			    TRAVELLER Digest 217

Topics covered in this issue include:

  1) Re: TRAVELLER digest 215	by aboulton@cix.compulink.co.uk (Andrew Boulton)
  2) Re:  Solomani	by pd82495@wapol.gov.au (Michael Bailey)
  3) Ship designs needed	by pd82495@wapol.gov.au (Michael Bailey)
  4) RE: Rank's, RICE Papers, vargr's.	by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  5) Fusion and Plasma space weapons	by "Post, D L (Dan)" <PostD%HOST2@WLV.IIPO.GTEGSC.COM>
  6) Comments	by "Post, D L (Dan)" <PostD%HOST2@WLV.IIPO.GTEGSC.COM>
  7) Problems with Striker II.	by "Upton, Django" <DUpton@VTRNNTOV.TELECOM.com.au>
  8) Happy Enddings	by PEDRO <PTREVOR@delphi.com>
  9) Aslan Character Generation (Part 2)	by A.S.Lilly@bnr.co.uk (Andy Lilly)
 10) Mass Driver Guns	by "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com>
 11) TL vs Armor	by "Joni Virolainen" <VIROLAINEN@Operoni.Helsinki.FI>

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

Date: Wed, 8 Mar 95 18:42 GMT
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
To: traveller@MPGN.COM
Cc: aboulton@cix.compulink.co.uk
Subject: Re: TRAVELLER digest 215
Message-ID: <memo.919053@cix.compulink.co.uk>

In-Reply-To: <199503071822.NAA29511@Ambassador.MPGN.COM>


  > From: "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com> To:
  >  
  > > One feature of Solomani weapons in my universe is that they use the
  > > same ammo as Imperial ones, but the magazines are designed so that
  > > Imperial mags fit into Solomani guns but not vice versa. 
  >  
  > Very convenient--except that wouldn't the Imperial types figure out
  > what the Solomani were up to make an "improvement" to their designs
  > so that Solomani mags wouldn't fit in Imperial weapons? 

Ah, but the Imperial military is huge, and covers a vast amount of space.
Presumably they standardise everything. To start modifying every gun of
every soldier from the Rim to the Marches would be a *nightmare*, and would
take decades to fully implement. By contrast, the Solomani military is
smaller and more compact, and have a good reason for doing it in the first
place, (ie when they get around to conquering the universe :-) it'll make
life a bit easier).

  > Additional note:  If the Solomani were so against "big government"
  > why did they insist on trying to keep biological and security files
  > on everyone in the Confederation? 

Purely in the interests of the security, safety, and happiness of the
citizens. If you have any further questions or complaints, I'm sure SolSec
will be more than happy to explain in detail. With force, if necessary.

  > From: Alvin Plummer <alvin.plummer@sheridanc.on.ca> To:
  >  
  > From: "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU> 
  >  
  > > 2.) How do you determine what a character's rank in the RCES is after
  > > character creation? For instance. lets say a character gets rank
  > > o6 (Captain) in the Navy, then goes to Hiver Tech, then joins the
  > > RCES (i.e. the campaign begins). Is the character rank 06 in the
  > > RCES? Or is there a starting rank for officers (do they go all the
  > > way down to o1?) 
  >  
  > It's really up to you, but I'd think that he would keep his old rank,
  > esp. if he's reenlisting into RCES (They lack qualified personnel)

OTOH, they could end up in a 'too many chiefs, not enough Indians'
situation. It might be better to throw them all in at a pretty low rank,
with rapid promotions for the particularly talented ones.

  > From: "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com> To:
  >  
  > of Imperial resistance.  Even then, hundreds of  Imperial Marines
  > escaped capture by the Solomani and began a resistance campaign that
  > managed to destroy several key installations and assassinate a number
  > of Solomani political figures (among them Jeffrey Long).  

I'm sure there's more to JL's assassination than meets the eye.
  
  > Not the whole planet, but to be sure the surviving Imperial Marines
  > on Terra had become very effective guerrillas.  With the help of local
  > collaborators, they were a constant thorn in the Solomani's side right
  > up until the end. 

