SKY GALLEONS OF MARS - Internet Archive

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Oct/Nov 1988Number 83S3.50U.S.SKY GALLEONSOF MARSLiving Steel, A Plaque In WestbrookStar Wars , Role-Playing Mastery and(AD&D Scenario),much, much more!

] g mm& """ """ m&mMsfmm&MmMM11'".' -."-.' VirE11S C\TJTkT*\JEGAENCE-FICTIONu-111Adventurein E ROLE PLAYINGthe Shattered Imperium:,000 worlds for more than 1 000years, straining to guard its borders and keep the peace within them. Until: now, the Imperial government has succeeded: But now the emperor has beenassassinated, and rival forces are competing for the throne. Powerful forces are at work tearing the empire apart.As former citizens themselves, the players must make their standinthe midst of this chaos, supporting one faction or another in theongoing civil war. They can be wary merchants, squeezing out profits from those in heed of goods; mercenary soldiers, willing tomarket their combat proficiency; or even valiant space-warriors,fighting for the side they feel is right: Inany event, the adventuring environment is ripe for the bold traveller, who seekspower or, glory amid the ashes of the crumbling Imperium.".MegaTraveller is the first true updated: edition ofTraveller,; incorporating only the most advanced rulesand systems developed oyer. the. last decade, tailoredThe vastinterstellarImperium has ruled'-its 1 1" --VI-:-.;-.;. : .tofitthe chaotic environment of .the shattered lm-'.perium. MegaTraveller consists of three rules books;plus anew mapof the-'Spinward Marches. 30. ::S:: ? ):''/-PLAYERS'MANUALREFEREE'SMANUAL " .'IMPERIAL ENCYCLOPEDIA-Intended as a reference book forevery participant, it includes tasks,character gen, skills, and more.Available separately for 10.This book covers the essentialsof universe creation and manipulation, including task resolution.Available separately for 10.MegaTravellerREFEREE'S MANUAL&;Supporting background materialImperium and the ongoingwar is given in this volume.Available separately for 10.for theMegaTraveller--".'["imperial\.'!:-; :''.Since J97SPO;? a; 1646, Blooniington. IL 61702-1646. vVv

Number 83Art CreditsCover Provided byTable of ContentsGDWEditor-in-ChiefJeffAlbaneseSpace Gamer EditorPerrinTongSpace GamerSky Galleons Of MarsStarFantasyJeff5WarsGamer EditorA Question of LeverageAlbaneseRobocopInborn Abilities for MechwarriorRhand's ApocalyposePublisher3W.10141618202428Inc.Space Gamer ReviewsThe Ruler (Comics)Art DirectorPerrinTongFantasy GamerAdvertisingJerryPlague in WestbrookMcKinnonCirculation/SubscriptionsAna ThomasNecrowormsAerial Combat in CallCall of Cthulhuisof Cthulhuthe OnlyBored of Castle Life?Character Mis-AlignmentYsgarthRole-Playing MasteryShippingVivien PeachGame Where'.3235363840414243Regular FeaturesSPACE GAMER/FANTASY GAMER(USPS 759-210) is published bi-monthlyby World Wide Wargames, Incorporatedlocated at 4070 West Street in Cambria.California 93428 USA (805) 927-5439.Second class postage paid at Cambria.Californiaand additional postoffices.POSTMASTER: Send address changes toSPACE GAMER/FANTASY GAMER, P.O.Box F. Cambria, CA 93428. All materialscopyright 1988 by SPACE GAMER/FANTASYGAMER. All rights reserved.Subscription rates as of 8/1/88:Editorial2Letters33Convention CalendarScannerBook ReviewsGamer's Guide ClassifiedsMurphy's Rules4444648

