| |
| The Game of Modern Naval Warfare. |
| |
| SeaStrike is a game of modern naval warfare-providing
a much simplified but realistic simulation of the planning and tactics of naval
combat today on a local scale. |
| |
| The game is designed to be fast moving and exciting and
to offer a good balance between ease of play and realism: although a true reflection
of the economic and technical realities of modern naval warfare, it avoids long
setting-up periods, complicated mechanics and book-keeping and a lot of technical
detail. |
| |
| There is a basic game which is completely laid out and
very straight forward. There is also and advanced game with many options which
is more detailed and flexible and enables players to evolve their games. There
is even a simple set of ship design rules. |
| |
| Includes 4 9.5" by 11.75" mounted playing area boards,
pack of 80 SeaStrike cards, one movement indicator (short rod with colored marks),
one range indicator (a longer transparent ruler), 1 chinagraph pencil, 2 sheets
of cardstock die cut counters (one red and one blue) and 2 sheets of paper cut
out islands. |
| |
| FGU has recently sold out of Sea Strike. However,
Noble Knight Games has a few copies.
|
| |
| Hudson Hobbies still has some left over copies of Sea Strike. |
| |
| GameSale
is an excellent source for used Philmar/Ariel games. |
| |
| PIECES OF EIGHT expands upon the original rules for SKULL AND CROSSBONES
and is intended for use with that game. Many of the additional rules sections
are not hard and fast rules, but rather are recommendations and discussions
of subjects for the Game Master. In many cases it is better for the Game Master
to make rulings when many factors can enter into a ruling than to attempt to
detail long and complicated rules to cover the almost limitless factors that
can enter into a ruling. |
| |
| Some of the new rules sections, such as the rules on voodoo, are optional
and are intended to be used by Game Masters with a liking for the fantasy element
of fiction. Those familiar with Robert E. Howard's Black Vulmea will immediately
understand how and when to apply these rules and recommendations. |
| |
| Finally, PIECES OF EIGHT includes three complete adventures plus outlines
for further adventures. Also included with the adventures is a map of Port Royal
(not the historical city but the simplified version from the designer's campaign)
with a description of the buildings and some of the inhabitants. A similar map
of a smaller city, Fort de France, the port city of Martinique is also included.
These descriptions give the Game Master some ideas of how to construct and populate
some of the other towns which are mentioned on the SKULL AND CROSSBONES map
and, hopefully, will generate other adventures using them as a basis. Though
we have said it before, it still warrants mention that no rules are cast in
bronze and any of them can be changed by the Game Master to vary the adventures,
but care should be taken when doing so. |
| |
| As with the game itself, these adventures are meant to be enjoyed and we hope
that you enjoy them fully.With a little work the adventures in Pieces of Eight can be converted for use with the
Run Out the Guns game by Iron Crown Enterprises (another
historical role playing game which, like Skull and Crossbones, focuses on piracy in the Spanish Main). |
| |
| FGU has recently sold out of Pieces of Eight. However, Noble Knight Games has a few copies. Note, it is listed with the war games not the role-playing games. |
| |
| The Sentry Box has a few copies. |
| |
| |
| The game has many similarities to Warhammer
Quest, Heroquest, and to a lesser extent Talisman. The players build a party of
adventurers which explore a multi-level dungeon in search for treasure, magic
items, and allies. Each party is built by point allocation, in a fashion similar
to Warhammer or other miniatures games. The players can acquire heroes, heroines,
Ogres, Trolls, Priests, Men, Women, and/or Dwarves as party members. These
characters are rated for their combat strength, magical ability, and carrying
capacity, and in addition may possess special abilities--for instance, like in
the original set of Dungeons and Dragons, every Dwarf has the ability to detect
traps. Each adventurer is represented by a card; adventurers which are not chosen
by any of the players are mixed in with the Sorcerer's Cave's deck of encounters. |
| |
| The players all start on a dungeon tile which represents a stairway descending
to a 4 way intersection. The map is built during play. Like in Warhammer Quest
or Dungeonquest, the players draw a new map tile whenever they enter an unexplored
area. The tiles are either corridors or rooms. In most rooms a number of encounter
cards are drawn to determine a room's occupants and contents, although some
of the room tiles represent unique areas and have special rules associated with