I'm not so sure. I would think that Terra would get *very* special
treatment from the occupying forces, (I mean, this is *Terra* for God's
sake!). Round-ups of collaborators etc would be handled *very* carefully,
so as not to offend the loyal citizens, and as much as possible it would
be a case of 'business as usual' for most Terrans. Therefore there wouldn't
be much motivation for resistance, and if the remaining Marines were
offered decent treatment and quick repatriation, then they'd have little
motivation to carry on fighting a war they'd already lost. In addition,
Terra is a very high tech, high pop planet - it'd be pretty hard to hide.

---
Andrew Boulton

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

Date: Thu, 9 Mar 1995 03:24:36 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: Re:  Solomani
Message-ID: <9503081924.AA28656@phq1002.wapol.gov.au>

I've been browsing through the old Solomani Rim supplement
(CT Supplement 9), and I've noticed another reason why the 
Solomani got their collective backsides kicked...I can't find
any Solomani-held world with a Tech Level higher than 14.

If this holds true to the rebellion, then the Solomani are
going to have a hard time against their TL-15 opponents.
Mind you, I have a hard time convincing myself that the Solomani
lagged behind the Imperium, especially in military tech.

If there is one thing us Solomani have proven to be good 
at over the centuries, it's in devising new and ingenious
ways of killing each other....I'd be tempted to put Solomani
military tech. at TL16, just on general principles...

Alternatative history #133:  Solomani TL 16 (even some 
experimental TL17?) warships sweep aside the Imperial 
opposition with almost embarassing ease.  By 1123, the 
squabbling Imperial factions are forced to unite (at least
for the moment) to stop the Solomani Confederation from 
completely wiping the floor with them.  By 1130, the Imperium
has been conquered, and the New Rule of Man becomes the 
new order.  Of course, by 1140 the victorious Solomani start
turning on each other...so it's the Rebellion all over again...

OK, I admit it...I hate racism in all it's forms, but I just
can't help _identifying_ with the bloody Solomani!  I might
start up a campaign set in the Interstellar Wars, just so 
I can satisfy my primitive tribalism!
Michael Bailey, Police Dept. of Western Australia:  pd82495@wapol.gov.au
                        Any opinions expressed above are strictly my own.
     "..when you list all the qualities that you despise and you realise, 
          you're describing yourself"    Marillion, 'the Rake's Progress'


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

Date: Thu, 9 Mar 1995 01:32:39 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: Ship designs needed
Message-ID: <9503081732.AA27170@phq1002.wapol.gov.au>

G'day all,

I'm chasing after ship designs to supplement the few (2)
I've done myself for the Near Bootean Commonwealth.
Specifically, I'm after the design for the Solomani
'Victrix' class ship, as well as a design for a
(roughly) 1000t Jump-2 Frigate.  Any other craft, 
particularly Solomani ships and boats, would come in 
very handy.

Mail designs to:  pd82495@wapol.edu.au

Thanx
Michael Bailey, Police Dept. of Western Australia:  pd82495@wapol.gov.au
                        Any opinions expressed above are strictly my own.
     "..when you list all the qualities that you despise and you realise, 
          you're describing yourself"    Marillion, 'the Rake's Progress'


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

Date: Wed, 08 Mar 1995 15:40:47 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: RE: Rank's, RICE Papers, vargr's.
Message-ID: <Pine.OSF.3.91.950308152549.22640A-100000@hubble.sheridanc.on.ca>


From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)

> Anyone recall anything about RC rank insignia?  

Nevermind those Barbarians From Beyond The Claw, I want a good set of 
plates for Imperial uniforms!  Ranks, dress, changes over the centuries,
Regency changes, etc! (Somehow I doubt that GDW will actually deliver, 
but you never know...)

From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
> 
> T::>Keo Neseb  -  Penkwar/Spinward Marches 2128
>  ::>         "Extinct insectoid race resembling giant praying mantises.
>  ::>         Believed to have reached their apex about 8 million years ago,
>  ::>         having reached at least two neighbors Persephone and
Harvosette.
>  ::>         See RICE paper on Persephone."
> 
>  This would be more possible if someone would _write_ the RICE 
>  Paper on Persephone (HINT, Alvin :) ), and send it to the List and 
>  the RICE Archives (me...).

