Traveller-digest      Monday, December 2 1996      Volume 1996 : Number 710



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

The following topics are covered in this digest:

Children of Earth Adventure Writing Contest
Re: Campaign Idea: Hivers as...
Re: Traveller-digest V1996 #709
Grandchildren
Re: Traveller-digest V1996 #709
Re: Lonnng campaign
Re: Prisons+law and order
Re: MILIEU 0 vs. TNE
Re: Prisons+law and order
Re: Dark Star #2 - Now Available!=20
Re: [T96#705] Stuff & K'kree recipes
Re: Dark Star #2 - Now Available!=20
Re: I just went through QSDS for the first time and I have Questions.
re:using non hivers to do your dirty work
[none]
[none]
RE: Rebellion
Re: Grandchildren
Chirpers as food...
"Baywatch" Class Silicone Tank
Real Space Drives
Ken's T4 House Rules (section 6:  Wounds)

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

Date: Sun, 1 Dec 1996 14:06:20 -0500
From: HDHale@aol.com
Subject: Children of Earth Adventure Writing Contest

   OK folks, here at last are the guidelines for the "Children of Earth: =
The
Solomani Rim In the New Era" Adventure Writing Contest:

1) Submissions should be at least 2,000 words, but no more than 8,000 wor=
ds
in length.  Ideally you should shoot for about 4,000 or so.  Illustration=
s
and diagrams to accompany your submission are encouraged.  Please include=
 a
word count on your submission--it will make life easier for Kevin--also
include your full name, snail mail address, and e-mail address--it will m=
ake
life easier for everybody.

2) Adventures must be based on the Children of Earth material presented i=
n
Traveller Chronicle #10, Traveller Chronicle #11, subsequent additions po=
sted
to TML and HIWG-List, and any correspondence you have had with Harold D. =
Hale
(yours truly).  While I am not looking for varient material, if it is goo=
d
enough, it will be given due consideration for publication.  Yours truly =
is
the final judge as to what constitutes canon material and what constitute=
s a
good varient.  If you have questions about some aspect of the Children of
Earth setting not covered in TTC #10, etc. I will be happy to answer
questions via e-mail at hdhale@aol.com.

3) Your adventure may be based in the game mechanics set that you prefer:
 classic Traveller, MegaTraveller, Traveller: The New Era, or Marc Miller=
's
Traveller.  Sorry, no GURPS and no home rule varients (except the general=
ly
accepted laser power limit in TNE).  Please identify the rules set you us=
ed
in creating your adventure on your submission.  If your adventure is gene=
ric
enough that it can be used with any rules set (and this is encouraged),
please indicate that as well.

4) Adventures and accompanying material should be e-mailed to ***me*** (n=
ot
Kevin) at hdhale@aol.com no later than January 31st, 1996.  Sorry, that d=
ate
is etched with diamond coated cutting tool in reinforced titianium alloy,=
 and
is laminated with a transparent depleted uranium armor shell.  If you sen=
d
your submission in a funky format that I cannot read, I'll e-mail you for=
 a
resend.  If I still cannot read it, it is the responsibility of the autho=
r to
put it in a format I can use.

5) All other rules about submitting adventures for publication to Sword o=
f
the Knight Publications apply.  See Sword of the Knight's Web page or con=
tact
Kevin Knight at swrdknght@aol.com for details.

*Prizes*

1) All adventures deemed worthy for publication will be included in a fut=
ure
edition of Traveller Chronicle.  Those that have adventures published wil=
l
receive two free copies of the issue their adventure appears in.

2) There will also be additional prizes awarded for particularly notewort=
hy
adventures in various categories.  These categories include:  Best Overal=
l
Adventure, Funniest Adventure, Most Dangerous Adventure (the one that pla=
ces
the PCs in the most danger), Best Graphical Supplements (including pictur=
es,
maps, etc.), and the Canon Award for the adventure that best captures the
spirit of The Children of Earth.  All winners in the above categories wil=
l
receive a copy of Marc Miller's Traveller (if you already have a copy and
don't want another one, a substitute prize of a one year
subscription/subscription extension to Traveller Chronicle can be arrange=
d).
 The winner in the Best Overall Adventure category will also receive an
additional prize of either US$ 25 or a gift certificate of identical valu=
e
good toward the purchase of Traveller stuff from Kevin Knight.

3) I will assemble a panel of judges (which will include yours truly) whi=
ch
will evaluate each entry and choose a winner in each category.  All prize=
s
will be awarded and the decision of the judges is final.  So there.

