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TML biweekly    Sun May 29 21:00:04 EDT 1994    Volume 45 : Issue 15

Today's topics:

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 621  7790 26-May-1994 Steve Charlton/  Misc: E-Mail, Fall of Glisten and Sundr
 621  7791 26-May-1994 John V Banagan   Twilight: 2000 Weapons << Hi all,
 621  7793 26-May-1994 John V Banagan   Top Laser << Seems GDW is prmoting thei
 621  7794 26-May-1994 John V Banagan   Reformation Coalition << Is the Reforma
 621  7795 26-May-1994 "Tariq M. Rashi  Re:Arizona Dawn Info Services << From: 
 621  7796 26-May-1994 Steven M Bonnev  Xboat Errata?/RCEG Musings << more on t
 621  7797 26-May-1994 "Tariq M. Rashi  Re:Magnum Rifle << All I Wanted was a c
 621  7805 27-May-1994 gerald.s.willia  Grenadier miniatures << Glenn, Steve:
 621  7806 27-May-1994 James T Perkins  ADMIN: PLEASE RE-SEND << If you sent so
 622  7807 27-May-1994 Steven M Bonnev  TNE Xboat Design (retry) << I tried to 
 622  7808 27-May-1994 "Tariq M. Rashi  Re:Magnum Rifle << Youre right, a jam w
 622  7809 27-May-1994 KenHagler@aol.c  ship classifications << In answer to th
 622  7810 28-May-1994 rancke@diku.dk   Glisten vs. the Ihatei of Doom << Steve
 621  7792 26-May-1994 "Tariq M. Rashi  Re:For a Few NPCs more << Well here's a

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

Bundle: 621
Archive-Message-Number: 7790
From: Steve Charlton/Avalon Software Inc
Date: 26 May 94 16:24:54 MS
Subject: Misc: E-Mail, Fall of Glisten and Sundry

David Johnson's comment on my Imperial marines post from the 
other night made me notice that, for reasons unknown to me, my mail 
server keeps dropping my address.   I'll have to get that fixed.  If anyone
REALLY cares, it is scharlto@avalon.com

>>Anybody who has watched the US Army trying to load one armored
>>battalion onto a train will appreciate just how long it takes to move
>>such forces, even if some equipment is pre-packed or prepositioned.

>How long does it take if I have contragravity?

Get that damn grav vehicle off of my train!  You're messing up my 
harmonious tech level karma.

Actually, the problems I saw were more because the equipment was
being combat loaded; which means important stuff was being loaded
last so as to be the first thing unloaded.  The problem was, nobody could
agree as to what was important.  

OK, Glisten... A couple of people were surprised that Glisten with its
umpteen billions of population and lots of SDBs would have fallen
to the Ihatei.  I imagine the Aslan did not really invade Glisten so much
as capture all of the surrounding agricultural worlds.  I'm sure Glisten
had hydroponics and carniculture plants as internal food sources, but
there would have been some form of dependence on supplemental outside
food sources.  Basically, reprocessed algae might keep you
alive, but probably would not keep you overly happy or healthy.  The
Ihatei probably waited a few months and then suggested a small change
in alliegence in exchange for some non-artificial food.  The humans would
get to stay alive, retain their property and eat a good meal, while the Aslan
would gain a high-tech industrial base in the Spinward Marches.

What do you think, sirs?

(Still does not reflect the views of my company)


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

Bundle: 621
Archive-Message-Number: 7791
Date: Thu, 26 May 1994 19:00:26 -0700 (PDT)
From: John V Banagan <jbanagan@uclink2.berkeley.edu>
Subject: Twilight: 2000 Weapons


Hi all,


Are all the weapons in the Twilight:2000 game usable with the TNE game 
system? Is this a new marketing strategy for GDW to make all their games 
compatible? I bring this up because I was looking through issue 72 of
Challenge and there is an article on advanced infantry weapons and the 
stats are identical to TNW weapons.

