Traveller-digest     Saturday, November 30 1996     Volume 1996 : Number 707



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Shipboard Computers
Alan Pursell's vacation notice...
Ken's T4 House Rules (section 5:  Ranged Combat)
Ken's T4 House Rules (section 4:  HTH combat)
Repeated "gone south" message
Re: Traveller-digest V1996 #706
Re: Traveller-digest V1996 #706

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

Date: Sat, 30 Nov 1996 13:32:20 -0500
From: BrianMays@aol.com
Subject: Shipboard Computers

I can't seem to find any mention of installing a ship's computer in the T4
rules.  There is a discussion of Computer ratings in the equipment chapter,
and there is a list of "additional programs" in the QSDS, but I'm not sure
what you'd run them on.  How much do the different ratings of computer cost?
 How much do they weight? Etc.

Thanks in advance!

Brian

(p.s. - sorry about the last posting re: "Back on Tuesday!"  I hadn't
finished reading all of my mail when I posted it, and was unaware that lots
of other people were ranting about it as well. ; )

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

Date: Sat, 30 Nov 1996 14:40:23 -0100
From: rellio@po-box.mcgill.ca (Roderick Darroch Elliott)
Subject: Alan Pursell's vacation notice...

Brian May wrote:

>
>Date: Sat, 30 Nov 1996 13:09:09 -0500
>From: BrianMays@aol.com
>Subject: Re: Traveller-digest V1996 #705
>
>In a message dated 96-11-30 06:00:56 EST, you write:
>
><< gone south to get some sun and recover from the snow that just keeps on
> coming... back next tuesday.  >>
>
>
>Why the hell does this message keep popping up?
>
>Brian


        Ahem...  I think I can explain.  My friend Alan, before going on
vacation, set up his mailer to send that message in response to any
incoming mail.  It's a cute idea, but I guess he forgot about his TML
subscription... so he gets a digest, his mailer sends that message, he gets
the next digest, his mailer send sit again, etc, etc :).

        Please don't flame him; this sort of boneheadedness is extremely
unusual for Alan :).

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

Date: Sat, 30 Nov 1996 17:56:09 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules (section 5:  Ranged Combat)

"Let me hear your guns!"
	--Crazy pilot in 1941

Continuing my House Rules, here's ranged combat.

Kenneth.



V.  RANGED COMBAT.
 1.  Ranged Combat Notes.  This section covers everything from thrown
 rocks to artillery fire.  These rules will be directed to the most common
  form of ranged attack, direct fire, unless otherwise noted (i.e.
  thrown weapons, indirect fire).

  Procedure.  Generally, ranged combat handled as indicated in these
  steps although  some of the alternative attack routines may alter
  this procedure.

  	1.  Determine to hit number and difficulty level based on skill,
  	ability, range, and attack routine.
  	2.  Apply any DMs.
  	3.  Roll on Hit Location Chart;  Check location for armor.
  	4.  Decrease damage dice for any armor used by defender.
  	5.  Roll and apply damage;  Check Hit Location Chart for 
	additional damage. 
	6.  Record ammunition usage.

 2.  Combat Range Table.  There can be some confusion when calculating
 range for a ranged attack because the range names sometimes refer to different
  distances.  The table below lists the base distances for each
  range category, and normally, this is the distance referred to
  when somebody mentions contact range or very long range.  Weapons,
  however, perform differently at a given range.  Therefore, a gauss
  rifle's contact range, with HE rounds, is up to 16 meters.  The same
  range names are used, but the actually ranges that they represent
  are changed from the base to allow advantage or disadvantage for a
  specific weapon.  

  For targets at a different altitude than the attacker, use the
  greater of the two distances--either horizontal or vertical.  

  Range Number	Range Name		Distance		Attack Rating.
   0		Contact		0-3 m			Easy
   1		Very Short		4-15 m			Average
   2		Short		16-45 m		Difficult
   3		Medium		46-150 m		Formidable
   4		Long		151-450 m		Staggering
   5		Very Long		451-1500 m		Impossible

 3.  Attack Routine--Snapfire.  Snapshots are those quick direct fire
 shots people make without taking the time to aim--just point and shoot 
quickly.  The main advantage to  snapfire attacks is that characters can move and
  shoot in the same combat round.  

