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Page 1: the - rpg.rem.uz - Other Materials/Journal of the... · ing of the Imperium). ... Twilight: 2000. This is not the case, as a quick reference to the Next Issue blurb on page 48 will
Page 2: the - rpg.rem.uz - Other Materials/Journal of the... · ing of the Imperium). ... Twilight: 2000. This is not the case, as a quick reference to the Next Issue blurb on page 48 will

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the No. 24, $2.50

Amber ZoneEmbassy in Arms, by John Marshal 9The Lost Village, by Jeff Groteboer 40

Feature ArticlesReligion in the Two Thousand Worlds, by J. Andrew Keith 6Data File: Information Sources, by Phil Masters 18Jumpspace, by Marc W. Miller 34Ref's Notes: High Guard and TCS Campaigns, by Leroy W. Guatney....24Using your Model/Ibis, by Marc W. Miller 39

FeaturesFrom the Management 2Traveller News Service 4Just Detected 5Contact: The Dynchia, by Peter Rasmussen 44Ship's Locker 12

The Journal of the Travellers' Aid Society is ascience fiction magazine devoted to Traveller,GDW's role-playing game set in the far future.

Editor: Loren K. WisemanSpiritual Advisor: Marc W. Miller

Booklet Design and Layout: Loren WisemanPublisher: Game Designers' Workshop

Artists in this issue: William H. Keith, Jr.- pp. 6,9, 12, 14, 24, 27, 29; D. J. Barr- pp. 18, 20; LizDanforth— pp. 40, 44, 46; Mark Bondurant— cover.

The Journal of the Travellers' Aid Society is GameDesigners' Workshop's registered trademark for itsscience fiction gaming magazine devoted toTraveller.

Traveller is Game Designers' Workshop'sregistered trademark for its role-playing game ofscience fiction adventure set in the far future.

Dates in this issue of the Journal are given in ac-cordance to an arbitrary Imperial calendar of 365days. The date consists of a three-digit day number(the current day of the year) a dash, and a four digitnumber (showing the current year since the found-ing of the Imperium).

The date of this issue is 290-1111, or the 290thday of the 1111th year of the Imperium.

WINNER - H. G. WELLS AWARD: BEST MAGAZINE COVERING ROLE-PLAYING, 1979, 1980, 1981The Journal of the Travellers' Aid Society is copyright 1985 by Game Designers' Workshop. Printed

in the USA. All rights reserved. ISSN; 0193-3124. All editorial and general mail should be sent to the Jour-nal, PO Box 1646, Bloomington, IL 61702-1646.

The Journal of the Travellers' Aid Society is published quarterly with an individual issue price of $2.50.One year subscriptions are $9.00 in the United States and Canada. Foreign subscriptions (outside the USand Canada, but not to APO or FPO addresses) are $18 per year, which includes airmail postage. Pleasemake all payments in US funds drawn on a US bank.

Advertisers should inquire for an advertising rate card.Submissions: We welcome articles and illustrations for the Journal. Please inquire before submitting

manuscripts, enclosing a stamped, self-addressed envelope; we will send manuscript guideline and for-mat sheets. Foreign inquiries (except APO/FPO) please include International Reply Coupon.

of the Travellers' Aid Society®

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We here at the Workshop have various sources of information aboutour customers (conversations at conventions, visits to clubs, phonecalls, and letters). In the last couple of years I've noticed increasingmention of a disturbing trend among Traveller players. This is thetendency of established playing groups to exclude newcomers. Bynewcomers, I mean people who have never played Traveller before,or who may have heard about it and want to play a game or two tofind out if they like it. In some places, this can be difficult. A groupof people who play Traveller regularly can form a tight-knit little societyof their own, into which it is difficult for new players to enter. Thisis not intentional, but it can come about if nobody is actively seekingto bring new people into a club.

A process I've noticed in several places is the tendency for Travellergroups to become increasingly specialized, playing only High Guardor Trillion Credit Squadron campaigns, or only Striker or Mercenaryactions. It is difficult (if not almost impossible) for a newcomer tojump into the middle of these games, since everybody else will beintimately familiar with the rules, and may resent the slowing of playthat naturally occurs as a newcomer learns the ropes. Manynewcomers are scared off when they are presented with massivequantities of rules to learn before they can even begin to be acceptedinto a group.

The exclusion of new players from Traveller clubs, even though un-conscious, is something every Traveller player should be concernedabout. Players leave town, get married, graduate, get a new job, andso on, and this will eventually result in the extinction of a playing groupor at least reduce it to a few die-hard members.

Recruiting new members is something every organization needs todo if it is not to petrify. The problem is that recruiting new peopleis not easy. You have to find them, first of all. If they haven't playedTraveller before, you have to teach them how to play the game, whichcan take time. You have to be willing to take time out from adventur-ing (or refereeing) to explain things that everybody else knows (caus-ing the experienced players to become bored).

There is no way to eliminate all of the work involved in getting newblood into your club, but some of the worst problems can be reduceda bit. Here are some simple methods.

First of all, new players don't always come looking for you. Youoften have to hunt them down. If your club has a treasury, advertisein the local classifieds. If your club is very small, consider placing asmall ad anyway. It could be there are hundreds of people in yourarea who don't know that you're there, but would like to play. Manyplaces where people gather have notice boards (like libraries, malls,supermarkets, community centers, and so on) where patrons orcustomers are allowed to post notices. Put up a flyer (they can behandwritten) or a 3x5 card announcing when and where you havemeetings, and let people know that you welcome new players.

Try running special "beginner's games" regularly (once a month or

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so). It's less of a chore if you take turnsrefereeing it, and it's almost guaranteedto spur interest. Practically everybodyknows someone who doesn't play. Invitethem to a game, especially a specialbeginners' session. If your club is af-filiated with a university, see if you canset up a "recruiting" table duringregistration. Print up some literaturedescribing your club, and post it all overthe campus, especially where newstudents will be able to see it.

Whatever you do, it might succeedbeyond your wildest dreams. One gam-ing organization I know of started arecruiting drive, and expected to getabout thirty members. The response wasover sixty, and is still climbing.

CHALLENGE

As most of you should already know,with the next issue, (#25) the Journal ofthe Travellers' Aid Society will becomean internal section of GDW's newmagazine. Challenge. Those of you wholook for the Journal at hobby shopsshould now look for Challenge.

Your mail has largely been supportive(a fair segment of our readership consistsof GDW fans, not just Traveller fans), noone has said they don't want tosubscribe just because we're making thechange and a sizable majority seem to belooking forward to it. Some have ex-pressed reservations that Traveller will beslighted in favor of our newest RPG,Twilight: 2000. This is not the case, asa quick reference to the Next Issue blurbon page 48 will show. I think you'll allbe pleasantly surprised.

As of December 1, the cover price willbe $3.50, and subscriptions will be$13.00.

Issue #23 feedbacked as follows:Amber Zone: Birthday Plot....3.68Amber Zone: Roadshow 3.98Space Habitats 3.89Zhodani Philosophies 3.60

Naval Command 3.74From the Management 3.52Just Detected 3.00TNS 3.63Contact: The Irklan 3.73Ship's Locker 4.10Issue #23 as a Whole 4.01

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GDW products (includingTraveller) are available throughdistributors as follows:

West Germany: GDW productsare imported and distributed byFantastic Shop, Kirchfeldstr. 143,Postfach: 3026, 4000 Dusseldorf1, West Germany. Some titles aretranslated into German.

Japan: GDW products areprinted and distributed by HobbyJapan Co., LTD, 26-5, 5-Chome,Sendagaya, Shibuya-Ku, Tokyo,Japan. Titles published aretranslated into Japanese.

United Kingdom: GDW productsare imported and distributed byGames Workshop, LTD., 27-29Sunbeam Rd, London NW10 6JP,UK.

Italy: GDW products are import-ed and distributed by Pacific Enter-prise Italia, Via R. Di Lauria 15,20149 Milano, Italy.

Sweden: GDW products are im-ported and distributed by Hobby-huset. Box 2003, S-750 02, Upp-sala, Sweden and by TargetGames, Storgatan 29, S-1 14 55,Stockholm, Sweden.

New Zealand: GDW productsare imported and distributed byBlackwood Gayle, PO Box 28358,Auckland, New Zealand.

Australia: GDW products are im-ported and distributed by JedkoGames, PO Box 164, Moorabbin,Vic, Australia 3198.

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TRAVELLERNEWS SERVICE

DENTUS/REGINA (0601-C979500-A) Date 263-1111A group of renegade Vargr operating as freebooters in the Spinward Marches

continues to elude capture. Despite assurances by Naval spokesmen that they poseno serious threat to shipping in the region, insurance rates for vessels operatingin the sector have remained at their war level.

When questioned about the reasons behind this, a representative of Hortelezet Cie (who underwrite a major fraction of mercantile surety policies in the sector)agreed to comment briefly. Hortelez, feels that although no ships had been lost tothe Vargr after the destruction of the renegades' resupply base in the Heya system,"a number of unexplained or incompletely explained disappearances have given uscause for some concern."

Asked if they felt the Imperial Navy was not doing its job properly, the Hortelezspokesman responded: "We believe that the Navy is doing all that can be reasonablyexpected under the circumstances. We are merely excercising caution until it isverified that the renegades have been dealt with. This action is not a refection onthe Navy. We are merely acting in the best interests of our stockholders by keepingour risks at a minimum."

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CONVENTIONS

NovoconNovember 23, 1985, Akron, Ohio. A

one day mini-con, to be held at the Gard-ner Student Center of the University ofAkron, in Akron, Ohio. For further infor-mation, write: NOVOCON ConventionComittee, PO Box 7411, Akron, OH44306

DunDraCon XFebruary 14-17, 1986, Oakland Air-

port Hyatt, Oakland, California. Thisevent will include games (using almostevery system now in print, the flyersays), seminars, a painting contest, SCAevents and a flea market. For further in-formation write: DunDraCon, ATTN:T.O. Green, 386 Alcatraz Ave., Oakland,CA 94618.

MAGAZINES

The Fantasy BookIssue #17 (September 1985) and

issue #18 (December 1985) containshort stories by Jefferson P. Swycaffer(author of a series of Traveller-inspiredbooks published by Avon, see below).Traveller players might find these storiesof interest as background, although theyhave little direct application to the rules.

Published quarterly, $3.95 per copy,$12 for a one year subscription.

Publisher: Fantasy Book Enterprises,PO Box 60126, Pasadena, CA 91107.

The Travellers' DigestSecond issue of the new Traveller

magazine produced by the Digest Group.This one contains a complete adventure,

with 11" x 17" fold-out map. Theadventure, "Journey of the SojournMoon," takes the characters to a seem-ingly low-tech culture with a mysteriouspast.

Other articles feature the second partof the robot design article begun in thefirst issue, a journalist character genera-tion system, high-tech recordingdevices, and a system to help refereesdetermine the duration of a task.

Single issues are $3.95, subscriptionsare $14.00 for four issues.

Publisher: Digest Group Publications,8979 Mandan Court, Boise, ID 83709.

BOOKS

The Universal PreyThis is Jeff Swycaffer's third book in

a series of novels that share a commonbackground (which just happens to havebeen his Traveller campaign!). TheUniversal Prey is about a top-level pro-fessional assassin, his betrayal and pur-suit, and sundry alarums and excursionswhich result.

Paperback book, 191 pages, $2.95,ISBN 0-380-89662-1.

Author: Jefferson P. SwycafferPublisher: Avon Books, 1790 Broad-

way, New York, NY 10019.

ACCESSORIES

CapsTrantor Merchants have been kind

enough to send us samples of one oftheir Traveller-related products, a 4518Lift Infantry (Duke of Regina's Huscarles)cap. An Azhanti High Lightning cap willbe available soon. Direct inquiries toTrantor Merchants, C/0 Brad Porter, 329NE Fairgrounds Rd, #E103, Bremerton,WA 98310.

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Religion in the Two Thousand WorldsLike most intelligent races, the K'kree

have evolved elaborate religious beliefsto help explain their place in the universe,the purpose of life, and the promise ofthe future. The K'kree, among the mostconservative of the major races, are uni-que in several ways when it comes to thequestion of religion and philosophy.

