Subj: Traveller-digest V1999 #1372
Date: 11/21/99 2:11:07 PM Pacific Standard Time
From: owner-traveller-digest@lists.imagiconline.com (Traveller-digest)
Sender: owner-traveller-digest@lists.imagiconline.com
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Traveller-digest Sunday, November 21 1999 Volume 1999 : Number 1372
(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.
The following topics are covered in this digest:
=?iso-8859-1?Q?Re:_That_explains_the_=91Don=92t_throw_Eggs__?= at the PM Act,
Re: Looking for Travellers' Digest Adventures 1-21
re: Weapons of mass destruction (Was: Traveller Nav, Gun...)
Re: User Interface Question
Re Polities in the Imperium
Re: Traveller PBEM
Re: Re Polities in the Imperium
Re: Traveller Navigation and Gunnery
Re: Traveller Navigation and Gunnery
Re: Traveller Navigation and Gunnery
Re: How to do a gritty, X-Files-like scenario?
Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)
Re: Traveller Navigation and Gunnery
Re: Traveller PBEM
Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)
Re: Traveller Navigation and Gunnery
Re: Traveller Navigation and Gunnery
Re: The naming of things
Re: Traveller Navigation and Gunnery
re: Non Lethal weapons
----------------------------------------------------------------------
Date: Sun, 21 Nov 1999 16:26:38 +0000
From: SD Mooney
Subject: =?iso-8859-1?Q?Re:_That_explains_the_=91Don=92t_throw_Eggs__?= at the PM Act,
At 15:00 -0500 20/11/99, "Douglas E. Berry"
wrote:
> >As to Penguin throwing, I know the book will be packed out with the
> >rules and notes so I've the following suggestion. If anyone wants to
> >write scenarios for ACQ, and draw up a deckplan, I'll host them on
> >the BITS site. (Aside from the AP costs, the scenarios could be
> >written in T4.1 style).
>
>Cool! That means I'll have a place to put up the Cinematic rules for ACQ.
>Like the Slow Explosion rule:
>
>Any event producing explosive damage travels so slowly that the combatants
>are able to spend AP running away from the explosion. This move must end
>in a Dive For Cover, during which the *player* must do his best Bruce
>Willis yell.
Happy to help. Of course, having a free source of scenarios and rules
will help overall sales ;-)
Bet the author would like that!
Dom
- ----------Dom Mooney---dom@cybergoths.u-net.com------------
MiB - Marines in Battledress
"Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/
------------------------------
Date: Sun, 21 Nov 1999 16:39:49 +0000
From: SD Mooney
Subject: Re: Looking for Travellers' Digest Adventures 1-21
At 22:45 -0500 20/11/99, "Josh W. Spencer" wrote:
>OK, can you fill me in then on this Roger Sanger character? When
>did he purchase the DGP materials and why is he in dispute with Marc Miller?
Roger bought DGP off Joe Fugate (IIRC) who did a lot of the work for
GDWs' MT publications in addition to the DGP material. This happened
after DGP withdrew from the Traveller market when TNE was published.
At this present moment, several list members are owed money by DGP
for material printed and sold years ago. Roger has started many
projects for RPGs since he bought DGP, none of which have come to
fruition.
His dispute with MM relates to the ownership of the DGP material.
Although RS owns the copyright of the text for the DGP material he
cannot publish without MM's permission. RS wants a lot of money for
the DGP material. As a result, it is legally dubious to use DGP
material as a basis for current Traveller material and both T4 and GT
avoided reusing it by working around it. As a result, some of the
best Traveller material is being overwritten and is condemned to
being rare collector's items.
Other people who were on the list earlier than me may have a better
description, as mine is not first hand, only the story as I have been
told.
Dom
- ----------Dom Mooney---dom@cybergoths.u-net.com------------
MiB - Marines in Battledress
"Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/
------------------------------
Date: Sun, 21 Nov 1999 16:45:09 +0000
From: SD Mooney
Subject: re: Weapons of mass destruction (Was: Traveller Nav, Gun...)
At 7:53 -0500 21/11/99, Jens Rydholm wrote:
>commited by the *allies* during WWII as an example. Especially the
>bombings of Dresden were interesting, as it was not a military target.
>On the contrary, many German civilians had gone there to avoid being
>bombed. The bombing was done at that spot in order to ruin the German
>morale quickly...
