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Is s ue #1
Free!
In This Issue: The Drooler Drooler in the Dark Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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The Knife” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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Field Weapons and Infantry
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Missions of the Reliant! 2.0.1
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Staff and Credits Editor and Art Director: Michael C. LaBossiere,
[email protected]. Cover and Interior Art: Michael C. LaBossiere,
[email protected].
Legal Information O p i f e x B i - Mo Mo n t h l y : Ra Ra n d o m U n i v e r s e s ©1996. 1996. All rights reserved. ©
Fees O p i f e x B i - Mo Mo n t h l y : Ra Ra n d o m U n i v e r s e s is is a free ezine.
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“The Drooler in the Dark: The Dog That Should Not Be”©1996 Ca l l o f Ct h u l h u Dr. Michael C. LaBossiere,
[email protected] Call of Cthulhu is Chaosium Inc's registered trademark for their game of horror and wonder in the worlds of HP Lovecraft. For more information, contact Chaosium Inc., 950-A 56th St, Oakland, CA 94608 -- or call us at 510-547-7681. Visit Chaosium's web page at htt p:/ / www.siri www.sirius.com us.com// ~chaosium chaosium// chaosium chaosium.html. .html. I s t o o d a t t h e d o o r , m y f a c e p a le le . A c o ld ld s e at at d a m p e n e d m y b r o w . I t u r n e d t o l o o k at at m y c o m p a n io io n t o see how he w as faring. “ Pr Pr e p a r e y o u r s e l f , J o e . W e a r e ab ab o u t t o f a c e s o m e t h i n g s o h o r r i b le le a n d e v i l t h a t I a m s u r p r i se se d t h a t t h e v e r y e a rt r t h d o e s n o t r e j e c t i t s p r e s e nc nc e . ” “What is t his horro r?” said Joe. “ T h e D r o o l e r i n t h e D a r k , t h e D o g T h a t S h o u ld ld N o t B e . .. .. ” I s a id id , m y v o i c e t r a i lili n g o f f t o a w h i s p e r . “ A H o u n d o f T i n d a l o s !” !” J o e c r ie ie d a s a l o o k o f t e r r o r c r o s s e d h i s f a c e . “ N o , f a r w o r s e . ” I s ai ai d a s t h e d o o r s w u n g o p e n , r e v e a l in in g I t . “ O h , l o o k at at t h e c u t e d o g g y ! ” s a id id J o e , s t e p p i n g f o r w a r d t o m e e t t h e Be Be a s t . “ N o , Jo J o e ! ” I c r i e d , b u t i t w a s al a l r e ad ad y t o o l a t e . . .
Disclaimer: Any resemblance between persons or dogs, living or dead, and the characters in this adventure is purely coincidental. Keeper’s Introduction This adve adventur nture e is inten intended ded as a bit of comic rel relief ief to break break up the usua usuall tedious tedious monotony monotony of of death and and insanity that the intrepid investigators have grown so accustomed to. This adventure works best if it is properly set up before it is played, so as to enable it to be sprung upon the unsuspecting investigators.The investigators.The set up for t he adven adventure ture is as f ollows: First, First, one of the investigators investigators needs needs to to become romantically involved with a NPC. Second, that NPC must buy a dog for a pet. Unknown to the NPC, he or she will acquire the Drooler in the Dark which will manifest itself as it’s current body grows from a cute puppy to a malign mass of canine flesh. While the Drooler is growing up, it will seem like other puppies and will cause no more destruction than any other growing and hyperactive young pup. However, when it reaches full growth, it will become serious trouble for the investigator. Running the Drooler The Drooler Drooler will be basical basically ly a backgroun background d element element in the campaign campaign which which will will involve involve the investigator investigator who has been singled out for this horrid fate. The investigator will be forced to interact with the Drooler every time the investigator visits his or her loved one. The following charts are used to generate the actions of the Drooler. Of course, the Keeper may freely chose an action for maximum humor. The Drooler will never harm its owner, who will never punish it severely no matter what it does.
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Situation: The Drooler meets the investigator or a friend of the investigator. Roll (1d6) Action 1
Droole roolerr ram rams s its its nose nose into into the vic victim tims s g groi roin. n. If victi victim m is male, ale, he takes takes 1D3 and and must ust roll under his constitution X 3 on % dice or fall to the ground for 1D10 minutes during which time he can only emit high pitched noises indicating his horrible pain. If victim is female,she will be embarrassed, but unharmed.
2
Droole roolerr vom vomits its on victim victim’s ’s shoes shoes.. Rea Reall lly y em embarr barras assi sing ng and and the the acid acidic ic vom vomit it eats eats up the victim’s shoes and and inflicts 1D2/ 1 D2/ round round until washed washed off.
3
Drooler relieves relieves itself on victim. Not harmful harmful but certainly not enjoyable. enjoyable.
4
Drool roole er ba barks rks in insan sanely ely for for 1D6 1D6 mi minutes and wi will not not stop stop.
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Droole roolerr runs runs awa away, y, req requi uiri ring ng the inv inves estiga tigator tor to chase chase the the dam damn thin thing g down down.. It will will lead lead the investigator through the worst places it can find (dumps, swamps, crack houses, etc.). Eventually it will ditch the investigator and return home.
6
Roll t wi wice and apply t he he ef fe fect s. s.
Investigator introduces introduces t he Drooler Drooler to one of his/ her pets. pets. Situation: Investigator Roll (1d3) Action 1
Drool ooler vom vomiits on pet. Pet Pet takes takes 1D3/ 1D3/ rou round un until it is wa washe shed off. off.
2
Drool rooler er dra drags the pet aro arou und un until it is just just abo abou ut dea dead, then then lets it it go.
3
Drooler ea eat s t he he invest ig igat or or’s pe pet .
Situation: Investigator is sitting down, watching TV or working. Roll ( 1D 1D6 )
A c t ion
1
Droole roolerr snea sneaks ks up up on inve investig stiga ator an and em emits an an un unearth earthly ly how howll caus causin ing g a loss loss of of 1D3 SAN on an unsuccessful SAN roll, no loss if SAN roll is made.
