OSSR: CYBORG COMMANDO (TM) Science Fiction Role-Playing Game

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talozin
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OSSR: CYBORG COMMANDO (TM) Science Fiction Role-Playing Game

Post by talozin »

In 1986 Gary Gygax left TSR. Whether you think of this as the Father of Role Playing being unjustly kicked out of the company he created and built, or a "karma, motherfvcker" payback for ripping off Dave Arneson, or somewhere in between, the fact remains that his departure was a major shock wave through the industry. Gygax was one of a very small number of big names in roleplaying at the time, and is even today probably the closest thing to a household name in the industry. Where would he go? What would he do? Did he still have the magic touch, or was D&D a one-time lightning strike?

The answers to those questions were, in order: to a new company; make a series of terrible games; no; and yes. That new company, formed along with Frank Mentzer (who had previously revised the Basic and Expert Sets and expanded the line with Companion, Master, and Immortals Sets) and Kim Mohan (then the editor of Dragon Magazine), was New Infinities Productions. Having made their names and fortunes as designers of cheap and cheerful hack-and-slash fantasy adventure, they naturally decided that their first project would be to design a sci-fi action game that did not so much rip off Robert Heinlein as dance around his corpse wearing a Heinlein suit like motherfvcking Jame Gumb. (Yes, Heinlein was still alive in 1987. Picky, picky.)

According to Gygax, the game was actually written by Mentzer and Mohan "based on my outline", as he was busy writing novels at the time. So you should feel free to blame as much or as little of the result on Gygax as your own personal biases dictate, although I do detect a certain Mentzerian feel to some of the game that will remind diligent readers of the Companion and Immortals sets.

PRESENTATION

Cyborg Commando comes in the then-standard accordion box format for RPGs. The cover painting, depicting cyborged humans fighting cyborged giant arachnids while the ruins of the U.S. Capitol smolder in the background, is by Dave Dorman, who would later become substantially more famous for his Star Wars based art. The box is also subtitled "Set 1: The Battle For Earth", demonstrating a commendable if ultimately ill-judged optimism about the game's future prospects. In case the cover and the name have somehow failed to clue you in as to what this is all about, the back of the box helpfully provides the following blurb:
CYBORG MOTHERFUCKING COMMANDO wrote: INVASION! (huge red letters)

In the year 2035, Earth is attacked by aliens -- hostile Xenoborgs (somehow not trademarked) who selected our planet as the next addition to their galactic empire. In mere days, man's conventional forces are destroyed, and the earth (sic) is overrun by alien troops.

Now, Earth's (note inconsistent capitalization) only hope lies with the CYBORG COMMANDO (TM) Force (CCF) -- a cadre of super-soldiers who are part human and part machine. With their state-of-the-art defenses and built-in weaponry, the CCs may yet be a match for the invaders. But time is running short!"
At this point certain questions might begin to be raised, like "if the Earth's resources at their peak weren't able to do squat against an invading alien empire, why should a gang of jury-rigged cyborgs be expected to do better?" and, perhaps more importantly, "are highly-polished metal bodies filled with complex electronics really the best choice against aliens with superior technology and orbital supremacy?" or "why the fuck is Michael Biehn on the cover wearing a Ring of Shooting Stars?" But it was the 80s, and shit like this was so endemic at the time that if you took the same basic theme and made it a satire of that era instead, you would basically end up with Far Cry: Blood Dragon.

Inside the box are a 64-page "Campaign Book", a 16-page "Adventure Notes" booklet, a 48-page "CCF Manual", and two ten-sided dice. The Campaign Book and CCF Manual have color covers (both reproducing the same Dorman painting used on the box -- which makes it harder to tell them apart), and are printed with headings, maps, emphasized words, etc., in a unique color -- blue for the campaign book, red for the CCF Manual.

The internal art is not inspiring, and the layout is standard three-column format. It puts me in mind of nothing so much as the way the Marc Miller's Traveller books were printed, which is to say, giving the impression of being low-budget and done with more attention to speed than beauty.