Another reason for the bombing of Dresden was retaliation for the
destruction of the heart of Coventry in the UK.
Dom
- ----------Dom Mooney---dom@cybergoths.u-net.com------------
MiB - Marines in Battledress
"Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/
------------------------------
Date: Sun, 21 Nov 1999 11:39:17 -0900
From: "William F. Hostman"
Subject: Re: User Interface Question
Robert Prior wrote:
> 1) Would it be useful to see passenger and crew accomodations listed
> separately on the spreadsheet?
Definitely.
> 2) If crew and accomodation adjustments could be done automatically
> (ie. when you increase the jump drive, the number of engineers and
> their accomodations are automatically increased too), would you use
> this feature?
This sounds good to me, provided it can be swiched off, overridden, or tweaked.
> 3) How important would economic data (from Far Trader) be?
Nice, but not essential. But, if you're going to do an econ analysis in it,
make certain you allow for either base GT Book separately from GT:FT,
asthey will have much different break-even points.
William F. Hostman | "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com
ICQ:14640742 AIM:AKAramis ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+
------------------------------
Date: Sun, 21 Nov 1999 11:50:08 -0900
From: "William F. Hostman"
Subject: Re Polities in the Imperium
>>Also, if some, ohhh, say nearby polity or Megacorp wishes to reintegrate
>>the planet in question back into the Imperium...who's gonna stop 'em? The
>>planet's on their own.
>
>
>Oh, but wait, doesn't the Imperium have laws against multiworld polities?
Doubtful, since each sector has a government and a fleet (CT: HG), as does
almost every subsector (ibid), plus there are imperial worlds that "own"
other worlds...
>There's a bit of sarcasm in my voice there.
Oh, Really?
>It's difficult to disentangle
>what the Imperium really does from what their "spin machine" says they do.
>
I take CT and MT rule-book materials as canon, not as examples of the "Spin
Machine", save where that is explicit from Ref's Lib Data.
Adventures are built on spin....
William F. Hostman | "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com
ICQ:14640742 AIM:AKAramis ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+
------------------------------
Date: Sun, 21 Nov 1999 12:58:33 -0800
From: "Tim MacPherson"
Subject: Re: Traveller PBEM
Hmm ...so it look like if I want to play Traveller PBEM ...I am S.O.L.
Tim MacPherson
Kelowna,BC
CANADA
timac@home.com
- ----- Original Message -----
From: Keven R. Pittsinger
To:
Sent: Sunday, November 21, 1999 6:40 AM
Subject: Re: Traveller PBEM
> > Someone was asking about this?
> >
> > The site for a Traveller PBEM is at:
> > http://www.ssgfx.com/traveller/
> > I haven't used it so I can't recommend it, but it's
> > the only one I know of.
>
> That's for the TML-PBEM. As of a year and a half ago (last time I heard
from
> anybody who was involved concerning it), they weren't accepting any new
> players. Doesn't look like they've posted anything in a year & a half
either.
>
>
>
> Interesting ideas in the archives, though. Can't quite figger out *what*
the
> symbiotic lifeform is.
>
> Keven
>
> --
> tc++ tm+ tn+ t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
> --------------------------------------------------------------------------
- ----
> Science-Fiction
Adventure
> In Reavers' Deep
>
>
>
------------------------------
Date: Sun, 21 Nov 1999 16:00:08 -0500
From: "Chris Seamans"
Subject: Re: Re Polities in the Imperium
- -----Original Message-----
From: William F. Hostman
To: traveller@mpgn.com
Date: Sunday, November 21, 1999 3:52 PM
Subject: Re Polities in the Imperium
>>Oh, but wait, doesn't the Imperium have laws against multiworld polities?
>
>Doubtful, since each sector has a government and a fleet (CT: HG), as does
>almost every subsector (ibid), plus there are imperial worlds that "own"
>other worlds...
Actually, this is canon. I'll have to do a bit of digging, but I've read
this in at least one or two sources.
>>There's a bit of sarcasm in my voice there.
>
>Oh, Really?
Just wanted to make sure that there were no misunderstandings. After all,
while I'm working the assumption that the Imperium doesn't allow multi-world
polities, it's apparent that there are multi-world polities within the
Imperium.
>>It's difficult to disentangle
>>what the Imperium really does from what their "spin machine" says they do.
>>
>I take CT and MT rule-book materials as canon, not as examples of the "Spin
>Machine", save where that is explicit from Ref's Lib Data.
