TRAVELLER Digest 563

Topics covered in this issue include:

  1) I'll buy it! by Christopher_Griffen_at_DMC-SJ3@dmcwave.com (Christopher Griffen)
  2) Re: Plague of ???? and Nth Interstellar War by richarwt@jtasc.acom.mil (Will Richards)
  3) Re: technology and war by stedee@auto-trol.com (Steve Deemer)
  4) Imperallines by That Computer Guy <darkstar@UDel.Edu>
  5) Problems with lists. by Charles Collin <charles@hebb.psych.mcgill.ca>
  6) 3d space by Stephan Zielinski <szielins@us.oracle.com>
  7) Traveller IV: My Opinions by jeff.zeitlin@execnet.com (JEFF ZEITLIN)
  8) Traveller IV: My Opinions by jeff.zeitlin@execnet.com (JEFF ZEITLIN)
  9) Traveller IV: My Opinions by jeff.zeitlin@execnet.com (JEFF ZEITLIN)
 10) Sorry I was misunderstood by jipb@connecti.com (David C. Broussard)
 11) Re: Plague of Duskir and the Nth Interstellar War by mhclark@iastate.edu
 12) Thank you Loren by E.Watters@Queens-Belfast.AC.UK
 13) Re: TRAVELLER digest 562 by library@babylon5.dss.gov.au (DSS Library)

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

Date: Mon, 22 Jan 1996 09:15:00 -0800
From: Christopher_Griffen_at_DMC-SJ3@dmcwave.com (Christopher Griffen)
To: FarFuture@aol.com, traveller@MPGN.COM
Subject: I'll buy it!
Message-ID: <103c93b0@MailXFER.DMCWAVE.COM>

Though the general gist of my messages to date has been that I'm a reluctant TNE
proponent, I have a lot of nostalgia for CT/MT and intend to buy/convert to
whatever system you and your associates create for the 4th ed. Traveller.

Now, a short wish list.  You must be being inundated with messages of this sort,
so I'm going to make this _really_ brief, since that's what I'd want if I were
in your shoes.  Here goes:

1.      Please omit Survival rolls from character generation.
2.      Please make armor affect damage and not "to hit" potential.
3.      Brilliant Lances is a really nice piece of work.  Please use its space
        combat system or a facsimile thereof over any prior Traveller system.
        It is indeed the best to date.
4.      A more reasonable limit on skills.  Say, (INT+EDU)*2.
5.      Include _effective_ laser weapons, scientific reality notwithstanding.
        Come on, there must be _some_ way the darn things can penetrate metal
        armor!
6.      Please do _not_ use the STR, DEX and END attributes as "hit points" in
        combat.  MT's hits style isn't very good, either.  Got any fresh ideas
        on this one?
7.      Please include as many "advanced" character generation rulesets as
        possible with the first edition.
8.      Make lots of money and put this darn game back on top where it belongs!

I'm sure there's more, but these, for me and the players in my group, are the
most important.

I think folks on the board have made some excellent suggestions.  I can imagine
how difficult it must be to lend one's ear to all of our nagging voices, but we
appreciate being given the opportunity to make suggestions.

--Chris

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

Date: Mon, 22 Jan 1996 12:18:05 -0500
From: richarwt@jtasc.acom.mil (Will Richards)
To: traveller@MPGN.COM
Subject: Re: Plague of ???? and Nth Interstellar War
Message-ID: <9601221715.AA27265@jtasc>

   Phil McGregor, posted a message talking about how a plague whipping out the
 Viliani was highly unlikely, he also mentioned an author and examples.
I noticed that none of those examples included the first contact situations
between the Europeans and the native Americans. I believe that chicken pox
killed off a great many native Americans to the point where whole villages and
 tribes where whipped out. But I do not have a source or  specific examples to
quote.
       I do however believe that the mention of a plague is in one of the many
booklets for CT. and does make sense. in fact I believe the plug worked like
this. the viliani living on a planet with an "alien" biology, never had problems
 with bacteria or viruses as none of these agents on vland where compatible with
 terran biology. This also meant the viliani had to work outhow to process food
 just so they could eat it. then along come the Terrans first contact. Boom!
 Viruses, bacteria and fugi that the viliani had not had contact with for
millennia. Having no resistance to these contagens being spread around it is no
wonder whole populations get whiped out.  Mostly from a lack of resistance but
also from a lack of knowledge about terran biology.  Look in the Solomani source
 book (CT) and the valini books (MT) and you should find these references.



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

Date: Mon, 22 Jan 96 10:04:42 MST
From: stedee@auto-trol.com (Steve Deemer)
To: traveller@MPGN.COM
Subject: Re: technology and war
Message-ID: <9601221704.AA04541@stedee.YP.attc>


For a different take on higher tech -vs- lower tech militaries, check
out Harry Turtledove's "World War" series (in progress). A starfaring
race with military tech about equivalent to current US capabilities
invades Earth in 1942. Earth doesn't automatically fold up just because
the invader's tanks, aircraft, personal weapons, etc. are far superior.
There's a scene where German troops fire on the invaders with a WWI-era
railgun. The invaders hit the incoming shell with anti-missiles, but
an artillery shell that weighs more than a ton doesn't pay much attention
to being hit by a missile.

It's a different view on the "Nimitz in WWII" discussion, and it's fairly
entertaining. The first book in "World War: In the Balance", the second
in the series is "World War: Tilting the Balance". There are two more
books to come, over the next couple of years, it seems.

Steve Deemer
stedee@auto-trol.com

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

Date: Mon, 22 Jan 1996 15:45:14 -0500
From: That Computer Guy <darkstar@UDel.Edu>
To: xboat@MPGN.COM, traveller@MPGN.COM
Subject: Imperallines
Message-ID: <199601222045.PAA16990@chopin.udel.edu>

Does anyone out there have all of the issues of this?  If so is anyone
willing to make copies of them for me?

        --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Mon, 22 Jan 1996 16:05:38 -0500 (EST)
From: Charles Collin <charles@hebb.psych.mcgill.ca>
To: Trav Mailing List <traveller@mpgn.com>,
Subject: Problems with lists.
Message-ID: <Pine.SUN.3.91.960122160309.12791A-100000@hebb.psych.mcgill.ca>

Okay, what the heck's going on with these lists?  The last 5 or so have
had two copies of every message in them (one of which is invariably
labelled with all sorts of error message junk), and I've been recieving
issues with the same messages as previous issues.  Help!

Charles.

