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Subject: TML Bundle #182: Msgs 2259-2267

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Date: Sun Apr 14 21:00:09 PDT 1991

From: traveller-request@metolius.wr.tek.com (TML Administrator)

Subject: TML Bundle #182: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------

2261  09-Apr-91 "Robert S. Dean"  A few new vehicles << I haven't been much in 

2262  09-Apr-91 "Robert S. Dean"  Batteries << As I was sitting around today, i

2263  09-Apr-91 Brian Gillespie   re: Richard's Trivia Question << > Killer tri

2264  09-Apr-91 George William He batteries << I have somewhat of a vested inte

2265  10-Apr-91 Adrian Hurt       Re: A lot of tidBYTES << Mike Finn writes: > 

2266  10-Apr-91 "Robert S. Dean"  More Vehicles (2 days in a row?) << In the fi

2267  05-Apr-91 Richard Johnson   Re: PBEM Admin (Restless Natives) << Here is 

2268  10-Apr-91 "Nick Christenson  << Subject: Batteries and Credits I thought 

2269  11-Apr-91 "Robert S. Dean"  Jack of All Trades << I recently read the ent



------------------------------



Archive-Message-Number: 2261

Date:     Tue, 9 Apr 91 14:15:39 EDT

From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>

Subject:  A few new vehicles



I haven't been much in the mood for Traveller lately for some reason, but I 

got bit by the urge again after seeing George Herbert's watercraft design

system last week.  Don't ask me why there are no watercraft included below--

I don't do these things in any sort of systematic format.



Rob Dean



- - --------------------------------------------------------------------------



Comet Personal Speeder TL12



     Intended for the business market and for the high-end hobbyist, the 

Comet is one of the fastest personal vehicles on the market.  The HUD/comput-

er based control system, the roomy seats and the inertial compensator system 

combine to make a flyer that is comfortable and easy to operate.



  CraftID: Comet Personal Speeder, TL12, Cr707,700

     Hull: 1/3, Disp=1, Config=1AF, Armor=4F, Loaded=11.31t, Unloaded=10.98t

    Power: 1/2, Fusion=4MW, Dur=3 days

     Loco: 1/2, StdGrav=36t, Max Speed=2280, Cruise=1710, NOE=160, 

           MaxAccel=2.18G

     Comm: Radio=Continental

  Sensors: Synthetic Vision, Radar=Regional(500km), ActObjScan=Diff,

           ActObjPin=Diff

      Off: Hardpoints=1

      Def: -

  Control: Comp0*2, HeadsUpDisplay*1, DynLink*1

    Accom: Seats=Roomy*2(Pilot, Passenger), Env=Basic env, basic ls,

           inert comp

    Other: Fuel=0.432kl, Cargo=0.3kl, ObjSize=Small, EmLevel=Moderate



Songbird Gravbike TL12



     The Songbird gravbike is produced by GliderDyne Industries of Lunion and 

can be found all over the Spinward Marches.  The basic design is considered 

to be a classic by gravbike enthusiasts and has remained unchanged for over 

150 years.  The Songbird is intended for fairly light pleasure use, although 

its fuel cell and simple electronic system are robust.  The low power light 

grav propulsion system allows a much more precise control over maneuver than 

is found with a standard grav based bike such as the GliderDyne Mockingbird, 

making the Songbird a particular favorite among amateur precision aerobatic 

teams.  The rider sits on an unenclosed seat, making operation in inclement 

weather unpleasant.  No cargo space is provided, but up to 140kg of extra 

mass may be secured to the vehicle with straps without affecting performance, 

making some practical travel possible.



  CraftID: Songbird Gravbike, TL12, Cr12,710

     Hull: 1/2, Disp=0.056, Config=3USL, Armor=1F, Loaded=0.182t

    Power: 1/2, FuelCell=0.02MW, Dur=53 days

     Loco: 1/2, LP-LGrav=0.4t, Max Speed=300kph, Cruise=225kph, NOE=40kph, 

           MaxAccel=1.2G

     Comm: Radio=VDist(50km)

