			    TRAVELLER Digest 478

Topics covered in this issue include:

  1) A few queries
	by aboulton@cix.compulink.co.uk (Andrew Boulton)
  2) RICE Paper:  Pequan/Jewell
	by Michael Bailey <pd82495@wapol.gov.au>
  3) Re: Andory, Candory & Red Zones
	by Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
  4) Re: TRAVELLER digest 476
	by Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
  5) Small Craft
	by MORNINMAN@aol.com
  6) Andor and Candory
	by Hans Rancke-Madsen <rancke@diku.dk>
  7) Re: Maygyar data
	by "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
  8) RE: TRAVELLER digest 476
	by "David J. Golden" <goldendj@whip.com>
  9) TL C Nigiyabazi Light Cruiser
	by Alvin Plummer <alvin.plummer@sheridanc.on.ca>

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

Date: Thu, 9 Nov 95 18:01 GMT
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
To: traveller@MPGN.COM
Cc: aboulton@cix.compulink.co.uk
Subject: A few queries
Message-ID: <memo.311651@cix.compulink.co.uk>

A couple of little questions:

1. Are different types of EPG cartridge compatible? ie can an FGMP fire
PGMP rounds (of the same size, obviously)?

2. If someone with an Initiative of 6 (2 actions) puts on a suit of battle
dress (INIT penalty), does he lose the second action?

3. How do you pronounce Aubaine? Is it Ow-Bayne, or Ore-Ban, or Oh-Bayne,
or what?

---===---
Andrew Boulton

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

Date: Fri, 10 Nov 1995 02:10:25 -1600
From: Michael Bailey <pd82495@wapol.gov.au>
To: traveller@MPGN.COM
Subject: RICE Paper:  Pequan/Jewell
Message-ID: <9511091808.AA12341@phq1002.wapol.gov.au>

This is the first draft.  As usual, any suggestions, corrections or gripes
should be sent to pd82495@wapol.gov.au

Rice Paper #SM-1006 Emerald/Jewell

Pequan (Jewell:  Spinward Marches/1006)
E5656B9-4   Ag Ni       710 Na G5V
G = 0.637, Day = 30:11:21.39, Year = 220d 15:04:43.76
Atmo = 0.95, No weather control
Temp = +15.6 (5/lat +15 to -35) (season +13.2 to -22.0, 40 deg lat)
Daily temp range +7.5 to -15.0
Native life present     
Agricultural, Crystals, Agroproducts, Documents
Reactionary/Indifferent, Unaggressive/Neutral, Discordant/Aloof
Legal:  9-C79AA         Tech:  43-44433-4454-44-F

Beyond the Imperial/Regency border, Pequan lies at the rimward edge of the
Jewell Sector.  Pequan's major interest to the outside universe is it's
status as the primary supplier of agricultural products in the Federation of
Arden, and the site of a rather ugly insurgency against the ruling government.

Pequan was believed to have been initially settled by Daryen colonists
travelling in sublight starships circa -1800.  The colony failed sometime
afterwards, for reasons that have never been determined.  The only remaining
legacies of Daryen settlement are the colony ruins in the southern
hemisphere, and the Daryen nomenclature of system contents in some charts.

The next wave of settlement took place around 100, when a group of agrarian
colonists from the Massila Sector established a colony on the Armament
Islands.  The colony has never been a member of the Imperium, and was
largely bypassed by the ebb and flow of events in the Spinward Marches.  The
Zhodani Consulate attempted to subvert the world into it's sphere of
influence before the Third Frontier War, but these overtures were
subsequently rejected.  Pequan did not assume any importance on the galactic
stage until after the Fifth Frontier War (1107-1112).  During the peace
talks that concluded the war, Pequan's government refused to become a part
of the Federation of Arden.  

Pequan's ruling council of landowners was overthrown after a civil war in
1124.  The new rulers nationalised all major land and industrial holdings,
and set out to build their version of the worker's state.  The unseated
rulers fought back, initially without success.  They enlisted aid from the
Federation of Arden, and after much bloody fighting, toppled the Pequan
Worker's Party in 1130.  The Federation annexed Pequan, but reinstated the
landowners as the ruling class on the world.  They continue to rule today,
despite a continued guerilla and terrorist campaign by the PWP aimed at
their overthrow.  Local military forces are re-inforced by Arden Army and
mercenary units.

An automated beacon provides navigational information for starships jumping
into the Pequan system.  This is one of the few concessions to space travel
provided by the Pequani, starport facilities are primitive.  The Arden
Federal Navy conducts irregular sweeps of the system, but travellers are
advised to look to their own defenses - piracy is not unheard of, and the
Arden Navy is rather inneffectual.

