVEY! Available at Your Traveller Dealer in June. 1 Sond Chock or onoy Oreo 7 plus $1 Postage and Handing o Digest Group Publications, Dept La, 979 Mandan Ct, Bole 10 B3709, (Overseas Orders: Sond intentional Monay Order er Casio's Check in SS ee [US Eande tr 67 pus 2.80 Postage and Hending) VISA snd MasterCars DAecopted = Phone 208) 2622004 Dealer Inquires invited.Fleet Escort ee ° Lisiani Workhorse of the Squadron ‘The Imperial Navy orders the design and construction of ships based on real or perceived tactical and strategic needs of the fleet. One very real need is routine fleet security and support: the big battleships and battle riders are powerfully armed, but they need smaller ships to run their errands and to protect their arival in and departure from a system. The Fleet Escorts a ship class designed for this mission Fleet Escorts come in a variety of classes, tonnages, and firepower types, and over the centuries, the Imperial Nevy has procured them all. One type currently in servicg is the P. F. Sloan class Fleet Escort. Typical of ships in the class is Arian Lisiani, named for an Imperial naval hero of the Aslan Border Wars. Built in 1037 at Mora, the Lisian’ is now beginning to show its age, but two subsequent refits have enabled it to keep up with the demands of the Imperial Navy's fleet admirals, The Lisian/is built as a cluster of cylinders, each committed to. specific role in the structure of the ship. The main hull con tains the drives, life support, and quarters. The forward section houses the controls, bridge, and administration areas. Assembled as a belt around the waist of the main hull, the secon dary cylinders house fuel, weapons bays, and small craft hangars. Consistent with its mission, the Lisiany must be able to move at speeds equal to the ships it escorts and fight for a brief inter- val until those ships are ready to engage in battle. For a ship to stand in battle, it needs to be both defensively and offen: sively equipped. As a result, the ship devotes a high percentage Arian Lisiani Arian Lisiani bogan her career in the Imperial Navy in 220, joining Flight Branch as a graduate of the prestigious Imperial School on Syiea. Her early career achivements were mixed. After distinguishing herself in the discovery and assimilation of some border states of lielish, sho was cashiered for in subordination during hostilities with the Aslan (she was reinstated after intervention by Admiral Voseyevski, a classmate at the Imperial School) Lisiani distinguished hereelt in exploite during the Aslan Border Wars. As @ Captain temporarily commanding a pur- suit squadron, she directed forces in the relief of Warinic (Dsibei sector) after it was occupied by an Aslan expedi tionary force. The relief was successful, and the Aslan were | driven from the system. Lisiani personally commanded the cruiser which diverted the main Asian fleet away from Werinir; with her ship severely damaged, she managed to close on the Aslan command ship and destroy it before she was herself destroyed ‘Arian Lislani was awarded the Starburst for Extreme Heroism posthumously, and there has been a ship in the Im perial Fleet named for her continuously since 345, of its hull to drives and can achieve jump-4 and 6G accelera- tion. Ithas agility 6 for maximum protection, and a highly rated ModeliSfib computer. Furthermore, the ship's hull is armored (factor-§) and active screens in the form of meson screens (factor-2) and nuclear dampers (factor-2) are also fitted. In the offense, the ship has two 50-ton missile bays (factor-8) and three laser batteries (also factor-9) Overall, the Lisiani was designed to last in battle just long ‘enough for the larger ships in its squadron to arrive and deploy (or conversely, just long enough for the larger ships to make 2 clean escape). For that job, the ship is well-suited. But the Lisian’ has other missions. Available ships aro often sent off on independent operations— gunboat diplomacy,‘showing the flag, orbital support of ground operations, transport of diplomats, refugees, or VIPs, fleet courier operations, search ‘and rescue operations, and even flagship duty for some ‘squadrons. The Lisien’ has proven itself capable of handling ‘these routine missions ae wel ‘CREW Essential to the proper operation of any ship is its crew. The Lisiani carries a crew of forty— 32 ratings and eight officers. ‘The ship's personnel are organized into several sections, and a chain of command connects each crewman through one or more officers to the ship's Captei ‘The Command Section: The command section is composed of the ship's captain and the heads of the ship's departments. Itincludes the commanding officer (usually a Commander, rank (05, but always called the Captain; ho is also the pilot), the Ex ‘ecutive Officer (Lieutenant Commander), the Gunnery Officer (Lieutenant), and the Engineering Officer (Lieutenant Commander). ‘The Engineering Section: The engineering section isthe largest ‘on the ship, requiring fourteen persons to properiy maintain and ‘operate the ship’s drives. In command is the Chief Engineer (Geutenant Commander), assisted by the Second Engineer (Goutonant). The romaining twelve inthe section are ratings with a variety of skis and experiences. ‘The Gunnery Section: The gunnery section is tasked with ‘maintaining and operating the ship's weapons. Commanded by the Gunnery Officer (who works on the bridge, the section is divided into three squads: Lasers, Missiles, and Screens. The Laser squad consists of three gunners who operate the three laser battories. The Missile Squad has four gunners who man the missile bays. The Screens squad has two operators for the nuclear damper and two operators for the meson screen. ‘The Navigation Section: The navigation section is responsi- ble for planning and plotting the ship's course, and carries a subordinate responsibilty for the operation of the ship's cut- ters. Commanded by the Navigation Officer (a Lieutenant who himself reports to the Executive Officer, it consists of three cut- ter pilots (petty officers) and a navigation clerk. ‘Tha Communications Section: The communications section handles avionics, electronics, and computers aboard the fleet escort. Members are responsible for repair and maintenance as well as operation. Commanded by the Communications Officer (a Lieutenant who himself reports to the Executive Officer), the section has three petty officer members. The Medical Section: The medical eection is responsible for health and welfare of the crew, and this mission. Commanded by the Medical Officer (a Lieutenant who himself reports to the Executive Officer), it includes two petty officers trained in medical procedures. ‘The medical section is also responsible for operating the ship's Fleet Escort Arian Lisiani (Sloan Class) batteries bearing batteries Passenger: 0. Low: Cargo 2,450. EP. Cutter Chrysolite (Mineral Class batteries bearing batteries Passengers= 2. Cargo=18. Fuel=13.5. Agility = FE-£3489,)2-502200:80009-0 50. Agility =6. Troops =0. Fuel Scoops. Th ‘YY-0208401-000000-00002-0 ‘automated meal system. Support Activities: There are no support personnel directly assigned to the ship, Required tasks and chores are assigned ‘on a rotating basis to all of the ship's crew. Ship's Troops: There are no assigned ship's troops aboard. EVOLUTION OF THE DESIGN ‘The appearance of the Lisian’ is characteristic of some high ‘technology ships; attention is paid to performance and interior ‘outfitting, but the extatior is viewed by the naval architect as simply a container for the ship's volume. Labor is a costly commodity on high-tech industrial worlds, ‘and as a result, standard sizes, shapes, configurations, and com- Ponents are easier to obtain than special ones. In the interests ‘of easy construction, the naval architect settled on easily ob: tsinable cylinders (of tech-1§ armor material) and sacrificed some aesthetics in the process. In addition, previous design prototypes of this kind of ship had played with L-Hyd tank fittings in order to produce a high- jump capable Fleet Courier. Those existing hull specifications were easily used when this ship was designed. BOOK 2 DESCRIPTION The following description details the Lisian/ according to basic ‘Traveller standards (even though It was designed and built us- ing High Guard Floot Escort (type FE}: Using a custom 5,000-ton hull, the Fleet Escort is a naval fighting ship commonly assigned to squadron support activities. It mounts jump drives capable of jump-4 and maneuver drives capable of 6G acceleration. Fuel tankage of 2,450 tons supports the power plant and one jump-4. On the deck beneath the bridge is a computer Model/9fib. There are 24 staterooms and no low berths. The ship has thirty hardpoints and two 60-ton bays. Installed on the hardpoints are triple laser turrets (organized into batteries of ten turrets each); the two bays are equipped as missile bays. There are three ship's vehicles: three modular cutters. Cargo capacity is 40 tons. The hull is not streamlined. The Fleet Escort requires a crew of 40: eight officers and, thirty-two ratings. Occasional passengers are possible if of- ficers are required to double bunk. The ship costs MCr3,334.6 and requires 38 months to bull. REFERENCES. The P. F. Sloan class Fleet Escort (of which the Lisian’ is a member) has been mentioned in the following Traveller books: Fighting Ships, Traveller Supplement 9, page 18. The Spinward Marches Campaign, pages 32-39. The 164th Battie Rider Squadron. Mcr3,334,5 5,000 tons mea) TL=15 guia Crew=40 cutters. Mcr30.25 1 1DESIGNING THE LISIANI Producing deck plans from a set of High Guard statistics can be an intimidating experience. The following is a chronicle of the way | went about it for the Lisian’ deck plans. Esrly on, | decided to produce a set of deck plans for the PF. Sloan class Flast Escort. The Sican class figured prom inanty in the recent Spinward Marches Campaign (as part of | the 154th Battle Squadron, and frankly, | was curious to see | how the ship was put together. ‘The primary reference for the Sloan class Fleet Escort is @ Paul Jaquays illustration in Traveller Supplement 9, Fighting Ships. Accompanying the picture is a detailed High Guard description, including USP and some background detail. Ship Volume: Deck plans ate produced using a grid with 1.5 meter squares; one cube (1.5 meters on a side) equals one quarter of a ton. Assuming an interdeck seperation of 3 meters, then two deck squares are equivalent to one ton. ‘Analyzing the illustration of the Fleet Escort, | was able to break it down into four component structures: the main hull the external tanks, the aft cone, and the forward hull. Using a photocopy ofthe picture, | marked approximate relationships of various dimensions. For example, l estimated that there were ten