Traveller-digest     Wednesday, August 18 1999     Volume 1999 : Number 975



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

The following topics are covered in this digest:

Re: Andre Norton Suggestions...
Re: Xenobiology 101 : The Viji (longish)
Re: GT TL8 to TL13 Space Interceptor Missiles
Re: Obscene PD Weapons
Re: Stereotyped Gamers...
Re: Stereotyped Gamers... 
Re: Squad Leader
Re: Andre Norton Suggestions...
Re: Squad Leader
Re: Starship Combat Question...
Pronunciation (was Re: Stereotyped Gamers...)
RE: Starship Combat Question
Missing Xenobiology 101 posts?
Re: EXN The Exploration Network - Science
Hal Clement...
Re: Missing Xenobiology 101 posts?
Re: Missing Xenobiology 101 posts?
Starship Combat Question...
Army Bases?
Re: Army Bases?

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

Date: Wed, 18 Aug 1999 02:17:07 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Andre Norton Suggestions...

In mail you write:

> Deispamer mentioned :
> ---
> Firehand (with P.M Griffin)
> ---
>
> I wasn't aware there was a 5th book to this series.  Is it new?  I've always
> loved her Time Traders Series.

Yes. It came out a year or three back. 

> When I was younger I used to read a lot of
> Norton, but as I got older, a lot of her books started sounding pendantic
> and whiney;  Bad, EVIL technology versus sweet, innocent, GOOD cat
> critters...or Beaver..or what-not.  :)

Actually, while she *did* have technological "bad guys" in a lot of
stories, she *did* mostly avoid the "technology is bad" trap. She did
recognize that misused tech can be a real problem. 

> Suffice it to say I eventually got
> rid of most of my Norton collection with a few exceptions.  The Gamma
> World-esque "Breed to Come" is still a good read.

A couple of others I just recalled that may or may not go over well:

"Star Man's Son" (aka "Daybreak 2250 AD"). It's set in a (very) post
atomic war future. It'd be nice to for a few ideas on during the Long
Night on planets that got nuked.

"Star Gate" Good story, but not much stuff useful to Traveller in it,
except possibly for the idea of the "Star Lords" essentially taking
over a planet.

"Sea Siege" is *really* dated. But it is a good "as things fall apart"
story. Might be useful for a "start of the Long Night" scenario. It has
both pro *and* anti-tech. Basicly, the characters know that t was
(mis)use of high tech that *caused* the mess. But most of them also
realize that the high tech gear they still have is a big part of what's
keeping them alive. 

It's also good for some nice "monsters". 

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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

Date: Wed, 18 Aug 1999 02:31:42 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Xenobiology 101 : The Viji (longish)

In mail you write:

> Leonard Erickson wrote :-
>> Given the abundance of flurine required to have the HF, I can't quite
>> see how any sulphate/sulfide compounds can survive? Id expect them to
>> long ago have been converted to metal fluorides and sulfur difluoride.
>
> Sulphates are problematic. The sulphur fluorides (SF2, SF5, SF6) are
> going to be significant components of the atmosphere. Some sort of
> regenerative process will be necessary for sulphates and sulphides to
> survive at all. ?upwelling from the core ; ?biological activity
>
> It will be easier to ditch fluorine altogether and use water as a
> solvent, with energy production coming from the transformation of
> sulphur compounds. The atmosphere can be like that of Venus, loaded with
> sulphuric acid.

Sounds like a good idea.

> I really don't know how to preserve the 'Beyond The Claw' description.

It sounds like it just has to be junked. 

Personally, if I want a fluorine atmosphere world, I'll just go and
swipe Niffleheim. Note that Piper did *not* invent Niffleheim. A
professional astronomer did (and he "invented" Uller as well). It's
just that Piper and two other authors were handed the description and
asked to write stories involving both worlds. Then all three stories
were bundled together with the astronomer's description of the worlds
and sold as a 3in1 "novel".

*One* Niffleheim in a galaxy, or at least the "local" part of it, is
acceptable. Multiples aren't. 