Changing Of TheGuardgames, in many cases, before theybuy - the number one reason whyFire and Movement has done wellthese past twelve years. Also, sinceSG/FG has only 48 pages (Hopefullywe will get to 64, if things go well),and comes out bi-monthly, we needthe space for the backlog ofmaterial that is over-flowing ourfiles.As for P6M and computergaming, we will be covering themunder either the Fantasy Gamer orSpace Gamer sections of themagazine, depend-ing on the typeof game.PlagueInWestbrook- anAD&Dscenario, along with our regularfeatures, and a new column oncomic books.Weneed feedback!us what youlike,Please tellor don't like aboutthe magazine.can take the abuseam a high school history teacher know how to handle it. Andspeaking of feedback, Perrin andhave been trying to catch up on alotof unanswered mail. If you sent usI1IIanyarticles, letters, etc.,and havenot heard from either of us by now,please drop us a line.The other change is that amthe editor of the whole shootingmatch, as well as the Fantasy GamerIsection. The new Space Gamersection editor will be Perrin D.Tong,President of Future Combat Simulations, the publisher of STAR-BATTLES (Mainline), who alsorepresent other game companies atour STRATEGICON conventions, ofam in charge of as one of mywhichOn JuneTalents, Inc.,Diversethe publishers of Space1st of this year,Gamer/Fantasv Gamer Fire andMovement and Battleolan maga-Imany duties hereat DTI. Perrin willbe the Art Director for thealsomagazine.,our fine STRATEGIconventions was boughtzines, as well asby World Wide Wargames, Inc. Thepaperwork is in the hands of thelawyers and the State of California.They should approve the merger byWhat doesthismean toran an article called Mix &Match, which also happened toappear in the July issue of theDragon Because of the uncertainty.of the future of SG/FG, along withthe lack of answering letters, theauthor, hearing nothing from us,submitted it to TSR, Inc. We didn't,you,WorldFeedback #82Wide Wargames, or3W, intends toproduce role-playing modules, andwe want you to submit your designsto us. With both the merger and theproduction of modules, SG/FG willbe back on a regular schedule, andnot cease to exist, as some wouldhave had it do. Also, due to thedelays and because of the un-4.Murphy's RulesMix & MatchNew Advantages &Disadvantages For GURPSCover Art5.Issue Graphics6.Year of the PhoenixFantasy ReviewsGamer's Guide ClassifiedsWho is Rogue Trooper1.2.3.7.certainty of SG/FG's future, the lastissueSpace Gamer/Fantasv GamerweIOctober.the loyal readers of SG/FG?In#82,know about this until we had beencontacted by the author, oneMarcus Rowland of England, whocalled us and told us about what hedone. quickly got on the phone toRoger Moore, the editor of theDragon and explained what hadhappen. He understood, and theproblem was handled, sg/fg.CON gameOops!was 3 months late.8.9.Now, about, the magazine?Starting with this issue, SG/FG'sformat will be changing, with fewergame reviews, and more scenariosandvariants. The format change,slight as is, reflects the fact thatrole-players tend to buy theproduct as soon as it hits theshelves, making reviews less effective than with boardgamers,who tend to wait for reviews ofjI10. tet'er Rip11. ISSUE OVERALLof SG/FG we coverSky Galleons Of Mars, their12.13.Book ReportsComputers in the Morrowby far the most talked about gameat GENCON/ORIGINS. Speaking of14.SuperpowerIn this issueGDW'sSPACE 1989 boardgame, which wasGENCON/ORIGINS, over 8,000gamers attended the show, andmost of them enjoyed the show.Otherarticles in this issue includeAProject15. Editorial16.Return of WerdnaHold17. Slaver's18.SCANNER19.Dragonmeet Reportj

