
-------- TML Message #1379 --------

Archive-Message-Number: 1379
Date:     Mon, 2 Jul 90 9:28:16 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 1

As requested, here is the first installment of my vehicle design stockpile.
This was originally formatted for WordStar, but I think I have properly 
reduced it to vanilla ASCII, so you can print these out however you like.
Comments are welcome, and I'd especially like to hear from anyone who tries
the military vehicles in large-scale combat.

                             Have Fun,

                             Rob Dean

 _________________________________________________________________________

Akian_Shellback_Armored_Car_TL9
 
 
     A light armored vehicle deployed in second-line reconnaisance and 
security units.  Frequently modified to include a machinegun operated by the 
vehicle commander.
 
  CraftID: Shellback Armored Car, TL9, Cr136,200
     Hull: 2/5, Disp=2, Config=4USL, Armor=30D, Unloaded=21.5t, Loaded=25.8
    Power: 1/2, MHD=1.6MW, Dur=2/6
     Loco: 1/2, Wheels=8, P/W=62, Road=155kph, Offroad=47kph
     Comm: Radio=Rgnl(500km)
  Sensors: 2*Headlights
      Off: Hardpoints=1, Weapon stabilized, 100kph
 
                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
8cm HV Gun KEAP  140   29     9    16km    -      -      M    12
            HE    -    16    12    16km    -      30     M    12
 
      Def: -
  Control: Elec*24
    Accom: Crew=3 (Driver,Gunner,Commander), Seats=Adequate*3, Env=Basic
    Other: Fuel=3500l, Cargo=.8cm, ObjSize=Small, EmLevel=Moderate

Akian_Dragoon_APC_TL9
 
 
  CraftID: Dragoon APC, TL9, Cr229,000
     Hull: 4/10, Disp=4, Config=4USL+turret, Armor=35D, Unloaded=56.7t,
           Loaded=67.8t
    Power: 1/2, MHD=3.2MW, Dur=20hrs
     Loco: 1/2, Tracks, P/W=47, Road=131kph, Offroad=79kph
     Comm: Radio=Regional(500), LaserComm=Distant(5)
  Sensors: 2*Headlights, Passive IR
      Off: Hardpoints=1, Weapon stabilized to 100kph
                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
4cm Auto   KEAP 1500   15     6   Dist(5)  4      -      H    160
            HE   -      7     8   Dist(5)  4      10     H    160
 
      Def: -
  Control: Elec*41
    Accom: Crew=3 (Commander, Drvier, Gunner), Passengers=9, 
           Seats=Cramped*12, Env=Basic env, Basic ls
    Other: Fuel=2800l, Cargo=5.3cm, ObjSize=Small, EmLevel=Moderate

Akian_Lancer_Medium_Tank_TL9
 
 
  CraftID: Lancer Medium Tank, TL9, Cr356,000
     Hull: 3/8, Disp=3, Config=4USL+turret, Armor=40D, Unloaded=59.3t,
           Loaded=76t
    Power: 1/2, MHD=3.2MW, Dur=4/12
     Loco: 1/2, Tracks, P/W=42, Road=126kph, Offroad=50kph
     Comm: Radio=Regional(500), LaserComm=VDist(50)
  Sensors: 2*Headlights, Passive IR, Light Amplification, Radar=Dist(5),
           ActObjScan=Form
      Off: Hardpoints=1, Weapon Stabilized to 100kph
 
                        Pen/         Max      Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
12cm HV Gun  KEAP  75    34     12  Dist(22)   -      -      M     7
             HEAT  -     42     12  Dist(22)   -      -      M     7
              HE   -     20     16  Dist(22)   -      35     M     7
   HMG        -    600   6/3     3 VLong(1.5)  3      -      H     80
 
      Def: -
  Control: Elec*64
    Accom: Crew=3 (Commander, Driver, Gunner), Seats=Adequate*3, 
           Env=Basic env, Basic ls
    Other: Fuel=13400l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Akian_Cossack_APC_TL9
 
 
  CraftID: Cossack APC, TL9, Cr3,359,000
     Hull: 5/12, Disp=5, Config=4USL+turret, Armor=40D, Unloaded=106.1t,
           Loaded=119.6t
    Power: 1/2, Fusion=40MW, Dur=9/27
     Loco: 1/2, StdGrav, Thrust=390t, NOE=130kph, Cruise=750kph, Max=100kph,
           MaxAccel=2.2G
     Comm: Radio=Regional(500), LaserComm=VDist(50)
  Sensors: 2*Headlights, Adv Image Enhancement, Adv Active IR, 
           Radar=Dist(5), ActObjScan=Form
      Off: Hardpoints=1, Weapon stabilized to 100kph
 
                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
4cm Auto   KEAP 1500   15     6   Dist(5)  4      -      H    160
            HE   -      7     8   Dist(5)  4      10     H    160
 
      Def: -
  Control: Computer Mod0*2, Heads Up Display*1, CompLink*10
    Accom: Crew=2 (Commander,Driver), Passengers=12, Seats=Adequate*2,
           Cramped*12, Env=Basic env, Basic ls
    Other: Fuel=6570l, Cargo=10cm, ObjSize=Average, EmLevel=Moderate

Akian_Ironfist_SP_Gun_TL9
 
 
     The Ironfist is a variant of the Cossack APC design.  Since the MD gun 
requires 35MW to operate, the weapon cannot be fired while the vehicle is in 
flight, and therefore no stabilization is provided. The gun is in a hull 
mount with limited traverse-gross aiming is done by turning the vehicle.
 