them. Additionally, some of the rooms and corridors have stairways descending
or ascending to a different level of the dungeon. (On deeper dungeon levels
more encounter cards are drawn for each room, increasing both the danger and
potential rewards.) |
| |
| There is a detailed set of rules which allow the players' parties to interact
with each other. The players can trade items, form alliances, or combat each
other. |
| |
| As in the Talisman game, there are 3 basic types of encounter cards: Hazard
cards, Treasure cards, and Creature/Stranger cards, along with a set of rules
detailing the order in which the cards are resolved. |
| |
| Gibson Games acquired the Sorcerer's Cave. However, Fantasy Games Unlimited
is selling the original Ariel/Philmar printing. |
| |
| Terence Donnelly has also created computerized
version of Sorcerer's Cave. More information on this fine product is available
at: http://www.members.home.net/skookumsoft/. |
| |
| |
| SPACE OPERA includes complete rules for character and planet generation, human
and alien races, skills and professions, starships, individual and ship combat,
etc. Also included are summary charts, tables, ship and planetary record
sheets and character reference sheet. SPACE OPERA is the most complete science
fiction role playing game ever produced. |
| |
| SPACE OPERA is a science fiction role playing
game. Players control characters who may be star pilots, scientists, soldiers,
merchants, explorers, space marines, or any one of a number of other professions. These characters have adventures
in a galaxy designed by the StarMaster who referees the game. SPACE OPERA adventures may be interwoven over several
game sessions to play out the lives of the characters involved in this fascinating game of action and interaction. |
| |
| VOLUME 1 covers the generation of characters,
their attributes, skills, career possibilities, and the effects of their planets
of origin. Variations for alien races are presented. Psionic talents are explained.
Details for running, maintaining and repairing a starship are given. Five starships,
complete with deckplans are provided. Volume 1 is 90 pages long. |
| |
| VOLUME 2 presents a wide selection of equipment
and weapons for a variety of technological levels. Combat, both on the ground
and between starships is covered. Detailed sections on starship design, world
creation, interstellar travel and commerce, and planetary cultures fill out
the book. Volume 2 is 91 pages long. |
| |
| An assortment of master record forms and
a selection of useful charts are also included. |
| |
| For you as a player, SPACE OPERA offers a selection of species for your character.
From a basis of randomly determined characteristics (slanted to favor your character)
you take him through his career up to the point when his adventures start. This
development system results in a complete and rounded character with skills chosen
in a nonrandom fashion to suit his or her needs. |
| |
| For you as StarMaster, SPACE OPERA offers rules covering a wide variety of
topics from which you may pick and choose |
| |
| those that will best suit the universe in which you wish to play. In this way
you can simulate situations from virtually any part of science fiction literature.
SPACE OPERA gives you a framework within which to set and develop the adventures
that you conceive for the characters. The only limit is your imagination. |
| |
| SPACE OPERA requires one person to act
as StarMaster and is most enjoyable with 2 or more other players. The rules
present a detailed, and in some areas intricate, simulation of a science fiction universe which is a blend of scientific
fact, postulated future science and just plain imagination. |
| |
| Both volumes of the Space Opera rulebook
have been combined into a single perfect bound book. The 4 reference sheets
have been incorporated into the rulebook as well. |
| |
| |
| As the Underground Alliance readies itself for rebellion against the repressive
Korellian rulers of the CSA Sector, the Player Characters find themselves recruited
as agents by the Underground. AGENTS OF REBELLION is actually a connected series
of independent adventures in the service of the rebel cause. |
| |
| Missions lead the adventurers to rescue an important scientist from the Colonial
Police, raid a Korellian Star Base in search of secret codes, escape from a
planet-wide search for them, deliver their captured information safely off-planet
and deal with Imperium ambush. |
| |
| AGENTS OF REBELLION is an adventure pack for use with the SPACE OPERA game
system. STAR SECTOR ATLAS 11 (The Confederate Systems Alliance) is a helpful,
but not necessary, playing aid for these adventures. This is not a complete
game as SPACE OPERA is required for use of this adventure pack. |
| |
| FGU has recently sold out of Agents of Rebellion. However, The Sentry Box has a few copies of this supplement. |
| |
|
Noble Knight Games has a few copies.