5SpacePage 3Gamer / Funtasy GamerDear Sirs:LETTERSwas gald to get issue #81. Thatwas in my opinion, an excellentissue. There was a little bit forITo theeditor:Thisresponse to FranklinDombrosky's letter in SG/FG #81.Twelve years ago, while a freshmanin high school,played my firstisinIwargame.Avalon-HillIrememberbeing taken with the concept of"game as simulation", and becamean instant devotee of boardwargaming. Later that year, mygaming friends and discoveredD&D, and we were taken by thatIIeveryone in it and the variety madethe reading all that much better.want to thank you for publishingmy review of ORGE. It is appreciated. However, there is one correction - reviewed the game on aCommodore 64, not an Apple 2.In the magazine itself,reallyenjoyed SCANNER. While not everything in it is interesting to me, wasglad to see and read about whatvarious companies are doing andI1IIgamepublishing.manders,Buildfor similar reasons; instead oftaking the role of military com-we wereplaying inand warriors. Wedivided our time between wargames and role-playing throughdividual wizardsour high school years.several years,mythe pastgaming time hasInbecomeentirely occupied withfantasy and SF gaming, because, asa devotee of fantasy and SFliterature,find it more personallyrewarding.However, have not forgotten mygaming roots, and neither shouldyou, Mr. Dombrosky. Science fiction/fantasy gaming is not "a leechthat has attached itself to wargaming". Role-playing grew out ofThearticle,An ORGE.best thatSPACEWant Toone of the"So You."isGAMERlished in quite a while.has pubplayedIwith a design from yourORGEsystem myself for awhile, but likeMr. Ladd's system better thananythingever came up with. Hedid a through job and deserves acompliment on a job well done.wargaming, and all my role-playingcompanions during those earlyyears started out as wargamers, notvice versa.D&D startedas a fantasyvariant on medieval miniaturesrules (about as wargamey as youget), and many of the original D&Dcampaigns beganas miniaturecampaigns.IBLOOD BOWL wasinteresting.figured out what it wasabout, a short intro would havebeen helpful. "Manhunt" wasanother interesting adventure. Itgave me several ideas for some ofWhileImy ownrole-playing games.Another enjoyable was thelian".I"Vil-enjoyed some of the ideasand can hardly wait to use them.Of the reviews, really enjoyedthe "Siege and Fortress" review andthe "GURPS Autoduei:" Both wereinteresting and well done. However, the review on GURPS Fantasyfelt was a little harsh.am not aIIIdedicated GURPS player, butdoplay the system now and then. feelthat comparing the world of Ytarriawith the Harn system was not a faircomparison. The Harn world is aseries of supplements, while Ytarriais about 20 to 25 pages of GURPSFantasy, and is supposed to be asupplement that delt with magic.Also, the idea behind the history ofYtarria is a reasonable one.To finish, really do not care forthe book reviews.guess they arealright once in a while, butwonder if they belong in a gamingmagazine unless a game has beenIWhether or not you recognizefantasy gaming as a part of yourhobby is your business. myself haveIa respect and admiration for peoplewho design and play historicalsimulations, even thougham nolonger interested in them. find thewhole SCA scene rather silly (for meIIpersonally), buttolerate andrespect their presence at gamingIconventions. The gaming community does not need your kind ofintolerance, though. Indeed, if it isto survive, we should all work atexpanding our respect for itsdifferences.Faithfully,J.M. CaparulaToledo Gaming ConOctober 1-2UniversityVIOf Toledo Campus -Toledo, OhioFor more info, send a SASE to:Mind Games, 3001 N. ReynoldsRoad,Toledo, Ohio 4361Boardgames, Role-Playing,Miniatures,Auction, Computers, PaintingContest,Demos, Seminars, and dealer's.Council Of Five Nations 14October 7-9IIICONVENTIONCALENDARIICenter City Convention Center Schenectady, NYPre-Reg: 10 by Sept. 22nd, 15At-The-DoorFor more info, write to:Council Of Five Nations, c/oThe Studio Of Bridge & Games,1639 Eastern Parkway,NY 12309Boardgames, Role-Playing,Schenectady.Miniatures,Auction, and a Costume Contest.DRAGON CON '88October 7-9Pierremont Plaza Hotel - Atlanta,GeorgiaPre-Reg: 25, 30 At-The-Door,Plus 1.25 Per EventFor more info, write to:DRAGON CON, PO Box 47696Atlanta, GA 30362or call 1-800-456-1 162 to chargeyour pre-reg.Boardgames, Role-Playing,Computers, Costume Contest.Guests Of Honor: GaryGygax,Larry Elmore, Alan Dean Foster,Fred Saberhagen, Margaret Weis,and Tracy Hickman.IIdone about them.WARCON'89February 3-5, 1989c/o MSCSincerely,Tim RobinsonNOVAPOBoxJ-1College Station, TX 77844

