			    TRAVELLER Digest 211

Topics covered in this issue include:

  1) Problems	by Hugh Foster <100326.446@compuserve.com>
  2) Planet III Software	by AMNUSS@delphi.com
  3) TL 8 InnerCity Public Transportation Bus	by Shalom Zaidfeld <cs911408@red.ariel.cs.yorku.ca>
  4) Solomani - Heroes or Fools?	by pd82495@wapol.gov.au (Michael Bailey)
  5) Back...	by pd82495@wapol.gov.au (Michael Bailey)
  6) Small arms design using FF&S	by Lauri M Byckling <lby@snakemail.hut.fi>
  7) ALAR-20 Gauss Rifle	by pd82495@wapol.gov.au (Michael Bailey)
  8) TNE Aslan Character Generation	by A.S.Lilly@bnr.co.uk (Andy Lilly)
  9) Re: TRAVELLER digest 209	by aboulton@cix.compulink.co.uk (Andrew Boulton)

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

Date: 02 Mar 95 17:30:20 EST
From: Hugh Foster <100326.446@compuserve.com>
To: <traveller@MPGN.COM>
Subject: Problems
Message-ID: <950302223019_100326.446_BHG150-6@CompuServe.COM>

>> I live in Canada.  You forgot to list my Senator :-)  
Seriously, when posting country-specific information, try 
to put that fact in the header of your message.  Remember 
that the Internet is international and people here live 
under many different legal and political systems. <<

I agree. I live in England. Which is why we should pull out 
all the stops to stop the Americans buggering up something 
that doesn't belong to them. If this goes through, it'll 
still affect you and me, matey. This matter belongs 
anywhere where people have gotten used to using the net 
(whatever net) to talk to each other without Big Brother 
looking over their shoulders.





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

Date: Thu, 02 Mar 1995 19:10:07 -0500 (EST)
From: AMNUSS@delphi.com
To: traveller@MPGN.COM
Subject: Planet III Software
Message-ID: <01HNO6ENRG2Q8Y5MXE@delphi.com>


 Due to moving around I just received a letter from Planet 3 Software about
 a new release for their Traveller Navigator.  I don't remember seeing
 anything about it in the list so here it is.

 ===========================================================================

 Planet 3 Software is pleased to announce the release of a new sector for
 Traveller Navigator.  The OLD EXPANSES SECTOR has been finalized and 
 approved by GDW.  Now, Planet 3 makes this information available to you.

 Furthermore, Traveller Navigator - Diaspora Sector has been enhanced from
 version 1.2 to 1.5.  What's new: every single starship and small craft 
 ever published by GDW for use with T:TNE is fully detailed.  That's 39
 starships and 11 small craft and all 19 clipper modules for use with the
 Aurora and Maggart class clipper ships, used by the Reformation Coalition.

 The star maps now print in color, if you have a color printer.  The 
 glossary section has been enhanced, covering many new topics.  Also
 included, is the Travel Computer.  A program that quickly and easily
 calculates the travel time and fuel consumption of a spacecraft when
 travelling between planets in a solar system, or when moving to and from
 jump points.  Dozens of calculations that can take upwards of 15 minutes
 are now performed in a split second.

 The prices are: 
    Diaspora Sector upgrade   $15.00
    Old Expanses Sector       $24.95
    Both of the above         $34.95
    Shipping and Handling     $ 2.50
    CA residents tax            8.25%

    Planet III Software
    999-C Edgewater Blvd.
    #361
    Foster City, CA   94404
    Ph:(408) 366-1033

 ===========================================================================

 The letter says that the upgrade offer expires 4/15/95.

 I am not affiliated with P3S in any way so if you don't like their stuff
 don't yell at me.  I do use the Traveller Navigator where I can (on friends 
  machines) since it's for Windows and I have a Mac.


 Alan

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

Date: Fri, 3 Mar 1995 01:57:53 -0500 (EST)
From: Shalom Zaidfeld <cs911408@red.ariel.cs.yorku.ca>
To: TNE Mailing List <traveller@MPGN.COM>
Cc: GDW-Beta List <gdw-beta@quark.qrc.com>
Subject: TL 8 InnerCity Public Transportation Bus
Message-ID: <Pine.SUN.3.91.950303014518.1622A-100000@blue>

Hello TNEers,

Here is a FF&S generic design of a city bus.  Any comments, errors etc are 
welcome.  This design is for all of you out there who wish to add the 
famous, yet unrealistic scene from _Speed_ to their Traveller: The New Era 
adventures. :)  Have fun.

