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Date:	11/21/99 2:11:07 PM Pacific Standard Time<BR>
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Traveller-digest     Sunday, November 21 1999     Volume 1999 : Number 1372<BR>
<BR>
<BR>
<BR>
(R)1996. Traveller is a registered trademark of FarFuture Enterprises.<BR>
All rights reserved.<BR>
<BR>
The following topics are covered in this digest:<BR>
<BR>
=?iso-8859-1?Q?Re:_That_explains_the_=91Don=92t_throw_Eggs__?=  at  the PM  Act,<BR>
Re: Looking for Travellers' Digest Adventures 1-21<BR>
re: Weapons of mass destruction (Was: Traveller Nav, Gun...)<BR>
Re: User Interface Question<BR>
Re Polities in the Imperium<BR>
Re: Traveller PBEM <BR>
Re: Re Polities in the Imperium<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: How to do a gritty, X-Files-like scenario?<BR>
Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: Traveller PBEM<BR>
Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: The naming of things<BR>
Re: Traveller Navigation and Gunnery<BR>
re: Non Lethal weapons<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 16:26:38 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: =?iso-8859-1?Q?Re:_That_explains_the_=91Don=92t_throw_Eggs__?=  at  the PM  Act,<BR>
<BR>
At 15:00 -0500 20/11/99, "Douglas E. Berry" <BR>
<gridlore@pop.mindspring.com> wrote:<BR>
> >As to Penguin throwing, I know the book will be packed out with the<BR>
> >rules and notes so I've the following suggestion. If anyone wants to<BR>
> >write scenarios for ACQ, and draw up a deckplan, I'll host them on<BR>
> >the BITS site. (Aside from the AP costs, the scenarios could be<BR>
> >written in T4.1 style).<BR>
><BR>
>Cool!  That means I'll have a place to put up the Cinematic rules for ACQ.<BR>
>Like the Slow Explosion rule:<BR>
><BR>
>Any event producing explosive damage travels so slowly that the combatants<BR>
>are able to spend AP running away from the explosion.  This move must end<BR>
>in a Dive For Cover, during which the *player* must do his best Bruce<BR>
>Willis yell.<BR>
<BR>
Happy to help. Of course, having a free source of scenarios and rules <BR>
will help overall sales ;-)<BR>
<BR>
Bet the author would like that!<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
                        MiB - Marines in Battledress<BR>
    "Protecting the Imperium from the Scum of the Galaxy"<BR>
Rob Prior's Mac software @ http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 16:39:49 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: Looking for Travellers' Digest Adventures 1-21<BR>
<BR>
At 22:45 -0500 20/11/99, "Josh W. Spencer" <macmanjws@earthlink.net> wrote:<BR>
<BR>
>OK, can you fill me in then on this Roger <spit> Sanger character? When<BR>
>did he purchase the DGP materials and why is he in dispute with Marc Miller?<BR>
<BR>
Roger bought DGP off Joe Fugate (IIRC) who did a lot of the work for <BR>
GDWs' MT publications in addition to the DGP material. This happened <BR>
after DGP withdrew from the Traveller market when TNE was published.<BR>
<BR>
At this present moment, several list members are owed money by DGP <BR>
for material printed and sold years ago. Roger has started many <BR>
projects for RPGs since he bought DGP, none of which have come to <BR>
fruition.<BR>
<BR>
His dispute with MM relates to the ownership of the DGP material. <BR>
Although RS owns the copyright of the text for the DGP material he <BR>
cannot publish without MM's permission. RS wants a lot of money for <BR>
the DGP material. As a result, it is legally dubious to use DGP <BR>
material as a basis for current Traveller material and both T4 and GT <BR>
avoided reusing it by working around it. As a result, some of the <BR>
best Traveller material is being overwritten and is condemned to <BR>
being rare collector's items.<BR>
<BR>
Other people who were on the list earlier than me may have a better <BR>
description, as mine is not first hand, only the story as I have been <BR>
told.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
                        MiB - Marines in Battledress<BR>
    "Protecting the Imperium from the Scum of the Galaxy"<BR>