Which brings about the point, are the vehicles in Twilight:2000 
compatible with TNE rules. I was thinking of running a variant where the 
PCs are from a Tech-7 world and they have to fight off an invading 
Imperial Army of Tec-12. (Abrams vs. G-Carriers, whoopee!)

John

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

Bundle: 621
Archive-Message-Number: 7793
Date: Thu, 26 May 1994 19:05:05 -0700 (PDT)
From: John V Banagan <jbanagan@uclink2.berkeley.edu>
Subject: Top Laser


Seems GDW is prmoting their Brilliant Lances game by having a 
competition; best Raider and best Planetary Defense Vessel starship 
design, since this is this summer's topic at during the summer covention 
season. If any one is interested, they can get more info from:

GDW.SUPPORT@GENIE.GEIS.COM

Also, there's a best star captain slot too.

John

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

Bundle: 621
Archive-Message-Number: 7794
Date: Thu, 26 May 1994 19:12:28 -0700 (PDT)
From: John V Banagan <jbanagan@uclink2.berkeley.edu>
Subject: Reformation Coalition


Is the Reformation Coalition Equipment Guide out (ref #0310, $14.00, 120 
pages).

John

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

Bundle: 621
Archive-Message-Number: 7795
Date: Thu, 26 May 1994 22:12:13 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:Arizona Dawn Info Services

From: spstmr@adudxx1.adu.edu
To: Seekers of Info
Re: Let me introduce myself
Time: 22:15.34 Day 147,1201 Imperial
Greetings Fellow DawnNet Users
You can call me Pierre
I will be using Tariq's account with his knowledge to provide information 
that I have acquired through various sources.  Hopefully you will find 
this useful or at least interesting.  Please direct all inquiries 
regarding Arizona Dawn Info Service and NeoSol subsector Info News 
Service to Pierre at this address.

I have uncovered some information about the Gamma Project of which you 
have seen previous references to. 

Apparently the original project initiated on Arizona Dawn 20 yrs or so 
ago was officially closed down by the Federation Government after certain 
ethical and scientific questions were raised.  It now appears that some 
individuals in government, the military and private sector sustained the 
project clandestinely.  When the Unified Sphere was chartered and got 
going the Vega Group, a Union Investigated Service discovered evidence of 
the projects continued exsistence and even evidence that it had 
progressed to human experimentation.

The Gist of the Gamma project is this...
It has long been thought that electronic and photonic components could be 
used to enhance human physical abilities.  This is the well known field 
of cybernetics.  More contreversial is the idea of enhancing human mental 
abilities by directly interfacing the human brain with a processor.  The 
initial Gamma project involved experiments in this field.  It now appears 
that the renewed Gamma project took even this radical idea a step or two 
further.  Its supporters suggested that based on the idea of a computer 
or processor that alters its physical structure according to changes in 
its virtual structure, it could be possible to build a semi-organic 
processer based upon neurological models that would exhibit similar 
performance or behavior.  Much still not known about both the virtual and 
physical structure of the brain it was suggested that an initially semi 
organic yet artificial processer could be devloped (grown?) that could 
interface with the brain in a way no one had previously conceived of.  It 
appears that the supporters just started to see if they could do it 
without thinking if they should or the consequences.  Some critics have 
called the idea a sort of semi-organics computer virus that has the 
cability to infect the human mind.  Consequences....multiplied effeciency 
for other Cybernetic enhancements.  Improved interface with external 
processors, etc.

It appears as one of the more heinous facets of the entire renewed Gamma 
Project that human beings were KIDNAPPED from frontier worlds and less 
developed regions on worlds loosely bound to the then NeoSol Confedertion 
to be used as test subjects...many of these tests failed...I do not know 
what became of those subjects.  Information that Ive collected showed 
that a Raid by a SPACR force somewhere on the frontier shut down the 
project but quite a bit remains unclear about the whole thing.  It is 
rumored that there are some big names involved in this.  I believe that 
the Dawn Foundation and the Vega Group are pursuing the continued 
investigation.  When I obtain more information I will pass it to you.  