Actually, Persephone's on the Web, and at ghost.cc.missouri.edu. 
And I'm waiting until my "World Tamer's Guide" comes in a week or two, 
before I start building worlds again, rather than interesting NPC's.

I _may_ also post a few more adventures... I can't squeese the time 
needed to do a professional write-up for my ideas, and I can't leave them 
to waste (I currently lack a gaming group, and always was a better 
designer than Ref.)

(And by the tone of your voice, I somehow doubt that you want me to wait 
until GDW sends out it's Regency Sourcebook "...sometime in the first 
quarter of 1995."

>  Although I must admit that I would have expected information on 
>  the Keo Neseb to be found in a Paper on Penkwar itself, or in a 
>  supplemental Paper to it...

A paper on Penkwar?

Oh yeah, I also did a character study on the ruler of Persephone: it's 
somewhere out there....


From: roger.myhre@niva.no

> I have made a HIWG document for generating Vargr character for TNE. I 
> think I posted it a few months ago. It is also available at sunbane as 
> 142_14.txt. And for those who are interested I'll post it again.

Mr. Myhre neglect's to mention that, with the Vargr stuff, is an 
impressive amount of material on Gurvorin (spell-check!) sector (the one 
just above the Spinward Marches).  Go and get it.  Now.


------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA

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


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

Date: Wed, 08 Mar 95 13:12:00 PST
From: "Post, D L (Dan)" <PostD%HOST2@WLV.IIPO.GTEGSC.COM>
To: Traveller <traveller@MPGN.COM>
Subject: Fusion and Plasma space weapons
Message-ID: <2F5E1E38@MX.IIPO.GTEGSC.COM>


 In the Megatraveller days Fusion and plasma guns were good penetration
short range weapons for space craft. Any ideas on why they changed this
in TNE?.  Any estimates on what the space modifier would be on Fusion
guns in FF& S for range?  I believe Megatraveller was *1000  in Kilometers.

  Also does anyone have the Aslan ships from the old Aslan alien supplement
converted to TNE?  I also found some old deck plans for the 3000 ton aslan
mercenary ship and I'm  starting to convert the stats to TNE , but maybe
someone has done the work already?????

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

Date: Wed, 08 Mar 95 13:27:00 PST
From: "Post, D L (Dan)" <PostD%HOST2@WLV.IIPO.GTEGSC.COM>
To: Traveller <traveller@MPGN.COM>
Subject: Comments
Message-ID: <2F5E21A9@MX.IIPO.GTEGSC.COM>


>        I've a question, when the RCES equipment guide was origionally
>advertised in the backs of the other source books, it showed an interesting
>Heavy POWER armour derivative.  What became of that armour design, and Is
>it still possible to get a copy of the stats for it.  It seemed to me that
>a lot of the preliminary work had been completed however that aromour was
>not to be seen in the guide, why not??  Just a quick question.
 There is a heavy TL12 battledress with a armour of 12 in the guide. That is
the armour (looking slightly japanese)in so many pictures. How heavy do
you want?.... Armour 12 is pretty heavy for TL12.  I recently played a 
striker game with a team of 5 TL12 heavy battledress Fireteams each carrying a 
Heavy MG.
Wow! They kicked butt.
       A  interesting side note is where does a "battledress" become a 
walking tank?
  I designed a TL12 walker with a crew of 2 , laser/miss launcher /heavy 
armour etc. At 54 cubic meters It is clearly not  battledress.  So what would you base a 
definition of battledress on size? agility?crew? cost? A  very interesting question.

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

Date: Thu, 09 Mar 95 15:04:00 EST
From: "Upton, Django" <DUpton@VTRNNTOV.TELECOM.com.au>
To: tml <traveller@MPGN.COM>
Subject: Problems with Striker II.
Message-ID: <2F5FA794@msmailv0.telecom.com.au>


1. Ammunition. The rules are unclear whether 1 round is used per turn of 
fire or per dice rolled. I will assume 1 round per turn of fire unless 
official clarification is forthcoming.

2. ROF dice per TNE ROF. How many dice does a weapon with TNE ROF 4 ( eg. a 
10 cm autocannon ) get?

Django.