SpacePage 4SCANNER111LGURPS SUPERS - Super Heros forthe GURPS systemUnnight - a GURPS Space adventureThe following products havebeen, or are scheduled to bereleased soon:Palladium RPG and Beyond theSupematural(Revised Edition)RDF Accelerated Training Programfor RobotechThe Magic of Palladium Books - A16-page promotional tabloid fortheir product lineMutants Down Under for TeenageMutant Ninja TurtlesInvid Invasion for RobotechRobotectll: THE SENTINELS forRobotechTMNT & Other Strangeness(Revised edition-6th Printing!)MicroProse Software,Pirates for theThe AADA Road Atlas And SurivalGuide Number Six: The Free OilStates for Car Wars(Sourcebook)GURPS High-TechMirkwood for Middle EarthRoleplayer#12(Sourcebook)Creature Of Middle Earth(Sourcebook)AADA Vehicle Guide 2 Counters& Animals for theUncle Albert's 2038 CatalogGURPS SwashbucklersBoat Wars - a Car Wars supplementGURPS Ice AgeAUTODUEL QUARTERLY Volume 6,Issue 3Also, SJG has acquired the gamerights to George R. R. Martin's SFnovels "Wild Cards"StargamesStar EmpriesGame Designer'sWorkshop(GDW)Kafer Sourcebook for 2300ADInvasion for 2300AD(Module)Bayern for 2300AD (Module)Ground Vehicle Guide for 2300ADKidnapped for Twilight 2000(Module)The Last Submarine for Twilight2000 (Module)Rebellion Sourcebook forMegaTraveller2300AD - Formerly Traveller 2300 Revised Rules, additions, etc.Sky Galleons Of Mars - Boardgamefor SPACE 1889gameStellarCrusade for the IBM and theTSR, Inc.The Hunt For Red OctoberboardgameBuck Rogers - Battle for the 25thCentury boardgameDragonlance boardgameCommando - a Top Secret /S.I.AccessoryCovert Operations Casebook #2 - aTop Secret/S.I. AccessoryBug Hunter - Sniper Companion #3boardgameATARI ST, and the C-64/128 *Pool Of Radiance - AD&D adventurefor the IBM, Apple, and C-64/128 *Dungeon Master's Assistant for theIBM, Apple, and the C-64/128 *these gamesis in the September thru December* Expected release fortimeframe.RogersIron CrownEnterprises(ICE)Target Hero for Champions andDanger International (Module)Enemies: The International File forChampions and DangerInternationalLeap Of The LionTalesEditionHelm's Deep - Middle Earth QuestBooksGamer's Guide Of The MarvelUniverse #3 - for MarvelSuperheros. Look for #4 inNovember.The Collected Works Of BuckRogers, Volume 2 - an art book ofthe first 60 years of Buck RogersBuck Rogers Graphic Novel #1 written by Flint Dille, the grandsonof John Dille, the creator of BuckGames(SJG)GURPS Basic Set ThirdGURPS Space AtlasGURPS JapanChampionsA Spy In isengard and Treason AtDragonlance for the IBM, AMIGA,game bookConan: Beyond Thunder River forGURPS (Solo Adventure)AADA Road Atlas and Surival GuideNumber Five: The Midwest for CarEnemies: Villainy Unbound forATARI STSteve Jackson-a science ficton cardInc.(SSI)Apple llgs(256K)Wars-Strategic Simulations,Inc.Mouth Of Entwesh for MiddleEarth (Module)Space Master Combat ScreenMiddle Earth Combat ScreenMinas Tirith for Middle EarthGURPS Time TravelPalladium BooksMonstersGamer / Fantasy Gamer-A Narnia soloFrom Deep Space for SpaceMaster (Module)Raiders Of Cardolan for MiddleEarth (Module)Space Master -revised editionRedDoom - Soviet organizationsfor ChampionsHallsOf The Elven King for MiddleEarth (Module)Revenge Of The Factoids expansion set #1 forGammaraudersThe Art Of The Dungeons &Dragons Fantasy Game, Book IIThe Five Shires, The MinrothadGuilds, and The Ores Of Thar - D&DGazetteersGreyhawk Adventures - ahardbound sourcebook about theWorld of GreyhawkAD&D Dungeon Master's DesignKit -a tool kit for DM'sRuins Of Adventures and Curse OfThe Azure Bonds - two AD&Dmodules converted from SSI'sAD&D computer gameMertwig's Maze - a AD&Dboardgame designed by TomWham, designer of The AwfulGreen Things From Outer Space, soJ