  To make a to hit throw using snapfire, simply figure the range to
  the target and cross reference that on the weapon's sheet.  This
  will give you the difficulty.

 4.  Attack Routine--Aimed Fire.  When a shooter really wants to hit a
 target, he stops, braces himself, takes careful aim, and squeezes off a shot.  
This is basically snapfire except it is aimed and receives a bonus for doing
  so.  Each weapon chart lists a + DM for aimed shots.  Other than
  this, aimed fire is handled exactly like snapfire.  A character
  conducting aimed fire must choose stationary as his movement status
  for the turn so that he can aim.  The aim is disrupted if he is
  attacked in hand to hand combat or is hit by a ranged attack--even
  if he takes no damage due to armor.  If either of these two things
  happen before the character fires his shot, he cannot make the aimed
  shot (but could make a snapshot).  The character can try again, if
  he is able, next round.

 5.  Attack Routine--Snipe.  A character must take two actions aiming
 to conduct a snipe.  A snipe action is conducted just like aimed fire except, 
if the hit is successful, the sniping character can use his level of
 weapon skill to move the rolled hit location up or down the chart--in whatever 
direction the player wishes up to a maximum of the skill level.  In this way, a 
sniper can skew his hits to critical areas on his targets.  The GM may declare 
that the attacking character decide where he is aiming before the attack is
  made, then skew the shot towards that area on the hit location
  chart.	

 6.  Attack Routine--Autofire.  The biggest advantage to autofire is,
 since a character is firing more bullets, he gets more than one attack throw.  
This will increase the chance that a target is hit and provide for the
  possibility of additional damage.  Another benefit to this attack
  form is that the group hit rule is used--see below for details.  

  Autofire is handled like snapfire with a few exceptions. 
  Spectacular success with automatic fire results in automatic
  double damage (for the primary target only) after any subtraction
  for armor and/or cover, etc.  In this case, the maximum damage
  dice is also doubled to 6 D6--note this is an exception to the
  maximum damage rule.

  Weapons firing 4 to 5 rounds in a burst are allowed two attack
  throws per burst. Weapons firing 6 to 10 round bursts (or more), and
  weapons that are exclusively fired in the full automatic role
  (light machine guns, autocannons, VRF gauss guns,  etc.) are
  allowed three attack throws per burst.

  Any spectacular failure with automatic fire is considered a weapon
  jam.  Weapons used in the fully automatic mode cannot be used for
  aimed fire.

  Autofire Recoil.  Because of the recoil of multiple fired rounds,
  accuracy is an  issue.  Use a - DM on all autofire attacks equal to
  the range number of the target.  Due to this recoil, autofire
  cannot be aimed.

 7.  Attack Routine--Suppression Fire.  Sometimes a character may want
 to use automatic fire to interdict movement through a particular area:  a
  doorway, the mouth of an alley, the area between burned out
  vehicles, etc.  Suppression fire is a combination of the autofire
  and held action rules and can only be accomplished with 	 fully
  automatic weapons.  

  Basically, a character can designate a target area to conduct
  suppression fire against.  If anybody moves through that area, an
  immediate autofire attack can be attempted against them.  Use
  double the range number as a DM, but only throw one 	 attack no
  matter the burst size.  If a hit is achieved, normal (not double)
  damage is done.  Characters conduction suppression fire are
  allowed these immediate attacks as long as there is a target in
  their suppression target area (meaning that a character could get
  multiple actions in a round).  If more than one target moves through
  the area, standard group hits apply.