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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

Date: Wed, 18 Aug 1999 06:54:38 -0500 (CDT)
From: Cynthia Higginbotham <cyhiggin@pipeline.com>
Subject: Re: GT TL8 to TL13 Space Interceptor Missiles

> 
> My fleet in Steve Higginbotham's TNE/TCS campaign used 13.5 m^3
> fusion rocket powered missiles for heavy antiship missiles and
> much lighter KKM's for close in and anti-missile-missile use...
> Expensive, but gave you 8/40+ performance with multiple 500kt
> det laser warheads, even with penetration aids and SIM/FIM.

Damn! I glad my guys never tangled with you... As I recall, 
when the game ground to a halt, we were just making contact with 
you way out at the extreme spinward end of our explorations.

> [This is some of the design and campaign stuff I mentioned posting
> after Cynthia brought up archives of that campaign and others.
> I haven't found my archives of Steve's earlier Old Islands/TCS
> campaign, unfortunately, that was a lot of fun too... The first
> set should be up on the web somewhere within the week.]

I've got Steve's archives (and possibly mine, too). The problem is
finding the time.. I'll be looking for your URL on this..

				--Cynthia

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

Date: Wed, 18 Aug 1999 08:21:22 -0400 (EDT)
From: William Prankard <cmdrx@magicnet.net>
Subject: Re: Obscene PD Weapons

>>3750Mj Rapid fire 100ton PAW Bay TL12


>Just a curiousity - how many d-tons of reactor does it take to power this
>baby? (I don't own the GURPS design rules.)

>Nick

This design uses 'standard' G:T module rules,  where the power is part of
the module.
When you get right down to it, there is more power systems than weapon.  A
'classic' design would prolly put all 100dt for the weapon, and think
about dt for power systems later.

This particular design uses 90dt for just the fusion power slice!  The
actual weapon is only  a little more than 3dt.

To satisfy curiosity, I went ahead to make the weapon a full 100dt.  The
power requirement is huge.

120,000Mj PAW-12
Weapon: 100dt
Power (for RoF 1/2): 2880dt 
Dmg=5d x 6510  1/2d=5hex  Max=15hex

GT would consider this a spinal mount (nearly 3000dt).

BTW, the to hit bonus for RoF 1/2 is +9 not +10 as previously mentioned.
(Ooops)

\\  // Commander X
 \\//  CEO X-TEK Industries of Deneb, LIC
T E K  Military & Civilan Starship Contractor
 //\\  High Energy Weapons Research
//  \\ http://www.magicnet.net/~cmdrx/xtek/xtek.htm

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

Date: Wed, 18 Aug 1999 08:49:17 EDT
From: AveNelso@aol.com
Subject: Re: Stereotyped Gamers...

In a message dated 8/18/99 1:18:55 AM Eastern Daylight Time, 
xrp@sierratel.com writes:

<< 
 And how does one pronounce Uranus? ;-)
 BZA >>

    In English it should be correctly pronounced in as "Your Anus" just as 
all the jokes say.
    If you affected the Latin pronunciation it would sound something like 
"ore Anne us"   (the middle syllable pronounces as the girls name Anne)

            Dave Nelson

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

Date: Wed, 18 Aug 1999 08:52:50 EDT
From: AveNelso@aol.com
Subject: Re: Stereotyped Gamers... 

In a message dated 8/18/99 1:30:31 AM Eastern Daylight Time, 
xrp@sierratel.com writes:

<< How much would accents apply in the mature 3I? Say around 900 to 1200 ,
 could one tell from which world, system, cluster, subsectot, or sector a
 speaker is from? I know this would vary to some degree, but in general?
 BZA >>

    I think the number of different accents would be staggering.   I imagine 
there would be an easily recognizeable "Core Sylean Dialect" which would act 
as the standard dialect, but there would be hundreds of variations, perhaps 
with a few widespread ones. If a certain region had high levels of 
media-trade and cross settlement there might be a regional (subsector) 
accent, but I think it would mostly be a planet by planet thing if there is 
no FTL communication.