Pequan Starport (a facility hardly deserving of the title) is located on
Black Powder island, on the southernmost tip of the Armament Archipelago.
There are no repair or refuelling facilities at the starport - refuelling is
performed by skimming fuel from the adjacent ocean.  The landing pad
consists of two hectares of cleared and packed dirt.  A customs and
administration building provides the government representation.  The other
buildings include representative offices for merchant concerns, barracks for
the starport security contingent and a small bar (the 'Pequan Down').
Starport security is handled by government troops armed for the most part
with indigenous TL-4 weaponry.
On landing, the starport security personnel will conduct a search of
arriving starships, aimed primarily at heading off the steady inflow of arms
sold to the PWP rebels.

Travellers should note that the Regency Credit is not legal tender on
Pequan.  The local currency is the Ardeni Scrip, officially valued at 0.32
Cr.  The black market exchange rate is more accurate:  one Regency Credit
will currently buy 6 Scrip.  Dealing in Regency scrip outside the starport
compound is illegal, and punishable by a lengthy prison term.  Nonetheless,
the Credit is popular with the locals.  The carriage of any form of weaponry
outside the compound is also illegal - and can be punishable by death.

Merchants seeking to do business on Pequan really don't need to leave the
starport area. The co-operative offices routinely arrange the sale and
transshipment of cargo, and are easier to deal with than most government
officials, who have a dislike of foreigners.

The Pequan Air Transport Corporation maintains a weekly air service between
the starport and the capital city on Six Pounder Island (400 km northeast of
Black Powder Island).  The aircraft lands and departs from a grassed
airstrip at the edge of the starport compound. The ride takes about 100
minutes, and costs AS500 (Cr 160).  Travellers are advised to swallow their
pride and take the airplane - local authorities have an intense dislike for
privately operated grav vehicles, mainly due to their risk to local
security.  Local and Arden military patrols have been known to 'confiscate'
vehicles.

As the aircraft descends towards Pequan City Commercial Airfield, one can't
help but notice the generally decrepit state of the city.  Pequan City (pop.
115,000) is the capital and administrative centre of Pequan, and is also a
centre for what manufacturing industries exist on this non-industrialized
world.  On most days, a dirty haze hangs over the city, pollution caused
mainly by coal burning and the exhaust from petroleum-fuelled ground cars.
The city still bears the scars of the civil wars that swept then toppled the
PWP, many buildings are only roughly patched or repaired.  A rail service
links the airfield to the city centre, some 8 kilometers distant.

Don't expect to be welcomed with open arms.  The locals are wary of
outsiders, an attitude enforced by officialdom.  In the cities especially,
the government keeps a close eye on it's subjects, and an even closer eye on
offworlders.  Before you leave the airfield, you will have picked up a
'tail' - an operative from the Bureau of Internal Affairs assigned to keep
watch on your movements.  Despite the Federation's reputation as 'neutral
ground' for offworlders, the local rulers have a deep distrust of
offworlders, especially those from the Regency.

The local law level is harsh, banning weapons outside the home, and all
firearms and energy weapons.  An active paramilitary police force patrols
the streets of every major town.  It's members are armed (with TL-4
equipment), if not particularly well trained.  The police have wide reaching
powers, including the ability to arbitrarily arrest individuals and hold
them without trial indefinately.  These powers are exercised regularly in
the face of continued acts of sabotage and terrorism by the PWP.  Corruption
in the legal and judicial system is endemic.

The government's control of the countryside is less secure, and some
'outback' areas are effectively controlled by the rebels.  Irregular sweeps
are made by government security forces, backed by offworld aircraft and
heavy weaponry when possible - these sweeps generally do little more than
further embitter an already impoverished peasantry, although they are
occasionally ambushed by rebel irregular forces.  Offworlders are advised to
stay away from the countryside - hostage taking by rebel forces is not
unknown.  If it were a member if the Regency, Pequan would probably be
occupied by Regency peacekeepers, or at the very least declared an Amber Zone.

Still, Pequan does offer some opportunity - gun running to the rebels can be
a lucrative, if risky trade.  In the authors opinion, the potential for loss
outweighs that for profit, and there are many less potentially fatal ways
for a traveller to make a quick credit.

System Details

Orbit           Name                    UWP             Notes

Primary         Kaller                  G5 V
0               Kaller Alpha            Y200000-0
1               Kaller Beta             Y200000-0       aka Turisyel
        10      Kaller Beta Ay          YS00000-0
        40      Kaller Beta Bee         YS00000-0
2               Pequan                  E5656B9-4       Ag Ni
3               Scripe                  Y100000-0
4               Planetoid Belt          Y000000-0
5               Arbalest                Y400000-0       aka Zlusihld
        25      Arrow                   Y102000-0       Ic
6               Kaller Eta              Y113000-0       Ic
7               Losrandir               YA30000-0       aka Tunen
8               Kaller Iota             Y300000-0
       200      Kaller Iota Ay          YS00000-0
9               Kaller Kappa            Y6A2000-0       Fl aka Thehngubhehn
         7      Kaller Kappa Ay         Y300000-0
        40      Kaller Kappa Bee        Y200000-0
       275      Kaller Kappa See        YS00000-0       

