Product previews
Most of our on-line vendors have large previews of each of our products. Previews for most of our products can also be found in the catalog entry for that item, or in the case of EABA and Infinite Armies, also on the dedicated pages for those titles.

EABA has pages dedicated to it. If you are looking for samples of various EABA titles, click the main EABA link on the menubar. If you want other freebies for EABA, click here.

There's only a few things here that aren't covered in more detail on the EABA sub-page.

We have an Excel spreadsheet by Neil Asato that deconstructs EABA and puts all the numbers together where you can see them. Get it here.

Second, if you want to see how EABA's 'best three' dice system looks in graphical form, it's been charted out for you. Get it here.

If you are having any problems with the quality of your EABA .pdf printouts (or any other BTRC .pdf), download this quick guide to maximizing print quality.

If you have any questions after reading the rules, you are always welcome to email us. But first, download the FAQ and see if that helps.

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Here is a Perl script for generation Macho Women creature names, courtesy of Charles Griswold. Download it.


Macho Women miniatures! Unavailable for quite a while, MSD Games is going to be re-releasing the original Macho Women miniatures. Their listing was not fully up at the time of this page update, but if you don't see what you want, email them and ask.





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Ebon
The indie site The Forge recently had a "two-page RPG challenge", where you had to make a complete RPG, including character sheet, in 2 pages or less. I designed up a little game called Ebon, which won "best overall" and "best mechanics" categories. I have no plans to do anything further with the game, but if you want to download it, here it is.

Posturing & Pretensions
If you want to play a roleplaying game, but don't have dice, only have about five minutes, and are maybe a little inebriated, this is the game for you. And it's free! Download Posturing & Pretensions in .pdf form

3G3 and Fuzion®
The following .pdf file is an official conversion to generate Fuzion® weapons from 3G3 stats. This is in neither the softcover or hardcover version of the latest 3G3, but the file is included in the .pdf version of 3G3 and the information is included in the latest version of the 3G3 spreadsheets. Download the 3G3 to Fuzion® file in .pdf form
3G3 and Traveller:2300®
This link should take you to Andy Slack's conversion notes for porting 3G3 weapons over to Traveller:2300.

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TimeLords
Neil Asato has done some sophisticated mental work on the TimeLords game and its premises, in a four part work. Parts 3 and 4 may be of some interest to general technophiles and 3G3 users. Some of this material only relates to the 1st and 2nd editions. The EABA and CORPS versions were conceptually revised, but most of the original premises still hold true.

Reality 1 (about 40kb)
Reality 2 (about 40kb)
Reality 3 (about 40kb)
Reality 4 (about 40kb)

Also by Neil Asato, some variant rules on cyberware and cyberspace for the now out of print SpaceTime system, which uses the 1st edition TimeLords rules set.

Cyberware, etc. (about 35kb)

Here's a link to James Upp's TimeLords page. If that doesn't work, we've archived the entire site (07-17-2001) here.

Ythrek
Ythrek's overlapping and interfering climate cycles are graphed out here.

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Infinite Armies has its own dedicated page, and all the info available for the game is listed there.







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Slag!
Here you'll find a new article on ship design, strategy and campaign notes for Slag! by Neil Asato, a section on changes from first edition, new optional rules, how to design ships for Traveller, and a guide to building Babylon 5 ships in Slag!

The latest work from Neil Asato is another worthy number crunching and strategy article for Slag! that I have to apologize for not getting online earlier (life intervenes). Anyway, here it is, and it is worth reading!

Leszek Karlek from Poland (the same one who did the Polish CORPS Nutshell) has two Slag! pages that have been archived here. The first is a lot of optional rules, and the second is using Slag! for Star Wars space combat.

Check out Bill Stripp's Slag! page!!