|
| |
| |
| - - - - - - UNDER- - - - ACK- - - -ENS - - AIL - - - -THINK - WE - - - - -
- P - -CRY - - -LS - - - - - - - - - - - - - - - - - - - - - - - - - - SABO
- - GE - - - - - - - - - - - - - |
| |
| This is the content of the static-garbled message received by the Janus Mining
Company from one of their mining vessels in the Asteroid Belt. Your team of
specialists has been assembled by all companies on Martigan III to determine
what happened to the vessel and whether 'sabotage' was involved as the message
seems to imply. |
| |
| Included in this scenario are the full stats on the Martigan System with greatest
detail on the planet Martigan III. The system map shows the location of the
lost mining ship and of the IPA bases in the Asteroid Belt. Provisions exist
for adventures on Martigan III, exploring other planets of the system, determining
what went on with the lost ship, and mining the asteroids. Additional suggestions
for other scenarios are included for use within the Martigan System. |
| |
| MARTIGAN BELT is intended for use with SPACE OPERA. Note that this is not
a game, but a Star Master's Aid for use with the SPACE OPERA game system. |
| |
| |
| ASSIGNMENT: BREAK A CRIMINAL SYNDICATE |
| |
| A religious leader is kidnapped and the trail leads the adventurers through
a variety of worlds on the track of a syndicate. Criminal masterminds running
illegal drugs and operating production facilities on many worlds are involved.
These types of people have money and a ruthless nature in covering up their
activities. |
| |
| The player characters will find that their foes will stop at nothing, even
disrupting the annual Sky Cruiser Race on Grutzom. It all makes for an exciting,
multi-part adventure of danger and intrigue. |
| |
| Also included in OPERATION PEREGRINE is a complete quadrant of a star sector.
Maps and commercial starship routes accompany the descriptions of the planets
in this quadrant. |
| |
| Note that OPERATION PEREGRINE is not a game, but an adventure for use with
the SPACE OPERA game system. SPACE OPERA is required for proper use of this
adventure pack. |
| |
| |
| The Outworlds were settled by a varied mob of dissidents and adventurers early
in the first century of the interstellar era. Isolated from the main run of
developing galactic civilization, The Outworlds evolved an interstellar society
quite similar to the Terran Federation and its neighboring powers. |
| |
| Culture and civilization on the Outworlds themselves, however, took a variety
of paths. 'Strange planets breed strange customs', said the famed explorer H.
Zair Toadsticker, and the customs of the Outworlds are no exception. Midgard,
the oldest of the Outworlds, has a bizarre multi-species society and even more
bizarre cities. Dandalore, a vast swamp covering the only continent, is inhabited
by a race of humans who consider the bog as a sort of god. Chavyry is a small
dense world with a thin atmosphere; the population lives in surface domes and
in the lowlands, where enough air has collected to make the atmosphere breathable
without respirators. Agar is a watery globe, with only a few islands above sea
level. The human settlers, all employees of a single food-processing company,
make their living by skimming nutritious slime-algae off the ocean surface.
These are only some of the worlds in the Outworlds. |
| |
| Three alien races with space flight include themselves in the Outworlder confederation.
The Chierol of Brandile are an upright quadrapedal species adapted to living
in extremely cold conditions. The Geertok are a man-like race that is developing
a scientifically based society after years of living under a harsh theocracy.
