Traveller-digest      Tuesday, December 3 1996      Volume 1996 : Number 713



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

The following topics are covered in this digest:

Re: Traveller-digest V1996 #711
Re: It's here!
Sunday Follies Update
RE: It's here!
Re: Traveller-digest V1996 #712
Re: Traveller-digest V1996 #712
Genered Flyers/Dragons
The Long Wait...
Re: MILIEU 0 vs. TNE
Re: Traveller-digest V1996 #712
Re: Rebellion
Re: It's here!
Re: Ine Givar
Re: Rebellion
Re: Reformation of the Third Imperium after the Rebellion
Imperial Power
re-uniting the Imperium
Re: Admiral Santanocheev
How much do x-boat messages cost?
TL Effects on Items
Re: How much do x-boat messages cost?
Ken's T4 House Rules for Zero-G Activity

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

Date: Mon, 2 Dec 1996 18:58:46 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Re: Traveller-digest V1996 #711

On  2 Dec 96 at 17:45, Alan Pursell wrote:

> Hey there,

Hey, guess what everybody.  Alan has gone south until Tuesday!

Errrrr.

Kenneth.

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

Date: Mon, 2 Dec 1996 15:24:34 -0500
From: BrianMays@aol.com
Subject: Re: It's here!

Why are the hard covers "special edition?"  The game store around the corner
has had nothing but hard covers since they were released.  I had a hard time
finding a soft cover!

Also, any word on what's up with the Starships book?  I've been waiting . . .

Brian

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

Date: Mon, 02 Dec 1996 12:58:38 -0800
From: Rich Ostorero <stormhvn@inreach.com>
Subject: Sunday Follies Update

Highlights of the Grapevine Sunday Follies game this week:

Last session, the party split into two -- one of the fragments continued it's trek to 
the religious Gather in order to seek out those medicinal herbs, the other fragment 
diverted to deal with a encampment of offworld slavers that has been bedeviling the 
locals.

1. Slaver Blues: The party encountered more evidence of offworld slavers -- burned-out 
and abandoned villages and the occasional crossbow-armed sniper. One such sniper was 
subdued, and thinking he was  a captive of other slavers, resisted the PC's "We're 
friends-and-not-evil-offworlders!" shuck-and-jive. The sniper was turned loose, sans 
crossbow bolts, and warned not to trifle with the party again. He gladly ran away. 

Meanwhile, one of the slavers, a offworld mercenary who developed a conscience, was 
himself enslaved. This character, of course, is destined to be a replacement PC for the 
ship's tactical officer, who was killed last session. In the fullness of time, he 
escaped the slaver camp, stealing a weapon and a map detailing the minefields around the 
camp.

The anti-slaver party eventually encountered this escapee, who told his tale and joined 
the party.

The party found the camp, and in true blood-and-thunder style, took down the camp with 
lasers and RAM grenades. A few slavers managed to escape, but the majority didn't. The 
freed slaves scattered.

2. A Spiritual Journey: Baroness Lita continued her trek to the Gather. She continued to 
work with an increasingly diverse cast of characters, including a powerful Bard. With 
all this support, she is beginning to gain some measure of control over her psionic 
abilities. Along with the control, she is learning important aspects of psi ethics. The 
only major encounter along the way was brush with slavers. The slavers were defeated, 
but it was a  near-run thing . . . .

Next Week: Festival-tyme!

- --Rich Ostorero
stormnhvn@inreach.com

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

Date: Mon, 2 Dec 1996 15:13:52 -0600
From: "Knight, Kevin" <KKnight@KellerCrescent.com>
Subject: RE: It's here!

>
>My singed hardback finally arrived this morning. Do I win the prize for 
>the longest wait?

Singed!!! They burnt it, too?!?! :-)

Kevin K.

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

Date: Mon, 2 Dec 1996 21:33:37 +0001
From: "Nick Meredith" <nickm@discover.co.uk>
Subject: Re: Traveller-digest V1996 #712

On  2 Dec 96 at 14:41, Andrew Boulton wrote:

>
> My singed hardback finally arrived this morning. Do I win the prize for 
> the longest wait?
>

No

Mind you, yours is the second UK one I've heard of today (one on a 
newsgroup) so maybe mine will be along soon.
- -- 
Cheers
Nick Meredith - nickm@discover.co.uk - Coventry, UK

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

Date: 02 Dec 1996 20:45:38 GMT
From: ajpursell@babylon.montreal.qc.ca (Alan Pursell)
Subject: Re: Traveller-digest V1996 #712

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

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

Date: Mon, 02 Dec 96 17:21:25 -0500
From: lewis@chara.gsu.edu
Subject: Genered Flyers/Dragons

Carlos Alos-Ferrer wrote
>       Anyway, hmmmmmm... at least for no high-G, dense atm. worlds, flying
>creatures based on the mythic idea of a dragon could have been geneered as
>scouts, but probably not created from scratch. Anyone knows of non-sentient,
>dragon-like creatures suitable for this purpose. Both The Beyond and Vland
>are very far away from the Solomani.