            Dave Nelson

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

Date: Wed, 18 Aug 1999 10:19:49 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: Re: Squad Leader

KenRoney writes:
>I haven't played Squad Leader or ASL for years, but I'm associated with a 
>club here in Indianapolis where it is in play every week.  There are
>probably about five games of it going on at any given time, ranging from
>little half map scenario's up to the monster campaign games.  So it's not
>dead.

	Drool  :-L

>SL can be used to good effect in conjunction with Traveller.  Back in the 
>mid-Eighties I was running a campaign based Pournelles "Jannissaries". I
>used SL to resolve the big battles that the players got themselves into.
>I used individual counters for the players and tweaked the system around
>a bit to reflect the tech differences.  It worked pretty well. 

	I loved "Janissaries" and the sequals.  Do you happen to have 
	any notes on the SL tweeks you used?

Peez

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

Date: Wed, 18 Aug 1999 11:07:34 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Andre Norton Suggestions...

Leonard said :
- ---
"Star Man's Son" (aka "Daybreak 2250 AD"). It's set in a (very) post
atomic war future. It'd be nice to for a few ideas on during the Long
Night on planets that got nuked.

"Star Gate" Good story, but not much stuff useful to Traveller in it,
except possibly for the idea of the "Star Lords" essentially taking
over a planet.

"Sea Siege" is *really* dated. But it is a good "as things fall apart"
story. Might be useful for a "start of the Long Night" scenario. It has
both pro *and* anti-tech. Basicly, the characters know that t was
(mis)use of high tech that *caused* the mess. But most of them also
realize that the high tech gear they still have is a big part of what's
keeping them alive.
- ---

Those are all winners in my book.  I loved them.  did you try also along
these lines, "No Night Without Stars" and "Yurth Burden"?
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Wed, 18 Aug 1999 11:19:51 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Squad Leader

Ian writes :
- ---
I loved "Janissaries" and the sequals.  Do you happen to have
any notes on the SL tweeks you used?
- ---

Last I talked to Pournelle, he mentioned another Jannisaries novel in the
works.  He at first said the story line would be advanced a few years until
I pointed out that he left the last novel as a cliff-hanger.  He said he'd
have to think about it.  A bit later I asked about the novel's status and he
said it had fallen somewhat on his list of priorities.  (Sequel to Space
Viking being another one that he may never get around to writing).
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Wed, 18 Aug 1999 07:49:16 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Starship Combat Question...

In mail you write:

> What I want to do is cut the starship combat system down to a similar
> time scale.  For instance, CT uses a 1000 second combat round.  I would
> cut this down to a 5 second round also, but I would also cut the range a
> ship could travel by 200 to keep things on the same scale.
>
> What I'm trying to figure out is...
>
> How fast can a starship weapon fire?
>
> How long does it take a starship scale laser to recharge and be ready to
> go after a shot?  Can missile launchers fire every 5 seconds?
>
> CT starship combat rules allow for a starship class weapon to fire twice
> in the 1000 second round.  That's once every 500 seconds.
>
> I'm assuming that system is somewhat abstract, and any damage involved
> is the result of several shots that may have missed the target
> ship--with a few getting lucky and doing damage.  We make the to hit
> throw once, but that throw is representing several times the gunner
> fired the weapon during that 16 and a half minutes (the 1000 second
> turn).

With lasers, I seem to recal that the assumption was more like several
*dozen* times per throw. 

> So, given that, is it do-able to have a starship combat round at 5
> second intervals?

Maybe.

> Thoughts?

I think you are getting *too* detailed. Even at the velocities
involved, due to the *distances* involved only lasers will have moved
significantly. And at most combat ranges they'll *still* be fired and
hit/miss in the same "turn". Though at longer ranges (over 2.5 light
seconds = over 750,000 km) the light waves *telling* you that you git
or missed won't get there until the next turn. 