This might seem like nitpicking, but one of the dice is black and colored in a very dim red, making it difficult to read quickly. Of course, the game is now 25 years old, so it may have been more more vivid when originally manufactured. Not that it matters, the odds of anyone buying this game without already having a handful of 10-sided dice are somewhere between slim and none.

CAMPAIGN BOOK

The book has a table of contents on the very first page, which is already a demerit in its search for "WORST GAME EVAR" status. No overwrought fan fiction, no wistful full-page art of broken cyborgs lying among the wreckage of the Earth, just information. This is kind of refreshing, actually.

There are a total of four credited interior artists, only one of whom I recognize (Valerie Valusek, who did art for AD&D1). There's also a "Special thanks to Jennings Capellan, Rare Earth Information Center," which I feel certain is going to be used Chekov's Gun style later on in the game.

We open with a one-paragraph recap of the game premise, and then, believe it or not, we start out with some White Wolf-ish passive-aggressive bullshit:
CYBORG COMMANDO wrote: "If your 'role-playing games' consist mostly of combat, you will need little more than the charts on the back cover of this booklet. The outside gives the game data most frequently used, for alien troops of the lowest ranks. The inside back cover gives the details for higher-ranked invaders, with modified Defense Values. {...}

But the CC game as a campaign demands much more than simple combat. It is impossible to give all the game details needed for such a campaign, for several reasons. First, this is a new game, and the specific needs have yet to be discovered -- though the general ones can be anticipated, and are addressed. Second, this is Set #1 of a series of three (or even more) rule sets; much remains to be covered in subsequent products. And third, this one set is very limited in size; a comprehensive treatment of the subject would be large, and the resulting product would be much more expensive than this one. {...}"
So, last things first, let's look at the back cover and see what it tell us about the game. First, alien cyborgs apparently use Earth military ranks, as they are graded from Private up to General. Second, there are a total of eight different types of monster on the chart that the game insists is "all we need" for the combat portion of the game. (We're not counting different weapon loadouts as different monsters, because that way madness lies.) Third, this is a game that can't decide whether it wants to be abstract or not: characters can mostly be defined with three stats (Mental, Neural, Physical), movement rate, number of attacks, and Integrity Points, but then mysteriously have five different defense ratings (Laser, Impact, Thermal, E-M, and Sonic). And fourth, the alien empire apparently does not depend overmuch on brains, because a "General" ranked Xenoborg has a Mental stat of a mere 70 compared to the "Private" with 20, and a Physical stat of 500 versus 80. So apparently this is like the old "Beachhead" game where one Japanese commander had four times the firepower of a 10-man rifle platoon?

Mind you, at this point we have fuck-all idea what any of these stats actually mean, because we're reading the fucking Campaign Book and the rules aren't fucking in here. So why put the monster stats here? Fucked if I know.

I am not going to mock every stupid thing in this game, but I feel I have to give a special shout-out to the "Style" section, which informs us -- presumably with a straight face -- that "the emphasis ... is on hard science" and that "with respect to the setting and characters ... every detail may someday become reality" (their italics). So if you're still hoping to one day have your brain transplanted into a gleaming chrome cyborg super-body, take heart! To a degree I appreciate and even approve of the idea of making a game set on future Earth where pollution, nuclear war, and population growth are still problematic, but that is not a thing that a game about fighting cyborg spiders from outer space should be terribly worried about. More importantly, if you are a game about fighting cyborg spiders from outer space, then drawing out attention to the issue of "realism" is not a thing that is going to end well for you.

SETTING

The first thing the book tells us is that "international power is centralized in the United Earth Government." The fuck? So after the aliens completely destroyed Earth's conventional forces (as it says on the box), they decided to camp out somewhere and get high while the Earth governments got their act together? "Well, consider yourselves conquered, I gotta go." It's not a good sign when the first paragraph of your setting calls to mind a Mystery Science Theater 3000 episode, unless you are in fact writing a Mystery Science Theater game.