First, they are more closely rooted inthe traditional beliefs of their ancestorsthan any of the other major races. K'kreereligion and philosophical thought havebeen less affected by the developmentsof science, particularly by exposure tonon-K'kree beliefs, than is the case withany of the other major races. The reli-gious principles of their forefathers have

been handed down almost unchangedfrom the earliest K'kree civilizations, overa period of several thousand years (as ifwe on Earth worshipped Ra in the man-ner of the early Egyptians).

Secondly, the K'kree religion ismonolithic. Like their government, theK'kree religion is a universal "statereligion," not fragmented as with mostother star-faring societies. There are fewK'kree who do not subscribe to the samebeliefs, and two K'kree theologians fromopposite ends of the Two ThousandWorlds could exchange views withoutdisagreement or controversy.

Finally, the K'kree religion is, by ourstandards, an undemonstrative one. Like

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Taoism in Earth's China, the K'kreereligion is less a way of worship than itis a way of thought and belief. WhileK'kree religious writings abound inmyths and legends, and there is adefinite belief in divinity and in divine pur-pose, the K'kree never seem to haveevolved the notion that their deitiescould be swayed by prayer, offerings,promises, or good behavior. As suits aharsh and militant people, the divine playis distant, inscrutable, and unrelenting.

The K'kree religion is a fatalistic one,in which the concepts of "fate" or "kar-ma" from terrestrial religions would bevery much appropriate. The K'kreebelieve that most of what happens hasbeen long since preordained, and is quiteunchangeable by any mortal agency.This fatalism, however, is tempered byan absolute faith in their own gloriousdestiny. In accordance with the basicconcept of the group being far more im-portant than the individuals that make itup, the K'kree believe that no number ofreverses, crises, or individual tragediescan prevent the K'kree race from fulfil-ling its ordained role. Thus, fatalism doesnot hamper them; instead it makes themalmost fanatical. If a K'kree soldier hasbeen fated to die, he will die...no amountof running from destiny will stop himfrom being killed. Thus, he is more in-clined to put his every effort into the bat-tle. The same is true of all of K'kree life.

As befits their natures, the religion ofthe K'kree is perhaps the most supreme-ly polytheistic religion practiced by anyrace anywhere. The K'kree believe thateach and every living K'kree is the world-ly counterpart of a divine being. Thereligion holds that there is an idealuniverse, somewhere in time and space,in which all K'kree who ever were (or willever be) live, it is a single, immenseprairie, on which all can live in completepeace and harmony, under a divineSteppelord who rules over all equally.

Each mortal K'kree is a living embodi-ment of his respective divine counter-part, born into the world for the dual pur-pose of carrying forward the divine planfor this shadow world, and of testing theindividual's worth. These divine K'kreebecome mortal once, live out a lifetimein this universe (which is but an instantin their own), and then return when theirpart is done. The way in which theystood up to the trails of this universedetermines their standing in the other.

Details of these concepts are hard totranslate to the human mind. Thereseems to be little concept of a "good"life or an "evil" life, or of rewards orpunishments handed out for conduct.Ethics and morals are not so much theobject of judgment as the ability of theindividual to play his part without com-plaint, doing what needs to be done. Inmany respects, these religious conceptscan be acquainted with certainphilosophical teachings of Terra's an-cient Greek and Roman cultures, par-ticularly certain Plato's doctrines (seeespecially The Republic, Book VII) andsome aspects of stoic philosophy.

That the K'kree believe themselves tobe reflections of divine beings in tem-porary mortal form is an interesting con-cept. It is the basis for their extremelyrigid dislike of other races, for the K'kreereligion makes no provision for non-K'kree in their paradise world. Thus, allnon-K'kree they meet, no matter how in-telligent, are of the shadow world (ouruniverse) alone, and hence inherently in-ferior. Yet the K'kree know themselvesto be mortal in this life; their divineessence is no more and no less immor-tal than the human concept of the soul.

The shape of the divine plan for for this"shadow world" in which the K'kree liveout their mortal lives is also an in-teresting one. The closest approximationto the K'kree belief possible in humanterms (and the approximation is by no

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means exact) is that the K'kree come in-to this world to shape it into a newparadise, into which some other peoplewill eventually emerge and, in turn, des-cend into another "shadow world" toshape its progress towards paradise. Itis an infinitely repeating cycle of creationthrough a multitude of universes. Justwho is to inherit this universe is hard tosay; some K'kree writings seem to in-dicate that it is another race of K'kree,but a few translations could be inter-preted to mean that it is some K'kreeclient race that will ultimately emerge asthe "divinities" who will descend intothe next shadow world from ours. Thiswould seem to be at the core of theK'kree efforts to shape certain subjectraces into a pattern conforming withtheir own ways. All other shadow racesare, of course, nothing but obstacles inthis life to be overcome.

K'kree religious belief, at least amongthe leaders, was badly strained by theresults of the Hiver-K'kree War. In thatwar, the Hivers threatened to usepsychohistorical techniques to under-mine the very fabric of K'kree socie-ty...and they offered convincing proof oftheir ability to carry the threat out. Thiswas clearly at odds with the concept ofthe divine plan. The K'kree backed downfrom the conflict, but the details of thetrue nature of the conflict were nevermade public. A certain weakening of thefaith in the upper classes of K'kree socie-ty seems to have taken place, but theirconservative nature made the idea ofreligious innovation unthinkable.

By and large, today's K'kree stilladhere strongly to the faith, thoughbelief is weakest among the upperclasses. The practical aspects of thereligion—the influences on behavior-are largely independent of actual beliefin the principles of the religion itself.K'kree are encouraged to be stoic, obe-dient, willing, and to live their lives in a

way that will bring them merit (byaccepting and overcoming everythingthat life throws in their path).

Religion is a fairly private matter; aswas mentioned before, worship is not asimportant to the religion as living a lifein accordance with the principles of thefaith. This is reasonable when one con-siders that the K'kree deities are theK'kree themselves, and anything parallel-ing worship or veneration of a "patrondeity" is a highly personal and privatematter indeed (one of the few uses of theconcept of "privacy" in K'kree culture).

There are many aspects to the K'kreereligion which cannot be explored here.Players portraying K'kree groups are en-couraged to keep those concepts inmind, and to think of how they affectbehavior and action for a K'kreecharacter. Many members of the Mer-chant caste (and a few Nobles) aretheologians; they write on a variety ofspeculative religious topics, theorize onthe nature of Paradise or the lessershadow worlds, and so forth. Suchtheology is strictly a part-time pursuit, ahobby; there is no organized K'kreechurch structure or true priesthood. Still,theologians of note (throw Educationand caste or less for a character to benoted in this area, with a basic DM of+ 8, and a DM-1 for each term ofmilitary service) are well-respected, andaccrue benefits from their station (re-duced meal prices, invitations to otherworlds, free rooms), similar in nature tothe human Travellers' Aid Society.

A character could also announce hisintention to become involved intheological speculation; in this case, rollon the Traveller reaction table (un-modified) once each year. A favorablereaction indicates the acceptance andrespect of the individual as a teacher andphilosopher, with the specific benefits asindicated above.

— J. Andrew Keith

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EMBASSY IN ARMS

Players' InformationAramanx (Aramis 0605 B-657974-6)

is a balkanized world at the edge of theTowers cluster of the Aramis subsector.The world is divided among eight major(and at least twenty minor) mutuallyhostile nations. Its population of 1.6billion people is poised on the brink of ashattering world war, and sporadic con-flicts are almost constant on the world.The "Powderkeg of the Towers Cluster"currently enjoys a state of comparativepeace (or rather of watchful tension)which could end abruptly at any time.Though raids and border clashes do oc-cur, no nation seems willing to go overthe edge into all-out war...yet.

Sternmetal Horizons LIC, an Imperialmegacorporation, has been backing theexpansion of one of the world's smallerbut more heavily industrialized nations,Lovrenyi. Sternmetal has invested heavi-ly in the nation, and introduced a smallbut well-equipped mercenary contingentto supplement the Lovrenyi armedforces. Their intention is to help Lovrenyi

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Amber Zoneunify the planet into a single govern-ment, heavily indebted to Sternmetal.The world could then be forced to acceptterms favorable to the megacorpora-

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tion's complete domination of the localeconomy.

This plan, which has been in progressfor some time, has proved ultimately un-successful. Lovrenyi extended their fron-tiers, and coerced several nations intotheir sphere of influence, but ultimatelybecame bogged down in a guerrilla warin one of their recent conquests. Thisthrew off their timetable for conquestand gave other nations on Aramis achance to hire off-world mercenaryforces of their own.

One nation, the republic of Lanx, hasobtained the services of a battalion ofVargr corsairs, part of the Kforuzengband. These mercenaries, equipped totech 10, have been employed in anumber of strikes and border raids, andare the best military unit available toLanax.

Recently, tension between Lovrenyiand Lanax has increased, as a result ofcivil unrest in Lovrenyi. Units in the ser-vice of the Republic recently crossed theLovrenyi frontier, and there has been asurge of anti-Lanaxian fervor amongLovrenyi's volatile citizenry. Riots havebeen staged in Lovrenyi's capitol city,focussed primarily on the Lanax em-bassy compound. Forty citizens of theRepublic, four Kforuzeng securityspecialists, and a Kforuzeng Emissaryhave been virtually cut off from the out-side world by these rioters, who main-tain a veritable state of siege. While theLovrenyi government officially deploresthe crisis, they are doing little todiscourage the rioters beyond setting uproadblocks to limit the rioting to the areawithin a few blocks of the embassycompound.

The embassy guards are armed andprepared to resist attack, but it is apotentially dangerous situation political-ly. Almost any move Lanax makes couldtrigger a conflict no one wants. Even sit-ting tight and waiting the crisis out could

be catastrophic, because public opinionin Lanax won't stand for an appearanceof weakness in the face of such repeatedand flagrant humiliation of the Republic'scitizens in Lovrenyi.

One solution is, however, possible. Ifan evacuation of the embassy compoundcould be carried off rapidly and withouta major confrontation, and at the instiga-tion of someone other than the Republic,conflict might be averted. The Kforuzengmercenaries have a stake in the situationas well; five of their members are in thecompound too. A Lanaxian governmentofficial has quietly approached theKforuzeng with this idea: let the Vargrmercenaries mount an expedition, as ifon their own, to rescue their members,and pick up the embassy staff as well.Lanax could officially deny knowledge ofthe plan, and would have to take somepunitive measures against the Vargrresponsible. These measures would befor public consumption only, however,and have no real effect (and a good dealof cash could change hands under thetable, placating those who have to en-dure public punishment).

The operation must be carried outquickly, however, with no loss of life,and a minimum of actual combat (ideal-ly, none at all). The Kforuzeng should getin, secure the compound perimeteragainst possible interference from riotersor Lovrenyi troops, and then get the em-bassy staff out. Following this, a rapidwithdrawal, again with minimum contactfrom the opposition (and minimumfatalities), is to be carried out.

Referee's InformationThis adventure is, of course, for Vargr

characters, specifically those inKforuzeng mercenary forces. (It is possi-ble, of course, to adapt the situation forhuman characters instead.)

There are several ways the adventuremay be set up. A group of characters can

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participate in the action, perhaps as partof a special force given some specificmission in connection with the raid.Beyond that, it can be considered aMercenary ticket, using the proceduresoutlined in Traveller Book 4, Mercenaryto mount and resolve the overall opera-tion. Finally, it would be possible to usethe situation as a backdrop to a battle orseries of battles using the Strikerminiatures rules system. Any of thesewould be equally valid for the situation.

The Kforuzeng raiding force consistsof six G-carriers, each mounting VRFgauss guns. A total of forty troops arepresent, the remainder of the space onthe G-carriers is for carrying away therescued staff. Equipment is tech level 10standards, per the Mercenary rules.

The capitol of Lovrenyi is 270kilometers from the border with Lanax;a 3-hour flight will get the rescue mis-sion to the city. Detection gear onAramanx is not generally very good, butthere is a small chance that the rescueforce will be spotted (roll 2D for 8 + ).

Once the flight is completed, therescue force can reach the embassycompound with comparative ease; thelocals will, however, be alerted to theirarrival if they have been detected in theirapproach, or if they are seen landing inthe compound (for this last, roll 2D for5 + , DM -4 if landing at night).