3Space.Gamer /Fantasy Gamer,,Pace 5tmSCANNER!expect another barrel of laughsfrom him!Lords Of Darkness - a moduleTOR BOOKS. The er, Dreams Of TheWizards, and City System -AD&D ForgottenRealms campaignsetsKara-Tur: The Eastern Realms Oriental setting of the ForgottenRealmsMad Monkey Vs The Dragon Clawsmodule for Kara-TurAzure Bonds - a Forgotten Realms-How To Sell Your Game Design A-"how to" guide by LouZocchi. Veryinformative, and worth reading. Itcosts 6.00, plus 3.00 for postage.Get it from Gamescience, 1512 30thAvenue, Gulfport, Mississppi 39501.New infinitiesProductions,Agaisnt The Horde - Volume of theof the1series(novel)Shrapnel-Battletech Art AnthologyCircus Imperiumchariot racing-Renegade LegionDance Of Demons - The fifth releasein the GORD THE ROGUE bookseries( novel)The Empire's Legacy - Book1of theRenegade's Honor (Novel)The War Book. Part - battles of theConcordat(novel)Revolt And Rebrith - Book 3 of theTales of the Concordat(novel)TheKell2oftheTalesoftheStar Trek: The Next GenerationOfficer's ManualThe Periphery - Battletech HousebookR. Talsorian Games, Inc.Cyberpunk - A new role-playinggame setn the year of 20 1Night Of The Living Teenagers forTeenagers From Outer Space(Module)Also, RTG is coming out with a newedition of Teenagers From OuterSpace, which also will be releasedthrough the book/comic trade byiGames Workshop(US)FortressScanner is always lookingfor more news/gossip. Sendall press releases, products,scandal sheets, etc. toScanner, PO Box 8399, LongBeach, CA 90808.GAMA & Strategiconpresent.L.A. Originsf89The National GameConventionHounds - scenario pack forBattletech/Force/Mech WarriorCenturion Vehicle Recognition technical readout book forCenturionfor Living Steel(Module)IITales of the Concordat(novel)Voyage Of The Planetslayer - BookIsecond edition (Book)Waylander - Volume of theLegend Trilogy(novel)The King Beyond The Gate Volume III of the LegendWarrior: Reposte (Novel)PlasTech - plastic mechs forBattletech4th Successor War-RMBKseries(novel)Trilogy(novel)FASALiving SteelTridentIThose Darn Dwarves-Again! - Book2 of the Iron Mountain Dwarvesnovels in one bookThe World Of Krynn - DragonlancesupermodulePrince Of Thieves and Night OfChaos -AD&D adventuregamebooksLeading EdgeWarhammer Mighty-graphic novelthreebe released as both acomic series and as a role-playinginvasion. WillInc.Legend Trilogy(novel)Those Darn Dwarves - BookIron Mountain Dwarves- allJBlood Bowl-Astrogranite VersionCatacombs adventure bookStormblade and Weasel's Luck Dragonlance Saga Heros novelsThe Dragonlance Saga. Book ThreeDragonlance Legends1.GamescienceanovelForgotten Realms 1989 CalendarKnight Of The Living Dead - a1game.anthologhy for AD&DThe Savage1Sleuth Publications, Ltd.Adventures By Gaslight - a gamesupplement for the SherlockHolmes Consulting DetectiveStrategy, Family andAdventure: Board,Role-playing, MiniatureC2 Simulations&Computer games played.New Order - PBM space game.Rulebookis 5.00.Space 101 - Intorductory PBM spacegame. Rulebook is 3.50. and allturns are 3.50, with no extracharges.For more information, contact C2Simulations, 16081 Sherlock Lane,Huntington Beach,June 29- July 2, 1989 atthe Los Angeles AirportHilton Hotel.5,000 atendees!CA 92649Eternity Publishing, Inc.Battle Armor - the story of a band ofarmored warriors fighting an alienCall (213) 420-3675 for moreinformation.