Anyway. The UEG seems to be kind of like the UN, except for the part where the UEG is effective and influential. Rather than having individual member nations, it has five power blocs made up of individual member nations -- so you have the Pan-Asian Union, Oceania, the Trans-American Union, the European Commonwealth, and United Afrika (sic). It goes into some detail about how the nations that make up each bloc retain their autonomy even though the bloc governments regulate "international dealings only." Of course, when the bloc governments control communications, monetary systems, trade, education, food and water distribution, law enforcement, and research, there's not a whole lot of meaningful autonomy left, but what the fuck -- it's their utopian world government, and I care just little enough to accept their assertions.

Immediately thereafter, we get to learn about the CYBORG COMMANDO(TM) Force (which I will not be capitalizing hereafter, because fuck you). Apparently we were supposed to read the CCF Book first, which leads to the awkward question of why it was packed at the bottom of the box. Fuck it, we'll keep going.

The CCF is a GLOBAL ORGANIZATION, and they have a fancy code identifying the location and function of their bases. I don't care, and neither do you. We also learn a little about aliens -- this is the first time we're told that there's more than one kind of alien. Besides the giant spiderborgs -- which, if the game is to be believed, are "very realistic aliens" -- there are two races which they use as tools, and one race using them as tools.

The Introduction closes with an admonition to pick either Metric or Imperial measurements, and strongly suggests Metric. This section takes up one full column, or 1/6 of the entire Introduction, roughly the same amount of space as the World Setting blurb. Just thought you'd like to know.

I would be seriously remiss if I did not add that the writing, oh sweet zombie Jesus the writing. It is not good. It's dry and dense and essentially reads like someone sucked all the charm out of Gygax's AD&D writing style. Fuck me, this is painful.

POPULATION

Section two of the Campaign Book is where it becomes undeniably clear that this mess was written with a wargaming sensibility, and even more undeniably clear that it was written in the pre-internet era. It devotes two pages to averaged growth rates for different parts of the world and earnest explanations of formulas you can use to calculate a realistic population for your home town or whatever in the year 2035. It does this after informing us that the invaders wiped out "all urban areas with population greater than five million" in the initial hours of the invasion, which certainly seems like it would put a damper on any world-wide government or cyborg super-soldier research projects. What the fuck ever, I have already given up on expecting this shit to make sense.

The next twenty eight pages are devoted to the five blocs of the UEG. These pages give us a great deal of information. They tell us where the CCF bases in each bloc, and in each nation making up that bloc, can be found. They tell us how many losses each base suffered in the initial invasion. They tell us the population, latitude, and longitude of each city (although they do not bother to tell us what year the population is supposed to be for). And they give us a brief (usually less than one column per bloc) blurb on the general makeup of each bloc and how it compares to the others.

I have seen some pretty egregious wastes of space in games before. The Malkavian Clanbook for Vampire printed pages backward so you had to get a mirror to read them, and that was pretty fucked up. But it is tempting to declare this the single worst waste of space in a role-playing game, just because it is a combination of egregious, useless and actively harmful. Seriously, who gives a fuck what the population of London is? Sure, before Google you couldn't find out the answer instantaneously, but if you really need to know for purposes of your game then there are fucking almanacs and encyclopedias even in 1987. To add insult to injury, a list of where the "canonical" CCF bases are is of very little use to anyone who doesn't already live in one of those places, because the odds are excellent that anyone who runs this game is going to put the characters in a base that's somewhere they know something about, and is going to put other bases where dramatic necessity says they should be. Which means 28 pages have been used to give us information that either we won't use, or will likely cause our campaigns to be worse if we do use it. In short: fuck this entire section in the ear. I need a fucking drink.

More later, if I don't decide I'd rather hang myself than continue trying to make sense of this.
Last edited by talozin on Thu Oct 17, 2013 3:42 am, edited 2 times in total.
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Post by OgreBattle »

My favorite part is when it shows what a cyborg commando's head looks like, kind of like a Mighty Max playset
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Post by Voss »

as he was busy writing novels at the time.
This was actually notable, as he finished off the 'Gord the Rogue' series which is pretty much a forgettably generic 'orphan thief' story with D&D trappings. It started with the Greyhawk imprint in TSR's fledging novel line, but somehow he got to continue it under New Infinities (this new company, though the real publishing was done by Ace) and it ended with the entire World of Greyhawk getting blown the fuck up. (Actually, getting eaten by Tharzidun and another god simply named Lord Entropy, which... yeah).