<0>         "The mind is stranger than it can imagine."<0>
<0> Charles Collin (charles@hebb.psych.mcgill.ca), <0>
<0> Psychology Department, McGill University.  <0>
<0> 1205 Dr. Penfield, Montreal, Quebec, Canada, H3A 1B1.  <0>



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

Date: Mon, 22 Jan 96 13:41:05 -0800
From: Stephan Zielinski <szielins@us.oracle.com>
To: traveller@MPGN.COM
Subject: 3d space
Message-ID: <199601222141.NAA05611@decay.us.oracle.com>

Keep in mind that changing from a 2d to a 3d representation of space
results in EXTREMELY different economics.

       SYSTEMS ACCESSABLE (on the average)
       Twospace (flat hexmap, one system / two hexes)
Jump-1   3
Jump-2   9
Jump-3   18
Jump-4   30
Jump-5   45
Jump-6   63

The economics of the Imperium is built around jump-1 and jump-2
traders; the politics is built around the slow transmission speed of
the Xboat network.

Now, let us assume we want our jump-one fat trader to be able to
access three systems (again, on the average.)  Unfortunately, the
volume of space accessable by a jump-2 ship is EIGHT TIMES the volume
accessible by a jump-1 ship, leading to the following:

       SYSTEMS ACCESSABLE (on the average)
       Threespace, jump-1 ships access three systems
Jump-1   3
Jump-2   24
Jump-3   81
Jump-4   192
Jump-5   375
Jump-6   648

Whoops.  Assuming 40 systems per "subsector" a jump-2 ship can access
half the systems in a subsector in one jump; an X-boat can reach
nearly five subsectors!

Even if we drop back ten and punt, declaring that on the average, a
jump-1 ship can reach only one other system, we get

       SYSTEMS ACCESSABLE (on the average)
       Threespace, jump-1 ships access one system
Jump-1   1
Jump-2   8
Jump-3   27
Jump-4   64
Jump-5   125
Jump-6   216

But now jump-1 ships cannot be expected to get more than a few parsecs
from their shipyards under their own steam.  Doubling the amount of
cash spent on drives and fuel results in an eightfold increase in
possible destinations.


Now, the last time I started thinking about running a Traveller flavor
campaign in three-D, I came up with the idea of juggling the distance
a "jump-X" drive could go-- back-calculating the distance figures so
that the volumes accessable to each kind of drived matched up with the
expected number of systems in the volume, but at that point my ears
started to bleed.

--
Stephan Zielinski                           szielins@us.oracle.com
Shocking Plenary Sublieutenant, Polite Federation of Gents-Consequential.

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

Date: Mon, 22 Jan 96 17:13:00 -0500
From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
To: Traveller@MPGN.COM
Subject: Traveller IV: My Opinions
Message-ID: <8B95409.0100066F03.uuout@execnet.com>


(Continued from previous message)

  There ought to be a way for almost any obstacle to be solved
  non-violently by thought, even if it's also possible to do it by
  going after it with all weapons blazing.  Area-specific
  adventures are OK, but if they _are_ published, some guidelines
  on converting them to run in another area would be appreciated.
  Better still would be to publish adventures that aren't oriented
  to one specific scenario.

  Above all, the thing that needs to be remembered is _RELIABILITY_.
  If you're saying that _Offworld_ is going to be published every
  two months, then by golly, meet that schedule.  Ditto with
  product releases.  Don't sacrifice quality to do it (the way T$R
  did) - but don't let yourself get into the same pattern that GDW
  did, where any date that was published was an estimate of a
  fantasy, and schedule slippage was the single largest shipment
  coming out of Illinois. I just wonder, sometimes, how many people
  were _lost_ from the Traveller market because of it...

  Enough for now.

==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com

cc: FARFUTURE@AOL.COM
---
  OLXWin 1.00a  Chief Archivist, Regency Institute for Cultural Education


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

Date: Mon, 22 Jan 96 17:13:00 -0500
From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
To: Traveller@MPGN.COM
Subject: Traveller IV: My Opinions
Message-ID: <8B95409.0100066F01.uuout@execnet.com>


  I've been watching the debate over what the future direction of
  Traveller should be, now that GDW has announced that they will
  kiss us goodbye, but I've avoided saying much.  Having seen some
  opinions _and_ some thought-out suggestions, I think it's time to
  toss in my two centicreds to the debate.

  First, let me note that I _have_, privately, sent feedback to
  Marc, and I have also had some correspondence with Roger in re:
  Traveller IV or whatever it ends up being called.  I haven't
  copied the list on what I felt it was inappropriate to do so.

  I'll try to stick to one concept at a time in the remainder of
  this missive; please forgive me if I stray from that ideal.

  In general, I see good features to all three rule sets to date; I
  believe that a good rule system for Traveller IV (T4 henceforth)
  would take the best of the three existing rule sets.

  Character Generation:  There were two IMO serious faults in the
  CT and MT character generation systems.  First, both of them
  offered the opportunity to kill a character during generation.
  Unh-unh.  No way.  No way in hell I'm gonna let Joe Blow, BABAA9
  bite it before I get to _use_ him (yes, I really rolled him up -
  but his name was Kamehameha Rabinowicz-Singh, and no, he didn't
  die during generation). I don't recall a character that I or any
  of my players ever rolled where we didn't have the "optional
  survival rule" (short term and immediate muster) in force, just
  in case. Second, the lack of provision for multiple careers - if
  you're starting a character out at age 18, by the time he puts in
  his 20 in one of the armed services, he's only gonna be 38.  Even
  today, that's young enough to be able to start a second career,
  even if it can't (normally) be a military one. Many NYC police
  officers, for example, do just this, sometimes using their
  "off-duty employment" as a basis for it.  TNE closed both
  problems - but _its_ major problem was that there was no
  equivalent to the extended CT/MT character generation procedure.
  A minor problem was that it didn't really allow for "off-duty
  employment" in careers where this is realistically possible
  (almost all civilian careers, including law enforcement).  WHAT
  I'D LIKE TO SEE IN T4: Extended career generation for all
  careers, or at least guidelines that explain the logic behind the
  implemented system so that GDs (Game Designers; I always felt
  this most appropriate for things from Game Designers'
  Workshop...) can implement their own in keeping with that
  philosophy; ODE availability where it's reasonable; no death
  during generation; ways to improve (within limits) UPP stats.
  Quite honestly, I think the TNE character generation system is a
  good _start_.  It's by no means a finished product, though, and I
  could see providing a little more "complex details" for some
  careers - recall my extended post to the TML (not to the XTML,
  though) on Law Enforcement character generation some months back.
  I'd also like to see equally detailed character generation for
  nonhumans, and for major-polity characters other than the
  heretofore "focus" groups - the RC, the Pocket Empires, and the
  Regency.