References:  The Regency Sourcebook, World Builder's Handbook
Michael Bailey (pd82495@wapol.gov.au)

"...bunch of degenerate, brain damaged animals..."
attributed to Prime Minister Paul Keating (the Right Honourable)


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

Date: 09 Nov 1995 13:27:20 GMT
From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
To: traveller@MPGN.COM
Cc: traveller@MPGN.COM
Subject: Re: Andory, Candory & Red Zones
Message-ID: <455602142.82492263@nynet.nybe.north-york.on.ca>

>First, how can a world be interdicted and have a starport?

Simple.  Shoot any ship except the authorized ones.  Interdiction doesn't
mean no starport - it means no legal access (which is something vey
different).

Either the Navy or the IISS can interdict a world.  The Navy usually does it
for security reasons, the Socuts to protect local cultures or resources. 
Thus, you could easily have a pair of starfaring worlds interdicted to all
except local traffic to protect the local (Droyne) culture from interference.
 Which is what I always assumed was the case. 

>However, how can they have a starport, when all Red Zoned worlds 
>are forbidden from having starports?

They aren't prohibited.  When randomly generating worlds that's the way it
works, but that's only for random generation.


>Second, why should such a stable people such as the Droyne raise their TL 
>so drastically, so quickly, in so short a time?

Why shouldn't they?  Pogroms, great and frightening changes, and so on. 
Maybe the coynes told them to change.  (Remember the approaching wavefront?) 
Past stability doesn't guarantee future stability, and stability doen't
necessarily mean stasis.

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

Date: 09 Nov 1995 13:26:57 GMT
From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
To: traveller@MPGN.COM
Cc: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 476
Message-ID: <927125405.82492174@nynet.nybe.north-york.on.ca>

>considering the loooong string of RPG-
>related miscalculations, starting with T:2000 or so, that GDW has commit-
>ted. In fact it seems that the only big score they've had has been CT.  

Actually, T2k made a pile of money for them - nearly as much as CT, in fact,
it ended up generating more profit than CT (which is one reason DGP was doing
CT while GDW was doing T2k).  Apparently there's lots of military buffs out
there...

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

Date: Thu, 9 Nov 1995 14:41:21 -0500
From: MORNINMAN@aol.com
To: traveller@MPGN.COM
Subject: Small Craft
Message-ID: <951109144120_102321786@mail06.mail.aol.com>

Has anyone worked up the FF&S stats for any of the traditional Trav small
craft?  Any  non-starships other than SDBs?

Cordially,
MM

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

Date: Thu, 9 Nov 1995 21:47:58 +0100 (MET)
From: Hans Rancke-Madsen <rancke@diku.dk>
To: traveller@MPGN.COM
Subject: Andor and Candory
Message-ID: <199511092047.VAA15876@skade.diku.dk>

Alvin Plummer writes:
>First, how can a world be interdicted and have a starport?

Surely that depends on the terms of the interdict. Note that there are
at least two different kinds of interdicts: System interdicts and planet
interdicts. If only the planet is under interdict the people can freely
visit and use other planets in the system, but the planet cannot be 
visited (and have no need of a starport. If the entire system is under
interdict then interstellar traffic is a no-no, but interplanetary
traffic could be ok - in which case they could have a starport. In the
case of Andor and Candory it's my opinion that the two systems are
interdicted as a unit - which means that the Droyne at the very least
have permission to travel back and forth between the two systems (I
also think they are allowed to travel to and from the rest of the
Imperium, but I admit that such would require a less than usually
severe interdict).

>Second, why should such a stable people such as the Droyne raise their TL 
>so drastically, so quickly, in so short a time? (Neither system is part 
>of the Regency Industrial Development Program)

The pertinent part of that question is why they decided to change at all.
Given a decision to change I see nothing strange in being able to increase
it that far in 80 years. Most TLs are IMO restricted by economic factors,
but that of Andor and Candory is an exception; it was restricted by choice
of the Droyne leaders. Assuming that the Droyne had the ressources to buy
what they needed they could easily achieve the change in 80 years.

>(AND their governemnt changed, from a oligarchy to the traditional Droyne 
>hierarchy.  Whatever that is...)

Droyne oligarchy: A bunche of leaders run things in concert. Droyne
hierachy: One leader is on top. You know, that change fits in quite
nicely: Change of leadership, chande of policy.

>>The increased TLs does seem to indicate that they are changing their
>>age-old way of life. It's interesting that Candory has reached a higher TL
>>than Andor. Hmmm... that's going to take a bit of explaining.
> 
>I doubt if GDW is going to go into this: any RICE men out there that 
>want's to take this on?