He held a few grudges.

I would be seriously remiss if I did not add that the writing, oh sweet zombie Jesus the writing. It is not good. It's dry and dense and essentially reads like someone sucked all the charm out of Gygax's AD&D writing style.
:rofl:
More later, if I don't decide I'd rather hang myself than continue trying to make sense of this.
Can't blame you for that, but I have to admit I have a burning desire to find out how or why they differentiate 'Mental' and 'Neural,' especially given they are two stats out of three.
Last edited by Voss on Fri Oct 18, 2013 3:17 am, edited 1 time in total.
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Post by Ikeren »

"all urban areas with population greater than five million"
So, with regards to Canada, they destroy Toronto, and possibly Montreal (currently 3.8 million) and leave Vancouver, Ottawa, Calgary, and Quebec city alone, plus all of Canada's smaller cities? Destroying Toronto and Montreal is literally only like, 25% of the countries population in some hypothetical future. That's a pretty lame attack.
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Post by Maxus »

Voss wrote:
as he was busy writing novels at the time.
This was actually notable, as he finished off the 'Gord the Rogue' series which is pretty much a forgettably generic 'orphan thief' story with D&D trappings.
.
I have the first book around here. Gord is an asshat of a hero.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by talozin »

Voss wrote: This was actually notable, as he finished off the 'Gord the Rogue' series which is pretty much a forgettably generic 'orphan thief' story with D&D trappings. It started with the Greyhawk imprint in TSR's fledging novel line, but somehow he got to continue it under New Infinities (this new company, though the real publishing was done by Ace) and it ended with the entire World of Greyhawk getting blown the fuck up. (Actually, getting eaten by Tharzidun and another god simply named Lord Entropy, which... yeah).

He held a few grudges.


Yeah, I've actually, uh, read those. "Artifact of Evil" and "Sea of Death" were actually pretty good pulp adventure but they went downhill rapidly as the power level started to ramp up.
Can't blame you for that, but I have to admit I have a burning desire to find out how or why they differentiate 'Mental' and 'Neural,' especially given they are two stats out of three.
I'll get there. It won't be tonight, though.
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Post by Voss »

talozin wrote:
Voss wrote: This was actually notable, as he finished off the 'Gord the Rogue' series which is pretty much a forgettably generic 'orphan thief' story with D&D trappings. It started with the Greyhawk imprint in TSR's fledging novel line, but somehow he got to continue it under New Infinities (this new company, though the real publishing was done by Ace) and it ended with the entire World of Greyhawk getting blown the fuck up. (Actually, getting eaten by Tharzidun and another god simply named Lord Entropy, which... yeah).

He held a few grudges.


Yeah, I've actually, uh, read those. "Artifact of Evil" and "Sea of Death" were actually pretty good pulp adventure but they went downhill rapidly as the power level started to ramp up.
Don't feel bad. There is a reason I can summarize those events, and it isn't because of wikis or google. When TSR started their novel line, I read everything they published. And honestly, compared to Dragonlance or a lot of the later stuff, I think I'd rather re-read the Gord series.

Some of the scenes with more esoteric D&D magic (like repulsion, which has always stuck in my memory for no real reason) is a nice change from fireballs and handwaving, and provides some interesting insight into how D&D is supposed to work.

Thinking about it, it is why 4e has such a terrible flavor- once the over-the-top crazy is removed, there really isn't anything left. Entertaining pulp is a pretty good classification- something to pull out on a long train ride, but nothing really deep or satisfying.
Last edited by Voss on Fri Oct 18, 2013 3:49 am, edited 1 time in total.
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Post by Longes »

Wait a second... Is this an X-COM roleplaying game?!
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Post by nockermensch »

Longes wrote:Wait a second... Is this an X-COM roleplaying game?!
Don't you dare to sully X-COM's name.
@ @ Nockermensch
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Post by talozin »

Necroing my own thread, because I have something else I want to OSSR, and I would feel stupid about starting a new one without making at least a token effort to finish this one. Before I move on to mocking the hilarious section on the alien invaders, I thought I would pull out some factoids on the various human factions that are nearly as hilarious.