Slag! strategies from Neil Asato (80kb)

Slag! campaign & empire rules from William Hostman

Changes from 1st edition Slag!
Fairly simple. You need 2 extra Sensors past the first to get a +1 Sensor Rating, and the absolute maximum Sensor Rating you can get from any combination of effects is (Ship Size+1)*2

Scout Sensors have been added (SS). These give a Size+2 Sensor Rating, but only in the spine arc of fire and only one SS system is allowed per ship. Regular Sensors may be used in concert, so a Size 2 ship with 3 regular Sensors and 1 Scout Sensor would have an overall Sensor Rating of 3, and a spine arc Sensor Rating of 5 (2 regular and 1 Scout Sensor would have given an overall rating of 2 and a spine arc rating of 5).

Ship point cost is now Size+1, squared. This is times .6 for Very Low Tech, x.8 for Low Tech, x1.0 for Medium Tech and x1.4 for High Tech.

Silent running rules have been modified slightly, and this tactic is now actually effective for certain ships. That's pretty much it!

Addenda to 2nd edition Slag!
After a while out there in consumer-land, someone brought up an "unbeatable" ship design strategy and challenged me to prove them wrong. This was a carrier group armed with as many Size 0 suicide drones as it could carry. Indeed, this combo can crack open almost any fleet built on the same number of points. The exception is a single dreadnought built with that number of points. Such a behemoth can carry sufficient armor and defensive weaponry to survive a mass drone attack. However, it will be unable to catch the carriers, and the carriers by themselves cannot hurt the dreadnought. Stalemate.

However, while these two strategies may someday be the ones used (superdreadnought vs. carrier group, hmmm...), designing all fleets around one or the other makes for a boring game. So, a minor rules tweak:

Any ship declared on a collision course with another ship may be targeted by weapons in a point defense role exactly as if it were a missile. This is independent of ship size, maneuverability and ECM. This doesn't necessarily mean a hit will take out the ship (it suffers normal effects from the weapon fired at it), but it may give you a better chance to target it.

That's it. This means that instead of "one weapon, one ship", suicide rammers can be counted as just another missile, so any point defense weapon can allot one or more of its hits during the turn to hitting that ship. This makes it a lot more difficult to overwhelm someone with Size 0 ships.

Clarifications
If you are using the optional Slow Missiles rule, remember that even though they are represented on the map by counters, they are still missiles and can be shot down by point defense weapons, regardless of the range at which they are launched. However, if you shoot them down outside your own hex, they are targeted individually (one weapon, one hit), and would be treated as Size -1 ships.

If you build a ship with multiple tech levels, you should have the engines, hull and armor all be the same tech, including ablative armor.

Optional rules
Here's a few new rules that you may want to try out and adopt if you like them:

Random hit quantity
Rather than using the simple 1d6-3 hits in Slag!, take the total number of hits you would get (even if negative), and add 7. You must roll equal or less than this number on 2d6 to hit. Making the roll exactly is 1 hit, making it by 1 or 2 points is 2 hits, making it by 3 or 4 points is 3 hits and making it by 5 or more points is 4 hits. This also applies to point defense, but you double the number of hits you get. This gives small ships a chance of hitting, while reducing the number of hits from larger vessels. You can work the tactical implications out for yourself.

Kinteic Kill Missile (KK)
These are effectively a "space claymore", a dynamically adjusted directed fragmentation warhead that takes the place of a nuclear weapon. They generate hits like a normal missile, but do damage like a railgun with a damage of 4. That is, the weapon has a damage of 4, and ignores Force Screens. Since they are detonated further away, it takes 2 hits from a point defense weapon to take one out. Space Mines can be loaded with fragmentation warheads instead of nuclear ones, and would be designated "FM".

Dogfight Missile (DM)
These are short range missiles with their own sensors and guidance. While a normal missile in Slag! is about the size of a Trident ICBM (and SIze 0 fighters only have 1 or 2 of them), dogfight missiles are about the size of a modern cruise missile, and can only be used against targets in Close Combat. Dogfight Missiles have an inherent Sensor Rating of 3 (2 at V.Low and Low Tech, 4 at High Tech), and are unaffected by the firing ship's Sensor Rating or modifications based on attacker's damage (lost Bridge, etc.). They do however, get any Close Combat bonus and are affected by enemy ship Size and Thrust. They are shot down like normal missiles, and do normal missile damage when they hit. Kinetic dogfight missiles are available (KM) and are treated as a Size -2 ship for collision purposes.