Rob Prior's Mac software @ http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 16:45:09 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: re: Weapons of mass destruction (Was: Traveller Nav, Gun...)<BR>
<BR>
At 7:53 -0500 21/11/99, Jens Rydholm <jenry023@student.liu.se> wrote:<BR>
>commited by the *allies* during WWII as an example. Especially the<BR>
>bombings of Dresden were interesting, as it was not a military target.<BR>
>On the contrary, many German civilians had gone there to avoid being<BR>
>bombed. The bombing was done at that spot in order to ruin the German<BR>
>morale quickly...<BR>
<BR>
Another reason for the bombing of Dresden was retaliation for the <BR>
destruction of the heart of Coventry in the UK.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
                        MiB - Marines in Battledress<BR>
    "Protecting the Imperium from the Scum of the Galaxy"<BR>
Rob Prior's Mac software @ http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 11:39:17 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re: User Interface Question<BR>
<BR>
Robert Prior wrote:<BR>
> 1) Would it be useful to see passenger and crew accomodations listed<BR>
> separately on the spreadsheet?<BR>
<BR>
Definitely.<BR>
<BR>
> 2) If crew and accomodation adjustments could be done automatically<BR>
> (ie. when you increase the jump drive, the number of engineers and<BR>
> their accomodations are automatically increased too), would you use<BR>
> this feature?<BR>
<BR>
This sounds good to me, provided it can be swiched off, overridden, or tweaked.<BR>
<BR>
> 3) How important would economic data (from Far Trader) be?<BR>
<BR>
Nice, but not essential. But, if you're going to do an econ analysis in it,<BR>
make certain you allow for either base GT Book separately from GT:FT,<BR>
asthey will have much different break-even points.<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 11:50:08 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re Polities in the Imperium<BR>
<BR>
>>Also, if some, ohhh, say nearby polity or Megacorp wishes to reintegrate<BR>
>>the planet in question back into the Imperium...who's gonna stop 'em? The<BR>
>>planet's on their own.<BR>
><BR>
><BR>
>Oh, but wait, doesn't the Imperium have laws against multiworld polities?<BR>
<BR>
Doubtful, since each sector has a government and a fleet (CT: HG), as does<BR>
almost every subsector (ibid), plus there are imperial worlds that "own"<BR>
other worlds...<BR>
<BR>
>There's a bit of sarcasm in my voice there.<BR>
<BR>
Oh, Really?<BR>
<BR>
>It's difficult to disentangle<BR>
>what the Imperium really does from what their "spin machine" says they do.<BR>
><BR>
I take CT and MT rule-book materials as canon, not as examples of the "Spin<BR>
Machine", save where that is explicit from Ref's Lib Data.<BR>
<BR>
Adventures are built on spin....<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:58:33 -0800<BR>
From: "Tim MacPherson" <timac@home.com><BR>
Subject: Re: Traveller PBEM <BR>
<BR>
Hmm ...so it look like if I want to play Traveller PBEM ...I am S.O.L.<BR>
<BR>
Tim MacPherson<BR>
Kelowna,BC<BR>
CANADA<BR>
timac@home.com<BR>
- ----- Original Message -----<BR>
From: Keven R. Pittsinger <jamstar@accesstoledo.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, November 21, 1999 6:40 AM<BR>
Subject: Re: Traveller PBEM<BR>
<BR>
<BR>
> > Someone was asking about this?<BR>
> ><BR>
> > The site for a Traveller PBEM is at:<BR>
> > http://www.ssgfx.com/traveller/<BR>
> > I haven't used it so I can't recommend it, but it's<BR>
> > the only one I know of.<BR>
><BR>
> That's for the TML-PBEM.  As of a year and a half ago (last time I heard<BR>
from<BR>
> anybody who was involved concerning it), they weren't accepting any new<BR>
> players.  Doesn't look like they've posted anything in a year & a half<BR>
either.<BR>
><BR>
> <shrug><BR>
><BR>
> Interesting ideas in the archives, though.  Can't quite figger out *what*<BR>
the<BR>
> symbiotic lifeform is.<BR>
><BR>
> Keven<BR>
><BR>
> --<BR>
> tc++ tm+ tn+ t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy<BR>
> --------------------------------------------------------------------------<BR>
- ----<BR>