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

Date: Thu, 09 Mar 1995 03:15:08 -0500 (EST)
From: PEDRO <PTREVOR@delphi.com>
To: traveller@MPGN.COM
Subject: Happy Enddings
Message-ID: <01HNX130X6V695R7JE@delphi.com>


Harold D.Hale <hdhale@smtpwpo.dayt.tasc.com> wrote:
>   An ending to make TNE storyline haters happy...

Well how about _this_ alternative ending:

        Strephon does not loose his sense  of  will  in  1121,  but  is
        smuggled back to Capital by IRIS and publically confronts Lucan
        for  the  throne.  Lucan's  guards,  who  are  basically  loyal
        Imperial officers following whom they think is  the  legitimate
        Emperor, are unable to act and so refer the matter to the Moot.
        Given the recent history of Lucan's rule  the  Moot  fall  over
        themselves 'recognising' Strephon's claim.

        Immediately hostilities cease between  the  core  Imperium  and
        Strephon's Stronghold which frees up a number  of  fleets  from
        both 'sides' to go after Dulinor.

        Strephon  opens  negotiations  with   Daibei   and   Margaret's
        Stronghold to rejoin these factions to  the  Imperium  ...  all
        Lucan's demands for more ships are  cancelled.  These  factions
        are then free to turn all their fleets  to  repelling  Solomani
        incursions, and the core Imperium faction  has  then  freed  up
        more forces to use against Dulinor.

        A similar deal is offered to Antares.

        With the new Imperial reinforcements, together with  the  proof
        of Strephon's existance, Dulinor's forces collapse - thus
        'ending' the rebellion by about 1124.

        Apart  from  a  period  of  mopping  up  there   exists   three
        outstanding problems:

        1) What to do about the Ziru Sirkaa.  (Try to entice it back as
           an Autonomous Region?

        2) What steps to take to prevent a future recurrence:
           a) Strengthen/legitimise the position of IRIS.
           b) Weaken the powers of  the  throne  (introducing  many  of
              Dulinor's proposed reforms) and  moving  part  way  to  a
              republic.
           c) As soon as a successor can be agreed  upon,  Strephon  to
              abdicate.

        3) Long-term economic recession caused in part by  the  actions
           of the Megacorporations.  (Possible legislation  to  prevent
           future reoccurance ... leading to corporate tension  in  the
           post-Rebellion period.)


Regards Pedro


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

Date: Thu, 09 Mar 1995 09:31:04 +0000
From: A.S.Lilly@bnr.co.uk (Andy Lilly)
To: traveller@MPGN.COM
Subject: Aslan Character Generation (Part 2)
Message-ID: <199503090936.EAA13025@Mithril.MPGN.COM>

By (surprisingly huge) popular demand...

Sorry it took me so long to sort out which floppy I'd saved it on, but here
are the remaining careers for the Aslan generation system from a few digests
back.
Sorry if the formatting's not very clear but this was written for Word with
bold, italics, et al. I've added a few spaces and ===, etc. to the headings
to make them stand out.
Hope this is of use to someone.

Please note:
(a) This system requires the rules submitted to traveller on 3/3/95. (about
digest 210?)
(b) Observe the limitations throughout these rules (male vs. female skills,
enlisted vs officer skills, etc.)

(c)1994,1995 A.S.Lilly All Rights Reserved
All trademarks and copyright of the jolly nice GDW people and anyone else
appropriate are hereby recognised, nothing here is intended to challenge
them, waffle, etc.

COP-OUTS:
I've not actually used the system yet so there might be some small
'opportunities' for improvement. Please send ideas, changes, etc. back so I
can update the system appropriately.

Andy

Cmdr Lilly, PITS (Political Intelligence Team, Scout)
PITS Team motto: "We are never outgunned."
* Nothing I say or do in any way reflects the views of my very kind
  and generous employers who have no interest in outgunning anyone. *

==================ASLAN CAREERS (CONTINUED)======================

===Aviator
As per the Military career Air Force, but replace Heavy 
Weapons with Charm or Interaction (player's choice).

