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From: owner-traveller-digest@mpgn.com (Traveller-digest)
To: traveller-digest@Phaser.ShowCase.MPGN.COM
Subject: Traveller-digest V1996 #733
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Traveller-digest      Monday, December 9 1996      Volume 1996 : Number 733



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

The following topics are covered in this digest:

GA6:  Lil' Nell
Psionic TIme Travel
RE: Imperial Democracy
Long posts, short final word
Re: Norris to the rescue! Part 3
Gamescape
Re: Landing ships.
Re: Foss Art
Re: Game Friday?
Re: Traveller-digest V1996 #730
Re: Traveller-digest V1996 #730
Re: Alternative Vehicle Designs: A Proposal
Dark Star now in .PDF Format!
Hi-Ex in vacuum
RE: Starports
Re: Starships--Got IT! (fwd)

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

Date: Sun, 8 Dec 1996 23:51:11 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: GA6:  Lil' Nell

The Grand Adventure Post 6:  Lil' Nell

This is Daeus Jacks' boarding weapon that he used in the Imperial 
Navy.



TL 10  18mm AUTOMATIC ASSAULT SHOTGUN


  Round		Dam Val		Bulk	.
  18x70mm Slug	5		6
  18x70mm Short Shot	1
  18x70mm Med Shot	2	  
18x70mm DS 		5
  18x70mm HE  	8
  18x70mm HEAP	8
  18x70mm Tranq	1d6-1	

  .		Mag		Sht Rng	
  18x70mm Slug	20		28	
  18x70mm Short Shot	20		20
  18x70mm Med Shot	20		20  
18x70mm DS		20		34
  18x70mm HE	20		21
  18x70mm HEAP	20		21
  18x70mm Tranq	20		13


  Performance & Statistics		.	
  TL: 10	Ammo:  18x70mm
          	18x90mm caseless
  
Muzzle Energy:  4931 joules		Ammo Price:	(Slug) Cr0.69
             (Tranq):  2959 joules		(HE, DS, Tranq) Cr1.38
            				 (HEAP) Cr2.07
     				(Shot) Cr0.69
  
Weap Length:  91cm		Ammo Wt:  69 grams/round
  Weap Wt (loaded):  8.992kg	
  Weap Wt (empty):  7.612kg	Mag Wt (loaded):  2.3736kg
  Weap Price:	Cr2457		Mag Wt (empty):  0.9936kg
    			Mag Price:  Cr10


  Features				.
  Gyroscopic recoil compensation
  Optic sight
  Laser sight
  Sling

DESCRIPTION

Manufactured primarily for the Imperial Navy, the weapon is normally
carried on a sling that enables it to be fired from the hip using the
attached laser sight.  The performance of this weapon is respectable
with the shot round's ability to penetrate AV1 at short range.  For
close fighting where range is not an important consideration, such as
is found in boarding actions or urban locales, this is the small arm
of choice for the Imperial Navy.

Standard equipment includes gyroscopic recoil compensation that lowers
the weapon's recoil for zero-G combat, an optic sight (a military
version of the telescopic sight that is more rugged but not as
beneficial), a laser sight, and a sling.  

Autofire for all ammo types is 3 round bursts, but resolve the Med 
Shot rounds as if 5 rounds were fired.  For single fire--give an
additional +2 to hit when rolling for each single shot with the Med 
Shot ammunition.



This weapon was taken from the RC Equipment Guide for TNE.
Here's the combat chart conversion for T4.  Simply figure range to 
the target and cross reference with type of round used on the chart 
below to determine difficulty.



TL 10  18mm AUTOMATIC ASSAULT SHOTGUN COMBAT 
CHARTS



Round Type	Range	Distance	Difficulty	Aim 	Dam
Slug	Contact	0-7 m	Easy	+2	5		
Slug	Very Short	8-14m	Average		5
Slug	Short	15-28 m	Difficult		5
Slug	Medium	29-56 m	Formidable		5
Slug	Long	57-112 m	Staggering		5
Slug	Very Long	113-224 m	Impossible	     	5	

DS	Contact	0-8 m	Easy	 +2	5		
DS	Very Short	9-17 m	Average		5
DS	Short	18-34 m	Difficult		5
DS	Medium	35-68 m	Formidable		5
DS	Long	69-136 m	Staggering		5
DS	Very Long	137-272 m	Impossible		5	

