Subj:	#1(2) TRAVELLER digest 368
Date:	95-08-04 16:59:21 EDT
From:	traveller@mpgn.com
To:	traveller@mpgn.com

From:	traveller@mpgn.com
Sender:	traveller@mpgn.com
Reply-to:	traveller@mpgn.com
To:	traveller@mpgn.com (Multiple recipients of list)
Mail Split By Gateway


			    TRAVELLER Digest 368

Topics covered in this issue include:

  1) Re: Christian/Fundamentalism/Traveller	by "Upton, Django" <DUpton@vtrnntov.telecom.com.au>
  2) Re: Fire Fusion and Steel	by "Upton, Django" <DUpton@vtrnntov.telecom.com.au>
  3) GenCon get-together	by sfellows@netcom.com (Steven B. Fellows)
  4) Hey, 	by Bri <bri@teleport.com>
  5) Configs, Surface Navy	by library@dss.gov.au (DSS Library)
  6) Low Berths	by library@dss.gov.au (DSS Library)
  7) Ship Dysign	by grimscal@dove.mtx.net.au
  8) Barbettes	by HA281PMR01@ntu.ac.uk (Lynx)
  9) RICE paper - Jewell	by pd82495@wapol.gov.au (Michael Bailey)
 10) Re: Mesonguns, yet again	by myhre@oslonett.no
 11) Emergency Low Berths and Probablility	by Derek Smith/CAM/Lotus <Derek_Smith/CAM/Lotus.LOTUS@crd.lotus.com>

----------------------------------------------------------------------

Date: Fri, 04 Aug 95 11:53:00 EST
From: "Upton, Django" <DUpton@vtrnntov.telecom.com.au>
To: tml <traveller@MPGN.COM>
Subject: Re: Christian/Fundamentalism/Traveller
Message-ID: <302298AB@msmailv0.telecom.com.au>


Jo Grant/DUB/Lotus <Jo_Grant/DUB/Lotus.LOTUSINT@crd.lotus.com> writes:

 --------------------------
Yo Folkes,
    I took brief umbrage at a previous message where a poster
said that because he was a "Christian" he considered much of
SF fantasy. I wished to correct him saying that the bulk of
Christians are happy considering the creation myths in Genesis
along side the parables of Jesus as religious education stories,
not literal truth. It is the Fundamentalist (or Evangelical)
movements of Christianity, Judaism and Islam that choose to
believe these things literally, and dispite the press, these
are not the mainstream, world-wide.
 ---------------------------

And responding to those loonies only encourages them too :-(
IMO they should go and read Snowcrash.....

 ---------------------------
    In a Paranoia campaign I played in I had a character who
dealt with, and was eventually converted by, The First Church
of Christ: Computer Programmer. It was great fun trying to
reinterpret Christianity in the world of Alpha Complex (gives
a whole new meaning to the Alpha and the Omega :-). I even
went so far as to "translate" the first few books of Mark
to Alpha Complex Terms. Amusing, fun, and perhaps giving a
small insight into our own religious experience.
 ---------------------------

Brilliant, just the sort of thing I've been looking for to mess with players minds ;).
Would it be possible to email me a copy of these please?

May your software be forever upgraded and write protected ;),

Django.

------------------------------

Date: Fri, 04 Aug 95 12:40:00 EST
From: "Upton, Django" <DUpton@vtrnntov.telecom.com.au>
To: tml <traveller@MPGN.COM>
Subject: Re: Fire Fusion and Steel
Message-ID: <3022A2AA@msmailv0.telecom.com.au>


Ooops, my previous message (Re: Christian/Fundamentalism/Traveller) was 
meant to go to xboat... curse this split list thing...

bvanbra@bvemx.ppco.com writes:

 --------------------------
I am reading through my newly acquired FF&S copy (I finally found a shop in bel
gium which has a lot of MT and T:TNE materials) I come onto the term 'Laser Bar
ette'. Could somebody describe please what a barbette looks like. My english is
 quite good, but I do not know this word.
 --------------------------

merrick@Rt66.com (Merrick Burkhardt) writes:

 --------------------------
Bart, barbettes are simply large turrets in FFS designs.  I'm honestly at a loss
this morning for any background on the use of the word, if I remember later I'll
drop you a line.
 --------------------------

Barbette is from 19th century Terran history.