I have come across an internal paper written by a Major in the 
Unification Marines that may prove insightful into the philosophy of the 
Corps as well as explain its developmental philosophy before and after 
the Charter.

Thank you for your attention 

Pierre



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

Bundle: 621
Archive-Message-Number: 7796
Date: Thu, 26 May 1994 21:50:05 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Xboat Errata?/RCEG Musings

more on the _Dinimbue_ xboat design....

I just realized that I subconsciously neglected to stress the
interior of the hull for acceleration.  Obviously, it shouldn't be
necessary in this design, but if you retrofit a manuver drive of
some sort into the thing, you should consider it.

on RCEG review, musings....

I just realized, if grav belts typically move around by propellor,
and contragrav only reduces a 1G field to 0.01 G, what happens
on a vaccuum world -- do you float down like a feather?  You can't
fly to high altitude either.  Your velocity varies with density of 
atmosphere.  Yuck.  I *really* miss the old grav modules.

The _Pyrrhus_ "grav tank" has been identified as the so-called
grav tank in the TNE rulebook, and has a virtually identical 
silhouette to vehicle #11, "Striker Grav Tank, TL9" in DGP's
_101 Vehicles_.  I knew I saw it somewhere.

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>


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

Bundle: 621
Archive-Message-Number: 7797
Date: Thu, 26 May 1994 22:56:43 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:Magnum Rifle

All I Wanted was a compact, heavy weapon that fires a glowing round that 
makes alot of light and noise and a big hole,....thats all I wanted!

But I agree with everything, everyone said I think the Idea of the Plasma 
shotgun is a helluva one.  Scattering plasma out it a cone after 20m, 
that would be a terrifying special effect.

Tariq



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

Bundle: 621
Archive-Message-Number: 7798

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Archive-Message-Number: 7799

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Archive-Message-Number: 7800

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Archive-Message-Number: 7801

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

Bundle: 621
Archive-Message-Number: 7802

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

Bundle: 621
Archive-Message-Number: 7803

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Archive-Message-Number: 7804

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

Bundle: 621
Archive-Message-Number: 7805
From: gsw@aloft.att.com (gerald.s.williams)
Date: Fri, 27 May 94 11:59:56 EDT
Subject: Grenadier miniatures

Glenn, Steve:

I have both the Adventurers (1002?) and Alien Animals (1003?)
miniatures sets from Grenadier, which I'd be willing to part
with.

Both are in their original boxes, with the included adventures
and all.  They were in nearly perfect condition before I moved;
I just checked them this morning:

o all figures are unpainted
o Alien Animals is in really good shape
o Adventurers has a figure which broke off of its base (should
  be easily repairable) and includes a "bonus" airlock piece

    ,-----------------.
    |Gerald S Williams|
    |gsw@aloft.att.com|
    |  (610)712-7237  |
    `-----------------'

      _  |     ____/    _  |
     /   /    /        /   /
    /   /  ____ |     ____/
   /   /        /    /
______/  ______/  __/

 AT&T DSP tools development


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

Bundle: 621
Archive-Message-Number: 7806
Subject: ADMIN: PLEASE RE-SEND
Reply-To: jamesp@sp-eug.com (James T Perkins)
Date: Fri, 27 May 94 10:32:54 PDT
From: James T Perkins <jamesp@sp-eug.com>


If you sent something to traveller-request or xboat-request in the last
two days, please resend it. Problems at UWO (which should be fixed for
now, and will be fixed for good tommorrow, Dan says) have resulted in me
getting many totally contentless messages from a whole slew of you out
there.

Thanks!

James

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

Bundle: 622
Archive-Message-Number: 7807
Date: Fri, 27 May 1994 16:16:17 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: TNE Xboat Design (retry)

I tried to post this once, but it didn't show up.  So here we
go again:  what with all the recent High Guard designs posted
here, I felt like doing a ship design.  But since I haven't
seen a lot of TNE designs here yet, I thought I'd post one
with the spirit of CT -- the lowly xboat.