2
Drool rooler er leaps eaps into into the PCs PCs la lap an and vom vomiits on him/ im/ her. er. The The vom vomit it in inflicts flicts 1D3/ round round until washed washed off.
3
Droole roolerr get get betwe between en the inve investig stigator ator and and his his work work,, TV, etc. etc. an and wil willl refus refuse e to move move..
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Drool rooler er begi begins ns eatin eating g the the PCs PCs sho shoes es,, whe whethe therr they they are are bein being g worn worn or not.
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Droole roolerr beg begin ins s to bark bark insa insane nely ly and will will not not stop unti untill the the in investig vestigator ator goes goes awa away. y.
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Ro ll T wic e
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Situation: investigator and romantic interest are smooching, etc. Roll ( 1D 1D3 )
A c t ion
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Drool rooler er deci decide des s it it has has to go go to the the ba bathro throom om.. If If not not tak taken for a walk, it will relieve itself on the investigator.
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Droole roolerr beg begin ins s to bark bark insa insane nely ly and will will not not stop unti untill the the in investig vestigator ator goes goes awa away. y.
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Drool rooler er wil willl stare stare inte inten ntly at at t he inve investi stiga gator. tor. The The inv inves estig tiga ator mu must match match pow power er with with the Drooler and win win in order to keep doing doing what he/ she is doing. If not, not , t he mood mood is shattered.
Situation: The investigator is eating. Roll( 1 D6 )
A c t ion
1
Drool rooler er lea leaps up in into the PCs PCs pla plate te and and begi begins ns slu slurpin rping g dow down n food. food.
2
Drool rooler er gets gets its its pa paws on on the the tabl table e an and vom vomiits on the the PC PCs pl plate.
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Droole roolerr gets gets unde underr the table table and ram rams its hea head d in into the inv inves estig tiga ator’s groi groin n (see (see abo above ve). ).
4
Droole roolerr beg begin ins s to bark bark insa insane nely ly and and wil willl not not stop unti untill the the inv inves estiga tigator tor feeds feeds it. If If the investigator feeds it, it will nip the hand that feeds it for 1 point.
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Droole roolerr gets gets bes besid ide e the the in investig vestigator ator and and brea breaks ks win wind. The inve investig stiga ator mus mustt roll roll unde underr his/ her constitution on % dice or be unable to eat.
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The Droole roolerr stares stares at the inve investig stigator ator.. The inve investig stigator ator must ust match power power with with the and win or be unable to eat.
Drooler Drooler
Situation: The investigator is asleep and the Drooler is present (bad move). Roll (1D3) Action 1
The Droole roolerr awa awake kens ns the inve investig stiga ator by by stepp steppin ing g on on his/ is/ her ches chestt and and grow growli lin ng. In the process, the Drooler will dump about a liter of drool onto the investigator. Waking up in this manner costs 1D3 SAN or 0 is a successful SAN roll is made.
2
Droole roolerr take take the oppo opportu rtun nity to eat eat most most of the inve investig stiga ator’s clothi clothing ng,, inc inclu ludi din ng the the investigator’s wallet or purse (yumm! Credit cards!)
3
Droole roolerr vomits vomits on inve investig stigator ator.. inv inves estiga tigator tor take takes s 1D3/ 1D3/ round round until until the gunk gunk is wash washed ed off.
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Situation: The investigator is taking the Drooler for a walk. Roll(1D6) Action 1 Droole roolerr lur lures es the inve investig stigator ator near near somethi something ng dang danger erou ous s (like (like traffic) traffic) and and tries tries to drag drag the investigator into the danger. 2
Droole roolerr esca escape pes s the the lea leash sh and and the the inv inves estig tigator ator must ust track track it it down down (see above). bove).
3
Droole roolerr gets gets into into a fight fight with with a rea really lly big big dog dog who who has has a real really ly big big owne ownerr who who really loves his dog and would really hurt the investigator if the Drooler messes up his dog.
4
Droole roolerr wai waits ts until until the inve investig stigator ator is distra distracted cted and and then then tangl tangles es the inve investig stigator ator in the leash and then takes off at top speed, dragging the investigator along. The investigator will sustain sust ain 1D3 points point s before befo re gett ing free and and will look prett pret t y stupid being dragged dragged around around by a dog.
5
The Droole roolerr bite bites s the the hea head d of of a squi squirr rrel el in front front of a grou group p of of youn young chi child ldre ren, n, runs over to them and coughs it up onto the youngest child.
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The Droole roolerr bite bites s the the hea head d of of an old old la lady’s dy’s pood poodle le then then cough coughs s the the hea head du up p on her foot, causing her to suffer a cardiac arrest.
Finish The Keeper should should milk milk the Drooler for all that it is worth. Remem Remember ber that the PCs love interest will not tolerate any harm to come to her beloved dog. Eventually, the joke will wear thin and the Drooler can vanish into the night (or perhaps into a concrete filled 55 gallon drum ) leaving only the stale smell of doggy vomit and lots of shed fur behind. The Drooler Description: The Drooler always takes the form of a very large yellow dog, with a look of keen, but malign, intelligence in its eyes. Notes: Not es: The Drooler is a one of a kind kind supernatural supernatural ent ent ity which exist exists s to t o cause trouble for fo r humans. humans. It will cause itself to be born as a dog and will cause someone to adopt or buy it. It will then match its power against the people or person who bought it and if it wins, the persons or person will want to keep the Drooler, no matter what. The Drooler is a bit evil, but will only resort to full scale violence to preserve its body. Otherwise, it will be content to torment everyone besides those who own it (who are oblivious to its behavior). Naturally, the person or persons who own it will never want to speak or see the person who harms their beloved dog. Characteristics ST R: 1 5 CON: DEX: 1 4 HP: 1 5 Weapon: A t t k% Bit e 8 0% Ram 9 5% V omit 9 5% Armor: The Drooler has
20
SIZ:1 0 POW: 19 MV : 1 4 Damage 1D8 +1D4 See above Inf lict s 1 D2 / ro r ound unt il washed of f . no armor, but takes minimum damage from non magical weapons.