It will take 1D x 30 minutes to get anevacuation organized, but only half thattime will be taken up loading the G-carriers. A small party might be sentahead to get things organized.

The rioters will react in 1 Dx 10 minutesto the discovery that an evacuation is be-ing organized. Disorganized civilianforces armed with tech 5-6 weapons willthen storm the compound without effec-tive leadership or coherent objectives(the rioters are treated as Recruit Militiain Striker terms). If fighting occurs withthese rioters, units of the Lovreni army

(a brigade of mechanized infantry con-scripts is presently stationed in thecapital) will arrive within 1D/2 hours.

It is left up to the referee to map thecompound and to flesh out the basicconsiderations presented here. A suc-cessful withdrawal will depend upon thesuccess of the raid itself; a force can at-tempt to intercept the raiders on a roll of6+ once each hour throughout the3-hour flight home. This could result infurther clashes using whichever systemthe referee wishes to employ.

—John Marshal

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The Ship's Locker

THE CREDIT CARD

In the universe of Traveller, there is nointerstellar communication faster thanthe normal mode of travel. This poses aproblem for the interstellar bankingorganizations.

Part of this bookkeeping nightmarehas been solved by the Imperial StandardCredit Card (ISCC). This credit card is inreality, a portable bank teller. It containsa micro-processor unit which keeps trackof the account contained within andsolves the problem of having to reportback to the bank its owners balancestatus. The card also contains the infor-mation which is cross-referenceable withother personal identification.

The card is nearly tamper proof, requir-ing at least an individual withElectronics-5 and Forgery-3 along withseveral million credits of rare electronicequipment. Even then, tampering is notnecessarily successful and the bank willcatch up with you eventually.

Most of the time, tampering results inthe "blanking" of the card. The bank canusually detect such attempts due to theautomatic recall nature of the readermachines in credit registers.

It should also be noted also, that thebank has done a statistical analysis onthe required degree of tamperproofing toprovide lower loss than investment in the"crediting" of the card.

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The card contains a thumb-print (leftor right as the case may be) actuator.Within is also contained a record of theowner's retina print which is required forverification on all major (over Cr 100000)transactions with the card.

The card is accepted in most systemsof TL13+. In such systems, purchasesare sped up through this card's use andtake only the time to do a quick retinascan in a credit register's sensor. TheTraveller's Aid Society accepts the useof the credit card in all of its facilities forcash advances or other services.

The iridium edition of this card isavailable only to millionaires and con-tains the owner's DMA code allowing forpositive proof identification and prac-tically unlimited reliability of credit. Star-ships have been purchased on thesecards!

The Traveller's Aid Society issues, fora modest Cr 10,000 lifetime fee, a similarTAS services card. Zirunkariish (thebanking megacorporation) charges a 1 %fee which is deducted upon "crediting"for both editions of the card.

These cards are made of plasteel andare virtually indestructible. The loss oraccidental destruction of these cards canbe somewhat an administrative hassle.When a loss is reported, the responsiblebank issues a credit update notice whichgoes out over X-boat carrier or other mailcouriers. Steps are taken locally tominimize financial loss.

The card with its transaction informa-tion is useless until the process ofverification is complete. This is basedupon the span of use for the card in theuser's transaction history.

If the transaction records support thelack of extensive travel in recent times,the process of account verification isrelatively quick.

If records do not support the lack ofextensive travel by the card-holder, theprocess of verification takes longer. In all

cases, this verification time is equal toapproximately three times normal com-munications time across the establishedarea, the size of the Imperium being themaximum region of access. This max-imum period of verification in the Im-perium is 7 years.

Wiser persons have opened two ormore accounts to avoid virtual disasterfrom loss or theft. In extreme cases,some have had a surgical "implant"placed in the hand or other convenientpart of the body to reduce chances ofrecognition by thieves.

— Leroy Guatney

REMOTE PILOTED

RECONNAISSANCE UNIT

This device, the RPRU, is also knownas the Spy-Eye. It is a sphere, about 50cm in diameter, whose surface is stud-ded with lenses, microphones and otherdetection devices. Its "senses" will betreated in order. Its visual equipment isvery diversified. It carries a TV camerafor ordinary light, equipped with a 1-10czoom capability, and with an imageenhancement device, giving the camerathe capacity to work with full efficiencyin environments which only providelimited illumination (starlight is suffi-cient). The RPRU also carries a camerawhich is sensitive only to the infraredpart of the spectrum, and thus candetect objects by their heat emissions.Finally, the RPRU is equipped with fourTV cameras that are placed in such away that the RPRU is capable of lookingin all directions simultaneously. This featis achieved through a limited use of fish-eye lenses, which give slightly distortedpictures. These four cameras have nomagnification.

The sound detection capabilities of theRPRU are equally wide-ranging. It has ageneral microphone providing receptionof ordinary sounds, with prestanda only

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slightly better than those of the humanear. Further, it has a directionalmicrophone which is capable ofeavesdropping on conversations up tofifty meters away (depending heavily onthe noise level of the environment). Itcarries a microphone receiving sounds inthe 20-100 kHz range. These sounds areconverted by electronic means to lowerfrequencies detectable by the humanear.

The RPRU also carries an olfactoryorgan: a very advanced atmospheretester, capable of detecting gases tosuch a low concentration as 1 part in100,000. It is capable of tracking bysmell like a dog (although it is not quite

as good as one). The RPRU is propelledby a gravitic unit, with a maximum speedof 200 km/h in normal flying and 60km/h when flying NOE. The device hasa maximum flying time of 5 hours.

The RPRU is controlled through radio.When flying within the line of sight of theoperator, it is guided through a maserbeam, which is extremely hard to detect.In other conditions it is guided on UHFfrequencies. It will send its informationback by the same technique that is usedfor guidance. The maximum range forthe RPRU's UHF sender is approximate-ly 30 km.

The RPRU is controlled through theControl and Reception Unit (CRU). This

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consists of a control panel, a display,two loudspeakers or earphones, andthree TV screens. The CRU is small; itcan be contained within a businessman'scase.

The RPRU and the CRU are producedon T 1 2 + . The RPRU weighs 25 kg andcosts 75,000 Cr. The CRU weighs 5 kgand costs 15,000 Cr. The devices arefrequently used by forward observers ofmilitary forces since they provide thecapability of recon very close to theenemy lines with little risk for theoperator. To reflect this with gameterms, possession of at least one skilllevel of Forward Observer is required toefficiently utilize the RPRU. Further For-ward Observer skill levels should bereflected as positive die modifications atthe referee's discretion.

When using the RPRU in a game situa-tion, the referee should keep in mind thatthe device moves silently and has nodetectable heat emissions. All its detec-tion systems are passive and cannotreveal it. The weak point is the guiding.The maser beam is difficult to detect. Itusually requires direct interception. TheUHF communication is clearly detectableby the enemy. To counter this, the RPRUcan be put in a passive mode, when itonly receives signals from the controller,but does not return any information. Itcan also be ordered to perform a move-ment from one place to another withoutcontinuous guidance. When it reaches itsdestination, it will inform the CRU by avery short signal. If the controller tries

to attempt such a maneuver while theRPRU is flying NOE, roll 2D6+ to avoida fatal mishap during the movement.

When using the Striker combatsystem, the RPRU receives a DM - 2 forto hit rolls due to its small size. It is con-sidered to carry mesh armor. It has fivesystems that can be affected bydamage: sight, hearing, smelling, propul-sion and communication. A light woundwill knock out one system. A seriouswound will knock out three systems. Adeath result will destroy the RPRU. Thereferee will have to determine randomlywhich system will be affected. If thevisual system is destroyed, NOE flyingwill become impossible. The controllermay order the RPRU to fly straighttowards him, and he will then be able toland it safely when he can see it.Destruction of the audio and olfactorysystems will deprive the RPRU of theirsensory inputs, but that will usually notbe a significant complication. Destruc-tion of the propulsion system will causethe RPRU to crash, which usually, butnot always, will cause the destruction ofthe whole unit. The referee's discretionmust prevail here. If the communicationssystem is destroyed, the RPRU will belost. It will simply stop its actions andslowly descend to the ground. There itwill remain inert until salvaged.

A damaged RPRU can often be sal-vaged and repaired. The costs for areparation must be determined by thereferee in each case.

— Anders Blixt

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DATA FILE: Notes on Information Sourcesin Traveller Campaigns

INTRODUCTION

In any reasonably complex Travellerscenario, one of the most importantelements must be the availability ofsignificant information (including falsedata, misleading facts, half-truths andcryptic or ambiguous clues). It istherefore important for the referee tohave a clear idea of what sources ofknowledge are available to thecharacters. Such sources generally fallinto two categories, which can betermed closed and open. Closed arepatrons and other NPCs with uniqueknowledge, inscriptions on archaeo-

logical remains that the player-characters dig up, diaries found on drift-ing derelicts in deep space, obscurerumors, and all the other oddities whichlead the players on in pursuit ofsomething that they believe no one elsemay have found. Open sources arelibraries, public computer files, knownexperts on a subject, and any other"databases" that anyone can use (albeitfor a fee or with difficulty, but freelynonetheless). Closed sources are the keyto any scenario (except some where thecharacters are simply hired to performsome action), and therefore such must

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be handled specially by the referee, butclues provided by such closed sourcesmay often require interpretation. For ex-ample, the rumor that there are lan-thanum deposits on Wypoc is only usefulif the players can find out where Wypocis. In some cases, the referee can pro-vide such interpretation, on the groundsthat the background information is com-mon knowledge ("Everyone's heard ofWypoc—it's about three parsecs core-ward of here"), but at other times, theplayers may have to do some research.This article discusses the various formsthat open sources, to which researcherscan refer, can take on different worlds.

LIBRARIES

The classic open database is a collec-tion of books, scrolls, tablets,microfilms, or similar—the library.Libraries will exist in any culture abovethe stone-age primitive (government ortech level 1+), will be substantial in anysociety large enough to support majorcollections (population level 3+), andwill be fairly comprehensive in anyculture capable of printing or analogousmass-copying methods (tech level 2+).The appearance of computers at tech-5will allow improvements and refinementsto catalogues, with more and more ofthe indexing and storage performed bysuch machines as libraries evolve intofull-scale database systems, which arediscussed in the next section.

The most primitive libraries will beprivate collections or the property ofsmall organizations or governmentdepartments; in such cases, accessdepends on the characters achievinggood relationships with the collector,college, ministry, or whatever, and in by-passing any restrictions that may be ap-plied; this can involve the use of skillssuch as Bribery, Admin, and evenCarousing. Governments of types in therange 2-9 will generally consider it a

worthwhile public service to providepublic libraries to which anyone canrefer, at least in normal working hoursand on payment of a nominal fee in somecases. Governments of type A or higheralso usually hold libraries, but tend to becareful about what information isavailable, and will censor anything heldon "public shelves" (fiction and non-fiction). Access to data that a govern-ment specifically restricts is a trickybusiness, requiring anything from Adminor Bribery skill to full-scale espionage.

The quality and quantity of data heldin a library depends on three factors.Firstly, the efficiency of informationgathering depends on the local techlevel, particularly with regard to scien-tific data; characters will have troubleresearching molecular biology on atech-3 world that is incapable of produc-ing electron microscopes or performingX-ray crystallography, for example,unless they can get hold of importedbooks. Secondly, the size and nature ofthe library; private collections mayreflect the eccentricities or the age of theowner, even if they can match universi-ty libraries for sheer size, while only rare"copyright" libraries (such as the UnitedStates Library of Congress or the BritishMuseum Library, where a copy ofeverything copyrighted in a particularcountry must be deposited) are ever like-ly to be anything close to comprehensiveon a wide range of topics. Third and last,there is the degree of contact betweenthe world and the rest of the galaxy. Anyplanet within the Imperium, with a typeD or better starport, and with a govern-ment or local business community evenfaintly interested in technological pro-gress, will generally have some kind ofcollection of imported reference works,reflecting the latest Imperial knowledgein most useful fields. Any world with atype A starport that is not more thanthree or four parsecs from other popu-

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lated worlds will have a fairly completecollection of factual, speculative, and fic-tional works somewhere. On the otherhand, an interdicted or remote planetwith a low or middling technologicalbase will be largely limited, in its stocksof knowledge, to what its own popula-tion can have discovered; in such cases,the possibility of false information issignificant. (An obvious possibility hereis for players with access to starships totry trading in information—not a bulky orfragile commodity—to off-beat worlds.Risks, apart from the usual one of com-petition, include that of local govern-ments seeking to eliminate threats to thestatus quo. New ideas are dangerous.)

