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the No. 22, $2.

50

JOURNAL
of the Travellers' Aid Society®

Amber Zone
Ventures Afar, by John Marshal. ......................... ....... . .. .... ...... ......... 13
The Thing in the Depths, by Marcus Row land .................................. .. 37

Feature Articles
' Til They Glow, by James F. Cumber ........ .. .. .... ...... .. ......... ...... ........... 6
Computer Implants, by J. Andrew Keith .................. ...... .......... .. .......... 9
Planetary Maps, by Chris Struble ...................................................... 16
Imperial Academy of Science and Medicine, by Jeff Groteboer ............ 18
From Port t o Jump· point, by Leroy Guatney ..................... .. ................ 24
Seastrike, by Marcus Rowland ....... .. ... ... ............... ........................... 31

Features
From the Management ....... ..... ..... ...... .. ............ ....... ....... .. , ....•••••...... . 2
Just Detected ...... .................. ........ ... ......... .. ............ ..... ................... 4
Traveller News Service ...................... ................ ....... ..... .... . ...... ......... 5
Contact: the Hla nssai, by Phil Mast ers .... .. .... .... .......................... ...... 40
Casual Encounter: Enli Iddukagan, by J . Andrew Keith ........ .... ............ 46

The Journal of the Travellers' Aid Society is Game The Journal of the Travellers ' Aid Society is a
Designers' Workshop's registered trademark for Its science fiction magazine devoted to Travaller,
science fiction gaming magazine devoted to GDW's role-playing game set in the far future.
Traveller.
Traveller is Game Designers' Workshop's Editor: Loren K. Wiseman
regi stered trademark for I1s role-playing game of Spiritual Advl.or: Marc W . Miller
science fiction adventure set In the far future . Booklet Design and layout : l oren Wiseman
Dates in this issue of the Journal are given in ac- Publl. her; Game Designers' Workshop
cordance to an arbitrary Imperial calendar of 365 Artltt.ln thlt Issue: William H. Keith, Jr.- pp. 9,
days. The date consists of a three-digit day number 11 , 13.37, 46, 47; D. J . Barr - pp. 6, 16; Darlene
(the current day of the year) a dash, and a four digit Pckul - pp. 18, 19; liz Danforth- pp. 40, 42; Steve
number (showing the current Vear since the found· Venters - cover , pp. 24, 27 , 31 .
ing of the Imperi um).
The date of this issue is 030-1 11 1, or the 30th
day of the 1111th year of the Imperium .

WINNER - H. G_ WEllS AWARD: BEST MAGAZINE COVERING ROLE-PLAYING , 1979, 1980 , 19B1
The Journal of the Travellers ' Aid Society is copyright 1985 by Game Designers' Workshop. Printed
in the USA. All rights re served. ISSN : 0 193-3124. All editorial and general mail should be sent to the Jour-
nal, PO Box 1646, Bloomington. Il61702- 1646.
The Journal of the Travellers' Aid Society is published quarterlv with an individual issue price of $2 .50.
One vear subscriptions are $9.00 In the United States and Canada. Foreign subscriptions (outside the US
and Canada, but not to APO or FPO addresses) are $ 18 per year, which includes airmail postage. Please
make aU payments in US funds drawn on a US bank .
Advertise rs should Inquire for en edvertlslng rat e card.
Submissions: We welcome articles and Illustra tions for t he Journal, Please inquire before submitting
manuscripts, enclosing a stamped. self-addressed envelopa; we will sand manuscript guide Ii no and for-
mat sheets. Foreign inquiries (exc ept APO/ FPO) please include International Reply Coupon.
We have received numerous letters and calls in reaction to rumors
about our upcoming expansion. Allow us to clear the air a bit with
some official news. The Journal will be expanding in size to 8.5 x
11" sometime in 1985. The exact page count has yet to be deter-
mined, but the magazine will remain quarterly. At the same time , we
will expand the magazine to cover other GDW RPGs such as Twilight:
2000 and Liege Lord, in separate sections of the magazine. We may
occ asionally run an article on some other GDW game, but we will
not (I say again, we will not) try to become a general gaming magazine
or even a general RPG magazine. Rumors to the contrary are false.
It is not practical for us to publish a separate magazine for each
game , as some have suggested. For the benefit of those who play
Traveller to the exclusion of everything else, all Traveller articles will
be printed together, in a special section of the magazine, which will
continue to be called the Journal of the Travellers' Aid Society. The
amount of words devoted to Traveller will remain the same (in fact,
it will increase a little), and the larger page size will enable us to do
more things like deckplans and world maps (which are difficult in the
smaller size). Exactly when this will come abput has not been settled
upon, so keep watching this column for news.

Various individuals across the country have begun a project of great


value to Traveller players and referees, as well as to those of us at
GDW who design and develop Traveller. This is the Traveller Data Base
Project. This is a mammoth undertaking, the purpose of which is to
assemble a central listing of Traveller products and Traveller related
materials. The proposal is for these data bases to include (but w ill
not be limited to) GDW Traveller products, non-GDW licensed products,
reviews of these products, an alphabetic list of Traveller subsectors
(to include data on the subsector and the subsector source), a list
of magazine articles concerning Traveller (covering those which have
appeared elsewhere than in the Journal), a cross-reference index of
all Journal articles, a central compendium of library data entries, a
list of ship designs sorted by size code, a source list of developed
characters in Traveller literature, a list of worlds in Traveller literature
sorted by world parameters, a central list of tables and charts in
Traveller and related products, and last (and potentially most useful),
a general index of Traveller terms, listings, and descriptions.
A large number of people have pooled their time, their energy and
their fanaticism for Traveller for this project. Some of the material will
be made available commercially (for instance, the library data listing
is being developed and will be sold by Barac Ltd. Some of the material
is not commercially viable, but may be made available at cost as a
fan service.
If any of the Journal's readers would like to volunteer to assist in
the Traveller Data Base project, would like to know more about its
progress or have information to contribute, the project coordinator
would like to hear from you. He is Ed Edwards, and he may be reached
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at 1410 E. BoVd, Norman, OK 73071. As Issue 21 feedbacked as follows:
in all voluntary projects, money for AZ: Homesteaders' Stand .... 3.75
postage is scarce, so as a favor to Ed, Vargr Corsairs .................... .4.10
please send him a stamped, self- Special Supp. 3, Missiles ...... 3.80
addressed envelope with any request for Contact: Girug'kagh ............. 3.40
information. Within the 2,000 Worlds ...... 3.70
I'd like to take the remainder of my Just Detected ..................... 2.80
space here to deal with a question that Traveller News Service ......... 3. 70
sometimes causes a good deal of con- Bestiary: Quicoral ............... 3.20
fusion among Journal readers, that is, the Issue 21 as a whole ............ 3.65
distinction between "official" and
"unofficial" articles. There is con- GDW products (including
siderable difference between an official Traveller) are available through
addition to the rules (such as "Com- distributors as follows:
puters" in issue #1 or the various errata West Germany: GDW products
printed from time to time), a suggested are imported and distributed by
variant (such as the Special Sup- Fantastic Shop, Kirchfeldstr. 143,
plements), and rule-expansion type ar- Postfach: 3026, 4000 Dusseldorf
ticles, such as this issue's "From Port to 1, West Germany. Some titles are
Jump-point." Official rules additions translated into German.
replace or revise any previous rules Japan: GDW products are im-
which may have dealt with them. Official ported and distributed by Hobby
rules additions are rare, and will be clearly Japan Co., LTD, 26-5, 5·Chome,
identified as such. Everything else Sendagava, Shibuva-Ku, Tokvo,
published in the Journal is optional. Japan. Some titles are translated
What this means in practice is that we into Japanese.
will occasionally print contradictory ar- United Kingdom: GDW products
ticles. Often, two (or more) writers will are imported and distributed by
have equally valid ideas on some facet Games Workshop, LTD., 27-29
of Traveller. It would be stifling to say Sunbeam Rd, London NW1 0 6JP,
that one is right and all the rest are UK.
wrong simply because of the order in Italy: GDW products are im-
which they were presented. For exam- ported and distributed by Pacific
ple, "Seastrike" contains material deal- Enterprise Italia, Via R. Di Lauria,
ing with underwater vehicular combat. 15, Milano, Ita IV.
It takes a particular approach, and gives Sweden: GDW products are im-
a few suggested rules for dealing with ported and distributed by Hobby-
this facet of the universe. However, huset, Box 2003, S-750 02, Upp-
referees need not use these rules if they sala, Sweden.
have others they feel are better. Similar- New Zealand: GDW products
Iy, the fact that we have published an ar- are imported and distributed by
ticle on this topic will not prevent me Blackwood Gavle, PO Box 2835B,
from running another on a similar subject Aukland, New Zealand.
later, especially if the subject matter is Australia: GDW products are im-
approached in a significantly different ported and distributed by Jedko
but no less valid manner. Games, PO Box 164, Moorabbin,
- Loren K. Wiseman Vic, Australia 3189.

-3-
JUST [)ETECTE[)
Yo rk . More than 100 tournaments,
demonstrations and events. For informa-
tion contact: Jevon Garrett , PO Box
CONVENTIONS 29142, River Station , Rochester, NY
Dun Dra Can IX 14627.
February 15-19 1985, Oakland,
California. RPGs (featuring almost every SEAGA'85
system now in print), Seminars, July 5-7, 1985, Atlanta, Georgia .
min ia tures painting contest, SeA RPG , boardgames, and a computer gam-
demonstrations and seminars, and a ing tournament . For information contact:
gaming flea market. For information con- SEAGA, PO Box 930031 , Norcross, GA
tact: DunDraCon In c, 386 Alcatraz Ave , 30093.
Oakland, CA 94618 .
PLAY AIDS
Fran tier Wars Wanted: Adventurers
March 16-17 1985, Bl oomington, This is a collection of short adventure
Illinois. Sponsored by Dunge on Masters situations keyed to a series of "Want
Association , South. Marc Miller has w rit- ads". Possibilities range from mercenary
ten the Traveller tournament . For further tickets to a job at an organization called
information contact: Catherine H. Bren- " The Learning Exchange "
nan, 1305 Heritage Rd East, Normal, IL One 48 -pag e 6 x 9" booklet. $5.95.
61761. Design: John Marshal
Publisher: Gamelords, Inc. , 18616
Neo Can IV Grosbeak Terrace , Gaithersburg , MD
March 22-24 1985, Akron, Ohio. 20879
Boardgames, fantas y RPGs , miniatures .
seminars, and a dealers room . For further Startown Liberty
information contact: Nee Con IV , PO Box A booklet e xa mining va rious
7411, Akron, OH, 44306 . possibilities for fun and mayhem in the
numerous urban conglomerations called
Contest /I startowns which fill the universe of
March 29-31 1985, Tulsa, Oklahoma. Traveller. The booklet is subdivided into
Wargames, miniatures, SF and Fantasy sections dealing with the st reets , divers
boardgames, RPGS . For further informa- entertainment establishments , and
tion send SSAE to: Contest II, CI O T ac- criminal activities.
tical Simulation Society, PO Bo x 4726, One 48 -page 6 x 9" booklet. $5.95.
Tulsa, OK 74159. Design: John Marshal
Publisher: Gamelords, Inc ., 18616
SIMCON Gro sbeak Terrace, Gaith ersb urg, MD
March 22-24, 1985, Rochester, New 20879.

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TRAVELLER
NEWS SERVICE

DENTUS/REGINA (0601-C979500-AI Date: 362-1110


, A spokesman for the naval forces under command of Vice-Admiral Elphinstone
stated today that a number of Vargr renegades are still at large in the Spinward
Marches, despite the best efforts of the navy to hunt down and destroy them. These
renegades are the remnants of military units which refused to surrender upon the
withdrawal of the Vargr from the war.
, A spokesman reports that 90% of the Vargr forces have been dealt with, but
admits that a small core remains to threaten shipping in the region.

QUAR/CHRONOR (0808-8532720-81 Date: 360-1110


, In separate announcements issued today , the Imperium and the Zhodani Con-
sulate announced the cessation of hostilities between all belligerents, to begin on
001-1111 . Borders will be returned to the status quo ante bellum, and all military
forces have begun their withdrawal from opposing territories .
, Despite the fact that neither side achieved territorial gains, both the Imperium
and the Zhodani Consulate are claiming victory in their announcements. The Fifth
Frontier War is over.

LANTH/LANTH (0109-A879533-BI Date: 004-1111


, In a report made available today by usually reliable sources inside the Imperial
government, it was revealed that in the last weeks before the signing of a separate
peace beween the Imperium and the Sword Worlds, several deep-penetration raids
on the industrial worlds of Gram and Sacnoth severely damaged major naval in-
stallations and manufacturing capacity.
, The Imperial government is reported to have rejected requests from Sword
World negotiators for financial and technical assistance in rebuilding the ruined
facilities.

Traveller News Service is another Imperium- wide benefit of


membership in the Travellers' Aid Society.

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.....• .
, J:'"
'~ .~ ...
_f_. ;\ .. ,}~ ' ..

