Traveller-digest      Friday, October 15 1999      Volume 1999 : Number 1213



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

The following topics are covered in this digest:

Re: GT 5 dTon Shuttles
Re: PBeM TCS Islands Campaign: Interested? 
GT 5-ton lifepods (TL10)
RE: Traveller Versions
Re: PBeM TCS Islands Campaign: Interested?
Re: Norris the Man... 
Re: Norris the Man...
Re: Norris the Man 
Re: Battledress/Battlesuit Protection (GT)
Recent Threads
Re: PBeM campaigns versus creative writing 
Traveller Items For Sale
Re: Battledress/Battlesuit Protection (GT)
Re: PBeM campaigns versus creative writing 

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

Date: Fri, 15 Oct 1999 13:44:15 -0500
From: "Bont" <felix@felixcafe.com>
Subject: Re: GT 5 dTon Shuttles

I have posted all the revised Shuttles.  I broke the TL8/9 shuttles 
out into a Cargo and Passenger version.  At TL10+ there is a 
passenger, cargo and utility version.  At TL8/9, you just can't get 
enough of either of them to fit into the same vehicle.

I did create a Battery Powered version of the GTL9 Cargo Shuttle.  
It has 2 hours of power, same thrust and 200 cf more cargo.  And it 
is $3M cheaper.  It could possibly be an alternative if the situation 
was right.  Good idea, John.

http://209.39.36.25/GTVehicles/

The reason I tried Fission Power for these was because I was 
looking for a way to create "Usable" GTL8/9 ships.  Fission power 
appears to be the way to go.  I have actually managed to create a 
GTL9 800 dTon Corvette that could give a GTL10 400 dTon ship a 
run for its money.  Its four times as expensive, but has some decent 
weapons (preliminary designs ...) with a much greater range.




- - - -
FELIX (Thomas L Bont)

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  That way only the government knows what you wrote!

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

Date: Fri, 15 Oct 1999 14:55:11 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: PBeM TCS Islands Campaign: Interested? 

> "Matthew Bond" <mgb@akira.swinternet.co.uk> writes:
> >A couple of people have contacted me regarding playing in a PBeM TCS
> >campaign.  If sufficient people contact me, then I'll run one.
> 
> 
> It may be worth looking at the SCTA list on onelist (the CT starships list)
> which is already in the midst of a TCS Islands game. All the rules
> decisions should be in the archives?

Where's this list at?

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, 15 Oct 1999 12:11:10 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: GT 5-ton lifepods (TL10)

These are all very small craft built using the Starship Construction
rules in GT. They aren't intended as exact duplicates of the 5-ton
craft posted over the previous few days, just as somewhat easier to
use versions (especially for those intimidated with the complexity
of GURPS Vehicles, or just not liking that much detail).

- ---------------------
5-ton lifepod (TL 10)

This is an escape craft for use with large starships. It is fairly
small and cheap, the main drawback being that it is a little slow to
be filled during an emergency. Also, while it has a nominal crew of
two, both must enter a low berth as quickly as possible.

5 ton SL hull, DR 100, cockpit, 1 maneuver, 4 low-berth (16 people)

Statistics: Loaded Weight 23.5 tons, Cost MCr 3.684

Performance: 1.7 G acceleration, no Jump, 1581 mph

- -----------------------
5-ton cargo pod (TL 10)

A variant of the lifepod, it serves as a very light cargo hauler for
use on airless worlds or planetoid belts.

5 ton SL hull, DR 100, cockpit, 1 maneuver, 2 cargo

Statistics: Unloaded Weight 15.5 tons, Loaded Weight 25.5 tons,
Cost MCr 2.804

Performance: 1.57 G acceleration, no Jump, 1581 mph

- ------------------------
5-ton people pod (TL 10)

Another variant, this serves as a light shuttle.