external tanks, each about haif the diameter of the main hull, and approximately half the length of the main hull. The main hull itolf ie about 2.5 times as long as itis wie Using tho formulae for the volume of various geometric | solids, ! computed approximate volumes and came up with the | following estimates: | ‘Main Hut: 2,000 | External Tanks: 2,000 Aft Cone: 400 Forward Hull: 600 Total: 8,000 Using this information, | constructed an initial draft side view ‘of the ship. I changed the outline several times, trying to make the profile conform with the available picture. With a completed side view, It is possible to accurately com- pute tonnage. It came in slightly over, so I reduced the lengths ‘of the external tanks to bring the tonnage within limits. The ship description specified several components, and it ‘was important to include them in the drawings. They included provisions for three cutters, two 50-ton missile bays, and three battories of lasors (ten turrets each). Tho ship also required quarters for 8 officers and 32 crew members, and a hold for 40 tons of cargo. ‘The External Tanks: the tonnage of the other structures is, {arly woll fixed, but | saw some potential for manipulation of the external tank tonnage. By altering the length or diameter Of the tanks slightly, | could allow unusual or unexpected fix- tures. This was important because the cutters | wanted to in- stall in the ship would not fit on a single deck, either by length ‘or height. ! eft eight of the tanks as originally designed. The ninth was converted to hold the three cutters; by installing longitudinal holding tubes, they could launch and dock with ‘2 minimum of effort. The tenth tank was slightly lengthened, and the two 0-ton bays were installed: one at each end. The ‘space between the two remained fuel tankage. Facility Layout: | treat required tonnages as requirements for total ship tonnage. Within the ship, | did not feel compelled ‘to make each stateroom four tons, nor the bridge precisely one hundred tons; instead, the sum of the tonnage is distributed around the ship as support facilities or corridors. In analyzing the ship and its mission, | decided that there was a need for the following as well: ‘Armory: For maintenance and repair of on-board weaponry, and for secure storage of small arms used by the crew. Vehicle Deck: For garaging vehicles that the ship might carry. ‘The illustration showed a small vehicle which | decided was ‘4 GCarrior (since it wes not consistent with the cutters | felt the ship carried). A vehicle deck also allows the ship to recsive GCarriers or air/rafts serving as couriers from other ships. Mess Deck: To consolidate recreation and meal service for the crew and the officers. Putting the mass facilites all on one deck made a large recreation area possible. ‘Miscellaneous Equipment: Provision for such essentials as avionics, the ship's locker, assembly areas, and a dedicated ‘captain's area The Drives: The drives took up 31% of the ship, but when | installed them ia the main hull and the aft cone, in found they took up all but a few tons (reserved for the aft laser battery) of the cone and nearly 65% of the main hull Rather than present many repetitious drive decks, | decided to show only a few representative ones and concentrate in- stead on the living and fighting decks The Bridge: Because the bridge is the nerve center of the ship, like to put special attention into its design. Given the ‘shape of the forward hull, | decided on a two level bridge— a pit with the pilot/captain, navigator, and gunnery control of ficer, and a raised balcony around it whore subordinate officers could perform their duties. Moreover, | envisioned several small chambers off the main bridge where the commanding officer could brief visitors, or whore the officer of the day could stand watch. ‘Marc W. Miller‘Twilight Miniatures Rules—Dratt Edition Twilight Miniatures Rules: Draft Edition Published as 0 supplement to Challenge, GDW"s magazine of adver ture gaming, issue 25. Copyright ©1986, Game Designers’ Workshop, All Rights Reserved, Printed in USA. INTRODUCTION ‘These are dratt rules for use with Twilight: 2000 miniature We have received a lot of requests for such rules and recog- nized fairly early in the project that these rules were needed as s800n @s possible. On the other hand, when we actually publish such rules for sale, we want to be sure that they are top-notch. Obviously, “best’’ and “soonest” are in direct conflict. The sol tlon we have come up with is this set of draft rules. We pre- sent them here as @ free insert in the magazine. We intend to later publish and sell a more polished and detailed set of rules. In the meantime, these rules will enable you to play the basic game system. We would very much appreciate hearing from you about these rules. All comments and suggestions will be a big help to us in preparing the final rules for publication. GAME SCALE Each inch on the playing surface represents ten yards of ac- ‘ual ground. Each heavy weapon and vehicle represents one ac: ‘ual weapon or vehicle. Each stand of two infantry or light crew served weapons represents from four to six men. Each stand of one figure represents a single leader or scout. Each game turn represents five minutes of elapsed time, MOUNTING FIGURES Miniatures are mounted on bases. Single figures (leaders and ‘scouts) are mounted on bases %"" square. Two-man bases and ‘crews of heavy weapons are mounted on bases 1'" square. Bases may be cut from styrene plastic sheet, heavy cardboard, belsa wood or any convenient material. For aesthetic effect, the figure bases may be concealed with epoxy putty or a similar ‘compound, and covered with model railroad scatter grass or painted. Page 21 ‘SEQUENCE OF PLAY 1. Command Phase 2. Movement Opportunity - General Fire . Close Fite . Morale Melee some COMMAND CONTROL Command control is the most important single espect of these rules. Understanding of tho command control rule is essential to effective play of the game. ‘A, General Rule: Non-demoralized units re- quire orders to move. Orders only affect the ‘movement of a unit, never its ability to fire. B. Orders: Thare aro throe simple orders ‘that can be given e unit during the command phase. Each order is represented by a chit placed beside the unit during the command phase. Order chits can be made from blank counters or similar sized pieces of cardboard or paper. The chit should be covered up when placed so the enemy cannot see it. Pennies or other blank counters work well for this. The chit is revealed before movement. The three possible orders are: 1. Cautious Advance 2. Full Advance 3. Rally Regroup Cautious Advance: This order should be represented by a chit, With the outline of an arrow on it. The arrow of the chit is pointed in the direction of intended movement. The unit may move as far as it wishes up to half ofits movement allowance. If a unit moves exclusively on a road, it may use its road movement allowance. If any part of its movement is off of a road it must se its cross country movement allowance for the entire move. Units which move half may not fire during opportunity fire, but ‘may fire during the general fire phase, and may be eligible to fire during the close fire phase. Full Advance: This ordor should be represented by a chit with, ‘a solid arrow on it. The arrow of the chit is pointed in the direc- tion of intended movement. The unit may move as far as it ‘wishes up to its movement allowance. The unit need not move its entire movement allowance, but must move at least half of it. I aunit moves exclusively on a road, it may use its road move- ‘ment allowance. If any part of its movement is off of a road it ‘must use its cross country movement allowance for the ontiro ‘move. Units which move full may not fire in the opportunity or ‘general fire phase, but may be eligible to fire in the close fire phase. Rally/Regroup: This order should be represented by a chit with ‘an Ronit. A Rally/Regroup order enables units to recover from
HE 10 30mm + wP 10. * Treat os small arms fire 30mm HE 4 ‘APDS 4 SMOKE TABLE HEAT 4 Round ‘Smoke Screen we 4 40mm HO vex 1" 105mmH HE 4 6Omm WP Yet"x1"" HEAT 4 81mm WP 2x4" To8mm HEAT 4 82mm WP 2'"x4"" ‘APFSOS 4 4.2" WP 3x7" APFSDSDU 4 105mm WP 3x7" we 4 HC 1a! 120mm HEAT 4 120mm WP 4"*x 8" APFSDS 4 He 2x8" APFSDSDU 4 122mm WP 3""x6" we a He 1R" x6" 1s5mm -HE/CLGP 2 152mm WP 47 x9" HEAT 2 HC 2" x10" Me 2 155mm WP 4”"x9"" 165mm _HEP-T 2 50:60____100:60 He 2" x10" é 203mm WP 8!" 10" Includes M203 and HK69 grenade launchers. re aie VEHICLE DAMAGE TABLE [Die Result Die_ Result 7 No Effect TT Catastrophic 2 No Effect 12 Armament 3 Crew 13. Catastrophic 4 2 Crew 14 Mobility 5_ Armament 15 Catastrophic @ Mobility 7. Armament 8 Mobility 9 Catastrophic 10 MobilityPage 28 WARSAW PACT ANTITANK WEAPONS. Weapon Ammo. ROP ‘Medium Lon; RPGI6 HEAT 4 30:35 60:35 AGS-17 HE 5 30:-4 : HEAT. 5 30:-2 60-2 ATA HEAT 1 = = e ATS HEAT 1 = = a DshK APL ss) 32-2 128:-4 KV APL 4 40:-1 160:-3 23mm APL 5 50:-1 200:=3 HE 5 50:-4 200:— 4 725/30mm ‘APL 5 50:4 200:—3 APFSDSDU 5. 80:10 200:0 HE 5 50:-4 200:~ 4 122mm HE 4 60:7 240:7 HEAT 4 60:40 240:40 we 4 60:-5 240:-5, 125mm HE 2 80:7 320.7 HEAT 2 80:40 320:40 APFSDS 2 100:35 400:20 APESDSDU__2 100:70 400:40 152mm HE 2 60:9 240:9 HEAT 2 70:35 280:35 we 2 60:5 240:-5 ‘SMALL ARMS Weapon ROF Close Medium Long ‘Extreme Crossbow a 2 4 8 16 Hunting Bow 1 1 3 6 12 Pistol 1 1 3 6 12 ‘Submachinegun 2 a 6 12 24 5.45/5.56 Assault Rifle 2 5 10 20 40 'AKM Assault Rifle Zz 4 8 16 32 Battle Rifle 1 6 12 24 48 M21, PSG1, SVD 1 7 14 28 56 Other Sniper Rifle am, 7 15 30 60 22 Rifle am, 5 10 20 40 30-06 Rifle io 8 7 34 68 Other Sporting Rifle a 6 12 24 48 DB Shotgun 1 4 8 - = Pump Shotgun 2 4 8 = = HK.CAW. Cees 8 Ss 2 ‘Auto Rifle (bipod) 3 7 15 30 60 LMG (bipod! 4 9 18 36 72 MMG (tripod) 4 12 24 48 96 DShK/M2HB HMGs 3 16 32 64 128 KPV HMG 4 20. 40. 80 160 Notes: Auto Rifles are treated as 6.45/5.56 assault rifles if not fired from a bipod. A 7.62 machinegun fired from a bipod is light, fired from a tripod it is medium. If c reduce the ROF to 2 and use the battle rifle ranges. xd and not fired from @ mount, ‘Game Designers’ WorkshopForward Sensors Cutters Avionics Deck Bridge Ready Room Main Computer Captain's Deck Connecting Passages Laser Turret Ship's Locker Sensor Processing Armory Passenger Cargo Vehicle Officer's Quarters Mess Deck Arian Lisiani Crew Quarters Sloan Class Vehicle Deck Fleet Escort Midship's Battery Cutter Drive Decks Imperial Fleet Escort Arian Lisiani PF. Sloan Class Capable of jump-4 and 66 ‘acceleration. 