5".Page 6SpaceGamer / Fantasy ceisHere!Published by: GameDesigners' WorkshopDesigner: Frank Chad wickPrice: 24.00Complexity: LowHay Value: HighReviewed by:G.E. Smith"With liftwood for power, andsails or air screws for propulsion, the Martian sky galleonshave become an important part ofMars' worldwide civilization."A" squad of designers to a game,Ga eons of Mars {SGoM) ; tnireview must start with the upcoming premier of GDWs new role-shows.playing system, SPACE: 1889, forSGoM is the preview. Theentire system intends to invoke thegrand age of colonial expansionduring the Victorian Era and thenadd on to it the fantastic visions ofsuch authors as Jules Verne, A.Conan Doyle, Edgar Rice Burroughs,etc. The kicker is to power the"science" of this universe by usingthe outmoded theory of an allencompassing Ether (which duringthe 1800s' was considered to be thesubstance that filled all space, thusbeing the medium by which mostforces were transmitted though theheavens).has set itself thetask of producing a rational, logical,and truly Victorian role-playingsystem, true to the science thatpropels it and the idea that enlivensthe times.The question is, does SkyGalleons of Mars have its ownintrinsic play value, or are thediscussion:, Sky Galleons of MarsenormousTo explain even briefly Sky**The gameplayers really going to need SPACE:1889 to get full value out of thegame?Visually, theproduct excels.From the action cover art to the 1page, full-sized backgroundbooklet on the history of the era,GDW has obviously worked hard tocreate a "look" (and a polish to thatlook) that simultaneously recalls thetime as well as paints the mystery ofan exotic Mars. Add to this thebeauty of the two maps (especiallyon the canal), the fifteenand stands, the easilydigestible rules book, etc. and onethecityplastic shipsGDWsees thathas given the buyera lot of visual "bang for the bucks".You certainly don't feel short-changed at this point.Butsellsit'ssteak, not sizzle, thatgames by word of mouth. VeryGDW has given us onesatisfyingly,of the f ner cuts, not hel per for thehamburger. When you assign theican besectioned into three areas forwhichGDWitselfit12.3.The boardgame itselfThe ShipyardThe Campaign systemWhile each section alonedeceptively simple initsisalmoststructureand feel, the combination of thethree produces a sum greater thanthe surface whole.The boardgame itself pits singleships or small fleets against oneanother, either as side versus side oras a demolition derby, last survivorwinning. The concepts used do notbreak new ground. We are infamiliar waters (or is that skies?) inthat we receive schematic diagramsof ships with the major internalsystems done in boxes (hull boxes,crew boxes, weapon boxes, etc.).Each weapon type is rated to do"X" amount of damage at eitherClose or Long Range. The basechance at hitting at Close Range is66% and at Long Range is 33%,though modifiers can greatly varythe percentages. A very nice touchis the four page (two sheet) combatresults handout in the game. GDWthoughtfully placedallthemodifiers, critical hit explanationsand turn sequence notes into thishandout, which speeds up play andcuts down on flipping through therules looking for that one last 1you want.Since these ships operate in theatmosphere, players may varyaltitudebetween a maximum offive levelsnotedas:Very Low, Low,Medium, High, and Very High.It'seasier to lose rather than gainheight and there's a cost in movement points to do so. Turns are oneminute, hexes are 200 yards and1 MP to enter, the fastest shiphas 6 MP and so ship speeds maxout right at 40 mph. Wind drivenships of course will be at the mercyof the elements.cost