I don't know of any canon critters that fit the description, but there
is nothing to stop us from making up one and then uplifting it.  I
could easily see someone thinking creating a dragon would be a really
nifty idea. We could just put it on a planet in the Solomani Rim.
 
The other option would be to steal a page from Jurassic Park, and say
that the Solomani were able to reconstruct a few bits of dinosaur DNA,
specifically one of the petredon or terredactyl family.  The
probability of this technique actually being possible has been debated,
but we could allow it.

Someone complained that this was starting to sound like Albedo. I think
that this is something to watch out for.  The uplifted animals are not
common. Individual worlds probably fund the development of certain
animals and the animals exist on those world and a few nearby worlds,
but hardly anywhere else.  
Also the sentient animals are not humans with furry ears, but probably
still look like their presentient ancestors with different hands to
allow tool use and different jaws and throat structures to possibly
allow language use.  

Many people have mentioned David Brin's books as a source of
inspiration, and they are. Another good source is LOVELOCK by Orson
Scott Card and Karen Something. (I forgot)  It has animal companions
for very important persons.  The animal is part secretary and assistant
and also records the VIPs life for historical perspective.  The main
character is Lovelock and he is a Monkey, I believe the same type as in
the movie Outbreak.  There is also a pig and a parrot is metioned.  Its
a pretty good book, and gives another perspective on the uplift process.  


Lewis Roberts
- -----------------------------------------------------------------
Q:What did Noah use to light up the Ark? 
A:Floodlights!        
       
lewis@chara.gsu.edu
http://www.chara.gsu.edu/~lewis/roberts.html
- ----------------------------------------------------------------- 

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

Date: Mon, 2 Dec 1996 23:16:56 +0000 (GMT)
From: PAUL WILLIAMS <p.d.williams@lancaster.ac.uk>
Subject: The Long Wait...

RE- Andrew claiming the longest wait for the signed hardback - sorry
mate, I'm still waiting for mine! Probably there's someone in Kuala
Lumpur will be waiting until 1997...

Paul
p.d.williams@lancs.ac.uk

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

Date: Mon,  2 Dec 1996 18:46:41 -0500
From: "Christopher Weuve" <caw@intercon.com>
Subject: Re: MILIEU 0 vs. TNE

Tim Peter gave a long summary of why he "really hated (passionately)" the 
campaign setting of TNE.  I don't expect to convince anyone who doesn't like 
the setting that they are wrong -- to each his own, after all -- and I 
certainly don't want to get into a pissing contest, but I'd like to take a 
moment to explain why TNE is my favorite setting to date and address a few of 
the points he made.

First, there is variety.  With the RC, the Regency, and the whole of the Wilds 
to draw from, you can craft a setting pretty much to your liking.  If you like 
military stuff, the RC may be the place for you.  If that feels too cramped or 
you are longing for "the good old days," well, you have all of the Spinward 
Marches to campaign in.  And if you want something totally new, who knows what 
is waiting out in the Wilds -- maybe even another Regency.

Second, characters had a purpose (at least in the RC).  I can understand why 
the undercurrent of violence would be disturbing, but it was violence in a 
good cause (e.g., toppling TEDs).  How many people were involved in campaigns 
as mercenaries?

Third, TNE passed the novel test -- if this were a novel, would I be happy 
that I spent time reading it?  The answer was always yes.  I eagerly awaited 
each new release, because it was clear that the story was moving forward, and 
that that there would be inevitable conflict as the subplots came together.  
[Notice "conflict," not "violence."  Without conflict, there is no drama.]  
What was going to happen when the RC and the Imperium meet?  Both can be 
considered the good guys, but each is likely to regard the other as anathema.  
What about the Zho's and the Empress Wave?  The Black Curtain?  The other 
pocket empires?  The Hiver plot(s)?  [I really hope they do a wrap-up book.]

I always found CT to be colorless, and I passed on it when it first came out.  
MT was better, but not particularly original in approach. TNE caught my eye, 
though, because it was a good story in and of itself.  

One last point -- am I the only one who did _not_ find the TNE setting to be 
dark and depressing?  This wasn't T2K, despite claims to the contrary.  The 
disaster by this point was long past, and the setting was one of new 
challenges every day and new worlds to explore with every mission.  Yes, bad 
things had happened on those worlds once, but in the relatively distant past.  
If you don't like cemetary worlds, then don't campaign there.

I think it is funny that Tim Peter describes T4 in much the same way that I 
look upon TNE.  I, unfortunately for me (I guess), just don't see it in T4.  I 
don't see any evidence that the story is going anyplace we haven't already 
been for twenty years.  And, while the crash of the long night before Cleon 
may have been softer, I suspect we would see some of the same things -- TEDs 
and worlds where billions died as the political and social institutions 
disintegrated -- as we saw in TNE.

