       TRAVELLER Digest 56

Topics covered in this issue include:

  1) Gauss weapons - ammo query. by alvin plummera <plummera@hubble.sheridanc.on.ca>
  2) Re:  StuttterWarp in FFS by "KMCCARTHY" <KMCCARTHY@qmgate.osc.hq.nasa.gov>
  3) Re: TRAVELLER digest 55 by Michael Llaneza <mllaneza@mercury.sfsu.edu>
  4) auto fire, too many dice by LENSCOTT@aol.com
  5) TRAVELLER digest 53 by Hugh Foster <100326.446@compuserve.com>
  6) TML Archives at ftp.mpgn.com by rwm@MPGN.COM (Rob Miracle)
  7) TDR archives ???? by Glenn Myers <gem188@swanson.com>
  8) TRAVELLER digest 55 by Hugh Foster <100326.446@compuserve.com>

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

Date: Thu, 29 Sep 1994 12:31:56 -0400 (EDT)
From: alvin plummera <plummera@hubble.sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Gauss weapons - ammo query.
Message-ID: <Pine.3.05.1.9409291256.A20403-b101000@hubble.sheridanc.on.ca>

--0-2062903290-780856364:#20403
Content-Type: TEXT/PLAIN; charset=US-ASCII

--0-2062903290-780856364:#20403
Content-Type: APPLICATION/octet-stream; name=liquid
Content-ID: <Pine.3.05.1.9409291244.B20403@hubble.sheridanc.on.ca>
Content-Description: 

From: dfn@dewey.cc.utexas.edu (David Nalle)
Newsgroups: rec.games.frp.misc
Subject: Re: Lack of Hard SF games?
Date: 26 Sep 1994 09:07:23 -0500
Organization: The University of Texas at Austin; Austin, Texas
Lines: 17

> In article <davin-2409941007160001@spaceavian.com>,
> Davin C. Flateau <davin@spaceavian.com> wrote:
>>
>>     I was surprised that there were no games, at least to my knowledge,
>>based on David Drake's Hammer's Slammers.  I loved the series, and always
>>thought it would be great to role-play and run a combat system based on
>>that.

> The problem with Hammer's Slammers as a setting and with other hardcore SF
> for roleplaying is that there's not a hell of a lot of roleplaying you can
> do when you're dodging liquid rounds from a gauss-gun.  The occasional
> combat can be fun, but a setting that IS combat doesn't leave much else
> to keep players interest, and if SF combat is at all realistic it's so 
> deadly that characters become meaningless and the game tends to degenerate.

> Dave

Anyone out there know what is a 'liquid round'?  I don't think that this
is modeled in FF&S: how would you fit it in?  What kind of damage it would
cause?

Alvin Plummer
(...I hope that GDW changes the UWP codes in their Regency sourcebook!
    It's been 70 years, after all.)

--0-2062903290-780856364:#20403--


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

Date: 29 Sep 1994 17:30:18 U
From: "KMCCARTHY" <KMCCARTHY@qmgate.osc.hq.nasa.gov>
To: "New TML Broadcast" <traveller@MPGN.COM>
Subject: Re:  StuttterWarp in FFS
Message-ID: <199409292131.RAA04822@Mithril.MPGN.COM>

                       Subject:                               Time:5:10 PM
  OFFICE MEMO          RE> StuttterWarp in FFS                Date:9/29/94
Jeff Zeitlin  (jeff.zeitlin@execnet.com) said:

  >When I went to work with the Stutterwarp setup, I couldn't get 
  >sensible figures: The fuel usage was too low, and the performance 
  >was too high (the minimum TL12 fusion plant I could put in gave a 
  >stutterwarp performance of 9+ parsec/day [can you say J66 
  >equivalent?]).  Worse, the size of the SW/powerplant combo was, 
  >by the figures and description, independent of the hull rate.  I 
  >don't see this as sensible, and feel that there must be a bug in 
  >this.  Also, there were no figures on how far a SW system could 
  >tunnel before discharge was necessary.

  >Can someone _please_ rationalize this info for me?

In 2300AD GDW's StutterWarp discharge limit was 7.7LY or ABOUT two Parsecs. 
GDW used a 3D star map of the stars within 25LY of Earth, which produced
three
long arms (French, American, Chinese) to adventure on from Earth.  I recall
FFS
mentioned this fact somewhere in the FTL section but it wasn't a hard rule. 
GM's were encouraged to fiddle with the rule to get the kind of campaign they
wanted.

I recall that an American Kennedy class Frigate, which was THE fastest
stutterwarp warship, had an stutterwarp engine efficiency of 17.05 (2300AD
New
Military Tech, which might translate to Traveler TL 13), a 300MW Fusion plant
(I think) and a performance of about 4.1 LY/day.   While I own both 2300AD (a
complete set of all the material) and FFS I haven't tried to reproduce any of
the stutterwarp ships using FFS.  The 2300AD rules based performance on mass
and FFS uses displacement tonnes (I think).

Either GDW made another BIG error or your calculations were wrong.  