  CraftID: Ironfist SP Gun, TL9, Cr3,709,000
     Hull: 5/12, Disp=5, Config=4SL, Armor=25D, Unloaded=75.4t, Loaded=88.2t
    Power: 1/2, Fusion=40MW, Dur=10/30
     Loco: 1/2, StdGrav, Thrust=390t, NOE=130kph, Cruise=750kph, 
           Max=1000kph, MaxAccel=3.4G
     Comm: Radio=Regional(500), LaserComm=VDist(50)
  Sensors: 2*Headlights
      Off: Hardpoints=1
 
                        Pen/         Max    Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
16cm MD Gun   HE   350   24     20  Dist(28) -      40     L     1
 
      Def: -
  Control: Computer Mod0*2, Heads Up Display*2
    Accom: Crew=3 (Commander, Driver, Gunner), Seats=Adequate*3,
           Env=Basic env, Basic ls
    Other: Fuel=7200l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Type_A_Free_Trader_TL9
 
 
  CraftID: Free Trader, Tl9, Cr66,872,500
     Hull: 180/450, Disp=200, Config=1AF, Armor=40D, Unloaded=1262t,
           Loaded=2774t
    Power: 3/8, Fusion=270MW, Dur=30/90
     Loco: 4/9, Maneuver=1, 4/9, Jump=1, NOE=130kph, Cruise=810kph,
           Max=1080kph, Agility=1
     Comm: Radio=System, LaserComm=System
  Sensors: Radar=FarOrbit, ActObjScan=Routine
      Off: Hardpoints=2 (no turrets or weapons currently installed, but
           vehicle controls are adequate for such installation)
      Def: DefDm+6
  Control: Computer Mod3*3, Heads Up Display*2, CompLink*130
    Accom: Crew=4 (2 bridge, 1 engineer, 1 steward), Passengers=8, 
           Staterooms=12, Env=Basic env, basic ls, extended ls
    Other: Fuel=346,950 liters (25.7 disp ton), of which 270,000 liters is
           for jump, Cargo=1480cm (109 disp ton), ObjSize=Average, 
           EmLevel=Faint

Akian_Longbow_SP_Gun_TL9
 
 
     The Longbow is a variant of the Lancer medium tank, with fuel capacity 
traded for increased ammunition storage.
 
  CraftID: Longbow SP Gun, TL9, Cr354,000
     Hull: 3/8, Disp=3, Config=4USL+turret, Armor=40D, Unloaded=59.5t,
           Loaded=76t
    Power: 1/2, MHD=3.2MW, Dur=3/9
     Loco: 1/2, Tracks, P/W=42, Road=126kph, Offroad=50kph
     Comm: Radio=Regional(500), LaserComm=VDist(50)
  Sensors: 2*Headlights
      Off: Hardpoints=1, Weapon Stabilized to 100kph
 
                        Pen/         Max      Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
16cm Howitzer HE    88   24     20  Dist(17)   -      40     H     6
   HMG        -    600   6/3     3 VLong(1.5)  3      -      H     80
 
      Def: -
  Control: Elec*64
    Accom: Crew=3 (Commander, Driver, Gunner), Seats=Adequate*3, 
           Env=Basic env, Basic ls
    Other: Fuel=10500l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Akian_Percheron_Cargo_Vehicle_TL9
 
 
     The Percheron is a variant of the Dragoon APC, with an open topped 
chassis, frequently used as an artillery towing vehicle in units equipped 
with towed howitzers.  The 16cm towed howitzer weighs 7.88 tons, and reduces 
the vehicle's speed to 133/80kph.  The cargo capacity of 21 cubic meters is 
sufficient to carry up to 300 16cm projectiles.  The vehicle is frequently 
modified to carry a ring mount for a machine gun.
 
  CraftID: Percheron Cargo Vehicle, TL9, Cr60,550
     Hull: 4/10, Disp=4, Config=4USL, Armor=4D, Unloaded=28t,
           Loaded=57.2t
    Power: 1/2, MHD=3.2MW, Dur=20hrs
     Loco: 1/2, Tracks, P/W=56, Road=140kph, Offroad=84kph
     Comm: Radio=Regional(500)
  Sensors: 2*Headlights
      Off: Hardpoints=1 (no weapon installed)
      Def: -
  Control: Elec*41
    Accom: Crew=1 (Driver), Passengers=5, Seats=Cramped*6, Env=Basic env
    Other: Fuel=2800l, Cargo=21cm, ObjSize=Small, EmLevel=Moderate
 
 
 
16cm towed howitzer 
 
 
  Cost: Cr150,000
Weight: 7.88tons
Set-up: 3 minutes
 
                        Pen/         Max      Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
16cm Howitzer HE    -    24     20  Dist(17)   -      40     H     6
 

Akian_Hussar_Light_Tank_TL9
 
 
  CraftID: Hussar Light Tank, TL9, Cr135,700
     Hull: 2/5, Disp=2, Config=4USL, Armor=25D, Unloaded=21.2t, Loaded=24.9t
    Power: 1/2, MHD=2.4MW, Dur=19hrs
     Loco: 1/2, Tracks, P/W=96, Road=195kph, Offroad=117kph
     Comm: Radio=Rgnl(500km)
  Sensors: 2*Headlights
      Off: Hardpoints=1, Weapon stabilized, 100kph
 
                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
8cm HV Gun KEAP  120   29     9    16km    -      -      M    12
            HE    -    16    12    16km    -      30     M    12
 
      Def: -
  Control: Elec*28
    Accom: Crew=3 (Driver,Gunner,Commander), Seats=Adequate*3, Env=Basic
    Other: Fuel=2000l, Cargo=0, ObjSize=Small, EmLevel=Moderate

M997_Combat_Walker_TL10
 
 
     The M997 Combat Walker is used to equip certain heavy infantry units at 
TL10.  The unit is capable of going almost anywhere an unencumbered man can 
go.  The robotic arms can be used by the operator to handle ordinary 
infantry weapons, if desired.  <It should be noted that the damage values 
given below have already been multiplied for use in personal level combat.>
 
  CraftID: M997 Combat Walker, Tl10, Cr480,133
     Hull: 7/17, Disp=0.75, Config=4USL, Armor=25E, Loaded=10.12 tons, 
           Unloaded=7.66 tons
    Power: 2/2, Fuel Cells=0.9MW, Duration=24hrs
     Loco: 2/2, 2 Legs, P/W=80, Road=124kph, Offroad=74kph
     Comm: Radio=Regional(500), LaserComm=Distant(5)
  Sensors: EMM, EMS Active=VDist(50), EMS Passive=VDist(50), 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoints=1
 
                      Pen/          Max    Auto   Dngr
           Ammo  Rds  Attn    Dmg   Range  Tgts   Spc    Sig   ROF
4cm Auto   KEAP 1200   15      6   Dist(5)  4      -      H    160
            HE   -      7      8   Dist(5)  4      10     H    160
 HMG        -    600   6/3     3 VLong(1.5) 3      -      H     80
 
      Def: 10*Prismatic Aerosol
  Control: Computer Mod0, Heads Up Display, Electronic Circuit Protection
    Accom: Crew=1 (Operator/Gunner), Env=Basic env, Basic ls
    Other: Fuel=90liters, Cargo=0.5cm, Heavy Robot Arm*2, ObjSize=Small, 
           EmLevel=Faint

Continental_Defense_Unit_TL15
 
 
     The CDU mounts two starship class fusion gun turrets in addition to a 
large array of smaller weapons primarily intended for defense.  With its 
thick armor and good active defence, the CDU is proof against almost 
anything short of a starship meson gun battery.  Very few have ever actually 
been built, due to the difficulty of transport, and public mistrust of an 
unmanned device so potentially destructive.
 