'Til They Glow In The dark:


Nukes for Traveller/Striker Campaigns
Let ' s face it, the Imperial Rules of War nuclear weapons, becau se someone has
do not always apply. Sometimes a decided to " Nuke 'em 'til they glow in
mercenary unit is fighting outside of Im ~ the dark! " In any of the above cases, the
perial Space (where they don't applyl or nuclear weapons table in Striker is inade-
sometimes the referee is forced by gross quate to the task; in fact, the tech level
player~ character misconduct to invoke system is also inadequate to the task,
Imperial intervention, including use of and must be more refined to treat cer-
nuclear weapons, tain technological developments.
Alternatively, a group of Travellers may What I propose herein is both a new
find themselves stranded on a low-tech, treatment for tech levels, and a new
balkanized world ITL 6-81 that does not nuclear weapo ns table.
recognize Imperial authority (i ndeed, may First, however, I believe tech levels
not even know the Imperium exists) and should sometimes be subdivided into
is warming up for that crisis in a planet's more refined units. For example, tech 6
history known as "global nuclear war", covers the years 1940-1970. Obviously,
And what happens to Travellers (or this is too long a time span. In 1940,
Strikers) who have the great ill-luck to be rockets ranged only a couple of miles,
caught in the middle of something like while in 1970 they had already made two
the Fifth Frontier War, where two warr- trips to the moon and back. Aircraft were
ing interstellar governments are exchang- still propeller-driven and subsonic in
ing lethal gifts?! 1940, but had (in the SR-711 attained
It is a fact that situations can arise multi-Mach speeds and were using ultra-
where one side or another may be forc- sophisticated turbo-ramjets by 1970.
ed to deal with a massive exchange of Nuclear weapons (the subject of this

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discussion) didn't even exist in 1940, but NUCLEAR MISCONCEPTION
had progressed to the point that by 1970 Since the subject is nuclear weapons,
you could place a 12.5 kiloton nuclear permit me a short diversion to correct a
weapon into an athlete's bag and put it common misconception about nuclear
in a bus locker! The glib classification of weapons use in space. Most people har-
tech 6 to include such a large time span bor the misconception that the only
unceremoniously throws both the devel- nuclear effects one must worry about in
opment of nuclear weapons (and nuclear space are those having to do with the
power) and the so-called "thermonuclear heat from the fireball, the electro-
revolution" in weapons (and subsequent magnetic pulse that kills computers, and
drastic reductions in size and weight) in- the initial burst of neutrons, gamma rays,
to the same level of development. and hard X-rays that are called "Initial
A Scout crew, for example, would take Nuclear Radiation". One of the in-
great interest in whether the "low-tech" teresting discoveries of the high-altitude
planet they were investigating could in- tests of the very early 1960s was that
tercept them with a gun-armed ME-109, the blast effects observed when a
an F-12A multisonic interceptor carrying nuclear weapon was set off in the at-
an air-to-air guided missile with a 5 Kt. mosphere were produced by the release
warhead, or an SA-5 "Gammon" ABM of "soft" X-rays. In space, these X-rays
weapon with a 5 Megaton warhead radiate from the point of burst and con -
IVERY interested), yet all three of these tinue outward until they encounter a
weapons are nominally tech 6! solid object. On striking something solid,
Therefore, I propose that tech 6 through they transfer their energy to it in the form
tech 9 be further refined by subdivision of a "shock wave" that propagates
into 5-year-long subunits. through the object at the same intensity
For example: as if the object had been struck by the
TL 6.0 would be equivalent to blast wave of an endo-atmospheric
1940-45, and would include "little Boy" burst.
and prop-driven monoplanes. So you do have a "blast wave" (of
TL 6.1 would be 1945-50, to include sorts) in space, even without an at-
"Fat Man", the first jets, and V-2 class mosphere through which to propagate it.
rocket weapons. This mechanism has become known in
TL 6.2 is 1950-55, the first ther- the ABM business as an "X-ray Kill"
monuclear weapons, first deployed when applied to exo-atmospheric
supersonic jets, and missiles up to 1,000 intercepts.
km range. This being the case, there should be
TL 6.3 11955-60) includes the first account of this taken in ship-to-ship ex-
ICBMs, and aircraft up to Mach 2. changes in High Guard. Since the follow-
TL 6.4 11960-65) includes the first ing tables are set up for Stnker, and since
manned orbital spacecraft, the first Striker contains conversions for High
"neutron" weapons, and aircraft of the Guard ship armor, I would suggest that
SR-71/F-12A class Ispeeds around Mach nuclear missile exchanges in space take
5). account of the X-ray Kill effect by attack-
TL 6.5 11965-70) would include ing the ship armor and structure as per
manned lunar rockets and primitive Striker rules. To reiterate that rule:
"reusable" spacecraft, like the X-20 "If a vessel is hit, roll damage on the
"Oynasoar" would have been had High Guard damage table, using the
development of it not been cancelled. weapon's penetration as a negative OM

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and the ship's armor rating plus 6 as a delivery vehicles. This revolution took
positive OM." place in the 1950s, and resulted from the
IStriker Book 2, Page 41: Rule 75BI. harnessing of thermonuclear fusion for
The following table of armor weapons use. Suddenly, weapon weights
equivalences is given for your tumbled, and (in less than 20 years) it
convenience: was possible to construct nuclear
weapons of Hiroshima size that were tru-
EQUIVALENT ARMOR RATINGS ly man-portable, as well as artillery shells.
High High such as the 272 kg. Mark 19 atomic Ifis-
Guard Striker Guard Striker sion) artillery shell (W-19 nuclear
0 40 H 67 weapon, estimated yield of over 2 Kt.) for
1 44 J 68 the Army ' s 11"130 cm.1 Atomic Cannon
2 47 K 69 Ideployed 1956-19631 and the 862 kg.
3 50 L 70 Mark 23 atomic (fissionl artillery shell
4 52 M 71 (W-23 nuclear weapon. estimated yield
5 54 N 72 of over 25 Kt.1 for the 16 " (40.64 cm.1
6 56 P 73 guns (deployed 1956-19611 of the Navy's
7 57 Q 74 Iowa class battleships, like the New
8 58 R 75 Jersey.
9 59 S 76 Table 1 expands the choice of
A 60 T 77 weapons available to include multi-
B 61 U 78 megaton strategic nuclear weapons (the
C 62 V 79 first product of the thermonuclear revolu-
D 63 W 80 tion'), and plots their effects. using
E 64 X 81 Striker terms and scaling laws. The 12.5
F 65 Y 82 and 22 Kt. weapons ("little Boy" and
G 66 Z 83 "Fat Man", respectively) have been given
as a point of historical perspective.
NUCLEAR WEAPON SIZES Table 2 has been divided into two
The first nuclear weapon, the "little parts, and contains the weapon weights
Boy" bomb dropped on Hiroshima (and by tech level. Here is where the Striker
apparently the only example of a nuclear system breaks down slightly. because it
weapon using a "gun-type" initiator is not the diameter of the weapon (as
rather than an "implosion" charge) had stated in Striker) that is the main deter-
a yield of 12.5 Kilotons IKt.l, was 3.048 minant of how large a warhead it is, but
meters long by 0.7112 meters in diameter the weight. Diameter does have an ef-
and weighed 4.037 metric tons. The se- fect, but in the final analysis it is the
cond nuclear weapon, Nagasaki's "Fat weight that is the prime factor. To use the
Man", was more efficient in yielding 22 table. cross-index the weight to the
Kt. in a package 3.251 meters long by weight of HE rounds to find the minimum
1.524 meters in diameter and weighing bore size of a CPR or mass driver gun to
4.899 metric tons. fire the weapon (or diameter of air-
It was the "Thermonuclear Revolu- delivered freefall weapon or missile
tion" that allowed both Megaton yield warhead). Prices are computed as in
weapons, and the reduction of nuclear Striker Book 3. Page 40. The numbers
weapon size to where it was practical to immediately above the tech level nota-
use small aircraft and missiles for tions are the Megaton Equivalent to the
Continued on page 44

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Computer Implants
The computer implant is a as a link between the individual and a
man/machine interface which allows the properly equipped computer system. The
closest combination of human intel- device responds to the user's
ligence and computer processing yet neurological activity; in effect, when the
developed. Still not widespread due to individual thinks, the implant picks up
high costs and certain risks involved, the thought and allows int erface with a
these implants are an item many desire, computer. The computer relays informa-
but few receive. tion back to the implant, which converts
A computer implant is a small device the signal into impulses transmitted in-
surgically linked to an individual's ner- to the nervous system, which are inter-
vous system. Once implanted , it serv es preted by the brain as audio and visual

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input. when the individual is within range of an
Thus, the individual "hears" or operating system. They are tied to the
"sees" the computer's reply (the latter computer, and are lost if, for any reason,
by closing his eyes and requesting a the character cannot establish the
visual display). The implant thus necessary communications link.
removes a major block to rapid computer First, within the link's range, the
operation, speed of interface. Always character who possesses an implant is
before, a person could think incredibly considered to have intelligence and
fast, and a computer could operate at education scores of 16 each . These are
even more phenomenal speeds, but the higher than the maximum normal levels
interface between the two was limited for humans, reflecting the computer's
by the input of commands through a processing abilities and the total recall af-
keyboard or voder/vocorder circuits. forded by the computer link. If the com-
The implant's tiny internal com- puter is running a library program, any
munications link limits its range to about information in that program can be in -
a kilometer (less if there is any factor stantly requested.
present which might reduce the range of The second major feature of an im-
a radio signal). Interference or jamming plant is the enhancement of skills. These
can block the link entirely. It is possible, come in two groups. When the individual
however, to extend the range of a com- wishes to interact with a computer run-
puter through the use of a remote ter- ning a program which permits applica-
minal, a briefcase-sized unit which has tion of a skill to a specific task (Gunner
the characteristics of a long-range com- Interact, Maneuver/Evade, Navigate,
municator. Within a kilometer of a etc.), the individual's skill level is con-
remote terminal, the individual can use sidered to be 2 higher than it actually is.
the implant to communicate with a com- This reflects the faster reaction times
puter much further away. On most and superior recall abilities conferred by
worlds of tech level 10+, satellite net- this man/machine combination. Thus, an
works (which the terminal can access) implanted individual with gunnery-1 , us-
will link the entire planet into one large ing a Gunner Interact program would get
computer net, enabling an implanted in- a OM + 3 in firing. The modification is ap-
dividual access to the computer from plied only if the character already has
any part of the world. skill in the area in question . If the in-
Use of a computer implant does not in dividual has a skill level of 0, it becomes
any way alter the nature of the com - a 1. If no skill is possessed, treat as
puter. A character would still need com- skill-a.
puter skill to program, repair, or execute When linked with the computer,
complicated functions with any com- characters can also enhance most other
puter. Security codes and like features skills to a lesser extent. This enhance-
would still prevent an unauthorized per- ment comes from the ability to "look
son from reaching private files or mak- up" information on the spot. In most
ing programming changes. The com - cases, a + 1 should be allowed to a
puter, in other words, does not change; character's skill level. The referee should
the implant only makes man/machine have the final say on what skills should
communication faster. or should not be increased. For instance,
The implant does confer a number of brawling, blade combat, and gun com-
advantages other than speed, however. bat are not likely candidates for such an
These advantages are only conferred increase, since things are likely to be

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happening too fast to permit the com- cess fa files containing a passenger's
puter information to be put to good use. preferences in food and drink, Broker by
(These are skills where instinct is better up-to-date price reports, Gambling by
than data.) On the other hand, purely fast calculation of odds and total recall
technical skills, -medical, engineering, of the fall of cards. A few skills (Leader,
mechanical, gravitics, etc.-are certainly Streetwise and so on) are unlikely can-
good candidates for an increase. And a didates for such enhancement, but may
good argument could be made for less be allowable if a good enough case can
clear-cut skills, too. Steward, for in- be made for a particular set of cir-
stance, could be enhanced by instant ac- cumstances. Circumstances, after all,