5 ton SL hull, DR 100, cockpit, 1 maneuver, 2 passenger couches
(24 people)

Statistics: Loaded Weight 16.58 tons, MCr 2.954

Performance: 2.41 G acceleration, no Jump, 1581 mph

A generous and sadistic GM,

Brandon Cope

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

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

Date: Fri, 15 Oct 1999 12:13:52 -0700
From: "David P. Summers" <summers@alum.mit.edu>
Subject: RE: Traveller Versions

Fri, 15 Oct 1999 00:12:08 +0100, SD Mooney <dom@cybergoths.u-net.com>
>"David P. Summers" <summers@alum.mit.edu> writes:
>
>>>All of these are individual modifiers for specific situations. There is
>>>nothing to demonstrate a systematic approach, graduating the difficulty of
>>>the same skill roll, in the modifiers you're quoting above.
>>No more so than in MT.  MT tells you how hard it is to do _one
>>task_, no more.

>Well, actually, MT would tell you how to shift the task difficult up and
>down in a consistant manner.

They both shift nears the same way.  A relative change in the roll
vs the target number (one does one, the other does the other).
The only difference is that in MT the shift is labels with descriptive
terms.  That is more consistent only to the degree that different
GMs understand the terms in the same way.

>It would be nice if this was tabulated in some way to give some standard
>modifiers (maybe in a fourth ed of basic)?

A tabulation would be nice for GT, since so many GM's are used to
it.  For GURPS Basic its less clear since you would have to
establish a concensus on what the terms mean.  However, it
probably would be worthwhile as an offered tool for those who
want it.

>>>That isn't the only difference. GURPS does not provide any guidance to the
>>>ref for appropriate modifier for different situations. It gives a long list
>>>of individual situations which have differing DMs.
>>Just as MT gives a long list of diffculty levels for individual
>>situations.
>
>In MT this is arguably the case with combat, but not with skill rolls in
>general. In GURPS it is the case for both combat and skill rolls.

I'm not sure what you mean.  A task description for what it takes
to perform a jump only applies to what it takes to perform a jump.
Just as the description of what it takes to perform a jump in GT
only applies to what it takes to perform a jump.

>It gets really interesting when a player asks you 'how hard does it look?',
>and you say ' well, it looks pretty difficult' and before you've finished
>they've already picked up 2.5D read to make the roll. It's a lot less
>intrusive. YMMV.

It has plusses and minuses.  It is easier, it also gets the player
immediately equating "difficult" with a target number and thinking
in game mechanic terms.  Either way, though, it isn't a big deal.

>>Hogwash.
>>GURPS gives modifiers just as MT gives difficulties.  An advantage
>>of modifiers is that you can stack them (what if you are in bad
>>footing _and_ in poor light?).

>Then you can shift the task two levels.... ;-)

Off of what base?  And how many do you shift?  This is not clear
at all to me.

>*I* did not at any point go one about MT being superior, rather *I* argued
>why I thought most TNE/MT/T4'rs with problems with the GURPS system had
>those feelings. *You* decided to refer everything back to MT.
>
>William Hostman argued why he personally prefered MT, a post which was well
>reasoned and polite in tone.

I haven't kept track of who posted what.  All I know was that when
I pointed out that to describe GURPS as laking wrt to MT is wrong
and that it is mostly a matter of approach and perferences, I got
replies insisting that this wasn't true.  The later replies started
conceding that there might be some good things in the GURPS approach,
but I saw little of that to begin with too.

OTOH, I've said several
times that I'm can see that the GT task system isn't what MT/TNE/T4
players are used to and not what they expect, and I have had few people
saying, "yeah that is what I'm saying".  Now maybe we both haven't
been clear in what we are saying, but I do think there is an
unwillingness to accept that, objectively, the GURPS task system
is just as good as the ones in MT/TNE/T4.  But if you want to agree
that it mostly a case of approach and perference, each with their
own plusses and minuses, then maybe we can reach a concensus.

>GURPS would get an even milder ride if
>the very thought of mentioning a word of critiscm - or trying to explain
>where that criticsm came from - wasn't jumped up and down on by the longer
>term GURPS advocates.

Are you kidding?  I've letting this "GURPS is lacking a task system"
bunk for months (a year or two?) before I got fed up enough with it to say
anything...
______________________________
summers@alum.mit.edu
(This is the net.  My e-mail address may be in Boston, but I'm in California.)