  World Generation:  Inadequate in the base system; overly complex
  in both World Builder's and World Tamer's.  Gotta figure
  something out here; I like the level of detail provided by
  WBH/WTH, but about the only sensible way to use the procedures is
  to write a computer simulation - and I haven't, yet.  The short
  UWP probably provides enough information for a referee to come up
  with a "planetality", but there's room for expansion.  The WBH
  did this, especially with respect to law level and tech level
  data - but I think that it could have been done for Government,
  also; there are forms of government which are ambiguous as far as
  how to classify them.  For example, would the United Kingdom be a
  charismatic dictatorship or a representative democracy?  Would
  that change if the Sovereign had powers equivalent to the ability
  of the President of the United States to issue "executive orders"
  which have the force of law?  Also, an economic profile (see my
  comments on trade) would be useful; government decisions and
  priorities can _strongly_ influence the economic climate,
  including the desirability to foreigners of doing business there.
  Also, should the UWP reflect what the government _says_ is the
  case, or what is _really_ the case?  For example, the law may say
  that no weapons may be carried (law code 9), but if many people
  carry weapons and nobody seems to do anything about it, then the
  effective law level may be only 4 or 5. Which do you record?

  Task Resolution:  Just recently, someone posted some thoughtful
  comments, including a method wherein the "Huh?" factor can be
  taken into account.  I _like_ this; it adds realism to task
  resolution.  I would prefer a way that "_requires_" role playing,
  but that's unrealistic - I can't rationally expect a _player_ who
  knows nothing about computer programming, for example, to come up
  with a workable, coherent method of solving a computer-related
  problem - that's the whole _point_ of the task system, and it's
  my responsibility as GD to take the results, and dilute liberally
  with technobabble to integrate it into the
  adventure/campaign/scenario.  For non-combat tasks, I feel that
  the MT system was useful; modified to allow for uncertainty and
  "Huh?", I think it would do nicely for T4. Combat is supposed to
  be fast moving; I'd like to see a combat system that is fast
(Continued to next message)

---
  OLXWin 1.00a  Chief Archivist, Regency Institute for Cultural Education


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

Date: Mon, 22 Jan 96 17:13:00 -0500
From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
To: Traveller@MPGN.COM
Subject: Traveller IV: My Opinions
Message-ID: <8B95409.0100066F02.uuout@execnet.com>


(Continued from previous message)

  moving as well.  Realistic accuracy, penetration/damage, and
  armor factors are a must, regardless of the actual numeric values
  used; I'd recommend a flat "to-hit" number, DMs + accuracy and
  character skill/ attribute, - target agility (within limits - you
  can't dodge a beam of light...); and damage based on penetration/
  damage less target armor.  This kind of system _requires_
  realistic assessment of the indicated factors, at least relative
  to each other, otherwise, you potentially end up with the
  ridiculous scene where the martial-arts expert goes up barehanded
  and bare-assed against the Imperial Marine with the battle dress
  and the FGMP15, and wins - that's OK for a Bruce Lee movie, but
  not for Traveller.

  Other play rules:  The trade rules I've seen aren't satisfactory
  at all.  A good set of trade rules would allow for rarity on
  sourceworld, demand or lack thereof on destination world, and
  cost differentials based not only on tech level but on currency
  exchange differentials.  Not to mention dealing with the
  overhead, which could be different not only between ships, but
  between cargos, either due to inability to load the exact same
  amount each trip, or because of special handling needs.
  Unfortunately, to do what I would consider an adequate trading
  system would almost have to be virtually a whole game in itself.
  Maybe one of these days I'll finish working up the extended
  economic profile/system I started working on.

  Technical Architecture:  The FFS concept is good; the execution
  leaves much to be desired.  The numbers don't come out right, and
  it's quite difficult to follow the procedure, not to mention
  time-consuming.  There's also no way equivalent to the CT USP to
  quickly profile a ship as far as basic capabilities go.  The
  highly detailed profile that seems to have become standard is
  nice to have, when it becomes important, but having something
  like a USP would be convenient when you're about to enter
  ship-to-ship combat, and want a basic rundown on the capabilities
  of that Schlemiel-class zetzer as compared to your own
  Schlemazl-class tukhuspotcher.  At that level, there's only a few
  things you'll really need to know - how does its _X_ compare to
  mine, where _X_ is any or all of speed, maneuverability,
  offensive power, defensive power, jump capability, size, ability
  to jam my communications, ability to punch his communications
  through my jamming.  Those, at least, are right off the top of my
  head.  A good starship commander would have that information for
  the stock versions of each class of ship he would likely
  encounter - but my players aren't starship commanders; they're
  computer geeks, accountants, marketing reps, auto mechanics, and
  so on.  A quick comparison of USPs would provide a reasonable
  "feel" of having that information at your fingertips.  Similar
  systems for planetary vehicles (i.e., for ground combat or just
  normal use on a planet) would be appropriate for the same
  reasons.  Personal weapons probably don't need a profile string,
  although for completeness it might be nice.

  Sourcebooks:  I like the way _Vampire_Fleets_ was organized, with
  alternating sections of adventure plot and background info.
  However, the TNE philosophy of keeping the GD as much in the dark
  as the players doesn't sit well with me.  I like to know the
  whole story, so that I at least have some idea of what to expect
  if my players decide to go off in some wild unexpected direction.
  I like the level of completeness represented by much of the
  material put out for CT and MT, especially the DGP alien modules.
  Specifically, I like _information_, even if the presentation
  results in "moral" ambiguity.  This, to me, has been a hallmark
  of Traveller, that made its stellar societies _real_, rather than
  just being Americans in funny clothes - there was always enough
  _background_ to see how and why a particular behavior would fit
  into the society that it putatively stems from, rather than just
  being a funny habit grafted onto otherwise ordinary-to-20th-
  century-Terran-American-eyes people.  I like the proposed idea of
  telephone-directory sourcebooks, _provided_ that (a) they're not
  _required_ to play, or to understand adventure material published
  elsewhere, and (b) they are coherently organized, chock-full of
  real information, and properly proofread.  Coherent organization
  would also, in my view, allow the sourcebook to be published in
  sections, or even printed one article at a time in _Offworld:_
  _The_Journal_for_the_Dedicated_Traveller_ (benefit of membership
  in TAS).  Marc's idea of source material for multiple eras in the
  History of the Universe, including parts of history never before
  seen, is also a drooler for me.

  Using My Model/1:  Yeah, I like this idea.  I'd like to see
  decent software for all sorts of purposes for decent prices.
  FFS2.  WBH/WTH.  CharGen.  Atlas.  Something like the Traveller
  Navigator seems to me not to be worth the money that was being
  asked for it, especially since almost any computer geek with
  Microsoft Word for Windows and the Microsoft Help Compiler could
  turn out something useful that looked a lot like the product
  portrayals from the ads in a small number of days (per sector).
  Don't rule out shareware, either.  I'd have written a lot of the
  above if I had a decent compiler for a Windows language that
  didn't add gratuitous bloat to the code.  I'd even consider doing
  stuff in DOS, if I thought there was a market for it...

