Traveller-digest      Friday, October 8 1999      Volume 1999 : Number 1171



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

The following topics are covered in this digest:

RE: Firing two guns at once
Ammo Conservation ( was Re: Firing two guns at once)
Re: Survivor kids (Was: Annic Nova)
RE: Firing two guns at once
Re: Annic Nova (canon)
The Gangsta Shooting Stance
Re: Annic Nova (canon)
Re: Ammo Conservation ( was Re: Firing two guns at once)
Firing two guns at once
Side-hold pistol shooting
RE: Ammo Conservation ( was Re: Firing two guns at once)
RE: Population Growth (was Annic Nova)
Step-by-Step Meson Screen Design
Re: Annic Nova (canon)
RE: Ammo Conservation ( was Re: Firing two guns at once)
Metric vs. Imperial
Technology Marches On...
Re: Ammo Conservation ( was Re: Firing two guns at once)
Re: Ammo Conservation ( was Re: Firing two guns at once)
Re: Metric vs. Imperial
Re:Battledress/Battlesuit Protection
Re: Annic Nova 
Re: Annic Nova (canon) 

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

Date: Fri, 8 Oct 1999 15:25:53 +0100 
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
Subject: RE: Firing two guns at once

Seth wrote:
> As for your method of kicking up the difficulty level one
> notch; this seems reasonable, and you should remember that if
> he/she runs both weapons empty, they can only reload one at a
> time, so they either have to drop a weapon, or do the really
> awkward "tuck a weapon under your armpit or in your belt"
> method while you reload the other weapon. Of course, if I
> emptied two weapons at the bad guys and they're still on their
> feet, I'm running the other way FAST...:-)

Alternatively, you could "reload" Matrix style: throw  away  your
empty weapons and draw two more.

Regards PLST
"Rome wasn't burned in a day."

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

Date: Fri, 08 Oct 1999 11:45:09 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Ammo Conservation ( was Re: Firing two guns at once)

At 09:10 AM 10/8/1999 -0500, you wrote:
>Jason Kemp wrote:
><<snip>>
>> 
[snip]
>
>Not a bad idea.  However, I would have the GM handle the cups and beads,
>requiring the players to keep track of their ammo mentally (just as one
>must do when firing an actual weapon).  That way, if the player loses
>track, and pulls the trigger on an empty chamber, the GM can gleefully
>display the empty cup, shrug, and say, "C'est la guerre."
>
>Note:  As a player, I will often change magazines when I'm getting
>_close_ to running dry, especially if there's a short lull in the
>firefight (such as when the enemy is reloading).
>
><<snip>>
>
        My players all make sure the last round in a mag or wheel is a
bright blue tracer.  When the tracer goes out the pipe, they take cover and
reload.  Usual SOP is for everyone to fire at the target the chap with the
dry gun was engaged with, just to keep the heat off while he shovels ammo.
They picked this trick up in my Cyberpunk game and ported it over to
Traveller ('scuse the pun).
        It works.

        --Michel

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	Michel R. Vaillancourt	misha@atlantic-online.ns.ca
				ICQ # 31172292
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------------------------------

Date: Fri, 8 Oct 1999 15:51:33 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: Re: Survivor kids (Was: Annic Nova)

Hans wrote:


>There's a book by Jules Verne you may want to check out. I don't know the
>French or English titles, but in Danish it was something like "Two Years'
>Holiday". It's about a group of school children who is accidentally
>marooned on a small island with no adults around.


Thanks for the tip on that.  It sounds like just the thing I ought to read
before I go any further.  Presumably it's on Gutenburg somewhere.  I'll
have to look.



>the next 20-30 years the population growth could be quite high, provided
>the kids could solve the problem of death in childbirth. Theoretically

My 'solution' was that they wouldn't 'solve' it and have quite a high death
rate.  At the same time, I figured there might be one youngster who'd
happened to attend a birth who'd become the instant 'expert' for what it
would be worth.


>every girl could have another child each year, though personally I
wouldn't
>think that very lightly.

I am right in thinking that breastfeeding acts as an (effective?)
contraceptive aren't I?


>Anyway, once the first generation begins dying of old age, you can begin
>handling it as a simple percentage increase each year.