Regards,

Harold

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

Date: Sun, 1 Dec 1996 11:37:54 -0800 (PST)
From: "John R. Snead" <jsnead@netcom.com>
Subject: Re: Campaign Idea: Hivers as...

"Neil Simpson" <zedron@hotmail.com> wrote:

>I can only really see one problem with this...Your mission should you=20
>choose to accept it..........of course the sept will deny all knowledge=20
>of you or your mission when you get caught because you look nothing like=
 any=20
>other lifeform on the planet.                                          N=
eil

Not if you have the team made up of Humans and Vargr.  With high-tech
disguise and plastic surgery it should be possible to disguise members of
almost any branch of humaniti as members of almost any other branch of
humaniti.  Fur dye and similar surgery and disguise should work on Vargr.=
=20

Any aliens on the team would be in-the-background surveillance-n-tech
types.  Heck, as long as the inhabitants of the planet are humanoid
high-tech disguise should allow some pretty fancy stuff.  TL 8 allows us
to do believable disguises for things as alien as B-5 Narn.  TL 13+ shoul=
d
allow lots more.  This won't pass medical exams or *really* close
inspection, but it would likely do OK for walking down the street,
especially at night.=20


- -John Snead jsnead@netcom.com
 =20

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

Date: Sun, 1 Dec 1996 15:04:08 -0500
From: 34zbtxq@cmuvm.csv.cmich.edu (Susan M. Shock)
Subject: Re: Traveller-digest V1996 #709

>their flesh on TURKEY DAY! <GRIN> BTW the Turkey's are convinced it's go=
t to be
>some kind of curse on them, especially since they started Floridating wa=
ter! ;)


I'm confused. How do you Floridate water? Put a sundress on it and have i=
t
go sit on the beach? Buy it a beer and let it sit in the stands and watch=
 a
Spring Training baseball game? Take it to Disney World? Feed it an orange=
?  :)
                                        Allen

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

Date: 01 Dec 96 15:01:01 EST
From: Hugh Foster <100326.446@CompuServe.COM>
Subject: Grandchildren

>> So what would happen if you had one or two of Grandfather's Great
Grandchildren suddenly wake up? Having been stumbled across OC by a group=
 of
Player Characters. ;) They'd be looking to avenge their murdered parents =
and
they'd have Grandfather's level of mentation, psionic powers and the like.
<GRIN> You know this has possibilities! <<

Wow! I never thought of that one! You're right, there are distinct possib=
ilities
in this one. What on earth would a Grandchild make of the modern galaxy?!=
 "It's
got to go" perhaps?

[------------------------------oOo-----------------------------] | Hugh F=
oster
100326,446       | | Learn young about hard work and manners--and you'll =
be
| | through the whole dirty mess and nicely dead again before    | | you =
know
it.                                                 |
[------------------------------oOo-----------------------------]

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

Date: 01 Dec 1996 19:45:10 GMT
From: ajpursell@babylon.montreal.qc.ca (Alan Pursell)
Subject: Re: Traveller-digest V1996 #709

Hey there,

gone south to get some sun and recover from the snow that just keeps on
coming... back next tuesday.=20

see ya...

alan j

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

Date: Sun, 1 Dec 1996 19:56:41 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Re: Lonnng campaign

On 30 Nov 96 at 16:56, Hugh Foster wrote:

>=20
>=20
> >> Someday, I'm going to start a campaign in 1104 and take all the way =
through
> the 5th Frontier War.  Set in my favorite subsector (Lunion), I'll play=
 up  the
> whole hightening of tensions, border incidents, and have the PC's Far  =
Trader a
> little to close to the Sword Worlds border when the hostilities  start.=
.. <<
>=20
> We did dat! Started in 1106 and we're now up to 1117. Good times...
>=20

I'm doing that now.  We're in 1105, and I plan to play all of the GDW=20
adventures through to Hard Times.

Kenneth.

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

Date: Sun, 01 Dec 96 15:13:32 -0500
From: eris@pen.net (Eris Reddoch)
Subject: Re: Prisons+law and order

On 12/01/96 at 10:36 AM,  anders.backman@macademic.se (Anders Backman)
said:

>And if prisons are not meant to punish people...

Where did you get that idea?  Prisons *are* meant to punish
people...among other things.  Liberal societies may not acknowledge it, b=
ut
that doesn't stop it from being so.