  Published Adventure Material:  My group isn't into hakkenslash.
(Continued to next message)

---
  OLXWin 1.00a  Chief Archivist, Regency Institute for Cultural Education

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

Date: Mon, 22 Jan 1996 16:26:41 -0600 (CST)
From: jipb@connecti.com (David C. Broussard)
To: traveller@MPGN.COM
Subject: Sorry I was misunderstood
Message-ID: <199601222226.QAA00295@ConnectI.com>

[snipped my stuff about modular stuff]
>I don't think anyone would argue with a modular approach, but it can be taken
>too far. After all, say I wanted a jump 4 1000t ship, I need to install 10 of
>the 100t designed modules. Does this approach really give any benefit over a
>module designed for a 1t ship, which could then have mass/price/volume
>multiplied by the displacement?

i think I was slightly misunderstood here.  Jump drives would be built by
factories in certain sizes with listed ratings, and jump performances.
(e.g.) a Jump Drive built to push a 1000 ton ship at J-3.  It could be
installed in a larger ship to get J-1 performance, or in a smaller ship to
get higher performance.  (Assuming of courcse you don't break the TL jump
barrier (e.g.) TL-14 only allows J-5.  What it gives the benefit in is the
RolePlaying acpect of the game.  My old GM used to let me know that I could
build ships using book 2 at its prices, but to get the better performance of
High Guard, I had to use its prices.  This lead me to believe that Book 2
components are mass produced, but HG was custom built.  So Joe Blow wants to
build a 400 ton ship.  He drops in the standard Avionics package, Standard
Life Support by person, allocates cargo and fuel.  Then its time for J
Drive.  He asks the shipbuilder what they can do, thet contractor
says...Weeeelllll, I have a J-2 drive for a 600 ton Sub-Liner we could
retrofit, it should give you J-3, or I have a J-4 from a 400 Liner that
might do the job.  I could just drop in the rated J-3 unit, but we are out
of stock on those right now, it'll take 4-8 weeks to get one in from next
system.  I could custom buildya one.  We do good work, it would be about 3/4
the size, but its gonna cost ya.  So what'll it be?

[snip more of my stuff about custom powerplants]
>
>Likewise here, say I need 1050MW, I have to install 10 100MW modules and a
>50MW. This has got to be more complicated than a table where the
>vol/mass/price/vol of 90 days fuel are all listed per Megawatt of power for
>each power plant. This way you find your power requirement, multiply all the
>values for the chosen type of plant by it, and you have an easy custom
>powerplant. I don't think the problem here is the rules as much as the way GDW
>presents them (HEPlaR is probably the worst).
>

Ok, once again bear with the prior example.  There are two likely occurances
of how power plants are done.  Either they are custom built for each ship,
or there are some drop in types available.  The drop ins are going to be for
smaller ships, they might go as large as 10,000 MW, but will probably be no
larger than 2,000-3,000MW.  Remember none of this applies to MILITARY SHIPS.
Almost every Mil Ship is going to be custom built, or it is going to be
built in mass quantities anyway by yards that only build Mil Ships.  We are
only talking about COMMERCIAL SHIPS.  Most commercial ships don't need Giga
WAtt power sources.  So purchasing a 150MW plantand having the next be a
200MW then a 250, then a 500 then a 750, then a 1000, then a 1250, 1500,
2000, 2500, 3000. Would satisfy almost every need.  VTW: this all goes to
pot if PP are custom built every time.  That major advantage of component
builds are Speed of Construction and design.  And one last word.  There has
to be a use for that extra MW.  If nothing else, run the plant at lower
capacity for longer life, or if cost is an issue, run it at 110% to get the
MW you need to fight since that happens so rarely.

>One major simplification which I would like to see is any subsystem where
price
>/mass/volume/power requirement is less than, for example 0.01
>MCr/tonnes/kl/MW, to have that attribute officially listed as 'negligable'.
>On a lot of my electronics heavy designs I end up adding up columns of devices
>with a total volume of a few kl, in a ship with a volume of thousands, and
I am
>always left thinking _why?_
>These small values would add up in a probe, or a fighter, but for a
streamlined
>FFS optimised for Spacecraft, I think we could dispense with some of these
>little details.

Or just put it all into a Avionics package that encompasses certain standard
items.
James the Intelligent Plains Barbarian (jipb@connecti.com)
Home page: http://www.connecti.com/~broussa/
-----------------------------------------------------------------
Mr Worf, fire at will...ZAAAPPP!!!  Hey, Where's Riker?
-----------------------------------------------------------------


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

Date: Mon, 22 Jan 1996 17:24:23 CST
From: mhclark@iastate.edu
To: traveller@MPGN.COM
Subject: Re: Plague of Duskir and the Nth Interstellar War
Message-ID: <9601222324.AA04474@las2.iastate.edu>

  Well, at this point I'm going to say a few more words and then agree to
disagree.  Personally, I'm convinced that the Plague of Duskir is a
highly significant event, providing the push that toppled the basically
rotten structure of the First Imperium.  Given my sense of what the
Solamani were capable of, biowar sounds more logical to me than some
covered-up sophisicated manufacturing sites.

  By the way, the article in Traveller's Digest about the Plague is _not_
written from the Solomani point of view - it's objective GM background
material and so must be assumed to be true.  I'd very much apperciate it
if someone out there who has issue 24 handy would post the relevant
description.  My memory says it contributed to Terran victory, but I
certainly could be wrong.  It definitly contributed to Vilani collapse.

  As far as disease transfer goes between Vilani and alien animals, well,
you might think totaly alien animals can transfer infections, but I
don't.  After all, the Vilani have a whole class of peole who do nothing
but make alien food safe to eat.  Now, if you argued that the bacteria in
the human gut might mutate, well, I'd buy that.  Still, Traveller canon
says that Vilani med tech lags other races - sounds good to me.

  One more thing.  Purely by chance, I was looking at the Referee's
Companion for MegaTraveller yesterday, and in the Vargr section, it
says "the more obvious military victories of the Terran Confederation are
generaly considered to be the main force in bringing down the Vilani
Empire, but inroads by the Vargr surely accounted for much of the
collapse."  The section goes on to outline how the Vargr ran wild,
eventually penetrating far enough to leave Vargr settlements by the
K'Kree border.  Frankly, this bolsters my point - who needs secret
Solomani factories when you have documented Vargr ones?