>Personally. if I wanted to set up such a situation, I'd skip lightly over
>fertility and death rates and simply increase population by 2D6-2% of the
>original population per year for the first generation, then gradually
>throttle down to a steady increase of, say, 1% of the whole population
>per year (or half a percent or 2).



Many thanks.  That's just what I wanted - the complex low down followed by
a quick and easy solution!  Just my cup of tea.


Cheers

tc

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

Date: Fri, 08 Oct 1999 11:53:57 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: RE: Firing two guns at once

At 03:25 PM 10/8/1999 +0100, you wrote:
>Seth wrote:
[snip]
>> method while you reload the other weapon. Of course, if I
>> emptied two weapons at the bad guys and they're still on their
>> feet, I'm running the other way FAST...:-)
>
>Alternatively, you could "reload" Matrix style: throw  away  your
>empty weapons and draw two more.
>
        Which has the benefit of not getting caught with the murder weapon
on you.  So, long, of course, that the weapons were "annonymous" and you
don't leave them littered with DNA evidence.  Or that you Just Don't Care if
SolSec knows who you are.  
        But there is something delightful about the "pull-hose-drop" attitude...

        --Michel

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	Michel R. Vaillancourt	misha@atlantic-online.ns.ca
				ICQ # 31172292
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
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------------------------------

Date: Fri, 8 Oct 1999 11:06:07 -0400
From: "Sword Worlder" <swordworlder@clinic.net>
Subject: Re: Annic Nova (canon)

- ----- Original Message -----
From: Christopher Thrash <thrash@io.com>
> as long as the worst canon-breaking bits (no LH2 requirement, primarily)
> are either fixed or firmly pidgeon-holed as curiousities, not practical or
> useful for the Imperium in general.

Canon-breaking?  This is the earliest canon, from the first instance of a
canonical storyline book, JTAS No.1, Loren's baby.  So now, twenty years
later, we need to "fix" it?  <sigh>  You know, while we are at it, the fact
that Traveller has two l's in it causes problems with my spell-checker.
What say we "fix" that. :-p

Crusty

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

Date: Fri, 8 Oct 1999 11:17:50 -0000
From: "Chris Seamans" <semo@pil.net>
Subject: The Gangsta Shooting Stance

- -----Original Message-----
From: Eris Reddoch <eris@pcola.gulf.net>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Friday, October 08, 1999 4:07 AM
Subject: Re: Firing two guns at once


>BTW, weapons' experts...what's with this sidearm pistol shooting
>that seems to be so popular on TV/movies these days?  Is there *any*
>advantage that you can see to it?


I am not a weapons expert, nor do I play one on TV. However, I know more
than a little about the "gangsta shooting stance." From my discussions with
shooters who have tried it, it seems to offer no real advantages. Some find
it to be comfortable, some find it to be uncomfortable. None consider it to
be their preferred style, although many shooters who learned the "right way"
hate it with a passion.

The stance is not a Hollywood invention, although it is an L.A. invention.
It owes its popularity to the gang situation in L.A. and first appeared in
the mass media in gangster rap videos of the late 80s, early 90s. It's a
result of people with little or no formal training using handguns for a very
specific purpose: "in your face" intimidation, which more traditional firing
stances are not suited for. Most gang members carry their guns in the front
of their waistband, as opposed to a holster, which naturally leads to
pulling the gun out sideways.

Remember, in most cases these are people who have never actually fired the
gun they've acquired. It doesn't seem to impart any advantages other than
the fact that it's more comfortable to pull a gun out of one's waistband in
that fashion. Accuracy is really not an issue in these situations.

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

Date: Fri, 8 Oct 1999 11:22:03 -0000
From: "Chris Seamans" <semo@pil.net>
Subject: Re: Annic Nova (canon)

- -----Original Message-----
From: Sword Worlder <swordworlder@clinic.net>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Friday, October 08, 1999 3:09 PM
Subject: Re: Annic Nova (canon)


>Canon-breaking?  This is the earliest canon, from the first instance of a
>canonical storyline book, JTAS No.1, Loren's baby.  So now, twenty years
>later, we need to "fix" it?  <sigh>  You know, while we are at it, the fact
>that Traveller has two l's in it causes problems with my spell-checker.
>What say we "fix" that. :-p


ROTFL. ;)

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

Date: Fri, 08 Oct 1999 08:18:31
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Ammo Conservation ( was Re: Firing two guns at once)

At 11:45 AM 10/8/1999 -0300, you wrote:
>
>        My players all make sure the last round in a mag or wheel is a
>bright blue tracer.  When the tracer goes out the pipe, they take cover and
>reload.  Usual SOP is for everyone to fire at the target the chap with the
>dry gun was engaged with, just to keep the heat off while he shovels ammo.
>They picked this trick up in my Cyberpunk game and ported it over to
>Traveller ('scuse the pun).
>        It works.