  CraftID: Continental Defense Unit, TL15, MCr494.12
     Hull: 360/900, Disp=400, Config=4USL, Armor=80G, Loaded=25335t
    Power: 21/34, Fusion=3600MW, Dur=22/66
     Loco: 216/360, Tracks, P/W=126, Road=270kph, Offroad=108kph
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=4
 
                      Pen/          Max    Auto   Dngr
                      Attn    Dmg   Range  Tgts   Spc    Sig   ROF
2*2 Fusion Gun (ship) 103/5   900   Planet  -      45     H     30
8*1 RPY-15 Fusion Gun  71/5    30   Region  2      45     H     40
20*1 50MW Beam Laser   55/4   100   Region  2       -     H     40
 
      Def: Point Defense Targeting for all weapons
  Control: Robot Brain (Int 12, Ed 23), DynLink*25, electronic circuit 
           protection
    Accom: None
    Other: Fuel=963,000l, Cargo=0, ObjSize=Large, EmLevel=Faint
           Robotic skills=HighEnWpns-5, LaserWpns-5, Tactics-5, TrackVeh-5,
           Commo-5, ArmoredCombat-5

SIE_Behemoth_TL15
 
 
     The SIE Behemoth class bulk carrier is designed for the transport of 
cryogenic gases.  Its cargo capacity of 7288 tons consists of 7*1000 ton 
pressure vessels around a central spine, and a small cargo bay displacing 
the remaining 288 tons.   
 
  CraftID: Behemoth Bulk Carrier, TL15, MCr1537.52
     Hull: 9000/22500, Disp=10000, Config=7USL, Armor=40G, Unloaded=18589t,
           Loaded=118,809t
    Power: 54/134, Fusion=14,400MW, Dur=30/90
     Loco: 180/450, Maneuver=1, 270/675, Jump=2, Agility=4
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=100
 
           No Weapons Mounted
 
      Def: DefDM+9
  Control: Computer Mod6*3, Large HoloDisplay, 4*HeadsUpDisplay, 
           1800*Hololink
    Accom: Crew=22 (3 command, 7 bridge, 10 engineer, 1 maintenance, 
           1 medic), 22*Staterooms, Env=Basic env, basic ls, extended ls
    Other: Fuel=26,000kl, Cargo=98,400kl (7288t), ObjSize=Large, 
           EmLevel=Moderate

SIE_Princess_Margrethe_TL15
 
 
  CraftID: Princess Margrethe Merchant, TL15, MCr106.35
     Hull: 360/900, Disp=400, Config=1AF, Armor=40G, Loaded=4368t,
           Unloaded=1795t
    Power: 4/10, Fusion=990MW, Duration=30/90 
     Loco: 8/18, Maneuver=1, 8/18, Jump=1, NOE=40kph, Cruise=810kph, 
           Max=1080kph, Agility=0
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=4
 
               Missile=x03     BeamLaser=x03
           Batteries     2                 1
           Bearing       2                 1
 
      Def: DefDM+7
 
               SandCaster=x04
           Batteries        1
           Bearing          1
 
  Control: Computer Mod6*3, 2*HeadsUpHoloDisplay
    Accom: Crew=8 (2 bridge, 1 medic, 1 engineer, 2 gunners, 2 stewards),
           Passengers=12, LowPassengers=20, Staterooms=20, LowBerths=20,
           Env=Basic env, Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=900kl, Cargo=2510kl (186t), Fuel Purifier (12hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Faint

SIE_Princess_Lora_TL15
 
 
     The Princess Lora series craft were built for SIE in several locations, 
and these specifications are for those built by ConTech at Glisten. As is 
common practice with SIE vessels, part of the crew is composed of robots to 
conserve on accomodation space.  One steward and three gunnery robots are 
carried on vessels of this class.
  
  CraftID: Princess Lora, TL15, MCr84.88
     Hull: 360/900, Disp=400, Config=1AF, Armor=40G, Loaded=4731t,
           Unloaded=1765t
    Power: 4/10, Fusion=990MW, Duration=30/90 
     Loco: 8/18, Maneuver=1, 8/18, Jump=1, NOE=40kph, Cruise=810kph, 
           Max=1080kph, Agility=0
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=4
 
               Missile=x03     BeamLaser=x03
           Batteries     2                 1
           Bearing       2                 1
 
      Def: DefDM+4
 
               SandCaster=x04
           Batteries        1
           Bearing          1
 
  Control: Computer Mod3*3, 2*HeadsUpHoloDisplay, 83*HoloLink
    Accom: Crew=6 (2 bridge, 1 medic, 1 engineer, 1+3 gunners, 1+1 stewards),
           Passengers=10, LowPassengers=9, Staterooms=16, LowBerths=9,
           Env=Basic env, Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=900kl, Cargo=2903kl (215t), Fuel Purifier (12 hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Faint

SIE_Princess_Lora_TL10
 
 
     The Princess Lora series craft were built for SIE in several locations, 
and these specifications are for those built locally at Grote and Forine, as 
well as vessels converted from war-surplus. As is common practice with SIE 
vessels, part of the crew is composed of robots to conserve on accomodation 
space.  One steward robot and one gunnery robot are carried on vessels of 
this class.
  
