
-------- TML Message #1317 --------

Archive-Message-Number: 1317
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: Minor Race List
Date: Fri, 1 Jun 90 17:02:39 EDT

Forwarded message:

> From sfellows@csm9a.mines.colorado.edu Wed May 30 13:16:57 1990
> Date: Wed, 30 May 90 11:12:36 CDT
> From: sfellows@csm9a.mines.colorado.edu (FELLOWS STEVEN B  -5 CR)
> Message-Id: <9005301612.AA28308@csm9a.mines.colorado.edu>
> To: macgyver@cis.ohio-state.edu
> 
> Addaxur	AM4
> Ael Yael	JTAS15	Jaeyelya
> Ahetaowa	B8	//Ealiyasiyw
> Answerin (minor human race)	TD5	Answerin/Parsi/Vland
> Bwaps (Newts)	JTAS11	Marhaban/Lentuli/Empty Quarter(0426)
> Cafadans (minor human race)	TD3	Cafad/Sashrakusha/Corridor
> (Capital Dwellers)(minor human race)
> 	TD9	Capital/Core/Core
> Chirpers	AM5
> Darrians (minor human race)	JTAS14	Darrian/Darrian/Spinward Marches
> Dynchia	JTAS24	Melantris/Melantris/Leonidae
> Ebokin	Traveller Adventure	Yebab/Aramis/Spinward Marches
> Eliyoh	TD9
> Eshaar Ashah	Ordeal by Eshaar	Eshaar//Far Frontiers
> Geonee (minor human race)	S8
> Girug'kagh	JTAS21	Kagh'kir/Kirarurr!ka/Ruupiin
> Githiaskio	JTAS16	Githiaski/Darthe/Star's End
> Gl'lu	TD1	Kubishush/Inar/deneb
> Gurvin	AM7
> Happirhva	FT2	Rejhappur/Scotian Deep/Reaver's Deep
> Hlanssai	JTAS22	Vrirhlanz
> H'Oskhikhil	TSG(series)	Storm/Riftdeep/Reaver's Deep
> Ilthara	PG Drexilthar	Drexilthar/Derexilthar/Reaver's Deep
> Irdu	TD3	Ishirdu/Two Worlds/Corridor
> Irhadre(minor human race)	AM8	//Lishun
> Ithklur	AM7
> J'aadje	DA6	Gaajpadje/Ea/Reaver's Deep
> Jessa	Rescue on Galatea	Galatea/Inverness/Far Frontiers
> Jgd-Il-Jagd	JTAS17
> Kidulans	Grand Census	Kidulaar//Fornast
> Kolzar	TD5	Wimorel/Anakod/Vland
> Lalendrians	JTAS26	Lalendriss//K'righeek
> Languljigee	PG Drexilthar	Lajanjigal/Drexilthar/Reaver's Deep
> Larianz	SM Campaign	Byret/Mora/Spinward Marches
> Llellewyloly	Traveller Adventure	Junidy/Aramis/Spinward Marches
> Loeskalth(extinct minor humanrace)
> 	Imperial Encyclopedia	//Gushemege
> Minlad (just barely sentient)	TD6	Kaiid/Shuna/Lishun
> Mwawmbijebe	Alien Realms	Kualakhtaea
> Prt'	JTAS26	Prt'//Spica
> Sabmiqys	JTAS 28	Sabmiqys//Antares
> Satha	Rescue on Galatea	Galatea/Inverness/Far Frontiers
> Shriekers	A10	567-908/District 268/Spinward Marches
> Suerrat (minor human race)	S8	//Ilelish
> Tahavi	TD5	Tohaver/Vland/Vland
> Vegan	S11	Muan Gwi/Vega/Solomani Rim
> Virushi	JTAS12	Virshash//Reaver's Deep
> Za'tachk	AM7
> 


-------- TML Message #1318 --------

Archive-Message-Number: 1318
Date: Fri, 1 Jun 90 17:07:59 -0400
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: The correct minor race list


Here is the fixed and correct minor race list, I got it from Steve Fellows, who
got it from Marc Miller at GDW..