The word is probably from barbican (sp?) which is a (French?) term for a 
defensive wall. It may also be related to barricade etc.
The first turreted warships (circa 1870-90, such as the Monitor) had a 
turret that contained the guns, ammo, and sometimes traverse machinery.
In this form the turret was very heavy as all the armour had to be traversed 
as well as the guns.
The French used a different system where the side armour of the turret was 
fixed and the guns poked over the top in an open mount.
This fixed armour is referred to as a barbette.
This was lighter than an actual turret and meant that the guns could be 
mounted higher up and therefore fought in rougher weather.
As the barbette was vulnerable to plunging fire and fragments it was fitted 
with a hood of lighter armour which traversed with the guns.
These "Hooded Barbettes" came to be called turrets as the original type of 
turrets disappeared from service. This is the type of turret used for the 
main armament of the Iowa class battleships for instance.

Django.

------------------------------

Date: Thu, 3 Aug 1995 22:08:00 -0700
From: sfellows@netcom.com (Steven B. Fellows)
To: traveller@MPGN.COM
Subject: GenCon get-together
Message-ID: <199508040508.WAA17906@netcom11.netcom.com>

I sent out a message in the end of May regarding meeting at GenCon.
I received only a few replies, but I am going to send this out again.

I would like to have a get-together for fellow Travellers the night before the
convention starts.  Those interested in meeting other people from TML, 
XBOAT, or HIWG mark this down on your con itinarary.  

Where:  Bombay Bicycle Club
Location: Milwaukee Hilton (aka Marc Plaza Hotel)
When: Wednesday, Aug 9
Time: 6 pm

We can discuss Traveller over cocktails, and if so inclined can go to a 
restaurant for dinner.

See you there!

-Steve Fellows
sfellows@netcom.com



------------------------------

Date: Thu, 3 Aug 1995 22:31:11 -0700 (PDT)
From: Bri <bri@teleport.com>
To: tml <traveller@MPGN.COM>
Subject: Hey, 
Message-ID: <Pine.SUN.3.91.950803223019.20459A-100000@linda.teleport.com>

 does someone know how to convert armour from HighGuard into T:NE system?

bri


------------------------------

Date: Fri, 04 Aug 1995 16:47:17 -0500
From: library@dss.gov.au (DSS Library)
To: traveller@MPGN.COM
Subject: Configs, Surface Navy
Message-ID: <9508042349.AA18452@babylon5.dss.gov.au>

Re: CAMPAIGN OUTFITTERS

> {}Jeff Scott Franzmann     {} "So slide back down and close your eyes {}
> {}Internet Representative  {}  sleep a while you must be tired,       {}
> {}Campaign Outfitters      {}  Cause every every night I fall,        {}
> {}Winnipeg, Manitoba       {}  Every night I call your name..."       {}

Ok, ok, you've piqued my interest. What do "Campaign Outfitters" do?

HULL CONFIGURATION

>From TNE:
"Hull form is the basic geometric shape of the hull". (FF&S, p 10)