>...but rather to keep them from comitting crimes and/or making them
>get out of touch with the criminal world why not freeze them?

Why not kill them?  That would "keep them from committing crimes", etc,
much more cheaply and effectively.  <joking>

Liberal societies *desire* that Prisoners be "rehabilitated" during their
incarceration.  They don't just want them frozen away for a time and
released back into society with the same problems that lead them to crime
in the first place.  They want the Prisoners to *change* in prison, to
become a well adjusted and productive individuals...

...and secretly they want to *punish* the SOB's!=20

I'm not saying Prisons do a good job at rehabilitating inmates. Actually,=
 I
think most of them do more harm than good.  I'm afraid that a minor
villain, once run through most prison systems, will come out a *major*
villain.

>I think there are some short stories about law and crime by Djingis
>Pournelle or whatever he's called ;) in a collection called "High
>Justice"

Jerry Pournelle, short for Gerald.  Where in the world did you get Djingi=
s?=20
<g>

Eris

ps.  Venor Vingh has criminals being put into status bubbles for long
periods, 100+ years, as punishment for their crimes.  The punishment is
that they return to the world with everything, and everyone, they knew
gone.  I didn't buy it, it might work for a few people, but sociopaths
wouldn't care.

- --=20
- -----------------------------------------------------------
eris@pen.net (Eris Reddoch)    using MR/2 ICE #245
- -----------------------------------------------------------

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

Date: Sat, 30 Nov 1996 12:53:18 -0500
From: "Peter L. Berghold" <peterb@superlink.net>
Subject: Re: MILIEU 0 vs. TNE

Jo Grant/DUB/Lotus wrote:
> till
> you see CMMs (Commercially Motivated Merchants). It is positively
> commercially advantageous to have Technolocially Elevated Dictators for=
 a

For some good source material for this kind of campaign one only has to
look to the book "TaiPan" by James Clavell.   Good yarn and lots of
material for a Traveller campaign...

- --=20
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% Peter L. Berghold -- Unix Hacker at Large                          %%
%% TCG -- MIS Department       PHONE: (908) 392-2722                  %%
%% berghold@tcg.com  (work Email)    peterb@superlink.net (play Email)%%
%% "Those who fail to learn from history are condemned to repeat it"  %%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

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

Date: Sun, 1 Dec 1996 17:05:01 -0500
From: fenris@solon.com (Derek Dees)
Subject: Re: Prisons+law and order

Mark,

Here's one for you: Place the offenders into a cyrogenic sleep while pipi=
ng
"re-education" directly into his brain. Then after training him out of hi=
s
anti-social tendencies, educate him into a socially responsible method of
making a living (other wise known as the Demolition Man method).

In Mona Lisa Overdrive, one of the characters had been busted for
pickpocketing. He was conditioned so that anytime he saw a trigger (a pie=
ce
of any of D.C.'s scenery) he had a violent reaction and a condition IIRC
was referred to as brain lock. D.C. essentially exported their problem.

Other than that, straight confinement, an eye for an eye type punishment,
lopping off limbs for crimes (e.g. a hand for pickpocketing or a head for
the second offense), or sell them into slavery.

Lots of thoughts. Humph, I gues I should have said "Here's 6 for you".



Derek

fenris@solon.com
http://www.solon.com/~fenris


And we are here as on a darkling plain
Swept with confused alarms of struggle and flight,
Where ignorant armies clash by night.
                        M. Arnold "Dover Beach"

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

Date: Mon, 02 Dec 96 09:15:03 +1000
From: Pauli <Paul.Dale@jcu.edu.au>
Subject: Re: Dark Star #2 - Now Available!=20

hi again.

>Yep, just finished Dark Star #2 - 24 pages this time - today. It'll be
>completely run off tomorrow - far sooner than anyone is likely to get an=
y
>money to me :-)

What is Dark Star #2 going to cost for somebody inside Aus??
(postcode 4811 to help out with postage costs etc).




Pauli
- --=20
Paul Dale                       | Paul.Dale@jcu.edu.au
Computer Centre                 | +61 77 814 551
James Cook University           |
Australia, 4811                 | Did you know that there are 42 two lett=
er
                                |     words containing the letter 'a'?

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

Date: Sun, 01 Dec 96 18:15:00 -0500
From: jeff.zeitlin@execnet.com (JEFF ZEITLIN)
Subject: Re: [T96#705] Stuff & K'kree recipes

T::>But not now. You are all hearby declared g'naak, and you can expect a=
 visit
 ::>from the kirunika!rra (pest control) any day now.