RANDOM STUPID SHIT

Which now that I think about it is a pretty decent summary of the game as a whole. But anyway:

European Commonwealth

* Brussels is the capital of the new European Commonwealth. Which is ... surprisingly true to life. Apparently someone involved with the writing of the game was paying attention to the history of the European unification movement.

* Turkey is now part of the EC. Another shockingly realistic development.

* There is the obligatory picture of the Eiffel Tower post-fucked-up-by-aliens. All post-alien-invasion games set on Earth are required to have one of these. It's the law.

Pan-Asian Union

* Of course, this is a game from 1987, so the Soviet Union is still going strong in 2035. As predictions for the future go, I've seen better.

Image
To be fair, he was right about the ridiculousness.

* Since China and the USSR can't agree on shit, the "temporary capital" of the PAU is in New Delhi. There is very little mention of India in this section at all, except to note that the Chinese are apparently dominating the fuck out of them in regional politics.

Trans-American Union

* The capital of the TAU, comprising North, Central, and South America, is now in Dallas, Texas. Supreme High Command is in Houston. Which is by way of saying: fuck Mexico. And fuck Brazil, too.

* The TAU's world technology leadership (surely they mean human world technology ... oh never mind) is made possible by the USA (okay), Canada (sure, I suppose), Hispaniola and Venezuela. So Haiti and the Dominican Republic are now larger contributors to world technology leadership than Mexico and Brazil, because, again, fuck Mexico. And fuck Brazil. Venezuela almost makes sense because the one thing everyone knew about Venezuela, even in the 1980s, was that it had oil, so surely it would be an economic and technological powerhouse in the future, right?

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Saudi Arabia, birthplace of the world's most advanced ... wait, what?

Embarrassingly, however, this game was published in 1987, one year after world oil prices had collapsed and essentially destroyed Venezuela's economy, which would eventually lead, albeit in leisurely fashion, to the Hugo Chavez regime and its corresponding world technology leadership ... oh, fuck.

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He's fed up and not going to take your space alien spider cyborg bullshit any more.

* Reference is made to one of the breadbaskets of the TAU being the croplands "where once stood the great Amazonian jungle of Brasil." I don't even know where to fucking start.

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:sad: WHY

United Afrika

* The first fucking words used in the "United Afrika" article are "The Dark Continent" and they are not used ironically. In a world in which everyone is pretty much fucked, apparently Africa is still fucked super hard. There is some bizarre nonsense about how the "capital" of UA is somehow split into three geographically noncontiguous locations, like if West Berlin and East Berlin were not separated merely by a wall but by most of a continent (the three parts being located in Morocco, Egypt, and Mozambique respectively).

* Benghazi is its own country in 2035. Yes, really.

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"Now that we've gotten rid of the aliens ... what do you mean, you weren't talking about Americans?"

* Despite global war and massive devastation of population centers, the Sahara desert is still "giving way to modern agriculture." I would have thought there would be higher priorities, but I guess this is like some sort of twitch that all future writers have to throw in. "Oh, yeah, and also the Sahara totally isn't a desert any more."

United Nations of Oceania

* The people of the UNO are now the second-richest in the world. This, according to the game, stems from the massive influx of tourists and immigrants brought on by Australia's tourist advertising in the 1980s. I am not making this up.

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"You're welcome."

* Australia is also one of the world's primary water suppliers by virtue of having started to mine Antarctica for icebergs. Now, global warming wasn't really a thing in 1987, and even if it had been, global war against invading aliens is the kind of thing that overrides concerns like "we might make some parts of the world uninhabitable for anyone who's left alive if we manage to get the aliens to fuck off." But still, it's kind of funny in retrospect.