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

Date: Fri, 15 Oct 1999 20:25:53 -0700
From: "Mark S Peace" <mark.s.peace@dunelm.org.uk>
Subject: Re: PBeM TCS Islands Campaign: Interested?

If you run an Island clusters campaign, any of the main players would suit
me - how about Sansterre?.  Probably best to avoid 'New Home'.  I don't
imagine the 1 higher TL is enough to compensate for the much lower
population.  (Are there any population multipliers published for Island
Clusters, or are the populations all 100mil, 1bil, 10 bil etc?)

I've probably got more questions than answers in terms of running a PBEM.  I
assume you would have to run all the battles yourself (with the players just
submitting detailed orders. (eg If xxx then flee to aaa system, if yyy
fight - keep these ships in reserve, attack large ships with major weapons,
engage fighters with missiles etc.)  Would we have to build couriers, or
would this just be taken for granted?

Without trying to be too pessimistic, has anyone actually completed an
'Island Clusters' campaign?  I imagine it could go on for months/years?

Mark.


- -----Original Message-----
>Date: Thu, 14 Oct 1999 19:47:29 +0100
>From: "Matthew Bond" <mgb@akira.swinternet.co.uk>
>Subject: PBeM TCS Islands Campaign: Interested?
>
>A couple of people have contacted me regarding playing in a PBeM TCS
>campaign.  If sufficient people contact me, then I'll run one.  This will
be
>my first experience of running a PBeM, though I have run a FTF TCS
campaign,
>many, many years ago.  I Intend to run a straight, by-the-book, TCS/HG2
>game, with weekly turns (or sooner if everyone has sent in orders after a
>couple of days or so).  Any interested parties are welcome to email me
>personally (unless you want potential adversaries to intercept any TML
>replies <g>).  Any discussion regarding rules / running a PBeM game etc
>should probably be posted to the list, as then we can more easily thrash
out
>the ground-rules.  As I say, this will be my first attempt to rum a PBeM,
so
>I'll be interested in hearing other peoples ideas on how it should be run,
>however, I reserve my GM's fiat to veto any ideas that I don't like...
>
>I hope that if there is enough interest the game could be up and running in
>a few weeks, to allow time for people to design fleets etc.
>
>If there is a tremendous response would people like to play with multiple
>'Admirals' per faction, or would they rather be masters of their own
destiny
>in separate games?
>
>Let me know preferred faction when you get in touch, as I'll try to
>accommodate where possible.
>
>All the best,
>
>Matt
>
>Matthew Bond
>mgb@akira.swinternet.co.uk
>www.akira.swinternet.co.uk/strom.html

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

Date: Fri, 15 Oct 1999 15:33:25 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Norris the Man... 

> > From: shudson@lightspeed.bc.ca (Steven Hudson)
> > 
> > >From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
> > >Subject: Re: Norris the Man... 
> > ...
> > >The Zhos weren't his biggest problem.  The Vargr to coreward and the
> Aslan to
> > >rimward were.  Now, if he were to cut a deal with the Aslans pouring
> into his 
> > >rimward border, he *might* have picked up enough throwweight to start
> pressing 
> > >through Corridor, especially if he could get a couple good sized bands
> of Vargr
> > >to sign on with him.  But he'd still be leaving Deneb wide open for any
> > 'unassured' >Vargr incursions.
> > 
> >   Isn't the renewed Vilani empire going to be a serious blocker? And he'd
> better
> > get _lots_ of use out of those Vargr, because they'll be great political
> fodder
> > for his enemies.
> 
> The route across the Great Rift is actually quite viable, once you assume,
> or create, some *very* high capacity calibration points*.  You might have
> trouble getting J-3 squadrons across, but J-4 shouldn't be too hard.  Of
> course, ISTR that some of the big ship designs that were J-4 in CT were J-3
> in MT.  Tanker squadrons might help.

Sounds like, his best move would be to cross the Rift and hook up with Craig. 
 If he could sidestep Corridor, he could even pick up troops and ships from 
the Aslan that Craig got close to...  Interesting...

> As for the Vargr....   Well, *someone* has to sack Capital, don't they?

Well, yeah...