Christopher Weuve  [caw@intercon.com]
Through sheer random chance, my employer may 
someday agree with something I say.

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

Date: Mon, 2 Dec 1996 18:53:10 -0500
From: TPeterAZ@aol.com
Subject: Re: Traveller-digest V1996 #712

In a message dated 96-12-02 16:54:53 EST, you write:

> Hey there,
>  
>  gone south to get some sun and recover from the snow that just keeps on
>  coming... back next tuesday. 
>  
>  see ya...

Hey there,

gone north to recover from this message that just keeps on coming...;)

Tim

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

Date: Mon, 02 Dec 1996 20:58:25 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Rebellion

HDHale@aol.com wrote:
>    The Aslan occupy most of the Marches, and what they don't occupy the Vargr
> pillage into the Dark Ages. Norris is forced to ask for Zhodani protection,
> which he gets, but it costs him the entire Dominion of Deneb, which is
> swallowed bit by bit by Zhodani "liberation" forces.  

Only one prob with this, the Zhos have no intention of conquering the marches, they just 
want a stable neighbour who is not going to take all the best unclaimed worlds. In addition, 
the Zhos seemed to be in some sort of mess by 1120, with warships fleeing something in 
Zho space (see Survival Margin)

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

Date: Mon, 02 Dec 1996 21:07:35 +0000
From: Mused <marz@hotstar.net>
Subject: Re: It's here!

Andrew Boulton wrote:
> 
> My singed hardback finally arrived this morning. Do I win the prize for
> the longest wait?

Maybe, but how did it get singed? Were you steaming about it not arriving?

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

Date: Mon, 02 Dec 1996 21:08:37 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Ine Givar

Andrew Boulton wrote:
> 
> In-Reply-To: <961130220408_1520272622@emout06.mail.aol.com>
> 
> << > Ine Givar -- not even a
> >  library data entry.  I'm not even sure how the name is intended to be
> > pronounced.  Is
> >  the "e" silent or voiced?  Is the "g" hard or soft?
> >  Ein Ghivar?  Inay Zhivar?  you pick
> 
> I've always pronounced it Ein Ghivhahr.  It sounds suitably terrorist to me
> that way. >>
> 
> I say it EYE-nuh gi-VAR.

For what its worth, I pronounce it Eye-n Guh-Var

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

Date: Mon, 02 Dec 1996 21:14:37 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Rebellion

Re: Death of Fools

Not bad, too neat though.

I don't think that Dulinor's daughter is any nicer than her dad, and if historical rulers are 
anything to go by, female monrachs are not nicer and kinder than their male counterparts.

I would rather Lucan fled, and a double got aced. Thus, a great villain survives, as he tries 
to gather his forces (probably towards the Solomani Rim, with the Vegans providing a solid 
core)

I think what you would end up with is a divvying of the Imperium into stable and relatively 
peaceful armed camps

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

Date: Mon, 02 Dec 1996 21:19:39 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Reformation of the Third Imperium after the Rebellion

Matthew Harelick wrote:
> 
> Hi:
> 
> One way that the Imperium can be reformed is the introduction of
> a very powerful new alien, intent on conquest of the Imperium. While
> the Virus was sort of a new alien, in reality it was too subtle. People
> did not know it was coming until it was too late.
With the breakdown in communications, it really wouldn't matter. So the Vilani come to 
Lucan and say "we're under attack", Lucan would say gimme my money and swear loyalty, 
then we'll talk!

> If all of the factions knew that there was an alien of superior
> technological capability, say tech 17 invading the Imperium, after
> finishinng off, say the Vargr, all the factions would unite to fight
> off the threat.
Europe and the Muslims refused to unite against the Mongols, and even tried to get them to 
side with their faction, even Europeans sided with the Mongols. The Spanish found 
Mexican allies easily to fight the Aztecs because they hated their traditional foe more than the 
new one. Methinks humaniti will never learn

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

Date: Tue, 03 Dec 1996 14:12:49 -0800
From: Harry <paharris@postoffice.newnham.utas.edu.au>
Subject: Imperial Power

Glenn wrote:
>Why does a campaign have to involve a threat to the Imperium?  A threat to a single 
>world could endanger billions of lives.

I agree, but it does depend on the threat. But just about any threat to
a single world could be overcome by the massive power the Imperium could
bring to bear, either medical, military or economic. Large scale threats
as a roleplaying are out. Better to go with smaller scale threats.
Assaninations, local medical emergencies, disasters, etc.
I must also say that my players are always eminently sensible.
If there is a government body that can deal with the problem, thay will
hand off as soon as possible (sometimes), and escape to a less dangerous
area. That's the reason why I like to have a large scale threat occur
from time to time. (There's no where to run to guys, you had better try
to deal with it yourselves.)