Addaxur	AM4
Ael Yael	JTAS15	Jaeyelya
Ahetaowa	B8	//Ealiyasiyw
Answerin (minor human race)	TD5	Answerin/Parsi/Vland
Bwaps (Newts)	JTAS11	Marhaban/Lentuli/Empty Quarter(0426)
Cafadans (minor human race)	TD3	Cafad/Sashrakusha/Corridor
(Capital Dwellers)(minor human race)
	TD9	Capital/Core/Core
Chirpers	AM5
Darrians (minor human race)	JTAS14	Darrian/Darrian/Spinward Marches
Dynchia	JTAS24	Melantris/Melantris/Leonidae
Ebokin	Traveller Adventure	Yebab/Aramis/Spinward Marches
Eliyoh	TD9
Eshaar Ashah	Ordeal by Eshaar	Eshaar//Far Frontiers
Geonee (minor human race)	S8
Girug'kagh	JTAS21	Kagh'kir/Kirarurr!ka/Ruupiin
Githiaskio	JTAS16	Githiaski/Darthe/Star's End
Gl'lu	TD1	Kubishush/Inar/deneb
Gurvin	AM7
Happirhva	FT2	Rejhappur/Scotian Deep/Reaver's Deep
Hlanssai	JTAS22	Vrirhlanz
H'Oskhikhil	TSG(series)	Storm/Riftdeep/Reaver's Deep
Ilthara	PG Drexilthar	Drexilthar/Derexilthar/Reaver's Deep
Irdu	TD3	Ishirdu/Two Worlds/Corridor
Irhadre(minor human race)	AM8	//Lishun
Ithklur	AM7
J'aadje	DA6	Gaajpadje/Ea/Reaver's Deep
Jessa	Rescue on Galatea	Galatea/Inverness/Far Frontiers
Jgd-Il-Jagd	JTAS17
Kidulans	Grand Census	Kidulaar//Fornast
Kolzar	TD5	Wimorel/Anakod/Vland
Lalendrians	JTAS26	Lalendriss//K'righeek
Languljigee	PG Drexilthar	Lajanjigal/Drexilthar/Reaver's Deep
Larianz	SM Campaign	Byret/Mora/Spinward Marches
Llellewyloly	Traveller Adventure	Junidy/Aramis/Spinward Marches
Loeskalth(extinct minor humanrace)
	Imperial Encyclopedia	//Gushemege
Minlad (just barely sentient)	TD6	Kaiid/Shuna/Lishun
Mwawmbijebe	Alien Realms	Kualakhtaea
Prt'	JTAS26	Prt'//Spica
Sabmiqys	JTAS 28	Sabmiqys//Antares
Satha	Rescue on Galatea	Galatea/Inverness/Far Frontiers
Shriekers	A10	567-908/District 268/Spinward Marches
Suerrat (minor human race)	S8	//Ilelish
Tahavi	TD5	Tohaver/Vland/Vland
Vegan	S11	Muan Gwi/Vega/Solomani Rim
Virushi	JTAS12	Virshash//Reaver's Deep
Za'tachk	AM7



				Mac

Wilson "Mac" Liaw                    | If you put your mind to it, you can 
Internet:macgyver@cis.ohio-state.edu | acomplish anything. 
=====================================|      - Marty McFly, Back To The Future 
Disclaimer:All opinions are mine only|-----------------------------------------

-------- TML Message #1319 --------

Archive-Message-Number: 1319
Date: Fri, 1 Jun 90 12:11 EDT
From: METLAY@vms.cis.pitt.edu
Subject: On what to do during Jump


I have at least one phenomenal example of a great means for a party to keep
itself occupied and happy during Jumps...Near Miss, the party featured in 
my story and adventure-module series at GenCons from 1984 to 1989, is a 
professional music/stage group, and spends its entire Jump period writing
material ("Hey, Cap'n, what rhymes with 'blowtorch'?"), researching old
remnants of ancient music for rearrangements ("I am having difficulty 
translating 'Whop-bop-a-loo-bop A-whop-bam-boom'...."), practicing ("Of
COURSE I can play it right...Give me a month, okay?"), designing new sets
and stage effects ("...and then there's this massive explosion and stage 
blood starts pouring out of everyone's clothes, and--no? Why not?"), and 
so on. I should also pont out, in more general terms, that keeping one's
skills honed requires a great deal of practice, and Jump is an ideal time
to do so. So one would expect martial arts classes, exercise periods, 
marksmanship training, fencing, simulated combat runs, and so on, in
profusion. But a common hobby for the entire party, preferably one that
is time-consuming and cooperative, is a big plus. As has been drawn in 
many Traveller rulebooks by artists looking for an easy joke, why not
play Traveller? Have a game being played by the characters, within the
game the players are playing....ooh, bad karma....what an idea....

Excuse me, folx, I have to get writing...I just had a great idea for 
an RPG campaign.....("No, you can't run that character the way YOU'D
run him, you have to run it the way your CHARACTER would run him!")

metlay

PS> Marriage is a really nifty concept. I recommend it heartily. |->

-------- TML Message #1320 --------

Archive-Message-Number: 1320
Date: Sat, 2 Jun 90 13:46:04 EST
From: Paul Dale <grue@batserver.cs.uq.oz.au>
Subject: Re: Fighting Ships

hiya,

>	Fighting Ships of the Imperium... Overview.
>Battleships are built at TLs
>where the max comp does not have the CPs to control them. Armor is plated
>in excess of all rules to the point of making the ships TOTALLY impervious
>to damage. By Totally I mean you need a die roll of 15+ straight witha spinal'
>mount on 2D6 to do damage!
Actually a spinal meson gun will get through, and the big ships don't have
decent meson screens.  In fact one of the cruisers has a better chance of
survival than a dreadnaught because it has a decent meson screen.  I did
look at cruiser vs dreadnaught and came to the conclusion that mutual
destruction is the expected result (it was the cruiser with the spinal meson
gun vs the TL15 dreadnaught).

