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Message-Id: <9105130400.AA18841@metolius.WR.TEK.COM>
To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
        Joseph "Jo" E Poplawski <traveller%fantasci.uucp@RELAY.CS.NET>,
        "James T. Perkins" <jamesp%metolius.wr.tek.com@RELAY.CS.NET>
Subject: TML Bundle #191: Msgs 2332-2343
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk
Date: Sun, 12 May 91 21:00:14 PDT
From: James T Perkins <jamesp@metolius.WR>
Status: R





TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Sun May 12 21:00:11 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #191: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2332  06-May-91 tnc!m0068@uunet.U Scott Kellogg Designs Part 3.2 of 8 << More f
2333  07-May-91 Marc Alexandrovic Vehicles, part 2 of who knows how many... << 
2334  07-May-91 James T Perkins   PBEM back issues now available << Hi folks, I
2335  07-May-91 tnc!m0068@uunet.u Scott Kellogg Designs Part 3.3 of 8 << More f
2336  08-May-91 tnc!m0068@uunet.u Scott Kellogg Designs Part 4 of 8 << More fro
2337  09-May-91 Dave Boddie       Alien module random word/name generators << G
2338  09-May-91 Cynthia Higginbot RE: some old business on lethality of MT comb
2339  09-May-91 Cynthia Higginbot How many ships in the Imperium?? << *** I am 
2340  09-May-91 Cynthia Higginbot Fission plants in MT << *** I am forwarding t
2341  09-May-91 matth@earth.njit. Trouble ftping to sunbane << [I changed the s
2342  09-May-91 James T Perkins   Re: Trouble ftping to sunbane << matth@earth.
2343  10-May-91 Richard Johnson   What to do with the PBEM archives? << I have 



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



Archive-Message-Number: 2332
Date: Mon, 6 May 91 19:59:42 -0400
From: tnc!m0068@uunet.UU.NET
Subject: Scott Kellogg Designs Part 3.2 of 8



More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 3.2 of 8

*******************************************************************

Valhalla TL11 VTOL Orbital Attack Aircraft

 

  CraftID: VTOL Orbital Attack Aircraft TL 11, MCr 31.2672
     Hull: (160/400) Disp=178 (59 w/wings folded) Unload=39.99
           CleanWt=40, Loaded=56, Airframe=VTOL-Hyper,
    Armor: Cockpit+Engine=8
    Power: Fusion=3.9Mw Dur=24hr
     Loco: (4/10) Fusion Rocket=198.9t, NOE=150, Cruise=2813kph,
           Top=3750kph Accel Clean=5G, Accel Load=3.55G, Agility=6
    Commo: Radio=System Maser=System
  Sensors: A-EMS=FarOrb, P-EMS=Interstel, J-EMS=FarOrb,
           Densitometer=Surf, Synthetic Vision*1, ActObjScn=Rout,
           ActObjPin=Rout, PasObjScn=Form, PasObjPin=Form,
           PasEngScn=Rout
      Off: 2MW Pulse Laser, Bomb Bay=10t,
           Fusilage HPoint*4, Inboard HPoints*4,
           Outboard HPoints*4, Wing Tip Launch Rails*2,
           Max Ordinance load=16t
      Def: DefDM+13
  Control: Computer Enhanced Fly by Wire, MP=6, Computer=5, HUD*2
    Accom: Crew=2(Pilot, Copilot/Sensor OP, Troop*4) Basic life
           support, sealed cockpit w/vac suit backup, Complex
           cockpit w/rocket escape pod*2
    Other: Fuel=120liter, Cgo=214kg
 
Remarks: Not as fast as the stripped down Indianapolis interceptor,
but quite a fast ship. The Valhalla makes up for the loss of
excessive speed in its ordnance delivery systems. With A-EMS to
paint targets for laser guided bombs heads up displays it makes a
good all round fighter compared to the "drop everything for speed"
approach of the Indianapolis. 4 troops can be carried and a hatch
allows them access to the bomb bay where drop capsules may be
carried. The bomb bay is used primarily for entry into the
atmosphere from orbit when the aircraft needs it's streamlining the
most, but the external hardpoints are used for missile loads.

     There are preloaded racks aboard the Overlord which can be
installed in the bomb bay quickly for fast turn around. The Wing
tip launch rails are invariably loaded with anti-ship missiles for
defense. Watch out for that bomb bay load:  as many as 40 cluster
bombs or Fuel/Air explosives.

 

 

Sea Lion ASW/Attack Helicopter TL11 

 

  CraftID: ASW/Attack Helicopter TL11 MCr 12.82986
     Hull: (48/120) Disp=53, (folded=17) Unload=11.08, CleanWt=12,
           Load=22, Airframe=Simple Sea
    Armor: Cockpit=8
    Power: Turbine=3.3 Mw*2, Dur=1.5hr (Single Engine=3hr)
     Loco: (4/10)*2 HPGasTurb*2, COAX Lift=26.4t, Thrust=6.6,
           NOE=150kph, Cruise=223kph, Top=297kph, Agility=6
    Commo: Radio=Reg, Maser=Reg
  Sensors: A-EMS=VDist, P-EMS=VDist, J-EMS=VDist,
           Densitometer=Surf, Passive Sonar*10, Active Sonar
           Magnetometer, Headlight*2, ActObjScn=Dif,
           ActObjPin=Dif, PasObjScn=Form, PasObjPin=Imp,
           PasEngScn=Form
  Off/Def: Fusalage HPoint*2, Inboard HPoints*4
          Remote Turret w/30mm Hexbarrel (1000 rnds)
                       Pen/      Max      Auto
          Ammo   Rds  Attn  Dmg  Range    Tgts  Sig   ROF
3cm Auto  KEAP  1000    14    5  Dist(2)    15    H  1500
            HE     -     6    7  Dist(2)    15    H  1500
          HEAP     -    12    5  Dist(2)    15    H  1500
 
  Control: Computer Enhanced Fly by Wire, MP=6, Computer=5, HUD
    Accom: Crew=2(Pilot, Gunner) Complex armored cockpit
           w/AdvEjectSeat*2, Environ=Basic +O2 Masks
    Other: Fuel=4800liter Hydrogen
 
Remarks: Single engine performance possible if external load
dropped, Dur=3 hrs, Speeds are unaffected by engine loss. Turbines
burn hydrogen from the Overlord's tanks.
 
The Sea Lion performs well in the Antisubmarine role. The Overlord
lacks adequate sensors to fully defend itself from TL 7 and up
submarines equipped with missiles so the Sea Lion was developed as
a suppliment and as a support for ground troops.
 
 
Skua Scout Helicopter TL11 
 
  CraftID: Scout Helicopter TL11 MCr 1.053515
     Hull: (8/20) Disp=9, (folded=3) Unload=1.828, CleanWt=2,
           FullLoad=4, Airframe=Simple
    Power: Turbine=1Mw, Dur=2hr
     Loco: (4/10) GasTurb, COAX Lift=4t, Thrust=1 NOE=150kph,
           Cruise=225kph, Top=300kph, Agility=6
    Commo: Radio=Cont, Maser=Reg
  Sensors: A-EMS=VDist, P-EMS=VDist, ActObjScn=Dif, ActObjPin=Dif,
           PasEngScn=Form
  Off/Def: Inboard HPoints*4 (Max load=2 tons),
           Fixed Rocket Launcher 80mm rockets*7
                         Pen/       Max       Dgr
              Load  Rds  Attn  Dmg  Range     Spc  Sig
80mm Rockets    HE    7    17   12  Vlong(1)   40    H
             Flech    -     3    3  Vlong(1)  100    H
             Illum    -     -    -  Vlong(1)   80    H
              HEAP    -    33    9  Vlong(1)    -    H
 
  Control: Computer Enhanced Fly by Wire, MP=6, Computer=1, HUD
    Accom: Crew=1(Pilot) EjectSeat, Environ=Basic
    Other: Fuel=1600liter Hydrogen
 
Remarks: Turbines burn hydrogen from the Overlord's tanks. A basic
forward observer and target designator. Very small and agile. It is
often armed with smoke rockets for target designation, but its
external hardpoints often go empty to avoid drag.
 
Enjoy, Scott Kellogg
*******************************************************************
End part 3.2 of 8
- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2333

From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Tue, 7 May 91 13:00:47 PDT
Subject: Vehicles, part 2 of who knows how many...





                        Wraith Medium Grav Tank

 

 

  The Wraith was designed to the requirements of the KKMD armour units.
For crew convenience, roomy seats are provided. Weapons are installed in
a remote turret, the crew - inside the hull. Standard doctrine calls for
use of the laser for long range fire and for the fusion gun for medium
range or closer. Indeed, the laser and fusion gun cannot fire
simultaneously. The 0.5MW laser is operated by the commander from inside
the hull and fires in a 70 degree arc forward.
 

  An extensive sensor and computer suite allowed the designers to
simplify the control system of the craft even beyond the existing level,
up to and including removal of the gunner. The KKMD declined this
option, settling for a lower endurance and larger crew in order to
retain the tactical advantage accorded by a tank commander.
 
 
  CraftID: Wraith Mark 1 Medium Grav Tank, TL12, MCr9.03
     Hull: 4/10, Disp=4, Config=1AF+Turret, Armour=52F,
           Loaded=193.1273 tons, Unloaded=192.6303 tons
    Power: 2/4, Fusion=105MW, Dur=5.4/16.2
     Loco: 1/2, StdGrav=500 tons, Max=1431 kph, Cruise=1073 kph,
           NOE=160 kph
     Comm: Radio=FarOrbit(500,000), Maser=FarOrbit(500,000)
  Sensors: EMM, EMSActive=Planetary(50,000), EMSPassive=Substellar(100,000 au),
           EMSJammer=Planetary(50,000), ActObjScan=Diff, ActObjPin=Diff,
           PassEnScan=Routine
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
50MW Beam Laser   -    55/4    100  Rgnl(250)  2    45.0    H     40
FX-12 Fusion Gun  -    67/5     30  VDist(18)  2    45.0    H     40
1MW Beam Laser    -    10/2      5  Dist(5)    2     3.0    H     40
0.5MW Beam Laser  -     5/2      4  Dist(2.5)  2     1.5    H     40
 
      Def: Sandcaster*30, Point Defence targeting for the 1MW laser
  Control: Comp1bis*2, HUD*2
    Accom: Seats=Roomy*3 (Commander, Driver, Gunner), Basic env, basic ls
           grav plates, inertial compensators
    Other: Fuel=6.8988kl, ObjSize=Avg, EmLevel=Faint
 
- - -------------------------------------------------------------------------------
                         Zombie Heavy Grav Tank
 
 
  The Zombie is a member of the Wraith family of vehicles and is
equipped with maximum armour available at the tech level. An increased
armour fit required a more extensive grav unit to maintain speed on par
with the Wraith and the weapon fit is sparser in order to conserve
weight, space and power. Because of the increased weight, duration
suffers a marked decrease.
 
 
  As in the Wraith, the laser is installed are in a remote turret. The
extensive sensor and computer suite allows two persons to operate the
tank. For crew convenience, roomy seats are provided.
 
 
  CraftID: Zombie Mark 1 Heavy Grav Tank, TL12, MCr10.845
     Hull: 4/10, Disp=4, Config=1AF+Turret, Armour=60F,
           Loaded=310.688 tons, Unloaded=310.547 tons
    Power: 2/4, Fusion=129MW, Dur=1.3/3.9
     Loco: 2/4, StdGrav=760 tons, Max=1431 kph, Cruise=1073 kph,
           NOE=160 kph
     Comm: Radio=FarOrbit(500,000), Maser=FarOrbit(500,000)
  Sensors: EMM, EMSActive=Planetary(50,000), EMSPassive=Substellar(100,000 au),
           EMSJammer=Planetary(50,000), ActObjScan=Diff, ActObjPin=Diff,
           PassEnScan=Routine
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
50MW Beam Laser   -    55/4    100  Rgnl(250)  2    45.0    H     40
 
      Def: Sandcaster*30, Point Defence targeting for the laser
  Control: Comp1bis*2, HUD*2
    Accom: Seats=Roomy*2 (Commander/Gunner Driver), Basic env, basic ls
           grav plates, inertial compensators
    Other: Fuel=2.0096kl, ObjSize=Avg, EmLevel=Faint
 
- - -------------------------------------------------------------------------------
                           Wisp Recce Vehicle
 
 
  A member of the Wraith family, the Wisp equips the reconnaissance
companies of the KKMD. It retains the sensor suite of the Wraith tanks,
but the downgraded weapons and armour provide a significant drop in
weight and a commensurate increase in speed.
 
  The Wisp is not intended for TTT (tank to tank) engagements. It is
used to engage mechanized infantry vehicles or serve as perimeter or
flanking force. Enough spare power (6.75MW) is retained to augment the
weapon or the sensor suite as needed.


 
  CraftID: Wisp Mark 1 Recce Vehicle, TL12, MCr7.516
     Hull: 4/10, Disp=4, Config=1AF+Turret, Armour=26F, Loaded=92.52 tons
           Unloaded=91.82 tons
    Power: 1/2, Fusion=84MW, Dur=10/30
     Loco: 1/2, StdGrav=500 tons, Max=3060 kph, Cruise=2295 kph,
           NOE=160 kph
     Comm: Radio=FarOrbit(500,000), Maser=FarOrbit(500,000)
  Sensors: EMM, EMSActive=Planetary(50,000), EMSPassive=Substellar(100,000 au),
           EMSJammer=Planetary(50,000), ActObjScan=Diff, ActObjPin=Diff,
           PassEnScan=Routine
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
25MW Beam Laser    -   47/4     50  Rgnl(125)  2    30.0    H     40
 
      Def: Sandcaster*30, Point Defence targeting for laser
  Control: Comp1bis*2, HUD*2
    Accom: Seats=Roomy*3 (Commander, Driver, Gunner), Basic env, basic ls
           grav plates, inertial compensators
    Other: Fuel=10.08, Cargo=0.3620kl, ObjSize=Small, EmLevel=Faint
 

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

                           Ghost ADA Vehicle


 
  The Ghost is a member of the Wraith family of vehicles designed to the
requirements of the KKMD. Five lasers, each with its own point defence
targeter can engage targets at short and medium ranges. The vehicle may
also be used for anti-personnel or crowd control. Unlike the other,
non-tank, versions of the Wraith, the Ghost class vehicles are intended
to take part in TTT engagements and retain the full tank armour.
 
  The Ghost has enough spare power (8.7MW) to augment its weapon or sensor
suite, as needed.

 
  CraftID: Ghost Mark 1 ADA Vehicle, TL12, MCr16.054
     Hull: 4/10, Disp=4, Config=1AF+Turret, Armour=52F, Loaded=180.054 tons,
           Unloaded=179.571 tons
    Power: 1/2, Fusion=84MW, Dur=6.9/20.7
     Loco: 1/2, StdGrav=500 tons, Max=1593 kph, Cruise=1194 kph,
           NOE=160 kph
     Comm: Radio=FarOrbit(500,000), Maser=FarOrbit(500,000)
  Sensors: EMM, EMSActive=Planetary(50,000), EMSPassive=Substellar(100,000 au),
           EMSJammer=Planetary(50,000), ActObjScan=Diff, ActObjPin=Diff,
           PassEnScan=Routine
      Off: Hardpoints=1

                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
2*10MW Pulse Laser -   38/3     10  Vdist(10)  3     4.5    H     80
3*1MW Beam Laser   -   10/2      5  Dist(5)    2     3.0    H     40
 
      Def: Sandcaster*30, Point Defence targeting for all weapons
  Control: Comp2bis*2, HUD*3
    Accom: Seats=Roomy*3 (Commander, Driver, Gunner), Basic env, basic ls
           grav plates, inertial compensators
    Other: Fuel=6.8988kl, ObjSize=Avg, EmLevel=Faint

- - -------------------------------------------------------------------------------
                        Banshee Signals Vehicle
 
 
  The Banshee is a member of the Wraith family of vehicles designed to
the requirements of the KKMD. Equipped with a very extensive sensor and
communication suite but light armour, the Banshee is not intended to
participate in TTT (tank to tank) engagements, but to follow the battle
from a distance and to provide communication and sensor services for the
main force.


  Weapons, installed in a remote turret, are intended for point defence
and AP fire. The three lasers are co-axial and are governed by a single
point defence targeter. There is enough excess computer power and power
supply (14 MW) to replace the weapon suite with a more powerful weapon,
if desired.
 
 
  CraftID: Banshee Mark 1 Signals Vehicle, TL12, MCr10.041
     Hull: 4/10, Disp=4, Config=1AF+Turret, Armour=20F, Loaded=89.302 tons,
           Unloaded=88.8473 tons
    Power: 1/2, Fusion=84MW, Dur=6.4/19.2
     Loco: 1/2, StdGrav=500 tons, Max=3276 kph, Cruise=2457 kph,
           NOE=160 kph
     Comm: Radio=FarOrbit(500,000)*3, Laser=FarOrbit(500,000)*3,
           Maser=FarOrbit(500,000)*3
  Sensors: EMM, EMSActive=FarOrbit(500,000), EMSPassive=Interstellar(2 par),
           EMSJammer=FarOrbit(500,000), LowPenDensiometer=1m,
           NeutrinoSensor=1Mw, ActObjScan=Routine, ActObjPin=Routine,
           PassObjScan=Diff, PassObjPin=Form, PassEnScan=Routine,
           PassEnPin=Form
      Off: Hardpoints=1
 

                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
3*5MW Beam Laser   -   28/3     10  Vdist(25)  2     4.5    H     40

       Def: Sandcaster*30, Point Defence targeting
  Control: Comp1bis*2, HUD*3
    Accom: Seats=Roomy*3 (Commander, Driver, Gunner), Basic env, basic ls
           grav plates, inertial compensators
    Other: Fuel=6.496kl, ObjSize=Small, EmLevel=Faint

 

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

 



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



Archive-Message-Number: 2334

Subject: PBEM back issues now available
Date: Tue, 07 May 91 16:18:30 PDT
From: James T Perkins <jamesp@metolius.WR>





Hi folks,



In a fit of boredom I went rooting through the TML Archives today and
extracted all messages relating to Richard Johnson's PBEM Traveller
game.  They are now available from me via email like the other TML
archive packages are.



TML Play-by-email game turns:



	Richard Johnson's TML PBEM play turns and administrative notes.


	PB1: TML PBEM intro, turn 0.0, turn 0.1
	    Msgs 787,802,835,837,845-6,848,855,859
	PB2: TML PBEM turn 0.2, 0.3, 1.0, updates
	    Msgs 905,935,975,1065-6,1095,1106
	PB3: TML PBEM turn 3.0, 3.2
	    Msgs 1131-3
	PB4: TML PBEM turn 3.1, addresses, turn 4.0 (some)
	    Msgs 1134,1146,1169,1180,1198
	PB5: TML PBEM turn 4.1 (rest), 4.2, 10.1, 10.2
	    Msgs 1199,1200,1566,1593-4,1613,1625
	PB6: TML PBEM turn 10.4, admin stuff
	    Msgs 1707,1721,1818,1822,1837,1852
	PB7: TML PBEM status, turn 10.5 (most)
	    Msgs 1999,2023,2025,2027
	PB8: TML PBEM turn 10.5 (rest), 10.6
	    Msgs 2029,2156,2182
	PB9: TML PBEM turn 10.7, admin stuff
	    Msgs 2234,2248-9,2251
	PB10: TML PBEM turn 10.8a
	    Msgs 2254 (first part)
	PB11: TML PBEM turn 10.8b, R-alpha natives, whining, admin
	    Msgs 2254 (second part),2267,2274,2304-5
	PB12: TML PBEM turn 10.9A, 10.9B
	    Msgs 2306,2317,2325,2327
	PB13: TML PBEM turn 10.9D
	    Msgs 2328
	PB14: TML PBEM turn 10.9C, 10.9E
	    Msgs 2329,2330

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

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



Archive-Message-Number: 2335
Date: Tue, 7 May 91 20:30:09 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs Part 3.3 of 8


More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 3.3 of 8

*******************************************************************

Seal TL11 Utility Helicopter

 

  CraftID: Utility Helicopter, TL 11, MCr .75934
     Hull: (16/40) Disp=17 (Fold=5) Empty=3.467, Load=4,
           Airframe=Simple
    Power: GasTurb=1MW*2, Dur=3
     Loco: (4/10)*2 GasTurb*2, COAX, Lift=8tons, Thrust=2t,
           NOE=150kph, Cruise=225kph, Top=300kph, Agility=6
    Commo: Radio=Reg, Maser=Reg
  Sensors: A-EMS=VDist, P-EMS=VDist, Headlight*2
      Off: Inboard HPoints*4, Max external load=4000 Kg
  Control: Computer Enhanced Fly by Wire, MP=6, Computer=1
    Accom: Crew=2 (Pilot, Copilot, Troops*8) Complex cockpit*2,
           Troops*8, Environ=Basic +O2 Masks
    Other: Fuel=4800liter Hydrogen, Cargo=.197

 

Remarks: Basic troop transportation. To solve fuel logistics
problems, the Seal burns liquid hydrogen from the Overlord's tanks.

 

     Single engine flight is possible, ship must dump external
cargo immediately.

 

 

Narwhal TL11 Heavy Lift Helicopter

 

  CraftID: Heavy Lift Helicopter, TL 11, MCr 6.2123
     Hull: (80/200) Disp=89 (Fold=29) WtEmpty=13.5236,
           Clean=20 Airframe=Simple
    Power: Gas Turbine=3.3Mw*2 Dur=2hr
     Loco: (4/10)*3 HPGasTurb*3, TAN Lift=47.52t, Thrust=11.88t,
           NOE=150kph, Cruise=225kph, Top=300kph, Agility=6
    Commo: Radio=Cont*2, Maser=Cont
  Sensors: A-EMS=VDist, P-EMS=VDist, Headlight*2
  Off/Def: Fusalage HPoint*2
  Control: Computer Enhanced Fly by Wire, MP=6, Computer=2, HUD*2
    Accom: Crew=2 (Pilot, Copilot) Complex cockpit*2, Env=Basic
    Other: Fuel=9600liter Hydrogen, Cargo=5.8044t+27.52t swing load

 

Remarks: Reminiscent of the Chinook, the Narwhal performs a similar
role of supplying troops on the battle field with heavy
transportation. The Narwhal can carry enormous loads (33 ton
vehicles in sling). To solve fuel logistics problems, the Narwhal
burns liquid hydrogen from the Overlord's tanks.

 

Flight is possible if one engine is lost:  External cargo must be
dumped, on a single engine all cargo must be dumped.

 

Enjoy, Scott Kellogg

*******************************************************************

End part 3.3 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2336
Date: Wed, 8 May 91 18:03:17 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs Part 4 of 8



More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760
 

Begin part 4 of 8

*******************************************************************

 

Daniel Kellogg Class Light Cruiser TL15

 

  CraftID: Daniel Kellogg Class Light Cruiser, TL15, MCr20378.14
     Hull: 27000/67500, Disp=30000, Config=1SL, Armor=40G,
           Load=376092.25, Unload=351947.2
    Power: 3918/5224, Fusion=705204MW, Dur=30/90
     Loco: 5670/7560, Maneuver=5, 2430/3240, Jump=5, Cruise=750kph,
           Max=1000kph, Agility=1
     Comm: Radio=System*3, Maser=System*3
  Sensors: EMM, EMS-P=(Interstell)*3, EMS-A=(FarOrb)*3,
           Neutrino=10kw*3, Densitom=1Km*3, EMS-Jam(FarOrb)*2,
           ActObjScn=Rout, ActObjPin=Rout, PasObjScn=Rout,
           PasObjPin=Rout, PasEnScn=Rout, PasEnPin=Rout
      Off: HardPoint=300,
           Meson Gun=J00,Batt=1, Bear=1,
           Missile=x07,Batt=20, Bear=18,
           Beamlasers=x09,Batt=5, Bear=5,
           FusionGun=x06, Batt=3, Bear=3
      Def: DefDM+6, NucDamp-9, MesonScn-7,
           Repulsor=x9x, Batt=1, Bear=1,
           Sandcasters=x06, Batt=7, Bear=8
  Control: Computer Mod9fib*3, 10*LgHoloDisp, 126*HoloHUD,
           136*HoloLink, Electronic Circuit Protection
    Accom: Crew=161(Command=19, Bridge=14, Engineer=51, Gunner=52,
           Marines=20, Steward=4, Medic=1) Stateroom=81, Env=basic
           env, basic ls, extend ls, grav plate, inertial comp
    Other: Fuel=223050kl, Cargo=4331.6kl, Magazine=6000kl(100b-r),
           Scoops, Fuel Pure=15hr, SubCraft=5*50t, Air/Raft*1,
           ObjSize=Lrg, EmLevel=Mod

 

Remarks: The Daniel Kellogg class is a rework if the Rebellion
Sourcebook's rework (SEH class) of the Gionetti class cruiser from
Supp 9:  Fighting Ships.

 

The Kellogg class light cruiser is named exclusively for posthumous
recipients of the Imperial Starburst for Extreme Heroism.

 

"Originally intended as a fast-reacting fighting ship, its actual
use has evolved with experience. The ship is currently in favor as
a flagship for many minor operations. Its high jump capability make
(sic) it extremely responsive to most situations, and it is
possible to displace troops or service crew (or both) to provide
quarters for command and staff personnel." - Fighting Ships

 

Question, did I name this ship in a fit of egotism?  No, just
family history:  Here's the score as I know it. One at Bunker Hill, 
One at The Little Bighorn, One at the Alamo, and One on board the
Arizona at Pearl Harbor. (I haven't checked the Vietnam memorial) 
Seeing as we're on a winning streak, it therefore seems resonable
to me that some offspring of mine is probably going to win one of
the aforementioned awards...

 

Enjoy, Scott Kellogg

*******************************************************************

End part 4 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2337
Subject: Alien module random word/name generators
Date: Thu, 9 May 91 10:14:44 CDT
From: Dave Boddie <dboddie@uafhp.uark.edu>



Greetings,



I am currently working on a couple of programs that will allow a user to 
generate random Vargr and Zhodani words/names, along with Brett Slocum's
random name generator included in the code. By the time I am done with it
all, I should have a Vargr word/name generator, Zhodani word/name generator,
and one that will do all three (Vargr/Zhodani/Normal). I should be releasing
them soon. I may release them as binary executables, or source code.



Thanks,

Dave Boddie

- - --

========================Greetings from the Flux==========================
:                       Using Elm revision 64.9                         :
: Dave Boddie                                          ___________      :
: Computer Operator I / Lab Consultant                 |+         |_    :
: University of Arkansas, Fayetteville                 | NorthWest /    :
: Bitnet: DBODDIE@UAFSYSB                              | Arkansas |     :
: Internet: dboddie@uafhp.uark.edu                     |_ U of A /      :
:                                                        |______|       :
:    "Strive for exellence, struggle for power, grieve for losing."     :
=========================================================================



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


Archive-Message-Number: 2338
Date: Thu, 9 May 91 12:01:52 CDT
From: Cynthia Higginbotham <cynthia@CS.MsState.Edu>
Subject: RE: some old business on lethality of MT combat



    I know this is probably an old discussion, but I just got around to 
reading my accumulated TML mail...



RE: Subject: (2259) Alot of TidBYTES...



>That when we found out that SMGs,Shotguns and Advance Combat Rifles CANNOT
>penetrate even "lowly" Cloth armor.  I was stunned.  Topping that feat is the
>TL14 Vacc suit which will stop anything short of a Gauss Rilfe, ARL or LAG AP
>rounds...  Even when you hit with these, most damage will be disapated...  I
>can see the headlines now...  MAN IN VACC SUIT TAKES ROCKET TO THE CHEST AND
>LAUGHS. 



    Hmmm. Looking at the MT combat rules, (which are much changed from the
old Traveller rules), I note that a ARL using HEAP has a Pen=10, damage=4,
Autofire targets=2, Danger Space=1.5, difficulty as Rifle, and counts as 
Gyro-stabilized.  I note that some guy in a TL 14 vacc suit has an Armor 
Value=7, and I assume this target type person is an average Joe, with 
physical stats of 777, giving a hits value of 3/5.  Good so far?
    We will assume that Average Joe in the Vacc suit is shot, for no good
reason, by X the Unknown, who is armed with the afore-mentioned ARL. We 
assume that X has a typical skill of 2 (and an average dex = 7) with his 
weapon of choice. We further assume that X shot Average at medium range, 
which seems to be typical firefight range, and I don't feel like fooling 
with attenuation right now.

    Okay, first we find out that the task for X blowing away Average is


        Routine, Weapon, Dex, Move DM, 1 rd (Gryo-stabilized Rifle)


which means X needs to roll a 4 or better on 2D to hit.  On the average,
X will roll a 7, which gives him 3 better than what he needed to hit.
HEAP against the Vacc Suit is a low penetration hit, halving damage to 2,
but X rolled over 2+ what he needs to hit, so it's doubled, back to 4.
But wait!  X, being a smart, if nasty, kinda guy, goes for pinpoint hits,
(pinpoint hit requires rolling 2+ than he needs to hit, but with even
minimal skill, it's likely to work, unless the dice are feeling nasty.)
targetting those weak points (like the faceplate).  Good ol' Average's 
Vacc Suit only counts as an Armor Value of 3.5 (4)...which moves the 
HEAP shot to a HIGH penetration hit, which does 4 points....still doubled, 
now to 8 points, because X still rolled 2 or more than what he needed to
hit.  And, since the ARL is an autofire type weapon, if X is feeling really
nasty, he can follow the first shot up with a 2nd one, of similar damage,
in the same round.

    So what happened to Average?  Well, the 8 points were applied against
his hits of 3/5 (total 8).  If Average is an unimportant NPC, X just blew
him away...if Average is a PC or important NPC, we flip over to the next
chapter, "Assessing Damage".  We find that each damage point from combat
translates to 1d6 applied to the first 3 stats...just like in old Traveller.
So, our Average Joe just took 8d6 damage...he might live through it...
except that X, if he's feeling nasty, followed up with a second 8d6 hit.
This is if X just performs at an average level.  Maybe X is lucky today.
If X rolls a 12, he gets 8 above what he needs to hit... and does 8 * 4,
or 32 points --> 32d6 to Average Joe.  They use a vacuum hose to pump
the remains out of his vacc suit. And then there's the 2nd shot...

    Please note that Armor vs. Penetration determines whether it is
a high, low or zero penetration hit...that is the sole effect of armor. It
does NOT absorb damage on top of that.

    Amused parties may want to run through similar examples with say, cloth
armor vs projectile weapon of choice to reassure themselves that, yes, 
firefights are dangerous.  Note that cloth armor was DESIGNED to protect
its wearers from similar tech-level weapons.  Also note that even a
zero-penetration, 1 pt hit can do up to 8 point (=8d6) if the shooter is
skilled and lucky.  And 8d6 can kill an average character if the dice roll 
right.  I hope this discussion clears up any confusion out
there on relative lethality of combat, and/or how combat works.  The damage
points vs hits system is there to provide quick adjudication of hit
results; players can find out how damaged they and the NPCs really are after
the shooting stops (ie, translate hits to D6 of damage against stats).

 

>  A submachine gun only firing 1,3 or 30 rounds in a combat round...
>  I don't understand. 

...Single-shot, burst, and full-auto settings, respectively.  Fully
automatic weapons actually have a rate-of-fire selection switch. (I wonder
what they call the high setting on a VRF gauss gun...Puree?)

    If you want to empty your pistol at a high-rate of fire, there is an
option called rapid-fire that allows you to do that, and spray the landscape
with lead, besides.


                                -- Cynthia "Circe" Higginbotham




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



Archive-Message-Number: 2339
Date: Thu, 9 May 91 12:04:44 CDT
From: Cynthia Higginbotham <cynthia@CS.MsState.Edu>
Subject: How many ships in the Imperium??



*** I am forwarding this discussion for my husband, J.S. Higginbotham ***


In response to 2301 and related entries,

I have a hard time with the comments about the number of starships in the
Imperium.  

Dragging out TCS, Mercenary, and diverse other sources (like my calculator and
varoius sector listings), i note that the average starship costs between $500K
and $2M per ton (displacement, of course).



1)  Trin produces a Naval budget in the general range of $5000,000,000,000.


2)  Using the assumptions in TCS campaign rules, they would be able to
maintain ten years production as the value of their local fleet.



3)  Using $2M/ton as cost, this translates to ABOUT 25,000,000 tons of
starships maintained by the Trin defense forces.

4)  At about 100,000 tons per ship, this gives Trin 250 major warships.


5)  Using the assumption that there are 11,000 Imperial worlds, of which 8.3%
are high pop (at half of Trin's pop on average - a bad assumption - a better
one would be twice Trin's pop - a lot of A worlds out there ((Gad, that was
run on and confusing))), produces an Imperium wide Naval force of AT LEAST
115,000 major warships (100,000 tons or so).

This assumes that most, if not all, Imperial naval ships are a) expensive (on
a per ton basis), and b) 100,000+ tons.  A better assumption for AVERAGE
tonnage would be less than 50,000 tons apiece, therefore 230,000 ships (or
more).  Estimating the effect of the other 10,000-odd world should add about
ten percent more to the total fleet strength - 253,000 ships.