T::>Have a nice day

Ktoon', a word of advice - the only thing worse for any creature
than getting between a mother human and her colts, is to get
between _any_ human and his or her dinner.  Even if it _is_
meat.

Certain humans, called "politicians" are even better at
manipulating others than Hivers are.  And you know what happened
when you last went up against the Hivers...

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
Jeff Zeitlin                                      jeff.zeitlin@execnet.co=
m
- ---
 =FE OLXWin 1.00b =FE pneumonoultramicroscopicsilicovolcanoconiosis

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

Date: Mon, 02 Dec 96 09:22:42 +1000
From: Pauli <Paul.Dale@jcu.edu.au>
Subject: Re: Dark Star #2 - Now Available!=20

hi

Oops, sorry for my previous mis-posted message.

I'll just go away and kill myself for the treason of it all.


Pauli

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

Date: Sun, 1 Dec 1996 18:40:47 -0500 (EST)
From: matth@homer.njit.edu (Matthew Harelick)
Subject: Re: I just went through QSDS for the first time and I have Quest=
ions.

>=20
>=20
> Matthew Harelick wrote:
>=20
> >2. Standard Hulls. I noticed that QSDS creates a bunch of standard hul=
ls which
> >have each place structural limits on the number of G's that the ship
> >can pull. For example a Far Trader is built with a Box S hull with=20
> >a maximum acceleration of 1 G.=20
> >
> >Has anyone created any rules to allow players to modify the hull to=20
> >increase its structural integrity.=20
>=20
> After running one of our products at work through testing to meet the G=
eneral=20
> Motors environmental requirements, I find that the max acceleration rat=
ing of
> a Traveller hull to be unrealistic.
>=20
> Our product, a networked electronic engine controller, must continue to=
 work
> properly after being subjected to 40G's (in a big shaker) for over an h=
our.  I=20
> realize that a car doesn't ussually see these kind of forces except dur=
ing a
> collision, but even my Toyota Tercel was mostly intact after being t-bo=
ned by
> a full size pickup at 45mph.  So I guess I'd want to know how much dama=
ge
> a Traveller starship hull would take when it crashes into the ground at=
 say=20
> 100mph?  Is everybody dead?  That's a lot more than 1G.  Or is the dama=
ge=20
> localized in the point of impact area on the ship?
>=20
> Eric F.
>=20
>=20

I have no idea of how the physics of the hulls work. This is also=20
pretty much a new rule, I don't remember it being part of CT or=20
MT.=20



- --=20
Matthew Harelick  matth@homer.njit.edu	http://hertz.njit.edu/~msh9848
Real-Time Computing Lab		       http://rtlab12.njit.edu/welcome.html
New Jersey Institute of Technology     http://www.njit.edu

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

Date: 2 Dec 1996 00:48:39 -0000
From: "Neil Simpson" <zedron@hotmail.com>
Subject: re:using non hivers to do your dirty work

That`s A/cheating and B/not as much fun for the PCs


- ---------------------------------------------------------
Get Your *Web-Based* Free Email at http://www.hotmail.com
- ---------------------------------------------------------

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

Date: Sun, 1 Dec 1996 21:55:20 -0500
From: elric@erie.net (Dave Brown)
Subject: [none]

unsubscribe traveller

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

Date: Sun, 1 Dec 1996 21:55:59 -0500
From: elric@erie.net (Dave Brown)
Subject: [none]

subscribe digest

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

Date: Sun, 1 Dec 1996 22:32:58 -0500
From: HDHale@aol.com
Subject: RE: Rebellion

s.johnson107@genie.com writes:

>    You are forgetting Strephon.
>    Point in fact the reason Strephon gave up was that he=20
>couldn't win and that fighting would prolong the bloodshed=20
>and kill more innocents.  IF Norris comes roaring out of the=20
>Marches though... <GRIN>=20

   Worse case scenario:

   The Aslan occupy most of the Marches, and what they don't occupy the V=
argr
pillage into the Dark Ages. Norris is forced to ask for Zhodani protectio=
n,
which he gets, but it costs him the entire Dominion of Deneb, which is
swallowed bit by bit by Zhodani "liberation" forces.  All this goes on wh=
ile
the bulk of Norris' forces are pissed away fighting through the Vargr try=
ing
to round the horn around Vland in a vain effort to link up with what's le=
ft
of Strephon's forces.  Those that finally do make it are only just enough=
 to
enable Strephon to launch a modest offense, which in the end gains some
ground at Lucan's expense, but accomplishes nothing else of significance.