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SAN: Viewing the Drooler costs no SAN. It can emit a howl,that costs 1D3 SAN unless the hearer makes a SAN roll.
“The Knife”©1992,1996 by Dr. Michael C. LaBossiere,
[email protected] Ca ll o f Ct h u l h u
Call of Cthulhu is Chaosium Inc's registered trademark for their game of horror and wonder in the worlds of HP Lovecraft. For more information, contact Chaosium Inc., 950-A 56th St, Oakland, CA 94608 -- or call us at 510-5477681. Visit Chaosium's web page at htt p:/ / www.siri www.sirius.com us.com// ~chaosium chaosium// chaosium chaosium.html. .html. Su r e w e ’ v e h a d s o m e k i llll in in g s h e r e . Ev Ev e r y U S c i t y a n d t o w n h a s t h e m t h e s e d a y s . T h e y ’ r e a l s o g e t t i n g w e i r d e r . T h is is la la t e s t g u y , t h e o n e t h e m e d i a c al al ls ls “ t h e K n i f e ” , h as as b e e n c u t t i n g p e o p l e ’ s h e ar ar t s o u t a n d d r a in in i n g t h e i r b l o o d . I’I’ m l o o k in i n g f o r w a r d t o r e t i r in in g , y o u b e t .
Introduct Introduction/ ion/ Keeper’s Keeper’s Background Background This 199 0s adventure adventure can be set in any any city or t own that has or is near near an establishe established d universi university, ty, such as Boston . Of course, setting it near Miskatonic University would be a nice touch. Prior to the beginning of the adventure, US troops discovered a new site of Aztec ruins while they were conducting exercises with local troops. An archeological expedition soon arrived at the site with Professor J ohn Wenton Wenton among among them. In the course of the t he explora exploration, tion, Prof essor Wenton stum st umbled bled across an enchanted mythos knife. Contact with the knife caused him to become ill and he was forced to return to his home. During the trip back and when he was back, the mythos being connected with the knife gradually drove him insane. His first victim was a colleague, who was soon discovered. His next was his wife, whom he hid in the basement freezer of his house. He has been killing one person a day ever since. It is up to the investigators to stop him and get rid of the knife. Getting the Investigators Involved: The bizarre bizarre nature of t he killi killings ngs migh mightt intrigue intrigue the t he investiga investigators tors to enter into into the situation, especially if they reside in the area. They may also be brought in by a professor, who knows of them, who suspects that occult activity may be afoot. This adventure is also suitable for running “in the background.” The investigators could hear of the killings while the investigators are involved in another adventure and they could be gradually drawn into this adventure, perhaps because they believe the incidents are connected with the origin o riginal al adventure. adventure.
Players’ Information The following following information information may may become become availa available ble to t he playe players. rs. There are are nume numerous rous newspa newspaper per articles that the investigators might find. Most of them are difficult to find and the players would have to think to check for them. Finding them requires Library Skills rolls, which may be modified at the Keeper’s discretion to reflect the difficulty in coming across some of the articles. A fairly easy to find piece of information is that a new site of Aztec ruins was discovered recently and that an expedition visited them. A more difficult article to find is a piece in the local paper about Professor Wenton joining
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the expedition. A later article is about the fact that he became ill and was forced to return. There are numerous news items about the killings.These are front page news and there is extensive TV coverage. The killin killings gs are sometime sometimes s mentioned mentioned on the national national news. news. Resea Researchi rching ng the killin killing g will revea reveall that t he first victim was Professor Ivan Tarksi, an expert in ancient languages. He was found in his office by a student. The next victims were of various professions (ranging from hookers to accountants) and they were killed in various places (at home, in an alley, etc.). The only thing all the killings have in common is that the hearts have been precisely removed and all the blood has been drained from the bodies. If the investigators wish to learn more about the killings, they may want to speak with the police or the coroner. The police on the case will talk about the killings if the investigators have some of official standing (press, PIs, etc.) or if the investigators can earn their trust (or trick them). The police have no idea who the killer is, except that he is very good with the knife and is insane. They suspect that it is probably a surgeon, due to the precision of the cuts. In all cases, the police will say, the heart was removed from the body and the blood was drained. If the investigators speak with the coroner, who will t alk if persuaded(expressing an interest in his work will help) or if the t he invest investigato igators rs have an offic of ficial ial status. He will say that the hearts were removed with surgical precision with a scalpel sharp implement. The rib cage of each victim has been ripped out and the markings indicate it was done by a gloved human hand( the police haven’t revealed this fact).The coroner will also say that the blood was removed completely from the bodies, but there is no indication of how this was done. Investigators with occult skill will, if they make their skill roll, recognize that the way that the victims have been killed is very much like the way the Aztecs sacrificed their victims. According to the Aztecs’ metaphysics, the universe had been made from the blood of the gods and human blood was needed to keep the universe’s energy in the proper balance. The blood draining part of the killings is not part of the standard Aztec ceremony, but a second occult roll will indicate that the investigator is aware of a small cult that existed in the Aztec culture which removed the hearts of their victims and drained their blood. This cult worshiped a god named “Azatcl” who was served by a dark god named “Thotaxtl.” According to this cult’s mythology, the chief god lived at the center of the universe and fed upon blood. This blood was brought to it in a variety of means, but blood from sacrifices was brought brought to it by a t oad like like being. being. Many Many scholars scholars doubt t hat hat the cult existed and believe believe the information information on it was fabricated by the Spanish to justify their wiping out the city this cult supposedly resided in, as no evidence has ever been found supporting the documents written by a Spanish priest detailing the cult and its practices. Ecofeminist scholars contend that the city was a peaceful, matriarchal society which worshiped an earth goddess and this is why the city was destroyed by the patriarchal Spaniards. Once the Aztec link is made, finding the articles about the professor will be easier, since the investigators will be focusing on Aztec related information. If t he investigators investigators learn learn about t he Aztec Az tec cult, a successful Cthulhu Cthulhu Mythos skill check will will reveal that the cult did exist and apparently worshiped Azathoth and Nyarlathotep by sacrificing people to them. There is also reference to an enchanted knife used in the sacrifices as well as some mention of a toad being that drank human blood. The knife is supposed to be inhabited by or linked to the toad thing and it is written that it can take control of anyone who possesses the knife. The fact of the matt matt er is that the inhab inhabitants itants of t he city city did indir indirectly ectly worship worship Azathoth and sacrificed humans to it. The heart and blood of the sacrifices was consumed by the nameless toad creature. The Spaniard came across this city and learned quickly of its practices. In response, they wiped the city out and had all record of it destroyed so that no one would return to the cursed site. This city is, of course, the one that was found by US troops. If the investigators check out the first murder, that of the professor, they will find out that he was killed in his office and that no one saw or heard anything. This is surprising, since the main office is next to the dead professor’s old office and the walls are quite thin. If an investigator makes a luck role, one of the people will say “It’s just terrible. First Professor Wenton took sick on the expedition and had to come early, and now Professor Tarksi is dead.” If the person is asked about Wenton, they will say that he was on an expedition to an Aztec city and was forced to return due to an illness from which he hasn’t recovered yet. If the investigators ask (or look in the phone book) they can find his address. The
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book also indicates t hat he is married, married, since it it lists a Mr. and Mrs. Mrs. J ohn Went Went on.