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are the key . til treated or until the link is restored .
A final application of the implant is in Prolonged reliance on a computer im-
the field of communications. Two per- plant can cause a more subtle
sons with implants linked to the same dependence on the link. The character
computer can enjoy the closest thing to can become dependent upon the com-
telepathy that can be achieved by puter and lose a great deal of initiative
mechanical means. Individuals think, and and ability. This is treated much like ag-
those thoughts are picked up by the im- ing, with intelligence and education sub-
plant, transmitted to the computer, then ject to potential periodic reduction. For
to the intended recipient, where they are every two years in which the character
reinterpreted as a "voice" inside the has spent at least 75% of his waking
receiver's head. Such communications, hours using a computer link, a saving
of course, are subject to normal physical throw of 8 + must be made to avoid - 1
laws such as time delays for extreme intelligence, and a 7 + to avoid a - 1
distances, and so on. education. These affect the character's
For all these advantages, use of the basic scores, not the enhanced ones. If
computer implant still presents some the basic score reaches 0 , however,
large disadvantages. First, there are removal of the character from the link
potential psychological problems. When will result in a nervous breakdown
an implant is made, the character should automatically.
roll basic (not enhanced) intelligence or Excessive reliance on the skill
less to determine whether or not the enhancement features of the computer
brain can handle the sudden rush of data implant can sometimes lead to difficul-
and images. If the roll fails, the implant ty. Because use of the implant requires
must be shut off within minutes or there the individual to pause and think a prob-
is a very real danger of insanity due to lem through , instinct and quick reaction
sensory overload. can sometimes be dulled. When using a
Another problem exists for some im- skill under enhancement from the im-
plantees who find themselves cut off plant, a character may be required to
from a computer link. These people make periodic saving throws against a
become psychologically dependent upon crisis situation (a sudden problem during
the link. The first time an implanted surgery, a short in an electrical circuit
character is cut off from a link, they must under repair) . The throw should be made
roll their base intelligence or less to avoid against the character's basic intelligence
such problems. If the roll is failed, roll level, with a failure of the throw mean-
again: a 10 + indicates a complete ing that a second throw , to actually deal
breakdown. As long as the link is broken, with the crisis (this throw must be set
the character will become increasingly in advance by the referee, in accordance
nervous, feeling isolated, unable to think with the usual procedures), must be
logically, unable to recall any but the made without benefit of any skill
simplest data. Eventually (after 1-6 modifiers. Thus, reliance on an implant
hours) the person enters a state of com- can backfire , leading to a severe
plete catatonia , and can only be brought problem .
out of it by psychological treatment. Any In addition to long term problems,
other result of the die roll means that the there are certain more immediate limita-
person functions at half Intelligence, half tions to computer implants. First is
Education, and half of all skill levels un- availability-they can only be supplied on
Continued on page 38

-12-
"~
~

"~~
Amber Zone: Ventures ar
PLAYERS' INFORMATION have caused a problem of drastic and
Denotam Traders, LlC, is a small but mounting proportions for Denotam
important mercantile firm which con- Traders in the past year. During the Fifth
ducts shipping operations through a Frontier War, an occasional loss to deep-
large portion of the Vilis subsector. A penetrating commerce raiders was to be
major part of the company' s importance expected. Recently, however, with the
stems from the intersystem mail con- war entering a period of armistice, war
tract granted by the subsector and Im- losses could be expected to decrease,
perial authorities to the corporation . but this has not been the case. In the last
Denotam ships-a fleet of ten subsidized year, five ships making the circuit have
liners based at Denotam itself {Vilis 0603 been lost, compared to one lost and one
B-739573·Al carry messages, mail, damaged but recovered in the year
small parcels, and passengers to the before.
worlds of Arkadia, Stellatio . Mirriam.
Calit, and Ficant, all relatively unimpor- The adventurers are approached by
tant systems that lie off the main xboat Shaimar Sulankin, one of the corporate
and trade routes in the region. The officers of Denotam Trading. Sulankin
Denotam Traders fleet also serves other explains the background detailed above,
portions of the subsector, with ordinary and goes on to describe the effects of
commercial service, but all of the the losses. Denotam has lost the ships
Denotam ships service the Vilis Core Cir- themselves, of course (although these
cuit, as the route is known, at least twice can be replaced at considerable cost). Of
a year . more importance, though, is the fact that
Curiously, a series of recent incidents the valuable mail contract is in jeopardy;

- 13 -
subsector officials are loath to allow that much trade to attract many com-
Oenotam to continue handling the mail petitors); still, the loss rate remains
contract with their now-alarming loss baffling.
rate, and have threatened cancellation. Interestingly, morale is rather high
This would ruin the company, as the among Denotam crews. Each ship is in-
government contract is worth con- dependently owned, being hired by a
siderably more than the typical mail run long-term charter with the company. The
an independent trader might arrange. company pays a portion of the monthly
Sulankin wants to discover what's at payments and (together with insurance
the bottom of recent losses-some new underwriters) guarantees replacement if
Zhodani weapon? A spy in the Denotam the vessel is lost due to piracy or war.
routing office? New privateer tactics? The commerce raiders, mostly Sword
The company is completely baffled, and Worlders, are being remarkably civil
is willing to pay Cr25,000 per person for about the whole thing. Captured civilians
a team to investigate and halt the losses. are being reprocessed and returned to
Full assistance and cooperation will be Imperial space within three to six months
extended where possible, though the of capture. A relatively short imprison-
adventurers' involvement is to be kept ment is the worst the Denotam crews
as quiet as possible for the sake of good seem to be faced with. The crews are
public relations. rather clannish, however, and will not
readily talk about their experiences to
REFEREE'S INFORMATION outsiders.
This adventure falls into two basic One last thing that should be noted is
parts: the investigation and the verifica- the fact that most of the trader crews do
tion. Investigation into the background a fairly good business in personal trade
of Denotam's shipping losses should in- and speculation - carrying small cargoes
volve both research and observation. For ("ventures") aboard each ship as a part
the former, it is simply a matter of ab- of their luggage allotment. Various lots
sorbing background and asking good of spices, perfumes, and other luxury
questions. For the latter, the characters items fetch a good price at various ports
should follow a few Denotam crews as of call away from Denotam, and some
they make the rounds of the Startown crews seem eager to make their regular
bars (making good use of any streetwise runs (sometimes swapping berths to pick
or bribery skills the party may have), at- up extra time on the circuit) in order to
tempting to infiltrate themselves into the pursue the venture trade. A 10 kg parcel,
comparatively tight circle of Denotam's worth maybe Cr50 on Oenotam, can
ship's crews. The atmosphere of Star- bring up to Cr200 at some of the ships'
town (rough dives, brawls, etc,) should ports of call. These easy profits have
be an important element of this portion proven to be an excellent way to line the
of the adventure. As they investigate, pockets of Denotam crews.
the adventurers will turn up certain key Eventually, the adventurers will come
facts. First off, there is no particular pat- up against the simple fact that they can-
tern to the losses as far as location or not gather more data by the original
other tie-ins. Secondly, Denotam ships means. In fact, they should at some
seem to be the only ones suffering. Of point conclude (Sulankin will suggest, if
course, there are few other organized they don't think of it themselves) that
companies engaged in trade on the cir- the only way to learn what's happening
cuit (except for independents, there isn't is to take passage on a liner and see

-14-
what happens to it. Sulankin can arrange rather lucrative insurance scam. This can
passages for the group or can pull strings come out through a revelation by so-
to get a few people appointed as crew- meone who knows about it, or from the
members. (The latter, as outsiders and discovery of insurance forms or similar
thus potential company spies, won't be clues in the quarters of several of the
able to discover much by asking ques- crew (including senior officials).
tions.) In this way, a typical voyage can Crewmembers have always insured
be undertaken and the facts of an attack their "ventures" and, in fact, have
can be established first-hand. always over-insured them. For a com-
The voyage should proceed routinely. paratively low premium, a venture worth
If at any time the ship encounters a pirate Cr50 can be insured for Cr300 or more.
(and the referee can stack the deck, if What's more, it is insured for a round
necessary), the players will have an op- trip, the crewmember claiming that he
portunity to see something of what is might not be able to sell it on the voyage.
happening. Left to themselves, the crew What actually happens, however, is
of the liner will be unbelievably sloppy that the crewmen sell their ventures for
in handling her - running at reduced ac- a hefty profit, reinvest a small portion of
celeration in dangerous regions, refusing their money in ventures for the return
to take evasive action until far too long trip, and send the profits back via the
a time after suspicious blips are picked next convoy, (often several months
up on sensors, responding slowly to apart, but the transaction can be ar-
threats. If attacked, they will surrender ranged easily enough).
almost immediately, even if guns and If, on the return voyage, the ship
drives are still fully operable. The crew should fall in with a raider and be cap-
will exaggerate the problems to be ex- tured, the insurance is paid by the
pected, and claim they have no alter- underwriters - a free and clear profit of
native but to surrender. several hundred credits on that original
Naturally, the adventurers might put Cr50 investment.
a stop to all this by a well-timed Even owners and masters go along
"mutiny" -but the crew will still in- with this, venturing even larger amounts,
terfere (even when they seem to be try- secure in the knowledge that the com-
ing to help, they do so clumsily). Also, pany will replace lost ships. The fast
if the group prevents the ship from be- turn -around time for prisoner exchange
ing captured, they've not really proven means that a capture is no more than a
anything for sure about the losses. But highly profitable inconvenience for all
the observed behavior, together with the concerned.
background they've picked up, can serve This situation can serve as a
to point the way. springboard into a variety of adventure
One last fact can be interjected at situations. If the party can discover the
some point which solves the entire information and get back to Denotam
mystery. It might be a vague clue (forc- they will, of course, receive their pay
ing the group to reason the story out for (and measures will be taken to tighten
themselves), or a statement by some regulations against insurance ir -
member of the ship's crew who regularities). Getting there, however, can
disagrees with the behavior of his col- truly be half the fun. First, there are the
leagues. The fact is this - most of the renegade Sword Worlders to dodge. Se-
crew engaging in ventures trading have cond, there is the problem of coping with
also found the value in participating in a Continued on page 48

-15-
" Gii-...:. ~~ ...

Planetary Maps
In the course of Traveller adventuring, 1 D x 20 to determine the number of
referees may find it useful to have maps hexes in each plate and draw the plate' s
available for whatever planet the players boundary on the planetary map - shape
are on. Since publication of maps of each of the continental plates is determined
and every planet in the Imperium would by the referee or by comparison to sur-
be prohibitively expensive, the best alter- rounding plates - all plates must touch
native would be to have a system for and they must cover the entire planet.
generating a planetary map based on Continents: Each world will have one
known statistics of the world. or more islands , continents , or
This system uses the planetary grid supercontinents - the total number and
system introduced in Twilight's Peak and size of these land masses are dependent
seen in Tarsus and other adventures - primarily on the w orld ' s hy drographic
that system divides planets into 20 percentage-the total land area (in
triangular sectors of 24.5 hexagons hexes) limits the overall size and area of
each, for a total of 490 hexes. A number these continents.
of continents and large islands will cover Roll for continent type and then for the
the average world, all of which may be total number of surface hexes on the
ripe for adventure. The size, position, co ntinent. Each continent must be
and layouts of these continents is deter- placed on a specific continental plate ,
mined as follows: determined randomly or by referee 's
Plates: Each world w ill hav e a number choice. The continent must fit entirely
of interlocking tectonic plates. Size and within the plate, though a superconti-
shape of these plates will determine the nent may cover several adjacent plates.
layout of the continents and oceans. Roll Only one continent or supercontinent

- 16 -
may be on a given plate. The exact size continental plates, more or less. All other
and shape of each continent is up to the terrain is assumed to be plain terrain.
referee, within the above constraints. Populated Areas: Most worlds will
Repeat this process until all land hexes have several populated areas where the
have been used up and all continents majority of the planet's inhabitants live.
placed on the map. Where rolls on the These might range from isolated mining
continent type and size tables generate outposts with a few inhabitants to
a continent that is larger than the remain- massive cities or metroplexes accom-
ing plates or land hexes, ignore that roll modating millions.
and add a OM of 1 to all remaining rolls Roll on the demographics table to find
for continent type-do this each time the number of populated hexes on the
this occurs- OMs are accumulative. planet's surface. These will not
Physical Features: Once the basic necessarily be the only populated hexes,
outline of the land masses have been but these are the only major population
done, the referee can add refinements to centers. Populated hexes are generally
the coastline, such as bays, inlets, penin- on plain terrain and tend to be in
sulas, estuaries, and inland lakes or seas, temperate regions (roll 1 0 to determine
so long as these do not change the distance in hexes from the equatorial
number of landlwater hexes drastically. line). Other hexes may be populated by
Note that the coastline should pass some small village s or settlements, but
through the center of a hex, not along these will not be listed on the map (roll
its edge. planet's population or less on 20 for
The referee should also add in terrain some minor settlement to be on a given
features such as desert, mountain, hex, except for icecap hexes-OM + 2
wetland, and polar caps, in whatever if mountains, + 1 if wetlands or desert
quantity fits their ideas of the planet's hex (roll only when hex is entered).
environment. Obviously, icecaps will be On heavily populated, balkanized
limited to polar regions, deserts to rain worlds, each population hex may repre-
shadow regions, or inland worlds with sent the population center of a major na-
low hydrographic percentages, wetlands tion or group of nations - referees may
to tropical coastal areas, etc. Mountain wish to draw in boundaries and deter-
ranges will tend to parallel the edges of continued on page 30

Total Land Area Type of Continent Demographics Table


Hyd Hexes: #: 1- Supercontinent Roll (1D) # Hexes
0 471-490 2 Supercontinent 1- 2
1 421-470 3 Continent 2 3
2 371-420 4 Continent 3 5
3 321-370 5 Continent 4 10
4 271-320 6 Island 5 15
5 221-270 OM: (hyd #) - 5 6 20
6 171 -220 7 25
7 121-170 8 30
8 71-120 Hexes Per Continent 9 35
9 21-70 Supercont.1 D x 30 10 40
A 0-20 Continent lOx 10 11 + 50
Island 1D OMs: + pop
size