Next up: way more detail on alien cyborgs than you could ever conceivably give any fucks about.
TheFlatline wrote:This is like arguing that blowjobs have to be terrible, pain-inflicting endeavors so that when you get a chick who *doesn't* draw blood everyone can high-five and feel good about it.
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Post by codeGlaze »

MOAR RAGE!
I love OSSRs that cover shit I've only ever heard about because I stumbled upon it within the grasps of wikipedia.
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Post by talozin »

Speaking of shit sandwiches, it's time for more Gygax-directed bile.

The "Xenoborgs" chapter immediately follows on the world atlas, and finally gives us our first real look at what Earth is up against. It immediately takes something of a shit on the epic struggle by informing us that the actual Xenoborgs are themselves only pawns of yet another alien race, who are creatively named "The Masters."

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I fucking wish.

This development leaves me somewhat torn. On the one hand, fuck you, Cyborg Commando. On the other hand, "alien race made into a puppet by another alien race" is kind of a classic trope of science fiction. And it opens up the possibility of a very cool, if cliched, campaign development where the Cyborg Commando Force fights side-by-side with its former enemies to defeat the puppet masters once and for all. I am shockingly okay with this, at least in theory, but since this sounds like it might be an interesting development I fearlessly predict that the option will be foreclosed by later developments in this book.

Or, I should say, I would be shockingly okay with it, except that the game then proceeds to take another massive shit on our epic struggle with the aliens by disclosing that what we are actually fighting here are not giant cyborg space spiders but in fact super-giant cyborg space dust mites. I don't think I've ever felt quite so emasculated by a Big Reveal of the people we're supposed to be fighting. Fuck, even gnomes would feel like a more epic adversary. Even fucking kender would be somewhat less of a piss in the cheerios. This revelation also strengthens my conviction that the entire concept for this game was dreamed up by Gygax after a couple of bowls of Thai Stick and never sanity-checked with anyone. I like to imagine that Gygax showed the idea to Lorraine Williams and thus touched off the power struggle that resulted in his removal.

Anyway. Despite being huge, the bugs only weigh a few hundred pounds because not solid and internal gas pockets and "science" and so forth. I am just going to pretend that this particular paragraph never happened and move on with the book. The Xenoborgs' technology has "relatively few" principles unknown to human science, which in terms of figuring out what's reasonable for their science to accomplish is almost as useful as a custard crowbar. Mostly they use genetically engineered critters instead of mechanical devices, because, again, we are already ripping off Starship Troopers so hard it hurts, so why fucking not?

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Not pictured: Cyborg Commando characters.

Finally, 36 pages into the book, it's time to talk enemy stats. Just when I wasn't sure how much more painful reading this book could get, we are helpfully informed that the stat charts given on the back cover are averages (which is fine) and that individual specimens may vary by up to 20% in either direction (which is ... not). This would be a bad idea today, when essentially everyone you will ever game with has on his or her person at all times a cellphone with a built in calculator, and it would have been a still worse idea in 1986.

Image
For those of you who weren't born then, this is what a cellphone looked like in 1986.

The book then segues immediately into a needlessly complex rant about how the Xenoborgs can make various parts of their bodies harder or softer on the fly, by either dehydrating or rehydrating them, in order to provide better defense or better mobility.

Image
He can only envy our new alien overlords.

As mentioned previously, different levels of what I am going to try to call "inflation" without smirking also have different effects on different types of weapons. And, because this is a game that is very obviously in love with adding complexity to its cannon fodder opponents, high-ranking Xenoborgs have different defense values, based on those of lower-level ones times a percentage rounded up. If you're following along, we're now up to two floating-point operations to figure out what the Defense Value of Captain Bug-Eyes versus a particular weapon might be.