I just thought of one simple explanation: Candory has 1/6th the population
of Andor. Given a drive to modernize it may just be that it is faster to
implement for 9 millions than for 56 millions. If so, Andor just lags a
little behind.

>OK: the data pre-rebellion is correct: both worlds have always had a C 
>port.  However, how can they have a starport, when all Red Zoned worlds 
>are forbidden from having starports?

They aren't forbidden to have starports; there's just no point in having
one if you're not allowed to _use_ it ;-)

>If the Imperium/Regency want's to keep Droyne worlds isolated, and reduce
>the chance of any 'leakage' of possible Doomsday weapons, why should they
>allow any contact at all? Droyne trade in Artifact material is just as
>dangerous as human trade... 

It is well known by all Ancient experts that Droyne have an almost religious
respect for Ancient artifacts. The risk of a Droyne trading in Ancient items
is _far_ less than the risk of some non-Droyne raiding a site.

>Apparently, the Droyne can improve their situation from the pre-Rebellion 
>period: the question is, why now?  Apparently with their 'racial memory' 
>- and their ability to hand-build jump drives, according to rumour - they 
>could have had a nice empire going, say, 10,000 years after the Final War.
>Instead, they maintain their (usually) low TL's, and live comfortabily in 
>other people's Galatic Empires.  Why the sudden change, in the current 
>post-Holocaust environment - after all, the Droyne have seen far worse, but 
>didn't strive to improve their TL standard.

A good question. I agree that for the Droyne it's not a matter of being able
to do it, but of choosing to do it. Why just now? I don't know.

>The Great Exception to all this is Auitowry, a major TL F Droyne world 
>out there in the Trojan Reach (I think).  Why Auitowry?

Actually, there are other Droyne worlds with stellar technology, if I
remember correctly. Wasn't there another candidate for Droyne home world
in Deneb sector?

> RICE paper alert, RICE paper alert!!!

As a service, here is my library data about Andor and Candory.
Note that while I've tried to account for all official data, I've added
quite a bit of my own. The following is what applies in my universe, not
the official one.


ANDOR:  1)  Imperial client system in Spinward Marches 0236 with a
type F3 V star, several inhabited planets (including 2) below), no
planetoid belts, and three gas giants. The whole system is under
imperial interdict.
	2) Fifth planet of the Andor system, a mediumsize  (10,056
km diameter)  agricultural  planet  in  the life zone with average
spaceport,  heavy  tainted atmosphere,  54% water cover,  moderate
population  (56 millions),  oligarchial  government,  moderate law
level, and early stellar technology (C695735-9). 
	A is inhabited by DROYNE that was most likely transplanted
here ca. -400,000 by the ANCIENTS. Some experts are however of the
opinion  that  A  is in fact the legendary lost home planet of the
Droyne, ESKALOYT.
	The Andorites developed jump-1 technology around -6000 and
colonized the neighbouring world CANDORY (qv.).
	Andor was discovered during the original exploration sweep
of the Spinward Marches in 55, was contacted by the Scouts in 356,
and became an Imperial protectorate in 602.  It was interdicted by
the Fleet in 802  "in order to protect the indigenous population".
According to the treaty of 602,  however,  the inhabitants are en-
titled to free access to the rest of the Imperium. This means that
the interdict  only applies to beings who are not citizens of A or 
Candory.
	Andor has a number of Ancient sites. These sites are most-
ly unexplored  due to the religious sentiments of the inhabitants.
The  planet  is  listed  as  a  Red Zone by the TAS because of the
Imperial interdict. [325-934]


CANDORY: 1) Imperial bunary system in Spinward Marches 0336 with a
F6 V primary, a type M3 D secondary, one inhabited planet ( 2) be-
low), two planetoid belts, and no gas giants. The whole system is
under Imperial interdict.
	2) Fifth planet of the Candory system, a mediumsize (7,529
km diameter) non-industrial  planet  in the life zone with average
spaceport,  heavy  tainted atmosphere,  32% water cover,  moderate
population  (9 millions),  oligarchial  government,  moderate  law
level, and early stellar technology (C593634-9).
	C was colonized by DROYNE from ANDOR in -6000. Andor and C
was  contacted by the Scouts in 356 and became an Imperial protec-
torate in 602.  They  were  both interdicted by the Navy in 802 in
order to protect the local population. According to the Treaty of
602, however, the inhabitants of the two planets are entitled to
come and og as they please, so in practice the interdict does not
apply to the locals. 
	C is thought to have several Ancient sites. These are for
the most part unexplored due to the near-religious feelins of the
locals for them. Some Ancient experts are of the opinion that the
sites on C merely dates back to the colonization in -6000.
	C  is  listed  as  a  Red Zone  by the TAS because of the
Imperial interdict. [276-934]



      Hans Rancke
University of Copenhagen
     rancke@diku.dk
------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8

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

Date: Thu, 9 Nov 1995 14:12:21 MST7
From: "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
To: traveller@MPGN.COM
Subject: Re: Maygyar data
Message-ID: <3628E4D2486@tonic.pharm.Arizona.EDU>

sorry...that was meant to go to the person who asked for it, not the 
list.