Note that this number is a minimum based on an assumption that the averagee
ship tonnage is about 50,000 tons.  Based on all published modules, there is
every likelihood that the average is as low as 25000 tons (double that number
AGAIN! - 500,000+ warships.)



6)  merchant ships - Using Striker, Trin has an estimated GWP of 300 trillion
credits.  Assuming that about 0.1% of the GWP is invested in ship-building,
and that the TCS campaign assumptions still apply, Trin maintains a fleet of
about 12,000 ships similar in size (and cost) to a Tukera long-liner.
   This is a terrible assumption, as Trin is close enough to it's neighbors to
only need jump-2 ships for most local commerce.  A better assumption would be
20,000+ ships of similar size (or perhaps 100,000 small, cheap ships like the
free trader or fat trader).



7)  again, estimating the Imperial population from published data, the number
of merchant ships in the Imperium at any given time should be between
6,000,000 and 10,000,000, with an upper limit of perhaps 50,000,000.



8)  Note that the fraction of the USA's GNP devoted to internal transportation
systems (trucks, barges, planes) is rather higher than 0.1%.  Note that
interstellar trade is a major factor in the Imperium, at least based on the
number of IMMENSE corporations that invest heavily in the field.



9)  Note also, that a planet like Trin probably has upwards of 10,000 ships in
port at any given time, excluding non-starships.  Busy, eh?   Note also that
Terra system would make Trin look like a Ghost town (50,000+ ships in port on
any given day, and 1000+ ships travelling to or from the jump points at any
given instant)



Just thought I would share a few thoughts on the commonness of starships in
the Imperium.  Comments?



                                        JSH (RT & RA - kibitzer)



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



Archive-Message-Number: 2340
Date: Thu, 9 May 91 12:06:27 CDT
From: Cynthia Higginbotham <cynthia@CS.MsState.Edu>
Subject: Fission plants in MT



*** I am forwarding this for J.S. Higginbotham ****



In TML message number 2320, it was stated that the MT rules for fuel usage in
fission plants were out to lunch.  I have to agree.  



>From my Naval Nuke School days, I acquired a good feel for fuel usage in a
naval nuclear reactor.  The suggested conversion of hours-years in the table
is the one we use when we do fission plants.  It is a convenient conversion,
but NOT especially accurate.  Modern naval nuclear plants are CONSIDERABLY
more efficient than that.  Probably hour-two years would be more accurate.

As to the difficulty implied be the fact that that would make a fission plant
considerably superior to a fusion plant, ALAS!   MT fusion plants are a mong
the most mind-boggling INEFFICIENT power plants i have ever heard of.
According to my calculations, a MT fusion plant (TL 15) is about 0.014 PERCENT
efficient at getting usable energy from fusion. Slightly ridiculous, eh?

A possible explanation for the above inefficiency is that a VERY large
fraction of the fuel used in a fusion plant is used to cool the plant, and is
then dumped overboard.  This would imply that planetside plants should be
perhaps 1000 times as efficient (or perhaps 2-3000) as shipboard plants.

Unfortunately, this does not explain why fusion plants are preferred to
fission plants in the Imperium.  I prefer to believe that there are rather
obscure environmental protection statutes involved (read: wierd local
prejudices).  Alternatively, the fact that fission plants are REALLY heavy,
and cannot produce any reasonable amount of agility might be considered. 
still another possibility, all them guys may have forgotten fission in the
last 3000+ years.  whichever.





                                        JS Higginbotham

                                        (reality checker & rules analyst

(read: kibitzer))



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



Archive-Message-Number: 2341
Date: Thu, 9 May 91 17:58:13 -0400
From: matth@earth.njit.edu (Matthew Harelick)
Subject: Trouble ftping to sunbane


[I changed the subject line to be more meaningful -- James]


Hello James, 
	I have tried ftping to the address listed as the ftp 
traveller archives but I keep on getting timed out. Can you tell me 
how I can ftp to the archives successfully. 



Matt



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



Archive-Message-Number: 2342
Subject: Re: Trouble ftping to sunbane
Date: Thu, 09 May 91 15:25:48 PDT
From: James T Perkins <jamesp@metolius.WR>



matth@earth.njit.edu (Matthew Harelick) writes:
> 	I have tried ftping to the address listed as the ftp 
> traveller archives but I keep on getting timed out. Can you tell me 
> how I can ftp to the archives successfully. 



Are you using the correct internet address for sunbane? It changed 6-9
months ago to 129.100.100.12.  If you have old how-to-get-archives
instructions, they list a different internet address.



I checked that I could connect to sunbane at 129.100.100.12, from my
local internet machine, gateway.bv.tek.com, just now.  Sunbane was slow,
but definitely alive! The PBEM turns are even there, stored in the
pub/traveller/pbem directory in files PB1 thru PB14.  (Thanks for moving
them into the traveller area so quickly, Dan!)



James

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

Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

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

Archive-Message-Number: 2343
From: Richard Johnson <richard%oresoft.com@RELAY.CS.NET>
Subject: What to do with the PBEM archives?
Date: Fri, 10 May 91 10:56:19 PDT

I have received numerous suggestions and requests that we consider
publishing the Mega-PBEM.  I have been thinking about this now, and
have a few ideas I'd like feedback on.


1.  Desire:

	Do we really want to put the effort into it?  Such an
	undertaking would cost those involved even more of that
	irreplaceable commodity - time.  Think about it.

	

2.	Format:

	We really have three good vehicles for the endeavor. 

	1. We can publish a novel (actually, probably a series)

 	

	2. We can do a campaign materials package with adventure
   	   supplements, pre-gen'd characters, deck plans, maps, etc.



    3. We can (maybe) do a computer game based on the Aclyon
	   adventures.



	So, thinking this over, we could do one, two or all three of
	these.  I personally think the first would be the most
	financially rewarding, but we have some hoops to jump through,
	and it's got the smallest chance of finding a publisher.  The
	second would be the most fun for us collectively (I think) but
	have minimal return.  The third would be the hardest to do, but
	the most fun for us individually later.



3.  Return:

	I think it's _possible_ to make money from this.  If it happens
	it won't be much.  Well, more properly don't expect much.  The
	chance of return goes down exponentially with the size of the
	return.



	I think if we do wangle a deal for whatever, we should put the
	money in escrow for either a PBEM/TML convention somewhere
	someday (if it's a lot), a subsidy for TML'ers who *need* public
	access but can't afford it, or a fund for miscellaneous things
	like disks, postage, or whatever.  Or...  My idea is that
	*really* any reward that happens to come out of a mutually fun
	project should benefit us all.





I think we have the muscle, training and talent to do all three
vehicles.  (Great from a marketing standpoint.)  I'm not sure we
have the will power.  (I doubt my own, too.)



I invite your comments.

- - -- 

I cannot and will not cut my conscience      //      Richard Johson
to fit this year's fashions.                //  
                                        \\ //   richard@oresoft.com
			   Lillian Hellman           \X/ richard@agora.rain.com



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



End of TML Bundle

*****************



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To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
        Raven Blackburn <bfwong%ocf.berkeley.edu@RELAY.CS.NET>,
        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
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Subject: TML Bundle #193: Msgs 2356-2360
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk

Date: Sun, 19 May 91 21:00:24 PDT
From: James T Perkins <jamesp%metolius.wr.tek.com@RELAY.CS.NET>
Status: R





TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Sun May 19 21:00:22 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #193: Table of Contents


-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2356  15-May-91 Trevor Smith      Missing biweeklies << [Subject line changed t
2357  16-May-91 d9bertil@dtek.cha Voyage of the Gamla Bettan #3 << The time has
2358  16-May-91 "Robert S. Dean"  Striker to MT Information Loss << STRIKER TO 
2359  16-May-91 "Robert S. Dean"  Re: (2353) A Question to Scott Kelloggs Desig
2360  16-May-91 "Robert S. Dean"  Re: (2351) Gigantic Ships - a design << Juerg



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



Archive-Message-Number: 2356
Date: Wed, 15 May 91 22:40:10 PDT
From: Trevor Smith <vather%pnet03.cts.com@RELAY.CS.NET>
Subject: Missing biweeklies



[Subject line changed to be more meaningful -- check later in this
digest for one reply to Lucas' question -- James]



        Hello, guess what, I'm here to interfere in your lives by asking a
favor. Seems my computer doesn't like me using Unix, consequently disks that I
save material on through unix seem to generate errepreble disk errors. Disk
repairs went from bad to worse and now I can't recover the data.
        I'm looking for bi-weeklies for dates before:

___

        Date: Wed Apr 17 20:30:16 PDT 1991
From: traveller-request%metolius.wr.tek.com@RELAY.CS.NET
Subject: TML biweekly: Msgs 2282-2285 V15#12

___

        If some one can help, please let me know.



        Lucas MacVather.



UUCP: crash!pnet01!pnet03!vather
INET: vather@pnet03.cts.com





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


Archive-Message-Number: 2357
From: d9bertil@dtek.chalmers.se
Subject: Voyage of the Gamla Bettan #3
Date: Thu, 16 May 91 12:13:52 MET DST



  The time has come to mention the background of the story. Early winter 87
(I think it was) three upstart traveller campaigns had failed for one reason
or another (one mine, two others) and the movie 'Aliens' had just come to
the local theatre, which apparently is on the absolute end of a distribution 
circle.

  So we went to see it and afterwards someone commented: "We could do that
in Traveller." and after a short discussion it was decided that I'd do something
'Alienesque' to start off a campaign with. Having a nasty streak as a Ref and
knowing that everyone in the group had seen the film and was expecting a
single reenactment, I played some pranks on them. The first appears in this
episode, where one character encounter a harmless herbivore that just happens 
to look like a facehugger. I've seldom seen a player being more terrified than
his character, but this was one of those rare moments:)



  BTW, Zod's episodes with the watch, the SMG and the turret actually happened 
that way, unbelivably but true. The SMG became an institution in the game 
before the sad demise of Zod in the slavehold of an Shionthian galleon.



===============================================================================

Written and Directed by: Bertil K K Jonell
Corrected by: Olof Dahlberg, Tomas Eriksson and Reine Hansson
Starring: Olof Dahlberg, Tomas Eriksson, Fredrik D J Granholm, Mikael Rubin and
          Henrik Sjo"strand.
Rating:   R
Ships and Vehicles provided by the IISS, PseudoMonadium(tm) by the LSP,
	  Weapons by Interstellarms, Naval Bases by the IN and weird alien
	  animals by the Regni Zoo, Regina.



Voyage of the "Gamla Bettan" part Three
           Something in the Engine Room is Drooling:
Time: 071-1112  1000 hours Imperial Standard Time
Location: Pixie/Regina/Spinward Marches



The Gamla Bettan and Crew:
   Gamla Bettan (Old Betty in the language of some ethnic worlds of the 
Imperium. Swordworlders might understand it too) is a tech 11 Scoutship about 
35 years old. She is of a variant class and is shorter and thicker than the 
standard Type S, but has the same performance. Gamla Bettan lacks armament.
   Preben Moeller, Scout, 26 years old. Smart but with great lapses in 
education and behaviour in a civilized environment. Trained as pilot and 
navigator. Born in the absolutely worst slum district of Efate. Ran Xboats 
between Regina and Rhylanor for 8 years.
   Werner Schmallhaussen, Major in the Roupian State Security, 26 years old. 
Very good with all kinds of slugthrowers. Werner has been trained in 
various military areas, including infantry tactics, using a SMG, and as a 
corpsman. Born on Roup and currently on extended AWOL.
   James P Troop, ForceCommander in the Imperial Marine Corps, 34 years old. 
Strong, smart and agile, but with a behaviour and language fitting a Sergeant 
Major. Born in the Shionthy belt, and managed to get out. Trained to lead 
marines in combat, but little else useful.
   Zod Miandwhypt, Master Chief Petty Officer in the Imperial Navy, 30 years 
old. Good shot and quite smart, but prone to act first and think later. Zod 
were chief NCO of the gunnery section of the 'Monsoon', a 'Wind' class Strike 
Carrier in the Imperial 213th Fleet. Born on Knorbes and got to Regina as a 
stowaway.
   (Baron) Roshel von Tjaikovskij, Lieutenant Commander and Chief Engineer 
onboard the 'Monsoon', 30 years old. Roshel began his career as a fighter 
pilot but later got a transfer to the engineering-branch. He is usually happy 
when he has a set of drives to take care of and a fighter to fly.



   "And it's got to show local time on Regina, Capitol, Vland, Terra and 
Zhodane!" Zod told the clerk.
   "Zhodane? Why Zhodane?" the clerk asked suspiciously.
   "Because everybody says 'Attack at dawn!', And if I'm gonna attack the 
Zho's at dawn, I must know when they think dawn is! It's common logic!"
   The clerk looked confused "Hmm, That *sounds* logical... But I'm sorry, We 
have no watches that have Zhodane time preset. But we have, of course, several 
models that can have many customized local times. Here for example," he took 
up an expensive-looking watch from the counter, "is Ling Standard's 
'TransImperial-5B' model. It's got IST and Capitol time preset and can have up 
to 20 local times programmed into it. It is equipped for the LST-signals on 
most average stellar and above worlds.
   "What's that?"
   "LST means 'Local Standard Time' and the LST signals are transmitted on a 
standard channel throughout the Imperium. They will give the watch information 
about the correct local time on the world in question. Additionally the 
TransImperial-5B is made from LSP's secret-formula 'PseudoMonadium(tm)' alloy 
and can for an unlimited duration withstand all atmospheres that a human will 
survive in. It comes with a data crystal that lists more than 1000 major worlds 
and their local time data."

   "What about Zhodane?"
   "Let me check, yes Zhodane is among those worlds that..."
   "It's settled then." Zod interrupted him, "I'll take it!"
   "That will be 1500 credits, thank you."
   "One point five kays?! But if it got all those timezones.."

   When he had bought the watch, Zod went looking for the others. He found 
Preben and Troop at the Interstellarms weapons centre were the clerk were 
demonstrating a Gauss rifle for Troop. The shop was the consummate dream for 
everyone with an interest in weapons. Every wall were lined with transparent 
cases filled with weapons of every conceivable configuration, and several 
holoviewers played demo-tapes where people dressed in camouflage armours 
demonstrated the weapons in operation.
   "This is the Interstellarms M25 Defender, the absolutely latest in high-
penetration electric slug-throwers. In addition to all the standard features 
it has a laser-point sight with either visible or infrared light," she pointed 
the rifle towards a full-figure target in the back of the shop and a tiny red 
dot became visible over the heart of the target, "that almost guarantees a hit 
versus targets at less than twenty meters. It accepts both the MilSpec 40round 
mag and a special 100round mag made especially for the M25. It also 
incorporates a unique 'booster' powerunit that will increase the lethal energy 
of the rounds by twentyfive percent. It lasts for one 100 rounds magazine 
before recharging. Now, moving down to the grenade-launcher..."
   "Is it legal here?" Preben asked tiredly.
   "Excuse me?" the clerk had been so caught up in the demonstration that she 
almost missed the question.
   "I asked if it is legal here on Pixie."
   "Eh, no, it's not legal here, but that isn't a problem. We deliver it door-
to-door to your ship or sent it to an address of your choice in the subsector."
   "Is it legal on any worlds in the Marches?"
   "Yes, absolutely, absolutely!" she began typing on a terminal."There is 
about fifty worlds in the Spinward Marches where it is legal."

   "Anyone in this subsector?"

   "Yes, Dentus and Efate. Sorry, Efate's under martial law now."

   "Who cares if it is legal, Preben?" complained Troop.

   "What good is a weapon if it will lie in the ship's locker all the time? I 
say that we buy things that we can use: SMG's, Assault-rifles, Pistols, 
Shotguns and a laser or two. And we better forget about all the expensive 
stuff before we have got all other supplies."

   "Expensive? The gauss rifle is expensive?" Troop turned to the clerk "How 
much is it?"

   "3500, excluding ammunition."

   "I think you are right, Preben...How about you Zod?"

   "I want an SMG. Just a standard SMG with a silencer, " Zod said

   "I think that this is the weapon for you then: The Interstellarms M19E, "

   Zod interrupted her "and I want an bayonet on it, and a flamehider, and an
electronic sight and a goldplaque with my name on it."

   "I think that we can fix everything except the bayonet... An SMG is too 
short to put a bayonet on." she answered hesitantly.

   "Put the bayonet on the silencer, that will make it long enough! How soon 
can you have it ready and how much will it cost?"

   "It will be ready tomorrow, and it will cost, lets see, one M19E at 750..."

   "You'll have to get that SMG of your's later Zod. We have to get moving 
this evening!" Preben declared.

   "We can rush the job if you want to," the clerk hurriedly said, "but that 
will, of course, cost more."

   Zod sighed "Do it, I'll pay!" as Preben gave the clerk a list with all that 
they wanted and number of the ship to which it should be delivered.



   "The admiral will see you now." the marine guard told Werner and Roshel who 
were waiting in the outer office of admiral Annelina Lashiir, commander of the 
Pixie Naval Base.

   When he entered the office, Werner noted that the guards that had escorted 
them here from the office of the chief of domestic affairs stayed behind in 
the outer office.

   The admiral's office was large and airy. The entire wall behind the admiral 
seemed to open up towards Pixies airless surface and Eldritch starport. Werner 
couldn't see any trace of a window, so he assumed that it was a hologram, 
even though he discovered that he could pick out 'Gamla Bettan' among all the 
ships in the port. The other walls were covered with various projections of 
maps and diagrams, the majority of which blanked out as the admiral pressed a 
button when they came in.
   The admiral was in her fifties and her hair was beginning to turn grey, but 
as a former Major himself, Werner recognized the hard look in her eyes and 
guessed that she had been base commander during the fifth frontier war. The 
war in which the Zhodani 1st fleet had stood at Efate and the Vargrs had held 
the trailward part of the subsector as far as Beck's World. And Pixie had been 
right in the middle of it.
   Admiral Lashiir greeted them as they sat down in from of the large plasteel 
desk, and expressed her amazement to see Lieutenant Commander von Tjaikovskij 
so soon after he had mustered out.
   "Do you regret breaking the family tradition already?" she asked jokingly.
   "To put it totally frankly, Admiral, I honestly don't know yet." Roshel 
answered, once more doubting that he had done the right thing.
   "I was quite surprised when you left the navy, and even more so when 
security told me that you and another person were walking around the base and 
asking sensitive questions today!"
   "Well now, we weren't exactly walking around, as you so bluntly put it, 
Admiral. We were only making a slight query about the whereabouts of a certain
person, when those marines barged in and took us here."
   "And why, if I may ask, did you make this 'slight query'?"
   Roshel though furiously for two seconds, then he passed the hot potato on to 
Werner." I think that this gentleman, Major Schmallhaussen of the Roupian State 
Security may answer that question more completely and clearly than I am able 
to."
   Werner had been feeling less than well all morning after getting the 
stomach-pumping in the medibooth, and having visibly suspicious admirals 
glaring at him and demanding answers didn't exactly make him feel better. "We 
are contracted to find a person."
   "So your interest in the matter is the money, but what is the interest of 
the person that pays you?"
   "Ok, lets be frank with each other. There is no need to beat around the
bush," And as the horrified von Tjaikovskij looked at Werner, "There is a person
named Kiiara Travernier that probably is a Lieutenant in the Imperial Marines. 
Now, suddenly, she has disappeared from every database as if she never existed.
We were trying to get some information from your chief of domestic affairs that 
would lead us to her."
   "And I say the same as Commander Underhill said to you before, Any person 
with the name Kiiara Travernier, or matching the finger, retinal or 
gene patterns that you showed to him has never existed in the IMC, or the IN 
either for that matter, we have never heard about her and we have no idea 
where she is now."
   "If no connections exists between Kiiara Travernier and the Imperial Marine 
Corps, then why did four armed marine guards take us here? Surely an Admiral 
must have much more important things to do than repeat what her subordinates 
already have told us..."
   "I cannot answer that question." the admiral answered sternly, "And I must 
ask: Who is your employer and what is your employer's purpose with seeking this 
Travernier?"
   "If 'this Travernier' don't have any connection with the marines, why do 
you ask?"
   Roshel groaned softly "Now you've done it!"
   "Do you realize that you can be held here on the base until you provide the 
answers?"
   "I am afraid that I cannot disclose the name of our employer, but I think 
that I can give you the big picture. We have been hired by a lawyer, "
   "Werner! I got the distinct impression that we weren't supposed to tell 
anyone about it!" Roshel hissed.
   "Don't worry, This don't count! As I said, We have been hired by a lawyer to 
find Kiiara Travernier. The reason behind it is that the mother of Kiiara 
Travernier recently died, and her father is currently hospitalized for a 
chronic malady that requires quite expensive treatment. A court of law on Regina
has frozen the family assets since it cannot be determined if Kiiara is alive
or dead, and the money for the treatment is rapidly running out..."
   It was a long time before Admiral Lashiir spoke again. She stared intensely 
on something on a screen in the desk, then she turned the chair around and 
looked out over the pads and drydocks on the surface for several minutes, and 
then she began to write something on a piece of official navy stationary.
   "I am really sorry, but there is nothing I can do. Even I don't know 
exactly what is going on." She gave the paper to Werner. "Give this paper to 
the representative of the Imperium on the world where this Travernier's father
is hospitalized. It is an order that says that his illness is caused of wounds
received while on active duty in the navy. That will make him eligible for the 
veterans medicare program. Since the marines attached to the base is under my
jurisdiction I can do this. Regarding this Kiiara Travernier, I can only repeat
that the IMC have never heard of her..." she hesitated and added "But tell her
father that whatever it was, it was for The Imperium!"


   "What was that about family tradition you talked about?" Werner asked von 
Tjaikovskij on the way back to the starport.
   "Oh that, Well you know, I'm not really a baron, contrary to what most 
people claim. It is my brother who is the holder of the patent of nobility. 
And throughout the history of the von Tjaikovskij family it has been assumed 
that the children that didn't get the patent signed up in the Imperial Navy. 
There they have worked hard, fought for the glory of Emperor and Empire, done 
well, climbed in the ranks quickly and been decorated...posthumously..."
   "Uh oh!"
   "I am the second von Tjaikovskij that have survived to muster out."
   "Who were the other one?"
   "We don't talk about him in the family! He got a dishonourable discharge 
for reasons that I don't want to elaborate on."
   "So, what are you going to do now, after you have survived the navy?"
   "I don't know. Family tradition don't give me any clues!"



   "So she admitted underhand that this Tracy, sorry, Kiiara had been in the 
marines?" asked Preben as they got back.

   "Yes, definitely. But it appears to be some major hush-hush going on that 
even the admiral isn't in on. I got the impression that hadn't I been a major 
and hadn't Roshel been a noble, and a lieutenant commander in the navy, and 
recently mustered out from this base, and hadn't we had a good story with 
human interest, she would never had let slip so much as she did."
   "Yes, where did you learn to modify the truth to so good an effect?" Roshel 
asked him.
   "State Security. Remember? One get quite a good knowledge about human 
nature there, and old warriors tend to become sentimental. But if she, who 
knew you, Roshel, didn't tell us more than this, I suspect that it will be a 
real pain to get any more information."
   "There is a possibility." Troop had been looking at the holo of the 
lieutenants, "If this holo was taken here at Pixie, somebody must know who the 
other persons on it is. And they are bound to know who Kiiara is, and some one 
might be inclined to talk. Zod, do you think that you could try to find out 
the names of the other persons on the holo?"
   "I can try. But I won't guarantee anything." Zod didn't sound too hopeful.
   "I have been talking to tower. There's a vacant launch-window coming up in 
six hours. I'd like to be able to use it, because after that the schedule is 
full for several hours more. So I suggest that everybody that have to buy 
equipment do so now." Preben continued "I'm going to the port authority to 
file a flightplan and sign us up for the window."
   "Flightplan where?" asked Troop "I don't remember discussing where we are 
going now!"
   Werner spoke up "I suggest Boughene. Sohn said that he would stay there for 
a week on his way back to Regina and that Chubhelm type lives there. And he's 
the only lead that we have now."
   "Boughene is my choice also. It has a scout base where we can get refined 
for free." answered Preben. "Do you mind staying onboard, Troop? Someone has to
be here to receive the supplies when they arrive."
   "Nope, that's OK with me."
   "Hold the fort marine, Don't let any Zho's aboard!" Zod told him and were 
rewarded with a thrown cup that clattered against the bulkhead behind him.

   Two hours later everything had been delivered to the 'Gamla Bettan' and 
Troop was beginning to feel bored. He began to play with the ships sensors and 
spent some time looking at the heavy traffic above Eldrich Starport. When he 
got bored with that too, he went aft to the freezer to get a beer.
   Even though the ship was empty except for him, it was not quiet. The air-
purifiers hissed as they pumped the newly scrubbed and oxygenized air into all 
parts of the ship. The hull snapped and creaked slightly as the changing 
sunlight upon it created thermal tensions in it. From the commo panel on the 
bridge, there came occasional bursts of static and voices as it caught bits 
and pieces of conversations, some held hours ago in completely different parts 
of the Pixie system. The cooling system of the ships main computer hummed 
slightly and penetrating it all were the deep, almost infrasonic, rumble from 
a powerplant on sustenance-level.
   Troop didn't hear any of this as he opened the freezer and discovered that 
there were no beer in it. He had been on ships for so many years that he was 
used to all the sounds a ship can make. So when he realized that he actually 
heard something it caught his attention.
   At first he wasn't sure of what exactly it was or where it came from. But 
after a few minutes he had pinpointed it to an internal communications console.
>From this console there came a faint scraping and creaking sound. When he saw 
that the console had a line open to the engine room, he began to feel uneasy. 
And when he discovered that the visual link to the engineroom also were open, 
even though the screen was pitch black the uneasiness turned to worry.
   A quick check on the appropriate panel told him that somehow, both the 
primary and secondary illumination was broken, and the scraping noise from the 
engineroom just went on.
   Troop began to weigh the alternatives. Something was definitely going on in 
the engineroom, and that was the second most vulnerable place on the ship, 
after the main computer. If he investigated immediately he would be alone. If 
he waited for Preben and the others it might be too late. Being the marine 
that he were, and being in the mood to kick some ass because of the lack of 
beer, he decided to act.
   The effects of laser or automatic weapons in the engineroom of a ship is 
severe so Troop went to his cabin to fetch his service magnum. He put on a 
flak jacket and a pair of light intensifying goggles and loaded the revolver 
with 'shipboard' ammunition. Ammunition specially designed to inflict high 
damage, but not penetrate far.
   Behind the valve to the engineroom darkness reigned. Darkness pierced by 
occasional statuslights that caused the goggles to locally overload and show 
the lights as luminous rings on the green-black picture. In the middle of the
engineroom the jumpdrive lurked outlined in the slight glow from reflected 
lights, tangled in heavy powerfeeds, fuelpipes and databuses. To both sides 
Troop could perceive the twin manueverdrive transformers that took their power 
from the fusionplant downstairs and fed it to the thrusterplates aft.
   Troop silently entered, gun held ready, and closed the valve behind him. He 
pressed the lightswitch, but the panels in the roof remained dark. The 
scratching noise had stopped when he entered and only the normal noises were 
heard in the engineroom.
   A movement over the jumpdrive caught his eye and he responded with two 
slugs from his magnum. The reports were reflected in the metal walls and 
deafened him, but he saw the shower of sparks as his shots tore lose one of 
the lighting panels.
   "Oh Shit!" he exclaimed when he thought of what Preben would say about the 
damage, *any* damage to his precious ship, and noticed that he couldn't hear 
his own voice. He didn't hear the impact of six legs upon the floor plating 
either, or that they, and their owner, began to run towards him.
   Troop turned to look at the rest of the room and when he saw something move 
he fired again. The shot hit the creature and it was thrown into a corner. It 
tried to move, but Troop followed up with the rest of the rounds in the 
revolver.



   "Aside from the wiring to the lightingpanels, it hadn't chewed on anything 
else." Zod explained to Doctor Ushkarun, Surgeon on the Pixie Naval Base, 
formerly on the 'Monsoon' and hobby xenobiologist since many years.
   Doctor Ushkarun prodded the lose collection of spidery legs and pieces of 
carapace with a metal rod.
   "Let me guess, Your friend's ship is not a trader of any sort, is it?"
   "Yeah, How did you know?"
   "Because if it had been trader, he would have recognized a handspider." 
   "A what?"
   "Handspider, They are really quite harmless but they have a few quirks that 
have made them infamous among merchants. They eat almost anything, but they 
are particular to electrical insulation. If they are scared they tend to grab 
hold of something and not let go. If they don't want to let go you'll have to 
cut them apart to get them away from whatever they have attached themselves to.
Since they can stand vacuum for some time, probably a month or so, this have 
lead to their rapid spreading throughout the subsector."

   "How come?"

   "They grab hold to landing gears or other parts of ships with all six legs 
and tail and get a free passage to a new world. I even got some here," Doctor 
Ushkarun took a big cage and put it on his desk. 
   The cage held three handspiders, and Zod saw that the name was appropriate, 
since they looked like skeletal hands with foot long fingers as legs, and a 
long segmented tail as the arm. Doctor Ushkarun rattled the cage and the 
spiders within scrambled around like mad "I was trying to find a fast method 
of getting rid of them from navy ships, but they seem to be hard against 
anything."
   "Where do they come from?"
   "Nobody knows for sure, or nobody cares. There exists thousands of species 
in the Imperium that is spread over several worlds but nobody knows where they 
originated. Those handspiders seems to be a quite new addition to the group of 
animals that live on and around spaceships and spaceports, but I guess 
that they will prosper."
   Zod got an idea "Say doc, you don't need all those handspiders you have 
there, do you?"

===============================================================================



- - -bertil-

- - -- 

"Some people almost never think. They just reshuffle their prejudices."



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



Archive-Message-Number: 2358
Date:     Thu, 16 May 91 10:48:29 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Striker to MT Information Loss



STRIKER TO MEGATRAVELLER



As all the old-timers and most of the new people probably know, sections of 
the original Traveller miniatures rule set "Striker" were lifted and incor-
porated wholesale into MegaTraveller.  Unfortunately, as we also all know, 
the MegaTraveller rules were not very well proofread, and we are left with 
a number of omissions and systematic errors resulting from the transfer,
both small and large.  Probably the single most important, from a military
technology sense, was the total loss of tactical missile rules, a subject 
which I intend to cover in a conversion article in the near future (while I'm
still in the mood).  However, for the benefit of the morbidly curious, I
have covered a few of the missing bits below.  Before I get to that, however,
I have a question:  Why?  What good did it do to put all of that stuff in
MegaTraveller?  As a wargamer, I liked the Striker concept: a set of integrated
rules and design systems to allow simulation of military action across the 
range of Imperial technology.  As a role-player, much of the material included
in MT is superfluous: The mercenary campaign is nowhere near as appealling to
me as the merchant campaign, and the way to deal with tanks is the same as
the way to deal with 50000ton cruisers--don't get involved.  I don't have
many players that are seriously interested in the differences between a
TL5 and a TL7 16cm howitzer.  Also, as far as I can tell, the only good thing
about the TL17+ equipment in the book is that you can point to it when a 
player says "Why can't I" to show him what tech level would be required to do
what he wants. Enough philosophy.  The material is there--let's deal with it.



POINT DEFENSE



One of the Striker artifacts left in the MT rules is the Point Defense
targetting system.



Basically, a point defense weapon could do one of three things: Shoot at
targets (like anything else), shoot at direct fire weapons like missiles,
as long as they were visible for long enough to track (the PD weapon had to
be able to see the last 150m of the trajectory, and you could support other
vehicles as well as your own), and shoot at incoming indirect fire. A tech
9 PD system gets 4 dice against indirect fire, plus two dice for each tech 
level higher, so that TL10 gets 6, TLll gets 8 and so on.  These dice are
modified by individual DMs of plus or minus the difference in tech levels.
Zero is the minimum.  Thus, if your TL14 artillery fired at my TL9 PD system,
I'd roll 4 dice (at -5 each, meaning that only 6s would knock down a 
projectile.)  If my TL9 artillery fired back, your TL14 PD system would roll
14 dice (+5 each) for an average of 119 projectiles destroyed.  Multiple
rocket launchers, which shoot everything at once, have an advantage against
PD systems due to overload--divide the hits by two. So, in the example given
above, you would knock down an average of 60 rockets, rather than 119.



Nothing to it...but they didn't bother putting it in MT, even though they left
in the PD fire control systems. 



My additional recommendation would be to allow weapons with PD fire control 
to fire at moving targets with no movement penalty, since they are designed
to destroy fast moving targets.  I'd also limit the number of indirect fire
rounds that can be destroyed to the rate of fire of the weapon, which puts
a premium on things like rapid pulse plasma guns.  A third recommendation
would be to not permit anti-indirect fire with a PD projectile gun.  You still
might want PD fire control for a projectile weapon because of recommendation
one, however.



ROCKET LAUNCHERS


Left out of MT were the Striker rocket rules.



>From Striker:     

<suggested MT translations and modifications below>



Design Sequence 4: Multiple Rocket Launchers



Multiple rocket launchers (MRLs) are available at tech level  6+; 
they  are constructed using the CPR gun design system, using  the 
same characteristics as mortars with the following exceptions.