Make that the third from last round.  That way, you can have two shots to
help you get to cover to reload.  US Army SOP.
- -- 

Douglas E. Berry       gridlore@mindspring.com
http://gridlore.home.mindspring.com/index.html

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

Date: Fri, 08 Oct 1999 15:26:33 GMT
From: scharlto@ifsna.com
Subject: Firing two guns at once

In my game (heavily modified TNE rules), I do allow this, with a one level
penalty on the strong hand, and a two level penalty on the weak had.  If
the shooter has ambidexterity (an advantage - told you it was modified
TNE!), then the penalty is one level on both hands.  In either case, recoil
from both weapons is ADDED together to determine recoil effects.

One of the PCs in my campaign decided he wanted to fire to micro-SnubMGs
(similar to a TEC-9 or Skorpion in size, firing Snub pistol ammo), and I
allowed this with a two-level penalty on each hand.  He quickly realized
that even though the weapons had low recoil, shooting two of them made
control VERY difficult.

Steve Charlton
Another Damned Heretic

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

Date: Fri, 08 Oct 1999 15:30:08 GMT
From: scharlto@ifsna.com
Subject: Side-hold pistol shooting

No, no, no - a thousand times no.

I help out at a local pistol range for NRA classes, and I am still amazed
how many of the younger shooters think this is the way to go.  It
completely throws off your sight picture; you are basiocally using the
forearm as your sight.  Also, the hold is a bit awkward and so the shooter
is affected much more by recoil than he would be in a normal 1-hand or
2-hand hold.

Purely Hollywood imagery.  Hollywood types are generally anti-gun, but that
does not stop them from having LOTS of them in their shows (generally used
incorrectly).

Steve Charlton
Heretic and Gun Nut

BTW, weapons' experts...what's with this sidearm pistol shooting
that seems to be so popular on TV/movies these days?  Is there *any*
advantage that you can see to it?

Eris

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

Date: Fri, 8 Oct 1999 16:24:47 +0100 
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
Subject: RE: Ammo Conservation ( was Re: Firing two guns at once)

Michel Vaillancourt wrote:
> My players all make sure the last round in a mag or wheel is a
> bright blue tracer.  When the tracer goes out the pipe, they
> take cover and reload.  Usual SOP is for everyone to fire at
> the target the chap with the dry gun was engaged with, just to
> keep the heat off while he shovels ammo.  They picked this
> trick up in my Cyberpunk game and ported it over to Traveller
> ('scuse the pun).

Possible drawback: once the enemy get wise to this habit then the
first time a PC is not in a coverable location (eg. he's  on  his
own) he's going to get quickly dead.

IIRC there was a WW1 or WW2 carbine  that  was  clip  fed.  Every
time the clip  was  empty  it  would  ping  out  of  the  weapon.
Opposing soldiers would stay under cover  until  they  heard  the
ping, then charge.



Regards PLST
"Rome wasn't burned in a day."

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

Date: Fri, 08 Oct 1999 11:47:16 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: Population Growth (was Annic Nova)

Timothy Collinson writes:
>Now funnily enough, I've been thinking about putting an 
>adventure together that would involve a similarly marooned bunch
>of teenagers - but several (say, three?) generations on.  No, 
>this isn't aimed at being as dark as _Lord of the Flies_ but I'd
>be interested to know what folk thought about:
>
>a) the idea: is it 'overused'?

	In some quarters, perhaps, but that shouldn't stop you from
	giving it a new twist.  :)

>b) How many kids would have to be involved to get a reasonable 
>gene pool. I'd been imagining around 20 or so in the original
>population.

	Inbreeding should not be a problem within 3 generations
	(as long as there aren't brother-sister/cousin-first cousin
	pairings) with 20 people.  In the long run, it certainly
	can be.