(As noted in another message, this design has no internal structure
 stressed for acceleration, like most designs in FFS/BL require.
 If you add a 1G drive, this needs to be added.  This ship was
 never intended to need to maneuver much.)


_Dinimbue_-class EXPRESS BOAT (XBOAT)


GENERAL
  Displacement:  20 tons     Hull Armor:  10
  Length:         8 meters   Volume:     280 cu. meters
  Target Size:   VS          Tech Level:  13
  Config'n.:     Sphere SL   Price:   MCr 58.12 (MCr 46.50 in qty.)
  Mass (Loaded/Empty): 126.259/121.353 metric tonnes
  
ENGINEERING
  Power Plant:       16 MW Fusion (8 MW/hit), 1 month duration
  Jump Performance:  4 (70 kL fuel)
  G-Rating:          nil
  Maint:             2
  
ELECTRONICS
  Computer:  6 x TL13Fb (0.9 MW ea.)
  Commo:     3 x 1000 AU maser (infinite, 0.6 MW)
             1 x   30 Mm radio (1 hex, 1.0 MW)
  Sensors:   PEMS fixed array 30 Mm (1 hex, 0.03 MW)
             AEMS 3000 km (0 hex; use long range, 8.0 MW)
  Controls:  2 x workstations
  
ACCOMODATIONS
  Life Support:   Extended (0.056 MW)
                  Artificial Grav (4G, 1.4 MW) 
  Crew:           1 (1 x Maneuver)
  Accomodations:  1 x Lg Stateroom
  Cargo:          400 kg
  Airlocks:       1
  
SYSTEMS
  JD 1H; LSR 1H; PP (4h); LS (4h); ELS (2h); Others (1h)
  
DAMAGE TABLES:
  AREA (1d20)  SURFACE       INT. EXPLOSION
  1            1-4: Ant.     Electronics
  2-5          1-6: Ant.     Electronics
  6            1-3: Airlock  1-4: Qtrs.; 5-19: Elec.; 20: Cargo
  7-9                        1-4: Qtrs.; 5-20: Elec.
  10-11                      1-15: Elec.; 16-20 Fuel
  12-15                      1-14: Elec.; 15-20 Fuel
  16-19                      1-5: Engrg.; 6-20: Fuel
  20                         1-8: Engrg.; 9-20: Fuel
  
The _Dinimbue_-class express boat, or "xboat", has been used by the
IISS Communications Office for centuries as one of the workhorses of
the Imperial communications network.  Optimized for their job, the 
ships are unsuited for almost any task besides carrying electronic
xmail.  The ship carries extensive databanks and a powerful and 
triply backed-up maser communicator.  Only one communicator is
meant to be powered at a time; the radio is for emergencies and
xboat tender retrieval operations only.  The class is named after
the professor at the University of Sylea who, in 624, designed the
infamous "Poni Express" insignia which has since adorned all IISS 
Communications Office ships and crews.

DESIGNER'S NOTES:  This is an attempt to capture the spirit of
the old CT xboat design using the FF&S/Brilliant Lances ship design
rules.  Since any size ship may now carry jump drives, the ship
was simply reduced in size by a factor of five, to the minimum
possible size.  The ship is state-of-the-art for the late 600s
Imperial, when the xboat net was started.  To accurately reflect
the high proportion of fuel to cargo, those hits have been spelled
out explicitly in the damage table rather than using the standard
"Hold" result.  (Typical practice in my designs...a little more
realistic.)  Since the sensors are a bit sub-par (which seems to
be typical of GDW ships like this), I assume that the tender has a 
beacon which makes it easy for the xboat to center its' commaser.
The old "80% for quantity purchase of class ships discount" is applied
in parentheses under price.  

Like the classic xboat, it's a sitting duck.  The ironic thing is,
considering the size of this craft, it really *does* deserve the
title "boat" instead of the "ship" any jump vessel rightly deserves.