Bruce

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

Date: Thu, 9 Nov 1995 17:48:52 -0700
From: "David J. Golden" <goldendj@whip.com>
To: traveller@MPGN.COM
Subject: RE: TRAVELLER digest 476
Message-ID: <199511100048.AA04037@ns-1.csn.net>

At 10:41 am 11/9/95 -0500, you wrote:
>
>
>A.S.Lilly@bnr.co.uk (Andy Lilly) wrote:
>
>> No jump grid.... errr... you mean we gotta go find some tiny
>> lanthanum coil somewhere in the drive room and that's the _only_ way to
>> knock out the ship's jump drive? (Ok, so there's all the super-fast fusion
>> reactor which actually powers it and so on, but you get my drift...)
>
>I've been running Traveller since Classic Traveller days, when Lanthanum 
>coils were used. I dont remember if I ever saw this written down, but I've 
>always assumed that the Lanthanum coils were capacitors which were used to 
>store the energy until it was used to trigger the jump.
>
>This explained the length of time it took to prepare for jump (charging the 
>capacitors), and gave my player characters a big incentive not to change 
>their minds about jumping halfway through the charging process (can you say 
>BOOM!....?).
>
>I also assumed that, due to the amount of energy required (not being a 
>physicist, I based my guess on the proportion of fuel used), the capacitors 
>are enormous. That explains what takes up all that space in drive rooms (not 
>to mention leaving excellent possibilities for 'hunt the mad bomber in the 
>drive room' adventures - anyone see 'Hunt for Red October'?).
>
>So it's not a case of finding one little coil, but just checking whether the 
>capacitors are charged before you begin trying to destroy them (or else 
>BOOM! again), which gets round your next point Andy.
>
>> So, a ship's vulnerability to jump drive damage is DRASTICALLY altered
>> depending on which load of 
>nonsense-change-it-every-other-week-for-no-reason
>> that GDW is currently spouting...
>
>Yes. That one.....
>
>I never bought into the jump grid idea purely for the reasons mentioned in 
>this list (i.e. some loony in the starport fires a shotgun at your starship, 
>and that's you grounded until the shipyard has a dock free to perform the 
>repairs).

        As I recall, the jump grid could actually take a limited amount of
damage without seriously affecting the performance. Above some limited
number the chances of misjump went up with each 10% of grid destroyed (as I
recall).
 ___________________________________________________________________
  Dave Golden                              PGP Public Key available
  goldendj@whip.com        http://www2.csn.net/~goldendj/index.html

 "He that would make his own liberty secure must guard even his
  enemy from oppression; for if he violates this duty, he establishes
  a precedent that will reach to himself" -- Thomas Paine


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

Date: Thu, 09 Nov 1995 20:55:42 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL C Nigiyabazi Light Cruiser
Message-ID: <Pine.OSF.3.91.951109170923.11717A@hubble.sheridanc.on.ca>


Actually, I think that anything under 10,000 Disp isn't worth calling a 
cruiser. (But see the Kiniur-class Colonial Cruiser, at what, 1000 Disp?)

TL C Nigiyabazi Light Cruiser

Disp      2500         Hull Armour  40  Power Plant 
Len        117 m       Volume   35,000      Main: 7000 Mw Fusion, 1 yr Dur.
Price    2,138 MCr     Target Size   M            (50 Mw/hit)(351 Mw excess)
Config  Needle SL      TL            C      Emerg: 800 Mw Fusion, 1 yr 
Dur. Mass    29,696/27,117mt                      (50 Mw/hit)

Jump         3 (33 kl fuel)
G-rating     4 (1500 Mw/G), CG lifters (250 Mw)
G-turns   36.4 (42.7 w/jfuel), 370 kl of fuel each 
Maint     1325

Computer     2 * TL C st, 1 * TL C fb (.4 Mw st., .8 Mw fb)
Commo        Maser (1000 AU, .1 Mw), Laser (3000 km, .04 Mw), 
             Radio (300,000 km, 10 Mw)
Avionics     TL A+
Sensors      P-EMS (60,000 km, .06 Mw), A-EMS [with DF] (300,000 km, 27.5 Mw)
ECM/ECCM     A-EMS jammer (300,000 km, 55 Mw), EM Masking (35 Mw)
Controls     Bridge * 26, Aux. Bridge * 26, 81 other stations

Offensive    TL C 2000 Mj PA (Loc: Spinal; Arc: 1, 55.5 Mw, 1 Crew)
             2:223 4:158 8:111 16:79
             
             2 * TL C 120 Mj Laser Turrent 
             (Loc: 10, Arc: all. 3.3 Mw ea, 1 Crew)
             4:1/9-27 8:1/9-27 16:1/8-19 32: 1/3-9
        