>c) Does anyone know how easy ways to work out how many would be 
>in the population after, say, X generations given a percentage 
>infant mortality rate (which would be high given they have little 
>skill and no equipment)

	Perversely, this may be more difficult with a small group
	than a large one, because with a large one a lot of things
	tend to average out.  If you have the time, you can simply
	work out the 'family tree' of the whole colony.  Another
	approach that population biologists sometimes employ is
	a Leslie Matrix.  This is a table set up to track the
	distribution of individuals of various ages, for example:

						time
	age	survival	fecundity	0	5	10
	0	0.5		0		0	10	12.75
	5	0.8		0		0	0	5
	10	0.9		0		0	0	0
	15	0.85		1		10	0	0
	20	0.75		1.5		0	8.5	0
	25	0.75		1.5		0	0	6.375
	30	0.75		1		0	0	0
	etc.

	Only females are considered (males are considered
	more or less superfluous by population biologists).  So,
	the above matrix indicates that a newborn has a 0.5 chance
	(50%) of living to her 5th birthday, a 5-year-old has a
	0.8 chance of living to her 10th birthday, etc.  On average,
	an individual will have one child between the ages of 15
	and 20, 1.5 children between 20 and 25, etc.  The columns
	on the right indicate the distribution of individuals at
	various times: at time 0 (at the start) there are 10 teenage
	women, after 5 years there are 8-9 women 20-25 (85% of the
	10 women that were 15-20 yrs old 5 years ago) and 10 infants
	(an average of 1 per woman aged 15-20), after another 5 years
	there are about 6 women aged 25-30, 5 children of 5-10 yrs, 
	and 13 infants.  If you want more precision, the time 
	intervals can be broken down into years, for less precision,
	use decades.  I did not round the numbers so that you could
	see how I calculated them, but you should round them in each
	generation since you cannot have half children running around.

>d) Or to turn c) around, how to work out how many generations would 
>pass before you had, say, Y number of people.

	This is easy enough on a large scale.  Just recall that 
	population growth tends to be exponential: (number at
	time t) = (number at time t-1)^r [this can be worked forwards
	or backwards in time.  For a small scale with a particular
	distribution of ages (as you have), it might be better to
	work the Leslie matrix backwards.

Peez

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

Date: Fri, 08 Oct 1999 08:46:20 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Step-by-Step Meson Screen Design

Here's a easy, step-by-step method to creating meson screens of
appropriate DR for GT:

1. Decide if the ship needs to be protected against meson bays
or meson spinal mounts.

Example 1: 2000 ton ship (60,000 sf). Protection from a bay is
sufficient.
Example 2: 10,000 ton ship (170,000 sf). This needs protection
from a spinal mount.

2. Decide if you want average protection (assumes average die roll
of 3.5) or heavy protection (assumes average roll of 5.5).

Example 1: We pick heavy protection.
Example 2: We pick average protection.

3. Divide 20,800,000 by the surface area of the ship. This gives
the DR per square foot.

Example 1: 20,800,000/60,000 = 346.67, DR 347 per sf.
Example 2: 20,800,000/170,000 = 122.35, DR 123 per sf

4. Select the appropriate number from the table below. Divide it
by the result from step 3, rounding up. This is the minimum number
of meson screen modules required for the ship.

Protection          Bay            Spinal
Average             31,500         210,000
Heavy               49,500         330,000

Example 1: 49,500/347 = 142.7, need 143 meson sreen modules,
or 7.2% of the ship's volume.
Example 2: 210,000/123 = 1707.3, we need 1708 meson screen
modules, or 17.1% of the ship's volume.

4. Now calculate the ship's meson DR normally:

     (20,800,000/surface area) * (# of meson modules)

Example #1: The ship has meson DR 45,573. A maxium damage hit from a
meson bay will inflict 8427 points per hit (the ship has 90,000 HP).
Example #2: The ship has meson DR 208,979. A maximum damage hit from a
meson spinal mount will inflict 151,021 points per hit (the ship has
255,000 HP). However, the ship is also immune to meson bay hits.

Note that, due to rounding, the final DR will be a bit different
from the numbers in the table above.

A generous and sadistic GM,

Brandon Cope

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Fri, 08 Oct 1999 11:41:20 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: Annic Nova (canon)

Ya know, I've never been a Conon freak, and maybe this ship is one of
the reasons why. It was the first "Book Adventure" I ever ran. My
players spent a lot of time travelling in their recovered Annic Nova.
Now it's broken and I guess they never really had any of those
adventures!