5000 tons displacement. Crew: 8 officers, 32 ratings. Armed with three batteries of triple laser turrets and two 0-ton missile bays. Defends with nuclear dampers, meson screen, and hull armor. Carries three 50-ton cutters. Fuel Tanks Aft Battery Cutter Pod Ciltter Pod Drives Fuel Tank Fuel Tank Standard Grid Square: 1.5 Meters Standard Distance Between Decks: 3.0 MetersCutter Pod Cutter Pod ue Standard Grid Square: Jump 1.5 Meters Drive 1 Deck { Fuel Tank Fuel Tank t eA _ att Battery f Z oH Deck A } Fuel Tank = Fusl Tank A . t a Fuel Tank )\Ct VJ{ Fuel Tank ¢ ; Fuel Tank | 11°? 1 1\{ Fuel Tank 1 00000000 foe} 000000 Aft Dorsal Forward Dorsal Missile Bay Missile Bay Vehicle Deck Power Plant Deck Staterooms Crew Quarters Midship’s SC id Fuel Pump Battery DeckFleet Avionics Deck Main Control Escort Lisiani Pit A Ready! Room Up% Down Lift Shafts The Lisiani is internally com- partmented using its decks as bulkheads. Access through all decks is by iris valves automatically triggered to seal when confronted with a pressure drop. The major personnel mover, however, is the central conduit shaft, which includes both up and down lifts (connected in an endless belt) and the central control cables, connections, and relays. This central conduit is ar- mored and can withstand shock and damage even if the deck itself is breached. Captain's) Deck Standard Grid Square: 1.5 Meters ‘Connecting Passages Ship's Locker ‘Sensor Processing Arms Room Officer's Quarters,32 Challenge Gow Bait: Q-Ships in Traveller Piracy is an obstacle to commerce in underdeveloped and fron tier regions which cannot support regular navies large enough to keep good watch on every star system. Since such regions are excellant markets for medium to high tech goods and good sources of raw matorials, interstellar commerce is attracted to them nonetheless. Lacking sufficient regular patrol ships to keep the trade routes under constant observation, governments and ‘megacorporations find that one economical way to curtail pracy is to lure the malefactors into a trap which will stop their ac: tivities permanently. A common form of trap is the Q-ship: @ starship designed to lure corsairs by giving the appearance of 8 weak, poorly-atmed merchant ship, but having sufficient ao combat power to defeat them ‘These ships can be @ valuable element in anti-pirete forces of many planetary and subsector governments throughout known space. Companies may also purchase Q-ships for use in areas where local governments either cannot or will not con: ‘tol piracy; they find the expense of Q-ships a bargain when a raider which has preyed upon a profitable trade route is hunted down at last. DEPLOYMENT AND USE The basic mission of the Q-ship is to attract targets by pos- ing as a merchant and then surprise the enemy with its combatGow Challenge 33. power. For this purpose, Q-ships must not only look like mer- chant ships; they must also be encountered in the same areas carrying out the same activities. Therefore, the patrol route of {2 C-ship on piracy patrol will resemble the run of a subsidized ‘merchant or the meandorings of a free trader. Besides supporting the deception, such a route naturally rotates each Q-ship around the frontier ragions it protects, and the advanced regions which provide it with maintenance and supplies. ‘The number of Q-ships on these patrol routes depends on the balance between the costs of purchasing and operating the Q- ships and the costs the Q-ships save by curtailing pirate activi ty, If an area suffers little from piracy (because it is too well patrolled, or because there Is too little trade to be worth prey- ing upon), no government or corporation is likely to pay for ‘specialized ships to curb it. However, they will consider the use ‘of O-ships if @ region is too rich to abandon due to piracy but Pot developed enough for extensive patrolling, It should be noted ‘that individual Q-ships are more expensive to operate than patrol ships because such decoys cannot be effective without enter- ing combat (unlike the patrol vessels) but the -ships can be ‘cheaper collectively because fewer are required. In any case, sufficient patrols of whatever type will make piracy 9 losing proposition. For a discussion of this principle from a pirate point Cf view, 98 Steve Sowards’ article “The Ecology of Piracy in the Spinward Main’’ in TAS #19. (On patrol, a Q-ship will maneuver like the trading ship it is simulating and keep its extra weapons hidden, Standard tac- tical doctrine calls for the Q-ship to drop this subterfuge and ‘open fire immediately once the enemy definitely reveals itsolt (either by hail or by hostile action). Since many victims try to intimidate their prey into surrendering their ships intact before shooting, the Q-ship often gets the first attack. Even if the pirates shoot first, the superior computer and maneuverability of the Q-ship can cause these attacks to miss. In any case, the surprise revelation that the pirates have taken on a target that ‘cen outrun and outgun them can be as important a factor in efeating them as is the actual weaponry of the Q-ship. In wartime, these vessels are often pressed into service as ‘convoy escorts In this role, they are used to set a trap for enemy ‘commerce raiders in much the same way as they normally trap pirates; ithas been noted that many governments bordering on the more chaotic Vargr states see no great distinction between pirates, privateers, and commerce raiders to begin with. When ‘commerce raids are particularly severe, entire Q-ship convoys have been raised as task forces of the subsector navy to deal with the incursion. ‘Another mission related to antipiracy patrol is the “‘sting’” ‘operation, in which @ Q-ship will carry police posing as a mar- ‘chant crew turned to smuggling or other crimes in order to gather fevidence against others suspected of such actions. The “criminals” will approach the vessel's captain with an appropriate-sounding illegal proposition. If the suspect agrees, the police will play along until sufficient evidence has been ac- cumulated, and make an arrest. This tactic is usually practiced only by worlds with particularly intrusive governments (law level B+) against individuals which have come under strong susp ince its expensive and sometimes makes for poor public Perhaps the most dangerous employment of the Q-ship isin ‘espionage. in a few cases, Q-ships have been infiltrated into the trade routes between major empires in order to approach ‘and scan rastricted enemy installations or visit interdicted areas. O-ships are well-suited for this role since they can often defeat ‘or escape from the type of force typically sent to detain a ‘suspect merchant ship, provided that the enemy doss not perceive the trick quickly enough (they may send another Q- ship to do the jobl). However, C-ships are not as good as stan- {dard merchants for conventional smuggling agents and supplies since their modifications are difficult to conceal from starport authorities. ‘Along with most of their other missions, or when not needed, {for such missions, Q-ships serve as armed transports. Even in ‘the most peaceful areas, some private and government cargoes are so valuable thet the sender requires high-security transpor- tation. In regions where Q-ships are required for piracy patrols, this need is considerably greater; also, the charges for security shipping help defray the operating costs of e Q-ship fleet. DESIGN AND CONSTRUCTION Obviously, the construction of a Q-ship must enable it to look like a vulnerable merchant ship in order to effectively decoy its Victims. Therefore, they are built on the hulls of common mer- chant designs, despite their differences such as armor or hard: points. Ideally, even observation at a starport will not distinguish {8 Q.ship from a merchant; the ship will often nead to load cargo ‘and refuel in the sight of outsiders. For extra combat power, Q-ships typically carry a maximum number of turrets, with any turrets over and above the usual ‘number of a merchant ship being in the form of pop turrets such {8 those found on x-bosts. The pop turrets installed on Q-ships: do not move except to retract and extend, and they include special stabilizing gear (tonnage equal to turret tonnage, MCr 1 per ton). Thus, these pop turrets do not suffer any penalties when fired. In addition, C-ship hulls ae often armored, and the ship design. trades cargo space for improved drives and a good computer. These features usually give the ship a combat performance superior to a corsair of the same size, Using this combat power ‘and the element of surprise provided by its deceptive ap- pearance, a Q-ship should usually be able to cripple a corsair. ‘The authorities prefer that pirates be captured, so that they ‘can be brought to justice. A side benefits the information gained from intensive questioning, which often leads the forces of justice to other malefactors, To this end, Q-ships usually include ‘a squad of marines or trained security personnel to board the Crippled pirate ship. Armament of these troops varies, depend- ing on the wealth of the agency equipping them. Most common: ly, they are equipped with combat armor, gauss rifles, snub pistols and grenades. Since boarding actions are common, Q- ships have ship's boats specially equipped for troop transport. Most Q-ships have low berths for transport of prisoners (orige ‘are not the most efficient way of doing this) ‘A COMMON DESIGN Q-ships vary from 200 to 800 tons, matching the range of ‘common merchant ships and freighters. One of the more com ‘mon types is described below, built to eppear as a type-R sub- sidized merchant. ‘Type R (QQ) Q0-4235552-04000-00002-0 MCr 231.2152 1 3 T= 1 3 crow=18 Low=22 Fuol= 130 Cargo= 50 EP= 20 Ag=4 Troops=8 continued on page 3834 JTAS Gow The Darrian Way of Life Excerpts from a lecture given by Terin Galyin Geryen (cultural ‘attache to the Darrian diplomatic mission on Regina) for the senior sociology class at Braumarter High School. “1 will start this lecture by stressing certain important points where the Darrian ecological and historical background ditfer significantly from the Solomani ones. These differences have hhad @ great influence in the shaping of our culture, First, Darrian is generally a much more hospitable world than is Terra. The gravity is only .5 G, there are no severe seasonal variations, and the climate is largely very stable. Second, our natural fertility rate is about half that of other ‘humans, with less population pressure resulting from this fact. Third, in Darrian history, one of the two most significant events is te-Teranen, (the coming of the Terrans) in = 1511 ‘Some 30,000 immigrants arrived and settled on our world. They did not achieve political domination, there were too many of us, ‘but their impact on culture end technology wes significant. The Terrans were soon absorbed into our culture, but thelr superior technology (ours was rated TL 3, theirs ebout TL 10) changed ‘our world beyond the wildest imagination, creating