<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #1407</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	11/27/99 10:26:33 PM Pacific Standard Time<BR>
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Traveller-digest     Sunday, November 28 1999     Volume 1999 : Number 1407<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>
FF&S2 400-dton Q-Ship Design (longish)<BR>
Re: Flagships<BR>
SEC : UNCLASSIFIED - Re: Volcanoes and Cities<BR>
RE: Traveller-digest V1999 #1400<BR>
Re: Cold War<BR>
Heroes and Villians pt Nth<BR>
Latest TNEC PBEM Narrative Up<BR>
Re:Rule of Man Coin<BR>
Re: Contacting Roger Sanger<BR>
Police career (was Re: Expanded Rogue Generation for CT, and YKYBPTMTW)<BR>
Re: Re Nukes<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 27 Nov 1999 22:15:10 -0600<BR>
From: Black ICE <wombat@premier.net><BR>
Subject: FF&S2 400-dton Q-Ship Design (longish)<BR>
<BR>
One of the threads of discussion in the GT: Imperial Navy playtest<BR>
involves Q-ships.  In that spirit, I present the latest AuricTech<BR>
Shipyards design for your listening and dancing pleasure:<BR>
<BR>
AuricTech Shipyards TEMPTRESS-Class "Q-Ship"<BR>
<BR>
Design System:  FF&S2 (Akins spreadsheet ver 3.2, with correction of<BR>
G-comp power consumption)<BR>
<BR>
Tons: 400 std (SL Medium Rounded Cylinder Hypersonic) <BR>
Dimensions: 45.2 m x 13 m x 13 m<BR>
Volume: 5600 m3<BR>
Cargo: 12 std (1 Small hatch, 1 x 5-ton cargo handling equipment) <BR>
Mass (L/C): 4657 t / 4397 t <BR>
Maintenance Points: 153<BR>
Passengers High/Med/Low:  None <BR>
Crew: 10 / 27 <BR>
Frozen Watch: 0<BR>
Cost: 733.95 MCr <BR>
Tech Level: 15<BR>
Size: 8 <BR>
<BR>
Electronics<BR>
Controls: Holographic, Standard automation. 3 x FibComp (CM: 0.2 CP:<BR>
5.0). Terrain following sensors (TF:570, NOE:190). Bridge.<BR>
Communications: 1 x Radio (1,000 AU, 0.2 MW). 2 x Laser (1,000 AU, 0<BR>
MW).<BR>
Sensors: 1xPEMS (14 [50 mkm], 0.05 MW). 1xAEMS (11.5 [.5 mkm] LP, .5<BR>
MW). 4x LIDAR (14.5 [500 kkm], .5 MW<BR>
Survey/Science: None<BR>
ECM: 1 x Radio Jammer (1,000 AU, 0.4 MW). 1 x Passive Jammer (13, 0.01<BR>
MW)<BR>
Signatures: Vis:-0.5, IR: -0.5 (-1 at 379 MW, -1 at 195 MW), Act:0.5,<BR>
Neu:-1, Grav:1<BR>
<BR>
Performance <BR>
2 Jump (40std/pc fuel)<BR>
3 / 3.1 Maneuver (Thruster: 344 MW)<BR>
No Contra-grav <BR>
3879 kph/3973 kph Atmosphere Maximum <BR>
2909 kph/2980 kph Atmosphere Cruise <BR>
10 Power (Fusion: 1950 MW,1yr) <BR>
No Battery <BR>
93.9 Fuel (Scoop: 6/Purif: 40, 1 MW) <BR>
26/2/7 Accommodations (Small Stateroom/Large Stateroom/Emgy Low Berth) <BR>
728 Life Sup. (Type: Extended, Good Food/Storage) <BR>
3 G-Comp <BR>
2 x Sandcaster (AV: 97/Cans: 30)<BR>
30 [115] Armor, 16 Structure <BR>
<BR>
Weapons:<BR>
2 x Laser Turret (+6) 1 /2-2-2-2 [1, 200/20-20-20-20] (Point Defense<BR>
ROF: 800)<BR>
2 x NPAW Bay (toroidal) (+6) 2/7-7-5-3 [1, 100/220-220-158-79]<BR>
<BR>
Features:<BR>
4 x Airlock<BR>
1 x Sickbay (8 std)<BR>
1 x Armory (1 std)<BR>
1 x Gym (2.5 std)<BR>
1 x Lounge (7 std)<BR>
1 x Ordinary Galley (Cap: 28)<BR>
1 x Ship's locker (.2 std.) <BR>
<BR>
Small Craft:  None<BR>
<BR>
Backups <BR>
Drives: None <BR>
Screens: None<BR>
Communications: None <BR>
Sensors: 1 x PEMS (13.5 [16 mkm]).  1 x AEMS (11 [.16 mkm]).<BR>
ECM: None <BR>
Power & Fuel: None <BR>
<BR>
Crew Details 2 x Maneuver. 5 x Engr. 4 x Gunner. 2 x Screen. 3 x<BR>
Command. 10 x Troops. 1 x Medical.<BR>
<BR>
Designer's Notes:<BR>
<BR>
Res ipsa loquitur.<BR>
<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 17:13:30 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: Re: Flagships<BR>
<BR>
> This is from the Dec99/Jan00 issue of Air & Space magazine. It may seem<BR>
OT,<BR>
> but there are a few adventure nuggets here...<BR>
<BR>
Yeah, damn good story William.<BR>
Good example of making use of the availble facilities too.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 15:33:20 +1100<BR>
From: "David Healey" <David.Healey@dcb.defence.gov.au><BR>
Subject: SEC : UNCLASSIFIED - Re: Volcanoes and Cities<BR>
<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