  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form

      Off: Hardpoints=1

      Def: -

  Control: Elec*3

    Accom: Seats=Open*1(Pilot), Env=none

    Other: Fuel=0.193kl, Cargo=0, ObjSize=Small, EmLevel=Moderate



Mockingbird Gravbike TL12



     The Mockingbird gravbike is produced by GliderDyne Industries of Lunion 

and can be found all over the Spinward Marches.  The basic design is similar 

to the classic GliderDyne Songbird, but propulsion is provided by a less 

precise standard grav system.  The Mockingbird is intended for fairly light 

pleasure use, but can also serve as an affordable light general purpose 

transport for solitary users.  The rider sits on an unenclosed seat, making 

operation in inclement weather unpleasant.  No cargo space is provided, but 

up to 460kg of extra mass may be secured to the vehicle with straps without 

affecting performance.  Enclosed cargo compartments and an additional seat 

are common custom add-ons.



  CraftID: Mockingbird Gravbike, TL12, Cr6590

     Hull: 1/2, Disp=0.037, Config=3USL, Armor=1F, Loaded=339.1kg

    Power: 1/2, 2*FuelCell=0.14MW, Dur=95hrs

     Loco: 1/2, StdGrav=1t, Max Speed=300kph, Cruise=225kph, NOE=40kph, 

           MaxAccel=1.95G

     Comm: Radio=VDist(50km)

  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form

      Off: Hardpoints=1

      Def: -

  Control: Elec*2

    Accom: Seats=Open*1(Pilot), Env=none

    Other: Fuel=0.057kl, Cargo=0, ObjSize=Small, EmLevel=Moderate



Brute Cargo Hauler TL12



     The Brute is a semi-automated heavy lift wheeled cargo hauler common on 

civilized TL12 planets.  Up until the availability of high output fusion 

plants at TL13, the most economical method of moving bulk cargo overland is 

to use large wheeled haulers on roads.  Most such road nets at these tech 

levels have automated traffic control systems, allowing the driver to be 

dispensed with for all but minor movements involved in the loading and un-

loading of cargo.  Drivers are, however frequently carried for reasons of 

safety redundancy, or to allow pickups and deliveries to locations not served 

by the automated road nets.  The Brute is fully equipped to take advantage of 

these roads.  In addition, its large tires permit a fair amount of offroad 

mobility, useful for delivering materials to construction sites and other 

unimproved destinations. Racks are provided for up to three Imperial Standard 

4 ton cargo containers, and two IS 1 ton containers.



  CraftID: Brute Cargo Hauler, TL12, Cr1,305,100

     Hull: 18/45, Disp=20, Config=4USL, Armor=1F, Loaded=250t, Unloaded=57.8t

    Power: 1/2, Fusion=18MW, Dur=6 days

     Loco: 4/8, Wheels=20, RoadSpeed=196kph, Offroad=59kph

     Comm: Radio=Regional

  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form

      Off: Hardpoints=1

      Def: -

  Control: Comp0, DynLink*30

    Accom: Seats=Roomy*2 (Driver, relief driver), Env=basic env (cab only)

    Other: Fuel=2.6kl, Cargo=192kl, ObjSize=Avg, EmLevel=Faint



Type S Scout/Courier TL12



     The Type S Scout/Courier is built by the IISS in innumerable locations 

across the Imperium, with relatively little variation depending on the tech 

level of the constructing yard.  The statistics below are for a typical TL12 

model.  A TL11 Brumby air raft is carried as an auxiliary vehicle, and its 

weight and price are included below.