HEAP	Contact	0-5 m	Easy	+2	8		
HEAP	Very Short	6-10 m	Average		8
HEAP	Short	11-21 m	Difficult		8
HEAP	Medium	22-42 m	Formidable		8
HEAP	Long	43-84 m	Staggering		8
HEAP	Very Long	85-168 m	Impossible		8	

Tranq	Contact	0-3 m	Easy	+1	1 D6-1		
Tranq	Very Short	4-6 m	Average		1 D6-1
Tranq	Short	7-13 m	Difficult		1 D6-1
Tranq	Medium	14-26 m	Formidable		1 D6-1
Tranq	Long	27-52 m	Staggering		1 D6-1
Tranq	Very Long	53-104 m	Impossible		1 D6-1	

HE	Contact	0-5m	Easy	+2	8
HE	Very Short	6-10 m	Average		8
HE	Short	11-21 m	Difficult		8
HE	Medium	22-42 m	Formidable		8
HE	Long	43-84 m	Staggering		8
HE	Very Long	85-168 m	Impossible		8	

Short Shot	Contact	0-5m	Easy	+2	1
Short Shot	Very Short	6-10 m	Average		1
Short Shot	Short	11-20 m	Difficult		1
Short Shot	Medium	21-40 m	Formidable		1
Short Shot	Long	41-80 m	Staggering		1
Short Shot	Very Long	81-160 m	Impossible		1	

Med Shot	Contact	0-5m	Easy	+2	2
Med Shot	Very Short	6-10 m	Average	     	2
Med Shot	Short	11-20 m	Difficult		2
Med Shot	Medium	21-40 m	Formidable		2
Med Shot	Long	41-80 m	Staggering		2
Med Shot	Very Long	81-160 m	Impossible		2	


Features											
 .
Optic Sight:	This is a rugged, but less beneficial, military version
of the telescopic sight.  It provides a +1 DM on aim, bead, or snipe
actions at long and very long range.  If dropped or otherwise jarred
out of alignment, roll 11+.

Laser Sight:	This TL 10 laser sight has a range of 240 m.  Use of the
sight will allow three consecutive fire actions, instead of the usual
one, at the same target while performing aim, bead, or snipe actions.

Long Live Traveller!

Kenneth.

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

Date: Mon, 9 Dec 1996 01:12:09 -0500
From: HDHale@aol.com
Subject: Psionic TIme Travel

   What follows was to have appeared in Traveller Chronicle #11, but for some
reason got left out (I point no fingers).  It *will* appear in TTC #12, but
given the discussions of psionically seeing into the future, I think an
advance look is in order.

- ------------------------------------------------------------------------------
- -------------
PSIONIC TIME TRAVEL

A Note for Referees

   Only three individuals out of the 50+ billion inhabitants of the Terran
Republic are known to have the ability to psionically time travel, and they
are all related.  This should give you some indication as to just how
uncommon Psionic Time Travel ability is.  However, it is conceivable that
another person not of the Dahnara-Avila line could also have it.  Thus, a
description of Psionic Time Travel and how it is used in Traveller is
included as part of Children of Earth.

   As with all psionic skills, referees should use care in allowing a player
character to have this ability, least it give the PCs an unfair advantage.
 Remember, Traveller was never intended to be Advanced Dungeons and Dragons
(AD&D) with gauss rifles and laser guns.

Introduction

   Similar to Prescience and Teleperception, Psionic Time Travel is in fact
an Arcana psionic ability. Characters with this ability don't actually
physically travel through time, but are receiving impressions of events that
have occurred in the past, are occurring in the present, or will occur in the
future.  At times these impressions can be so clear that the psion feels as
though they are actually experiencing the event as it takes place, while at
others, only vague emotions and images can be felt.

   It is not known when the first instance of Psionic Time Travel took place.
 It is likely that an individual at some point in the past experienced it,
but did not know what was happening to them (it has been suggested that
so-called "past life regression" that was popular on 20th century Terra may
have been a primitive form of Psionic Time Travel), or mistaken what they
were experiencing for something else, probably Prescience, Teleperception or
even insanity (not all worlds in the Imperium and Solomani Confederation have
a full understanding of psionics).