<BR>
<Frankie><BR>
This is far more material than even a large number of nuclear explosions<BR>
could throw up. And it is the material in the stratosphere that will cause<BR>
any "nuclear winter" as the ash from firestorms and lower level injections<BR>
will fall to earth relatively quickly except in very unusual circumctances.<BR>
</Frankie><BR>
<BR>
Thanks.  That about sums up what I was getting at.<BR>
<BR>
<Frankie><BR>
Anther item I can't find a web reference to is the pyroclastic cloud (of<BR>
super-heated steam) from the 181AD explosion (that went out in front of the<BR>
above pumice/ash flow.) . There is evidence that this reached  reached the<BR>
Bombay hills some hundred miles or more from Taupo, killing (by scalding)<BR>
everything in that radius.<BR>
</Frankie><BR>
<BR>
There is evidence of this flow (or p'raps anothery from same hill, I forget) reaching as far as the Eastern Australian coast.  That's what, 500km or so ?  Considering they travel at something around supersonic speeds, makes a hash of "Don't look back - it's a pyroclastic cloud !"<BR>
<BR>
Dave<BR>
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             !<BR>
                                                                                                                                                                                                                                                                                                                                                                                                                                         <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 12:52:53 -0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: Traveller-digest V1999 #1400<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Frank Pitt<BR>
> Sent: Saturday, 27 November 1999 5:22 PM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Traveller-digest V1999 #1400<BR>
><BR>
><BR>
><BR>
> > [Steve Lieb]  Sorry, I had to de-lurk for a moment to engage this<BR>
> > "debunking".<BR>
> > Not sure how such a statement could be made, but here's the numbers.<BR>
> ><BR>
> > At the height of the cold war, there were approximately 50,000<BR>
> > warheads in various stockpiles, averaging (WAG) probably less than 10<BR>
> > megatons.<BR>
><BR>
> Well, based on my knowledge of the fiigures, and the references I've been<BR>
> able to come up with, 50,000 warheads is way too high.<BR>
><BR>
> My current estimate is that there was unlikley to have been more<BR>
> than 20,000<BR>
> warheads at any one time, and it's more likley to have been much<BR>
> less. It is<BR>
> quite possible they may have _produced_ 50, 000 warheads by then, but as<BR>
> previously mentioned, early warheads were unstable and had to be regularly<BR>
> scrapped.<BR>
><BR>
> ( BTW, what do you consider the "height of the cold war" ? There were<BR>
> definitely more warheads around in the late 70's than in the<BR>
> 60's, and I've<BR>
> always considered the Cold War was effectively over by the 70's )<BR>
><BR>
> > Now the damned statistics.  50,000 warheads x 10 megatons means, if<BR>
> > they were scattered perfectly in perfect conditions, they would<BR>
> effectively<BR>
> > destroy 25 mi^2 x 50,000 or 1.25 mio square miles.  Would this<BR>
> wipe out a<BR>
> > country the size of France?  I don't know the size of France, but<BR>
> California<BR>
> > is only about 150,000 sq miles.<BR>
><BR>
> I'll admit my choice of France was random with no real thought to<BR>
> the actual<BR>
> figures, it was a bad guess<BR>
> However you're right, even with my warhead numbers, France ( 211,000 squae<BR>
> miles ) could be destroyed twice over.<BR>
><BR>
> But not the whole planet.<BR>
><BR>
> Even your 1.25M square miles represents only about 1% of the earth's<BR>
> surface.<BR>
><BR>
> So I have to admit I was wrong about it being only a country the size of<BR>
> France, maybe you could take out India (1.26 M sqm). But the<BR>
> basic point of<BR>
> my statement is proved, at no time did we have the capability to "destroy<BR>
