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From: Trucker <JLAIHO@cc.Helsinki.FI>
Subject: Other Suns, parts 6/7
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From:	IN%"grant@portia.stanford.edu" 14-OCT-1990 20:59:10.03
To:	jlaiho@cc.Helsinki.FI
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Subj:	Other Suns 6/7

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Subject: Other Suns 6/7
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   N'Aberdeen
   
   The Imperial Sector Capital world of N'Aberdeen was colonized  in 
   the  3nd  century by caucasians of northern  European  stock.   A 
   typical  N'Aberdeener  is 10 centimeters taller  than  the  Human 
   average (add 10 to LEN) and somewhat slimmer (deduct 2 from BLD). 
   The typical N'Aberdeener has red hair, green eyes, and fair skin.
   
   Technology
   
   The  technological  level  on N'Aberdeen is  at  normal  Imperial 
   levels  in all the sciences save one: biology.  Even  there,  the 
   N'Aberdeener's  have managed only one advance, but that  one  ad-
   vance is a major one: formchange.
   
   Using engineered viruses, biofeedback and Human-computer  linkage 
   techniques, and organ regeneration technology, the N'Aberdeener's 
   developed  a method of changing a man's shape and body  functions 
   without killing him.  To perform any "significant"  modifications 
   requires  time and a fair amount of expensive equipment but  per-
   forming minor alterations (such as hair color, eye color, finger-
   prints, or voice patterns) is possible within a few days using  a 
   minimum of equipment.
   
   Formchange  technology  has  not, as of the  current  date,  been 
   extended to non-Human races by the N'Aberdeeners, and the  Empire 
   has prevented all Hegemonic attempts to acquire it.
   

   Formchange machines:
   
                       Type I Formchange Machine
   
   Permits minor modifications to appearance and physical character-
   istics  (sufficient to confuse most commonly  available  physical 
   identification systems). Mass 2 metric tons, will accomodate  any 
   Human up to size 25.  A Grade 10 computer is needed to run a Type 
   I formchange machine, as well as a power source capable of gener-
   ating  0.001  E/hr.  Type I Maintainer units mass  20  kilograms, 
   have in-built computers capable of operating them safely, and can 
   be "hooked up" to a Human subject in 1 hour (requires a  success-
   ful Human medical skill roll).  A standard portable generator  is 
   required  to  operate a Type I Maintainer unit.  A Type  I  form-
   change  machine costs 10 million Imperial Marks, a Type  I  Main-
   tainer unit costs 10 thousand Imperial Marks (4 Imperial Marks  = 
   5 System Monetary Units at the current rate of exchange).  
   
   Limits for Type I machine  Modifications permitted to  character-
   istics  (together  with times required to force the  changes  and 
   time required to maintain the changes) are as follows:
   
        Char   Max Delta    To Change      Required Maintenance
        ====   =========    ===========    ====================
        STR       3         1 day/point    4 hours/week/point
        CON       2         2 days/point   6 hours/week/point
        END       8         4 hours/point  2 hours/week/point
        DEX       2         3 days/point   12 hours/week/point
        LEN       30        5 days/point   Not Applicable
        BLD       2         10 days/point  Not Applicable
        Cosmetic change     1 day          Not Applicable
   
   Change  times  and maintenance times are  cumulative.   Thus,  an 
   individual who wished to increase his strength by 2, his  consti-
   tution  by 1, increase his height by 15 centimeters,  and  reduce 
   his build by 2 would have to be "in the tank" for 2 + 2 + 75 + 10 
   = 89 days.  To maintain his increased strength and  constitution, 
   he must use a properly programmed Type I Maintainer unit for 8  + 
   6  =  14 hours per week.  If a modified subject fails  to  use  a 
   maintainer,  he  reverts to his original characteristics  at  the 
   same  rate he acquiried the new ones.  In our example, it took  2 
   days  for the added STR, so our subject would lose one  point  of 
   strength  at  the beginning the 8th day, and then  again  at  the 
   start  of the 9th day since his last maintenance.  While  charac-
   teristics are changed serially (first one, then another) they are 
   lost in parallel (all at the same time).
   
   Smaller computers may be used with a Type I machine, but there is 
   an  added risk.  For each grade below 10, there is a 10%  cumula-
   tive  chance of fatal malfunction of the unit per day  of  opera-
   tion.
   