A final consideration when researchingin libraries is that of indexes. The infor-mation may all be there somewhere, but

finding it can be a major task if it is notproperly cross-referenced. The quality ofcatalogues, filing systems, etc., is dic-tated by the skill of the librarians, theconcern displayed by the library owner,the size and complexity of the library,and the power of the tools (computers,microfilm gear, etc.) available. State-owned and academic libraries usuallyreceive sufficient care and money tomake the indexing system as good asavailable technology allows; privatelyowned libraries may be very good, verybad, or very peculiar in this area, whilethe easiest to catalogue—and so touse—are fairly small, highly specializedoperations (such as libraries devoted toa given subject, or to serving a group ofpeople with highly specific needs, suchas journalists).

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COMPUTER DATABASES

Computers first appear at TL-5, and ateven this primitive level, they can proveuseful for ordering and managinglibraries. By tech-6, systems can hold,and rapidly display, quite large quantitiesof data, and may be used for specifichigh-speed information storage func-tions; such facilities expand as the quali-ty of peripheral equipment (documentreaders, microfilm retrieval units, high-density storage media such as magneticdisks or holographic crystals, terminals,etc.) increases with tech level. A majordifficulty, however, is that of transferringlarge volumes of text from media suchas printed books to the computer'smemory, and this leads to the increas-ing use of computer-related storage asthe primary medium for information. Bytech-8, most publishers store new bookswithin computerized typesettingsystems as part of their normal activity,and many academics keep details of their

researches on computer. By tech-9, suchsystems can be increasingly integratedand rationalized. Thus the traditional"library" eventually ceases to exist,save as a collection of antique curios;characters seeking information have torefer to databases. At tech level 15+,"librarian" computers with a degree ofindependent consciousness and fullydeveloped voice-recognition and transla-tion capabilities make any available dataaccessible to simple spoken requests.

The significance of this in Travellergame terms is that research is mucheasier (and perhaps less fun) in large,high-technology societies; the generic"public computer terminal" can indeedbe found in the corner of the hotellounge. In the most advanced systems,cross-referencing access programs allowcharacters to pursue the significance ofisolated or apparently unrelated items bycross-referencing keywords. Even wheresuch facilities are not immediately

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available, persons with computer skillcan achieve a great deal with an after-noon to spare and a terminal at hand.The only possible problem is that com-puters can monitor their own use, andmay even be programmed to "watchout" for inquiries on a given topic. Anygovernment of even mildly authoritariantendencies may do so (roll governmenttype or below on 3D for the charactersto be noticed by a monitor program ifresearching sensitive data through apublic net; DM of any computer skilldeliberately applied), and private in-dividuals and organizations may(referee's decision) be in a position tomake some such check.

One well-known example of a com-puterized large-volume database is the"library data program". This would infact consist of two elements; a simplebut fairly powerful index/reference pro-gram, and a large set of data files, plusassociated index, most likely stored ona separate unit, such as a holographiccrystal or a portable magnetic disk. Theactual programming work involved isfairly minor (see the standard rules onwriting programs), but the data itself hasto come from somewhere. In mostcases, it can be purchased (for aboutCr2,000), or extracted from a publicdatabase by the programmer (at anominal cost for access time of 1D x 10Credits). It is recommended that the filesbe updated with the latest available in-formation once every six months or so,lest the users find some essential recentnews missing. This requires an updatecartridge (Cr10 x 3D), or an afternoon onthe public terminal (Cr3 x 1D) and com-puter skill.

ASKING THE EXPERTS

There will eventually come an occa-sion when the players are seeking somedatum so mind-wrenchingly odd that thelocal library cannot help them, or its

index proves inadequate. Alternatively,they may find that what they really needis a complex analysis of the facts inhand, and no computer available is up tothe task of the cross-referencing involv-ed. At such times, the only answer is tofind an expert.

Experts come in all shapes and sizes,ranging from the university professor,through the amateur with unique hob-bies, to the crazy old navy veteran foundhanging round the bar who's been whereno one else has. The one thing they allhave in common is that they are all in-dividuals, with minds and personalitiesof their own. In extreme cases, they mayact as patrons, or actively oppose theplayer characters. In all cases, muchmust rest with the referee's judgment,but a few principles can be stated.

The most important factor to deter-mine is the price of the expert's services,in the broadest sense. This need notmean a fixed monetary fee, but it doesalways mean that there should be somemotivation for the expert to provide hisor her service. Not everyone demandscash down, but even an altruistic in-dividual receives the satisfaction of theact when providing some service. If theexpert's personality is not pre-determined, a reaction roll is an obviousnecessity, and the result given should beinterpreted with care. A poor roll—apossible or definite attack—will generallymean that the expert finds the ques-tioner to be a nuisance. While few ex-perts are the sort of people to wade inphysically, most are capable of touch-iness or verbal abuse, and some—senioruniversity staff, for example—may beable to call on security guards or the liketo remove the source of irritation. A mid-dling roll (some degree of neutrality) willleave the questioner with an exercise indiplomacy (making Admin or Liaison skilluseful), but should generally allow thedesired result to be achieved at a price,

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ranging from the cost of a drink or a goodmeal for some minor query through tothe going rate for a skilled professional'stime over weeks of research. A positiveresponse will, at the very least, indicatethat the difficulty of persuasion islowered, and a result of "enthusiastic"could leave the expert thanking theplayers for suggesting such a fruitful lineof research!

The main problem in all cases comesif the player characters have a need forsecrecy. Most experts will promisethis—for a further payment orincentive—if properly asked, but not allwill keep their promises. Indeed, if theplayers are pursuing some really pro-fitable line of inquiry, the intelligent ex-pert may deduce their plans, and eitherdemand a share of the "action", or setout to beat them at their goal. At suchtimes, the expert ceases to be a simplesource of information or analysis, andbecomes a major non-player character,to be fully developed by the referee.Such "active experts" can best berepresented by scientist charactersderived as in Supplement 4, Citizens ofthe Imperium, unless their knowledge isin non-academic fields or (say) medicine,in which case a bureaucrat, noble ormedic may serve the purpose best. Mostdangerous for the players are senioracademics and noble hobbyists seekinggoals in competition with themselves, assuch have power in terms of bothphysical resources and social influence.A respected figure in the scientific com-

munity can have a large expedition andthe weight of the law on his side whentrying to get a bunch of irresponsibleadventurers thrown off a site of "majorscientific importance".

A final class of expert to consider isthe paid sage—someone who is soknowledgeable in a field of suchwidespread interest that he can chargeon a fixed scale for services, and makea comfortable living in the process.These people may be called sages orconsultants in different societies, andtheir main attribute is that their adviceis given as a commercial service. Thuspersonal reactions are less important,but not totally irrelevant. Secrecy andrivalry can still be a problem, althoughprofessionals may have a written codeof conduct in such areas, which willusually be obeyed.

CONCLUSION

Information comes in many shapesand forms. Sometimes it is free;sometimes it can be a major problem —even an adventure in itself— to obtain.In general, Traveller adventures run mostsmoothly if most of the data obtained isfound fairly easily, but referees shouldalways consider questions of accuracy,availability and form. Libraries,databases and experts provide one of themany mechanisms whereby the playerscan be convinced that the adventuringuniverse is believable, complicated andgenerally an interesting place.

— Phil Masters

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The second edition (1981) of HighGuard has been out for nearly four yearsnow. I'm embarrassed to admit that,prior to the summer of 1984, I had usedit only for character generation and star-ship construction.

The starship combat rules seemed abit too abstract for what I expected ofmy campaign. I had never sat down andcompletely read (let alone played) them,and I had allowed some misconceptionsabout the system to dominate my wayof thinking. The group of players andreferees that I have associated with wereno better off.

After a quick but thorough study of therules, I ran some practice combat ses-sions with designs which I had previous-ly constructed. Those prototypes hadserved well to move players around in-volved campaigns (both mine and thoseI played in), but the designs were riddledwith inefficiencies when it came tofighting for their lives.

A possibility was that since thesedesigns were able to take advantage ofsuch things as TL-15 build and othergoodies that distinguish playercharacters from NPCs, the designs didnot always have to be perfect. These ad-vantages allowed brute compensationfor lack of construction elegance.

After this evaluation, I concluded twothings: First, the High Guard system waselegantly designed with constructionrules neatly interacting with combatrules; second, I wanted to fully integrateHigh Guard rules into my campaign.

INTEGRATION

Those familiar with High Guard com-bat know that USPs (universal ship pro-files) are used. Using these USPs it ispossible to know at a glance thecapabilities of the opposing ships, onceyou become practiced in reading them.In a campaign, this is not completelyrealistic. Therefore, I make only limited

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portions of the USP available to playersunder certain limited conditions.

The USP is divided into 3 blocks. Withthe abilities of ship's sensors, I permitknowledge of only the first block (whichcovers size through crew). The only twofactors of that block which may not beeasily discernible are computer and crewsize.

Crew size may be estimated from shipsize (and is not all that important to thecombat setting anyway). The computeris given away by the fact that combatconsiders relative computer size. It is nothard to estimate this from the first roundof battle, and by that time, both sides arerelatively committed to action.

When I consider a ship to be at rangesgreater than those permitted by ship-to-ship combat, the only available informa-tion to the players is ship size, basedupon various sensor systems examiningthe opposing ship(s).

After a few rounds of combat, theother two blocks are readily understoodby opposing sides. The only exceptionto this is the armor factor. I simply don'tcall out to players all of the DMs in playand proceed from there.

Role play is integrable with High Guardif the referee is willing to take the timeto describe events instead of just relatingdamage to the various systems. A fuelhit could be described as a kind of visualoutgassing observed on the opposingship. A computer hit could be describedas a two or three minute dim-out of theterminals (representing the computerself-configuring to operate at a lowerlevel or switching to fibre-optic backup).

I decided that it would be unfair to theplayers if I simply converted my cam-paign over to High Guard, so I gave themthe opportunity to upgrade to new shipdesigns. This resulted in Anacreon II builton a 300-ton hull and including aModel-9 computer.

The Basic Traveller standard ship

designs were not comparable with HighGuard designs. Most of their USPclassifications resulted in Agility-0models which would just not cut it withHigh Guard designed pirates or playercharacters' ships out there. I chose toconsider the old standard designs as ex-actly that: old.

For simplicity, I considered them to beTL9-12 vessels which had been aroundawhile. For those classes such as theSafari ship or Mercenary Cruiser, thedesign had purposes other than spacecombat. The Safari ship is in realityanother Yacht and is more suited forvacation or going to the grocery store.The Mercenary Cruiser is a trooptransport useful for ground supportoperations. These didn't need the oldrustbuckets classification.

Next, besides my own, I provided aneducation to my players so that theywould know how High Guard operated.This was only fair. I don't run players onrules they don't know. It is simply notright to do otherwise.

After introducing this change, I had todevelop some new ship designs. Sincewe know the Imperium has had TL13(and up) for quite some time, I targetedthat as my common TL for merchantships and took off from there. I admitthat I don't have all angles covered fornew ship designs, but, I have laid downmerchants and SDB's. Additionalsources of High Guard designs could befound in other Traveller materials and ofcourse I continued their implementation.

DESIGN STRATEGIES

Even before I had bought my copy ofAdventure 5, Trillion Credit Squadron Iknew the design of ships could be splitbetween two types of components:percentage and tonnage. Percentage-based components such as drives wouldgrow (or shrink) proportionally with thesize of the ship. Tonnage-based com-

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ponents such as computers wouldalways be the same displacement, nomatter how large a ship became.

If you approach ship design from thestandpoint of performance, it ispreferable to sum the percentages andthen determine which tonnage-basedcomponents are needed. This means anestimate of the required crew will beneeded establishing the number ofstaterooms installed.

When you have the two allotted quan-tities, the percentage being feasibly lessthan about 97% and the other being thesum of tonnages I call "payload," com-prised of computers, turrets,staterooms, etc., you simply multiply the

"payload" by 100 and divide by thequantity 100 minus the percentage. Thisgives you a number expressed in tons forthe smallest ship size which will fit yourlist of required components.