  CraftID: Type S Scout/Courier, TL12, MCr50.874 

     Hull: 90/225, Disp=100t, Config=1AF, Armor=40F, Loaded=1640t,

           Unloaded=1320t

    Power: 6/12, Fusion=480MW, Duration=30/90 

     Loco: 5/10, Maneuver=2 (Thrusters=3250t), 3/6, Jump=2, MaxSpeed=1200kph, 

           Cruise=900kph, NOE=160kph, Agility=2, TrueAcc=2.0G

     Comm: Radio=System, LaserComm=System, MaserComm=System

  Sensors: EMS Active(FarOrbit), EMS Jammer(Far Orbit), 

           EMS Passive (Interstellar), Neutrino Sensor (1MW),

           HighPenDens (50m), ActObjScan=Rout, ActObjPin=Rout, 

           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Rout,

           PassEnPin=Form

      Off: Hardpoints=1



                  Missile=xx1

           Batteries        1

           Bearing          1



      Def: DefDM+4



               SandCaster=x03

           Batteries        1

           Bearing          1



  Control: Computer Mod1bis*3, 2*HeadsUpDisplay, 260*DynLink

    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6,

           Staterooms=4, Env=basic env, basic ls, extended ls, grav plates,

           inertial comp

    Other: Fuel=376kl (1 jump-2+30 days), Cargo=262kl, Fuel Scoops, Fuel 

           Purifier (6hr), SubCraft=1*4ton (Brumby air/raft), 

           ObjSize=Avg, EmLevel=Faint



Tallis Class Merchant TL14



     The Tallis class merchants were built at Trin by TrinTechnics between 

1004 and 1007.  The class was composed of 37 vessels, of which 23 remain in 

service as of 1117.  The origin of the class was somewhat unusual--in 956 the 

Planetary Navy of Trin had ordered a large number of Patrol Cruisers which 

were later cancelled (in 963) due to budgetary considerations.  The uncom-

pleted hulls (ranging from 40-90% completed at cancellation) remained in 

orbital storage for 39 years while the contract cancellation case was in 

litigation.  Following the conclusion of the lawsuits, the hulls were sold 

for a small fraction of their original cost in a sealed bid auction to Trin-

Technics and completed as fast merchants.  The thrusters are sufficient to 

allow take off and landing with a full load on almost any inhabited planet, 

freeing the ship from dependence on orbital facilities.  

     Many Tallis class vessels are operated with incomplete crews, allowing 

more than three middle passengers to be carried.  Stewards are seldom encoun-

tered.  With the survivors of the class having been in service for over 100 

years, careful maintenance is a high priority.  If found for sale, it could 

be expected that a Tallis would cost less than MCr45 at present.  Annual 

maintenance, however would be based on the original cost, and might run to as 

much as three or four times the original expectations.



  CraftID: Tallis class Merchant, TL14, MCr166.52 

     Hull: 396/990, Disp=440t, Config=1AF, Armor=40G, Loaded=5478t,

           Unloaded=3124t

    Power: 15/30, Fusion=1980MW, Duration=30/90 

     Loco: 20/40, Maneuver=2 (Thrusters=14300t), 12/24, Jump=2, 

           MaxSpeed=1770kph, Cruise=1328kph, Agility=2, TrueAcc=2.61G

     Comm: Radio=System*2

  Sensors: EMS Active(FarOrbit), ActObjScan=Rout, ActObjPin=Rout

      Off: Hardpoints=4



                 Missile=x03

           Batteries       2                

           Bearing         2                



      Def: DefDM+6



              Sandcaster=xx4

           Batteries       2

           Bearing         2



  Control: Computer Mod3*3, 4*HeadsUpHoloDisplay, 21*HoloLink

    Accom: Crew=9 (2 bridge, 2 engineer, 3 gunners, 1 command, 1 medic),

           MidPassengers=3, Staterooms=12, LowBerths=20, Env=basic env,

           basic ls, extended ls, grav plates, inertial comp

    Other: Fuel=1683kl (1 jump-2+30 days), Cargo=2236kl (165.6t), Fuel 

           Scoops, Fuel Purifier (18hr-purifies jump fuel alone in 9hr),

           ObjSize=Avg, EmLevel=Moderate



------------------------------



Archive-Message-Number: 2262

Date:     Tue, 9 Apr 91 16:20:15 EDT

From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>

Subject:  Batteries



As I was sitting around today, idly looking over the vehicle design system,

I started to build a vehicle for Lydia--an almost airless world in the Glisten

subsector of the Spinward Marches with a TL or 5 or 6.  (I figure it is a 

failed/exhausted mining colony, lsiding downhill fast with nothing but a few

thousand scavengers picking over the bones.)  The only non-airbreathing system

that the inhabitants can use for power is batteries.  So I started to put

2kl of TL5 batteries on a 13.5kl cargo sled (sort of lunar rover-ish), and

realized that those batteries had a theoretical cost of Cr1,000,000.  Not

only does this artificially drive up the control point requirement (which is

based on cost--usually okay, but batteries don't require the sort of 

sophisticated control that a 10MW TL10 fusion plant--also MCr1--would) but

it seems ridiculously high to me.  If you followed the actual rules, these

two cubic meters of batteries would require a TL5 mechanical control system

occupying 100 cubic meters, weighing 25 tons.  I don't think that will fit

on the cargo sled. (-8 (Control Points=1000000*5 [TL]/100000=50.  Each 

mechanical control unit would supply 0.2CP, so 250 would be needed, and would

occupy 0.4kl and weigh 0.1 tons.)  I suspect the real thing could be controlled

with a big rheostat or the like.