   The first recorded use of this ability was by Gabrielle (later Gabree-el)
Dahnara, who had just completed her psionic training in Los Angeles on Terra.
 She experienced a time travel of some 3450 years to the era of the Great
Southern California Earthquakes of 2072 AD.  Gabrielle continued to practice
this psionic skill in secret, and was later able to use it in her
classification and authentication of ancient Terran artifacts was she was a
professor in Damascus.  Since then, both Gabree-el's granddaughter Shoshanna
and great-granddaughter Ellora have also tested as having this ability, and
both practice its use.

Usage and Restrictions

   In order to successfully psionically time travel, the gifted individual
must be in a Relaxed Environment as described in the TNE Manual.  The base
difficulty of Psionic Time Travel is Difficult, though this difficulty can be
reduced to Average if the psion undergoes a meditative trance, either through
use of psionics or special training.  The emotional state of the psion is
also important.  Witnessing events while psionically time traveling that
evoke strong emotion (either great joy or sorrow) immediately cause the psion
to come back to reality and lose all memory of the event that caused it (this
is why Gabree-el was able to foresee the Virus attack on Earth, but not the
death of her husband when his Virus infected grav bus crashed to the ground).

   Psionic Time Travel also requires a psionic focus.  This focus can be an
object, a place, a person or animal, even a photograph or a recording.  The
only stipulation is that the focus must be present at the time of the event
the psion wants to observe in the past, present, or future.  A forgery of a
historical object, for example, will not evoke any impressions of the
historical era it supposedly came from, if anything it will evoke impressions
of how the forgery was made.  

    Psionic Time Travel to another place in the same time frame (using it as
a substitute for Teleperception) is possible, but only if the psion is in
communication (by radio, camera, etc.) with the place to be observed.  If a
high level of success is achieved, the psion will receive impressions of
images and sounds from the scene that is not available through the limits
imposed by standard communications devices.

Levels of Success

   This is largely determine by the referee, but at the lowest levels, only
flashes of still images will be received.  At the upper end, not only will
the psion be able to view the scene as though they were there, but they will
also be aware of how many years prior to or subsequent from the current date
the event the psion is viewing is taking place.

Additional Considerations

   Regardless of success level, Psionic Time Travel into future is an
uncertain (small 'u') task.  This is because the future, unlike the past (as
the saying goes "what has happen, has happen, and nothing can change that
now") is not fixed in time.  What the psion sees when he or she travels into
the future is what will happen if none of the significant variable that
caused a particular event to occur are changed.  Change one or more of the
significant variables, and the event might not take place at all, or will
happen differently.

   Psionic Time Travel into the past can also involve a degree of
uncertainty.  Unless the psion has a knowledge of history (small 'h'), he or
she may be unaware of the significance of the event they are witnessing, or
may interpret an event incorrectly (particularly if the psion was taught a
biased view of the subject of History).  Referees should determine just how
much (or how little) a particular individual player character knows about an
event they are witnessing and adjust the description of the event
accordingly.
- ------------------------------------------------------------------------------
- ---------------------

Comments?

Regards,

Harold

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

Date: Mon, 9 Dec 1996 00:16:56 -0600
From: "K.C. Komosky" <kc@mb.sympatico.ca>
Subject: RE: Imperial Democracy

>>p.s. is there anyone who believes that democratic reforms in the
>>Third Imperium are NOT a good idea?


>Me, for one!  Well, not democratic reforms, but the idea of democracy as a 
form
>of government for the Imperium.


>  If you look at the Imperium's sectors, you discover a very interesting 
thing;
>about 80-90% of the population is on 10% of the worlds.  If you have a 
direct
>proprotional democracy (even a proportional-representation republic) you
>effective disenfranchise 90% of your territory.  Taken from a purely 
person by
>person count; this is just fine, but when you realize that the large 
hi-pop
>worlds are going to have 100% divergent needs and beleifs from the lo-pop
>worlds, you quickly get into a situation where a sector is dominated by a
>couple of worlds, and those worlds can basically dictate whatever they 
like to
>the other worlds of the sector.

umm, is this any different than the situation we have now?

