			    TRAVELLER Digest 96

Topics covered in this issue include:

  1) Re: TL14 _Azhanti_ fleet intruder	by merrick@RT66.com (Merrick Burkhardt)
  2) Passive Array systems	by lewis@chara.gsu.edu
  3) RICE Paper #AWP-00104: Menorb	by alvin plummera <plummera@hubble.sheridanc.on.ca>
  4) Errata in the Menorb post	by alvin plummera <plummera@hubble.sheridanc.on.ca>
  5) Deckplans	by James Kundert <james@dumbcat.sf.ca.us>
  6) Re: Gov codes vs. population	by Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
  7) ftp sites	by Joni M Virolainen <jonimv@evitech.fi>
  8) aliens	by Joni M Virolainen <jonimv@evitech.fi>
  9) pluto?	by bc80076@bingsuns.cc.binghamton.edu
 10) Guns, Hypertext, and Ships	by CyHiggin@aol.com
 11) The Laser Thing	by "Les Howie"  <lhowie@192.219.29.90>
 12) Re: Guns, Hypertext, and Ships	by Joshua Holmstrom <jholmstr@violin.aix.calpoly.edu>
 13) TRAVELLER digest 95	by Hugh Foster <100326.446@compuserve.com>

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

Date: Tue, 8 Nov 1994 14:11:21 -0700 (MST)
From: merrick@RT66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: TL14 _Azhanti_ fleet intruder
Message-ID: <9411082111.AA25389@RT66.com>

> _AZHANTI HIGH LIGHTNING_ Imperial Fleet Intruder
> 
> BATTLE RIDER
> 
> FI Azhanti
> P(-2)10:14                  -3
>  --                      TL-14
> L(x13-2)10:2-2-1-0       FC:-5
> L(x63-2)2:1         M:168(768) 
> A:16 P:6 J:16 Msk    (P) J5 G2 
> AV:10 AuxB                   !
> MS:12 SC:43 D:8            107
> !60 9-ton fighters; 4 gunboats             
> 
> 
>   Steve Bonneville
>   <bonn0015@gold.tc.umn.edu>



Wow. Incredible job, Steve, really great (I will use a number of the
now pre designed subsystems :)

My only comment (negative, that is) doesn't involve your design at all,
but rather the 150MJ TL14 laser turret.  The short range of 2,
regardless of what FF&S says as a plug in is crazy.  I can be short
range 5 with no added volume, otherwise it would be the same...

Once again, great work, you inspired me to do likewise with some of my
favorites, I'll post as I do them.

-Merrick



Merrick Burkhardt 	 		Ants Inc. - engaging natural history-
email: merrick@rt66.com        		"Lifting things 20 times our weight
phone: (505) 255-0653 (home)		 for almost 3 years now..."
phone: (505) 842-8409 (Ants)

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

Date: Tue, 08 Nov 94 17:15:28 -0500
From: lewis@chara.gsu.edu
To: traveller@MPGN.COM
Subject: Passive Array systems
Message-ID: <9411082215.AA11794@chara.gsu.edu>

	This is a reply to someone who replied to my message of a few
days ago, I somehow lost the original message. Sorry :(

Someone asked about the size of Passive Sensors in BR, I suggested that
maybe GDW had multiplied the Diameter of the Passive Arrays by their
tech level modification for area.   The next person said, that when you
decrease the diameter of an array you decrease resolution of the array.  
	That is exactly right, but the thing most people forget when
they talk about arrays is that arrays do not have the same light
gathering ability as a full apeture of the same diameter. You have
lowered the photon collecting area, hence you can not look at as faint
object with your array. 
         I kinda of assume when you are trying to look for enemy
targets, that have EM masking on, that they will be fairly faint, and
that light gathering ability would be more important. So on your screen
you would just see little dots, kinda of on a modern radar screen.  
Resolution would be nice, and would allow you to identify the target
better, but not essential.  
	Higher technology and better computer programs can help improve
resolution beyond the classic formula.  These involve knowing something
about what you are looking at. Spaceships look different then Binary stars.  
	
	I hoped that was at least somewhat interesting. Oh for anyone
who is interested, here at Georgia State Univ we are building an
optical array with a maximum baseline of 400m.  If you want to see
nifty pictures and lots of technical reports the WWW address is 

	http://chara.gsu.edu

Lewis Roberts

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

Date: Tue, 8 Nov 1994 20:20:38 -0500 (EST)
From: alvin plummera <plummera@hubble.sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: RICE Paper #AWP-00104: Menorb
Message-ID: <Pine.3.05.1.9411081627.A10165-e100000@hubble.sheridanc.on.ca>


(This is my last RICE paper: time for someone else to carry the torch!)