     At TL8, we could compare the cost of real batteries to Traveller 

batteries--from work I did one summer long ago with an experimental 

battery company, I have it in the back of my mind that the electric car

demonstrator they had had around a 50kw-h battery.  (0.05MW-hr)  That's

1.25kl of TL8 battery costing Cr40,625.  Does anyone have a handy Cr to $

conversion factor?  

     As a first approximation, I think the price of batteries could be 

divided by a factor of up to 100, and that they could be made exempt in

calculations for control factors.

     I'd appreciate seeing any hard numbers that anyone has on current real-

world batteries.  I don't want to skew things too much in favor of batteries,

but as it stands now, there will never be an electric vehicle in Traveller

due to the cost factors.



Rob Dean





------------------------------



Archive-Message-Number: 2263

Date: Tue, 9 Apr 91 17:09:58 EDT

From: Brian Gillespie <bgillesp%lonestar.prime.com@RELAY.CS.NET>

Subject: re: Richard's Trivia Question





>  Killer trivia question: Why is it that all of the very best game

>material is delivered in private, between two or three characters,

>rather than publicly?



Why not just include it in the game summary?  The players on the ALCYON

don't really know about the other groups, but the information is good for

the storyline.  So if it is entertaining, include it.



Brian Gillespie

bgillesp@lonestar.prime.com



------------------------------



Archive-Message-Number: 2264

Date: Tue, 9 Apr 91 23:22:39 -0700

From: George William Herbert <gwh@ocf.Berkeley.EDU>

Subject: batteries





	I have somewhat of a vested interest in knowing about batteries, since

I'm doing the electrical power subsystem development work for groundbreaking

work on Mars environment spacesuits with NASA 8-)



	The apollo suits used rechargable (but not recharged) batteries with

a power density of close to 200 watt-hours per kilo.  This corresponds very

well with the listed TL6 battery (exactly, as it happens 8-).  I don't know

about rob dean's Cr to $ conversion, I always used 1:1 myself for most things.



	Future developments are expected to give up to 6-900 watt-hrs per kilo

in the next 10-15 years.  The best ones we have now are about 400 watt-hours/kg.



	My guess is that the TL5-9 numbers are accurate.  Above that, I can't

hazard a guess.



	I agree that the listed control point values are out of control.  I 

would suggest that a battery need only about 0.1 CP per ton, and that any req's

under 0.1 CP be ignored. 8-)



- - -george william herbert

gwh@ocf.berkeley.edu



------------------------------



Archive-Message-Number: 2265

From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>

Subject: Re: A lot of tidBYTES

Date: Wed, 10 Apr 91 10:53:52 BST



Mike Finn writes:

> 

> 6) High Tech Gear - I've got a number of player's reading GURPS Ultra tech and

> asking for conversions.  I agree with most of the stuff, but some things that

> make sense just don't work.  For example, construction cement.  I figure that

> by TL 15 there would be some form of quick drying polymer that would be used

> as material for roads, walls, etc. that is as strong, if not stronger, than

> concrete.  Now my players want to use this stuff as bulkheads in there ship.

> If the get boarded by bad guys (good guy to me), they just start pouring this

> stuff down the halls to the bridge and engineering, thus sealing out the

> enemy.



And sealing in themselves.  How do they get their corridors back again?



> 

> 7) Imperial Law Level - As I have stated, I keep the military gear in the

> hands of the military when and where ever possible.  I know that there are law

> levels for the member worlds, but what if any, law level do you aply to

> imperial space.  I know that every imperial marine force commander has

> nightmares about garrisoning a starport that allows civilian merchants to arm

> their security men with battle dress and FGMP-15s.  And should civilian ships

> be allowed to mount meson/spine mount weapons?