1Space1Gamer / Fantasy GamerPage 7HU.LLTTTKRLARGE SCREW GALLEDThe meat of the systemis thePhase (deciding who goesfirst), with the beginning personmoving and then shooting (but firemay be held until a more opportune time), the next gamer thenInitiativemoves andshoots, play continuingeverybody finishes. Damage isapplied as soon as it is taken anduntilspecial Critical Hits can occur toreally ruin a bad turn. These canrange from a magazine explosionto jammed rudder/lifters and evenTrim Damage, this last sending aflyer tumbling out of control, losingaltitude (unless you make a savingthrow!) until you reach PlanetLevel, which is a hard and finalimpact. All die rolls are done withone or two six-sided dice.:KYyfiALLEO &WEAPON CHARACTERISTICS:WEAPON CHARACTERISTICS: MartianWeaponPenCannonDV ROFSweeperLightRod GunHeavyRogueLob Gun20/111/2(I)I. /36-pdr4"4"5"The ttwwwwi utMpui name rVu IVnciniawweapon 0\ f jnuft wljC'il IV »ca »*l K"A RjlclireAIrk'the tt-jptwl»Oj » n R.M( mj)Matlinuiii ran;. 16"1616(I)10/206(ifreleased)lunicHRC- Hwchkiw Rntaling Cinnnn U'ni/om: The ixwnmnrtweapon name. Pen: Penetration t Ihe weapon. DV: DamageROF: Race »l.-alacof ihe weaponMinimumfireTOCritical hit 2MagazineClose:3. 4, 5,Hull3BridgeLong;5,CrewCrewGun4Fire/Boiler5Trim Damage6Rudder JammedDifferent Altitude:Critical7FireGreen Crew:The mil nt ime » hmiiiii The h«;a-hitof Ihe weapon. Route.range lin hcictl ihe weaponDieRolli»m Ihe31(1)10.«hJed die.I1146IhtRitllThere are no surprises in thesystem for applying damage. Hullhits strip away the ability of a flyerto ascend altitude levels, forcingships lower and lower. With crewhits though, players receive somelatitude on where they wish toapply them. Even so, the choicesaren't all that simple. For example,applying hits on the Deck Crew reduces the ability of the ship to put1144Die2/4(1)Tether Mine (M)HIT LOCATION1/2312Ren h-nriraum of ihe device.DV. Damage wluc W Ike dcv-icc T- Mil: The die n » on which Ilk!Jok- hut ihe target B Bruivh. M. MinunhotciikissI5126Drogue TorpedoDnur Thecommmdoicc1/2,12"14"Tether Mine (B)121/22/3To HitAs collision6 (if released)Smutts e1Bridge12Fire/Boileriwuired (xe HitU«aiion E«pUniii.*iRange66"8"10"INFERNAL DEVICESDeviceDV ROFPenMaximH'.li/IMI.itGunsRoyal NavyWeaponRangeDtrRiti The uimoflhedi* roll result*two ui'iided diet. Rn*U: The rantnf Ihe Cniical Hit (ice Critical Hit"fEiplutatioa).66To Hit Modifiers:Burning:-I-I-1Crack Crew: Shrapnel or Grape: 1Scwjre The type of range U whichlo hit a benkg nude. DitAjTf.-TVdierollotoncui-uJeJdie.Ac atktmgaTo «/ Unkfitn: Malifien toroll.iheit

SpacePage 8out fires once they break out.Accumulate those hits on theManuever Crew boxes instead andthe ship slows down, unable toeasily decline combat. A simplesystem, but it can bite the unwaryplayer.Naturally, there are rules forcollisions, deliberaterammings,boarding parties, small arms fireand grappling.feeds the rulesto gamers a scenario or two at atime, making the learning curve abreeze. With one experiencedplayer and 3 first timers, it tookabout 20 minutes to set up and startshooting (Scenario One), and thegame overall lasted about 2 and ahalf hours. Two days later, with 2experienced and 2 novices, thesame lasted in total about 70GDWminutes.The fun of the boardgame is ofcourse using more "advanced" rulesand the varied weapons types like:dumping Martian Liquid Fire on anenemy as you fly overthem; orfiring a salvo from a Hale RocketBattery up at a target; of Tethermines that float above a ship andtheir cousin Drogue Torpedos thathang down from a ship. could goIGamer / Fantasy Gamerone (Smutts Discharges anyone?)gives play a great boost. Incident-but you get the idea. FrankChad wick wanted a wonderfulvariety of weapons (Martian LobGuns, then) to add to the fun andby George he has succeeded insupplying them,But how does one use all thesemarvelous devices, you ask? Well,now we get to the spice of thisgame, the section call TheShipyards. Here, players