If you like even numbers for ship size,then you can increase or decrease asneeded, such things as cargo, extra shipsystems, or any other appropriate item.

This technique will also work forEnergy Point requirements. Just add upall of your energy point values for com-puters, weapons, and screens, multiplythat value by 100 and divide by yourpower plant number. This number is theship tonnage requirement for your powerplant to produce enough energy to run

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the specified systems.Since your design's agility value re-

quires EP which will vary for the size ofthe ship, simply remember that one fac-tor of power plant will produce one fac-tor of agility as long as the agility com-puted does not exceed availablemaneuver drive.

This approach turns the design pro-cess around in the event of laying downa ship to produce a specific performance.A bit of manipulation may be requiredwith either of these two ways you goabout building a ship.

The single aspect of construction tokeep in mind here is the bridge of a star-ship. The rules say to allocate 2% of theship's tonnage, but, a minimum of 20tons is required. That means the bridgeis a percentage quantity on ships 1000tons or more and a tonnage-based quan-tity on ships less than 1000 tons.

When doing High Guard standarddesigns, you should remember thatvariants may exist. To address this, Idecided on the drive configuration, fueltankage, armament, armor, computer,and the crew which I would considerconsistent to my "standard" design. Re-maining tonnage could be variable inallocation. In the case of merchants,even armament and armor might vary.

This variable remaining tonnage I re-ferred to as an "option." An optionwould consist of the added componentsto develop any variant designs. Continu-ing with the merchant example, I laiddown a 200-ton ship design, which hada 75-ton option. The 75 tons could bespecified as cargo, passenger andsteward staterooms, maybe low berthsor increased power plant to allow forarmament.

Let's look at how this works out. OurTrader class vessel will be constructedat TL13, built with Jump-3, Maneuver-1,Power plant-3, and Fuel tankage to sup-port one maximum Jump and four weeks

on the power plant. These percentagebased components give us 45% of theship's displacement.

Making the ship 200 tons yields 90tons used and 110 tons for the"payload." This payload will need 20tons for bridge, 2 tons for the Model-2bis computer, 5 tons for a one-fifth ton-nage refinery, and 2 tons for standardturrets. The rules require a minimumcrew of Pilot, Engineer, Medic, and Gun-ner. Two staterooms allowing for crewdouble occupancy are an additional 8tons.

Of the 110 tons payload, we have onlyused 37 tons leaving a 73-ton option. Iworked out six different variants on thebasic design and had six new vessels forthe work of a little more than one.Below, I list the items which specify thedifferences in the various options.

Option 1: AG1 Freighter 73 tonsCargo factor-5 Sandcaster Agility-1

Option 2: AG2 Freighter 51 tonsCargo factor-4 Sandcaster factor-3Beam Laser 6 tons increased M-driveAgility-2 1 more Stateroom (Gunner +)1 2 tons Armor-2

Option 3: AG3 Freighter 40 tonsCargo factor-5 Sandcaster 1 ton to makeComputer-3 12 tons increased M-driveAgility-2, 20 tons Armor-4

Option 4: AM1 Merchant 48 tonsCargo factor-5 Sandcaster Agility-1 5tons 10 Low Berths 5 more Staterooms(1 Steward)

Option 5: AL1 Liner 65 tons Cargofactor-5 Sandcaster Agility-1 8 tons 16Low Berths

Option 6: AL2 Liner 16 tons Cargofactor-5 Sandcaster Agility-1 5 tons 10Low Berths 13 more Staterooms (2Steward)

Costs in MCr w/discount: AG1 89.54,AG2 96.54, AG3 102.34, AM1 91.94,AL1 90.18, AL2 95.14.

This produced six designs of varyingabilities and cost. A factor-4 missile bat-

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tery could easily be substituted for afactor-5 sandcaster battery increasingthe cost by MCr2.4.

The AG series is not designed forpassenger service and variants 2 and 3are a little more defensible for operationin frontier areas. The AL Liners are in-tended for passenger operations incivilized high population centers and theAM1 Merchant is useful all around. TheAM1 Merchant is the ship I give to FreeTraders when generated by Special Sup-plement 2, Merchant Prince.

I based the design on a type-6 hull andwill leave it to the reader to produceDSPs or additional variants.

I also motivated player contribution of

ship designs. Any ship designs they sub-mitted which had a place in the schemeof things in my campaign would beavailable for the discounted cost andconstruction time of 80%. In otherwords, if the players came up with auseful design that made sense, it wouldbe incorporated into the campaign as astandard design. They could also pur-chase at the discounted rate and mightnot have to wait for a shipyard to com-plete it.

As I mentioned above, the players'Anacreon II had a model-9 computer in-stalled. Keep in mind that this has a ma-jor effect on combat, but, when design-ing ship types for day-to-day mercantile

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use, cost is a major factor. Although amodel-9 makes combat survivabilityhigher, it should be remembered that amodel-9 costs a lot more (in both creditsand energy) than a model-1 bis. As a ruleof thumb, I don't recommend designinga starship which uses computer EPs inexcess of one turn's output of a factor-1power plant for that ship.

Certain ship designs are exceptions tothe above rule of thumb. An SDB isusually decked out pretty well becauseit is based upon high survivability anddefense. There may be other such ideasto take into account when developingyour standard designs.

TRILLION CREDIT SQUADRON

Having a copy of TCS is helpful, too,in that it expands upon High Guard evenmore. Additional design rules may befound there and it contains informationon the squadron concepts. TCS also ad-dresses the subject of annualmaintenance, but this is listed as 10%the purchase price of a ship per annum.

Comparing this to the Basic Travellerannual maintenance cost of .1 %, I decid-ed to stick with the lower value, assum-ing the higher value to be related tohigher expenses such as crew salaries,fuel, Cr7700 spanner wrenches whichwould normally cost Cr1 5, and the Navalrequirements for maintaining bases.

The additional rules in TCS also tellhow refits are done and define such add-ed premiums as repairs and fuel tankage.All in all, I recommend TCS as well asHigh Guard for a better defined campaignsetting. Buy it if you don't already haveit!

STRIKER

Rules in Striker Book 2 provide for in-tegration with Traveller and I have usedthem for incorporation of jump launchersand capsules as well as the design andspecification of nuclear warheads for use

with High Guard.Striker says that starship missile tur-

rets are 1 5 cm launchers, that starshipmissile bays are 25 cm launchers andthat you should use the ammo forequivalently sized CPR guns. These com-putations lead to the following table forturret launched nuclear warheads. I leaveit to the reader to do the same thing forbay ordnance. This table is intended tosupplement High Guard starship combat.

In the table, TL is the tech levelcapable of production, Yield is thewarhead's yield in Kilotons, Cost is inKCrs, SE is the DM on the Surface Ex-plosion table and Rad is an additional DMto the Radiation damage table. Resultsof less than two are treated as two. Youwill note that the TL13/14 table valuematches the rules stated for use ofNuclear Missiles in unmodified HighGuard.

The normal damage table DMs stillapply as given in the combat rules. Allmissiles designed to match the systemgive a USP factor of 9 or less. So, allmissiles will have the +6 DM and willstill have the DM for Armor. The SE DMjust replaces item 3 of the list of DMs onPage 48 of High Guard. The Rad DM isin addition to those listed.

It should also be remembered thatweapons USPs are rated by the numberof launchers with one warhead perlauncher. A triple missile turret would re-

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TL789

101112131415

Yield.11551010202050

Cost7165656106106206206506

SE-2

-3-4-4-5-5-6-6-8

Rad+4+3+2+2+1+100-1

WARHEADS

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quire three warheads and could have areload capability of three additionalvolleys stored in the turrets themselves.Any reloads must be undertaken whenthe launchers and their reloads are ex-hausted. That means four consecutiverounds of firing could be maintainedwithout the gunner having to reload thebattery.

This leads to a price tag of more thanMCr36 for a load of fully-armed factor-6TL15 missiles assuming a TL13+ missileturret battery of six triple missile turrets!

Rounds of the appropriate size may beused in any launcher irrespective of techlevel. The only difference between aTL12- and TL13+ ship with the samenumber of missile launchers (not count-ing Computer, Agility, etc.) is the TL13+modifier of the latter ship's design andthe tech level of the nuclear rounds car-ried by each of them.

An additional point to keep in mind isthat nuclear missiles are not your stan-dard off-the-shelf item in your local In-stellarms either. In TCS this is not a prob-lem, since the players represent govern-ments who are presumed to be able toact responsibly. Individuals will havemore trouble sneaking nukes throughcustoms.

The destructive force of an explosioncan be computed to give the increase ineffectiveness based upon an increase inyield. That simply states that an increasein yield results in an explosion of less pro-portionate power.

The principle is a 2/3 power rule. If youdouble the yield of a bomb, you get 2 tothe 2/3 power, or about 1.6 times moreexplosive force. That amounts to a 60%return on your 100% added investment.

It was this fact which lead my in-troduction of the above table for nuclearmissiles in High Guard combat. I do notintend this addendum to replace thesystem for Basic Traveller starship com-

bat or the rules provided by Special Sup-plement 3, Missiles in Traveller which ap-peared in Journal #21.

RULES CLARIFICATIONS

The motivation for having written thisarticle was in the attempt to write a HighGuard program package to produce shipdesigns and run combat in accordancewith the rules.

This process resulted in about an hourand a half discussion with Marc Millerand led to my increased understandingabout the game system's function. Ihave included some of the results ofthese conversations below, along withsome of my own ideas.

The rules say to use 2D6 unless other-wise specified. We both think that a 1D6is better for the initiative roll step in com-bat. In terms of fleet size for the DM toinitiative, ships which can maneuver andfire means craft 100 tons or greater.Fighters and ship's boats are small craftand are not counted for this purpose.

When installing hardpoints and bays,the tonnage requirement per item is theminimum needed to allow its installation.That means, a ship from 100 to 199 tonsis allowed one hardpoint and theminimum size ship in which a bay maybe found is 1000. The rules for smallcraft mountings are the only exceptionto this and allow the fixed weapons ofa small craft to be quantified for HighGuard weapons battery classification.

The operation of a ship in terms of ar-mament and energy allocation is definedat the time of construction. Any refit ofship's systems should be administeredin accordance with the TCS rules. Theonly exception to this rule allowed dur-ing combat is the use of emergency agili-ty (see below).

RECONFIGURATION

If a need is foreseen to change thisoperational configuration, it may be done

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away from a combat situation, not dur-ing combat. The layout of starships in-cludes the directing of power mains,ship's circuits through access conduits,etc. The engineering staff may rewiresystems in 1 D6 days time with - 1 DMfor each engineer assigned to thesetasks with skill Engineering-2 or greater.A minimum of one day is required forchanges, regardless of how many areinvolved.

These changes permit the operation ofany system at equal or lower value thanthe USP factor laid down at constructiontime. This results in the appropriateenergy consumption of that system at itsnew level of operation. For example, ameson screen could be powered com-pletely down and the energy previouslychanneled into it could be used to in-crease the agility, if the ship's agilitywere not already maximum due to drivelimitations.

Should this operational reconfigurationprove undesirable, the ship will have toget out of combat to change back andwill require the same number of days torestore ship's systems that it took toreconfigure originally. No additional diethrow is required to determine the timeto return a ship setup to its design con-figuration, assuming the same number ofengineers work on it as before.

It should be remembered that thischange does not allow any differencesin the construction parameters. The in-itial build of a ship requires enough EPto support those systems unless they arebackups.

In addition, turret batteries may alsobe reconfigured with at least oneengineer spending a half day per battery.If a ship has backup systems and theiruse is deemed desirable, the decisionmay be made to use one or all of themas the main units (taking virtually notime) lose the ability to switch to thosebackups.

The optional rules for powering downshould be used if you want to reduce thefactor of your power plant for fuelconservation.

To reiterate, no configurationalchanges may be made in combat. Theymust have been committed to prior toeven having definite knowledge of acombat situation. If while undertakingsuch changes, a combat situation arises,the systems being operated on areunavailable for use. The use of emergen-cy agility would of course be permitted.