In fact, that might be a good rule of thumb. The *minimum* turn length
ought to be long enough for light to go to extreme range and back. And
unless extreme range is a lot farther than I think it is, I
*personally* think that's *still* too short. 

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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

Date: Wed, 18 Aug 1999 07:36:37 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Pronunciation (was Re: Stereotyped Gamers...)

In mail you write:

> In a message dated 8/18/99 1:18:55 AM Eastern Daylight Time, 
> xrp@sierratel.com writes:
>
> << 
>  And how does one pronounce Uranus? ;-)
>  BZA >>
>
>     In English it should be correctly pronounced in as "Your Anus" just as 
> all the jokes say.
>     If you affected the Latin pronunciation it would sound something like 
> "ore Anne us"   (the middle syllable pronounces as the girls name Anne)

Sorry, wrong on *both* counts. It's *not* pronounced "your anus" nor is
it Latin.

I just happen to have an article (from this month's Astronomy) on how
to pronounce the names of various things.

Uranus is pronunounced "YER'n-us" according to the article. I'd have
written it "YER-uhn-us" but you get the idea. And since it's the name of
a Greek God, no, the pronunciation *isn't* allowed to shift.

I recommend the article. 



- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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

Date: Wed, 18 Aug 1999 11:25:42 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: Starship Combat Question

Kenneth Bearden writes:
>OK, I'm gearing up to start my campaign.  I'm going to start off with a
>bang (literally) and have the characters involved in a ship-to-ship
>combat as well as personal combat on the deck of the ship they are in.

	Yahoo!  I enjoy a thinking campaign, but a good romp with
	the old accelerator rifle is always welcome.

<snipped>
>For personal combat, I'm using a 5 second round (like MT and T4, cutting
>the standard CT 15 second round by 2/3).

	That is essentially what I use (actually, 6 seconds).

>What I want to do is cut the starship combat system down to a similar
>time scale.  For instance, CT uses a 1000 second combat round.  I would
>cut this down to a 5 second round also, but I would also cut the range a
>ship could travel by 200 to keep things on the same scale.

	Doesn't LBB 2 use 10 minute (600 second) rounds?  Anyways, at
	1G a ship will change it's velocity by 50 m/s in 5 seconds.  At
	50 m/s the ship will move 250 m in 5 seconds.  Substantial
	changes in range will take quite a few rounds.

>What I'm trying to figure out is...
>How fast can a starship weapon fire?

	I allow starship lasers to fire once every 6 seconds at point
	blank range (under 1,000 m).

>How long does it take a starship scale laser to recharge and be ready to
>go after a shot?  Can missile launchers fire every 5 seconds?

	The CT combat rules specify that a launcher can only 
	effectively fire one missile every 10 minutes.  Presumably, 
	this includes time to acquire the target, track it, download
	data to the missile, launch the missile, cycle the next 
	missile, etc.  Because this process is known to use only one
	missile, it's hard to argue that more have been launched 
	(unless each "one" missile is actually a bunch of smaller 
	missiles).

>CT starship combat rules allow for a starship class weapon to fire twice
>in the 1000 second round.  That's once every 500 seconds.
>I'm assuming that system is somewhat abstract, and any damage involved
>is the result of several shots that may have missed the target
>ship--with a few getting lucky and doing damage.  We make the to hit
>throw once, but that throw is representing several times the gunner
>fired the weapon during that 16 and a half minutes (the 1000 second
>turn).

	Ideally, if each space combat "shot" represents a larger 
	number of shots (most of which miss), then the chance of
	success for each of the larger number of shots should be
	lower.  For example, if the probability of getting a hit 
	with one regular "shot" is 0.42 (roll 8+ on 2D), I would 
	go for a probability of hitting for each of 100 shots of 
	about 0.01 (gives a 0.58 chance of getting no hits).  This
	is difficult to do on 2D, as the lowest probability that 
	can be generated is about 0.03.

>So, given that, is it do-able to have a starship combat round at 5
>second intervals?