 8.  Attack Routine--Rapid Fire.  A character may wish to fire a
 continuos stream of  shots instead of controlled bursts.  If this is the case, 
increase the difficulty of the hit by one level but allow the character to
  designate three primary targets near each other.  The targets
  don't need to be adjacent, but they all must fall within the same 	
  45 degree arc.  Rapid fire may be used with single shot weapons, but
  when combined with fully automatic weapons, rapid fire allows
  characters to thoroughly spray an area with fire.

  Characters can use rapid fire for up to three pulls of the trigger,
  but the weapon must have enough ammo (single shot, burst) to fire
  these three times.  If this is not the case, then two targets can
  be attacked with rapid fire.  Also, rapid fire may be used against
  a single target.  Generally, rapid fire is not effective (and not
  allowed) at targets at greater than medium range.  Targets other
  than the first incur a -2 DM to the attack throw.  Characters
  using rapid fire also gain benefits associated with each attack
  throw--group hits and addition throws for autofire.  Think of rapid
  fire as a means for characters to perform multiple attacks in one
  round.

  Note that a character is limited to the number of targets he can
  attack in the same combat round based on his Dex.  See the
  changing targets rule below.

 9.  Attack Routine--Shotguns.  Shotguns are handled just like snapfire
 except that they also use the group hit rule.  Unlike most group hits, attacks
  with shotguns under this rule allows attackers three extra attacks. 
  Targets must be human sized or smaller, within range, and grouped
  closely together. 

  Shotguns receive a +2 DM when firing at flying targets.

 10.  Attack Routine--Thrown Weapons.  How far and how hard it is to
 hit a target with a thrown weapon is determined by a character's throw range.  
The skill used for throwing objects is Throwing.

  Throw Range.  Objects of 1 kg or less can be thrown horizontally a
  number of meters equal to Str x 5.  Throwing upward, this range is
  reduced to a number of meters equal to the character's Str rating.
   Heavier objects can be thrown for shorter ranges.  For objects
  weighing up to the character's Str in kg, halve the normal range. 
  For objects weighing up to double the Str rating, divide the normal
  range by 10.  Characters cannot throw objects heavier than their
  Str rating in kg.

  Thrown Weapon To Hit Table.  To find the to hit difficulty for
  thrown weapons, figure the distance to the target, make sure it
  does not exceed the character's throw range, and cross reference
  with the table below.

  Throw Range	Difficulty.
  0-3 m		Difficult
  4-15 m		Formidable
  16-45 m		Staggering
  46-150 m		Impossible

 11.  Attack Routine--Indirect Fire.  Indirect fire requires the use of
 a spotter or some kind of spotting device that is within sight of the target 
and can report firing corrections.  Acting as a spotter involves the use
  of the Forward Observer skill.  Indirect fire usually requires the
  use of the Heavy Weapons or Artillery skill.  

  To hit with indirect fire:  Difficult test of appropriate skill.

  Use the range number of the target as a penalty DM to this throw. 
  Because the 	 indirect fire procedure requires the use of two
  people--the weapon operator and the spotter--use the lower of the
  two skills (but the weapon operator's attribute) when making the
  to hit roll.  The best spotter in existence is helpless if the firer
  is inept, and the best of firers cannot hit a thing without
  accurate instructions from his spotter.

 12.  Attack Routine--Bow Combat.  Bow combat is conducted using the
 normal direct fire rules listed here, but generally, bows cannot hit targets
  beyond long range.

 13.  Group Hits.  Because of the spread of fully automatic fire (or
 other weapons that can attack more than one target), characters adjacent to 
targets of automatic fire are attacked as well.  After the attack is made on
  the primary target, roll to hit throws against targets within 1.5
  meters of the primary target.  (This area is called the weapon's
  danger space--some weapons have wider danger spaces.)  Use double
  the range DM on this attack, only roll one attack per additional
  target, and don't double the damage dice if a spectacular hit is
  achieved.  No more than two additional targets (this is with a 4-5
  round burst) can be attacked in this manner--choose the two
  closest the primary target (if a hit was achieved on the primary
  target, otherwise, roll randomly for all targets within range). 
  Weapons firing 10 rounds in a burst or greater are allowed attacks
  at four adjacent targets.