                -Shalom Zaidfeld
----
Student, Newtonbrook Secondary School
Toronto, CANADA
Internet: cs911408@ariel.cs.yorku.ca

---------------------------------------------------------------------
TL 8 InnerCity Public Transportation Bus
---------
------
---
-
Price:          10,834 Credits
Size:           56 Cubic liters = 4 Displacement Tons
Mass:           6.00 Tonnes Empty, 6.63 Tonnes Loaded
Power:          0.2 MW TL 5 Improved Internal Combustion Engine
Maint:          1
Controls:       TL-8 Enhanced Electronic Ground Vehicle Controls
                TL-8 Inertial Positioning Navigational Aid
Commo:          30km Radio Communication Suite
Sensors:        2xFront HeadLights
Life Support:   Light, Heat
Cargo:          125kg
Crew:           1
Passnegers:     12
Armament:       None
Max Speed:      93 kph Road speed/19 kph Cross Country speed

Travel Move:    186/78  [kilometers per 4 hours]
Combat Move:    43/18   [m/s]
Fuel Capacity:          Fuel Tank: 500 Liters
                        Fill up:   125 Credits
                        Fuel Type: Hydrocarbon Distillates
Fuel Consumption:       50 Liters Per Hour (10 Hours Endurance)
 
 
Combat Stats                                                    
Config: Cylinder [SL]   HF:     1                
Susp:   W (5)           HS:     1                       
                        HR:     1                       
Deck:   1               Belly:  1
 
---------------------------------------------------------------------
Design Notes:
 
General Info:                                                           
 
Rate:   4       Config: Cylinder [SL]   Material:       Light Alloy      
Volume: 56                              Though.:        1.70            
MV      0.9     MVM     0.99            Thickness:      0.59            
Length  5.2     LM      10.4            AV:     1.00            
                                        Mass:   3.50            
                                        Price:  1869.12         
                                        Volume: 0.58            
                                                                
Suspension:                      Controls:                   
Type:    Wheel                   Type:   Enhanced Electronics       
Volume:  8.4                     TL:     8               Mass:   0
Mass:    1.68                    Volume: 0.056           Price:  0
Price:   2100                    Mass:   0.0056           
Surface: 3920                    Price:  3000             
                                 Power:  0.002            
 
Navigation Aids                  Comm:
                                 Range:   30
Type:   Inertial positioning     Type:    Radio Communicator 
Volume: 0.001                    Volume:  0.001 
Mass:   0.001                    Mass:    0.002 
Price:  1000                     Price:   250 
TL:     8                        Antenna: 0.01 
Power:  0.01                     Power:   0.001 
 
Crewstations                    Sensors:
Type:   Open Crewstation        Type:   2xHeadLights                       
Volume: 3.5                     Volume: 0.004                    
Mass:   0.2                     Mass:   0.002                    
Price:  750                     Price:  100
                                Power   0.0002
                                Range:  30                       
                                Power Plant                             
 
Type:   12xAdequate Seats       Type:   Improved Internal Combustion
Volume: 42                      Volume: 0.4
Mass:   0.24                    Power:  0.2
Price:  1200                    Mass:   0.4
                                Price:  800
                                Duration:       10.00    
                                Fuel Tank:      0.5
                                Fuel:   HCD
                                Fuel Price:     125      
                                Fuel Mass:      0.5      
Transmission:                                                           
Type:   Wheeled                                                 
Volume: 0.06                                                    
Mass:   0.06                                                    
Price:  90                                                      
                                                                
TOTAL:                                                          
================================================================
Volume:                                                         
55.50   0.50    497.9                                           
Mass:                                                           
6.63    6.00                                                    
Power -  Systems Power =   Engine Power:           
0.2       0.0132       =   0.1868                           
Price:                                                          
10,834.12                                                      
SDR:    5                                                       
Movement:                                                               
Road:   75.41   95.41                                           
Cross:  38.16                                                   
Combat :44.17   17.67                                    
Travel: 190.83  76.33
Maint:  1 

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

Date: Fri, 3 Mar 1995 20:36:53 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: Solomani - Heroes or Fools?
Message-ID: <9503031236.AA15755@phq1002.wapol.gov.au>

More thoughts on the 'Second Rim War':

There have been some great points made in the discussions
so far - points which I'm going to have to take into
consideration in my own post-Collapse campaign in the 
Rim.

