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Table of Contents
                            The Super Spies
	Bond, James
	Steed, John
	Peel, Emma.
	Solo, Napoleon.
	Kuryakin, Illya Nickovetch.
	Dancer, April.
	Helm, Matt.
	Mundy, Alexander.
	Flint, Derek.
	Smart, Maxwell.
	Hilton, Susan.
	Phelps, Jim.
	Blaise, Modesty.
	The Prisoner
		Spys Advice Q&A 1/1982
		Spys Advice Q&A 11/1982
		Spys Advice Q&A 4/1983
		Spy’s Advice Q&A 9/1983
		Spys Advice Q&A 11/1984
		Spys Advice Q&A 12/1985
		Spys Advice Q&A 1/1986
		Spys Advice Q&A 3/1986
	TS is born.
	From Spy World to Sprechenhaltestelle
	Top Secret Reactions and rule additions
	College Courses and Vital Statistics
	Basic bureaus and special agents
	DANGER: This document is loaded!
	The Missle Mission
	Dr. Yes: THE FLOATING ISLAND MISSION
	The item you want is temporarily out of stock
	Mad Merc: The Alulu Island Mission
	Chinatown:Jaded Temple
	Wacko World
	Operation: Whiteout
Weapons/Equipment Related Articles
	Sighting In -Sniper Rifles in Top Secret
	Chopper Power: Helicopters in Top Secret
	Heckler & Koch weaponry for TOP SECRET® gaming
	TOP SECRET GUNS Military aircraft in TOP SECRET® gaming
	Now that™s firepower! Machine guns & missiles in TOP SECRET® gaming
	New tools of the trade
	DANGER: This document is loaded!
	A few Words of wisdom about weapons statistics
	UZI TABLE
	Grenades
	Projectile Weapons Range Modifiers in Space
	Keeping a Good Watch Wind these watches with care!
The undercover job guide
IN SEARCH IN SEARCH OF A OF A JAMES BOND JAMES BOND
Outfitting the new agent
Special knowledge and a bureau for infiltrators
The Electric Eye: Top Secret Character Generator
T h a t ' s n o pizza — — it's t h e P o n g p a p e r s
A few Words of wisdom about weapons statistics
Pop the clutch and roll!
New avenues for agents - Companion Preview
A look at AOKs, old & new - Companion Preview
Beefing up the bureaus
Agencies and alignments
Authentic agencies, part I
Authentic agencies, part II
Authentic agencies, part III
Agents and A-bombs Nuclear devices in TOP SECRET® game play
After the blast In case it matters, how to play out bomb effects
Administrator's advice How to make and maintain a TOP SECRET® campaign
Pull the pin and throw Grenades get more detail for TOP SECRET® play
Guilty as Charged: The legal process in Top Secret
A Recipe for Espionage: Creating Adventures for Top Secret
Developing your agent in TOP SECRET® gaming
Wilderness and survival in the TOP SECRET® game
Unfriendly Fire War, revolution, and secret agents
Training Missions for Top Secret
The New Top Secret Game - TSSI discussion
Spies in space in the TOP SECRET
Spacefaring information and missions for the TOP SECRET ® game
	Part 1:Lunar equipment and survival in the TOP SECRET
	Part 2: Lunar campaign building for Top Secret
Real-World secret projects for Top Secret and TSSI
Elite espionage agencies for TOP SECRET
Modifying the Top Secret game contact system
Special Intelligence: The coming of TSSI
Agents for Hire Lone wolves in the espionage wilderness
                        
Document Text Contents
Page 1

The Dragon Vol. IV, No. 12

The Rasmussen Files:
In a dimly lit dormitory room,

a young man scribbles feverishly . . .

by Merle Rasmussen
intercepted by Jerry Epperson

(Agent�s Note� It was a gray, dismal
Monday morning when I entered the resi-
dence of �The Administrator� for the last
time. As his personal attache and body-
guard, I had seen how his operation
worked and gained the experience needed
to start my own organization. On this
particular day, I was left in his office for
several minutes alone. I quickly went
through his files. Not the ones which have
zero security clearance; the big ones! After I
cracked the safe, a few of these documents
were �accidentally� found in my briefcase
and I feel it is my civil duty to publicize my
findings. . .)

SECURITY CLEARANCE LEVEL: TEN IN
ALL BUREAUS
BEGIN MESSAGE

TO: Operatives and Participants of Top
Secret

BY AUTHORITY OF: Merle M.
Rasmussen, Director of Administrations

PURPOSE: To inform Top Secret
operatives and participants, throughout the
world, of the secretive foundings of our or-
ganization and a brief history of its founder.