At present (although I'm moving in 2 weeks thank god) I live in the small 
mining community of Flin Flon, in the wilderness of northern Manitoba. Do 
you think northern Manitoba (or northern Canada, for that matter), has any 
say in the governance of Canada? In Manitoba alone, out of 14 federal 
ridings, 1 of them, the Churchill constituency, contains over 50% of the 
land mass of Manitoba.

>If on the other hand you have a non-proportional democracy, you avoid some 
of
>these issues, but wind up with a whole set of new ones.  You could have 
each
>world with one vote; suddenly Gant's Landing, the corporoate mining world 
with
>a population of 6, is as important as Planet X, the world with 100 billion 
>inhabitants.

Well in the real world, many countries have gotten around the problem you 
raise by having 2 houses of government, one rep by pop, one rep by area 
(e.g. the US Senate).

Unfortunately, Canada is not among them :-(

>Besides, if the Imperium was a democracy, we'd have to call it the 
Democrium.

Well, after exactly 3 seconds of thought, I figured it could be called the 
First Republic.

K.C. Komosky
kc@mb.sympatico.ca

gratuitous political ad - help fight for a Triple E Senate in Canada! Join 
the Reform Party of Canada! Just call 1-403-269-1990, or e-mail me.

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

Date: Sun, 8 Dec 1996 22:38:11 -0800 (PST)
From: Craig Berry <cberry@cinenet.net>
Subject: Long posts, short final word

OK, so apparently there are those who adore 15-page posts to the TML, as
well as those (like myself) who believe they'd (in general) be better
delivered via the Web.  With a final urge that those in the former camp
also consider my other reasons for choosing the Web, and with thanks for
the suggestion on how to (somewhat) easily skip long posts in the digest,
I declare the issue closed.  Do what thou wilt, and all that.

- ---------------------------------------------------------------------
   |   Craig Berry - cberry@cinenet.net
 --*--    Home Page: http://www.cinenet.net/users/cberry/home.html
   |      Member of The HTML Writers Guild: http://www.hwg.org/   
       "Every man and every woman is a star."

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

Date: Sun, 08 Dec 1996 23:15:14 -0800
From: "Glenn M. Goffin" <sudet@well.com>
Subject: Re: Norris to the rescue! Part 3

From: HDHale@aol.com

>   Emperor Strephon was AWOL on the day of the killings.  The fact that he
>would allow a double to stand in for him in a meeting with one of the half
>dozen most powerful nobles in the Imperium, and one with which he apparently
>was having some difficulty with, tells you something of how corrupt the
>Imperial family had become, or just how incompetant Strephon really was in
>the end.

You're probably right, but maybe Strephon intended to diss Dulinor.  Dulinor would 
likely have realized that it was a double and been insulted -- but also put in his 
place, as someone who doesn't have a right to see the Emperor.  

- --Glenn

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

Date: Sun, 08 Dec 1996 23:22:22 -0800
From: "Glenn M. Goffin" <sudet@well.com>
Subject: Gamescape

>From: "Douglas E. Berry" <dberry@hooked.net>

>>However, there has been a flood of CT and MT stuff in their used games
>>section.  Either people are really fed up, or they are making room on their
>>shelves for the T4 stuff.

>I got a great haul out of the Palo Alto  store.. last time I looked they had
>3 or 4 Black Boxes sitting around for about $8.

I'm on my way to the San Francisco store tomorrow, in that case!  Palo Alto is bit of a 
hike, though, but I have to be in San Jose on Tuesday, so maybe I'll take Caltrain up to 
SF and get off at PA ... which Palo Alto stop is closest to Gamescape?

- --Glenn

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

Date: Sun, 8 Dec 1996 23:30:12 -0800
From: "Douglas" <douglas@teleport.com>
Subject: Re: Landing ships.

A couple of notes regarding this (as a GM, I love it when players give me
openings like this...)

If this is a covert landing, generally you do not want to announce your
arrival (a 10KLb bomb tends to make a little noise), nor leave a trace of
your landing afterwards.  It also sends spikes to any seismic recorders on
the continent.

I wouldn't want a FAE on MY ship!  Nukes, on missiles, are kinda hard to
set off with a hammer or a gun...conventional explosives however...  Always
remember the rogue crewman and Murphy's Law!  

Kinda hard on any locals, or whatever, that are in the LZ.  (Say daddy,
that ship just laid an egg...)