>
>Adventures are built on spin....
That may be so, but what is one to make from the distinct disconnect in
canon? It's easy to fallback on canon and say that the Imperium rules the
space between the worlds. On the other hand, that's denying other elements
of canon which point to the idea that the Imperium does quite a bit of
meddling in the affairs of its member worlds.
------------------------------
Date: Sun, 21 Nov 1999 12:30:12 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Traveller Navigation and Gunnery
In mail you write:
> From: Leonard Erickson
>
>>In this situation "big rocks" have a decided advantage. You can nudge a
>>rock into a collision orbit, and anybody on world with much of a
>>telescope can *see* you do it. Doesn't take but a few observations and
>>a calculator to determine the new orbit. And you've got *months* to
>>watch it come at you.
>
> Ouch.
Yeah. Youi thought the Chinese Water Torture was bad... :-)
>>And as long as the Imperium holds the "high ground" you can *see* it
>>come at you, and not be able to do a damn thing about it. And there's a
>>definite deadline as *nobody* is going to be able to stop or deflect it
>>once it gets within a few days of impact.
>
> It almost goes without saying that the Imperium can hold the high ground
> when it wants to, at least when it's dealing with internal problems. *Now* I
> can see why nobody leaves the Imperium under their own will. ;)
>
> Still, it would also seem that the first thing a country wishing to rebel
> *must* do if its rebellion is to have any chance of succeeding is to manage
> to create one, but preferably more, deep meson cannon sites. Of course, this
> will frequently have to be done in secret.
> It's not so much for nailing the big rocks but for making such a scenario as
> expensive as possible for the Imperium.
Problem is, the rock will get the course mod *way* outside the range of
an meson site. Say 1 or 2 AU. That's 150 to 300 *million* km. The
imperials can stay out around the 100 diameter limit and pick off
anybody jumping insystem. And they'd be fairly hard to hit (actually,
I'm not sure they *can* be hit at that range from an "average" sized
world).
- --
Leonard Erickson (aka Shadow)
shadow@krypton.rain.com <--preferred
leonard@qiclab.scn.rain.com <--last resort
------------------------------
Date: Sun, 21 Nov 1999 12:34:26 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Traveller Navigation and Gunnery
In mail you write:
> Leonard Erickson wrote:
>
>> The K'kree aren't likely to hold to them, except for the fact that if
>> they go up against anybody who *does*, they are already at both a size
>> and TL disadvantage. Which means they don't *dare* violate them
>> because worse could be done to them than they could do back.
>
> I agree to the fact (?) that the K'Kree play as dirty as they can
> afford. They simply have no compassion at all for their evil,
> meat-eating opponents. They will be even worse to their enemies than the
> Nazis (yes, possible, but damn hard) were to the Jews...
>
> It's a good thing for the rest of Known Space that the K'Kree don't have
> a tech advantage over everyone else...
>
> I would love to see you standing before a K'Kree and saying that bit
> about "size disadvantage" though... ;-)
I was referring to the size/population of their "empire", not of
individual K'kree.
- --
Leonard Erickson (aka Shadow)
shadow@krypton.rain.com <--preferred
leonard@qiclab.scn.rain.com <--last resort
------------------------------
Date: Sun, 21 Nov 1999 12:36:08 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Traveller Navigation and Gunnery
In mail you write:
>>From: "Chris Seamans"
>
>>> You actually gain possession of something usefull instead of a
>>>bunch of glowing craters
>>
>>Okay, that is if you assume that the Imperium is going to bombard a planet
>>back into the stone age and erase all life on the surface of a planet. I
>>made no indication that this might even be the case.
>
> I'm sorry if I misconstrued your argument. I thought you were refering
> to the Centauri treatment of the Narn. Whish as I recall was prety close
> to bombing the planet back to the stoneage. And yet the Narn didn't
> really give up, they just went underground.
Yes, but you have to remember two things. First, the Centauri had to
limit the bombing *somewhat* because they wanted resources on the
planet. Destroying those would have made the whole excercise pointless.
Second, that's fiction. What reaction intelligent being would have to
getting smashed down *that* hard isn't something we can easily predict.
- --
Leonard Erickson (aka Shadow)
shadow@krypton.rain.com <--preferred
leonard@qiclab.scn.rain.com <--last resort
------------------------------
Date: Sun, 21 Nov 1999 12:40:11 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: How to do a gritty, X-Files-like scenario?