  The whole balance of forces in the Rebellion era is such that no one
faction can overpower the others, and alliances are formed only at the mo=
st
local of levels.  The exception to this is in the Rim, where there is com=
mon
cause against Solomani, but even there the amount of cooperation between
Daibei, Lucan (the Imperial enclave), and Margaret is limited and no part=
ner
has any qualms about boosting their own strategic position at the expense=
 of
the overall war effort against the Solomani.  The fact that the Solomani =
are
unable to conquer all the territory they lost in the First Rim War and th=
en
drive deep into the Imperium speaks more to their disunity and incompeten=
ce
than to the brave stand taken by those in the Imperial enclave in the
Solomani Rim and elsewhere.

   Norris' forces are just too tied down in the defense of the Dominion o=
f
Deneb to worry about happenings on the other side of the Great Rift.  Whi=
le
Norris hoped that the Imperium survived (which is why he sent the Arrival
Vengence on its mission), he just couldn't spare the ships and manpower
required to do as you suggest.

Regards,

Harold

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

Date: Mon, 2 Dec 1996 09:55:58 +1100 (EST)
From: Steve Lovett <sl@pobox.com>
Subject: Re: Grandchildren

On 1 Dec 1996, Hugh Foster wrote:

> >> So what would happen if you had one or two of Grandfather's Great
> Grandchildren suddenly wake up? Having been stumbled across OC by a gro=
up of
> Player Characters. ;) They'd be looking to avenge their murdered parent=
s and
> they'd have Grandfather's level of mentation, psionic powers and the li=
ke.
> <GRIN> You know this has possibilities! <<
>=20
> Wow! I never thought of that one! You're right, there are distinct poss=
ibilities
> in this one. What on earth would a Grandchild make of the modern galaxy=
?! "It's
> got to go" perhaps?

I would think that he'd be very cautious at first, not wanting another
fight with grandpa before he's ready.  A few possibilities come to mind:

a) Decides to get the hell out of the whole area - not good for anyone
in the way or possible witnesses.  Maybe cons some group into setting up
a long distance transport system (using their technology to prevent
grandfather noticing).

b) Builds up capability for a fight.  First step is to prevent tales
being carried by destroying all capability of carrying anything, i.e.
destroy all technology anywhere near own position, needs to make it seem
like some other cause.

c) Having sufficient resources, starts hitting any grandfather bases by
surprise.  This probably means a nova in every system that grandfather=20
has a base of any kind (wasn't there one in the Regina system?)

- --
Steve Lovett <sl@pobox.com>
Public key on servers, finger, or send me email with subject send pgp-key
PGP: 2048/69FAB015 7F 4D 55 D6 DC B8 C6 7C  71 A9 44 E1 12 42 0D 59

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

Date: 02 Dec 96 10:25:02 +1100
From: Michael.Barry@FINANCE.ausgovfinance.telememo.au
Subject: Chirpers as food...

     ...mmmm, spatchcock.=20

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

Date: 02 Dec 96 10:59:40 +1100
From: Michael.Barry@FINANCE.ausgovfinance.telememo.au
Subject: "Baywatch" Class Silicone Tank

     I remember seeing a demo of a shear-thickening fluid. You could put =
a=20
     stick into it and stir it about & it seemed a bit gluggy like treacl=
e=20
     or porridge. However, if you tried to strike it harder, it rebounded=
=20
     like rubber.=20
    =20
     This was just after I read Larry Niven's _Ringworld_. Ah, the=20
     enthusiasm of youth. Soon after this I discovered sex (well, okay, i=
t=20
     was mostly alone) and so the invention of impact armour was deferred=
=20
     by another couple of centuries.=20

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

Date: Sun, 1 Dec 1996 23:22:11 -0600
From: bolie@io.com (Bolie Williams IV)
Subject: Real Space Drives

Everyone, anyone...

I'm looking for web sites, books, magazines, newsgroups, etc... on design=
s
for actual space drives that we could build now or in the near future.
Things like fusion rockets, ion drives, etc...  I would appreciate any
info anyone could send me.  I'm interested in numbers that could be used
either to compare to or create such drives for a game...