Their homeworld is Standarozzle. The Greee of Zair's world are small, cuddly-looking
octopods with an extremely long life span, but a low birthrate. Much of their
work force consists of robots and genetically altered animals. |
| |
| There are a few other, more primitive, races of non-humans on out-worlder
planets, such as the Finned Ones of Agar and the cavern-dwelling Kobolds of
Kessex. These aborigines are generally ignored by the humans on their worlds,
as there is plenty of space for all on undeveloped, under populated planets.
|
| |
| By Stefan Jones |
| |
| |
| The third volume in the Seldon's series, SELDON'S COMPENDIUM OF STARCRAFT
3 introduces the military starships of the United Ranan Worlds, the Hissss'ist,
the Mekpurr and the Blarad Star Kingdoms to players of SPACE OPERA. It follows
the format established in the second volume of the series in containing stats
and illustrations of all ships from the smallest starfighters through the
largest battlestarships. Ships of relatively small size, like Destroyers or
Corvettes, are diagrammed completely with deck plans. |
| |
| SELDON'S COMPENDIUM OF STARCRAFT 3 also includes a new class of ships, StarFighter
Carriers, for the four StarNations listed, as well as for those covered in Seldon's
Compendium of Starcraft 2 (the United Federation of Planets, Azuriach Imperium, Mercantile League, and the Galactic
People's Republic). |
| |
| SELDON'S COMPENDIUM OF STARCRAFT 3 includes 34 different ship types and classes
(most of which with several variations) from eight different StarNations. It
is an invaluable resource for players of SPACE OPERA (or for any other science
fiction role playing game). |
| |
| |
| Space Marines is a game designed to simulate land combat in the interstellar
era. Naturally, the rules are only one possible system, and unlike games on
historical periods, there is no way to measure the realism; we don't know what
the world will be like in several centuries from now. These rules are based
on the author's future history, which may or may not be probable but does lead to a universe in which ground combat still exists. |
| |
| SPACE MARINES is a game. While every attempt has been made to keep the rules
self-consistent and reasonable on the basis of current knowledge, their purpose
is to give an enjoyable game. This took priority over 'realism'. |
| |
| Various weapons and devices used in the game are referred to as Type A, B,
or C. This is to reflect differing levels of technology and cost of weapons.
In the twentieth century a type A rifle would be an automatic weapon, a type
B would be semi-automatic and a type C would be bolt action. |
| |
| |
| Star Sector Atlas 1 comes with a 17" by 22" foldup abstract paper map of the
Space Opera game universe. This map contains the locations referenced by all
of the Star Sector Atlases and the Outworlds supplement. A 20 by 26 square grid
is used to reference the locations on the map. The map is printed on one side. |
| |
STAR SECTOR MAPS HISTORY OF THE SECTOR 66 PLANETS IN DETAIL PLANETARY BACKGROUNDS COMMERCIAL STARSHIP ROUTES FOLD-OUT QUADRANT MAP |
| |
| The Terran StarSector is the first of many StarSector Atlases for use with
SPACE OPERA. Readers will note that this is a numbered atlas, which will denote
atlases in this series. There will also be StarSector Atlases which are not
numbered and are not from the same game universe. The un-numbered atlases will
each be from the universe unique to the writer/designer of the atlas. Some stars
that appear in this atlas may also appear in an un-numbered atlas as these would
then be different campaigns and game universes. |
| |
| SPACE OPERA is a game of large scope and it is playable in a variety of campaign
styles. Thus, an atlas can be from any given campaign as there is no ONE true
way to play SPACE OPERA, and each campaign will be different to meet the interests
of the players in that campaign. |
| |
| Future numbered StarSector Atlases will outline the
home sectors of major races and nationalities from the original SPACE OPERA
universe. The fold-out Quadrant Chart will give readers an idea of what to expect
as upcoming titles in this numbered series of atlases. |
| |
| |
STAR SECTOR MAPS HISTORY OF THE SECTOR 40 PLANETS IN DETAIL COMMERCIAL STARSHIP ROUTES MILITARY ORGANIZATIONS GROUND AND AIR EQUIPMENT |
| |
| Readers will recall that the numbered series of StarSector
Atlases used with SPACE OPERA are from the campaigns of the original designers.