Dogfight combat
This is a way to break down Close Combat into something more interesting than MSV*. Close Combat will resolve before all other combat. Take a separate sheet of hex paper and lay all ships involved in a particular sector on it, 4 hexes apart:

+4 you you you you
+3
+2
+1
+0 me me me me


All the "me" ships are in close combat with all the "you" ships. They are not directly opposite them, and do not move diagonally on this map. It is simply an abstract reference to the group of "me" ships closing to a group of "you" ships. The +0 row indicates when you are just outside close combat range. The dogfight is broken down into separate move/fire subphases. On each one, each of the "me" ships must either move closer or further away by exactly 1 hex, and can only change direction once. If you decide to retreat, you must continue retreating until you reach the +0 line, at which point you stop. You may stop at the +0 line as your first move, which indicates that is where you hold position, or you may stop at the +4 line, which means you end the turn within boarding party range. After each submove, fire resolves in order of Sensor Ratings. Between equal ratings, the players put a spare counter under their hand, face up indicating "fire" and face down "no fire". If you declare "no fire", you do not fire weapons on that submove except in point defense, regardless of what your opponent does. If you declare "fire", you must fire at least one weapon at one other ship in close combat, using the modifier for the line you are on instead of the default +4.

Once all ships have reached the +4 or +0 line (or been blown to smithereens), normal combat resumes. Ships involved in the close combat may not fire at each other after the dogfight phase. Boarding parties that survive both close and normal combat, and are still eligible for boarding may do so if their carrier is at the +4 line with regard to any other ship in close combat.

*Massive Ship Vaporization

Traveller® ships
While the lamented 4th edition of Traveller is no longer available, here are some guides for using Slag! ships in the Traveller universe.

Tech Level
Most Traveller ships are going to be Medium or High Tech. Very Low Tech corresponds to about TL8, Low Tech from TL9-10, Medium from TL11-13 and High Tech from TL14-15.

Ship Size
Ship sizes in Traveller are in ship tons, which are 14 cubic meters and will actually be several metric tons. To convert to Slag!, multiply the Traveller tonnage by 5 and compare to the tonnage chart on the first page of Slag!.

Technology
Lasers are lasers (Ln), Missiles are missiles and Particle Beams (Pn) are particle beams. Grasers in Slag! become Meson Guns (Nn) with Graser damage and Armor penetrating effects, and Force Screens (FS) become Meson Screens (MS), which act at full effect vs. Meson Guns, but have no effect otherwise. Nuclear Dampers are available at appropriate tech levels. Fuel (F) used as armor would be Sandcasters (SC), which does not have to be deployed until the ship is targeted with lasers (i.e. "he hit me 3 times, maybe I should deploy the SC"), but otherwise acts normally in Slag! Force Screens as in Slag! do not exist, and therefore all ships with atmospheric capability require streamlining (SR).

Jump Drive
Jump Drives in Traveller require an Auxiliary Power Unit (AP), as in Slag!, but also require fuel. Jump is available at Low Tech, but requires 4 Fuel to jump, 3 Fuel at Medium Tech and 2 Fuel at High Tech. Fuel scoops and refinement plants are a single system (Z) and allow a ship to scoop new fuel after a jump as in Traveller. Ships with Jump fuel tankage are assumed to have purification equipment, but ships without scoops can only draw fuel from landing near water.

Typical ships
A 100 ton scout/courier (derived from Traveller: New Era)

Scout (High Tech)
Size 2
Dmg mod. -1 S
Cost 12.6(.8) H B L5
Sensors 3 Z H C
Thrust 2 AP JD AP
Armor/Meson Scr. 1/0 SR F AG F SR


Analysis
Pretty large for such an ineffective ship in Slag!, but it wasn't meant to be a combat vessel, and its stats reflect fairly well what this ship is capable of.