As an aside:
	The most powerful ship in the book is probably the experimental
	battleship carrying 3 battle riders.  4 Meson gun-T's packed in there!!

>
>Somebody appears to have gone Spreadsheet crazy on the ships as designs are
>almost identical. Other flaws abound . No launch tubes for any ship even
>though they are carrying 300+ fighters. Launch 1 fighter per turn.......

Hows about the tankers (I think) with more fuel tankage than available space?
Also many of the designs have more heads up displays than crew members!
(how do you try to rationalise that one???)

>
>In my opinion save the $10.00 and build your own ships.
I agree.



							Pauli
seeya
SNIF

Paul Dale               | Internet/CSnet:            grue@batserver.cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%batserver.cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%batserver.cs.uq.oz.au@uk.ac.ukc
Australia, 4067         | EAN:                          grue@batserver.cs.uq.oz
                        | UUCP:           uunet!munnari!batserver.cs.uq.oz!grue
f4e7g4Qh4++             | JUNET:                     grue@batserver.cs.uq.oz.au

-------- TML Message #1321 --------

Archive-Message-Number: 1321
From: ccm010@castor.ucdavis.edu
Date: Sun, 3 Jun 90 20:14:09 -0700
Subject: minor race stuff&stuff


please sign me up and send
thank you.
		Trevor, Squire Inc. (aka The Schizo. Squire).

-------- TML Message #1322 --------

Archive-Message-Number: 1322
Date:     Monday 4th June 1990 11:03:49 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject:  Re: Marc Miller's minor races list

 
I don't wish to seem ungrateful, but I can't help noticing that
Marc Miller's list of minor races is hopelessly out of date.
For example, there are no entries for anything in the Travellers
Digest after issue 9.
 
There was also nothing from the Beyond or Vanguard Reaches.
Does this mean that GDW has disowned the Paranioa Press books?
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1323 --------

Archive-Message-Number: 1323
From: "Johnny B." <ccm007@deneb.ucdavis.edu>
Date: Thu, 7 Jun 90 08:45:57 -0700
Subject: Yet another summer address.


Okay, here is yet another summer address I can be reached at but this one is
effective immediately (if not sooner):

ez002182@deneb.ucdavis.edu

Thanks for your patience.

John Banagan

-------- TML Message #1324 --------

Archive-Message-Number: 1324
Date: Thu, 7 Jun 90 11:56:11 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: He's alive....

- ----- Begin Included Message -----

Hey gang,

Well, after getting everybody's mail this morning and discovering that
nobody else had heard from Richard either, I started to get worried.
So I called Oregon Software to see if a) he was OK, or b) I needed to
send roses somewhere.  (Hey, I'm a 'journalist', right?  After all,
Mike Wallace ('60 MINUTES') bothers people at work all the time. :-))

Fortunately (for all of us), the correct answer is (a).  I talked to
Richard for about 5 minutes.  He's fine, but he's been incredibly
busy.  Also, he was without E-Mail for about 2 weeks, plus agora has
been kind of flaky for a while.  So he's missed a lot of what's been
passing between us since (I guess, not his) about the beginning of
May.

We should be hearing from him in the next few days, so, DON'T TOUCH
THAT DIAL!!!

        Mark F. Cook aka Adrian Bishop (Yellow Journalism 'R' Us)

- ----- End Included Message -----


-------- TML Message #1325 --------

Archive-Message-Number: 1325
Subject: Just to say adios ...
Date: Thu, 07 Jun 90 13:50:36 +0100
From: Jim Cheetham <is_a063@ux.kingston.ac.uk>


	It does seem to have gotten quiet out there recently,
	doesn't it? Ho hum ...

	In a completely un-connected manner, I now bow out
	of the limelight, as I am off for a nice long holiday.
	When I come back (some time in September, probably)
	I will be at a different address ... what that will
	be I don't yet know ...

	Anyway, have a good summer, y'all !
- ------------------------------------------------------------------------------
     _____               (JANET) jcheetham@uk.ac.kingston
    (__ __) O  ______    (local) is_a063@ux.king
   (____)  (_)(_)()(_)   (voice) (+44) 81 549 1366 x2690
   Jim Cheetham, ISD Kingston Polytechnic.
   "... nuke the site from orbit. It's the only way to be sure."
- ------------------------------------------------------------------------------

-------- TML Message #1326 --------

Archive-Message-Number: 1326
Date:     Fri, 8 Jun 90 13:16:47 EST
From: eric@cc.uq.oz.au
Subject:  Origins TCS tourneys & Eurisko

Hi,

I was reading in an old copy of Scientific American about a computer
program called Eurisko. I'm not too sure how it worked, but I think it's
given a set of "axioms and premises" and uses some general heuristics to
derive things from them. For example, given basic theory, derives concepts
and theorems about primes, etc, etc.