Menorb (Regina: Spinward Marches/1803)
C652998-8   Hi Po    310  Re   M5II
C7D-6 A10-9YA0-38 Re3
g=.72, day=1d 5:06:00.51, year = 174,506d 9:10:07.38/143,922d 2:07:37.37
atmo= .66, natural weather
temp= +31 (5/lat +45 to -4) (season +11 to -44, 79 deg lat)
daily temp range 53.5
Agricultual, Radioactives, Compounds; Agroproducts, Non-Metals; Consumables,
     Record, Documents
Conservative/Enterprising, Competitive/Neutral, Discordant/Aloof
Legal 8-A8CA8    Tech  86-876A8-8674-D8-E

Approaching Menorb is simplicity itself.  Most of the traffic consists of
regular, 5000 Disp cargo ships, coming in for Menorb's agroproducts,
mild Vargr alcoholic beverages, and Vargr entertainment products.  Only during
the 30-day festive season of Kengrogarz (a Vargr religious occasion,
celebrated every six years) does traffic become impossible, and many
starships are forced to conduct operations in close orbit, instead of
loading up on the starport.

Despite the low tech level, the port itself is well equipped (to TL D
standards) and well-run.  Trade law is "8" - expect to get most of your
lots past customs, but don't expect it to happen quickly.  The local
customs officals are well-trained Regency Vargr's, and have a master's
understanding of smuggling pratices.  If you are here strictly as a
stopover, there is a nice TL D hotel attached directly to the starport,
with all the amenities.  Because of high demand, though, lodgers may only
stay for a week.  If you can get in, though, the price is quite reasonable.

If you judge only by the population at New Menorb Starport, you'd think
that Menorb is a Vargr world.  And you'd be wrong: only about 22% of the
population is Vargr, the rest is human [typically local-born, and vaguely 
Solomani-looking (Indonesian?  East Indian?)].  However, the Vargr tends
to be the progressive element on Menorb: they dominate local business
interests, and are the main reason why Menorb's tech level has risen from 
TL 6 (back in 1050) to TL 7 (1116) to TL 8 (from 1180 to today). 

There are several items to be checked off before you leave Startown
(locals use the Vargr term of Anosarr).  A) Stow all weapons away. B) Be
sure to obtain a Murk vaccine shot.  C) Obtain a "Visitors ID Card";
looking like a TL 8 credit card, it will make dealing with the authorities
much easier.  D) Change your Regency currency to local Verba Script ("Verba
Currency" is a form of money used by the Verba Trading Block of Menorb,
Yres, Pixie, and Boughene): local merchants cannot use Regency credits.

Monorail lines can bring you swiftly to most important cities on Menorb;
hiring a driver (taxis or chauffers) is not recommended in the cities (too
expensive), but vital in the countryside.  Buses are the only alternative
in the cities, but are usually crammed and - depending on the line -
can be the site of thieves and hotheads.    

In the countryside, trains (electric or steam) and helicopters (for those
with money) are favoured.  In the Rough, transportation is by foot, jeep,
or by animals (typically, the triped Bro-Ckok, capable of carrying one or
two people, is favoured as a riding beast.  Not very fast, but capable of
enduring without water for three weeks.)

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

A large, influencial minority of the Vargr are followers of Runetha, a
Odysseus-like figure of widespread fame among Regina, Uthe, and Dirgir
Vargr's. (Uthe and Dirgir subsectors are located Coreward of the Spinward
Marches).  Runetha Saetedz (817 - 866) was a legendary Vargr
adventurer/pirate/scout who's exploits are betime reading for young Regina
Vargr.  Dying from old internal wounds, he managed to lead his band to
a heroic victory on Menorb, but died soon after.
   
Soon after his death, his followers founded the Runetha Society, to keep
alive his memory and his philosophy.  As his fame grew, they built the
Greater Thatho Temple in the Dro-Zhemm Hills, and spread his philosphy
throughout the region.

