			    TRAVELLER Digest 102

Topics covered in this issue include:

  1) Hiver, K'Kree, and Challenge 75	by Mark Clark <markc@brahms.udel.edu>
  2) Hivers and K'kree	by erich@bush.cs.tamu.edu (Erich Schneider)
  3) Question about penetration	by Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de>
  4) TRAVELLER digest 101	by Hugh Foster <100326.446@compuserve.com>

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Date: Mon, 14 Nov 1994 17:02:05 -0500 (EST)
From: Mark Clark <markc@brahms.udel.edu>
To: traveller@MPGN.COM
Subject: Hiver, K'Kree, and Challenge 75
Message-ID: <Pine.3.89.9411141645.A18544-0100000@brahms.udel.edu>

The classic info on K'Kree is in Alien Module 2, on Hivers in Alien 
Module 7.  Both include maps of their respective empires. The K'Kree 
range over 3 full sectors and parts 8 more - about the equivalent of 
seven sectors total.  The Hivers have 6 full sectors and parts of 10 more 
- about 10 sectos total.  For comparison, the the pre-oops Third Empire 
was about 16 sector-equivalents in size.  This is just impressionistic, 
since it does not account for stellar density.

It's really too bad Digest Group didn't stay together to do Volume 4 of 
Megatraveller Aliens: K'Kree and Hiver - the Exotic Races.  The stuff in 
the Alien modules is okay, but the digest group stuff on Aslan, Vargr, 
Solomani and Vilani is much better than the original Alien Modules (in my 
opinion, anyway).

Looks like we'll be getting more on the Hivers with the New Era stuff -
too bad.  Frankly, I always thought the Vargr were the best bet to survive
the Virus - they have such degree of technological diversity that at least
some of their societies would survive.  I guess I never really liked the
Hivers - maybe it was the corn dogs. 

No Black Curtain stuff in Challenge 75, at least that I can remember 
offhand.


 

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Date: Mon, 14 Nov 94 19:02:05 CST
From: erich@bush.cs.tamu.edu (Erich Schneider)
To: traveller@MPGN.COM
Subject: Hivers and K'kree
Message-ID: <9411150102.AA04744@ bush.cs.tamu.edu>

The best place to get info on the Hivers and K'kree is in their
respective Alien Modules. Sword of the Knight should still have 
copies - I just got my own a few days ago.

Some info on their respective states:

If Core is sector (0,0) and the Spinward Marches is sector (-4,1), the
2000 Worlds occupies partially or completely sectors (4,1) (5,1) (6,1)
(7,1) (4,0) (5,0) (6,0) (7,0) (4,-1) (5,-1) (6,-1) (7,-1) (8,-1)
(4,-2) (5,-2) (6,-2) and (7,-2). The capital and homeworld of the
K'kree is Kirur, in subsector F ("Thirty") of Ruupin sector (7,0). 
Minor races have "second-class citizen" status, and are forced to live
a vegetarian lifestyle (those which do not are exterminated). The name
"2000 Worlds" itself comes from the fact that, due to cloud cover,
about 2000 stars can be seen on a typical night on a typical point on
Kirur. It thus can be colloquially translated "night sky" or
"universe"; it doesn't reflect the actual number of worlds in the
state. The average tech level is D, the maximum F. Gov type is type P,
Q, or R (varying sizes of K'kree hierarchies) based on population. Law
level is K (only K'kree warrior caste may carry weapons).

The Hive Federation occupies wholly or partially sectors (6,-1) (7,-1)
(8,-1) (6,-2) (7,-2) (8,-2) (9,-2) (4,-3) (5,-3) (6,-3) (7,-3) (8,-3)
(9,-3) (4,-4) (5,-4) (6,-4) (7,-4) and (8,-4). The Hiver homeworld,
Guaran, is in subsector I of Ricenden sector (7,-2); the Hive
Federation capital, Glea, is in subsector H of Centrax sector
(6,-3). The Ithklur homeworld, Tryylin, is in subsector H of Extolian
sector (6,-2); an independent Ithklur client-state covers one
subsector to each side of the rimspinward corner of Extolian
sector. Over 170 minor races live within the Federation, with the
Hivers taking a "first among equals" status; cultural differences are
less than might be expected as a result of Hiver "manipulations" (a
primary reason for the Federation is the maintenance of cultural
homogeneity among the Hivers). Max tech level is F, client races tend
to be around B-C, Hivers around D-E. Gov type is either 1, 2, 6, or
one of the specialized Hiver gov types (S, T, U, W; T and U are
"unsupervised anarchy" and "supervised anarchy"). Law level is 1d6
among Hivers, 2d6 for client race planets.