First, civilians (and presumably homicidal PC's) carrying FGMP's.  Marines

should be capable of dealing with such people, otherwise they're useless in

wars against Zhodani and Solomani troops who are thus armed.  If someone goes

nuts with such equipment, the Marines operate as if it were war, which means

they bring in heavy equipment.  Heavy equipment means APC's with BIG fusion

guns, and if necessary a battleship.



Second, civilian ships with large weapons.  Judging by "Azhanti High Lightning"

spinal mounts are forbidden to civilians.  I'm not sure about bay mounts.

Turrets are acceptable.  The one thing I am sure of is, no-one except the

Imperial forces may own nuclear weapons.



- - -- 

 "Keyboard?  How quaint!" - M. Scott



 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs

 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk



------------------------------



Archive-Message-Number: 2266

Date:     Wed, 10 Apr 91 16:10:31 EDT

From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>

Subject:  More Vehicles (2 days in a row?)



In the fine tradition of working on one thing to avoid another, I completed

a few more designs today.  Included is the electric cargo sled mentioned

in yesterday's post on batteries, as well as a TL13 Ship's Boat more or less

based on the old Traveller "Slow Boat".  I always feel a little uneasy about

using the statistics for TL15 small craft when adding auxiliaries to lower

tech level ships.



If anybody else out there has designs, I for one would be happy to see them.



Rob Dean







Alcyon Expedition Recon Walker TL15



     This recon walker is a unique vehicle, custom assembled for the Alcyon 

expedition.  The expedition was intended to penetrate unknown space and the 

planners felt that it was advisable to have at least one capable back-up 

vehicle which was not dependent on grav modules.  The walker is fueled for up 

to four days of continuous operation including constant availability of surge 

power for the laser, but does not have extended occupancy accommodations.  It 

is therefore not intended to be occupied for more than eight hours at a time 

except in case of extreme emergency.  It is fitted with every sensor avail-

able at TL15 plus a 25MW beam laser and 2 heavy robot arms to allow some 

outside work. The vehicle can be controlled by one operator, but two seats 

are provided.

     The transmission system is only capable of using 29MW of the engine 

output, and the maximum performance numbers given below are calculated at 

25MW to allow for operation of the life support systems, especially the 

inertial compensators.  If full power was shunted to the legs, speeds of up 

480kph on road, and 384kph offroad could be achieved.  It is likely that any 

crewmembers would be severely injured, if not killed, due to the inertial 

effects of traversing irregular ground without the compensators, and this 

mode of travel would only be used when controlling the vehicle by remote 

over-ride from the Alcyon.

 

  CraftID: Recon Walker, TL15, Cr3,437,000

     Hull: 4/9, Disp=4, Conf=4SL, Armor=40G, Loaded=70.5t

    Power: 1/2, Fusion=54MW, Dur=4days

     Loco: 1/2, Legs=8, RoadSpeed=424kph, Offroad=339kph

     Comm: Radio=System, MaserComm=System

  Sensors: EMS Active=FarOrbit, EMS Passive=Interstellar, 

           LowPenDens=250m, NeutrinoSensor=10kW, NAS=VLong,

           Magnetic Sensor, PassAudSensor=Distant, ActAudSensor=Distant, 

           Environmental Sensor, Magnetic Sensor=VDistant,

           Radiation Sensor=VDistant, ActObjScan=Routine, ActObjPin=Routine,

           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 

           PassEnPin=Routine

      Off: Hardpoints=1



                      Pen/          Max      Auto   Dngr

                      Attn    Dmg   Range    Tgts   Spc    Sig   ROF

     25MW Beam Laser  49/4    60    Reg(125)  2       -     L    40



      Def: -

  Control: Comp Mod0, HUDHoloDisplay*1, HoloLink*1

    Accom: Seats=Adequate*2, Env=basic env, basic ls, ext ls, grav

           plates, inertial comp

    Other: Fuel=5.184kl, Cargo=0.4kl, ObjSize=Small, EmLevel=Moderate





Ship's Boat TL13



     This standard design ship's boat is produced throughout the Imperium.  

Individual manufacturers attempt to boost sales with flashy advertising 

campaigns, but there is little substantive difference from one model to the 

next.  This version is a compromise between an atmospheric/interface opti-

mized design and a deepspace independent operation design, and as such is 

found as an auxiliary aboard vessels requiring a general purpose 

capability.