  CraftID: Princess Lora, TL10, MCr105.7
     Hull: 360/900, Disp=400, Config=1AF, Armor=40E, Loaded=5982t,
           Unloaded=3273t
    Power: 11/27, Fusion=960MW, Duration=30/90 
     Loco: 8/18, Maneuver=1, 8/18, Jump=1, NOE=40kph, Cruise=810kph, 
           Max=1080kph, Agility=0
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=4
 
               Missile=x02     BeamLaser=x02
           Batteries     2                 1
           Bearing       2                 1
 
      Def: DefDM+4
 
               SandCaster=x04
           Batteries        1
           Bearing          1
 
  Control: Computer Mod3*3, 4*HeadsUpDisplay, 300*DynLink
    Accom: Crew=6 (2 bridge, 1 medic, 1 engineer, 1+1 gunners, 1+1 stewards),
           Passengers=10, LowPassengers=9, Staterooms=16, LowBerths=9,
           Env=Basic env, Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=890kl, Cargo=2646kl (196t), Fuel Purifier (12 hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Faint

SIE_Donald_Stewart_TL15
 
 
     The Donald Stewart class armed merchants were built for SIE during an 
attempt to win an Imperial mail contract on the Glisten-Trin route. 
Performance of the vessels is still being evaluated due to the disruption in 
service caused by the outbreak of the Fifth Frontier War. As is 
common practice with SIE vessels, part of the crew is composed of robots to 
conserve on accomodation space.  Two steward, one engineering and six 
gunnery robots are carried on vessels of this class.
  
  CraftID: Donald Stewart, TL15, MCr310.43
     Hull: 720/1800, Disp=800, Config=1AF, Armor=49G, Loaded=10,795t,
           Unloaded=6635t
    Power: 14/34, Fusion=3600MW, Duration=30/90 
     Loco: 36/90, Maneuver=2, 15/72, Jump=3, NOE=190kph, Cruise=1430kph, 
           Max=1900kph, Agility=1
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=8
 
               Missile=x03     BeamLaser=x04
           Batteries     4                 2
           Bearing       4                 2
 
      Def: DefDM+7
 
               SandCaster=x04
           Batteries        2
           Bearing          2
 
  Control: Computer Mod5*3, 1*LargeHoloDisplay
    Accom: Crew=6 (2 bridge, 1 medic, 1+1 engineer, 1+6 gunners, 
           0+2 stewards, 1 maintenance), Passengers=14, LowPassengers=20, 
           Staterooms=20, LowBerths=20, Env=Basic env, Basic ls, 
           Extended ls, Grav plates, Inertial comp
    Other: Fuel=3500kl, Cargo=3915kl (290t), Fuel Purifier (12 hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Moderate

SIE_Hydra_TL11
 
 
     The Hydra class scoopships are used by SIE in the mining of Ethelbert, 
a small gas giant in the Grote system with unusually high concentrations of 
deuterated hydrocarbons in its atmosphere. The ships were assembled locally 
by the SIE facility at Crystal City, Grote.
  
  CraftID: Hydra, TL11, MCr200.31
     Hull: 720/1800, Disp=800, Config=1AF, Armor=40E, Loaded=15,113t,
           Unloaded=6513t
    Power: 38/95, Fusion=3420MW, Duration=14/42 
     Loco: 36/90, Maneuver=2, NOE=190kph, Cruise=1430kph, Max=1900kph,
           Agility=2
     Comm: Radio=System
  Sensors: EMS Active(Planetary), ActObjScan=Difficult, ActObjPin=Difficult
      Off: Hardpoints=8
 
           No weapons installed
 
      Def: DefDM+8
  Control: Computer Mod5*3, 3*HeadsUpDisplay, 540*DynLink
    Accom: Crew=3 (2 bridge, 1 engineer), Staterooms=3, Env=Basic env,
           Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=575kl, Cargo=8560kl (634t), Fuel Scoops, ObjSize=Large,
           EmLevel=Moderate

SIE_City_of_Fredriksport_TL15
 
 
     The City of Fredriksport class vessels were built for SIE by ConTech of 
Glisten.  
 
  CraftID: City of Fredriksport, TL15, MCr168.69
     Hull: 540/1350, Disp=600, Config=1AF, Armor=40G, Loaded=6325t,
           Unloaded=3072
    Power: 7/17, Fusion=1800MW, Duration=30/90 
     Loco: 11/27, Maneuver=1, 22/54, Jump=2, NOE=190kph, Cruise=810kph, 
           Max=1080kph, Agility=0
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=6
 
               Missile=x03     BeamLaser=x03
           Batteries     2                 2
           Bearing       2                 2
 
      Def: DefDM+6
 
               SandCaster=x04
           Batteries        2
           Bearing          2
 
  Control: Computer Mod5*3, 3*HeadsUpHoloDisplay, 180*HoloLink
    Accom: Crew=12 (2 bridge, 1 medic, 2 engineer, 4 gunners, 2 stewards, 
           1 command), Passengers=16, Staterooms=28, Env=Basic env,
           Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=2300kl, Cargo=3092kl (229t), Fuel Purifier (12 hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Moderate

Type_M_Merchant_TL15
 
 
 
  CraftID: Type M, TL15, MCr178.43
     Hull: 540/1350, Disp=600, Config=1AF, Armor=40G, Loaded=6144t,
           Unloaded=3335t
    Power: 7/16, Fusion=1710MW, Duration=30/90 
     Loco: 11/27, Maneuver=1, 29/72, Jump=3, NOE=190kph, Cruise=810kph, 
           Max=1080kph, Agility=1
     Comm: Radio=System, LaserComm=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=6
 
           No weapons installed
 
      Def: DefDM+7
  Control: Computer Mod5*3, 3*HeadsUpHoloDisplay, 200*HoloLink
    Accom: Crew=7 (2 bridge, 1 medic, 2 engineer, 2 stewards), 
           Passengers=16, LowPassengers=20, Staterooms=23, LowBerths=20, 
           Env=Basic env, Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=2780kl, Cargo=2598kl (192t), Fuel Purifier (12 hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Moderate

MultiPurpose_Combat_Vessel_TL15
 
 
  CraftID: MPCV, TL15, MCr1435+craft
     Hull: 1800/4500, Disp=2000, Config=1AF, Armor=52G, Loaded=25,390t,
           Unloaded=22,590t 
    Power: 90/224, Fusion=24120MW, Duration=30/90
     Loco: 198/495, Maneuver=4, 72/180, Jump=3, NOE=190kph, Cruise=2295kph, 
           Max=3060kph, Agility=4
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=20
 
               Missile=x03     BeamLaser=x04     FusionGun=xA0
           Batteries     4                 2                1
           Bearing       4                 2                1
 
      Def: DefDM+13
 
               SandCaster=x04
           Batteries        4
           Bearing          4
 
  Control: Computer Mod9*3, 1*LargeHoloDisplay, 120*HoloLink
    Accom: Crew=82 (12 command, 3 bridge, 3 engineer, 3 gunnery, 
           2 maintenance, 16 flight, 40 troops), Staterooms=41,
           Env=Basic env, basic ls, extended ls, grav plates, inert comp
    Other: Subsidiary Craft=4*40 ton, Fuel=14,100kl, Missile magazine=100 
           volleys, Fuel Purifier (58hrs), Fuel Scoops, ObjSize=Large, 
           EmLevel=Faint 

Type_1112_Landing_Boat_TL15
 
 
     The Type 1112 Landing Boat is the result of a cooperative design 
project sponsored by the Imperial Glisten Navy, the Trin Planetary navy, and 
ConTech, and is available for military and licensed AVO (Armed Vessel 
Operator) use.  A civilian version without the EMM or armament package is 
currently under design.
 