> *calibration points are fuel caches in interstellar space, usually owned by
> the Navy, and not available to, and kept secret from, civilian users.  They
> get used heavily in Regency Sourcebook, and, I gather, in Arrival
> Vengeance.  Of course, in some Traveller games it's not possible to do deep
> space jumps like this.

My take on 'calibration points' is that they're canonical IMTU cause they 
were canonical in the OTU (ref: 'Twilight's Peak' and the course of the _Gyro 
Cadiz_).  So what's the problem?

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, 15 Oct 1999 14:45:40 -0500 (CDT)
From: Steven Bonneville <bonnevil@ima.umn.edu>
Subject: Re: Norris the Man...

> The route across the Great Rift is actually quite viable, once you assume,
> or create, some *very* high capacity calibration points*.  You might have
> trouble getting J-3 squadrons across, but J-4 shouldn't be too hard.  Of
> course, ISTR that some of the big ship designs that were J-4 in CT were J-3
> in MT.  Tanker squadrons might help.

Tanker squadrons would be required, just to keep the CP fueled.  A BatRon
can suck down a million or two displacement tons of fuel easily.  So can
a TankRon that's coming back for more fuel.  If you need to pass through
more than one CP, it'll be tricky to keep them supplied.

> I don't own FFW.  What are the jump capabilities in it like?

Imperial BatRons are J3/J4, selected CruRons are J5 or even J6.  (Colonials
and Planetary are much slower.)  TankRons are J3.  AssaultRons are J4.  The
TankRons are useful more to speed up refueling time in some situations than
to make jumps into deep space due to the way the rules work.

  -- Steve Bonneville

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

Date: Fri, 15 Oct 1999 16:36:35 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Norris the Man 

> Keven R. Pittsinger writes:
> 
> >The Zhos weren't his biggest problem. The Vargr to coreward and the Aslan to
> >rimward were. Now, if he were to cut a deal with the Aslans pouring into his
> >rimward border, he *might* have picked up enough throwweight to start
> >pressing through Corridor, especially if he could get a couple good sized
> >bands of Vargr to sign on with him.  But he'd still be leaving Deneb wide
> >open for any 'unassured' Vargr incursions.
> 
> The problem is that if you analyse the descrition of Vargr and Aslan
> society we have, the dangerous part of the two constitute a very small
> fraction of the total. Starships are expensive. Even 40-year old obsolescent
> starships are expensive. If an Aslan clan lord were to outfit a sizable
> number of his _ihatei_ AND ESCORTED THEM OFF SOMEWHERE 100 PARSECS AWAY, he
> wouldn't have the strength to defend himself against any neighbor that
> kept his warships at home and used his troop transports to ferry a lot
> more _ihatei_ over to that that nice, well-developed, undefended land
> right next door, that he could ever hope to send off to settle 100 parsecs
> away (where any colony that survives is unable to add their strength to
> help defend his home holdings).

Who says the ships go just one way and never come back?  A lord could cut a 
deal where his ihatei are transported out of his hair, and the ships he wants 
to keep come back to him.  The rest can stay with that group of ihatei he 
just got rid of.
 
> Of course, if the Aslans give their _ihatei_ obsolescent ships (which canon
> says they do), they have the added disadvantage of being in worse shape
> than most colonial and all regular fleets, and of inferior TL too.

Giving ihatei 2nd line ships to work with is actually a *good* thing for the 
Hierate in that it promotes new shipbuilding.
  
> Vargr Corsairs are a small fraction of any Vargr society. The _Kforuzeng_,
> said to be the largest band in Gvurrdon, at its height couldn't muster
> enough ships to give a single light cruiser trouble. Granted that the
> Rebellion Era apparently saw some Vargr light cruisers turn corsair, they
> still shouldn't be able to match the Domain _peacetime_ navy.
>
> Now up the Domain spending from peacetime levels (said to be 3% of GWP, but
> apparently only 1%) to wartime level (15%), and you have to wonder how the
> hell the Vargr corsairs managed to kick Norris completely out of three
> subsectors.


Thing is, the Marches fleet is still in the rebuilding phase.  Remember that 
little joke the Zhos pulled off called the 5th Frontier War?
 