                      Type II Formchange Machine
   
   Permits  significant  modification  to  appearance  and  physical 
   characteristics.   Within limits of size change, a Human  may  be 
   changed,  to  all outward appearances, into a member  of  another 
   species.  Genetically, the result is still vaguely Human  (assum-
   ing  that the definition of Human is "anything that a  formchange 
   machine can modify").  A genemap will still uniquely identify the 
   "changed" individual.  Changes resulting from modifications by  a 
   Type II system are reversible.  Mass 10 metric tons, will accomo-
   date  any Human up to size 40.  A Grade 60 computer is needed  to 
   run a Type II formchange machine, as well as a power source capa-
   ble  of generating 0.001 E/hr.  Type II Maintainer units mass  30 
   kilograms,  have  in-built computers capable  of  operating  them 
   safely,  and  can  be "hooked up" to a Human subject  in  1  hour 
   (requires  a  successful Human medical skill roll).   A  standard 
   portable  generator is required to operate a Type  II  Maintainer 
   unit.  A  Type II formchange machine costs 100  million  Imperial 
   Marks,  a  Type II Maintainer unit costs  100  thousand  Imperial 
   Marks.  Limits  for Type II machine  Modifications  permitted  to 
   characteristics  (together  with  times  required  to  force  the 
   changes  and time required to maintain the changes) are  as  fol-
   lows:
   
        Char   Max Delta    To Change      Required Maintenance
        ====   =========    ===========    ====================
        STR       9         1 day/point    4 hours/week/point
        CON       5         2 days/point   6 hours/week/point
        END       20        4 hours/point  2 hours/week/point
        DEX       10        3 days/point   12 hours/week/point
        LEN       60        3 days/point   Not Applicable
        BLD       10        5 days/point   Not Applicable
        Cosmetic change     4 hours        Not Applicable
        Conversion to       15 days/point  Not Applicable
        Non-Human shape     of SIZE
   
                      Type III Formchange Machine
   
   The Type III machines permit the widest and most permanent  modi-
   fication  to  physical characteristics. Using one  of  these  ma-
   chines, a Human can be changed into a member of another  species. 
   While  a Type III machine can be used to modify a genetic  Human, 
   the primary use for such machines is to create perfect spies. The 
   process  of producing a genetic H'Rel or a genetic Korli  from  a 
   genetic  Human  is  NOT, however, a reversible  process  (or,  at 
   least, not until the N'Aberdeeners figure out how to modify other 
   races than Humans).
   
   Type III machines mass 40 metric tons, will accomodate any  Human 
   up  to size 80.  A Grade 60 computer is needed to run a Type  III 
   formchange machine, as well as a power source capable of generat-
   ing  0.001  E/hr.  Type III Maintainer units mass  40  kilograms, 
   have in-built computers capable of operating them safely, and can 
   be "hooked up" to a Human subject in 1 hour (requires a  success-
   ful Human medical skill roll).  A standard portable generator  is 
   required  to operate a Type III Maintainer unit.  Type III  form-
   change  machines are currently all in Imperial Government  hands, 
   but the governmental cost of these machines is 5 billion Imperial 
   Marks  for a Type III Formchange machine, and the Type III  Main-
   tainers  cost  the  government 50 million  Imperial  Marks  each.  
   Limits  for Type III machine  Modifications permitted to  charac-
   teristics (together with times required to force the changes  and 
   time required to maintain the changes) are as follows:
   
        Char   Max Delta    To Change      Required Maintenance
        ====   =========    ===========    ====================
        STR       18        1 day/point    4 hours/week/point
        CON       15        2 days/point   6 hours/week/point
        END       40        4 hours/point  2 hours/week/point
        DEX       20        3 days/point   12 hours/week/point
        LEN       120       3 days/point   Not Applicable
        BLD       30        5 days/point   Not Applicable
        Cosmetic change     1 hour         Not Applicable
        Body converstion    5 days/point   Not Applicable
        to Non-Human        of SIZE        (NOT REVERSIBLE!)
------------------------------------------------------------------------------
           Enforcer/Deep Space Engagement Frigate
                  (Crew complement of 50)

CO        Specialty from Tactics, or Weapons Systems

                        Bridge Staff

XO        As per CO + possible Admin specialty
ACO       Xenopsych preferred.
STO       Senior Tactical Officer
Weapons   Weapons Specialist
TGO       Tactical Group Officer (In-system Fighters)
Comm.     Xenolinguist preferred

                       Support Groups

TacStaff  Naval Tactical Group (3)
WeapStaff Weapons Group (10)
EngStaff  Engineering Group (14)
ComStaff  Communications Group (4)
MedStaff  Medical Group (6)
TGroup    Fighter Pilots (6)

        Enforcer/Planetary Space Engagement Frigate
                  (Crew complement of 50)

CO        Specialty from Tactics, or Weapons Systems

                        Bridge Staff

XO        As per CO + possible Admin specialty
ACO       Xenopsych preferred.
STO       Senior Tactical Officer
Weapons   Weapons Specialist
TGO       Tactical Group Officer (In-system Fighters)
MUC       Marine Unit Commander
Comm.     Xenolinguist preferred

                       Support Groups

TacStaff  Naval Tactical Group (2)
WeapStaff Weapons Group (6)
EngStaff  Engineering Group (8)
ComStaff  Communications Group (6)
MedStaff  Medical Group (5)
TGroup    Fighter Pilots (3)
MarGroup  Marine Detachment (12)

                       Survey Frigate
                  (Crew complement of 50)

CO        Specialty Pilot, Tactics, Contact or Weapons

                        Bridge Staff

XO        As per CO + possible Admin specialty
ACO       Contact Xenologist preferred.
Weapons   Weapons Specialist
Comm.     Xenolinguist preferred

                      Other Personnel

MedGrp    Senior Medical Officer
               Medical Officers (3)
EngGrp    Senior Engineering Officer
               Engineering Specialists (7)
SciGrp    Senior Scientist
               Biologists (8), Sapientologist (4), Planetol-
               ogists (4), Computer Scientist (2),  Mathema-
               tician.
GSGrp     Ground Support Group Team Leader
               Survival Experts (9), Soldiers (4)

Some  of  the medical specialists, it is to be  noted,  will 
also  possess  skills useful in support of  the  biologists' 
work on planet.

