Traveller-digest       Friday, August 20 1999       Volume 1999 : Number 984



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

The following topics are covered in this digest:

Re: Experience System
Re: Grav deck plates. 
Re: Fast Food...
Re: Fast Food...
Campaign Seed: IISS Census
Re: Starship Combat Question...
Re: Experience System...
Re: HEPlar lives!
Re: Experience System
Re: Fast Food
Asterisks
Re: Vilani Language
RE:
Dear Loren W., RE: Hats Off to Jesse
Re: Speech Drift
Re: Odd Lights in the Sky!!!!
Re: Experience System
Experience Systems
Re: Starship Combat Question...
Re: Dear Loren W., RE: Hats Off to Jesse

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

Date: Fri, 20 Aug 1999 02:08:15 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Re: Experience System

Black ICE wrote:

> Well, if there is no incentive to wait, then all one achieves by waiting
> is the risk of losing extra pips.

Which is a good argument for letting pips increase the chance of success on a
role...

You point is taken.


Kenneth.

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

Date: Fri, 20 Aug 1999 00:33:19 -0700
From: "David P. Summers" <summers@alum.mit.edu>
Subject: Re: Grav deck plates. 

The countermeasure to using grav plates for anti-shipboarding
actions is just to shoot something that disables them before
you enter that part of the corridor.

I suppose if you want them to be able to be used that way, you
can rule there there isn't something that can be reasonably shot.
______________________________
summers@alum.mit.edu
(This is the net.  My e-mail address may be in Boston, but I'm in California.)

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

Date: Fri, 20 Aug 1999 18:00:12 +1000
From: "The Roc" <roc@kewl.com.au>
Subject: Re: Fast Food...

- ----- Original Message -----
From: Leonard Erickson <shadow@krypton.rain.com>
To: <traveller@lists.imagiconline.com>
Sent: Friday, August 20, 1999 7:33 AM
Subject: Re: Fast Food


>
> And one of the reasons that there were *several* attempts to
> re-introduce the sling (either strap and pouch type or the "staff
> sling", not the y-shaped stick thing) when the modern grenade was
> introduced. But they fell victim to the unfortunate fact that it takes
> a *lot* of practice and training to use a sling in a manner that isn't
> more dangerous to *you*.
>
> ObTrav: Marine and army boot camps keep a close eye out for recruits
> from low tech worlds. Some "low tech" skills like sling, bow and
> crossbow are *very* useful even at TL15.
>
> A decent slinger would only need a little practice to get used to the
> heavier grenade. Standard sling "bullets" in roman times were 4 ounce
> (115g). So his range will reduce a bit. Which means he may only be able
> to do 100-150 yards. Though without looking up figures for ancient
> slingers I won't rule out 200 yards.
>
> That still makes him an asset to a squad. Almost as good as a mortar,
> but with the only extra weight being a few ounces of nylon and plastic
> (a "GI" sling). And if he's any good he can *aim* the damn things. As
> in "Which eye do you want it in?" (Or more to the point "You want the
> grenade dropped through the driver's hatch or the commander's hatch?")
>
> And if he runs out of grenades, rocks will do. Trust me, unless he hits
> your helmet, a trained slinger *will* wound you if he hits you,
> possibly even kill you.
>
> Bowmen and crossbowmen get sent to sniper school.
>
> So don't go sneering at those "barbarians" lined up at the enlistment
> office. They may be more valuable than you are!
>

The reference I read on slings, oh so long ago, was that a historical sling
(the one David was said to use, for example) was about 3-ft in length
requiring the user to be standing (you cant lie or kneel) have approximately
5-ft on each side (arm movement, body shift, etc.).  Which was fine in the
times when one agreed with one's enemy as to the battle field location and
lining men in ranks against each other... but against firearms, the slinger
cannot typically hide in inside a building or brush/bush and snipe.

He would have to stand upright in a battle, and at best, fire from over a
low (lower than I'd be comfortable with?) wall.  I may be wrong, the text
was old, but that's how I understand it.  But I'm led to believe that a good
slinger could punch a hole in a man's temple and kill him!!  In modern
times, that's why rifle delivery systems (grenade cups, etc.) were
developed... to get the grenade a tad further from the thrower (officially,
to cover the area between throw range and mortar range)

Interesting idea though, if you have to get the grenade that bit further,
wasn't there something in a movie once about using a woman's bra to deliver
a grenade?  That was probably more as a slingshot/shanghi thing as opposed
to a sling?