> all life on earth ten times over", and we also have never had the<BR>
> capability<BR>
> to destroy all life on earth even once over.<BR>
><BR>
> > Now, is this likely (perfect distribution, perfect condition)?  No,<BR>
> > in fact, impossible.<BR>
><BR>
> Exacltly.<BR>
><BR>
> > But I'm pretty certain that if even a decent fraction of these<BR>
> > warheads landed, France would be functionally obliterated.<BR>
><BR>
> Yep.<BR>
><BR>
> > Of course, it depends also on how you define "wipe out"?  If you<BR>
> > mean "disintegrate to atoms" - you're right.  But a single 50mt<BR>
> > lithium-cobalt doped warhead could, over the span of a half-dozen years,<BR>
> > wipe out human and animal (and a sizeable fraction of vegetable) life on<BR>
> > this planet.  Leo Szilard pointed that out in what - 1957?<BR>
> Basic physics<BR>
> > hasn't changed since then, and our understanding of the catastrophic<BR>
> > consequences of even small amounts of radiation in the natural<BR>
> environments<BR>
> > has only gotten better.<BR>
><BR>
> 1950 I think.<BR>
><BR>
> 1957 was when the Windscale accident in England proved the "Szilard<BR>
> complication"<BR>
><BR>
> However, talking about what might be possible is a completely different<BR>
> thing from actual capabilities.<BR>
><BR>
> Only one cobalt-salted bomb was ever produced, and was exploded  by the<BR>
> British at Maralinga, Australia. It was considered a failure, and the<BR>
> cobalt-60 "doomsday"  device, while theoretically possible may<BR>
> still not be<BR>
> prove to be workable.<BR>
><BR>
> Frankie<BR>
><BR>
Of course the death and destruction from nucelar weapons in only the primary<BR>
kill, what follows, the secondary kill is likely to be muchworse. Disease,<BR>
famine, destruction of social order etc. So even if the nuclear exchange<BR>
killed only a few percent of the total population the pandemics that would<BR>
follow would kill many more. It is unlikely though that the total human<BR>
population would be wiped out, but it could be centuries before portions of<BR>
the planet would be safe to enter.<BR>
<BR>
Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 27 Nov 1999 20:18:23 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Cold War<BR>
<BR>
In mail you write:<BR>
<BR>
>>>Since we've found the crater, the big question is was it a commet or an<BR>
>>>asteroid.<BR>
>><BR>
>>So what is the difference between a comet and an asteroid ?<BR>
><BR>
> Comet = Mostly ice and frozen gas. Some have used the fanciful term<BR>
> "dirty snowball".<BR>
><BR>
> Asteroid = Very Large Rock.<BR>
<BR>
It's a bit more complex than that. There are three types of asteroid<BR>
(and likely some combinations). <BR>
<BR>
Nickel-iron. Mostly nickel and iron with various amounts of other<BR>
elements in the mix. Think of them as giant, natural chunks of armor<BR>
steel. Average density around that of iron (7.8).<BR>
<BR>
Stony. These are basicly big chunks of igneous rock. They can't be<BR>
sedimenitary or metamorphic, because those processes require a planet.<BR>
But simply *melting rock and letting it seperate into different<BR>
minerals as it cools can happen in a quite small body (tens of km,<BR>
maybe as low as a km or less). They've got a density like rock. (2-4?)<BR>
<BR>
Carbonaceous chondrites. These are basicly what you get ice you let a<BR>
ball of methane/ammonia/water "ice" bake in the sun long enough. The UV<BR>
hitting the surface forms more complex compounds, and volatiles get<BR>
driven off. These are low in hydrogen, but rich in carbon and nitrogen.<BR>
What hydrogen they have is tied up in complex organics. These are<BR>
rather porous, and somewhere between tar and charcoal in structure.<BR>
They are very low density. <BR>
<BR>
Comets that hang around the inner system long enough will become<BR>
chondrites.<BR>
<BR>
The way you get these types is that planetary systems form from clouds<BR>
of gas and dust. The gas tends to form ice particles as the cloud gets<BR>
thick enough to shield the inner regions from starlight. And the gases<BR>