  CraftID: Type 1112 Landing Boat, TL15, MCr18.08
     Hull: 36/90, Disp=40, Config=1AF, Armor=40G, Loaded=438t, Unloaded=750t
    Power: 2/5, Fusion=540MW, Duration=37hrs
     Loco: 7/16, Maneuver=6, NOE=190kph, Cruise=2835kph, Max=3780kph, 
           Agility=5
     Comm: Radio=System, LaserComm=System
  Sensors: EMM, PassiveEMS (Substellar), PassiveEnScan=Routine
      Off: Hardpoints=1
 
               Missile=x03
           Batteries     1
           Bearing       1
 
      Def: DefDM+9
  Control: Computer Mod2*3, 3*HeadsUpDisplay
    Accom: Crew=3 (2 bridge, 1 gunnery), Passengers=10, Seats=Roomy*3, 
           Adequate*10, Env=Basic env, basic ls, grav plates, inert comp
    Other: Fuel=10kl, Cargo/Vehicle bay=312kl (1*15t vehicle)

Akian_MkVII_Truck_TL9
 
 
     The MkVII truck is suitable for medium cargo hauling with moderate 
offroad capability.  There is also a MkVIIB variant with a liquid tank in 
lieu of the usual dry cargo compartment. 
 
 
  CraftID: MkVII Truck, TL9, Cr41,870
     Hull: 6/14, Disp=6, Config=4USL, Armor=1B, Unloaded=17.6t, Loaded=61.6t
    Power: 1/2, MHD=2.4MW, Dur=1/3
     Loco: 2/5, Wheels=8, P/W=39, Road=123kph, Offroad=37kph
     Comm: Radio=VDist(50km)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons installed
      Def: -
  Control: Elec*8
    Accom: Crew=2 (Driver,Passenger), Seats=Roomy*2, Env=Basic env,
           basic ls (cab only)
    Other: Fuel=2520l, Cargo=41.5kl, ObjSize=Small, EmLevel=Moderate

Akian_MkVIII_Truck_TL9
 
 
     The MkVIII truck is suitable for heavy cargo hauling with minimal 
offroad capability.  There is also a MkVIIIB variant with a liquid tank in 
lieu of the usual dry cargo compartment. 
 
 
  CraftID: MkVIII Truck, TL9, Cr52,990
     Hull: 11/27, Disp=12, Config=4USL, Armor=1B, Unloaded=7.5t,
           Loaded=140.8t
    Power: 1/2, MHD=3.2MW, Dur=3/9
     Loco: 1/2, Wheels=10, P/W=22, Road=100kph, Offroad=20kph
     Comm: Radio=VDist(50km)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons installed
      Def: -
  Control: Elec*10
    Accom: Crew=2 (Driver,Passenger), Seats=Extended Occupancy Roomy*2,
           Env=Basic env, basic ls (cab only)
    Other: Fuel=6720l, Cargo=126.6kl, ObjSize=Small, EmLevel=Moderate

SIE_Fiona_Stewart_TL15
 
 
     The Fiona Stewart is based on the standard TL15 Type M Merchant, with 
added armament and the usual SIE robotic crew supplements.
 
  CraftID: Fiona Stewart, TL15, MCr189.93
     Hull: 540/1350, Disp=600, Config=1AF, Armor=40G, Loaded=6144t,
           Unloaded=3335t
    Power: 7/16, Fusion=1710MW, Duration=30/90 
     Loco: 11/27, Maneuver=1, 29/72, Jump=3, NOE=190kph, Cruise=810kph, 
           Max=1080kph, Agility=0
     Comm: Radio=System, LaserComm=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Routine
      Off: Hardpoints=6
 
               Missile=x03     BeamLaser=x03
           Batteries     2                 2
           Bearing       2                 2
 
      Def: DefDM+6
 
               SandCaster=x04
           Batteries        2
           Bearing          2
 
  Control: Computer Mod5*3, 3*HeadsUpHoloDisplay, 200*HoloLink
    Accom: Crew=7 (2 bridge, 1 medic, 2 engineer, 1+1 stewards, 1+5 gunners), 
           Passengers=16, LowPassengers=20, Staterooms=23, LowBerths=20, 
           Env=Basic env, Basic ls, Extended ls, Grav plates, Inertial comp
    Other: Fuel=2780kl, Cargo=2598kl (192t), Fuel Purifier (12 hrs), Fuel 
           Scoops, ObjSize=Average, EmLevel=Moderate

Lance_Class_Heavy_Fighter_TL15
 
 
     The Lance class was designed following the Fifth Frontier War, as a 
result of the extremely poor performance of the then-current three classes 
of light fighters employed as auxiliaries by IGN warships.  Lack of computer 
ability was the major complaint of the previous classes, and the Lance 
mounts a state of the art Comp 9.  This is responsible for 75% of the total 
cost per unit, but the increase in capability is considered highly 
worthwhile by the pilots.
 
  CraftID: Lance Class Fighter, TL15, MCr122.07 (97.6)
     Hull: 36/90, Disp=40, Conf=1AF, Armor=40G, Loaded=415.6t, 
           Unloaded=430.8t
    Power: 4/10, 1080MW Fusion, Dur=16/48
     Loco: 7/16, Maneuver=6, Agility=6
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=1
 
            Fusion Gun=x05
           Batteries     1
           Bearing       1
 
      Def: DefDM+17
  Control: Comp9*3, 30*HoloLink
    Accom: Crew=2 (Commander/Gunner, Pilot), Small Staterooms*2, Env=basic 
           env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=217kl, Fuel Scoops, ObjSize=Avg, EmLevel=Faint

Javelin_Class_Light_Fighter_TL15
 
 
     Like the Lance, the Javelin class was designed following the Fifth 
Frontier War, as a result of the extremely poor performance of the then-
current three classes of light fighters employed as auxiliaries by IGN 
warships.  Sizing of the Javelin was dictated by the existence of 20 ton 
capable launch tubes on board some classes of existing warships. Lack of 
computer ability was the major complaint of the previous classes, and the 
Javelin mounts a high performance Comp 7.  This is responsible for about 75% 
of the total cost per unit.
 
