twilight2000-digest Monday, September 27 1999 Volume 1999 : Number 069 The following topics are covered in this digest: Re: Behind Enemy Lines Re: Behind Enemy Lines Re: rail guns T2K Strategic PBeM Re: T2K Strategic PBeM Off Topic T2K ISBN Re: T2K ISBN maintanence number Re: T2K ISBN Re: maintanence number Re: maintanence number GAUSS GUNS (was Rail Guns) Re: GAUSS GUNS (was Rail Guns) Re: GAUSS GUNS (was Rail Guns) RE: GAUSS GUNS (was Rail Guns) Twilight stuff for sale INTSUM has moved... Free City of Krakow vs The Margravate of Silesia Re: Free City of Krakow vs The Margravate of Silesia Re: Free City of Krakow vs The Margravate of Silesia Re: Free City of Krakow vs The Margravate of Silesia Re: Free City of Krakow vs The Margravate of Silesia Re: Free City of Krakow vs The Margravate of Silesia Is Anybody Out There? Re: Is Anybody Out There? Re: Is Anybody Out There? ---------------------------------------------------------------------- Date: Thu, 2 Sep 1999 17:34:25 EDT From: OrrinLadd@aol.com Subject: Re: Behind Enemy Lines In a message dated 9/1/99 11:04:11 PM Pacific Daylight Time, fitek@IX.Netcom.Com writes: << Try gatorgames.com, they're in San Carlos. They have some hard to find used stuff, although its expensive (original price). >> Gatorgames sucks just as much as Gamescape. They have a TW2k 2.2 rulebook but not Behind Enemy Lines. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 02 Sep 1999 17:08:55 -0700 From: Peter Vieth Subject: Re: Behind Enemy Lines OrrinLadd@aol.com wrote: > In a message dated 9/1/99 11:04:11 PM Pacific Daylight Time, > fitek@IX.Netcom.Com writes: > > << Try gatorgames.com, they're in San Carlos. They have some hard to find > used > stuff, although its expensive (original price). >> > > Gatorgames sucks just as much as Gamescape. They have a TW2k 2.2 rulebook > but not Behind Enemy Lines yah the selection is really crappy... but there WAS t2k stuff, unlike gamescape (last time i checked) :) too bad there's nothin else here - -- ([-[Peter Vieth]-) (-[fitek@ix.netcom.com]-) (-[http://sanitarium.computers-radio.com]-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 02 Sep 1999 23:55:58 -0400 From: Tim Riess Subject: Re: rail guns > > Date: Tue, 31 Aug 1999 17:20:12 -0400 > From: Scott David Orr > Subject: Re: Rail Guns > > At 12:04 PM 8/31/99 -0400, Tim Riess wrote: > >> > >Also the strength if the rails is much better in the 20th century, then > >in the 19th. However for T2k, I feel it wouldn't be "that" difficult to > >warp them out of shape. Maybe a half a days work by a crew of 10 or so > >(?). > > > I don't think you could be sure that rails in ex-Communist countries would > be of high quality--they had notorious problems with quality control. Hadn't thought of that. Good point! Tim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 3 Sep 1999 00:37:20 -0700 (PDT) From: Josh Baumgartner Subject: T2K Strategic PBeM I'm trying to find out how much interest there would be in a game focusing on a little bigger picture than just a squad. The basic concept would be a group of NATO soldiers, survivors of the 2000 Summer Offensive, who are allied with a western-friendly village in central Poland. The town is well behind the 'front lines' and the all concerned have determined to stick together for mutual survival and success. Players can play characters involved in the leadership of the village, mostly either leaders of the NATO troops or the native village leaders. Players can also play 'specialty' characters, such as medical, mechanical/technical, or spies and such (the possibilities are endless). The main group will be focused on building the village so that it is a safe, secure, and prosperous place to live, as well as creating problems for Soviet rear areas. NATO Troops main reasons for staying is: 1) Hazardous to return to friendly lines. 2) Villages in Germany/W.Poland aren't any better these days. 3) Can work as harrasment for Soviet rear. 4) Secure village and area in preparation for next NATO offensive. Village reasons for embracing NATO troops: 1) Village has suffered attacks by many groups lately and is weak. 2) History of pro-democracy/pro-west sentiment. 3) NATO soldiers are best security. 