something ‘that was neither the old Darrian culture nor the Terran culture. The synergy of this amalgamation made it possible to achieve remarkable technological advances in the next four centuries ‘We surpassed even your own Imperium in our achievements, Fourth, we come to te-Zuyes (the Holocaust). The destruc- tion wreaked upon our world in 924 totally devastated our world and our culture. We have yet to completely recover from this disaster. The first two factors that | mentioned show that there is much less competition for survival on our world than on Terra. Violent struggle has been much less necessary. Peaceful traits within ‘the humen being have had more end better opportunities to develop. A proof of this is the scarcity of wats on Darrian. We have our violence, but itis largely restricted to the interpersonal level. This is easily discerned in the traditional folk-tales of Dar. flan. There are no glorious warrior heroes, performing dangerous deeds. Our traditional heroes are instead the Scholar, who suc- ‘ceeds through his wisdom; or the Trickster, who overcomes his enemies by cleverness and cunning. The Wartior is most com- ‘monly presented in our tales as an overmuscled simpleton, usual- ly an obstacle to be overcome by the hero on the way to his objective; failing that, he appears as '‘comic relief." Rarely is ‘the hero's enemy a warrior. In Terran folk-tales, similar characters can be found: Reynard the Fox and Bre'r Rabbit are ‘two of the best-known examples. The significant fact is that the Darrian mythos has no Hercules, no Sampson. ‘The other two factors have taught us one thing: One cannot stop the heavy blows of fate, whether they are to your advan: ‘age or disadvantage. You can strive to make your life as good 2s possible, but there is no way to assure your fortunes. The Universe pays little attention to the welfare of its miniscule inhabitants. The most important consequence of these factors is that my world has no religion as such. No person can claim divine sanc- tion for their moral or legal standpoints, and use this as a lever +o force their will on others. Our ethics and laws have grown Up slowly from the reasoning, discussions, and research of our philosophers over the centuries. | should add that most Darrians, myself included, accept the existence of a spiritual realty, but this standpoint carries only a personal significance. The Interac: tion between the human being and his Creator has always been a private matter for us. In society, the interactions between citizens have been the most important thing. (Our common religion or philosophical view of lfe sees human existence as a struggle between beast and civilization, vice and Virtue, urges and self-control. It holds that man has developed from the animals, but has also risen above them through in- teligence (which we believe tobe the soul of a human being...his intelligence). A human has free will, but also has animal vestiges within which threaten the control of his rational mind over his will. A virtuous human should always strive to acquire more self control and to escape from the slavery of the animal instincts. “The ethical codes we have derived from this philosophy stress ‘cooperation and respect for one's fellow beings’ dignity and value. The reasoning is strictly utilitarian. Such attitudes pro- mote greater well-being in the long run than other attitudes. Dar- rian society is very tolerant, provided that one does not cross ‘over certain boundaries of behavior. Once these boundaries are ‘crossed, however, the repercussions are quite severe. Inten- tional malicious slander, a tort on most Imperial worlds, and a minor crime most everywhere else, is severely punished among the Darrians. I should say, as a side note, that Imperial citizens ‘should not fear visiting us, however. Our most severe punish: mont is to be forever banished from Darrian territory. Many within the Third Imperium and the Sword Worlds look down upon us, because they regard us as small and eck... primitive creatures not worthy of consideration as a Ma- jor Race. We have managed to survive, and to preserve our way Of life despite the ordeals fate has visited upon our home world, ‘and despite our being surrounded by more violent states. We have never been conquered by force, nor have we ever desired 10 create an empire through military conquest, unlike some ofcow JTAS 35 ur so-called “betters."’ | would close with this thought: In our history, we once achieved a level of technological development Which exceeded even the glory of the present Imperium. We feel that we are justified in being proud of th DARRIAN NAMING CUSTOMS. The following material was provided as a handout to the at- tache's lecture, end is reproduced here with his permission. In the Darrian culture every adult has three names. The first Js the family name (zem te-mizbek). This is inherited from the and s kept for a persons lfetime (a married woman does ‘not change her family name), Family names usually refer to something from nature, an animal, a plant, or some natural phenomenon: for example, Barek lighting bolt) or Terin (an oak: lke tree). The family name is never used alone. The second name is the birth name (zem te-natel). This is given to a baby by its parents, most often immediately after birth. It most commonly refers to a characteristic or to a flower, for example, Ros (rose), Galyin {feir-haired), Yundis (curious). During youth and adolescence, the child is known by this name, or a diminuati (Gali, short for Galyin, for example). The third name is the taken name /zem te-rutin). When a Dar. rian reaches legal age (17 Darrian standard years, correspond ing to 19.7 Imperial standard years), he or she chooses a name. In adult life, the person is known by this name. The name chosen is of particular significance to the individual. It may refer to some- ‘ne (such as 2 parent or a great philosopher) that the citizen holds in high regard. It msy refer to # career, or an event of im Portance. Technically, almost any word can be used, and in many cases the literal meaning of the word may not apply (a Darrian named Kanyes may not actualy be a sailor, just as 3 Terran named Tailor may not make garments). Oftentimes, Solomani names are used, but they have been converted into Darrian form. A few of the most common names are Geryen (exploren, Laris (pen-master,i.e., a writer), Rengil (an equi animal), Debhidh (David), Peter (Peter), Yander (Andrew), Zben (Sven), Kim (kim), Rebhek (Rebecca), Rhondigh (Rodrigo, Roderick), Miryem (Miriam). The taken name alone is used when a Darrian is addressed by a relative or close friend. Formal address is by family name ‘and taken name. Tho full, three-piece name is used only in writing or for full identification. Titles are added betore or after the name, as appropriate. Proper use of the name Is essential to correct manners. DARRIAN WORLD NAMES. ‘The names of the Darrian worlds are most commonly known In the Imperium by their Galanglic spellings, originating from pre- Imperial times. The Darrian spellings and their Galanglic counter- parts are printed below. The worlds of the Darrian Confedera- tion not included on this lst carry Solomani or Vilani names, and {are inhabited largely by citizens of Solomeni origin (who retain many of their cultural and linguistic ties) Darrian Daryen (home) Zamine Zamine (hopeful) Mire Mire (peacefull lium Yetim (pioneer) Roget Roget (gift) Rorre Rore (fertile) Spume Zbume (gold-colored) ‘THE DARRIAN LANGUAGE ‘A common language is used within the Darrian Confedera: tion, called Darrian by the Imperial authorities and Daryene te- zapot (the home language) by Darrians. The language traces its otigins back to the dominant language of the Darrian homeworld in pre-spaceflight times, but it has been strongly influenced by Galanglic and other languages during the 2500 years since the arrival of the Solomani. Many Galanglic loan words are found in Darrian, but they are heavily modified by the Darrian pronun- ciation and ate barely recognizable. For example, cloud is rendered as /adh. A more extreme example is the noun rim (a dream) and the verb ramem (to dream) ‘There are two ways of writing the Darrian languages, in pre contact times, Darrian was written using a syllabary, much like the Japanese Katakana in construction (but not in actual form). ‘This system is called yaser te-yulep (the old script). With the al of the Solomani, Latin alphabet was introduced, called rome te-yulep (the Roman script). The Latin alphabet gradually replaced the old script, and today the yaser te-yulep is used only for legal documents, poetry, and other items of special significance. Newspapers, books, and longhand are almost ‘always written with the new alphabet, WORD STRUCTURE ‘The intrinsic meaning of a Darrian word is carried by its root, which consists of 1-4 consonants. The vowels signify only ‘grammetical meanings: for example, Doldin (a wind), Dalden (to blow), diiden (will blow), Doldine (windy). Because of this feature, the language needs only a few prefixes and suffixes. Of these, the most important are te- (the definite article), en (plural noun ending), -e (adjective and adverb suffix for nouns). ‘The genetive is formed by placing the owning noun after the ‘owned noun, for example te-doldin te-zebar, the wind of the ‘ocean. In Darrian, the stress ig always on the fist syllable, ‘A Darrian root can have the following forms: CV, CVC, or CVCVC. The proportions of the three types are approximately 1:8:9 respectively. The initial and medial consonants may be clusters, though not both in the same word (if you generate ‘words randomly, a medial cluster always takes precedence ov ‘an initial cluster). Nouns are always CVC or CVCVC. Verbs aro ‘always CVCVC. If a verb is formed from a CVC noun, the last ‘consonant is duplicated. Adjectives and adverbs are usually CVC+e or CVCVC +e. The CV form is almost totally estricted ‘to pronouns, prepositions, conjunctions, numbers, and particles. PRONUNCIATION The Darrian language uses the following Roman letters: 2 6 deégikimnoprstu yz. Most of them carry the same phonetic value as in Galanglic (differences are noted below). In addition, there are several other sounds represented by two or ‘more letters (also noted below). Pronunciation of Darrian vowels is similar to Spanish or Hebrew (with the exception of e). The explosive consonants carry very little aspiration. Vowels a= win cut e = iin bird 6 = ein met Lin sit 0 = oincot u = vin put36 JTAS Gow Consonants bh = vin vine dh = thin that gh = a soft, gargling g @ = a harder g, as in good ng = as in sing ng = a longer version of the above, like finger y= yin yes (not used as a vowel} DATA FOR WORD GENERATION Consonants Initial ‘Medial Final (72) 190) (55) b7 bs bh 3 49 a9 dh 93 92 gh2 ps5 ps5 p2 16 16 