Here is a table showing the various configs of some classic ships:
----------------------------------------------------------------
Ship                      HG Config     MT Config     TNE Config
-----------------------   -----------   -----------   ----------
Scout Courier             2 Cone        1 Needle      Wedge
Donosev Survey Scout      7 Dispersed   4 Box         Close
Free Trader               ?             1 Needle      Wedge
Far Trader                2 Cone        3 Cylinder    Wedge
Fat Trader (Subs Merch)   2 Cone        1 Needle      Cylinder
Lab Ship                  7 Dispersed   1 Needle      Open
Safari Ship               ?             6 Dome/Disk   ?
Patrol Cruiser            1 Needle      1 Needle      Needle
Gazelle Close Escort      4 Close       1 Needle      Wedge
Fiery Close Escort        2 Cone        1 Needle      Wedge
System Defence Boat       1 Needle      4 Box         Slab
Type-M Subsidised Liner   4 Close       4 Box         Slab
Corsair                   ?             4 Box         ?
Kinunir                   2 Cone        ?             Wedge
Midu Agashaam             2 Cone        ?             Wedge
Chrysanthemum DE          4 Close       ?             Close
Chatl Leader Scout        1 Needle      ?             Needle
Ninz Scout                1 Needle      ?             Wedge
Fer-de-lance DE           4 Close       ?             ?
PF Sloan FE               3 Cylinder    ?             ?
Gionetti Lt Cruiser       2 Cone        ?             ?
AHL Frontier Cruiser      4 Close       4 Box         ?
Plankwell Dreadnought     4 Close       ?             ?
Kokirrak Dreadnought      4 Close       ?             ?
----------------------------------------------------------------
Notes:
1. I think that the MT "Needle" is actually taken to read "Needle/Wedge", when 
   you look at the ships that are included as "Needle".  Maybe this is why FF&S 
   split up the Needle/Wedge config?
2. The HG Fiery Config is derived from a sentence in Supp 7 which says that the
   ship is similar to the Scout/Courier.
3. Not even the self-titled adventure has HG stats for the "Safari Ship"!
4. The "Gionetti" looks like an Imperial Star Destroyer, only smaller. The 
   Kokirrak looks the same, but has two "wings" (with boxes on their ends).
----------------------------------------------------------------

It appears that "config" is whatever you want, that seems reasonable at the 
time, and that suits your particular streamlining need.

(The classic) P. F. Sloan-class Fleet Escort was detailed in _JTAS #25_. and 
perhaps some insight can be gained from reading the designer's notes - by none 
other than Marc Miller himself.

"Producing deck plans from a set of HG statistics can be an intimidating
experience..." (p 20) - no kidding!

"The primary reference for the Sloan class Fleet Escort is a Paul Jaquays 
illustration in _Traveller Supplement 9: Fighting Ships_. Accompanying the 
picture is a detailed HG description, including USP and some background 
details." (p 20)

Marc then ran through how he broke down the picture into components, gave them
approximate ratios, and computed the tonnage of each component. Here's another 
pearl of wisdom for would-be designers:

"I treat required tonnages as requirements for TOTAL ship tonnage. Within the
ship, I did not feel compelled to make each stateroom four tons, nor the bridge
precisely 100 tons; instead, the sum of the tonnage is distributed around the
ship as support facilities or corridors". (p 20)

Some examples of support facilities are: armoury, vehicle deck, mess deck 
(including mess hall and galley), ship's locker, troop assembly areas, captain's 
office, recreation areas, etc.

Finally, _Book 2: Starships_ states that deck plans are acceptable if they are
within 10% to 20% of the actual stats.

_Traveller Book 2: Starships_, GDW, 1977, 1981, USA.
_Traveller Book 5: High Guard_, GDW, 1980, USA.
_Traveller Supplement 7: Traders and Gunboats_, GDW, 1980, USA.
_Adventure Class Ships Vol. 1_, FASA, USA, 1982.
_Adventure Class Ships Vol. 2_, FASA, USA, 1982.
_Challenge #25_, "Fleet Escort Lisiani", Marc W. Miller, GDW, 1986, USA.
_The MegaTraveller Journal_ #2, "Starship in Detail: Fiery-class Gunned 
Escort", Rob Caswell, Digest Group Publications, USA, 1991.
_Assignment: Vigilante_, Charles E. Gannon and Dave Nilsen, GDW, USA, 1992.
_Fire, Fusion and Steel_, GDW, 1993, USA.
_Brilliant Lances_, GDW, USA, 1993.