---
Mark H Clark
mhclark@iastate.edu

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

Date: Mon, 22 Jan 1996 23:51:12 +0000
From: E.Watters@Queens-Belfast.AC.UK
To: traveller@MPGN.COM
Subject: Thank you Loren
Message-ID: <0099CCAC.F8F9EBE0.4@v2.qub.ac.uk>

I'd just like to say, in response to Loren Wiseman's mail in the last
digest - Thanks - for all the great stuff you and the other GDW'ers
produced over the last 22.5 years.

I look forward to any future products the ex-GDW crew put out.

Cheers.

Eamon.

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

Date: Tue, 23 Jan 1996 14:00:15 -0600
From: library@babylon5.dss.gov.au (DSS Library)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 562
Message-ID: <199601232359.NAA10931@babylon5.dss.gov.au>

--=====================_822452415==_
Content-Type: text/plain; charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

Dear Folks -

FINALLY finished Tavonni!! Am now hoping it won't get lost in the
avalanche of rules system & game background debates!

I have attached the Tourist Brocheure once more, this time as an
Amipro document (sorry about this format, my work mistook Amipro for
a word processor ;-).

---------------------------------------------------------------------
RICE Paper #SM-1520: Tavonni/Vilis

By: David Jaques-Watson ("Hyphen"), Andrew Madden, and Michael Traun
    (with assistance from David "Gecko" Elkington and Phillip Harvey)

Tavonni (Vilis/Spinward Marches 1520)

E-567000-7     Lo Ba Ni  434  DD  G6 II  <----- 1120 data
B-567642-D  S  Ag Ni Ri  434  Re  G6 II  <----- 1201 data

G =3D 0.7, Day =3D 23h 59m 2s, Year =3D 32y 53d 7h (around Ryzel),
455y 21d 3h (around primary)
Atmo =3D 1.0, No weather control
Temp =3D +13 (=B15.5/lat, Season +10 To -16)
Daily Temp Range =3D +6 To -12
Native life present
Nat. Agricultural, Ores, Radioactives, Gems & Crystals,
Petrochemicals, Weapons (esp.), Electronics (esp.), Gravitics
(some)
Progressive/Enterprising, Passive/Militant, Harmonious/Friendly
Legal: Territorial 2-20341  Tech: DD-FEFFD-FFFF-EF-F

-----------------------------------
INTRODUCTION

"The much-vaunted RCES did not actually develop any new techniques,
they simply refined old ones under the direction of their Hiver
masters."

"Tavonni, for example, was a bootstrap operation long before the
RCES even knew what the term meant".

(excerpt from _A Staple Diet: The Collected RICE Papers_, 1240 edition)

EARLY HISTORY

Tavonni is one size point away from being a T-Prime world - ripe
for colonisation. Why, therefore, has the Imperium ignored the
world for centuries? To understand this, one must first
understand the history of the centuries-old Imperium/Sword World
conflict, and Imperial defensive strategy in the region.

The Buffer Zone

In the years prior to the First Frontier War (589-604), the
Imperium gradually expanded along the mains in a kind of "line
of least resistance" fashion. It took the war to make the
Imperium recognise the danger posed by the Abyss. The Sword
Worlds, although not a united force, were now part of the
Outworld Coalition. Suddenly, the Imperium perceived the Sword
Worlders to be a serious threat to the "soft underbelly" of the
Marches. Imperial strategists began saying that "even Sir
couldn't miss that gap" (attributed to Fleet Admiral Frederick
Shaeshpaa, Olav hault-Plankwell's chief-of-staff, referring to
the Sword Worlder code of deference)[1]. Plankwell duly
dispatched Imperial forces to take the Abyss worlds and "plug
the gap".

This changed the Imperial strategic direction in the region.
Originally, the only Imperial worlds on the immediate far side
of the Abyss were Arba/Lunion and Rabwar/Lunion. A six-parsec
gap existed between Arba and the next Imperial world,
Vilis/Vilis. The taking of Tavonni/Vilis and Saurus/Vilis
created a buffer zone between the Imperium and the Sword Worlds.
At TL 11, even the best Sword World starships were only jump-2
(even now, only a handful of ships are jump-3). To penetrate
into the Imperium means that any Sword Worlder fleet must jump
into the buffer zone (the Vilis-Saurus-Tavonni-Arba axis),
refuel, and then jump into the "Imperium proper".

With this buffer in place, the Imperium was free to develop a
"defence-in-depth" (similar in many ways to the current Regency
Frontier). The Navy and Scouts built bases on newly annexed
Lanth/Lanth (the Navy for defence, the Scouts for surveillance).
The Navy built supporting bases on D'Ganzio/Lanth and
Ghandi/Lanth, and strengthened the base at Adabicci/Lunion. The
IISS, again for surveillance, established a base on
Rabwhar/Lunion (at jump-3 from the Sword Worlds, it was just out
of reach). In order to allow for a "scorched-earth" retreat
strategy, the Imperium left the buffer-zone worlds undeveloped
(with the exception of Arba/Lunion).

Border Strategy and the Frontier Wars

Having taken these steps to secure their borders, the Imperium
ignored the border-zone worlds for centuries. They nearly lost
Tavonni in the Third Frontier War (979-986), when Sword World
forces took Saurus and Margesi/Vilis. The Imperial strategists
did not view this as critical, since the only viable
destinations from Saurus are Vilis and Tavonni. Even so, they
deemed Saurus and Margesi critical enough for the Imperium to
retake them in the Fourth Frontier War (1082-1084).

Standard Imperial strategy adopted for the region was to post
scouts in the buffer zone to fore-warn of invading fleets. This
meant that the only permanent presence on Tavonni was a Scout
surveillance team. The IISS stationed three to four Scouts on
Tavonni to operate an array of sensitive detection equipment,
and stationed a scout ship at Tavonni's jump-point. If the
ground base detected hostiles, it used a tight-beam link to
transmit the intelligence data to the scout ship, which then
jumped to Lanth. The Imperial forces used the early warning to
retreat and regroup. The deep-support bases continued supplying
the Lanth strong-point, while high-mobility forces jumped behind
the lines to harass the enemy's line of supply.