>                                                      Science-Fiction<BR>
Adventure<BR>
>                                                      In Reavers' Deep<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 16:00:08 -0500<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: Re: Re Polities in the Imperium<BR>
<BR>
- -----Original Message-----<BR>
From: William F. Hostman <aramis@gci.net><BR>
To: traveller@mpgn.com <traveller@mpgn.com><BR>
Date: Sunday, November 21, 1999 3:52 PM<BR>
Subject: Re Polities in the Imperium<BR>
<BR>
<BR>
>>Oh, but wait, doesn't the Imperium have laws against multiworld polities?<BR>
><BR>
>Doubtful, since each sector has a government and a fleet (CT: HG), as does<BR>
>almost every subsector (ibid), plus there are imperial worlds that "own"<BR>
>other worlds...<BR>
<BR>
<BR>
Actually, this is canon. I'll have to do a bit of digging, but I've read<BR>
this in at least one or two sources.<BR>
<BR>
>>There's a bit of sarcasm in my voice there.<BR>
><BR>
>Oh, Really?<BR>
<BR>
<BR>
Just wanted to make sure that there were no misunderstandings. After all,<BR>
while I'm working the assumption that the Imperium doesn't allow multi-world<BR>
polities, it's apparent that there are multi-world polities within the<BR>
Imperium.<BR>
<BR>
>>It's difficult to disentangle<BR>
>>what the Imperium really does from what their "spin machine" says they do.<BR>
>><BR>
>I take CT and MT rule-book materials as canon, not as examples of the "Spin<BR>
>Machine", save where that is explicit from Ref's Lib Data.<BR>
><BR>
>Adventures are built on spin....<BR>
<BR>
<BR>
That may be so, but what is one to make from the distinct disconnect in<BR>
canon? It's easy to fallback on canon and say that the Imperium rules the<BR>
space between the worlds. On the other hand, that's denying other elements<BR>
of canon which point to the idea that the Imperium does quite a bit of<BR>
meddling in the affairs of its member worlds.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:30:12 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
In mail you write:<BR>
<BR>
> From: Leonard Erickson <shadow@krypton.rain.com><BR>
><BR>
>>In this situation "big rocks" have a decided advantage. You can nudge a<BR>
>>rock into a collision orbit, and anybody on world with much of a<BR>
>>telescope can *see* you do it. Doesn't take but a few observations and<BR>
>>a calculator to determine the new orbit. And you've got *months* to<BR>
>>watch it come at you.<BR>
><BR>
> Ouch.<BR>
<BR>
Yeah. Youi thought the Chinese Water Torture was bad... :-)<BR>
<BR>
>>And as long as the Imperium holds the "high ground" you can *see* it<BR>
>>come at you, and not be able to do a damn thing about it. And there's a<BR>
>>definite deadline as *nobody* is going to be able to stop or deflect it<BR>
>>once it gets within a few days of impact.<BR>
><BR>
> It almost goes without saying that the Imperium can hold the high ground<BR>
> when it wants to, at least when it's dealing with internal problems. *Now* I<BR>
> can see why nobody leaves the Imperium under their own will. ;)<BR>
><BR>
> Still, it would also seem that the first thing a country wishing to rebel<BR>
> *must* do if its rebellion is to have any chance of succeeding is to manage<BR>
> to create one, but preferably more, deep meson cannon sites. Of course, this<BR>
> will frequently have to be done in secret.<BR>
<BR>
> It's not so much for nailing the big rocks but for making such a scenario as<BR>
> expensive as possible for the Imperium.<BR>
<BR>
Problem is, the rock will get the course mod *way* outside the range of<BR>
an meson site. Say 1 or 2 AU. That's 150 to 300 *million* km. The<BR>
imperials can stay out around the 100 diameter limit and pick off<BR>
anybody jumping insystem. And they'd be fairly hard to hit (actually,<BR>
I'm not sure they *can* be hit at that range from an "average" sized<BR>
world). <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:34:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
> <speaking about laws of space warfare><BR>
>> The K'kree aren't likely to hold to them, except for the fact that if<BR>
>> they go up against anybody who *does*, they are already at both a size<BR>