===Belter
Asteroid/planet miner.
---Prerequisites: INT 6+ OR AGL 7+, Tech = Pre-Stellar+, Sex = 
Female.
---First Term
Skills: Economic 1, Explore 1, Geology 1, Metallurgy 1, Space 
Hand 2, Space Tech 2, Space Vessel 1
---Subsequent Terms
Skills: Engineer, Explore, Geology, Gun Combat, Melee, 
Metallurgy, Racial, Space Hand, Space Tech, Space Vessel, 
Technician
---All Terms
Special Duty: 8+ for Charm, Determination, Economic, 
Interaction, Physical Science, Vehicle, Vice
---Contacts: One per term, business, criminal or trader.
---Other effects: 2 DMs per term for a Belter. At the end of each 
term, roll a Difficult Geology task to gain a strike worth 2d6 
x CR100,000 (Belters usually convert such gains to additional 
Ship or Corp DMs).

===Envoy
Envoys act as inter-clan diplomats. Within the Hierate these 
may be attached to the Hierate control structure, solving 
inter-clan disputes, etc.
---Prerequisites: SOC 10+, Pop = Moderate+, Sex = Male.
---First Term
Skills: Determination 1, Economic 2, Interaction 3, Racial 2, 
Vehicle 1
---Subsequent Terms
Skills: Charm, Determination, Economic, Interaction, 
Perception, Racial, Vehicle
---All Terms
Special Duty: 8+ for Crime, Explore, Gun Combat, Melee, Space 
Hand, Vice, +1 SOC (can only be chosen once per special duty).
---Contacts: Two per term, government.
---Other effects: 3 Ship (Courier) or Land DMs per term.

===Explorer
Explorers seek out new lands for Aslan use. In the Hierate, 
some Explorers are Hierate-controlled and the new lands will 
be assigned for colonisation to specific clans or individuals 
as rewards for services rendered. When not Hierate-controlled, 
Explorers are usually seeking new private land-holdings either 
for the clan who hired them, or for themselves.
---Prerequisites: CON 5+, Tech = Pre-Stellar+, Sex = Female.
---First Term
Skills: Determination 1, Explore 3, Gun Combat 1, Melee 1, 
Physical Science 1, Technician 1, Vehicle 1
---Subsequent Terms
Skills: Determination, Explore, Gun Combat, Perception, 
Physical Science, Racial, Space Hand, Space Tech, Space 
Vessel, Technician, Vehicle
---All Terms
Special Duty: 9+ for Acrobat, Aircraft, Animal Handling, 
Charm, Crime, Heavy Weapons, Interaction, Medical, Melee, 
Personal Transport, Social Science, Tactics, Vessel, Vice
---Contacts: One per term, government, military, scout or trader.
Other effects: 3 Ship (Scout) or Land DMs per term. +1 
Initiative if more than 2 terms of special duty served.

===Management
The Aslan bureaucrats, found at every level from clan 
administrators to corporations to Hierate executives.
---Prerequisites: INT or EDU 6+, Homeworld Tech = Industrial+, 
Pop = Moderate+, Sex = Female.
---First Term
Commission: 9+, DM +1 if SOC 9+, DM +1 if female, DM +1 if EDU 
7+. A commission moves the character from work floor 
management to a more senior office-based job.
Skills:
Economic 5, Racial 2, Technician 1, Vehicle 1
---Subsequent Terms
Commission: As above.
Skills:
Charm, Determination, Economic, Engineer, Interaction, 
Perception, Racial, Technician, Vehicle
---All Terms
Special Duty: 9+ for Crime, Gun Combat, Melee, Physical 
Science, Social Science, Vice
Promotion: 9+, DM +1 if SOC 10+, DM +1 if female, DM +1 if INT 
7+. +1 SOC per promotion, to maximum of SOC 11.
---Contacts: One per term, business or government.
---Other effects: 1 Ship (Trader) or 2 Corp DMs per term.

===Merchant Marine
As per the Military career Navy, but replace Artillery skill 
with either Vessel or Technician (player's choice).

===Medic
---Prerequisites: INT 6+ OR AGL 7+, Tech = Industrial+, Sex = 
Female.
---First Term
Skills: Interaction 1, Medical 4, Physical Science 3, Racial 1
Subsequent Terms
Skills: Interaction, Medical, Perception, Physical Science, 
Racial, Vehicle
---All Terms
Special Duty: 8+ for Aircraft, Gun Combat, Melee, Personal 
Transport, Technician, Vessel
---Contacts: Two per term, one being academic or medical, the 
other being of the player's choice - a medic may be required 
to treat all sorts of people who may feel grateful to her in 
later life.
---Other effects: The highest attribute from SOC, EDU and AGL is 
used for calculating each term's monetary income.

