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TML biweekly    Wed Jun 15 21:00:02 EDT 1994    Volume 46 : Issue 13

Today's topics:

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 637  7974 12-Jun-1994 Steven Gott      Re: TML nightly: Msgs 7958-7962 V76#9 <
 637  7975 12-Jun-1994 "Glenn M. Goffi  feudal technocracy << Hans Racke asked:
 637  7976 13-Jun-1994 L.T.Bryant       Yet more 2300/TNE guns << OK  all  so t
 637  7977 13-Jun-1994 L.T.Bryant       PLEA for FFS help << HELP
 638  7978 13-Jun-1994 kirschj@rhea.in  RE: TNE Lasers << Hello fellow Travelle
 638  7979 13-Jun-1994 kirschj@rhea.in  A general question << Hello fellow Trav
 638  7980 13-Jun-1994 "Les Howie"      Economic Survey of Regency Sectors. << 
 638  7981 13-Jun-1994 James T Perkins  Re: A general question  << kirschj@rhea
 638  7982 13-Jun-1994 Roger Myhre      Lasers, and missiles      << eabaltz@MI
 638  7984 13-Jun-1994 "Tariq M. Rashi  Re:How do you make a black hole << How 
 638  7985 13-Jun-1994 Viktor Haag      Unsubscribe Please << For three weeks n
 638  7986 13-Jun-1994 "Tariq M. Rashi  Re:Weapons:Some Designs << I sat down w
 638  7987 13-Jun-1994 Eric Edward Moo  Re: TNE: Antimatter Missiles << Well yo
 638  7988 13-Jun-1994 Jeff Zeitlin     Canonical Sources << Subject: Canonical
 638  7983 13-Jun-1994 Roger Myhre      Vargr Char.Gen            << Doc 142.14

This is a passively moderated mailing list. All messages sent to the
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Administrator: traveller-request@engrg.uwo.ca (James Perkins)

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of the originator.

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

Bundle: 637
Archive-Message-Number: 7974
Date: Sun, 12 Jun 1994 23:38:11 -0700 (PDT)
From: Steven Gott <sgott@u.washington.edu>
Subject: Re: TML nightly: Msgs 7958-7962 V76#9

> Subject: TNE: Regency Military and Government
> Steven Gott <sgott@u.washington.edu> writes:
> 
> > I think that the rebellion's influence is minimal compared 
> > to the influence of the black war and Virus.
> 
> Does this mean you think the regular military will have a role in fighting
> the Virus rather than this just being the responsibility of the Quarantine
> Service?

Absolutely, the Virus is just too dangerous to the Regency to not fight 
it with all possible assets.  Quarentine is one portion of what I 
conceive of as a multi-layered defense.  Naval Vessels play a critical 
role in destroying the Virally infected "Vampires".  The Navy must be 
able to at an absolute minimum disable a vampires j-drive and 
communications.  Most electronics in the regency should be "V-hardened" 
by now but we shouldn't take chances.

> An interesting concept.  Does this mean *every* military asset in the
> Regency must be retrofitted in some fashion?  With that sort of government
> spending going on I can't see the Regency economy `straining' for decades.
> (Of course, the rumored `need for economic expansion' of the Regency in
> TNE has always sounded too much like rehashed Reaganomics to me.)

I can't see any other way for the Regency's Military to respond.  Even 
today we depend on very sophisticated computer controlled electronic 
devices to wage modern war.  This trend will probably continue until at 
TL 15 it would be hard to perform any sort of Military function above the 
skirmish level without extensive computer support.  The threat Virus 
poses to these processes should be obvious...

> > The also might have a few nasty viruses in bottles to 
> > unleash on opponnents.
> 
> You think so?  I would have thought that use of this sort of weapon would
> have become quite inconceivable after the Viral Collapse.
> 
I don't imagine that these weapons are widely available but I wouldn't be 
surprised if they were being manufactured.  After all we still have 
Smallpox waiting around in govt. labs just in case...

BTW, Finding this secret Virus lab could be quite an adventure...

> Sword Worlds :-)

Really?

> A `true' heir to the Iridium Throne showing up with a Unification Fleet?
> (Rebellion II).

With some advance notice I don't think this would be a serious Military 
threat.

> Regency nobles upset at the `democractic' reforms taking place (Rebellion
> III).
> 
> Regency `democracts' upset at the slow pace of `reforms' (Rebellion IV).

Basicly it looks like the only additional threats are either from the 
Wilds, the Sword Worlds (?), and internal disorder (Rebellion).  Okay, 
from this I'll look at building a new force structure.  If you like it 
add it to your sourcebook.