Harry the sig.. oh.. you know!

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

Date: Tue, 03 Dec 1996 14:54:50 -0800
From: Harry <paharris@postoffice.newnham.utas.edu.au>
Subject: re-uniting the Imperium

stephen wrote:
> Secondly with
> such a powerful new player/force behind Strephon it's quite possible that the
> Vilani qould happily cut a deal for peace and reinforcements of their own
> against the Vargr.

Then again, maybe they wouldn't, the Vilani had decided that the Third
Imperiumwas over, they were beginning to get the Vargr under control.
Strephon was out the fight, so if Norris came storming through Corridor
(through Vargr states that he had made alliances with that WOULD resist
him), the Vilani could meet him head on.
The Aslan second sons were using the death of the ambassador as a
pretext (read excuse) for invading Regency territory, once Norris's
fleets became tied up elsewhere, you can bet those Aslan would start
pushing again.

> Margaret would probably cut a deal, she was trying to preserve
> civilization after all and Strephon returned with Norris's military might and
> tact Vilani acceptence would be a formidable step in that direction.

I don't think so, Strephon had been discredited (no-one beleived it was
him), Norris's military might will be watered down by Guarding against
the Vargr and the Aslan, and lets not forget the Zhodani..
Margaret might wait to see what happens with the Vilani, and even
then....

>     That leaves Lucan and Dulinor. <sigh> Okay you could presume that youd's
> start seeing defections from Lucan's forces as soon as Strephon got that
> powerful.

I think all the defections that were going to take place had already
happened. Strephon was already a great power once, all the defections
had already happened , by the end his large force had been gutted by
constant attrition with Lucan and Dulinor. 

> The knowledge that Lucan is stark raving mad is relatively common
> knowledge rather early on into the Rebellion, certainly by the time Norris
> would have been able to "jump" into the fray.  In fact you might even manage a
> "Palace Coup" of sorts and remove Lucan altogether.

I don't think so, for all his 'madness', Lucan was a very canny
politition, he would probably have seen a palace coup coming, and done
something about it. Unfortunately, by the time Norris could have come on
to the scene, most of the figures of power would have so many war crimes
charges to be levelled against them, it would be in their best interests
to continue to support Lucan.
That leaves the Lucan as the strongest faction still. He would fight,
and fight hard (and very, very dirty)

>  With Dulinor OC there can
> be No Quarter, Strephon MUST destroy the man, he has no other choice.

That's right, and if you ignore the virus idea, Dulinor had just built a
huge fleet to go take the core with. Now, if Norris was lucky, Dulinor
would have already taken the capital and killed Lucan, this would mean
that there would be less ships all round (Dulinors ships, and those
remaining of Lucan's who decided to follow Imperial precedent and serve
the new Emperor)
If Norris was unlucky, Dulinor would take a defensive posture, and wait
until Norris had smashed himself against Lucan, and then clean up the
mess, or just send his fleet against Norris (That leaves Lucan smiling)
 

> The Imperium would be back, unified and
> looking very triumphant....  
>     So now you have a BADLY SHAKEN Imperium reunited.  What would the aftermath

The Zhodani would probably step in before that happens. While the
Imperium was in tatters, they were safe, if it looked like reuniting,
then they might have to do something to prevent that. What I don't know,
the Fifth frontier war had left them in bad condition.

The Vargr would still be attacking, and the K'Kree would probably jion
the fray soon too.

The Imperium had set it's borders by 1100, and just like the Roman
Empire, after that, there was nothing left to happen except for it to
fall to peices.


Then again, Norris could have swept away all the remants and crowned
himself emperor, all of the above is, after all, only my opinion.

Harry the signatureless

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

Date: 03 Dec 96 00:44:16 EST
From: J_Lambert <72300.2131@CompuServe.COM>
Subject: Re: Admiral Santanocheev

In regard to the discussion of Admiral Santanocheev:

In going through my old Traveller materials, I just came across a letter from
GDW postmarked July 1981. The letter was part of a promotion GDW had announced.
They asked everyone to mail in the answers to a few questions and returned a set
of "orders" from the Imperial War Ministry Office of Troop Selection
Regina/Regina" that included an individually generated character. 

My character was a 5-term Navy Captain, UPP 6C5798; Blade Cmbt-4, Gunnery-2,
Navigation-1, Engineering-1. (Not much around the ship, but nice to have on a
boarding party.) The orders were: "You are hereby assigned and ordered to
immediately report for duty on the staff of Vice Admiral Santanocheev" to resist
enemy forces on borders of the spinward marches, signed Admiral Donosev "for the
Imperium".

I never heard any more of the GDW promotion; does anyone know what they had in
mind or was it just a ploy to assemble a mailing list? Does anyone else still
have their character? The letter went on to announce the release of the "Fifth
Frontier War: Battles for the Spinward Marches". 