	Yes, but it will tend to be slow, and you might want to use
	an extra D for to hit rolls (say, roll a 6 on 1D to get a
	chance to roll 2D to hit the other ship).

>Thoughts?

	Go for it!  I have thought about getting my players involved
	in such a scenario, but the chance has not come up.

Peez

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

Date: Wed, 18 Aug 1999 10:27:01 -0500
From: "Smart, David J (David)" <dasmart@lucent.com>
Subject: Missing Xenobiology 101 posts?

Does anyone have Robert's Xenobio 101 post with the
section on Scaling Laws and Organ Physiology? I'm
missing all Xenobio 101 material which was posted
after the one entitled "From Primodial Soup to Cells"
(posted on June 30). Other than the post on the Viji,
I can't find any further Xenobio posts in the list
archives.

:-(

David

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

Date: Wed, 18 Aug 1999 10:30:26 -0500
From: "Snorkey" <snorkey@macol.net>
Subject: Re: EXN The Exploration Network - Science

>> If you all missed seen this on the tube last night
>> here's a link that shows NASA attempting to use
>> liquid( actually frozen) hydrogen as a rocket fuel.
>> Dave
>
>> http://exn.ca/science/
>
> They've been using *liquid* hydrogen since the mid 60s. Most of the big
> brown tank attached to the Space Shuttle at launch contains liquid
> hydrogen (it's either 2/3rds or 4/5ths).
>
> Solid hydrogen would be a problem. Perhaps it's a slurry?
Actually it is atomic hydrogen. Just plain old H not H2. Let it get warmer
than 4 degrees Kelvin and it will recombine into H2 while heating it's self
and the liquid helium that it is suspended in to about +2000 (I seem to
remember 4000 Kelvin but I'm not certain).

As a fuel it would be expensive (helium ain't cheep) and dangerous (if it
gets warmer than 4 K it's going to get REALLY hot REALLY fast).

Me, I a my M2P3 magneto-plasma sail drive intra-solar/extra-solar probes.
But for boosting atomic hydrogen might be hard to beat, at least as rockets
go.

snork

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

Date: Wed, 18 Aug 1999 10:39:51 -0600 (CST)
From: "Jason Kemp" <Jason.Kemp@tdh.state.tx.us>
Subject: Hal Clement...

Greetings, All,

With all the buzz about sci-fi novels from the Golden Age, just 
wanted to toss out Hal Clement's name, whose novels give some great 
ideas on new alien races that can be integrated into an existing Trav 
Campaign.  My two favorites, and I'm hoping I remember them 
correctly, it has been over 15 years, are:

"Mission of Gravity" is technically flawed in world design, but the 
race of creatures he describes on the ellipsoid world are very cool.

"Cycle of Fire" (?) talks about a world and her large moon, both of 
which are inhabited by different species which make contact with one 
another and eventually destroy themselves.

My Cr0.02, for what it's worth.

Lurking In Silence,
Jason

=============================
Jason Kemp, ADS Programmer IV
(512)458-7111 ext. 3375

Internet Address: jason.kemp@tdh.state.tx.us
==============================

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

Date: Wed, 18 Aug 1999 11:47:32 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Missing Xenobiology 101 posts?

David Asked :
- ---
Does anyone have Robert's Xenobio 101 post with the
section on Scaling Laws and Organ Physiology? I'm
missing all Xenobio 101 material which was posted
after the one entitled "From Primodial Soup to Cells"
(posted on June 30). Other than the post on the Viji,
I can't find any further Xenobio posts in the list
archives.
- ---

I'll look, I've saved all the main postings of this thread (just not some of
the RE:'s).
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Wed, 18 Aug 1999 11:59:36 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Missing Xenobiology 101 posts?

Hey David, I sent you mail off the list with the Xeno posts (only the ones
after 6/30).  If you want the whole tamale, let me know.
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Wed, 18 Aug 1999 10:53:03 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Starship Combat Question...