-17 -
The Imperial Academy of
Science and Medicine
The Imperial Academy of Science and transfer from another organization.
Medicine was founded in 341 by Imperial Transfer is a temporary transfer from
decree. By 950 there were branch cam- the original service to the academy.
puses on thirty-one worlds throughout Open only to co mmissioned officers and
the Imperium . The academy is known the equivalent, it may only be attempted
and respected even beyond the Imperial at the end of a four-year term, and lasts
borders, and researchers affiliated with one term. Transferred officers are
the academy are received with all the automatically assigned to the college
pomp usually reserved for visiting most closely related to their Military Oc-
dignitaries. cupational Specialty IMOS) since they
In 845 the academy (and numerous have already completed their under-
other educational. governmental and graduate educations. After completion
commercial organizations) founded the of the four-year term, the character
Imperial Science Union, dedicated to returns to his parent service and receives
research both inside and outside Imperial an automatic promotion of one rank. If
space. Since its foundation, the union the character fails any year at the
has obtained a fleet of over 100 star- academy, he returns immediately to his
ships and numerous laboratories on over parent command and is demoted one
three score worlds. rank automaticaUy.
Applications are accepted only from
ADMISSION characters with a Social Status of 9 +
Admission into the academy can be and an Education of 10 + . There are no
achieved in two ways : through applica- age restrictions, and many students
tion and acceptance, and through come to the academy after leaving

- 18 -
the merchants or the military. another college at the end of a term , by
so stating and rolling on the occupationa l
UNDERGRADUATE EDUCATION specialty table. Should he roll the co llege
Academic success is rolled yearly, first he wishes to leave, this should be inter-
on the yearly success table and then on preted as the target college not accept-
the yearly skill table. Each year there is ing his application, and indicates that he
a chance the student will obtain profi- must either quit his studies or continue
ciency in one of the undergraduate skills. in his present college for another four-
Once all undergraduate skills have been year term .
attempted lafter the fourth year) the stu-
dent rolls on the occupational specialty DOCTORATE DEGREES
table to determine which post-graduate In order to attain a doctorate in an
college he will attend. The process then area. a character must possess a skill
continues with the yearly success and level of 4 + in the major skill for that
skills rolls, ·but the student now rolls on area, plus a skill of at least 4 + in a
the appropriate co llege table or the per- related skill. A doctor of physics,
sonal skills table. If at any time the therefore. must have Physics-4 and any
character rolls a 2 on the yearly success other natural science (or lab technician)
table. he drops out that year, and must skill of 4 + . For combined degrees, such
wait until the beginning of the next term as astrophysics, the character must have
before re-applying. a skill of 4 + in all applicable skills . For
example, a doctor of astrophysics would
INTER-COLLEGE TRANSFER need to have at least Physics-4 and
Any student may apply to study at Astronomy-4.

-19-
TRANSFER: 8 + COLLEGE OF MEDICINE
OMs: 2 Radiology
+ 2 If Imperial Navy 3 Anesthesiology
- 1 If Marines or Merchants 4 Pharmacology
- 2 If any other 5 Practitioner
+ 1 If the sum of Intelligence and 6 Laboratory Technician
Social Standing is 20 + 7 Laboratory Technician
+ 1 per point of Medical skill (only if 8 Practitioner
applying to College of Medicine) 9 Pathology
10 Surgeon
ENROLLMENT: 10+ 11 Surgeon
OMs: 12 Special Surgery
+ 1 If Educ = 12 +
+2 If Intel=8+ OMs
+ or - in Intel = 10+
YEARLY SUCCESS + or - in Dex = 10+
12 + one skill at level 2 (Summa see special surgeon table
cum Laude)
10-11two skills (Magna cum Laude) COLLEGE OF PHYSICAL SCIENCES
7-9 one skill 2 Paleontology
3-6 no skill this year 3 Physical Anthropology
2- failure, drop out 4 Genetics
5 Biology
OMs: 6 Chemistry
+ 1 if Intel = 11 + 7 Laboratory Technician
+2 if Research =1+ 8 Laboratory Technician
9 Physics
UNDERGRADUATE EDUCATION 10 Geology
Year Skill Gained 11 Geogeny
1 Administration 12 Astronomy
2 Biology
3 Computer OMs: -2 if Intel=10+ - 1 if
4 Physics Educ = 12 +

OCCUPATIONAL SPECIALTY TABLE SPECIAL SURGEON TABLE


1 College of Social Sciences 1 Dental Surgery
2 College of Social Sciences 2 Bone Surgery
3 College of Physical Sciences 3 Cosmetic Surgery
4 College of Physical Sciences 4 Optometric Surgery
5 College of Engineering 5 Transplant/Reattachment Surgery
6 College of Medicine 6 Neurological Surgery
7 Choice of College 7 Alien Surgery

OMs:

- 20-
COLLEGE OF SOCIAL SCIENCES EXPLANATION OF TABLES
1 Political Science Lab ship may be taken as a mustering-
2 History out benefit only once. Any second lab
3 Cultural Anthropology ship received should be taken as per-
4 Sociology manently installed technical equipment.
5 Psychology Such equipment would be directly
6 Linguistics related to the character's specialty.
7 Sophontology
DMs SKILL DESCRIPTIONS
+1 if Intel = 1 2 + College of Physical Sciences
Astronomy: The study of the cosmos.
PERSONAL DEVELOPMENT TABLE An astronomer is able to recognize the
1 +1 Dexterity star patterns of most locations in known
2 +1 Strength space by their colors and absolute
3 +1 Education magnitudes, and would be invaluable
4 Administration after a misjump or if the computer went
5 Vehicle on the blink. There is a limit to memory,
6 Computer however, and an astronomer can only
7 Research keep such details for a single sector in
his mind.
ENGINEERING TABLE Biology: The study of living organisms,
1 Agricultural Engineering including such sub -fields as
2 Mechanical Engineering microbiology. Biological studies are con -
3 Electrical Engineering ducted on organisms at all levels, in-
4 Computer Engineering cluding human and alien life.
5 Transportation Engineering Chemistry: The study of the elements,
6 Macro-Engineering and how they inter-react. A chemist
7 Starship Design knows how to mix chemicals correctly
to produce certain results, and (given
GRADUATION IMustering-Outl TABLES proper facilities) can readily identify most
Cash substances.
1 Cr10,000 Genetics: The study of the bio-
2 Cr1 0,000 chemical structure of life. A minimum of
3 Cr20,000 Biology-1 and Chemistry-1 must be pos-
4 Cr30,000 sessed before any Genetics skill may be
5 Cr40,000 acquired.
6 Cr50,000 Geogeny; The study of physical
7 Cr1 00,000 planetary formations, such as seismic
belts, mountain ranges, and so on. The
Other Benefits geogenist would be helpful in locating
1 + 1 Endurance certain kinds of minerals and ores based
2 + 2 Education on their formation patterns (feldspar or
3 + 2 Social Status coal, for instance) .
4 + 1 Intelligence Geology: The study of rocks and
5 Travellers' Aid minerals. The geologist, unlike the
6 Imperial Science Union geogenist, would be able to identify the
7 Lab Ship exact type of mineral and estimate its
value. He would be invaluable on pros-

-21-
specting missions. and may even know something about
Laboratory Technician: Same as Col- black marketeering.
lege of Medicine Lab Tech. Psychology: The study of behavior
Paleontology: The study of past forms patterns in sentient beings. The
of life, including the examination of psychologist is able to elicit specific reac-
fossils. The paleontologist must know tions and behavior patterns based on
biology and chemistry. certain stimuli, use hypnosis to diagnose
Physical Anthropology: The systemic and treat behavioral abnormalities, and
examination and classification of so on.
primitive humans and proto-humans. Sociology: The study of social group-
This includes their physical make-up as ings and cultural patterns of sentient be-
well as their artifacts and the techniques ings. Through observation and ex-
for making them. perimentation, the sociologist attempts
Physics: The study of force and its ef- to determine the factors contributing to
fects on the behavior of objects. This in- social phenomena . The sociologist is (to
cludes everything from particle physics a certain extent) able to manipulate
to cosmology. The skill would help a pilot crowds.
calculate thrust for a tricky landing, or Sophontology: The study of alien
give an engineer a better understanding races. Sophontology is divided into
of just what happened when he dropped specialties for each indiv idual race, and
the wrench into the jump drive. is further split into the same divisions as
anthropology.
College of Social Sciences
Cultural Anthropology: The study of College of Engineering
human cultural development. By examin- Agricultural Engineering: The study
ing various cultures, the cultural an- and implementation of agricultural plans
thropologist is able to understand the to affect crop yield and quality. The
technical and social advancement of the agricultural engineer can make sound
culture in question. decisions on planting and harvest times,
History: The study of events in the the suitability of a particular crop for a
past. This will have the heaviest focus particular environment, proper use of
on the interstellar community in which chemicals, etc.
the student lives (the Imperium in most Computer Engineering: The structure
cases). All citizens begin with a history-O and design of computers. At a skill level
skill, a rudimentary knowledge of the of 4 + (and Electronics-3) the computer
history of their world and its importance engineer can design and build his own
in the interstellar society. computer.
Linguistics: The study of languages: Electrical Engineering: The structure,
their formation, structure, and develop- design, and operation of electronic
ment. Having this skill, the character devices, except computer systems. This
would be able to learn human and alien skill is considered to be equivalent to
languages more easily, and would be Electronics-2 for the purposes of error
able to discern the origin of a person by detection, but not repair.
his accent. Macro-Engineering: The planning of
Political Science: The study of political cities and starports, world terra-forming,
systems, warfare. and governments. and other large scale construction.
The political scientist is familiar with Mechanical Engineering: The struc-
laws and their effects on the citizenry, ture, design, and operation of

- 22-
mechanical devices. This skill is con - and experience in that race's medical
sidered to be equivalent to Mechanical-2 treatments and surgical procedures.
for the purposes of error detection, but When th.is skill is obtained, roll again on
not repair. the college of medicine table to deter-
Starship System Design: This skill is mine the specific medical skill in the
required to commercially design star- alien's field.
ships, and includes knowledge of the Osteological Surgery: This skill
ways that starship systems are in- represents expertise in the surgical
tegrated to provide the best operation. alteration and repair of bones.
Transportation Engineering: The Dental Surgery: This skill represents
design and operation of public transpor- expertise in the repair, restructuring, and
tation devices, such as monorails. This replacement of the teeth and the sur-
includes cost-effective construction and rounding bones of the jaw and face.
operation techniques. Cosmetic Surgery: This skill
represents expertise in alteration of the
College of Medicine appearance of a patient, to improve
Anesthesiology: This skill represents looks or repair damage from injury or
expertise with various substances used birth defect.
in anesthesia and with the machinery Optometric Surgery: This skill
and techniques used to administer them. represents expertise in performing
Laboratory technician: This is the surgery on the eyes in order to restore
basic skill for all doctors and scientists, or improve vision.
and includes knowledge of and ex- Neurological Surgery: This skill
perience with all manner of lab equip- represents expertise in performing
ment, from forceps to electron surgery on the nervous system and
microscopes. brain.
Pathology: Skill in performing autop- Transplant/Reattachment Surgery:
sies to determine cause, time and man- This skill represents expertise in perfor-
ner of death with reasonable accuracy. ming organ and tissue transplants and
Pharmacy: The expertise in mixing reattachment of limbs (including both liv-
drugs for specific purposes, along with ing limbs and prosthetics).
knowledge of proper dosage levels. The
pharmacist is familiar with the Mustering-Out Benefits
physiological effects of drugs. Imperial Science Union: The ISU is a
Practitioner: This represents the society of the best scientific minds in the
"family doctor" skill. A practitioner can Imperium. Their loyalty is strictly
diagnose illnesses, recommend cures, apolitical; in fact, they are often seen
and perform rudimentary surgery as well travelling unhindered through war-zones,
as routine check-ups. because most interstellar communities
Radiology: Expertise in using have agreed not to disturb their func-
machinery to examine and diagnose tions. In return, the ISU shares its
bodily disorders. The equipment used in - developments with all peaceful nations,
cludes ultrasonic and magnetic scanners providing an impetus for peace. The ISU
as well as x-ray machines. provides its members with a free high
passage each month, or free transport on
Specialized Surgical Skills a ship under ISU control.
Alien Physiology: Knowledge of the Laboratory Equipment: Specialist
bodily systems of a particular alien race, Continued on page 30