- -- The Roc

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

Date: Fri, 20 Aug 1999 18:03:58 +1000
From: "The Roc" <roc@kewl.com.au>
Subject: Re: Fast Food...

- ----- Original Message -----
From: Leonard Erickson <shadow@krypton.rain.com>
To: <traveller@lists.imagiconline.com>
Sent: Friday, August 20, 1999 7:33 AM
Subject: Re: Fast Food



>
> Bowmen and crossbowmen get sent to sniper school.
>

I also recall a Purnell publication, reading that British Commandos used
crossbows on a handful of raids to noiselessly eliminate enemy guards at a
safe range?

- -- The Roc

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

Date: Fri, 20 Aug 1999 02:07:40 -0700
From: --M <mitch@sirius.com>
Subject: Campaign Seed: IISS Census

    I want to start a new camapign, which begins by recomissioning a scout ship
owned by one of the players. The mission is to gather census data in the spiward
marches. The players will be assigned a list of planets to visit in a 2 years time.
Most of the planets are in the Lanth and Rhylanor subsectors. Information will be
gathered at each stop. The purpose is to update information in the IISS data base.
What is needed is basic system overview, number of planetoids, star type etc.
population, map of primary. I have about 52 planets picked out that are all just
off the normal x-boat routes. I figure the IISS gets info from the regular x-boat
lines about planets that are regular stops. I am planning that the group spends a
week in jump space and then a week in system at each stop.
    I am thinking a lot of the census information can be gathered from planetary
databases by making contact with the locals, one of the crew should have some
liason skill. I think this will take longer than 2 years, but don't employers
always give employees more work than there is time to do?
    I thought I would put this to the list and ask for suggestions and comments.
What type of ship? I was thinking standard scout Type S. What about special
equipment and or documentation?

Thanks

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

Date: Fri, 20 Aug 1999 10:28:07 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Re: Starship Combat Question...

At 11:51 19/08/1999 -0500, Kenneth Bearden -- Walker Jane Productions
<dreamer@brokersys.com> wrote:

>You are reading too much into the scenario.  One ship is trying to "talk"
to the
>PC's ship.  The PC's say "OK", and the two ship come side by side.  An
umbilical
>is exteneded.  The bad guys walk across the connection umbilical to the
airlock on
>the PC's ship.
>
>Inside the PC's ship, the PC's are waiting.  They know who these guys
really are.
>They're not here to just talk.
>
>As the bad guys get into the airlock, the PCs hit all the overrides and
open all
>of the cargo bay doors--hoping to suck the bad dudes right out into space.

Is this what happened or what you expect to happen? Personally, as a PC,
I'd hit the thrusters and start firing whilst they were in the umbilical.

(Start off by "drifting" the two ships together for a boarding party squash)

At this range, you can use the normal starship combat rules for damage, just
assume the turn length is (say) 6 sec, not 16 min. Assume that "misses"
either knock a hole in the cargo bay or are weapons out of arc.

(If you assume that the normal rules have 16 mins of firing of which a few
shots hit, then at this scale, every 5 to 10 seconds a weapon hits somewhere.)

Can WJP's special effects department say BANG! very loudly? I thought they
could:-)

As has been mentioned, each weapon hit is a 100MJ explosion (even without
anything bigger than turrets)

If you use triple turrets, you have the option of *BANG!* or BANG!BANG!BANG!
or BANG!...BANG!...BANG! depending on if you fire tham at the same time and
same
target, same time and parallel shots (ie put three shots into the enemy's
likely
position at 100,000km) or as successive shots (effectively trippling the ROF)
Note that the default setting for space combat is probably the second one.
Since you can track to targets quite quickly and only need one shot to kill,
option three is probably the best - if the gunner thinks to reset the
defaults.
This should give the PCs an edge.

One thing your gunners are going to want is aiming rules for target locations
(eg the other ship's turrets, sensors, drives, <joke> the captain looking
through
the bridge windows </joke>)

Also, you'are going to need some sort of 3-D model of the ships (even if
only your
own mental image) since at this range there are going to be a lot more
problems
with weapon arcs.

=====================

Thoughts - If Trav weapons have focussing arrays about 1 m across in order
to hit stuff at tens of thousands of km, can they focus the beam to a
1cm point at sub 1 km ranges?