Thanks,
Bolie IV

~~~~~~~~~~~~~~~~~~~~~~~~~
Bolie Williams IV
bolie@io.com
http://www.io.com/~bolie/

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

Date: Mon, 2 Dec 1996 04:44:27 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules (section 6:  Wounds)

Here's the wounds section of my House Rules.  Glenn Grant, if you're=20
out there, I really liked your hit location chart, and as you can=20
see, I'm using it in this rules set.

Kenneth.



VI.  WOUNDS.
 1.  Damage Procedure.  Each weapon's stat sheet lists the weapon's
 damage rating.  When a hit is achieved, this is the number of dice rolle=
d to inflict
  damage to the target.

  	1.  Roll on Hit Location chart to find hit location.
  	2.  Check to see if that location is armored.
  	3.  Roll damage and apply to stats.

 2.  Hit Location Chart.  This is the primary hit location chart.  Roll
 1 D6 for both digits.  The chart is from head to toe, and the probabilit=
ies for each
  location are:  (for column one) 14% Head;  14% Arm;  51% Torso;=20
  20% Leg.  (for column two) 14% Head;  22% Arm;  40% Torso;  22%
  Leg. =20

  Roll on the first column for most ranged attacks--this table is
  weighted towards the  torso.  Roll on the second table for a more
  random distribution of damage (such as from explosions).  Use the
  column that corresponds to the current wound category the
  character has.  A hit location of incidental means that a piece of
  the character's  equipment was hit, and the character probably did
  not take damage.  Roll again on this chart to find location and
  pick equipment in that area or roll on the hit location  chart
  above.  If there is no listing below under the wound categories,
  then there is no secondary effect to the damage.

  Col 1	Col 2	Location	Superficial	Minor	Serious	.
  11	11	Cranium/Ear	Stuns 1 rd	Frac/Conc	Brain
  12	12	Cranium/Crown	Stuns 1 rd	Frac/Conc	Brain
  13	13	Face/Eye	Stuns 1 rd	Frac/Impd	Brain
  14	14	Face/Jaw	Stuns 1 rd	Frac/Impd	Throat 1p/r
  15	15	Neck		Throat 1p/r	Spine
  16	--	Top of Torso		Throat 1p/r	Spine

  21	16	Top of Torso		Frac	Artery 2p/r
  22	21	Top of Torso		Frac	Artery 2p/r
  23	22	Shoulder	Drop items	Frac	Impd/amp
  24	23	Shoulder	Drop items	Frac	Impd/amp
  25	--	Upper Torso		Lung 1p/r	Heart 2p/r
  26	--	Upper Torso		Lung 1p/r	Heart 2p/r

  31	24	Upper Torso		Lung 1p/r	Heart 2p/r
  32	25	Upper Torso		Frac	Artery 2p/r
  33	--	Mid Torso		Lung 1p/r	Artery 1p/r
  34	26	Mid Torso		Lung 1p/r	Artery 1p/r
  35	31	Mid Torso		Lung 1p/r	Spine
  36	32-33	Upper Arm	Drop items	Frac	Impd/amp

  41	--	Upper Abdm		Intl 1p/r	Intl 2p/r
  42	34-35	Upper Abdm		Intl 1p/r	Intl 2p/r
  43	36	Upper Abdm		Intl 1p/r	Intl 2p/r
  44	41	Lower Abdm		Intl 1p/r	Intl 2p/r
  45	42	Lower Abdm		Intl 1p/r	Intl 2p/r
  46	43-44	Forearm/Elbow	Drop items	Frac	Impd/amp

  51	45	Pelvis		Frac	Spine
  52	46	Pelvis		Frac	Impd
  53	51-52	Hand/Wrist	Drop items	Frac	Impd/amp
  54	53	Groin		Impd	Intl 1p/r
  55	54	Hip/Buttocks		Frac	Impd Hip
  56	55	Hip/Buttocks		Frac	Impd Hip

  61	56	Upper Leg	Fall	Frac	Artery 2p/r
  62	61	Upper Leg	Fall	Frac	Impd Leg/amp
  63	62	Knee	Fall	Frac	Impd Knee/amp
  64	63	Lower Leg	Fall	Frac	Impd Leg/amp
  65	64-65	Ankle/Foot	Fall	Frac	Impd Ankle/amp
  66	66	Incidental

  Secondary Effects:
  #p/r	Character receives additional points of damage per subsequent
  	round until medical attention received.

  Drop Items	This might not be automatic.

  Stun	Stunned characters cannot attack or move for 1 round, longer
 	 in the case of more serious wounds.  Might require rest to recover.

  Fall	Might not be automatic.  Might incur extra damage, usually 1 =09
    	point, depending on situation.

  Frac	Fracture. =20

  Impd	Impaired function of limb, organs, etc.

  Conc	Brain concussion.  Either mild, causing headaches, or serious,
  	causing migraines, dizziness, seizures, etc.  Severity increases =09
    	if character loses consciousness.

  Lung	Lung puncture, causes additional damage. =20

  Throat	Throat wound impairs breathing, causes additional damage.

  Intl	Internal organ hit, causes additional damage.

  Brain	Partial or total paralysis, coma, speech impairment,
  	blindness, personality change, seizures, etc.  This will depend on swi=
ftness
    	 of medical attention and amount of damage taken.