Action The professor, professor, insane insane and and domi domina nated ted by the t oad thing, thing, will will kill kill a person person a day unl unless ess he is is stopped. He hunts each night for a suitable victim, using his own keen intelligence and the abilities bestowed upon him by the toad t oad thing to select t he best victim vict im and circumstances circumstances in which to kill him/ him/ her. If the investigators go out at random, they will have little chance of finding him, if any. If they search for him, they will also have little chance of finding him. Their best bet is to put the pieces together in order to find out who the killer is. If the investigators call him, he will say that he is sick and doesn’t feel up to visitors. If they stop by (with or without calling) during the day, he will answer the door and explain that he is ill and wishes to be left alone. A successful spot hidden role will reveal that his sneakers by the door are in small puddles, indicating he was out in the rain last night (an odd thing for a sick man to do). If the investigators ask about or to see his wife, he will say that she is out of town (and odd thing for the wife of a very sick person to do). If he becomes suspicious of the investigators (they give no good reason for visiting him, they mention the killings, or ask too many questions) he will track them down and attempt to kill them. If the investigators talk to his neighbors and can persuade them to talk (not too difficult) they will reveal that they never see the professor leave during the day and haven’t seen his wife in some time (they will give a date around the time he killed her). If the investigators try to break in during the day, he will try to kill them. If he succeeds, he will stash their bodies in the freezer after slicing them up into easy to store pieces. If the investigators go to the house at night, they will see him go out the back door around 1:00 am. If they search the house they will find that kitchen refrigerator contains spoiled food(he lives off blood now) and if they go into the basement they will find his wife’s body in the freezer. If the police are called, they will put out an APB on him and will try to arrest him. If the toad thing is convinced that the professor will not be able to escape, it will make him turn the knife over to another person who will take up the trade.The professor will then be found wandering in the streets, totally insane. The prof essor’s killings killings will also inspire a copy cat killer. killer. T his killer will murder murder people and hack hack them open to remove their heart. Due to the difference in the killing styles, the police will know that they are now dealing with two killers. This killer will cause the investigators problems and they may run into him, since he is not as smart or cautious as Wenton and lacks the toad’s help. He will attack them on sight. Of course, if the investigators take to running around at night they may be picked up by the police for questioning (and they better not be toting around any illegal fire power).
Resolution The killin killings gs will will continue continue at t he rate rate of one per per night night ( or more if if t he copycat copycat st ays active) active) until until the t he investigators deal with Wenton. If the investigators defeat him directly, each involved investigator receives 1D4 SAN. If the investigators indirectly defeat him (they find the body and call the police, for example) they get 1 point of sanity (or none, if they didn’t do enough to merit a reward). If the knife is captured by the investigators and taken care of(by encasing in concrete, for example) and they are aware of its nature they each receive 1D4 SAN. If the knife is not recovered or is lost, then the investigators each lose 1D4 SAN if they are aware of the nature of the knife. If the investigators give up, somebody will eventually take care of Wenton, but the knife may end up in somebody’s possession and if so the killings will start again.