>> and TL disadvantage. Which means they don't *dare* violate them <BR>
>> because worse could be done to them than they could do back.<BR>
><BR>
> I agree to the fact (?) that the K'Kree play as dirty as they can<BR>
> afford. They simply have no compassion at all for their evil,<BR>
> meat-eating opponents. They will be even worse to their enemies than the<BR>
> Nazis (yes, possible, but damn hard) were to the Jews...<BR>
><BR>
> It's a good thing for the rest of Known Space that the K'Kree don't have<BR>
> a tech advantage over everyone else...<BR>
><BR>
> I would love to see you standing before a K'Kree and saying that bit<BR>
> about "size disadvantage" though...   ;-)<BR>
<BR>
I was referring to the size/population of their "empire", not of<BR>
individual K'kree. <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:36:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
In mail you write:<BR>
<BR>
>>From: "Chris Seamans" <semo@pil.net><BR>
><BR>
>>>  You actually gain possession of something usefull instead of a<BR>
>>>bunch of glowing craters<BR>
>><BR>
>>Okay, that is if you assume that the Imperium is going to bombard a planet<BR>
>>back into the stone age and erase all life on the surface of a planet. I<BR>
>>made no indication that this might even be the case.<BR>
><BR>
> I'm sorry if I misconstrued your argument. I thought you were refering<BR>
> to the Centauri treatment of the Narn. Whish as I recall was prety close<BR>
> to bombing the planet back to the stoneage. And yet the Narn didn't<BR>
> really give up, they just went underground.<BR>
<BR>
Yes, but you have to remember two things. First, the Centauri had to<BR>
limit the bombing *somewhat* because they wanted resources on the<BR>
planet. Destroying those would have made the whole excercise pointless.<BR>
<BR>
Second, that's fiction. What reaction intelligent being would have to<BR>
getting smashed down *that* hard isn't something we can easily predict.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:40:11 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How to do a gritty, X-Files-like scenario?<BR>
<BR>
In mail you write:<BR>
<BR>
>>ps. I do *not* advise using any of the aliens from "Voyage of the Space<BR>
>>Beagle". They're a bit too much. The octopoid critter is just too hard<BR>
>>to defeat, and a coeurl could take on an infestation of Aliens and win!<BR>
><BR>
> Too late, I already have Couerls, Ixtls and Riims in my game..:)  However I<BR>
> disagree about them being too tough to take out; remember in the book that<BR>
> human 'ingenuity' was what prevailed.  After reading some of the clever<BR>
> things PCs have done in games posted here, I wouldn't throw in the towel on<BR>
> them just yet.  :)<BR>
<BR>
True enough. It's  just that *relying* on your players being clever<BR>
frequently winds up with them being *dead*. Creativity can't be<BR>
"forced". <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:43:54 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)<BR>
<BR>
In mail you write:<BR>
<BR>
> ObTrav: Seeing things in this light, I find it rather improbable that<BR>
> nukes aren't used by most cultures in Traveller. IMTU, the Imperium (and<BR>
> thus their client states) have laws forbidding them, but many other<BR>
> cultures use them. The below notes are further information about nuclear<BR>
> weapons IMTU.<BR>
><BR>
> The Vargr haven't got the knowledge, and the Zhodani won't give it to<BR>
> them (the Zho's have got the Bomb, but they are afraid of an escalating<BR>
> war). <BR>
<BR>
Whoa!<BR>
<BR>
You appear to be suffering from a common misconception. It's not<BR>
*possible* to keep things like nukes "secret" if they *ever* get used,<BR>
and it's fairly unlikely even if they *don't* get used. <BR>
<BR>
The scientific method ensures that if you ask the universe a question,<BR>
you get a truthful answer. So, once you *know* something can be done, a<BR>
research program *will* find out *how* it can be done. Period.<BR>
<BR>
The *only* reason the Germans didn't get the bomb was that (depending<BR>
on who you believe) either a research dropped a couple of decimal<BR>
points when calculating critical mass from the results of an early<BR>