I'll add a couple thoughts of my own...feel free to turn
the flamethrower on to them if you disagree:

1/  If the Solomani in the 57th Century are anything 
    like their ancestors in the 20th, it's going to 
    be hard to get the entire Confederation to agree
    on what year it is, let alone the conduct of 
    offensive operations against the Imperium.

    As the war dragged on, dragging the Confederation's
    economy down with it, there would have an increasing 
    trend for the component systems to go their 
    seperate ways...even start fighting each other.
    In my campaign, by about 1128, an increasing amount
    of force was required to stop the Confederation from
    falling apart in much the same way that the former
    Soviet and Yugoslav states have.  By the time of 
    the Collapse, the Confederation was falling apart
    at the seams, and it's Navy was not equal to the 
    task of keeping things together AND holding the 
    coreward border.

2/  I like the point made that the idea of a monolithic
    Solomani state was a myth perpetuated by both sides
    (for their own reasons).  The reality was probably
    more like Germany before Bismark:  a rather loose 
    confederation of a large number of small states, 
    with some vague higher ideal of 'Solomani supremacy'
    holding them together, but at each other's throats
    most of the time.  I wonder if the Confederation
    would have ever found it's 'Bismark'?

3/  The GDW material I've read hints at a growing 
    r'approachment between the Confederation and the 
    Imperium from the last half of the 11th Century.
    It would have been interesting to see what would
    have happened if Strephon wasn't assassinated 
    and Dulinor's planned 'democratic reforms' went
    ahead.  The Solomani tend (?) to be a fairly 
    egalitarian lot, with a disliking of nobility and 
    heriditary rank.
    
    Of course, Strephon's assassination changed all of 
    that...

Concluding - no, I don't think that the Solomani were
incompetent, they just can't seem to get along with
each other, let alone the rest of the universe.  I'd 
say that any state forged by the Solomani would last 
about as long as the Rule of Man before disintegrating.
Mind you, it's that competitiveness and belligerence
that enabled them to beat the Vilani senseless a few 
thousand years before.

(The Confederation plays Attila's Huns to Imperial 'Rome'?)
 


Michael Bailey (for the Solomani Anti-Defamation League)
pd82495@wapol.gov.au

  


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

Date: Fri, 3 Mar 1995 20:41:59 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: Back...
Message-ID: <9503031241.AA15769@phq1002.wapol.gov.au>

To those patient people waiting for me to deliver the 
rest of the Near Bootes Commonwealth materiel...sorry!

I've just got back from a short holiday in sunny Sert
Efrica (South Africa), now that I'm back home in 
Fremantle I'll get the rest going ASAP.


Thanx



Traveller News Service:  083-1117

"Australia's attempt to win it's first Test series against the 
West Indies in almost 3900 years was foiled yesterday by the 
sudden appearance of Solomani Marine Corps units on the Melbourne
Cricket Ground.  Play has been abandoned, and the West Indies 
have escaped with a 1-all draw in the series."


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

Date: Fri, 3 Mar 1995 16:56:46 +0200 (EET)
From: Lauri M Byckling <lby@snakemail.hut.fi>
To: traveller@MPGN.COM
Subject: Small arms design using FF&S
Message-ID: <199503031456.QAA07744@gamma.hut.fi>

Hello, all !

In the ACR design example in FF&S (January 1994 Edition, p.154) 
there are a few things I don't understand:

Ammunition: in p.92, it is stated that the cartridge case must be
at least 35mm long to be necked. Still, the necked cartridge
case in the example is only 30mm.

Barrel: the barrel is light, so barrel price multiplier should be
200 (p.94). In the example, 400 is used.