  Spine	Almost always causes paralysis.

  Heart	Heart injury causes additional damage.

  Artery	Major artery hit causing additional damage.

  Amp	Potential amputation.  If large amount of damage received in a
  	single hit, character may receive additional 1-3 pts. of damage =09
    	per round until medical attention received.  Energy weapon hits =09
    	do not incur extra damage as the wound automatically 	=09
    	cauterizes.

 3.  Special Rule--Aimed Snapshots.  Characters may use their skill
 levels as a DM on this critical hit chart to skew it towards the head or=
 feet (use a
  negative DM to skew toward the head, a positive DM to skew towards
  the feet).  If all or some of a character's skill level is used
  this way, those skill levels cannot be used to determine the to hit
  number.

 4.  Optional/Additional Hit Location Charts.  These hit location
 tables will be rarely used, but they are presented in the case that it i=
s necessary to
  determine a hit location and the Critical Hit Chart is not
  appropriate.  One of these charts could be used, for instance, if
  a left to right hit location is more appropriate or an animal is
  hit.  Note that the critical hit chart should be consulted first,
  and that chart indicates a hit location.  For serious damage, roll
  twice on these charts.  For destroyed damage, roll three times. =20

 Table I.  For side to side (left to right) skews.

  2 D6 Throw	Location	Special				.
  2		Right Foot	=09
  3		Right Hand	=09
  4		Right Leg
  5		Right Arm
  6		Abdomen	Roll 1 D6-2 for number of organs effected

  7		Chest	Roll 1 D6 for:  1,2 heart;  3,4,5 lungs;  6 both heart and lun=
gs

  8		Head	Roll 1 D6 for:  1 right eye;  2 left eye;  3 right ear;  4 left=
 ear;  5 throat;  6 roll =09
        			twice
  9		Left Arm
  10		Left Leg		=09
  11		Left Hand
  12		Left Foot



  Table II.  For Head to Foot skews.

  Die		Location.
  2		Head
  3		Head
  4		Arm
  5		Arm
  6		Chest
  7		Abdomen
  8		Chest
  9		Abdomen
  10		Leg
  11		Leg
  12		Leg



  Table III.  For Animal Head to Foot skews.

  Die		Location.
  2		Head
  3		Head
  4		Neck
  5		Forequarter
  6		Forequarter
  7		Back/Sides
  8		Back/Sides
  9		Hindquarter
  10		Abdomen
  11		Tail
  12		Tail


 5.  Hit Points.  A character's hit points is the total of his physical
 stats--Str, Dex, and End.  Damage rolled against a character reduces the=
se stats and
  therefore negatively effects how a character functions.=20

  A player may decide which of these three stats to reduce due to
  incurred damage.  Let's say 2 D6 of damage is rolled against a
  character, and a 2 and a 4 is rolled.  The defending player has to
  reduce the total of his physical stats by 6 points, but the  player
  decides which stats to reduce.  The only restriction here is that
  each die of damage cannot be broken up i.e. a character could not
  split the damage by reducing each of his stats by 2 (for a total of
  6 points).  The player must take 4 points from a stat and 2 points
  from a stat--although he may take all 6 points from the same stat.

  This damage will, among other things, reduce the target numbers for
  all skills governed by that attribute.  Ever hit your thumb with a
  hammer?  Hurts, doesn't it, 	 and it's hard to use your hand for a
  while afterwards.

 6.  Critical Hit.  Some wounds may be enough to daze or even kill a
 character.  To simulate this, all of the damage from a spectacular hit i=
s
  distributed randomly against a target's hit points.  Apply the
  entire amount of damage sustained in the first hit to a random
  stat.  If a stat is reduced to 0 in this manner, but all of the =09
  damage has not been applied, then continue to roll randomly on the
  remaining stats.  In this manner, first blood can stun,
  incapacitate, or even kill.

 7.  Special Rule--Int and Edu Hit Points.  A character's Int and Edu
 can be reduced, just like the character's physical stats, if a hit effec=
ts the head.
   In this instance, the character is allowed more hit points than
  normal, and he can use these two stats to absorb damage points
  that would normally incapacitate him.  Allowing more hit points
  for the head is unrealistic, but this is one of those rules that is
  in the best interest of players by keeping their characters alive