             2 * Missile barbette 
             (Loc: 10; Arc: all, 10 Ready missiles, .15 Mw ea., unmanned)
             [No specially alotted space for stored missiles]

Defensive    4 * Sandcasters (Loc:10 Arc:all 1 Mw Ea., 1 Crew ea, 30 
             cannisters, 1D10 * 5 per hit)

MFD's        2 (msl/beam: -4 Diff, 10 hex, 3.15 Mw, 1 Crew ea.)
             1 (beam only: -4 Diff, 5 hex, 3 Mw, 1 Crew )

Extended Life Support
Crew         329
  Engineering   81  Maintenance    15  Stewards     5
  Electrical     4  Ship's troops   6  Medical      9
  Maneuvering    4  Flight Crew     4
  Gunnery       11  Command        40  Low Berth  150

Accomo          90 Sm. Staterooms, 150 Low Berths
Facilities      Sickbay, Gym (201 Kl)
Small Craft     1 Internal Hangar (spacious) 2 * 2 disp air/rafts
                1 Internal Hangar (minimal)  1 * 30 disp Ship's boat
Air Locks       25

Fuel Purification: Purifies all jfuel in 24 hours
Fuel Scoops: scoops jfuel in 50 min, all fuel in 6 hours

NOE: 160 kph
Combat move  153/22
Travel move  3300/960

Surface Area
1    1-6  Radio
      7   Maser, Laser, A-EMS, P-EMS, MFD Ant
2-3  1-11 EMM Masking
10   1 Airlock
11   1-2 Airlock

(All nonallotted area is hull)

Damage Area       

1     1    1-7  Spinal Mount               ---/-- constant for all 20 areas
           8-20 Hold (fuel/coolant)        --/
      2-20 Elect
2-9   Hold        [2:1-3 Internal bay for 2 disp crafts
                  [  4-14 Internal bay for 30 disp craft
                  [3:1-11 cargo]
10    2-5 Elect (Aux Bridge)
      6-10 Wpns
     11-20 Quarters
11    Engineering
12-13 Quarters
14-15  1-9  Quarters
      10-20 Hold
16-19  1-5 Engineering
       6-20 Hold
20    Engineering

System Damage

Electronics
  Maser, Radio, Laser, P-EMS     (1h) Ant (1h)
  A-EMS, A-EMS jammer            (3h) Ant (1h)
  EMM                             4H  Rad (175h)
Hold
  Hangar (2 * 2 disp)             1H
  Hangar (30 disp)                2H
  Cargo                         (10H)
Quarters
  Life Support                   25H
  Emergency L.S.                 13H
  Sm. Staterooms * 90           (2h ea.)
  Low Berths * 150              (1h ea.)
  ArtiGrav                        7H
  Sickbay                         1H
Engineering
  Jump Drive                     35H
  HEPlaR                          6H
  Power Plant - Main            140H
              - Emergency        16H
  ContraGrav                      8H
  Fuel Processing                 5H
Weapons 
  Spinal P.A.                    11H
  MissileB * 2                    1H ea.
  LaserT * 2                      1H ea.
  Sandcaster * 4                  1H ea.

Battle Rider
            CF Nigiyabazi
   P2:6-4-4-2                  -2
   -                         TL C
   -                       FC: -4
   L(*1)4:1-1-0-0         M:2(10)
   A:10 P:2 J:10 Msk  (SP) J3 G4*
   AV:2  AuxB                   -    
   SC:2                        19

The Nigiyabzi-class cruiser is an extremely famous class of warships, 
second only to the Type S scout in it's importance to the early history 
of the Third Imperium.  The Nigiyabzi ships closely resemble the 
Buntain Destroyers, itself built to replace the aging 1000 
disp Cross-sword ships of the Sylean Federation.  The Buntain ships - like 
all fast destroyers - were built for speed, agility and fuel endurance 
at the expense of about everything else, and the first Buntain hull was 
laid down in -30.

However, Co-ordinator Cleon Zhusatu's expansion/exploration initiatives 
of -22 onward eventually required a starship with decent armourment, good cargo 
capasity, endurance, surface landing capasity and the highest jump capasity 
available.  The requirements also demanded a large low berth crew, as   
the projected starship should touch base as rarely as possible, yet be 
capable of any small-scale military action (including in-and-out 
invasions of hostile territory) and maintain it's rated crew levels 
after any number of small naval engagements with smaller, less powerful 
but much more numerous opponents.  Moreover, cargo was to be increased to 
hold all sorts of spares and replacements needed for the ship, since it 
was expected to only rarely be able to visit a naval base or a suitable port.