One year the author of the program actually put it to a useful purpose.  He 
entered it in Origin's TCS tourney :-) It either won (or came close) using
ship and fleet designs which were laughed at by human opponents (initially
anyway). Apparently, it used *lots* of small agile ships (fighters?).
Unfortunately, thats all I know about. Can anyone expand on this?
Did anyone play against Eurisko?!

Anyone have the parameters used for the tourneys? (I know the TCS supp has some
to about '82, '83 I think) Even better would be winning fleet designs
from the various years. I don't think they were ever published in the 
JTAS, though there were  a few articles about ship design and TCS in
general. Are they available anywhere?

Thanks,
Eric.
- ----------------------------------+------------------------------------------
Eric Halil                        |
Prentice Computer Centre          |Internet/CSnet:           eric@cc.uq.oz.au
University of Queensland  4072    |Bitnet:      eric%cc.uq.oz.au@uunet.uu.net
AUSTRALIA                         |UUCP:          uunet!munnari!cc.uq.oz!eric
Phone: +61 7 377 3022             |JANET:          eric%cc.uq.oz.au@uk.ac.ukc
- ----------------------------------+------------------------------------------

-------- TML Message #1327 --------

Archive-Message-Number: 1327
Subject: What to do in Hyperspace
Date: Fri, 8 Jun 90 13:08:23 EDT
From: William Ricker <wdr@wang.COM>

Subject: Re: On what to do during Jump

One of our PC ships was top-heavy with characters with computer skill.
Two of them have formed a VideoGames company (whose offices are the cabin
next to the engineering deck, with a branch office in the Captain's
Stateroom) for which they moonlight during jump and while the /s/l/e/a/z/e/
Trade Officer is selling more tangible goods on planets.  The royalties
from Metal-Munching-Mice are begining to be substantial.  The games tend
to be semi-autobiographical, recounting our run-ins with various 
exobiological oddities and 1st Empire security robots -- as well as cross-
fertilizing the cultures and video-games of a hundred worlds.

In the Gazoid 8ight-Worlds universe (and Blacow's subsidiary The Scarp),
a "special effect" of Jump travel is group-hallucination from the collective
unconcious if you look out the viewports.
      So the GM always tells us what hyperspace looks like this
time.  Rumor has it that no one has ever lived to see the Coyote catch
the Road-Runner and tell about it; and that seeing these mythic characters
in hyperspace is a sure sign your jumper is sick.

Some PCs stock up on back issues of Astrogator Today, Space Bimbos, or 
whatever at each port of call.

The ground-pounders on one ship built a still in one cabin to provide in-
flight entertainment.

A fairly even mix of sexes in the crew can provide fertile ground for
in-flight intra-party role-play.  (one no-skill Corporal Good-Body has
seriously endangered his job by moving out of the cabin of the (female)
Head of Ground-poudners; he didn't realize he'd been hired *only* as
a boy-toy for Major Lollita.  Lucky for him, we're too far beyond the 
pale to dump him at next landfall, so she's stuck with a useless gunsel
on the payroll for a while.  Meanwhile, she and her Sargeant Major are
busy training the raw-recruit Catperson-Sepoi we hired at a barberous
colony planet.)

If the PCs pick up pets on various planets, all sorts of things can 
happen in between exciting events.

Need I continue?

WOuld the Gazoid one care to elaborate, if he's still on this mailing
list?

- -- 
/bill ricker/
wdr@wang.com a/k/a wricker@northeastern.edu
*** Warning: This account not authorized to express opinions ***

-------- TML Message #1328 --------

Archive-Message-Number: 1328
From: /dev/ph1 <jscratch@eklektik.pgh.pa.us>
Subject: Zhodani References
Date: Mon, 11 Jun 90 1:50:13 EDT

Hi Netland,

	I'm cobbling together a little article on Zhodani & psionics in 
Traveller.  So far I'm doing fine - I have the original psionics rules,
which haven't changed appreciably in the Megatraveller rules, and I'm 
tapping away at the keyboard.  What I need, though, is some more information
on the Zhodani themselves.  Although I could certainly use any suggestions
anybody wants to post/send about psionics & ideas for zhodani, etc.

	I used to have a copy of the Zhodani Alien module, won it as 
second prize in a tournament somewhere.  Naturally, at the time I didn't
play traveller over-much, and what I did play never had anything to do 
with the Zhodani.  Also naturally, when the subject finally came up a
few years later, the module was nowhere to be scene (I'm talking about the
new line of alien modules, not the Zhodani adventure).  Equally, it seems
to be very hard to find in the stores.  So if anybody is willing to offer
me an old copy, I'd love to hear from 'em.  Or, if anybody is willing to
photocopy the pertinent parts, let me know. 