Steven Gott
Seattle, WA

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

Bundle: 637
Archive-Message-Number: 7975
Date: Sun, 12 Jun 1994 23:56:47 -0700
From: "Glenn M. Goffin" <sudet@well.sf.ca.us>
Subject: feudal technocracy

Hans Racke asked:  What is the difference between shareholders and an owner?
The difference is that a sole proprietor has day-to-day decision making
power over the business, as well as legal title to it, whereas a
corporation's senior management is vested with the day-to-day decision
making power.  The senior managers are employees appointed by the directors,
who are elected by the shareholders (but usually proposed to the
shareholders by management).  Thus there is quite a gap between ownership
and control in the corporation, which does not exist in the sole
proprietorship.

I hope this clarifies or obfuscates the argument.

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

Bundle: 637
Archive-Message-Number: 7976
From: cs5025@wlv.ac.uk (L.T.Bryant)
Subject: Yet more 2300/TNE guns
Date: Mon, 13 Jun 1994 12:14:37 +0100 (BST)

OK  all  so theres wery little in the  politicaly  correct  state
with these further firearms but i dont care.

Welcome  back Victoria, since youve gone you know  no ones  realy
missed you

Guiscard FC-68  Tl12 5*15mm ball

5mm round ( straight)
ammo length  = 20mm
        lcc = 15mm
        weight = 2.36g
Ea = 153 J
price = 0.094 Cr each

Weapon
barrel
Bla = 24.48 cm
lb = 50 cm
barrel type = light rifle
        weight = 1 Kg
        price = 200 Cr

actual muzzle energy = 233 J
dam = 1d
pen = nill

reciver = light
rof = 5
reciver  length  =  20  cm  ( 400 %  increase  [this  is  carried
through])
        weight = 0.612 Kg
        price = 153Cr

stock  bulpup  5cm  0.5Kg  10Cr
range 32M

feed magizines 70 round
empty wt = 0.104 Kg
full wt = 0.27 Kg

recoil 1/2
bulk 5  mass 2.4 Kg   length 75cm
cost 363 Cr

Notes:  small and handy just the thing for squirrel  hunting  but
the kafers will laugh it off all day.


guiscard  FC=70  Tl12  7.5*40mm ball

Round
ammo length (necked) = 55mm
        lcc = 40mm
        weight = 17.7 g
Ea = 3675.6 J
ammo cost = 0.35 Cr

Weapon
ABL = 65.3 cm
bl = 52.8 cm
barrel type = light
        weight = 1.1Kg
        price = 211Cr

E = 3324 J
Dam = 4d-1
Pen = 2-3-nill

Reciver = light
ROF = BA
reciver length = 24.2 cm
        weight = 3.67 Kg
        price = 1101 Cr

stock plastic  25cm  Mass 0.5Kg   30Cr
range  = 58M

feed magazine 5
empty wt = 0.01 Kg
full wt = 0.18 Kg

Tl 9 optic sight  0.1Kg  150 Cr  short range now = 67M

recoil 4
blk  7   weight  5.55Kg    length  102cm
cost = 1492 Cr




Rockwell  12-81 Magnum  Tl12

round  12*81mm Necked
ammo length = 105mm
        lcc = 81mm
        wt = 91.6 g
average muzzle energy = 19054.6 J
price = 4.58 Cr

Weapon
barrel
Bla = 132.3 cm
lb = 63.78 cm
barrel type = hvy
        weight = 1.9134 Kg
        price = 765 Cr

Actaul muzzle energy = 14120.3 J
Dam = 8d-1
Pen 2-3-4

reciver = light
ROF = BA
reciver length = 55.2 cm
        weight = 19.05 Kg
        price = 5715 Cr

Stock plastic l 25cm  mass 0.5 Kg   30Cr
range 65M

feed = magazine 6 rounds
empty wt = 0.55 Kg
full wt = 1.1 Kg

Tl9 optical sight  0.1Kg  150 Cr  short now = 75M
Bipod 7Kg  120 Cr  ( 1/2 recoil) adds range
Tl9 SA stock recoil reduction  0.2 Kg  75Cr

Recoil 4/2
weight 30 Kg      length 144cm     bulk 10
cost = 6855 Cr

 

- -- 
oh rose thou art sick
               the invisible worm that flys by night.....STEEL


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

Bundle: 637
Archive-Message-Number: 7977
From: cs5025@wlv.ac.uk (L.T.Bryant)
Subject: PLEA for FFS help
Date: Mon, 13 Jun 1994 12:30:43 +0100 (BST)

HELP
i  repeat my plea for some one to help with the shot  gun  design
in  FFS ,  as i cant get the designs to work / match  those  from
the  RCES  equipment guide, This is a bit worrying  so  id  realy
appriciate some help here guys!

Thanks again in advance
- -- 
oh rose thou art sick
               the invisible worm that flys by night.....STEEL


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

Bundle: 638
Archive-Message-Number: 7978
Date: Mon, 13 Jun 1994 13:56:04 MET_DST
From: kirschj@rhea.informatik.uni-bonn.de
Subject: RE: TNE Lasers

Hello fellow Traveller,

at first a big thanks to Roger "StarWolf" Myhre for the Laser table. I'm glad
someone did the work for me ;-). Roger, can you tell me if the Focal Arrays 
are designed to stand overpowered ROFs?