A 400 ton close escort (derived from Traveller: New Era)

Gazelle (High Tech)
Size 3(3/2)
Dmg mod. -1 SR
Cost 22.4(1.1) S H SS
Sensors 4(6) L3D B L6
Thrust 5(4) SR H SR
Armor/Meson Scr. 1/0 F H F
(FP) AP JD AP (FP)
AG H AG
EC


Analysis
Pretty good ship, but like most Slag! to Traveller conversions, the ship will have a lot of overhead like streamlining, Jump fuel and so on, which will take around 25% of the ship's systems without providing any extra combat capability.

Babylon 5® ships
We've done some unofficial work using Slag! to design ships from the television show Babylon 5. If anyone out there has show stats for Earth ships like the Agamemnon or other capital ships of the Narn, Minbari or non-aligned races, feel free to post them and design ships around them.

To avoid pissing off the people at the large and well....large Warner Bros. conglomerate, we'll just say that you can easily design ships for B5, and rather than give you ships with names that have undoubtedly been trademarked and sold as toys, etc., we'll just provide game guidelines for you. Feel free to post your own designs.

Technology:
All races seem to be Medium Tech, except the Vorlon, Minbari and Shadows, which are High Tech. Known/preferred/inferred technologies are:

Earth Alliance: Particle Beams, Jump Gates, Plasma Drives

Narn: Particle Beams, Jump Gates, Plasma Drives

Centauri: Particle Beams, Jump Gates, Plasma Drives

Minbari: Particle Beams, Jump Gates, Plasma Drives, ECM, Force Screens, Tractor Beams

Vorlon: Particle Beams, Jump Gates, Plasma Drives, Antigrav, Redundant Systems, Force Screens, Artificial Intelligence

Shadows: Grasers, Particle Beams, Plasma Drives, Ablative Armor, Artificial Intelligence

Note that no one in the B5 universe seems to use Missiles or Lasers of any kind, and very few ships seem to have any armor to speak of. Even fighters seem to be able to damage cruisers with their beam weapons. Most fighters are going to be Size 0 vessels, and most other ships seem to be capital ships of Size 4-5.

Note - Babylon 5, like most TV shows and movies, portrays space combat at unrealistically close ranges, just to keep the action on the screen at a dramatic scale. A ship/station as large as B5 should have sensors capable of picking out targets at huge ranges, and with its upgraded armament, able to take on capital ships without too much problem. Of course, it is not a military base, and has a large civilian population, so diplomatic solutions are to be preferred to firepower.

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Epiphany was an experimental story-driven, diceless game system, set in the ancient remoteness of Hyperborea, where figures known only to us as legends sought glory and conquest, and eventually unleashed terrible magics that brought about their own downfall. But, it never caught on, and is now out of print, though we may resurrect the background for use with EABA someday.

If you own Epiphany, you already know its rules gave permission to write and publish anything you want for the system (with a few caveats), and this page section is devoted to compiling and sorting the information that you have created, so that others may enjoy it as well.

Unfortunately, Epiphany was never as successful in this aspect as I had hoped. People like theÊgame from all accounts, but the number willing to put their ideas down on "paper" was minimal. Still, we'll continue to provide any material that comes our way and provide email support for any questions you might have.

Officially approved Epiphany material

People
   Ikestra Akahest (noble daughter, Atlantis)

Places
   Kontien Wagehouse
   Labyrinth of Mist

Things
   FowlGunnes
   Gliders

Politics

Flora & fauna

Magic
   The Window of Opportunity

Adventures

Everything else
   The Sher'ka
   The Geradnali
   On the Nature of the Hollow Earth

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Black Death
We've got a German translation of the Black Death rules. Download it here. There is also a licensed German version in the works. For general play, depending on the playing styles of your group, you may get slightly better game results if you start with 7 points instead of 6, and draw 2 cards when you are allowed to instead of 1. Other than that, no problems.

If you have the version 1.0 of the Black Death download, you can get the version 1.01 changes by clicking here. These are just minor rule clarifications and do not affect the main map or counters.



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3G3
The following are links to sites that have archived material for Guns! Guns! Guns! or More Guns!. Please email us if you have any updates or corrections to this list.