A.  Launcher:  A single launcher consists of a number  of  launch 
tubes, plus fire control and carriage.
     1. Crew: A launcher's crew is the normal crew for that  size 
weapon, times the number of tubes in the launcher, divided by  10 
(but never less than 2).  All crew except the gunner are required 
only  for reloading; if the weapon is to be used only  once,  the 
rest of the crew may be dispensed with.
     2. Weight: Each tube has a weight multiple of 0.01
     3. Volume: The volume of a tube is its weight times 25.
     4. Price: Each tube has a price multiplier of 0.5  <0.05???>
     5.  Indirect Fire Range: There are three types  of  rockets: 
short  range,  medium  range and long range.   Their  ranges  are 
determined  on the CPR gun tale, using the mortar, howitzer,  and 
gun  columns, respectively.  Range is modified by the tech  level 
of  the rocket or the fire control, whichever is lower.  At  tech 
level  6, count up two rows.  At tech level 7, count up one  row. 
Count down one row for each tech level over 8.
     6.  The rate of fire of a launcher is equal to the number of 
tubes.

B.  Ammunition:  Rockets  are designed in the  same  way  as  CPR 
rounds.   They are identical to mortar rounds with the  following 
exceptions.
     1. Weight: Rockets weight twice as much as listed.

     2.  Volume: A rocket's volume is equal to its weight  in  kg 
divided by 500.  <in kl>

     3.  Short range rockets have a base price multiplier  of  4, 
meidum  range rockets have a multiplier of 8, long range  rockets 
have a multiplier of 12.
     4. The RAP option is not available for rockets.
C.  Remote MRLs: Properly equipped launchers may be fired from  a 
istance by communicator signal.  Both the gunner and the launch-
er must possess communication equipment and must be in communica-
ion.  In addition, the launcher must include control  equipment, 
which  costs  Cr1000 and weighs 15kg; the gunner must  also  have 
control  equipment, which costs Cr1000 and weighs 1kg.  A  single 
gunner may control any number of launchers, but may fire only one 
mission at a time.  Only one fire control system is necessary per 
gunner.



OK.   Those  are  the actual rules as laid out  in  Striker.   To 
convert  to  MegaTraveller, I'm going to key all  the  price  and 
weight multiplier to the Mortar table.



Weight: Each tube weighs 1/25 (.04) times the weight of a  mortar 
of  the  same diameter. 

Cost: Each tube costs .5 times the price of a mortar of the  same 
size.  

Range:  Ignore  the range shifts.  The original  table  had  four 
times  as  many entries, so it only has an effect if you  have  a 
TL12+  system  (in which case you would shift down 1, so  that  a 
12cm  short  range rocket would have a range of 8km  rather  than 
7km).

Cost  of Ammunition: Any reasonable warhead should be  available, 
and  the cost would be 4/3 the mortar cost for short  range,  8/3 
for medium range and 4 times for long range.



DISPOSABLE ROCKET LAUNCHERS, GRENADE LAUNCHERS, AND OTHER INFANTRY

HEAVY WEAPONS



Combat factors for all of these weapons are given in Book 1, but costs and
weights are nowhere to be found.  I could type up the list from Striker and
post it, if anyone is interested.  I think it would be much more likely that
a character might have access to a rocket launcher than to a 16cm howitzer,
so if one set of data was to be left out, I'd rather see it be the howitzer
set.  Better to include both, of course, but I mentioned the proofreading

before...



ARTILLERY SET-UP TIME



Set-up  times for artillery in MegaTraveller would agree  closely 
with  Striker if they were in thirty second combat turns  instead 
of seconds.



MASS DRIVER GUNS



There is a major error in the translation of mass driver guns from Striker into
MegaTraveller.  The same calculations are used to figure rate of fire, but in
Striker, it's rate of fire *per second*, and in MT, it's ROF *per minute*.  I
think the former is correct, and a multiplier factor of 60 should be noted in 
the margin of the book.  There is one design in 101 Vehicles using an MD gun.
To be consistent, its ROF should be multiplied by 60.



SMOKE AND ANTI-LASER AEROSOLS



In Striker, dense smoke and anti-laser aerosols degraded laser performance for
laser of TL8-12.  TL13+ X-Ray lasers ignore these rules.  A unit/vehicle in
dense smoke or aerosol cloud may not be communicated with by laser, may not
be targetted by a laser designator, and gain an armor factor versus laser
weapons as follows:



Dense Smoke 25 vs TL7-8, 20 vs TL9-12
Anti-Laser Aerosol 50 vs TL7-8, 45 vs TL9-12
Prismatic Aerosol 80 vs TL7-12



It's not clear in the original how this was supposed to work in combination
with a vehicles armor.  Armor factors are not stricly additive.  The annoyingly
technical solution would be to find the weight multipliers for the two armor
values (say 20 for the tank +25 for the smoke, 5.95 and 9.17 respectively),
add them together (15.12) and find the armor value corresponding to that,
rounding excess down (30, in this case).  The quick and dirty solution would
be to use the higher of the two.



A canister provides 4 turns (2 minutes in Striker) of coverage to a stationary
object, and 1 turn to a moving object.  Those laser sensors that are not
described in the vehicle design system can automatically trigger a canister
if a beam is sensed.  Laser sensors detected a beam on an 8+ (2d6) at TL8,
7+ at TL9, and so forth down to 2+ and TL14+.


Since these canisters are small and cheap, and pretty effective against TL12-
lasers, it should be noted that my military vehicle designs at those tech l
levels which rely on laser armament alone are probably less effective than 
I had considered when I did them.



RADAR



While I generally like the composite Active EMS system in MT, for certain 
applications not requiring great robustness, or requiring low cost, it would
be nice if radar continued to improve beyond TL9.  In Striker, Radar tables
for up to TL13 are included, and could be used directly in MT.  Also, radars
of intermediate ranges (other than 5*10^n) are included, and would occasionally
be useful.


That's it for right now.


Rob Dean


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



Archive-Message-Number: 2359
Date:     Thu, 16 May 91 14:23:34 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (2353) A Question to Scott Kelloggs Designs



Juergen Kirsch asks:

> Subject: (2353) A Question to Scott Kelloggs Designs

> 

> I have some trouble with Scott Kelloggs designs. In part 7.3 of his
> submissions, he describes the Battleship BISMARK and in part 6 he
> describes a Boeing 747. I wonder, why both have a displacement of 6000.
> Can somebody tell me, why so different vehicles have the same displacement ?
>

I can't speak authoritatively for Scott, but it is probably a typographical
error.  However, I do know that the "displacement" values for aircraft are
roughly equal to the volume of a rectangular box touching the wingtips, nose,
and tail.  So that "displacement" contains a lot of empty space.  A surface
ship, on the other hand, can get up to 13.5 tons of water displacement (minus
the amount needed for stability) per ton of standard (liquid hydrogen)
displacement.  



Rob Dean

 



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



Archive-Message-Number: 2360
Date:     Thu, 16 May 91 14:32:03 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (2351) Gigantic Ships - a design



Juergen Kirsch writes:

> Subject: (2351) Gigantic Ships - a design
> the following ship-design is my answer to the discussion of gigantic
> ships and their problems. Its designed close to the German Traveller
> rules, so I don't know, to which set of american rules it fits. Any comments
> to the design a strongly encouraged !!!!!



It looks pretty much like this is using the American Book 5:High Guard ship
design system.  <The good old days!>



> The advantage of the design is the simplification of the refueling
> process. Instead of an ultra giant ship of 1,000,000 tons, only (max.)
> 7 ships of 100,000 tons take fuel. Someone calculate the number of
> fuel-carry-flights to a 1,000,000 ton ship (jump-6 !!!) as 14.000 flights
> with an average Modular-cutter with a capacity of 43 tons fuel. In
> standard Spaceports this procedure will last about weeks, perhaps month.
> In the actual design, the refueling of the AQT's isn't difficult, if a
> gas-giant is in the system. In all other cases, the refilling is as
> difficult, as the refueling of a 1,000,000 ton ship.

Well, the design looked pretty good to me, given the assumptions you have made
about fuelling.  Personally, though, I don't see any reason why you can't 
refuel a 1,000,000 ton ship by gas giant skimming directly.  We could probably
think of one, but there is no such restriction in the rules. (At least here.)
I've also always figured that starports' orbital facilities refuel vessels
with whatever sort of hoses it would take to transport liquid hydrogen, rather
than with shuttle runs.


Rob Dean


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



End of TML Bundle

*****************



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To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
        Raven Blackburn <bfwong%ocf.berkeley.edu@RELAY.CS.NET>,
        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
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Subject: TML Bundle #194: Msgs 2361-2370
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Status: R

TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed May 22 21:00:09 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #194: Table of Contents


-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2361  16-May-91 "Robert S. Dean"  A Ship Design << I thought I might as well se
2362  16-May-91 James T Perkins   Re: Missing biweeklies << [If someone else ha
2363  16-May-91 "Robert S. Dean"  Re: (2321) Traveller Starships << Marc Volovi
2364  16-May-91 tnc!m0068@uunet.u The real me << In TML v19n16 there were some 
2365  16-May-91 tnc!m0068@uunet.u Scott Kellogg Designs part 5 of 8 << More fro
2366  17-May-91 "Robert S. Dean"  Vehicle Computers << Or perhaps that subject 
2367  17-May-91 "Robert S. Dean"  World Sketches << Before I upload anything to
2368  17-May-91 tnc!m0068@uunet.U Scott Kellogg Designs part 7.5 of 8 << More f
2369  18-May-91 tnc!m0068@uunet.u Scott Kellogg Designs 7.5 of 8 << More from S
2370  19-May-91 tnc!m0068@uunet.u Scott Kellogg Designs part 7.6 of 8 << More f



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



Archive-Message-Number: 2361
Date:     Thu, 16 May 91 14:11:34 EDT
From: "Robert S. Dean" <rsdean@CRDEC8.APGEA.ARMY.MIL>
Subject:  A Ship Design



I thought I might as well send this one to the board, as an example of the
use of George Herbert's draft watercraft design rules.  For interested parties,
several of the vehicle ftp archive files have recently been updated, with
typos corrected and a few TL12-13 Vargr heavy corsair vessels added.  



Rob Dean

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



Courser class Surface Warship TL9



     The Courser is a typical TL9 purpose built warship.  By this tech level 
the surface warship is obsolescent, but there is no easy substitute when 
there is a requirement to provide continuous escort to other surface vessels.  
The Courser is equipped with a wide variety of active and passive electronic 
detection and countermeasure gear, including the lightweight composite hull 
which has an inherently low radar reflectance.  The communications gear 
includes two high power tightbeam communicators, suitable for communication 
with orbiting spacecraft or geosynchronous comm relay satellites. The ves-
sel's main armament consists of three multiple missile vertical launch sys-
tems--two fifty tube light missile systems fore and aft, and a thirty tube 
heavy missile system amidships.  Statistics for heavy SAMs are shown below, 
but any 5000kg missile designed to approximately the same shape can be fit-
ted.  Four 20mm six barrel autocannons and a 20MW pulse laser are carried for 
point defense.  Anti-laser aerosol dispensers (not shown below) are also 
fitted, and it was considered prudent to have a point defense system that 
would not be impaired by the ship's own passive defenses.

     The ship's appearance would be rather startling to someone accustomed to 
lower TL warships--there is no large superstructure, and the only visible 
weapons are the cannon in their low, rounded turrets.  Extensive computer 
control has reduced the crew to a mere 50 men, enough to provide three full 
shifts of operators.  Damage control is adversely affected by this, but this 
is considered to be acceptable. 



  CraftID: Courser class Surface Warship, TL9, MCr162.6
     Hull: 540/1350, Disp=600, Config=1AF, Armor=30D, Loaded=3105t,
           Unloaded=2113t, Length=138.1m
    Power: 5/10, Fission=130MW, Dur=20years
     Loco: 9/18, MHD Drive*2, MaxSpeed=57kph, Cruise=53kph, Range=Unlimited
     Comm: Radio=System*2, LaserComm=FarOrbit, MaserComm=FarOrbit
  Sensors: EMM, AllWeatherRadar=(FarOrbit*2), Ladar=Regional(500km), 
           LaserSensor, RadarJammer=Planetary, ActiveSonar=VDist(50km)*3, 
           PassiveSonar=Continental(5000km)*2, ActObjScan=Rout, 
           ActObjPin=Rout, ActAudScan=Diff, ActAudPin=Diff, PassAudScan=Form, 
           PassEnScan=Form
      Off: Hardpoints=6, Weapons Stabilized to 100kph


                          Pen/         Max      Auto   Dngr
              Ammo   Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
12cm HV Gun   KEAP  1000   34     12  Dist(22)   -      -      M     7
              HEAT   -     42     12  Dist(22)   -      -      M     7
               HE    -     20     16  Dist(22)   -      35     M     7
 20MW Pulse Laser    -    38/3    20 VDist(50)   3      -      H    80
4*6b 2cm Auto KEAP 96000    9      4  VLong(2)   7      -      H  1280 
Heavy SAM      -     30    29     32 VDist(100)  -      -      H    30
Medium SAM     -    100    28     30  Dist(35)   -      -      H   100



      Def: Point Defense Targeting for 2cm autocannon, pulse laser,
           smoke and anti-laser aerosol dispensers
  Control: Comp3fib*2, HeadsUpDisplay*6, CompLink*300
    Accom: Crew=50 (3 bridge, 3 engineers, 24 gunners, 12 flight, 7 command, 
           1 medical), SmallStaterooms=50, Env=basic env
    Other: Fuel=2.6kl, Cargo=100kl, AviationOrdnance=120kl, 
           AviationFuel=384kl, Subcraft=2*SeaGull helicopters, ObjSize=Avg,
           EmLevel=Faint



Seagull Maritime Support Helicopter TL9



     The Seagull is equipped as a general purpose maritime support helicop-
ter, and could be used from a shore base or a fairly small water vessel.  
Submersible warcraft are still a threat on balkanized worlds at TL9, and 
starships engaged in illegal activities frequently resort to hiding under-
water, so the Seagull is equipped with magnetic and sonar sensors for sub-
merged search.  The bomb bay (which doubles as a cargo bay as required) would 
ordinarily be used to carry one or two homing torpedoes.  A four seat passen-
ger section is carried for liaison work.  Four light hardpoints are provided 
which can be used to carry light depth charges or air to surface ordnance for 
use in low threat areas. The rotors fold for ease of shipboard storage.



  CraftID: Seagull Maritime Support Helicopter, TL9, Cr174,300
     Hull: 32/80, Disp=35.6 (11.9 folded), CleanWt=8t, FullLoad=10t,
           Airframe=Simple Seaplane, Armor=none
    Power: 2*1.25MW Reciprocating Engines
     Loco: 4/10*2, Main and tail rotor, Lift=10t, thrust=2.5t, 
           Endurance=3.2hrs



            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.26     -     300        225    720     0
    Loaded    0.21     4     242        181    580     0



     Comm: Radio=Regional(500km)
  Sensors: LightAmplification, PassAudSensor, ActAudSensor, MagneticSensor, 
           AllWeatherRadar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff, 
           PassAudScan=Form, ActAudScan=Form, ActAudPin=Form
      Off: 4 outboard hardpoints, BombBay=2tons, Typical external ordnance 
           load=2*12cm rocket pods, 2*450kg depth bombs, Typical internal 
           ordnance load=2*1000kg torpedoes

      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Weapons/Sonar Operator), Passengers=4, Simple
           cockpit*1, Complex Cockpit*1, Passenger section*1, Env=Basic env
    Other: Fuel=2400liters, Cargo=2tons (in place of internal ordnance), 
           ObjSize=Small, EmLevel=Moderate



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



Archive-Message-Number: 2362
Subject: Re: Missing biweeklies
Date: Thu, 16 May 91 12:02:54 PDT
From: James T Perkins <jamesp@metolius.WR>




[If someone else has a response, please feel free to send it to Lucas
too -- James]



Lucas,

I keep a limited number of recent TML biweeklies on hand.  The *real*
archives are organized into 45Kbyte "archive bundles".  If you'd like a
very long index of the archive bundles (about five 45K messages), you
can ask for it and then you will know which archive bundles you need.

Or, I see you've been a member since 11-Feb-91.  Would you like me to
send you all TML traffic bundles generated between 11-Feb-91 and
17-Apr-91? By perusing the bundle index, I see that these are bundles
170-184, hence they represent 15 bundles, each 45Kbytes in size.

Let me know if you want to pursue one of these options.  If so, please
elide the Cc: of traveller in your reply.


James

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

Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

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

Archive-Message-Number: 2363
Date:     Thu, 16 May 91 16:33:43 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (2321) Traveller Starships

Marc Volovic wrote (on 4 May 1991):
> Subject: (2321) Traveller Starships
> 
> It also seems that Robert's Atlantis only uses 5550 hardpoints out of the 
> 10,000 available. When designing the 2,000,000 disp ship I have more or less
> the same problem. The design I have uses up some 9800 hardpoints.

You've got a math error in that calculation somewhere.  I rechecked the design,
and I think I have used 9870 hardpoints, which still leaves a few spares for
no apparent reason.

> That leaves some 50% of the hardpoints are unused. Should the rest be left
> empty or allocated to sand?
>

On a large starship, I'd certainly fill any remaining hardpoints with sand.
There's no point in making the attacker's job any easier, and the marginal
cost is not too high.

Rob Dean

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

Archive-Message-Number: 2364
Date: Thu, 16 May 91 21:53:28 -0400
From: tnc!m0068@uunet.uu.net
Subject: The real me


In TML v19n16 there were some comments about Scott Kellogg's
material I've been forwarding;

 

>Subject: (2353) A Question to Scott Kelloggs Designs
>
>Hello out there,
>
>I have some trouble with Scott Kelloggs designs. In part 7.3 of
>his submissions, he describes the Battleship BISMARK and in part
>6 he describes a Boeing 747. I wonder, why both have a
>displacement of 6000. Can somebody tell me, why so different
>vehicles have the same displacement?
>

>Juergen

Well you finally caught me. ;-) I've found that I can't design no
matter how hard I try, so I collect the designs on the TML to use
when I need one. Maybe someone here can tell you why they have the
same displacement. I'll forward the question to Scott immediately.

 
>Subject: (2354)  Scott Kellogg, Part 5??
>
>Part 5 of Scott Kellogg's latest effort was apparently never
>received by the list, and should perhaps be resent...
>
>Rob Dean


Sorry about that, my feed to the outside world was a little fuzzy
for a while and I didn't notice the gap. (But that's why I number
these things!) I'll re-send part 5.

 

          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith

- - --Name = STEPHEN SMITH  Mailbox # = 68

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

Archive-Message-Number: 2365
Date: Thu, 16 May 91 23:49:22 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs part 5 of 8

More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 
Begin part 5 of 8

*******************************************************************


Type S Scout/Courier TL12

  CraftID: Type S Scout/Courier, TL12, MCr58.98345
     Hull: (90/225) Disp=100, Config=1SL, Armor=40F, Load=1689.382,
           Unload=1537.131
    Power: (11/22) Fusion=915.7MW, Dur=30/90
     Loco: (5/10) Maneuver=2, (3/6) Jump=2, NOE=160, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: AEMS=FarOrb, PEMS=Interstel, Densitometer=50m,
           Neutrino=1Mw, ActObjScn=Rout, ActObjPin=Rout,
           PasObjScn=Dif, PasObjPin=Dif, PasEnScn=Rout,
           PasEnPin=Form
      Off: Hardpoint=1,
           Missile=x01, Batt=1, Bear=1,
           Pulselaser=xx1, Batt=1, Bear=1
      Def: DefDM+3,
           Sandcaster=x03, Batt=1, Bear=1
  Control: Computer Mod1bis*3, LrgHoloDisp, 2*HUD, 2*DynLink
    Accom: Crew=2(Bridge/Engineer, Gunner) Passenger=6,
           Stateroom=4, Env=basic env, basic ls, extend ls,
           grav plate, inertial comp
    Other: Fuel=532.2kl, Cargo=115kl, Scoops, Fuel Pure=12hr,
           SubCraft=1*4t, ObjSize=Avg, EmLevel=Faint
Remarks: Agility drops to zero if another laser is mounted and
increases to 2 if the above laser is removed.

 

Type S Scout/Courier TL13

  CraftID: Type S Scout/Courier, TL13, MCr47.55669
     Hull: (90/225) Disp=100, Config=1SL, Armor=40F, Load=1393.334,
           Unload=1193.338
    Power: (7/14) Fusion=904.3MW, Dur=30/90
     Loco: (5/10) Maneuver=2, (3/6) Jump=2, NOE=170, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: AEMS=FarOrb, PEMS=Interstel, Densitometer=50m,
           Neutrino=100Kw, ActObjScn=Rout, ActObjPin=Rout,
           PasObjScn=Dif, PasObjPin=Dif, PasEnScn=Rout,
           PasEnPin=Dif
      Off: Hardpoint=1,
           Missile=x02, Batt=1, Bear=1,
           Pulselaser=xx2, Batt=1, Bear=1
      Def: DefDM+3
           Sandcaster=x03, Batt=1, Bear=1
  Control: Computer Mod1bis*3, LrgHoloDisp, 2*HUD, 2*DynLink
    Accom: Crew=2(Bridge/Engineer, Gunner) Passenger=6,
           Stateroom=4, Env=basic env, basic ls, extend ls,
           grav plate, inertial comp
    Other: Fuel=564.3kl, Cargo=160.5kl, Scoops, Fuel Pure=12hr,
           SubCraft=1*4t, ObjSize=Avg, EmLevel=Faint

Remarks: Agility drops to zero if another laser is mounted and
increases to 2 if the above laser is removed.

 

Type X X-Boat, TL11

  CraftID: Type X X-Boat, TL11, MCr48.97878
     Hull: (90/225) Disp=100, Config=3USL, Armor=40E,
           Unload=693.224, Load=718.965(+possible cargo)
    Power: (1/2) Fusion=84Mw, Dur=30/90, (1/2) SolarPanel=3Mw
     Loco: (5/10) Jump=4, (1/2) StdGrav=1t, Agility=0,
           MaxAccel=0.0014G(1/2 in deep space)
     Comm: Radio=System*5, Maser*5
  Sensors: P-EMS=Interstel, A-EMS=FarOrb, Densitometer=Surf,
           Neutrino=1Gw, ActObjScn=Rout, ActObjPin=Rout,
           PasObjScn=Form, PasObjPin=Form, PasEnScn=Rout,
           PasEnPin=Form
  Off/Def: Hardpoint=0, DefDM=+5
  Control: Computer=4*3, HUD*2, DynLink=9
    Accom: Crew=1(Bridge/Engineer=1) Stateroom=2, Low Berth=1,
           Env=Basic Env, Basic is, Extend is, Grav Plate, Airlock
    Other: Cargo=0(731.2Kl Possible) Fuel=367.7Kl,           
HvyRobotArmForArray, ObjSize=Avg, EMlevel=Faint

Remarks: The 67 square meter solar panel is deployed in a
retractable array in emergency and supplies only sufficient power
for an emergency beacon and life support for one stateroom. The
grav unit is normally used for attitude control when docking with a
jump tender, but in an extreme emergency can be used for
manuvering. The extreme low acceleration requires that the pilot go
into a low berth for the duration of any such trip, but the solar
panel is sufficient to keep the computers, low berth, grav unit and
emergency beacon going during an interplanetary trip should the X-
Boat misjump. (Provided there is a suitable source of stellar
radiation.)

 

Enjoy, Scott Kellogg

*******************************************************************

End part 5 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2366
Date:     Fri, 17 May 91 10:22:44 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Computers

Or perhaps that subject should be "Vehicle Computers and the Combat Rules"--

In preparation for a combat exercise in my (molasses speed) PBEM mercenary
game, I was reviewing the vehicle combat rules, as given in the MT Player's
Manual.  As usual, they look a little screwy:

Movement speeds for vehicles are speed in kph/10.  A typical grav tank, then,
has a maximum speed of about 100.  Only the *actual* movement is counted as
part of the die modifier, but since grav vehicles usually have no significant
fuel restrictions, and frequently have goodies such as inertial compensators,
the potential exists for extended high speed flight, so I'll go ahead and
use those numbers below. 

To Hit penalties on moving vehicles are the vehicles speed at short range,
divided by half for each succeeding range. So, at 20km, a reasonable distance
for laser armed grav tanks to be engaging in combat, a tank flying at its
top speed (which is not always the case) would be at 100/2/2/2/2/2, or -3 to
hit.  Well, maybe that's not so bad.  If they close to within 5km, however,
they are now -6 to hit, and since every fire control system in the book is
at least "Difficult" at "Distant" range until TL14, this means you won't
be able to hit at all unless you have at least a +5 to your roll.  The rules
also add that two vehicles moving use the DIFFERENCE in speeds for this
calculation.  Direction really ought to figure into, I'd think, but...

Of course, if you vehicle is a tracked tank (speed 10 or so), and the opponent
is a Zhodani Airframe configuration speeder with a top speed of 350 squares,
you'll be at -10 at Very Distant range, and you might as well bail out and
hope you're clear of the plasma blast, even if you use the difference in
speeds.

Myself, I'd ignore that "difference" rule entirely, and just have the speed
modifier depend on the target vehicle's motion, unless using the "matching
vectors" rule (which _feels_ like an aircraft sort of rule) in which case
the difference in speeds might apply.

What does this have to do with computers, you ask?  Well, I won't get in to 
any discussion of why Traveller treats computers the way it does, _but_
given that it does, it seems reasonable that a computer of starship class
aboard your tank (say a model 2 or a model 3) ought to give you some sort
of bonus vis-a-vis similar tanks without the computer power.  Given the
magnitude of the numbers involved in some of these cases, I'd say that two
or three times the computer size (with a +1 for a model 0) would be an 
appropriate modification.  After all, you get a plus for starship combat, 
which has to be a more difficult proposition that shooting at a moving
tank 20km away.

Any comments?

Rob Dean


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

Archive-Message-Number: 2367
Date:     Fri, 17 May 91 11:00:34 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  World Sketches

Before I upload anything to the list, I thought I'd better see if anyone wants
this: 

Like many other people, I've mostly run Traveller in the Spinward Marches. 
In the course of the years, I've accumulated a number of one or two paragraph
"expanded descriptions" of the various worlds of the Glisten and District 268
subscetors, which is almost always where I run my campaigns.  Would anyone 
else be interested in seeing them, and has anyone else done similar detail
work on any of the published sectors that they would like to share?  

Rob Dean

Maybe we (I) should put together a list of all the worlds in the Spinward
Marches that have appeared in Traveller magazine articles and adventures?


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

Archive-Message-Number: 2368
Date: Fri, 17 May 91 21:49:33 -0400
From: tnc!m0068@uunet.UU.NET
Subject: Scott Kellogg Designs part 7.5 of 8


More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 7.5 of 8

*******************************************************************

 

Aircraft Carrier, TL6 "Essex" Class

 

  CraftID: Essex Aircraft Carrier, TL6, Cr 65,211,906
     Hull: 6030/15075, Disp=6700, Conf=1SL, Hull Armor=8B,
           SuperstructureArmor=15B, Unload=12463.9t, Load=27635t,
           DeepLoad=35438t
    Power: (11/21)*8 Boilers, ImpIntComp=1481MW, Dur=42/125@28kph
     Loco: (35/70)*4 Four Screws, Max=61kph, Cruise=28kph

     Comm: Radio=Cont*3, Reg*10, RadioJam=Reg*2

  Sensors: Radar=VDist*2, RDF,  ActSonar, PassSonar,

           Environ Sensor, Magnetic Sensor, ActObjScn=Diff,
           ActObjPin=Diff, ActAudScn=Form, ActAudPin=Form,
           PasAudScn=Form, PasAudPin=Form, PasEngScn=Form
      Off: 12*12cm HiV guns (dual turrets stabalized),
          32*4cm Autocannon (dual barbettes), 46*2cm Autocannon

 

                        Pen/       Max       Auto  Dngr
          Ammo     Rds  Attn  Dmg  Range     Tgts   Spc  Sig   ROF
12cm HV   HE      1800    18   16  Dist(22)     -    25    H     5
          HEAP       -    32   12  Dist(22)     -     -    H     5
          KEAP       -    33   12  Dist(22)     -     -    H     5
          KEAPER     -    32   14  Dist(22)     -     -    H     5
          Flech      -    14    2  Dist(22)     -   150    H     5
          Illum      -     -    -  Dist(22)     -    75    H     5
4cm Auto  KEAP     77K    14    6  VDist(5)     7     -    H  1500
          HE         -     5    8  VDist(5)     7     -    M  1500
2cm Auto  KEAP    276K     8    4  VLong(2)     7     -    H  1500
          HE         -     1    6  VLong(2)     7     -    M  1500

 

      Def: Smoke*200

  Control: EnhMech*9738
    Accom: Crew=2682, Stateroom*2 SmallStateroom*240, Bunks*2200,
           Env=basic env
    Other: Fuel=6431t Diesel, Magazine=501.6t, Cargo=5838.5,
           AircraftFuel=1100t, AirOrdnanceMagazine=800t,
           (Additional 7803 tons of cargo may be taken for a deep
           load) (Hanger for 500 metric tons aircraft) 3*Elevator,
           2*Catapult, Landing Lights*100, ObjSize=Lrg, EmLevel=Mod
 

Remarks: This class carrier is capable of being refit, and is fully
capable of front line service at TL 7 and at TL 8 she serves as a
training carrier.



Attack Submarine TL7 "Skipjack" Class

 

  CraftID: Attack Submarine, Type SSN TL7, MCr 39.80627
     Hull: (205/513) Disp=260, Config=3AF, Armor=18C,
           Unload=1431.7584t, Load=3075t, Dived=3500t,
           SafeDepth=180m, CrushDepth=270m
    Power: (5/10) 148Mw Fission, Dur=3yr,
           (4/8)*2 Emergency Diesels=67.5Mw Dur=5/15,
           (1/2)*2 Battery=6MW
     Loco: (10/20) Single Screw, DiveTop=56Kph, DiveCruise=42kph,
           Surface=30kph
     Comm: Radio=Cont*2, Reg*2, RadioJamm=Cont
  Sensors: ActAudio*2, PassAudio*20, Magnetometer*2, Radiation*2,
           Environment*3, AW-RADAR=Reg, RDF, PassIR*2, LightAmp*2,
           Headlight*5, Periscope*2, ActObjScn=Dif, ActObjPin=Dif,
           ActAudScn=Form, ActAudPin=Form, PasAudScn=Form,
           PasAudPin=Form, PasEngScn=Dif
 
      Off: 533mm Torpedo Tubes*6
 
                              Max            Chance
               Rnds  Warhead  Range   Speed    Hit%
Mk 48 Torpedo    18    300kg   25km  111kph     75%
 

The Mk 48 is a wire guided torpedo.
 
  Control: Computer=2*3, Electronic=4636,
           Electronic Circuit Protect
    Accom: Crew=114, SmallStateroom=10, Bunks=94, Env=Basic Env,
           Basic is, Extend is, AirLock*3
    Other: Fuel=.148Kl Fissiles, Diesel=300Kl, Mag=48Kl, 24 rds,
           Telescopicmasts*4, Electronic sensors mounted on masts,
           Cargo=1289.6915t, ObjSize=Avg, EMlevel=Faint



Ballistic Missile Submarine TL7 "Lafayette" Class

  CraftID: Ballistic Missile Sub, Type SSBN TL7, MCr 59.42049
     Hull: (550/1375) Disp=611, Config=3AF, Armor=20C,
           Unload=3928.2839t, Load=7350t, Dived=8250t,
           SafeDepth=200m, CrushDepth=300m
    Power: (5/10) 148Mw Fission, Dur=3yr,
           (4/8)*2 Emergency Diesels=67.5Mw Dur=5/15
           (1/2)*2 Battery=6MW
     Loco: (10/20) Single Screw, DiveTop=37Kph, DiveCruise=28kph,
           Surface=20kph
     Comm: Radio=Planet, Cont*2, Reg*2, RadioJamm=Cont
  Sensors: ActAudio*2, PassAudio*20, Magnetometer*2, Radiation*2,
           Environment*3, AW-RADAR=Planet, RDF, PassIR*2,
           LightAmp*2, Headlight*5, Periscope*2, ActObjScn=Dif,
           ActObjPin=Dif, ActAudScn=Form, ActAudPin=Form,
           PasAudScn=Form, PasAudPin=Form, PasEngScn=Dif

      Off: 533mm Torpedo Tubes*4

                               Max            Chance
               Rnds  Warhead   Range   Speed     Hit%
Mk 48 Torpedo    12    300kg    25km  111kph     75%
Polaris ICBM     16     50kt  2800km
The Mk 48 is a wire guided torpedo.
 

  Control: Computer=2*3, Electronic=6873,
           Electronic Circuit Protect
    Accom: Crew=140, SmallStateroom=12, Bunks=116, Env=Basic Env,
           Basic is, Extend is, AirLock*3
    Other: Fuel=.148Kl Fissiles, Diesel=300Kl,
           ICBM Mag=928Kl 16rds, Torpedo Mag=32Kl, 16rds,
           Telescopicmasts*3, Electronic sensors mounted on masts,
           Cargo=2156.2161t, ObjSize=Avg, EMlevel=Faint

 

Remarks: A formidible system defence boat for TL 7 if Polaris is
targetted on a starship. Difficult to find underwater, even with
densitometers as the sub is the same overall density as the water
around it. If she's running on batteries neutrino sensors aren't
going to work very well. Not many starships come equipped with
sonar...