The Temple is the central site of the Runetha religion, now run by the
High Runetha Federation of Holy Adventurers.  The temple itself is a circular
building, of about 25 m length, 5 m in height, with a concave roof.  Of
strong interest is what's _above_ the temple: a large, floating, glowing
yellow ball, of about 30 m diameter.  It's quite bright (you cannot lok at
it directly within 50 meters if the ball), and can easily be mistaken for
a second sun.  

While there is a constant flow of about 500,000 visitors per year, the
Kengrogarz (which occurs every six years) leads to an influx of 10-20
million pilgrims from Regina, Uthe, anf Firgir subsectors.  Once here,
they go through various rituals (including a rigourous Hunt in the
countryside), leading up to a mass meeting and blood sacrifices of
various animals at the temple.

The religion itself is strongly focused on heroic endeavers, felt to be
the way of a True Life here and a glorious afterlife.  Study of Runetha's
history -- and the history of other hero's, Vargr and Humaniti's -- is     
a required tenant of the religion, as is the Aiding of all True Heroes, the
pursuit of at least one Quest in your life, and the support of the Runetha
Brotherhood above all worldly loves.  

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

In contrast, the local humans - who mainly work in Vargr plantations, or 
in isolated, independent communities - tend toward two religious
traditions.  The larger religion revolves in a form of nature-worship,
with a stress on the 'interconnectedness' of Menorbianti life, and
the divinely-ordained place of humans in it.  Most of the workers follow
this faith, and tend to mix wise ecological pratices with the purest
superstitution (the most prevelant being in the Evil Eye and Forbidden
Phases).  While there is no house of worship or formal prayers, there is
a LOT of "holy days" and "feast days", which are strongly agricultural in
nature.  There is also the tratidion of the "Holy Fool", usually an insane
man who supposedly is "closer" to Menorb's WorldSpirit than normal mortals.

The isolated "Freeholder" communities - almost all desert tribes - prefer
their household and tribal idols.  Most of these idols are weapons of one
kind or another - ie. the "Holy Hand Grenade of Antioch" or "The First
Machinegun of Aezo".  Fusion guns are especially popular. 

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

The top industries on Menorb is agribusiness (Menorb fruits and grains,
marketed for Vargr tastes) and entertainment (Vargr recordings).  Both are
centred on Llil Suet, a city of 200 million set in the 2 km-deep Prince Martin
Valley.  Like most Menorbianti, the locals prefer to dress in simple togas
and light, garish robes.  They speak both Rark Vargr and Anglic fluently:
a few of the humans can even speak French!  They tend to view visitors as
"Funny folk", but can be easily coaxed into aiding the traveller, once their
intital shyness is overcome.  

Again, the city is dominated by Vargr's.  They tend to take a romantic
view of live, believing that "Life is to be Lived to the FULLEST."  Almost
every Vargr has his own small clique, with similar social, policical,
ecomomic, and spiritual interests.  These cliques are set in a continual
struggle for power, but they fight their battles using legal and
bureaucratic methods, rather than fighting vargr to vargr.  To get anything
done - say, to obtain housing in a valued neighbourhood - takes weeks of
political maneuver and in-fighting.  Connections with the government
bureaucracy, lawyers, and political figures are highly valued, and dictate
the amount of "pull" you have available (Money also helps... but in
several situations, your personal Charisma counts for more, especially if
what you ask for entails major risks to get.)

City architeture is typically Vargr.  Enormous sizes, bizzare and
whimisical forms, and hard-to-find enterances mark the typical Vargr
corporate building.  While Solomani build to flaunt technical expertize,
and Vilani build to last, the Vargr designers want "to express
themselves"... in a riot of color.  The streets are a maze of avenues,
alleys, and large "asphalt football fields" that apparently exist for no
reason at all.  Those humans who take "the laws of the road" as a personal
challange will delight in Menorbianti traffic.

Personal buildings are generally built of pre-fab concrete slabs, of
questionable stability.  Of course, they are painted and garished to the
owner's taste.  Strangely enough, they can look very beautiful in
the deep red twilight of ol' Red Eye when he's setting.  But don't stay
out at night long: even though (at 35 deg latitude) the days are quite
hot (at about 20 Deg celsius in spring/fall), the nighttime temperatures can
fall to -44 easily.

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


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

Date: Tue, 8 Nov 1994 21:11:11 -0500 (EST)
From: alvin plummera <plummera@hubble.sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Errata in the Menorb post
Message-ID: <Pine.3.05.1.9411082111.A23072-9100000@hubble.sheridanc.on.ca>


A) "Firgir" subsector is actually "Firgr"
B) That sector coreward (ie. 'up above') the Spinward Marches is Gvurrdon Sector.
   The sector Coreward of Deneb is Tuglikki Sector.