During the Fifth Frontier War, the Imperials used this tactic
quite successfully, if a tad over-zealously. When Lanth heard
that the Gram Fleet was at Tavonni, they dispatched a
counter-fleet to the system. This rapid response was actually
due to (faulty) intelligence data given out by Santanocheev's
Office of Naval Information. The ONI had calculated that any
Sword World fleet needed at least three weeks to fully
frontier-refuel. Therefore, if the 193rd Fleet jumped
immediately from Lanth, they would catch the Sword Worlders in
the buffer zone. In fact, the Gram Fleet refuelled in under
three days, and jumped directly for Lanth. The 193rd missed the
Sword Worlders at Tavonni, but returned to Lanth just in time to
surprise the Sword Worlder's planetary invasion.[2] On 096-1109,
the newly formed 100th Fleet forced the Gram Fleet off Lanth,
and out of the subsector by 211-1109. Tavonni was liberated
shortly after.[3]

MODERN HISTORY

Modern Tavonni history covers a very short space of time,
encompassing 1111 to 1201. Caradoc LIC, a Ling Standard Products
company, purchased the system in 1117. Menelvagor Ltd,
originally a Sword World company, built the starport. The
background on both companies provided below explains how this
seemingly unlikely fusion came about.

Caradoc LIC

Caradoc began when a retired Fleet Admiral (Count Leto
Khaanraarshuinki) and a retired Army general (Gukushriiken)
created a trading company in the Outrim Void (Egryn subsector,
Trojan Reach). In 1099, the pair teamed up with two ex-scouts
and a merchant. By using their retirement benefits and Leto's
family fortune, they created a subsector-wide interface line by
1101. Trading, a lanthanum strike, and the salvage of missing
frontier cruiser Bright Light built Caradoc's capital to TCr 1
by 1117. When Leto learned of the Strephon's death, he foresaw
trouble in the Outrim Void. Guessing at the probable response of
the ihatei (with knowledge gained from trading), he decided to
abandon their trading bases and retreat to the Marches. While
scouring the sector for a new base, Leto cut a deal with LSP to
become a subsidiary company. This gave Caradoc access to
much-needed contacts within the Marches, and provided a large
capital base to draw upon. When his scouts returned, Leto
decided that Tavonni was the best choice for a base: it provided
land, it was in an under-developed subsector, and it was in a
central location in the Marches.

Menelvagor Ltd

Menelvagor Ltd traded throughout the Marches for nearly ten
years, after being incorporated on Beater/Sword Worlds in 1101.
Growing from a single free trader to a fledgling company, it
received a severe setback when pirates destroyed its flagship
Mithril Wanderer in 1110. The company lost its founder, Beowulf
Heyerdahl, at the same time. Baroness Heidi Maria Heyerdahl took
over the company and steered it through the remainder of the
Fifth Frontier War. Two years later, the shipyards at
Pixie/Regina completed the company's new flagship Bonaventure, a
12,810-ton armed merchant cruiser.

The Tavonni Purchase

Leto travelled to Regina personally to petition Archduke Norris
for the Tavonni system. While attending a function, he met
Heidi, and they discussed the purchase. Heidi realised the
potential of the concept and offered to build the starport.
Together, they approached Norris with a detailed proposal. It
included the establishment of a Scout base and xboat link
between Vilis and Lanth, the creation of a starport, and the
provision of a small planetary defence fleet (partly to be
comprised of surplus Imperial Navy craft). Norris approved the
Tavonni Purchase on 261-1117. An extensive system survey began
as Caradoc's Darrian Aslan company Ftai evacuated its holdings
in the Outrim Void.

Caradoc immediately constructed a basic D-class starport, while
Menelvagor raised a MCr 2,000 loan from Hortalez et Cie and
began building the "real" starport of Beowulf Down. Caradoc also
recruited refugees from the ihatei invasions as colonists. In a
joint refuel/repair deal with Al Morai, Caradoc ensured that the
refugees were transported to Tavonni at a discount rate. In
turn, Al Morai's dead-end route from Regina to Garda-Vilis
turned into a circular route to Lanth, connected via Tavonni.

By the completion of Beowulf Down on 100-1121, Tavonni's
population had reached 117,200. A population boost occurred
later that year, when a lanthanum strike in the Peanuts belt
brought miners flocking to the system. A further boost occurred
when the Domain learned of the AI Virus and forced Tavonni to
destroy all its robots. The government had to re-start colonist
recruiting to replace the lost workforce.

The Sword Worlds Land-Grab and the Abandonment

The Imperial Navy supplied a surplus Kokirrak-class dreadnought
to the Tavonni Planetary Navy (TPN) on extended loan. Together
with the Bright Light and Bonaventure, the Khtai provided the
core of the planetary fleet. The TPN increased in size by
loaning and purchasing numerous smaller ships. The ground forces
grew from Caradoc's original Aslan company through to regiment
size by 1130.

In 1130, the Navy reclaimed most of the ships loaned to the TPN
(including the Khtai). They also nationalised many of the
military ships owned by the TPN. The Navy re-directed all these
vessels to assist the Quarantine. This almost proved the undoing
of Tavonni when the Sword Worlds attempted their land-grab in
1132. The TPN desperately pressed into service every ship it
could find, even using private vessels as couriers where
necessary. The Tavonni forces fought a rear-guard and somewhat
guerilla-like campaign against the invaders. The Sword Worlders
managed to gain a foothold on the surface, but sustained heavy
casualties as the Ashsiimkir-Ftai, now an Imperial-Aslan
planetary regiment equipped to TL 15 standards, inflicted losses
far greater than their numbers would suggest. The Sword World
ground forces could not crack the four tank companies of the
regiment, having to rely on ortillery that was then vulnerable
both to the tanks and to some well-placed deep-site meson guns.
When elements of the 18th Fleet finally relieved Tavonni, they
drove the Sword Worlders out of the system.

After this, the RQS returned a number of ships to the TPN,
including the Khtai, Bright Light, and Bonaventure. The Tavonni
defence forces had their revenge, accompanying the regular
Regency forces when they annexed the Sword Worlds, supported by
the 151st Fleet from Sacnoth/Sword Worlds. Baroness Heidi
personally claimed her homeworld of Tizon in the name of the
Regency.

The Abandonment (1133) was something of a lifesaver for Tavonni.
Deprived of its robotic workforce three years earlier, and
having to rebuild infrastructure destroyed by the Sword World
invasion, the planet needed more people. With a history of
recruiting refugees for resettlement, the Tavonni government had
an edge over other Regency worlds that opened for colonists.
Tavonni was almost able to pick and choose whomever it wanted to
bring, welcoming them into its society while cleverly avoiding
the "Refugee World" tag (some Regency citizens view this label
with distaste). The young Tavonni society thus succeeded in
incorporating the refugees, much as it had the original (and
on-going) colonists for 15 years. However, the citizens of
Tavonni - normally friendly and accepting - voted recently
against allowing Zhodani refugees to settle in the system.
Observers believe that this result derives from the antipathy
shown to all members of the former Outworld Coalition by the
families of Count Leto and Baroness Heidi.