OK, I'm gearing up to start my campaign.  I'm going to start off with a
bang (literally) and have the characters involved in a ship-to-ship
combat as well as personal combat on the deck of the ship they are in.

So, I'm going to alternate between types of combat...let's see what
happened to the ship...OK...Now let's see what was going on inside the
ship while that was happening.

I'm using CT rules for personal combat (pretty much), but I haven't
decided on a starship combat system (I'll probably go with CT rules too,
adding a sensor throw to the mix).

So, here's my question...

For personal combat, I'm using a 5 second round (like MT and T4, cutting
the standard CT 15 second round by 2/3).

What I want to do is cut the starship combat system down to a similar
time scale.  For instance, CT uses a 1000 second combat round.  I would
cut this down to a 5 second round also, but I would also cut the range a
ship could travel by 200 to keep things on the same scale.

What I'm trying to figure out is...

How fast can a starship weapon fire?

How long does it take a starship scale laser to recharge and be ready to
go after a shot?  Can missile launchers fire every 5 seconds?

CT starship combat rules allow for a starship class weapon to fire twice
in the 1000 second round.  That's once every 500 seconds.

I'm assuming that system is somewhat abstract, and any damage involved
is the result of several shots that may have missed the target
ship--with a few getting lucky and doing damage.  We make the to hit
throw once, but that throw is representing several times the gunner
fired the weapon during that 16 and a half minutes (the 1000 second
turn).

So, given that, is it do-able to have a starship combat round at 5
second intervals?

Thoughts?

Kenneth.

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

Date: Wed, 18 Aug 1999 10:58:22 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Army Bases?

I'm trying to figure out how likely it is that the Imperial Army
maintains a base on a specific world.

It's easy to tell about Scout and Naval bases, and LBB Sup 3 has some
good information about what you can expect from a certain base.  For
example, Zhondani Naval bases usually include Naval and Marine forces
and can include Army forces as well.

But, that same source doesn't state whether an Imperial Naval base
usually has an accompaning Army base with it.

My assumption...

Since there is no standard labeling symbol for the hex maps, I'm
assuming that Imperial Army bases are usually attached to Scout and
Naval bases as ground security and additional ground troops.  Army bases
are probably pretty common, although the size of the base may vary
widely.

Thoughts?

Kenneth.

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

Date: Wed, 18 Aug 1999 12:08:23 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Army Bases?

Kenneth Bearden -- Walker Jane Productions wrote:
> 
> I'm trying to figure out how likely it is that the Imperial Army
> maintains a base on a specific world.
> 
> It's easy to tell about Scout and Naval bases, and LBB Sup 3 has some
> good information about what you can expect from a certain base.  For
> example, Zhondani Naval bases usually include Naval and Marine forces
> and can include Army forces as well.
> 
> But, that same source doesn't state whether an Imperial Naval base
> usually has an accompaning Army base with it.
> 
> My assumption...
> 
> Since there is no standard labeling symbol for the hex maps, I'm
> assuming that Imperial Army bases are usually attached to Scout and
> Naval bases as ground security and additional ground troops.  Army bases
> are probably pretty common, although the size of the base may vary
> widely.
> 
> Thoughts?

Well, the following information derives from my copy of _Fifth Frontier
War_:

The Imperial portion of the map in FFW includes about 4 1/2 subsectors. 
To garrison this region, the maximum number of Imperial Army units is
approximately 8 Field Armies, 6 Independent Corps, 8 divisions, 4
independent brigades, and 4 independent regiments.  (I say
"approximately" because I purchased this copy used, and I don't have the
Imperial setup chart.)

These forces are used to garrison the following subsectors:  Vilis,
Jewell, Regina, Lanth, and parts of Rhylanor and Aramis.

I count eleven garrisonable High-Population worlds, and three non-HiPop
subsector capitals in this area.  I would think that all of these worlds
would have garrisons of some sort.  Other worlds would be garrisoned in
accordance with their relative importance (ref's call).

Hope this helps....

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

End of Traveller-digest V1999 #975
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