Traveller New Era
Antti Henntu has put together some Traveller: New Era material for the system here.



Typos
Sadly, there are a few typos in the latest edition of 3G3. The only ones that have come to light thus far are in th damage equations for energy weapons. The formula for damage should always be (Energy in Joules x .735/beam diameter in cm)^.5. In some parts of the rules it is listed as "mm", not "cm".

Dana Seckel has found a few typos in the design aid sheets in the hypertext version of 3G3, which means they are probably in the print copies as well.

“I was trying to design a Laser weapon using the 'Laser Design Sheet' that is in the back of the book. I found two the formulas under the heading of Magazine to be incorrect. Line 3b Magazine energy formula is 3a x 2g. Well line 2g is for calculating the energy needed for each shot, from the storage bank. When the formula in line 3b should be 3a x 2i. Also, line 3c formula which is 3a x 2g, to find the base mass of the magazine. Again line 2g is for the energy needed for one shot, in the storage bank. Line 3c formula should be 3a x 2l. Line 2l is the mass of the battery to recharge on shot.”

If you have purchased the 3G3 spreadsheet software through Hyperbooks Online, it is now on version 1.11. If you have version 1.04 or earlier, copy the following text and compare it to the cells in the appropriate sheets. Note that vagaries of the Web deleted corrections with a "greater than" or "less than" sign and if you pulled corrections off here before that date, you probably missed something. Most of the changes are things that only applied in special cases or odd combinations of extras and didn't affect most weapons, but we do want you to have the best possible version of the software. In any case where you think you are getting bad results, compare the spreadsheet to a result that is calculated manually from the book. Lines in red may have been added or changed since the last update.

Conversions 2
c53:=IF(C18="SA","SA",IF(C18="SS",C20,IF(C18="AT",C20/2,IF(C18="AB",C20,IF(C18="RV","DAR",
IF(C18="B","BA",IF(C18="LA","LA",C20)))))))
Version 1.11 only:
o56,k65,j71,i7:
=CONCATENATE(TEXT(0,$C$11),"kg")
l19:=p51+p52+p62+p63


Ammo2
c16:=ROUND(IF(C13="RV",C14/IF(C5<13,(C5*0.08),1),IF(OR(C13="SA",C13="AT",C13="AB"),
C14/IF(C5<10,(C5*0.1),1),IF(OR(C13="SS",C13="LA",C13="B"),C14/IF(C5<9,(C5*0.12),1)))),0)*F51
c20:=CONCATENATE(TEXT(I50,0),"/",TEXT(0,ROUND(((1/C12)*C14*(G10/100)*0.735)^0.5,0)))
f43:=IF(F19="Y",3^((F20/2)),1)
g7:=I48-I52
g12:=IF(I39+I41+I43>I38,"too much volume in options!",CONCATENATE(TEXT(0,
ROUND((I38-I39-I41-I43-IF(C15="rocket",C16/(135*C5),0))/C12,2))," cc remaining"))
i50:=ROUND(((1/C12)*C16/F51*(G10/100)*0.735/(IF((C9/10)>10,10,(C9/10))))^0.5,0)
i51:=ROUND((C14*0.735/(IF((C6/10)>10,10,(C6/10))))^0.5,0)
j22:=ROUND(L22*F39*F40*F41*F42*F43*F44*F45,2)
j23:=ROUND(L22*F39*F40*F41*F42*F43*F44*F45,2)
j24:=ROUND(L22*0.5*F39*F40*F41*F42*F43*F44*F45,2)
j25:=IF(C5<10,"n/a",ROUND(L22*2*F39*F40*F41*F42*F43*F44*F45,2))
f43:=IF(F19="Y",3^((F20/2)),1)
l22 through l25:=IF(OR(F19="Y",C15="Rocket"),IF(ROUND((I51^2/10000)+0.1,0)<2,2,
ROUND(((I51)^2/10000)+0.1,2)),ROUND(((I51^2)/10000)+0.1,2))


