       TRAVELLER Digest 13

Topics covered in this issue include:

  1) Beanstalks and ContraGrav by alvin plummer <plummer@hubble.sheridanc.on.ca>
  2) Anzanti High Lightling by alvin plummer <plummer@hubble.sheridanc.on.ca>
  3) Blank Sectors? by alvin plummer <plummer@hubble.sheridanc.on.ca>
  4) Re: Blank Sectors? by BORIS ZAIDFELD <cs911408@red.ariel.cs.yorku.ca>
  5) Ramblings on TNE with a CT setting by eclipse@world.std.com (Mark Urbin)
  6) Request for information by Julian Norton <JONESM@crnvma.cern.ch>

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Date: Thu, 18 Aug 1994 16:23:58 -0400 (EDT)
From: alvin plummer <plummer@hubble.sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Beanstalks and ContraGrav
Message-ID: <Pine.3.05.1.9408181626.A23100-9100000@hubble.sheridanc.on.ca>


Previously, I asked a question on the Beanstalk, and someone said that the
beanstalk is impossible, since it's weight needed would escalate faster
than it's height. (Right?)

Well, what about contragrav attatched to the beanstalk?  If this can be
done, I _think_ that the beanstalk could be built at TL 11, say.


In other news... I just got the library files from ghost.cc.missouri.edu
from HIWG.  Any observations can be found in the Xboat list.

Alvin Plummer
(Internet Explorer) 



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Date: Thu, 18 Aug 1994 16:42:15 -0400 (EDT)
From: alvin plummer <plummer@hubble.sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Anzanti High Lightling
Message-ID: <Pine.3.05.1.9408181615.A23340-8100000@hubble.sheridanc.on.ca>


Susan Marie Shock posted the Battle Rider stats for the Anzanti class
frontier cruiser.  Would she (or anyone else, for that matter) please post
the full FF&S stats for this ship?  Thanks

Alvin Plummer


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Date: Thu, 18 Aug 1994 16:53:57 -0400 (EDT)
From: alvin plummer <plummer@hubble.sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Blank Sectors?
Message-ID: <Pine.3.05.1.9408181617.A23474-9100000@hubble.sheridanc.on.ca>



I managed to get a fine subsector generator in(at
ghost.cc.missouri.edu) called sub2ps.z.  It can produce PostScript
pictures in subsectors, using previous info.

I there an equivalent program for sectors?  Where would I obtain it?

Alvin Plummer
(who also got a blank world form for 'the Regency Interstellar
Scout Service' , and a handy-dandy table for TNE ground battles)


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Date: Thu, 18 Aug 1994 18:46:20 -0400 (EDT)
From: BORIS ZAIDFELD <cs911408@red.ariel.cs.yorku.ca>
To: traveller@MPGN.COM
Subject: Re: Blank Sectors?
Message-ID: <Pine.3.07.9408181819.A15106-9100000@blue>


On Thu, 18 Aug 1994, alvin plummer wrote:

> I managed to get a fine subsector generator in(at
> ghost.cc.missouri.edu) called sub2ps.z.  It can produce PostScript
> pictures in subsectors, using previous info.

For what platform is this program for?

 -Shalom Zaidfeld
PS.
Seen you in Challenge 74 :-)




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Date: Thu, 18 Aug 1994 22:25:40 -0400
From: eclipse@world.std.com (Mark Urbin)
To: traveller@MPGN.COM
Subject: Ramblings on TNE with a CT setting
Message-ID: <199408190225.AA24198@world.std.com>