	I'd also appreciate pointers to Zhodani referencess in the various
'zines and adventures, or summaries of important details.  Mainly interested
in dates & names and that sort of stuff.  For example, a recent Space Gamer
has a traveller adventure called "The Possession Ball, about a small crystal
sphere that... well, never mind.  The point is that I'm going to try to work
the basic information and the date & place into the article for some "GDW
Continuity" :-)  So any references would help.  I might also be interested
in tracking down articles that could be useful.

	So how about it out there?  Can you give me a hand?  Or at least
some suggestions or questions you think might be interesting in an article
on Traveller Psionics?

Steven J. Owens  |  scratch@unix.cis.pitt.edu | jscratch@eklektik.pgh.pa.us
					
".... plaids were outlawed before we even had spaceflight."
"Do tell?"
"Yes.  They tended to drive computers quite mad.
 Almost caused a few wars before they figured it out."
  
	Buck Godot - Zap Gun For Hire, Phil Phoglio


	

-------- TML Message #1329 --------

Archive-Message-Number: 1329
Date: Thursday 14th June 1990 09:35:06 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: HIWG in the UK?

 
Way back in the dim and distant mists of ancient history, I seem to recall
someone mentioning the existence of a UK division of the HIWG.
 
Can anyone provide more information about this?  A UK address would be nice...
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1330 --------

Archive-Message-Number: 1330
Date: Thursday 14th June 1990 09:36:17 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Re: Zhodani References

 
Regarding material on the Zhodani, my main interest with them is their
presence in the Far Frontiers and Vanguard Reaches, so if any information
is wanted in this area, I'd be happy to look it up.
 
A couple of interesting references:  SORAG (Paranoia Press)
                                     Ordeal by Eshaar (FASA)
 
Unfortunately, both are quite old and probably very difficult to obtain.
 
.....
 
Meanwhile, I've been hard at work revising and extending the minor races
list.  I hope to have it finished next week.
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1331 --------

Archive-Message-Number: 1331
Date: Thu, 14 Jun 90 22:54 EST
From: "RITVAX is gone, so send mail here!" <JEDI@drycas.club.cc.cmu.edu>
Subject: Re: Zhodani


    A friend of mine and I are also looking for the Zhodani Aliens Module. 
    We happen to know someone who just opened a store up here in Rochester,
    NY and who also runs a mail-order place.  He specializes in getting out
    of print items.  He said(when I last asked him about it) that HE hasn't
    seen any sign of it, and he has some VERY good connections.  It's rare,
    and I'd like to get my hands on a copy too.  I'll keep you informed if
    anything turns up.

    						Gary Schreiber

-------- TML Message #1332 --------

Archive-Message-Number: 1332
Date: Fri, 15 Jun 90 18:37 EDT
From: METLAY@vms.cis.pitt.edu
Subject: *sigh* The Librarian sticks his neck out....


...for people who desperately need the Zhodani Module. My Traveller
collection being what it is (nearly complete), I think I have a copy
of Alien Module 4 lying around that I can Xerox for people who'll pay
for the copies. CAVEAT EMPTOR! I am still in Tennessee and I have
NO idea of when I will get home to my Traveller stuff; furthermore,
there may be delays in my getting to the Xeroxing, as I'm going to have
a lot of pieces to pick up in the rest of my life (including getting
my defunct Traveller game up and going again). So I am willing to help
only those who have exhausted every other option they have; in good
conscience I can't promise any more than that.

metlay

-------- TML Message #1333 --------

Archive-Message-Number: 1333
From: Haraldur Karlsson <haralkar@rhi.hi.is>
Subject: How much for a Merc. unit?
Date: Sat, 16 Jun 90 15:37:32 GMT

How much would one have to pay for employing a mercinary unit over a
long or short periode. What would it be for a Special Force Commando
Group what would a "nice price" be, single assignment or many.

- -- 
================================================================================
Haraldur Karlsson.         \ _   "Deep in the rain forest it was doing what
Internet: haralkar@rhi.hi.is   \ _   it usually does in rain forrests, which 
UUCP: ..!mcsun!isgate!rhi!haralkar \    is raining: hence the name." D.A.
 

-------- TML Message #1334 --------

Archive-Message-Number: 1334
Date: Sun, 17 Jun 90 13:32:04 -0400
From: Andrew Salamon <salamon@sun.udel.edu>
Subject: Zhodani alien module

I also have the Zhodani module, but it is at home.  (I think).  If I can get it
I would be glad to digitize it and send it out if that wouldn't be breaking any
major laws (bending is OK).  I would have thought it would be illegal but our
librarian was suggesting it so it can't be too bad, can it?  Or am I missing 
something?