4) Will be in good position should NATO reach village in future. Of course there is room for all types of characters in this game, although about 75% at least should be of one of the groups above for the sake of the game flavor. The reason I consider it more 'strategic' is because the team will be building up the village militia, managing village resources (people/food/fuel/ammo), and trying to secure the frontiers of the village's land, not just running around as a small PC-only group. I will be preserving the role-playing aspects, but not getting into so much detail in combat as one would in a normal RPG setting. Players will be encouraged to communicate amongst themselves, not just through me. Please let me know if you are interested, and if so, what kind of character you'd like to play, and any questions/comments. Thanks Josh Baumgartner strategist_2000@yahoo.com __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 3 Sep 1999 10:50:09 -0700 (PDT) From: Ray Wiberg Subject: Re: T2K Strategic PBeM I would be interested in playing. It sounds rather like the Traveller The New Era Wolrd Tamer colony campaigns which I've been toying with using in a T2K setting. I'd like to play a NATO type soldier/officer for the game. If you need any rules for the colony ganmes I might be happy to do a write up for ya (if you want). IUt also has a mass combat system similar to the T2k rules, but with varying tech levels. Prost, Ray On Fri, 3 Sep 1999, Josh Baumgartner wrote: > I'm trying to find out how much interest there would be in a > game focusing on a little bigger picture than just a squad. The > basic concept would be a group of NATO soldiers, survivors of > the 2000 Summer Offensive, who are allied with a > western-friendly village in central Poland. The town is well > behind the 'front lines' and the all concerned have determined > to stick together for mutual survival and success. Players can > play characters involved in the leadership of the village, > mostly either leaders of the NATO troops or the native village > leaders. Players can also play 'specialty' characters, such as > medical, mechanical/technical, or spies and such (the > possibilities are endless). The main group will be focused on > building the village so that it is a safe, secure, and > prosperous place to live, as well as creating problems for > Soviet rear areas. > > NATO Troops main reasons for staying is: > 1) Hazardous to return to friendly lines. > 2) Villages in Germany/W.Poland aren't any better these days. > 3) Can work as harrasment for Soviet rear. > 4) Secure village and area in preparation for next NATO > offensive. > > Village reasons for embracing NATO troops: > 1) Village has suffered attacks by many groups lately and is > weak. > 2) History of pro-democracy/pro-west sentiment. > 3) NATO soldiers are best security. > 4) Will be in good position should NATO reach village in future. > > Of course there is room for all types of characters in this > game, although about 75% at least should be of one of the groups > above for the sake of the game flavor. > > The reason I consider it more 'strategic' is because the team > will be building up the village militia, managing village > resources (people/food/fuel/ammo), and trying to secure the > frontiers of the village's land, not just running around as a > small PC-only group. I will be preserving the role-playing > aspects, but not getting into so much detail in combat as one > would in a normal RPG setting. Players will be encouraged to > communicate amongst themselves, not just through me. > > Please let me know if you are interested, and if so, what kind > of character you'd like to play, and any questions/comments. > Thanks > > Josh Baumgartner > strategist_2000@yahoo.com > > > __________________________________________________ > Do You Yahoo!? > Bid and sell for free at http://auctions.yahoo.com > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 03 Sep 1999 12:46:15 -0700 From: Ron Hale Subject: Off Topic This has nothing to do with T2K, and for that I apologize, but please read on. It has come to my attention that AT&T, has managed to get a surcharge passed that allows them to charge you for long distance service, when you don't use the service. Now the minimum charge is only 3 dollars but its not the amount its the fact that they are charging for something I(You), are not using. In my opinion this is not only criminal, but un-ethical. This is just an informational bulletin, and you can use this information as you see fit. But for those of you out there like me who don't believe in earning your pay, not in welfare. I ask you to STOP using AT&T. Lastly, I will not reply to any mail on this topic sent over the list, and probably not sent direct to me, as I have spoke my piece and am done. Again my deepest apologies for the deviation from topic. Thanks to everyone TTFN Ron Hale *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 05 Sep 1999 21:59:44 +0200 From: Sebastian Kehrle Subject: T2K ISBN Hi Guys, Well, I think nobody of you want's to sell the T2K Rulebook. But could you tell me the ISBN No. of the T2K (2nd Edition) Rule-/ Sourcebooks? Perhaps I can order it at "Amazon" then. Or does somebody know where I can get it otherwise? Thank you in advance! Basti *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 5 Sep 1999 22:59:01 +0200 From: "Javier Sesma" Subject: Re: T2K ISBN 0000,0000,FF00> Hi Guys, > > Well, I think nobody of you want's to sell the T2K Rulebook. But could > you tell me the ISBN No. of the T2K (2nd Edition) Rule-/ Sourcebooks? > Perhaps I can order it at "Amazon" then. Or does somebody know where I > can get it otherwise? > > Thank you in advance! > > Basti I have purchased recently a Twilight 2.2 at Gamer=B4s Realm. Take= a look at 0000,7F00,0000www.gamersrealm.com0000,0000,0000 they have a good stock of Twil= ight suplements and other things out of print. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 07 Sep 1999 18:04:34 EDT From: REBEL P ENGLISH Subject: maintanence number I was wondering how everyone uses the Maintanence number on vehicles?? Relying on memory (since I don't want to get up and look) the maintance number was the number of hours per week (or was it month?) that the vehicle needed to stay on the road. Doing 2 times that amount could decrease the number (up to half the original #) while not doing it increased it. The number also was the chance that something could go wrong with the vehicle (breakdown). This is the way I understand it and use it. (unless it interferes with the storyline). However, I always had a problem with the fact that things to do regular maintanance (oil, belts & hoses, filters) would be difficult/costly to get during the game, increases paperwork ( 10 tires at this weight, 55 qts oil, etc) and slow the game down. Now I thought about just saying screw it but transportation is an important part of the Twilight (for me at least). If someone else has a different way, I am up to hearing it. ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 07 Sep 1999 16:48:15 -0700 From: Peter Vieth Subject: Re: T2K ISBN Sebastian Kehrle wrote: > Hi Guys, > > Well, I think nobody of you want's to sell the T2K Rulebook. But could > you tell me the ISBN No. of the T2K (2nd Edition) Rule-/ Sourcebooks? > Perhaps I can order it at "Amazon" then. Or does somebody know where I > can get it otherwise? > > Thank you in advance! > > Basti > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. My friend (who works at Barnes and Nobles) tells me their database says they still have copies floating around somewhere. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 07 Sep 1999 16:51:44 -0700 From: Peter Vieth Subject: Re: maintanence number REBEL P ENGLISH wrote: > I was wondering how everyone uses the Maintanence number on vehicles?? > > Relying on memory (since I don't want to get up and look) the maintance > number was the number of hours per week (or was it month?) that the > vehicle needed to stay on the road. Doing 2 times that amount could > decrease the number (up to half the original #) while not doing it > increased it. The number also was the chance that something could go > wrong with the vehicle (breakdown). > > This is the way I understand it and use it. (unless it interferes with > the storyline). > > However, I always had a problem with the fact that things to do regular > maintanance (oil, belts & hoses, filters) would be difficult/costly to > get during the game, increases paperwork ( 10 tires at this weight, 55 > qts oil, etc) and slow the game down. Now I thought about just saying > screw it but transportation is an important part of the Twilight (for me > at least). > If someone else has a different way, I am up to hearing it. > > ___________________________________________________________________ > Get the Internet just the way you want it. > Free software, free e-mail, and free Internet access for a month! > Try Juno Web: http://dl.www.juno.com/dynoget/tagj. > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. The only time I used it was when the vehicle was really taking a beating. Then I would roll to see if it breaks down. Then I'd increment it, so on. But I never forced the players to spend too much time maintaining the vehicles. I just included it as part of the 12 hours or so every day they spend sleeping/resting/foraging/etc. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 08 Sep 1999 18:33:29 -0400 From: Scott David Orr Subject: Re: maintanence number At 06:04 PM 9/7/99 EDT, REBEL P ENGLISH wrote: >I was wondering how everyone uses the Maintanence number on vehicles?? > >Relying on memory (since I don't want to get up and look) the maintance >number was the number of hours per week (or was it month?) that the >vehicle needed to stay on the road. Doing 2 times that amount could >decrease the number (up to half the original #) while not doing it >increased it. The number also was the chance that something could go >wrong with the vehicle (breakdown). > I don't remember the terms, but in 1st Edition anyway there was one number that was the number of hours of maintenance required per week, and another term described how old the vehicle was--it was the latter that was used to determine breakdown percentage. Scott Orr *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 9 Sep 1999 09:32:16 -0400 From: "Garcia, Abel" Subject: GAUSS GUNS (was Rail Guns) > ---------- > From: Chuck > T.R. > were talking about "rail guns" in the form of weapons capble of > firing hyper- velocity rounds at incredibly fast speeds. The movie > "Eraser" did a lot to catch people's eyes on this subject but the reality > is a bit different, seen pics of some of the protoypes... their not > exactly manportable much less lightweight... > railguns use an electric coil to force out the projectile. The coil is > wound with copper wire much like a transformer and those suckers can get > heavy. Also as you pointed out you need a better, more portable power > source that can give out massive amounts of energy in short notice. The > only thing I can think of is something like a car battery but those are > heavy, you got to watch the acid doesn't leak, and even so, they can only > release lots of electricity for only a short time so you "magazine" would > be quite limited. The only possiblity for rail guns in my opinion is > possibly tanks where they could carry an electrical generator to power the > gun. I think we are stuck with what we have for many more years to come. > In the GDW universe "rail guns" with rounds larger than 20mm in diameter are called MASS DRIVERS, and those with smaller rounds are called GAUSS GUNS. They are not common until tech level (TL) 10. (Y2K+ will be TL9; we are a high TL8 now; Viet-Nam was about a TL7; WW II was a TL6 after the bomb, and TL 5 B4.) Government (& multi-billionaire) R&D labs can control up to one TL higher. So it would not be totally outrageous to say that some R&D facilities presently operate at TL9, and could advance to TL10 during your existing T2K game time-line. As ref, you could say that at some spot on the planet an R&D lab has a working prototype. (Maybe in France, since we all "know" they rise to power during the next 300 years #;^) You could also do the Bermuda Shorts/James Cameron thing and drop one on the PC's heads - -preferably barrel first! So here is the T2.2K stats for an early version: VERY RAPID FIRE (VRF) GAUSS GUN AMMO: 4x20mm/60 MUZZLE VELOCITY (SILENCED): 6,000 meters/s (300 m/s) MUZZLE ENERGY (SILENCED): 9,000 joules (900 j) POWER REQUIRED: 27,000 joules = 1.35 Mega Watts WEAPON LENGTH: 243 cm MT WEAPON WEIGHT: 27.18 kg WEAPON WEIGHT: 164.43 kg (164.18 kg, w/ mt cassette) 500 RND MAGAZINE CASSETTE w/BAT: 137.25, 137.0 mt 30K RND VEHICLE MAG CASSETTE w/o BAT: 17 kg, 2 kg mt AMMO WEIGHT (SILENCED): 0.5 gm (1.0 gm) TRIPOD WEIGHT: 22 kg FEATURES: Gyro compensation Ammo/ROF/Dam/Pen/Blk/Mag/SS-Brst/Rng - ---------------------------------------------------- 4x20mm Dart /50/6/1-3-5/16/500C/1-6*/300 slncd 4x20mm Dart /50/1/Nil/16/500C/1-6*/30 4x20mm HEAP /50/7/2-2-2/16/500C/1-6*/230 4x20mm HE /50/7/Nil/16/500C/1-6*/230 *tripod burst recoil (22 burst recoil w/o tripod & halve range) Single shot always has a recoil of one (except vehicle mounted) STRIKER II FORMAT: Range : Rate Of Fire (Penetration) - ---------------------------------------------------------------------------- - ------- Rng:ROF(Pen) | SHORT | MEDIUM | LONG | EXTREME - ---------------------------------------------------------------------------- - ------- 4x20mm Dart (trpd)|300m:50(1)|600m:35(1)|1200m:20(3)|2400m:5(5) 4x20mm Dart |150m:50(1)|300m:35(1)|600m:20(3) |1200m:5(5) Slncd Dart (trpd) |30m:50(Nil)|60m:35(Nil)|120m:20(Nil)|240m:5(Nil) Slncd Dart |15m:50(Nil)|30m:35(Nil)| 60m:20(Nil) |120m:5(Nil) - ---------------------------------------------------------------------------- - ------- 4x20mmHEAP(trpd)|230m:50(2)|460m:35(2)|920m:20(2) |1840m:5(2) 4x20mm HEAP |110m:50(2)|220m:35(2)|440m:20(2) | 880m:5(2) 4x20mm HE (trpd)|230m:50(Nil)|460m:35(Nil)|920m:20(Nil)|1840m:5(Nil) 4x20mm HE |110m:50(Nil)|220m:35(Nil)|440m:20(Nil)| 880m:5(Nil) - ---------------------------------------------------------------------------- - ------- Quick Fire(4AP) |Diff. (x1) |Form (x1/2) | Imp. (x1/4) | NA Quick Brst(6AP) |Form (x1/2) |Imp. (x1/4) | NA | NA 2nd-5th Quick Brst |Imp. (x1/4) | NA | NA | NA - ---------------------------------------------------------------------------- - --------- Aimed Fire(8AP) |Ave. (x2) | Diff. (x1) | Form. (x1/2)| Imp.