===Outcast
Outcasts outside the Aslan worlds typically drift between 
'human' careers (as per TNE 43-55). Outcasts within the Aslan 
worlds have to fight for their survival, having no clan to 
protect them. Occasionally they may manage to enter a lowly 
military career or gain sufficient skills to become an 
Assassin or Pirate.
---Prerequisites: SOC 5-.
---First Term
Skills:
Explore 2, Gun Combat 2, Melee 2, Racial 1, Technician 1, 
Vehicle 1
---Subsequent Terms
Skills:
Charm, Determination, Explore, Gun Combat, Melee, Perception, 
Racial, Technician, Vehicle
---All Terms
Special Duty: 7+ for Crime, Economic, Interaction, Space Hand, 
Vice
---Contacts: One per term, any type, typically non-Aslan.
---Other effects: Termly cash income is reduced to one quarter 
normal. Two secondary skills are allowed per term (as the 
outcast drifts from job to job to keep fed and housed).

===Pirate
Aslan pirates may be Corsairs or Privateers. Corsairs are 
privately-run greed-orientated pirate/smugglers (often 
consisting solely of outcasts). Privateers are a clan-run 
unofficial navy (raiding rival clan shipping where enmity 
exists but a full-scale war has not been declared). This 
latter case is regarded by many clans as an honourable career 
equal to or exceeding a standard military career. Low Tech 
(Industrial or lower) Pirates are assumed to be aircraft or 
sea-vessel based.
---Prerequisites: STR 5+, Homeworld Pop = Moderate+.
---First Term
Commission: 9+, DM +1 if STR 9+, DM +1 if INT 8+. A commission 
makes the character an officer. All others are enlisted.
Skills:
Explore 1, Gun Combat 2, Melee 2, Racial 1, Space Hand 1; plus 
M: Space Vessel 1, Tactics 1; F: Space Tech 2
---Subsequent Terms
Skills:
Gun Combat, Melee, Racial, Space Hand, Space Vessel, Vehicle; 
plus M: Tactics; F: Interaction, Space Tech, Technician
All Terms
Special Duty: 8+ for:
Charm, Crime, Explore, Interaction, Perception, Vice; plus F: 
Artillery, Engineer, Heavy Weapons, Medical
Promotion: 8+, DM +1 if INT 7+.
---Contacts: One per term, criminal.
---Other effects: Corsairs: -1 SOC per term, 3 Ship (Corsair) or 
Land DMs per term. Land thus gained will be held by force and 
is liable to attack by clan or Hierate forces. Privateers: 2 
Ship (Corsair) or Land DMs per term. In either career, at the 
end of each term roll 1d10; if greater than the character's 
INT, the next term is spent as a Prisoner (see TNE50). +1 
Initiative if more than 2 terms served.

===Scientist
---Prerequisites: INT 7+ OR EDU 7+, Tech = Industrial+, Pop = 
Moderate+, Sex = Female.
---First Term
Skills: Racial 1, Perception 2, Physical Science 4 OR Social 
Science 4, Technician 2
---Subsequent Terms
Skills: Interaction, Perception, Physical Science, Racial, 
Social Science, Technician, Vehicle
---All Terms
Special Duty: 9+ for Charm, Determination, Engineer, Explore, 
Gun Combat, Melee, Space Hand, Space Tech, Space Vessel
---Contacts: One per term, business, government, specialist (in a 
Physical or Social Science) or wealthy.
---Other effects: 2 Ship (Laboratory) DMs per term.

===Teacher
---Prerequisites: INT 5+, Tech = Industrial+, Pop = Moderate+, 
Sex = Male.
---First Term
Skills: Physical Science 4 OR Social Science 4, Racial 3, 
Technician 2
---Subsequent Terms
Skills: Charm, Determination, Interaction, Physical Science, 
Racial, Social Science, Technician
---All Terms
Special Duty: 8+ for Economic, Gun Combat, Melee, Perception, 
Vehicle
---Contacts: Two per term, academic, specialist (in a Physical or 
Social Science) or government.
---Other effects: 1 Land DM per term.