As someone pointed about, the missiles are almost certain to fail to arm
in the distance involved, although there would be some kinetic damage,
this won't be much at these ranges and Trav missiles don't tend to have
explosive fuel. However, there is still a chance that after the battle
(roll 2D, did you get a number greater than 1?) that the PCs will find
an unexploded missile on the ship. Note also that, even without
anti-handling devices, there has been thought on this list before
that missiles would have life expiry charges on them so that they don't
become wandering space junk.
(Especially fun if someone is using nukes, I don't think any published
Trav design could survive even a small nuke going off internally;-)

What about sandcasters? Either they will release at too great a range
or they are going to seriously block laser fire.

Personally, I always like to fit a Type A with one multi-purpose
laser/sand/missile turret and one dual fusion. I don't think anyone
would want to be hit by (fire from) a dual fusion turret at this range!

Phil Kitching
- --
  http://www.btinternet.com/~salvo/
  Postmark Design Bureau, Emerging Technologies Division.
 "Microwaving half-baked ideas from across the Galaxy"

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

Date: Fri, 20 Aug 1999 19:43:25 +1000
From: "The Roc" <roc@kewl.com.au>
Subject: Re: Experience System...

- ----- Original Message -----
From: Anthony Salter <badman@austin.rr.com>
To: <traveller@lists.imagiconline.com>
Sent: Friday, August 20, 1999 1:36 PM
Subject: Re: Experience System


> >Once the throw is made, whether successful or not, all pips are lost.
>
> You had me fine right up until here.  A character with average
intelligence
> will need to amass, say, 18 pips to move from skill-2 to skill-3.  At an
> average of 1.5 pips per session, that's 12 sessions.  At, say, a session a
> week, that's three months that this player has invested in these pips.  To
> have him lose them all and have to start completely over based on a single
> die roll is, in my opinion, unacceptable.
>
> I'd say just let them spend the pips to buy the new skill level and let
> that be that.
>

Or perhaps, let them keep the points and re-roll when they next acquire
another point, and so on?  However, it is your system, play it as you and
your players accept it

- -- The Roc

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

Date: Fri, 20 Aug 1999 13:25:48 +0300
From: Antti Lahtinen <lahtinen@ee.tut.fi>
Subject: Re: HEPlar lives!

Leonard Erickson wrote:

> The section on "super lasers" is *very* interesting. They've got a
> "modest tabletop laser" with an intensity of 3e17 W/cm^2. And the pulse
> duration is 3.5e-14 sec (I get 10.5 kJ/cm^2). Fired into a jet of
> Deuterium gas the jet exploded fusing some of the deuterium into
> Helium-3.

> Apparently the energy in the laser pulse is converted to kinetic energy
> in the gas with *high* efficiency, then the fusion adds even more
> energy. He speculates about developing this into a propulsion system.

> Sure sounds like Heplar to me! Only a lot less bulky.

	I have the same feeling.

	When the "plasma focus" effect was first discovered, I
	considered it as a possible explanation how Traveller HEPlaR
	drives and plasma/ fusion guns might work in the real life. The
	more recent experiments have also suggested that plasma focus
	effect could also be used for generating power (reaction is used
	to generate a stream of charged high-velocity particles which
	are directed into a "particle decelerator").

	The technology required for initializing the reaction is also
	relatively simple. While the experiment in "super lasers" was
	done with a T3 laser ("Table Top Terawatt"), the same effect can
	apparently be generated by focused electron beams.

	Hmm. If Traveller HEPlaR drive is considered to be a kind of 
	plasma focus device, it might be possible to use FF&S to 
	calculate how much damage the exhaust plume inflicts, assuming
	that it is a fusion gun with very high rate of fire...

- -- 
      Antti Lahtinen                lahtinen@ee.tut.fi
      Researcher, MSc (Eng)         http://www.ee.tut.fi/~lahtinen

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

Date: Fri, 20 Aug 1999 12:14:20 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Re: Experience System

At 20:15 19/08/1999 -0500, Kenneth Bearden -- Walker Jane Productions
<dreamer@brokersys.com> wrote:

<snip>

>I'm still playing with the rule that handles skills of 6 or better.  I
>don't like the T4 rule where the chance to improve to level 6 is the
>same as the chance to improve to level 7 when all other throws for
>improvement are harder the higher level you are trying to obtain.

You could reroll and add - probably something like the old GW
rule (ie 4,5,6 on second die is 7. 5,6 is 8. 6 is 9) which avoids
6 and 7 having the same probability.

For CT (which, IMO, looks on skill-4 as very good and skill-6 as
being towards the limit), I wouldn't bother with the "roll-though"
rule.