12 k2 k2 k3 m4 bh 3 no ng dha ng 4 28 ght 7 15. m4 18 15 a7 36 y3 ng 2 ms 2b 2 15 242 15 za1 s4 at 76 v1 mb 2 nd 2 nag 1 2b2 zd 291 v2 a nyt lbh 1 22 1d 3 Vowels ‘Stressed Unstressed (25) (2) a8 e7 et is 65 i4 05 u2 ‘Notes on Verbs: Derrian verbs always have fixed vowel pat tems, since they determine the conjugations. Verbs are divid ‘ed into two groups, A and B, with the proportions being 4:1 respectively ("~"" indicates @ consonant or consonant cluster). A 8 Infinitive ae “2 Future i 4 Present 1 Past ee Notes on Particles: The Dartian language contains a very im- portant word class: particles. These are monosyllabic words that define the meaning of a clause. They are always placed first in the clause. The most common are listed below, with examples of their use. Nos = question (Nos ni rumim? Do | dream?) Ze = desire (Ze ni rumim. | wish to dream) Kon = amplification (Kon nj rumim. | dream vividly) Me't = iteration (Me't ni rumim. | dream often) incertainty (Kas nirumim. | am not sure that | dream) possibilty (Tik ni rumim. | may be dreaming) PIL RIM? Te-Lintel nin, ze ni tiger nine te-yar Te-doldin te-zbar, Te-zdires te-yorin, Nos tim pil runnin zlar? ‘This poom was written by Lieutenant Barek Yundis De'bhidh, “The Lieutenant served in the Intelligence Branch of the Exter- ral Relations Service of the Darrian Confederation. During the Fifth Frontier War he was detached to special liaison service with ‘the ISS. Lieutenant Barek De'bhidh was listed as MIA together with the crew of the ISS Sunbird on 097-1108, when the ship failed to return from a recon mission within the Sword Werlds. “The poem was found among his personal belongings at the Sun- bird's base station, and was handed over to the Darian military attache on Regine. Fil Fim? was published in the magazine Star Falcon on 121-1110, and is reprinted here with permission. Its ‘translation ie left a8 an exercise for those readars insterested in the Darrian language. The following word list may prove helpful doldin: wind ladh: cloud Lintel: God, creator rme‘k: against nen: and fi: | nine: myselt rnorin: sky ros: (question particle) pil: merely, only rim: dream runin: is (ranen = to be) tigem: will perceive, will sense (tagem yar: again (noun) yorin: @ falcon-lke ““bird"” of the Darrian homeworld. 2bar: sea, ocean 2aires: flight ze: (desire particle) lar: this 0 sense) Editor's Note: For those of you who can’t walt, a translation, is provided on page 38. Anders BitGow Players’ Information The players are in “protective custody” (C-765759-9), detained by starport customs on a charge of smuggling. Launfall has a serious problem with smugglers and pirates, and Senior Customs Supervisor Anne-Luise Fisko's peo- ple are already strained to the limit: Fisko is inclined to throw the book at our heroes—heavy fines, @ couple of years in the okey, maybe the seizure of their ship (if any). ‘As the team sits in @ customs house detention cell, alarms and sounds of confusion are heard outside. The lights go out, then come back on dimly, under emergency generator power. (This is not a chance to escape; if they try to force the door, the coll will got a shot of riot gas.) After a few minutes, Fisko appears, angrier than ever. She has @ proposition. Several days ago, a notorious mercenary leader, Colonel Vad: 2ic, gunned down a former patron in the starport’s arrival con- Course, apparently a matter of late payment. There is no ques: tion of his guilt; he admits it himself. Vadzic promised that his Unit would come for him...and now they have. The customs house is under attack, external power and all communications cut off. Supervisor Fisko needs all the help she can get. If the playars will help in the defense, the charges against them will be forgotten. They are welcome to stay in their cell Instead —but Fisko points out that if the marcs gat in they will almost certainly kil everyone but their leader on Launfall Referee's Information This one is for all those teams of heavily-armed players that hhave ever blasted their way into a stronghold, shooting whatever didn’t look friendly; now they're on the wrong side, Supervisor Fisko's force in the building consists of seven customs officers and herself. Thora are six two-person teams (0n foot patrol, scattered around the starport, and a four-person team at the arrival lounge. They will come to assist if they can, Duty kit for customs officers includes a snub pistol with one clip of trang rounds, a nightstick, a short-range communicator, and a pair of handcuffs. The arrival-area team also has four riot ‘gas grenades and a riot gun (short-barrelled shotgun). Fisko's personal sidearm isa revolver with two speedloaders (with these ‘the pistol requires only one round to reload, counted as evading) All customs officers wear jack armor. “The customs house armory contains twelve cloth and six ablat, jackets, six carbines, six snub pistols, two laser carbines, and four riot guns. There are thirty carbine magazines, twenty shotgun, thirty pistol (trang) and six pistol (he). No spare power packs are available for the lasers, but they may be plugged into wall sockets at most places in the building for unlimited shots— at least, as long as building power is on. There is also a case (20) each of riot gas, trang gas and concussion (flesh-bang) ‘grenades. There is no spare ammo for Fisko's handgun. ‘Any weapons or gear the players had on their persons when they were arrested is also stored here. If there is a shortage of weapons, customs officers get frst pick of the armory stores. The customs house is a three-story conorete building with heavy double-pane windows (20 points damage to break). The top floor has Fisko's quarters and private office, the communica- tions center, and a small cafeteria/lounge with a large window overlooking the port. Second floor is mostly taken up with a win- dowless records area, but there is also a small quarters area (only Fisko lives here all the time). Ground floor has the main offices ‘and the detention cells —there are four cells, each large enough for four persons. Vadzic is in a cell of his own. If there are more than twelve players (that must be quite @ campaign you're run- ningl), add more cells. The calls are not built against outside walls. The armory and generators are in the basement. An at- tached garage holds a groundcar, two motorcycles, and an airiratt with rain canopy. ‘There are twelve mercenaries in the assault force, divided in to two types. Four are Vadzic's personal cadre, hard-core veterans who will keep attacking until Vadzic is freed or they are all dead. The other eight are recruits, who have had weapons familiarization but almost no other training, and no combat ex- perience. They are thoroughly gung-ho right now, but that can38 STAS be expected to change rapidly when a firefight starts. Vadzic’s unit, fortunately for the players, is short of money ‘and under-equipped. The cadre members have ACRs fring solid- slug rounds, combat knives and cloth armor; all are atleast skill level 2in rifle, dagger, end unarmed combat. All four have gas protection, and one has light-intensifier goggles. The recruits have two rifle, four cerbines, two SMGs, and two grenades each. Three have gas masks They also have six breaching charges, which can blow a hole in any wall in the building or knock out @ generator. (They wouldn't do a person any good, either.) Anyone may carry a charge, but only a cadre trooper has the expertise to set one oft. The mere’s communications gear is also jammed. The cadre can communicate with each other by voice, by hand signals, and by signal fares (fired like grenades from the ACRs). They can only communicate with their pinnace by flare. ‘The merc’s transportation is @ pinnace, mounting one laser and an electronic warfare package —used right now to jam com- munications. The crew (pilot and navigator/EW officer) will stay ‘aboard during the raid, keeping the ship ready to go (ifthe referee wishes, one or more of the assault team may be detailed to guard the ship). If the pinnace becomes disabled, the mercs will try to steal another small craft (this is @ starport, afterall, and there ought to be one around somewhere). Both of the pinnace crew, Vad- 2ic, and two of the cadre can fly a boat. If thet fails, they will try to get hold of vacc suits (there are 10 aboard the pinnace) land make for the sky in airfrafts. The main mercenary vessel is an unstreamlined freighter, which cannot land, Ficko’s first act will be to knook out Colonel Vadzie with trang gas. She will not kill him out of hand. She does not intend to bargain with the mercs—though if she is disabled or killed, the other officers might agree to exchange. If the attack seems doomed to failure, the cadre members have agroad to ‘the red option’: they will lft jamming on one channel, and tell the defenders that if they fire a red flare, the pinnace will turn its weapons on the customs house and burn it to the ground. This is a bluff, The red flare tells the pinnace that all is lost, and tells the cadre that it’s time to fall back to ‘the pinnace and litt off. The recruits do not know that itis a blutf. “*This one is for all those teams of heavily armed players that have ever blasted their way into a stronghold...now they’re on the wrong side.’’ ‘Both sides in this scenario are on edge, and both believe the hhonor of their service is at stake. Everyone is usta litle crazy with tension, but they are not completely psychopathic. It may occur to the players to throw in with the mercs and help free Vadzic. Keep in mind that Vadzic is out cold and can- ‘not see them “helping” him, and the attackers — especially the ‘ecruits—are not going to ask questions. The customs men will rot hesitate to shoot our heroes if they try anything peculiar. ‘The referee is, of course, free to juggle the balance of forces ashe or she sees fit, andis especially encouraged to personalize Gow the cadre members (say, make one a sniper, another a silent- killing expert, etc) Finally, arranging the players’ arrest is up to the ret's discre- ton. If they really are guilty of smuggling (maybe because they heerd pirate-ridden Launfall was a good market}, so much the better. ©1986, John M. Ford continued from page 36 ‘Translation of the poem Pil Rim? ONLY A DREAM? My God, | wish to sense by myself again The wind of the ocean, The flight of the falcon, ‘And a cloud against the sky. Is this only a dream? continued from page 33 Q-ship Launch QL-0203321-03000-00001-0 meré 1 EB T= 1 2 Crew=1 EmerLow=6 Fuel= 1.1 Cargo=3 EP=.6 Ag=3 Passengors= 6 No Bridge ‘The crew consists of a plloticaptain, a navigator, a medic, three engineers, four gunners, and eight ship’s troops. Usual- ly, one of the troops doubles as @ launch pet. All personnel have single staterooms; this arrangement helps morale on long voyages, and enables the ship to serve in space rescue opera: tlons without straining its life-support system. The two turrets normally found on a fat trader contain a tri- pile sandcaster end e triple missile leuncher; two pop turrets con- ‘ining triple missile launchers are hidden in the rear where the ‘wings join the body of the ship. Note that the listing EmerLow indicates that the ship's launch contains six emergency low berths; they can hold 6 conscious or 24 low passengers in addition to the passengers listed. ‘The price of the Q-ship includes the price of the launch, Both prices include a 20% mass production discount; architects fees, (on this design were amortized long ago. = Steven Brinich and James Schwar GREEN DRAGON HOBBY TRAVELLER® by FASA ‘Skyralders Trilogy: agen of the Skyraiders 1 $4.00 ‘ral of tho Skyraiders. $4.00, Fate of the Skyraiders. $4.00 Package Oeal, 1 each of the above ‘$10.00 ‘To order, send check or money order to: Green Diagon Hobby P.O. Box 2573, ‘Sandusky, OH 44870 Please add $1.00 for shipping. Ohio residons add 5% sales tax. ragtered acura Dine Wershop,a USING YOUR MODEL/2 BIS TRAVELLER SECTOR GENERATOR This program is written in Applosoft Basic for the Apple Il series of computers. Minor changes may be necessary (primarily Jn disk access) for the program to work on other machines. 