Guns
c21:cell should be empty
j24:=TEXT(0,ROUND(((L53+M20)*(IF(D15="SA",1,IF(D15="SS",0.5,IF(OR(D15="LA",D15="B"),0.7,

IF(D15="RV",0.5,IF(D15="AT",1.3,IF(D15="AB",1.5))))))+((D16-1)*0.2)))+M21,0)*IF(N7="Y",2,1)*(IF(N6>0,2^N6,1)))
l50:=MIN((IF(L48>L47,(ROUNDDOWN((L47+L48)/2,0)),L48)),L49)
n13:=IF(N11="Y",ROUND((D11*0.75)^0.25,0),IF(N12="Y",ROUND((D11*0.1)^0.25,0)," "))
q46:=ROUND((((L37+N8)*(1+((Q52)-1)/2)*0.735)/IF(D9/10<10,D9/10,10))^0.5,0)


Lasers
j4:insert =ROUND(((D9*(IF(N9="Y",100,1)))^0.5*((200/(D5-7)))*D15*L60*L61*L62*L63*L64),0)
j5:=ROUND(J4+K4,0)
j6:=ROUND((((J4/(D15))/3)^0.8/(D10/5)^0.5)*0.31416,0)
j24:=TEXT(0,ROUND(((L53+M19+M20+IF(N7="Y",L51,0))*M60*M61*M62*M63*M64*(1.8^(D15-1))*
(IF(D14="SA",1,IF(D14="AT",1.3,IF(D14="AB",1.5))))),-1))

k4:=IF(N7="Y",L50*D15,0)

Particle beams
j24:=TEXT(0,ROUND(((L53+M19+M20)*M61*M62*M63*(1.8^(D15-1))*(IF(D14="SA",1,
IF(D14="AT",1.3,IF(D14="AB",1.5))))),-1))

l37:=IF(D9>274783,ROUND((D9^0.9/314160)^0.5*10,1),5)


Railguns
d13:=ROUND((D9*0.735/(IF(D10/10<10,D10/10,10)))^0.5,0)
j24:=TEXT(0,ROUND(((L56+M20+M21)*(IF(D16="SA",1,IF(D16="SS",0.5,
IF(OR(D16="LA",D16="B"),0.7,IF(D16="RV",0.5,IF(D16="AT",1.3,IF(D16="AB",1.5))))))+
((D17-1)*0.5))*IF(N5="Y",1.1,1)),-1))

k4:=IF(N7="Y",L50*D15,0)

Archaic
a7:=IF(D6="Vehic","Type (Bow,Cbow,Torsion,Cweight)","Type (Bow,Cbow,Torsion)")
d13:=ROUND(((4.18879*(D12/20)^3)+(3.1416*(D12/20)^2*((D10-1)*(D12/10)))),2)*D11


These references are correct for the 5.0 version of Excel. If using an older version or the SYLK conversion, note that the CONCATENATE command will need to be replaced with your application's equivalent command (usually "TEXT").

If you come across any other errors, please let us know so we can correct them and post the updates here.

Neil Asato has done some sophisticated mental work on the TimeLords game and its premises, in a four part work. Parts 3 and 4 may be of some interest to general technophiles and 3G3 users. Jump there now.

Charles Stanley Taylor has put a lot of work into a 3G3 to Shadowrun 2nd ed. conversion. You can download it from this link.

Colin Spiers has done some work with Victorian culture and weapons, and used 3G3 to assist with the weapon designs. His files on Victorian culture and Victorian weapons can be found here.

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CORPS
The following are links to sites that have archived material for CORPS. Please email us if you have any updates or corrections to this list.

CORPS Nutshell
The free, 4-page mini version of CORPS is available in a number of languages. Pick one and get a cool, compact rpg in your native language!


The CORPS Nutshell is a four-page introduction to the CORPS role-playing game, with enough info to generate basic characters, use skills and run combats. Of course, there's a lot more to the game than this, but we think once you've seen what we can do with 4 pages, you might be more interested in the remaining 140...