   Steve Bonneville
   <bonnevil@mermaid.micro.umn.edu>


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

Bundle: 622
Archive-Message-Number: 7808
Date: Fri, 27 May 1994 17:41:20 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:Magnum Rifle

Youre right, a jam would be catastrophic, it really is not a practical 
round however I was trying to keep in mind that this is science FICTION 
and I was mainly looking for special effects as well as a justification 
for choosing the weapon over an M-16A1....I realize that It is important 
to maintain consistency within the rules but I would really love it if 
someone can come up with a weapon that produces the desired dramatic 
effect yet is still relatively compact.  A plasma carbine or pistol, Even 
if you could build it, in the current sequence it would have a short 
range of a few meters and about the same damage as a .45 and cost a 
helluva lot more.  Maybe I should just suck it up and realize that the 
PC, NPC should chose between his slug pistol or a laser pistol as his/her 
sidearm...I think that I will do this.  Anyway a laser pistol can have a 
pretty high damage for a sidearm and only rigid armor is gonna stop it.  
Range is of course only human physiologically limited.  Im gonna whip put 
my FFS over the weekend and see if a gauss pistol gets up there.

I should point out however that a head shot from a tl 8 9mm 2D6 pistol has a 
30% of instantly killing a PC with a Con of 6.  If the shooter is a short 
range (say 8m) and has a slug pistol asset of say 7(4) =11
He has a 16/20 or 80% chance of success. (Average Shot, 17-20 Auto miss)
Furthermore there is a 11/20 (55%) chance of outstanding success doubling 
the average damage of 7 to 14.  The product of these two probabilities is 
44%  Now there is a 14/20 (70%) chance that a D20 will roll under the damage
of 14 thereby doubling the damage again to 28 which is more than twice 
the PC head hit points (2 x Con).  The net prob is 0.8 * 0.55 * 0.7 = 0.3  
Make this a 3-D6 pistol and the percentage goes up I believe to 49%

BUT
It could be that my reasoning is flawed..but Im fairly sure it isnt as 
far as the net probability is concerned

My interpretation of the rules is flawed in that you do not cumatively 
multiply damage, the second doubling only adds the double the original 
damage but again Im pretty sure my interpretation is correct.  This 
certainly produces a when it rains it pours effect.  The round that gets 
you really gets you!

Thats more than enough from me

Tariq
Adio

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

Bundle: 622
Archive-Message-Number: 7809
From: KenHagler@aol.com
Date: Fri, 27 May 94 20:20:58 EDT
Subject: ship classifications

In answer to the recent question about how ship types are classified, the
Imperial ship classifications appear to be somewhat arbitrary. Here's a
description of the system I used for the Neubayern Federation Navy:

Battleship--  A ship designed to pulverize any other ship, with heavy bay
armament and a big spinal mount. 100,000+ tons.

Battlecruiser--  A ship midway between a battleship and a cruiser, basically
the smallest ship that could still go up against a battleship and not
necessarily be committing suicide. :-) 50,000-100,000 tons.

Strike Cruiser--  A classification invented because I had a "heavy cruiser"
design with more firepower than the old battlecruiser, and I thought that
sounded odd. Eventually, it actually developed a real meaning--a cruiser
designed more for battles than for other cruiser duties. 40,000-50,000 tons.

Heavy Cruiser--  An all-purpose ship that could serve either as a powerful
battle unit, as a patrol unit, or as anything else I came up with. Many of
them served as remarkably well-armed hospital ships. :-)  30,000-40,000 tons.

Light Cruiser/Raiding Cruiser--  Different names for the same thing, this was
a cruiser that specialized in commerce-raiding and long-range strikes at an
enemy's rear area. The CL/CR bit rose from the fact that the Alliance needed
a "Raiding Cruiser," which I designed, but the NFN officially disapproved of
raiding (despite wanting the means to do it). 20,000-30,000 tons.

Destroyer--  A ship designed for escort and fire support duty. It differed
from a cruiser primarily in the lack of a spinal mount and significant troop
contingent. 10,000-20,000 tons.