-23 -
From Port to
Jump-point
This article is designed to give a feel- corpuscles. Planets fell in the Long Night
ing of real scope and magnitude to the without the aid of off-world technologies
universe as players move amongst or and goods , Trillions of people in the Im-
about the worlds of your Traveller cam- perium depend upon the interstellar com-
paign. Go to an international airport to- merce system by which megatons of
day and you can feel the throb of human cargo are transported thousands of
activity, commerce unbounded, and peo- parsecs in a single week.
ple travelling to and fro. I hope this arti- The number of starships found in any
cle might imbue your campaign with just given starport at any given time would
that sort of feeling . be directly related to the quality of that
With numerous publications giving us facility and the population of the star
starport designs, I was able to put system containing the starport.
together expanded encounter tables for Consider the Sol subsector in the
ships found in-system everywhere from Solomani Rim. Based upon the value
port to jump-point. Some additional listed for subsector population and the
designs were done to give my players number of world s with population A, we
added options in choosing from "stan- could estimate Terra to have a popula-
dard" starships. Also, some of the stan - tion of about 18 billion people. That is
dard ship designs did not fit well in my a hefty amount of people to be taken
campaign based in the Solomani Rim care of on just one planet's resources .
sector. The jump- 1 merchant traders are If we look at a particular star system, w e
good on the Spinward Main, but there may develop the starport scene by add-
are fewer " mains" in the Solomani Rim ing details from the following system.
and in my own computer generated When players arrive at a starport, take
sectors. the population digit from the system's
Several recent publications, most Upp (use total population of the star
notably Book 6, Scouts, have shown us system if it is scattered on several
how to give a star system the full grasp planets) and subtract a number related
of reality by adding generation of or to the quality of the facility. This sub-
details about the other planets and stellar t racted number will be 0 (for type A star-
types in-system. My microcomputer pro- ports) to 4 (for type E starports). Type
grams had already expanded the star X starports are special and should be
systems with similar detail before the handled by the referee fitting his or her
publication of Book 6 . The added bodies own adventure demands . The same
in-system lead to my enhancements on thing goes for lo w er grade facilities in
jump technology with simple extrapola- low population systems. If you , as
tions from Traveller's basic rules. referee , need another ship present in-
system, then put one there. This system
STARSHIPS IN PORT is intended to provide a backdrop for the
Economy is the circulatory system of adventure.
the Imperium in which trade is the heart- For type A starports, give a OM + 1
beat and merchant trading vessels are as per die thrown , and give a DM -1 per

-25 -
die thrown for starport types 0 and E. bay, roll 1 06 with OM - 1. Treat zero as
Treat negative numbers as zero . The departure today in 206 hours and on a
number of pips thrown equals the natural roll of 6 roll 206 for number of
number of ships in port. Also, for worlds days until departure. For the higher
with a population of 9 or A (in the population systems (UPP population 9 or
billions) and a starport type of A or B, A), apply a further OM - 1 for the initial
place one starport for every five billion departure throw. Since size and itinerary
increment in population. In the case of are a factor in a ship's decision to make
multiple facilities, all of the starports in- planet-fall, most ships in A, Bore star-
system need not be of the same class. ports could be located in the orbital facili-
This will usually apply only to A or B type ty. Remember that class 0 or E ports, or-
ports. I leave it to the referee to decide bital facilities are not the norm.
how many ship yards (based upon star- You need not establish what type of
port yards) are present in the system. If ship is represented by each of the above
there are three starports at one system, determined die pips, but the quantity can
he or she may make all three class A tell you whether or not a certain type of
facilities or may make only one class A ship is in port if your players seek it.
and the other two into class B ports, etc. You could use this system to further
For example: The type A starport describe the individual starport visited
facility at Terra (Sol 0207) would have using the maximum number of pips
(Sol's population digit is A, or 10) generated as 1 V2 to 1 times the number
10~0 = 1006 with OM + 10 ships when of landing/docking bays available at the
starport landing is made. The population down or orbital facilities. Terra would
of 18 billion dictates three starport have from 47 to 70 bays available for
facilities in-system. If you have an Inva- starship use at her type A facility. This
sion: Earth game map, that fits with the means a high roll would force an inbound
description of Terra, as well as making ship to wait for debarkation or it might
sense. have to pay a starport shuttle to off-load
These rules consider only non-military the ship's cargo. Starports are
vessels in both the down (surface) and businesses too, and they will provide on-
up (orbital) facilities of the starport. ly a modicum of space with costly star-
Military vessels could be in-system ship refreshment devices. This invest-
depending upon encounter tables or the ment will rarely sit around unused. An in-
presence of an appropriate base. The bound starship should have to wait in a
starport shuttles and other service "parking" orbit for no longer than a day
vehicles are to be determined by the or two.
referee in whatever manner he may see Using the above example, our players
fit. A similar system could be used for have just arrived in the Terra system.
Spaceports (Book 6) using non-starships Since we have three facilities, we can
and small craft. treat one of them (say Phoenix) as a type
This gives a possible range of 56 to A port and the other two as type B ports.
178 starships total in the three Terran We have a maximum of 178 ships in
starport facilities, a believable quantity port, and (as it is a busy star system) we
for such a star system. A similar quanti- will say that there are 70 docking berths
ty might exist describing Mora/Mora in at the Phoenix facility. This means that
the Spinward Marches. the ship in which the players are arriving
To determine how long any particular could be given immediate inward
ship will remain in the docking/landing clearance to Docking Bay 47. They are

-26-
registered there for one week a Cr100 JUMP-POINT: TO AND FRO
charge to the ship's account with option The Traveller Book 2 description of
to stay additional time at Cr1 00 per day. jump is dependent upon distance from
They are seeking the Mercenary Cruiser a given body in the star system. Since
Anacreon which , according to the polite we may now generate many bodies in
Starport Flight Control officer . is just the solar system, let us make an in depth
down the port concourse from them in analysis of the jump technology at work
Bay 36. Ma ybe our group will run into in the Traveller universe.
some dazed looking solicitors from the The presence of mass disturbs the
Church of Cathay, leading them into who local space-time continuum in such a
knows what kind of adventure now . way as to have an effect upon the injec-

Number of 06*
Population
Starport A 9 8 7 6 5 4 3 2 1 0
A 10 9 8 7 6 5 4 3 2 1
B 9 8 7 6 5 4 3 2
C 8 7 6 5 4 3 2
D 7 6 5 4 3 2
E 6 5 4 3 2

Starships depart port in 1D6 days (DM - 1 for UPP population 9 + I. A result of
o departs in 206 hours, a result of natural six departs in 206 days. There is pre -
sumed to be one starport of equal or lesser quality to the original for every 5 billion
population. Treat Negative pips as O.

- 27 -
tion into or out of jumps pace. This is true number) of the jump drive installed on
of bodies in size from starships and up the ship. Navigation skill may be used to
to and including stars. If a pilot or determine how close a ship may arrive
navigator is not cautious, a misjump may at an "optimal" point on the jump-point.
result from close proximity to a massive The jump-paint J -l is the largest solar
object. Since this hyper-dimensional mass in-system and the next largest
physics construct is based upon mass, mass in-system with an unconfined
the extrema of the jumpspace function jump-point is J-2, and so on. Confined
fall to simple diameter ranges in which jump-points are those such as the 100
it is safer to enter jumpspace. The diameter surfaces around Mercury and
thumbnail rule is, a body can not affect Venus. For a jump-point to be unconfin-
a jump when made from beyond 100 of ed, that surface may not intersect any
that body's diameters. other 100 diameter surface of a larger
This does not preclude other bodies mass. This means that a starship could
from affecting the attempted jump. have an unconfined jump-point if it were
Many times, the unsafe jump radius is outside the jump-point of a planet or star.
completely within that of a larger unsafe However, a starship mass would not
jump radius. In the Terra (Sol 0207) cause a planet's jump-point to be
system, the orbits of Mercury and Venus unconfined.
are contained completely within the 100 The mass of the starship does not
diameter limit of the G2 star Sol. It allow entrance into jumpspace unless it
should be noted that this formulation equals or exceeds 100 tons displace-
does not take into account extremes of ment mass. This is why starship design
density. requires at least 100 tons for jump drive
Keep in mind that these rules for enter- installation.
ing and exiting jumpspace only prescribe In the cases of multi -stellar systems of
the minimums within which the transi- wide separations, if the masses are out-
tion is considered safe. Nothing prevents side of 1000 diameters, the mass
a starship from entering/exiting jump- systems are treated separately, and it
space beyond 100 diameters of any nor- must be specified as to which of the
mal mass. This simply defines how close jump mass vortices are entered by the
you may safely get to an object. That is, arriving starship. Every object within a
after all, the usual intent of travel. 1000 diameter sphere of a given mass
Another concept to be considered, is defines a jump mass vortex. For objects
that of star system jump-point cascade. outside that region, set up another
Depending upon the masses in-system, vortex based upon those independent
there are a number of points defined in masses. For vertices within the same
space in which a vessel may leave jump- parsec, jump-l is sufficient to travel be-
space. These points are in actuality three tween them. A jump- l is how ships
dimensional spherical surfaces, but for travel from Regina/Regina (Lusor) to
simplicity, are referred to as jump-points. Gagamshir/Regina (Daridal, a simple
They are labeled J- 1 through J-6 in order 5000 AU hop, still taking one week.
or largest to smallest masses. Most The In of the ship is the range of jump-
systems have thousands of jump-points, points at which a starship leaving jump-
but these are limited in access due to the space may re-enter normal space. A ship
way the jump drive functions. with In of 6 may arrive at any of the
The jump-point at which a ship may points J - l through J-6, pilot or
appear is dependent upon the In (Jump navigator's option. A ship with only In

- 28-
1 is limited to the solar point. It should plus the number of jump-points by-
be mentioned that that is not so terrible passed in the jump zero to the throw for
due to the usual proximity of the misjump, and if successful, arrive at the
system's prime to J-1 . If the jump-point gas giant located at J-2 . A type C
contains a partially defined jump-point, mercenary cruiser could make the jump
such as Titan's about Saturn, then at no from J-4 to J-' with a OM + 5 for mis-
time are the rules for distance allowed jump, and if successful, arrive at the
to be violated ; hence , you may have system's solar jump-point.
multiple bodies served by one jump-
point. In the Sol system, a J-3 entrance Encounter Tables
could be made at 100 diameters from In creating the encounter tables , I put
Titan and at least 100 diameters from together a list of all of the possible ships
Saturn (the third largest mass in the solar which players might encounter in my
system). campaign, grouping them by type and
The computer software available pro- jump capability. Then, I determined how
vides for jump programs giving jump a region of my campaign might look at
from one to six parsecs. The jump-1 soft- a random sampling (Le . is space full of
ware may also provide for an in-system free traders or corsairs , or whatever).
jump to be made (sometimes referred to Checking out the abilities of the vessels
as jump-D). The rules are simple, requir- at hand, I ended up with a chart of small
ing that the in-system jump take fuel merchants, large merchants, xboat
equal to a jump-'. The jump-point rules related vessels, naval cruisers, battle
apply and the so-jumping ship may add cruisers and corsairs . I had also put in a
or subtract its In from its Current jump- special table for ship's unique to a
point position. So, a ship with In of 2 region . Of these, I decided that the
starting at either J-' or J-5 could do an greatest variations in encounter types
in-system jump to J-3 . The time it takes would be merchants.
to complete that jump is 1 week. The large merchants were vessels ob-
The in-system jump is not the safest tained from the ship directory in the the
technique in space navigation. Add three Traveller Adventure or ships I had put
together using High Guard. This ship list
Unconfined Jump-points in was capable of jump-4 or greater opera-
Two Sample Systems tions , so I decided that their capabilities
Terra/Sol Regina/ Regina II would suffice to allow encounters with
J-' Sol Lusor them anywhere in my campaign, given
J-2 Jupiter Assiniboia a reason for their being there. This was
J-3 Saturn Olybrius not the case with the small merchants
J-4 Terra (less than' 000 tons I.
J -5 Mars The type-A free trader can only make
J-6 Ceres jump-'. So I divided up the small mer-
"'Lusor only. chant encounter table into three
Note: Terra is just barely an uncon- categories: jump- l routes. jump-2
fined jump-point. Titan is partially uncon- routes, and jump-3 routes . If a ship does
fined at J-3 Saturn . Olybrius is an un- not have the jump drive to get it
confined J-3 only when it is farthest someplace, you probably won ' t find it at
from LusOf, and may be partially confin- that place. This is not to say that it could
ed when nearest to Lusor. Regina is easi- not get there, using such things as L-Hyd
ly accessible through J-2. tanks, but these are the exceptions and