MESSAGE: The year is 1975. The loca-
tion, a dormitory room on the Iowa State
University campus. A would-be Civil En-
gineer (later a Pre-professional Medicine
Major) sits at a cluttered, dimly lit desk,
taking notes from an Ian Fleming novel and
biology textbook. His pen feverishly scrib-
bles down a preliminary draft of an untitled
espionage simulation as the campus turns
its decibels down for the night.

The student is Merle Rasmussen
(known in inner circles as �The Ad-
ministrator�), an Underwood, Iowa high
school graduate from the class of �75. The
simulation being written will become
known as the contemporary espionage
role-playing game, Top Secret.

A year passes. It is fall of 1976. As-
sociates and trusted friends have playtested
Top Secret, with favorable reactions. Now,
sitting at a similarly cluttered and dimly lit
desk, Rasmussen pens a letter of query to
one E. Gay Gygax, asking of his interest in
publishing such a game idea. The letter is
sent. Time passes into oblivion.

Then, an innocent-looking business let-
ter (with a lizardman logo�possibly a code
of some sort) arrives at Rasmussen�s
mailbox. It contains a bomb. It comes from

one Mike Carr, vice president of Produc- the end of January 1977, his hopes begin to
tion of TSR Hobbies, Inc., wishing to re- materialize. Top Secret becomes the simu-
view the game idea. The letter is post- lation�s working title and will be accepted
marked November 8, 1976. for consideration as soon as a complete,

Using a photocopying machine, typed manuscript is submitted.
Rasmussen plugs in nickels as his hopes Typists are contacted, including one
multiply with each newly copied page. By who types two pages of script and quits

16

Page 2

June, 1980 The Dragon

because of a duck bill infection at the Na-
tional Disease Laboratory in Ames, Iowa.
Gametesting begins. Rules are revised.
Hopes dwindle.

Whenever hanging by the end of a hot
steam pipe over a pool infested with hungry
piranhas, there is a tendency to hang on just
that much more, as hope disintegrates.
Sometimes, just to see if anyone still cares,
precious energy is expended to attract at-
tention. Rasmussen does just this. For over
a year he sends letters to TSR Hobbies,
hoping to stimulate someone into action. In
August of 1978, something did happen.

Top Secret is accepted for publication
and a royalty contract is sent to be signed.
Allen Hammack, a bearded Confederate
Eagle scout from Alabama, is assigned to
the top secret project as an editor. The
manuscript takes shape under his guidance
and perseverance.

The module, Sprechenhaltestelle, is de-
signed with agent trainees in mind, so that
they wouldn�t have to create their own
hideouts before knowing how to play the
game.

A series of letters, phone calls, and
personal visits between Rasmussen and
Hammack, over the next eighteen months,
lead to additional rule clarifications and
editing.

Campaign playtesting and illustration
work begins as the project nears comple-
tion. United States government officials be-

come involved. The Treasury Department
will not allow U.S. currency on the box
cover; foreign currency is substituted.

January 17 of 1980, two FBI agents
arrive at TSR�s downtown Lake Geneva
office. They are following a tip regarding an
assassination plot in Beirut, Lebanon, of
one William Weatherby. The agents have
as possible evidence an intercepted piece
of notepaper bearing the address of TSR�s
printer. The victim, Weatherby, is a charac-
ter in Mike Carr�s campaign version of Top
Secret. The game has become so realistic
that the FBI has become ensnared in its
espionage plots.

By the end of February, 1980, the game
sees print. Twenty-four copies are sent to
Rasmussen and the first ten thousand
copies hit the distributors. A second print-
ing, future modules, supplements, and ac-
cessories are in the works; while the retail-
ers are having trouble keeping Top Secret
in stock.

In the meantime, Rasmussen works on
the graveyard shift as an orderly in a
Council Bluffs hospital and is a Production
Technician in the Media Production De-
partment of an educational agency in
Southwest Iowa. Since June, 1979, he has
moonlighted as the President of Game
Room Productions, Ltd. in Minden, Iowa
(an obscure retail/distributing firm that has
produced one title, Sqwurm, and sells over
a dozen others).

James (Pong) Thompson, an ex-
roommate of Rasmussen�s, who has played
Top Secret since its inception, has com-
piled an Agent�s Dossier for �The Admini-
strator,� Rasmussen.