are giventhe necessary formulas to constructa ship to their own specifications!No company trade secrets here tospoil the fun. You can take any oneof the created ships and "tweak" ita bit, or madly (with infinite love, ofcourse) build the nastiest infernaldevice to torment your opponents.While haven't tried it yet, I'dbet that with a PC and a simplespread sheet program a personcould quickly computerize theprocess to more rapidly create that"perfect" ship on a budget eachplayer is given for a particular gameor campaign. Being a technologyfreak regarding ships, can't thankFrank and GDWenough for thisparticular section. It's a streamlinedand very neat piece of work thatally,the next issue of ChallengeI'm told will devote anmagazinearticle to hintson ship design.IB*2ICS5 *my K i \\\IAflk §tIBarbaricfih IHMARTIANThe Campaign systeminSGoMallows players to do more with theirships than simply dogfight-to-thedeath, it actually is almostyearningly written to encouragerole-playing while providing thebasics necessary to do more thansimply fight duels. For example,".if you survive by making a crashlanding. .you must make your wayback to friendly territory. If you arealready in friendly territory, this willbe comparatively easy. If you arenot, it may prove to be nearlyimpossible. Nothing, of course, iscompletely impossible." mean,doesn't that start to awake thethoughts of all red-blooded gamemasters out there? Don't you wishyou had SPACE: 1889 in front of youright now to figure out how toI

Space Gamer /Fantasy GamerPage 9ALL OfihandleallDo you supposethis?points to good play, luck, mostsurvived combats, etc. See hoe roleplaying sorta creeps in here?Not in the rules, but a pointmentioned by Frank Chadwick atGDW kinda knows that?The Campaign Rules sectionpages) provides one with aplan for running a campaign withplayers as Red Captains (privateers),(fivethea starting budget, a map of theBritish sphere of influence andencounter tables players roll diceon, both for aerial as well as groundevents.suggests that playersGATEWAY game convention isthat for campaigns, the length oftime to build a ship is: 2 x Hull size # of weeks.Summing up, Frank Chadwick,GDWadvanced construction rules, TheCampaign section, and the 16 pagegeneral background booklet on this"colonial" era,GDW has doneabout the best that they could do tomake SGoM an easy-to-play standalone game that gives its playersfull play value for their money. Thequestion is, will SPACE: 1889 be upto the same high standards? haveno doubts on that point and amanxiously awaiting January, 1989for the premier. For now, enjoy.IMarc Miller, Loren Wiseman,Timothy Brown and brad r hay (yes,no capitals there) are to becongratulated for Sky Galleons of SG/FGMars. With the mixture of theAccompanying Artwork Courtesy GDW"win "by accumulating the mostmoney, though you groupmight want to convert money fromprizes into points and then assignprizeORIGINS AWARDS 1987The Academy of AdventureGaming Arts and Designannounced the winners of theOrigins Awards for the bestadventure products of 1987. TheOrigins awards are given foroutstanding achievement inminiatures games, role-playinggames, and adventure gamingBest Role-Playing Rules, 1987Star Wars, West End Games, Inc.Designer, Greg CostikyanBest Rote-Playing Adventure, 1987Tournament of Dreams, Pendragon,Chaosium.lnc.Designers, Sam Shirley, Les Brooks &Greg StaffordBest Rote-Playing Supp

SpaceGamer/FuntasyGamer Page3 LETTERS Totheeditor: ThisisinresponsetoFranklin Dombrosky'sletterinSG/FG#81. Twelveyearsago,whileafreshman inhighschool, I playedmyfirst Avalon-Hillwargame. I remember beingtakenwiththeconceptof "gameassimulation",and Ibecame aninstantdevoteeofboard wargaming.Laterthatyear,my gamingfriendsand I discovered D&D,andweweretakenbythat gameforsimilarreasons;insteadof