I'd just let the players have a target number of 7 on 1D and use
the stat point bonus + using extra pips ideas discussed elsewhere
to give them a chance.

Phil Kitching
- --
  http://www.btinternet.com/~salvo/
  Postmark Design Bureau, Emerging Technologies Division.
 "Microwaving half-baked ideas from across the Galaxy"

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

Date: Fri, 20 Aug 1999 12:37:50 +0100
From: Matt Clonfero <Matt-C@aetherem.demon.co.uk>
Subject: Re: Fast Food

Douglas E. Berry wrote:

>>Beg to differ. The danger radius for a grenade is greater than the
>>throwing range.
>
>In infantry basic, you throw two live grenades.  The first one goes about
>five meters, the second about fifty.

Over here, there are two acknowledged uses for grenades:

(a) when the enemy is in cover, and you're not. Get the grenade into the
enemy emplacement, and his emplacement will keep the fragments away from
you.

(b) when you've in (semi) cover, and the enemy isn't. Works exactly the
reverse of (a).

Aetherem Vincere
Matt
- -- 
Matt Clonfero: Matt-C@aetherem.demon.co.uk    | To err is human, To forgive
My employer and I have a deal - I don't speak | is not Air Force Policy.
for them, and they don't speak for me.        |   -- Anon, ETPS.

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

Date: Fri, 20 Aug 1999 13:04:25 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Asterisks

</serious>

The following is all Kenneth's fault...

After years of reading the TML, I'd got to the point where I just ignored
all the "*" that littered peoples messages.

Now...

Now, Kenneth makes an issue of it (IMO implict in his statement about
Leonard's tone)

Now, I can't stop seeing them *everywhere*.

Will people please stop.

*It's* *so* *very* *distracting* *!*

Okay, I'll admit that I do use them. Only occasionally though and
each one (well each pair - single asterisks are probably multiplication
signs, a thought at this point - don't you find it confusing when people
use lots of sub-clauses and sub-sub-clauses? I know I do. Especially
since I'm never sure that I'm going to get the punctuation correct - like
should I have a full stop here and should the next word be capitalised,
even though, when you remove the subclause, it follows on directly from
what I was saying a few lines back?) is given deep consideration as to
impact on my audience and the general style of the message. I mean,
clearly I don't excpect that the suggestions that I am making here
should be applied to me, I know what I'm doing. "Trust me, I'm a
computer programmer!"

There probably ought to be a prize for anyone who can sort out the
grammar in that last paragraph.

Unfortunately, I can't award it - I'd never know if was correct. :-)

<serious>

Phil Kitching
- --
  http://www.btinternet.com/~salvo/
  Postmark Design Bureau, Emerging Technologies Division.
 "Microwaving half-baked ideas from across the Galaxy"

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

Date: Fri, 20 Aug 1999 08:48:38 EDT
From: AveNelso@aol.com
Subject: Re: Vilani Language

In a message dated 8/19/99 7:08:35 PM Eastern Daylight Time, 
dom@cybergoths.u-net.com writes:

<< f the Vilani were appropriated and uplifted (effectively) by the Ancients,
 shouldn't their tongue to closer to the Droyne language structure than the
 Terran / Solomani version? IIRC We know the Ancients used them as menials
 etc... so how did they talk?
  >>

    Since it is over 300,000 years between Ancient meddling and "modern 
times" the Vilani language would have absolutely no resemblence to anything 
the Droyne might speak.   That amount of time is absolutely immense in 
linguistic history terms.  Remeber that only 5000 years ago Hindu, English, 
Russian, Latin and Greek (among others) were all the same language.

            Dave Nelson

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

Date: Fri, 20 Aug 1999 09:26:07 -0400
From: Thomas Jones-Low <tjoneslo@softstart.com>
Subject: RE:

> Date: Thu, 19 Aug 1999 10:24:38 -0300
> From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
> Subject: Re: Space Missile Maximum performance
> 
> At 07:44 PM 8/18/1999 -0400, you wrote:
> >       A little while earlier Stone Throw Industries posted their list of new
> >space to space missiles, and had poised the question about maximum
> >acceleration for the missiles.
> >Here's my take on the issue: 
> >
> >[WARNING: Gearhead Alert]
> >       Traveller canon for CT and MT limited the Maneuver drive to 6g. Even
> >the special supplement for missiles limited their accelerations to 6g. I
> >don't know about the TNE and T4 systems (FF&S is not a book I own). 
> 
>         Are you sure about SS-Missles having a limitation?  I seem to recall
> that building 30g missiles was fine;  in fact, it made for *ugly*
> direct-fire KKMs...
> 
>         --Michel

	Opps. You are right. This was an old IMTU GM ruling. It comes from the
tables in the back not exceeding 6G, but there's nothing to stop you
from building the missiles using the formula's in the text. Never mind.
Please return to your regularly scheduled Mailing List discussion.