experiment, or he *deliberately* fudged the result. Either way, they<BR>
wound up thinking that it'd take *tons* of material to go critical. So<BR>
they figured a bomb was impossible. Anybody who *knows* bombs are<BR>
possible would take one look at that result and recheck the figures and<BR>
find the mistake.<BR>
<BR>
Please note that of the more than a dozen countries with nuclear<BR>
capability, the evidence points to every single one of them succeeding<BR>
in getting a working bomb on the *first* try. <BR>
<BR>
Nukes are incredibly simple, and anybody that knows the physics behind<BR>
a fusion reaction can figure out that a fission reaction is possible,<BR>
and enough of the parameters to start research on building a reactor or<BR>
a bomb. And given a reasonable amount of time and resources, they'll<BR>
*succeed*. It only takes massive resources if you are in a hurry. <BR>
<BR>
So anybody over TL 5 or 6 (too lazy to check the books :-) can build a<BR>
nuke. It's no more "restricted" a technology than gunpowder and other<BR>
explosives. <BR>
<BR>
In fact, nukes are likely seen as merely a bigger bang, with some<BR>
unfortunate side effects. They may actually get used (along with damper<BR>
tech "clean-up") in some large civil engineering projects. <BR>
<BR>
I expect that the "no nukes" rule in warfare is actually no "weapons of<BR>
mass destruction". No taking out cities just because there was an<BR>
observation post in it.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 12:16:29 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
In mail you write:<BR>
<BR>
>>But there *are* some problems. You aren't going to get nuke level<BR>
>>strikes from a spinal mass driver. The impact energy is a function of<BR>
>>.the mass of the projectile, and the launch velocity. The launch<BR>
>>velocity is dependent on the length of the driver and the acceleration<BR>
>>it can provide (I can dig up the formula). You won't get anywhere<BR>
>>*near* lightspeed with a ship mounted weapon (I once did the figures<BR>
>>for a 1000 km longer mass driver and it only got a few percent of c)<BR>
><BR>
> What if you had a huge cyclotron that accelerated the mass to near C then<BR>
> expelled it?<BR>
<BR>
You'd tear the ship apart long before you got near c. Remember, running<BR>
a mass around in a circle requires that you exert a force to push it<BR>
towards the center, so it'll stay in the circular path. And that means<BR>
that the frame of the ship needs to exert a counterforce to keep the<BR>
cyclotron from flying apart (an inward push on the mass results in an<BR>
*outward* push on the cyclotron).<BR>
<BR>
You get *exactly* the same stresses you'd get if you had the mass on<BR>
the end of a long arm and tried to spin it around at some fraction of<BR>
c. <BR>
<BR>
Cyclotrons work because the particles they are accelerating have so<BR>
little mass. try accelerating a 1 kg mass to the same sort of speed and<BR>
the side forces get unreal. <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 15:46:07 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Traveller PBEM<BR>
<BR>
On 11/21/99 at 12:58 PM,  "Tim MacPherson" <timac@home.com> said:<BR>
<BR>
>Hmm ...so it look like if I want to play Traveller PBEM ...I am<BR>
>S.O.L.<BR>
<BR>
That depends on how much effort you'd like to put into it.  You<BR>
could always start, and GM, your own PBEM campaign.  If you aren't<BR>
up to that there are a number of PBEM's running right now. Check...<BR>
<BR>
My game: Email Roleplaying (currently not taking players)<BR>
        http://www.crosswinds.net/~erisr<BR>
        <BR>
Derek Stanley:  IRC Roleplaying<BR>
        http://persweb.direct.ca/dstanley/home.html<BR>
<BR>
Carlos Alos-Ferrer: Email Roleplaying (2 active groups)<BR>
        http://www.geocities.com/Area51/Station/8772/bte/bte.html<BR>
<BR>
Keven Pittsinger:  Email Roleplaying (2 active groups)<BR>
        http://members.accesstoledo.com/jamstar/traveller/        <BR>
<BR>
Roger Barr:  Email Roleplaying (I think it's going)<BR>
        http://www.vision-forge-graphics.com/jesse/traveller/rogers_pbem.htm<BR>
        <BR>
Nick Bradbeer:  Email Roleplaying (I think Nick's game is on hiatis)<BR>