 

Enjoy, Scott Kellogg

*******************************************************************

End part 7.5 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2369
Date: Sat, 18 May 91 20:51:10 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs 7.5 of 8


More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 7.5 of 8

*******************************************************************

 

Aircraft Carrier, TL6 "Essex" Class

 

  CraftID: Essex Aircraft Carrier, TL6, Cr 65,211,906
     Hull: 6030/15075, Disp=6700, Conf=1SL, Hull Armor=8B,
           SuperstructureArmor=15B, Unload=12463.9t, Load=27635t,
           DeepLoad=35438t
    Power: (11/21)*8 Boilers, ImpIntComp=1481MW, Dur=42/125@28kph
     Loco: (35/70)*4 Four Screws, Max=61kph, Cruise=28kph
     Comm: Radio=Cont*3, Reg*10, RadioJam=Reg*2
  Sensors: Radar=VDist*2, RDF,  ActSonar, PassSonar,
           Environ Sensor, Magnetic Sensor, ActObjScn=Diff,
           ActObjPin=Diff, ActAudScn=Form, ActAudPin=Form,
           PasAudScn=Form, PasAudPin=Form, PasEngScn=Form
      Off: 12*12cm HiV guns (dual turrets stabalized),
          32*4cm Autocannon (dual barbettes), 46*2cm Autocannon

                        Pen/       Max       Auto  Dngr
          Ammo     Rds  Attn  Dmg  Range     Tgts   Spc  Sig   ROF
12cm HV   HE      1800    18   16  Dist(22)     -    25    H     5
          HEAP       -    32   12  Dist(22)     -     -    H     5
          KEAP       -    33   12  Dist(22)     -     -    H     5
          KEAPER     -    32   14  Dist(22)     -     -    H     5
          Flech      -    14    2  Dist(22)     -   150    H     5
          Illum      -     -    -  Dist(22)     -    75    H     5
4cm Auto  KEAP     77K    14    6  VDist(5)     7     -    H  1500
          HE         -     5    8  VDist(5)     7     -    M  1500
2cm Auto  KEAP    276K     8    4  VLong(2)     7     -    H  1500
          HE         -     1    6  VLong(2)     7     -    M  1500

 

      Def: Smoke*200
  Control: EnhMech*9738
    Accom: Crew=2682, Stateroom*2 SmallStateroom*240, Bunks*2200,
           Env=basic env
    Other: Fuel=6431t Diesel, Magazine=501.6t, Cargo=5838.5,
           AircraftFuel=1100t, AirOrdnanceMagazine=800t,
           (Additional 7803 tons of cargo may be taken for a deep
           load) (Hanger for 500 metric tons aircraft) 3*Elevator,
           2*Catapult, Landing Lights*100, ObjSize=Lrg, EmLevel=Mod

 

Remarks: This class carrier is capable of being refit, and is fully
capable of front line service at TL 7 and at TL 8 she serves as a
training carrier.

 

 

Attack Submarine TL7 "Skipjack" Class

 

  CraftID: Attack Submarine, Type SSN TL7, MCr 39.80627
     Hull: (205/513) Disp=260, Config=3AF, Armor=18C,
           Unload=1431.7584t, Load=3075t, Dived=3500t,
           SafeDepth=180m, CrushDepth=270m
    Power: (5/10) 148Mw Fission, Dur=3yr,
           (4/8)*2 Emergency Diesels=67.5Mw Dur=5/15,
           (1/2)*2 Battery=6MW
     Loco: (10/20) Single Screw, DiveTop=56Kph, DiveCruise=42kph,
           Surface=30kph
     Comm: Radio=Cont*2, Reg*2, RadioJamm=Cont
  Sensors: ActAudio*2, PassAudio*20, Magnetometer*2, Radiation*2,
           Environment*3, AW-RADAR=Reg, RDF, PassIR*2, LightAmp*2,
           Headlight*5, Periscope*2, ActObjScn=Dif, ActObjPin=Dif,
           ActAudScn=Form, ActAudPin=Form, PasAudScn=Form,
           PasAudPin=Form, PasEngScn=Dif
      Off: 533mm Torpedo Tubes*6

 

                              Max            Chance
               Rnds  Warhead  Range   Speed    Hit%
Mk 48 Torpedo    18    300kg   25km  111kph     75%
 

The Mk 48 is a wire guided torpedo.

 

  Control: Computer=2*3, Electronic=4636,
           Electronic Circuit Protect
    Accom: Crew=114, SmallStateroom=10, Bunks=94, Env=Basic Env,
           Basic is, Extend is, AirLock*3
    Other: Fuel=.148Kl Fissiles, Diesel=300Kl, Mag=48Kl, 24 rds,
           Telescopicmasts*4, Electronic sensors mounted on masts,
           Cargo=1289.6915t, ObjSize=Avg, EMlevel=Faint

 

 

Ballistic Missile Submarine TL7 "Lafayette" Class

 

  CraftID: Ballistic Missile Sub, Type SSBN TL7, MCr 59.42049
     Hull: (550/1375) Disp=611, Config=3AF, Armor=20C,
           Unload=3928.2839t, Load=7350t, Dived=8250t,
           SafeDepth=200m, CrushDepth=300m
    Power: (5/10) 148Mw Fission, Dur=3yr,
           (4/8)*2 Emergency Diesels=67.5Mw Dur=5/15
           (1/2)*2 Battery=6MW
     Loco: (10/20) Single Screw, DiveTop=37Kph, DiveCruise=28kph,
           Surface=20kph
     Comm: Radio=Planet, Cont*2, Reg*2, RadioJamm=Cont
  Sensors: ActAudio*2, PassAudio*20, Magnetometer*2, Radiation*2,
           Environment*3, AW-RADAR=Planet, RDF, PassIR*2,
           LightAmp*2, Headlight*5, Periscope*2, ActObjScn=Dif,
           ActObjPin=Dif, ActAudScn=Form, ActAudPin=Form,
           PasAudScn=Form, PasAudPin=Form, PasEngScn=Dif
      Off: 533mm Torpedo Tubes*4

 

                               Max            Chance
               Rnds  Warhead   Range   Speed     Hit%
Mk 48 Torpedo    12    300kg    25km  111kph     75%
Polaris ICBM     16     50kt  2800km
The Mk 48 is a wire guided torpedo.

 

  Control: Computer=2*3, Electronic=6873,
           Electronic Circuit Protect
    Accom: Crew=140, SmallStateroom=12, Bunks=116, Env=Basic Env,
           Basic is, Extend is, AirLock*3
    Other: Fuel=.148Kl Fissiles, Diesel=300Kl,
           ICBM Mag=928Kl 16rds, Torpedo Mag=32Kl, 16rds,
           Telescopicmasts*3, Electronic sensors mounted on masts,
           Cargo=2156.2161t, ObjSize=Avg, EMlevel=Faint

 

Remarks: A formidible system defence boat for TL 7 if Polaris is
targetted on a starship. Difficult to find underwater, even with
densitometers as the sub is the same overall density as the water
around it. If she's running on batteries neutrino sensors aren't
going to work very well. Not many starships come equipped with
sonar...

 

Enjoy, Scott Kellogg

*******************************************************************

End part 7.5 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2370
Date: Sun, 19 May 91 22:16:09 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs part 7.6 of 8
More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 7.6 of 8

*******************************************************************

 

Aircraft Carrier TL8 "Nimitz" Class

 

  CraftID: Aircraft Carrier, Type CVN, TL8, Cr 258,190,180 (not
           including aircraft)
     Hull: (16200/40500) Disp=18000, Conf=1SL, Armor=12B,
           Load=82906t, DeepLoad=94894t, Unload=40935.939t
    Power: (47/93)*2 Fission=2763.6MW, Dur=6yrs @37kph
     Loco: (47/93)*4 Twin Screws, Max=65kph
     Comm: Radio=Planet*2, Cont*15, Reg*100, RadioJam=Cont*10,
           MaserCom=Cont*3(for satellite communication)
  Sensors: AWRadar=Cont*5, RDF*10, RadarJam=Cont*3, ActSonar*2,
           PassSonar*2, Environ Sensor*5, Magnetic Sensor*2,
           Radiation Sensor*2, PassiveIR*10, LightAmp*10,
           ImageEnh*2, VideoRec*2, ActObjScn=Dif, ActObjPin=Dif,
           ActAudScn=Form, ActAudPin=Form
      Off: Missile Racks*24
      Def: Phalanx, 6*20mmHexbarrel w/point defence(TL9)
  Control: Computer=2bis*3, ElecLink*1150,
           Electronic Circuit Protection
    Accom: Crew=6400(Ship=3300, AirCrew=3100) Stateroom*10,
           SmallStateroom*160, Bunks*6062, Env=basic env
    Other: Fuel=16.5816kl, AVgas=1060t, AVMagazine=2600t,
           Cargo=41970.061t, DeepLoadCargo=53958.061,
           Aircraft=1890tons, Hanger for 2000tons,
           4*50tonElevators, 4*50tonCatapults, LandingLight*1000,
           ObjSize=Lrg, EmLevel=Mod
 AirCraft: F-14A Tomcat*24 (See COACC p21), F/A-18 Hornet*24,
           A-6E Intruder*10 (See COACC p49),
          KA-6D Intruder*4 (See COACC p49 tanker), E-2C Hawkeye*4,
          S-3 Viking*10, SH-3H Sea King*6

 

 

F/A-18 Hornet STOL Fighter/Attack Aircraft TL8

 

  CraftID: Hornet STOL Fighter/Attack Aircraft, TL8, Cr3,865,930
     Hull: (48/120) Disp=66.6, Folded=22.2, CleanWt=15,
           Loaded=20.25, Airframe=STOLSupersonic,
           Armor=Cockpit+Engines=8
     Loco: (4/10)*2 BasicTurbojet*2, Thrust=30.6t, w/AB=50.6t,
           Dur=52min
 

          MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility
Clean         2.04     -      2040    1530   1326        6
Clean AB      3.38     -      2800       -      -        6
Std Ld        1.65     6      1751    1313   2451        5
Std Ld AB     2.72     6      2557       -      -        6
Loaded        1.51     9      1504    1128    978        5
Loaded AB     2.5      9      2275       -      -        6

     Comm: Radio=Reg(500km)
  Sensors: Radar=VDist(50km), RDF, Ladar=Dist, PassiveIR, LightAmp,
           ImageEnh, VideoRecorder, ActObjScn=Dif, ActObjPin=Dif,
  Off/Def: Plumbed Fuselage HPoint, Plumbed Inboard HPoint*2,
           Outboard HPoint*2, 200Kg missile bay*2, Launch Rail*2,
           20mm hexbarrel w/600 rds
 
          Typical Air Superiority load:
          1500Liter Droptanks*2 (+1 hr)
          2*Active Radar Homering A-A Missiles
          2*IR Homing A-A Missiles

  Control: Fly-by-Wire, Computer=2, HUD
    Accom: Crew=1, Complex armored cockpit w/Adv Ejection Seat,
           Env=basic env, basic ls, Oxy-Tank
    Other: Fuel=2611.5liter, In flight refueling

 

 

Hawkeye Early Warning Aircraft TL8

 

  CraftID: Hawkeye Early Warning Aircraft, TL8, Cr 9,838,400
     Hull: (120/300) Disp=133.3, Folded=44.5, CleanWt=30,
           FullLoad=30.2, Airframe=STOL Fast Subsonic
     Loco: (4/10)*2 HPTurboProp*2, Thrust=30t, Dur=7.5hr

          MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility
Clean         1        -       800     600   4500        2
Loaded         .99     2       784     588   4410        2

     Comm: Radio=Cont*3, Reg*10, RadioJam=Reg*2
  Sensors: AW-Radar=Cont*2, VDist*2, RDF*2, RadarJam=Reg,
           ImageEnH*2, PassiveIR*2, LightAmp*2, Environment*2,
           Magnetic*2, Radiation*2, ActObjScn=Dif, ActObjPin=Dif,
  Off/Def: Launch Rail*2
  Control: Boosted, Computer=2/bis*2
    Accom: Crew=6 (Pilot, Copilot, Flight Engineer, Navigator,
           Radar operator*2) Complex cockpit*2, Crew Station*4,
           Ejection seats*6, Env=basic env, basic ls, Oxy-Tank
    Other: Fuel=18000liter, In flight refueling, Cargo=200kg

 

 

S-3 Viking Anti-Submarine Warfare Aircraft TL8

  CraftID: S-3 Viking ASW Aircraft, TL8, Cr 9,674,900
     Hull: (120/300) Disp=133.3, Folded=44.5, CleanWt=30,
           FullLoad=33.2, Airframe=STOL Transonic
     Loco: (4/10)*2 BasicTurbojet*2, Thrust=30.6t, Dur=4hr
 

          MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility
Clean         1        -      1100     825   3300        2
Loaded         .92     2      1078     809   3236        2

     Comm: Radio=Cont*2, Reg*3, RadioJam=Reg
  Sensors: AW-Radar=Reg*2, RDF, RadarJam=VDist, ImageEnH*2,
           PassiveIR*2, LightAmp*2, Environment*2, Magnetic*3,
           Radiation*2, ActObjScn=Dif, ActObjPin=Dif
  Off/Def: Launch Rail*2, Bomb Bay=3 tons
  Control: Boosted, Computer=2/bis*2
    Accom: Crew=6 (Pilot, Copilot, Flight Engineer, Navigator,
           Radar operator, Sensor operator) Complex cockpit*2,
           Crew Station*4, Ejection seats*6, Env=basic env,
           basic ls, Oxy-Tank
    Other: Fuel=12480liter, In flight refueling, Cargo=1.602kg

 

Remarks: Carries many sonar buoys for role in ASW

 

Enjoy, Scott Kellogg

*******************************************************************

End part 7.6 of 8



P.S. Sorry about the double posting of part 7.5.... weeksends are

heck!

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



End of TML Bundle

*****************



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Subject: TML Bundle #195: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2371  20-May-91 "Robert S. Dean"  World Notes << The following are some of my n
2372  20-May-91 tnc!m0068@uunet.u Scott Kellogg Designs part 7.7 of 8 << More f
2373  21-May-91 d9bertil@dtek.cha New Redzones << I were looking at the big map
2374  21-May-91 d9bertil@dtek.cha Re: Vehicle Computers << > What does this hav
2375  21-May-91 tnc!m0068@uunet.u Scott Kellogg Designs part 8.1 of 8 << More f
2376  21-May-91 Rob Miracle       Re: world sketches << Yes, I would love to ha
2377  22-May-91 "Robert S. Dean"  Marastan << > From: d9bertil@dtek.chalmers.se
2378  22-May-91 "Robert S. Dean"  Computers in Vehicle Combat << Bertil Jonnell
2379  22-May-91 tnc!m0068@uunet.u Scott Kellogg Designs 8.2 of << More from Sco



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



Archive-Message-Number: 2371
Date:     Mon, 20 May 91 11:03:16 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  World Notes



The following are some of my notes on the worlds of the Glisten and District
268 subsectors in the Spinward Marches.  Most of these notes presume an 1107-
1110 timeframe.  Some reference is made to other unnoted worlds, such as the
balkanized planet Tirem, which has four main governments, one of which is the
Offworld Coalition, which controls all of the activities in the system away 
from the main world.  ConTech is my all-purpose sector-wide macro-corporation,
which builds ships, maintains mercenary battalions, and so forth.  LSP is the
majority stockholder, but they find it advantageous to allow a certain amount
of autonomy. SIE is Stewart Interstellar Enterprises, a struggling merchant
shipping company with interests in Glisten, Lunion and District 268. (It's
basically the GM's alter-ego.)  References to the Imperial Navy in the Glisten
subsector are virtually synonomous with the Imperial Glisten Navy, a planetary
and subsector navy which provides nearly all of the actual strength of the 
1100th Reserve Fleet.  IGN ships are built at TL15, but usually with a lower
jump capability than first line Imperial Navy standard ships.  In my game,
because I wanted to use the IGN that I had put so much work into, and because
I started working this out before the full course of the Fifth Frontier War
was known, the industrial planets of District 268, Collace and Forine, engaged
in a bid for permanent independence as part of the Outworld Coalition, and
occupied the attention of the IGN during the first six or so months of the
war.  Ships of the Collace Liberation Fleet have been posted previously as
part of my vehicle design packages.



I have also generally assumed that the material from Beltstrike, Tarsus,
Leviathan, and Safari Ship can be fitted in with little or no change.  Tarsus,
for example, was occupied by Collace forces during the early part of the war,
but this occupation consisted primarily of ships, so there was little impact
on the planet.  The Bowman system was not attacked, though they may have been
troubled (like many other systems) with some of the swarms of small commerce
raiders built by Forine.



If anybody is *really* interested, I have planetary maps of one sort or another
for Overnale, Windsor, Caledonia, Tirem, Aki, New Rome, and Crout.  Most are 
done in colored pencil and would be dificult to reproduce short of color
xeroxing.  My local copy shop does color xerox, at about $1.75 a shot.  If you
are interested in any of these, arrange something with me by private email.
You can have them at cost, but I can't afford to send out bundles of them for
free.  A number of these maps predate World Builders Handbook, Grand Census,
and Grand Survey, which makes them a little dull.  I like the map drawing 
guidelines from those books. (-8



I hope you find this of some use...



Rob Dean



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





WEISS   A626464-B



     Population about 72,000.  Colonized following the Third  Frontier 
War  in  990 by a group of Sword Worlds dissidents.   Recent  problems 
have stemmed from the fact that the inhabitants have more sympathy for 
the Sword Worlds their ancestors left than for the Imperium.   Glisten 
pre-emptively  assumed control of the planet in 1104, and tension  has 
remained high since.  The local language is a form of Germanic  rather 
than Anglic, and persons addressing the inhabitants in Anglic  outside 
the  controlled  spaceport district are likely to find  trouble.   The 
planet  itself  is fairly unpleasant, with most  of  the  hydrographic 
percentage  tied up in the two large icecaps.  Individual  settlements 
outside the spaceport tend to cluster around a pressurized greenhouse.  
Most surface travel is by tracked vehicle.



NEW ROME  B837866-B



     Population:  725 million.  New Rome has been occupied since  pre-
Imperial  times,  at least according to local  tradition.   The  truth 
cannot  be proven, but in fact the planet was settled by Solomani  via 
Darrian  (by a splinter group having some political dispute  with  the 
majority.)  In recent years the planet has generally been self-suffic-
ient,  and an Imperial Navy base was established in 826.  In 1042  the 
planet  was divided into six nations corresponding to the current  ad-
ministrative districts.  A major war broke out over control of  seabed 
mineral deposits north of the Latium continent, and the Imperial  Navy 
was forced to intervene to protect the base.  The regional populations 
are too strongly differentiated to combine successfully in a planetary 
government, and the current administration by Glisten MinCol is  still 
officially  termed "interim".  The New Rome Peacekeeping Force is  the 
only  authorized planetary armed service, and was set up as an  inter-
national  organization in a deliberate attempt to provide contact  be-
tween  countries and thereby ease tensions.  The results to date  have 
been disappointing, and low level violence and subversion remain prob-
lems.  The extranational ConTech enclave was formed primarily to  pro-
tect  the commercial starport, and its existence remains a sore  point 
with nationalist activists.

MELIOR D140466-7

     Melior is a long-term terraforming project, being administered by 
the MinCol branch office on Egypt.  Large quantities of ice  asteroids 
are being diverted and used to bombard the planet.  Thier impacts have 
all  been  precalculated to avoid inhabited areas, but  mistakes  have 
occurred  and  MinCol takes no responsibility for ships  landing  away 
from   the   scientific  outpost.   There  are  no  exports   of   any 
significance.  This phase of the terraforming project is scheduled  to 
be  completed in 1150, and has been underway since 1090.  MinCol  will 
contract for pusher ships on a freelance basis.

ROMAR B450456-8

     The  Imperial  Navy base provides the livelihood for  the  entire 
population   of  this  unpleasant  little  planet.   About  half   the 
population  are dependents of Navy personnel, and the other  half  are 
engaged  in  service activities catering to Navy, Scout  and  Merchant 
personnel.   Most  food is imported, and food prices  are  quite  high 
outside the subsidized Navy commissary.
     No significant exports.

FFUDN  A41489D-C

     Population:943,000,000
     Tech Level in 1105: 8

     The planetary government concluded a treaty with Glisten in  1109 
for  major  technological assistance in return for a monopoly  on  the 
export  of radioactives.  The colony was founded from Glisten  in  726 
when  exploitable quantities of superheavy elements  were  discovered.  
The  current bureacratic administration is a direct descendent of  the 
Glisten  MinCol Department which was responsible for the planet  prior 
to  the declaration of independence in 877.  In the early  900's,  the 
population  was  almost completely converted to Khargin, a  stoic  and 
introspective  religion  of Vilani origin.  The  population  increased 
drastically  and  the  technological level fell off  as  more  of  the 
planet's  resources  were turned to maintaining subsistence.   By  the 
time  the treaty was signed in 1108, the tech level had fallen  to  8, 
and  the exploitation of the resources that were the colony's  initial 
purpose  had  long since ceased.  At present,  offworld  visitors  are 
restricted  to  the vicinity of the starport, and  the  population  is 
closely controlled because of the scarcity of resources.
     Imports of food are duty free, and generally can be sold for  10-
30% over the expected value.  (20-40% if the trader is willing to take 
payment  in barter).  Exports are radioactives (restricted to  holders 
of Glisten MinTrade licenses) and heavy metals.

WURZBURG  C795300-A

     The scout base here is orbital.  The entire planetary  population 
is  transient,  hirelings of the ConTech military  training  facility.  
The  planetary flora and fauna are toxic to humans, and  all  previous 
attempts at colonization have failed when crops were overrun by  local 
pests.    The  problem  is  not  insoluble,  but  the   economics   of 
terraforming  have  not been favorable up to now.   ConTech  has  been 
using the planet as a training ground for mercenaries since 1072,  and 
their facility is available for a reasonable fee.

BENDOR  A756656-C

     Bendor  is about as nice a place as you can imagine.  Except  for 
the  thin  atmosphere,  the  planet  is  extremely  earth-like.    The 
population is small, and the Count likes it that way.  No  immigration 
is  permitted,  but  visitors  are  welcome.   Much  of  the  planet's 
agricultural  activity  is  automated,  with  robotics  mostly   being 
imported from Glisten.  Bendor is a favorite vacation spot in the  the 
region,  and  hotels  are very common in a variety  of  settings  from 
mountains to shore and from temperate to tropical.  Since it is  ruled 
directly by an Imperial noble, cooperation with the Navy base is good, 
and  there is little friction.  Unusual exports include  karakka  nuts 
(native  to  the  planet  and  impossible  to  cultivate  in  quantity 
elsewhere),  a  variety of perfumes, and a number of  excellent  wines 
with  a  lot  of snob appeal.  These latter can be  found  for  export 
occasionally (Formidable, Trader, 1 day, success produces 3d6  bottles 
at 2d6*50 credits each).

TSARINA  D120636-5

     Colonized in 697 from Glisten for exploitation of platinum  group 
metals.  The ownership of the mining company came to be controlled  by 
three  families  by  726, and has remained so since.   The  colony  is 
totally dependent on imports of food and equipment--equipment of up to 
TL9  is  used, but there is no repair capability.   The  situation  is 
becoming unstable at present as Glisten social activists are  engaging 
in   a  propoganda  campaign  among  the  mineworkers.   The   workers 
themselves  suffer from prolonged breeding among too small a  breeding 
stock, and have an substantially subnormal average IQ.  They are  also 
extremely  superstitious,  and view the three families  as  ruling  by 
divine  right,  which  has led to limited success  thus  far  for  the 
Glisten  social  activists.  "Stupid as a Tsarina miner" is  a  common 
turn of phrase in the subsector.
     Imports: Food, Parts, Heavy Equipment
     Exports: Platinum group metals
     Restrictions:  Books, tapes, and other data media  are  severely 
restricted, with import duties for approved items starting at 400%  of 
base value and going up.

CROUT  E4359CA-7

     Population:3.7 billion

     Crout is very overpopulated for its size and current tech  level.  
In addition, the outlook of its inhabitants borders on the xenophobic.  
All  of  this leads to a very high-pressure  and  unstable  situation.  
Many  starship  captains would be reluctant to land here even  if  the 
port  facilities  were  better  because  of  the  resentment  of   the 
inhabitants toward anyone perceived as being better off.
     The  current  planetary administration has been  in  power  since 
1031,  and  is based on the annual election of four co-rulers  from  a 
very  limited  pool  of  candidates.   While  public  opinion  remains 
supportive  of  the  regime, sociological analysts  predict  that  the 
repressive  measures  recently enacted will precipitate  a  civil  war 
within ten to fifteen years.
     Crout is very technologically backwards; the only area of unusual 
expertise is in environmental control--greenhouses supply all food and 
most  of the breathing air.  Recycle of biomass provides  methane  for 
supplentary  heating and power.  There is a very strong cultural  bias 
toward  self-sufficiency,  so that each family should  be  capable  of 
growing its own food, repairing its own house, and so on.  Communities 
tend to center around glassworks, with self-sufficiency in this  vital 
area being judged on the community level.

FLEXOS  E5A1422-6

     The  atmosphere of this planet is carbon dioxide/nitrogen,  which 
allows   basic  plants  to  be  used  as  atmosphere   converters   in 
greenhouses.  The inhabitants are all descendents of the 14 passengers 
and  crewmembers of a starship which misjumped about 650, and was  not 
discovered  for  approximately  80 years.   Extensive  inbreeding  has 
caused  a good deal of genetic drift/damage.  The current  inhabitants 
are  all very uniform in appearance, bald, albino, and  six  fingered.  
They  have little desire to breed outside the group (and vice  versa!) 
and  the  population  is  declining.   The  ship  is  still  partially 
functional at the core of the inhabited area.


BINGES A800231-A



     Binges  was  colonized  from  Glisten  in  1057  by  a  group  of 
speculators hoping to build the starport and cash in.  However,  their 
analysis  of  traffic in the region was faulty, and the port  has  not 
prospered.  The planet has the dubious distinction in recent years  of 
being a flag-of-convenience homeport to a large number of disreputable 
free  traders.   (Larger companies are not free enough  from  Imperial 
restrictions to avail themselves of this service.)
     During the Fifth Frontier War, the starport was opened to Collace 
fleets,  which nearly caused annexation of the planet after  the  war.  
However,  the owners of the port successfully appealed their  case  in 
the Imperial Court at Trin, arguing that they had little choice in the 
face  of  overwhelming  force.   Despite  the  outcome  of  the  case, 
resentment remains high among local Imperial officials at Glisten, and 
more IGN ships than usual have been passing through the system.


MILLE FALCS  B9A2469-C


    A  typical navy base planet.  The atmosphere is  almost entirely 
nitrogen, and there is no life except for a few types  of anaerobic 
bacteria, of interest only to scientists.  As a result the surface is 
very dusty, and windstorms frequently make landing at  the downside 
base impossible.  The downside base consists of a number of buried 
domes. The orbital facility is fairly extensive, and is 
interconnected with the civilian modules.

WINDSOR C783511-9

     Population:200,000  (5% independent rancher, 5% independent 
farmers, 2% independent fishermen, 65% Windsor Agrocorp employees, 23% 
Akian immigrants)



     Windsor  is  a colony world currently under development,  and  is 
wholly  owned by the Windsor Agrocorp.  WA is owned by ConTech  (50%), 
LSP  (30%),  SIE (10%), general public (7%), and the Bank  of  Glisten 
(3%).   The  Akian immigrant population is tending to cluster  in  the 
three cities at present, in distinct contrast to the remainder of  the 
population.  There is some friction between Akians and the others, but 
it  has remained subdued.  The colonization fee for Windsor is  fairly 
high (Cr30,000 with discounts available for needed skills), so most of 
the  immigrants  were at least middle class to start  with.   The  Aki 
government  has proposed to subsidize emigration to Windsor, but  this 
proposal received strenuous protests from the WA Board of Directors at 
the 1110 annual meeting.



SOREL E48569A-1



Population:9.5 million



     A regressed colony originally planted by the Solomani during  the 
Second Imperium.  The original infrastructure was destroyed by nuclear 
war during the Long Night, and technology had recovered to TL1 by  the 
time  of  recontact.  The IISS maintains a  semi-interdiction  of  the 
planet  at  the  request of the local  rulers.   Imperial  contact  is 
permitted, but importation of technological items must be approved  by 
both  the  local rulers and the IISS.  Persistent rumors  of  psionics 
among the upper classes are "apparently" unfounded.

TRANE C639422-B

     Mostly  a waterworld-the land is concentrated in  one  continent.  
The  population of 70,000 is scattered across this continent in  small 
holdings.   There is a heavy reliance on orbitial  communications  for 
the  planetary  datanet.  There is a well developed  medical  response 
system, paid for by subscription of over 95% of the population.  It is 
considered good manners when on Trane to offer a contribution for  the 
med  service.  The primary exports are exotic organics harvested  from 
the local fauna.  Water travel is primarily by submersible due to  the 
magnitude  of  inclement weather which can be experienced  with  large 
unbroken expanses of water.

CENTRY E222447-6

     An  abandoned mining colony.  The remaining inhabitants  live  in 
the abandoned company buildings, hunt the upland forests, and come  to 
town  for  parts  to keep their respirators  running.   All  operating 
vehicles are left over from the mining operations.  There is little or 
no  contact with other worlds, except for a visit from the  occasional 
free trader.  Population is about 20,000.

LYDIA E110430-6

     Population:90,000

     TL6  is  barely sufficient to maintain the colony  domes  in  the 
trace atmosphere.  Formerly a mining colony founded to exploit massive 
quantities of silver, it has been on the decline since the silver gave 
out around 1020.  ConTech closed the starport in 1035, and most of the 
population  emigrated.   The remainder are expert  garbage  pickers--a 
fair  amount  of  useful  salvage at  TL12  remains  from  the  mining 
operation,  enough that free traders occasionally call to pick up  the 
junk.


CALLIA E150852-6



    Water  is  currency  on this extremely dry  world.   The  original 
colony  was founded here by a group of religious ascetics around  640.  
Very  little trace of the original religion remains  today--the  harsh 
climate  seemed to breed nothing but a host of prophets.  The  several 
main groups of nomads are very fierce, and extremely adept at the  use 
of  primitive weapons.  In the cities, the current religion  is  built 
around a cannabalistic cult with an emphasis on high fertility.   Both 
types  of cultures are highly ritualistic, and anyone interested  must 
study the ritual skill seperately (defaults to Liaison minus 3).   Use 
the  level of ritual as a positive DM on reactions with natives.   The 
occasional  outsiders  who venture here are generally  safe  from  the 
local violence.  The Glisten PARS usually maintains a cutter here  (in 
orbit)  to  render  any necessary  assistance  in  space  emergencies.  
Refueling  capability in the entire system is virtually  non-existent, 
and  any ship visiting had better have fuel for the return  jump.   If 
you  try to use water to refuel on the planet, it costs  roughly  10cr 
per liter.



ASTER C86A410-9



     Aster  is a potentially rich water world, which is  chartered  in 
its  entirety  to  the Aster Exploitation  Corporation.   Two  shallow 
seabed  cities  are presently under construction.  The  population  of 
about 40,000 is almost exclusively employed at this, although a number 
of scientific teams are scattered around the planet.

AKI    B443987-9

     Aki was settled from Deneb around 300, and converted to  Aborism, 
a pervasive religion around 450.  Religion and government remain  sep-
arate.   Offworlders  find the planet uncomfortable due to  the  large 
population, mostly crowded into large cities, and because of the  hos-
tile attitude of Aborites to non-members.  This changes rapidly if one 
converts.  Most cities have large slum areas, and much of the  popula-
tion  subsists on church or government doles.  Most imports, with  the 
exception of foodstuffs, are subject to a 10% import duty.  All normal 
starship  servicing  fees are doubled, due to a government  effort  to 
collect Imperial currency to facilitate offworld activities.  

     General Description of culture: Reactionary-Indifferent, Passive-
Neutral,  Harmonious-Aloof,  Aborism:684419  Unusual  Custom:  Parents 
arrange marriages for children.


Miscellaneous Notes:

     Wills--as  a result of a number of lawsuits early in the  history 
of the planet in which beneficiaries of wills were declared ineligible 
because they were not on the planet at the time the will was resolved, 
current law allows two Imperial Standard years from the time of  death 
to the reading of the will, and this time may not be shortened  unless 
all  beneficiaries  are present.  In addition, "every effort  must  be 
made" to ensure that all beneficiaries are notified.

     Airline  Rates--Most  cities on Aki are served by  some  sort  of 
scheduled  air travel. Rates run about Cr0.1/km, with a minimum  price 
of Cr150. 