Recoil: the auto/semiauto recoil multiplier of 0.95 (p.98) does 
not seem to be included in the calculations, even though the ACR
is an automatic weapon.

Does someone have explanations for these things ? 

Furthermore, I have been trying to reverse engineer some of the 
weapons in Reformation Coalition Equipment Guide, with poor results. 
Most of them seem to be heavier and more expensive than necessary.
Am I misinterpreting the FF&S rules, or is there something wrong 
with the designs ?


Lauri

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

Date: Sat, 4 Mar 1995 01:13:20 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: ALAR-20 Gauss Rifle
Message-ID: <9503031713.AA17486@phq1002.wapol.gov.au>

This rifle was knocked up using an Excel 5.0 worksheet I've
designed for this purpose.  If anyone wants a copy of the 
spreadsheet, let me know.  (I'll be knocking up one for 
conventional small arms when I get the chance).

ALAR-20 Gauss Rifle
(6x30mm TL-11 Automatic Gauss Rifle)

TL:                     11
Ammo:                   6x30mm Gauss (TL11)
Weapon Weight:          7.02kg (loaded) 3.67kg (empty)
Weapon Price:           Cr 1661
Magazine Weight:        3.35kg (loaded) 3.32kg (empty)
Magazine Type:          Box, 30 rounds
Magazine Price:         Cr 7
Damage:                 5 (Ball/HE/HEAP)
                       -1 (Tranq)
Penetration:            1-3-5 (Ball)
                        2-2-2 (HEAP)
                        Nil   (HE, Tranq)
Range:                  90m (Ball)
                        68m (HE/HEAP)
                        30m (Tranq)
Recoil:                 1 (single shot), 5 (5rnd burst) 10 (10rnd burst)

Notes:  The ALAR-20 (Advanced Linear Accelerator Rifle) is the standard
rifle of the Commonwealth Marines, and is the de-facto standard (pending
formal confirmation) rifle for member world ground forces.  The design is
based on the standard Solomani Confederation 6x30Gauss Rifle, although
technological limits forced a redesign of most components.  The weapon uses
the standard Solomani Confederation 6x30mm Gauss round, a standard which has
also been adopted by the Commonwealth.

The design is a bullpup configuration automatic rifle, and is able to fire
single shot,  5 or 10 shot bursts via the fire selector.  Optical and laser
sights are fitted as standard, as is a bayonet lug and grenade adaptor for
standard 25mm rifle grenades.

The ALAR-20 was designed by Gestner-Matsui Systems on Saxe, and is now
manufactured under license by arms companies on Saxe, Aquitaine, Hamilcar
and Teucer.  

Note that, although this rifle will shortly be adopted as standard by
Commonwealth ground forces, it's use is by no means widespread.  Many line
and reserve units still use other weaponry, mainly an assortment of chemical
and ETC rifles.

A squad support weapon, based on the ALAR-20, is being tested by
Gestner-Matsui.  The ALSW-20 is expected to enter service with the
Commonwealth Marines in early 1202.  Another variant, the ALZR-20, is being
prototyped.  The ALZR-20 will be a low-velocity gauss rifle suited for
zero-G and vacuum work (it will incorporate a much shorter barrel and
vacuum-hardening).

Col. Mikhail Balyanov
Logistics and Supply Branch (Armaments Standardisation Group)
Commonwealth General Staff HQ
pd82495@wapol.gov.au


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

Date: Fri, 03 Mar 1995 17:16:43 +0000
From: A.S.Lilly@bnr.co.uk (Andy Lilly)
To: traveller@MPGN.COM
Subject: TNE Aslan Character Generation
Message-ID: <199503031725.MAA01683@Mithril.MPGN.COM>

I found this lying around on my hard disk. This system is for generating
Aslan characters in TNE and may be of use to those of you who have TNE but
not the earlier MT/CT books (I'm not aware that GDW has yet released
anything for Aslan apart from NPC data in the TNE rulebook). I have only
included 2 occupations in order to keep the message to a reasonable size.
The other 20-odd occupations will appear if there is sufficient demand. Note
that the system is similar to that for the standard Human generation system
in the TNE handbook and thus the sections below are laid out in the same
order with CHANGES from the normal rules noted, rather than repeating the
entire contents of the TNE handbook (which would pose copyright problems). I
haven't had much time to use these rules so any feedback would be
appreciated. Perhaps GDW would like to use this to save themselves the time
of writing their own Aslan TNE book? :-)

                 ASLAN CHARACTER GENERATION FOR TNE
            (c)1994,1995 A. S. Lilly All Rights Reserved
All trademarks and copyrights used within this document are hereby
acknowledged. This document in no way seeks to challenge the aforesaid
trademarks and copyrights. Blah blah blah legalese waffle, etc.