 14.  HE Rounds.  After normal hits are resolved, including group hits
 from automatic fire, blast effects may cause damage to individual targets 
adjacent to the primary target.  Roll a second time for group hits, but
  apply half damage.  These extra targets must be adjacent to the
  target character to be attacked.  Adjacent characters are those in
  the same 1.5 meter square as the target.

 15.  Flechettes.  All flechette rounds, fired at targets at long and
 very long range, use the shotgun rule for group hits.

 16.  High Energy Weapons.  All PGMPs and FGMPs, fired at targets at
 very long range, use the shotgun rule for group hits.  The danger space for most
  PGMPs and FGMPs is 4.5 meters.

 17.  Accessories.  There are a multitude of accessories that can aid
 ranged fire.  The most common are listed here.  

  Telescopic and electronic sights provide a +4 DM to hit at long and
  very long ranges.  Pistol shoulder stocks provide a -1 DM to hit at
  contact range but provide a +1 DM at very short, short, medium, and
  long range.  Rifle folding stocks use a -1 DM at very short,
  short, medium, long, and very long ranges.

 18.  Cover and Concealment.  An individual who is completely under
 cover cannot be attacked.  An individual who is in complete concealment 
cannot be attacked unless the firer has some reason to fire into that area
  (and the below DMs are used).  Use a -4 DM on attacks against target
  under partial cover.  Use a -1 DM against targets who are
  concealed.

  If a character, who is under partial cover, is hit by an attack,
  roll on the critical hit chart to determine location.  If the shot
  hit a location that cannot be hit because of cover, then the shot
  is a miss.

 19.  Darkness and Night.  Poor lighting conditions may restrict the
 ability of an individual to see and attack.  Attacks at targets greater than Short
  range suffer a -9 DM on the attack throw.  Vision is also
  restricted to Short range.  Partial darkness 	 (weak light sources
  like moonlight, distant illumination, etc.) allows visibility up to
   Medium range, and ranged attacks at greater than Medium suffer the
  -9 DM.  Electronic sights or nightfinder equipment may be used to
  eliminate these DMs and improve visual range.

  There is an improved version of these rules listed in the AHL notes.

 20.  Size.  Targets that are basketball sized or smaller are
 considered small--use a -3 DM against these targets.  Targets that are the size of a ground car or
  larger are considered large--allow a +3 DM to hit these targets.

 21.  Firing into hand to hand combat.  It's dangerous to fire into a
 situation where a friend is in contact range with your target.  Use a -3 DM on 
the to hit roll, and if the attack fails, choose a random person within
  contact range and roll an attack against him.  This new target may
  be friend or foe.

 22.  Drawing.  Drawing a weapon is an action, but the referee may let
 a character quick draw--meaning draw and fire in the same round. 

  To perform a quick draw:  Average test of appropriate weapon skill.

  If this is successful, apply a -3 DM to the drawing character's
  initiative throw.  Characters who also draw and fire at their next
  available opportunity use a -3 DM to hit.

  A special case occurs when two or more people draw against one
  another.  Use an opposed roll of the weapon skill to determine who
  goes first.

 23.  Reloading.  Reloading a weapon when its magazine is empty is an
 action and requires, normally, one combat round to complete.  Six seconds is
  still a short period of time to disengage an old magazine, locate
  and pull a new one, and replace the  spent mag in the
  weapon--especially if one is not well versed in the operation of his
  weapon.  To simulate this, the ref may require a check to replace
  the mag in one round.  If the check fails, it can be tried each
  round until the check is successful.

  To reload a weapon:  Average test of appropriate weapon skill.

  Revolvers do not take magazines, and therefore take more time.  The
  minimum time to reload a revolver is two actions.  If need be, half
  the weapon's ammo can be 	 reloaded in one action i.e. 3 bullets for
  a 6 round revolver could be reloaded in one combat round. 
  Revolvers assume 6 round cylinders.  If a weapon takes more  ammo,
  say 8 rounds, then use the individual ammo rule to see how long it
  takes.  Speed loaders allow revolvers to be reloaded in one action.