-29 -
not the rule. created situations which have added col-
The A2 far trader presented in Supple- or to the main ongoing interests of the
ment 7 may be found on the jump-2 players. The hijackers trying to get a ship
routes and the type M subsidized liner which has been waiting in parking for a
may be found on the J-3 routes. A smat- bay to open up at a starport. The red
tering of other ship types, such as a giant star with a surface density so low
chartered type S scout, etc .• gave me a that the J -1 point is actually beneath the
well populated encounter table. The lack surface of the star! My campaign is set
of a good merchant trader capable of up to de-emphasize starship conflict in
greater than jump-2 prompted the design the form of battles. They can lead to ex-
of the Type R2 deep trader listed below. cessive quantities of character genera-
I needed a vessel with a little longer tion, and I don't enjoy that. However, I
range, but still within the economy of the have had players frightfully making in-
player character. so I used the 400 ton system jumps to avoid that naval inter-
Book 2 hull and went to work. If you diction patrol in the red zone and wishing
have done Book 2 starship design, you they had never gone there in the first
know how tough it is to get higher jump place.
numbers in a small ship and still have I've put this chrome in my campaign.
room for cargo. I solved the dilemma by Try it youselfl
giving the ship fuel enough for two - Leroy W. Guatney
jump-2. It could travel 4 parsecs by
doubling the amount of time to get Continued from page 23
somewhere (a reasonable compromise equipment and materials up to Mer 1.5
given the construction constraints). The in value. The items received must be di-
other implication of this allows a trade rectly related to the recipient's specialty.
team to get into a system without hav- Lab Ship: This ship may be the one
ing to refuel in that system. This is useful described in Supplement 4, Citizens af
if there is no gas giant or available water the Imperium, or may be one of the
to be refined at the destination. referee ' s own design. If this benefit is
The deep trader opens up new (and rolled twice, the ship contains lab equip-
potentially untapped) markets to be ex- ment as noted above, otherwise the reci-
ploited or adventure situations to be pient must supply and equip it himself.
caught up in. - Jeffrey Gratebaer
The naval cruiser and battle cruiser
tables were built upon designs available Continued from page 17
in Supplement 9, Fighting Ships. mine political ramifications of the na-
Once I had designed all of my tables. tional groupings. On other worlds,
I constructed a master encounter chart populated hexes will represent major
deciding the probabilities of encounter- cities and trade centers. The referee may
ing which of the above mentioned ship wish to draw in highway and rail nets,
types in the tables. This master chart even air and sea lanes, where ap-
could be different from area to area in a propriate (and, of course, starports) .
given campaign. allowing variability in With these guidelines and a little im-
encounters. agination, referees can generate worlds
for their players to explore and adventure
What Does It All Mean? in that will facilitate exciting play without
All of the chrome added to the en- the need for constant planet-hopping.
counters in-system in my campaign have - Chris Struble

- 30-
Seastrike-Underwater

C ~trall_

Recently I ran a duel between a underwater. Missiles are exempt from


submerged system defense boat and this restriction because they are selJ-
various surface and airborne vessels , and propelled. CPR weapons (and other pro-
I realized that the description of SOB's jectiles) might be fired from a submerged
in Traveller Supplement 7, Traders and AFV, with the barrel of the weapon pro-
Gunboats fails to cove r this important truding above the surface. In this case,
aspect of their operation . An SOB is the weapon must be modified, as in rule
designed for use in all the environments 2 below (mainly to enable water to be
it may encounter - space, a gas giant's quickly drained from the barrel), but the
atmosphere, or underwater- but the proj ectiles can be normal.
technology involved is not detailed . I
assumed there must be some restriction s SPACECRAFT
on underwater operation, when com~ Since spacecraft must sometimes
pared to atmospheri c or s pace condi ~ fight in a gas giant' s atmosphere, their
tions, and I prepared the rules below. missiles are assumed to be built to with-
Most are usable with Traveller Book 2, stand the stresses involved. These are
High Guard, and Striker. They don 't greater than those encountered under-
cover the actual construction of under· water, so it isn't necessary to build
water vehicles, and assume that any special missiles for underwater use.
weapon may be taken underwater Similarly, launchers and other equipment
without harm, provided they aren't used. will withstand immersion indefinitely.
Control, howe ver, may be a problem.
MISSILES AND PROJECTILE WEAPONS Range will certainly be reduced, since
No projectile weapons, other than water is denser than air or vacuum, and
missiles and special devices (e.g., it takes more po we r to drive something
spearguns), will function very well through it.

- 31-
STRIKER against surface ships, but might fail to
Underwater operation requires water- cause serious damage to ACVs or
proofing and special modifications to hyd rofoils .
some weapons. Control systems may
need substantial changes. LASERS
1 (Striker only): Add 50% to the Gas giant atmospheres should be
weight and cost of all missile com- reasonably transparent to lasers, though
ponents, and mod ify fuel accordingly. reduction in range is likely. Lasers,
2 (Striker onlyl : Add 30% to the however, are easily dispersed by water.
weight, volume. and cost of underwater Beams would lose significant amounts of
missile launchers (not autoloaders. con- energy as they passed through water, as
trols. etc.). though they passed through military
3: Underwater missiles (torpedoes) "fog" aerosols or sandcaster dust.
have 10% of normal range in air, .1 % of 1: Lasers must be modified to fire
range in space. Missiles travelling above underwater (adding 15% to cost and
the water to a surface or flying target do weight) , or suffer damage from thermal
not suffer this modifier. shock and steam erosion . This isn' t
4 : There is a OM - 4 to hit with under- necessary if the laser is fired through a
wate r missiles, a DM - 2 when firing special periscope (see notes on peri-
missiles from a submerged vesse l at a scopes, below).
surface or airborne target. 2: Lasers suffer a OM -1 t o hit and a
5: Acoustic or magnetic guidance damage OM - 1 per meter of water they
systems may be fitted to underwater penetrate , regardless of power (at
missiles, at double normal guidance TL 13 +, - 1 per 5 meters of water
system costs, to reduce the submerged penetrated) .
targeting OM to - 2 (Traveller/High 3 : Lasers firing from water to air, or
Guard add 10% to the cost of the from air to water , suffer an additional
m issile). - 3 penalty to hit, due to refraction
6: Target designation and manual aim - (bending of lightl at the air/ water bound-
ing systems require a specialized ary. This effect also occurs with x-ray
periscope or radio antenna, if the vessel lasers ITL 13 +).
remains submerged . See notes on Usa of lasers: Lasers can be useful
periscopes, below. underwater, as short range antiperson-
nel weapons , or for point-blank attacks.
USE OF MISSILES An SOS or AFV with underwater capabil-
Spacecraft expecting possible under- ities m ight mount a laser periscope, or
water operations will carry some the like just under the surface to fire at
specialized underwater warheads to aircraft or surface vessels.
co mplement their normal stock. AFVs
(other than specialized submarines) MESON ACCELERATORS
might modify one weapon for under- These systems can be used under-
water operation. An SDB wou ld probably water without modification, and are
carry specialized warheads for 50% of probably the most lethal armament for
its mi ssiles. Underwate r warheads a submerged AFV, provided accurate
should be chemical, not nuclear (a near- target location is possible. SOB's pro-
by underwater nuclear explosion can bably won't carry these weapons, since
have bad effects on a submerged most warships are thoroughly protected
vessel). TDX warheads are useful against this form of attack.

- 32 -
OTHER ENERGY WEAPONS Quate for power plants up to .5
Underwater operati on poses seri ous megawatts. Add 5% per .2 megawatts
problems for mo st other energy above this size .
weapons. Compound Optical periscopes have
1: Plasma and fusion weapons mu st zoom lenses , controls for tilt and close
be extensively modified to fire under- focusing , and fittings for cameras and
water (add 75% to price and weight), image enhancement devices. At TL 8 +
and suffer a OM - 4 per meter of water they can be computer-controlled, linked
penetrated, regardless of tech level. Par- to gunnery computers and other special
ticle weapons cannot be used under- equipment.
water. See the notes on water as armor, Radio and Radar Antennae are priced
below. as bare metal masts with appropriate
2: No energy weapons, other than cable systems. The prices, sizes, and so
lasers, can be used through periscopes. on, do not include the equipment they
Use of Energy Weapons: Energy are linked to or support.
w eapons might serve in similar roles to Laser Communicator/Target Designa-
lasers-as short-range defensive arma- tion periscopes are always complex op -
ment or for use against aircraft and other tical deSigns, and can be used for nor-
close targets when minimal water mal observation. The laser system is an
penetration is required. Discharge of integral part of the periscope (but must
such weapons underwater would be be purchased separately)' and can ' t be
marked by clouds o f steam, giving clear removed for normal operation.
indication of the.firer' s location. Laser Weapon periscopes are listed
with price, weight, and volume for a 1
PERISCOPES megawatt laser. Add 5% to price and
There are many types of periscope, for 1 % to volume per additional megawatt,
observation, communication, and for of- add a cumulative 10% extra cost per
f ensive use. Prominent types are listed meter of length after the first, and sub-
below. tract 5 % price and 1 % volume per TL
Simple Optical periscopes have a above 8. A starship laser, for example,
fixed-angle lens and no intensification or is a 250 megawatt design, so at TL 12
enhancement features. They are small a 4 meter periscope would cost
and inconspicuous, presenting a minimal Cr1 ,000 + (50 x 2491 = Cr13A50 for the
radar reflection. first meter, plus Cr13,695 for the se -
Schnorke/ Tubes supply air to an air cond, Cr15 ,064 for the third, and
breathing power plant or overpressure Cr16,570 for the fourth. This totals
life-support system. Pric e, weight, and Cr59,779, minus 20% for tech level 12,
volume are for a minimal system, ade- or Cr47 ,023. Its weight would be 697

PERISCOPES
TL Type Weight Cost Volume (m'l
5 Simple Optical 20 kg Cr150 .06
5 Schnorkel 30 kg Cr200 .1
6 Compound Optical 30 kg Cr300 .1
6 Radar Antenna 60 kg Craoo .4
6 Radio Antenna 25 kg Cr400 .1
7 Laser Designator/Comma 45 kg Cr600 .1
a Laser Weapon 50 kg Cr1,000 .4

- 33-
kg, its volume 5.36 m 3 • Sonar is an active detection system,
The laser is purchased at normal rates, using sound waves which are reflected
built into the periscope, and can't be off submerged objects. It can be blocked
separated from it again. Aiming and by layers of water at different tempera-
targeting use secondary systems within tures, obscuring objects (such as schools
the weapon periscope, shut off when the of fish or icebergs), or by advanced ECM
laser fires. Laser weapon periscopes re- methods.
quire a dedicated periscope mount (at Magnetometers detect disturbances in
the same cost and weight as a hard point a planetary magnetic field (if one exists),
and minimal turret), or can be incor- but can be confused by magnetic
porated into turrets to function as storms, ECM, large metallic objects
periscopes and as normal turret-mounted (such as shipwrecks), and large deposits
lasers. of magnetic ore.
Use of Periscopes: Many Vehicles, Mass detectors respond to variations
apart from "pure" submarines and in the planetary gravitational field, and
SOBs, can benefit from periscopes. For are especially sensitive to grav units and
example, a grav vehicle could mount a rapidly moving objects. Jamming isn't
laser weapon periscope and wait in a possible, but large objects (such as
lake to ambush troops or enemy icebergs), large animals (such as
vehicles. A primitive AFV could mount whales), and mountainous seabeds may
a schnorkel tube and cross a river under- obscure or imitate a target.
water. An SOB expecting underwater All of these sensor types may be car-
operations would probably mount at ried by surface vessels or deployed by
least one specialized laser, incorporating aircraft. Other sensing systems, such as
the necessary lenses and prisms for infrared and thermal imaging, and normal
periscope operation, per dorsal turret. acoustic detectors, may be mounted in
periscopes or used by surface vessels
SENSORS and aircraft.
Depending on the tech level of the Use of Sensors: Most vessels or AFVs
design, various forces of underwater designed for underwater operations will
sensing systems are available. carry sensors. Their exact nature
Hydrophones and Sonar Detectors are depends on the job involved. An SOB, for
simply sensitive sound amplifiers, example, would probably carry
capable of detecting engine noises, hydrophones, sonar, sonar detectors,
vibrations, and other acoustic disturb- and a magnetometer, plus radar and nor-
ances . Both systems give a bearing to mal spacecraft sensory equipment. In
the sound source; the sonar detector some campaigns, standard spacecraft
also indicates range, but is limited to in- avionics will include a few of these
terpreting sonar transmissions. The best items; equipment which is not normally
defense against these systems is silence. included should be added to the cost and

Sensors
TL System Weight Cost Range Mode
5 Hydrophone 150 kg Cr1,200 1.5 km Passive
6 Sonar 1300 kg Cr20,000 3.0 km Active
6 Sonar Detector 100 kg Cr3,000 2.0 km Passive
8 Magnetometer 2450 kg Cr35,000 5.0 km Passive
9 Mass Detector 5600 kg Cr95,000 10.0 km Passive

-34-
weight of a ship. The Striker design se- VISIBILITY
quences don ' t imply any standard Unenhanced underwater visibility has
avionics, other than controls for grav a maximum range of 100 meters, re-
vehicles, so all items must be added to duced by 10% per 10 meters submerged
an AFV's cost and weight. Sonar and depth, in normal circumstances .
other observation systems can be used Submerged objects are visible to surface
in the same way as normal rangefinding or air observation within a 45° cone
and sensing equipment, as in Striker directly above the position of the object.
rules 46, 49, 51 , and 55 . Naturally, weather or such conditions as
suspended silt may reduce visibility to
WATER AS ARMOR zero.
Water can absorb great amounts of
energy, and as such is highly resistant AFTERWORD
to energy weapons; for example, a This article isn't a definitive account
l -megawatt attack would only vaporize of underwater combat for Striker and
440 gr~ms of water a second, or heat Traveller, but should help referees deal
a cubic meter of water by less than one with this interesting environment. Addi-
degree. The notes on laser weapons tional rules might cover submarine
(above) assume that water is partially design and propulsion, streamlining,
transparent to light, so that the main crew morale, weather, ice, and other
energy losses are due to dispersion. topics.
Water will also retard physical projec- Sources of inspiration for adventures
tiles. For purposes of Striker, water has include films such as Run Silent, Run
an armor value of 2 per meter, Deep and Ice Station Zebra, naval
For High Guard use the following histories, novels such as Frank Herbert's
values: "Under Pressure," and the television
Armor 0 1 2 3 4 5 6 7 series UFO, Thunderbirds, and Voyage
Water Iml 30 32 33 34 36 37 38 39 to the Bottom of the Sea.
Water armor factors are cumulative - Marcus L. Rowland
with other armor, so a High Guard hull
factor 0 vessel under two meters of
STRATEGICON presents ...
water would have an effective hull fac-
tor of 1; a Striker vehicle with armor 10 ORCCON
at the same depth would be equivalent 1985
to armor 14.
President's Day Weekend
SUBMERGED RADIO/JAMMER/ECM February 16, 17, 18
OPERATIONS at the luxurious
Pasadena Hilton Hotel
Striker: Reduce power of radio jam- in Pasadena
mers and transmitters by 10% per 5
meters submerged depth, assuming no
antenna or other equipment protrudes
*********
DOZENS 01 Boardgames and
Miniatures, plus SCORES of
above the surface. Role-ptaylng Toumaments
High Guard: Reduce ECM rolls by -1 and Eventsl
per 5 meters submerged depth, assum-
ing no antenna or other item of equip- *********
For more information about
Southern California's #1
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Game Convention write to:
water.
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Amber Zone