     First Impressions--Housing density is fairly high in most cities, 
cleanliness  is fairly low.  General clothing design is loose,  colors 
favored  being black, grey, brown, and subdued reds and greens.   Cer-
tain  groups  of rebellious youth dress in tight fitting  clothing  in 
bright  colors  (blue, purple, red), and wear their hair  very  short.  
Cuisine is generally vegetarian due to the scarcity of arable land and 
ethical  inclination.   Urban windowbox miniature herb gardens  are  a 
common  sight.   Privately  owned vehicles in  cities  are  small  and 
scarce.  Large trucks are common for cross country travel.  Mass tran-
sit systems are available in most cities, but are often run down.



Airline/Airport Encounters:

   1: Concerned Aborite, attempts to engage in religious discourse

   2: Lost child

   3: Business traveller

   4: Vargr merchant

   5: Army private in dress uniform, on leave, 1d6 in number

   6: Pickpocket, roll again for appearance



BICORNN  E563576-2



     Settled in 390 by a group of Utopian idealists, the planet  pros-
pered for 500 years, although it divided into several nations.  Always 
isolated  from the Imperial mainstream, a war was waged  using  biolo-
gical agents in 893, at which time the population was 877-8.  In  less 
than  a year, 95% of the planetary population died,  and  civilization 
disappeared.   Virulent diseases (to which the present  population  is 
immune)  remain active in the biosphere, which ensures that the  world 
continues  to be isolated.  No exports or travellers from Bicornn  are 
permitted to land on any other world in the region, and offworld visi-
tors are advised to remain in protective suits.



INTHE  C100598-B



     Inthe is a mining colony, fairly prosperous, under the  authority 
of  the  bureau  for Extra-System affairs  of  the  Tiremese  Offworld 
Coalition.  All inhabitants are residents of one city, Inthetown,  (or 
just 'Town'), and most are Offworld Citizens.  Town is clean, and  the 
air  smells  normal, which is about all one can hope for  in  such  a 
place.   The  primary export is copper, along with silver  and  a  few 
scarcer metals.  Town is self-sufficient in food due to application of 
space  habitat techniques.  A flotilla of four OC fleet  escorts  (7th 
Flotilla,  Watson, Egaron, Falmont, Garis) is based here  permanently, 
and at least one government bulk carrier is usually present.



HOROSHO  C3378A6-A



     Horosho  has  a very high population for its size, most  of  whom 
live in arcologies.  The current ruler is Admiral Bolton Gannivar, who 
was voted into power in the planetary general elections in 1103.   The 
major  thrust  of his foreign policy has been to  acquire  or  sponsor 
offworld  colonization projects.  Because of the high population  den-
sity, personal courtesy is considered by inhabitants to be very impor-
tant.  A code duello involving blade combat provides a "safety valve."  
No  export  of  food  is permitted.  Offworld  visitors  must  post  a 
Cr10,000 departure bond before leaving the starport.



     Colonization  Project--The  prime effort has been  a  preliminary 
survey of Dawnworld in District 268.  Dawnworld has remained  uncolon-
ized  to the present due to a cluster of related  ecological  factors.  
On a microlevel, most humans experience an allergic reaction to common 
Dawnworld  pollens.   In addition, in some  regions,  airborne  spores 
exist that will sprout in human lungs.  Most plants use L-rotary  sug-
ars and are nutritionally useless.  the fauna in the planet's  current 
epoch  runs  to dinosaur-like creatures, the largest of which  pose  a 
threat  to  humans  from sheer size.  In many of  the  smaller  animal 
niches, cold blooded creatures predominate, allowing for a much higher 
carnivore  population that would otherwise be the  case.   Perversely, 
while humans are poisonous to native creatures, they also smell tasty.



CALEDONIA  C541636-5



     Dry.   Population clusters around water.  Colonized in  950,  and 
currently  strongly  influenced  by  the  various  Tirem  governments.  
Emphasis  is  on  self-sufficiency, and trade  centers  on  import  of 
easily  repaired  and  durable low-tech  gear.   Exports  are  heavily 
informational, and in 1107, Caledonian folk-music was very popular  on 
Tirem  and Glisten. Population of 9.1 million about 40% Tiremese,  50% 
Trinese, and remainder primarily Akian.

     Folk music--most  notorious is the literature for the bladder-
pipe, an instrument which arouses a good deal of feeling among both 
its admirers and its detractors.

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



Archive-Message-Number: 2372
Date: Mon, 20 May 91 20:30:27 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs part 7.7 of 8


More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 7.7 of 8

*******************************************************************

 

Sea King Anti-Submarine Warfare Helicopter TL8

 

  CraftID: Sea King ASW Helicopter, TL8, Cr 589,200
     Hull: (38/95) Disp=42.2, Folded=14, CleanWt=9.5,
           FullLoad=13.2, Airframe=Simple Seaplane
    Power: HP Gas Turbine=3.3MW
     Loco: (2/5)*2, Main and tail rotor, Lift=13.2, thrust=3.3,
           Dur=2hr 50min

 

          MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility
Clean         0.35     -       300     225    638        1
Loaded        0.29     8       276     207    587        1

 

     Comm: Radio=Cont*2
  Sensors: AWRadar=VDist(50), Avionics-8, PassIR*2, LightAmp*2,
           ImageEnh*2, Environment, Magnetic*2, Radiation,
           VideoRecorder, (Dipping)Active Sonar,
           (Dipping) Passive Sonar*10, ActObjScn=Dif,
           ActObjPin=Dif, ActAudScn=Form, ActAudPin=Form,
           PasAudScn=Form, PasAudPin=Form
  Off/Def: Inboard HPoints*4, Outboard HPoints*4
  Control: Boosted, Manuver points=1
    Accom: Crew=2 (Pilot, Copilot, Sensor*2) Complex cockpit*2,
           Crew Station*2 Env=Basic env
    Other: Fuel=2540liter, (Possible Cargo=3.7t)

 

Remarks: Carries many sonar buoys for role in ASW. Single engine
performance is possible

 

Enjoy, Scott Kellogg

*******************************************************************

End part 7.7 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2373
From: d9bertil@dtek.chalmers.se
Subject: New Redzones
Date: Tue, 21 May 91 8:20:27 MET DST



  I were looking at the big map over the domain of Deneb that came in MTJ1
the other day when I suddenly noticed that there were something wrong with
the xboat-routes in the Marches. When I checked with the old maps, I found
that the xboat rout corewards from Glisten had been interrupted, presumably
becasue one of the middle stations had become a redzone. But on the latest data
on the marches (probably datelined 1112 or something:( , Marastan (2231) is 
listed as a normal world without any zones at all.



  Has there been any kind of official word on what happened on Marastan?



- - -bertil-

- - -- 

"Some people almost never think. They just reshuffle their prejudices."



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



Archive-Message-Number: 2374
From: d9bertil@dtek.chalmers.se
Subject: Re: Vehicle Computers
Date: Tue, 21 May 91 8:59:03 MET DST



> What does this have to do with computers, you ask?  Well, I won't get in to 
> any discussion of why Traveller treats computers the way it does, _but_
> given that it does, it seems reasonable that a computer of starship class
> aboard your tank (say a model 2 or a model 3) ought to give you some sort
> of bonus vis-a-vis similar tanks without the computer power. Given the
> magnitude of the numbers involved in some of these cases, I'd say that two
> or three times the computer size (with a +1 for a model 0) would be an 
> appropriate modification.  After all, you get a plus for starship combat, 
> which has to be a more difficult proposition that shooting at a moving
> tank 20km away.
>
> Any comments?



  Practically all surface or air combat takes place at ranges far below 'visual'
distance in space combat (50km, I think it is) with the exception of the various
forms of missile combat. And since the DM at visual range in starship combat is:


  own computer level - enemy computer level - enemy agility 


  It would make perfect sense if the DM at shorter range would be:

  

  (own comp * A)-(enemy comp * B) - enemy agility 

  

  where B probably would be smaller than A, because the weapons used are often 
speed of light weapons, and the time delay won't be large enough to cause 
problems at those ranges, ie the nonpredictability of the target won't be as 
high. ('Nonpredictability'?:)



  Exactly how this should be modified by range is another matter, but I say as
I've found that I'll say more and more after reading Striker: "When MegaT
don't work, try Striker" :)



> Rob Dean



- - -bertil-

- - -- 

"Some people almost never think. They just reshuffle their prejudices."



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



Archive-Message-Number: 2375

Date: Tue, 21 May 91 18:50:08 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs part 8.1 of 8





More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 8.1 of 8

*******************************************************************

 

Tank, Light, Renault 40mm TL 5

 

  CraftID: Renault Light Tank, TL5, Cr 10,218
     Hull: 1/2, Disp=.75, Config=4USL, Armor=6A, Unload=5.731m
           Load=6.5
    Power: 1/2, IntComp=.0275Mw, Dur=6hr
     Loco: 1/2, Tracks, P/W=4, Road=15kph, Offroad=5kph
  Sensors: Headlight
      Off: HPoint=1


                         Pen/       Max
              Ammo  Rds  Attn  Dmg  Range     Sig  ROF
4cm Howitzer  KEAP  237     8    6  VLong(2)    M   30
              HE      -     5    8  Vlong(2)    M   30

4cm turret mounted

  Control: Mech*3
    Accom: Crew=2(Driver, Gunner) Seat=Cramp*2
    Other: Fuel=.02kl, Mag=.474, Cgo=.275, ObjSize=Sm, EmLevel=Mod


Remarks: Variants often armed with machine guns

 

 

Tank, Light, Whippet TL 5

 

  CraftID: Whippet Light Tank, TL5, Cr 12,290
     Hull: 2/3, Disp=1, Config=4USL, Armor=5A, Unload=7.29 Load=8
    Power: 1/2, IntComp=.05Mw, Dur=10hr
     Loco: 1/2, Tracks, P/W=6, Road=20kph, Offroad=7kph
  Sensors: Headlight*2
      Off:      HPoint=1


                Pen/       Max        Auto
           Rds  Attn  Dmg  Range      Tgts  Sig  ROF
MMG*4     6000   3/3    3  Vlng(1.5)     3    H   80

 

  Control: Mech*3
    Accom: Crew=3(Driver, Gunner*2) Seat=Cramp*3
    Other: Fuel=.06kl, Mag=.18, Cgo=.47, ObjSize=Sm, EmLevel=Mod

 

 

Tank, Medium Mark IV, TL 5

 

  CraftID:     Mark IV Medium Tank, TL5, Cr 47,083
     Hull: 3/7, Disp=3, Config=4USL, Armor=12A, Unload=25.4915,
           Load=28
    Power: 1/2, IntComp=.1125Mw, Dur=10hr
     Loco: 1/2, Tracks, P/W=4, Road=15kph, Offroad=5kph
  Sensors: Headlight*2
      Off: HPoint=1


                           Pen/       Max      Auto  Dngr
               Ammo   Rds  Attn  Dmg  Range    Tgts   Spc  Sig  ROF
6cmHowitzer*2  KEAP   184    16    8  Dist(6)     -     -    M   26
               HE       -     9   10  Dist(6)     -    10    M   26
MMG*3          -     5700   3/3    3  Vlng(1.5)   3     -    H   80

6cm in Sponsons
MMG Forward firing
MMG*2 Waist firing

 

  Control: Mech*12
    Accom: Crew=6(Driver, Gunner*5) Seat=Cramp*6
    Other: Fuel=.135kl, Mag=1.275, Cgo=1.1, ObjSize=Sm, EmLevel=Mod

 

 

Tank, Mark VII, TL 5

 

  CraftID: Mark VII Tank, TL5, Cr 68,318
     Hull: 4/9, Disp=4, Config=4USL, Armor=15A, Unload=36.987, Load=40
    Power: 1/2, IntComp=.16Mw, Dur=10hr 25 min
     Loco: 1/2, Tracks, P/W=4, Road=15kph, Offroad=5kph
  Sensors: Headlight*2
      Off: HPoint=1

 

                           Pen/       Max      Auto  Dngr
               Ammo   Rds  Attn  Dmg  Range    Tgts   Spc  Sig  ROF
6cmHowitzer*2  KEAP   208    16    8  Dist(6)     -     -    M   26
               HE       -     9   10  Dist(6)     -    10    M   26
MMG*7          -    13500   3/3    3  Vlng(1.5)   3     -    H   80

6cm in Sponsons
MMG*3 Forward firing
MMG*2 Waist firing
MMG*2 Rear firing

 

  Control: Mech*17
    Accom: Crew=8(Driver, Cmdr, Gunner*6) Seat=Cramp*8
    Other: Fuel=.2kl, Mag=1.653, Cgo=1.16, ObjSize=Sm, EmLevel=Mod

 

 

Heavy Tank, Char de Rupture 2C, TL 5

 

  CraftID: Heavy Tank, Char de Rupture 2C, TL5, Cr 77,815
     Hull: 4/9, Disp=4, Config=4USL, Armor=26A, Unload=64.83,
           Load=70
    Power: 1/2*2, IntComp=.28Mw, Dur=12hr
     Loco: 1/2, Tracks, P/W=4, Road=15kph, Offroad=5kph
  Sensors: Headlight*2
      Off: HPoint=1

 

                         Pen/       Max       Auto  Dngr
             Ammo   Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
8cmHowitzer  KEAP   208    22    9  Dist(10)     -     -    M   18
             HE       -    14   12  Dist(10)     -    20    M   18
MMG*4        -    13500   3/3    3  Vlng(1.5)    3     -    H   80

6cm in Turret
MMG Forward firing
MMG*2 Waist firing

 

  Control: Mech*19
    Accom: Crew=13(Driver, Cmdr, Gunner*11) Seat=Cramp*13
    Other: Fuel=.4kl, Mag=2.05, Cgo=2.72, ObjSize=Sm, EmLevel=Mod

 

 

Tank, Medium, M3 Sherman TL 6

 

  CraftID: Sherman Medium Tank, TL6, Cr 63161
     Hull: 2/5, Disp=2, Config=4USL, Armor=22B, Unload=27.26,
           Load=29.67
    Power: 1/2, ImpIntComp=.373Mw, Dur=5hr
     Loco: 1/2, Tracks, P/W=13, Road=45kph, Offroad=23kph
     Comm: Radio=VDist(50)
  Sensors: Headlight*2
      Off: HPoint=1, Wpn stable=20kph

 

                       Pen/       Max       Auto  Dngr
           Ammo   Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
8cm HVGun  KEAP  100     28    9  Dist(16)     -     -    M   10
           HE      -     14   12  Dist(16)     -    20    M   10
HMG        -     500    6/3    3  Vlng(1.5)    3     -    H   80
MMG*2      -    2000    3/3    3  Vlng(1.5)    3     -    H   80

 

8cm turret mounted w/MMG mounted coaxially
MMG mounted in front
HMG on Pintel mount

 
      Def: Smoke*6
  Control: EnhMech*11
    Accom: Crew=5(Cmdr, Driver, Gunner*3) Seat=Cramp*5, Env=Basic
    Other: Fuel=.1kl, Mag=1.51, Cargo=.8, ObjSize=Sm, EmLevel=Mod

 

Enjoy, Scott Kellogg

*******************************************************************

End part 8.1 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2376
Date: Tue, 21 May 1991 21:40 EDT
From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@CUNYVM.CUNY.EDU>
Subject: Re: world sketches



Yes, I would love to have them.



Thanks

Rob



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



Archive-Message-Number: 2377
Date:     Wed, 22 May 91 9:53:02 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Marastan



> From: d9bertil@dtek.chalmers.se
> Subject: (2373) New Redzones



> I was looking at the big map over the domain of Deneb that came 
> in MTJ1 the other day when I suddenly noticed that there was 
> something wrong with the xboat-routes in the Marches. When I 
> checked with the old maps, I found that the xboat rout corewards 
> from Glisten had been interrupted, presumably because one of the 
> middle stations had become a redzone. But on the latest data on 
> the marches (probably datelined 1112 or something:( , Marastan 
> (2231) is listed as a normal world without any zones at all.



I'm under the impression that the Imperial Encyclopedia listing of 
the worlds of the Spinward Marches is supposed to be from 1120 or
so.  Does anyone else think different?



> Has there been any kind of official word on what happened on 
> Marastan?



Not that I've noticed, and I usually keep an eye out for news from the
Glisten subsector.  There are a couple of possibilities--Marastan has
always been an Imperial Reserve, so Norris might have decided to declare
it off limits until he knows who it belongs to  (-8.  Or, since it is a
balkanized, low tech world, they may be engaged in a remake of World War I,
which could cut down on tourism.  (-8  Or, since it is at the very edge of
the Aslan occupied zone, there might be a substantial problem with, uh, 
illegal immigrants. (-8.  Take your choice.



Rob Dean





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



Archive-Message-Number: 2378
Date:     Wed, 22 May 91 9:53:38 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Computers in Vehicle Combat


Bertil Jonnell writes:
> From: d9bertil@dtek.chalmers.se
> Subject: (2374) Re: Vehicle Computers

(Included messages edited somewhat)



>> It seems reasonable that a computer of starship class aboard your tank 
>> (say a model 2 or a model 3) ought to give you some sort of bonus vis-
>> a-vis similar tanks without the computer power. Given the magnitude of 
>> the numbers involved in some of these cases <that is, movement bonuses 
>> of -6 to -9, hit difficulties of Difficult, computers usually no 
>> bigger than Model 3>, I'd say that two or three times the computer 
>> size (with a +1 for a model 0) would be an appropriate modification.  
>> After all, you get a plus for starship combat, which has to be a more 
>> difficult proposition that shooting at a moving tank 20km away. 



> Practically all surface or air combat takes place at ranges far 
> below 'visual' distance in space combat (50km, I think it is) 
> with the exception of the various forms of missile combat. And 
> since the DM at visual range in starship combat is:
>
> own computer level - enemy computer level - enemy agility 
>
> It would make perfect sense if the DM at shorter range would be:
>  
>  (own comp * A)-(enemy comp * B) - enemy agility 
>
> where B probably would be smaller than A, because the weapons used 
> are often speed of light weapons, and the time delay won't be large 
> enough to cause problems at those ranges, ie the nonpredictability of 
> the target won't be as  high. ('Nonpredictability'?:)



> Exactly how this should be modified by range is another matter, 
> but I say as I've found that I'll say more and more after reading 
> Striker: "When MegaT don't work, try Striker" :)



Well, I like the looks of that in general.  I tend to think that A=2 and
B=0 would be reasonable, but I could also see that A=3 and B=1 would give 
you some reason to have a computer--otherwise your Computer Model 2 oppo-
nent is almost certain to hit you every time.  I don't think there was a 
combat benefit in Striker for having a "battle computer" aboard your vehi-
cle.  As near as I recall, it was mostly good for ensuring that you could 
maintain continuous communications with tight beam communicators while on 
the move (which was important in that game.)









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



Archive-Message-Number: 2379
Date: Wed, 22 May 91 20:12:28 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs 8.2 of 


More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 8.2 of 8

*******************************************************************

 

Half Track, APC TL 6

 

  CraftID: Half Track, TL6, Cr 12374
     Hull: 2/5, Disp=2, Config=4USL, Armor=7B, Unload=10.49,
           Load=11.71
    Power: 1/2, ImpIntComp=.16Mw, Dur=13hr
     Loco: 1/2, Tracks+Wheels, P/W=14, Road=75kph, Offroad=35kph
     Comm: Radio=VDist(50)
  Sensors: Headlight*2
      Off: HPoint=1
 

           Pen/       Max        Auto
      Rds  Attn  Dmg  Range      Tgts  Sig  ROF
HMG  1000   6/3    3  Vlng(1.5)     3    H   80
HMG on Pintel mount operated by troops
 

      Def: Smoke*4
  Control: EnhMech*4
    Accom: Crew=2(Cmdr, Driver, Troops*11) Seat=Cramp*5, Env=Basic,
           Open Top
    Other: Fuel=.12kl, Mag=.1, Cargo=1, ObjSize=Sm, EmLevel=Mod

 

 

Tank, Heavy, Tiger II TL 6

 

  CraftID: Tiger II, Heavy Tank, TL6, Cr 127335
     Hull: 3/8, Disp=3.5, Config=4USL, Armor=30B, Unload=65.49,
           Load=70.79
    Power: 1/2, ImpIntComp=.53Mw, Dur=3hr
     Loco: 1/2, Tracks, P/W=8, Road=35kph, Offroad=14kph
     Comm: Radio=Cont(5000)
  Sensors: Headlight*2
      Off: HPoint=1, Wpn stable=20kph

 

                      Pen/       Max       Auto  Dngr
           Ammo  Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
8cm HVGun  KEAP  100    28    9  Dist(16)     -     -    M   10
           HE      -    14   12  Dist(16)     -    20    M   10
HMG*3      -    1000   6/3    3  Vlng(1.5)    3     -    H   80
8cm turret mounted w/HMG mounted coaxially
HMG mounted in front, HMG on Pintel mount
 

      Def: Smoke*6
  Control: EnhMech*25
    Accom: Crew=5(Cmdr, Driver, Gunner*3) Seat=Cramp*5, Env=Basic
    Other: Fuel=.1kl, Mag=1.5, Cargo=3.6, ObjSize=Sm, EmLevel=Mod

 

Remarks: Note that #3 in 101 Vehicles is the Tiger I

 

 

Mobile Artillary, Storm Tiger TL 6



  CraftID: Storm Tiger, Mobile Artillary, TL6, Cr 58,300
     Hull: 2/5, Disp=2, Config=4USL, Armor=26B, Unload=43.32,
           Load=54.39
    Power: 1/2, ImpIntComp=.53Mw, Dur=3hr
     Loco: 1/2, Tracks, P/W=8, Road=35kph, Offroad=8kph
     Comm: Radio=Cont(5000)
  Sensors: Headlight*2
  Off/Def: HPoint=1

 

                        Pen/       Max       Auto  Dngr
             Ammo  Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
30cm Mortar  HE     30    32   38  Dist(11)     -    50    H  1/2
             KEAPR  41    33       Dist(11)     -     -    H  1/2
             HEAP   53    28       Dist(11)     -     -    H  1/2
             Illum                 Dist(11)     -   115    H  1/2
LMG          -     500   3/3    3  Vlng(1)      3     -    H   80

 

  Control: EnhMech*33
    Accom: Crew=5(Cmdr, Driver, Gunner*3) Seat=Cramp*5, Env=Basic
    Other: Fuel=.1kl, Mag=12.615Kl, Cargo=3.86Kl, ShellCrane*1,
           ObjSize=Sm, EmLevel=Mod

 

Remarks: Low tech starport security capable of damaging starship
armor. Usually, there are camoflaged, established firing positions
for the mortars when they are firing on starships on the starport
pads. These prepared positions provide wind speed, direction,
ammunition and secure telephone communication.

 

This allows the advantages of fixed positions without their
vulnerability.

 

 

Tank, Medium, T-34/80 TL 6
 

  CraftID: T-34/80 Medium Tank, TL6, Cr 31,483
     Hull: 2/5, Disp=2, Config=4USL, Armor=22B, Unload=26.754,
           Load=30
    Power: 1/2, ImpIntComp=.445Mw, Dur=4hr
     Loco: 1/2, Tracks, P/W=15, Road=43kph, Offroad=24kph
  Sensors: Headlight*2
      Off: HPoint=1

                      Pen/       Max       Auto  Dngr
           Ammo  Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
8cm HVGun  KEAP   77    28    9  Dist(16)     -     -    M   10
           HE      -    14   12  Dist(16)     -    20    M   10
MMG*2      -    5700   3/3    3  Vlng(1)      3     -    H   80


8cm turret mounted w/MMG mounted coaxially
MMG mounted in front


      Def: Smoke*6
  Control: EnhMech*5
    Accom: Crew=4(Cmdr, Driver, Gunner*2) Seat=Cramp*5, Env=Basic
    Other: Fuel=.11kl, Mag=1.249, Cargo=1.887, ObjSize=Sm,
           EmLevel=Mod

 

Enjoy, Scott Kellogg

*******************************************************************

End part 8.2 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68

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

End of TML Bundle

*****************



TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed May 29 21:00:14 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #196: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2380  22-May-91 George William He Vehicles Archive Stuff << I recently was noti
2381  23-May-91 "Robert S. Dean"  Design Notes << SOME NOTES ON THE DEAN DESIGN
2382  23-May-91 MPMST1@vms.cis.pi Can you help these poor people? << [The scene
2383  23-May-91 George William He MegaTraveller Journal... << I've got a game s
2384  24-May-91 tnc!m0068@uunet.u Scott Kellogg Designs 8.3 of 8 << More from S
2385  24-May-91 d9bertil@dtek.cha Re: Can you help these poor people? << > From
2386  24-May-91 d9bertil@dtek.cha Re: Marastan << > I'm under the impression th
2387  24-May-91 "The Roguester (W Help is on the way... << MegaTraveller Mags c
2388  25-May-91 MPMST1@vms.cis.pi Thanks for all the offers! << Gang, James Per
2389  28-May-91 KIRSCH%DBNINF5.BI Comments on MTJ#1 availability << Hello, I ha

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

Archive-Message-Number: 2380
Date: Wed, 22 May 91 23:46:31 -0700
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: Vehicles Archive Stuff


I recently was notified (thanks, bertil) that I had goofed in creating the
tar file of the vehicles I'm archiving.  It's been fixed, and anyone who was
having problems with it should get the new version.

There are a number of differently-organized files now.  I've got some (not all0
of scott kellog's designs, all of Rob Dean's, and some other stuff (including
the sector archives).  They're all available at ocf.berkeley.edu via anonymou
FTP in the directory pub/Traveller

thanks
- - -george william herbert
gwh@ocf.berkeley.edu

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

Archive-Message-Number: 2381
Date:     Thu, 23 May 91 11:29:13 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Design Notes

SOME NOTES ON THE DEAN DESIGN COLLECTION

Since quite a few of my designs have accumulated by this time, I thought I had
better assemble a few comments on the unofficial changes I have made to various
elements of the design systems to allow people to reinterpret them to taste.

These notes include interpretations, changes, presumed errata corrections and
miscellaneous comments, and are keyed to the design system flowchart.

Basic Hull Design:

I generally ignore the ambiguous maximum armor rule from the narrative, for two
reasons- it makes no sense as there is really no limit to how thick a piece
of steel can be, and increasing price and weight cause their own penalties.

On many vehicles I ignore the turret rules if I can fit all my components into
the base volume.  If the hull weight/cost tables were linear instead of
discontinuous, there would be no difference between the cost and weight (the
important factors) of a hull 10 +40% turret and a hull 14.  Power requirements
to move the turret are almost always neglible in the overall design, unless you
have a very large turret on a small vehicle with a tiny power supply--which 
has never come up in a "realistic" design.

Power Supply:

The incredible fuel consumption for fission plants given in the book has been
discussed at some length on the list in the past.  Let it suffice to say that
I usually use the .003 kl/year rule that I suggested, and anyone who disagrees
may apply an appropriate fudge factor to the endurance of any of my fission
designs.  Fuel cells are the best high tech power system for anything up to
about 2 or 3 megawatts.  If you need more, go fusion--small fusion plants are
useless except as technological curiosities. I generally have no problem with
installing more energy consuming devices than the power plant can run at one
time, so long as important limits are noted (e.g. no maneuver drive and energy
weapons at the same time) and all important systems can be powered at the
same time (maneuver and life support at a minimum). There has been discussion
in Traveller's Digest and on the list regarding fractional use of power 
plants.  I consider this to be reasonable, and recent designs list endurance
at typical power settings as well as at maximum power.  Fuel usage is 
considered to be proportional to energy output, an assumption which should 
possibly be modified for small vehicles whose lower energy levels are below
the "economy of scale" factors.  Batteries should probably have their control
point requirements ignored, and should also probably be rated in terms of hours
at the expected output requirement.  Thus, if you have 1-MW/hr of batteries,
you could figure a ground vehicles speed either on the basis of 1MW of output
with a 1 hour endurance, or 0.5MW output with a two hour endurance, or some
other reasonable combination.  My feeling is that there would probably be a 
design limit to the speed with which the batteries could be discharged.
Starship power requirements can usually be estimated at the start of a design
by figuring the desired life support (all goodies works out to 1MW per disp
ton), the maneuver drive requirment, and any weapons and shields you want to
be able to use at the same time as the maneuver drive.

Locomotion:

My recent designs have been listed with two sets of statistics for maneuver
drives, one being the straight Maneuver=3 or whatever, and the second being
(Thrusters=3250t) or the like.  Those numbers are calculated on the basis of
one thruster or anti-grav maneuver unit = 650t thrust, which corresponds to
equal energy consumption for anti-grav units.  In this rationalization 
thrusters require more energy to do whatever double talk allows them to operate
beyond gravity wells at full efficiency.  Although I haven't done it, my
extrapolation would permit thruster units to be placed in any size craft, so
long as the unit is at least 0.4 "units" large. (5.4kl minimum). For most
player-class craft, these rules result in approximately the same amount of
total acceleration capability.  I have a disagreement with the rules over
the agility question, which I have discussed at great length before.  
In essence, I have always played that ships may have multiple devices which
use the "same" power (but not at the same time), so that maneuver power can
be fed to the weapons as long as you are willing to accept a reduced or zero
acceleration as a result.  Between that habit, and some calculations about
vectors, angles and so forth of space combat, I am firmly convinced that the
most important factor in a ship's ability to avoid being hit in space combat
is dependent on the gross effects of its maneuver drive, and that agility
should therefore be equal to drive rating, provided that you are not "double
dipping" the drive power for weapons.  I have always believed that this was
the intent of High Guard, and I think it works well with the thruster tons
suggestion above for acceleration, since it has the desired effect of making
heavily armored ships slow and non-agile.  More comments on this under weapons.

In the thrust based suspensions for smaller vehicles, it should be noted that
the minimum thrust for standard grav is one ton, the minimum for low power
heavy grav is 0.4 tons, and the minimum for low power light grav is 0.1 tons.
Except at the very lowest thrusts and power levels, a tradeoff analysis will
always favor standard grav.  Example tanks in 101 Vehicles using LP-HGrav
could have their overall costs reduced by 50% by using std grav, even including
the need for additional fusion plant and higher thrust to maintain performance.

In contact based suspension, the minimums for volume of wheels and tracks as
revised by the errata (1.5 and 2% respectively) are fairly generous.  Striker
heavily penalized high ground pressure vehicles (reasonably), and although
the complexity is probably not merited in MegaTraveller, I have always aimed
to keep my ground pressures around the 5-6 dividing line between high and
low off road performance in deference to reality.  The rules are also unclear
as to whether P/W should be figured using total power or power after all other
devices are powered.  Because of the method of calculating transmission size,
I have assumed the former, which means that the "power requirments" of the
wheels and tracks can pretty much be ignored.  If there is any doubt, the
power plant must supply at least enough to power the suspension, but I'd
figure that into the P/W.  Thus, it's only effect is to put a lower boundary
on a vehicles power plant size, which is unlikely to be a problem unless you
are trying to use batteries or some such.

Communications:

In almost all cases, except for very small vehicles and low tech level devices,
the only important factor for communicators in the final design is price.  I
usually don't get too worked up over having .03MW of power used for electronics
in a craft with 2MW of power, so I frequently ignore them when adding up power
requirements. I also usually like to have a back-up communicator on board all
spacecraft. Just a matter of taste.  The credits saved by leaving out the 
backup are usually negligible in a starship design.

Sensors and Electronics:

As with communicators, most of the time price is the only important factor.
Lower tech large EMS arrays may end up using enough power to worry about, and
military vehicles sensors may be important.  Don't forget that active and
passive EMS include all the smaller single purpose electromagnetic sensors.

Weapons:

The meson gun is the king of starship weapons.  Nothing else available at
Imperial tech levels will kill a ship with one shot.  Armor is irrelevant
to meson guns, and screen are really only effective against the smaller
ones.  Thus, no battleship needs to be bigger than necessary to carry and
serve the meson gun.  Since agility is one of the better defenses, and my
version of agility calculations places a premium on light armor, I'm finding
that there may be some limited utility in large particle accelerators to
damage and inhibit the construction of unamored meson gun carriers.
Lighter armor also gives fighter and SDBs something to do, though they had
better have large computers to be effective at TL15.

While the rules are clear about turrets taking up 13.5kl regardless of the
number of weapons installed, the TD example starship construction from
issue #14 incorrectly shows triple laser turrets taking up 40.5kl.  I also
usually figure that the turret weight about the same regardless of the 
number of weapons, which is probably not what is intended.  On most ships
the difference is not significant.  Any of my ships without specified missile
magazines need to load missiles in cargo space.

I have used turret mounted direct fire mortars in some designs of TL8 and 9
military vehicles.  These are not permitted by the rules, but exist in the
real world, so I extrapolated.

Cluster bomblets, tactical missiles, and rocket launcher artillery should be
put back into the game from Striker for use in military adventures.

Mass driver gun calculations should give rate of fire in rounds per second,
not round per minute.  (Error in Striker translation).  Without making this
change, MD guns are probably not cost effective.

Point Defense rules need to be put back in from Striker.

Screens:

All meson screen power consumptions should be divided by ten according to
Trav Digest#14. (e.g. UCP1=.015, UCP2=.03)  I have left specifics of 
obscuration devices off of recent military vehicle designs.  Their power,
weight and cost are negligible, and if needed I would specify a reasonable
number before combat (say 3 or 4 dozen maximum).  I don't like the little
sandcasters because I don't think the particles would stay airborne long 
enough to do much.  No rules for any of these gadgets are provided, either.