  Individual rounds, like loading a revolver or a shot gun, can be
  reloaded one bullet at a time.  Up to 3 bullets can be reloaded per
  action.

  Lasers do not use cartridges--they have power packs instead. 
  Replacing a spent power pack is treated like changing a magazine
  if another power pack is carried and readily available.  More
  likely, changing the power pack for a laser or other energy weapon
  will require 4 actions--one for each of these steps:  disconnect the
  power cable from the weapon, take off the power pack, put on the
  new power pack, and connect the cable to the weapon.

  Belt type magazines, as used in heavy machine guns, usually contain
  50 to 100 bullets, and these belts can be replaced in two
  reloading actions.  If the weapon has a two man crew, usually a
  gunner and a loader, then each operator can work together to get
  the weapon reloaded in one action.

  Cassette type magazines, those used in large self contained feed
  systems on vehicles and such, require 5 reloading actions to
  reload.  Thus, one person could reload them in 5 rounds, but 5
  people, given sufficient space with which to work, could reload
  the weapon in only 1 combat round.

  All of these loading times are minimum times and assume that a fresh
  magazine is at hand to reload the weapon.

 24.  Special Rule--Hand Grenades.  This rule modifies the hand grenade
 rule listed on pg. 59 of T4.  Roll a normal to hit throw as described in the 
thrown weapon rules, and a successful hit means that the grenade landed
  with the target in the primary burst radius.  A miss indicates
  that the scatter rules must be used--see below.  A spectacular
  success means that the grenade actually landed on the target when it
  exploded--apply double damage.  

  Concussion.
  Grenades have two values listed in their damage columns.  One
  designates the concussive force of the grenade indicated with a
  "C".  The number beside this indicates how many damage dice the
  grenade does due to concussion.  The second listing is a number
  with a "B".  This is the grenade's primary burst radius in meters. 
   Targets within this burst radius will be hit by fragments--how
  many depends (see below).

  Targets at greater range than the primary burst radius, up to twice
  the primary burst radius, are in the weapon's secondary burst
  radius.  Targets in this secondary burst radius will take less
  damage than those in the primary burst radius.  These ranges 	
  continue until no more damage can be applied to targets, but the
  damage rating of the grenade is reduced at each burst radius. 
  When the damage of the grenade drops below 1, the grenade cannot
  inflict any more damage.  Use the chart below to determine the
  damage a grenade does due to concussive force.  When applying 	
  concussion damage use the second column on the critical hit chart to
  determine location.

  Concussive Damage for grenades.

     Indoor or Enclosed Areas	Outdoor or Open Areas
  Burst Radius		Full damage		Full damage
  2 x Burst Radius	1/2 damage		1/4 damage
  3 x Burst Radius	1/4 damage		1/8 damage
  4 x Burst Radius	1/8 damage		1/16 damage

  Fragmentation.
  Characters in the burst radius will also be hit with fragments
  (given that the grenade is designed to throw fragments).  Roll on
  one of the charts below to see how many 	 fragments hit targets
  based on which burst radius they are in.  Each fragment in the 	
  primary burst radius will do 2 D6 damage.  Each fragment in the
  secondary (or  beyond) burst radius will do 1 D6 of damage.

  PRIMARY BURST RADIUS	SECONDARY BURST RADIUS

  D6	Shrapnel		D6	Shrapnel	
  1-2	No fragments		1-3	No fragments
  3-4	1 fragment		4-5	1 fragment
  5-6	1 D6 fragments	6	1 D6 fragments

  Deviation.
  If the to hit throw fails, the grenade will deviate.  Use one of the
  two charts below depending on which way the character was
  throwing.  Roll two dice.  The result will indicate which
  direction the grenade scatters before it explodes.  The center
  square indicates the target square.  ^ or \ indicates the
  direction of the throw (pointing towards the 7).  Distance is
  calculated by rolling 2 D6 and halving the result.