Ted Baltz issued the following comment on this tabel and Lasers in general:
> Has anyone else noticed that X-ray lasers are even deadlier for their size if
> gravitic focusing is not used.  The effective range on a TL13+ X-ray laser
> barbette is 15 hexes, without using gravitic focusing.  This isn't all that 
> bad.  The big advantage is that it has an 85% efficiency (at TL15), instead
> of 20%.  The biggest thing in the turret is the HPG, so a much higher energy
> can be reached with the higher efficiency.

You are right. This even gets better if you use higher TLs than 16. This is
especially true for Laser Lances, because I tend to use very small fighters
(less than 9 tons) and the main problem is Power there. So using Focal arrays
without gravitic focussing has the advantage of less power consumption. The
disadvantage of short ranges can be canceled by the small size of the fighter.
If you check, you will find that a fighter of less than 10 tons equiped with
EMM has +2 Diff Mod to get a target lock on, and +1 Diff mod to shoot on.

That is: To get a traget lock on such a fighter is a Formidable Task, even at
short range. And if the fighter has EMS Jammer fitted it even gets harder to
achieve a lock.

I must admit I use Thruster plates in my designs, so I don't have troubles with
fuel.

Juergen Kirsch
kirschj@rhea.informatik.uni-bonn.de

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

Bundle: 638
Archive-Message-Number: 7979
Date: Mon, 13 Jun 1994 13:59:44 MET_DST
From: kirschj@rhea.informatik.uni-bonn.de
Subject: A general question

Hello fellow Travellers,

just a question to everyone, especially our TML-Admin James:

Is someone compiling the submitted weapon specs in one archive? Because of
disk quota I can't lock all the messages, and I'm very interested to have
access to an archive. Are there archives for FF&S Ship designs? I can remember
of a 5 ton Jumppod and some TL-15 Ship designs I submitted, but I can't find
the files anymore, so I would like to load them back up.

Juergen Kirsch
kirschj@rhea.informatik.uni-bonn.de

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

Bundle: 638
Archive-Message-Number: 7980
Date: Mon, 13 Jun 94 09:20:22 ADT
From: "Les Howie"  <lhowie@192.219.29.90>
Reply-To: "Les Howie"  <lhowie@Prograph.Com>
Subject: Economic Survey of Regency Sectors.

b.borich@genie.geis.com quotes the HIWG document:
>HIWG doc HD 44.01                            DATE: 3-May-90
>by Tim Koors
[...]
>Starport ship capacity is given in millions of displacement tons.
>Shipyard Capacity formula: capacity = total pop * (GM = 1) / 1000

Maybe its because my TCS is not at hand, but I am having trouble interpreting
the (GM=1) term in that equation.  Help, please.

I presume "Early" "Average" and "High" technologies correspond to TL 13, 14
and 15?
 
>Spinward          439   25   514470     4483.79    9  69   118   14    55    0
>Deneb             387   19   692856     7963.25    3  10     1  155    25   10
>Corridor          267   11   290279     3135.64    0   7     6   16    29   34
Overall                      1497605    15582.68
                                     *3%  467.48 TCr/yr military spending!
                                                 (Striker formula)

>     Plus RCEs and Regency ship classifications will differ because of the
>big buiding gap. (Which also brings up building capacity... looking
>at Oriflamme[?] as an example of sorts might be wortwhile).

Please xpand on this point.

BTW, how can I get at more documentation of this sort?

Les Howie
Prograph International


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

Bundle: 638
Archive-Message-Number: 7981
Subject: Re: A general question 
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Mon, 13 Jun 94 08:10:11 PDT
From: James T Perkins <jamesp@sp-eug.com>


kirschj@rhea.informatik.uni-bonn.de writes:
> Is someone compiling the submitted weapon specs in one archive? Because of
> disk quota I can't lock all the messages, and I'm very interested to have
> access to an archive. Are there archives for FF&S Ship designs? I can
> remember of a 5 ton Jumppod and some TL-15 Ship designs I submitted, but I
> can't find the files anymore, so I would like to load them back up.

I'm not. Just keeping up with TML and XTML is more than I can handle
right now.  For those of you awaiting list change and drop requests, my
apologies...

James

- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
James Perkins, List Administrator                       Eugene, Oregon, USA
Traveller Mailing List (incl. The New Era)   traveller-request@engrg.uwo.ca
Xboat Traveller Mailing List (Classic & MegaT)   xboat-request@engrg.uwo.ca

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

Bundle: 638
Archive-Message-Number: 7982
Date: Mon, 13 Jun 1994 18:03:25 +0200
From: Roger Myhre <myhre@oslonett.no>
Subject: Lasers, and missiles     

eabaltz@MIT.EDU wrote:

[snip]

>Here is a TL15 X-ray laser barbette design.  It isn't manned.

>Energy 1400MJ.  Input energy 1650MJ.