> As for overrunning Corridor, well, if you go through the Megatraveller
> Journals, you will find that most of the high-population planets didn't
> actually fall to the Vargr. Mostly they reached various forms of
> accomodation (Norris may actually face more problems with human pocket
> empires in Corridor than Vargr).

True.  But all the Vargr had to do was cut off the high pop worlds and 
blockade them a bit until they geeked.
 
> >>How did this myth that Norris was a stickler for legality arrived. Isn't he
> >>the man who made himself archduke of Deneb without Strephons knowledge.
> >>Strephon later confirmed it however.
> > 
> >He had the Imperial Warrant in his hand when he signed the documents 
> >elevating himself to Archduke.
> 
> Maybe, but propably not. The warrant is said to make him Commander-in-Chief
> of the forces in the Marches. MY take is that something as powerful as
> that would be hedged with a lot of safeguards, including an expiration
> date. YMMV, but certainly Norris' musings in _Survival Margin_ seem to
> indicate that he thought himself on shaky ground (though fully justified).
> Didn't he actually write something about comemorating Strephon by taking
> his name in vain?
> 
> I know that in _The Kinunir_ we are told that an Imperial Warrant is an
> anonymous "get out of anything free" card made out to bearer. If you want
> to believe that, feel free. But I prefer to regard this particular piece
> of canon as on a par with the information that four Kinunirs are strong
> enough to cow the entire Regina subsector...

IIRC, not having the canonical info right in front of me at this moment, a
Warrant basically says "You are ordered to help the bearer in any way you can
because he is working for the best interests of the Imperium."  The implication
is that the bearer *will* have to give an accounting down the line someplace.
If he does the job right, he's a hero.  If he screws the pooch, he's less than
zero.  The Warrant puts the full responsibility *and* blame on the bearer.
Ghods help him if he screws up.

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, 15 Oct 1999 13:55:07 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: Battledress/Battlesuit Protection (GT)

>From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
>
>Thermal superconducting armor ought not have such an effect on a HEAT
>round: HEAT penetration is primarily a kinetic effect, not a thermal one.
>It's a design error in GURPS:Vehicles rather than GT, but one that should
>be errattaed.

Actually, it's been effective against shaped-charge rounds since GURPS Ultra 
Tech, 2nd Edition (1992 I think). Don't know about UT 1/e.

You could also argue that thermal superconducting armor has no place in GT, 
as it isn't part of CT or MT (I'd support banning it for this reason alone).

Note: In Star Mercs, it notes that TS armor can only give a maximum bonus of 
+ 250 DR, regardless of the actual DR of the "normal" armor. Also worth 
mentioning that the grav tanks use metal rather than laminate armor.

A generous and sadistic GM,

Brandon Cope

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

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

Date: Fri, 15 Oct 1999 16:59:00 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Recent Threads

There've been some interesting threads on the TML lately that make me wonder 
if the time is right to restart the 4th Imperium Work Group.

As some of you might recall, it was a mailing list dedicated to the 
proposition that the G:T timeline didn't happen, and that things went to hell 
on their merry way a la MT and TNE.  The further premise was that 70 years 
was *not* enough time for the Shallow Dawn, and it would take *much* longer.  
Centuries, in fact.  Anybody interested in reviving this project, please 
email me, as Jim Clem has dropped off the net with interminable RL 
complications.

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, 15 Oct 1999 14:01:30 -0700 (PDT)
From: Mark Cook <markc@peak.org>
Subject: Re: PBeM campaigns versus creative writing 

Robert Eaglestone <eaglesto@nortelnetworks.com> write:

> PBEM campaigns are difficult to administer and organize.
> Maybe that's why it's hard to get anything done by them...
> it's easy to lose interest or just plain forget what's going on.
> 
> Having said that, PBEM isn't impossible: just slow, and
> if you can handle once-monthly postings with occasional
> flurries, then it can be an enjoyable and low-bandwidth
> diversion.

All true, but with enough time and determination, and with the right
group to truly phenomenal players, you can accomplish great things!

Case in point, visit "The Home of the TML PBeM" (possibly the longest
running PBeM in internet history), at:

    http://www.ssgfx.com/traveller

If you visit the archives, you'll find roughly 4-5 paperback novels
worth of prose, reflecting years of play.  We're damn proud of it!!