     No weapons are installed as shown, but 13.5kl of space and sufficient 

control capacity have been reserved to allow for the installation of any 

sandcaster and/or missile turret.  The ship's power plant is not large enough 

to allow for installation of a space combat laser, although in the current 

troubled times it would not be impossible to find these craft armed with 

whatever can be obtained, such as 20MW planetary combat pulse lasers, or even 

mass driver guns for ground protection.

     The small cargo bay is accessible from a rear clamshell hatch, and has 

fittings for carrying a variety of specialized cargoes, such as 2 Imperial 

Standard 4 ton containers, or a up to a 6 ton class ATV or air/raft.

 

  CraftID: Ship's Boat, TL13, MCr14.0

     Hull: 27/68, Disp=30, Config=3AF, Armor=40F, Loaded=457t,

           Unloaded=320t

    Power: 2/4, Fusion=198MW, Dur=30days

     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxSpeed=2430, Cruise=1823,

           NOE=170kph, Agility=3, TrueAcc=3.4G

     Comm: Radio=System

  Sensors: EMS Active(Planetary), EMS Passive(Substellar), Neutrino

           Sensor(100kw), LowPenDens(50m), ActObjScan=Rout, ActObjPin=Rout,

           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Routine, 

           PassEnPin=Diff

      Off: Hardpoints=1 (no weapons mounted)

      Def: DefDM+5

  Control: Comp0*3, HeadsUpHoloDisplay*2, HoloLink*5

    Accom: Crew=2 (Pilot, Copilot), Passengers=2, SmallStaterooms=4,

           Env=basic env, basic ls, ext ls, grav plates, inert comp

    Other: Fuel=79.2kl, Fuel Scoops, Cargo=131kl (9.7t), ObjSize=Avg,

           EmLevel=Faint



Electric Bug TL5



     The electric cargo bug shown below is a typical homebuilt vehicle from 

Lydia, a decaying former mining world in the Spinward Marches.  The planetary 

atmosphere is too thin to support combustion, and the level of retained 

technology is too low, to permit there to be any alternative to battery power 

for a reliable vehicle.  (Unreliable worn out higher tech vehicles can still 

be found.)  The operator and passenger of the bug must wear vacuum suits of 

some sort for protection while operating the open topped vehicle.



  CraftID: Electric Bug, TL5, Cr1365 less batteries (see notes)

     Hull: 1/3, Disp=1, Config=4USL(open), Armor=1A, Unloaded=3.6t,

           Loaded=7.0t

    Power: 1/2, Batteries=0.2MW-hr, Dur=2hrs at 0.1MW

     Loco: 1/2, 4 wheels, P/W=14, Road=50kph, Offroad=15kph

     Comm: Radio=Distant(5km)

  Sensors: none

      Off: Hardpoints=1

      Def: -

  Control: Mech*1

    Accom: Seats=Adequate*2 (Driver, passenger)

    Other: Fuel=none, Cargo=3.4kl, ObjSize=Small, EmLevel=Faint

    Notes: According to the current rules, the 2kl battery stack in this

           vehicle would cost Cr1,000,000, and would require 250 mechanical

           control panels (100kl, 25t) to control.  Ridiculous! Performance

           looks ok, and no characters should be given an opportunity to buy

           one of these things anyway (too valuable to their owners, 

           regardless of any assessed value in credits), so ignoring the 

           cost of the batteries entirely looks like a reasonable temporary

           solution.  The "faint" emission level is an extrapolation not

           covered by the rules.  The vehicle is small enough that passenger

           weight might matter, so seats were figured at 0.1t rather than

           0.02t, to allow for an 80kg nominal passenger.



Crusher Heavy Tank TL7



     The Crusher has been built in small quantities by the planetary govern-

ment of Crout.  Its design reflects the high availability of fissionable 

fuels on the planet compared to the availability of hydrocarbon fuels. The 

Crusher units were formed more for purposes of prestige and overawing any 

potential rebels among the population than for practical combat use.

     The three machine guns are mounted on a pintle by the commander's hatch 

in the turret, coaxially with the main gun, and in a ball mount on the bow.