  CraftID: Javelin Class Fighter, TL15, MCr67.23 (53.8)
     Hull: 18/45, Disp=20, Conf=1AF, Armor=40G, Loaded=242.9t, 
           Unloaded=237.1t
    Power: 1/2, 270MW Fusion, Dur=25/75
     Loco: 4/8, Maneuver=6, Agility=5
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=1
 
               Missile=x04
           Batteries     1
           Bearing       1
 
      Def: DefDM+14
  Control: Comp7*3, 23*HoloLink
    Accom: Crew=2 (Commander/Gunner, Pilot), Small Staterooms*2, Env=basic 
           env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=82.5kl, Fuel Scoops, ObjSize=Avg, EmLevel=Faint, Missile 
           Magazine=20 volleys

Electric_Runabout_TL12
 
 
     The electric runabout is intended for use in controlled climate urban 
environments, such as underground or domed cities, as a supplement to mass 
transit systems, or for utility use.
 
  CraftID: Electric Runabout, TL12, Cr9505
     Hull: 1/2, Disp=0.05, Conf=4USL (open), Armor=1B, Unloaded=0.223t, 
           loaded=0.623t
    Power: 1/2, 0.01MW-hr battery (0.003MW draw), Dur=3hrs 20min
     Loco: 1/2, Wheels=4, P/W=4, Road=100kph, Offroad=5kph
     Comm: Radio=Distant(5km)
  Sensors: none
      Off: none
      Def: none
  Control: Electronic*2
    Accom: Seats=Cramped*3
    Other: Cargo=0.4kl, ObjSize=Small, EmLevel=Faint

Endeavor_Class_Land_Cruiser_TL7
 
 
     The Endeavor was built for an overland expedition to the north pole on 
Crout, and embodies a number of technologies that are advanced for that 
planet.  The electric drive used for the treads enables the vehicle to be 
built in six articulated sections.  The hull is buoyant in case of 
emergencies in thin ice regions.
 
  CraftID: Endeavor Land Cruiser, TL7, Cr 20,893,440
     Hull: 180/450, Disp=200, Conf=4USL, Armor=10B, Weight=1446.9t
    Power: 2/5, 30MW Fission, Dur=1.3 yrs
     Loco: 36/90, Tracks, P/W=20, Road=75kph, Offroad=45kph
     Comm: Radio=System
  Sensors: Radar=Regional, Adv Active IR, 8*Headlights, ActObjScan=Diff,
           ActObjPin=Diff
      Off: Hardpoints=2, No Weapons installed
      Def: -
  Control: Elec*822
    Accom: Crew=72 (at max, mostly scientists), Staterooms=37, Env=basic 
           env, basic ls, ext ls
    Other: Fuel=1.92 kl (radioactives), ObjSize=Avg, EmLevel=Moderate

Small_Coastal_Freighter_TL6
 
 
     This ship is typical of the small freighters in use on most water 
worlds, and may be found with minimal change at tech levels substantially 
higher.
 
  CraftID: Small Coastal Freighter, TL6, Cr1,378,875
     Hull: 180/450, Disp=200, Conf=3SL, Armor=6B, Loaded=1800t, 
           Unloaded=237t
    Power: 2/4, Internal Combustion 9MW, Dur=30/90
     Loco: 3/6, Twin Screw, Max Speed=43kph
     Comm: Radio=Continental
  Sensors: none
      Off: none
      Def: -
  Control: Mech*175
    Accom: Crew=20, Small Staterooms*20, Env=basic env
    Other: Fuel=518kl, Cargo=1045kl, ObjSize=Avg, EmLevel=Moderate

Solar_Burro_TL10
 
     The Solar Burro is marketed under license by ConTech.  Its sole motive 
power is provided by a 3 square meter solar panel, and it is therefore most 
useful in situations such as daylight transport on vacuum worlds.  The 
unenclosed cab is adequate for movement in a vacc suit, and the electronics 
may be accessed by suit jack.
 
  CraftID: Solar Burro, TL10, Cr15,013
     Hull: 1/2, Disp=0.075, Conf=4USL, Armor=1B, Loaded=4.78t, 
           Unloaded=2.58t
    Power: 1/2, Solar Cells 0.081MW, Dur=Indefinite
     Loco: 1/2, Tracks, P/W=16, Road=110kph, Offroad=66kph
     Comm: Radio=Regional(500km)
  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form
      Off: none
      Def: -
  Control: Electronic*3
    Accom: Seats=Adequate*2
    Other: Cargo=2.2kl, ObjSize=Small, EmLevel=Moderate

10,000_ton_Rider_TL15
 
 
  CraftID: 10kton Rider, TL15, MCr19,772 (15,818)
     Hull: 9000/22500, Disp=10000, Conf=1AF, Armor=70G, Loaded=311,861t, 
           Unloaded=307,130t
    Power: 1494/3735, Fusion=403,200MW, Dur=12/36
     Loco: 1530/3825, Maneuver=6, Agility=2
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=100
 
               Meson Gun=J0x     Missile=x90     BeamLaser=x09
           Batteries     1                4                  2
           Bearing       1                4                  2
 
              Fusion Gun=x09
           Batteries       1
           Bearing         1
 
      Def: DefDM+10, Nuclear Damper=9
 
               SandCaster=x09
           Batteries        2
           Bearing          2
 
  Control: Comp9fib*3, LargeHoloDisplay*4, HeadsUpHoloDisplay*20, 
           HoloLink*9700
    Accom: Crew=135 (15 Bridge, 18 Engineering, 35 Maintenance, 51 Gunnery, 
           12 Command, 4 Medical), Staterooms*68, Env=basic env, basic ls, 
           ext ls, grav plates, inert comp
    Other: Fuel=59,000kl, Fuel Scoops, Cargo=600kl, ObjSize=large, 
           EmLevel=moderate

Rocket_Interceptor_TL6
 
 
     The rocket interceptor is capable of flight beyond a planetary 
atmosphere, and thus provides some limited capability for planetary defense 
at fairly low tech level.  With no onboard radar, the pilot is completely 
dependent on ground based intercept instructions.  Usual operating mode is 
to use 70-80% of the fuel to reach a suborbital trajectory, retaining the 
remainder for final attack maneuvers.  The pilot then makes a deadstick 
landing upon reentry.
 