        - Mark C.
          Instructor, Willamette Small Arms Academy
          EOD, U.S.M.C. 1st MarDiv (Camp Pendleton), Class of '75
          Full-Auto Director, Albany Rifle & Pistol Club, Albany, OR
          NRA (Life), SAF (Life), CCRKBA (Life)
          Front Sight First Family member #1

- -----------------------------------------------------------------------
 mark f. cook   *   shoestring graphics & printing   *  markc@ssgfx.com
 7160 n.w. somerset dr. * corvallis, or, 97330  *  http://www.ssgfx.com
 Phone: 541-745-5709                                  Fax: 541-745-5818      
- -----------------------------------------------------------------------
   "Remember that a government big enough to give you everything
    you want is also big enough to take away everything you have."
    --Col. David Crockett; member of the Tennessee legislature
    (1821-1822/1823-1824); member U.S. House of Representatives
    (1827-1831/1833-1835); and Texas Hero of the Alamo (1836) 

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

Date: Fri, 15 Oct 1999 17:06:39 -0400
From: "Scott Spieker" <scspieker@ncweb.com>
Subject: Traveller Items For Sale

Hello,
    I have my collection up for sale.  I have been hit with a combination of
unexpected bills, and the only thing my wife can point at to sell is my
gaming stuff.  You can view a list of items and their conditions at:

http://www.ncweb.com/~scspieker/traveller/TravInvHTML.htm

    Items go to the person with the best offer.  The page will be updated
with the best price on it.

I also have a number of 15mm items for sale which comprised most of my
historical and sci-fi gaming in the Traveller universe.  I have included a
list of items below:

Please contact me off - list for any questions.  I'm only selling all of
this stuff because I really could use the money at the moment.  All items
are in good shape and as it is stated below, pictures are available.

I have the following items for sale/trade:  (pictures available upon
request, and will be posted to my web site at:
http://www.ncweb.com/~scspieker/15mm/index.html

15mm Ancients asking $100
DBM/DBA Norman Army.  198 figures mostly mounted & unmounted knights.
Spearmen, axemen, javalin, lances, etc.

15mm Buildings & scenery asking $120
- - 4 Old Glory (?) resin demolished buildings - real nice
- - 2 TCS resin underground bunkers
- - 1 TCS set of 5 resin trench line walls
- - 1 TCS resin trench corner
- - 1 Pill Box (Quality Castings)
- - 1 Military Miniatures resin corner house (brick)
- - 1 resin tudor farm (?) house
- - 1 resin russian farm house (large)
- - 1 resin Russian farm house (small)
- - 1 plaster (?) english farm house (A-frame)
- - 1 resin brick stable
- - 4 TCS metal picket fences


WWII Items
15mm Russian infantry askng $150
- - 160 Regulars (Old Glory) All painted to a 6-7/10
- - 25 tank riders (Old Glory) All painted to a 6-7/10
- - 1 Flame Thrower infantryman
All Vehicles painted to an 7-8/10 unless noted otherwise.
- - 6 T-34/85 (3 steel wheels, 3 Rubber wheels) (painted green)
- - 1 T-34/76 (rubber wheels circa 1942) (Painted green)
- - 1 T-34/76C Rubber wheels Quality Castings) primed white
- - 1 KV1 (Green)
- - 3 SU-85
- - 1 SU-100
- - 1 T-26 (Base coated green)
- - 2 76mm? howitzers