Magic in my Mind                     |   /Andrew/
Music in my Heart                    |   soi-disant Bleydion op Rhys
Laughter in my Soul                  |   salamon@sun.acs.udel.edu
And...A Sword in my Fist (sigh)      | 

-------- TML Message #1335 --------

Archive-Message-Number: 1335
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Desperately seeking the Zhodani module...
Date: Sun, 17 Jun 90 18:20:43 PDT

If some of you REALLY, REALLY, REALLY want a copy of the Zhodani Alien
Module, I strongly suggest you contact the Weekend Warrior in N. Holly-
Wood, CA.  That particular module was the only one I didn't have and
I mailed off for a copy of it yesterday.  They're holding one for me
and as of last Friday, they still had two others up for grabs.  If
you want to give them a try, I suggest you call and attempt to have
a copy held for you BEFORE you mail in an order.  They will usually
hold something for 10 days without charge.  The phone number is:

      The Weekend Warrior: (818) 988-1441

and the address is:

      The Weekend Warrior
      8116 Van Noord Ave.
      N. Hollywood, CA.  91605

My copy of the Zhodani module was $18.00 ($15.00 for the module, plus
another $3.00 for shipping and handling).  If you call them, confirm
the price for yourself.

I have no association with the Weekend Warrior, other than that of a
repeatedly satisfied customer (Heck, the last time I asked, these guys
even had BRAND-NEW, bagged sets of GDW Striker available!).

Check them out for yourself.

Later,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1336 --------

Archive-Message-Number: 1336
Subject: RE: How much for a Merc. unit?
Date: Mon, 18 Jun 90 7:57:42 EDT
From: "45252-Peter L. Berghold" <peterb@homxa.att.COM>

Operating System: uts 5.2.6b 5
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 2C119
Phone: (201) 615-4419
Comment: Are we having fun yet?
X-Mailer: ELM [version 2.2 PL16]



|* How much would one have to pay for employing a mercinary unit over a
|* long or short periode. What would it be for a Special Force Commando
|* Group what would a "nice price" be, single assignment or many.

The gating criteria here is:

	1) What size unit?
	2) Equipped to what TL?
	3) How much support does their employer intend to supply?
	4) What is the mission?
	
... and not necessarily in the order of priority.   Also, is this
a success only ticket?

A merc unit that one of my players (the unit has since become a
corporation and are used as NPC's in my campaigns) was involved in
actually performed a ticket for "free".  A merchant concern got
tired of its ships being hijacked by a band of pirates.  Since
they (the merchants) knew where they (the pirates) were, they were
quite miffed when the Imperial Navy wouldn't supply any forces to
crush the pirates.  Enter Armageddon Industries, a merc unit that
was definitely making a name for themselves.  The deal struck? 

Armageddon Industries supplied a company sized assault force.  The
merchant company would supply ships as needed to transport and
land the force at the pirate's base (a large moon orbiting a gas
giant) as well as provide transport for the extraction.
Armageddon Industries would be allowed to "capture" as much booty
as they could find at the pirate base as well as being entitled to
any reward monies as would be paid by Imperial authorities for the
capture of said pirates.   It turned out to be very profitable for
the mercs. 



- -- 
- ------------------------------------------------------------------------
|Peter L. Berghold            |  AT&T, HRSAG, +1 (201) 615-4419        |
|INTERNET: plb@homxa.att.com  |  UUCP: {uunet!allegra|att}!violin!plb  |
|FAX: 1(201) 706-2004         |                                        |
- ------------------------------------------------------------------------

-------- TML Message #1337 --------

Archive-Message-Number: 1337
Date: Mon, 18 Jun 90 22:57:47 PDT
From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu


It's generally easiest to look at Mercenary prices from the enconomic viewpoint.
Estimate the length of the ticket and the size and equipment level of the 
unit that will be hired.  Figure out what it's payroll will be for the length
of the contract (about Cr 325 per person in the unit).  Add maintenance costs
on it's equipment ( 10% of purchace price per year; divide by portion of year
the ticket lasts for, minimum 3% ).  Add any specific costs that will be 
required by the ticket.  Total, and multiply by 1.25.  This is the Basic
Mission Cost; the estimate, plus margins for unexpected variable costs.  
Since this is a commercial activity (in addition to a military one...) you
have to allow a profit margin.  Mercenary tickets should use a Profit Margin
Multiplier of 1.3 [safe simple mission] to 1.5 [average] to an extreme of 
2.0 [success-only and difficult ticket].  