Bridge:

I usually go ahead and put in basic env, basic ls, ext ls, grav plates and
inertial compensators for the entire volume of a starship.  I haven't found
that it drives power requirments up too horribly for merchant ships.

To maintain consistency, I do calculate the control point requirements for the
hull, despite my difficulty with increased armor requiring more control.

For a military starship, there can be no excuse for not putting in the biggest
computer available at your tech level.

Based on the Starship Operator's Manual descriptions, I almost always use 
holographic linked panels when available, because I figure the using character
would want them.  I try not to install more add-ons than I have crew members
to use them. 101 Vehicles has an implied rule change allowing you to use linked
panels without a computer, which I have never taken advantage of.

Accommodations:

Rule 3, reduced vehicle gunners, still looks bad after the errata: (C+S)/W,
since S is usually substantially larger than C, and I'd think that your
computer would have more to do with it.  What I use is X=C/(W/S) and some
common sense.

Rule 4, supplanted vehicle commander says X=(T-S)/C, which has the effect of
making it impossible to get rid of the vehicle commander if the total cost
of the vehicle apart from the sensors is greater than 100,000C/TL.  The best
value of C/TL is 8 at Comp 9, TL15, and Cr800,000 doesn't buy much of a
TL15 grav tank.  I think that X=(T/S)/C, plus some common sense works better.

In very light vehicles, I usually calculate the weight of seats at 0.1t rather
than 0.02t to allow for the weight of the passenger.  This is almost always
ignorable on large vehicles.

Starship command crews look awfully bloated to me, especially in cases where I
am carrying a 130 man marine company on a small vessel.  I usually reduce them
with the same formula as the bridge crew, which satisfies my prejudices.  If
the total was less than 10, there was no reduction.

Fuel:

If necessary, ships could jump as soon as the fuel processor had done enough
fuel for the jump, rather than waiting for the full load to be processed.
Fuel scoops and purifiers are almost always economically justified.

Design Evaluation:

In grav vehicle speeds, I usually give them in terms of the "vacuum" speed,
so they should be multiplied by .9 for standard atmosphere, to taste.  I have
also interpolated values on occasion.  If you tried to use the rules as w
written, many airframe configuration craft could go faster in thin atmosphere
than in a vacuum, which doesn't look right.  Purists might wish to recalculate
lift requirements for grav vehicles based on local gravity. I don't usually
bother.


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

Archive-Message-Number: 2382
Date: Thu, 23 May 91 21:35 EDT
From: MPMST1@vms.cis.pitt.edu
Subject: Can you help these poor people?


[The scene is an ordinary street, with shops and nearby homes. Two young men 
are walking down the street together, one tall and thin, one short and 
scruffy-looking. A stern but sad narration is heard over the scene:]

VOX: These are a pair of ordinary-looking young gamers. That's Dow on the 
left, in the leather jacket. He's from Minnesota, and he and his wife play 
Tales of the Arabian Nights in their spare time. The little guy is Mike, from 
upstate New York. He's been through the wringer since D&D was a three-book
boxed set costing ten dollars.

[The scene pans to a storefront: it says "Games" in big letters.] 

VOX: They seem happy enough, don't they? Well, they don't quite have the sorts 
of things that you and I take for granted....

[The pair walk inside, and go to the rear of the store, where they begin 
browsing through the racks. As far as the eye can see: Shadowrun supplements,
Gurps modules, and the Nth edition of Advanced Dungeons and Dragons.]

DOW: So, any luck then?

MIKE: Oy, gevalt. A GAME STORE they call this? What is this schmutz!

[The two look at each other and shake their heads dolefully.]

VOX: Yes, there's somthing missing in these young men's lives, something that 
leaves them empty, aching, alone....

MIKE: [walking over to the sales clerk] Yo, Buddy! How's by you? 

CLERK: [reading a DragonLance novel, not looking up] Mm.

DOW: [hands thrust in pockets, shoulders hunched] Listen, we, ah....

MIKE: [hopefully] We're looking for, um, well, YOU know---

BOTH: [eagerly and with desperate hope] The MegaTraveller Journal #1!

[There is a long silence. Slowly the clerk looks up from the book. Cut to a 
close-up of Mike nodding and smiling hopefully. Cut to shot of Dow scratching 
his chin. Cut back to the clerk.]

CLERK: Traveller? They still publishing that?

[Dow winces. Mike slaps his forehead.]

MIKE: Of COURSE they're still publishing it, you moron! The MegaTraveller
Journal! Number ONe, with the map and everything! The Spinward Marches!

DOW: [starting to look discouraged again] Body armor, new rules. You know.

CLERK: [going back to his book] Never heard of it. Try Shadowrun.

MIKE: [near tears] Oy, vai is mir!

DOW: [bleakly] Whatever. 

[As the pair walk slowly out, mourning, the voice over continues:]

VOX: Yes, that's right. Dow and Mike are living in Pittsburgh, one of many
cities worldwide with Traveller-disadvantaged game stores. They have never 
even SEEN a copy of the MegaTraveller Journal #1, though they hear regularly 
from friends who have had them for weeks or months. Please--won't you help
them? Send your offers of support, specifically to find copies of MTJ#1, to
mpmst1@vms.cis.pitt.edu or to wr0k+@andrew.cmu.edu.

"Don't let a friend go without the MTJ another day. What if it were YOU?"

A public service message of the Help We're In A Gaming Wasteland Society.

metlay (and rieder)


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

Archive-Message-Number: 2383
Date: Thu, 23 May 91 20:41:09 -0700
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: MegaTraveller Journal...


        I've got a game store here that has copies (or had).  If anyone wants
me to buy them one and mail it to them, send me email and we can work it 
out...

- - -george william herbert
gwh@ocf.berkeley.edu

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

Archive-Message-Number: 2384
Date: Fri, 24 May 91 00:41:09 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs 8.3 of 8


More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.
 
Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760
 
Begin part 8.3 of 8
*******************************************************************
 
Tank, Medium, T-55 TL 6
 
  CraftID: T-55 Medium Tank, TL6, Cr 123,653
     Hull: 2/5, Disp=2, Config=4USL, Armor=26B, Unload=33.06,
           Load=36
    Power: 1/2, ImpIntComp=.405Mw, Dur=9hr
     Loco: 1/2, Tracks, P/W=11, Road=43kph, Offroad=26kph
  Sensors: Headlight*2, PassIR*2, ActIR*2
      Off: HPoint=1, Stable=20kph
 
                          Pen/       Max       Auto  Dngr
            Ammo     Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
10cm HVGun  KEAPER    42    31   12  Dist(20)     -     -    M    5
            HE         -    16   14  Dist(20)     -    20    M    5
HMG         -        500   6/3    3  Vlng(1.5)    3     -    H   80
MMG         -       6000   3/3    3  Vlng(1)      3     -    H   80
 
10cm turret mounted w/MMG mounted coaxially
HMG pintle mount
 
      Def: Smoke*12
  Control: EnhMech*19
    Accom: Crew=3(Cmdr, Driver, Gunner) Seat=Cramp*5, Env=Basic
    Other: Fuel=.2kl, Mag=1.52, Cargo=1.22, ObjSize=Sm, EmLevel=Mod
 
 
Tank, Medium, T-64 TL 7
 
  CraftID: T-64 Medium Tank, TL7, Cr 299,585
     Hull: 2/5, Disp=2, Config=4USL, Armor=35C, Unload=35.01
Load=38
    Power: 1/2, ImpIntComp=.5625Mw, Dur=6.4hr
     Loco: 1/2, Tracks, P/W=16, Road=70kph, Offroad=42kph
     Comm: Radio=Cont, VDist
  Sensors: Headlight*2, PassIR*2, LightAmp*2, ActIR, PassAudio
      Off: HPoint=1, Stable=40kph
 
                          Pen/       Max       Auto  Dngr
            Ammo     Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
12cm HVGun  KEAPER    40    33   14  Dist(22)     -     -    M    6
            HE         -    19   16  Dist(22)     -    20    M    6
            HEAP       -    37   12  Dist(22)     -     -    M    6
HMG         -        500   6/3    3  Vlng(1.5)    3     -    H   80
MMG         -       3000   3/3    3  Vlng(1)      3     -    H   80
 
12cm turret mounted w/MMG mounted coaxially
HMG pintle mount
 
      Def: Smoke*12
  Control: Elec*42
    Accom: Crew=3(Cmdr, Driver, Gunner) Seat=Cramp*5, Env=Basic
    Other: Fuel=.2kl, Mag=1.69, Cargo=1.1, ObjSize=Sm, EmLevel=Mod
 
 
Main Battle Tank, T-72, TL 8
 
  CraftID: Main Battle Tank, T-72, TL 8, Cr 2,351,577
     Hull: 3/6, Disp=2.5, Config=4USL, Armor=34C, Unload=39.12,
           Load=41
    Power: 1/2, ImpIntComp=.5625Mw, Dur=8hr
     Loco: 1/2, Tracks, P/W=14, Road=70kph, Offroad=42kph
     Comm: Radio=Cont, Reg
  Sensors: LADAR=VDist, Headlight*2, PassIR*3, LightAmp*3,
           AdvActIR*3, ImageEnh*3, PassAudio*2, ActObjPin=Diff
      Off: HPoint=1, Stable=80kph
 
                          Pen/       Max       Auto  Dngr
            Ammo     Rds  Attn  Dmg  Range     Tgts   Spc  Sig  ROF
12cm HVGun  KEAPER    24    34   14  Dist(22)     -     -   M     7
            HE         -    19   16  Dist(22)     -    35   M     7
            HEAP       -    37   12  Dist(22)     -     -   M     7
HMG         -        500   6/3    3  Vlng(1.5)    3     -   H    80
MMG         -       3000   3/3    3  Vlng(1)      3     -   H    80
 
12cm turret mounted w/MMG mounted coaxially
HMG pintle mount
 
      Def: Smoke*12
  Control: Computer=1, ElecLink*23
    Accom: Crew=3(Cmdr, Driver, Gunner) Seat=Cramp*5, Env=Basic
    Other: Fuel=.26kl, Mag=1.1, Cargo=.52, ObjSize=Sm, EmLevel=Mod
 
 
Main Battle Tank, M-60, TL 8
 
  CraftID: Main Battle Tank, M-60, TL 8, Cr 3,843,085
     Hull: 3/7, Disp=3, Config=4USL, Armor=34C, Unload=46.185,
           Load=50
    Power: 1/2, ImpIntComp=.5625Mw, Dur=11hr
     Loco: 1/2, Tracks, P/W=11, Road=63kph, Offroad=32kph
     Comm: Radio=Cont, Reg
  Sensors: LADAR=VDist, Headlight*2, PassIR*3, LightAmp*3,
           AdvActIR*3, ImageEnh*3, PassAudio*2, ActObjPin=Diff
      Off: HPoint=1, Stable=80kph
 
                           Pen/       Max      Auto  Dngr
            Ammo      Rds  Attn  Dmg  Range    Tgts   Spc  Sig  ROF
10cm HVGun  KEAPER     63    32   12  Dist(20)    -     -    M    7
            HE          -    17   14  Dist(20)    -    30    M    7
            HEAP       -     33   10  Dist(20)    -     -    M    7
HMG         -        900    6/3    3  Vlng(1.5)   3     -    H   80
MMG         -       6000    3/3    3  Vlng(1)     3     -    H   80
 
10cm turret mounted w/MMG mounted coaxially
HMG pintle mount
 
      Def: Smoke*12
  Control: Computer=2, ElecLink*15, Electronic Circuit Protect
    Accom: Crew=4(Cmdr, Driver, Gunner*2) Seat=Adeq*4, Env=Basic
    Other: Fuel=.344kl, Mag=2.16, Cargo=1.32, ObjSize=Sm,
           EmLevel=Mod
 
Enjoy, Scott Kellogg
*******************************************************************
End part 8.3 of 8

P.S. (from Stephen D Smith). This is last section of Scott's
current batch of designs. I guess this means the TML can get back
to "normal"? ;-)
- - --Name = STEPHEN SMITH  Mailbox # = 68

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

Archive-Message-Number: 2385
From: d9bertil@dtek.chalmers.se
Subject: Re: Can you help these poor people?
Date: Fri, 24 May 91 10:02:19 MET DST

> From: MPMST1@vms.cis.pitt.edu
> Subject: (2382) Can you help these poor people?
 
> MIKE: [walking over to the sales clerk] Yo, Buddy! How's by you? 
> 
> CLERK: [reading a DragonLance novel, not looking up] Mm.

  I know that guy! He and all of his equally alert relatives *also* work at
the games store here in Gothenburg:( with the exception that almost everything
these lame ducks carries is all the Games Workshop 'super-space-chapter-marine-
gene-stealer-space-ork' boardgames with attendant tons of miniatures:(

  Typical quote: "What? Challenge 47? Should it have been out three months
ago, you say? Well I don't know, I don't read it."

  The only solace is a persistent rumor that a new gang will open a new shop
in Gothenburg this summer:0

- - -bertil-
- - -- 
"Some people almost never think. They just reshuffle their prejudices."

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

Archive-Message-Number: 2386
From: d9bertil@dtek.chalmers.se
Subject: Re: Marastan
Date: Fri, 24 May 91 9:42:21 MET DST

> I'm under the impression that the Imperial Encyclopedia listing of 
> the worlds of the Spinward Marches is supposed to be from 1120 or
> so.  Does anyone else think different?

  Judging from the big political map over the Extents in Vilani&Vargr, some 
portions of the Regina subsector (Yres, Menorb and some of their neighbours)
has been occupied by Vargr forces, and this is 'confirmed' by the MTJ1 map
over the domain.
  I also don't remembering seeing the Border Worlds on the map in the players
handbook, but I might be wrong on this one. I know, though, that all the worlds of the Border Worlds are listed as standard Sword Worlds in the MARCHES sector
file that I ftp'd from sunbane a few days ago.

  Another strange anomaly on the MTJ1 map is that the imperial border around
Five Sisters(?) (The subsector with Andor and Candory) disappears off the 
spinward edge of the map, which could indicate new Imperial accuisitions,
spinward of Spinward so to say, or a faulty map-making algorithm at DGP.

> > Has there been any kind of official word on what happened on 
> > Marastan?
> 
> --Marastan has
> always been an Imperial Reserve,

> Or, since it is at the very edge of
> the Aslan occupied zone, there might be a substantial problem with, uh, 
> illegal immigrants. (-8.

  Hmm, 'Imperial Reserve' gives me the picture of vast tracts of land, going on
for miles and miles, totally uninhabited, prize property for any Ihatei(sp?)
that just 'happens' to land there:)

> Rob Dean

- - -bertil-
- - -- 
"Some people almost never think. They just reshuffle their prejudices."

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

Archive-Message-Number: 2387
Date:         Fri, 24 May 91 09:07:05 CDT
From: "The Roguester (WarGamers)" <UWFGAMER%UWF.BITNET@CUNYVM.CUNY.EDU>
Subject:      Help is on the way...

  MegaTraveller Mags can be found at a shop in Pensacola who has align-
ed with the WarGamers: The Labyrinth, 10 Marshall Ln, Pensacola, FL
32505 OR call (904) 435-7222 (any hour like 8am to 11pm).  They current-
ly have 5 issues of #1 left.  They do have a small mail-order business
off to the side, so they won't mind you calling them for it.  In fact,
they donated a storage area to us as an office, so if you want more info
on the WarGamers write the same address ATTN:WarGamers.

 Now, I need your help.  I just welcomed in a new member who has been
telling me about an organization called HIWG, and about two small news
lets that are available for subscription - all concern Traveller and
MegaTraveller (mags: Tiffany Star and the Terra Traveller Times).  Is
anyone here a member of HIWG or subscribe to the two mags?  Please send
me more info on all (dues and rates included please). Thanx... Theresa

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

Archive-Message-Number: 2388
Date: Sat, 25 May 91 12:53 EDT
From: MPMST1@vms.cis.pitt.edu
Subject: Thanks for all the offers!


Gang, James Perkins has agreed to hold a pair of MTJ1s at his local store
and send them to Dow and me. Thanks, though, for all your offers; it's
good to have net.friends who care like this.

metlay

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

Archive-Message-Number: 2389
Date:    28-MAY-1991 14:17:07.26
From: <KIRSCH%DBNINF5.BITNET@CUNYVM.CUNY.EDU>
Subject: Comments on MTJ#1 availability

Hello,

I have seen some notices about Problems getting MTJ#1. I've got it
about 2 weeks ago at my local shop. I cannot understand, that you
didn't get it in America but here in Bonn, Germany I have seen 4
copies 8-). There may be two reasons for it:

1. Germany is a little bit smaller then the USA

2. My local dealer is more engaged (we engage him a lot 8-).

I'm looking forward to get MTJ#2. Can somebody tell me, when
it is scheduled ?


virtually
Juergen


P.S.: I really like the map.


- - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Juergen Kirsch
Institut fuer Informatik, Universitaet Bonn
Germany
kirsch@rhea.informatik.uni-bonn.de  or
kirsch@dbninf5.bitnet

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

End of TML Bundle
*****************
TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed May 29 21:00:23 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #197: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2390  28-May-91 Dave Boddie       Vargr random word generator for IBM PC compat

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

Archive-Message-Number: 2390
Subject: Vargr random word generator for IBM PC compatibles
Date: Tue, 28 May 91 11:47:30 CDT
From: Dave Boddie <dboddie@uafhp.uark.edu>

Greetings,
  Enclosed after this note is an executible file that will allow you to generate
random words in the Vargr language (taken directly from the random word gener- 
ator tables located in Alien Module 3). I AM planning on adding a pronounciation
along with the generation process, but that is still in the works. The file I
am sending today is uuencoded, so that it will survive transmission over the network. All you need to do do recieve the file is to save it, cut the header off
of this mail, (and digest material), and download it to your machine and uude-
code it. Then it is directly executible. It should round out to about 18k (I
think 18,102 to be exact). When you execute it, it will give you this help
message:
        Usage: vargr number-of-names [maximum syllables]

You have to specify the number of names/words to generate whether it is 1 or
1 million. Since this random generator sometimes creates very long words/names,
you can limit the number of syllables generate by entering a 1 to 6 parameter.
The maximum number of syllables is 6. I really haven't had time to write any
doc for the program, but I think you can handle it...ha ha. It's still in the
software development stage (new features, doc, etc), so I will call this
release 1.0.

Generic Disclaimer: This program is useable only on IBM PC and Compatibles. I 
compiled this program using Turbo C version 2.0 running on a Zenith 286 running
DOS 4.01 (if this is necessary). I will not claim responsibility for any mishaps
generated by this software. It is virus free, and as far as I know, is bug free.

This program is copyright May 1991 by David C. Boddie. You may copy this software freely, and give it out to whomever you see fit. There is not shareware charge
for source code either (when released). When the source is released, you may 
copy that also at will, and have free reign over what you wish to do with it.
So sayeth the writer.

Hope this will be something you can use...
Dave Boddie

- - -----------------------------cut here-----------------------------------------

begin 644 vargr.exe
M35K``1H`9``@````__\4`X``````````(@````$`^R!R:C(!```!````^P``
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M4%))3E1&`%!55$,`4D5!3$-65`!64%))3E1%4@!!5$],`$=%5$1!5$4`1T54
M14Y6`$Q$258`4D%.1`!3151$051%`%-424U%`%-44DQ74@!35%).0U!9`%1)
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`
end

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

End of TML Bundle
*****************
TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed Jun  5 21:00:10 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #198: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2391  28-May-91 Dave Boddie       Zhodani random word generator for IBM PC and 
2392  30-May-91 Hans Rancke-Madse Are the solomani really psionophobic? << In t
2393  30-May-91 "Mark Power"      Starport security << Recently, I've bee re-ex
2394  31-May-91 Richard Anderson  Psionics << In regards to Hans Rancke-Madsen'
2395  31-May-91 Roger Opperman    Computer Striker << I'm thinking really serio
2396  31-May-91 MPMST1@vms.cis.pi Psionic fear in the IMperium << Hans Rancke-M
2397  31-May-91 MPMST1@vms.cis.pi Address Change for Mike Metlay << To all conc
2398  01-Jun-91 Hans Rancke-Madse Laws of the Imperium << It seems to be my wee
2399  02-Jun-91 Marc Alexandrovic Merkava Mk III MBT (revision #1 MAV) << Merka
2400  02-Jun-91 "Robert S. Dean"  The Traveller Adventure << At a science ficti

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

Archive-Message-Number: 2391
Subject: Zhodani random word generator for IBM PC and Compatibles
Date: Tue, 28 May 91 11:51:28 CDT
From: Dave Boddie <dboddie@uafhp.uark.edu>

Greetings again,
  Enclosed after this note is an executible file that will allow you to generate
random words in the Zhodani language (taken directly from the random word  
tables located in Alien Module 3). I AM planning on adding a pronounciation
along with the generation process, but that is still in the works. The file I
am sending today is uuencoded, so that it will survive transmission over the network. All you need to do do recieve the file is to save it, cut the header off
of this mail, (and digest material), and download it to your machine and uude-
code it. Then it is directly executible. It should round out to about 18k (I
think 18,140 to be exact). When you execute it, it will give you this help
message:
        Usage: zhodani number-of-names [maximum syllables]

You have to specify the number of names/words to generate whether it is 1 or
1 million. Since this random generator sometimes creates very long words/names,
you can limit the number of syllables generate by entering a 1 to 6 parameter.
The maximum number of syllables is 6. I really haven't had time to write any
doc for the program, but I think you can handle it...ha ha. It's still in the
software development stage (new features, doc, etc), so I will call this
release 1.0.

Generic Disclaimer: This program is useable only on IBM PC and Compatibles. I 
compiled this program using Turbo C version 2.0 running on a Zenith 286 running
DOS 4.01 (if this is necessary). I will not claim responsibility for any mishaps
generated by this software. It is virus free, and as far as I know, is bug free.

This program is copyright May 1991 by David C. Boddie. You may copy this software freely, and give it out to whomever you see fit. There is not shareware charge
for source code either (when released). When the source is released, you may 
copy that also at will, and have free reign over what you wish to do with it.
So sayeth the writer.

Hope this will be something you can use...
Dave Boddie

- - -----------------------------cut here-----------------------------------------

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`
end

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

Archive-Message-Number: 2392
From: Hans Rancke-Madsen <rancke@freja.diku.dk>
Subject: Are the solomani really psionophobic?
Date: Thu, 30 May 91 20:56:34 MET DST


In the PBEM game Mike Metlay recently made the following statement:

>    There are few things on
> which Lucan, Dulinor, Margaret, Strephon, and the Solomani all agree;
>psionics are one of them.

Now, I wonder about the Solomani. We've been told that the present anti-
psionic hysteria was started around 800 by a mismanaged experiment in
psyco-history (Has this been stated as true, or is it just a theory?).
The problem was exarcebated by the fear of the "Zhodani menace" and got
out of control. Well, at that time the Solomani Sphere was very remote
from the Imperium mainstream. They may not even have been part of the
experiment, and they definitely can't' ve felt seriously threathened by
the Zhodani, can they? _Is_ there actually any great anti-psionic
feeling among the Solomani? Especially the rimward part that were never
under Imperium rule? Can anyone remember reading anything about this,
either pro or contra?

Mike?

      Hans Rancke
University of Copenhagen
     rancke@diku.dk

As an aside, I don't think that Lucan, Dulinor, Margaret, Strephon or
very many of the more educated part of Imperial society is all that
bothered by psionics either. It's Joe Q. Public that gets upset and
institute progroms, necktie parties and other such fun. As witness
the two psionics institutes that were allowed to survive in secret to
advance imperial knowledge. The authorities uses psionophobia (lovely
word, don't you think? ;-) but they don't suffer from it. I wouldn't be
at all surprised, actually,  to learn of high nobles secretly employing
psionic adepts to increase their security.

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

Archive-Message-Number: 2393
From: "Mark Power"  <MARK@gsb2.his.uab.edu>
Date:     30 May 91 14:12:53 CDT
Subject:  Starport security

Recently, I've bee re-examining my assumptions about starport facilities.
I had the "opportunity" to spend several hours in airports recently, and got
to thinking about what starports are likely to look like.

1.  We know that weapons are not prohibited in the starport.  We also know
    that it is standard procedure for ship's crews to take possesion of all
    weapons for the duration of the flight.
2.  I think its probably safe to assume that a starship passenger will check
    most of his baggage through to his cabin.  Most starships are not
    designed for the passengers to easily carry all his luggage for a week's
    stay to his cabin.
3.  Most starship crews want this luggage checked for weapons.

If we assume (I seem to be using that word a lot) that there is some
organization providing ticketing and baggage handling for single ships and
small lines (Tukera et.al. will probably provide their own.), they will
probably also provide security scans of baggage and passengers.  These
organizations are the subject of another message, but for this discussion
details are not important.  I see this leading to a situation not unlike
modern airports -- passengers pass through detectors before being allowed
onto the ships, and their bags are checked for explosives and weapons before
being delivered to the ship.

Starship crews and starport personell are issued ID cards of some form, and
must display these to enter the flight line and maintenance areas.  Weapons
possesion in areas outside the secured areas is not prohibited, but is
discouraged.  Ship's crews are permitted to carry weapons in the secured
areas, but the starport security people won't tolerate disturbances.

Obviously, this changes the atmosphere that many of us create for our
starports.  Has any out there never been in a major firefight in a starport
bar?  It does, however, seem to make more sense to me.

I still have a few questions, though.  While the preceding would apply to A
and B class ports, and would probably apply to most C class, would it apply
at all to D class ports?  I noticed a while back that some security has been
instituted at the general aviation facility of our local airport (B/C
class), which was unheard of ten years ago.  Anyone with more experience
(Richard?) care to comment?

Also, does this ruin too many scenarios?  I think it can be worked around,
and in fact can imagine the effort to smuggle guns onto a ship being a
nights adventure in itself.  Does anyone disagree?

Mark
- - -------------------------------------------------------------------
Mark Power                            mpower@his.uab.edu
University of Alabama Hospital
GSB 240
619 19th St. South
Birmingham, AL 35233-6528

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

Archive-Message-Number: 2394
Date:         Fri, 31 May 91 08:43:32 UCR
From: Richard Anderson <ANDERSOR%UCRVM2@CUNYVM.CUNY.EDU>
Subject:      Psionics

In regards to Hans Rancke-Madsen's statement about Imperial nobles using
psionics...  he couldn't be more right.  It's the worst kept secret in
Traveller that the Emporer has his own psionic secret service (called "IRIS",
I forget what the acronym actually stands for).  The whole point to IRIS
is to provide extra security for the Emperor by psionically scanning all
his visitors, retinue, cohorts, etc.  This way, the Emperor should never
be subject to any assassinations...  Of course, we know that this is bunk,
since Strephon was clearly shot by Dulinor on the Imperial Palace's closed
circuit TV during prime time.  What happened??

For reasons unknown to the privvy public, Strephon had IRIS removed from
his court about two months (or so) before Dulinor made his attack.  Thus,
"The Unseen Who Also Serve" were not anywhere nearby to detect Dulinor's
threat.

Now, as to his point about nobles keeping psionic adepts around for greater
protection... that's anybody's guess.  But, there are a few points to keep
in mind.  1)  Sure, harboring a psionic is a class-two felony, even for nobles,
but how many nobles do *you* know of who follow all those tedious imperial
laws?  2)  The sheer number of nobles, and hence of plots thereof, guarantees
that some of them will be employing psionics.  3)  Psionically gifted nobles
exist in and of themselves (just look at how many are playing in campaigns!)

As for the Solomani, official word says that the Solomani hate them just as
much as the Imperials...  Of course, we've seen how well the Imperials follow
their own supposed "psionophobias".

Richard Anderson
Univ. of Costa Rica
Andersor@UCRVM2

P.S.  In the Hinterworlds, there's even an independent state of humans called
the Anubian Trade Confederation who openly and unrepentantly use psionics for
commercial advantage.  (And they directly border on the fringe of Margaret's
domain.)  This might give us some idea as to how far the psychohistory exper-
iment went.  RHA

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

Archive-Message-Number: 2395
Date: Fri, 31 May 91 13:05:45 MDT
From: Roger Opperman <rogopp%auto-trol.com@RELAY.CS.NET>
Subject: Computer Striker


I'm thinking really seriously about writing a computer version of
Striker on my PC.  I'd appreciate any comments or suggestions.

First pass would be two-player only and would exclude vehicles and all
of the optional rules.  It would also only allow simple orders in the
"move-shoot-rally point" format.


Roger Opperman
rogopp@auto-trol.com


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

Archive-Message-Number: 2396
Date: Fri, 31 May 91 17:52 EDT
From: MPMST1@vms.cis.pitt.edu
Subject: Psionic fear in the IMperium


Hans Rancke-Madsen has questioned my authority (ALWAYS a bad idea |-> )
on the matter of psionic hatred in the Solomani Sphere; due to the relative
remoteness of the Sphere from the Zhodani, he asks, is it not reasonable
to assume that the psionic hatred established by the backfiring Psycho-
history project would not have taken root there? 

To which I reply: *BZZZT* Wrong. Sorry, Hans; the Traveller literature
states (PRECISELY where, I'm not sure, but my best guess is Alien Module
Six) that the propaganda leading to the Psionics Supressions went into
full swing all over the Imperium, including the Autonomous District, nearly
two centuries before the fracturing of the territory. The Solomani are
Imperial in their tastes and prejudices in that respect; you won't see
many psionic shield helmets in the Rim, but the people there hate psis as
much as anyone else. See also "Prison Planet" for an example of how psis
are treated by the locals.

metlay

PS. All concerned, please note that I have a new Email address, as of now:

metlay@organ.music.cs.cmu.edu

My old account will continue to accept mail, but not for long. Thanks.


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

Archive-Message-Number: 2397
Date: Fri, 31 May 91 18:30 EDT
From: MPMST1@vms.cis.pitt.edu
Subject: Address Change for Mike Metlay


To all concerned (and even those who aren't):

Due to the reallocation of networking resources on my computer accounts
at Pitt, it has become necessary for me to obtain a new account for 
personal Email. Some of you know of a temporary address I have used for the
past month or so; this will also no longer be used, although I will
continue to be able to receive mail there for a little while. 

Please STOP using the addresses: metlay@vms.cis.pitt.edu
                                 mpmst1@vms.cis.pitt.edu
                             and mpmst1@unix.cis.pitt.edu

My new address, effective immediately, is: metlay@organ.music.cs.cmu.edu

This address will probably remain in effect until I leave Pittsburgh; if
not, you should hear from me about it.

Thanks for your cooperation.

metlay


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

Archive-Message-Number: 2398
From: Hans Rancke-Madsen <rancke@freja.diku.dk>
Subject: Laws of the Imperium
Date: Sat, 1 Jun 91 3:19:19 MET DST


It seems to be my week for questioning assumptions.
The following came up during a discussion on law and ethics in the PBEM:

>       "Thank you for your LEGAL opinion Doctor; perhaps you would care
>to examine Section XXV, which as a part of every crewmember's employment
>contract waives all claims against Turnskaad, its agents and employees,
>except to recover amounts due under the insurance and salvage agreements
>which all crew signed."

This is undoubtedly good law in the Imperium of the PBEM universe. I
remember my character being asked to sign this waiver. I didn't think much
about it at the time, but today it struck me that this may be good law in
USA, but it certainly isn't in Denmark. In Denmark there are certain rights
you _cannot_ sign away. If someone is responsible for maiming you, then no
amount of waivers will mean a thing. He's still liable.

So the question that struck me was: What are the laws of the Imperium? Are
they just carbon copies of American laws, late 20th century? Can anybody
remember any Imperial laws mentioned in the Traveller and Megatraveller
canon? I seem to recall something about a definition of murder and some laws
about robots. Anything else?

      Hans Rancke
University of Copenhagen
     rancke@diku.dk

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

Archive-Message-Number: 2399
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Sun, 2 Jun 91 00:24:30 PDT
Subject: Merkava Mk III MBT (revision #1 MAV)

 
                           Merkava Mk III MBT (revision #1 MAV)
 
 
  Israel's newest battle tank carries a locally developed 120mm smoothbore
cannon. The cannon fires rounds which are almost completely used up in the
firing process - there is no case to eject. The 60mm mortar is fired from
within the hull, without requiring the crew to expose themselves. Two
machine guns, the coaxial .5" and the commander's MAG, complete the weapon
fit. In locating the engine in the front of the tank (before the driver) IMI
provided additional protection to the crew and the crew compartment if further
equipped with flash fire suppression system. An environmental sensor is tied
into the fire-control computer providing data on weather conditions and cannon
barrel curving. A telephone is located in the rear of the tank, allowing
infantry units in combined operations to talk directly to the tank commander.
 