>Focal Array22.4 tons22.4 kl4.48 MCr
>HPG 15.5 tons57.75 kl.5775 MCr
>Beam Pointer (10 Hex) 3 tons3 kl.3 MCr

>This totals 140.9 tons, 83.15 kl, 5.3575 MCr.  At 100 shots per turn it
>92 MW. Combat performance is as follows:

>10: 94-1/3020: 70-1/2240: 35-1/1180: 18-1/6

>This has better performance at short and medium range than Roger Myhre'
>(6/11, message 7956) of a 423 MJ TL15 gravitically focused, unmanned ba
>which had 51-1/16 out to 80 hexes.  It has much better performance at t
>ranges than the Brilliant Lances designs.  If you are willing to sacrif
>range performance, leave out the gravitic focusing and use X-ray lasers
[oops sorry for the missing text, but my offliner doesn't seem to wrap
properly]
Interesting. Maybe we can come up with some doctrine where this kind of
lasers will fill their function.


>the order of a megaton (1 megaton = 4.2e15 Joules).  This requires abou
>grams of antimatter, and it still has no hope of penetrating armor.  it
>damage surface features, but the energy would probably be too diffuse t
>much.  if a spot on a surface feature can withstand a 1 MJ laser easily
>1 megaton blast is going to do is lightly toast the outside of the ship

>Either a much bigger warhead is needed, or the missile needs to get clo
>The consensus seems to be that impact missiles would be shot down easil
>Signifcant damage might be done by a warhead in the tens or hundreds of
>megatons, but that would require more than a kg of antimatter.  manufac
>the stuff isn't exactly easy...  Well the warhead is pretty small, if y
>to waste all that antimatter in a marginal weapon.

Hmmmm someone know the science it seems. Ok it maybe wasn't that great
idea after all. But there are a few things that may make it useful. And
that is expanding gasses from the explotion. Will the gasses have any
effect on the ship? And what about electromagnetic pulses. If they are
present, they may blind out the sensors, and much of the other
electronics in a ship, making it effectively blind for combat purposes.

This is my Mcr .000000002 worth.

StarWolf
                                                                                
                 

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

Bundle: 638
Archive-Message-Number: 7984
Date: Mon, 13 Jun 1994 12:21:58 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:How do you make a black hole

How do you make a black hole?  You need at least several solar masses of 
material concentrated in one place so that even the neutrons cannot 
support it.  Of course there is gravitational compression ala TNE, it 
could work....anybody?

That done, why would you want to?  Well, once it gets moving it aint 
gonna stop, Itll absorb anything that hits it.  Back to antimatter missiles!

Tariq



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

Bundle: 638
Archive-Message-Number: 7985
Subject: Unsubscribe Please
Date: Mon, 13 Jun 94 09:20:05 EDT
From: viktor@mks.com (Viktor Haag)


For three weeks now I've tried to unsubscribe by 
writing to traveller-request@engrg.uwo.ca, with no
success.

Can I please be removed from the mailing list ASAP?

Thankyou.

viktor


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

Bundle: 638
Archive-Message-Number: 7986
Date: Mon, 13 Jun 1994 12:51:57 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:Weapons:Some Designs

I sat down with FFS over the weekend to produce a list of standard 
armaments for vehicles so I wouldnt have to do it every time I design a 
vehicle.  I will break this submission up into thematic parts.  The first 
is a study of MBT  CPR main guns up to TL 10

                        MBT Armament 

                        Main Gun-CPR   TL 5-10
- -----------------------------------------------------------------------------
TL 5  8cm  60cal CPR   TeleSight 500 Cr  DFR limited to 400/330 by sight        
        Me=3.6 Mj       Mech Loader     Gun Mass=0.66 Mt  Pr = 12,600 Cr
        HVAP  44-38-32-20       HEAP 25C         Reload:3

TL 5  10cm 60cal CPR  TeleSight 500 Cr  DFR limited to 400/330 by sight
        Me=6 Mj         Mech Ldr        Gun Mass=1.32 Mt  Pr=25,200 Cr
        HVAP  63-55-47-30       HEAP 33C        Reload:4

TL 5  12cm 60cal CPR  Telesight 500 Cr  DFR limited to 400/330
        Me=9.3 Mj       Mech Ldr        Gun Mass=2.31 Mt  Pr=44,100 Cr
        HVAP  70-60-50-33       HEAP  41C

TL 7  10cm 60cal CPR  Optic, Laser RF 6000 Cr  DFR 450/340
        Me=7.2 Mj       Mech Ldr        Gun Mass=1.32 Mt  Pr=25,200 Cr
        APFSDS 110-100-90-70    HEAP  80C

TL 7  12cm 51cal CPR Smoothbore  Optic,Laser RF 6000 Cr  DFR 470/350
        Me=9.15 Mj      Mech Ldr        Gun Mass=2.08 Mt  Pr=39,700 Cr
        APFSDS 120-110-100-80   HEAP  90C