(x1/4) Aimed Brst(12AP) |Diff. (x1) |Form (x1/2) | Imp. (x1/4) | NA 2nd Aimed Brst |Form (x1/2) | Imp.(x1/4) | NA | NA 3rd-5th Aimed Brst|Imp. (x1/4) | NA | NA | NA - ---------------------------------------------------------------------------- - ------- NA = Not Allowed AP = Action Points Enjoy, Abel *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 9 Sep 1999 13:54:15 -0400 From: "Chuck Mandus" Subject: Re: GAUSS GUNS (was Rail Guns) > In the GDW universe "rail guns" with rounds larger than 20mm in diameter are > called MASS DRIVERS, and those with smaller rounds are called GAUSS GUNS. > They are not common until tech level (TL) 10. (Y2K+ will be TL9; we are a > high TL8 now; Viet-Nam was about a TL7; WW II was a TL6 after the bomb, and > TL 5 B4.) Government (& multi-billionaire) R&D labs can control up to one TL > higher. So it would not be totally outrageous to say that some R&D > facilities presently operate at TL9, and could advance to TL10 during your > existing T2K game time-line. As ref, you could say that at some spot on the > planet an R&D lab has a working prototype. (Maybe in France, since we all > "know" they rise to power during the next 300 years #;^) You could also do > the Bermuda Shorts/James Cameron thing and drop one on the PC's heads > -preferably barrel first! Very interesting post and stats on gauss guns. One thing I'l like to see a clarification of is the "Tech Levels" in the GDW system. I have downloaded "GURPS Lite" from Steve Jackson games and I am familiar with the tech levels of that game and might put them in Twilight: 2000 to spice things up. I know in GURPS, we are around TL7 level (1951 - 2000) while World War One and Two are considered TL6. Of course you could have subdivisions like W.W.I would be at TL6.1 or 6.2 whereas W.W.II might be TL6.7 - 6.9 perhaps. Going forward, the Korean era might be TL7.2, Vietnam TL7.5 or 7.6, and the 1980's - 2000 maybe TL 7.8 or 7.9. Being a ham radio operator and electronics enthusiast, we like to divide electronics technology into other divisions like Simple Electric Circuits (before vacuum tubes), Vacuum Tubes, Transistors (solid state), Small Scale Integrated Circuits (aka SSI chips, early IC chips - 1958 to about 1969), Large Scale Integration IC chips (LSI chips - 1967 to 1978?), Very Large Scale Integration IC chips (VLSI chips - 1976 to maybe 1990's) and so on. I could be off on my dates a little and technologies do overlap at times. One case in point, I have a 1971 Zenith color TV (hopefully I'll get a "round tuit" and fix it) which has vacuum tube, transistor, and SSI computer chip components all in one unit, when I first looked at the part,s it was interesting to see a computer chip next to a vacuum tube. Calculators are the same way, in 1963, one British company had a desktop digital calculator that was all very small vacuum tubes. Soon after that from the mid to late 1960's, transistors were used and by the late 1960's to now, SSI chips, then LSI, then finally VLSI chips were used. For an interesting side trip, here is a good link about it: http://www.geocities.com/SiliconValley/Lab/7510/ I'm just curious to see how GDW handles Tech Levels and if possible perhaps a general post here about them would be interesting. Chuck DE KA3WRW *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 9 Sep 1999 15:37:06 -0700 (PDT) From: Ray Wiberg Subject: Re: GAUSS GUNS (was Rail Guns) > Very interesting post and stats on gauss guns. One thing I'l like to see a > clarification of is the "Tech Levels" in the GDW system. I have downloaded > "GURPS Lite" from Steve Jackson games and I am familiar with the tech levels > of that game and might put them in Twilight: 2000 to spice things up. I > know in GURPS, we are around TL7 level (1951 - 2000) while World War One and > Two are considered TL6. Of course you could have subdivisions like W.W.I > would be at TL6.1 or 6.2 whereas W.W.II might be TL6.7 - 6.9 perhaps. Going > forward, the