Regards,

Kevin Mc Carthy
(who likes the 2300AD universe better--real ALIEN aliens, no flat universe,
and
hard SF) 






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

Date: Thu, 29 Sep 1994 16:33:58 -0700 (PDT)
From: Michael Llaneza <mllaneza@mercury.sfsu.edu>
To: traveller@MPGN.COM
Cc: Multiple recipients of list <traveller@MPGN.COM>
Subject: Re: TRAVELLER digest 55
Message-ID: <Pine.3.89.9409291625.A18847-0100000@mercury>


Would anyone be interested in Battle Rider stats for the ships from 
Brilliant Lances and the World Tamers Handbook? Would GDW be upset if I 
ran them here? They weren't a lot of work to do, but I'd like to save the 
rest of you the trouble...

Alos, would the person running the BR pbem games please contact we... I 
lost your email address...

Michael Carter Llaneza
Conceptual Design Services             The Worse it gets,
Pi Kappa Phi                           The more I get used to it.
"I am the NRA"
Americans for Constitutional Thinking
Editor, Imperial Dispatches
Major Mike, 23rd, San Francisco, Brigade; DeEvolutionary Army
Duty Now For The Future


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

Date: Thu, 29 Sep 94 22:19:37 EDT
From: LENSCOTT@aol.com
To: traveller@MPGN.COM
Subject: auto fire, too many dice
Message-ID: <9409292219.tn71572@aol.com>

Has anyone come up with a different way to roll burst/auto fire attacks?
Perhaps one with fewer rolls but more damage for burst/auto shots?


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

Date: 30 Sep 94 04:05:34 EDT
From: Hugh Foster <100326.446@compuserve.com>
To: "INTERNET:traveller@mpgn.com" <traveller@MPGN.COM>
Subject: TRAVELLER digest 53
Message-ID: <940930080534_100326.446_BHB68-1@CompuServe.COM>

>>Remember that old map of Charted Space with the star field background?
Traveller Deluxe and "Library Data A-M" had copies of it.  I don't have
a copy myself, but I remember that it showed some bright star names on
it, as well as a few nebulae.<<

At a quick scan:
Feature    Sector
-----------------------------------------------------------------
Pelican Nebula   Chit Botshi
Deneb    Deneb (surprise)
Hyades    Canopus
Canopus    Canopus
Antares    The Antares
Alpha Crucis   Alpha Crucis
Spica    Spica

It's a bit difficult to say which subsector each is in 'cos my copy of the
map's
a bit battered.

All in a day's work

The War Dog.


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

Date: Fri, 30 Sep 1994 10:03:46 -0400
From: rwm@MPGN.COM (Rob Miracle)
To: traveller@MPGN.COM, xboat@MPGN.COM
Subject: TML Archives at ftp.mpgn.com
Message-ID: <199409301405.KAA29200@Central.KeyWest.MPGN.COM>

I am going to change the method by which the digests are archived.  For this
immediate change, the file name will change from:  TMLyymm-dig to TMLyy-dig
where yy is the year number, mm is the month, and dig is the digest number.

I would also like to hear from you as if you would rather sort through 365
small digests / year or 12 large bundles / year.  Please drop mail to
traveller-request@mpgn.com with your vote. 

Thanks
Rob
--
Rob Miracle
rwm@mpgn.com
"You have a problem?  I have a plan!" -- Anton Devious


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

Date: Fri, 30 Sep 94 11:54:00 EDT
From: Glenn Myers <gem188@swanson.com>
To: traveller%mpgn.com@swanson.com
Subject: TDR archives ????
Message-ID: <9409301548>



Hi All, 

I just checked out the many useful files on the ghost archive.
It's a great resource; I had no idea there was so much original
material (not on the other sites as far as I could tell).

I just wondered...

Is there a site that supported TDR (Traveller Done Right)? I'd like to 
read through the archives but I couldn't find them.



TIA

Glenn


----------------------------------
| Glenn E. Myers                 |
| gmyers@swanson.com             |
| gem188@swanson.com             |
| Numerical Verification Group   | 
| ANSYS, Inc.                    |
| (412) 873-2913                 | 
----------------------------------


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

Date: 30 Sep 94 14:20:19 EDT
From: Hugh Foster <100326.446@compuserve.com>
To: "INTERNET:traveller@mpgn.com" <traveller@MPGN.COM>
Subject: TRAVELLER digest 55
Message-ID: <940930182019_100326.446_BHB93-2@CompuServe.COM>

>> Why are use and maintenance always tied in Traveller technical skills?  I
can drive in bad weather at speed and in heavy traffic, handle skids, drive
a road car on 4 wheel drive roads (not at speed), but I can't perform most
maintenance.  I can change filters, but not oil.  I have only the haziest
understanding of the internal combustion system, let alone the myriad
electronic gizmos like fuzes and distributors and horns.  What's my ground
car skill level then?

I agree that certain basic maintenance is part of learning to use anything
-- like filling the tank and knowing when to get professional help -- but at
higher levels of "use" skill, "maintenance" skill is irrelevant, and vice
versa.  The vice versa is my father's mechanic, who can take apart, fix, and
put back together any part of any vehicle that can be driven or towed into
his shop, but who is only an average driver, who doesn't handle heavy
traffic especially well. <<

No, no, no! You _drive_ the car with Wheeled Vehicle, you do the oil and
filter
changes with Mechanical and you fiddle with electronic gizmos with
Electronic.
I'm using Classic skills here 'cos that's what we play but lessee...Mechanic
(STR), Electronics (EDU) and Wheeled Vehicle (AGL) it sez in TNE. Use the
right
skills and you gets the results...


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

End of TRAVELLER Digest 56
**************************