Douglas

E-MAIL: douglas@teleport.com
HTTP://www.teleport.com/~douglas

Never anger a dragon, for they find you are crunchy and go well with brie!

- ----------
From: Eric Freitas <edf@atlantic.net>
To: 'traveller@MPGN.COM'
Subject: RE: Landing ships.
Date: Saturday, December 07, 1996 4:56 PM

On a related note, if you need to find a place to land in a heavily
forested or jungle area, you can use a time tested technique.  You simply
drop something equivalent to a 10,000 lb bomb onto a portion of that
jungle, and you have an instant landing zone.  This was used during the
vietnam era to make impromptu landing sites for helicopter transports.  The
bomb (very large) would be rolled out of the cargo bay of a C130 at about
5000ft.  Pretty devastating to the local flora and fauna.  

Eric Freitas
 


- ----------

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

Date: Mon, 09 Dec 1996 00:58:07 -0700
From: David Malnati <dmalnati@absi.com>
Subject: Re: Foss Art

>I thought that the IG web site said that this art work was all 
>original.  Now that you mention it, I recognize the style, but 
>couldn't tell you if I've seen the exact paintings or just some other 
>Foss stuff.  He definitely has a style.

All of the Black & White foss art is original, only the color plates have
been seen before.
I should of elaborated a bit more.

David Malnati
dmalnati@usa.net  

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

Date: Mon, 9 Dec 1996 00:25:28 -0800
From: "Douglas" <douglas@teleport.com>
Subject: Re: Game Friday?

(sigh)  I hate it when I do that.

Sorry for the mispost everyone!  :(

- ----------
> From: Douglas <douglas@teleport.com>
> To: Traveller <Traveller@MPGN.COM>
> Subject: Game Friday?
> Date: Sunday, December 08, 1996 8:54 PM
> 
> Hey all!
> 
> First I'd like to apologize to Chris...I didn't notice that I had not
added
> him to the list until Friday (Sorry Chris!).
> 
> As we all know, the game this past Friday was cancelled due to illness
> (three of ya!).  Would there be any interest in rescheduling (one time
> only) for this Friday?  It looks like the following Friday is already
> booked, and I'd hate to let the game lapse for a month and a half.
> 
> Let me know!
> 
> E-MAIL: douglas@teleport.com
> HTTP://www.teleport.com/~douglas
> 
> Never anger a dragon, for they find you are crunchy and go well with brie!

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

Date: Mon, 9 Dec 1996 19:21:28 +1100
From: "Phillip McGregor" <aspqrz@curie.dialix.com.au>
Subject: Re: Traveller-digest V1996 #730

> Date: Sun, 8 Dec 1996 10:30:15 -0600
> From: "David Blustein" <dtb@NASCRAG.ORG>
> Subject: Re: Alternative Vehicle Designs: A Proposal
> 
> Phillip McGregor wrote:
> >
> > 5) Design will be built around basic hull types (Cars, Vans,
> > Pickups, Light Aircraft, AFVs etc.) and ...
> 
> How about Cycles, and Small Watercraft & Submersibles?

Cycles and all sorts of other types of vehicle will be included. Maybe not
watercraft, though - I don't have the data to work with for them, but I'll
see what I can do anyway. The idea is for the system to be as widely
inclusive as possible.

> One of the things that has always disappointed me about the original 
> Striker rules was the lack of design sequences for Watercraft & 
> Submersibles. (Okay, flame throwers, too. ;-)

The rules are intended to be simpler even than Striker in many ways -
without being too (obviously - I mean, we're talking Cold Fusion and
AntiGrav here, gutys!) unrealistic.

> I have no idea what's covered in FFS, but it would be nice to be
> able to create interesting vehicles like Sailing Ships and other low
> tech level stuff in addition to the usual high tech gadgets.  (For
> example, a wooden sailing ship with grav plates?)

Urrm. This is meant to be *simple* - which means tradeoffs. One of the
major ones is that you are limited to some standardised vehicle
parameters/types. And I don't think that Sailing Ships are high on my list!

The main reason for the existence of the rules (well, the *potential* to
exist, at the moment!) is that I want to have a system to design something
that is *post-20th Century*. I figure "old fashioned" and "current"
vehicles are so easy to extrapolate from existing designs that there is no
need to design them. I guess that sailing ships would fall into that
category. The only difference would be the materials and (presumably)
reduced maintenance cost, as well as peripherals.