  CraftID: Crusher Heavy Tank, TL7, Cr1,232,400

     Hull: 4/10, Disp=4, Conf=4USL+turret(10%), Armor=40C, Loaded=150.3t,

           Unloaded=146t

    Power: 1/2, Fission=8MW, Dur=5yrs

     Loco: 1/2, Tracks, P/W=53, Road=117kph, Offroad=47kph

     Comm: Radio=Regional(500km)

  Sensors: Radar=Distant(5km), Light Amplification, 2*Headlights,

           ActObjScan=Form, ActObjPin=Form

      Off: Hardpoints=1, Weapons stabilized to 40kph



                        Pen/         Max      Auto   Dngr

             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF

12cm HV Gun  KEAP  100   33     12  Dist(22)   -      -      M     6

             HEAT  -     37     12  Dist(22)   -      -      M     6

              HE   -     19     16  Dist(22)   -      25     M     6

  3*HMG       -   3000   6/3     3 VLong(1.5)  3      -      H     80



      Def: -

  Control: Elec*171

    Accom: Crew=6 (Commander, Gunner, Loader, Driver, Bow Gunner, Reactor 

           Technician), Seats=Cramped*6, Env=basic env, basic ls

    Other: Fuel=0.08kl (radioactives), ObjSize=Avg, EmLevel=Moderate



Bayard Armored Personnel Carrier TL6



     The Bayard is a limited use armored vehicle with a full tracked suspen-

sion. Its armor is not intended to withstand direct fire by anything larger 

than a machine gun.  It carries a light infantry howitzer with a gun shield 

on a pintle mount at the forward end of the open passenger compartment for 

support of the squad, and has mounting brackets at the rear of the passenger 

compartment to allow the squad's light machine gun to be carried in a firing 

position.



  CraftID: Bayard Armored Personnel Carrier, TL6, Cr18,501

     Hull: 4/7, Disp=3, Config=4USL, Armor=7B, Unloaded=14.5t,

           Loaded=20.9t

    Power: 1/2, ImpIntComb=0.8MW, Dur=10hrs

     Loco: 1/2, Tracks, P/W=56, Road=92kph, Offroad=55kph

     Comm: Radio=VDistant(50km)

  Sensors: Headlights*2

      Off: Hardpoints=1



                           Pen/         Max    Auto   Dngr

                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF

  4cm Howitzer   HE   100    5     8    VLong(2)-      -      M    30

                KEAP   -    8/4    6    VLong(2)-      -      M    30



      Def: -

  Control: Mech*6

    Accom: Crew=2 (Driver, Gunner), Passengers=10, Seats=Cramped*12

    Other: Fuel=0.5kl, Cargo=5.7kl, ObjSize=Small, EmLevel=Moderate



------------------------------



Archive-Message-Number: 2267

Subject: Re: PBEM Admin (Restless Natives)

Date: Fri, 5 Apr 91 13:15:32 PST

From: Richard Johnson <richard@agora.rain.COM>



Here is some info about the Restless Natives of R-alpha.  Since you

folks are all getting close, it's time for us all to check out mailers

and make sure they work (or don't work).



I don't have a real alias for all R-alpha yet, but I do have the

following:





phins = R-alpha Players   = robh, wbm, carlf, alanh, jokim, aj



robh = Robert Harris - no longer has e-mail access, according to my records.



carlf    = Carl Fago           = carlf@agora.rain.com 

doejin   = Doejin   = carlf@agora.rain.com



green    = Arthur Green    = AJGREEN%IRLEARN@pucc.PRINCETON.EDU 

aj       = Arthur Green    = ajgreen@irlearn.bitnet



wbm, morrison = Bill Morrison   = wbm@ews009.atl.hp.com







ferdy 	= Ferdy 		= ASSHUSCR@cms.am.cc.reading.ac.uk 

alanh 	= Alan Huscroft 	= ASSHUSCR@cms.am.cc.reading.ac.uk 







orincus = Orincus orca 	= jokim@jarthur.Claremont.edu 

jokim 	= John Kim 		= jokim@jarthur.Claremont.edu 







Now, would the players who really want to do some Aslan playing

(other than Nick) please step forward?



Richard



------------------------------



Archive-Message-Number: 2268

Date: Wed, 10 Apr 91 21:56:03 MST

From: "Nick Christenson, University of Arizona"



Subject:  Batteries and Credits



I thought I'd add my 0.02Cr worth on the discussion of batteries.