EMERGENCY AGILITY

In emergency agility, the whole of theship's power is diverted to the maneuverdrive. The rules state that no energy con-suming weapons may be fired, but theship's computer and screens areoperated without concern for energy.

The use of emergency agility places astrain on the drive system of a ship andis safely limited to use for a number ofturns equal to the Mn or Pn, whicheveris least at the commencement of use.Obviously, if either of those drivesbecome disabled or has its USP reducedto zero, so is agility.

Each turn that the emergency agilityis used above that limit, throw 8+ fora drive malfunction in accordance withnormal maneuver or power plant failureto occur. After the above stated numberof turns have passed, the ship's opera-tion must run two turns as normal beforethe emergency agility may be usedwithout the penalty chance forbreakdown.

The agility modifiers for Pilot skill ap-ply to emergency agility as well as nor-mal agility. The emergency use affectsthe operation of the ship, not the natureof agility itself.

If a player should choose to useemergency agility and try to power thejump capacitors, the energy cost for thecomputer and screens (if any) have to be

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paid before energy may be channeled in-to the jump capacitors. Excess EP notused in the original design of the shipmay be channeled into jump capacitorsat any time. In combat, the only otherway EP may be diverted into thecapacitors is by bleeding off EP from theship's Agility with a subsequent reduc-tion in that rating.

Keep in mind, the rules state that thepower must come from two turns powerplant output for a jump to be made inthat two turn period. It may be reducedto one turn if there is sufficient energyavailable or the jump attempted is smallenough.

My notion of the reasons behind thisis that it is due to lanthanum coil chargereduction. If the two (or one) turn win-dow is not observed, the energy is notlost, but, the danger increases the longerthe jump is delayed. For each turn allow-ed to slip by for jump, apply a +2 DMto chances for misjump. It should beremembered that there is a maximumallowed EP storage in the jumpcapacitors as given in the black globerules section in Combat and the forcefield paragraphs in the Constructionrules.

For a ship to make a safe jump aftera charge has been applied, but, the jumpwindow has past, a new power plantoutput (one or two turns long) will haveto be applied to the coils. This preventsthe charging up of jump coils so that ajump may be made on an instant'snotice. In addition, when any energycapacitor emerges at jump point, it isconsidered drained.

The High Guard combat system saysthat energy weapons may be used atshort range only. This does not prohibittheir use for missile battery defense,however. Remember, the +2 DM fortheir penetration is for attack and theyare the same as lasers for this type ofdefensive use.

ANNUAL MAINTENANCE

The basic rules state that .1% theship's cost per annum is required forpreventative maintenance. Life supportis required for low berth and stateroompassengers at Cr100 and Cr2000 pertwo week period respectively. I allow theplayers to pay life support costs for thenext year as the time preventativemaintenance is done. Life support iscalculated at the maximum number ofpersons so travelling for a period of 25bi-weekly periods, allowing one off forthe next PM.

In the cases where a crew plans to goout beyond the limits of civilization,allowance is made to stock up on thesupplies that the engineering staff willneed to perform preventativemaintenance. Certain larger vessels con-tain their own shop facilities and othersdo not. This is based upon the choice ofthe two crewing methods used for theship type.

If the ship has been crewed in accordwith the rules for vessels 1000 tons orless (Basic Traveller crew rules), it will re-quire access to any starport type A-D ofat least T L 7 for the appropriate shopfacilities required to perform preven-tative maintenance. If this ship does notcarry its own supplies, the tech level ofthe starport may have to be closer to thetech level of the ship. If the ship has beencrewed as greater than 1000 tons, anyflat spot on a world with a habitable sur-face will do.

The stowing of raw materials forpreventative maintenance as well as lifesupport requires 1 % the ship's tonnagein cargo space for 5 years of preven-tative maintenance supplies, filters forfreshers, food compounds, etc. The costfor these supplies is no cheaper thanwould normally be required at the annualpreventative maintenance times. Eachfive years preventative maintenance

continued on page 42

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JUMPSPACEJUMPSPACE

The central secret ofJUMPSPACE

JUMPSPACE within a gravity fieldinterstellar travel is the concept of jumpspace. Without this method of travellingaround intervening space, interstellartravellers would be restricted by theuniversal speed limit of 300,000kilometers per second; the stars wouldbe beyond the reach of most intelligentspecies, and even the limited travel thatdid take place would be slow, andrelatively unprofitable.

jump space changes all of that. Itallows travel at a velocity of up to sixparsecs per week, making interstellarjourneys of no more inconvenience thanhistorical Terran sea cruises.

Jump Theory: There are several dif-fering theories of jump space, andalthough jump has been used as a stardrive for thousands of years, a preciseunderstanding of jump is not necessarilya prerequisite; high quality data on jumpspace is difficult to obtain.

The basic concept of jump space isthat of an alternate space. Theoretical-ly, jump spaces are alternate universes,each only dimly understood from thestandpoint of our own universe. Withinjump space, different physical laws ap-ply, making energy costs for reactionsand activity different and imposing a dif-ferent scale on size and distance.

The Physics of Jump: Jump is definedas the movement of matter from onepoint in space (called normal space) toanother point in normal space bytravelling through an alternate space(called jump space). The benefit of jumpis that the time required to execute ajump is relatively invariant— about oneweek. If the distance travelled is greaterthan can be covered in one week in nor-mal space, a gain has been made.

Entering jump is possible anywhere,but the perturbing effects of gravitymake it impractical to begin a jump

of more than certain specific limits bas-ed on size, density, and distance. Thegeneral rule of thumb is a distance of atleast 100 diameters out from a world orstar (including a safety margin), andships generally move away from worldsand stars before beginning a jump. Theperturbing effects of gravity preclude aship from exiting jump space within thesame distance. When ships are directedto exit jump space within a gravity field,they are precipitated out of jump spaceat the edge of the field instead.

Jump takes 168 hours (±10%) tocomplete. This time is related to thenature of the alternate space beingtravelled in, and to the energy applied.Where time is a variable in travel in nor-mal space, energy consumption is avariable in alternate space; time is a con-stant. Consequently, distance dependson the energy applied.

JUMP EFFECTS

The major (and most desirable effect)of the jump drive is that users exceed thespeed of light. Achievement of instan-taneous movement would be too muchto ask; even the existence of a form ofinstantaneous movement would producegrave theoretical difficulties whichwould ultimately be reflected in therealities of the real world. Instead, jumpdrive allows speeds ranging from 169 to1,000 times lightspeed.

One of the benefits of the jump driveis its controllability: jump is predictable.When known levels of energy are ex-pended, and when certain otherparameters are known with precision,jump drive is accurate to less than onepart per ten billion. Over a jump distanceof one parsec, the arrival point of a shipcan be predicted to within perhaps3,000 kilometers (on larger jumps, the

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potential error is proportionally larger).Error in arrival location is also affectedby the quality of drive tuning, and by theaccuracy of the computer controlling thejump; these factors can increase jumperror by a factor of ten.

...jump drive isaccurate to one partin ten billion.

The laws of conservation of mass andenergy continue to operate on shipswhich have jumped; when a ship exitsjump it retains the speed and directionthat it had when it entered jump.Commercial ships, for safety reasons,generally reduce their velocity to zerobefore jumping. Such a procedureeliminates some of the danger of a highvelocity collision immediately after leav-ing jump. Military ships and high speedcouriers often enter jump at their highestpossible speed, and they aim for an end-jump point which directs their vectortoward their destination in the newsystem. Such a maneuver allows con-stant acceleration in the originatingsystem, followed by constant decel-eration in the destination system.

An additional complication is imposedon ships when the two star systems in-volved have a high proper motion withrespect to each other. In that case, a shipmust take into account relative velocitybetween the two, when computingspeeds and directions.

Gravity has extraordinary effects onthe function of the jump drive. Jumpdrive transitions to the alternateuniverses of jump space are severelyscrambled within the stresses of a grav-ity well; the transition cannot usuallytake place within the stresses of a gravi-ty well. When it does, the turbulence

created by the gravity well makes theresult unpredictable. In some situations,the ship is destroyed; in others, it mere-ly misjumps.

On the other hand, there seems to bea built-in safety feature for ships tryingto leave jump space within 100diameters of a world. Ships naturallyprecipitate out of jump as they near the100 diameter limit.

The biological effects of jump ontravellers are negligible. Some individualsreport experiencing nausea; there are in-creased reports of nausea and physicalillness when a ship has misjumped; thisincreased nausea is considered a symp-tom of misjump.

Nearly everyone reports a momentarywrenching sensation at the instant oftransition into and out of jump space.

REQUIRED ITEMS

An operating jump drive requiresseveral basic components which, whenoperating together, make jump possible.

Power Source: Jump uses largeamounts of energy to rip open the bar-riers between normal space and jumpspace. Normally, only a fusion powerplant can supply this energy. Some alter-nate systems make use of solar powergenerators (which operate much moreslowly), or anti-matter power systems(rare and very high-tech).

Energy Storage Nodes: Once power isgenerated, it must be stored until the in-stant of jump. Capacitors or large fast-discharge batteries fit this requirement.

Strong Hull: The hull of a starship mustnot only be constructed to withstandnormal space; it also must withstand therigors of jump space. Starship hulls con-tain as an integral part of their structurea network of wiring which maintains thejump field around the ship. Without thisfield, the natural physics of jump spacewould intrude into the ship interior. Thealien physical principles would make life

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impossible; operation of equipment un-predictable; even the passage of timealtered. Breaks in the protective networkwithin a starship hull are a primary causeof the loss of ships in jump.

The need for this network in a ship hullalso indicates what happens to matterejected from a ship while in jump.Anything (personnel, small craft,missiles) becomes subject to the physicsof the current jump space. People die;equipment malfunctions; small craftdisappear. Some attempts have beenmade to launch starships into jumpspace from other starships; problems inproperly matching drive fields, or eventurning them on near other ships, hasshown that the technique is impracticalat best, and probably impossible.

Computer: Jump drives have precisepower requirements which can only bemet if the power is fed under computercontrol. In addition, the calculationsneeded for a jump require a high level ofaccuracy.

Jump Coils: The jump coils that chan-nel a ship's energy within the jump driveare constructed of lanthanum, a rareearth which has exactly the correct pro-perties for the purpose. Lanthanum coilsare used to control the drive energiesduring jump. Other materials have beenused or substituted, but none functionwith enough reliability or efficiency tomake them practical.

THE TYPICAL JUMP

The typical jump begins on a worldsurface when a ship prepares to leave.Completely fuelled and crewed, the shipleaves the world and proceeds to a pointmore than 100 diameters out. Trips areplanned so that the ship reaches thejump point with zero velocity.

Along the way, the navigator has beenpreparing for jump using the computer.A jump destination has been selected,but the navigator must then select the

most appropriate point in the destinationsystem to emerge. A flight plan isprepared and filed with local authorities.The computer is fed the coordinates andcontrolling data. Final checks are madeto assure that the ship is ready.

The captain on the bridge makes thefinal decision to proceed with jump. Ashort count-down and final checkprecede activation of the jump drive.

When the jump drive is activated, alarge store of fuel is fed through the shippower plant to create the energynecessary for the jump drive. In the in-terests of rapid energy generation, thepower plant does not work at full effi-ciency, and some of the fuel is lost incarrying off fusion by-products, and incooling the system. At the end of a verybrief period (less than a few minutes),the jump drive capacitors have beencharged to capacity. Under computercontrol, the energy is then fed into ap-propriate sections of the jump drive andjump begins.

The drive's first function is to tear ahole in the fabric of space. The hole isprecisely created and the ship naturallyfalls into the breach on a carefullydirected vector. The drive then directssome of its energy to sewing up that holeagain. The act of closing the hole seversthe ship's ties with normal space andallows it to begin its jump.

The duration of a jump is fixed at theinstant that jump begins, and depends onthe specific jump space entered, theenergy input into the system, and onother factors. In most cases, jump willlast a week.

During the week in jump, the respon-sibilities of the crew are directed towardmaintaining life support within the ship,repair and maintenance of some shipssystems, and care of the passengers.

At the end of the week in jump, theship naturally precipitates out of jumpspace and into normal space. The exact

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time of emergence is usually predictedby the ship's computer and the bridge iswell-manned for the event. Dangers ofpiracy, space debris, or equipment failuremake it important for the ship to be readyfor all eventualities at this point in time.