Rasmussen, however, seems to dis-
agree with Thompson�s compilation, but
then everyone has false impressions.

For interested personnel (and Section
00 agents), the Director of Administrations
will be appearing at Origins �80 and
GenCon XIII this summer. He also ad-
monishes all agents in the field to be on the
lookout for future Top Secret modules and
accessories, that no agent should be caught
dead without.

FINAL NOTE: Keep playing Top Secret
and let TSR know of any problems en-
countered or changes that you think should
be made in future editions. Fight on! That is
all.

SIGNED: Merle M. Rasmussen, Di-
rector of Administrations.
END MESSAGE
STOP
END PAGE

(Agent�s Epilogue�This is just one of
the many files confiscated. If more informa-
tion is necessary, contact TSR-Periodicals;
otherwise, I�ll take my information
elsewhere.

SIGNED: Jerry Epperson, Former
Attache to the Director of Administrations)

17

Page 160

DRAGON 53

Page 161

barbells, two workout benches, six jump
ropes, two punching bags, and a treadmill.
It has a padded floor.

Unit #11
Nursery: During the day this room con-

tains two babysitters and six babies.
Personnel present, day: Nada and Neil.

Unit #12
School: During the day this room con-

tains two teachers and fourteen children.
Personnel present, day: Opal and Otis.

Unit #13
Galley: Six large pots hang around the

hood of a cooking stove. The walls are lined
with well-stocked refrigerators, racks of
knives, food preparation equipment, and
storage cupboards. Inside the cupboards are
clean dishes, serving bowls, platters, and
silverware. There is usually a large pot of
water boiling on the stove when the galley is
occupied. (Treat boiling-water splashes as
W type damage using the Hand-to-Hand
rules.) A large baking oven and a butcher
block fill the rest of the room. Thirty meals
can be prepared and served at one time
from this galley.

Personnel present, day: Jack and Karen.

Unit #14
Mess/Dining room: Eight tables with four

chairs each line the east and west walls of
this room. Trays of food can be picked up at
the door separating the mess from the gal-
ley. A tray-return conveyor and dishwasher
is along the west wall, connecting the mess
deck and the galley. The water inside the
dishwasher heats to 150 degrees Fahrenheit
when the dishwasher is in use. Anyone
unfortunate enough to come in contact with
the heated water inside the dishwasher will
suffer W type damage as in the Hand-to-
Hand rules.

Unit #15
Females� medical facility: This unit is

divided into three small rooms. The Triage
room has first-aid supplies, examining
equipment, and medicine on shelves along
the west wall. In the center of the sterile
Operating room is an operating table that
doubles as a dentist�s chair. Crowded into
the rest of the room are an anesthetic set-
up, trays, and cabinets containing surgical
tools and a respirator. One locked (-/30)
cabinet contains narcotics, sterile packaged
dressings, and splints. The Sick room con-
tains three hospital beds and three unlocked
clothes lockers. A desk and two chairs stand
near the door leading to the south.

Personnel present, day: Hope and Ida, in
Sick room unless busy elsewhere.

Unit #16
Females� toilet and showers: This room

contains five toilet stalls and five shower
stalls. There are electric outlets above each
of the five sinks. Across from the sinks are
shelves holding folded towels and bars of
soap, plus a bin for dirty clothing.

5 4 J U L Y 1 9 8 4

Unit #17
Fresh water reservoir: A cylindrical metal

tank in the center of this room contains
2,000 gallons of fresh, clean water. A water
pump (used to both fill and empty the tank)
can be operated and/or repaired by any
character with an AOK score of 75 or
higher in Hydraulic Engineering.

Unit #18
Food storage: Large sacks and cardboard

boxes filled with cereal, sugar, flour, beans,
coffee, potatoes, dried milk, and salt line
the west wall of this room. Six levels of
shelves cover the east wall, each stacked
with hundreds of canned goods. Every sort
of food, from apricots to zucchini, can be
found here.

Southwest Quadrant

Units #19 - #22
Unit #19 - Unit #22: APARTMENTS.

Each of these rooms is the home of a CON
family consisting of one man, one woman,
and three children.

Personnel present, night: #19, Abby and
Felix; #20, Bill and Fay; #21, Gay and
Hans.

Personnel present, day: #22, Guy and
Lana.

Units #23 - #24
Night crew male dormitory: Eight beds

line the west wall of this room. The east
wall is lined with eight empty, unlocked
lockers. The floor is carpeted in light blue
shag.