Com'on! The reason I gave, when asked, after a lot of time had passed,
why the PC's couldn't duplicate the drives in the Nova, was simple. I
said they could... if they could find a supply of the element used in
construction of the capacitors. It seems that the storage capacitors
used plates of an unknown element. No material known to Imperial science
could be used and still duplicate the storage efficency.

That really set them off. Spent a lot ot time looking for the origin of
the Nova! With no luck, since I never figured out where it came from!


Sword Worlder wrote:
> 
> ----- Original Message -----
> From: Christopher Thrash <thrash@io.com>
> > as long as the worst canon-breaking bits (no LH2 requirement, primarily)
> > are either fixed or firmly pidgeon-holed as curiousities, not practical or
> > useful for the Imperium in general.
> 
> Canon-breaking?  This is the earliest canon, from the first instance of a
> canonical storyline book, JTAS No.1, Loren's baby.  So now, twenty years
> later, we need to "fix" it?  <sigh>  You know, while we are at it, the fact
> that Traveller has two l's in it causes problems with my spell-checker.
> What say we "fix" that. :-p
> 
> Crusty

- -- 
Mike Peters
travelleri@home.com

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

Date: Fri, 08 Oct 1999 08:49:54 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: RE: Ammo Conservation ( was Re: Firing two guns at once)

>From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
>IIRC there was a WW1 or WW2 carbine  that  was  clip  fed.  Every
>time the clip  was  empty  it  would  ping  out  of  the  weapon.
>Opposing soldiers would stay under cover  until  they  heard  the
>ping, then charge.

This was the M1 Garand (US). I remember seeing one movie where a lone 
soldier (Australian?) used this to his benefit -- he was low on ammo, so 
after he fired a shot, he threw an empty clip against a rock. The Japanese 
soldier bit on it, and left cover to charge the Aussie. Nice plan, but the 
Aussie then missed ...

A generous and sadistic GM,

Brandon Cope

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Fri, 8 Oct 1999 11:54:21 -0400 (EDT)
From: Charles Collin <charles@hebb.psych.mcgill.ca>
Subject: Metric vs. Imperial

> >I also wish that GT were metric -- it just feels more futuristic
> >and sensible and, for me at least, it's easier to use for things
> >like vehicle design.
>
>         Tell that to the people at NASA!

Oh, that's MEAN! :-)  It's right on the money, of course, but it's still
really COLD! 

Charles C.

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

Date: Fri, 8 Oct 1999 10:55:34 -0500 
From: "Smart, David J (David)" <dasmart@lucent.com>
Subject: Technology Marches On...

ScienceDaily has an article on the use of maglev systems
for launching spacecraft.

Check it out at:
http://www.sciencedaily.com/releases/1999/10/991007152354.htm

ObTrav: Use of maglev/gravitic launch systems would reduce
launch fuel requirements but since no version of Traveller
tracks launch fuel usage, such systems are just interesting
background detail.

David

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

Date: Fri, 08 Oct 1999 12:55:12 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Ammo Conservation ( was Re: Firing two guns at once)

At 08:18 AM 10/8/1999, you wrote:
>At 11:45 AM 10/8/1999 -0300, you wrote:
>>
>>        My players all make sure the last round in a mag or wheel is a
>>bright blue tracer.  When the tracer goes out the pipe, they take cover and
>>reload.  Usual SOP is for everyone to fire at the target the chap with the
>>dry gun was engaged with, just to keep the heat off while he shovels ammo.
>>They picked this trick up in my Cyberpunk game and ported it over to
>>Traveller ('scuse the pun).
>>        It works.
>
>Make that the third from last round.  That way, you can have two shots to
>help you get to cover to reload.  US Army SOP.

        Hi, Doug!
        Is *that* where it comes from?
        I had them run into a CAT Squad in my first TU, and I had all the
bad-guys doing this.  The players caught on in a hurry...  I must have read
that in a military rag and forgotten about it.  Thanks very much.

        Maybe while we're talking about it, is a "tracer" round any less
effective a vest-puncher than a standard ball?  One of my CP2020 players
keeps a drum of assorted-color tracers for situations where he wants the
gangers to understand just how much lead is flying around.  I've just always
treated a tracer as "same as ball, but visible" in terms of penetration,
accuracy, etc.  Is the accurate?