The Knife The knife knife is composed composed of an extremel extremely y hard hard metalli metallic c alloy alloy that is not found on earth. earth. It has very very odd markings on it that seem vaguely Egyptian in character. Used in combat, the knife inflicts 1D6+3 damage due to its enchanted nature. The knife knife is linked linked to a horrid horrid being. being. This creature creature mani manifest fest s itself as a bloated bloated t oad whose whose warty hard drips blood. The thing’s mouth is full of bloody, writhing tentacles. The toad thing has no material
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body, except the knife, and has only intelligence and power stats. Its Intelligence is 16 and its Power is 21. The toad can manifest itself at the cost of one magic point per minute it appears.Seeing a manifestation of the toad costs the viewer 1D6 SAN on a failed roll, 1 on a successful role. The toad cannot physically attack people and cannot be physically attacked, but may attack and be attacked mentally. Such an attack costs it one magic point. The toad and its victim match Power and each att empts empts a resistance roll again against st the ot her. If the t he victim fails fails his/ her roll, roll, t he victim loses 1D6 magic magic points. If the toad fails its roll, it loses 1D6 magic points. A being (the toad or victim) who reaches 0 magic points in this battle loses consciousness and can no longer resist attacks. If the beings magic points go below 0, the being perishes. The toad will break off attacks against more powerful beings very quickly. quickly. It can also be harmed harmed by att att acks that aff ect t he target’s Power. Po wer. Reducin Reducing g its power to 0 will destroy it. If a person touches the knife when it is not linked to another, the toad thing will attempt to link to the person. The process begins with a mental attack on the person touching the knife (must be with bare skin). This attack is resolved by using the resistance table using the Powers of those involved. If the victim vict im resist s, he/ she will be aware aware of t he nature nature of t he knife knife and will will probably avoid it. The person is thereafter immune to contact with the knife. If the toad thing wins, it has made a link to the victim. The victim will immediately lose 2D6 CON and STR, which will be regained at the rate of one point a day each. If the loss reduces one or both stats below 0, the victim dies. If the victim survives, the toad thing will will send him/ him/ her horrible horrible visions visions and appear appear to him/ him/ her. This t orment orment will cost the victim vict im 1D10 of SAN each day. The victim cannot willingly get rid of the knife once the link is made ( but it could be taken from him/ her). T he victim is likely likely to t o go insane before reaching reaching 0 SA N, and while while insane insane the person will be completely under the toad thing’s control. The toad thing will direct the victim to kill and the victim cannot resist.These killings are likely to cost the victim further SAN, especially since the toad thing makes them kill their friends and loved ones first. Once the victim’s sanity reaches 0, they are permanently lost. When the person is under under the t he toad t hing’s hing’s cont rol, he/ she will will be directed to t o kill one person person a day day for fo r the toad to feed upon. The toad will manifest and feed upon the blood, heart and POW of the individual. The blood blood and and hea heart rt are not not actually actually eaten eaten by the toad toad (it lacks the requi requisite site body), body), but it does consum consume e them. The person will be forced to drink the blood and eat some of the heart (and the person will stop eating normal food). The toad gains a number of magic points equal to the victim’s POW after the kill and has 24 hours to use them. The toad thing thing can aid aid its host in the followin following g mann manner. er. First, First, f or each magic magic point point it expen expends ds it can heal one point of damage the host has sustained. Second, for each magic point expended, the toad thing can increase the host’s STR by one point for five minutes (hence the ability to rip open rib cages). This can increase the host’s damage bonus. Third, for each magic point expended, the toad thing can increase the host’s CON by one point for five minutes. This will increase the host’s hit points. When the time runs out, the added points are removed. For example, a host with 13 hit points is given 6 points of CON, increasing his hit point total to 16. He takes 14 points of damage. He will die when the magic CON runs out unless he is healed. In both the STR and CON additions, the toad can use its magic points to increase the points or the duration.Each point expended to increase duration increases it 5 minutes. For example, 6 magic points could increase the host’s STR by 6 for 5 minutes, or by 1 for 30 minutes. The toad thing also confers a +20% to the knife skill of the host. The knife knife is very hard hard to destroy. It is immun immune e to most acids and and would would requ require ire an an incredi incredible ble amou amount nt of heat to melt. It has 30 hit points. Destroying the knife does not destroy the toad thing, but does cut off its connection to this world. Doing so will free any host it might have. If the host still has some sanity left, they can be treated and returned to some degree of normalcy. The host will also be freed if the toad thing is defeated in the mental combat earlier. The knife will turn to powder if the toad thing is killed this way. Of course, the host will be forced to prevent the knife and toad thing from coming to harm.
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NPCS Professor Professor J ohn Wenton Wenton S T R: 14 CON: 13 SIZ: 14 INT : 16 POW: 12 12 DEX: 15 A PP: 12 EDU: 19 SA N: 0 HP : 14 Damage Bonus: +1D4 Skills: Anthropology 15%, Archeology 85%, Computer Use 15%, Drive Auto 55%, Library Use 75%, Martial Arts 25%, Natural History 15%, English 95%, German 25%, Latin 25%, Photography 25%, Handgun 35%, Knife 65% (includes bonus). Weapons: The knife, 9mm Parabellum Description: Prior to his encounter with the knife, Wenton was a kind and loving person, happily married to his wife and pleased with his job as an associate professor of archeology. Now he is an insane puppet of malign forces. Though his mind has been shattered, his intelligence remains, though it has been twisted to the toad thing’s evil purposes. Wenton will make full use of his abilities when stalking victims and dealing with any threats to him. Unfortunately for the investigators, Wenton is in good physical condition, has received martial arts training (karate), and is good with a handgun. He is incapable of surrendering and will fight to the death as long as he has the knife. Copy Cat Killer S T R: 16 CON: 14 SIZ: 15 INT : 10 POW: 9 DEX: 12 A PP: 11 EDU: 11 SA N: 3 8 HP : 15 Damage Bonus: +1D4 Skills: Dodge 45%, Hide 55%, Sneak 25%, Fist 65%, Grapple 55%, Knife 65% Weapons: Combat Knife (1D6) Description: This is a disturbed individual who hopes to gain fame for being a killer. He was inspired partially by the psychic emissions of the toad thing, but mostly by his own evil character. He will stalk and kill people and will attack anyone who tries to stop him. He will not attack media crews or reporters if he recognizes them, since he is doing the killings for the notoriety.
Field Weapons and Infantry©1991,1996 Dr. Michael C. LaBossiere
[email protected] BattleTech™ BattleTech is a Registered Trademark of Bat t leTech Compendium Co mp endium FASA Corporation. Bat material Copyright 1990 by FASA Corporation. All Rights Reserved. Used without permission. permission. Any use of FASA Corporation’s copyrighted material or trademarks in this file should not be viewed as a challenged to those copyrights or trademarks. This art icle was originally originally published published in GDW’s Challenge magazine. According to GDW (just prior to its demise) it is legally acceptable to republish this article.
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Introduction This article is intended t o provide field weapons and new infantry types to FASA’s FASA ’s B a t t l e t e c h Compendium . These additions are, of course, to t o be considered optional opt ional and it is recommended recommended that these additions be discussed and accepted by those involved.
Field Weapons Bat t letech Compendium Co mp endium Notoriously absent absent from the Bat are rules governing the construction and use of are field weapons. Field weapons are essentially standard mech and vehicle weapons on a wheeled chassis. These weapon weapons s are mostly mostly crew served, served, but some are remote remote controlled weapon weapon systems.