Speaking of individual characters, does anyone have the questionare IG was using
to create individual UPP's? Do they plan on doing more with it?

John Lambert

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

Date: Tue, 3 Dec 1996 01:27:55 -0500
From: BrianMays@aol.com
Subject: How much do x-boat messages cost?

How much does it cost to send a message, x-boat or sub. merchant?  Did GDW/IG
ever put out any articles on this?  Is it by the parsec, by the word, a
little o' both?

Brian

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

Date: Tue, 3 Dec 1996 01:32:07 -0500
From: BrianMays@aol.com
Subject: TL Effects on Items

How do other people handle Tech Level changes in items?  For example, if a
pistol is put out at a certain TL, if you buy it at a planet one TL higher,
is it a better/cheaper/faster weapon?

Under GURPS Ultra-Tech, items decrease in cost or volume by 50% per TL, or in
the case of energy-using items, increase in efficiency by 50%, or something
like that.

Thanks in advance,

Brian (pinky-ring laser pistol, anyone?) Mays

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

Date: Tue, 3 Dec 1996 06:02:31 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Re: How much do x-boat messages cost?

On  3 Dec 96 at 1:27, BrianMays@aol.com wrote:

> How much does it cost to send a message, x-boat or sub. merchant?  Did GDW/IG
> ever put out any articles on this?  Is it by the parsec, by the word, a
> little o' both?

Here's the xmail library entry from the Traveller Adventure, written 
by Marc Miller.

xmail:  Messages sent by xboat.  Xmail carries information only;  
material objects may not be sent.  The message is digitally coded;  
xmail costs Cr10 per 20 kilobits  per parsec.  The message may be 
sent using a standard Anglic character set (about Cr10 for a 500 word 
message) or a picture may be reproduced in facsimile (Cr20 for a 
200x200 bit matrix).  The message is printed out at its destination 
and delivered by a world's local mail system.

Hope this helps.

Kenneth. 

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

Date: Tue, 3 Dec 1996 06:35:38 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules for Zero-G Activity

Now that I've posted my basic set of House Rules, I thought that I 
would show you guys my set of rules for zero-G/vacuum activity that I 
recently put together from GDW's excellent boxed adventure, 
Beltstrike.

I've added my own little ideas to the system and converted it to T4, 
natch.

Kenneth.



			TRAVELLER

                                        T4 HOUSE RULES:  ZERO-G OPERATIONS



I.  GENERAL NOTES.
 1.  These rules are intended to provide game mechanics for zero
 gravity conditions.

 2.  In an age of artificial gravity and other high-tech environmental
 manipulation, zero-G operations force Travellers to cope with the same unique conditions
  which complicated the earliest ventures into space.  A highly
  specialized set of reactions 	 must be carefully learned in order to
  accomplish the most basic tasks of movement, combat, and other
  activities undertaken in the absence of gravity.	

 3.  Skills normally associated with zero-G operations are:

  Battle Dress		The ability to operate specially armed vacuum suits 	
  (Dex)		designed specifically for combat, including all of the 	
      		sensors and weaponry built into such a suit.

  Individuals with Vac Suit expertise are also considered to have
  expertise in Battle Dress.  However, a number of highly
  sophisticated weapon systems are designed for use specifically and
  exclusively with battle dress, and only Battle Dress expertise 	
  allows use of the weapon systems without danger of damage to the
  system.  Rules governing Vac Suit substitution for Battle Dress
  are presented below. 

  This skill is based on Dex, since highly dexterous characters are
  best able to maneuver the suit and ready its weaponry to bear
  during combat.


  Environment Combat	The training to fight in unusual environments ranging 	 
(Dex, Int, End)	from zero to high gravity, and from vacuum to undersea.  
      
Without this skill, it is difficult to maintain position and 	
      orientation, and to wield weapons to best effect.  In low 	
      gravity, for instance, an unskilled character may fail to 	
      brace against the recoil of firearm, and consequently 	
      spin out of control.  In high gravity, he might injure 	
      himself by failing to place his weight correctly when 	
      moving.  In vacuum, he might pierce his own vac suit 	
      with his weapon, or be hampered by the fear of piercing 	
      his suit.  In liquid environments, he won't know how best 
      to deliver blow in close combat.

  This skill improves a combatant's ability to compensate for any such
  disorientation.  During combat in these or other unusual
  environments, the referee may ask players to make an Environment
  Combat skill roll to see how well their characters adapt to the
  situation.  Or he may require them to use the skill in place of some
  other combat skill.

  Dex is often the base characteristic for this skill, especially when
  quick reactions are important.  If a character has time to plan
  before making an attack or maneuver, Int may be used instead. 
  Occasionally, End can be used with this skill to combat exhaustion
  from fighting in unusual environments.