* Note
TNEx indicates page x of the Traveller: The New Era rulebook.

* Background
The Aslan Hierate spinward of the Great Rift has maintained its
strength and largely avoided the effects of the Virus. This was
possible due to the isolation provided by the Rift and the
advance warning given by the Domain of Deneb. In the Hierate
trailward of the Great Rift the Virus spread, albeit more slowly
than through Imperial space. Here significant disruption was
caused but each group of Aslan clan worlds tended to be more
self-sufficient and the overall damage was significantly less
than in the Imperium. These worlds are refered to as the 'Clan
Worlds' and are regarded as slightly inferior by the surviving
Hierate worlds. It is presumed that this refers to the Clan
Worlds' lesser ability to cope with the Virus and their
independece from the Hierate who now exert little influence in
that region. Aslan outside the Hierate are still regarded as
Outcasts, as per pre-Virus times.

* Homeworld
Determine using TNE17-18, using the following translations to get
the regional DMs:
Hierate -> Regency; Clan Worlds -> Pocket Empire; Outcasts -> use
the Imperial region within which they are located (e.g. Wilds).

* Attributes
As per TNE19 except that Strength and Constitution are rolled as
2D+1 and Dexterity as 2D-2 (count 0 as 1). Charisma and Social
Standing are with respect to other Aslan rather than aliens.
Homeworld effects on attributes are as per TNE19, with a final
possible attribute range of 1 to 15.

* Social Standing
Social Standing of B or C indicates leadership of a family group
or small clan; level D is a planetary clan; E indicates
leadership of multiple-star systems; F is a Hierate
representative. Clan worlders may not exceed E; outcasts may
occasionally reach C.

* Naming Characters
Outcasts and Aslan used to dealing with non-Aslan tend to assume
anglic names for ease of use, either a literal translation of
their Aslan name (e.g. "Teller of Winding Tales") or a shortened
version of it (e.g. Iroioah -> Iro) or a convenient anglic name
(e.g. "Long claw" or "Growler").

* Background Skills
By the age of 16, an Aslan will have picked up level 2 skill in
3 of the skills on TNE23. The following are NOT available:
Act/Bluff, Archery, Disguise, Slug Weapon, Streetwise. The
following are ADDITIONAL possibilities: Dance, High-G
Environment, Racial (new skill - see below). All the skills are
limited by homeworld as per TNE23.

* Default Skills
As per TNE24. Superior eyesight (particularly at night) and sense
of smell gives all Aslan an automatic skill of Observation 1.

* CAREERS
As per TNE24-28 except that Aslan terms are 8 ftahea (about 7
human years) in length. In addition, at age 16 ftahea (approx 14
years), all Aslan undergo:

* Rites of Passage (ROP; Akuaeuhrekhyeh)
A male Aslan rolls 2d6. His ROP is equal to the number of
characteristics greater than or equal to the roll. For female
Aslan the 2d6 roll is compared to Intelligence, Education,
Charisma and Social Standing; the ROP is twice the number of
these attributes equal to or exceeding the roll. The character
can opt to use 1 or 2 ROP points per term; these can be added to
any of the commission, promotion or special duty rolls, or can
be used to gain additional contacts (one per 2 ROP points). Any
remaining ROP points at mustering out can be used as ship DMs.