  CraftID: Rocket Interceptor, TL6, Cr2,927,000
     Hull: 80/200, Disp=88.9, Loaded=20t, Airframe=Hypersonic, Armor=none
    Power: 1.56 MW from engines, Endurance=10 minutes
     Loco: 4/10, High Performance Rockets*2, Thrust=78tons, Max=3200kph,
           Cruise=2400kph, Range=400km, Agility=6
     Comm: Radio=Continental (5000km)
  Sensors: None (relies on ground based radar for interception)
      Off: 1 Light Hardpoint
      Def: -
  Control: Powered
    Accom: Crew=1, simple cockpit with rocket escape, oxygen tank and mask
    Other: Fuel=8370 liters

Heavy_Attack_Helicopter_TL9
 
 
  CraftID: Heavy Attack Helicopter, TL9, Cr 830,280
     Hull: 100/250, Disp=111.1, Loaded=25t, Unloaded=16.2t,Airframe=Simple, 
           Armor=none
    Power: 2*0.6MW Gas Turbines, Endurance=2.2 hrs
     Loco: 4/10*2, Main and tail rotor, Lift=26.4t, thrust=6.6t, Max 
           Speed=300/275kph, Cruise=225/205kph, Range=490/450km
     Comm: Radio=Continental
  Sensors: none
      Off: 1 Fuselage Hardpoint, 4 inboard hardpoints, 4 outboard hardpoints
      Def: -
  Control: Boosted
    Accom: Crew=2, Passengers=12, Simple cockpits*2, Passenger section*3,
           Env=Basic env
    Other: Fuel=7000l

Hornet_VTOL_Fighter/Attack_TL9
 
 
     The Hornet VTOL fighter/attack craft is built locally from standard 
data packages by the Griffin Island government.  Production has ceased with 
the occupation by the Sea League.
 
  CraftID: Hornet VTOL Fighter/Attack, TL9, Cr2,405,600
     Hull: 100/250, Disp=111.1, Loaded=31.3t, Unloaded=24t, 
           Airframe=Supersonic, Armor=none
    Power: 1.6 MW drawn from engines, Endurance=3.25hrs
     Loco: 4/10, High performance turbofans*2, Thrust=43.68t, Max 
           Speed=1980/1400, Cruise=1485/1050, Range=4800/3400, Agility=3/2
     Comm: Radio=Continental
  Sensors: Radar=Regional, ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Plumbed Fuselage hardpoint, 2*plumbed inboard hardpoints,
           4*outboard hardpoints, 2*launch rails
      Def: -
  Control: Powered
    Accom: Crew=1, Complex cockpit with adv ejection seat*1, Env=basic env, 
           basic ls
    Other: Fuel=12,000liters

Patrol_Dirigible_TL5
 
 
  CraftID: Patrol Dirigible, TL5, Cr3,281,700
     Hull: 72/180, Disp=4444.4, Rigid Gasbag=60000kl, Envelope Weight=48t,
           Usable lift=19.8t (helium)
    Power: -
     Loco: 4/10, Diesel*4, Thrust=8t, Max Speed=120kph, 
           Cruise=90kph, Endurance=105hrs, Range=9450km
     Comm: Radio=Regional(500km)
  Sensors: none
      Off: none
      Def: none
  Control: Simple
    Accom: Crew=30 (6 pilots, 3 navigators, 3 flight engineers, 12 engine 
           technicians, 6 command), Crew Stations*30, Env=basic env
    Other: Fuel=6330liters

Motor_Home_TL8
 
 
     This vehicle is designed for extended travel in civilized regions, and 
provides most of the amenities of a fixed residence during travel.
 
  CraftID: Motor Home, TL8, Cr196,895           
     Hull: 9/23, Disp=10, Config=4USL, Armor=1B, Unloaded=15.78t, 
           Loaded=26.28t
    Power: 1/2, MHD=2.4MW, Dur=12.5/37.5
     Loco: 1/2, Wheels=6, P/W=91, Road=175kph, Offroad=35kph
     Comm: Radio=VDist(50)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons installed
      Def: -
  Control: Elec*6
    Accom: Crew=1 (Driver), Passengers=3, Seats=Roomy*2, SmallStaterooms*4, 
           Env=Basic
    Other: Fuel=10500l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Motorcycle_TL8
 
 
     A light one-rider vehicle for utility use. 
 
  CraftID: Motorcycle, TL8, Cr296
     Hull: 1/2, Disp=0.007, Config=4USL, Armor=1B, Unloaded=86.7kg, 
           Loaded=184kg
    Power: 1/2, Improved IC=0.0035MW, Dur=10hrs
     Loco: 1/2, Wheels=2, P/W=19, Road=105kph, Offroad=21kph
     Comm: None
  Sensors: 1*Headlights
      Off: Hardpoints=1, No Weapons
      Def: -
  Control: Mech*0.1
    Accom: Crew=1 (Driver), Seats=Cramped*1
    Other: Fuel=7.3l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Akian_Peregrine_Hovertank_TL9
 
 
     The Peregrine equips certain Akian units, primarily second line 
reconaissance.  Its speed is superior to tracked vehicles over smooth 
ground, and superior to grav vehicles at low altitude, at a cost which is 
competitive with the latter.
 
  CraftID: Akian Peregrine Hovertank, TL9, Cr1,255,700
     Hull: 3/6, Disp=2, Config=4USL+turret, Armor=20D, Unloaded=21.6t,
           Loaded=26.5t
    Power: 1/2, MHD=3.2MW, Dur=20hrs
     Loco: 1/2, Air Cushion, Thrust=30t, Top=156kph, Cruise=117kph
     Comm: Radio=Continental(5000), LaserComm=VDist(50)
  Sensors: 2*Headlights, AllWeatherRadar=VDist(50), AdvImageEnh, 
           ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1, Weapon Stabilized to 100kph
 
                        Pen/         Max      Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
12cm HV Gun  KEAP  50    34     12  Dist(22)   -      -      M     7
             HEAT  -     42     12  Dist(22)   -      -      M     7
              HE   -     20     16  Dist(22)   -      35     M     7
  2*HMG       -    600   6/3     3 VLong(1.5)  3      -      H     80
 
      Def: 6*Smoke, 6*Antilaser Aerosol
  Control: Comp0*1, CompLink*30
    Accom: Crew=4 (Commander, Driver, Gunner, Electronics), Seats=Cramped*4, 
           Env=Basic env, Basic ls
    Other: Fuel=2800l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Archer_Light_Gravtank_TL10
 
 
     The Archer is built under license by a number of concerns in the 
Spinward Marches.  The tank is intended for light combat and reconaissance 
duties, and is accordingly fitted with a powerful sensor suite, accounting 
for about 20% of the vehicle's cost.  One unusual feature of the design is 
the provision of two different main weapons, mounted coaxially in the remote 
turret.  Doctrine calls for the use of the laser at long distances and the 
plasma gun at short.  While the vehicle has sufficient power to fire both 
weapons simultaneously, the plasma gun tends to induce atmospehric 
distortions which reduce the laser's capability substantially.
 