Units #25 - #26
Day crew male dormitory: Eight beds

line the west wall of this chamber. The east
wall is covered by eight padlocked (-/25)
lockers each containing men�s clothing,
personal belongings, and 1-100 dollars. A
bookshelf along the north wall is filled with
novels. A videotape player and television
beside the bookshelf are stacked high with
videotape cassettes of classic movies.

Personnel present, night: #25, Ian, Jack,
Ken, Lance, Mark, Neil, Otis, and Saul;
#26, Paul, Rene, Tom, Vic, and Wade.

Unit #27
General stores: A vast collection of every-

day objects and household items can be
found here. Office supplies, eating utensils,
motor oil, slippery hydraulic fluid, bolts of
cloth, and color-coded electrical wire are
stored in cardboard boxes stacked on metal
shelves along the walls.

Personnel present, day: Wade.

Unit #28
Library: This quiet, carpeted area dou-

bles as a meeting room. A long table sur-
rounded by ten chairs is centered in the
room. The west wall is lined with technical
manuals, leisure magazines, and world
maps. Along the east wall are a microfiche
reader, a cabinet full of technical and engi-
neering microfiches, a video console for

gaming or education, and shelves full of
general-interest books.

Unit #29
Laundry: Among stacks of soiled

security-guard uniforms are an industrial
washing machine and clothes dryer. White
lab coats and casual men�s and women�s
clothing are waiting beside an unheated
mangle to be pressed. Two electric irons,
two ironing boards, and a sewing machine
are also in the room.

Personnel present, day: Lance.

Unit #30
Clothing storage: Stacks of dry, folded

towels and sheets line the west wall. Pillow-
cases, gray mechanic�s coveralls, and five
expensive parka sets are stacked along the
east wall.

Unit #31
Males� toilet and showers: This room has

the same features as Unit #16.

Unit #32
Males� medical facility: These three small

rooms have the same furnishings and sup-
plies as Unit #15.

Personnel present, day: Hans and Ian.

Unit #33
Mess/Dining room: This room has the

same furnishings and features as Unit #14.

Unit #34
Galley: This room has the same furnish-

ings, equipment, and features as Unit #13.
Personnel present, day: Jane and Ken.

Unit #35
Cold food storage: This interior of this

unheated unit is lined with frost. The unit
contains hanging sides of beef and shelves
filled with sausages, cheeses, poultry, vege-
tables, fruit, and fish.

Unit #36
Fresh water reservoir: This room con-

tains the same features as Unit #17.

Northeast Quadrant

Unit #37
Parts storage: The walls of this room are

lined with tools and workbenches. A large
supply of various nuts, bolts, nails, cotter
pins, shaft keys, C-clamps, and welding
rods are sorted in bins along the east wall.
Screwdrivers, wrenches, electric hand tools,
extension cords, and a 200-pound welding
machine are on shelves along the west wall.

Unit #38
Vehicle maintenance: Dissected small

engines and a myriad of engine parts are
scattered on work benches along the east
and west walls of this room.

Personnel present, day: Paul and Rene.

Unit #39
Heavy supplies: Electrical wire, metal

Page 320

Table 2
Other Sniper Rifle Specifications

Rifle Caliber Weight Action Cost
Steyr SSG-69 7.62 NATO 10 lb., 2 oz. Bolt $1,050
FN 30-11 7.62 NATO 10 lb., 11 oz. Bolt $2,000
Fusil F-l 7.62 NATO 11 lb., 7 oz. Bolt $1,100
Mauser SP-66 7.62 NATO 13 lb., 2 oz. Bolt $2,000
Parker-Hale 82 7.62 NATO 10 lb., 9 oz. Bolt $1,200
Sterling Sniper 7.62 NATO 9 lb. Bolt $2,100
Remington 700 7.62 NATO 6 lb., 2 oz. Bolt $ 9 5 0
USMC M-40A1 7.62 NATO 14 lb., 8 oz. Bolt $5,000*
M-21 SA 7.62 NATO 8 lb., 2 oz. SA $1,100
HK PSG-1 7.62 NATO 17 lb., 3 oz. SA $5,000
HK G-11 4.7mm caseless 7 lb., 4 oz. SF $1,000
WA-2000 7.62, 7.5, .300 15 lb., 4 oz. SA $3,100
Galil Sniping 7.62 NATO 14 lb., 2 oz. SA $2,300
SVD 7.62 X 54 R 9 lb., 8 oz. SA $1,850
Remington XP-100 5.56 NATO, 7mm 6 lb. Bolt $450
.50 L-RRS .50 Browning 30 lb. Bolt $7,000*
.338/.416 L-RRS .338/.416 12 lb., 8 oz. Bolt $6,500*

* Custom-made weapon.