Korean era might be TL7.2, Vietnam TL7.5 or 7.6, and the > 1980's - 2000 maybe TL 7.8 or 7.9. Do your self a favor and try to get a boxed set of Traveller the New Era...as it is completely compatible (of course like 2,2 and all it other incarnations...it's outta print) TL 0 Stone Age Fire, Stone toos TL 1 Middle Ages Wind Power TL 2 c1600 Early Firearms (ie Black Powder) TL 3 c1800 Steam Power TL 4 c1900 Internal Combustion Engines, Electricity TL 5 c1930 Radio, Radar, Rocketry TL 6 c1950 Jet engines, Nuclear Fission TL 7 c1970 Low powered lasers, printed circuits TL 8 c1990 Fiber-optics, microchips TL 9 Beyond 2000 Fusion 10+ Further Beyond Increasingly efficient Fusion power That's from Fire, Fusion,and Steel (technical architecture for traveller the New Era) > Being a ham radio operator and electronics enthusiast, we like to divide > electronics technology into other divisions like Simple Electric Circuits > (before vacuum tubes), Vacuum Tubes, Transistors (solid state), Small Scale > Integrated Circuits (aka SSI chips, early IC chips - 1958 to about 1969), > Large Scale Integration IC chips (LSI chips - 1967 to 1978?), Very Large > Scale Integration IC chips (VLSI chips - 1976 to maybe 1990's) and so on. > > I could be off on my dates a little and technologies do overlap at times. > One case in point, I have a 1971 Zenith color TV (hopefully I'll get a > "round tuit" and fix it) which has vacuum tube, transistor, and SSI computer > chip components all in one unit, when I first looked at the part,s it was > interesting to see a computer chip next to a vacuum tube. Calculators are > the same way, in 1963, one British company had a desktop digital calculator > that was all very small vacuum tubes. Soon after that from the mid to late > 1960's, transistors were used and by the late 1960's to now, SSI chips, then > LSI, then finally VLSI chips were used. > > For an interesting side trip, here is a good link about it: > http://www.geocities.com/SiliconValley/Lab/7510/ > > I'm just curious to see how GDW handles Tech Levels and if possible perhaps > a general post here about them would be interesting. > > Chuck > > DE KA3WRW > > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 10 Sep 1999 18:09:08 -0400 From: "Garcia, Abel" Subject: RE: GAUSS GUNS (was Rail Guns) > > From: Chuck > > Very interesting post and stats on gauss guns. Thanks Chuck. There are a lot of subtleties that does not immediately jump out at you in this (or most) FFS designs, but makes for great role-playing. Yes that is right the VFR Gauss burst has 50 rounds, AND you can fire up to five bursts, for an auto fire burst of 250 d20s; The vehicular mounted version is lighter and can shoot 30,000 rounds b4 reloading its cassette; The "man-portable" version is very heavy because of the battery (a TL 9 equivalent would weigh about 8 tons!); The silenced version is quiet because the rounds do not break the sound barrier; 6,000 meters/sec muzzle velocity is an upper practical limit for this weapon in our atmosphere (if it were only going to be used on the moon it would not have this limit.)... > > One thing I'l like to see aclarification of is the "Tech Levels" > in the GDW system. > ---------- > From: Ray Wiberg > Subject: Re: GAUSS GUNS (was Rail Guns) > try to get a boxed set of Traveller the New Era...as it is completely > compatible (of course like 2.2 and all it other incarnations...it's outta > print) > That's from Fire, Fusion,and Steel (technical architecture for traveller > the New Era) > I agree w/ Ray. Deluxe Boxed TNE has both tHe Rulebook and FFS. (Make *sure* you get version: Mod 1, Mark 1) Chock full of T2.2K compatible STUFF. (For example I allow almost any TNE occupation into my T2.2K game.) Invaluable if you run any sort of future/near future game. Abel *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 12 Sep 1999 13:13:10 +0000 From: bcsnskm Subject: Twilight stuff for sale Hello All... After cleaning out my storage shed I found a few duplicate Twilight items I am looking to sell: Red Star/Lone Star ( Module) Twilight Encounters ( Boxed set) Both are in Great shape...the boxed set has all the counters still in it not even punched out yet. If anyone is interested please contact me at BCSNSKM@chestertel.com Thank You Brian Seagroves *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 13 Sep 1999 11:09:44 +0100 From: "Roger Stenning" Subject: INTSUM has moved... Delurking for a moment: NOTICE: The Impossible Scenarios Group Twilight site, "INTSUM", has moved. This precedes a final move