In mail you write:
>>ps. I do *not* advise using any of the aliens from "Voyage of the Space
>>Beagle". They're a bit too much. The octopoid critter is just too hard
>>to defeat, and a coeurl could take on an infestation of Aliens and win!
>
> Too late, I already have Couerls, Ixtls and Riims in my game..:) However I
> disagree about them being too tough to take out; remember in the book that
> human 'ingenuity' was what prevailed. After reading some of the clever
> things PCs have done in games posted here, I wouldn't throw in the towel on
> them just yet. :)
True enough. It's just that *relying* on your players being clever
frequently winds up with them being *dead*. Creativity can't be
"forced".
- --
Leonard Erickson (aka Shadow)
shadow@krypton.rain.com <--preferred
leonard@qiclab.scn.rain.com <--last resort
------------------------------
Date: Sun, 21 Nov 1999 12:43:54 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)
In mail you write:
> ObTrav: Seeing things in this light, I find it rather improbable that
> nukes aren't used by most cultures in Traveller. IMTU, the Imperium (and
> thus their client states) have laws forbidding them, but many other
> cultures use them. The below notes are further information about nuclear
> weapons IMTU.
>
> The Vargr haven't got the knowledge, and the Zhodani won't give it to
> them (the Zho's have got the Bomb, but they are afraid of an escalating
> war).
Whoa!
You appear to be suffering from a common misconception. It's not
*possible* to keep things like nukes "secret" if they *ever* get used,
and it's fairly unlikely even if they *don't* get used.
The scientific method ensures that if you ask the universe a question,
you get a truthful answer. So, once you *know* something can be done, a
research program *will* find out *how* it can be done. Period.
The *only* reason the Germans didn't get the bomb was that (depending
on who you believe) either a research dropped a couple of decimal
points when calculating critical mass from the results of an early
experiment, or he *deliberately* fudged the result. Either way, they
wound up thinking that it'd take *tons* of material to go critical. So
they figured a bomb was impossible. Anybody who *knows* bombs are
possible would take one look at that result and recheck the figures and
find the mistake.
Please note that of the more than a dozen countries with nuclear
capability, the evidence points to every single one of them succeeding
in getting a working bomb on the *first* try.
Nukes are incredibly simple, and anybody that knows the physics behind
a fusion reaction can figure out that a fission reaction is possible,
and enough of the parameters to start research on building a reactor or
a bomb. And given a reasonable amount of time and resources, they'll
*succeed*. It only takes massive resources if you are in a hurry.
So anybody over TL 5 or 6 (too lazy to check the books :-) can build a
nuke. It's no more "restricted" a technology than gunpowder and other
explosives.
In fact, nukes are likely seen as merely a bigger bang, with some
unfortunate side effects. They may actually get used (along with damper
tech "clean-up") in some large civil engineering projects.
I expect that the "no nukes" rule in warfare is actually no "weapons of
mass destruction". No taking out cities just because there was an
observation post in it.
- --
Leonard Erickson (aka Shadow)
shadow@krypton.rain.com <--preferred
leonard@qiclab.scn.rain.com <--last resort
------------------------------
Date: Sun, 21 Nov 1999 12:16:29 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Traveller Navigation and Gunnery
In mail you write:
>>But there *are* some problems. You aren't going to get nuke level
>>strikes from a spinal mass driver. The impact energy is a function of
>>.the mass of the projectile, and the launch velocity. The launch
>>velocity is dependent on the length of the driver and the acceleration
>>it can provide (I can dig up the formula). You won't get anywhere
>>*near* lightspeed with a ship mounted weapon (I once did the figures
>>for a 1000 km longer mass driver and it only got a few percent of c)
>
> What if you had a huge cyclotron that accelerated the mass to near C then
> expelled it?
You'd tear the ship apart long before you got near c. Remember, running
a mass around in a circle requires that you exert a force to push it
towards the center, so it'll stay in the circular path. And that means
that the frame of the ship needs to exert a counterforce to keep the
cyclotron from flying apart (an inward push on the mass results in an
*outward* push on the cyclotron).
You get *exactly* the same stresses you'd get if you had the mass on
the end of a long arm and tried to spin it around at some fraction of
c.
Cyclotrons work because the particles they are accelerating have so
little mass. try accelerating a 1 kg mass to the same sort of speed and
the side forces get unreal.