  Vac Suit		The training and experience in the use of the standard 	
  (Dex)		vacuum suit, including special suits for use on various 	
      		planetary surfaces in the presence of exotic, corrosive, 	
      		or insidious atmospheres.  With this skill, a character 	
      		can adequately gauge the amount of air and power 	
      		remaining to a suit, don it, check its seals, and 		
      		maneuver about in it without causing a tear in the fabric.

  Non-breathable atmospheres or hostile environments can be easily
  overcome with protective equipment, but the danger of minor
  mishaps becoming fatal remains great.  A roll may be needed to
  avoid danger when attempting any unusual maneuver while wearing a
  vac suit (including running, jumping, hiding, leaping untethered
  from one ship to another, etc.).

  This skill confers the ability to wear and conduct various
  activities in the many specialized suits designed for hostile
  environments.  Such suits include the standard vacuum suit, combat
  armor, atmospheric re-entry suits, environment suits, and powered
  battle dress, as well as suits intended for use in high pressure 		
  environments, such as high pressure atmospheres and beneath oceans. 
  The skill can be used as the Battle Dress skill (see that skill
  for details).  

  Dex is the primary base for Vac Suit skill.


  Zero-G Combat		The individual has been trained to fight in a zero-G
 (Dex)			environment.

  Dex is the primary base for Zero-G Combat skill.


  Zero-G Environment	The individual has been trained to work in a zero-G 	 
(Dex)		environment.  When any action is attempted in the 	
      		absence of gravity, problems of recoil and inertia can 	
      		handicap or render helpless individuals not trained to 	
      		compensate for it.

  Dex is the primary base for Zero-G Environment skill.


  Zero-G Weapons	The individual is trained in the use of accelerator rifles 	 
(Dex)		and snub pistols.

  Dex is the primary base for Zero-G Weapons skill.

 4.  Battle Dress Mishaps.  Each time a weapon (or peripheral piece of
 equipment is used) is fired, like a PGMP or FGMP, is fired by an individual with
  no Battle Dress skill, roll 7- to avoid a mishap.  Use a DM of -2
  for every level of Vac Suit skill over 1.  This is not necessary
  if the character has another skill, like High Energy Weapons, to
  govern the use of these weapons.

  If this roll fails, a mishap has occurred.  Roll one die on this
  table.

  Die	Effect								
  1	Roll Dex or less or be knocked down by the weapon's recoil.  If the 	
    	character is knocked down, he looses his next action, and then may
    	 stand up.  

  2	Automatic knock down

  3	The individual has suffered injuries (2 D6 damage points) to his
  	right (or left) shoulder resulting in a sprained and bruised shoulder (with
    	Dex -1 D6).

  4	The individual has suffered injuries (3 D6 damage points) to his
  	right (or left) shoulder rendering it useless (50% chance) or Dex is reduced
    	by 2 D6 (50% chance) until proper medical treatment is received.
     	These injuries would consist of numerous torn ligaments and
    	muscles as well as a broken collar bone, etc.    		

  5	The individual has suffered injuries (3 D6 damage points) to both
  	the right (or left) shoulder and upper chest.  Dex is reduced by 2 D6.

  6	The individual has suffered critical injury to the chest (4 D6
  	damage points) and right (or left) shoulder.  Dex is reduced by 2 D6. 



II.  ZERO-G MOVEMENT.
 1.  Movement in zero-G can be disorienting.  Newton's laws are most
 vividly apparent in the absence of a gravitational field, throwing off the normal
  reactions of a person accustomed to the constant presence of
  gravity.

  Movement in zero-G is particularly tricky.  It is possible to propel
  oneself in a given direction with a virtually unlimited range
  being achieved with a minimum effort.  However, two problems crop
  up;  first, once a character is committed to an action, it is very
  difficult to stop it;  second, control can prove difficult to
  maintain.

  When an individual commits to movement in zero-G, that movement will
  continue until the character can apply an equal, opposite thrust
  to counteract it.  This means that a character without a
  propulsion system or a tether line must continue a jump until it
  is possible to grab a passing handhold or use an obstacle to stop
  the movement.  This is one of the factors which make zero-G
  operations dangerous.  A propulsion unit which runs out of fuel
  before the character has completed an attempt to cancel out movement
  can lead to disaster.

  Control over movements in another important consideration.  A
  mis-timed or mis-applied jump can cause a character to miss a
  target by a considerable distance, especially when the target is
  at long range.

 2.  Procedures for Zero-G Movement.  Each time a character attempts to
 move in zero-G conditions, determine all the applicable factors in the
  movement from the zero-G activities chart below.  To stay in
  control of the movement, the character needs to make a saving
  throw of 10+, applying all modifiers shown on the chart.  

  This throw must be made for each change in vector made by the
  character.  Thus, for a simple move from one point to another, the
  character rolls first to stay in control of the initial move.  He
  must roll a second time to check the motion at his destination.