Once back in normal space, the shipproceeds with its business. Some mayhead for the local gas giant for refuelling,while others may proceed directly to thelocal starport on the main world.

SPECIAL TYPES OF JUMPS

Much of what is known about jumphas been learned from an analysis of twospecial types of jumps: misjumps andmicrojumps.

MisjumpsWhen something goes wrong in jump,

it is called a misjump. Some are simplyequipment failures that, if properlyunderstood, can produce bettersafeguards or higher efficiencies. Others,by the nature of their results, can shedsome light on what jump itself is.

When a jump drive fails, it does notsend the proper drive energies to thecomponents of the drive. The usualresult is catastrophic— then the ship islost. Sometimes, however, enoughenergy is directed to the internal systemsto allow entry into jump space, althoughnot the one intended. Simple jump-1ships have been known to achievejump-36 in rare instances with this typeof misjump.

It is this type of misjump that is usedas evidence for a multiple jump spacetheory. Some believe that a properunderstanding of the phenomena canproduce jump drives capable of greaterjumps than are currently available.

Contaminated Fuel: The contaminatedfuel failure results in a ship's power plantproducing less energy than predicted (insome cases, contaminated fuel may pro-duce more energy than predicted). A

ship committed to making a jump, butwith insufficient energy for the plannedjump, may find itself inserted into anunintended jump space.

Gravity Well Effects: Activating a jumpdrive within a gravity well usuallydestroys a ship. In rare instances, theship survives, only to misjump.

A gravity well appears to distort thefabric of space and make normal pre-dictions used in plotting jumps useless.The distortions in space make the jumpspace entered random or unpredictable.In some cases, the jump space enteredis one that collapsed in the briefmicroseconds after the Big Bang—enter-ing a jump space that is effectively asingularity destroys the ship immediate-ly. The luckier ships enter a jump spacethat allows the ship to leave and returnto normal space.

One effect of misjumps is a change inthe amount of time spent in jump space.The many variables involved may makethe time spent in jump space shorter orlonger than normal. Ship crews can iden-tify a jump as a misjump if it ends beforethe normal week is up, or if it continueslonger than the week they expect.

MicrojumpsAny jump of less than one parsec is

considered to be a microjump.Sometimes, it can be advantageous tojump within a system rather than usemaneuver drives. If normal accelerationand deceleration would take more thana week, a microjump is more efficient.At 1G, any distance greater than onebillion kilometers would be more efficientusing a microjump.

Microjumps can also confuse anobserver or enemy. Because a ship'sjump destination cannot be predicted, amicrojump within a system still leaves animpression that the ship has left; a weeklater, it emerges from jump in the samesystem, to the observer's confusion.

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JUMP RESEARCH

In order for any culture to discoverjump drive, it must have already met afew basic requirements, just as a culturecannot progress to an internal combus-tion engine without masteringmetalwork.

The requirements for development ofa jump drive include:

A Technological Civilization: Cultureitself is not enough; a culture must havea mechanical civilization capable ofmachine tools and heavy industry.

Access Beyond the 100 DiameterLimit: Because a jump drive cannot func-tion effectively within 100 diameters ofa world, the culture must have achievedspace travel and be able to conductresearch beyond the 100 diameter limit.

Power Generation Capability: Fusion

power generation systems (or an equal-ly capable alternative) must be availableor sufficient power for jump drives willnot be possible.

Computer Technology: The control ofjump drives is dependent on a high ac-curacy data processing system. Normalhuman processing is not sufficient tocontrol the task, although some otherraces may have the right capacity. Sofar, every discovery of jump drive hasmade use of high accuracy, fast process-ing computers for controls.

A Motivated Genius: The theory andthe achievement of jump drive is not ob-vious. Consequently, discovery of jumpdrives seems to depend as much on asingle motivated genius as on the othertechnological prerequisites.

-Marc W. Miller

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Using Your Model/1bisTraveller has always been an easy

game to mate to a computer. Pro-cedures and systems within the gameare already laid out with checklists andsequential steps that make programwriting relatively easy. In fact, GDWhas a whole carton of character genera-tion, system generation, and datahandling disks that players and refereeshave submitted. If you have putTraveller procedures on your computer,we would appreciate a courtesy copyfor our files. We promise not to publishyour programs without first negotiatinga publication agreement.

Meanwhile, this column is devoted todealing with computerization ofTraveller. We expect to address prob-lems in making computer programswork, handling specific situations, andgenerally providing helpful advice.

In order to be intelligible to thegreatest number, most programs willbe presented in generic Basic. We writeit on an Apple 11+; you can transformthe programs to your own machinewith a minimum of difficulty.

TEMPERATURE CALCULATIONS

The formulae in Traveller Book 6,

Scouts, sometimes gives players someproblems. This program automaticallycalculates the average localtemperature for a world (in degreesKelvin and degrees Celsius; with andwithout taking greenhouse effect intoaccount). Required input includedistance of the world in AU, albedo ofthe world, luminosity of the parent star,and greenhouse effect factor. With thatinformation in front of you, the programcan provide the average localtemperature for the world.

I find this program especially in-teresting because it allows me to seethe different possibilities when I varydistance, albedo, luminosity, andgreenhouse effect. Plug in your ownfavorite world (or even Terra) and seewhat happens.

This program was originally writtento help produce and playtest worlds forvarious Traveller adventures. It is in-cluded in System Survey, a disk-basedset of programs for Traveller using theApple II series of computers. The diskalso includes a world generator, a worldanalyzer, and a set of programs whichhandle the formulae from Scouts.

Next Issue: Quick World Generator.

5102030405060708090

100110120

REM Computing Local Temperature for Traveller WorldsK=374.025INPUT"Distance (in AU) ";DINPUT"Albedo (Earth = 0.3) ";AINPUT"Luminosity (Sol=1) ";LINPUT"Greenhouse Effect (Earth = 0.1) ";GG=G+1T=K*(1-A)*(SQR(SQR(L))/SQR(D))PRINT"Local Temperature = ";T;" K"PRINT"Local Temperature = ";T-273;" C"PRINT"Local Temperature = ";T*G;" K with greenhouse effect"PRINT"Local Temperature = ";(T*G)-273;" C with greenhouse effect"END

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The Lost VillagePlayers' Information:

The players have landed on Gadden(Solomani Rim, Harlequin 0106), aplanet dominated by backwater settle-ments. The terrain is mostly barren; themost habitable region is a tundra cover-ing the planet's entire mid-latitudes. The

While in jump the players noticed thattheir air/raft had developed engine prob-lems, and communications with the star-port indicated that the replacement partswere available in Lucky, the main town.

While awaiting the completion of themaintenance, the crew took a lookaround. The local atmosphere consistsof everything the players expect of aplanet well off the beaten path: dirtstreets, more bars than homes, and thetypical houses of ill-repute. With aplanetary population numbering slightlyabove 70, this place would soon becomevery dull.

In late afternoon, one of the crew

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Amber Zonestarport, Lucky Downs, is barely morethan an open field with a smallmaintenance shack and fuel pumpingstation: it is truly deserving of its Dclassification.

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notices a figure making its way acrossthe snow. The crewman hurries out tohelp, and finds it to be a local inhabitant,almost frozen and near death. The manmanages to get out the words,"They're...all...gone. Every-one's...gone," before he himself dies.

The body is taken to the local doctor,who identifies the dead man as LasterLeBarre, a hunter from a nearby village.He had driven out to his village, a two-day trip by snowmobile, after selling hismonth's catch of furs. He left over 10days ago.

The local peace-officer, ConstableMonteray, calls the players into hisoffice.

"I can't afford to leave the town justnow. Every hunter and trapper in thearea has sold his autumn's catch to thedealers in this town. I'm the only lawaround, and the livelihood of the entiresubcontinent depends on that supply be-ing sold to the winter trade ships fromBeatus.

"What I'd like to do is to deputize youto go out to LeBarre's village and checkout what happened. His last words gotme nervous. Since your air/raft is still be-ing repaired, you can use mysnowmobiles. I got two, and they carrythree men plus equipment on each."

If the players need coaxing, he con-tinues that the job pays Cr125 per week.Not much on interstellar standards, but,if pressed, he could manage to have thecost of the air/raft repairs thrown in.

Once the players accept, the Con-stable gives them each a deputy'sbadge, a map showing the route to thetown, and gives them the names of thetown elders with whom they mustspeak.

The next morning the players set offacross the snow. Midway through thefirst day's ride, they discover an aban-doned snowmobile. If they stop to in-spect it, the players will discover title

documents identifying it as LeBarre's.They will also find a large oil leak in oneof the high-pressure lines. LeBarrewalked or ran almost 100 kilometers insub-zero temperatures with no food toget back to Lucky.

After the second day's travel, theplayers will arrive at the village. It is lit-tle more than a cluster of corrugated tinshacks surrounding a central fire pit.They enter the town as dusk falls. Thesilence is eerie.

As the players search the town, theyfind no one home—no men, women, orchildren, although the village probablyheld twenty or more. Lights and heatingunits were left on, and some shackshave food still cooking above open firesand primitive stoves. It is burnt badly. Insome shacks, knitting needles were leftin garments. The signs of a hurrieddeparture are everywhere.

On another side of the village, a gravelies opened. It is empty, and has a lightlayer of snow inside.

Referee's InformationAt this point, the players have two op-

tions: they can stay the night in thisspooky place, or they can ride two moredays back to Lucky. If they do the lat-ter, the Constable will listen to theirreport gravely, and inform them thatlocal citizens never open graves once thebody is placed inside. It must have beenthe work of off-worlders. He will askthem to conduct a full investigation, foras long as it takes. If they refuse, he willhold them until an investigation can beconducted, arresting them if necessary.

It is unlikely that the players will everfind the true story of what happened: itwill probably remain one of the mysteriesthat will keep them awake nights foryears to come. Depending on theirresourcefulness and equipment,however, they may be able to uncovermore details. The full story is this:

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Four years ago, Lergei Stallenze ar-rived on Gadden ready to make his for-tune as a hunter. After a discouragingseason, he and his partner, ToolianDeGuere, found the remains of a burialmound. Inside they found a small fortunein gold and jewels, placed there by somelong-forgotten priests. Because ofToolian's superstitions, he refused toallow Lergei to raid the mound of itsriches. Because of their friendship, Lergeiagreed. Three months ago, Toolian diedin an avalanche. His body was recoveredand buried near his home village. Lergeiremembered the treasure, and plannedto make his fortune. From the starport,he contacted a ship which was to pickhim up on the plain between the villageand Lucky, and then return him to thevillage. Unfortunately, one of the localvillagers' superstitions required buryingall a man's possessions with him, so themap to the treasure was buried withToolian's body. Lergei dug open thegrave late one night and recovered themap, but was seen by an early-risingmember of the village. One death led toanother, and he eventually killed all themen in the village. Most of the womenand children escaped into thewilderness, and eventually died.

Lergei tied the bodies together andsank them in the nearby lake, and wentoff to find the treasure.

With the map leading the way, Lergeiwas able to recover the treasure andmeet the starship which spirited him tosafety. Laster LeBarre decided to visitthe village only a week too late —otherwise he, too, might have disap-peared at the bottom of an icy lake.

It should be cautioned that finding outthe details of this story would take ex-haustive searching of the icy lake, wherethe bodies of the local men may befound, of the surrounding plains, wherethe frozen bodies of women and childrenmay be found, and of the nearby

foothills, wherein lies the pillaged burialmound. After finding all these clues, theplayers may be able to surmise the gistof the story, but they will not find Lergei.That is another adventure.

— Jeffrey Groteboer

continued from page 33supplies cost .5% the ship's total cost.Life support calculated for five yearperiods is 250,000 credits per stateroomoccupied.

Such preventative maintenance willtake 4-6 weeks in any event. This addi-tion allows the players to really ventureout into unknown space should theychoose. The referee has ultimate sayabout the ability of the crew to make dowith the supplies.

CONCLUSIONS

The introduction of High Guard intoyour campaign, if you haven't done soalready, can make for some real thrills inTravelling. A whole adventure might bebased upon the need your players havein dealing with the TL-7 natives for ac-cess to the machine shops required totrim that troublesome fluctuation fromthe maneuver drive.