TL 7  13cm 60cal CPR Smoothbore Optic,Laser RF 6000 Cr  DFR 535/400
        Me=14 Mj        Mech Ldr        Gun Mass=3.0 Mt  Pr=56,700 Cr
        APFSDS 140-130-120-100  HEAP 100C

TL 8   8cm 75cal CPR Smoothbore Optic,Laser RF,Img Rdr 16000 Cr  DFR 670/500
        Me=5.8 Mj       Mech Ldr        Gun Mass=.77 Mt  Pr=14,500 Cr
        APFSDS 110-100-90-70    HEAP 73C

TL 8   13cm 50cal CPR Smoothbore Optic,Laser RF,Img Rdr 16000 Cr DFR 540/400
        Me=13.1 Mj      Mech Ldr        Gun Mass=2.7 Mt  Pr=53,460 Cr
        APFSDSDU 170-160-150-130  HEAP 130C

TL 9   8cm 60cal ETC Smoothbore Optic,Laser RF,Img Rdr 16000Cr  DFR 640/480
        Me=9 Mj         Mech Ldr        Gun Mass=.66 Mt  Pr=13,200 Cr
        APFSDS  120-110-100-80   HEAP 90C

TL 9   10cm 50cal ETC Smooth  Optic, Laser RF,Img Rdr 16000 Cr DFR 580/450
        Me=12 Mj        Mech Ldr        Gun Mass=1.32 Mt  Pr=26,400 Cr
        APFSDSDU 155-145-135-115  HEAP 113C

TL 9   14cm 40cal ETC Smoothbore  Optic,Laser RF,Img Rdr 16000Cr DFR 540/400
        Me=22.5 Mj      Mech Ldr        Gun Mass=2.9 Mt  Pr 58,080 Cr
        APFSDSDU  280-270-260-240  HEAP 160C

TL 10  10cm 50cal ETC 
        APFSDSCI 226-216-206-186    

TL 10  14cm 40cal ETC
        APFSDSCI 415-405-395-375
- -----------------------------------------------------------------------------

The ETC guns continue to dominate up to about TL 12, even then they rival 
Mass Drivers due to the latters high power requirements.  However MDs at 
TL 12 can fire small bore penetrators at energies rivaling ETC guns of 
much larger bore.  This enables the vehicle to carry large numbers of 
these rounds (in some cases, four times the number of CPR rounds of the 
same energy) making ammo last considerably longer.  In the next 
supplement, I will detail Mass Drivers intended as primary armament on 
haevy AFV's starting at developmental TL 11 on up to TL 15.

In fact here is a quick index

I) MBT main guns  CPR
II) MBT main guns MD
III) MBT main guns Directed Energy
IV) Secondary Weapons 
        A)Secondary Guns (< 3MJ)
        B)Missile Systems
        C)Point Defenses

This of course may change quite a bit, oh well

Adios
Tariq
        



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

Bundle: 638
Archive-Message-Number: 7987
Date: Mon, 13 Jun 1994 15:21:37 -0400 (EDT)
From: Eric Edward Moore <deathmaster+@CMU.EDU>
Subject: Re: TNE: Antimatter Missiles

Well you should probably assume that some of the damage resistance of
a surface feature or armor is its ability to conduct heat away from
the place where the laser is hitting so the temperature doesn't get
too high.  This is not of particularly too much help when half the
hull is recieving energy at the same time.  

1MJ/cm^2 is a pretty high energy density.  Enough in fact, to melt 34
cm of iron.  Even assuming a really polished surface and better
properties than Iron, this is going to really screw up your average
antenna.  And a 10MT antimatter warhead is a lot cheaper I'm sure than
some ship designed to clean off the antennas from an enemy ship.
Heck, fusion weapons that size aren't too hard or expensive to build.
Certainly a 10MT weapon is going to be unfriendly.  I doubt your
antenna can take the energy involved with vaporizing 3.4m of iron.  I
don't have TNE but I doubt that the antenna arrays weigh enough that
you can claim that they have enough mass/thickness to withstand that,
and it strikes me as unlikely that the entire hull of the ship is
thermally superconducting.

Exploding missiles also have the advantage that it's easier to hit
with them than with det lasers.  (Oh, look, the missile is within
100km, time to detonate!)

And if the antennae can withstand this sort of treatment, that brings
up all sorts of interesting things you can do with the technology :-)

        -Love, Kisses, and a Neutron Bomb
                -Eric the Finn

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

Bundle: 638
Archive-Message-Number: 7988
Subject: Canonical Sources
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: Mon, 13 Jun 94 06:27:00 -0500

Subject: Canonical Sources

  I'm looking at some of the stuff I have, and I came across a
  Judge's Guild sector map that has clearly been buried since I 
  purchased it.  I'd have to look at it again to see what sector it 
  is, but I seem to recall that it was superseded by later DGP or 
  GDW material.  What I'd like to know is, "What publishers' 
  material is considered 'official'?"  Clearly, GDW and DGP top 
  that list; are there any others, and if so, who?