Field Weapon Construction These steps enabl enable e players t o construct their t heir own field weapons weapons for t heir own scenarios or to modify others. In order to design a field weapon the player will need paper, pencil, and so forth as well Rules of War. as the appropriate charts from the Compendium or or the Rules 1. Determine Technology Level The playe playerr has has the choice choice of Inner Inner Sphe Sphere re or Clan Clan technology. technology. The Cla Clans ns are are not known known to employ employ field weapons, so it is likely only Inner Sphere field weapons will be designed. 2. Select Select Controls If the field weapon weapon is to be remote fired, it must must be equipp equipped ed with a remote control system. This This system weighs weighs .5 tons. FWs that are not not remote fired f ired do not need this system. syst em. Remote Remote systems also also require servomotors and special computers. These weigh one ton (for both together). 3. Select Weapon A field weapon consist s of one weapon. Machine Machine guns and small lasers may, may, however, be mounted mounted together, up to four weapons per mount. 4. Select Ammunition Ammunition Ammunition is allocated as as normal normal ( tons to ns or half half tons). tons) . En Energy ergy weapons require power plant plant s, power amplifiers, and so forth. However, due to the open nature of field weapons only half the normal heat sinks are required. Energy weapons are, however quite rare (generally, they have been stripped from vehicles vehicles or mechs by desperate desperate soldiers). Weapons Weapons are considered considered to be autoloaders. 5. Add Armor Crew served served field guns guns may may have have a gun shield on the front . Armor is purchased purchased in half or full t on lots. Remote weapons may be armored on all sides. 6. Add Chassis Chassis// Controls/ Controls/ Etc Each weapon must have have a chassis that weighs 10% 10 % of the t he weight of the weapon, ammunition, ammunition, armor, armor, and any control systems. This chassis provides the weapon with wheels, which enables it to be towed. Things Things like like rotat ing/ ing/ elevating elevating equi equipm pment, ent, battery packs, and the like are also included. 7. Gun Crews A field weapon weapon requires requires one crew membe memberr for every every four tons of the tot al system, syst em, round up to t he nearest whole number. Remote systems require no crew.
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Combat Rules Fire FWs fire just just as normal normal weapons weapons do, do, using using the appropria appropriatt e charts. Remote Remote weapons fire at a modification of +2 (making them harder to hit with). Attacks on FW FW are fired on just as any other ot her unit unit , but use use different diff erent hit charts. charts. FW(Crewed) Combat Chart Ro l l Front 2 Weapon Out 3 A rm rmor( no no movement ) 4 A rmor ( - 1 mp) 5 A rmor 6 A r mo r 7 A r mo r 8 A r mo r 9 A r mo r 10 A r mo r 11 Crew Out 12 Crew/ Weapon Out
Bac k Weapon Out Weapon Out Weapon Out Weapon Out Weapon Out Crew Out Crew Out Crew Out Crew Out Weapon Out C/ W Out
Side Weapon Out A rm rmor( No No movement ) A rmo r( - 1 mp) A r mo r A r mo r Weapon Out Weapon Out Weapon Out Weapon Out Crew Out C/ W Out
Remote Weapon Hit Ro l l Ef f ec t 2 Weapon Out 3-8 A r mo r 9 A rmor + No Movement 10 A rmo r + - 1 mp 11 Remot Remote e Out 12 Weapon Out
Explanation of Results Weapon Out: Weapon Weapon can no longer fire. Extent Extent of dama damage ge left to players’ players’ discretion. discretion. Crew Out: Crew can no longer function. May be replaced by another gun crew. No Movement: Damage Damage t o chassis prevents the weapon weapon from being towed. to wed. It It may be picked picked up up by a mech or VTOL. VT OL. -1 MP: The chassis chassis is dam damaged aged,, maki making ng the weapon weapon difficult to t o tow. This eff effect ect is applie applied d to he towin to wing g vehicle. Armor: The unit’s unit’s armor, if any any is is hit. hit. If no armor: 1-3= 1- 3= Crew Out and and 4-6= 4- 6=Weapon Weapon Out. Remote Hit: The receiver is hit. The weapon cannot fire.
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Other Rules Remote Weapons Remote weapons require a command system to activate them. A C3 will do the job, but each remote counts as a unit towards the C3s limit. A vehicle or mech can also be equipped with a Remote System which enables it to control up to four remote systems. The remote system weighs 1 ton, takes up one critical space, and has a range of 20 hexes. Each remote field weapon can only be controlled by the RS it is linked to (this is designated-secretly-at the start of the game). Remot Remote e weapons weapons fire at +2 +2 and a t urn in which t hey are used used a mech operating operat ing t hem is treated treat ed as as if it is engaging multiple targets. The remotes use the firer’s gunnery skill. Vehicles can be assumed to have a crew member assigned to the remote and do not have the multiple target penalty. The remote still fires at +2. Range is calculated from the unit which is closest (see the C3 for how this works) to the target and the controlling units movement is used to modify fire (due to the jostling of the operator) . Naturally, Naturally, the t he terrain modifiers are are drawn drawn from the remote remote as are LOS restrict ions (missiles can still indirect fire). Towing Field weapons weapons cannot cannot be fired while while they are are being being towed. to wed. They are treated treat ed like like cargo for how they slow a towing unit down. They also require the vehicle to use the wheeled vehicles restrictions (unless the vehicle has the weapon in an internal cargo space or it is being carried by a mech). In general, a vehicle can only tow one weapon. It is suggested that only tracked and wheeled vehicles be permitted to t ow field f ield weapons. Field weapons may may be unloaded/ unhooked like normal normal cargo, but require an additio additional nal round for set up before they can fire. Emplacements: Field weapons can be set up in emplacements with walls around t hem. Assign As sign t he walls armor values and use the front chart for shot s on a walled walled side for crew served guns. guns. Remotes Remotes can also also be protect ed by emlaceme emlacements. nts. Use the normal normal chart, but t he walls walls get hit f irst. Weapons Weapons actually within buildin buildings gs are treated as if they were emplaced (see appropriate rules). FWs can also be hidden. Remote FWS are often laid as traps, especially in cities. Gunnery Gunnery Skills : If desired, FW crews may may be assigned or roll for fo r a gunnery skill level. They may may also gain gain experience if desired.