Fleet Escort--  A ship that was designed as a TL12 copy of the Imperial _P.F.
Sloan_ class. I was never very impressed with these (despite their adequate
performance), probably because of their somewhat poorly thought-out origin.
5,000-10,000 tons.

Fleet Tender--  A ship designed to carry battle riders. 100,000+ tons.

Fleet Carrier--  A ship designed to carry fighters for offensive action in
special Heavy Carrier Squadrons. 100,000+ tons.

Carrier--  A ship designed to carry fighters for defensive action
accompanying other types of squadrons. Note that despite the intention, there
wasn't a real division of the carrier roles in practice, and the smaller type
got written off as a bad idea. 50,000-100,000 tons.

Heavy Rider--  A battle rider built to carry a spinal mount, with no other
offensive weapons. 20,000 tons.

Light Rider--  A battle rider built to carry offensive bay weapons, and
nothing else. 10,000 tons.

Fast Patrol Boat--  A sort of "super fighter" built around a single 100-ton
bay. It was an experimental design that was supposed to operate just like a
really big, really tough fighter.

Fighter--  All of these were originally meant to engage enemy capital ships,
but it didn't work this way. Only the 90-ton FA-5 Krait was up to fighting
ships with an realistic chance of success. The Krait was also being tested as
a glorified point defence system for engaging incoming missiles.

                        Kenneth G. Hagler
 _________________________________________________________________
|            kenhagler@aol.com           |  My insurance company  |
|             (619) 251-0054             |    is Beretta U.S.A.   |
|   PGP 2.3 key available on request     |                        |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|   ...study of the military arts will make one who is naturally  |
|   clever more so and one who is born somewhat dull rather less  |
|   so.     --Daidoji Yuzan Shigesuke, _Budo Shoshinshu_          |
|_________________________________________________________________|


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

Bundle: 622
Archive-Message-Number: 7810
From: rancke@diku.dk
Subject: Glisten vs. the Ihatei of Doom
Date: Sat, 28 May 1994 03:24:11 +0100 (METDST)

Steve Charlton:
>OK, Glisten... A couple of people were surprised that Glisten with its
>umpteen billions of population and lots of SDBs would have fallen
>to the Ihatei.  

Wrong verb. Incredulous is the one you're looking for.

>I imagine the Aslan did not really invade Glisten so much
>as capture all of the surrounding agricultural worlds.  I'm sure Glisten
>had hydroponics and carniculture plants as internal food sources, but
>there would have been some form of dependence on supplemental outside
>food sources.  Basically, reprocessed algae might keep you
>alive, but probably would not keep you overly happy or healthy.  The
>Ihatei probably waited a few months and then suggested a small change
>in alliegence in exchange for some non-artificial food.  The humans would
>get to stay alive, retain their property and eat a good meal, while the Aslan
>would gain a high-tech industrial base in the Spinward Marches.
> 
>What do you think, sirs?
 
1) The economics of building and running starships as set forth in various 
   CT and MegaT products makes it impossible for a high-population world to 
   base it's food supply on imports; the available trade fleet is simply not 
   big enough to import a significant amount of food. (A low or medium 
   population world can do it if it relies on the trade fleet of a nearby 
   high-population world). (Possiby things have changed with TNE, but if so 
   I'd like to see some figures.) Glisten MUST produce nearly all of it's
   own food (And why do you think that a TL 15 society will have to make
   do with processed algae?)

2) History has shown that people can stand quite a long siege on low rations. 
   Even if Glisten imported, say, 10% of it's food, and even if those 10% 
   meant the difference between just getting by and slow starvation, Glisten 
   could hold out for a long time. Time enough for the Imperium to free the 
   aforementioned food-supplying worlds. And, of course, Glisten could
   always import food from worlds farther away; it would cost more, but 
   Glisten is one of the four richest systems in the Spinward Marches. Not
   to mention one of the four most important systems to the Imperial Navy.