  SCATTER DIAGRAM		DIAGONAL SCATTER DIAGRAM

  6	7	8	7	8	9

  5	^	9	4	\	4,12
  2,10	3,11	4,12	5	2,11	3,10

  Other Notes for Grenades.
  	1.  The 3 D6 maximum damage rule does not apply to grenades.
 	2.  Handle fragmentation attacks just like slug throwers--armor 
	can block the frags. 
	3.  Concussion effects ignore armor. 
	4.  The concussive damage of a grenade can be ignored based on 
	the situation i.e. in a vacuum.
  	5.  There may be some protection from partial cover such as 
	crouching behind a vehicle or hunkering down in a foxhole.  
	The GM makes the final decision, but partial cover could afford 
	half damage from concussion.  For instance, this would be 
	the case if a character was lying prone in a foxhole.  Partial cover 
	may effect fragmentation damage as well.
  	6.  Characters in small, tight enclosures such as armored 
	vehicles, small concrete rooms, or narrow trenches suffer 
	automatic double concussion damage.

 25.  Pistol Recoil.  If a pistol is steadied by using both hands to
 brace the shot, pistol recoil is more easily controlled, and the weapon is 
more accurate.  One action must be used steadying the pistol, but the firing
  character receives a +1 DM to hit if he does so.  This can be
  combined with the aim or snipe actions simultaneously.

 26.  Two Weapons.  A character can use two weapons, like two pistols,
 if it is physically possible to do so, but generally only one weapon can be fired at a
  time with any accuracy.  Characters are considered to be using two
  weapons if they use more than one weapon in the same 6 second combat
  round.  Otherwise, characters are only carrying two weapons, and
  they can use one weapon for a full round then use the other weapon
  for a full round without penalty.  Check the below chart for to hit
  target number modifiers.  

  Character is		Left hand DM	Right hand DM.
  Right Handed	      -4		       -2
  Left Handed		       -2		       -4
  Ambidextrous	       -3		       -3

 27.  Changing Targets.  Through the use of the multiple action rule or
 some other method, characters may attack more than once in a combat round.  A
  maximum of 3 targets can be attacked during a round.  There are DMs
  applied to the to hit throw 	 based on the character's Dex.  Check
  the chart below for DMs and the number of targets a character can
  attack in a single round. 

  Dex	Max # of Targets     1st Tgt DM     2nd Tgt DM     3rd Tgt DM.
  0-4	1		 0            NA	                   NA
  5-9	2		 0              -1	                    NA
  10+	3		 0              -1	                    -2


(More rules on wounds, medical treatment, and misc. to follow-KB)

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

Date: Sat, 30 Nov 1996 17:56:08 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules (section 4:  HTH combat)

Here's the rules on melee combat for my game.  I plan to add to these 
basic rules at a latter point to add specific attack routines like 
strangles and kicks and have skews to the hit location chart based on 
which attack routine is being used.  This won't be done until my 
players are comfortable with this new system.

Kenneth.



IV.  HAND TO HAND COMBAT.
 1.  Procedure.  Generally, hand to hand and melee combat will be
 handled as indicated in these steps although some of the alternative attack 
routines may alter this procedure.

  	1.  Determine to hit number and difficulty level based on skill,
  	ability, and attack routine.
  	2.  Apply DMs for Fatigue, Weakened Blows, Defender's Skill, 
	and any other DMs. 
	3.  Roll on Hit Location Chart;  Check location for
  	armor. 
	4.  Decrease damage dice for any armor used by defender. 
	5.  Roll and apply damage;  Check Hit Location Chart for 
	additional damage. 
	6.  Calculate Fatigue.

 2.  Range.  In order to conduct hand to hand combat, an attacker must
 be within contact range with his opponent.

 3.  Short range melee weapons vs. long range melee weapons.  If a
 character with a dagger (a short range melee weapon) is fighting an opponent 
with a spear (a long range melee weapon), the character with the short
range weapon may not attack on the first round.  He may defend
though.  Note that this only happens on the first round of a
  combat.