and other elements react with each other. <BR>
<BR>
Soon you have clumps of ice with embbeded dust particles. And they<BR>
collide and clump farther. <BR>
<BR>
Since these clouds tend to be formed at least partly from the aftermath<BR>
of supernovas, they are rich in shortlived radioisotopes. So even<BR>
fairly small "dirty snowballs" will generate enough heat to melt the ice<BR>
in the inner layers. Remember, when an object doubles in size, the<BR>
volume goes up 8 times but the surface area only goes up 4 times. So<BR>
you have 8 times the heat from decay trying to get out thru only 4<BR>
times the are. Which means the thermal flux at the surface goes up<BR>
linearly as the size increases. Expect there's a limit to how much can<BR>
be radiated, and it take time. <BR>
<BR>
So the ice melts and the "dust" settles to the center. There it<BR>
consolidates into rock. Especially since ity tends to contain more of<BR>
the heat generating elements than the ice does!<BR>
<BR>
If the dirt/rock ball in the center is big enough, *it* melts. And the<BR>
nickel iron (and various elements that disolve better in iron than in<BR>
rock) settles to the center. After a while, the radioactivity has<BR>
dropped off enough that things solidify. <BR>
<BR>
So now you have small balls of dirty ice, bigger balls of "clean" ice<BR>
with dirt/rock centers, and still larger balls of ice with a thick<BR>
layer of rock over a nickel iron core. <BR>
<BR>
Meanwhile, these balls have continued to sweep up dust and gas and<BR>
collide with each other, getting even bigger. But once they get to the<BR>
stage where the smaller ones have solidifying, the collisions are just<BR>
as likely to knock chunks off. And it's easier to break a chunk of ice<BR>
free from the rock than to break off a piece that includes the ice<BR>
*and* more than a trace of ice. So you get most bare rockbals, and<BR>
various sized chunks of ice. <BR>
<BR>
Likewise if rockballs collide, they are more likely to fracture at the<BR>
stone/iron boundary. So you wind up with chuunks of ice, some of which<BR>
have small amounts of stone still attached. Chunks of rock, which are<BR>
somewhat more likely to include chunks of nickel-iron from the<BR>
boundary, and chunks of nickel-iron, a few of which may still have some<BR>
stone adhering. <BR>
<BR>
Meanwhile, the gas cloud has flattened into a disk, and some of the<BR>
larger chunks have been vacuuming up the smaller ones. You start to get<BR>
infant planets, small gas giants, brown dwarves, and finally a star or<BR>
stars. <BR>
<BR>
Once a star lights up, the gas and dust are driven out of the inner<BR>
system by the solar wind. And the heat from the star starts evaporating<BR>
and melting ices in the inner system. So the smaller bodies lose their<BR>
volatiles, which get swept up by planets farther out. Eventually, the<BR>
icy bodies get baked down to chondrites.<BR>
<BR>
And the infant planets have gotten big enough that ice flows under<BR>
gravity, rocks accumulate under it at the center, and even at the lower<BR>
levels of radioactive decay there's enough heat to melt rock (and the<BR>
pressure helps. <BR>
<BR>
And any chunks left close enough to the star that haven't consolidated<BR>
into a planet wind up as asteroids, which the types I listed.<BR>
<BR>
> The largest asteroids are several hundred miles across; if I recall<BR>
> correctly, comets top out at several miles, not several hundred...<BR>
<BR>
Actually, there's no reason there can't* be comets that big. But they'd<BR>
be *very* rare. <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: Sat, 27 Nov 1999 21:27:07 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Heroes and Villians pt Nth<BR>
<BR>
>From: Dan Roseberry <rosebee@troi.csw.net><BR>
>Subject: Heroes and Villians pt Nth (was Ming, <BR>
>Barbarela, Remulak)<BR>
<BR>
>This is all way to cool folks! Also, alot more fun <BR>
><BR>
>Back to the subject:  We've got two famous Sci-fi<BR>
>characters; lets go for 8 more and have something<BR>
>available for T5 (if the powers that be want it).<BR>