For instance, let's hire a Platoon sized infantry unit as a Striker unit for
a classic Blitzkrieg.  It's estimated to last for one month; just to be safe,
the ticket was written for two, with an extension for two more in case of
lasting hostilities at the same cost.
	The unit size, including some support personell and headquarters, is
fifty five people.  Equipped as medium infantry, with Gauss rifles, equipment
runs about Cr 2000 per person.  The payroll is (Cr325 x 2months x 55 personel)
or Cr35750.  Equipment costs are (Cr2000 x 55 x 0.03 (min. maint. costs) ) or
Cr3300.  The total cost is then (1.25 x (Cr3300 + Cr35750)) or Cr48,800.
Given that this is a more or less 'average' mission, this should be 
multiplied by 1.5, for a total ticket of roughly Cr75,000 for the two-month
mission.  Of course, if you had to have the unit imported from an off-planet
location, you'd have to include travel costs of about Cr110,000 per jump...
[and you wonder why local mercenary units are so popular 8-) ! ]


 ==    George William Herbert   ==   I support Open-Access Computing! UCB OCF 
========== JOAT for Hire: ========= ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ==Anything, Anywhere, My Price.==   Quantum Mechanics can explain everything
  ==   gwh@ocf.berkeley.edu    ==  except Madonna, Flame Wars, and NASA's space
   ==  ucbvax!lilac!ocf!gwh   ==     Policy.  We're working on the first two...

-------- TML Message #1338 --------

Archive-Message-Number: 1338
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: How much for a merc unit?
Date: Tue, 19 Jun 90 10:07:21 BST

Haraldur Karlsson <haralkar@rhi.hi.is> writes:

> How much would one have to pay for employing a mercinary unit over a
> long or short periode. What would it be for a Special Force Commando
> Group what would a "nice price" be, single assignment or many.

The troops get paid in two ways.  First, they get monthly salaries like
anyone else.  Second, they get shares of the final profit from a mission,
once expenses and salaries have been taken out of the payment.  Higher
ranking members of the unit get more shares.

The standard salaries and shares for the troops, given in Ye Olde Booke 4,
"Mercenary", are as follows:

Rank				Salary		Shares
- ---- 				------		------
Private				300		1
Lance Corporal			400		2
Corporal			450		3
Lance Sergeant			500		3
Sergeant			550		4
Gunnery Sergeant		600		4
Leading Sergeant		700		5
First Sergeant			800		6
Sergeant Major			1000		7
Second Lieutenant		1000		5
First Lieutenant		1200		6
Captain				1400		7
Major				1600		8
Lt. Colonel			1800		9
Colonel				2000		10

Before shares are determined, the ticket holder (usually the unit commander
and his business partners) deduct 50% of the payment as profit.

Salaries of deceased members go to the next of kin or designated recipient.
Shares go only to surviving members.

These are the standard payments.  It is up to the employer and the mercenary
commander to negotiate higher rates for such things as a particularly skilled
unit, a particularly tough job, etc.  The contract may give a fixed sum, which
the unit can divide up how it likes, or it may specify standard salaries, or
double salaries, etc.  If the total payment doesn't cover all the salaries,
the mercenaries may get angry.  Getting mercenaries angry is probably another
candidate for Mike Metlay's old list of How To Die Young. :-)

- -- 
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

-------- TML Message #1339 --------

Archive-Message-Number: 1339
Date: Mon, 18 Jun 90 20:27 EDT
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu
Subject: Got some questions for ya....

Greetings and Salutations,

  I am starting my first attempt at GMing MegaTraveller(well, actually, its
my second attempt, the first bombed when everyone cancelled due to class
pressures after the first nite of play :). If anyone has any tips for me,
lets hear 'em.  I'm ready!
   Now a few questions....

1.  Aging:  does it seem reasonable to you'uns that 3,000 years in the future
            the point when aging starts to affect your performance is about the
            same as it is now?  I am considering pushing the aging rolls back
            to at least 50 or 60.  I don't remember reading anywhere what the
            average lifespan is, does anyone have any clues?  If I push the
            aging rolls back, I would probably increase the lifespan also.
            Comments?

2. Timeline:  I am not sure where I want to start my players WRT the
            rebellion.  I could start them before, say about 1100, right
            around the event, or somewhat after, say 1140 or so.  What have the
            rest of you done as far as the timeline is concerned?

3.  Place:  I am thinking of starting my players in either Zarushagar or
            Reaver's Deep sector.  Are there official maps of these
            sectors and if so, where can I find them?

   Thanx all (especially James for keeping this monster going!  :)

- -------
Captain Sir Michael Talmoth,  UPP:  BA5A8B

"You see me now a veteran,
     Of a thousand psychic wars,
         I've been living on the edge so long,
             Where the winds of Limbo roar,
 And I'm young enough to look at,
     And far too old to see,
         All the scars are on the inside,
             I don't know if there's anything left of me"
- -- BOC


-------- TML Message #1340 --------

Archive-Message-Number: 1340
Date: Tue, 19 Jun 90 15:26:23 PDT
From: George William Herbert <gwh@soda>
Subject: whoops on merc. ticket prices

=hate to catch errors like this, but such are the dangers of emailing after
midnight.