"WET" SHIPS (SURFACE NAVY)

Joni Virolainen asked if there were any official design sequencs for surface 
ships. The only ones I know of are for MT and were:

1. _Challenge_ #53, 54, "Wet Navy, Pts 1 & 2", Terrance R. McInnes, GDW, USA,
   1991.
2. _Challenge_ #61, "Equalizer Project", Terrance R. McInnes, GDW, USA, 1992.
   - includes complete details for 9 Large Watercraft, incl. a carrier, 
   battlecruiser, sub, etc.
3. _Challenge_ #61, "Wood and Wind, Steel and Steam", Charles E. Gannon, GDW,
   USA, 1992.

Perhaps these could be converted using "standard" MT-to-TNE conversion
routines?

- Hyphen
  (David Jaques-Watson)



------------------------------

Date: Fri, 04 Aug 1995 16:50:33 -0500
From: library@dss.gov.au (DSS Library)
To: xboat@MPGN.COM
Cc: traveller@MPGN.COM
Subject: Low Berths
Message-ID: <9508042353.AA18455@babylon5.dss.gov.au>

Sorry, I'm sending this to both lists because I forget who initially raised
this subject!

EMERGENCY LOW BERTHS

The original rules are as follows:
"Emergency low berths weigh 1 ton and cost Cr 100,000; each contains four
persons, all of whom share the survival roll. Emergency low berths cannot hold
the frozen watch. An emergency low berth can hold one concious person
(functioning as the equivalent of a couch) for several hours at a time."
(_Book 5: High Guard_, Marc Miller, GDW, 1980, USA, p 34)

The same rule can be found in _Book 2: Starships_, GDW, 1977, 1981, USA, p 14.

The original survival roll was 5+ on 2D6 - a 4 in 12 (33%) chance of death! Even
a medic could only reduce this to 3 in 12 (25%)!

_High Guard_ did not change this ruling, so the frozen watch was in a bad way.

MT modified it to increase survival, since many people had pointed out that the
high chance of death would cripple the concept of the frozen watch; one, no-one
would volunteer; two, you could only get so many of your personnel back!

The MT rules are:
"To survive a low passage voyage: Routine, Medical, Edu, 1 min. (Fateful)
Referee: the Medical and Edu are those of the attending physician at the time of
deberthing, not those of the character at risk.
Various effects occur for any mishap (roll 2D):
Superficial Mishap: the subject temporarily suffers 1D wounds for 1-6 days,
after which healing is automatic; skin loses some of its tone and colour for 1-6
weeks, having a gray, wrinkled appearance.
Minor Mishap: the subject temporarily suffers 2D wounds for 1-6 days, after
which healing is automatic; subject experiences motor function problems for 1-6
weeks with corresponding loss of 2 points of Dex during that time.
Major Mishap: the subject suffers 3D permanent wounds; the subject's internal
organs are damaged; and the subject must undergo medical diagnosis and treatment
to restore full health.
Destroyed: not possible on a 2D mishap."
(_Imperial Encyclopedia_, Marc W. Miller, GDW, 1987, USA, p 87)

An entire article is devoted to the subject in_The Traveller's Digest_ #21. The
article covers:
- active hibernation (via chill berth);
- passive hibernation (via fast drug);
- freezing (cold berth)
- use of low berths (including the low lottery, emergency low berths, the frozen
  watch, medical cold berths, and livestock cold berths);
- low berths and space transportation;
- suspended animation and society (including "Timer Clubs").

The salient points covering cold berths are:
- normal low berths freeze at a moderate rate, including scanning and mapping
the body, cooling sections and then quick-freezing the body;
- normal low berths thaw at a moderate rate, using the data gathered when
freezing the body to unfreeze it in a "precisely controlled pattern" (p 41);
- an emergency cold berth freezes very quickly and thaws very slowly. At TL 15,
one berth can freeze 4 adult humans "- fully-clothed and unprepared - within 60
seconds. To do this, it foregoes all preliminary steps, trading ease of entry
for a lengthy and difficult revival process" (p 41);
- the frozen watch is frozen very slowly and thawed very quickly. They are
frozen over a 3 hour period (at TL 15), identifying and fixing all potential
thawing problems in advance. They are unfrozen rapidly "without the careful
monitoring and adjusting" (p 41) of normal low berths, and are capable of action
in 5 minutes.