Phil
- ---------------------------------------------------------------------
Phillip McGregor | aspqrz@.curie.dialix.oz.au
Have Game Designer, Will Travel

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

Date: Mon, 9 Dec 1996 19:21:28 +1100
From: "Phillip McGregor" <aspqrz@curie.dialix.com.au>
Subject: Re: Traveller-digest V1996 #730

> Date: Sun, 8 Dec 1996 10:30:15 -0600
> From: "David Blustein" <dtb@NASCRAG.ORG>
> Subject: Re: Alternative Vehicle Designs: A Proposal
> 
> Phillip McGregor wrote:
> >
> > 5) Design will be built around basic hull types (Cars, Vans,
> > Pickups, Light Aircraft, AFVs etc.) and ...
> 
> How about Cycles, and Small Watercraft & Submersibles?

Cycles and all sorts of other types of vehicle will be included. Maybe not
watercraft, though - I don't have the data to work with for them, but I'll
see what I can do anyway. The idea is for the system to be as widely
inclusive as possible.

> One of the things that has always disappointed me about the original 
> Striker rules was the lack of design sequences for Watercraft & 
> Submersibles. (Okay, flame throwers, too. ;-)

The rules are intended to be simpler even than Striker in many ways -
without being too (obviously - I mean, we're talking Cold Fusion and
AntiGrav here, gutys!) unrealistic.

> I have no idea what's covered in FFS, but it would be nice to be
> able to create interesting vehicles like Sailing Ships and other low
> tech level stuff in addition to the usual high tech gadgets.  (For
> example, a wooden sailing ship with grav plates?)

Urrm. This is meant to be *simple* - which means tradeoffs. One of the
major ones is that you are limited to some standardised vehicle
parameters/types. And I don't think that Sailing Ships are high on my list!

The main reason for the existence of the rules (well, the *potential* to
exist, at the moment!) is that I want to have a system to design something
that is *post-20th Century*. I figure "old fashioned" and "current"
vehicles are so easy to extrapolate from existing designs that there is no
need to design them. I guess that sailing ships would fall into that
category. The only difference would be the materials and (presumably)
reduced maintenance cost, as well as peripherals.

Phil
- ---------------------------------------------------------------------
Phillip McGregor | aspqrz@.curie.dialix.oz.au
Have Game Designer, Will Travel

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

Date: Mon, 9 Dec 1996 19:46:49 +1100
From: "Phillip McGregor" <aspqrz@curie.dialix.com.au>
Subject: Re: Alternative Vehicle Designs: A Proposal

> From: Rob Brennan <robert.brennan@isocor.ie>
> To: 'gdw-beta' <gdw-beta@qrc.com>
> Subject: RE: Alternative Vehicle Designs: A Proposal
> Date: Monday, December 09, 1996 1:33 AM
> 
> Hey Phil,
> 
> why don't you call your system the RPVDS (Role-Playing
> Vehicle Design System)?  This would be in keeping with
> Joe Walsh's (+others') contribuition to space combat and
> your stated design goals.

Sounds reasonable for a working title! Though it will be more detailed than
the RPSCS for *design* - just one hell of a lot *less* detailed in what I
feel are irrelevant areas!

Phil
- ---------------------------------------------------------------------
Phillip McGregor | aspqrz@.curie.dialix.oz.au
Have Game Designer, Will Travel

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

Date: Mon, 9 Dec 1996 19:43:15 +1100
From: "Phillip McGregor" <aspqrz@curie.dialix.com.au>
Subject: Dark Star now in .PDF Format!

Yep, finally got the Acrobat 3.0 program today - and it converted DS#1 and
#2 to .pdf files quicksmart.

So, DS#1 is available for *free*, but as a c. 400kb file with *no printing*
(Password Security enabled) allowed (sorry, guys, I gotta pay for the
program somehow!). If you want a copy, let me know ASAP and, when I get
enough, I'll dump it to you via the 'Net. (Sorry, I wouldn't have a clue
how to set an FTP site up - so, unless someone out there volunteers? you'll
have to take pot luck as an email attachment). You might actually have to
wait a few days until I get enough people asking for it to make a download
worthwile as a bulk email - I mean, I only have a 14.4 Modem (of course, if
I make any money on DS, I may eventually get a 28.8 jobbie - but don't hold
any breath, as I just had to shell out $17k for a new car that was not
expected!).