SYSTEM DESCRIPTION

Inward Clearance

Tavonni considers itself to be on the frontier. Even the
forcible acquisition of the Sword Worlds has not wiped out the
memory of their attempted land-grab. This perception shapes
Tavonni's attitude towards defence and inward clearance. Most
outsiders often consider Tavonni's defence forces to be overly
large. However, this allows initial inward clearance to be
cursory and almost automatic; always remember; the Navy awaits
insystem. A patrolling naval vessel makes a cursory scan of
incoming traffic and normally clears it through to Tavonni High.
It may give special clearance if a vessel has another
destination (for example, another starport or base insystem).
Generally, this must be pre-arranged.

Tavonni System Control (TSC) is based at Tavonni High, and
monitors all in-system traffic. TSC controls the movement of
ships to and from Tavonni High to all downports, plus any ships
with special clearance that bypass the highport. It also has the
authority to declare a civil or military emergency. The
difference is that a civil emergency causes rescue ships to race
to the scene, while a military emergency causes warships to race
to intercept. Either way, TSC vectors civil and military traffic
throughout the system. All military traffic remains away from
the civil lanes, unless they enable their transponders.

All incoming ships, unless given special clearance, must dock at
the Tavonni High orbital port. Classed as "basic" in size, it
houses up to 500 passengers and 500 work crew. Refined fuel,
spare parts, armament stocks and annual maintenance are all
available, plus local foodstuffs and luxuries from across the
sector. Customs and immigration can clear planet-bound
passengers either in orbit or on the surface. In-bound cargo has
a basic inspection performed on it to ensure that its bill of
lading is accurate. Starport Authority (SPA) customs officers
sometimes inspect cargoes for contraband, but this occurs less
frequently for regular goods than for speculative cargo. SPA
personnel synchronise customs procedures with scheduled shuttle
flights, allowing passengers and cargo to proceed to the planet
with little or no waiting.

If a ship wants to land at Beowulf Down, customs officers must
first inspect it at Tavonni High. Final customs clearance may be
handled either at Tavonni High or at Beowulf Down.  TSC must
then give landing clearance before the ship commences re-entry.
Note that ships with special clearance may undergo inspection,
customs and immigration at their destination downport.

The Mainworld

Seen from orbit, Tavonni appears untouched by civilisation. A
deliberately low-key approach to development has left much of
the planet undeveloped, making it look like a green jewel, lush
with vegetation. While shuttling to the main starport on
Bj=F6rn=F6ya Island, it is difficult to imagine that advanced
sophonts live here at all. It is only when nearing The Plateau
that artificial features begin to emerge from the jungle.

Beowulf Down, the main starport, has excellent facilities for
both private and commercial travellers. Aircraft and small craft
are available for charter. Lone Scout Enterprises, an Imperial
company originally created by ex-Scout commander Mikheil B.
Powell, provides spaceship construction and starship repair. A
full Scout base is attached to Beowulf Down, and is open for
inspection once per month. trendi (Tavonni Research, Engineering
and Design Inc), a subsidiary of Menelvagor, markets new
vehicles and equipment.

The main tertiary industry is hosting conventions and meetings
for members of widespread Regency companies. The consequence of
catering for these well-to-do travellers means that Tavonni's
prices are not for the faint-hearted. Accomodation within the
starport perimeter, for example, is at the Starport Hotel
(4-star). The capital, Tamoachan City, is located moments away
from the starport via monorail. Accomodation here ranges from
the Hotel-at-the-Edge-of-the-World (5-star) through to the TAS
Hostel (4-diamond). The off-worlder notices immediately that,
having begun with only pre-fab buildings, Tavonni's population
now prefers luxurious dwellings. Due to the cultural diversity,
a number of restaurants provide off-world cuisine. In fact, most
of the cuisines of three sectors, five species and four major
races can be sampled in the capital alone.=20

Tavonni Safari Park (TASP), the next island west of Bj=F6rn=F6ya, is
for exclusive use by safaris. These include both camera shoots
and big-game hunting expeditions. Visitors can see much of the
more exotic of Tavonni's wildlife inhabiting the island. The
Tavonni Beach Resort is the only permanent construction on TASP.

The primary Aslan settlements are located on the eastern
continent, mainly for historical reasons. Caradoc's base is
located here, operating out of the original starport (now
C-class). It was on this continent that Count Leto first granted
land to members of the Ftai company. One other spaceport in
known to exist on the planet, but its location is classified -
as are the locations of Tavonni's deep-site meson guns. At least
four of these are believed to exist - possibly more.

Infrastructure

Civilisation on Tavonni is widespread, literally! Being a young
settlement, Tavonni's infrastructure is less than 70 years old,
and averages out at TL 13 (some at TL 15). This planetary
infrastructure contributes to the settlement pattern on Tavonni.

The only large population centre is Tamoachan City (located
close to Beowulf Down), with most of the population living in
medium sized communities, separated from their nearest
neighbours by up to 600 km or more. Most of these mid-sized
communities support smaller communities, based on primary
industry. This settlement pattern means that there are few
long-distance ground transport links. Most passenger
transportation is via grav vehicles, either air/raft taxi for
short distances, or GCoach for longer distances (for example,
via the Vargr-owned long-haul bus company, "G-Hound"). These
long-distance services stress high speed. Rental vehicles are
also available, ranging from 'Hatchback' style through to Grav
RV. Bulk cargo trade is via either a few ocean-going merchant
ships, or small craft/starships.

>From early on, the government recognised the need for a good
communication net to limit the danger of dropping out of
contact. Without it, help was almost impossible to call for, and
rescuers would spend a considerable time deploying. Tavonni
established an excellent and affordable communications network.
All vehicles must be fitted with emergency beacons. Rental of a
communications service is available at short notice for Cr1 per
day plus Cr0.3 per 10 minutes on-line, with Hand Computer access
at Cr3 per day (long term rentals are lower than these prices).
The Government also created a rapid deployment emergency service
facility. In the early days, the easiest way to provide these
emergency services was to form them from the existing military
medical and police force. Today, they still retain a
paramilitary flavour, being staffed predominantly from
ex-military personnel. For this reason they find it very easy to
escalate problems to full military support in an emergency (the
military are obliged to lend a hand in civil emergencies). They
also have good access to funding, heavy equipment, and the
Count's ear on major issues.

SOCIETY

First Impressions

The streets of Tavonni are very cosmopolitan. Droyne (a few) rub
shoulders (or shoulder to hip) with Aslan (a large portion of
the population). Many businesses have been started with
multi-racial, and multi-species partners. Most such businesses
find the diversity an encouragement for all their client races.
Travellers find the population open and friendly. Since most
people are only first- or second-generation settlers (sometimes
third), they welcome people from across the Regency.