Alvin Plummer
("AFTER I post the RICE paper, THEN I find the info!")


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

Date: Tue, 8 Nov 94 20:45:46 PST
From: James Kundert <james@dumbcat.sf.ca.us>
To: traveller@MPGN.COM
Subject: Deckplans
Message-ID: <9411090445.AA18199@dumbcat.sf.ca.us>

Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de> asks:

>I wonder if there's a floor plan of the 600t Liner starship available.
>My players are travelling on the Eos, which is such a type of ship,
>and a deck plan would be nice.

 The ships in the basic TNE rulebook have all had deckplans in print at
one time or another. The following list is of the ships in Brilliant
Lances and where their plans have occured. Note that this list is not
all inclusive for plan appearances, just close.
 The ship you are looking for is listed below as the "Bastien".

 Scout/Courier      Traders & Gunboats (Classic Trav Supplement)
 Jayhawk            Traders & Gunboats
 Moraine            Starship Operator's Manual (DGP MT Supplement)
                    Snapshot (Classic Trav Boardgame; plans VERY different)
 Lord Baltimore     Adventure Class Ships, Vol 2
 Gazelle            JTAS #4
                    Best of JTAS Vol 1 (I think)
                    Traders & Gunboats
 Lab Ship           Argon Gambit/Death Station
                    Seeker also did a set at 25mm
 Patrol Cruiser     Adventure Class Ships, Vol 2
 Shukugan SDB       Traders & Gunboats
 Petty              Traders & Gunboats
                    Seeker
                    The Traveller Adventure (Classic campaign book)
                    TNE Referee's Screen (extreme conversion of hull)
 Donosev            Grand Census (DPG CT Supplement)
                    World Builder's Handbook (DGP MT Supplement)
 Bastien            Adventure Class Ships, Vol 2
                    Signal GK (Classic Adventure)
                    Assignment: Vigilante (extreme conversion of same hull)
 Broadsword         JTAS #8
                    Broadsword (Classic Adventure)
 Eakhau             Solomani/Aslan (DGP MT Supplement)
 Khtukhao           (none)
 Vargr Trader       (none)
 Ueknou             Vilani/Vargr (DGP MT Supplement)
 Fiery              MegaTraveller Journal #2 (DGP Magazine)
 Valor              Adventure Class Ships, Vol 1
 Chrysanthemum      in ps format at the old TML archive site
 Kinunir            Kinunir (Classic Adventure)
 Midu Agashaam      (none)
 Zhodani Ninz       Adventure Class Ships, Vol 1
 Zhodani Chatl      Adventure Class Ships, Vol 1
 Zhodani Zhdits     Adventure Class Ships, Vol 1
 Zhodani Vlezhdatl  ZISMV Vlezhdatl (OLD! Fasa deckplan set)
 RC Aurora          (none; in process according to Loren Wiseman)
 Covenanter         (none, but combo of Gazelle and Scout/Courier)
 Launch             Traders & Gunboats
 Ship's Boat        Traders & Gunboats
 Modular Cutter     Traders & Gunboats
                    JTAS #5
 Shuttle            Spinward Marches Campaign (Classic supplement)
 Armed Gig          (see Gazelle entry; as this is its subcraft)
 Rampart            (none, but none needed)

 Of the ships listed in the RCEG (Reformation Coalition Equipment Guide)
only the Mary Ellen Carter Armed Merchant has plans (listed above as
the "extreme conversion of hull" of the Petty) in the TNE Referee's Screen.

 The ships listed in the World Tamers Guide are all without deckplans in
print.

 Note that many of the old sets of plans are rather inaccurate portrayals
of the ship's characteristics. Many are the wrong size (often by a factor
of 2 or 3), and more are lacking sufficient fuel and places to put it.
The old FASA plans were the worst offenders, though even GDW and DGP were
guilty of it (the Jayhawk/Type A2 and the Morraine/Type A being the
primary cases).
 With the exception of the Mary Ellen Carter in the RCEG, all of the plans
listed above are for previous editions of the game and previous editions
of the ships. Having found the plans you are looking for, your mileage
may vary as to their usefulness with the current edition. YOU HAVE BEEN
WARNED!