 
  CraftID: Merkava Mk III MBT, TL8, MCr0.6
     Hull: 3/6, Disp=2, Config=4USL+Turret, Armour=40C, Unloaded=52.3606 tons
           Loaded=58.1256 tons
    Power: 1/2, GasTurbine=1.8Mw, Dur=1/3
     Loco: 1/2, P/W=24, GP=13, Speed=105 kph, Offroad=42 kph
     Comm: Radio=Regional*3
  Sensors: Headlight*2, AdvActiveIR, PassiveIR, LightAmp, ImageEnh
           EnvironSensor, Telephone
      Off: Hardpoint=1, Stabilized=80 kph
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
12cm HV gun       62     -       -  Dist(22)   -      -     M     7
        HE         -    19      16     -       -     35     -     -
        HEAP       -    37      12     -       -      -     -     -
        KEAP       -    34      12     -       -      -     -     -
        KEAPER     -    34      14     -       -      -     -     -
        Flechette  -    19       3     -       -    150     -     -
        Illum      -     -       -     -       -     90     -     -
6cm mortar        20     -       -  Vlong(4)   -      -     M    45
        HE         -    10      10     -       -     20     -     -
        Illum      -     -       -     -       -     45     -     -
        Smoke      -     -       -     -       -            -     -
HMG(Coax)       1200    6/3      4  Vlong(5)   2      -     H    40
LMG(Com)        3000    3/3      2  Vlong(2)   2      -     H    40
 
      Def: DefDM+2, Smoke*15
  Control: Comp=0/bis, ElecLinked*4, Electronic Circuit Protection
    Accom: Seats=4 (Commander, Gunner, Driver, Loader/Commo), basic env,
           basic ls
    Other: Fuel=2.88kl, FlashFireSuppression, ObjSize=Small, EmLevel=Moderate
 
 
Note: This is not exactly the Merkava. I abided by the rules and made the
      ground pressure much higher than I would have liked - no way I could
      stuff the armour and suspension and the weapon fit into the weight of
      the real Merkava. I am now short some 3.5 tons from the real tank.
      An additional problem is the ammunition for the main gun - removing
      42 rounds allows the tank to carry 6 infantry - by the volume taken
      by 42 rounds is not enough to carry 2 men... Oh well. Moreover, the
      cannon uses special AT rounds which are not known to me and I have
      no idea how to quantify them. This is (in any case) revision 1 of
      the design. I will try some more to fit the design to reality later.
 
 

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

Archive-Message-Number: 2400
Date:     Sun, 2 Jun 91 13:01:39 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  The Traveller Adventure

At a science fiction convention last weekend, I ran into a games dealer who
had an interesting selection of out-of-prnt game material.  I picked up
a few issues of Traveller's Digest, and a somewhat shelfworn copy of The
Traveller Adventure, since I figured *somebody* on the list would want it.

Interested parties should contact me by email, since it seems to me that mail
bid auction procedures are the fairest way to decide who gets it.  I paid $11,
so that will be the minimum bid.  More details in response to inquiries.

Rob Dean

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

End of TML Bundle
*****************
Date: Wed Jun 12 21:00:09 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #199: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2401  03-Jun-91 Chris G. Sylvain  World Builder's Handbook Wanted << Hello, all
2402  03-Jun-91 jim@grapenuts.lln HIWG, Wet Navy, and Me << To answer a questio
2403  03-Jun-91 "Mark Power"      Starship encounters << I've just started up a
2404  03-Jun-91 Richard Anderson  Imperial Journal of Law << Hans Rancke wanted
2405  03-Jun-91 wew@naucse.cse.na Zhodani & Vargr programs << The person who po
2406  01-Jun-91 Hans Rancke-Madse Psionophobia in the Solomani Rim << Richard A
2407  01-Jun-91 Raven             For the list.. << Hi, I'm a bundle subscriber
2408  03-Jun-91 "Robert S. Dean"  Laws and Aslan << IMPERIAL LAWS I don't have 
2409  03-Jun-91 "Robert S. Dean"  New Player Handout << While Mike Metlay would
2410  03-Jun-91 "Robert S. Dean"  Re: (2393) Starport security << > From: "Mark
2411  03-Jun-91 Chris G. Sylvain  Re: Laws of the Imperium << > From: Hans Ranc
2412  03-Jun-91 George William He Random Musings (Wet Navy & Imperial Law) << M
2413  04-Jun-91 Hans Rancke-Madse Starship encounters and aslan << Mark Power (
2414  04-Jun-91 chk@alias.COM     Imperial Law on Starships << > IMPERIAL LAWS 
2415  05-Jun-91 d9bertil@dtek.cha Zhodani Word Generator << I'm not sure if the
2416  06-Jun-91 teets@frith.egr.m Those pesky ships << I am in the process of s
2417  07-Jun-91 grue@cs.uq.oz.au  Re: Those pesky ships << hiya, > I am in the 
2418  07-Jun-91 teets@frith.egr.m Aliens << I have finally decided to confront 
2419  08-Jun-91 "Alvin M. Chan"   Aliens, and their breathing atmosphere << Mat
2420  08-Jun-91 William Henry Tim Re: Aliens << Well, first off, if you want so
2421  08-Jun-91 Raven             Source code to Aslan Name Generator << What w

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

Archive-Message-Number: 2401
Date: Mon, 3 Jun 91 00:26:35 -0400
From: Chris G. Sylvain <cgs@wam.umd.edu>
Subject: World Builder's Handbook Wanted

Hello, all.

I visited my local gaming shop yesterday and since they didn't have it in
stock, inquired if they could order it, but was told that it is out of
print and DGP doesn't even have any left in its warehouse.

Sooo... I would appreciate it if someone could locate a copy for me.
Thanks!

Nick Sylvain

Enforce the Second Amendment!

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

Archive-Message-Number: 2402
Date: Mon, 3 Jun 91 01:17:07 PDT
From: jim@grapenuts.llnl.gov (Jim Kundert)
Subject: HIWG, Wet Navy, and Me


   To answer a question from last week:
   HIWG (the "History of the Imperium Working Group) and Tiffany Star go
together.  Membership in HIWG gets you the subscription.  HIWG members generate
several magazines aside from TS.  One of these is Terra Traveller Times. Aside
from TS, subscription to the other 'zines is open to all.  I subscribe to TTT,
but I am not (yet) a HIWGer.
    TTT in particular is put together by Mark Gelinas, who has a rough schedule
with the Navy.  The mag gets sent whenever he gets back from a cruise, so if
you send your money, be patient...

    The craft designers on the TML should probably hold off on marine (water)
designs for a bit.  Terry McInnes's Wet Navy rules will start serialization
in Challenge 51 or 52, and deal with (just about) everything.  You have to read
his combat example to see the potential...
    Wet Navy has been a project on GEnie for the past year, so this is no real
secret...

    By way of introduction, my name is James Kundert. I am a SF Bay Area
resident, and have been a Traveller player/ref forever (so it seems). I have
an account on GEnie, where I have been annoying HIWGers and DGP/GDW staffers
for the last nine months.  By way of avoiding the "everybody here is named
James" problem, I also answer to Farstar.

    "'til I find a .sig..."

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

Archive-Message-Number: 2403
From: "Mark Power"  <MARK@gsb2.his.uab.edu>
Date:     3 Jun 91 08:45:16 CDT
Subject:  Starship encounters

I've just started up a new campaign, and it suddenly dawned on me how long
its been since I'd last run Traveller -- I don't have a good starship
encounter chart.  While the one in the MT books will do in a pinch, its of
no help with my immediate problem -- determining how many and what kinds of
ship are in system.  Does anyone have a good set of tables or other system
they would like to share?

Thanks
- - -------------------------------------------------------------------
Mark Power                            mpower@his.uab.edu
University of Alabama Hospital
GSB 240
619 19th St. South
Birmingham, AL 35233-6528

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

Archive-Message-Number: 2404
Date:         Mon, 03 Jun 91 08:15:19 UCR
From: Richard Anderson <ANDERSOR%UCRVM2@CUNYVM.CUNY.EDU>
Subject:      Imperial Journal of Law

Hans Rancke wanted to know if anyone knew of any listings of Imperial law
that had been published anywhere.  Well, I don't know if GDW was even mailing
to Denmark at the time, but the adventure "Prison Planet" has a seemingly
exhaustive listing of Imperial felonies.

The only reason that I can think of that Imperial laws might seem like carbon-
copies of U.S. laws is because most of the people who write adventures and
articles are from or live in the U.S.  However, since very little is ever
mentioned about Imperial laws (except in the aforementioned adventure), I
would guess that the fine folks at GDW *meant* to leave the penal and civil
codes up to the individual refs.

If there are any legal aficionados out there who are feeling ambitious...
this might be one idea for a time-suck.

(Regarding characters signing contracts...  My advice to you would be to
look at the referee's passport before doing anything else.)

Richard Anderson
Univ. of Costa Rica
Andersor@UCRVM2

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

Archive-Message-Number: 2405
Date: Mon, 3 Jun 91 08:25:06 MST
From: wew@naucse.cse.nau.edu (Bill Wilson)
Subject: Zhodani & Vargr programs

The person who posted the Zhodani and Vargr word programs posted a
corrupted version of the Vargr program.  It crashes my system, while
the Zhodani program seems to work just fine.



- - -- 
Let sleeping dragons lie........                    | The RoleMancer 
- - --------------------------------------------------------------------
Bill Wilson (wew@naucse.cse.nau.edu | ucc2wew@nauvm | wilson@nauvax)
Northern AZ Univ  Flagstaff, AZ 86011

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

Archive-Message-Number: 2406
From: Hans Rancke-Madsen <rancke@freja.diku.dk>
Subject: Psionophobia in the Solomani Rim
Date: Sat, 1 Jun 91 6:02:56 MET DST

Richard Anderson writes about IRIS, an imperial psionic secret service.
I've never heard anything about this organisation. Where did you get this?
Is it "official"? What else can you tell me about it?

He also writes:
> As for the Solomani, official word says that the Solomani hate them just as
> much as the Imperials...
>

And from Metlay:

> Hans Rancke-Madsen has questioned my authority (ALWAYS a bad idea |-> )
> on the matter of psionic hatred in the Solomani Sphere; due to the relative
> remoteness of the Sphere from the Zhodani, he asks, is it not reasonable
> to assume that the psionic hatred established by the backfiring Psycho-
> history project would not have taken root there?
>
> To which I reply: *BZZZT* Wrong. Sorry, Hans; the Traveller literature
> states (PRECISELY where, I'm not sure, but my best guess is Alien Module
> Six) that the propaganda leading to the Psionics Supressions went into
> full swing all over the Imperium, including the Autonomous District,

But why? We're talking about a _massive_ experiment here. The
cost must have been huge, not to mention the number of trained
psyco-historians that must have been needed to control the
experiment (all right, they _didn't_ control it). As I recall
the Autonomous District was very much left to itself at the
time. It would not have been nessessary to include them in the
experiment, since the District's influence on The Core were
negligible at the time. Wasting resources on it seems foolish.
Yet they did. Why?

> nearly  two centuries before the fracturing of the territory.

Are you saying that all the Solomani Sphere were once a part of the 3rd
Imperium? I have the impression that a part of it never came under the
sway of The Sunburst.

>                                                       The Solomani are
> Imperial in their tastes and prejudices in that respect; you won't see
> many psionic shield helmets in the Rim, but the people there hate psis as
> much as anyone else. See also "Prison Planet" for an example of how psis
> are treated by the locals.
>

But dosen't that strike you as odd? If fear of the Zhodani were
a significant factor in this process there _should_ have been a
marked difference between the two ends of the Imperium. Since
there _isn't_ any difference, one can conclude... what? I don't
know, but I find it intriguing.

      Hans Rancke
University of Copenhagen
     rancke@diku.dk

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

Archive-Message-Number: 2407
Date: Sat, 1 Jun 91 04:48:38 -0700
From: Raven <bfwong@ocf.Berkeley.EDU>
Subject: For the list..

        Hi, I'm a bundle subscriber to the list, but don't have it's
address, since it's not included on the bundle subscriptions. Could you
please post the following to the List, as well as send me it's address.
                Thanx.

================================================================================
Subject: Re: Vargr random word generator (how to get the source code)

        The source code to this is availiable for ftp on
        potemkin.cs.pdx.edu    AKA    131.252.20.145
 in the dir of pub/frp/src/name/ under the file of name2.c , this
program is set to generate a set of vowells and consonants , switching on
every other word, but is done in such a way that it is easily modifiable. I
for instance, knowing nothing about C, was able to rewrite it to remove the
vowell section and change the consonants to do Japanese syllables for my 
fantasy world (the most common language of which, 'the fairy tongue', uses the
Japanese pronounciation system, but with different words).
        You may also find it helpful to get everything in this directory if
using Unix. If so you should move name2.c over name.c , as name2.c is simply
'version 2' of name.c.
        Simple modification of this program can be used to generate any naming
system, and if my connection to rn was working right now, I might post this to 
rec.games.frp ....
                ---Raven Blackburn
================================================================================

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

Archive-Message-Number: 2408
Date:     Mon, 3 Jun 91 13:41:18 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Laws and Aslan

IMPERIAL LAWS

I don't have my Traveller books with me today, so this is not 
authoritative.  However, there is a brief section on Imperial Law 
in the World Builder's Handbook.  In summary, it said that the 
Imperium was primarily concerned with fostering trade and pro-
tecting member planets from war and piracy.  As a result, most 
Imperial laws dealt with those topics, and there was only a 
minimum of Imperial criminal law (e.g., murder is prohibited), 
and that only applied where there was not already a local law 
covering the situation.  So in the case of liability waivers, the 
Imperium would probably, IMO, not intervene at all, and it would 
be a matter for the courts on the planet of origin to handle.  
For something like the Alcyon expedition, I suppose that a "base" 
planet would have been agreed upon for legal purposes, presumably 
one whose civil codes were to the taste of the organizers.  
Anyone from a planet with different codes would be out of luck, 
and their heirs would have to sue on the base planet.

ASLAN

Like most of the villains in Traveller (you all remember the 
devious and oppressive Zhodani, don't you?), the Aslan 'invasion' 
of the Spinward Marches postulated by the background material 
included with the MegaTraveller rules seems to be getting 'wa-
tered down' as time passes.  The Aslan aren't really bad guys 
wantonly conquering planets, we're now told--they're just set-
tlers who don't see any reason why you would want to leave land 
unsettled on your nice planet.  Maybe so, maybe so....Looking 
over the Glisten subsector, I see only a few planets that are 
really 'earth-like' (i.e., that will support life without techno-
logical assistance, and have water, and so on).  I can see the 
eager Aslan settlers making their new homes in these places.  
According to the recent MTJ#1 these Aslan settlers are attempting 
to cooperate with local authorities as much as possible.  I 
wonder if this means that they would be willing to conform to the 
TL2 tech restrictions on Sorel?

Anyway, the real question is this:  We all know that Aslan males 
want to hold land.  I'm guessing that 'real land', the kind that 
you can walk around on without breathing apparatus, and that has 
plants and animals living on it, is the best.  Is anything else a 
sufficient substitute?  Would a farm tunnel out of THE MOON IS A 
HARSH MISTRESS be land enough to satisfy their cravings, even a 
little bit?  How about a condominium in New York City?  If the 
answer to these questions is no, then why would the Aslan take 
over the administration of an airless rockball rather than just 
ignore it?

Rob Dean




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

Archive-Message-Number: 2409
Date:     Mon, 3 Jun 91 16:06:29 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  New Player Handout

While Mike Metlay would urge me not to do this, I started a weekly Traveller
game at my local game shop two weeks ago, to get more of a Traveller fix.
Being somewhat afraid of the sort of people that might show up, I prepared
a number of handouts for people unfamiliar with the game, including several
xeroxed "New Player" articles from TD and the following summary handout of
my own.  Any comments from the gang?  For all of the time I've spent with 
this game since it was first released, I've not ref'ed it very often and I'm
still feeling my way through some parts.

As a side note--I've neglected the PBEM mercenary company game for a while
now.  Any players in that who are still interested will be be happy to hear
that much of the missing background material on Overnale has just been written
by me in the last week as a side effect of the store game.  As a result, we
could be getting started again, running the intelligence ops and the (brief?)
combat exercise concurrently, as long as my keyboard holds up.  (Slight 
hardware difficulties here.)

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


FROM THE GAMEMASTER:

A few more notes on Traveller:

1.   The game aims to be realistic, and any referee's calls  will 
take  this  into  account.  The idea is to try to  have  fun,  so 
please  remember,  it's only a game and the ref has to  have  the 
final call.

2.    The main scientific breakthroughs assumed in the  game  are 
the invention of usable anti-gravity generators (at tech level 9) 
and  the  invention of the Jump drive for star  travel  (also  at 
TL9).  There are no all purpose force fields.  Until TL13 or  so, 
the all around favorite personal weapons will be slug throwers of 
one  sort or another.  Laser and high energy weapons tend  to  be 
bulky and finicky.

3.   Anti-gravity can be used for spaceship propulsion,  allowing 
continuous boost at up to 6 gravities for a month or more in  the 
typical  spacecraft.   However, the basic rules  of  physics  are 
still  in  effect.  At 1G (a typical drive value for  a  merchant 
ship),  a trip between Mars and Earth at closest  approach  would 
take  about  two days.  A 1G constant acceleration  trip  between 
Earth and Jupiter (average separation) would take 6 1/2 days.  If 
a  ship  in space powers down its engines, it  continues  on  its 
course  at  its current speed, as modified by  any  gravitational 
effects.  It doesn't stop.  Even with beam weapons with ranges of 
500,000km, space combat is slow.  Two ships which had been  head-
ing in opposite directions at high speed could require many hours 
to match courses.

4.  Communication comes in two flavors: radio and other  electro-
magnetic  radiation  which  travels at the speed  of  light,  and 
messages  sent  by  ship, which travel at the speed  of  Jump  (a 
maximum of about 19 light years per week--Jump-6 ).  Large  scale 
government  tends to be decentralized because of  the  communica-
tions  lag.   A message sent by the Imperial Express  Boat  route 
from  Capital to Glisten would be in transit for almost  a  year. 
Thus,  it  would take two years to send a message and get  a  re-
sponse.   In  a  typical star system  communication  between  the 
innermost and outermost planets at the speed of light might still 
be subject to a time lag of tens of hours in each direction.

5.  Combat is fairly dangerous, and in almost all cases, dead  is 
dead.   There  is no memory recording technology, nor  any  clone 
replacement bodies.  There is suspended animation technology,  so 
a  critically  wounded character *might* last until  a  high-tech 
hospital can be reached.

6.   The  Imperium is big.  Their Navy is big.  Their  ships  are 
bigger  than anything else you will see moving in space.  If  one 
shoots  at  any ship a group of players is ever likely to  be  in 
control  of,  they will be dead.  Don't give them any  reason  to 
shoot.  Don't break the law.  Fortunately, the laws of the  Impe-
rium itself are minimal.  Rule#1: No nukes.  Rule#2: No psionics.  
Rule#3:  Don't disrupt trade.  Rule#4: Leave other people's  pla-
nets  alone. Most governing is done by local governments, due  to 
the slow speed of communications.

7. Computers:  Traveller is not a computer heavy game.  Don't ask 
me  why,  but  we'll play along.  No  cyberware.   Some  computer 
background is assumed for most characters from high tech  worlds, 
because the game does include things like "dynamically configured 
controls"  on  most  vehicles of TL10 and above.   Plug  in  your 
favorite  set  of control parameters and any  vehicle's  controls 
look much like any other's--to you.  Trying to use someone else's 
default  controls could get interesting.  (But it's all in  Japa-
nese!??  What does this blinking green light mean?)

8.   Aliens:  There are a number of them.  Aslan and Vargr  would 
be  the most common major races seen in this area.  Droyne  would 
be  possible.   Darrian (home of a minor human race) is  not  far 
away, and you would probably recognize a Darrian if you saw  one.  
The Sword Worlds, a rather backward and clannish group of planets 
are also fairly close.  You'd probably recognize a Sword  Worlder 
if  you saw one, too, but it would be less likely.   The  Darrian 
Federation is friendly toward the Imperium, the Sword Worlds  are 
not.

9.   Monsters:   Lots of planets have native life forms.   It  is 
possible  that  there might be some commercial value  in  hunting 
them for anything from their fur to their unusual body chemistry, 
but  they don't usually store treasure in their lairs.  The  game 
is  not usually about interactions between players and  monsters, 
but about interactions between players and non-player characters.


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

Archive-Message-Number: 2410
Date:     Mon, 3 Jun 91 16:46:37 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (2393) Starport security

> From: "Mark Power"  <MARK@gsb2.his.uab.edu>
> Subject: (2393)  Starport security
> 
> Obviously, this changes the atmosphere that many of us create for our
> starports.  Has any out there never been in a major firefight in a starport
> bar?  It does, however, seem to make more sense to me.

Sounds OK to me.  Besides, the last time I ran a bar fight it was fists, 
daggers and a body-pistol or two.

> I still have a few questions, though.  While the preceding would apply to A
> and B class ports, and would probably apply to most C class, would it apply
> at all to D class ports?  I noticed a while back that some security has been
> instituted at the general aviation facility of our local airport (B/C
> class), which was unheard of ten years ago.  Anyone with more experience
> (Richard?) care to comment?

At a class D starport, the ship is likely to be a free trader.  While it might
be easier to get *to* the ship carrying a weapon, I've always figured that
the free traders in the business of stopping at these places either searched
all the luggage by hand, or had portable metal detectors to do the basic 
screening.

> Also, does this ruin too many scenarios?  I think it can be worked around,
> and in fact can imagine the effort to smuggle guns onto a ship being a
> nights adventure in itself.  Does anyone disagree?
>
I have always been under the impression that this is *supposed* to be a
problem, which is the reason for the indetectable body pistols and the plastic
knives and so forth.
 
All your comments look pretty reasonable to me--so much so that I'm not sure
why you think this is changing the flavor of the game by any great amount.
Your comments are in accord with the way I've always done things.

Rob Dean


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

Archive-Message-Number: 2411
Date: Mon, 3 Jun 91 23:49:31 -0400
From: Chris G. Sylvain <cgs@wam.umd.edu>
Subject: Re:  Laws of the Imperium

> From: Hans Rancke-Madsen <rancke@freja.diku.dk>
> 
> So the question that struck me was: What are the laws of the Imperium? Are
> they just carbon copies of American laws, late 20th century? Can anybody
> remember any Imperial laws mentioned in the Traveller and Megatraveller
> canon? I seem to recall something about a definition of murder and some laws
> about robots. Anything else?

Being the author of the remark which spawned your query, I am also very
interested in this subject. A long way back, I submitted to the TML a
message which speculated on how laws operated in the Imperium, in terms
of what was forbidden, under whose jurisdiction things fell, and so on.

My best resource so far is a well-read No. 14, Journal of the Travellers'
Aid Society, titled "Laws and Lawbreakers." There's an article on police
forces, a couple of paramilitary/police Striker vehicles, and an article
entitled "High Justice" which briefly sketches out how to handle legal
matters.

Hitting the high points: Modern crimes are the concern of planetary 
authorities; subsector courts handle unlawful introduction of hi-tech
to a low tech world, violation of a planetary interdiction, possession
and/or use of NBC weapons, and war crimes (as defined by the Imperial
rules of war.); Imperial courts handle capture/transport/possession of
slaves, piracy, murder of Imperial officers/officials/nobles, theft of
Imperial property, treason against the Imperium and conspiracy to commit
treason against the Imperium.

Nick Sylvain

Enforce the Second Amendment!

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

Archive-Message-Number: 2412
Date: Mon, 3 Jun 91 23:31:36 -0700
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: Random Musings (Wet Navy & Imperial Law)


        My heart nearly stopped when I saw the item about Terry McInnes doing
a Wet Navy design/rules supplement.  I've started to take actions to see
if it's possible to get what I've done on waterfaring craft considered for
inclusion.  [insert hostile comment about insufficient network cross-
connectivity].  

        Also, Re: Imperial Laws
        I'm probably the current legal expert (?) on the Third Imperium; an
article of mine is set to run 'any issue now' on the Imperial Legal system.
To give you some general ideas, there are several levels of law:
        High Justice law
        Imperial Law
        Recognized Law
        Local Law

        High Justice is the real nasty stuff.   Waging Illegal War, Possesion/
Manufacture/Use of Nuclear Weapons, Interfering with an Imperial Warrant Holder.
The Imperial govt. and all its agencies come down very strongly on violations
of High Justice laws.
        Imperial Laws are the next level; Murder (usually only applies on
starships in flight), Piracy, etc. are Imperial Laws.  The Imperial Ministry
of Justice is empowered to investigate and deal with violations of Imperial Law,
and occationally other Imperial agencies will get involved.
        Recognized Laws are those that are not of Imperial general interest,
but that the Imperial Government will allow extraterritorial pursuit and
extradition for violators.  Most murders and moderate-to-severe crimes are
Recognized.  Local governments are responsible for investegating and enforcing
these laws, though the MoJ may assist.  It is important to note that these
are not per se Imperial laws; the local government has to enact the law, which
will then be recognized by the Imperial government.
        Local Laws are those that the Imperial government feels are of minor
enough nature to not warrant allowing Interstellar Extradition.  Assault and
moderate theivery are the top of Local Laws, which goes down as far as
Parking Tickets etc.

        If anyone has specific questions beyond that, feel free to contact
me.  I don't want to post the whole article since Challenge bought it and
it's now their property, but I'll assist people who would like specific
points answered.

- - -george william herbert
gwh@ocf.berkeley.edu


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

Archive-Message-Number: 2413
From: Hans Rancke-Madsen <rancke@freja.diku.dk>
Subject: Starship encounters and aslan
Date: Tue, 4 Jun 91 16:01:23 MET DST

Mark Power (MARK@gsb2.his.uab.edu) writes:
>
> I've just started up a new campaign, and it suddenly dawned on me how long
> its been since I'd last run Traveller -- I don't have a good starship
> encounter chart.  While the one in the MT books will do in a pinch, its of
> no help with my immediate problem -- determining how many and what kinds of
> ship are in system.  Does anyone have a good set of tables or other system
> they would like to share?

I did some work on this a couple of years ago, but put it on
the shelf when I realized that even given quite conservative
assumptions the total number of civilian ships in the Glisten
Subsector (a not terribly populous subsector) would work out
in the neighbourhood of 40.000!

I came up with a procedure for working out trade routes (4
different levels of trade volume), but never managed to put
figures on the levels. I could post it if anyone is interested,
but it may be a while before I have the time.



Then Rob Dean writes about the terrible aslans:

>    The Aslan 'invasion'
> of the Spinward Marches postulated by the background material
> included with the MegaTraveller rules seems to be getting 'wa-
> tered down' as time passes.  The Aslan aren't really bad guys
> wantonly conquering planets, we're now told--they're just set-
> tlers who don't see any reason why you would want to leave land
> unsettled on your nice planet.

I've always been bothered with the way those aslan got moving
so fast and so far. The map enclosed in Megatraveller is from
ca. 1120, unless I've misunderstood something. There's three
things that I find hard to believe about it:

1) That the aslani clans can cooperate enough to attack the
   Marches in concert. This has been the weakness of the aslan
   from the time of the Aslan Border Wars till now. Why should
   it suddenly change? I just don't buy the explanation about
   this coordinator of _ihatei_ movement. Especially in view of
   the fact that

2) I would personally undertake to defend the three imperial
   subsectors of Trojan Reach with nothing but the subsector
   fleets, never mind what regular fleet units Norris may have
   allowed to remain. Remember that the opponents are ihatei
   fleets. This is the _surplus_ that the clans can afford
   to spend on younger sons. A considerable portion of the
   military might of the 12-16 subsectors that the aslan inhabit
   on this side of the Great Rift must be tied up in guarding
   the clan holdings from rival clans. Any contribution from
   the far side of the rift must be negligble. (Surely the parent
   clans will want the wealth of transriftine sectors to flow
   to them and not the other way). And as any single aslani clan
   would control very much less than the total ressources of
   those 12-16 subsectors, the Duke of Tolia would propably be
   able to fend the aslan off by purely diplomatic means.
   Especially as

3) There is in 1116 a belt of neutral worlds approx. 10 parsec
   wide between the aslani worlds and the Imperium. Surely those
   worlds would be much easier prey than even a weakly defended
   imperial subsector? Furthermore the typical ihatei fleet is
   composed of obsolete jump-3 ships. If you analyze a map of
   Trojan Reach, you will find that there are _very_ few ways
   for jump-3 ships to get into the imperial worlds (double-
   jumping will reduce the capacity of these colonizing ships
   something fierce!). The Imperial High Command would certainly
   realize this and take measures to guard these few routes.

   (As a final aside, can you imagine any sizable ihatei fleet
   being assembled in secrecy? Give me a reasonable imperial
   spy-net and a few hundred courier ships, and I'll guarantee
   to _meet_ any invading fleet with an imperial fleet before
   they get inside the Imperium!)

> Anyway, the real question is this:  We all know that Aslan males
> want to hold land.  I'm guessing that 'real land', the kind that
> you can walk around on without breathing apparatus, and that has
> plants and animals living on it, is the best.  Is anything else a
> sufficient substitute?  Would a farm tunnel out of THE MOON IS A
> HARSH MISTRESS be land enough to satisfy their cravings, even a
> little bit?  How about a condominium in New York City?  If the
> answer to these questions is no, then why would the Aslan take
> over the administration of an airless rockball rather than just
> ignore it?

I guess the answer must be yes, then. ;-)


      Hans Rancke
University of Copenhagen
     rancke@diku.dk

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

Archive-Message-Number: 2414
From: chk@alias.COM (C. Harald Koch)
Subject: Imperial Law on Starships
Date: Tue, 4 Jun 91 11:15:08 EDT

> IMPERIAL LAWS
> 
> For something like the Alcyon expedition, I suppose that a "base" 
> planet would have been agreed upon for legal purposes, presumably 
> one whose civil codes were to the taste of the organizers.  
> Anyone from a planet with different codes would be out of luck, 
> and their heirs would have to sue on the base planet.

In current times, the laws in force on a ship are the laws of it's port of
registry (which is why alot of North Atlantic commercial ships are
registered from bizarre places...). The laws in force on board a commercial
airliner are the laws of the country that the airline is based in (e.g. an
Air Canada international flight operates under Canadian law).

In both cases, there are a set of international laws (LOS == Law Of the Sea
for oceans; I dunno for aircraft) that preempt any contradictory local laws.

- - -- 
C. Harald Koch  VE3TLA                Alias Research, Inc., Toronto ON Canada
Internet:    chk@alias.com      chk@gpu.utcs.toronto.edu      chk@chk.mef.org
"I think you curdled my Pepsi!"-Gerry Smit, in response to sickening cuteness

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

Archive-Message-Number: 2415
From: d9bertil@dtek.chalmers.se
Subject: Zhodani Word Generator
Date: Wed, 5 Jun 91 13:15:45 MET DST

  I'm not sure if there is a creature like that for UNIX, so if anyone wants
a very simple one, written in C, only compiled using gnu cc on a sun 3/80, using
the table from the Zhodani alien module and lacking the scanning for impossible
letter combinations, mail me.
  Just letting it lie and do nothing in my /src/names2 dir would be a waste of
good(?) code:)

- - -bertil-
- - -- 
"Some people almost never think. They just reshuffle their prejudices."

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

Archive-Message-Number: 2416
Date: Thu, 6 Jun 91 14:01:31 -0400
From: teets@frith.egr.msu.edu
Subject: Those pesky ships


    I am in the process of setting up a spreadsheet to desing starships.
Well, actually I am done.  My problem is that all the numbers match up
fairly well (give or take some large errors) but I can refine that.  The
main problem is that the price is ALWAYS way too high.  I tested it using
desings from the manual and seeing if I got the same amount.  Unfortunately
not, any ideas where this might be going wrong, as in the designs in the
book are all off?  Just wondering if anyone else had this problem.

                                               Matt.

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

Archive-Message-Number: 2417
Date: Fri, 7 Jun 91 14:35:01 EST
From: grue@cs.uq.oz.au
Subject: Re: Those pesky ships

hiya,

>    I am in the process of setting up a spreadsheet to desing starships.
>Well, actually I am done.  My problem is that all the numbers match up
>fairly well (give or take some large errors) but I can refine that.  The
>main problem is that the price is ALWAYS way too high.  I tested it using
>desings from the manual and seeing if I got the same amount.  Unfortunately
>not, any ideas where this might be going wrong, as in the designs in the
>book are all off?  Just wondering if anyone else had this problem.

Sorry, to mention this but I've already written a ship design program
and it is currently having some documentation written for it (hopefully :)

The program is written in mostly machine independent C and I'll be making
it available sometime real soon.  I have tried to stay as compatable as
possible with the current MT design rules, and I think I have succeeded
quite well.  There will also be a version for TDR when the TDR vehicle
design rules stablise a bit.

I cannot really help you with the mysterious errors, it could have something
to do with rule interpretation.  I should also say that I haven't checked
out the designs in the GDW books, so it could be GDW is at fault!!!!  ;-)


                                                        Pauli
seeya

Paul Dale               | Internet/CSnet:            grue@cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%cs.uq.oz.au@uk.ac.ukc
Australia, 4072         | EAN:                          grue@cs.uq.oz
                        | UUCP:           uunet!munnari!cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@cs.uq.oz.au

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

Archive-Message-Number: 2418
Date: Fri, 7 Jun 91 20:56:26 -0400
From: teets@frith.egr.msu.edu
Subject: Aliens

    I have finally decided to confront a problem I have had for a long time 
with the traveller system.  Why do all the major races breath a nice oxygen/
nitrogen mix of atmosphere.  Why don't any of them breathe clorine or even 
neon.  Wouldn't this be much more realistic?  So I am proposing something that
I have not heard discussed before, that we design a REALLY interesting alien.
I suggest this because it is my belief that there is enough expertise on this
list to actually come up with an alien race with could actually function and
why.  It's just a though actually but I think some aliens designed on this list
(or on a sub-list) could really spice up a lot of traveller campaigns.  I would
like to hear what you think.  Hopefully I'm not wasting to much bandwidth.