3) Glisten is 20-30 parsec from the nearest substantial Aslan world. It
   will be incredible easy for the Imperium to disrupt their supply lines.

4) Aslan ihatei do not have the strength to stand angainst even a modest
   Imperial fleet. Split up and spread out across all these agricultural
   worlds they become even easier to deal with.

[About the strength of Aslan ihatei: It cost money to outfit ihatei fleets, 
money that the clan must deduct from it's naval budget. Outfit too many 
and you friendly neighbouring rival clan will jump your clan holdings at 
home. Ihatei fleets consist of roughly 50% fighting ships and 50% transport 
ships (the cost of their scout ships is negligible in comparison to the other
two ship types). This cuts their fighting strength in half. Ihatei fleets 
are outfitted with obsolescent clan vessels, making the typical ihatei 
fleet TL 12 and jump-3, worse even than Imperial subsector forces, let 
alone Imperial regulars. Strategically there runs a broad starless gap of 
more than 3 parsecs' width through the Trojan Reach from the Great Rift to 
Beyond. Only in two places can jump-3 ships cross this gap without using 
drop tanks or deep space fuel depots. Given a half-decent spy network a
reasonably competent Imperial admiral coud garrison the two choke points
and patrol the rest of the far side to seriously hinder the buildup of drop 
tanks and the laying of fuel depots. Politically the ihatei come from 29
major and scores of minor clans. The biggest clan can hardly represent more
than 5% of the total Aslan strength. If they act independently their fleets
will be small enough to be threathened even by individual Imperial squadrons,
and if they cooperate they have to work out whose ships goes where in any
fleet action (What clan admiral will consent to having his ships blown up to 
destroy an Imperial fleet so that the othert clans can reap the reward?)]

(Then there's the problem of defending your wives and cubs once you've
managed to settle them somewhere. Remember the world where all the humans 
died of a mysterious disease which didn't bother the Aslans? Yeah, right!
If that really happened that world would be glowing in the dark a few
months later).


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir

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

Bundle: 621
Archive-Message-Number: 7792
Date: Thu, 26 May 1994 20:59:58 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:For a Few NPCs more

Well here's another batch of NPCs, I hope that you find them at least 
interesting if not useful... I expect to see a flood of NPCs anytime now 
from you refs out there (hint..hint  :-)

- -------------------------------------------------------------------------
Dr Maximillian Economopolous  (Dr Max Eco)      Born 36,1150 Aurigae
6-6-7-A-C-8  Soc-7                                      Age 51

Computer-8      Whld Veh-2      Electronics-3
Lrg Wtrcrft-2   Observation-2   Slug Pistol-2
Small WtrCr-2   Physics-6       Research-4
Robotics-2      Investigation-4 Language-1
Env Suit-2      Swimming-4      Bribery-1
Energy Pist-2   Willpower-2     Geneticd-2