DS#1 in *print enabled* format is available for US$5 as a direct download
as above, or US$6 for a disk version mailed to you.

DS#2 is available for the same price as DS#1 and is also *print enabled*.

Payment to the usual snail address and by the usual means (ask for
details).

Phil
- ---------------------------------------------------------------------
Phillip McGregor | aspqrz@.curie.dialix.oz.au
Have Game Designer, Will Travel

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

Date: Mon, 9 Dec 1996 09:18:08 GMT
From: Stewart Eyres <spe@astro.keele.ac.uk>
Subject: Hi-Ex in vacuum

Hi there

Anyone any idea how effective high explosive (and related ammo types)
would be in a vacuum - ie. what fraction of the effect is due to the
shock wave of the air expanding from the explosion, and what fraction
due to the actual explosive device?  This is important as many of the
more destructive weapons rely on explosive ammo.

Thanks

Stewart Eyres <spe@astro.keele.ac.uk>

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

Date: Mon, 09 Dec 1996 10:38:06 UT
From: Rob Brennan <robert.brennan@isocor.ie>
Subject: RE: Starports

Thad Coons wrote 
<lotsa good stuff about starports snipped>
>Class A
>Ground Facilities
>2) Orbital Traffic Control (One controller with Pilot-6 skill)
>3) Passenger facilities: (1000 person) Steward 4, Medic 6 
>4) Cargo and freight facilities, 150,000 Cubic meters, all categories
>5) Refined Cryogenic Hydrogen, 50,000 Cubic Meters
>6) Repair facilities, 5 MCr worth of equiment

In TCS it gives rules for the shipbuilding/repair facilities and (I think)
refuelling capacity of a given starport.  This is strongly linked to the
population of the world on which the starport is located.  I think that this
would also affect the volume of traffic to and from the port...

I can't remember exactly but I think that the shipbuilding/repair facility
was about 1 million displacement tons for a Pop 9 world.  There was also
an allowance for this to vary in size depending on whether the planet was
at war or not.

In summary, I think that you should treat the starport class as an indication of
the quality (and not necessarily the size) of starport facilities. 
Forex:
(Class A, Lo Pop) The privately-owned Orbital Docking Complex (ODC) 
on Kafdan-7 (vassal world of the Ithuukan noble family) can only handle up to
1,000 tons of vessels at once, but all possible ship needs can be catered for in
a luxury environment (to say nothing of the overnight entertaiment).

(Class C, Med-Hi Pop) Desolate Down Starport is a sprawling concrete
wasteland built on the edge of the Dark Hills.  Hundreds of bulk transports in the 
MegaTon range land every hour to take away the precious lanthanum that has 
brought humanity to this rock-ball.

I hope this helps
rgds
rob

Visit the Wasteland Games homepage at http://indigo.ie/~waste

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

Date: Mon, 9 Dec 1996 02:45:36 -0800
From: "Rich Ostorero" <stormhvn@inreach.com>
Subject: Re: Starships--Got IT! (fwd)

> 
> Hmmm.  I didn't look closely enough at the Destroyer when I was looking 
> at the book at my FLGS, obviously.  I'll have to take a closer look 
> whenever the USPS finally gets my copy to me. [sigh]

I can see the ancestry of the 11-th Century Midi Ashgauum (or some such
Vilini name) in that M0 DD . . . big difference -- no spinal mount, though.
> 
> Cool! :)  I designed that as something I know MY players would love for 
> their characters to own (it compares well enough to the Corsair, and it 
> does well against the other ships in its class).  I was hoping my 
> campaign flavor wasn't that far out of line with that of others'. :)

That's a good lodestone to follow in designing a ship -- what would _my_
players like? A 60-ton fighter with J-6 and a spinal mount, perhaps?
Naaahhh ;)
> 
> I like the inclusion of the ... life-ball, or whatever it's called.  

Seems a little better than the TNE "lifeboat."

<<deletia>>

> True.  We can always come up with rationalizations for the Foss art. :)

I'll consider them irrationalizations . . . .

- --Rich
stormhvn@inreach.com
 

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

End of Traveller-digest V1996 #733
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