It should be noted that Atlas 11 is from the Australian based campaign of Phil
McGregor which saw the Rebel Humans in a fight for freedom against their Korellian
oppressors. The Atlases numbered 2-10 will continue the series dealing with
the major races and nationalities from the basic SPACE OPERA rules. Atlas 12
will deal with the Korellian Empire in greater detail as this atlas (11) is
designed to spell out the situation among the Terran colonists in the North
American Nebula as they begin their great rebellion and the hard fight for freedom. |
| |
| SPACE OPERA is designed to be a versatile game and the
tone of this atlas differs from that of Atlas 1. This is due to the different
nature of the Australian campaign. Enough information is provided so that readers
can use this atlas as the setting for a similar fight against oppression or
simply use this atlas to provide a new area for adventuring. The original Australian
campaign assumed that the first renewed contact with the mainstream of galactic
civilization would be made by trade expeditions from the Mercantile League. |
| |
| The CSA Sector has obviously been out of touch with
the rest of the human race and it has been placed in the North American Nebula,
which is clearly marked on the Quadrant Map that comes with StarSector Atlas
1 (The Terran Sector). The next atlas planned covers the Mercantile League,
which will prove useful in connection with Atlas 1 and with Atlas 11. |
| |
| |
| ADVENTURE ON THE FINAL FRONTIER AS A . . . STAR EXPLORER |
| |
| STAR EXPLORER is an action packed boardgame in which
the players take the roles of StarShip captains on missions to explore the unknown.
These missions include dealing with unusual events in space and on colony worlds,
as well as exploring previously unknown worlds. Players design their own StarShips
and choose their own crew team components to maximize their chances of successfully
completing their assigned mission within the time parameters required by the
nature of their assignment. The best aspects of role playing and boardgame make
this a game to play. |
| |
| STAR EXPLORER is a role-play boardgame for up to four
players. It can even be played solitaire since competition is directed more
against the universe as presented in the game than against other players. The
player who completes his mission quickly and with a string of successful resolutions
to encounters will do well. |
| |
| The game contains: The rules folder with all you need
to know about playing the game. A 17 X 22 mapsheet which contains the stellar
display, space combat display, and a number of handy reference charts. Exactly
266 die cut counters used to represent crew teams, ships, hazards and planets.
A pad of Ship's Logsheets and Planetary Logsheets. All the dice needed to play.
All you need is a pencil and the desire to be a Star Explorer! |
| |
| 'Captain, the on-planet team is reporting.' |
| |
| Swiveling his command chair to face the main viewscreen,
the Captain spoke, 'Pipe their transmission to the bridge, Mr. Weller.' |
| |
| The communications officer's response of 'Aye Sir' was
nearly drowned out by a burst of static accompanying the start of the message
from the survey teams on the planet which the StarShip was orbiting. |
| |
| The screen cleared, showing Ensign Dee in standard military
uniform marked with a survey commander patch. He had already started his report.
'. . . val response on the life sensors, Captain. It does not fall into any
of the standard classifications. We have also found what appear to be some artificial
constructs. Request a Sentient Contact Team be transported planet-side.' |
| |
| The viewscreen image was suddenly replaced by a starfield.
Centered in the screen was an ominous shape well-known to the veteran crew of
the StarShip. 'Zangid Battleship clearing planet horizon.' announced Commander
Weller. 'She does not respond to standard transponder signals.' |
| |
| All on the bridge knew what that meant. The captain's
face was grim but his voice was calm as he spoke. 'Screens up, Mr. Mahr and
arm all weapons.' |
| |
| 'Mr. Dowd, take us out of orbit. We won't have the room
to fight that devil here.' |
| |
| 'Mr. Dee, I'm afraid you'll have to make do with what
you have for the moment. We'll be back for you as soon as we've taken care of
this little problem.' |
| |
| The Captain's words were intended to be encouraging.
He knew what lay ahead. The life of his crew, the fate of the ship, and the
success of his mission all lay heavy on his shoulders. His was the responsibility.
He would have to face it and prove that he was worthy to be a Star Explorer
Captain! |
| |
| Now you too can be a STAR EXPLORER! |
| |
| In this game of exploration and confrontation
you play the role of the Captain of a StarShip of the Federation. You are on
a mission to explore several new worlds. On the way, your StarShip may encounter
the hazards of space. You may be called upon to perform your secondary mission
of keeping the StarLanes free of pirates. Although an uneasy truce exists with
the Zangid Empire, each encounter with one of their vessels is potentially explosive.