The posting of estimating costs for mercenary tickets forgot simple things
like operational costs for the unit...ammo, food, etc.  In the example I gave,
presumeable the supporting nation would provide all that, so it ought to be
accurate.  However, if the mercenaries need to provide their own supplies, then
add Cr10 per person per day in food, and ammo costs (heavy combat, assume one
full load of ammo per person per day).  This is added in the initial costs
section, along with the payroll and maintenance costs.

*******************************************************************************
George William Herbert              JOAT For Hire: Anything, Anywhere: My Price
   UCB Naval Architecture undergrad: Engineering with a Bouyant Attitude :-)
- -------------------------------------------------------------------------------
"Who?" the man managed.                    Whip me, Beat Me, Make me learn C...
"The Rastafarian Navy," Case said,         ++++++++++ gwh@ocf.berkeley.edu  OR
"...and all we want is a jack into your    ========== gwh@soda.berkeley.edu OR
custodial system." -neuromancer            """""""" maniac@garnet.berkeley.edu

-------- TML Message #1341 --------

Archive-Message-Number: 1341
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: UK division
Date: Wed, 20 Jun 90 0:29:50 EDT

	Well, I don't know if HIWG has UK division. I do know one of the
memebers is from England. I'll see, if you don't hear from me in a week.
Send me e-mail to remind me. I'm VERY forgettful at times...


				Mac.

-------- TML Message #1342 --------

Archive-Message-Number: 1342
Date: Wed, 20 Jun 90 09:33 EDT
From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu>
Subject: Re: Got some questions for ya....

>Greetings and Salutations,
and halucinations.....

>  I am starting my first attempt at GMing MegaTraveller(well, actually, its
>my second attempt, the first bombed when everyone cancelled due to class
>pressures after the first nite of play :). If anyone has any tips for me,
>lets hear 'em.  I'm ready!

Make sure you have your ducks in a row.  Not knowing your players, I can't
predict how they will take to Traveller.  In our group, I am the only one who
has played other games than AD&D.  Most people are reluctant to learn a new
game system and it can be real hard to convince them that there are fun other
games.  The biggest problem here to watch out for is the reward system.  In
AD&D you get Gold, Magic, and Experience.  As you progress you get more hit
points.  Many AD&D people can't understand or accept the fact that your hit
points never go up, but maybe down.  They don't understand that you are
beginning adventuring experienced and now it is for fun.  You can't always use
techno-junk for magic because most of the techno-junk is purchasable somewhere.
This usually pushes the AD&D ref to use money as the main treasure.  You have
to get the players out of the "do go, get rewarded" mind set and make them
adventure just to have something to do after retiring.   It is probably the
hardest thing about Traveller.

>1.  Aging:  does it seem reasonable to you'uns that 3,000 years in the future
>            the point when aging starts to affect your performance is about the
>            same as it is now?

No RPG's rules are fixed.  Do what you think is rational.  If your universe has
longer lifespans then so be it.  From an actual "History of the Imperium" stand
point there was a long period of non-tech growth.  It is reasonable to assume
that medical sciences haven't progressed that far.  Anagatheics are expensive,
adictive and a real pain if you miss a dose.

As far as the rule goes, it is there to force the players to cut character
generation off at an early age.  If you allow them to stay in service until
they are 60 then you will have a boat full of Admirals and Generals with
Gun-10, Pilot-10, Computer-10 and so on.  Also as humans go, with the exception
of a few, Speed, Agility, Strength, and Endurance start dropping at around
25-30.  Now your athletes and those who workout more often are near the top end
of the scale.  So 38 is a bit of improvement over todays norms.  Like I said,
do what you want, you are the ref, but there is some more food for though.
Also, one other thing, if your players have played Traveller before, then they
are used to the rules as they are and you may not want to go make changes.

>2. Timeline:  I am not sure where I want to start my players WRT the
>            rebellion.  I could start them before, say about 1100, right
>            around the event, or somewhat after, say 1140 or so.  What have the
>            rest of you done as far as the timeline is concerned?

I have in the past tried to stay in sync with the Journal of the Traveller's
Aid Society (now Challenge).  1100 is about the time of the 5th frontier war
(near the end if memory serves).  If you are running a merchant campaign then
the post war-pre rebellion period would be more sutiable since the economy is
somewhat stable.  If it is going to be strong military then run it during the
war or the rebellion.  Your choice.  One thing to consider is where you are.  I
am not sure where those sectors are, but it takes a few years from the
assassination of Strephon to the break up to hit the Spinward Marches.

>3.  Place:  I am thinking of starting my players in either Zarushagar or
>            Reaver's Deep sector.  Are there official maps of these
>            sectors and if so, where can I find them?

The Official sector data is located on the pay service GEnie.  There are no
maps, but the UWP codes and stuff is there.

>   Thanx all (especially James for keeping this monster going!  :)
De Nada

>Captain Sir Michael Talmoth,  UPP:  BA5A8B

Cpt. Anton Devious, B89F98 (Ex. Marine 1Lt, now Cpt of my own boat)
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

-------- End of TML Messages --------