15mm German Infantry asking $200
- - 150 Regular & SS in camo smocks (Old Glory) All Painted 7-8/10
- - 25 Florien Geyer Kalverie mounted based in field grey
- - 6 recon motorcycles w/ sidecars
- - 1 Flame Thrower infantryman
German Vehicles painted to an 8/10 unless noted
- - 1 PZ IIF primed white (Quality Castings)
- - 3 PZ 38(t) czech tanks (painted to a 6-7/10)
- - 2 sdkfz. 238 8 wheeled armored cars
- - 1 sdkfz. 159? 10 wheeled armored car (painted 5/10)
- - 2 PZ IV F/1 (short 75) grey
- - 3 PZ IV H (w/ skirts) ambush pattern
- - 3 King Tigers (w/ Porshe turrets) ambush pattern
- - 3 PZ III L (long 50) mustard & green
- - 2 kubel wagons (unpainted) - military miniatures
- - 2 stug III F/8 mustard & brown
- - 1 stug III G with commander (primed white)
- - 2 FT-17 French tanks (painted 5/10)
- - 1 Hetzer (military miniatures) resin (based mustard)
- - 2 sdkfz. 222 recon armored car (one base mustard, one grey 7/10)
- - 2 Marder III (pz 38(t) chassis)
- - 1 sdkfz 8 prime mover
- - 6 sdkfz. 251/1C halftracks grey

15mm American Vehicles asking $15
- - 2 Sherman M4/A3 (green - of course)
- - 1 M3 halftrack unpainted
- - 1 Jackson primed white

15mm British Infantry $25
- - 35-50 paratroopers (peter pig)

Modern/sci-fi asking $100
15mm Infantry:
4 Squads motor rifle infantry painted & based individually
5 Squads as above, based but unpainted
2 Squads as above, unbased unpainted
1 Nato Squad unbased unpainted
1 Nato (Vietnam era TL-7/8) unbased unpainted

Vehicles and other:
3 T-72 tanks, painted OD green
5 BMP-2 MICVs painted OD green
2 BMP-2 MICVs painted OD green with camo
4 'U' shaped vehicle dug-outs
2 'O' shaped weapon pits/ vehicle hull-downs
6 set dragons teeth
4 supply stands (small bases with crates and oil can, etc.)
12 tank stops (small metal ramps to lift the tanks off the ground...)

All WWII items based individually for BattleGround WWII.

All Modern/sci-fi pieces based for StarGrunt II and Foot Soldier
(individually).

Pricing concept:
$0.50 per figure
$3.00 per vehicle

I would like to sell the items in manageable lots or as an entire
collection.  The amount you select determines the price.  The more you buy,
the cheaper everything gets.

Trade Interests:
Imperial Guard (Cadian, Valhalla, or jungle troopers)
Cash
WH40K figures (selected types, make me an offer)
Cash

Thanks,
Scott Spieker
scspieker@ncweb.com

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

Date: Fri, 15 Oct 1999 14:08:59 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Battledress/Battlesuit Protection (GT)

Brandon Cope writes:
> 
> You could also argue that thermal superconducting armor has no place in GT,
>  as it isn't part of CT or MT (I'd support banning it for this reason
> alone). 

I tried to get it banned for Star Mercs, but failed.  I had to stick with the +250DR option, since otherwise only an idiot would use a fusion gun.
> 
> Note: In Star Mercs, it notes that TS armor can only give a maximum bonus
> of  + 250 DR, regardless of the actual DR of the "normal" armor. Also
> worth  mentioning that the grav tanks use metal rather than laminate armor.
Done mostly for cost reasons; what with removal of 'advanced' armor at TL 12 I may generate rewrites which use laminate armor.

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

Date: Fri, 15 Oct 1999 17:11:28 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: PBeM campaigns versus creative writing 

> Robert Eaglestone <eaglesto@nortelnetworks.com> write:
> 
> > PBEM campaigns are difficult to administer and organize.
> > Maybe that's why it's hard to get anything done by them...
> > it's easy to lose interest or just plain forget what's going on.
> > 
> > Having said that, PBEM isn't impossible: just slow, and
> > if you can handle once-monthly postings with occasional
> > flurries, then it can be an enjoyable and low-bandwidth
> > diversion.
> 
> All true, but with enough time and determination, and with the right
> group to truly phenomenal players, you can accomplish great things!
> 
> Case in point, visit "The Home of the TML PBeM" (possibly the longest
> running PBeM in internet history), at:
> 
>     http://www.ssgfx.com/traveller
> 
> If you visit the archives, you'll find roughly 4-5 paperback novels
> worth of prose, reflecting years of play.  We're damn proud of it!!

Last time I looked, it'd been about a year since it'd been updated.

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 #1213
***********************************

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