1000 TEXT : HOME : PRINT “TRAVELLER SECTOR GENERATOR” 1010 PRINT ” THIS PROGRAM GENERATES WORLD UPP DATA FOR TRAVELLER. COPYRIGHT ©1985 GAME DESIGNERS’ WORKSHOP, INC, PO BOX 1646, BLOOMINGTON, IL 61702."" 1100 REM SET VARIABLES. (0122456789ABCDEFGHIKL” ‘AWAABBCCDEEX” "ABCDEFGH.IKLMNPORSTUVWXY2" 1140 DEF FN A(X)» INTIRND(A)* 6) +1 1150 DEF FN BOK) =FN A(XI+FN ACK) 1180 ALe="IM" 41200 REM 2000 REM PRODUCE SECTOR 2010 PRINT CHR8(4);" OPEN SECTOR, 50" 2020 FOR X=1 TO 32 2030 FOR Y=1 TO 40 2100 REM WORLD OCCURRENCE 2110 IF FN Ald)<4 THEN 3260 2118 REM GENERATE UPP 2120 ST=FN B14) 2130 STS = MIDS(SPS,ST,1) 2180 Si=FN Bi4)-2 2150 AM=FN 8(2)~7+SI: IF SI=0 THEN AM=0 2160 IF AM
2 OR AM<9 THEN HY =HY-4 2190 IF HY
10 THEN HY =10 2210 PO=FN B(3)~2 2220 GO=FN BI3)~7 +PO: IF GO<0 THEN GO. 2230 LA=FN B{4)~7+G0: IF LA
9 THEN TL=TL+1 2820 IF HY>8 THEN TL=TL+ 1: IF HY>9 THEN TI 2330 IF PO>0 AND PO<6 THEN TL=TL+1 2340 IF PO>8 THEN TL=TL+2: IF PO>9 THEN TL=TL+2 2350 iF GO=0.0R GO=5 THEN TL=TL+1 2360 IF GO=13 THEN TL=TL-2 2370 F TL<0 THEN TL=0 2380 6c -0 2400 REM GENERATE GAS GIANT 2410 IF FN Bla) < 10 THEN GO=1 2500 REM GENERATE TRAVEL ZONES IF ST$="%" THEN T '=0 AND FN B(4)< 10 THEN 1: IF ST¢<"8" THEN 2560 2580 IF FN B(4)>7 THEN Bt 2850 REM GENERATE BASES Let 2560 DM=0 2670 82-0: IF ST#~""A’" THEN DM=— 3 2880 iF STS=""B" THEN OM= ~ 2 2500 IF ST#=""C" THEN DM= 2600 IF ST#>"D" THEN 2620 2610 IF(EN (4) + DM) <6 THEN 82=1 2620 Bb=" 2630 IF 81=1 AND 82-0 THEN B§="'N'* 2640 IF B1=0 AND 62=1 THEN BS="'s”" 2850 IF B1=1 AND 82=1 THEN B5="A" 2860 Tc ="""" 2700 REM TRADE CLASSIFICATIONS 2720 IFIAM>3 AND AM-<10/ANDIHY>3 AND HY
4 AND PO<8)THEN TCS =TC8+"AG " 2730 IF AM<4 AND HY<4 AND PO>S THEN TCS =TC$+”"NA ” 2740 IFIAM<2 OR AM=4 OR AM=7 OR A=9)AND PO>8 THEN Toe =TC8+"IN 2750 IF PO<7 THEN TC$=1C8 +"NI 2760 IF(AM =6 OR AM 8)AND[PO>5 AND PO-
10)THEN TCs =TC8 +R” 2770 \F\AM-<1 AND AM>6)AND HY <4 THEN TC# =TC#+""PO 2780 iF HY =10 THEN TC#=TC8 +""WA ” AND AM> 1 THEN TC#=TC8+"DE“ (0 THEN TCS =TC8+""AS ” AND SI>0 THEN TCé =TC8 + "VA AND GO=0 AND LA=0 THEN TC$=TC¢+""BA ” ErTeiTes +" ",18) 2800 IF Si 3000 REM CREATE WORLD DATA STRING 3010 A=" 3020 IF K<10 THEN A$ =" 3030 AS=A-+ STRS(X! 3040 IF ¥<10 THEN AS~AS 40" 3050 AS=A#-+STRE(Y) +" 3060. AS=AS+STS +MIDSIHX$,SI+1,1]+MIDBHXG,AM 1,14 MID S\HXS,HY + 1,1] +MIDS(HX$,PO +'1.1) +MIDSIHX$,G0+ 1.1) $MIDS(HXS,LA 4 1,1)" =" + MIDSIMXS,TL4 1,114 "488 + * reTCR FALE” 3120 IF TZ=1 THEN AS=A84"A 3130 IF TZ=2 THEN AG=A$+"R” 3140 IF TZ=0 THEN AS=As-+” 3160 IF GG=0 THEN AS=Ag+"" ” 3160 IF GG=1 THEN AS=A$+"G “ 13200 REM SAVE TO DISK. 3210 R=R+1 3220 PRINT CHR6(4};"WRITE SECTOR, RA [3290 PRINT AS 3260 NEXT Y:NEXT x 3300 REM SAVE FILE LENGTH 3310 PRINT CHRS(4);"WRITE SECTOR, RO” 3320 PRINT R 3390 PRINT CHRS(4I;"CLOSE”” 14000 REM SAVE FILE PARAMETERS 4010 INPUT "NAME THIS FILE? >"FI® ‘4020 PRINT CHR6(4);” RENAME SECTOR 4030 PRINT CHR@(4;“OPEN “FI8;"@" 4040 PRINT CHRS(4);" WRITE “FI6;"@" 4050 PRINT 9 4060 PRINT 4070 PRINT 49 rs 4080 PRINT “HEX.PRINT & 4100 PRINT “UPP.....":PRINT 9 4120 PRINT “BASES.....":PRINT 1 4140 PRINT “TRADE CLA..":PRINT 14 4160 PRINT “ALLEG....."sPRINT 2 4100 PRINT “TRAVEL ZO..":PRINT 1 44200 PRINT “GAS GIANT.“:PRINT 1 4220 PRINT “TRADEWALD..”:PRINT 1 44240 PRINT “EXPLORED?..:PRINT 1 4260 PRINT CHR6(4};""CLOSE” 4270 END 5000 REM BY MARC W. MILLER40 STAS Planetary Invasions in Traveller In an interstellar war, both sides must rely on their developed worlds as sources of support and maintenance as well as high ‘technology war materiel. Ths is particularly true in regions like the Spinwaré Marches, where developed worlds are spread rather thin. Capture of a developed world will provide an enemy with the products of an advanced industry and a good base for further offensives. For these reasons, the major battles of an interstellar war will probably be fought for control of developed systems. After months of preparation, an assault fleet will jump into the ‘targeted system and engage the defending fleet elements. If suc- cessful, the invaders must make their victory effective by oc ‘cupying the population and industrial centers of the target system in order to secure it as a base of operations. ‘A close look at a planetary assault and landing can provide 2a referee with a good background for a campaign. The referee may choose the normal Traveller RPG approach or may use @ strategic boardgame (such as Fifth Frontier War or a variant of the Invasion: Earth game system) or miniatures (Striker comes immediately to mind) for resolution of the invasion. Of course, ‘you may find that a combination of one or more of these rule systems will provide the greatest enjoyment. This article will deal with some general criteria for planetary invasions. ‘THE SPACEBORNE ATTACK In Traveller, the basic problem for the invasion planners is to bring in enough firepower to defeat an enemy in his own space. ‘There are two major obstacles to this goal. First, en invasion Gow fleet must carry the jump drives and fuel to reach its target world, which may be defended by the cheaper, deadlier system defense boats and monitors. Second, the attackers will arrive with most of thelr jump fuel expended. Refuelling introduces another logistical complication: the planners must decide whether to provide the fleet with enough surplus fuel to jump ut of system if necessary (which reduces the tonnage available for combat functions and aggravates the attacker/defender firepower gap) or to gamble that the fleet can at least fight off ‘the opposing fleet long enough to refuel. There are several solu- tions to this problem, and none of them is perfect. ‘A fleet without extra fue! will ned to overcome the defenders of a fuel source quickly in order to refuel. Star systems with several gas glants (or other fuel sources) are ideal, since the at- ‘ackers need only defeat the forces guarding one world before reinforcements from other worlds arrive. By fully exploiting the ‘element of surprise, a skilled admiral can similarly defeat much of the defending space fleet in detail before it can be brought in to defend the main world of a system. LANDING OPERATIONS. I the invasion fleet succeeds in defeating the defense in space, it stil faces another major defensive line —the planetary defenses. These defenses include SDBs end stationary batteries. These batteries, like starship weapons, come in two types: large primary weapons and smaller secondary weapons. Both types are difficult to neutralize. Meson gun sites are typically buried deep within the planet itself, and the smaller sites are veryGow rumerous and present very small targets. ‘The crucial step in reducing a planetary defense isto silence the meson guns before they cripple the attack fleet. This can be done either by naval bombardment or by ground attack. The naval bombardment stratagy is simply an extension of the space battios with the dofonse fleets; capital ships exchange fire with ‘the ground batteries until one side or the other is neutralized. While mason guns themselves are wellpratected and concealed, their round sensors and power plants can be located by waste {energy emissions and bombarded by the ships weaponry. The ‘outcome of this engagement depends upon whether the fleet ‘cen withstand the planetary fire until the major ground defenses {are silenced (the same design features which protect the fleet rom warships protect it from planetary weapons as well). When ‘the main planetary weapons are defeated, the fleet then turns its attention to the smaller sites until these are unable to pre- ‘vent troopships from landing ground forces. ‘The ground attack strategy envisions the presence of troops ‘on the world earl inthe battle, either before the invasion bogins (by infitration or the organization of a fitth column or landing In the teeth of the planetary defenses. A small force in agile, well defended landing craft aided by intense orbital bombard- ‘ment of planetary defenses in the landing area should be able ‘tolland, seize a beachhead, and attack the sensor sites, com- ‘mand centers and power plants (they will probably not be able ‘to get to the meson sites themselves}, disrupting the defense enough to permit the landing of a larger force. Each of these strategies cals for a particular type of invasion, fleet. The naval strategy requires a strong line of battle capable Cf defeating all defending ships plus the planetary defenses. ‘Ships designed for such missions need strong defenses against ‘meson guns as wall as other weapons. The troopships of such 2 fleet can be relatively cheap; they will stay out of combat un- tilenemy defenses are broken and need only enough defenses to survive scattered remnants of a planetary defense. On the ‘other hand, the ground attack strategy requires troopships which ‘can survive the fire of intact planetary defenses long enough to launch fast, armored landing craft. The landing craft themselves would contain commando units equipped with heavy infantry weapons (plasmaifusion guns, tac missiles, and so on 10 the limits of the available technology), battle dress, apcs, and demolition gear. Once the commandos land and secure a beachhead, they will move against the planetary defense centers Using orbital bombardment as “artillery” cover to pin down defending ground forces. After one of these strategies (or a combination) has reduced the planetary defense system, the invasion can begin in force INVASION AND OCCUPATION Even with the resources of an interstellar empire, transporting ¢ armies