>Any suggestions?<BR>
<BR>
Remember that this thread really started with<BR>
Supplement 4, Citizens of the Imperium (I think),<BR>
which included at the end several famous science<BR>
fiction characters expressed as Traveller characters.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Thousands of Stores.  Millions of Products.  All in one place.<BR>
Yahoo! Shopping: http://shopping.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 01:53:50 -0400<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Latest TNEC PBEM Narrative Up<BR>
<BR>
        Hello!  The latest bit in my TNEC millieu PBEM is now posted on my<BR>
website (see URL below).  Pick the [TNEC Info] button and go to the bottom<BR>
of the page.<BR>
<BR>
        --Michel<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca<BR>
				ICQ # 31172292<BR>
	"Reality Error in Progress....<BR>
			....Do Not Adjust Your Penguin"	<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Into Cyberpunk?  Check Out:<BR>
		"http://www.atlantic-online.ns.ca/cp2020"<BR>
	Into Traveller?  Check Out:<BR>
		"http://www.atlantic-online.ns.ca/traveller"<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	***REMEMBER - Always virus-check your emails ***<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 27 Nov 1999 22:06:24 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re:Rule of Man Coin<BR>
<BR>
>From: "Josh W. Spencer" <macmanjws@earthlink.net><BR>
<BR>
>I was going through my MT stuff and on one page I<BR>
find <BR>
>the good old Rule of Man quarter-credit coin. I guess<BR>
<BR>
>the reverse side says something like this:<BR>
<BR>
>"DOMINATUS HOMINIS SPLENDET SPLENDIDE AMPLOIS OUAM <BR>
>GLORIAM ASTRIBUS"<BR>
<BR>
>I am guessing that the U characters in Latin are <BR>
>represented on the coin by V. So if there are any <BR>
>Latin scholars who can take a crack at what <BR>
>this actually says, I'd like to hear from you!<BR>
<BR>
Well, I'm hardly a Latin scholar, but I did take it in<BR>
high school.  I don't have my dictionary or grammar<BR>
book with me here, so you're getting my very rough<BR>
shot at it:<BR>
<BR>
DOMINATUS:  noun, nominative case, rule or dominion<BR>
HOMINIS:  noun, genetive case, of man or of mankind<BR>
SPLENDET:  verb, third person singular, present<BR>
indicative or possibly subjunctive; splendere<BR>
SPLENDIDE:  adverb, splendidly<BR>
AMPLOIS:  no idea<BR>
OUAM:  probably "quam", which<BR>
GLORIAM: noun, accusative case, glory<BR>
ASTRIBUS: noun, genetive plural, of the stars<BR>
<BR>
the rule of man splendidly did something of which the<BR>
glory of the stars <BR>
<BR>
That's so rough that it's not quite coherent.  Maybe<BR>
it should be run through that language translation<BR>
software on the web.  There are probably better Latin<BR>
scholars than I on the list, anyway.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Thousands of Stores.  Millions of Products.  All in one place.<BR>
Yahoo! Shopping: http://shopping.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 28 Nov 1999 00:06:06 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Contacting Roger Sanger<BR>
<BR>
On 11/27/99 at 10:15 PM,  "Josh W. Spencer" <macmanjws@earthlink.net> said:<BR>
<BR>
>OK, I'm not trying to open up a can of worms, but nevertheless, I'd<BR>
>like to contact this person and hear it from the horse's own mouth<BR>
>about the dispute between Marc Miller and the current owner of the<BR>
>DGP properties.<BR>
<BR>
>Does anyone on the TML know how I can contact him?<BR>
<BR>
I don't know, but here are three addresses that were valid at one<BR>
time.  <BR>
<BR>
rodge@digestgroup.com<BR>
<BR>
rodge@cyberspace.com<BR>
<BR>
dgpinfo@cyberspace.com<BR>
<BR>
They might still be valid, but then again they might not.<BR>
<BR>
BTW, if you do find out anything how about letting us know about it.<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, 28 Nov 1999 01:23:20 -0500<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Police career (was Re: Expanded Rogue Generation for CT, and YKYBPTMTW)<BR>
<BR>