Robert Dean mentioned that the vehicle was supposed to work at TL=5,6 

range.  How good is battery technology at this stage?  This is the 

advent of the car battery and by TL=6 probably the best batteries in 

use were aboard submarines.  I agree that making space a function of 

cost is silly, (it ought to be tied to TL, total power output, duration 

and that's it) it doesn't seem too implausible that the sort of batteries

you want would be prohibitively expensive at that TL.  I would 

suggest that the problem lies in the TL of a world where it is too

low to support people in the environment (TL 4 vacuum, for example,

is possible on the tables, but ridiculous.)  I'd set it up that 

the population (especially if they're miners) imported TL=9 type

items and the low TL represented their own construction ability.

There should be no problems with this if the population is small.



As far as the Cr to $ conversion goes, this is what I use:



Those objects that are not strongly technology dependent (handicrafts,

liquors, food) convert from $ to Cr at a ratio of 1-1.

Those objects which are strongly technology dependent (vehicles,

computer technology, medical aid) convert from $ to Cr at a ratio

of 10-1.  Some may argue with some of these (food being TL dependent

or medicine being relatively cheap) but compare the cost of, say, 

treating an infection (using penicilin, et. al.) in 1950 with the

cost now in real dollars and it will be lower now.  Of course quad-

bypass surgery is really expensive now, but it could *not* be 

performed at all in 1950.  The cutting edge is always expensive, 

yesterday's technology is dirt cheap and the cost of human labor,

in proportion to a society's available wealth is pretty constant

(at least to first order.)  Some have claimed a 10-1 exchange,

some a 1-1 and I think this strikes a nice compromise.  Of course

Traveller doesn't take TL differences in cost into account very

well, but there are a lot of things it doesn't do very well.  Any

comments?



Nick Christenson

npc@electron.physics.arizona.edu



------------------------------



Archive-Message-Number: 2269

Date:     Thu, 11 Apr 91 9:54:06 EDT

From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>

Subject:  Jack of All Trades



I recently read the entire message archives of the TML, and noticed that there

was a discussion that was never really brought to a satisfactory conclusion

regarding the handling of the JOAT skill.  As you may recall, the skill 

"allows one free retry at a failed skill roll per level of the skill" or

something like that.  A review of the rules convinces me that this is supposed

to be "free" in the sense of "free from needing to make a determination check

to avoid having the difficulty increase" as opposed to "free" in the sense of

"pick up the dice and try again--if you've got JOAT-8 you can roll eight times

and one of them is sure to be a hit".



The distinction that was apparently lost while this discussion was going on was

that failed rolls still took time and still might damage equipment, at least

in my interpretation.  As long as you were dealing with safe skills, or 

situations that were not time restricted there would be little difference.



Example of the latter: Dr. Bertran Ode is attempting to access a database to

discover who the legendary figure Georgewashington really was:

  Formidable, History, Comp, 10 minutes

Since he has JOAT-6, he can try up to six times without checking to see whether

or not the task becomes "Impossible", but each attempt takes 30-180 minutes. 

Since Ode is sitting around in the University for two weeks waiting for his

buddies' starship to have annual maintenance work done on it, this won't be

a problem, and the referee might as well let him make his six die rolls without

worrying about time.  (Unless he is about to be interrupted by a Vargr corsair

raid or the like...(-: )



Example of the former: Toban Dreer, pilot and owner of the Free Trader "Lucky

Dog" has just had a bomb disable his maneuver drive before achieving orbital

speed on a liftoff from war-torn Timbucktoo.  He has JOAT-12, but regrettably

his ballistic trajectory will intersect the the surface of Timbucktoo in seven

minutes if some maneuvering capability is not restored.  He quickly looks over

the boards and the sadistic referee informs him that repairing the maneuver

drive looks to be:



Routine, Engineering, Dexterity, 2 minutes



With a minimum performance time of 6 minutes per attempt, Dreer had better

finish the repairs in one try, because his ability to remain determined is

not going to help him much one minute into his second attempt (even assuming

that he was so fortunate as to use the minimum time in the first failed 

attempt).





First---is this how people are playing it? 

Second--does it make sense this way?



Rob Dean







------------------------------



End of TML Bundle

*****************