 There are ships with deckplans that are not listed above. This list only
includes TNE ships in print with full BL/FF&S stats.


James Kundert <j.kundert@genie.geis.com>
              <james@dumbcat.sf.ca.us>

There was a young lady named Bright,
Whose speed was much faster, much faster than Light.
She departed one day in a relative way,
And returned on the previous Night.
   --Albert & the Heart of Gold

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

Date: 09 Nov 1994 02:32:31 GMT
From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
To: traveller@MPGN.COM
Subject: Re: Gov codes vs. population
Message-ID: <3269709757.138484580@nynet.nynet.nybe.north-york.on.ca>

>Yes, well, I never got this impression from the materials
>(descriptions of worlds tend to portray the government as being
>exactly what it is in the gov code), and this doesn't explain to me
>why high population worlds should have such a greater chance to have a
>dictatorship of some kind. 

I remember this ("this" being that the government code represents the style
of government that the players will encounter rather than the formal
structure of the government) from an _early_ publication (or possibly a
letter from someone at GDW).  Unfortunately most of my Traveller material is
still packed (after 28 moves I'm getting slower at unpacking), and because
I've been playing since the beginning that's a _lot_ of material to search.

Does anyone remember anything like this?  If not then I'll admit it was
probably in a letter (possibly the same one in which Marc told me to ignore
die rolls and rules if I didn't like them -  which kinda blew my teenaged
rules-lawyer mind).

In any case, I treat the government code as indicating style of government
rather than structure.   When I feel malicious I dream of publishing only the
'official' government code equivalent - letting the players discover the
nasty truth for themselves.  ("But the Terran Encyclopedia says that
Indonesia/Iran/Irak/... is a democracy with a concern for human rights!")

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

Date: Wed, 9 Nov 1994 13:29:27 +0200 (EET)
From: Joni M Virolainen <jonimv@evitech.fi>
To: traveller@MPGN.COM
Subject: ftp sites
Message-ID: <199411091126.GAA21831@Mithril.MPGN.COM>

Hey, 
I'd like to know ftp sites that contain role playing material, both Traveller
and other as well. So far I know only mpgn, engrg and ghost.

Help me,

jonimv@evitech.fi
Joni Virolainen


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

Date: Wed, 9 Nov 1994 13:37:39 +0200 (EET)
From: Joni M Virolainen <jonimv@evitech.fi>
To: traveller@MPGN.COM
Subject: aliens
Message-ID: <199411091135.GAA21964@Mithril.MPGN.COM>

I am going to generate couple of aliens that are based on my previous
homebrewed game's aliens. Well they are not that original but it's nostalgic
(sp). I have also thought to situate them to Diaspora sector. 

The question is that is there any official material that can say that those
aliens can't have * home planets * in that sector. In that case I have to
have them come from some remote sector.

The reason for making those aliens is that my players are not satisfied with
the fact that there are not many aliens in TNE, so far at last.

- Tigers are classified as liquid.

Joni Virolainen
jonimv@evitech.fi



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

Date: Wed, 9 Nov 1994 08:08:04 -0500 (EST)
From: bc80076@bingsuns.cc.binghamton.edu
To: Traveller@MPGN.COM
Subject: pluto?
Message-ID: <9411091308.AA01279@bingsun1>

Howdy folks 
	I have a couple of quick questions. First does GDW have any
future plans to develop the solomani space? Second question was that
there was some sort of research station in pluto in the terra system
that was top secret. Does anyone know what that was and its conditon
after the virus? Last if someone was on a ship with the virus pulled
out the transponder,sensors and communications gear just before coming
out of jump space would that prevent the virus from spreading or is
there some other way I'm not thinking of ?

		Leigh O'Neil
		Bc80076@bingsuns.cc.binghamton.edu

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

Date: Wed, 9 Nov 1994 14:22:47 -0500
From: CyHiggin@aol.com
To: traveller@MPGN.COM
Subject: Guns, Hypertext, and Ships
Message-ID: <9411091405564103326@aol.com>

    Really neat stuff dept:
         In the Nov 1994 issue of _Popular_Science_, p.32, there is an
    article about the Army's research into "electromagnetic (EM) guns"
    for tanks (that's mass-driver cannon for us TML types).  It seems
    that U of Texas at Austin researchers already have a prototype the
    size of a small room, and Army engineers have started development
    of "...a tank-top EM weapon that would be five times smaller than
    the current prototype.  It could be ready for the battlefield as
    early as 2010".
         The problem they had to solve was that of storing the power
    for each firing in something smaller than a building; they solved
    it by using a flywheel for energy storage.  I also noted that the
    article cited possible muzzle velocities of "at least 10
    kilometers per second"... compare 10,000 m/sec to FF&S max of
    6000 m/sec at TL11.