The mention of "Timer Clubs" (where people would be revived every 10, 25, or 50
years) paved the way for GDW to allow "remnants" into the TNE universe.

Finally, the chance of a survival mishap was increased:
"To revive a low berth passenger without incident: Difficult, Medical, Edu,
[time varies], (unskilled OK, fateful)
Referee: the Medical and Edu are those of the medic attending at the time of revival."
Time increments are given in a table, and an expanded list of mishap results is
included.
(_The Traveller's Digest_, "Suspended Animation", No. 21, Mike Mikesh and James
Holden, Digest Group Publications, Idaho, USA, 1990, pp 40-43)

- Hyphen
  (David Jaques-Watson)



------------------------------

Date: Fri, 4 Aug 1995 17:42:22 +0930
From: grimscal@dove.mtx.net.au
To: traveller@MPGN.COM
Subject: Ship Dysign
Message-ID: <199508040812.RAA28108@dove.mtx.net.au>

Hello All
 I have just read somthing in Analoge about Single Stage to Orbit Rocket plane.
 The Idea for this Plane is to carry just enought oxidizer with normal 
 jet fuel to take of and reach a tanker at 20,000 to 30,000 feet. There the 
 plane takes on a full load of oxidizer and continues on into orbit.

  I have a idea for a Campaign with a tech of that kind of capability.
  But I dont know how to design it.

  So I was woundering How to design it in TNE. Could any one help me to do
this?
  Any help would be appreciated.

  Bye
    Grimscale the Unsmiling one.

------------------------------

Date: Fri, 4 Aug 1995 10:56:05 +0100
From: HA281PMR01@ntu.ac.uk (Lynx)
To: traveller@MPGN.COM
Subject: Barbettes
Message-ID: <95080410560539@newvax.ntu.ac.uk>

>Bart Van Brabant asked:

>Could somebody describe please what a barbette looks like? 

A barbette is essentially a larger turret capable of holding more or larger
weapons. Historically, i can only think of the Barbette occuring in aircraft.
Many WWII aircraft mounted single/double machine gun turrets. The Northrop
Black Widow had a remotely controlled barbette mounting four weapons. I can't
remember if the weapons were standard machine guns, .50cal Brownings, 20mm 
cannon etc.

I'm not sure but i think barbettes also appeared on the bombers of Strategic
Air Command in the post-WWII/Cold War era.

Paul


------------------------------

Date: Fri, 04 Aug 1995 20:33:50 -1600
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: RICE paper - Jewell
Message-ID: <9508041232.AA04977@phq1002.wapol.gov.au>

Thanx to Steve Bonneville for the corrections, here it is again...


RICE Paper #SM-1106 Jewell/Jewell

Jewell (Jewell:  Spinward Marches/1106)
A777999-C A Hi In Cp    623 RE G7 V
G = 1.22, Day = 1d 9:16:12.00, Year = 227d 21:01:26.44
Atmo = 1.20, Controlled weather
Temp = +29.9 (6/lat +18 to -42)(season +16.8 to -28.0, 40 deg lat)
Daily temp range 17.9
Ores, Radioactives, Crystals, Metals, Parts, Consumables, Weapons
Progressive/Enterprising, Unaggressive/Militant, Harmonious/Friendly
Legal: 9-6767A  Tech:  C9-CCCCC-CACC-CC-D

Near the Regency's extreme spinward tip lies Jewell, capital of the Jewell
subsector and for centuries the first line of defense against incursions by
the Zhodani Consulate.  While relations with the Zhodani have improved
greatly in recent decades, Jewell still resembles nothing so much as a
massive military encampment.  Almost six centuries of living on the 'front
lines' has given the inhabitants of Jewell a unique, if somewhat grim
outlook.