        --Michel

	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca
				ICQ # 31172292
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
	    NET-City Communications....
	         Providing "Solutions for the Common Company"
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
	***REMEMBER - Always virus-check your emails ***
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-

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

Date: Fri, 8 Oct 1999 12:04:17 -0000
From: "Chris Seamans" <semo@pil.net>
Subject: Re: Ammo Conservation ( was Re: Firing two guns at once)

- -----Original Message-----
From: Brandon Cope <copeab@hotmail.com>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Friday, October 08, 1999 3:51 PM
Subject: RE: Ammo Conservation ( was Re: Firing two guns at once)


>This was the M1 Garand (US). I remember seeing one movie where a lone
>soldier (Australian?) used this to his benefit -- he was low on ammo, so
>after he fired a shot, he threw an empty clip against a rock. The Japanese
>soldier bit on it, and left cover to charge the Aussie. Nice plan, but the
>Aussie then missed ...


Apparently, during the Korean War, some American soldiers held on to the
clips. They would fire and ping the clip up in the air with their thumb,
which mimicked the distinctive sound, with obvious results.

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

Date: Fri, 8 Oct 1999 09:07:24 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Metric vs. Imperial

Charles Collin writes:
> > >I also wish that GT were metric -- it just feels more futuristic
> > >and sensible and, for me at least, it's easier to use for things
> > >like vehicle design.
> >
> >         Tell that to the people at NASA!
> 
> Oh, that's MEAN! :-)  It's right on the money, of course, but it's still
> really COLD! 

Snort.  The lesson there is 'don't mix your units', not that one or the other system is unusable.

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

Date: Fri, 8 Oct 1999 09:08:43 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re:Battledress/Battlesuit Protection

Terry Carlino writes:
 
> You are obviously using the BD from GT. First In gives Scout BD at an even
> lower value DR 60. The issue is the GTL-12 Imperial Marine Commando Battle
> Dress from GT:Star Mercs p61, with DR 1200, which will basically ignore
> FGMP fire.

The star mercs BD is also 3/4 of a ton, flies, runs at 70 mph, etc....

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

Date: Fri, 08 Oct 1999 12:09:07 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Annic Nova 

> Two asides:
> 
> (1) Does anyone else see a resemblance between the jump drives on /Annic
> Nova/ and those in FASA's Battletech universe?

Dunno.  I don't own BT, so your guess is better than mine.  <grin>

> (2) "Annic Nova" is a registry number, rather than a name, which implies
> that there is a starfaring culture somewhere that manufactures them in some
> numbers.

*OR*, it could be an experimental ship that just happened to be 'papered' 
with the serial number 'ANNIC NOVA' in Alien, and other ships produced by 
that culture conform to the usual fuelled designs found elsewhere.  If you 
assume it was an experimental prototype, it helps explain *why* there was 
never another ship of this type mentioned.  It was produced, tested, and 
found to be inefficient for 'normal' useage and sold to somebody who used it 
as a 'whatever' before they died of this nasty virus...

No, not *THAT* Virus!!!!!!!!!!!!!!!!!!!!!!!!!

Keven


- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Fri, 08 Oct 1999 12:13:44 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Annic Nova (canon) 

> > as long as the worst canon-breaking bits (no LH2 requirement, primarily)
> > are either fixed or firmly pidgeon-holed as curiousities, not practical or
> > useful for the Imperium in general.
> 
> Canon-breaking?  This is the earliest canon, from the first instance of a
> canonical storyline book, JTAS No.1, Loren's baby.  So now, twenty years
> later, we need to "fix" it?  <sigh>  You know, while we are at it, the fact
> that Traveller has two l's in it causes problems with my spell-checker.
> What say we "fix" that. :-p

Actually, the credits show it to be 100% Marc's design.  <grin>

Personally, I see the manufacturing culture as trying something wild as a test
bed, and having the design killed after the first prototype.  Happens all the
time with defense contractors here in the States every time they develope a new
fighter aircraft.  After all, a 1 km diameter solar collector is pretty fragile
when actively being shot at, and even with the two 40 ton pinnaces, it can
barely get out of its own way <grin>, and if something happens to either the
solar panel *or* the accumulator banks, and you're away from the home port and
ready parts, yer SOL, pal.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

End of Traveller-digest V1999 #1171
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