        http://www.nickb.ndirect.co.uk/svl/campaign.html<BR>
        <BR>
Brian Howard:  IRC Roleplaying (Word of mouth says it's running)<BR>
        http://home.earthlink.net/~bruadh/Traveller/MorelHome.htm<BR>
        <BR>
I know I'm missing several, perhaps we need to do another list.  <g><BR>
Active internet games, PBEM/IRC/ICQ, etc. <BR>
<BR>
For lots more internet games (Trav and non-Trav) go to <BR>
<BR>
PBEM Homepage       http://www.pbem.com<BR>
Phoenxy             http://www.phoenyx.net/<BR>
IRC Gaming          http://www.home.aone.net.au/irc_rpg/home.htm<BR>
RPG Net             http://www.rpg.net/    <BR>
Downport            http://www.downport.com/<BR>
Marc's Links page   http://members.aol.com/Traveller/T300-00.html<BR>
<BR>
As I said above, I'm not taking new players in my PBEM right now,<BR>
but I don't have a problem with people subscribing to the<BR>
akus@onelist.com mailing list as "lurkers."  A lurker receives the<BR>
posts and can follow along the game, but doesn't post.  When I open<BR>
the game to new players, I generally give lurkers preference.  I<BR>
suspect if you asked, most of the GM's would be willing to except<BR>
lurkers.<BR>
<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 17:12:49 -0500<BR>
From: "Jory Earl" <j-man@iname.com><BR>
Subject: Re: Weapons of mass destruction (Was: Traveller Nav, Gun...)<BR>
<BR>
>So anybody over TL 5 or 6 (too lazy to check the books :-) can build a<BR>
>nuke. It's no more "restricted" a technology than gunpowder and other<BR>
>explosives.<BR>
<BR>
Give me the materials and I can make you one.  Very simple to build and<BR>
understand if you can at least think.<BR>
<BR>
<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 New Hampshire - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.geocities.com/~jman037/<BR>
___________________________________________________________<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 16:02:25 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
On 11/21/99 at 12:30 PM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
<BR>
>> Still, it would also seem that the first thing a country wishing to rebel<BR>
>> *must* do if its rebellion is to have any chance of succeeding is to manage<BR>
>> to create one, but preferably more, deep meson cannon sites. Of course, this<BR>
>> will frequently have to be done in secret.<BR>
<BR>
>> It's not so much for nailing the big rocks but for making such a scenario as<BR>
>> expensive as possible for the Imperium.<BR>
<BR>
>Problem is, the rock will get the course mod *way* outside the range<BR>
>of an meson site. Say 1 or 2 AU. That's 150 to 300 *million* km. The<BR>
>imperials can stay out around the 100 diameter limit and pick off<BR>
>anybody jumping insystem. And they'd be fairly hard to hit (actually,<BR>
>I'm not sure they *can* be hit at that range from an "average" sized<BR>
>world). <BR>
<BR>
No, a meson cannon couldn't stop the rock from being put on an<BR>
intercept course.  It wouldn't have the range.  I got to thinking,<BR>
though, about another idea.<BR>
<BR>
Would it be possible to use the meson cannon to deflect the rock?<BR>
You aren't going to have many shots because of the closing velocity,<BR>
but it doesn't have to be moving all that fast to be deadly, so it<BR>
*might* be possible to hit a rock a few times between the time it<BR>
comes into range and it hits the world's surface.  <BR>
<BR>
You don't want to break it up so aiming would be critical.  What you<BR>
would want to do is decay the mesons just under the surface of the<BR>
big rock causing an explosion that changes it's vector.  All you<BR>
have to do is deflect it a little and it hits at an angle and skips<BR>
off.  I suspect even near misses would be quite unpleasant for a<BR>
world's ecology, but infinitely better than a direct hit.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 17:14:36 -0500<BR>
From: "Jory Earl" <j-man@iname.com><BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
>Cyclotrons work because the particles they are accelerating have so<BR>
>little mass. try accelerating a 1 kg mass to the same sort of speed and<BR>
>the side forces get unreal.<BR>