The Buntain ships fit most of the spec's, but were modified as follows:
          - their 2000 Mj, 2.5m bore P.A. was replaced 
            with an el cheapo 2000Mj, 1m bore PA.
          - most of the laser turrents were removed, replaced by 2 
            missile turrents.  The 12 sandcasters were cut down to 4.
          - after most of the offensive bite of the Buntains were eliminated
            the Admiralty wished to cut the G-rating to 2 from 4 (and 
            slash the size of the expensive power plants), but vigourous 
            complaints from Sylean captains made this impolitic.
          - 20% of the fuel capasity of the Buntains were grabbed for 
            additional low berths and drastically increased cargo space 
          - An additional docking bay was hived off for 2 2 disp air/rafts
          - a full NOE suite was installed 

This rather mauled varient of the Buntains was rechristened as the 
Nigiyabazi-class Cruiser: the first commissioning of this class of 
warship was in -8, with new-built vessels being produced from -4 onwards.

Production of these vessels was steeped up to hectic levels as the 
newborn Third Imperium began to rapidly 'reacquire' all of the old 
territory of the First and Second Imperia.  These ships basically did 
Second Contact/Show the Flag missions, usually in the wake of the Type S 
scouts (the TL 12 version, of course).  They were utilized for 
innumerable light duties, from anti-piracy operations to enforcing Bans 
("Bans" were the early equivelant to "Red Zones").  The Nigiyabazi's were 
the first 1000+ disp ships obtained by the Scout Service, breaking the 
Imperial Navy's jealous hold on spinal weapons, in 58.

The last Regular Navy Nigiyabazi cruiser was decommissioned in 104: 
however, Scout versions continued to serve until 183.  More importantly, 
the Nigiyabazi cruiser served as the prototype of later Scout cruisers, 
influencing Scout designs right up to the First Civil War (600-620)

As antiques, the Nigiyabazi was highly sought after: no versions existed 
in the Domain of Deneb by the Fourth Frontier War (1104) as they had all 
been bought as trophy ships by Imperial Core nobility.  About 200 ships 
existed in 1116, almost all in Core Sector.

====*****=====*****

Nigiyabazi vs. Aurora: a comparison

        LC Aurora
M5:4-2-1-0                -2E   A side-by-side comparison between these
-                        TL C   ships - both serving similar purposes for
-                       FC -4   equally young nations - shows the 
L(*10)4:1-1-0-0      M:12(24)   general superiority of the Aurora's of
A:10 P:4 J:10 Msk   (P) J2 G2   the Reformation Coalition.
AV:1                        -
SC:6                       17   Benefits that the Aurora enjoys include a 
                                superiour spinal weapon, better anti-missile
         CF Nigiyabazi          and anti-laser protection, and a much better
P2:6-4-4-2                  -2  missile suite.  Also, the Aurora's can 
-                         TL C  afford to spend their G-turns much more
-                        FC -4  freely - sorta. (29.6 G-turns for the Aurora
L(*1)4:1-1-0-0         M:2(10)  vs. 36.4 G-turns for the Nig., 63.2 G-turns
A:10 P:2 J:10 Msk  (SP) J3 G4*  for the Aurora vs. 42.7 G-turns for the 
AV:2  AuxB                   -  Nig., including jump fuel.) 
SC:2                        19

The Aurora's modular construction is quite important, giving it the 
capasity to be a superiour - or inferiour - vessel to the Nigiyabazi: the 
Aurora at the top is already configured for naval warfare 
(well, it's the best configured Aurora in Battle Rider: with additional 
missile modules, it would beat the Nigiyabazi hands down: but it's 
g-turns would fall sharply with the 400-ton fuel module given over to 
additional missile batteries.)

Even without any additional military modules, the Aurora would have 8 
Laser turrents vs. the Nigiyabazi's 2, but no ready missiles vs. the 
Nigiyabazi's 10.

Problems for the Aurora vs. the Nigiyabazi includes less armour, less 
endurance (no low berth crew for the Aurora, vs. nearly a full extra crew 
for the Nigiyabazi: also, the Nig. has an Auxillary Bridge), a weaker 
capasity for ground operations (The Aurora cannot enter atmosphere: no 
can it scoop fuel from the atmosphere or gas giants), and weaker 
mobility overall (Jump 2 vs. Jump 3: G2 vs. G4).

Also, note the size of the Aurora is "-2E", that is, it's to be treated 
as size -3 (Large) when active array's are used to find it.  Also, it's 
active EMS array doesn't have Direction Finding capasity, limiting it's 
abilities should the Passive array go down.