Examples Type: Field Weapon Weapon: A ut o Cannon 5 A mmunit ion: 4 0 shot s Gunshield: 3 2 point s Chas s is : Tot al: Crew: 4 Type: Field Field Wea Weapon pon Weapon: L RM 20 A mmunit ion: 1 8 Gunshield: 3 2 Point s Chas s is : Tot al: Crew: 5
T ons: 8 T ons: 2 T ons: 2 Tons: 1.5 ( rounded up) Tons: 13.5
T ons: T ons: T ons: T ons: Tons:
10 3 2 1 .5 t ons 16.5
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Type: Field Weapon (Remote) Weapon Weapon:: SRM SRM 6 Tons: 3 A mmunit ion: 3 0 A r mo r : T ons: 4 .5 Front: 32 R/ L Side: 16 Bac k: 8 Remot e: Servo s/ Co Co mp: T ons: 1 Chas s is : Tot al: Crew: None
T ons: 2
T ons: .5 Tons: 1.5 ( rounded up) Tons: 12.5
Infantry The followin following g addition additions/ s/ modifica modifications tions should should be treated as optiona optionall rules rules to be adopted adopted if desired desired by by the players. players. Infantry Quality Rat Rat her t han have all infantry unit unit s of the same quality quality,, players players may wish to have t roops of varying skill levels. T roop Qualit y Unt rained/ Mob Green Regular V et eran Elit e
Hit Ad Adj ust ment +2 +1 0 -1 -2
Infantry Experience Infantry Infantr y may progress by gaining gaining experience just as mech warriors do. Since Since infantry infant ry suff er heavy casualties, record keeping will be a bit of a problem. problem. If mixed units are created, t he predominan predominantt skill s kill level is used (that is, the skill level of the majority is used). Less experienced soldiers may be assumed to be killed first, and hence the quality of a mixed unit may change. Of course, if desired, the exact skill level level of the t he whole whole unit unit can c an be calculat calculat ed based on t he % of each troop t roop type t ype present. Experience may be recorded for the unit, or individual soldiers may be kept track of. Armored Infantry Standard infantry units units are assumed assumed to be wearing wearing light armor armor and wearing wearing p prot rotect ective ive helmets helmets.. Since infantry is cheap, and equipment is not, infantry units do not generally receive high quality armor. However, some units are equipped with higher quality protective armor. T ype Normal A rmo r 1 A rmo r 2 A rmor 3
Damage in c over Full Full Half 1/ 4
Damage in Open 2x 1 .5 x Full Half
In Building Full 3 / 4 normal Half Normal 1 / 4 Normal
Explanation Armor Type: the type of armor the infantry is equipped with.
MG MP 2d6 N 1.5d6 N 1d6 N 1 / 2 d6 - 1
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Damage in cover: The amount of damage the infantry takes when it is hit in terrain that provides a fire modifier. For example, an Armor 2 equipped unit hit by an autocannon while in heavy woods would suffer 3 casualties . Damage in the open: The amount of damage the infantry takes when it is hit in a hex that provides no terrain modifiers. For example, a standard infantry unit hit by PPC in the open would lose 20 soldiers. In Building: The % of damage suffered by the unit if it is fired at while in a building. The % is the % of damage given on page 45 of the Compendium . For example, an Armor 2 equipped unit would suffer only 1/ 4 of the damage damage of a shot f ired at at it while it was in a mediu medium m buildi building. ng. MG: The number of dice rolled for casualties when the unit is hit by vehicle or mech machine guns while under cover. This is doubled if the unit is in the open. 1.5 d6 = 1d6+ 1d3 (2-9 points). MP: The effect the armor has on infantry movement. Armor 1 is actually lighter than the standard armor and Armor 2 is only marginally heavier. Armor 3 is quite heavy. However, MP cannot be reduced below 1.
Combat Armor Infantry Combat Combat Armor was developed on a Periphery world by descendants descendants of part part of Kerensky’s forces forc es whose jump ship suffered a malfunction which prevented them from making the full journey. While Combat Armor is far weaker than BattleArmor, it is still more effective than normal infantry. Combat Armor has recently become available in the Inner Sphere and is being constructed by factories that produce exo-skeletons. Combat Combat Armor Ar mor units begin with ten soldiers in each unit ( called a Decade). The unit unit is f ired on like like a unit unit of Batt Batt leArmor, leArmor, with t he exception exception that a 10 sided sided die (or 2 d6, with appropriate reading modifications) is used to determine which soldier is hit. It takes four points of damage to kill a Combat Armored soldier. Combat Armor Ar mor units units are armed with lasers, SRMs, Flamers, Flamers, or Machineguns. Machineguns. They are treat ed like a standard infantry unit for firing purposes. Combat Combat Armor units units have two ways of moving. moving. They can can move on the ground ground with 2 MP ( treat as walking) or they can jump up to 3 hexes (3MP). Notes A Combat Combat Armor unit unit (1 0 soldiers) soldiers) requires requires 2 tons of cargo space in a vehicle. vehicle. Combat Armor units should be considered to be elite troops troo ps and are capable of delivering Anti-Battlemech Attacks, if that optional rule is used.