                  Hegemonic Rules of Engagement
                         (Part 1 of 2)

Alpha     May  fire only when fired upon.  Warning shots  "across 
          the  bow" do not constitute being fired upon.   If  the 
          incoming fire is of insufficient strength to do  damage 
          through  peacetime-in-port shield levels, fire may  not 
          be returned.

          Ground installations may not be fired upon if damage to 
          civilian facilities result.

Bravo     May fire at any positively identified warship operating 
          under  the  flag  of a hostile  power  that  approaches 
          within  a  distance specified by the  current  standing 
          orders.

          Warnings are required before any weapons systems may be 
          used  on  warships  that approach too  closely  --  the 
          opposing warship must be provided with the  opportunity 
          to "strike its colors".

          Any incoming fire may be returned.

          Civilian  facilities  may not  be  directly  targetted.  
          Ground  installations  situated  in  or  near  civilian 
          facilities may be fired upon if they open fire.

Charlie   May fire at any positively identified warship operating 
          under  the  flag  of a hostile  power  that  approaches 
          within  a  distance specified by the  current  standing 
          orders.

          Warnings  MAY be required before firing  upon  warships 
          that approach too closely (opportunity for the  warship 
          to "strike its colors" MAY be required).  Orders  plac-
          ing  a  ship under ROE Charlie will include  cover  the 
          "options" regarding warnings.

          Civilian  facilities  may not  be  directly  targetted.  
          Ground  installations  situated  in  or  near  civilian 
          facilities may be fired upon if they open fire.

          Any incoming fire may be returned.


                  Hegemonic Rules of Engagement
                         (Part 2 of 2)

Delta     May fire at any positively identified warship operating 
          under the flag of a hostile power.

          Civilian  facilities  may not  be  directly  targetted.  
          Military  ground  installations  situated  in  or  near 
          civilian  facilities may be fired upon;  however,  such 
          installations must be given the opportunity to  surren-
          der  before  they may be fired upon.   Military  ground 
          installations situated far from civilian facilities may 
          be fired upon without warning.

          Any incoming fire may be returned.

Echo      May fire at any hostile warship.

          Civilian facilities may be directly targetted.   Howev-
          er,  warnings  to civilian  authorities  are  required: 
          opportunity  must  be provided for them  to  surrender.  
          Military  ground installations situated  near  civilian 
          facilities  may  be fired upon without  warning;  those 
          situated far from civilian facilites may, similarly, be 
          fired  upon without warning.  Those situated in  other-
          wise civilian facilities must be given the  opportunity 
          to surrender before they may be fired upon.  

          Any incoming fire may be returned.

Foxtrot   May  fire without warning on ANY craft  not  positively 
          identified by IFF as friendly.

          Civilian  facilities  may  be  directly  targetted;  no 
          warnings are required before bombardment.  Any military 
          ground installations may be fired upon without warning.

          Any incoming fire may be returned.


Shipboard terminology (Commonality Navy)

Threat Profiles:

   Green:    Positive identification as friendly craft, weapons
             powered down, not in attack configuration, not engaging
             in combat maneuvers.

   Blue:     Identified as friendly or neutral craft, not part of
             same formation, weapons and/or shields powered at
             wartime cruising levels (estimated),
             not in attack configuration, not engaging in combat
             maneuvers.

   Yellow    Unidentified craft, in position or manuevering into
             position consistant with an attack.  Usually "trailing hot"
             (weapons and shields at full power).

   Red       Unidentified or known hostile craft, in a position to
             attack without further warning (point blank range).

Other terms in common use:

Trailing Hot:  Indicates that the ship so designated as brought its
           weapons and shields to full power.  Also may be used when
           sensors indicate that the ship has deployed missile launchers.
           Generally considered a hostile or at the very least provocative
           action.

Growler:   Indicates that ship has locked on with targeting sensors
           (active sensors used for target acquisition).  Usually
           a notice promptly followed by...

Birds are flying!:  Missiles inbound.
           or

Fireball:  TC battery fire inbound.  Not usually heard, as the delay
           between discharge and impact is usually measured in a very
           small number of milliseconds.  Most commonly heard on the
           Bridge or in the CIC of a ship not yet taking fire in
           a squadron that is being fired upon.


   