The Thing In the Depths
PLAYERS ' INFORMATION survivors. A day later the colony is
The team's ship ha s landed on Stur- rocked by the news that one of the
ray (0304 C-7 AS215 -A) f or minor search boats has also vanished. That
repairs w hich wi ll take at least three evening, Jackson Hollis, the colony
weeks. Sturray is the onl y world of a red manager, visits the team. He is outfitting
dwarf , and has a methane/C02 at- a hydrofoil with a variety of scanners and
mosphere and a coo l clima te. Th e on ly detectors, and needs personnel with ex-
native life forms are bacteria, algae , and perience in using such advanced equip-
a few primitive seaweeds. It's a mining ment. He ca n pay Cr250 a person a day.
planet, export ing rare earths and light Hollis wi ll state that he can't afford to
metals dredged from the seabed . take company technicians from their nor-
The port is to the south of the north- mal wo rk t o man the hydrofoil. If the
ern polar landmass . Latitude and orbital team refuses, he wi ll be forced to stop
tilt currently give a 45 hour day and 5 wo rk on t heir ship, since the technicians
hour night, with the sun rare ly rising far w ill be needed t o man the search boat.
above the horizon. The effect resembles The hydrofoil is equipped with sonar,
dim red t wi light. Half the population magnetometers, radar , underwater
wo rk s in and around the dome, th e rest cameras, and other detection equip-
run deep water dredges, refining plants, ment, and diving and rescue gear, along
and supply hydrofoils. with an air/raft . The team can add equip-
A few days after arriva l, the team ment f rom their ship.
hears that a dredge is believe d sunk.
There is no news of th e 12-man crew. REFEREE'S INFORMATION
Supply ship s are diverted to look for The mystery is caused by an old

- 37 -
system defense boat, which crashed 45 is obvious that there are no survivors.
years before the colony was established, Next, the team will find the wreck of
The SOB was travelling to a navy the supply ship, and the only survivor.
dockyard for major computer repairs He knows only that the ship suddenly
when its shuttle misjumped into the lurched sideways and began to sink,
Sturray system. The SOB landed on Stur- without any explosion. A thorough
ray to refuel, but lacked computer aid search will find marks of the ramming ,
when selecting a landing site and chose though nothing to indicate the cause,
a cliff which collapsed into the sea, kill- Further events are left to the referee.
ing all aboard. The shuttle crew were left The SOB may attack another ship, or
marooned, and eventually starved to even the survey hydrofoil. It may simp-
death. The shuttle's orbit decayed long ly disappear, to remain a worrying
ago, and it crashed. Since the scoops enigma for the adventurers. Ev entually,
were open when the crash occurred, the persistent searching will track it down ,
SOB power plant has remained fuelled . and the team must then enter the hull
The computer is still active, though and evade the anti-hijack systems to
damaged, and occasionally activates the deactivate the boat and computer, The
drives to move the ship in an underwater SOB is unfit for space, but could be
evasion sequence. It also operates salvaged for power plant, drives, and
weapon and anti-hijack systems. other components worth MCr1-3. The
Anything the computer considers a shuttle is intact, and w ell worth salvag-
threat will activate these systems. ing. Naturally, the mining company will
The dredge ran into the SOB while it want 50% of any profits. It was, after
was resting on the bottom; it retaliated all, their hydrofOil which made it all
by firing an HE missile which sank the possible.
dredge, but shock waves also knocked - Marcus Rowland
out the SOB's missile systems. Later the
search hydrofoil passed through the area Continued from page 12
using sonar, which was interpreted as a w orlds of tech level 14 +, and with a
hostile probe. The SOB tried to fire population level of 5 + (less populous
another missile, but the system wouldn't worlds don't have the necessary
work so it rammed the hydrofoil instead. technical and medical facilities). Then
The wreck is still partially afloat, but the there is cost. The implant itself costs
only survivor is isolated in the remaining MCr10 to produce and implant. Equip-
pressurized compartment, the galley, ment to permit a computer to be linked
and can't reach the radio or controls. The to the implant costs a further MCr2
SOB is now moving NE out of the search (linkage equipment is available on most
area. tech 14 + worlds). The remote terminal
The referee should try to sustain an air costs MCrl (it weighs 5 kg). Thus, it can
of mystery and horror throughout this be seen that use of an implant is limited
adventure. The first clue to events to the very wealthy or to those with high
should be the discovery of the wrecked governmental or commercial positions.
dredge, under 300 meters of water. For the character w ith enough money
Underwater cameras will show that it and the proper mental conditioning, a
has been blown apart, apparently by an computer implant ca n be an extremely
internal explosion, The missile struck useful tool. Like all tools, however, it can
underneath, and the marks are buried be misused and prov e dangerous.
under hundreds of tons of wreckage. It - J. Andrew Keith

- 38-
BIRTH ANNOUNCEMENT!!
Southern California forms ...
A NEW And a NEW Which needs NEW
Game Company ... Game Magazine... Writers (like You)!
DTI stands for Divera. Talent., To bring us, the common The format for The V.I.P. of
Incorporated. a new California Adventure Garners, together there Gaming Magazine is a " fast food"
Corporation owned and operated must be first a common need approach of short variants,
exclusively by Adventure Garners shared, and that would be clarifications. and tournament
looking for ways to improve the information . To that end, DTl's first rules (of 'A to 1 page In length),
hobby. endeavor is the founding of The scenarios (V2 page or less, if
The founders of this young V.I.P. of Gaming Magazine (the possible), and reviews (brietlcap-
company have united under a far V.I.P. stands for "Variants , sule style of about 500 words). This
seeing. strong common philosophy Interviews, and Profiles). slick, professional 48 page
that this hobby can gain more While primarily a variant / review magazine needs you . the
public acceptance and obtain oriented magazine on all aspects of uncommon gamer to sustain its
substancial future growth by Adventure Gaming by subject "shotgun " article approach with
becoming more "social " in its (Role-Playing, Wargames, Family your home made variant ideas and
endeavors and reaching out to Games . Computer games . intelligent reviewer 's opinions on
average people through their very miniatures, sports games, Play-by- your own, personal favorite game
game closets. We are out to: 1} Mail, books, movies, etc.), The subjects.
Unite ourselves, the " hard core" V.I.P. of Gaming will also provide Do you have an idea or opinion to
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general public. (not to mention the rumors) of the can all help each other directly
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P.O. Box 8399, Long Beach, CA 90808.
Contact: The Hlanssai
The Hlanssai are a humanoid minor species to invade the proto-Hlanssai's
race, originating in the Vargr Extents but home environment. The resulting evolu-
now to be encountered throughout much tionary pressure encouraged flexible, in-
of the Imperium and other areas. They telligent behavior, but this was only part
are widely admired for their artistic of the result. The new dangers confront-
talents, grace , and dexterity, but many ing the Hlanssai demanded the ability to
members of other races distrust the perceive situations quickly and in detail,
Hlanssai because of their - justified- and an awareness of all possible
reputation for emotional instability. subtleties in a given situation . The race
Nonetheless, sheer wanderlust and ver- already possessed the acute senses of
satility has carried the species far. the sometime night-dweller; evolution
now enhanced these to exceptional
Background levels. Hlanssai intelligence was the pro-
The Hlanssai evolved on Vrirhlanz , in duct of the need to analyze and com-
the Vargr Extents 18-657721 -71. a prehend these sensory inputs; Hlanssai
planet not totally unlike Terra. Their psychology is therefore oriented over-
ancestors were intermittent/gatherer whelm ingly towards immediate sensual
types, adapted for a semi-nocturnal ex- awareness and possible responses, and
istence in moderately forested areas. the species' philosophies are generally
This species already possessed a fair sensualistic, frequently dismissive of the
level of intelligence when tectonic shifts long term, and notoriously sybaritic and
created a "land bridge" between two hedonistic. A Hlanssai will usually re-
continents, allowing a large number of spond to each situation as it occurs, with
different - and frequently dangerous- little regard to long-term consequences,

- 40-
- and often, therefore, dramatically. takes to demagogic politics.) Personal
This is not to say that Hlanssai are violence and theft are quite common, but
psychopathic or vicious; they are represent a sufficient immediate per~
capable of personal loyalty and affection, sonal danger to Hlanssai in general to
and their capacity for empathy is quite trigger the cooperation instinct. Larger
phenomenal, but enduring trust is alien scale organization for long-term aims is
to them. rare, generally only occurring when an
Physically, Hlanssai are tall, averaging unusually capable and charismatic
about 2.1 m, but very light and slender Hlanssai perceives a particularly strong
of build, rarely massing more than 55~60 racial need, and persuades his people to
kg. The race is homeothermic, bisexual, work together to meet it.
and vivaporous, producing one or two Normally, the Vargr have poor rela-
young after an eight month gestation tions with minor races within their ter-
period. Hlanssai bodies are about 50% ritory, but the Hlanssai are an exception
covered with a silky, glossy yellow fur, to this rule. The species' immense ver-
and the race seldom bothers with satility, subtlety, and talent for empathy
clothing; the most striking visual featu re enable them to persuade most other
is the head, with its two large eyes and races of their usefulness, and Hlanssai
two even larger ears. The former are sen~ social scientists, servants, traders and
sitive to a range of frequencies extending spies have travelled virtually everywhere
into the ultra-violet; the external flaps of that the Vargr have gone (and some-
the latter serve to detect thermal radia- times beyond). The Vargr generally re-
tion and air currents with considerable gard the Hlanssai as useful, dangerous,
efficiency, as well as focusing sound in- and fortunately weak; the Hlanssai
to a highly efficient inner ear. The race's regard the Vargr as graceless and unsub-
hands have three three~jointed fingers tle, but interesting and useful. Beyond
and a stubby, unjointed "thumb" each; the Vargr Extents, Hlanssai are widely
their feet are similar, and can provide seen as enigmatic, unstable, intelligent
some grip, especially w hen climbing. and interesting ; Hlanssai attitudes
toward other races vary, but generally in-
Society volve curiosity mixed with ironic humor.
Hlanssai culture had achieved a kind A final important concept to note
of static equilibrium when the race was when dealing with Hlanssai is that of
first contacted by the Vargr, and the "N'tarronth", and its converse, "N'tar-
systems then used have changed only ronchii'a" - a further consequence of
slightly since. Hlanssai psychology dic~ Hlanssai sensualism . " N' tarronth" is
tates that complex , rigid social systems usually translated as "shaping" or
and long-range planning are impossible, "manufacturing", but it can best be ex-
and even familial or tribal bonds are pressed in human terms as "imposing ar~
weak; balancing this, the species' drive bitrary form upon the universe".
to cooperation in the face of immediate Hlanssai are acutely aware of the distinc~
danger is quite powerful. The result is a tion between the natural and the ar-
system of administration by a system of tificial, and regard one of the most im~
self ~ interested cliques and participant portant aspects of individual behavior to
democracy, anarchic to most non-human be the extent to which a being accepts
eyes but acceptable to most Hlanssai. (A external reality and acts within existing
Hlanssai who finds it unacceptable limitations. A being who rejects things-
usually either forms his own clique or as~they-are and seeks to shape reality to