    Hypertext:
        - I'm going thru my design archives and formatting guns,
    ships, etc for OS/2 hypertext (INF) display.  The IPF tags are
    very similar to HTML used for WWW stuff (both descend from SGML),
    so if anyone is interested in IPF/HTML source for Megatraveller
    ship archives, or TNE guns (in progress), or 2300AD ship design
    rules (as modified by Mark V., but can be modified back), let me
    know/ make me an offer (if you want HTML format, send me some good
    documentation on HTML format and be willing to test it and fix it
    -- I don't have any Mosaic/WWW readers here.  An awk script or
    program that converts IPF to HTML would be nice -- it should be a
    trivial task to write one, but I need to get HTML docs and a
    "'round to-it".)

    Guns, guns, guns:
     - Graham Spearing, if you still haven't come up with a name for
    that 12.5mm TL-10 ETC monster, I have named it the "DeCorbin Light
    Assault Gun Model 1201".  Does anyone else remember the LAG from
    Book 4:Mercenary?  Is this thing more like an anti-tank rifle or
    that monster Russian machinegun?  And at 16 kg empty (!) weight,
    ain't nobody but Sly Stallone gonna fire this baby from the hip!
    I suggest adding an integral bipod... yes, I know it doesn't need
    one for recoil reduction, but consider taking the load off the
    shooter's arms...

From: kendelhardt jason david <kendejd9@wfu.edu>
*   2. Why are all the BL ships so low on armor?  It seems that except
*   for the System Defense boat, all the other ships have just enough
*   armor to handle the G-forces, and no more.  Is armor really that
*   useless?  I know that lasers will go through it easily, but I
*   would think that 40-60 extra points could help in conjunction with
*   sand casters, another think most ships don't have.  I have yet to
*   design a ship myself, but is space so tight that armor and defense
*   have to be neglected?

    Don't have either BL or BR, but GDW is well-known for "suboptimal"
    (to be polite) ship designs.  Space is much more avaible for extra
    armor and defenses than it was under MT design rules, so you
    probably should have some.  The only way to "prove" various design
    theories is to play combats with different ships and see what
    happens.  Experience is a wonderful teacher; the best High Guard
    designs were those by people who had played a TCS campaign or two.

*   3. What is the point of a fighter?  Is it really hard to hit or
*   detect, or does the advantage of having a mobile missle to screen
*   your main ship outweigh the incredible ease it must be to destroy
*   a fighter?  I guess I could tally up a quick fight with a few
*   fighters and a small ship to see for myself.

    I have yet to try fighter combat under TNE rules -- it could be
    very different from previous experience.  With that caveat in
    mind, I point out that under High Guard and MegaT you could design
    fighters that were so maneuverable that they literally could not
    be hit by anything short of a spinal mount.  Sure, one solid hit
    will destroy a fighter, but first you have to get that hit.  And
    targetting fighters with your capital ships' spinal weapons is (a)
    mostly futile, as the swarms of fighters will strip your outer
    hull of sensors, weapons, drives, etc.  before you can knock out
    enough of them, and (b) dangerous if the enemy also brought
    capital ships with him.  Again, this may have changed in a big way
    in TNE -- for one thing, the gunner's skill is more important than
    it used to be.

*   Considering the fact that most armor is of very heavy metal
*   elements (at least that's what I gather from Superdense, bonded
*   superdense, etc.), would it be possible to make a neutron
*   projecting cannon that bombards the armor with a heavy stream of
*   neutrons, causing them to become heavy

(A) Standard PAWS are neutron accelerators -- electron and proton
    streams are too easy to deflect with magnetic fields, and they DO
    cause all kinds of amusing radiation damage.
(B) Superdense seems to be gravitically compressed metals -- like
    neutron-star crustal lattices (improved crystaliron,
    crystalnickel -- see neat Scientific American article on neutron
    star crusts, many years ago).  Or maybe not -- strengths of
    superdense, etc. are way low for lattice crystal metals.