<BR>
Even though that seems obvious, I didn't know it.  thanks for enlightening<BR>
me.<BR>
<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 New Hampshire - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.geocities.com/~jman037/<BR>
___________________________________________________________<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 15:02:23 -0700<BR>
From: cos 90 <cos90@powersurfr.com><BR>
Subject: Re: The naming of things<BR>
<BR>
>To ignite another canon war (with any luck at all), what are opinions on<BR>
>the Syleans as an Ancient-transplanted minor race (per T4) vs. "Sylean" as<BR>
>the folks descended from Ziru Sirka/Rule of Man settlers?<BR>
<BR>
None of the canon sources I have identify the Syleans as a minor human<BR>
race. You mention T4, and I will freely admit that I have absolutely zero<BR>
T4 materials. I do, however, have lots of CT, MT, TNE, and GT materials,<BR>
none of which identify the Syleans as a minor race.<BR>
<BR>
This is not to say that the Sylean's couldn't be one, as not all of the<BR>
40-odd minor races have been identified in the canon sources. This being<BR>
the case, whether the Syleans are a minor race or just decended from Ziru<BR>
Sirka and/or Rule Of Man settlers is a judgment call left to the whims of<BR>
the individual GM.<BR>
<BR>
In my case, IMTU the Syleans are not a minor human race themselves, but<BR>
are descended from a mix of Vilani and Solomani. "Sylean" is more of a<BR>
cultural identifier, the way "Canadian" is for myself despite the fact<BR>
that if you go back far enough most of my ancestors were European (although<BR>
one branch ultimately came over the Bering Strait land bridge during the<BR>
last ice age)...<BR>
<BR>
<BR>
     Glenn St-Germain  Edmonton, Alberta, Canada <BR>
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn<BR>
        "There is no longer any normal to be"<BR>
                                 -- Gary Numan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 21 Nov 1999 17:17:25 -0500<BR>
From: "Jory Earl" <j-man@iname.com><BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
>Yes, but you have to remember two things. First, the Centauri had to<BR>
>limit the bombing *somewhat* because they wanted resources on the<BR>
>planet. Destroying those would have made the whole excercise pointless.<BR>
<BR>
<BR>
Which brings up a question for me; assuming the forces have control of the<BR>
'high ground', whats the best way of dropping your troops in oder to capture<BR>
the planet?  Together in armored shuttles (I think this is a bad idea<BR>
myself) or like in Starship Troopers, where they drop individually<BR>
'halo-style'?<BR>
<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 New Hampshire - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.geocities.com/~jman037/<BR>
___________________________________________________________<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 22 Nov 1999 09:06:45 +1000<BR>
From: dadams@parracity.nsw.gov.au<BR>
Subject: re: Non Lethal weapons<BR>
<BR>
Douglas E. Berry wrote:<BR>
>>><BR>
The Discovery Channel had a very interesting show a few weeks (months?)<BR>
back about non lethal weaponry.<BR>
<BR>
Included along with things already mention ed in the thread like sticky<BR>
foam were EMP grenades.<BR>
<<<<BR>
<BR>
And a major point of the show was that non leathal weapons *aren't*. Any weapon<BR>
can cause major trauma or death, be it capsium gas, wooden shot, or even foam or<BR>
gas.<BR>
<BR>
It was fun watching a group of marines shooting each other with non leathal<BR>
rounds.<BR>
<BR>
IMHO, the best riot control weapon is something with no medical side effects,<BR>
able to be targeted effectively, and has minimal secondary effects. Watar canons<BR>
seem to fit the bill. Water casues no alergic reactions, the delivery will at<BR>
most cause abrasions and blunt trauma (on hitting the ground  or obsticals) and<BR>
can be aimed to avoid children and elderly (who have a higher chance of<BR>
sustainig more serious injury with the secondary effects.<BR>
<BR>
Darryl<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1372<BR>
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