ADDITIONAL READING

High Guard: Optional Rules, JTAS #14or BOTJ #4

TCS Squadron Design I & II, JTAS # 14and #15

Starship Ma/functions, JTAS #15Adventure 5, Trillion Credit Squadron.

2.Integration with Traveller, Striker, Book

— Leroy W. Guatney

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Trailing the Old Expanses, there is aregion of scattered client states. Most ofthese are small and unimportantbackwaters of trade. The chief exceptionto this rule is the Comitia of the Dynchia,a powerful realm that stretches into fivesubsectors. Less than ten percent of theComitia's population is of Solomani ex-traction, and these are found mainly inthe worlds to spinward. The remainingpopulation consists of a minor race,called the Dynchia (pronounced DIN-chee-ah), who originated on Melan-tris/Melantris (0603-A6669C7-C).

Dynchia (the same word is used asboth singular and plural) are about 2.2min height and weigh about 100 kg. Theyare slender and long-limbed. Skin tonesrange from pale to bronze-tan; hair col-or is usually brown or black, but snowy

white hair is not uncommon. Hair fibersare soft and silky, and hair runs in abushy mane down to the small of theback. Facial hair is non-existent.

The Dynchia have six fingers on eachhand, and six toes on each foot.

Finally, the Dynchia's teeth differnotably from other similar species, inthat instead of separate teeth, their den-tal batteries consist of two bony "jaws"(as if the teeth had been fused into oneupper and one lower "jaw"), with fang-like extrusions. Obviously, the Dynchiaprefer plenty of meat in their diet.

The major difference between theDynchia and the rest of Humaniti (otherthan their radical physical divergence, aresult of geneering by the Ancients) liesin the realm of psychology. Two of themost common culture-shaping elements

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Contact:TheDynchia

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of human psychology (the instinct toprotect females from danger, and the in-stinct to possess territory) seem to havebeen left out of or modified in the Dyn-chia. The Dynchia have absolute equali-ty of the sexes; prejudice or protectionis psychologically impossible. Beinggallant to a Dynchia female (who is aslikely to be an admiral as a male) will earnyou only a blank stare.

The instinct to possess territory hasalso been modified in the Dynchia. ADynchia is not a citizen of a particularworld; he is a member of a clan (whichin turn is a member of a tribe). It doesn'tmatter where the tribe rules, as territoryis unimportant. There has not been anactual war within the Dynchia race sinceprehistory, only minor squabbles. Warsare fought with outsiders, for survival in-stead of territory.

HISTORY

In the latter days of the Rule of Man(ca. -1820), Solomani traders madecontact with the Dynchia, who at thattime had achieved tech level 8, and werebeginning to reach into space. In a fewyears, the Dynchia had begun to makeuse of jump technology. Because of thecollapse of the Rule of Man, they werenever brought into the Imperium; theywere instead left to develop on theirown. With only Jump-1 technology, theysettled the nearest worlds and proceed-ed to develop them. The pace of their ex-pansion was slow and meticulous, so theoutlying worlds developed slowly andsteadily, with no actual technologicalbackwaters or "forgotten colonies". Astechnology progressed and expansioncontinued, the Dynchia encounteredworlds to spinward that had been settledby the Solomani before the collapse ofthe Rule of Man. Wars occurred, but apeaceful solution presented itself. TheDynchia took the Solomani worlds intotheir Comitia and spread them thinly on

the rest of the Dynchia worlds, thoughmany were left in the spinward third ofthe Comitia.

The Solomani were brought up in theculture of the Dynchia, and (surprising-ly) it worked. The Solomani populationof the Comitia became accustomed to"thinking Dynchia" in a few generations.

With the advent of the Third Im-perium's traders and scouts, the Dynchiatook up trade with equanimity. The Com-itia doesn't worry about the Imperium,since the region is well outside the Im-perial sphere of influence. The first Im-perial traders reached the Comitia in802, through the Harodar Hegemony tocoreward.

Dynchia technology has progressedslowly, and experienced many setbacks,but the Comitia has considerable in-dustrial might for a tech level 1 2 nation.This is mainly because the Dynchiaundertake the development of a worldwith great care, making full use of itsresources and protecting its environmentfrom harm.

SOCIETY

The Dynchia have a rare and unusualquality: they are warrior individualists inan un-warlike culture. This is to say thatthe Dynchia never make war upon theirrace, though fights, duels and challengesare common, as is a warrior ethic.

Their culture is completely indepen-dent of territory. Each Dynchia is amember of a clan, which in turn holds aparticular rank and position in one of thetwelve tribes. One's position within theclan, and the clan's position within thetribe, determines one's degree of statusin the tribe. Each tribe is partly a non-territorial nation, partly a sort of "clan"in the greater "tribe" of the Dynchia raceitself. This strong sense of racial andtribal unity is what keeps war from be-ing an issue in the Comitia (except vs.outsiders, as a matter of survival).

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The social basis of Dynchia mentalityis a deep-felt sense of honor (both per-sonal, and as part of a clan or tribe). Itwould be unthinkable for a Dynchia tocompromise his or her personal, clan, ortribal honor — especially since thegeneral religion of the Dynchia isreverence for ancestors and worship oftribal heroes. To be false to one's honoris to forfeit a chance to become arevered ancestor.

Solomani citizens of the Dynchia Com-itia have adopted all of the mores andcustoms of the Dynchia. They areregarded as being a sort of "thirteenthtribe" and have representation at alllevels of government. Even in the rulingcouncil, the so-called "Council of theTwelve", the Solomani are represented

by a delegate, the Voice of the Thir-teenth Tribe, who has the right to speakbefore the council, though he has novote.

GOVERNMENT AND MILITARY

The government of a Dynchia world isalways type C, charismatic oligarchy,regardless of the other statistics of theworld. At each successive level ofgovernment, the leaders are a councilconsisting of the top ranking membersof each tribe present. The highest ofthese councils is the Council of theTwelve, which rules all of the Comitia,and speaks for all the tribes. The highestranking member of the highest rankingclan of each tribe is the Prince of thattribe, and sits on the Council.

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For reasons of organization, themilitary is subject only to the Council ofthe Twelve, and exempt from respon-sibility to clan or tribe. Note that the Dyn-chia culture emphasizes the warriorethic. At coming-of-age, all individualsgo through an extensive series of trials,to determine their right to the status ofadulthood. Seven percent fail—and die.Thus, all adults are skilled warriors. Themilitary are merely the cream of the crop,specializing in combat arts. For thisreason, most of the Comitia's budget isused on the navy and marines. Armyunits aren't really necessary.

It is generally considered impossible toconquer a Dynchia world. Though itmight be possible to destroy the entireDynchia race, it would not be possibleto make them surrender, even in the faceof racial extinction.

The Comitia controls much of thetrade in the region, though the HarodarHegemony to coreward has been tryingto capture the market. A few short warshave been fought with the Harodari. Allhave been won by the Dynchia.

While the Dynchia have a low techlevel (TL-12), they are not reallyhampered by this. Not only is it higherthan most TLs in the region, but the Dyn-chia have an added advantage—theyhave refined, even revolutionized, designtheory, to the point where everything isdesigned for maximum efficiency andbeauty. They may not have fusion guns,but they have the best laser rifles in allof known space, and the same appliesto all of their industry. A low rate ofpopulation expansion gives them time tofully develop a world before they areforced to expand by population pressure.As an example of the degree of perfec-tion Dynchia designers have achieved, itmay be mentioned that Melantris, witha population of over four billion, has lit-tle or no pollution problem; all wastes arerecycled and made use of. What's more,

the Dynchia architecture is famous forits beauty and perfection.

So, while the Dynchia technology pro-gresses slowly, at best, they can domore with that technology than anyother race.

REFEREEING THE DYNCHIA

Character Generation: Dynchia areadapted to low gravity. Their initialstrength is generated as 1D+3. Dexteri-ty and education get a + 1 DM each, andall other scores are rolled for normally.

Careers are administered as usual.Comitia citizens, whether Dynchia orSolomani, can enter the Comitia Navy,Marines or Scouts. Add a -1 DM toenlistment for the army, and reroll anydraft into the army, as this career is rareon the Dynchia worlds. All Dynchia andSolomani citizens of the Comitia receiveone level in any combat skill, free choice,because of the warrior ethic. No skills ofTL13+ may be acquired by characters.

High Guard generated navy charactersare regarded as being in a subsector navy(planetary navies are part of the sameservice, and the Comitia navy cannotcompare with the Imperial navy).

Dynchia are occasionally encounteredin the worlds near the Comitia, andsometimes travel as far as the SolomaniSphere, the Imperial Old Expanses Sec-tor, or the Hive Federation. Suchcharacters are either scouts, merchantsor adventurers.

Playing Dynchia: Dynchia should beplayed as warriors, very touchy of theirhonor, willing to stoically bear impossi-ble burdens for the sake of their per-sonal/clan/tribal/racial honor. Each Dyn-chia has his or her own idea of properhonor, so this is more or less up to theplayer. Remember that a Dynchia is freeof sexist prejudice—the thought simplydoes not occur to them. Dynchiaengineers, as stated, know a lot aboutgood design. They can usually improve

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a device, if it can be improved at all.Naming Dynchia: A Dynchia name

follows a simple pattern: "xx of yy,called zz," where xx is the personalname, yy is the current place ofresidence, and zz is an honorific name,bestowed at coming-of-age, and describ-ing his or her personality succinctly.

The tribe of the individual is noted bythe ending of the personal name; thus,Astolian is a member of the Lian Tribe,Estravel is of the Avel Tribe, and so on.The Twelve Tribes of the Dynchia are:Lian, Avel, Erol, Kirest, Nast, Otir, Kila,Sirne, Tros, Rhes, Saro, and Dera.

Playing Solomani Citizens of the Com-itia: Solomani citizens of the Comitiahave adopted the Dynchia culture (orhave been adopted by it). They shouldbe played exactly as Dynchia, but theirnames will be Solomani in origin, and, ofcourse, will have no suffix denoting tribalaffiliation. They are considered as being

part of a separate tribe, so their physicaldifferences from other Dynchia areenough to identify their "tribe".

A Note on Astrographics: The DynchiaComitia is located directly under thelegend "Scattered Client States". Itspans five subsectors in two sectors.The sector immediately trailing the OldExpanses is called the Margin Sector,and subsector P of this sector is Com-itia territory. The sector trailing theMargin Sector is called Melande Sector,and the Comitia covers locations I, J, M,and N in this sector. The Melantrissubsector is in position M.

— Peter RasmussenEditors' Note: This article was preparedwithout reference to the Atlas of the Im-perium, and the data given above will notcompletely agree with it. Referee'swishing to incorporate the Dynchia intotheir campaigns may modify this data asthey see fit.

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For TravellerMarc Miller's NEW Computer Column.Siege, an Amber Zone by John M. Ford.The Lisiani, deck plans for a 5,000 ton

Imperial fleet escort.

PLUS: The Bestiary, Ship's Locker, ourother regular features, and more.

For Twilight: 2000A Looters' Guide to the Baltic Coast.Where Do We Go Now?

Next Issue:

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WORLDS OFEXCITEMENT

Steve Jackson Games gives you worlds of gaming adventure.

STEVE JACKSON GAMESBOX 18957-Q AUSTIN, TX 7876O

Available at hobby shops everywhere or by mail (add 55C per item; Texas residents add 5 1/8% sales tax) from:

All worlds and all times arc yours with GURPS, theGeneric Universal Role Playing System. The mostcomprehensive and flexible RPG ever devised.

GURPS: Coming in summer 1985.

The battlefields of 2085, with their tactical nukes,powered infantry in combat armor, and the giganticcybernetic tank called the Ogre . . .

Ogre: Full-color map, 112 counters, 16-page rulebook, referencesheets, Pocket Box. $5.95.G.E.V.: Full-color map, 112 counters, 20-page rulebook, refer-ence sheets. Pocket Box. $5.95.Battlesuit: Color map, 275 extra-large counters, 24-page rule-book. Pocket Box. $5.95.

The world of Car Wars, where the right of way on thehighways goes to the biggest guns . . .

Car Wars: Road sections, full-color counters, 24-page rulebook,data sheets, Pocket Box. $5.95.Many supplements and expansion sets.

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