The Nigiyabazi can take a lot more licking than the Aurora can: this 
isn't important in the Battle Rider game (simplified strategic), but of 
great importance in the Brillant Lancers game (detail tatical).
The top hits that can be sustained (2H+) is...
      Aurora               Nigiyabazi     
   Power Plant   46H    Power Plant  (Main) 140H
   Jump Drive    27H    Jump Drive           35H
   Meson Gun     16H    Life Support         25H
   Life Support   7H    Power Plant  (Aux)   16H
   400-ton Grap.  6H    Emerg. Life Support  13H
   Emerg. LS      4H    P.A. Gun             11H
   200-ton Grap.  2H    ContraGrav Lifters    8H
   100-ton Grap.  2H    HEPlaR                5H   
   HEPlaR         2H    EMM                   2H
   ArtifiGrav     2H    30-ton Hangar         2H

Factor in the larger number of staterooms and low berths that the 
Nigiyabazi has, and it becomes evident that the Nigiyabazi can take more 
damage for a good deal longer than the Aurora.  This means nothing in 
Battle Rider, but a lot in Brilliant Lances

Oh oh.....

Supposedly, the Aurora has 12 missile directors, and 24 missiles: 
however, it has 1 MFD for every five missiles, and it can only have 
barbettes (5-missile launcher), not turrents (2-missile launcher), so it 
can's have *12* missiles.  This has distasteful implications: would GDW 
please clarify the situation, if they're still listening?

A better situation assummes a loadout of 
        - 100-ton Armed Quarters Module 
          (37 staterooms, 3 laser turrents, 1 missile MFD)
        - 5 * 25-ton Missile Modules (25 missiles, 5 MFD's)
        - 1 * 25-ton Lifeboat module
        - 1 * 50-ton General Cargo module
        - 1 * 400-ton Fuel module
        - NO Sandcasters (vs. the "12 Sandcasters" the Battle Rider 
numbers imply!)

Incidentally, there is NO WAY the Aurora can mount sandcasters: not one 
module has them, and the Aurora isn't built with any.  I haven't compared 
all the info on Battle Rider sheets with the actual Brilliant Lances 
spec's, but I recommend that anyone who want's the BR info to be accurate 
to the BL spec's do their own footwork, and not take GDW's sheets 'as is'.

No, I *don't* know if the Aurora is *really* over the 50 G-turn limit.  
However, I ain't going to rebuilt the entire ship here.  Doing so is 
quite necessary, though, is you really want to know that the Battle Rider 
numbers are accurate.  It's a pity that GDW did such fine work on the 
rules, but still let soch ugly mistakes through. 
                   
Nigiyabazi vs. Aurora: a new comparison

        LC Aurora               Here, with some more accurate numbers plugged
M5:4-2-1-0                -2E   in, the Nigiyabazi isn't quite as out-
-                        TL C   matched as before.  Indeed, with better
-                       FC -4   jump capasity, more troop capasity, and  
L(*6)4:1-1-0-0        M:6(25)   dirtside landing/refuelling available, it's
A:10 P:4 J:10 Msk   (P) J2 G2   can be argued that the Nigiyabazi is a 
AV:1                        -   all-round better explorer/gunboat than 
SC:X                       17   the Aurora.

         CF Nigiyabazi          The Aurora still retain it's advantages in
P2:6-4-4-2                  -2  it's superiour spinal gun and larger 
-                         TL C  missile capasity.  The Nigiyabazi
-                        FC -4  stands a good chance of defending against
L(*1)4:1-1-0-0         M:2(10)  a Aurora attack, but is still at an disad-
A:10 P:2 J:10 Msk  (SP) J3 G4*  vantage in attacking an Aurora, due only
AV:2  AuxB                   -  to it's fuel deficencies. 
SC:2                        19  

Note that the Aurora has two standard computers, and only one fibre optic 
computer.  Should the Fb computer be taken out, the Aurora becomes quite 
vulnerable to radiation from the Nigiyabazi's partical accellerator. 

Tatical recommendations:

Standard Aurora vs. Nigiyabazi pratice is to drive towards the 
Nigiyabazi, then - within, say, 10 light-seconds - fire it's missiles all 
at once, increasing the chances of impact despite the Nigiyabazi's dodging.  

If the missiles hit, close for the kill - but keep at least 5 
light-seconds from the Nigiyabazi, just in case it's PA is still active 
(and keeping in mind of the Aurora's vulnerability to the laser turrents, 
thank's to it's thin skin).

If playing Brillant Lancers, the Aurora would retreat if no critical hits 
are made by the missiles. If Battle Rider, the Aurora would close and 
dodge at the same time, to put it's meson gun at it's best use while 
limiting it's vulnerability to any counterfire by the Nigiyabazi.

Standard Nigiyabazi vs. Aurora pratice would be to dodge the Aurora's 
missiles while firing it's own, either singly to keep the Aurora 
distant, or all at once hoping for a critical hit (and overwhelm it's 
decent antimissile lasers and it's feeble evasion capasities, while 
taking advantage of the Aurora's vulnerability to active sensors).

If the Aurora is hit badly, close for the kill.  If not, retreat.  Fuel 
disipline would be closely observed.
 
------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA
------------------------------------------------------------------------------

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End of TRAVELLER Digest 478
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