If you guessed that there was still more to come, however, give yourself a pat on the back, or, perhaps more compassionately, a lobotomy. In their search for "realism", the designers have also mandated that different parts of the alien body have different "natural" hardnesses and thus differing Defense Values. To translate this into real-world (uh, sort of) terms, if you shoot a Xenoborg Private in the Tentacle (default hardness: "Soft") with a Laser, you can find the Defense Value of 20 with a mere two table lookups and then a single floating-point operation -- I suggest d20+d6, 1-2: subtract d20%, 3-4: no change, 5-6: add d20%. Because really why the fuck not? On the other hand, a shot at Captain Bug-Eyes requires you to check a third table, which tells you the value for Captain versus Laser is 35, which you can then multiply by somewhere from .8 to 1.2, which you can then in turn multiply by .8 to get the appropriate value. Whew!

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AT LAST A GAME FOR ME

We are then treated to a rundown on Xenoborg Equipment, which starts off as helpfully as possible: by explaining how many Power Units each of five different types of communications devices consumes per use. Keep in mind, at this point, we have not been told what a Power Unit is, where they come from, how many a typical Xenoborg has available, or how to determine what kind of communications gear said Xenoborg might have. But who cares? If you're wondering how many SOS calls or hours of BorgTime video the alien Privates can post to XenoBook before running out of power, then you are in luck. I cannot imagine that anyone, ever, has actually done so, but it's there if you need it. Maybe Advanced Squad Leader junkies might be curious about this kind of thing, but frankly if you have taken the required four-year degree program needed to actually play Advanced Squad Leader, are you really going to lower yourself to experiment with a game about fighting dust mites with cyborgs? Fuck, I was going to forget about that.

We also get a rundown on alien weapons. This is every bit as disappointing as I was expecting by this point. Lasers, gauss rifles, mini-missiles, flamethrowers (needlessly renamed "Ignition systems"), grenades, an "electromagnetic" gun that can fire either microwaves or X-rays (the latter in case you felt that 'dying of alien-weapon-induced cancer within 72 hours' is a roleplaying experience unfairly neglected by RPGs to date), a lightning gun, and a motherfucking magnet. So did they know in advance they were going to be fighting cyborged Earthmen, or is this just the equivalent of a Lucern Hammer on the alien equipment list?

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Not even a gleam in Gabe Newell's eye when this was written.

Basically everything available to the invading alien race had already been used as a weapon in Car Wars before this game came out. To see actual alien soldiers with nothing more exotic or creative to throw down with is dismaying. Not surprising, but dismaying.

The second to last part of this chapter is on "Power Sources". After all, aliens don't need our lame-ass chemical batteries as power sources! No, they use genetically engineered critters that naturally produce electrical energy, I assume kind of like an electric eel. These critters are called "Powwers", because fuck you, English teachers, and fuck you too, people who would like to be able to identify these things in a way that isn't pronounced identically to another common English word. These "Powwers" must be, in the words of the game, "carefully stroked" in order to produce electricity, which ... uh ... moment beyond parody, here.

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Carefully stroke your pussy, and get shocked. How fucking great are aliens?

A Powwer holds 100 Power Units, which is enough for 20 laser blasts, gauss rifle bursts, or x-ray death beams; 10 electric blasts, 10 one-round activations of the giant electromagnet embedded in your alien codpiece, or nearly 500 XenoBook posts (with video).

Finally, in what is probably a result of the book being laid out by hand and thus difficult or impossible to significantly reformat, there's an out-of-place section on "Control By Masters", where we learn how many Xenoborgs of each rank are directly controlled by the Masters.

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Not them, either.

There are apparently 2600 Masters involved with the invasion, which initially seems high, but then we learn that the 1550 directly-controlled Sergeants comprise only 1% of the total Sergeants deployed, which gives us something of an idea of the scale of the invasion. 155,000 sergeants suggests on the order of a multi-million bug invasion force. Jobs in the Xenoborg Logistics Corps must be among the most secure in the universe.

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Pictured: one day's worth of invasion supplies.

The next couple of sections are entirely composed of wanking off about the alien race that players are expected to slaughter en masse, and I really can't face it without a drink. Or two.
Last edited by talozin on Tue Mar 11, 2014 8:56 pm, edited 1 time in total.
TheFlatline wrote:This is like arguing that blowjobs have to be terrible, pain-inflicting endeavors so that when you get a chick who *doesn't* draw blood everyone can high-five and feel good about it.
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