Jewell was settled in the early 300's by colonists fleeing from the Lishun
and Vland Sectors.  The colonists, of mixed Solomani-Vilani heritage,
initially settled on Palique (0609 / Mora), before religious tensions forced
them to more on to Jewell.  The original colony grew slowly, hampered
largely by respiratory problems caused by volcanic outgassing.  The
discovery of unusually rich lanthanum deposits on the planet's eastern
hemisphere sparked a huge influx of immigrants and business investment.
Jewell also became the jumping-off point for further settlement in the
Chronor subsector, and beyond the Spinward Marches in the Foreven Sector.

With increasing industrialisation, and a growing realisation of the
potential Zhodani threat to spinward saw the Imperial government begin to
take an interest in Jewell.  A naval presence was established in the system,
followed by the establishment of a Navy and Scout base from 480-485.  A
century later, ships from the Jewell Squadron were the backbone of Imperial
forces that jockeyed for position with the Zhodani in the Chronor and
Massina (subsec D/Foreven) subsectors.  This jockeying soon erupted into
open warfare as the First Frontier War exploded through the Marches.

Jewell was captured by Zhodani forces in 592, and occupied until Olav
hault-Plankwell retook the system amid fierce fighting in 603.  The end of
the war saw the Zhodani in possession of former Imperial worlds in the
Foreven Sector, and Jewell became a major factor in the Imperium's plans to
defend the Spinward Marches from further attack.  Predictably enough, Jewell
was attacked heavily during the Second Frontier War (615-620), and was under
seige for almost eight months before Admiral Arbellatra Akhalikhoi relieved
the world in 617.  After the war, with most of the Chronor Subsector in
Zhodani hands, Jewell became even more important to the Imperial Navy.
Facilities were expanded, and the naval presence in the system scaled up.

Industrialisation of Jewell continued, at a predictable cost to the
planetary biosphere. Jewell's population mushroomed, due to the arrival of
refugees from former imperial worlds, and fortune-seekers looking for
employment.  Jewell was attacked heavily in each of the subsequent Frontier
Wars, and suffered grievously, although it remained in Imperial hands.  By
the assassination of Emperor Strephon in 1116, Jewell was one of the most
heavily defended systems in the Marches, as well as being a heavily
industrialised world and home to 6 billion souls.

On entering the Jewell system, be prepared to be immediately challenged by
Regency Navy or Regency Quarantine Service ships.  Incoming starships will
be directed to the RQS Station on Opal (Jewell's outermost satellite,
F10026B-C), where the ship and it's occupants will undergo exhaustive
examination.  Ships that do not pass inspection will be impounded
immediately, and it's owners/operators can look forward to a lengthy sojourn
at the Regency Prison on Jenghe/Regina.  Whatever the result, expect to be
held on Opal for at least three days.

Following quarantine procedures, permission will be granted to transfer to
one of Jewell's three commercial starports:  Jewell Highport, Jewell
Downport or Magdala Commercial Starport (a privately owned facility).  All
other starport facilities in the system are operated by the Regency Navy
and/or Quarantine Service, and are strictly off limits to unauthorised
personnel.  Still, one can't help but notice the presence of warships -
Jewell is swarming with activity, from 10-ton boats shuttling to and fro to
the BatRon of Plankwell Class Battleships home-ported at the Arbellatra
Akhalikhoi Naval Base.

Descending to the surface, one of the more noticable sights are the banks of
dirty brown clouds covering a rocky gray surface.  Sprawling cities and
industrial complexes mark much of the planet's surface, and a large fraction
of it's land area.  Jewell, despite it's name, is a dirty and grimy world.
The atmosphere is fouled by a host of pollutants, chiefly sulphur dioxide,
hydrogen sulphide and nitrogen compounds.  Breathing the atmosphere without
a filter mask is not advisable - a few hours exposure is generally
acceptable, but further exposure inevitably results in respiratory disorders
and cancers.  Filter masks are provided free of charge by the government,
and are dispensed at all public places.  On arrival at the planet's surface,
visitors will be issued with a temporary permit for a nominal fee.