- --
Leonard Erickson (aka Shadow)
shadow@krypton.rain.com <--preferred
leonard@qiclab.scn.rain.com <--last resort
------------------------------
Date: Sun, 21 Nov 1999 15:46:07 -0600
From: "Eris Reddoch"
Subject: Re: Traveller PBEM
On 11/21/99 at 12:58 PM, "Tim MacPherson" said:
>Hmm ...so it look like if I want to play Traveller PBEM ...I am
>S.O.L.
That depends on how much effort you'd like to put into it. You
could always start, and GM, your own PBEM campaign. If you aren't
up to that there are a number of PBEM's running right now. Check...
My game: Email Roleplaying (currently not taking players)
http://www.crosswinds.net/~erisr
Derek Stanley: IRC Roleplaying
http://persweb.direct.ca/dstanley/home.html
Carlos Alos-Ferrer: Email Roleplaying (2 active groups)
http://www.geocities.com/Area51/Station/8772/bte/bte.html
Keven Pittsinger: Email Roleplaying (2 active groups)
http://members.accesstoledo.com/jamstar/traveller/
Roger Barr: Email Roleplaying (I think it's going)
http://www.vision-forge-graphics.com/jesse/traveller/rogers_pbem.htm
Nick Bradbeer: Email Roleplaying (I think Nick's game is on hiatis)
http://www.nickb.ndirect.co.uk/svl/campaign.html
Brian Howard: IRC Roleplaying (Word of mouth says it's running)
http://home.earthlink.net/~bruadh/Traveller/MorelHome.htm
I know I'm missing several, perhaps we need to do another list.
Active internet games, PBEM/IRC/ICQ, etc.
For lots more internet games (Trav and non-Trav) go to
PBEM Homepage http://www.pbem.com
Phoenxy http://www.phoenyx.net/
IRC Gaming http://www.home.aone.net.au/irc_rpg/home.htm
RPG Net http://www.rpg.net/
Downport http://www.downport.com/
Marc's Links page http://members.aol.com/Traveller/T300-00.html
As I said above, I'm not taking new players in my PBEM right now,
but I don't have a problem with people subscribing to the
akus@onelist.com mailing list as "lurkers." A lurker receives the
posts and can follow along the game, but doesn't post. When I open
the game to new players, I generally give lurkers preference. I
suspect if you asked, most of the GM's would be willing to except
lurkers.
Eris
- --
- -----------------------------------------------------------
"Eris Reddoch" using MR/2 ICE #245
- -----------------------------------------------------------
------------------------------
Date: Sun, 21 Nov 1999 17:12:49 -0500
From: "Jory Earl"
Subject: Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)
>So anybody over TL 5 or 6 (too lazy to check the books :-) can build a
>nuke. It's no more "restricted" a technology than gunpowder and other
>explosives.
Give me the materials and I can make you one. Very simple to build and
understand if you can at least think.
___________________________________________________________
J-Man
ICQ# 2843475
New Hampshire - U.S.A.
Email : j-man@iname.com
Home Page : http://www.geocities.com/~jman037/
___________________________________________________________
------------------------------
Date: Sun, 21 Nov 1999 16:02:25 -0600
From: "Eris Reddoch"
Subject: Re: Traveller Navigation and Gunnery
On 11/21/99 at 12:30 PM, shadow@krypton.rain.com (Leonard Erickson) said:
>> Still, it would also seem that the first thing a country wishing to rebel
>> *must* do if its rebellion is to have any chance of succeeding is to manage
>> to create one, but preferably more, deep meson cannon sites. Of course, this
>> will frequently have to be done in secret.
>> It's not so much for nailing the big rocks but for making such a scenario as
>> expensive as possible for the Imperium.
>Problem is, the rock will get the course mod *way* outside the range
>of an meson site. Say 1 or 2 AU. That's 150 to 300 *million* km. The
>imperials can stay out around the 100 diameter limit and pick off
>anybody jumping insystem. And they'd be fairly hard to hit (actually,
>I'm not sure they *can* be hit at that range from an "average" sized
>world).
No, a meson cannon couldn't stop the rock from being put on an
intercept course. It wouldn't have the range. I got to thinking,
though, about another idea.
Would it be possible to use the meson cannon to deflect the rock?
You aren't going to have many shots because of the closing velocity,
but it doesn't have to be moving all that fast to be deadly, so it
*might* be possible to hit a rock a few times between the time it
comes into range and it hits the world's surface.