                            -- Cynthia

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

Date: Wed, 9 Nov 94 15:47:56 AST
From: "Les Howie"  <lhowie@192.219.29.90>
To: traveller@MPGN.COM, Multiple@192.219.29.90, recipients@192.219.29.90,
Subject: The Laser Thing
Message-ID: <9411091947.AA01743@Prograph.Com>

 kendelhardt jason david <kendejd9@wfu.edu> wrote

> Hello again. I've finally read all the way throught the Brilliant Lances 
> game (BL), and have  a few comments and questions about it.
> 
> 1. It seems that all the Battle Rider (BR) people don't like particle 
> cannons, and prefer lasers, but in BL, the PPCs are way more powerful, 
> and lasers, while they can penetrate armor will only a litle reduction in 
> penetration, have very little actual punch. The biggest laser only does 
> like 45 points, which will take out a few minor hits or one major hit. 
> PPCs have penetration up to 200+ and with the low armor levels, this will 
> atomize a large chunk of ship. Even at fairly extended ranges the punch 
> is still strong. It seems to me that PPCs and meson guns are MORE 
> powerful than lasers, at least in BL. Are there much more powerful lasers 
> in BR?

No, not as shipped.  The problem people have is that it is possible, using FF&S,
to design powerful lasers which (it appears) will render the weapons balance 
assumed by the BL/BR designs, and all of past traveller versions, so much 
twaddle.  Reather this is bad or not depends on how much you care about the old 
designs making sense.

 
> 3. What is the point of a fighter? [snip]
> 
It's cheap.





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Date: Wed, 9 Nov 1994 11:54:44 -0800 (PST)
From: Joshua Holmstrom <jholmstr@violin.aix.calpoly.edu>
To: traveller@MPGN.COM
Subject: Re: Guns, Hypertext, and Ships
Message-ID: <Pine.3.89.9411091141.A76382-0100000@violin.aix.calpoly.edu>

About the fighters... historically, the reason for fighters is simple. 
Keep the capitol ships out of the fight. It's one HELL of a lot cheaper 
to repair/replace a few fighters that it is to do the same with a capitol 
ship. The idea behind fighters is to waste opposing ships with out 
putting yours in danger. 

-Josh 

                 -=This sig now under construction=-

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Date: 09 Nov 94 14:55:49 EST
From: Hugh Foster <100326.446@compuserve.com>
To: "INTERNET:traveller@MPGN.COM" <traveller@MPGN.COM>
Subject: TRAVELLER digest 95
Message-ID: <941109195548_100326.446_BHB66-2@CompuServe.COM>

>> The Subject: line already says it.  I wonder if there's a floor plan of the
600t Liner starship available.  <<

DGP produced a bound copy of their early adventures, which had a set in aspart
of the adventure "Gold of Zurrian". I'm sure someone in your neck o'the woods
could do you a photocopy (oops, didn't really say that, copywarriors!) If they
can't, MAIL me your address and I will. - Philanthropic War Dog (CompuServe
100326,446)

>> As I have intended to use chirpers in my game, I'd like to know more about
them and any suggestions you would like to give me about them. Notice that I
don't have access to old  Traveller material so I can't go and see from some
book. <<

>From the MT Imperial Encyclopaeida:

"CHIRPER Semi-intelligent minor race native to many worlds in and outside the
Imperium. Chirpers are omnivore-gatherers in the 25kg class. Living in small
groups with limited social organization, they gather fruits and berries,
supplementing their diet with occasional small animals which they catch and kill
with crude tools. Chirper intelligence is at the low end of the scale and ranges
from just above animal to just below human average. They are named for the sharp
bird-like chirp which characterizes their speech. Chirpers are recognized by the
Imperial authorities as intelligent and as such, they enjoy the protections and
responsibilites of intelligent species within the Imperium. Most chirpers live
in established reservations with limited interchange with humans"

Chirpers are uncasted Droyne. The Ancients (Droyne as a megacivilization) wiped
themselves out 300,000 years ago. The survivors either survived as six-casted
Droyne at TL A-B or regressed to pastoral "barbarism" as chirpers. Chirpers
retain some psionic powers; invisibility by mind clouding within about 50' is
one. 

Their main use in a game plot is a victims, I'm afraid. Imperial megacorps love
to perscute the little buggers (see Research Station something-or-other) and
they make a splendid downtrodden group for moral PCs to fight for.
Unfortunately, my bunch treat them as "space hobbits" and laugh at them.
Heigh
ho!

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End of TRAVELLER Digest 96
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