  longer.  What this rule will do is skew head shots towards
  superficial grazes.  This evens out, as is indicated in the =09
  Healing section, because a character with a destroyed brain is not a
  candidate for healing.

  A character's Soc stat can never be used for hit points although a
  Psi rating, if the character has one, can be used just like Int or
  Edu (for head wounds only).

  Note that certain wounds, besides those that actually hit the head,
  could also effect the head.  For example, a major artery hit in
  the leg could conceivably restrict blood flow to the brain.  In
  this instance, if the GM sees it as logical, these extra hit points
   could be used.

 8.  Armor.  Armor may reduce the amount of damage a target suffers.=20
 The AV (armor value) of the armor indicates how much damage it absorbs b=
efore
  armor penetration has occurred.  For each AV point, subtract 1 D6
  from the weapon's damage rating.  If the weapon's damage rating is
  greater than the AV of the armor, penetration has occurred, and
  the remaining points are applied against the target as damage.  Note
   that penetrated armor should be repaired if it is to be used
  again.

  Targets still suffer blunt trauma damage if the armor used is
  classed as flexible.  Targets take 1 point of damage for every D6
  absorbed by the armor.  Blunt trauma is not applied to characters in
  rigid armor types.

  Helmets.  The Critical Hit Chart is specific as to where the
  character is damaged, but in cases where it is unclear (and the
  attacked character has a helmet on) use this rule.  If the head is
  partially covered, as in the case of an open faced helmet, roll 1 =09
  D6.  On a 1 or 2, the shot hit the unprotected area of the face or
  neck.

 9.  Maximum Damage.  Regardless of a weapon's damage rating, a
 character cannot have more than 3 D6 of damage applied to it.  This rule=
 should be
  considered a 	 general rule--note that some things, such as shotguns
  and autofire, break this rule.=09

 10.  Wound Categories.   Any damage taken by a character results in a
 superficial wound.  If a characteristic is reduced to 0, then the charac=
ter has
  sustained a minor wound.  If two characteristics are reduced to 0,
  the character has sustained serious wounds.  If all three
  characteristics are reduced to 0, the character is dead.

 11.  Unconsciousness.  Character's with minor wounds will fall
 unconscious from shock for 10 minutes.  When character's recover, the st=
at that fell to 0
  will be improved to 1, and the other stats will be improved to
  half way between their current level and their original, maximum
  level (drop fractions).

  Seriously wounded characters will also fall unconscious (and this
  may be a second time if they fell unconscious when they were
  minorly wounded, then recovered, then took more damage) from
  severe shock and coma from blood loss and injury.  These =09
  characters will recover after 3 hours, and all stats remain at the
  wounded level (except all 0 stats, which are improved to 1).

  Alternatively, a character with a minor wound may roll 1 D6 every 3
  minutes, and if a 6 is rolled, the character becomes conscious.  If
  a character has a serious wound, then roll every hour.

 12.  Stun Damage.  Some weapons are listed as doing stun damage rather
 than actual wounds.  Also, a character may indicate he is attacking to s=
tun,
  rather than kill, in a hand to hand attack.  There is a -3 DM used
  for this attack form.

  Stun damage is handled just like normal wounds, but characters
  recover from them much more quickly.  Return 1 D6 points to one
  stat per hour of rest, but roll the stat randomly.  Stats cannot
  be improved above their maximum level.

 13.  Disease.  Rules for disease are listed on pg. 33 of JTAS #13.=20
 Additional rules are also listed on pg. 44 of TD #20.

 14.  Poison, Acid, etc.  Rules for poison and acid are listed on pg.
 59 of T4.  Additional notes on poison can be found on pg. 49 of TC #9.


(additional rules comming on medical treatment and misc.--KB)

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

End of Traveller-digest V1996 #710
**********************************

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