Battledress, anti-matter and other stuff.

By Nick Christenson, University of Arizona ·

TML message #3512From bundle 286

[This msg was sent to TML's old home machine.  Please use
[email removed], that's METOLIUS, now and in the future --
James]


First, on the subject of battledress, I don't think that extra skills
is a good idea.  If you need to, make Mechanical and/or Electronic
cascade skills.  In addition, I don't see anything wrong with having
Mech/Elec - 2 and Battledress -2 and being able to repair the
equipment (I'm not sure if Mech or Elec would be more appropriate.)
If someone has experience fixing Howitzers and knows how an assault
rifle works (fires one well) I'd trust him to fix it even if he
hasn't done such a thing before.  He has the knowledge and technique,
just not the experience.  While this is not entirely accurate, it's
a fair fix for a relatively simple RPG system.

Also, as far as fitting goes, I think the modular fitting idea is
just fine.  Save your measurements next time you're fitted for a
tux and send them in to your local Battle Dress manufacturer.  Also,
is it so difficult to believe that at TL 12+ a very expensive
piece of clothing (battledress) could alter itself somewhat to
compensate for personal differences?  Nanotechnology or materials
that can be fitted easily and then rigidified (new word)?

Also, WRT anti-matter missiles, I assume these are anti-matter
warheads and not a means of supplying power.  If the TL level
for a power source is the TL at which it can be used as a weapon,
then fusion is TL 6 and we've had it for the better part of 4
decades.  I could believe that anti-matter as a power source
would follow more quickly then the rules would have us believe,
maybe 4 TL's after a system's introduction as a weapon.  Then
anti-matter would show up at TL 13, which isn't unreasonable.

Nick Christenson
[email removed]