You don't want to break it up so aiming would be critical. What you
would want to do is decay the mesons just under the surface of the
big rock causing an explosion that changes it's vector. All you
have to do is deflect it a little and it hits at an angle and skips
off. I suspect even near misses would be quite unpleasant for a
world's ecology, but infinitely better than a direct hit.
Eris
- --
- -----------------------------------------------------------
"Eris Reddoch" using MR/2 ICE #245
- -----------------------------------------------------------
------------------------------
Date: Sun, 21 Nov 1999 17:14:36 -0500
From: "Jory Earl"
Subject: Re: Traveller Navigation and Gunnery
>Cyclotrons work because the particles they are accelerating have so
>little mass. try accelerating a 1 kg mass to the same sort of speed and
>the side forces get unreal.
Even though that seems obvious, I didn't know it. thanks for enlightening
me.
___________________________________________________________
J-Man
ICQ# 2843475
New Hampshire - U.S.A.
Email : j-man@iname.com
Home Page : http://www.geocities.com/~jman037/
___________________________________________________________
------------------------------
Date: Sun, 21 Nov 1999 15:02:23 -0700
From: cos 90
Subject: Re: The naming of things
>To ignite another canon war (with any luck at all), what are opinions on
>the Syleans as an Ancient-transplanted minor race (per T4) vs. "Sylean" as
>the folks descended from Ziru Sirka/Rule of Man settlers?
None of the canon sources I have identify the Syleans as a minor human
race. You mention T4, and I will freely admit that I have absolutely zero
T4 materials. I do, however, have lots of CT, MT, TNE, and GT materials,
none of which identify the Syleans as a minor race.
This is not to say that the Sylean's couldn't be one, as not all of the
40-odd minor races have been identified in the canon sources. This being
the case, whether the Syleans are a minor race or just decended from Ziru
Sirka and/or Rule Of Man settlers is a judgment call left to the whims of
the individual GM.
In my case, IMTU the Syleans are not a minor human race themselves, but
are descended from a mix of Vilani and Solomani. "Sylean" is more of a
cultural identifier, the way "Canadian" is for myself despite the fact
that if you go back far enough most of my ancestors were European (although
one branch ultimately came over the Bering Strait land bridge during the
last ice age)...
Glenn St-Germain § Edmonton, Alberta, Canada
cos90@powersurfr.com § http://plaza.powersurfr.com/glenn
"There is no longer any normal to be"
-- Gary Numan
------------------------------
Date: Sun, 21 Nov 1999 17:17:25 -0500
From: "Jory Earl"
Subject: Re: Traveller Navigation and Gunnery
>Yes, but you have to remember two things. First, the Centauri had to
>limit the bombing *somewhat* because they wanted resources on the
>planet. Destroying those would have made the whole excercise pointless.
Which brings up a question for me; assuming the forces have control of the
'high ground', whats the best way of dropping your troops in oder to capture
the planet? Together in armored shuttles (I think this is a bad idea
myself) or like in Starship Troopers, where they drop individually
'halo-style'?
___________________________________________________________
J-Man
ICQ# 2843475
New Hampshire - U.S.A.
Email : j-man@iname.com
Home Page : http://www.geocities.com/~jman037/
___________________________________________________________
------------------------------
Date: Mon, 22 Nov 1999 09:06:45 +1000
From: dadams@parracity.nsw.gov.au
Subject: re: Non Lethal weapons
Douglas E. Berry wrote:
>>>
The Discovery Channel had a very interesting show a few weeks (months?)
back about non lethal weaponry.
Included along with things already mention ed in the thread like sticky
foam were EMP grenades.
<<<
And a major point of the show was that non leathal weapons *aren't*. Any weapon
can cause major trauma or death, be it capsium gas, wooden shot, or even foam or
gas.
It was fun watching a group of marines shooting each other with non leathal
rounds.
IMHO, the best riot control weapon is something with no medical side effects,
able to be targeted effectively, and has minimal secondary effects. Watar canons
seem to fit the bill. Water casues no alergic reactions, the delivery will at
most cause abrasions and blunt trauma (on hitting the ground or obsticals) and
can be aimed to avoid children and elderly (who have a higher chance of
sustainig more serious injury with the secondary effects.
Darryl
------------------------------
End of Traveller-digest V1999 #1372
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