- 41 -
his or her will is N'tarronth and displays words, Hlanssai understand other
N'tarronth; a being who takes a passive, species as little as other races under-
accepting view is N'tarronchii'a. Despite stand Hlanssai.
the fact that other races view them as
mercurial and unstable, Hlanssai tend - HLANSSAI IN TRAVELLER
by their own terms - to be highly consis- Hlanssai characters may be en-
tent in being either N'tarronchii'a or countered throughout the Traveller
N'tarronth, and regard an inability to universe, particularly in Spinward and
choose between the two modes of Coreward regions, and in a wide variety
behavior as decidedly odd, perhaps com- of circumstances. Many of the race, af-
parable with a refusal to eat or drink. flicted with wanderlust, become roving
This does not imply any question of good artists, entertainers, animal-handlers or
or evil in Hlanssai terms; simply a mat- adventurers, and a strong disinclination
ter of normal sentient behavior. to settle anywhere for long-and a
It should be noted that-in general- matching inability to remain on perfect
music, applied science, law, manufactur- terms with one employer for extended
ing industry and exploration are classed periods-generally keeps these beings
as N'tarronth, whereas mathematics, on the move. Some Hlanssai become
figurative art and hedonism are N'tarron- "liaison specialists" in the employ of
chii'a. To the Hlanssai, therefore, most organizations of merchant starships
other races tend to N'tarronth - which is, engaged in exploratory work, in which
the Hlanssai would say, their business- function their immense capacity for em-
but display an odd tendency to mix in pathy is extremely useful, but Hlanssai
elements of N'tarronchii'a. In other cannot accept discipline, and so rarely

- 42-
find work in large, formal organizations, catatonic. (Optionally, the referee can
and never in military service. Referees take over insane Hlanssai, operating
should find it quite easy to operate them as totally unstable paranoids,
Hlanssai, once their racial peculiarities psychopaths, schizophrenics or such
are understood, and adventurous players like,1
might consider using such as player A Hlanssai character then begins a
characters, although if Hlanssai are be- "career," much like that of a human
ing properly role-played, no other player character and similarly broken up into
character will trust them, and no long- four-year terms of service, but with a
term aims will be pursued, which might maximum of six terms and no automatic
prove an intolerable limitation for some. or obligatory re-enlistment at any time.
Hlanssai characteristics are generated One skill is automatically received per
normally, with the following modifiers: term of service, plus a second if a
- 2 to Strength, + 2 to Dexterity, - 2 to "study" roll is made (see below). No
Education; Social Status is always commission/ position or promotion can
treated as 5 in human society, but posi- be received. Other rules are as follows.
tion in Hlanssai society is determined on Required Rolls: No Enlistment roll.
10 + 4. Normal human careers are not Each term, roll Survival- 6 + ; Study (for
used; instead the following special rules one extra skill) - 9 +; Re-Enlist (if
should be followed, desiredl- 4 +, No OMs are applied to
Once a Hlanssai character has been any of these rolls.
created, it must be determined to be Skills: All Hlanssai may roll on the
either N'tarronth or N'tarrochii'a. NPC "Ufe" and" Activity" tables below for
Hlanssai are equally likely to be either, skills, or on the N'tarronth or N'tarron-
although some jobs are more likely to be chii'a table according to chosen
taken up by adherents of one attitude philosophy Iconsult the skills table,
than those of the other; if players are belowl,
operating Hlanssai, they have free Aging: Handle as for human
choice, but must always act in accor- characters, but give + 1 to Dexterity and
dance with their choice. Any Hlanssai Intelligence saving throws, - 1 to En-
character acting in a fashion contrary to durance saving throws.
his or her choice for any significant Benefits: Hlanssai receive no pen-
period is probably in the process of go- sions, and roll once per term for muster-
ing insane; in the case of player- ing-out benefits: 1 = Cash, 2 = Blade,
characters, roll Intelligence or less on 3D 3 = Gun, 4 = Low Passage, 5 = Middle
to avoid having the character becoming Passage, 6 = + 1 Education.

Roll: Life Skills: Activity Skills: N'tarronth Skills: N'tarronchii'a Skills:


1 +2Dex -1 End + 1 Oex
2 + 1 Intel + 1 Oex Mechanical Hunting
3 + 1 Intel Liaison Medical Survival
4 Brawling Survival Vehicle Recon
5 Liaison Recon Electronic + 2 Education
6 Survival Weapon JOT Intel

Note: On a result of "Weapon," roll 106, on 1 take Bow Combat, on 2-4 take Blade
Combat, on 5-6 take Gun Combat.
- Phil Masters

- 43 -
Continued from page 8 with the 500 Kg tech 10 and 100 Kg tech
Kilopound (MTE/Kpl ratings of nuclear 11 units, thus allowing C-bombs to be
efficiency, and are based on actual max- practical at progressively lower yields.
imums for that parti cular tech level, up The development of the 3 Kg. powerpack
through tech 8.0 (part I of table 21, and for the PGMP-12 (and the discovery that
are projected beyond that (in Part II of it is sufficient to energize the magnetic
table 21. bottle of a C-bomb) allows anti-matter to
You will note that table 2 has added be used in virtually all sizes of nuclear
a column for yields in megatons (Mt.), for weapon. Further reductions in size are
convenience, and a column for "Mass to made possible with advances in
Energy" conversion. The number of technology.
grams of mass actually converted to The Michelson Thermostellar Device is
energy (in accordanc e with Einstein's the Imperium's Gigaton (1,000 + Mt.1
famous formula) has importance in the " Planet cracker" series, which are usual-
next step. At tech level 9.0, the develop- ly indexed by the size of planet they are
ment of a practical, portable fusion intended to destroy (for example, a Mark
powerplant makes possible the creation I is built to reduce a size 1 planet to
of a magnetic bottle to contain anti- asteroids, while a Mark VII so destroys
matter, while the further development of a size 7, etc., all the way up to Mark X),
man-portable plasma and fusion gun and are transported by a robot starship
powerpacks at tech level 12+ reduces which also serves as the bomb casing.
the necessary size for total conversion The usual ship used is a converted Type
(Le. matter/anti-matter) nuclear weapons. S Scout/Courier, which retains its com-
This is the next "revolution" in nuclear puter and drives, but has a Drone Brain
weapons, as reflected in table 2. In a added and all the staterooms and hold
matter/anti-matter (sometimes referred space stripped out for the housing of the
to as a "Contraterrene" or C-bomb) weapon's powerplant/magnetic bottle.
weapon, a fusion powerplant is used to Tactically, MTDs are usually used to
create a magnetic bottle to contain a destroy uninhabited planets that have
quantity of anti-matter equal to one-half been turned into bases by enemy powers
the mass to be converted to energy. or (most often) to destroy critical gas
Detonation is accomplished by simply giants during a retreat to inhibit an
cutting the power to the bottle. The enemy fleet's ability at refuelling and
reSUlting explosion is usually more effi- pursuit.
cient than an H-bomb of the same yield, The "collapsing" rounds of
as can be seen from table 2. This is Traveller/Striker are the next step beyond
especially true at the higher yields, and anti-matter, in that they deliver almost
gave birth to the "Michelson Thermo- as efficient a reaction without the need
stellar Device". At TL 9.0, the first fusion of a powerplant to maintain the magnetic
powerplant is used to create the first C- bottle. This is especially valuable at the
bomb, but it is practical only when the lowest yields that are most useful as tac-
normal H-bomb mass would be above tical nuclear weapons. Further
the 4,000 Kg. (plus anti-matter mass) of developments, howe v er, in the
the powerplant. At TL 9.1, this upper limit miniaturization of powerplants (including
is reduced to 2,000 Kg . when it is realiz- the prospect of a true anti-matter fuel
ed that a less powerful plasma can cycle plant) will probably supplant even
generate the requisite energy to preserve the small collapsing rounds.
the bottle, a process which continues - Jim Cumber

- 44-
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Casual
Encounter:
Enli Iddukagan
Enli Iddukagan
Journalist
66A985 Age 38 5 terms Cr125,OOO
Streetwise-2 , Bribery-2, JoT-l , SMG-l Trav ell ers

Formerly a stringer for the Traveller throughout the Spinward Marches front,
News Service (and still possessing many and perhaps explain early difficulties
contacts within that organization), Enli faced by Imperial forces in the recent
Iddukagan spun off as a free-lance in- war .
vestigative journalist just one year ago. Iddukagan has made charges of this
He has travelled throughout the Spin- nature to admiralty officials. hoping for
ward Marches in search of stories , a reaction that could be used effective-
preferably those potentially embar- ly. A public-relations offi cial for the Navy
rassing to the Imperial government or issued a firm denial, which the reporter
any of several major megacorporations. was able to turn (through clever editing)
Iddukagan is currently on the trail of into a prevaricating, suspicious attempt
a story which , he hopes, will make his to cover up the issue.
name known from one end of the Im- In order for Iddukagan to make any fur-
perium to another. He believ es he has ther headway with the story, he needs
uncovered evidence that certain admirals proof of his allegations - and proof has
were diverting supplies from the war ef~ not been easy to come by . His continu-
fort to line their pockets through black ing efforts to find the proof he seeks are
market sales. If true, this would point to a large part of what makes him useful in
corruption of the highest magnitude a Traveller adventure or campaign.

-46 -
\
\
\

\.
Ad -
ven- \\
turers are , l' v- f'
most likely ,.<-\,:.;:~.~, \,'
to come into
contact with '':'::',: ,,-:~\-,~~;, ": /y

""~i,,\c~>~~~:;
Iddukagan as he
tries to ferret out
Navy secrets for his ...._-.1
story. Navy, Scout, or
Marine characters might ."-:'_ a mer-
be approached by Iddukagan /: chant ship, to

~
with an offer of large reward if /" "~I ' help him set up
1
1L!-1 '" a scam to catch
they will tell him all about the
/,> <. U'
scandalous behavior of the high /' ') }' some high naval of-
command. Merchants might be asked - - - ficer in an illicit deal.
if they have been involved in Navy In addition to being a
convoys, or handled any of the diverted possible patron , Iddukagan
goods, again with the offer of large sums can turn up as the object of an
of money for a good story. adventuring band's activities. The
Since Iddukagan is lacking in objectiv~ reporter has accumulated a number of
ity, he can become a good source of in- enemies over the years. Many Naval of-
come for anyone with a gift for spinning ficers, the principals of several mega cor-
a plausible yarn. Average the character's poration regional offices have reason to
intelligence with the journalist's; this is hate the man, and could all seek more
the roll or less required for Iddukagan to than mere embarrassment. In any event,
believe the character. Bargaining -via the adventurers could find themselves
the reaction table - can establish a price, hired to do something about Idduka-
usually somewhere between Cr200 and gan - set him up, kill him, whatever.
Cr1200. Of course, it is possible to be caught
Iddukagan's potential for mischief in the middle when Iddukagan is set
doesn't stop with that, however. He may upon by some other group. Helping him
also hire adventurers, particularly adven- could gain the reporter's deep gratitude

-47-
(and a ready handout) , but one is often While on Jewell shortly after the out-
judged by the company he keeps, and break of the war, Iddukagan was as-
Enli is not the best choice for a drinking signed as a war correspondent to a
companion. brigade of Imperial ground troops.
A furtive , shifty man, Iddukagan has Caught behind Zho lines with a detached
his uses; he might also serve as a con- company , he was the only one to make
tact, an old friend or acquaintance of one it to Imperial lines. It has been whispered
of the adventurers who could be a useful ever since that he sold out the unit for
source of information. He has sources in his own safety, and many army
the startown districts of just about every characters who run across him should be
major port of the Spin ward Main, and his encouraged to believe this is true (a nd
skill at paying out gratuities for services to nurse a large dislike for him).
rendered give him a lot of use in prying - J. Andrew Keith
information out of strangers. Unfor-
tunately, even in this role, Iddukagan ex- Continued from page 15
hibits drawbacks. He is entirely uncritical the Denotam crew, which, once the
of his information and sources, with a discovery of the scam is uncove red , will
marked tendency to accept as gospel the want to silence the adventurers who are
most tenuous of rumors (provided they threatening the goose that lays the
feed his prejudices). He has a nose like golden eggs.
a bloodhound when he thinks there is a This ba sic situation can generate
big story in the offing and will horn into several adventuring situations, all with
the adventurers' affairs if he thinks it will a minimum of effort .
lead him to a big story . - John Marshal

Next
Issue:
NEXT ISSUE:
Zhodani Philosophies: A glimpse inside
the Zhodani mind .
Road Show: A different Amber Zone
by John M, Ford,

PLUS: The Bestiary, Ship's Locker,


Amber Zones, our other regular features,
and more.

-48 -
, 'I\\TII..IC,II'I': 2()()()~
A Major New Role-Playing Challenge:
Survival in a War-Torn World

Welcome to 2000 AD. World War III began five years ago. It's still going on,
but that's the least of your problems. A few days ago, you were soldiers in the
U.S. 5th Division . Now you're just fighting to survive.
Your equipment was brand new in 1995; now it's wearing out. Gasoline is
rare, so your vehicles run on alcohol you distill yourself. And 5th Division's
cavalry-when there was a 5th Division- rode horses . There's not much govern-
ment left, just warlords, marauders, and free cities. Even the maj or powers are
collapsing; whole divisions are refusing orders and heading home.
Your division is gone, and you're hundreds of kilometers inside enemy ter-
ritory ; fortunately. the Sov iets aren't in much better shape than you are.
Your job is to stay alive, find enough fuel and spare parts to keep moving, get
home (wherever that is), and maybe even strike at the enemy.
Twilight: 2000 is a major new roleplaying game, with new systems covering
combat (from hands to tanks) , skills and tasks, survival , encounters and NPC
motives, and a great variety of equipment. It also contains extensive background
information on the war and the current state of central Europe.
$18 at your local hobby shop or direct from GDW.

Game Designers' Workshop

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