                                                Matt.

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

Archive-Message-Number: 2419
Date: Sat, 8 Jun 1991 10:00 EST
From: "Alvin M. Chan" <CHAN93%SNYBUFVA.BITNET@cunyvm.cuny.edu>
Subject: Aliens, and their breathing atmosphere

Matt (teets@frith.egr.msu.edu) wrote in message 2418 about REAL aliens
and the some possible breathing atmospheres..  GREAT IDEA!  How about Methane?
with those nice Carbon and Hydrogen molecules, say an alien's metabolism
takes a whole bunch of methane molecules, makes them into carbohydrates
(read: food) and breathes out excess hydrogen?  no smoking around these guys!

how about body chemistry and metabolism?  that may be a bit much but one
could always generalize.  Should we stick to carbon-based lifeforms?
Asimov's story "The Talking Stone" about a silicon based lifeform got me
interested in sci-fi to start with.

                                                        - Alv

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

Archive-Message-Number: 2420
Date: Sat,  8 Jun 91 15:41:16 -0400 (EDT)
From: William Henry Timmins <wt0b+@andrew.cmu.edu>
Subject: Re: Aliens

Well, first off, if you want some sort of realism in aliens, neon is a
bit unlikely.

Here's a quick rundown on chemistry possibilities for near-terrestrial planets:

nitrogen compound breathers (forms various acids in solution, which can
function to oxidize food. Also, one of the NO compounds is paramagnetic.
The effects of that, who knows, but perhaps the atmosphere itself will
produce a magnetic field.)

sulphur compound breathers (sulphur is very similar to oxygen, except
that it is solid at near-earth temperatures. H2S is a possible
substitution for the role water has in plants, and is indeed used that
way in certain ocean-vent life forms on Earth. However, sulphur isn't as
reactive as oxygen, so life forms might be lower energy <ie- move slower
to catch food, sustain energy with greater care, etc>)

Chlorine/flourine/etc breathers (HIGHLY reactive, so life forms may be
more energetic.)

Other chemistries:
Silicon- silicon forms VERY tight bonds, so either used in high
temperature life form (ie- molten rock level) or used for skeletal-type
structures.

Sugar- this is our chemistry (more or less) Note: at high temperatures,
sugars are as explosive as nitrates are in our temperature.

Nitrates- Cold life forms, possibly.

Ammonia- at low temperatures, ammonia bears some of the same
dissasociative properties as water.

Metallic- Possible electron transfers and salt solutions form basic chemistry.

Inert gas foo- certain inert gases can be used in gas pump lasers.
Perhaps a 'gas cloud' being, composed of many separate pieces, uses
lasers to interconnect the nodes... or something.

Heavy metals, radioactives- depending on the chemical type of the
compounds, oxidation may or may not be important. Radioactive decay and
linked reactions form chemistry. Note: Xenon absorbs neutrons, and may
be of use in such a life form.

Crystalline- As WHAT crystal hasn't been mentioned, there's alot of
lattitude here. Crystals have interesting properties of resonance and
reproduction that may make it more common than non-crystalline life.
<shrug>

Cold hydrogen- mentioned in a certain Carl Sagan book whose title eludes
me, liquid hydrogen can occur in two forms, determined by whether the
spins of the electrons match or not. He postulates that this difference
may be utilizable and be the structure of some sort of life form.

Plasma- the photospheres of stars may be the most abundant sources of
life in the cosmos. Plasmas, ionized gas, are matter and energy which
affect each other. It doesn't take a huge leap to postulate life of this
sort.


Well, this covers some of the possibilities for chemistry in life forms.
When I'm up to it, I'll post about some of the different forms I think
life could take. Oh, and maybe the social/evolution stuff (though that
is so specific perhaps I shouldn't...)

Until next time...

- - -The Incoherent Will

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

Archive-Message-Number: 2421
Date: Sat, 8 Jun 91 23:25:39 -0700
From: Raven <bfwong@ocf.Berkeley.EDU>
Subject: Source code to Aslan Name Generator


        What with all the recent posting of binary name generators, and my
recent postings of the C source code to various generic name generators, I
decided to see if I could adopt one of them to the traveller name tables system.
        So far I've made it for Aslan and Vargr, but since if I recal a binary
was posted for Vargr (not sure here) , though only ussable for PC's, I'll 
start off with the C code for the Aslan one (yes, I speak with run on sentances
that too... :-) ) . With a little modification anybody with a C compiler should
be able to get this to work, and modifying it for the other name tables used
in Traveller should be simple.

                ---Raven
- - -----------------------CUT-----HERE---------------------------------------------
#ifdef SYSV
#include <string.h>
#define srandom srand48
#define random lrand48
#endif

#ifdef BSD
#include <strings.h>
#endif

#ifdef MSC
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define srandom srand
#define random rand
#endif

#include <ctype.h>

#define MAXNAME 80

/* If you decide to use the tables in Alien module
 * you should use make SYLLABLES 6 instead of 3, but personally I find
 * that anything over 3-4 syllables comes out unpronouncable, the alien
 * modules probably used 1d6 only because Traveller sticks to d6 so
 * strongly */

#define SYLLABLES 3
#define rnd(n) (unsigned)(random() % (n))

/*
 * By bfwong@ocf.berkeley.edu
 *      AKA Raven B.
 *
 * This version generates Aslan syllables, then put those
 * syllables together into a word.
 * The tables below were made from the Aslan sound frequency table in Alien
 * module 1.
 * Which is of course, copyrighted material, etc,etc...
 */

char           *vowels[] =
{
        "a",
        "a",
        "a",
        "a",
        "a",
        "a",
        "a",
        "a",
        "a",
        "ai",
        "ai",
        "ai",
        "ao",
        "ao",
        "au",
        "e",
        "e",
        "e",
        "e",
        "e",
        "e",
        "ea",
        "ea",
        "ea",
        "ea",
        "ea",
        "ea",
        "ei",
        "ei",
        "i",
        "i",
        "i",
        "i",
        "iy",
        "iy",
        "iy",
        "o",
        "o",
        "oa",
        "oi",
        "oi",
        "ou",
        "u",
        "ua",
        "ui",
        "ya",
        "yu",
        "a",
/*      "'",*/
        0
};
/* initail consonants */
char           *incons[] =
{
        "f",
        "f",
        "f",
        "f",
        "f",
        "f",
        "ft",
        "ft",
        "ft",
        "ft",
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "hf",
        "hf",
        "hk",
        "hk",
        "hk",
        "hk",
        "hk",
        "hl",
        "hl",
        "hl",
        "hr",
        "hr",
        "hr",
        "ht",
        "ht",
        "ht",
        "ht",
        "ht",
        "hw",
        "hw",
        "k",
        "k",
        "k",
        "k",
        "k",
        "k",
        "k",
        "kh",
        "kh",
        "kh",
        "kh",
        "kh",
        "kh",
        "kht",
        "kht",
        "kht",
        "kht",
        "kt",
        "kt",
        "kt",
        "kt",
        "l",
        "l",
        "r",
        "r",
        "r",
        "s",
        "s",
        "s",
        "s",
        "st",
        "st",
        "st",
        "t",
        "t",
        "t",
        "t",
        "t",
        "t",
        "t",
        "t",
        "tl",
        "tl",
        "tr",
        "tr",
        "w",
        "w",
        "w",
        "w",
        "w",
        "w",
        0
};
/* final consonants */
char           *cons[] =
{
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "h",
        "kh",
        "kh",
        "kh",
        "kh",
        "l",
        "l",
        "l",
        "l",
        "l",
        "l",
        "l",
        "lr",
        "lr",
        "lr",
        "r",
        "r",
        "r",
        "r",
        "r",
        "rl",
        "rl",
        "rl",
        "rl",
        "s",
        "s",
        "s",
        "s",
        "s",
        "w",
        "w",
        "w",
        "w",
        "w",
        "w",
        "'",
        "'",
        "'",
        0
};

int     lengthof(ar)
char    **ar;
{
        int     n = 0;

        while (*ar)
        {
                n++;
                ar++;
        }
        return (n);
}

main(argc, argv)
int     argc;
char    *argv[];
{
        int     n;
        int     letters;
        int     vowel;
        int     numvowels;
        int     numcons;
        int     numincons;
        int     maybe;
        int     scount;
        int     wordlen;
        char    name[MAXNAME];

        numvowels = lengthof(vowels);
        numcons = lengthof(cons);
        numincons = lengthof(incons);

        if (argc == 2)
        {
                /* initialize random number generator */
                srandom(time(0L));

                /* generate argv[1] names */
                for (n = atoi(argv[1]); n > 0; n--)
                {
                        name[0] = '\0';
                        maybe = (rnd(3));
                        /* choose whether first character is a vowel */
                   for (wordlen = rnd(SYLLABLES)+1;
                        wordlen > 0; wordlen--)
                /* for wordlen times, construct the following syllables */
                   {
                                if(maybe == 1) {
                                    strcat(name, incons[rnd(numincons)]);
                                     maybe = 0; }
                                else if(maybe == 2) {
                                    strcat(name, incons[rnd(numincons)]);
                                     maybe = 0;
                                } else {
                                    strcat(name, vowels[rnd(numvowels)]);
                                     maybe = (rnd(2)+1); }


                        /* complete rest of letters */
                        /* incons is only used for first consonant */
                        /* cons is only used for second, if any, consonant */
                        for (scount = rnd(2)+1; scount > 0; scount--)
                        {
                                /* alternate vowels and consonants */

                                /* get next character */
                                if (!maybe) {
                                        strcat(name, vowels[rnd(numvowels)]);
                                         maybe = (rnd(2)+1); }
                                else if(maybe == 1) {
                                        strcat(name, cons[rnd(numcons)]);
                                          maybe = 0;
                                          scount--; }
                                else {
                                    strcat(name, cons[rnd(numcons)]);
                                     maybe = 0;
                                     scount--; }

                        }
                   }
                        /* upper case first letter */
                        name[0] = toupper(name[0]);
                        printf("%s\n", name);
                }
        }
        else
                printf("Usage: name number-of-names\n");
}
- - --------------------------CUT----HERE-------------------------------------------

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

End of TML Bundle
*****************
Date: Wed Jun 12 21:00:20 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #200: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2422  08-Jun-91 cadpoole@atlas.cs RE: Aliens << > I have finally decided to con
2423  10-Jun-91 MacGyver          source code << Recently there have been many 
2424  10-Jun-91 "Robert S. Dean"  Origins << Now that the time for Origins is r
2425  10-Jun-91 "Robert S. Dean"  Re: (2418) Aliens << >Date: Fri, 7 Jun 91 20:
2426  10-Jun-91 Dave Boddie       Source to Vargr word generator << Here is the

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

Archive-Message-Number: 2422
Date: Sat, 8 Jun 91 11:58:55 -0300
From: cadpoole@atlas.cs.upei.ca (Dale Poole)
Subject: RE: Aliens




>    I have finally decided to confront a problem I have had for a long time 
>with the traveller system.  Why do all the major races breath a nice oxygen/
>nitrogen mix of atmosphere.  Why don't any of them breathe clorine or even 
>neon.  Wouldn't this be much more realistic?  So I am proposing something that
>I have not heard discussed before, that we design a REALLY interesting alien.
>I suggest this because it is my belief that there is enough expertise on this
>list to actually come up with an alien race with could actually function and
>why.  It's just a though actually but I think some aliens designed on this list
>(or on a sub-list) could really spice up a lot of traveller campaigns.  I would
>like to hear what you think.  Hopefully I'm not wasting to much bandwidth.
>
>                                                Matt.


    I have also wondered about the same thing, and to that end, I'm
trying my hand at designing my first mini-adventure for some friends.
 
This may be a shop worn idea but......a local starport installation has
intecepted a ship carrying contraband.  The ship's crew has been detained
but for reasons unstated, Imperial officials are looking for a crew to 
pilot the ship to the nearest Marine Base for disposal.
    The ship is carrying several large canisters, usually devoted to 
carrying unstable medical materials.  In actuality they are carrying 
lifeforms like those in the 'aquariums' in the movies ALIENS, which are
encountered in the med-lab.
    The basic theme is corruption and moneymaking on thepart of local
and some Imperium officials, muchlike in the movie.
 
If the adventure goes well, the players gain some expereince piloting a
ship, interacting with some ranking NPCs and earning some loot.  The
exposure also allows the developmentof further ideas.
 
If the adventure still goes well [grin] their curiosity will overcome
them and they'll have a look inside the canisters.  The rest is history!
 
Will they become host trying to destroy their cargo?  Will they recognize
the danger of actually delivering the cargo?  How will they explain the
destruction oftheir cargo?  etc...etc...

This being my first crack at any Traveller material, how does it sound?
Is it too ambitious for first time out?  Can you offer any suggestions
that would bring the plotline more in line with what goes on in the
Traveller milieu?

Thanks, from the Neophyte!

Dale    
cadpoole@atlas.cs.upei.ca


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

Archive-Message-Number: 2423
From: MacGyver <macgyver@cis.ohio-state.edu>
Subject: source code
Date: Mon, 10 Jun 91 15:55:01 EDT

Recently there have been many posts on name/language generator, I just
want to thank the various posters for their efforts. And they are really 
useful!

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

Archive-Message-Number: 2424
Date:     Mon, 10 Jun 91 15:39:18 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Origins

Now that the time for Origins is rapidly approaching, I'm wondering if I'll
have the chance to meet any of you there.  As a Baltimore based TML member,
it's pretty certain that I'll be on hand.  Any others with definite plans yet?

Rob Dean


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

Archive-Message-Number: 2425
Date:     Mon, 10 Jun 91 16:01:49 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (2418) Aliens

>Date: Fri, 7 Jun 91 20:56:26 -0400
>From: teets@frith.egr.msu.edu
>Subject: (2418) Aliens
> 
>    I have finally decided to confront a problem I have had for a long time 
>with the traveller system.  Why do all the major races breath a nice oxygen/
>nitrogen mix of atmosphere.

Well, there are probably a number of good scientific reasons for this, but
I'll add a few game mechanical and game background reasons.  People not playing
with the official universe can ignore these.  Races would have little reason
to interact (and it would be difficult for them to do so) if they didn't
breathe approximately the same atmosphere mixture.  One of the intentions of
Traveller aliens was that they be playable both in their own cultural context
and in a mixed human/alien context.  Major races, of course, are limited to
humaniti (all three major branches), Vargr (modified Earth life), Droyne (who
presumably fooled around with Earth life because it could live in their
environment without special attention), and the K'Kree, Hivers and Aslan.  I
won't make excuses for them.  Several minor races have been presented in 
various Traveller products (some quite 'official') that are not based around
oxygen chemistry, such as the Jgd-il-jagd (sp?) who are gas giant dwellers,
the Ebokin (methane breathers) and the Brinn (also methane? or are they a
hydrogen breathing species?).  The old FASA adventure "Ordeal on Eshaar"
took place on a halogen atmosphere planet, from what I recall from hearsay.


> Why don't any of them breathe chlorine or even 
> neon.  Wouldn't this be much more realistic?


Not necessarily.  I could look up (if anyone is interested) a number of science
fact articles published in Analog over the last thirteen years (since I started
reading the magazine regularly) which go over why chlorine and fluorine 
atmospheres are extremely unlikely (making life in them even unlikelier) and
why silicon based life won't really work (silicon doesn't actually form the
same range of structures as carbon, making 'silo-organic' chemistry unlikely.
Some silicon/carbon hybrid systems could be possible.).  Breathing neon is
prety unlikely because it just doesn't do much in the way of reacting, and
the whole point of breathing is to fuel some sort of chemical reaction to
keep your lifeform going.  You could probably design a lifeform that could
exist in a neon atmosphere, but it wouldn't breathe in the sense that we use
the term.
 
>So I am proposing something that
>I have not heard discussed before, that we design a REALLY interesting alien.
>I suggest this because it is my belief that there is enough expertise on this
>list to actually come up with an alien race with could actually function and
>why. 

Not a bad idea perhaps, although I think our pool of expertise doesn't include
too many biology types, at least from what I remember of last year's survey.

> It's just a though actually but I think some aliens designed on this list
> (or on a sub-list) could really spice up a lot of traveller campaigns.

No sublists.  Traffic has a hard time sustaining the critical volume required
for good discussion.

> I would
> like to hear what you think.  Hopefully I'm not wasting to much bandwidth.
> 
>                                               Matt.
> 
Sounds good to me.  (Never apologize for presenting ideas!)  It might be 
prudent to start with a fairly conventional alien first, though.

Rob Dean


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

Archive-Message-Number: 2426
Subject: Source to Vargr word generator
Date: Mon, 10 Jun 91 17:02:32 CDT
From: Dave Boddie <dboddie@uafhp.uark.edu>

Here is the source code for the Vargr word generator. I kinda rushed this out,
and jotted down a short doc file for it, so if you have any problems, send mail
to me or the list. This file has been shar'ed (with HP-UX shar), and you need
to save this file, cut out the heading and unshar it due to the directions
below...

Hope ya like it... It's freeware!
Dave
#---------------------------------- cut here ----------------------------------
# This is a shell archive.  Remove anything before this line,
# then unpack it by saving it in a file and typing "sh file".
#
# Wrapped by Dave (Unix Hero) <dboddie@uafhp> on Mon Jun 10 16:07:26 1991
#
# This archive contains:
#       vargr.c         vargr.doc       vcon1.c         vcon2.c         
#       vmain.c         vvow.c          
#

LANG=""; export LANG
PATH=/bin:/usr/bin:$PATH; export PATH

echo x - vargr.c
cat >vargr.c <<'@EOF'
/* Vargr word generator -- Copyright by David Boddie (dboddie@uafhp.uark.edu) */
/* Consent is granted to copy this code and change it however you wish, how   */
/* ever, if you wish to sell it, you will have to write me..                  */

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <string.h>
#include "vmain.c"
#include "vcon1.c"
#include "vvow.c"
#include "vcon2.c"
 
#define DIE     6
#define CONS    'C'
#define VOW     'V'
 
char *string[6], *wordstring;
char rc, *ptr;
int syllen;
int Random();
char *GetICons();
char *GetFCons();
char *GetVow();
 
main(argc,argv)
int argc;
char *argv[];
{
        int red, white, i, j, count, maxsyl;
        static int syllables;
 
        if(argc >= 2)   {
                srand(time(0L));
                for(count=0;count<atoi(argv[1]);count++)        {
                        syllables = (int) Random(DIE);
                        if(argv[2] != NULL)
                                maxsyl = atoi(argv[2]);
                        if(maxsyl > 0 && maxsyl <= 6)
                                syllables = maxsyl;
                        for (i=0; i<syllables; i++)     {
                                red = Random(DIE) - 1;
                                white = Random(DIE) - 1;
                                if(i != 0)
                                        rc = *(string[i-1]+strlen(string[i-1])-1);
                                if(i==0 || rc == CONS) {
                                        string[i] = basic[red][white];
                                        }
                                else    {
                                        string[i] = alt[red][white];
                                        }
                        } /* End of Loop */
                        string[i] = '\0';
                        wordstring = malloc((syllables * 9)+1);
                        *wordstring = '\0';
                        for(i=0;i<syllables;i++)        {
                                syllen = strlen(string[i]);
                                for(j=0;j<syllen;j++)   {
                                        rc = *(string[i]+j);
                                        if(j==0 && rc == CONS)  {
                                                red = Random(DIE);
                                                ptr = GetICons(red);
                                                strcat(wordstring,ptr);
                                        }
                                        else if(j != 0 && rc == CONS)   {
                                                red = Random(DIE);
                                                ptr = GetFCons(red);
                                                strcat(wordstring,ptr);
                                        }
                                        if(rc == VOW)   {
                                                red = Random(DIE);
                                                ptr = GetVow(red);
                                                strcat(wordstring,ptr);
                                        }
                                }
                        }
                        printf("%s\n",wordstring);
                        *wordstring = '\0';
                }
        }
        else    {
                printf("Usage: vargr number-of-names [maximum syllables]\n");
                }
} /* End of Main */
 
int Random(max)
int max;
{
        int die;
 
        die = ((int)(rand()%max)+1);
        return(die);
} /* End of Random */
 
char *GetICons(num)
int num;
{
        int r, w;
        char *grab;
 
        r = Random(DIE) - 1;
        w = Random(DIE) - 1;
        switch(num)     {
                case 1: grab = init1[r][w];
                        break;
                case 2: grab = init2[r][w];
                        break;
                case 3: grab = init3[r][w];
                        break;
                case 4: grab = init4[r][w];
                        break;
                case 5: grab = init5[r][w];
                        break;
                case 6: grab = init6[r][w];
                        break;
        }
        return(grab);
} /* End of GetICons */
 
char *GetFCons(num)
int num;
{
        int r, w;
        char *grab;
 
        r = Random(DIE) - 1;
        w = Random(DIE) - 1;
        switch(num)     {
                case 1: grab = final1[r][w];
                        break;
                case 2: grab = final2[r][w];
                        break;
                case 3: grab = final3[r][w];
                        break;
                case 4: grab = final4[r][w];
                        break;
                case 5: grab = final5[r][w];
                        break;
                case 6: grab = final6[r][w];
                        break;
        }
        return(grab);
} /* End of GetFCons */
 
char *GetVow(num)
int num;
{
        int r, w;
        char *grab;
 
        r = Random(DIE) - 1;
        w = Random(DIE) - 1;
        switch(num)     {
                case 1: grab = vow1[r][w];
                        break;
                case 2: grab = vow2[r][w];
                        break;
                case 3: grab = vow3[r][w];
                        break;
                case 4: grab = vow4[r][w];
                        break;
                case 5: grab = vow5[r][w];
                        break;
                case 6: grab = vow6[r][w];
                        break;
        }
        return(grab);
} /* End of GetVow */
@EOF

chmod 644 vargr.c

echo x - vargr.doc
cat >vargr.doc <<'@EOF'
^L               The Vargr word generator was created to speed
                up creating words and names in the Vargr lang-
                uage using the tables found in Alien Module #3
                for the Traveller Role Playing Game. This code
                is copyright by me, David Courney Boddie on 
                May of 1991, and I give express concent to any
                one who wishes to copy and/or change the code 
                at will, but if you wish to sell the code, I
                would request that you contact me first. This is
                my first batch of C code that actually works
                that does more than prints "Hello World", and
                I am pretty proud of it. This code is public
                domain, but if you distribute it, keep all the
                parts together.

                Compiling this program is simple...There is no
                makefile, and the only file that you need to 
                compile is VARGR.C, which will call all the 
                remaining C files. An example command to com-
                pile for a Unix machine would be:

                        cc -o vargr vargr.c

                For Turbo C, you can just type the following:

                        tcc vargr.c
                
                which will create an executible with the same
                name as the C program. You can also use the IDE
                to generate an executible file. Any errors generated
                by the code should be sent back to dboddie@uafhp.uark.edu.
                
L               Once you have generated an executible, you can execute
                the program with the following parameters (square brack-
                ets [] represent optional parameters):

                        vargr number-of-words [maximum syllables]

                The number of names (whether 1 or a million) must be
                specified. I haven't updated the code yet to take any
                number of arguements, so I had to stick this restriction
                on it. Since this word/name generator can generate up to
                6 syllables, and each syllable can have up to 10 char-
                acters each...so that can be a lot. So I have entered a
                parameter that allows you to set the maximum number of
                syllables. Neither of these numbers can be 0 or negative.
                
                Well, there you have it...If you have any questions about
                the code or have patches, please submit them to me. I    
                would like to see what you can do with this if you want.
                I believe this code is somewhat bug free, but I have 
                heard that the executibles may crash some PCs. This 
                program is simple, and you shouldn't have any problems  
                with it....but you still might...

                Standard Disclaimer: Since this is my first written 
                piece of code, I will disclaim that I will not be res-
                ponsible for any harmful effects of this code. If you
                are a programmer of C, or can understand C somewhat,
                you should inspect this code before installing it on
                your machine. For those who aren't adept at C, all I
                can give you is my word that this code is harmless.

========================Greetings from the Flux==========================      
: Dave Boddie                                          ___________      :       
: Computer Operator I / Lab Consultant                 |+         |_    :       
: University of Arkansas, Fayetteville                 | NorthWest /    :       
: Bitnet: DBODDIE@UAFSYSB                              | Arkansas |     :       
: Internet: dboddie@uafhp.uark.edu                     |_ U of A /      :       
:                                                        |______|       :       
:    "Strive for exellence, struggle for power, grieve for losing."     :
=========================================================================       
@EOF

chmod 644 vargr.doc

echo x - vcon1.c
cat >vcon1.c <<'@EOF'
/* this is the initial consonant table listing. */
 
extern char *init1[6][6] =      {
                                { "d","d","d","d","d","d" },
                                { "d","d","d","dh","dh","dh" },
                                { "dh","dh","dh","dh","dh","dh" },
                                { "dz","dz","dz","dz","dz","f" },
                                { "f","f","f","f","f","f" },
                                { "g","g","g","g","g","g" },
                                };
 
extern char *init2[6][6] =      {
                                { "g","g","g","g","g","g" },
                                { "g","g","g","g","g","g" },
                                { "gh","gh","gh","gh","gh","gh" },
                                { "gh","gh","gh","gh","gh","gn" },
                                { "gn","gn","gv","gv","gv","gv" },
                                { "gv","gv","gv","gz","gz","gz" },
                                };
 
extern char *init3[6][6] =      {
                                { "gz","k","k","k","k","k" },
                                { "k","k","k","k","k","k" },
                                { "k","k","k","k","k","k" },
                                { "k","kf","kf","kf","kf","kf" },
                                { "kh","kh","kh","kh","kh","kh" },
                                { "kh","kh","kh","kh","kh","kn" },
                                };
 
extern char *init4[6][6] =      {
                                { "kn","kn","kn","kn","kn","ks" },
                                { "ks","ks","ks","ks","ks","ks" },
                                { "l","l","l","l","ll","ll" },
                                { "ll","ll","ll","ll","ll","ll" },
                                { "n","n","n","n","n","n" },
                                { "n","ng","ng","ng","ng","ng" },
                                };
 
extern char *init5[6][6] =      {
                                { "r","r","r","r","r","r" },
                                { "r","r","r","r","r","rr" },
                                { "rr","rr","rr","rr","rr","rr" },
                                { "rr","s","s","s","s","s" },
                                { "s","s","s","s","s","s" },
                                { "t","t","t","t","t","t" },
                                };
 
extern char *init6[6][6] =      {
                                { "t","th","th","th","th","th" },
                                { "th","th","th","ts","ts","ts" },
                                { "ts","ts","v","v","v","v" },
                                { "v","v","v","v","v","v" },
                                { "z","z","z","z","z","z" },
                                { "z","z","z","z","z","z" },
                                };
 
/* end of initial consonant initialization */
@EOF

chmod 644 vcon1.c

echo x - vcon2.c
cat >vcon2.c <<'@EOF'
/* this file contains the final consonant letters for the random word */
/* generator.                                                         */
 
extern char *final1[6][6] =     {
                                { "dh","dh","dh","dh","dh","dz" },
                                { "dz","dz","dz","dz","g","g" },
                                { "g","g","g","g","g","g" },
                                { "g","g","g","g","g","g" },
                                { "g","gh","gh","gh","gh","gh" },
                                };
 
extern char *final2[6][6] =     {
                                { "ghz","ghz","ghz","ghz","gz","gz" },
                                { "gz","gz","gz","k","k","k" },
                                { "k","k","k","k","k","k" },
                                { "k","kh","kh","kh","kh","kh" },
                                { "kh","kh","kh","kh","kh","khs" },
                                { "khs","khs","khs","khs","ks","ks" },
                                };
 
extern char *final3[6][6] =     {
                                { "ks","ks","ks","ks","l","l" },
                                { "l","l","l","l","l","l" },
                                { "l","l","ll","ll","ll","ll" },
                                { "ll","n","n","n","n","n" },
                                { "n","n","n","n","n","n" },
                                { "n","n","n","n","n","n" },
                                };
 
extern char *final4[6][6] =     {
                                { "n","n","n","n","n","n" },
                                { "n","n","ng","ng","ng","ng" },
                                { "ng","ng","ng","ng","ng","ng" },
                                { "ng","ng","ng","ng","ng","ng" },
                                { "ng","ng","ng","ng","ng","ng" },
                                { "ng","ng","ng","r","r","r" },
                                };
 
extern char *final5[6][6] =     {
                                { "r","r","r","r","r","r" },
                                { "r","r","r","r","r","r" },
                                { "rr","rr","rr","rr","rr","rr" },
                                { "rr","rr","rr","rr","rr","rr" },
                                { "rr","rr","rr","rrg","rrg","rrg" },
                                { "rrg","rrg","rrgh","rrgh","rrgh","rrgh" },
                                };
 
extern char *final6[6][6] =     {
                                { "rrgh","rs","rs","rs","rs","rs" },
                                { "rz","rz","rz","rz","rz","s" },
                                { "s","s","s","s","th","th" },
                                { "th","th","th","ts","ts","ts" },
                                { "ts","ts","z","z","z","z" },
                                { "z","z","z","z","z","z" },
                                };
 
/* end of final consonant initialization */
@EOF

chmod 644 vcon2.c

echo x - vmain.c
cat >vmain.c <<'@EOF'
/* The file TMAIN.C contains the basic and alternate tables for the */
/* random word generation program. These provide vowel (V) and cons */
/* onant (C) values for the syllable string.                        */
 
extern char *basic[6][6] =      {
                                { "V","V","V","V","VC","VC"             },
                                { "VC","VC","VC","VC","VC","VC"         },
                                { "VC","VC","VC","VC","VC","VC"         },
                                { "CV","CV","CV","CV","CVC","CVC"       },
                                { "CVC","CVC","CVC","CVC","CVC","CVC"   },
                                { "CVC","CVC","CVC","CVC","CVC","CVC"   }
                                };
 
extern char *alt[6][6] =        {
                                { "CV","CV","CV","CV","CV","CV"         },
                                { "CV","CV","CV","CV","CV","CV"         },
                                { "CV","CV","CV","CV","CV","CV"         },
                                { "CVC","CVC","CVC","CVC","CVC","CVC"   },
                                { "CVC","CVC","CVC","CVC","CVC","CVC"   },
                                { "CVC","CVC","CVC","CVC","CVC","CVC"   },
                                };
 
/* End of the Basic Tables */
@EOF

chmod 644 vmain.c

echo x - vvow.c
cat >vvow.c <<'@EOF'
/* this file contains all the vowel tables required with the random word */
/* generator.                                                            */
 
extern char *vow1[6][6] =       {
                                { "a","a","a","a","a","a" },
                                { "a","a","a","a","a","a" },
                                { "a","a","a","a","a","a" },
                                { "a","a","a","a","a","a" },
                                { "a","a","a","a","a","a" },
                                { "a","a","a","a","a","a" },
                                };
 
extern char *vow2[6][6] =       {
                                { "a","a","a","a","a","a" },
                                { "ae","ae","ae","ae","ae","ae" },
                                { "ae","ae","ae","ae","ae","ae" },
                                { "ae","ae","ae","ae","ae","ae" },
                                { "ae","ae","ae","ae","ae","ae" },
                                { "ae","ae","ae","ae","ae","ae" },
                                };
 
extern char *vow3[6][6] =       {
                                { "ae","ae","ae","ae","ae","ae" },
                                { "e","e","e","e","e","e" },
                                { "e","e","e","e","e","e" },
                                { "e","e","i","i","i","i" },
                                { "i","i","i","i","i","i" },
                                { "o","o","o","o","o","o" },
                                };
 
extern char *vow4[6][6] =       {
                                { "o","o","o","o","o","o" },
                                { "o","o","o","o","o","o" },
                                { "o","o","o","o","o","o" },
                                { "o","o","o","o","o","o" },
                                { "o","o","o","o","oe","oe" },
                                { "oe","oe","oe","oe","oe","oe" },
                                };
 
extern char *vow5[6][6] =       {
                                { "oe","oe","oe","oe","oe","oe" },
                                { "oe","oe","ou","ou","ou","ou" },
                                { "ou","ou","ou","ou","ou","ou" },
                                { "ou","ou","ou","ou","ou","ou" },
                                { "u","u","u","u","u","u" },
                                { "u","u","u","u","u","u" },
                                };
 
extern char *vow6[6][6] =       {
                                { "u","u","u","u","u","u" },
                                { "u","u","u","u","u","u" },
                                { "ue","ue","ue","ue","ue","ue" },
                                { "ue","ue","ue","ue","ue","ue" },
                                { "ue","ue","ue","ue","ue","ue" },
                                { "ue","ue","ue","ue","ue","ue" },
                                };
 
/* end of vowel initialization */
@EOF

chmod 644 vvow.c

exit 0

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

End of TML Bundle
*****************