===Technician
---Prerequisites: Tech = Industrial+, Sex = Female.
---First Term
Skills: Engineer 2, Physical Science 1, Racial 1, Technician 5
---Subsequent Terms
Skills: Engineer, Interaction, Perception, Physical Science, 
Racial, Technician, Vehicle
---All Terms
Special Duty: 7+ for Charm, Determination, Economic, Explore, 
Melee, Space Hand, Space Tech
---Contacts: One per term, business or specialist (technical).
---Other effects: 2 secondary skills per term.

MILITARY CAREERS

===Army
The Aslan ground-based military.
---Prerequisites: CON 6+. Pop = Moderate+, Atmos = Thin+.
---First Term
Commission: 9+, DM +1 if SOC 7+, DM +1 if female, DM +1 if EDU 
8+. Minimum SOC of 5. SOC 10+ receives automatic commission. A 
commission makes the character an officer; all other 
characters are enlisted.
Skills:
Officers: Determination 1, Gun Combat 2, Melee 1, Racial 1; 
plus M: Ground Tactics 2, Vehicle 2; F: Artillery 1 OR Heavy 
Weapons 1, Engineer 1, Interaction 1, Technician 1
Enlisted: Acrobat 1, Determination 1, Gun Combat 2, Racial 1; 
plus M: Melee 2, Vehicle 2; F: Artillery 2 OR Heavy Weapons 2, 
Technician 2
---Subsequent Terms
Commission: 9+, DM +2 if EDU 8+, DM +2 if female. Minimum SOC 
5.
Skills:
Officers: Charm, Determination, Gun Combat, Interaction, 
Melee, Racial; plus M: Vehicle; F: Artillery, Engineer, 
Technician
Enlisted: Acrobat, Gun Combat, Melee, Racial, Vehicle; plus M: 
Determination; F: Artillery, Engineer, Heavy Weapons.
---All Terms
Special Duty: 8+ for: Charm, Crime, Explore, Interaction, 
Perception, Personal Transport, Space Hand, Vice; plus: M: 
Aircraft, Vessel; F: Medical, Physical Science, Screens.
Promotion: 8+, DM +1 if INT 8+ OR EDU 8+, DM +1 if female.
---Contacts: One per term, military.
---Other effects: 1 Land DM per term as an officer. +1 Initiative 
if more than 1 term served.

===Air Force
---Prerequisites: AGL 7+, Tech = Industrial+, Sex = Male.
---First Term
Commission: 10+, DM +1 if AGL 9+, +1 if INT 8+, +1 if SOC 8+. 
A commission makes the character an officer. All others are 
enlisted.
Skills:
Officer: Aircraft 3, Gun Combat 1, Interaction 1, Racial 1, 
Tactics 3
Enlisted: Aircraft 4, Heavy Weapons 2, Racial 1, Technician 2
Subsequent Terms
Commission: 9+, DM +1 if AGL 9+, DM +1 if INT 8+.
Skills:
Officer: Aircraft, Determination, Gun Combat, Interaction, 
Perception, Racial
Enlisted: Aircraft, Charm, Heavy Weapons, Melee, Racial, 
Technician
---All Terms
Special Duty: 7+ for:
Officer: Charm, Engineer, Gun Combat, Melee, Personal 
Transport, Space Hand, Space Vessel, Vehicle
Enlisted: Gun Combat, Melee, Personal Transport, Space Hand, 
Space Tech, Vehicle, Vice
Promotion: 7+, DM +1 if EDU 7+ OR INT 7+.
---Contacts: One per term, military.
---Other effects: 1 DM per term for Land as an officer.