* CONTACTS
As per TNE29-31 except: Individual Aslan are rarely wealthy
unless high in the clan hierarchy, hence 'wealthy' contacts are
replaced by 'noble' ones. 'Government' contacts within the Clan
Worlds are usually 'nobles'; in the Hierate such a contact may
be within the Hierate bureaucracy rather than a local noble.
AGE
       Start/End            Losses
Term   Age*   Age*   Sk**   STR     AGL    CON    INT
1      14     21     6      -       -      -      -
2      21     28     5      -       -      -      -
3      28     35     4      -       -      -      -
4      35     42     3      -       -      -      -
5      42     49     2      -       -      -      -
6      49     56     1      Y       Y      Y      -
7      56     63     1      Y       Y      Y      -
8      63     70     1      Y       Y      Y      -
9      70     77     1      Y       Y      Y      -
10     77     84     1      Y       Y      Y      Y
11+ As per Term 10.
Notes:
*  Age in human years.
** Sk = Skills per term/special duty.
Note also that Aslan age far faster than humans such that they
must make THREE rolls per attribute per term. Aslan rarely use
anagathics and if the player choses to do so, THREE applications
must be made per term - a substantial cost in drugs!

* SKILL- AND ATTRIBUTE-DERIVED VALUES
As TNE35.

* INITIATIVE
As TNE35-36.

* STARTING MONEY AND INITIAL EQUIPMENT
As per TNE36-37 except for male Aslan (except outcasts), halve
the values given on TNE37.

* Starships and New Benefits
As per TNE37-38 except: Male Aslan will only own a starship in
exceptional circumstances (e.g. as a clan noble, a male may have
a starship nominally assigned for his use, although it may be
owned and run by a clan female). Both males and females acquire
starship DMs but males usually convert this to an award of land,
and females may opt to take a share in a corporation. Land is
shown in square kilometres and may provide income, if used for
farming, etc. (a usable profit of perhaps CR 5d6 per year per square
kilometre). Corp indicates the value (MCR) of the character's
shares in an Aslan corporation. A dividend of 4% of the value is
payable per year. DMs may be split between two items, e.g. an
Envoy might opt to use half his DMs to try to get a Courier and
the other half to get some land.
Roll   Land   Corp          Roll    Land   Corp
2-3    1 MP   1 MP          13      80     4
4-6    1 HP   2 HP          14      150    5
7      2 HP   3 HP          15      300    6
8      4 HP   0.3           16      600    7
9      5      0.5           17      1k     8
10     10     1             18      4k     9
11     20     2             19      7k     10
12     40     3             20      10k    12
Notes: Per point over 20, add 10k land or 2 MCR. MP = Medium
Passage. HP = High Passage.

* Stellar Regions
The following DMs apply to ship DMs (whether used for a ship,
land or corporation): Hierate DM 0; Clan-Worlds DM -6; Outcasts
use the table on TNE38.

* Ship Types
Courier = Ktiyhui-class; Escort = Ekawsiykua-class; Scout =
Hraye-class; Seeker = Kteiroa-class; Trader = Eakhau-class. Star
ship type may (optionally) be altered by the roll as per TNE39.

* EDUCATION
College education is less common among Aslan than among the
Vilani and is exceptionally rare among males who can only attend
Flight or Military Academy. Females may attend any of the further
education institutes. College skills and requirements are as per
TNE40-41 except that Hiver Technical Academy is not available.

* CAREERS
As per TNE42 except that term skills are as given in the Age
table above.