Table 3
Scope Specifications

Range Modifier
Scope PB S M L MER (meters)

2x � � +10 +15 300
2.5x � � +15 +20 375
3x � � +20 +25 400
4x � � +25 +30 500
6x � +30 +35 600

7.5x � �


+35 +40 1,000
10x � � +40 +45 1,500
12x �� +45 +50 1,800

25xII � � +30 +30 3,500
Thermal � � +20 +20 500
Starlight � +30 +20 +15 800

Laser +50 +40 +30 � 200
2-6x Vari-power; use individual modifiers
3-9x Vari-power; use individual modifiers

9-12x Vari-power; use individual modifiers

Cost
$36
$40
$45
$48

$100
$120
$250
$275
$550
$650
$850
$350
$150
$200
$350

Of course, a scope is useless if the gun is not carefully aimed when it is fired.

distinguish between the true target or a of inducing terror in the person being
bystander. Although bulky, the thermal targeted; the major disadvantage to this is,
sight can be mounted on a gun � at a very of course, that the target instantly knows
high cost, of course. he is a target.

Starlight scope: This scope is basically a
pair of light-intensifier goggles in scope
form, allowing the shooter to see outdoor
objects at night as if it were daylight. More
compact and useful than a thermal sight,
the starlight scope is also more expensive.
All restrictions for light-intensifier goggles
apply to this item.

Maximum effective range

Laser sight: This is a small laser genera-
tor that can be mounted on almost any
firearm. When activated, it aims a bright
red or orange beam on the exact spot
where the bullet will hit. Useful only at
short range, the laser sight has the effect

The maximum effective range (MER) is
the greatest distance at which the target is
clearly seen. If the target is beyond a
weapon�s MER, five points are deducted
from the Projectile Weapon Value (PWV)
for every 10 yards beyond that limit. For
instance, if an agent is using a 2x scope at
340 meters, the scope modifiers (+20) and
the MER penalties (-20) cancel each other,
producing a less-accurate shot. Naturally,
shooting within the MER is desirable.

68 JUNE 1988

Suppressors
A noise or flash suppressor is vital to an

assassin in the TOP SECRET® game. These
instruments give the assassin a much
better chance of accomplishing his mission
and escaping undetected � sometimes
without the assassination even being
detected. Table 4 gives various suppressor
specifications.

The basic noise suppressor slows down
the bullet, which prevents a sonic boom
from occurring while simultaneously
venting the high-pressure gases creating
the gun�s report. The added length of a
suppressor improves the accuracy of the
weapon because the bullet is stabilized on
its trip down the longer barrel. Suppres-
sor types are as follows:

Noise: The so-called �silencer� is not
accurately a silence-producing item
because, as stated above, the suppressor
vents the gases of a gunshot and prevents
the sonic boom. This results in a 90%
reduction in sound, which makes a 7.62
NATO shot sound like a weak �pop� at 100
yards. Noise suppressors can be fitted to
any weapon caliber, and they add + 5 to
the PWV from their added length. They
are available in pistol and rifle/shotgun
configurations.

Automatic weapon: A modified rifle
suppressor built to withstand automatic
fire is necessary for submachine guns or
machine pistols, since a standard suppres-
sor is useless after 20 to 30 rounds of
automatic fire.

Flash: A flash suppressor is an adapter
which fits on the end of a pistol or rifle
barrel. It vents the gases from the explo-
sive discharge of the bullet and prevents a
bright muzzle blast. This is an absolute
must for night operations. A flash suppres-
sor cannot be fitted on an automatic weap-
on because the rate of fire builds up gases
faster than they can be vented.

Noise/flash: A combination of a noise
suppressor with a flash-hider on the end is
the perfect tool for a sniper rifle; it is,
however, very expensive and only lasts for
about 15-150 (15d10) shots. Likewise, it is
not available for automatic weapons.