These files are in Adobe .pdf format (version 4.0), which is platform independent, and the reader for the software is available free at any number of sites, like http://www.adobe.com/. These files may be uploaded to bulletin boards and on-line gaming resources, provided that no fee is charged for the files, aside from on-line time charges that would apply to normal system use.



 English CORPS character sheet


 English CORPS Nutshell


 French CORPS Nutshell


 German CORPS Nutshell


 Finnish CORPS Nutshell


 Italian CORPS Nutshell
 Norwegian CORPS Nutshell


 Polish CORPS Nutshell


 Portuguese CORPS Nutshell


 Swedish CORPS Nutshell


 Spanish CORPS Nutshell


 Hungarian CORPS Nutshell



Cybernetics
Ian Liddle has done a fairly extensive set of cybernetics rules for CORPS. Download it.

Powers Program
Scott Levy has contributed a Visual Basic program to automate the design of CORPS paranormal powers. Download it.

Character Spreadsheet
This is an Excel spreadsheet that automates a lot of the character generation process for CORPS. It has been available from Thomas Bagwell's site for a while (thanks!), but I figure it should also be here. Download it.

House Rules
William Hostman has some house rules for CORPS here.

CORPS Q&A:
Q: I'm not sure how to handle maximum impairments. One part of the damage rules seems to contradict another.
A: For purposes of eventually and instantly fatal wounds you use the amount of damage done by the attack. For purposes of actual impairment to the character you use the maximum for that body part. A side effect of this is that the actual impairment is subtracted from the DV of an attack which could pass through a character (like a bullet).

Q: If I get (or lose) character points for an Advantage or Disadvantage, can I split these points between Attribute Points (AP) and Skill Points (SP)?
A: Yes, unless specifically stated otherwise.

Q: Can I use the Luck advantage to have things round in my favor during character creation?
A: No. Luck is meant for in-play use only.

CORPS VDS:
There are two known bugs in CORPS VDS. The first has to do with Body Armor (page 51). The design example (page 62) calculates the mass of 20 points of armor, but neglects that body armor automatically gets its AV as a soak value, so 20 points of body armor would have an extra 20 points of soak value, like an AV of 20/20, or in the design example, 32/8. To get the AV of 16/4 that is listed in the example, halve the armor mass. This error has already been corrected in the .pdf edition.

The second, and more serious bug is that somehow, the area formula for the Box1 and Slab configurations is off by a factor of 2. It is plain as the nose on your face, but neither myself or anyone in the entire group of playtesters caught this. D'oh! This is incorrect on the tables derived from these equations as well. If you have the print edition, simply multiply all the area numbers by 2. The corrected .pdf edition is at HyperBooks.

For print edition customers who don't mind a few extra pages lying around, this link will download a .pdf file containing correct versions of the affected pages.

Hey! We had a contest for vehicle designs in December 1999. Here is the winner and the rest of the entries.

Pirate Airship (Andy Wills)

Bradley M3A2 (Bertil Jonell)

Komodo Dragon SUV (Rick Havlak)

Eel Dragon hovercycle (Rick Havlak)

Here are some more vehicle designs from Bertil Jonell: File #1

Here is a vehicle design system for The Fantasy Trip which incorporates some concepts from CORPS Vehicle Design System (VDS): TFT Vehicle Design
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*There's an old game industry joke that goes something like this:

Q: What's the difference between a game designer and a large pizza?
A: A large pizza can feed a family of four.


For lots of folks in this business who do it because they love it, this joke rings far too true. Unless you hit the jackpot with something like Magic: the Gathering of all available cash in the gaming market, then we, as guys in the industry, don't have a lot with which to pay you, as guys trying to get into the industry. It's not that we don't like your idea, it's that we don't have the man-hours or money to invest in something on top of the seventeen other things we're already trying to do.

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    Errata, technotes or pointers to things our army of brainwashed happy drones customers have created for us. If you are interested in writing for us me, bear in mind BTRC is a one-man outfit, so I'm not looking at new systems, or publishing anything that can't be done as a pdf. We would rather you just licensed something in BTRC's existing product base to fatten both our bank accounts...*