 4.  Weapon Length.  Any weapon over 3000 mm is very clumsy and cannot
 be used against an individual at contact range after its first such use. 
  Any weapon of greater than 1500 mm requires care in use because of
  the size of doorways and hatches.

  In AHL Tactical Combat System, any individual carrying such a weapon
  must expend one additional AP when passing through a doorway,
  hatch, or iris valve.

 5.  Weakened Blows.  Characters can conserve energy in a hand to hand
 fight by using weakened blows.  Weakened blows do not count against a
  character's End pool, but a negative DM is applied on the attack
  throw.  Different weapons have different DM, depending on how hard
  they are to control.  These weakened blow DMs can be found, by
  weapon type, in the Weakened Blow Chart below.

  Weapon	Weak Blow	
 Hands	-2
 Club	-1
 Dagger	-2
 Short Blade	-2
 Foil	-2
 Cutlass	-4
 Sword	-3
 Broadsword	-4
 Bayonet	-2
 Spear	-3
 Halberd	-3
 Pike	-3
 Cudgel	-1


 6.  Special Rule--Special Strikes.  Situations where Str and End wound
 not be a factor, like attacks against an unconscious target, do not normally
  need a task roll and do not count against a character's End pool.

 7.  Improvised Weapons.  Weapons like a broken chair leg or broken
 bottle can be used to make an armed strike.  Any weapon like this should be 
given a negative DM to hit to reflect the fact that they are more
  clumsy.  A broken bottle, for instance, used as a knife, should
  use the Blade Combat (or similar skill) skill with a target 	 number
  DM of -1 or -2.

 8.  Armor.  The reduction of damage due to armor is described in the
 ranged combat section, but a note is made here about damage done to attackers 
who hit armor with their hands and other body parts.  Since slamming
  your fist against something hard does damage, apply 1 point of
  damage to an attacker for each hit he makes against rigid armor.

 9.  Pure Defense.  A character can concentrate on countering his
 opponents attacks rather than making any attacks of his own.  Attacking 
exposes one to a counter  attack, and this rule allows a defender to focus all of
  his energy on defending himself.  

  In such as case, the attacker and defender make opposed rolls
  against each other (see pg. 50 of T4) with the appropriate skills
  i.e. Brawling vs. Brawling, Blade Combat vs. Blade Combat, etc. 
  The defender must have a weapon to defend himself with if
  defending against an opponent with a weapon.  Neither character uses
  the other's skill rating as a negative DM in this case.  If the
  attacker wins, the attack is automatically successful.  If the
  defender wins, the attack is blocked and fails.

 10.  Attack Routine--Unarmed Strikes.  This is melee combat using your
 fist, foot, head, etc.  Damage is normally 1 D6.  Defenders can use their
  Brawling skill as a negative DM to the attack throw.

  To Hit at unarmed hand to hand combat:  Average test of Brawling.

 11.  Attack Routine--Armed Strikes.  This is melee combat with blades,
 clubs, swords, spears, chair legs or other makeshift weapons, etc.  
The appropriate skill for the weapon should be used i.e. Blade Combat, Fencing,
  Melee Combat, Dagger, etc.  The damage done is determined by the
  weapon.  Only defenders with weapons (to block with) can use their
  skill levels (with that weapon) as a negative DM to the attackers
  to hit throw.

  To attempt an armed strike:  Average test of appropriate skill.

 12.  Special Rule--Fencing.  Fencers use the same rules as listed
 above for armed strikes except they receive a special bonus.  If an armed 
strike against a fencer fails, the fencer is allowed a free, additional,
  and immediate attack in the same combat round even though it is
  not his turn to act.  This "return fencer's attack" is in addition 	
  to his normal action for the combat round.  Two fencers fencing each
  other could use this rule to make multiple attacks in the same
  combat round given that misses are made.  This rule can only be
  used following an unsuccessful armed attack.