  Also, can anyone tell me how to go about getting the Sunbane 
  sectors (which I will also consider "official" pending 
  acquisition of published superseding information) without having 
  access to FTP capabilities?
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
- ---
 ~ QMPro 1.52 ~ I don't think, therefore I work for the Government.

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

Bundle: 638
Archive-Message-Number: 7983
Date: Mon, 13 Jun 1994 18:03:27 +0200
From: Roger Myhre <myhre@oslonett.no>
Subject: Vargr Char.Gen           

Doc 142.14,  Date: January 15, 1994

                             BUILDING THE PERFECT DOG

                                       by

                                   Roger Myhre


This document has been an article in KU #4. Since then I have changed
the rules a bit, and modified the careers. This document will be
upgraded as new special careers pop up.

As the Traveller: The New Era (TNE) do not include Vargr character
generation I will present some rules here that I think will be of use.
Note that GDW may have other plans for Vargr character generating. As
the Vargr is quite close to humans (not counting looks, ancestry and
behaviour) their skill will be quite like. And I won't introduce any new
skills.


THE STATS

Vargr got the same stats as humans, with one exception. Vargr do not
have Social status, but their Charisma rating is the measure to find
where they stand in the Vargr society. A Vargr with high Charisma will
attract other Vargr for followers. So put a '-' in the Soc box on the
character sheet. The stats are rolled as following. STR 2D2-2, AGL 2D6,
CON 2D-2, INT 2D6- 1, EDU 2D-1, CHA 1D6.

If the total stats are less than 33, the player can add the difference
to the character stats, with these exceptions: CHAM-;cannot be increased
to more than 3. Any other stat cannot be increased beyond 11. The 33
limit is lower than the limit in the rulebook of 36. The reason for this
is that the Vargr is generaly weaker than an average human.

When calculating the weight of a Vargr use the same formula as for
humans, but the base weight is 70Kg. Making generally Vargr smaller than
Humans. The base weight is the same for males as for females. For hand
combat damage factor is the same as for humans, but add 1D6 damage each
time the Vargr elects to use his or hers claws. For using the claws the
skill is as for unarmed combat, Unarmed Melee skill which all Vargr
characters start with at level 0, Leadership is also a skill they start
with at 0.


SELECTING CAREERS

The Vargr can use all the careers in the book except for "Hiver
Technical Academy". There are some consideration to Vargr when they are
generated. Firstly their Charisma rating is a measurement of how
successful a given

Vargr is. The Charisma rating may go up and down during generation.For
CHA beyond A the cost is doubled. Thus it cost is 2 points from A to B.
But loss of one point in CHA brings you automatically from B to A. In
some careers there is possible to make a big enough mistake that you are
thrown out. This is true to all military careers. This does not however
stop the character generation, the character just has to enter a new
career, but not a military one, if he or she makes the continuity roll.
Even if you are thrown out from a career, you always finish the term
before you enter a new one.

CHA is increased/decreased like this:

   +1 If promotion is made.
   +1 if 12+ is rolled. Cumulative with above modifier. And promoted an
      additional rank.
   -1 if the promotion roll is missed by 4 or more
   -2 and demoted if the roll is natural 2 regardles of DM's. Not
cumulative with above modifier. Holds true for both special duty and
promotion rolls. If a natural 2 is rolled twice in a given military
career the character is thrown out at the end of the term.

If your character is from Society of Equals in Gvurrdon, he or she must
make a special roll to be rated equal. This is essential to enter the
following careers: Any military officer, Diplomat, Lawenforces or
Aristocrat.

   Difficult, Willpower

This task is rolled before the character generation is started. If the
roll is a catastrophic failure roll 1D6 and divide the result on the
STR, AGL and CON stat. Reduce the stats accordingly. This is damage
taken from the test.
Example: A player rolls 4 on the die, when he has failed. Thus the stats
has to be reduced with one each. For the remaining point the player may
choose which stat to reduce.


CAREERS:

**Oruelaen**
Psionic forces of Thirz Empire in Gvurrdon. Thirz empire has a special
force of psionic agents. They are not secret agents as portraied in
movies, but rather a information gathering group for the King in Thirz
Empire. Not much are actually known about them publicly, so a lot of
myths has been spun around them. All sophonts that are citizens of Thirz
Empire may apply. They will be tested for potentiality before they are
admitted. For ranks use Army table in the rulebook. All who are admitted
start with rank E5 Sergeant. Rank O10 General is not available for
playing characters when King Thir holds this position. As the force is
small and there is only possible to get promoted when a operative dies
or quits, the agents start at Enlisted rank, no matter what kind of
academies or careers they have attended before. Those who are admitted
get a Cha+1

PREREQUESITES: PSI strenght of 8+, and at least one of these abilities:
               telepathy, Teleperception or any useful arcana.
               Citizen of Thirz Empire.