across interstellar space is a titanic logistical pro- bem. At @ bare minimum, each soldier requires living space aboard ship, transport, life support, weapons, and equipment. Five tons per trooper is an optimistic estimate. If troopships devote half their tonnage to these functions, transporting four 25,000 man dvisions would require one milion tons of capacity! Obviously, if anything other than the full might of the Third Imperium is being brought against a world, an invasion force ‘ean include only enough troops to occupy vital centers of @ ‘world. For control of outlying regions, it must rely on occasional patrols, local allies (or quislings, depending on your viewpoint) {and intimidation from the orbiting fleet to hold the world. Even JTAS 41 ‘then, heavily populated worlds will prove a major problem. When the troops land, thelr first priority will be to clear out, the remnants of the planetary defenses and command struc- ture (including starports and naval bases}. This will insure the ability of the flost to provide reinforcements and fire support at will Fire support from orbit is vital to the invading ground Units, since it allows them to dispense with bulky artillery and forces the defenders to remain dispersed and under cover. On the other hand, ground forces may like to have the complete control of their fire support that integral artillery gives them. (Once the invaders gain uncontested control of orbital space, the fighting will break down into @ large number of platoon to battalion level actions. The invaders will have to spit into small units to cover key areas of a world; the defenders dare not con- Ccentrate in groups large enough to present good targets for or bital ortilery. The attacking forces will hen engage in numerous ‘search-and-destroy missions, relying on their superior training ‘and equipment (the limited number of personnel and equipment which can be transported to a world implies that only the best ‘troops will be taken along for the assault...picked troops in Suriker terms) for victory. As the invasion proceeds, lower quality reinforcements from off-world can be landed end local forces recruited (these will most likely be militia with a picked cadre {or leadership). If the defenders are defeated piecemeal according to plan, police and occupation details can be arganized for the majot centers of population, industry, and military power. Each of ‘these areas will have garrisons ranging from platoon to regiment size, depending on the location, relative importance, and defen- sibility against reballion or attack. Outlying regions may be patrolled in order to watch for possible resistance and to flush out guerrilla forces. ‘Once the star system and the major world is securely held assuming there are no counterattacks or reinforcements from off-world), the invaders can begin rebuilding defensive and in dustrial facilities for their own use, and bring in largor armies to occupy the system more effectively. At this point, the inva- sion trails off into occupation and administration. ADVENTURING AND GAMING Strategic Games: The game invasion: Earth deals with planetary invasion on alarge scale, and Fifth Frontier War (FFW) desis with invasions more abstractly. Understanding the methods of planetary defense and assault is helpful to the referee who wants to use these games as a miltary “backdrop” {or his campaign. For example, the state of a game of FFW can be used as a basic situation, with the players involved in the assault on a single world in the game. The basic systems of both games can be modified to work with other wars and other ‘Striker Scenarios: While the full invasion of any but the smallest worlds is far beyond the scope of Striker, many parts of the invasion are well suited for Striker scenario use. For reasons discussed above, both sides will probably split into ‘company-sized units for many phases of the invasion—just the type of actions Striker is designed for. In deseribing the forces on each side of a scenario, keep in ‘mind that the limited quantity of troops and equipment available to the invaders will force them to use the best they hav whereas the defenders will have @ more conventional force make-up. In Striker terms, most invading units will be picked troops. Defenders will vary from militia, (recruited and armed42 JTAS when the war startad) to long service troops, with a few elite ‘of picked units. Militia forces may be involved on both sides ‘depending on the politcal situation on the world before the war (2 segment of the populace may welcome the invaders, for Instance), An invasion will naturally include a variety of missions for both sides. If the fleet lands commando forces against planetary defense installations early in the invasion, the assault on a key sito can be played out. The main landing operation will feature jump troops and orbital fire support attacking the troops defend ing the landing area. After the beachhead Is secured, there are possibly counterattacks by the defenders, and offensive strikes ‘out of the beachhead by the invaders to break up the defend- ing forces and secure major objectives. When the invasion pro-@g@ ‘gr0sses, the invaders will need to mount counterinsurgency, ‘operations if they win. Conversely, they will need to mount holding actions to caver their retreat If they lose. Each of these phases provides Striker players with hundreds of potential combats. Traveller Adventures: Planetary invasions create some in. ‘teresting situations for adventurers. Without any werning, a par ty could find itself engulfed in a war while visiting @ world. if the adventurers choose to remain, they will almost certainly face the possibilty of being drafted and their useful property Istar- ships, weapons, and so on) comandeered. Failure to cooperate will bring swift and severe punishment. At best, being cought by an invasion will set back the party's plans. ‘The players may choose to try and hide in some deserted backwater of the world, and walt out the invasion. This involves many obvious risks, not the least of which is explaining to the new authorities who you are and what you are up to, Leaving @ world can also be dengerous, but it can be ac- complished successfully if done quickly and quietly. In tho im- mediate confusion caused by the arrival of the assault fleet, both sides may be too busy dealing with each other to bother with, ‘smell fry. The problem is that if either side does notice, the tendency willbe to assume thet the players are involved in some sort of espionage or sabotage mission. ‘On the other hand, players may choose to take a more active role in the invasion. Mercenaries may be hired by either (or both) sides. A government planning an invasion may approach the players for some mission of sabotage, espionage or smuggling ‘when its own agents are unavailable or wishes to avoid implica tion. Note that in either case, the hiring government will disavow ‘any association with the players should they be caught. Possi- ble missions may include locating defensive installations for subsequent attack, neutralizing the installations themselves, smuggling equipment or personnel onto the world for local fifth columnists, planting misleading information in the world’s in telligence services, or a variety of 'set-ups' where the players Gow are sacrificed for some purpose or other (obviously, the players will not be aware of the true nature of their mission until itis +00 late. Obviously, such missions will earry high rewards (and high risks). ‘A world recovering from an invasion or invasion attempt will often be a lucrative market for traders. Restrictions on weapons and other contraband will be more severe than usual, however. ‘Such @ world may offer many opportunities (and dangers! to ‘smugglers as well. People will want to get off (and on) the world for various reasons, guerillas and resistance groups will want ‘weapons and equipment, the wealthy will want luxury goods which will be in short supply (or rationed) after the invasion. The players run the usual risks of smuggling, complicated by the fact that a war may still be going on. ‘Yet another possiblity is for the playars to hire out to the new. planetary government as mercenaries to help in the pacification and occupation of the countryside. The new officials will need all the help they can get against the guerrillas, stay-behind par- tas, smugglers, spies and others seeking to upset the new ed: ministration or to profit from @ chaotic situation. ‘CONCLUSION Whatever the case, involvement with a planetary invasion and the subsequent occupation can offer great excitement, large rewards, and considerable dangers, An adventure on such a base ccan present Traveller players with many interesting and challeng: ing adventures. ‘Stephen Brinich & James Schwar “Even with the resources transporting large armies across interstellar space titanic logistical problem.’’ of an interstellar empire, isaGow JTAS 43 Ship’s Locker FLARES AND SIGNALLING DEVICES A yatiety of emergency signaling devices are available on star- ships or aboard vehicles which might venture into uninhabited regions; they may also be carried by individuals. All have one ing in common — they are designed to signal others in the absence of ordinary communications. Though intended primarily fot emergencies, such devices have a variety of other applica ‘ions, scientific expeditions, and a number of other activities. Imperial laws require the presence of at least two types of ‘emergency signaling devices aboard all starships and small craft (generally as part of a standard survival kit). In addition, many planetary governments put some similar sort of regulations on water, air, and grev vehicles (and other land vehicles, as well). In general, rll law level or less for signalling devices are to be required. If characters in a vehicle intended for long-range travel are stopped by a law enforcement encounter and are in viola tion of local safety laws, they can expect afine of 1D x Cr 26. The devices discussed below are only @ few of the many types. of signaling devices availabe. SIGNAL MIRROR (2) Cr10. A simple hand-+ Id mirror which ‘can be used to reflect sunlight and thus catch the attention of a distant observer. Signal mirrors can be improvised out of any reflective material; purchased mirrors wil include a small sighting hole that enables the signallor to direct the flashes of light from ‘the mirror at a particular target, such as a passing aircraft. The actual chances of having a mirrors flashes spotted is 6+, with several die modifiers applied: +2 if the target is searching for the party, +1 if using a mirror with sighting hole, ~4 in moonlight, -8 in starlight, and ~ 10 in an absence of light. AA signalling mirror weighs 250 grams; improvising a mirror requires