* Sex-specific Skills
The Aslan have very fixed ideas about which sex should be allowed
to learn certain skills: Males disdain financial skills, Females
tend to avoid physical combat. The skill clusters given in TNE113
are used here but the following list indicates whether each skill
is available only to Males (M), Females (F) or either (-). The
career skills are listed as: a, b, c; plus M: d; F: e. This
indicates Males may choose from the skills a, b, c and d; Females
may choose from a, b, c or e.
ACROBAT: Acrobatics -, Climbing -, Stealth M, Thrown Weapon M.
AIRCRAFT: Pilot M, RCV Operations -.
ANIMAL HANDLING: Riding -, Guard/Hunting Beasts M, Farming F.
ARCHAIC WEAPONS: Archery M, Thrown Weapons M
ARTILLERY: Archaic Artillery M, Energy Artillery F, Forward
Observer F, Heavy Artillery F, RCV Operations -
ARTISAN: Carpenter M, Jeweler F, Mason M, Metallurgy F.
CHARM: Act/Bluff -, Carousing -, Persuasion -, Recruiting F,
Service -
CRIME: Forgery F, Intrusion -, Pickpocket -
DETERMINATION: Leadership M, Streetwise -, Willpower -.
ECONOMICS: Admin/Legal F, Marketing F
ENGINEER: Construction M, Combat Engineer F, Excavation M,
Starship Architecture F
EXPLORE: Climbing -, High-G Environment -, Liaison -, Map -,
Navigation -, Survival -, Swimming -
FINE ARTS: Act/Bluff -, Dance F, Disguise -, Music F, Painting -,
Sculpture -, Song F
GUN COMBAT: Energy Weapon -, Slug Weapon -, Early Firearms -.
HEAVY WEAPONS: Autogun -, Energy Artillery F, Heavy Guns F,
Grenade Launcher -, TAC Missile F
INTERACTION: Bargain F, Instruction -, Interrogation -,
Language -, Liaison -, Recruiting -.
MEDICAL: Medical (all) F.
MELEE: Armed Martial Arts -, Unarmed Martial Arts -.
PERCEPTION: Investigation F, Observation -, Psychology F,
Research F, Tracking M
PERSONAL TRANSPORT: Grav Belt -, Muscle Transport -, Parachute -.
PHYSICAL SCIENCE: Biology F, Chemistry F, Farming F, Genetics F,
Geology F, Meteorology F, Physics F, Robotics F, Xeno-biology F.
SOCIAL SCIENCE: History -, Instruction -, Interview -,
Persuasion -, Psychology F, Research F.
SPACE HAND: Environment Suit -, Zero-G Environment -.
SPACE TECH: Communications F, Gravitics F, Gunnery M, RCV
Operations F, Screens F, Ship's Engineering F.
SPACE VESSEL: Astrogation F, Pilot (i/f, grav) M, Sensors F,
Survey F.
TACTICS: Ground Tactics M, Fleet Tactics -, Ship Tactics M.
TECHNICIAN: Communications F, Computer F, Electronics F,
Machinist M, Mechanic -.
VEHICLE: Ground Vehicle -, Hovercraft M, Pilot (i/f, grav) M,
Riding -.
VESSEL: Hovercraft M, Large Watercraft M, Small Watercraft M.
VICE: Bribery F, Disguise -, Streetwise -.
Notes:
- Act/Bluff, Disguise - These skills are very rare among Aslan as
they are considered dishonourable. Additionally, they use the INT
attribute (to outwit the adversary) rather than CHR.
- Gambling - Female Aslan understand the value of money and would
not waste it in this manner; Males rarely 'gamble' and would
certainly never have any skill in it!
- Unarmed Martial Arts - primarily involves the use of the lethal
Aslan dewclaw as a 'natural' weapon, as well as jumping kicks,
arm locks and throws.

*Low Tech Skills
Where low Homeworld Tech levels are allowed for a career, some
skills will not be available:
                     For given Tech level, replace by:
Skill                Industrial            Pre-Industrial
Gun Combat           Gun Combat            Archaic Weapons, Armed Martial
                                           Arts or Early Firearms

Space Hand           AnyVeh*               Animal Handling
Space Tech           Technician            Artisan
Space Vessel         AnyVeh*               Animal Handling
Technician           Technician            Artisan, Engineer or Explore
*AnyVeh indicates Aircraft, Personal Transport, Vehicle or Vessel
(as appropriate to the career).
e.g. Pre-Industrial Army is equivalent to Aslan Barbarians;
Envoys existed even in these early societies, etc.

* Skill Clusters
The new skill cluster Racial includes the skills Independence,
Meditation and Tolerance:
- Independence (Males only)
Gives the ability to understand monetary concepts; handling
finance is considered beneath most males and a 1d10 roll equal
to or greater than the character's SOC must be made to retain the
skill, otherwise an alternative skill must be taken.
- Meditation
Suitable relaxation techniques allow the Aslan to duplicate any
of the Self skills except Regeneration, with the same skill level
in each and a PSI strength of 1d6 (determined randomly for each
of the Self cascade abilities).
- Tolerance
This skill reflects experience in dealing with Aslan outside the
character's own clan, and non-Aslan. Where a misunderstanding
with a non-Aslan would normally require a duel, a successful
skill use indicates the Aslan makes an allowance for the alien's
ignorance of Aslan ways, and the duel is avoided.