- -- 
	Thomas Jones-Low
	tjoneslo@softstart.com		
	http://www.softstart.com

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

Date: Fri, 20 Aug 1999 08:38:48 -0500
From: "Smart, David J (David)" <dasmart@lucent.com>
Subject: Dear Loren W., RE: Hats Off to Jesse

Dave Strebe wrote:
> 
> <sounds of cheering and clapping!!!>
> I stand in awe of Jesse's art work, check out his latest at
> http://www.vision-forge-graphics.com/jesse/traveller/traveller_gallery.htm
> scroll down to the bottom of the gallery and check out his warship.

Good lord, Jesse!

_How_ can you keep getting doing such awesome work? I thought the warship
stern view was *very* cool but the pic of the spinal mount firing raised
the hairs on the back my neck!

I can just hear the target's captain sobbing into his intercom,
"Engineering, initiate emergency jump! For God's sake, INITIATE JUMP!"

Jesse, if you ever want to sell prints, put me on the your list of
initial customers.

As a side note, why on earth doesn't SJG sell T-shirts with these graphics?

Hello, Loren? PLEASE?!?!?

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

Date: Fri, 20 Aug 1999 07:39:17 -0600
From: cos 90 <cos90@powersurfr.com>
Subject: Re: Speech Drift

>It seems that we agree that mass media can influence speech... but we
>disagree if this is a cause or a cure.  Assuming that many languages formed
>during the long night - what is to prevent the use of mass media to slowly
>bring those languages back into the "official pronunciation guidelines?"  A
>multi-generation plan to adjust the speech patterns of the local residence
>could be a semi-hidden part of Full Imperial Membership.

My guess is that the mass media provides a "lingua franca" of sorts, one
that is understood by all parties, but one not necessarily *used* by all.
Take England as a modern-day example. "BBC English" is used by the media,
and is understood everywhere in England, but England still maintains its
own regional pronounciations.

What I find amazing is a co-worker who originally hails from Sheffield,
who can identify whereabouts a person comes from just by their accent.
Eg., I played him an audio clip of Dave Lister from Red Dwarf (a program
with which he is totally unfamiliar) and he (correctly) identified the
accent as being from Liverpool.

ObTrav: I can envision a variance in Anglic pronounciation on a more or
less sector basis (subsector would be maybe a little too fine?). "That
man is speaking with a distinct Dagudashaag lilt in his voice..."

- -- g


     Glenn St-Germain  Edmonton, Alberta, Canada 
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn
        "There is no longer any normal to be"
                                 -- Gary Numan

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

Date: Fri, 20 Aug 1999 07:42:14 -0600
From: cos 90 <cos90@powersurfr.com>
Subject: Re: Odd Lights in the Sky!!!!

>>Any thoughts on that odd light? A new type of quasar the guy said?
>>And only one? Odd, very very odd.
>
>Ah! The ship reached turn-around and is now decelerating.

So, how long until the invasion fleet arrives here?


     Glenn St-Germain  Edmonton, Alberta, Canada 
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn
        "There is no longer any normal to be"
                                 -- Gary Numan

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

Date: Fri, 20 Aug 1999 09:45:44 -0400
From: Ethan Henry <egh@klg.com>
Subject: Re: Experience System

Kenneth Bearden wrote:
>
> I'm thinking this...
> 
> 1)  Nightly Experience.
> 
> 2)  Experience Points.
> 
> Players record these "pips" next to their skill.  When they have enough,
> they can attempt to raise the skill.
> 
> 3)  Character Improvement.
> 
> When a PC has enough "pips", he can throw to see if the skill is
> improved.  To earn a throw on a skill, the PC must have a number of
> "pips" equal to 6 x the new skill level.

It sounds a lot like Star Frontiers, minus the throw to improve.
In SF you just bought the skill and got better, but the idea of getting
experience at the end of each session & point costs increasing with
skill level was basically the same.

I always thought it took too long to improve in SF, especially as characters
get better skills. It was compounded by the fact that there were really only
a handful of skill in SF in the first place, meaning that everyone got to
level 2 or 3 quickly (out of 6) but then things really started to drag.