On Sat, 27 Nov 1999 22:40:51 -0500 (EST), Russell Bornschlegel<BR>
<kaleja@estarcion.com> wrote:<BR>
<BR>
>Classic Traveller goobers: A new system for Book 4-7 style generation <BR>
>of Rogues (with Private Eyes and Cops thrown in as a bonus) is <BR>
>available, along with 77 Starship Quirks and Youth In CT, on my web<BR>
>site, which has moved:<BR>
<BR>
>http://www.estarcion.com/kaleja/sohl.html<BR>
<BR>
>Comments and constructive criticism always welcome.<BR>
<BR>
I can't comment on the Rogue or PI careers, but I _can_ comment<BR>
on the Police career, since my job puts me in daily contact with<BR>
police on the job in all aspects (I'm not a cop myself, but I<BR>
work for the NYC PD).<BR>
<BR>
I'll take it section by section:<BR>
<BR>
(1) Enlistment: OK as written, although you may want to consider<BR>
reducing the reenlistment roll to 4+.<BR>
<BR>
(2) Automatic skills: Police should get Gun Cbt (Pistol) at level<BR>
1, and Vehicle (appropriate to local conditions) at level 1. This<BR>
represents the effect of initial training, and regular retraining<BR>
(in NYC, firearms retraining is once per six months; vehicle<BR>
retraining is annually while deemed necessary due to accident<BR>
statistics).<BR>
<BR>
Also, automatic skill levels should be granted as follows (See<BR>
revised Rank table at #7):<BR>
 - Leader 1, upon achieving the rank of Sergeant, if the<BR>
character doesn't already have it.<BR>
 - Liaison 1, upon achieving the rank of Lieutenant, if the<BR>
character doesn't already have it.<BR>
<BR>
(3) Assignment: Change _one_ of the 'Desk Job' entries to 'Beat<BR>
Cop'. By and large, the primary duty of the police is to patrol<BR>
with the intent of acting as a deterrent to crime, rather than to<BR>
actively interfere with attempts at crime - although that is part<BR>
of their duties as well.  You want low incidence reported, with<BR>
most of those being caught, rather than just a high arrest/<BR>
conviction rate.<BR>
<BR>
Change 'Homicide' to 'Detective'.  Detectives are actually a<BR>
separate track from the rest of the department up to a point, but<BR>
investigation of 'major' crimes is left in that bureau's hands -<BR>
Major crimes being, generally speaking, Homicide (causing the<BR>
death of another), Rape (use of 'sexual' activity as the method<BR>
of a crime), assault (a.k.a. assault and battery) (causing severe<BR>
harm to a person), Grand Theft (high value - jewels, lots of<BR>
money, expensive property, etc.), Robbery (theft with force<BR>
directly from a person), Burglary (removal of property from a<BR>
premises), and Auto Theft (theft of a Vehicle).<BR>
<BR>
Change 'Vice Squad' to 'Elite Force'.  Vice focusses on things<BR>
like gambling, prostitution, unlicensed bars/clubs, and so on.<BR>
There are other special units, such as SWAT (anti-terrorist,<BR>
hostage situations, etc.), Street Crime (gang activity, drug<BR>
activity, fencing, etc.), Task Forces (any crime, if it's showing<BR>
up as a 'hot spot'), and so on. Of course, it includes Vice Squad<BR>
(now often called 'Public Morals Division').<BR>
<BR>
Change 'High-Tech Investigation' to 'Elite Unit'. These are the<BR>
people that don't really go into harm's way - in addition to<BR>
investigating white-collar and high-tech crimes, it includes<BR>
things like ceremonial units, publicity units, details assigned<BR>
to public events, and so on.<BR>
<BR>
Change 'Down or Out' to 'Disciplinary' (explanation below).<BR>
<BR>
(4) Resolution: Homicide/Detective and Vice Squad/Elite Force<BR>
should have it slightly easier to get a skill - it's not unusual<BR>
for a cop transferred in to those units to get special training<BR>
in whatever they're concentrating on at the time of the transfer.<BR>
Promotion should also be slightly easier for these units.<BR>
Optional change for Beat Cop should be slightly harder; a<BR>
character in Desk Job should be forced back to Beat Cop on a roll<BR>
of 12. Limit promotion to once per 4-year term.<BR>
<BR>
(5) Skills: Forgery and Bribery should not be 'Desk Job' skills.<BR>