Jewell's cities tend to look alike - dirty and drab are the words most used
by offworlders to describe them.  Little attention is paid to building
exteriors, beyond that necessary to keep the atmospheric taints outside.
Combine this with the gray coveralls that seem to be a regulation item of
clothing amongst the locals, and the filter masks that cover the face and
eyes, and a visitor could well be tempted to make a hasty departure for more
inviting locations.  Perserverance is advised however, for like most surface
appearances, those on Jewell are deceiving.

Jewell's natives are friendly and accomadating towards off-worlders, with
the notable exception of Zhodani and Vargr (both races are the target of
centuries old fear and loathing).  Once indoors, with coveralls and
facemasks off, Jewellers are an expansive and demonstrative lot and are
famous drinkers, brawlers and poets.  Building interiors are generally
low-ceilinged, and richly decorated, designed to promote a sense of comfort
and well being.  Jewell also has one of the highest number of bars per
capita of any world in the Regency.

Jewell's government is a fairly unremarkable impersonal beauracracy, local
Administrative Councils report to successively higher authorities, up to the
Planetary Administrative Authority.  The beauracracy recruits from all
levels of society, and if promotion is not entirely merit based, it is not
so corrupt as to invite popular revolt. Law levels are high, banning
personal weapons outside of the home, and the local law enforcement
authorities are backed by a large and complex legal apparatus.  Trade
regulations are not as harsh, their primary focus being to serve the
requirements of the Regency Quarantine Service.  Jewell's government
maintains low tarrifs on most imported goods.

The most important non-governmental body on Jewell is the 'Aran Kalje', a
fiercely atheistic organisation that promotes the virtues of physical and
mental discipline.  The Aran maintains camps, or 'laager' where adherents
live for up to twenty months at a time under military-type conditions.  Not
surprisingly, a large number of Aran members end up in Jewell's armed
forces.  The laager are organised and run at a local level, as is the rest
of the organisation.

Jewell's close relationship with the Imperial/Regency military is also worth
noting.  Large tracts of the planet are used by the Army, Navy and
Quarantine Service, and are off limits to civillians.  The planetary
governor is also commander of the planetary armed forces, as well as the
Jewell Colonial Squadron.  The governor carries the title of Count Jewell,
and reports to the Duke of Regina.  Traditionally, the planetary governor
has been an Imperial or Regency Navy Admiral, one of the rare instances when
domestic matters are overridden by Imperial or Regency authorities.

Jewell is a major producer of lanthanum and other rare earth elements
(notably niobium and yttrium ores), as well as fissionable ores.  Not
surprisingly, the planet is also a substantial weapons producer,
particularly small arms and armoured vehicles in the TL 11-12 range.
Perhaps the most famous product of Jewell is whisky, which is famed
throughout the Regency for it's quality.  There are no less than 37 major
distilling houses on Jewell, serving a large domestic and off-world market.
Of these, the most well known is Amrihkur-Cameron, which has held Imperial
patents for it's products since 405.  A bottle of Amrikhur-Cameron malt
whiskey bottled in 1107 recently sold for Cr44,000 on Regina.

System Information

Orbit           Name            UPP             Remarks

Primary         Galant          G7 V
0               Smear           G100168-C       Mi
1               Imkhiir         YS00000-0       
2               Jewell          A777999-C       Hi In Cp
        2       Pearl           F30246A-B       Qb
        5       Cascot          YS00000-0       
       25       Opal            F10026B-C       Mi
3               Planetoid Belt  Y000517-B       Mi        
4               Nieuport        Large GG
        1       Ring System     YR00000-0
        4       Guynemer        F500368-C       Nv
        6       Fonck           Y200000-0       
       11       Mannock         Y3A2000-0       
       25       Boelke          YS00000-0
       45       Bishop          G10036A-C       Mi
5               Planetoid Belt
6               Umsakhulag      Small GG
        3       Ring System     YR00000-0
       30       Isagair         Y310000-0
      250       Virunkariish    YS00000-0
7               Quokka          Small GG
        8       Numbat          YS00000-0
       13       Outpost         H200118-C       Re
8.4             Katyn           F400369-C       Nv