Dr Eco was born outside the coastal city Adskir's Landing on the planet 
Aurigae and grew up on or near the water because of the seafaring 
tradition of the region.  He developed an early interest in computer 
technology and continued to develop this despite his early seafaring life.  
Boredom and economic reasons led to Max's joining the merchant marine at 
the age of 17.  With a cooperative captain he was able to streamline the 
operations of his ship and increase its effeciency in more ways than 
one.  After a couple years in Max decided to pursue his interest in 
computer technology and due to his aptitude was able to win a scholarship 
to study at Sol City University on Prima, then capital of the NeoSol 
Confederation.  While there he continued his maritime pursuits by diving 
and racing powerboats on the lake just outside the spreading city.  Max 
got an university degree in Computer Technology and was invited to pursue 
graduate work.  He developed an interest in the very theories of computer 
science and studied such concepts and virtual reality and biological 
combinations with computer technology.  He ultimately developed an 
interest in quantum computer technology. (dont ask)  After finishing the 
graduate program he obtained his doctorate in Computer Science.  The 
scholarship required that he serve an 8 yr term in the Federation Scientific 
Agency and did so studying the problem of heuristic computer systems 
whose physcial structure is modified by the virtual structure.  He also 
spent some time studying the problem of electronic/photonic interfacing 
with biological organisms and was part of a team that tested some simple 
enhancements on animals.  Its ultimate goal was the cybernetic enhancement of 
humans in a whole new way.  The program at this stage showed little 
promise of success.  Due to changes of focus and ethical questions the 
program was discontinued.  After completing his term Dr Eco returned to his
home planet Aurigae to the University of Ayken located in the Nemon 
Province.  Archaeologists there had discovered both an ancient Sea Bottom 
Arcology as well as an ancient base of some sort, dates were put at 1000 
yrs or better.  The Arcology had been intentionally flooded or so the 
theory went but the cause was not known.  What got Dr Eco involved was 
that both sites contained fragments of various sizes of some sort of 
three dimensional crystalline computer core.  Dr Eco believed he could 
recover some of the virtaul knowledge from these fragments based upon his 
quantum computing models and theories.  This combined with the draw of 
the sea led Dr Eco to join the sea going research team where he spent 
most of his time aboard the Aurigae Explorer, a survey ship.  As 
fragments were recovered with Dr Eco personally recovering some, an 
interesting picture developed.  During this time there was a potentially 
very dangerous conflict brewing.  A people known as the Nemons primarily 
because they lived in that province on Aurigae around the supposedly 
ancient city of Nemo's Landing were(and still do) claiming to be the 
indigenous people of Aurigae (or more indigenous than anyone else by 2000 
years or so).  The Union of Senled, an emerging military power claimed 
that this was not true and that the Nemon region actually is part of some 
Kingdom of Senled that did indeed exsist about 120 yrs ago.  The evidence 
collected by the surveys was suggesting that the Nemons have been there 
at least 1000 yrs or more.  The computer core fragments that were being 
analyzed by Dr Eco appeared to be Imperial.  Furthermore there are 
numerous references to people who called themselves Nemons who had been 
there hundreds of years or more by that time.  Was the Arcology the 
remnants of an Imperial facility on Aurigae?  Are the Nemons Solomani 
settlers from the second Imperium or even Before? How long have they been 
on Aurigae?  If they are proven to be indigenous what does this mean?  
Will the Confederation use this as an excuse to weaken the emerging Union 
of Senled? Probably!!

Assisting Dr Eco in his investigations were his brother and Sister-in-Law
Gellek Adan, and Giselle Adan.  Their young daughter Amura back home in 
junior academy on Arizona Dawn.  While Dr Eco was ashore at the 
University of Ayken analyzing some new fragments a mysterious explosion 
ripped through the Aurigae Explorer while it was on another survey 
operation.  Going down in less than two minutes all aboard were drowned.  
Several bodies were never recovered including those of Max's brother and 
sister in law.  Dr Eco went to Enope to raise his neice Amura for 
his dead brother.  Years later he returned to Aurigae.  Follow up surveys 
confirmed the wreckage of the doomed ship.  Dr Eco himself dived on the 
wreckage in shallow water...something wasnt right about the 
wreckage....sabotage?  When he returned to the University he found 
his office ransacked.  His samples and artifacts gone, his data stores 
wiped.  Two days later the Union of Senled invaded the Nemon Province.  
One attempt on his life encouraged Dr Eco to leave Aurigae, which he did 
traveling to Arizona Dawn where he was recruited by the Vega Group a 
Unified Planetary Sphere govt ageny.  Here he was put on a team that was 
involoved in the top secret investigation of the Gamma Project.  His 
prior experience with biological electronic/photonic interfacing being 
directed related to ambitous and unethical project. Dr Eco makes 
infrequent contact with his niece Amura Adan who is in charge of the 
corporate Action Team for NeoSol Systems Company.

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

Gotta move to another computer....

Tariq

"Ive havent done anything the god of cybernetics wouldnt forgive me for" 

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

End of TML Biweekly
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