James Kelleher writes:
>We are pretty excited over it. We are playing in about 1122-3 and there 
>is a lot of history in front of us... We are using the T:TNE rules. We
>are also allowing HEPLAR and THRUSTER technologies. Heplar is cheaper to
>run and build Thrusters are hidiously expensive and hard to keep up. The 
>fuel cost is about the same.
   I've just started a campain set in the Spinward Marches, about six
months after the end of the 5th Fronitier War.  I'm using TNE rules
but have things in my campain like commdots, thruster plates and anti-
grav drive units.
   The simplest method I've found so far for the Anti-Grav is to call
the Contra/Grav lifters Anti-Grav drives.  The three types of C/G lifters
correspond to the three types of A-G drives in the MegaT rules.  Lifting
a line from the MegaT design rules, you over power the C/G lifters.  Any
thrust left over from what's needed to lift the craft is used for 
propulsion. I've just started on a spreadsheet for a simple 2 displacement
ton, open topped airraft.  When I get the numbers nailed down, I'll post
it.  To maintain a difference between Contra/Grav and Anti/Grav, I plan
on hiking the Anti-Grav Tech Level by one over Contra/Grav and doubleing
the cost of the drive.
    I'm still going to have some Heplar driven craft around.  I figure that
some planetary governments are going to restrict transportation technology
in the same way they restrict weapons and information technology.  Anti-
Grav units are quiet and fast.  A Contra/Grav van with Heplar thrust units
has a much more pronouced thermal signature.  Easier to catch smugglers
and keep track of your civilian population in general.  Not to mention
that a craft with Anti/grav can maintain accelaration as long as it's
power plant provides power. A Heplar craft is restricted by the amount
of reaction fuel it can carry.
    Very high law level planets are not going to allow the general 
population free access to personal flying transport without controls
anyway.  Even if you have a Contra/Grav car, it's got an active transpoder.
It won't leave the roof without keying in a destination, and then the
flight will probably be controlled by a central Traffic Control Center.
For your safety and the safety of your fellow citizens of course.  Given
a high enough tech level and law level, you could expect monitors inside
the vehicle as well.  Placed there for your protection of course.

-----------------------------------------------------------------------------
Mark Urbin eclipse@world.std.com Opinions are mine...All Mine!
Colin Greenwood, a former head of Scotland Yard, testified in 1974 that the
average criminal could obtain a handgun in the UK in less than 1 hour, at a
cost of less than 50 pounds.  When asked what effect the UK weapons control
laws had on criminal access to arms, he replied "None". 
-----------------------------------------------------------------------------


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Date:         Fri, 19 Aug 94 09:40:50 SET
From: Julian Norton <JONESM@crnvma.cern.ch>
To: traveller@MPGN.COM
Subject: Request for information
Message-ID: <199408190754.DAA18964@Mithril.MPGN.COM>

Can someone please help me with the following:

I have an old copy of the TNE rules, and I've recently bought the Ref's
screen, which includes updated tables. It also mentions a Rules Update
available from GDW if you send them a 29 cent stamp.

I live in France, so could anyone help me by either mailing me a
photocopy of there own or maybe even faxing me? Thanks in advance
for this.

I've just finnished GMing a campaign using the TNE rules and the Idol
Dreams adventure in the main book. It went very well, with the players
finding the rules systems easy but realsitic. Many of the players had
never role-played before, but found the task resolution system very
easy to get to grips with. The only problems we had were with some of
the combat rules being lost within the explanation. In the end I
produced a one-page summary of all the TNE combat rules, so the players
who wanted to know them could easily get access to them.

A couple of questions:

1) Are the penitration stats for normal lasers correct? If so this means
   that they cannot penetrate any armour, am I correct?

2) I have been playing the rule that if a player wishes to aim a direct
   fire shot at a particular body location, then the difficulty is one
   level higher. Does this seem reasonable?

3) Where can I find world descriptions and star charts for the space
   arround Navar (where Idol dreams is set) and the Reformation
   Coalition?

I'm sorry if these qusetions seem mundane, but I've never had a chance
to discuss the rules with anyone else yet!

Thanks for your time, and please try to help me with this rules update
sheet thing!


Julian Norton

Experimental Metrology Section                         1-034 Batiment 926
Survey Group                                         Tel: +41 22 767 4393
Accelerator Technology Division               Mail: jonesm@cernvm.cern.ch
-------------------------------------------------------------------------
C E R N                                         European Organization for
Geneva, Switzerland                                      Nuclear Research

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End of TRAVELLER Digest 13
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