reflective material and a roll of character intelligence ‘or less to fashion a usable device. WATER DYE (4) Cr 25. A tube of liquid dye which can be used ‘to highlight a patch of water (around a raft at sea, or ina lake near a crash site) with @ bright, easily spotted color visible from the air. The primary drawbacks to this form of signalling are the short duration of the colored patch (it lasts no more than 15 ‘minutes in still water, much less if the water is rough or there is any form of precipitation to break it up), and the fact that it cannot be used at night. The latter problem is offset in dyes available at tech level 9, for twice the basic cost. These contain a phosphorescent dye equally visible in day or night. Generally, water dyes are useful only when searchers are eware of the presence of the distressed ‘travellers, and are more in need of an exact location than some, signal to draw their attention in the first place. A tube provides ‘a single dye patch of standard dimensions, for the price noted above; it weighs 200 grams. FLARE GUN (5) Cr 75. A flare gun is used for long-range. signalling, and has a number of applications, both civil and military. It consists of a pistol-ke launcher which can fire any of several types of flare up to 50 meters. In addition to being Used for signals, it can fire illuminating flaras which can be used for spotting purposes at night. The basic flare gun, unloaded, weighs 1250 grams; some. typical flares are presented below. ‘Signal Flare: A standard flare provides an easily noticed trail of light (but no real illumination). Uso the spotting roll given for the signalling mirror, but with the following additional DMs: in daylight, DM —3; at night, DM+8, These are in addition to those already given. Weight is 250 grams; cost is Cr10 each ‘Muminating Flare: A flare which provides @ brief (2 combat, rounds) period of illumination sufficient to eliminate all darkness combat penalties in # radius of 60 meters around the firing character. Such flares are always noticed at night, but have lit tle effect by day. Weight is 250 grams, while cost is Cr25 each. Flare pistols can be used in combat, though they are wooful ly inaccurate and extremely inhumane. Treat the gun as 2 revolver minus 3 for all purposes; the signal flare inflicts 3D damage ift hits, while the illuminating flare inflicts 6D damage points. The use of illuminating flares will also blind characters ‘not expecting it for one round on a roll of 10+. Characters wear ing LI goggles should have @ DM+4 applied to this roll Both kinds of flares are highly flammable, and, if used in com- bat, can ignite fuel or explosives if fired into such supplies, ‘SMOKE FLARES (6) Cr 12. These hand-held flares emit both, a bright light and @ pillar of colored smoke for 15 minutes after Ignition. Once set off, they burn constantly, and cannot be shut Off. Sighting in either day or night is nearly automatic in line-of- sight. ‘Smoke flares can be used as an improvised weapon in com- bat. Treat a smoke flare as a dagger, but inflict 3D damage for44 STAS Gow a hit. In a fight situation at night, the flare can overload LI gog- les, a5 noted above, but only in the first round of combat. ‘Smoke flares are specifically designed to be hand-held (or im: planted in the ground). They weigh 250 grams each ‘COMMLINK BEACON (9) Cr 750. A combination long-range ‘communicator and signal transponder, the commlink beacon is ‘a very sophisticated emergency signalling device. Itis designed 10 save characters the necessity of constant communications ‘watches. The internal transponder monitors common emergency seerch-and-rescue channels {one at a time). When traffic is picked up on this channol, the device simultaneously emits 3 shrill warning tone to alert characters to the possibility that help Is at hand, and transmits a coded distress signal. Some more expensive models have provision for @ taped, auto-repeat disttess call, instead of the automatic code signal. In either ‘event, the commlink beacon serves as a means of establishing contact when there is any search being mounted within 500, kilometers, and then of continuing communications after that initial contact. ‘An internal battery weighing 200 grams operates the transponder for 30 days continuously; if the transmitter is used heavily, operating time is reduced. Spare batteries may be car- ried, or the original battery can be recharged from a vehicle or starship power plant. Keith Douglas BREACHING CHARGES Breaching charges are shaped charges of plastic explosive designed to blow man-sized holes in walls, The charge is the ‘ize ofa thick notebook; it has a self-adhesive panel on one side and an adjustable chemical time fuso on the other. To operate, the user peels the sheet of protective plastic film ‘rom the adhesive panel, then breaks the prescored fuse strip, at the desired time delay (5 to 60 seconds in 5-second in- ‘crements), pulls the primer, and dives for cover. ‘Anyone standing within one meter of a breaching-charge ex plosion is hit for 20+2 damage on a roll of 5+; at 2 meters, 1D+1 on a roll of 7+. Armor modifiers apply as against ‘grenades or flechettes, and dropping flat adds a ~3 favorable DM. Note that this attack applies on both sides of the wall be- ing breached. ‘A charge will low a passable hole in most conventionally con- structed walls. Multiple charges may be used to make larger ‘openings; four, correctly spread out, will make a hole big enough to drive through. To blast through bank vaults or ship's bulkheads requires multiple attacks. Charges do net make very good anti-personnel weapons (come on, you know you were ‘thinking of it) but they could be used as “limpet mines’ against vehicles or soldiers in battle dress. Breaching charges require only basic femiliarization (not Demolitions skill) o use, though, of course, a skilled user will get better effects. Also, unskilled users roll 2D: on 11 exactly the primer has been incorrectly pulled, and the charge is a dud; fon a 12 exactly, there is @ random variation in the fuse time (referee's choice) due to incorrect setting, ‘An activated chemical fuse cannot be turned off, though @ demolitions expert (Demolition-4 or higher) might be able to remove the fuse without detonation (20 for 9+). Charges are insensitive to shock or bullets, and will only burn, not explode in fire Fire departments and rescue units often have a few breaching charges, used to free people trapped in burning or collapsed buildings. Charges made for such “civilian” use are striped daz: 2le yellow and black, and usually have a fixed 60-second delay. Weight: 2 kg Price: Cr100 TL: 8. =© 1986, John M. Ford Continued from page 2 Magazines ‘TRAVELLERS’ DIGEST Disaster strikes aboard a Tukera Lines vessel when in a passenger is murdered and the evidence points to one on the players. Can the other characters find the real killer in time? In- cluded are complete deck plans of the 1000-ton Tukera longtiner, Other artiles include @ new character type (Law Enforcers) 2 description of forensic science at higher tech levels, an arti- cle expanding the universal task profile to handle mishaps, and Library Data of the Viand Sector. ingle issues ate €3.95. Subscriptions are $14.00 for one year (four issues). On single orders direct from the publisher, include $1.00 for postage and handling. Publisher: Digest Group Publications, 8979 Mandan Ct. Boise, ID 83709. GAMES WITHOUT FRONTIERS A gaming newsletter put out by sometime Traveller contributor Fred Kiesche. Fred's purpose is summed up in his title. He trys to keep his readers informed about a wide variety of games and other topics. For information write Frederick Paul Kiesche Il, 13 Lake Avenue, Apt 3-8, East Brunswick, NJ 08816, This ie a part-time, limited funds effort, so help Fred out and include lan SSAE with your request. Books ‘THE PRAESIDIUM OF ARCHIVE I've lost track of what number ths is in Jeff Swycaffer’s series of novels based on his Traveller campaign. This one concerns the governing body of the Concordat (the Praesidium) and the adventures of its First Secretary (including @ rather rude move by another member of the Praesidium). As always, Jeff's novels will provide you numerous interesting adventure situations. Paperback book, 197 pages, $2.95, ISBN 0-380-89662-X, Author: Jefferson P. Swycatfer Publisher: Avon Books, 1790 Broadway, New York, NY 10018, Accessories caps. Trantor Merchants now has thelr Azhanti High Lightning ballcap available, in addition to the 451 8th Lift Infantry cap men- tioned in the previous issue. Direct inquitys about this and sug- gestions for future products to Brad Porter, 329 NE Fairgrounds RD, #£103, Bremerton, WA 98310./Light Cruiser HAZARD calling FLAG- - ™ ere foie blared pom) a NciS fe ass aes ae PN ae ea Se De ee Port side’ manuvering lost...» “ ° 5 SEND HELP,~ REPEAT SEND HELP! IN TRILLION CREDIT SQUADRON CAMPAIGN Trillion Credit Squadron is pe terrture fe RERAVELLER APPLIED GAMING TECHNOLOGIES INC. ee POST OFFICE BOX 2496 GDW’s role playing set in the CLEARWATER, FLORIDA 33517 far future, MCI MAIL AGTI, CIS 75706, 1010jo You just got the news: What remains of the ‘American army in Europe has been ordered back to the States. But the news is old; after all, you're cut off behind enemy lines in central Poland. You have just three weeks to cross 700 miles of devastated country, past marauders and through the Red Army, to the German port of Bremerhaven, where the last ship for the USA is ready to leave. Your transportation: the only func- tional steam locomotive left in Poland. In addition to the adventure, Going Home includes: A full-color map of northern Germany that connects to the map in Twilight: 2000. A referee's guide to the NATO and Pact units in their winter quarters as the year 2000 draws to a close. Arundown on the French occupation of the Rhineland and their military activities in the “dead zone" east of the river. Game specifications for the German Leopard Ill and (Qe. British Challen- “ ger tanks. $7. Twilight: 2000, $18 (Add $1 postage and handling). Many more modules avallable— send for free catalog, Th|s supplement contains a complete listing, with full game informa- tion and ratings, of every type of combat vehicle (and representative support vehicles) in the U.S. ser- vice in the year 2000, including many vehicles not found in the basic game. There are a wealth of drawings and eight pages of color plates, plus U.S. order of bat- tle as of July, 2000, with remaining manpower and armored vehicle strengths. The U.S. Army Vehi- cle Guide is an invaluable reference for Twilight: 2000 referees and players. $7. | Game Designers’ Workshop P.O. Box 1888 Bioomington,Hlinois 61702-1646
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5 CF 78 CF 8 B 17 B
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