 13.  Attack Routine--Grappling.  This is an attempt to pin and hold a
 target.  The  attacker may choose to cause injury with the grapple, in 
which case the pinned character takes 1 point of damage to his End each round
  until he falls unconscious or breaks free.  To break free from a
  grapple, the defender must roll an opposed Brawling test (see pg.
  50 of T4 for opposed tasks) against the attacker.  If the victim 	
  fails, he remains pinned in the grapple.  If he ties or wins, he can
  either break the grapple or grapple the attacker in return. 
  Brawling or Athletics skill can be used as a negative DM on any
  grappling attacks.

  To grapple someone:  Difficult test of Brawling.

 14.  Attack Routine--Tackling.  This is an attempt to tackle somebody
 to the ground.  The target's Brawling or Athletics skill can be used as a 
negative DM to the attack throw.  If successful, the target takes 1 D6 of
  damage, and the attacker takes 1 point of damage.  Armor does not
  stop any of this damage, and both characters end the round prone. 
  If the tackle is not successful, the defender remains unaffected,
  but the attacker still takes 1 point of damage and ends the round
  prone adjacent to his target.

  To tackle someone:  Difficult test of Brawling.

 15.  Military Rifle Skill.  Individuals with military backgrounds are
 trained to use rifles not only as ranged weapons but as melee weapons as well.  
This rule allows such individuals to use specific rifle skills (determined
  by the GM) as skill in melee combat (either with a bayonet or as a
  striking weapon).  For these weapons, use a  skill of one level
  lower when deciding melee attacks.


(Other rules to follow including ranged combat, wounds, medical 
treatment, and misc.--KB)

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

Date: Sat, 30 Nov 1996 13:56:31 -0500
From: Rick Baumhauer <sennafan@rust.net>
Subject: Repeated "gone south" message

Since I get the digest version of the list, this will probably not be
the first reply to this topic, but here goes!

For those of us that get the digest, rather than direct-mail, version of
the list, it's obviuos why this "gone south on holiday" message keeps
popping up.  We get the message once in each digest, and for good
reason:  Alan has obviously set his mail system up to auto-reply with
that message when it receives new mail.  Since Alan gets the digest, it
auto-replies to the list whenever a new digest is received.

I was surprised that nobody mentioned it earlier, honestly, because it
took me 3 or 4 digests to understand what was happening.

Rick
- -- 
"If they think you're crude, go technical; 
if they think you're technical, go crude.  
I'm a very technical boy.  
So I decided to get as crude as possible."
					             
		William Gibson, "Johnny Mnemonic", 1981

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

Date: Sat, 30 Nov 1996 14:09:22 -0500
From: Ross Coburn <ross@odyssee.net>
Subject: Re: Traveller-digest V1996 #706

>Alan Pursell wrote:
>>
>> Hey there,
>>
>> gone south to get some sun and recover from the snow that just keeps on
>> coming... back next tuesday.
>>
>> see ya...
>>
>> alan j
>
>I have seen this message at least 8 times now. Any particular reason,
>other than gloating?

Yes, the dumb SOB set his mailer to autoreply, so every time he gets a
digest it sends this message.

(BTW, I can call him a dumb SOB because he happens to be a friend of mine,
and I'm terribly jealous of his current warmth.)

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

Date: Sat, 30 Nov 1996 14:09:22 -0500
From: Ross Coburn <ross@odyssee.net>
Subject: Re: Traveller-digest V1996 #706

>Alan Pursell wrote:
>>
>> Hey there,
>>
>> gone south to get some sun and recover from the snow that just keeps on
>> coming... back next tuesday.
>>
>> see ya...
>>
>> alan j
>
>I have seen this message at least 8 times now. Any particular reason,
>other than gloating?

Yes, the dumb SOB set his mailer to autoreply, so every time he gets a
digest it sends this message.

(BTW, I can call him a dumb SOB because he happens to be a friend of mine,
and I'm terribly jealous of his current warmth.)

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

End of Traveller-digest V1996 #707
**********************************

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