Training
To use the above equipment to its full

potential, training is required. NPC snipers
are assumed to have already been trained,
but PCs must spent game time to obtain
their training. A PC can gain sniper rifle
and equipment experience in two ways:
through the military, or through an espio-
nage college. If a PC has prior military
experience, the Administrator may allow a
roll of 1d100, with a result of 96-00 indica-
ting that prior training has been received.
If the PC is currently in the military, he
may request reassignment to a sniper
school by rolling 1d100 with the results as
shown on Table 5. In normal circumstanc-
es, no one over the rank of Lieutenant is
accepted to a sniper school.

Sniper courses are available at espionage
colleges at a cost of $250 per week for a

Page 321

Table 4
Suppressor Specifications

Suppressor
Pistol
Rifle/shotgun
Automatic weapon
Flash
Pistol suppressor/flash
Rifle suppressor/flash

PWV Mod
+5
+5
+5
+5
+5
+5

Decp Mods Length Cost 1d100 Result
- 4 6� $50 01-50 Denied
- 1 6 12� $80 51-70 Denied, but may reapply in
- 1 2 9� $75 six months
- 2 3� $25 71-90 Put on waiting list for
- 6 9� $150 admission (l-6 months)

- 1 8 15� $150 91-00 Accepted

six-week course. Agents learn to use,
assemble, and hide their weapons, as well
as fire them accurately and escape detec-
tion. Upon completion of an espionage-
college education, the agent receives a
+ 10% bonus in Coordination, Deception,
and Evasion when using a sniper weapon,
and a $300 bonus for assassination with a
sniper weapon.

Bringing it together
The sniper in the TOP SECRET® game has

long been overlooked as a major character
in the game. His use of secrecy, suppres-
sors, scopes, and stealth makes him a
deadly foe for any agent. PC snipers are
also very powerful and should be con-
trolled with a firm hand. Any sniper PC

who performs an assassination without
Agency control should be reminded that
most countries think of snipers as terror-
ists, and will punish these criminals with
the utmost severity (and the Agency won�t
lift a finger to help � perhaps even hunt-
ing down the renegade with other agents).
Above all, remember that the sniper can
be the deadliest individual force in the
game, and that no PC is truly safe from
him. The only thing an agent can do is
walk quickly and check the rooftops
before crossing the street.

I would like to thank Lt. Col. J.M.
Chambers Jr., USMC, and Lt. Col. S.E.
McLaughlin, USMC, for their help in
researching this article; Charles Cham-
bers, Steve Spain, Mike McCarty, and

Table 5
Reassignment to Sniper School

Kevin Brown for suggestions; and the
Second Marine Division Scout Sniper/STA
School, MCB Camp Lejeune, N.C., for
supplying information on the M-40A1.

Bibliography
Eglof, Dick. �HK�s Super Semi-Auto.�

American Rifleman, June 1985.
Hogg, Ian V. and John Weeks. Military

Small Arms of the 20th Century
Northfield, Ill.: DBI Books, 1973.

Scott, Robert F., ed. Shooters Bible. 1973
ed. South Hackensack, N.J.: Stoeger Pub-
lishing Co., 1973.

Shults, Jim. �Big Brass Busters.� Gung-Ho
Official Weapons Handbook, Special #3.

I n d e x t o
A d v e r t i s e r s

AMAZING® Stories. . . . . .back cover,
insert card

Armory . . . . . . . . . . . . . . . . . . . .45,57
Bard Games . . . . . . . . . . . . . . . . . . .26
Berkley Publishing Group . . . . . . . .5
DRAGON® Magazine. . . .insert cards
DUNGEON® Adventures . . .41, insert

card
Freidland Games. . . . . . . . . . . . . . .60
Game Designers� Workshop. . .15,27
Game Systems, Inc. . . . . . . . . . . . . .84
Games Workshop US. . . . .l, 87,103,

inside back cover
GEN CON®/ORIGINS�
Game Fair . . . . . . . . . . . . . . . . . .62-65
Leading Edge Games . . . . . . . .35,91
Mayfair Games, Inc. . . . . . . . . . . . .74
New Infinities
Productions, Inc. . . . . . . . . . . . . . . .85
Palladium Books. . . . . . . . .19, 31, 59
Ral Partha Enterprises, Inc. . . . . . .20
Strategic Simulations, Inc. . . . . . . .23
Steve Jackson Games . . . . . . . . . . .22
TSR, Inc. . . . . . . . .inside front cover,

30, 79, 86, 97, 104
Troll King . . . . . . . . . . . . . . . . . . . . .75
West End Games . . . . . . . . . . . . . . .21

D R A G O N 6 9

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