The Military

Since the very start of development on Tavonni, there has always
had a strong military presence in the system. Starting by
settling the Ftai company, Tavonni has constantly reviewed and
upgraded its defences. The Sword World border was always on the
mind of Count Leto, and he was the first to recommend annexation
of the Sword Worlds when they began their land grab.

The need for the military has never been questioned - especially
in light of the fact that they are citizens with voting rights.
The Tavonni Planetary Navy and the Ashsiimkir-Ftai regiment
cemented this need in the hearts of the populace, with their
heroic defence of the system against the invading Sword World
fleets.

GOVERNMENT

Democratic government has always been a key part of Tavonni's
development. Count Leto shrewdly decided that his planet needed
to be "democratic" in order to attain the "Rich" trade
classification. Accordingly, he formed a Constitutional
Committee to create the Tavonni Constitution and system of
government. The Committee decided that "the people of the planet
of Tavonni will be governed by a representative democracy,
elected from either an independent platform or a party system.
This elected legislative body will be known as the Government of
Tavonni (hereinafter referred to as the Government)" [excerpt
from the Tavonni Constitution].

The population of a locality elects 10 local councillors. In
turn, each local council elects one of its members to be their
representative on the regional council. Each regional council
elects two of its members for the planetary government: one for
the House of Legislation, and one for the House of Review (this
system was an attempt at preventing a two-party political system
from forming). Each level of government can pass legislation
that will take effect in its own area: local councils can pass
Local Regulations; regional councils can pass Regional
Ordinances; and the Planetary Government can pass Bills that
become Planetary Statutes, with the Count having the power of
veto. If lower laws conflict with higher laws, the lower laws
are deemed suspended. The Tavonni Police Force enforces all
three types of law.

Planetary Statutes can also be created by plebescite (a vote of
the entire population). All "matters of public importance" are
decided on by plebescite. In most matters of public importance,
the people tend to vote the same way. In 70 years, the closest
result of a plebescite has been 60:40 (the Zhodani settlement
vote). Every citizen of Tavonni over 18 years of age is be
eligible (but not required) to cast one vote in any election or
plebiscite that occurs in their locality, and is eligible to
submit a petition for a general plebiscite. The Count is NOT
allowed to cast a vote in a plebiscite, unless the matter
concerns the Count's Household, the County Estate, or the Planet
of Tavonni as a whole. The Count IS allowed to vote in elections
for his locality.

Note that non-compulsory voting often allows the Count to
influence the vote: he grants leave to any member of the
military who wants to vote. The military personnel, generally
favourable to the Count anyway, have a course of voting
suggested to them via a "How To Vote" card and an educational
campaign.

LANDHOLDINGS

Originally, the estate of the Count of Tavonni consisted of the
entire system of Tavonni. This expanse of territory has dwindled
somewhat, due to the constitutional laws agreed to by the Count.

Crown Land is land directly owned by the Count's Household. This
is also known collectively as the County Estate. Private
citizens or companies may purchase freehold real estate from the
County Estate. This is then considered to be "private land". The
Government of Tavonni is granted land for public use ("public
land") by the County Estate. Public land also includes other
areas of Crown Land specifically set aside by the Count. The
Government may resume private land, but only by Statute.

Resources beneath the land are NOT the possession of the owner;
these are possessed by the lessee of the mineral rights for the
area. If there is no stated lessee, then the implied ownership
rests with the Count of Tavonni.

SYSTEM DETAILS

Planet/Sat  Name       UPP     Bases Remarks=20
Orbits
Primary  Tarlac        G6 II         magnitude -2.44=20
2        Gnat          Y310000-0     tidal lock=20
3        Tarlac 2      Y530000-0     revolves around Tarlac 2a=20
      1  Ring System   YR00000-0    =20
      8  Tarlac 2a     Y500000-0     revolves around Tarlac 2=20
     10  Tarlac 2b     Y320000-0    =20
4        Tarlac 3      Y530000-0    =20
      4  Tarlac 3a     Y330000-0    =20
     40  Tarlac 3b     Y220000-0    =20
5        Tarlac 4      Y820000-0     volcanic=20
      9  Tarlac 4a     Y760000-0    =20
     20  Tarlac 4b     Y400000-0    =20
6        Tarlac 5      HAB0000-0     4 plates, 1 volc rgn. Ores, Gems=20
     50  Tarlac 5a     Y450000-0     tidal lock=20
7.4      The Peanuts   Y000320-C     ~90,000 planetoids. Ores=20
8.4      *Ryzel        Large GG      100,000 km radius=20
      2  Ring System   YR00000-0    =20
      4  Ryzel 1       Y253000-0    =20
      8  Habitatatatatat  H667000-0  Ag, Or, Rad, Petro. 13 deg. C=20
     11  Ryzel 3       Y8A5000-0     tidal lock. Ores, Gems=20
     15  Ryzel 4       Y584000-0     retrograde=20
     30  Ryzel 5       H465000-0     no resources=20
    125  Tavonni       B567642-D  S  Ag Ni Ri. 13 deg.C=20
    200  Ryzel 7       Y236000-0     -3 deg. C=20
9        Tarlac 8      Y889000-0    =20
     11  Tarlac 8a     Y733000-0    =20
     35  Tarlac 8b     Y500000-0    =20
10       Solitaire     Y996000-0    =20
11       Chips         Y000000-0     ~10,000 planetoids=20
12       Martini       Large GG      90,000 km radius=20
      1  Ring System   YR00000-0    =20
      7  Tarlac 12a    H664000-0     tidal lock=20
     10  Tarlac 12b    H665000-0    =20
     13  Tarlac 12c    Y500000-0     tidal lock=20
     25  Tarlac 12d    Y400000-0     tidal lock=20
13       Vermouth      Small GG      56,000 km radius=20
      2  Ring System   YR00000-0    =20
      3  Ring System   R000000-0    =20
      4  Tarlac 13a    Y200000-0    =20
      6  Tarlac 13b    Y300000-0    =20
     40  Tarlac 13c    H656000-0     retrograde=20
     50  Tarlac 13d    Y100000-0    =20
14       The Ice-Cubes Y000000-0     ~40,000 planetoids=20
15       Scotch        Small GG      27,000 km radius=20
     10  The Rock      H643000-0    =20

ADVENTURE HOOKS

[to be created]

FOOTNOTES

[1] Marc Miller, "Epithets of the Fifth Frontier War", _JTAS 9_,
GDW, USA, 1981.
[2] -----, "Traveller News Service", _JTAS 16_, GDW, USA, 1983.
[3] Marc Miller, _The Spinward Marches Campaign_, GDW, USA, 1985.
[4] Loren Wiseman, "Contact: The Sword Worlders", _JTAS 18_,
GDW, USA, 1983.
---------------------------------------------------------------------

- Hyphen
(David Jaques-Watson)

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