Substitute Liaison and Legal.  'Desk Jobs' are generally not<BR>
directly involved in day-to-day crime fighting; rather, they<BR>
represent the administrative and logistical support for the<BR>
day-to-day crime fighting represented largely by Homicide/<BR>
Detective and Beat Cop.<BR>
<BR>
Drop 'Brawling' from Detective/Homicide. Substitute Legal.  This<BR>
is mostly an investigative position, rather than an active<BR>
go-get-them position. Once the detectives gather the evidence for<BR>
an arrest, they generally make it on a warrant and a quiet visit<BR>
- - 'Mr. Smith, I have a warrant for your arrest, please come with<BR>
me.' Since detectives often work in plain clothes, it's not<BR>
unusual for a 'Beat Cop' to accompany them; his purpose is to do<BR>
the brawling if necessary - and it usually isn't, surprisingly.<BR>
<BR>
Drop Liaison from 'Beat Cop' - they don't get the chance to<BR>
'liaise'.  A better one to substitute would be Carousing.<BR>
<BR>
Drop Carousing from Elite Force/Vice Squad. This makes room for<BR>
Gun Cbt (long firearm).<BR>
<BR>
Change 'Instruction' in 'Beat Cop' to 'Jack-of-all-Trades'. The<BR>
street cop isn't going to get much chance to teach while on the<BR>
job; rather, he'll find where the teachers failed to deal with or<BR>
appreciate the _reality_ of the street - training is often<BR>
simplified over reality to drive home a point.<BR>
<BR>
Change 'Jack-of-all-Trades' in 'Desk Job' to 'Instruction'. The<BR>
trainer typically hasn't gone on the street in years, because<BR>
they discovered he had a talent for explaining things pretty<BR>
clearly - which is what you need when you're dealing with the<BR>
average street cop.<BR>
<BR>
Change 'Bribery' in Elite Force/Vice Squad to 'Vice', which<BR>
cascades to Bribery, Forgery, or Intrusion (which covers things<BR>
like lockpicking, safecracking, and fingerprinting). Note that<BR>
the police cover these skills less from the point of view of 'how<BR>
to do it' than from the point of view of 'how to detect when it's<BR>
being done'. Intrusion also covers things like computer<BR>
cracking(hacking), wiretapping, and other high-tech<BR>
information-gathering techniques, but these would not be the<BR>
preferred skills in Elite Force/Vice Squad.  See the next<BR>
comment.<BR>
<BR>
You really need a seventh slot in Elite Unit/High-Tech. Since we<BR>
can't get that, drop the Jack-of-all-Trades and substitute<BR>
Intrusion, noting that the high-tech versions should be preferred<BR>
over the low-tech.<BR>
<BR>
(6) Specials: One of the Corruption entries should be On Trial.<BR>
Regrettably, cops aren't immune to committing crimes other than<BR>
those things that are normally thought of as 'corruption'.<BR>
Consider, for example, the Rodney King case (Los Angeles), the<BR>
Amadou Diallo case (New York), the Anthony Baez/Frank Livoti case<BR>
(New York; Livoti was the cop accused of killing Baez), the Abner<BR>
Louima case (New York) - none of these were 'corruption'; they<BR>
were outright criminal assault (called 'brutality').<BR>
<BR>
If a character gets a special of On Trial or Corruption, and does<BR>
_not_ end up discharged or jailed, or as a Hero, the next year's<BR>
assignment should automatically be Disciplinary. See<BR>
Disciplinary, below.<BR>
<BR>
(7) Ranks: If a player has ever been assigned to<BR>
Detective/Homicide, Rank 1 should be Detective, otherwise Police<BR>
Officer.<BR>
<BR>
Rank 1 - Detective/Police Officer<BR>
Rank 2 - Sergeant<BR>
Rank 3 - Lieutenant<BR>
Rank 4 - Captain<BR>
Rank 5 - Inspector<BR>
Rank 6 - Chief<BR>
<BR>
(8) Assignment: Disciplinary. This is usually a 'Beat Cop' type<BR>
of assignment, but the character is on probation, and must keep<BR>
squeaky-clean. Resolve as normal for Beat Cop, but do not roll<BR>
for promotion, and apply the following changes:<BR>
<BR>
	When rolling for special, ignore results of 4+.<BR>
<BR>
	When resolving On Trial or Corruption, DM-2.<BR>
<BR>
    Do not roll for Change; next assignment will be Beat Cop<BR>
    without these modifications.<BR>
<BR>
If the bookkeeping can manage it, this character should<BR>