* CIVILIAN OCCUPATIONS

* Artist
Aslans prize fine artwork and embellishments on all items from
clothing to weaponry. It is the Artist who provides these
finishing touches to various types of ware.
Prerequisites: AGL 7+.
First Term
Skills:
Artisan 5 OR Fine Arts 5, Charm 1; plus M: Interaction 1, Racial
2; F: Interaction 2, Racial 1
Subsequent Terms
Skills:
Artisan, Charm, Fine Arts, Interaction, Perception, Racial; plus
M: Vehicle; F: Economics
All Terms
Special Duty: 7+ for:
Melee, Physical Science, Social Science, Technician, Vice; plus
M: Determination; F: Forgery
Contacts: One per term, academic, business, trader or wealthy.
Other effects: Double the termly cash allowance.

* Assassin
The assassin hires himself out to wronged individuals as a
private 'enforcer'. Honour requires him to notify his victim and
then to outwit any precautions the victim takes in order to duel
the wrong-doer face-to-face.
Prerequisites: STR 7+ OR AGL 7+, Pop = Moderate+, Sex = Male.
First Term
Skills: Acrobat 2, Gun Combat 3, Melee 3, Racial 1
Subsequent Terms
Skills: Acrobat, Crime, Determination, Gun Combat, Melee, Racial,
Tactics, Vehicle, Vice
All Terms
Special Duty: 8+ for Archaic Weapons, Charm, Heavy Weapons,
Interaction, Perception, Space Hand, Space Tech, Space Vessel,
Technician
Contacts: One per term, criminal, business or wealthy.
Other effects: 2 DMs per term for Land or a Scout ship. +1
Initiative if more than 1 term served.
Cmdr Lilly, PITS (Political Intelligence Team, Scout)
PITS Team motto: "We are never outgunned."
* Nothing I say or do in any way reflects the views of my very kind
  and generous employers who have no interest in outgunning anyone. *

Andy Lilly
Senior Research Engineer,
BNR Europe Limited,             Tel:    0279-402543
London Road,                    Fax:    0279-402485
Harlow,                         E-mail: A.S.Lilly@bnr.co.uk
Essex, CM17 9NA.


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

Date: Fri, 3 Mar 95 18:17 GMT
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
To: traveller@MPGN.COM
Cc: aboulton@cix.compulink.co.uk
Subject: Re: TRAVELLER digest 209
Message-ID: <memo.821759@cix.compulink.co.uk>

In-Reply-To: <199503012205.RAA07331@Ambassador.MPGN.COM>


  > From: "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com> To:
  > Subject: Second Solomani Rim War 
  >  
  > > Does anyone here know why the Solomani didn't conquer much more than
  > >  'border regions'?  Apparently, GDW consider's them to be military
  >  
  > 1)  Dissention within their armed forces.  Remember, the bulk of the
  > personnel in Solomani Navy comes  its member-states.  From the Central
  > Command level on down, there were disagreements about war aims. After
  > the fall of Terra in 1117, many Confederation commanders believed
  > that the war should be ended (Terra had been the ultimate objective
  > after all).  
  
I would have said *primary* objective. The secondary objective would have
been to 'liberate' as much 'occupied' space as possible. 

  > 2)  Lack of support for the war on the homefront.  After the initial
  > easy victories, large casualties lists started to filter back from
  > the front. Everyone had expected a short war (don't they always) and
  > when that didn't happen, support for the war plummeted.  By 1125,
  > there was a large anti-war movement, this despite SolSec attempts
  > to squelch it. 

Yeah, that's the big problem with a Democracy - you gotta listen to the
voters :-)

  > From: aboulton@cix.compulink.co.uk (Andrew Boulton) To:
  > Subject: Re: TRAVELLER digest 207 
  >  
  > **** that's cheap! In TC it was MCr1 for lifetime membership, (assuming

That should have been CT (Classic Traveller) of course.

---
Andrew Boulton

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End of TRAVELLER Digest 211
***************************