to the GeoCities ISG site (URL below), which is on course for later this year. The new URL is: http://homepages.enterprise.net/isgwds00000/rpg/INTSUM/index.html In relation to this move, would Kappaabz (KAPPAABZ@aol.com) contact me? Your e-mail address bounces! I would also appreciate Merc:2000 specific article being submitted again; anyone with articles for the INTSUM site should contact me at this e-mail address. The move to GeoCities will take place after extensive face-lift work; a taste of the facelift can be seen at the Millennium's End London Sourcebook beta site, URL below. Comments on the new look are MORE than welcome from anyone at all. Thanks for your time! Best regards, Roger Stenning Intelligent Web Design Services http://homepages.enterprise.com/isgwds00000/index.html Contact me for my PGP Public Key. Impossible Scenarios Group main web site: http://www.geocities.com/Area51/Station/5037/index.html Visit the Millennium's End London Sourcebook! http://www.geocities.com/Area51/Station/5037/melsb/melsb_index.html Beta test site for new versions of the Millennium's End London Sourcebook: http://homepages.enterprise.com/isgwds00000/rpg/melsb/index.html *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 16 Sep 1999 14:25:37 -0700 (PDT) From: ignatius Subject: Free City of Krakow vs The Margravate of Silesia Who do you think would win in a war between the Free City of Krakow and The Margravate of Silesia? __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 17 Sep 1999 09:26:51 EDT From: Zek101@aol.com Subject: Re: Free City of Krakow vs The Margravate of Silesia FREE CITY OF KRAKO. THE CAN MAKE AMMO, AND HAVE MORE AMERICANS SERVING WITH THEM *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 17 Sep 1999 10:02:17 -0700 From: Peter Vieth Subject: Re: Free City of Krakow vs The Margravate of Silesia Zek101@aol.com wrote: > FREE CITY OF KRAKO. THE CAN MAKE AMMO, AND HAVE MORE AMERICANS SERVING WITH > THEM Yes I'm sure the latter would always turn the tide of war :) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 17 Sep 1999 17:11:30 -0400 From: Scott David Orr Subject: Re: Free City of Krakow vs The Margravate of Silesia At 02:25 PM 9/16/99 -0700, ignatius wrote: > > Who do you think would win in a war between the Free >City of Krakow and The Margravate of Silesia? What are they fighting over? Scott Orr *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 17 Sep 1999 17:14:33 -0400 From: Scott David Orr Subject: Re: Free City of Krakow vs The Margravate of Silesia At 09:26 AM 9/17/99 EDT, Zek101@aol.com wrote: >FREE CITY OF KRAKO. THE CAN MAKE AMMO, AND HAVE MORE AMERICANS SERVING WITH >THEM Anyone can make ammo. What do the Americans have to do with anything? (And can you lose the caps lock?) Scott Orr *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sat, 18 Sep 1999 05:21:36 EDT From: Zek101@aol.com Subject: Re: Free City of Krakow vs The Margravate of Silesia AMERICAN EMPIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! =)~ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 26 Sep 1999 23:41:37 EDT From: Calibur1@aol.com Subject: Is Anybody Out There? Just Testing. I've haven't received any mail from the message board and I was concerned. Is there a problem, or is everyone just being shy? –Billy Bob *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 26 Sep 1999 23:50:46 -0400 From: Scott David Orr Subject: Re: Is Anybody Out There? At 11:41 PM 9/26/99 EDT, Calibur1@aol.com wrote: >Just Testing. >I've haven't received any mail from the message board and I was concerned. >Is there a problem, or is everyone just being shy? Conversation comes and goes--don't let it worry you. :) Scott Orr *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 26 Sep 1999 22:05:27 -0600 From: rogue09@sprynet.com Subject: Re: Is Anybody Out There? Calibur1@aol.com wrote: > Just Testing. > I've haven't received any mail from the message board and I was concerned. > Is there a problem, or is everyone just being shy? This happens all the time, the list slows up from time to allow us all to catch our breaths from the last exchanges... :-) T.R. - -- *************************************************************** "What about the truth? What about the public's right to know?!" "Oh, come on don't give me that... The public traded the right to know for the chance to watch a long time ago..." - --Len Kaminski (Writer) Ghost Rider: 2099 #6 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ End of twilight2000-digest V1999 #69 ************************************