  If the character loses control by failing either of these two die
  throws, he will miss the target.  This will require the character to
  catch himself and attempt the maneuver all over again.  Catching
  himself would be another 10+ throw.  Inexperienced or unlucky
  characters can rapidly end up in enormous difficulty.

 3.  Orientation.  The zero-G activities chart uses "forward",
 "sideways", and "backward" as designations.  In space, this doesn't really apply;  the usage
  refers strictly to the character's orientation and movement.  A
  forward motion is made in the direction the character is currently
  facing.  A backward motion is the opposite of this.  Sideways is any
  other direction.  This usually comes into effect only in situations
  where the character is reacting to danger;  under ordinary
  circumstances there is time to achieve the forward orientation.

 4.  Speed.  Speed, in the chart, is given in normal Traveller speed
 categories.  S1 is walking speed of about 10-15 meters per round.  S2 is running speed
  of about 30 meters per round.  

  The speed chosen to use with the chart should be the character's
  constant speed until a change in vector occurs.  It is possible to
  build up a great speed using a propulsion unit;  all this speed
  must be checked before the character can come to a stop.  

 5.  Magnetic Grips.  Characters working on a starship hull or interior
 in zero-G can wear magnetic boot and glove attachments which grip the metal
  surface.  While using grips, the chance of losing control is
  greatly reduced, but the character is limited to speed 1, and
  cannot move faster without cutting the grips.

 6.  Encumbrance.  Characters not wearing vac suits and not encumbered
 by excessive loads can gain an advantage in control.  Certain high-tech vac suit
  types also avoid the encumbrance problem.

 7.  Regaining Control.  Once a character has lost control of movement,
 control must be regained before attempts can be made to correct the error.  One
  attempt to regain control is  permitted per combat round (roll the
  standard 10+ throw).  Until control is regained, the character
  cannot change vector, fire a weapon, or perform other tasks.



III.  ZERO-G COMBAT.
 1.  The zero-G chart shows the modifiers applied to the basic chance
 of maintaining control.  The 10+ throw must be performed each combat round, after
  the character undertakes combat activities (at the end of the
  round).  If the character fails the throw, control must be
  regained before further activities may be undertaken.

  Re-orientation roll must be made at the end of each round (or phase
  in AHL) in which a character fired a weapon or engaged in melee
  (either by attacking or defending).  

  If the roll is failed, the character is disoriented.  Drifting
  characters remain drifting, and stationary characters remain
  stationary.  Disoriented characters may not fire, make a melee
  attack, or change their movement.  

 2.  Direct fire notes.  If using a hand hold, and the weapon can be
 fired single-handedly, there is an additional -1 DM applied to hit and Dex
  is reduced by 4 for purposes of determining target number.  Gun
  combat is possible while in free fall.

 3.  Melee notes.  Characters may not make a melee attack if they are
 using a hand hold and a large melee weapon like a broadsword, polearm, bow, etc. 
  All melee damage is reduced to 1/2 damage while in a zero-G
  environment.  Melee is possible while in free fall.  All melee
  attacks while in zero-G are done with at a -2 DM to hit.

 4.  Zero-G/Combat.  Projectile throwing weapons, when fired in zero-G,
 do not lose accuracy with range to the same extent as normal.  Use this chart to
  find the correct difficulty when making to hit throws.

  Actual Range	Difficulty As.
  Contact		Contact
  Very Short		Very Short
  Short		Short
  Medium		Short
  Long		Short
  Very Long		Short

 5.  Vacuum Grenades.  Grenades will not produce concussion in vacuum. 
 If the grenade is in physical contact with a target (not just in the
  primary burst radius), the grenade will provide explosion damage
  (the same as the concussion damage) to the target.

  All fragments from a grenade exploded in vacuum will do 2 D6
  damage--no matter the burst radius.  Although there is no
  concussion, the burst radius of the grenade should still be
  calculated (based on concussion damage as normal) to determine 	
  fragmentation effects.  Although the grenade is not losing force,
  this will simulate the spread of the fragments, and therefore make
  it harder to hit individuals at great distance.



IV.  OTHER ZERO-G ACTIVITIES.
 1.  This general category of "other activities" takes in the entire
 range of work performance in zero-G conditions--prospecting, mining, external ship
  repairs, or whatever.  In any case where characters are working
  outside, the referee should require rolls to maintain control as
  the characters carry out their activities.   Generally, one roll
  is made per activity attempted, though the referee may decide to 	
  check once per combat round for long-term or complicated tasks.

 2.  One handed actions.  The basic 10+ roll must be made to avoid
 losing control.  Activities are usually considered two-handed, but a character may
  take advantage of the one handed DM to the control throw. 
  Attempting activities one handed requires a Dex throw to complete
  on top of the control throw (with the advantageous DM for hand
  holds).  Dex is considered reduced by 4 for this check and
  calculation of target numbers while using the hand hold.