henceforth have a permanent DM-1 for promotion.<BR>
<BR>
<BR>
<BR>
Overall, you've done a good job on this; were I not involved with<BR>
the police department, I'd think your original is just fine.  If<BR>
you've no objection, I'd like to take your original, modify it as<BR>
I've suggested above, and incorporate it into Freelance<BR>
Traveller, with joint author credit (you as 'senior' author).<BR>
Please write me privately with your thoughts on this. (Use either<BR>
freelancetraveller@yahoo.com (preferred) or the posting address.)<BR>
<BR>
Disclaimer: The New York City Police Department allows me to have<BR>
my own opinions.  Since they do, and I do, I don't post theirs.<BR>
Besides, I pay for this account with my own money.<BR>
<BR>
<BR>
Traveller is a registered trademark of FarFuture <BR>
Enterprises, 1977-1999.  Use of the trademark in <BR>
this notice and in the referenced materials is not <BR>
intended to infringe or devalue the trademark.<BR>
<BR>
- --<BR>
Jeff Zeitlin, Editor<BR>
Freelance Traveller - The Electronic Fan-Supported Traveller Resource<BR>
http://come.to/FreelanceTraveller<BR>
http://www.downport.com/freelancetraveller/Default.htm<BR>
freelancetraveller@yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 27 Nov 1999 21:24:33 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Re Nukes<BR>
<BR>
In mail you write:<BR>
<BR>
>> Several things:<BR>
>> Terrorist Attacks: High yield, small package, easy to smuggle that way.<BR>
><BR>
> Ah yes, of course, should have thought of that one.<BR>
<BR>
>> Infrastructure destruction<BR>
><BR>
> Hmm, this is a posibility if you're not worried about the side-effects, the<BR>
> target is not hardened, and don't care if you take out everythng around the<BR>
> target as well. In recent wars it has been shown that precision-guided<BR>
> conventional munitions are much better for this purpose.<BR>
<BR>
Depends. We've yet to have a "small conflict" where we needed to take<BR>
out something big and sturdy. Closest we've come were some of Saddam's<BR>
bunkers. <BR>
<BR>
> Of course, if no-one uses nukes, maybe they didn't bother, but I suspect<BR>
> spaceships are going to be EMP-proof by nature, given all the radiation they<BR>
> have to put up with normally.<BR>
<BR>
Well, there's a difference between radiation (gamma rays, x-rays, and<BR>
high velocity particles) and EMP. Shielding against radiation won't do<BR>
diddly against EMP and vice versa. <BR>
<BR>
Unless a ship spends a lot of time *close* to a *very* active star,<BR>
their protection against EMP is going to be fairly minimal. <BR>
<BR>
>> Sensor Blinding: H-Bombs are VERY effective at short term blinding of<BR>
>> sensors; Orbital Flashing should cover even a massive jump-in<BR>
><BR>
> This could be considered a draw-back of nuclear weapons, as it does the same<BR>
> thing to your sensors, though yes, if you need to blind everybody's sensors<BR>
> for a short time for some reason, they are good.<BR>
<BR>
There's also the question of "what do you mean by 'blind'?". Some<BR>
sensors suffer permanent damage from overloads above a certain level.<BR>
Other's just quit working until the signal gets reasonable. And some<BR>
have a period after the overload where they have to "recover" before<BR>
reaching full sensitivity. <BR>
<BR>
Woe unto the attacker who thinks the enemy sensors are the first kind,<BR>
or even the third kind if they are actually the second kind. Sort of<BR>
like attacking at night and then finding out the enemy has IR and<BR>
nightvision gear. Oops.<BR>
<BR>
> But again they'll only affect electro-magnetic sensors, mass detectors would<BR>
> be unaffected, for example.<BR>
<BR>
Maybe. Sufficiently advanced mass detectors (mass detectors generally<BR>
detect *density* variations, rather than actual "mass") might have<BR>
trouble with the rapidly moving density changes due to the shockwave<BR>
and the like. <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>
End of Traveller-digest V1999 #1407<BR>
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