FIRST TERM:

COMMISSION:    10+, +1 if CHA 6+

SKILLS:        Psionics-2, Determination-2, Gun Combat-1, Perception-1

SUBSEQUENT TERMS:

COMMISSION:    8+, +1 If CHA 6+. The character becomes an Officer.
               Rank O1.

SKILLS:

ELISTED:       Psionics, Determination, Unarmed Melee, Gun Combat,
               Perception

OFFICERS:      Psionics, Determination, Space vessel, Gun combat,
               Unarmed Melee, Perception

ALL TERMS:

SPECIAL DUTY:  Spacehand, Crime, Social Science, Vehicle, Tactics,
               Interaction.

PROMOTION:     8+, +1 If CHA 6+, +1 if INT 8+

CONTACTS:      Military, Government (Officers only), Intelligence,
               Academic.
               Roll 10+ on 2D6 for the contact to be from outside the
               Thirz Empire.

OTHER EFFECTS: +1 per term as officer for scout/courier ship. Money is
               calculated from CHA stat not Intelligence. Use Advanced
               stellar as base when calculating money. Initiative is
               rolled 1D6


**Aristocrat**
As an aristocrat you know how the interstellar governments in the
extents is working. And if you are lucky and use your skills properly,
you might be able to carve out a place for your own.

PREREQUESITES: CHA 8+ or Population of 6 or more. Must not have been
               thrown out of a military career.
FIRST TERM:

SKILLS:        Charm-2, Interaction-3, Social Science-2, CHA+1

SUBSEQUENT TERMS:

SKILLS:        Charm, Interaction, Fine Arts, Determination, Economics,
               May trade in skill levels for CHA increase.

ALL TERMS:

SPC ADVENTURE: 7+. Spacevessel, Perception, Unarmed Martial Arts, Vice,
               Crime

CONTACTS:      Government, Military, Intelligence

OTHER EFFECTS: +1DM per term for yacht. Whenever the CHA stat is reduced

               below 8 the character may not continue this career. Note
               that CHA may not get above 15 or F.


**Fair Witness**
This career are only open to citizens of Thoengling Empire in Gvurrdon
Sector. A Fair Witness (FW) is a profession where a Vargr, or some other
sophont has gone through a training, giving total recall. FW is pledged
to report whatever it observed when on duty. Most FW is working free-
lance, but need a permit to do so. There is almost impossible to bribe a
FW to tell something else, that the FW did observe. The reason for this
is that the job itself gives quite good economical freedom, and
Charismatic standing among the Vargr. A FW will never offer an oppinion,
nor a theory when on duty. Or speak his or her meaning when recalling
something they observed while on duty. Thus if asked why a person acted
has he did, the FW cannot answer this, but only tell what the person
did. The FW will recall what he saw, heard, smelled, felt and so on. A
FW may be hired by anyone, but as they get better, their fee increase
accordingly. FW are often used when deals are been made, or when there
is need for a independent witness in a certain process.

When an obervation is going to be made, let the PC roll an imprint task,
using observation as asset. Base difficulty should be difficult,
adjusted depending on the situation. When the given situation is to be
recalled later, a new task is rolled. The difficulty on this task
depends on the success level on the prior task.

Asset: Observation
Imprint Success Level  Recall Difficulty
- -----------------------------------------------
Outstanding Success    Routine
Success                Difficult
Failure                Formidable
Outstanding Failure    Impossible

More than 1 year ago   +1 level of difficulty


Recall Success Level   How much was recalled?
- ---------------------------------------------
Outstanding Success    100%
Success                 75%
Failure                 50%
Outstanding Failure      0%

For more information on Fair Witness, read "Stranger in a strange land"
by Robert A. Heinlein, a must read for a SF fan.

PREREQUESITES: INT 9+, Citizen of Thoengling Empire, No criminal career
               prior to this.

FIRST TERM:    CHA+1, INT+1, EDU+1, Observation-2, Interaction-2,
               Willpower-1, Vice-1

SUBSEQUENT TERMS:

SKILLS:        Social Science, Perception, Interaction, Charm,
               Fine Arts, Skill levels may be traded for CHA

ALL TERMS:

SPC ADVENTURE: 9+, Cha+1, Crime, Determination, Gun Combat, Vice,
               Economics, Physical Science, Melee

CONTACTS:      One contact per term from either: Goverment, Legal,
               Business

OTHER EFFECTS: Roll 1D6/2 for initiative. Calculate money from either
               CHA or Observation asset, wich-ever is the highest.


VARGR VERSUS OTHER SOPHONT INTERACTION

First time a non Vargr character is interacting with Vargr NPC's or
other Vargr characters, divide that characters CHA with 2, and drop
fractions. The result may not be below 1. Note however that this will
reduce all assets

EXCEPT language skills. For the character to increase his or hers CHA to
normal level follow the general CHA increase and decrease rules below.
The opposit is also true when a Vargr are going to interact with humans
for the first time. Note that both of these cases relates to Humans in a
Vargr dominated society, or Vargr in a Human dominated society.