 3.  Dangerous situations.  There is a last ditch saving throw for
 characters in dangerous zero-G situations--but this can only be given if there is
  some way of saving the character or there is another character
  near by that can help.  Roll 7+ with only these DMs:  +2 per level
  of vac suit, -4 if no skill. 



V.  AHL NOTES.
 1.  Use these rules when attempting zero-G activities with the AHL
 Tactical Combat System.  

  Action			Cost	Notes						
  Z-G Mvt (along wall)		4	per sq.
  Z-G Mvt (free fall)		3	3 APs initial cost.  Then 1-2 APs per sq. 
  				See rule p.10 Snapshot.
  Z-G Mvt (walking with grips)	2	per sq.  3 APs required for diagonal
  				movement. 
Regain Control		6	6 APs required before an attempt is
  				made.



VI.  DECOMPRESSION.
 1.  In any situation where internal pressure is lost, explosive
 decompression occurs.  

 2.  Individuals caught in a non-pressurized situation without a vac
 suit, combat armor, battle dress, or some other pressurized suit will take 2 D6
  automatic damage every combat round.  1 D6 of damage is applied
  every phase in AHL.

  The task to apply a patch to a breached vac suit, combat armor, or
  battle dress is a difficult test of the appropriate skill.  For
  instance, Zero-G Environment, Vac Suit, or Battle Dress could all
  be used in this situation.  This task can also be attempted at 	
  zero level with the appropriate skill (if zero level use is
  allowed).  At the player's option, a difficult test of Dex
  (halved) or Int (halved) can be used.  This simulates manipulation
  of the patch or keeping one's head in a desperate situation.  

  Only one attempt to put the patch on can be made each round, and it
  takes about 6 seconds to locate the patch, pull it from it's
  pocket, open the package, prepare the patch, locate the suit's
  hole, and apply the patch.  Keep in mind that this is done with
  bulky gloves in a desperate situation, and additional time should be
  added if the patch is not at hand.

  If the task to apply the patch fails, this means that the character
  is fumbling with the patch, trying to get it on the hole.  He may
  try again next round with no penalty.  The same roll is made if one
  character is applying a patch to another character.  It will 	
  probably take additional time for one character to reach the other
  (given that he is not standing beside the injured character).

  Some types of armor have a self seal option, and these may or may
  not be instantaneous.

  Many vacc suits are compartmentalized, so a breach in one section of
  the suit will provide some protection to other parts of the body
  for a short time.  When a breach occurs, apply only 1 D6 of damage
  for 1 D6 rounds, then apply the 2 D6 damage per round thereafter.

 3.  Iris valves, hatches, and other secure doors (normally not
 interior doors) have safety mechanisms which lock them in place when decompression occurs.  If
  there is a pressure differential, then these safety measures must
  be circumvented if the door is to be opened.



VII.  ZERO-G ACTIVITIES CHART.
 1.  The basic throw to maintain/regain control is 10+.  This should be
 made once per round, action, or as applicable.  DMs from each of the three tables
  may over lap--pick all that apply.   

  Movement Actions				DM		
  Move Forward				+2
  Move Sideways				-1
  Move Backward				-2

  Using magnetic grips				+4
  Free jump					-2
  With tether line or hand holds			+3

  Slow (S1) vector change with propulsion			0
  Fast (S2) vector change with propulsion			-2
  Very Fast (S3) vector change with propulsion		-4

  Jump to short range target				-2
  Jump to medium range target			-4
  Jump to long range target				-6

  Per minor wound				-1
  Per serious wound				-2
  Per critical wound				-3

  Unencumbered or not in vac suit			+2
  In battle dress				+2/level of skill
  In vac suit or combat armor				+skill level
  No vac suit skill				-4
  Environment, Zero-G Environment, Zero-G Combat skill	+4/level of skill 
Dex 9+					+1 
Dex 11+					+2		


  Combat Actions				DM		
  Firing a weapon				-4
  Firing a low-recoil, zero-G weapon (snub or accel)		-2
  Firing a laser					0

  Firing an archaic weapon (crossbow, bow, etc.)		-3
  Using a hand hold (-4 to Dex)			+5
  Striking with blade weapon, polearm, fist, etc.		-6

  Zero-G Combat skill				+4/level of skill
  Environment, Zero-G Environment skill			+2/level of skill		

  Dex 9+					+2
  Dex 11+					+4

  Other Actions				DM		
  One-handed actions				-1
  Two-handed actions				-3
  Violent motion (equivalent of swing or blow)		-6

  Zero-G Combat skill				+2/level of skill
  Environment, Zero-G Environment skill			+4/level of skill

  Dex 9+					+2
  Dex 11+					+4


(look for my post on my tactical combat system--KB)

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

End of Traveller-digest V1996 #713
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