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Reviews About Opifex Bi-Monthly:Random Universe Reviews Each review is conducted in a fair and objective manner. An adequate evaluation period is utilized in Mo n t h l y : Ra Ra n d o m U n i v e r s e s accepts all cases in order to test the product in question. O p i f e x B i - Mo accepts games for review, including software games. If you would like your product or your company’s product reviewed, please contact Dr. Michael C. LaBossiere (
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Missions of the Reliant! 2.0.1 Starship Combat Game Advantages: Well written, excellent animation, excellent graphics, challenging. Cons: Controls are still a bit awkward to use. Aut hors: Michael Rubin Rubin Company: PlayMaker Contact: Michael A. Rubin: Internet:
[email protected], AmericaOnline: DoDProdctn; PlayMaker: PlayMaker, Inc. 19 Oversh Overshot ot Court Court Phoenix, Phoenix, MD MD 2113 1-1 851 , Internet/ Internet/ AOL:
[email protected] How To Get: Online Type: Macintosh Macintosh Keyware Application Size: Size : Game Game + Resources 2.6 2 .6 MB Memory Use: 3,400K Requirements: 13" Color Monitor (set to 256 colors), System 7. Recommended User: Anyone who likes space combat games. Reviewer’s Recommendation: If you like space combat games, pick up a copy. List price: $20 Typical Street Price: $2 0 Reviewer: Michael C. LaBossiere En d U se se r I reviewed reviewed the first Missions! Missions! In In the 6/ 94 issue of t he L o w - En and I am pleased to review the and Mo n t h l y . latest version version as t he first soft ware ware review in in O p i f e x B i - Mo
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In Missions Missions II, you play play the role of t he I.A I.A.S. .S. Reliant' Reliant' s captain. The ship is equipped equipped with warp drives, drives, impulse engines, shields, torpedoes, and a laser. To aid you in your missions, the ship has a crew of four fo ur officers: off icers: weapons officer, off icer, helmsmen, helmsmen, engineer, engineer, and and doctor. doct or. Each crew member member receives a rank, a screen image (randomized for each game, which is a nice touch), and skills (regarding their job qualifications). You control the ship's offensive and defense systems, such as the shields, torpedoes and lasers, through your weapons weapons off icer. Through your helmsm helmsman an you control cont rol navigation, navigation, movement movement , communication and your scanners. The engineer is responsible for repairing ship and the doctor is responsible for taking care of your crew. The mai main n weak weak poin pointt of the game game is that that using using the crew crew to get t hing hings s done done is rathercu rathercum mbersom bersome. e. Whil While e some commands can be given directly via the keyboard or mouse, many commands must be given via an old style menu (by this I mean a numbered list of options which are selected by choosing a number or clicking on the item). What makes matters worse is that only one crew member’s menu can be viewed at a time t ime and and the whole menu menu cannot cannot be seen at once. o nce. As I mentioned in my original review, review, it would wo uld be much easier (and more visually appealing) to have an icon based control palette for each officer. It takes some practice to get accustomed to the controls and those who own joysticks or other such devices will find them very handy in playing. Some users might find the controls a bit frustrating at first, but rest assured that the quality of the game make learning them worthwhile. I must admit that the controls have improved since the first version, but they are still a weak spot of an otherwise excellent game. The graph graphics ics and and anim animation ation (which uses Inge Ingema marr Ragne Ragnema maln ln's 's Sprite A nimation nimation Toolkit) are excel excellen lent. t. These ani anima mations tions and and graphi graphics cs are displa displayed yed in three different different views views . The Long Range Range Scan Scan shows shows the entire Interplanetary Alliance (the functional equivalent of the Federation), the systems, bases, the enemy, and the Reliant in a sector grid map. The second type of scan is the sector scan, which shows the sector the Reliant is in. This scan will show the Reliant and anything else in its sector. The last view is the viewscreen, which presents a video game style view of your ship and other objects in space (the enemy, planets, bases). In this view there are 3D-images (the others show colored dots). All of t he graphi graphics cs are of high quali quality ty and are smoot smoothly hly anim animated. ated. In fact, t he plane planets ts even rot rotate. ate. The T he Reliant is an attractive looking vessel and its animation is excellent.The animation of all the views is extremely fast and smooth. Even on older color Macintoshes there was no "jerkiness" or sudden "st alling" alling" in the action, even with with lots of o f action act ion on the screen (such as durin during g a batt batt le). The speed of the animation can be set by the user. I have found that it is a good idea to reduce the speed on faster Macintoshes, otherwise the enemy units will be far too fast to fight. Of course, for users who have mastered all three levels of difficulty, increasing the animation speed can make the game even more challengin challenging. g. Overall, t he animation animation and game game act ion are well implemented implemented and visually visually attract at tract ive. The T he static graphics are also quite good (the splash screen is especially attractive) and the sounds are also high quality. Missions II has three different scenarios, whereas Missions! Only offered one. In the first mission, which is the only mission available in an unregistered version, your mission is to protect the Interplanetary Alliance from an unknown enemy. In this mission, the enemy has a large planet killing vessel and support vessels. The enemy will proceed from system to system, destroying I.A. planets. Your duty duty is, of course, to defeat t his enem enemy y ( by destroying all all the vessels). vessels). While While this is an old plot, plot, it is fun to play. If you like the first mission, you can register the game. Missions is KeyWare and the idea is that you contact PlayMaker via the internet, fax or your phone and pay them $20. In return you get a code that unlocks the other two scenarios. These scenarios are both interesting. In the second scenario, a rebellion has broken out in the Interplanetary Alliance and it is up to the Reliant to defeat the rebels and
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set things right again. The third scenario is the most interesting and perhaps the most challenging. In this scenario, the Reliant journeys back in time to save the Alliance and then returns to a rather nasty surprise. This scenario is tough, but has an intersting plot and is a lot of fun. It is quite a challenge to do battle with the various enemies and achieving victory requires a great deal of skill and planning. I quickly learned that the video game attitude of "go in and shoot until they all blow up" will not work with Missions II. Playing this game is much more like playing Star Fleet Battles (an excellent excellent non-computer gam game e from Task Force Gam Games) es) or o r the Star Trek Combat Combat Simulato Simulatorr (an excellent Star Trek starship combat game from FASA) than playing Asteroids. When fighting the enemy, you need to work out a strategy, use your weapons effectively, and maneuver properly. You also need to know when to break off the fight and retreat to a base (if bases are available) for supplies and repairs. Coordinating everything is challenging and fun. Once you master the lowest level of play, you can move on to the higher levels to keep the game challenging. If you eventually master all levels of play, crank up the game speed, as mentioned above. Users of the 2.0 version should update to the 2.0.1 version, which fixes some problems. Overall, Missions! is a very enjoyable game and I strongly recommend it. Get a copy, and don't forget to pay your Keyware fee.