Once you reach a planet, your crew teams
must be assigned to explore it. They must face its dangers and solve its mysteries. |
| |
| Before you begin your voyage you must decide how your
ship will be equipped. You must also choose your crew from the available manpower.
You must then set out on your exploration mission. |
| |
| |
| With the development of hyperdrive in the 22nd century,
which enabled spaceship travel covering distances of light years in a matter
of days, it was inevitable that Earthmen would begin to explore their galaxy.
It was just as inevitable, once they had begun to do so, that they would encounter
other sentient races, including others with the capacity for interstellar travel. |
| |
| Naturally these first encounters were fraught with anxiety
and more than a touch of xenophobia on both sides, and some injudicious action
occurred. The first ship commanders, being of a military tradition, tended to
shoot first and ask questions later. As a result, the Terrans made powerful
enemies of the leading spacefaring race: the Zangids. The Zangids were humanoids,
resembling Oriental Terrans, and were an aggressive race with ambitions of galactic
domination. |
| |
| The First Interstellar War began in 2217, between the
Zangids and the Terrans. The Zangids, having more experience in galactic warfare
than the Terrans, did quite well initially. A Terran space fleet was destroyed
near Alpha Centauri in 2220, leaving the home system vulnerable. Fortunately
for the Terrans, the offensive capabilities of spaceships vis-à-vis planets
was quite limited, so military actions remained confined to space, and a war
of retaliatory "planet-busting" was avoided. |
| |
| the Terrans were having a difficult time until a bright
fellow at Terran Space-fleet HQ was able to piece together, out of several seemingly
unrelated reports, some interesting deductions. If the Zangids were bent on
galactic domination, perhaps there existed other sentient races who suffered
under their rule and who would be willing to combine forces against a mutual
enemy. |
| |
| The Terrans began to seek out intelligent races as allies
against the Zangids. The first to join up with them were the Taurans. The Taurans
were ultra-logical humanoids who thought with computer-like efficiency, but
in whom evolution had achieved this at the total expense of emotion. The Zangids
and the Taurans had a sort of uneasy truce: the Zangids were unable to conquer
the Taurans, despite their efforts to do so, while the Taurans regarded the
Zangids as merely "misguided" and did not seek to suppress them. The Taurans
decided to throw in their lot with the Terrans because they viewed them as being
more useful in the development of the galaxy and the other races within it (as
the Zangids rule was harsh and stifling). The Taurans also helped institute
the practice of placing a science officer aboard each ship to act as a cooling
influence upon the military officers and to try to explore nonviolent means
of achieving objectives. |
| |
| With the Taurans, the Terrans began to form a Galactic
Confederacy. The next race to join the Confederacy were the Andromedans. This
race of shy, sensitive humanoids had never developed space travel, but had other
amazing abilities. The Terrans took to the Andromedans with great affection
(due, at least in part, to the Andromedan ability of tele-empathy or emotion
projection) while the Andromedans saw the Terrans as their "liberators"/ The
Taurans were skeptical of the value of such empathic creatures ruled by their
emotions, but the Andromedans were able to prove their value in unique situations
on many occasions. |
| |
| The final race in the Confederacy were the Rigel. These
people had an interesting history. They were the descendents of a group of Terrans
who had been sent into deep space in suspended animation in the late 1990's,
when it appeared that Earth was about to destroy itself in a nuclear holocaust.
Traveling at sublight speeds, these hand-picked specimens of genetic perfection
found themselves on a planet towards the end of the 21st century. Life was hard
on this barren world but the people's motivation was high, as they believed
themselves to be the last remnant of humanity. By the mid-2100's, however, the
society had fragmented into tribal groups. It was at this point that the Zangids
appeared, trying to impose their will on these stubbornly independent humans.
The Zangids enslaved the humans, who fought back with guerilla tactics. A favorite
technique was the capturing of Zangid women, to prevent the permanent colonization
by the Zangids. The Zangid women were attracted to these fierce semi-barbaric
people, and intermarriage occurred. It was the product of such a union who led
the final rebellion. In one night, the entire Zan |