(Nv - Naval Base, Qb - RQS Base)
       

Michael Bailey (pd82495@wapol.gov.au)

"...the scum also rises..."
                          Hunter S. Thompson



------------------------------

Date: Fri, 4 Aug 1995 16:45:12 +0200
From: myhre@oslonett.no
To: traveller@MPGN.COM
Subject: Re: Mesonguns, yet again
Message-ID: <199508041445.QAA08960@hasle.oslonett.no>

I wrote: 
>> The main difference is that a laser which got high enough damage just 
>> punches through the craft only doing damage to 2 sections of a craft. What

>> energy that are left from this is vented out into space and lost.

Merrick wrote:
>I posted a question some time ago along the same lines.  I think that this 
>might be the easier way to go (if you're trying to come up with a reason for
>MGs without the TL*50 limit).  What if a weapon can over penetrate?  A laser

I agree with you, most designs we will see of lasers and crafts using them, 
I expect, will not addere to the TL*50 limit anyway. And there is no way we 
can enforce that without GDW making it official.  Besides I find the MG 
damage sphere more realistic as MG's destroy anything within their DS. And a 
hull section may have more than 5H in its self. Think of a hit in the 
section holding the electronics. There went the bridge and bridge crew. Who 
need critical hit tables when you got a MG?

>or PAW whose beam dwells in one place too long punches through the other side
>of the target, and the rest of the beam is wasted... use the excess damage
>table, but if you get a result that requires the beam to stay in the same
hull
>area, take that damage, then up to another 5major hits, then exit via the 
>opposite area (shots down the length of a target might be tricky, though).
It would be fun if there was possible to get a result of hitting a needle 
craft in the front and letting the beam go down the length of the ship :)

>It would give the MG an advantage since all the damage the weapon does would
>actually hit the target.
Not only that, but if the DS is large enough the craft may be killed by a 
single shot.

>I was wondering how this would change KE weapons, as well.
Dunno

BTW: I'll be away for some days now and expect to be back on Monday, any 
comments should be CC:myhre@oslonett.no, I'll post replies to these messages 
on the list when I get back.


--------------+-------------------+-----------------------------------
Roger Myhre   | myhre@oslonett.no | http://www.oslonett.no/home/myhre/
HIWGmember 142| Some people have one of those days, I got one of 
              | those lifes.
--------------+-------------------------------------------------------


------------------------------

Date:  4 Aug 95 12:37:44 EDT
From: Derek Smith/CAM/Lotus <Derek_Smith/CAM/Lotus.LOTUS@crd.lotus.com>
To: traveller <traveller@MPGN.COM>
Subject: Emergency Low Berths and Probablility
Message-ID: <9508041637.AA10444@internet1.lotus.com>

library@dss.gov.au (DSS Library) wrote:

>The original survival roll was 5+ on 2D6 - a 4 in 12 (33%) chance of >death!

Even a medic could only reduce this to 3 in 12 (25%)!
>
>_High Guard_ did not change this ruling, so the frozen watch was in a >bad
way.

Umm...  Missed it by THAT much!

There are 36 possible results in a 2d6 roll.  There are 6 and only
6 ways to roll a 4 or less.  So the chance of getting 4- on the roll
is 16.667%.

There are 3 and only 3 ways to roll a 3 or less, so the chance for that
is 8.333%.

Remember, rolling multiple dice produces a nonlinear probability curve
for results.

(Still, I don't like *those* odds, either)


--Derek

"If you're not part of the solution, you haven't dissolved yet..."

------------------------------

End of TRAVELLER Digest 368
***************************