CHARISMA INCREASES AND DECREASES

When a session is over there should be checked if the leader of the
group, the character with the highest CHA, will increase his charisma.
The difficulty level is up to the referee. But I will give a few
pointers.

Asset: Leadership.

  The session was an outstanding success    Average
  The group met its goals in the session    Difficult
  The group barely made the goals           Formidable
  The group made only a few of its goals    Impossible

If any of these tasks are a catastrophic failure the leader loose 1
point of Charisma. If the leader has CHA of A or more increase the
difficulty with one level.

The difficulty levels should be modified with how difficult the
adventure was. If the adventure was an total failure, the character must
roll a formidable task to prevent Charisma decrease. If that roll is a
catastrophic failure, the leader loose 2 points of Charisma.

The leader may also by commendate or reprimand the others in the group,
and thus increase or decrease the CHA of these characters. The leader
may only commendate a character if he himself got a CHA increase, but he
may reprimand a character whenever he wish. But reprimand a character
without reason will have counterproductive results, and the referee
should penalize this.

One good roleplaying tip is that the referee places the players in
clockwise fashion, with the highest CHA rated character to the left of
him. Whenever there is an important decission to be made, ask the leader
first. Ignore the others for a while. If the leader is hesitating, this
can mean a loss in

Charisma specialy if other players start to come with solutions. This is
to simulate that the other Vargr always look to their leader. If the
leader fails the others may take command. The referee should be a bit
careful with this approach though. The player may not be good at
roleplaying in this fashion, so the referee should give him more time
than a player that got good abilities at this type of roleplaying.

Whenever 2 players got equal or a difference of one level in Charisma a
Charismatic struggle erupts. The leader must then roll a difficult
leadership roll to stay in position. If the roll fails, the two players
change position. If a catastrophic failure is rolled, the leader loose 2
CHA points.

The referee may also increase or decrease the CHA of characters during
play, to give them a feel of how successful they are. However this
should be used sparingly. If a player shows some initiative, and do
something daring and succeeds he should be awarded. In doubt let him
roll a difficult task. Equally he should loose Charisma if he does
something and fails, especially if he endangers the mission and the
adventure group.

Other uses of Charisma is that a high Charisma Vargr will always reduce
the Initiative  to the opposition by one to a minimum of one, if they
are of lower Charisma. If the Charisma to the leaders of the two groups
are equal, let the player roll a difficult leadership to gain the upper
hand. If this fails the opponent get the upper hand. When calculating
loss of initiative to combat damage use the original initiative.

Remember these rules is only valid in a Vargr society. A human will have
a hard time to prove herself, but when she gets the wheels turning,
there might not be anything stopping her. Note that If the non Vargr
character increases her Charisma above her original level it is returned
to normal when interacting with other non vargr characters or NPCs.


BRIBING VARGR

This may sound easy, but many has fallen into the trap, believing the
Vargr nature is working for them. What they do forget is that do not
oppose to the Charisma of the clerk in front of them, but the Charisma
of his superior officer or leader.

An example is maybe in order. Lets say an Vargr journalist is working on
a special report, and need graded information from the police. Offering
money for bribery is pointless. As for most human societies social
status is measured by the wealth you got. This is not the case with
Vargr. To a Vargr you have to offer increase in Charisma. Money is
something that comes along. Money is not as important for a Vargr as for
most human cultures. Money is a tool nothing more nothing less. However
money should be offered in the bribe, but the amount never is large. Its
just a small contribute for the service rendered. So the journalist must
actually make up a case were he can prove that the police officer will
increase in Charisma if the journalist is successfull in his
investigation. Remember that Vargr are pack animals opposed to humans
which are more invidiualistic. A Vargr will always view a certain action
in the light of what the group will gain by that given action. Each
individual Vargr always try to improve their status within a group. This
sound contradictory, but viewed from the human point it is, but for the
Vargr it makes sense. If the indiviual Vargr feels that he or she will
gain Charisma to belong to that group it will be loyal to it, and do
whatever is in her power to increase the group Charisma. Going back to
this journalist, he must convince the police officer that the whole
department will gain by giving the information he needs. In most cases a
person trying to bribe a Vargr only have to go up against the closest
leader to the Vargr trying to be bribed.

The difficulty is such a bribery attempt is rarely easier than
Difficult. If the group leader of the opposition are of lower Charisma
it might be easier. The difficulty level should also be adjusted to how
the bribing player is arguing, and how he or she present the deal.

There is also possible to buy information on the street by Vargr. In
these cases money have more to say, when this kind of information is
bought from Vargr that never are attached to a group over long period of
time, and thus do not have the neccessary group loyalty, except for its
own day to day survival.


M-;Roger Myhre, 1993/1994


Roger "StarWolf" Myhre
                                          

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