===Mariner
---Prerequisites: Tech = Pre-Industrial+, Pop = Moderate+, Hydro 
= Dry World+.
---First Term
Commission: 10+, DM +1 if CON 7+, +1 if EDU 8+, +1 if SOC 8+, 
+1 if Female. Minimum SOC of 5. A commission makes the 
character an officer; all other characters are enlisted.
Skills:
Officer: Gun Combat 1, Racial 1; plus M: Determination 2, 
Melee 1, Tactics 2, Vessel 2; F: Artillery 3, Interaction 2, 
Technician 2
Enlisted: Gun Combat 1, Racial 1; plus M: Melee 2, Vessel 4; 
F: Artillery 2, Heavy Weapons 2, Technician 2
---Subsequent Terms
Commission: 10+, DM +1 if CON 7+, +2 if INT 8+ OR EDU 8+.
Skills:
Officer: Determination, Explore, Gun Combat, Interaction, 
Racial; plus M: Tactics, Vessel; F: Artillery, Technician
Enlisted: Explore, Gun Combat, Melee, Racial; plus M: Vessel; 
F: Artillery, Heavy Weapons, Technician
---All Terms
Special Duty: 7+ for Charm, Engineer, Interaction, Personal 
Transport, Vehicle, Vice
Promotion: 8+, DM +1 if EDU 7+, +1 if INT 7+.
---Contacts: One per term, military.
---Other effects: 1 Land DM per term for officers.

===Space
The Aslan (space) Navy.
---Prerequisites: INT or EDU 7+, Homeworld Tech = Stellar+, Pop = 
Moderate+.
---First Term
Commission: 11+, DM +1 if SOC 7+, DM +1 if female, DM +1 if 
INT 8+. Minimum SOC of 6. SOC 10+ receives automatic 
commission. A commission makes the character an officer; all 
other characters are enlisted.
Skills:
Officers: Determination 1, Gun Combat 1, Racial 1, Space Hand 
1; plus M: Space Tech 1, Space Vessel 3, Tactics 1; F: 
Interaction 1, Space Tech 3, Space Vessel 1
Enlisted: Gun Combat 1, Racial 1, Space Hand 2, Space Tech 2; 
plus M: Melee 1, Space Vessel 1, Tactics 1; F: Interaction 1, 
Technician 2
---Subsequent Terms
Commission: 11+, DM +2 if INT 8+, DM +2 if female. Minimum SOC 
of 6.
Skills:
Officers: Determination, Gun Combat, Melee, Racial, Space 
Hand, Space Tech, Space Vessel; plus: M: Tactics; F: Engineer, 
Technician
Enlisted: Determination, Gun Combat, Melee, Racial, Space 
Hand, Space Tech; plus F: Space Vessel, Technician
---All Terms
Special Duty: 8+ for:
M: Acrobat, Charm, Crime, Explore, Interaction, Perception, 
Vehicle, Vice; plus M: Aircraft; F: Artillery, Medical, 
Physical Science.
Promotion: 8+, DM +1 if SOC 8+, DM +1 if female.
---Contacts: One per term, military.
---Other effects: 2/4 Ship (Scout, Courier or Warship) DMs per 
term, OR 1/2 Land DMs per term, as a spacehand/officer.


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

Date: Thu, 09 Mar 1995 09:06:45 -0500
From: "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com>
To: traveller@MPGN.COM
Subject: Mass Driver Guns
Message-ID: <sf5ec4d7.006@smtpwpo.dayt.tasc.com>

   I would like to know if any one else out there has attempted to design
mass driver guns using FF&S.  I've put together a few designs myself
and believe I might have found a significant error in one of the formulas
that renders them inferior to CPR guns.  The potential error has to do
with the way the weight of mass driver projectiles is calculated.
If I'm correct, MD guns do have much superior penetration to CPR guns,
but require huge amounts of energy to power them.

Harold


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

Date:          Thu, 9 Mar 1995 16:18:05 EET
From: "Joni Virolainen" <VIROLAINEN@Operoni.Helsinki.FI>
To: traveller@MPGN.COM
Subject: TL vs Armor
Message-ID: <D8C59B15CD@operoni.helsinki.fi>

Normal armor is just for defense, that is true. But if they are 
allowed the law enforcement needs better weapons to stop dangerous 
perpetrators. And criminals get armor easier if armors are legal.

And when police needs better weapons, they are more dangerous for 
civilians because some of the shots miss eventually.

**********************************
* "I'll be bag"                  *
* - An anonymous alligator       *
*                                *
* Joni Virolainen                *
* virolainen@operoni.helsinki.fi *
**********************************

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

End of TRAVELLER Digest 217
***************************