The major event involving these two states was the Hiver-K'kree war
(-2029 - -2013). It started when K'kree began expanding into the Hiver
coreward frontier. Since the Hivers are pacifists in general, they
fought a weak delaying action while they made plans. Eventually, they
performed a set of "manipulations" on K'kree border worlds which
caused some of them to accept things like meat sauces on food or
isolation during recreation (both of which would horrify most
K'kree). They then revealed these to the K'kree and claimed they would
"manipulate" K'kree society into something more favorable to Hiver
interests if the incursions didn't stop. The incursions did stop, and
the manipulated K'kree worlds were razed of all life.

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

Date: Tue, 15 Nov 1994 16:31:44 +0100
From: Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de>
To: traveller@MPGN.COM
Subject: Question about penetration
Message-ID: <9411151531.AA01188@donald>

I've still problems with the TNE combat system so I would like ask for
some help here.  Perhaps it's because I don't understand the rules or
because all is okay but the rules work differently as I would expect
(what I would call unrealistic then :-).

Nearly every hand weapon has a penetration rating of nil.  That means
that every piece of armor, for example a normal space suit with AV 0,
will stop any round.  (The 2 to 4 points of blunt damage are not worth
mentioning here.)  If a weapon (with DS or HEAP ammunition) as a
penetration rating of 1, the normal AV 6 battle armor will block up to
6 dice of damage, more than normal weapons have.  Is this correct?  Or
do I have missed some rules?

A normal weapon, btw, is for example an about 80 cm long assault
riffle -- not this 2,60 m long giant gun that is described in
Challenge 74 and what has DV 9 and a penetration rating of 1.  That's
the only weapon that will do 3 dice damage to my AV 6 light battle
armor trooper.

So what's the standard-weapon for such a RC-trooper?  Or will they use
good old swords with DV 3?  Because the armor will only absorb 12
points of sword damage (correct?) there's a fair change to damage your
opponent.  That's strange!

If the above rules are correct, it's impossible to damage someone
wearing a body protection with AV 2 or higher with pistols or AV 4 or
higher with rifles.  Both with guns and armor of the same TL.  (Ok,
you can hope that the opponent isn't wearing a helm but a helmet and
you success to it him in the face...)

And what's about lasers.  If I'm right, you can't penetrate the DV 6
body armor with a laser neither.

I would be very glad if someone could explain me the rules in his own
words.  I'm afraid, I'm unable to understand the original rules.

PS: The whole discussion about penetration isn't related to too low
damgage/too high hit points. IMHO, another flaw of the combat system.

bye
-- 
Stefan Matthias Aust // keep the soldiers gunning, keep the cameras running,
                    //  cause the rulers always laugh at the video bloodbath

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

Date: 15 Nov 94 14:16:41 EST
From: Hugh Foster <100326.446@compuserve.com>
To: "INTERNET:traveller@mpgn.com" <traveller@MPGN.COM>
Subject: TRAVELLER digest 101
Message-ID: <941115191641_100326.446_BHG6-1@CompuServe.COM>

>>a new problem and this is Droyne. Mainly their TL. In fact I have thought
to
use them in Karaguuka where they have a secret underwater base with
(hopefully)
high TL stuff in it. <<

Nope. Modern Droyne have a maximum TL of about 12; they also have a
superstitious fear of all things Ancient and won't use any of it if they can
help it. There are no _known_ establishments of Ancient-level Droyne in real
space. There is, however, dear old genocidal Grandfather still kickin' about in
his "pocket universe" somehere in the Regina system. Of course, if your're
playing TNE, TL 12 _is_ "high TL stuff"...


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End of TRAVELLER Digest 102
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