Have a look at the Call of Cuthulu system (at least the edition I played, 3rd
I think) - skills are percentile based and if you used the skill successfully
in a session, at the end you got to roll you skill or higher to improve the
skill by some small amount.

Unfortunately Traveller falls between SF & CoC in terms of # of skills and
granularity of skill levels, so it's hard to make any direct comparisons.
Anyway, both provide interesting alternatives.

Ethan
- --
Ethan Henry                                            egh@klg.com
Java Evangelist, KL Group                       http://www.klg.com
               "Software Development Productivity"

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

Date: Fri, 20 Aug 1999 10:16:26 EDT
From: AveNelso@aol.com
Subject: Experience Systems

    As a referee, I really liked the T4 experience system.  It was less messy 
than MT, and it allowed some neat things to be built into adventure design.  
I liked to award 1,2 or 3 exp points based on how the players did in the 
adventure.  As an example, here is the exp award for an adventure (posted at 
Freelance Traveller, by the way):

Abject Failure:   If the players end up in prison for illegal activities or 
fail meet the terms for initial employment, then the patron will not pay, the 
troopers will quit and the characters receive no experience points.

Failure:    If the contents of the merchant ship are destroyed by a bomb or 
rioters, or the base captured by the attackers, then the mission is a 
failure.   Any remaining troopers will quit the unit, and the patron will not 
pay.  Each surviving character receives 1 experience point. 

Success:  If the ship and its cargo is intact with only minor additional 
damage, but the unit or base personnel have suffered fatalities, then the 
patron will pay the 100,000cr, and each character will receive 2 experience 
points.  Each wounded NPC soldier will quit the unit, and players must roll 
an Average Leadership skill task to retain each other soldier in the unit. 

Complete Success:  if the ship and its cargo is intact with no additional 
damage and the unit has suffered no fatalities, then the patron will pay the 
agreed upon 100,000cr, the soldiers in the unit will want to continue in the 
player's employ, and each character will receive 3 experience points.


    Dave Nelson

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

Date: Fri, 20 Aug 1999 09:44:32 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Re: Starship Combat Question...

Phil Kitching wrote:

> Is this what happened or what you expect to happen? Personally, as a PC,
> I'd hit the thrusters and start firing whilst they were in the umbilical.

It's what happened.  That is the end of my last Traveller campaign.  We ended with
a cliffhanger.  The PCs rushed across the umbilical after they blew the bad guys
out the airlock.  They rushed across and started cutting into the bad guy ship
with their fusion torch.  The few bad guys left on the ship hit the thrusters with
the PCs dangling outside the airlock.

See...this is what I like about this list.  My first inclination was to just scale
down combat--range and round.  I hadn't even thought of the effect this will have
on the to hit number.

And, that's what we're really talking about.  To break things down to their most
basic elements, we're talking range, round time, and to hit.  The closer you get,
the easier it is to hit.

I'll look at the ranges involved and decide on an appropriate modifier.  I'm sure
we'll be looking at automatic hits at this range after what I've heard here on the
list.

Thanks to all.

Kenneth.


Kenneth.

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

Date: Fri, 20 Aug 1999 07:57:56 -0700
From: "Legate Legion" <legate@futureone.com>
Subject: Re: Dear Loren W., RE: Hats Off to Jesse

From: Smart, David J (David) <dasmart@lucent.com>
Subject: Dear Loren W., RE: Hats Off to Jesse


>Dave Strebe wrote:

>Good lord, Jesse!
>
>_How_ can you keep getting doing such awesome work? I thought the warship
>stern view was *very* cool but the pic of the spinal mount firing raised
>the hairs on the back my neck!


    Agreed Jesse.  One thing I did notice in your bio, was you like Rifts &
well where can I see some of your artwork for that?

>Jesse, if you ever want to sell prints, put me on the your list of
>initial customers.


    Same here.

>As a side note, why on earth doesn't SJG sell T-shirts with these graphics?
>
>Hello, Loren? PLEASE?!?!?


    Yes, please Loren or Marc, please?

Legate Legion
ICQ # 8973001
legate@futureone.com
http://www.futureone.com/~legate/index.htm

"A man may fight for many things; his country, his principles, his friends,
the glistening tear on the cheek of a golden child. But personally, I'd
mudwrestle my own mother for a ton of cash, an amusing clock, and a stack of
French porn." - Edmund Blackadder

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

End of Traveller-digest V1999 #984
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