  CraftID: Archer Light Gravtank, TL10, Cr5,359,000
     Hull: 2/5, Disp=2, Config=4SL+turret, Armor=50E, Loaded=111.3t,
           Unloaded=110.9t
    Power: 1/2, Fusion=40MW, Dur=1/3
     Loco: 1/2, StdGrav, Thrust=200t, TopSpeed=960kph, Cruise=720kph, 
           NOE=140kph
     Comm: Radio=Planetary, LaserComm=Regional(500), MaserComm=VDist(50)
  Sensors: EMS Active(Regional), EMS Jammer(VDist), EMS Passive(Continetal), 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Diff
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
PA-10 Plasma Gun   -   44/5    20  VDist(5.1) 2     15      H    40
10MW Pulse Laser   -   30/3    10  VDist(25)  3     -       H    80
      2*HMG      1200   6/3     3  VDist(1.5) 3     -       H    80
 
      Def: -
  Control: Comp1*2, DynLink*50
    Accom: Crew=4(Commander, Gunner, Driver, Electronics), Seats=Cramped*4, 
           Env=basic env, basic ls
    Other: Fuel=720l, Cargo=0.3cm, ObjSize=Avg, EmLevel=Moderate

Hammer_Heavy_Gravtank_TL10
 
 
     The Hammer heavy gravtank provides a formidable array of sensors, 
armor, and heavy weapons.  It is intended for front-line service in heavy 
combat units.
 
  CraftID: Hammer Heavy Gravtank, TL10, MCr20.32
     Hull: 8/19, Disp=8, Config=4SL+turret, Armor=65E, Unloaded=760.3t, 
           Loaded=761.5t
    Power: 3/7, Fusion=240MW, Dur=7/21
     Loco: 2/5, Std Grav, Thrust=1200t, Max=690kph, Cruise=517kph, 
           NOE=140kph
     Comm: Radio=Planetary, Laser=Continental(5000), Maser=Continental(5000)
  Sensors: EMM, EMS Active=Regional(500), EMS Passive=Continental(5000),
           EMS Jammer=Regional(500), ActObjScan=Diff, ActObjPin=Diff, 
           PassEnScan=Diff
      Off: Hardpoints=1
 
                            Pen/         Max    Auto   Dngr
                 Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
100MW Pulse Laser  -    -   57/4   100  Rgnl(250) 3     -      H    80
7mm Gatling MG     -  10000  3/3    3   Dist(1.2) 3     -      H    100
 
      Def: Prismatic Aerosol*12
  Control: Comp2*2, HeadsUpDisplay, DynLink*60
    Accom: Crew=4 (Driver,Gunner,Commander,Spare), Seats=Adequate*4,
           Env=basic env, basic ls
    Other: Fuel=20.16kl, Cargo=.8cm, ObjSize=Avg, EmLevel=Faint

Greyhound_Tank_TL5
 
 
     The Greyhound is a typical tank from the lowest tech level at which 
such vehicles are commonly used.  It mounts two low velocity guns in side 
sponsons, and three machine guns (bow, rear, and commander's).
 
  CraftID: Greyhound Tank, TL5, Cr58,650
     Hull: 3/7, Disp=3, Config=4USL, Armor=15A, Unloaded=35.1t, Loaded=40.3t
    Power: 1/2, IC=1.5MW, Dur=23hrs
     Loco: 1/2, Tracks, P/W=37, Road=81kph, Offroad=32kph
     Comm: Radio=Distant(5)
  Sensors: none
      Off: Hardpoints=1
 
                           Pen/         Max    Auto   Dngr
                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
2*6cm Howitzer   HE   150    9     10    DF     -      10     M    26
                KEAP   -   16/4     8    DF     -      -      M    26
   3*Medium MG   -   3000   3/3     3   VLong   3      -      H    80
 
      Def: -
  Control: Mech*13
    Accom: Crew=6 (Driver,4 Gunners,Commander), Seats=Cramped*6
    Other: Fuel=4200l, Cargo=0, ObjSize=Small, EmLevel=Moderate

Nomad_Light_Range_Truck_TL8
 
 
     The Nomad is designed as an all-purpose vehicle for cargo and transport 
use.  It has reasonably good offroad performance.  A fold down seat, not 
shown below, is provided in the cargo compartment, allowing for an 
additional passenger at the cost of 2kl of cargo space.
 
  CraftID: Nomad Light Truck, TL8, Cr6230
     Hull: 1/3, Disp=1, Config=4USL, Armor=1B, Unloaded=4.4t, Loaded=7.6t
    Power: 1/2, Improved IC=0.8MW, Dur=10hrs
     Loco: 1/2, Wheels=6, P/W=105, Road=204kph, Offroad=61kph
     Comm: Radio=VDist(50)
  Sensors: 2*Headlights
      Off: Hardpoints=1
      Def: -
  Control: Mech*3
    Accom: Crew=2 (Driver,Passenger), Seats=Cramped*2, Env=basic env
    Other: Fuel=500l, Cargo=2.7kl, ObjSize=Small, EmLevel=Moderate

Charger_Armored_Infantry_Carrier_TL10
 
 
     The Charger AIC is based on the successful Hammer gravtank design.  A 
slight reduction in armor allows substantial reduction in power plant and 
thruster size, at an overall increase in performance.  Provision of roomy 
seats allows easy egress for fully loaded infantrymen.
 
 
  CraftID: Charger AIC, TL10, MCr11.85
     Hull: 8/19, Disp=8, Config=4SL+turret, Armor=60E, Unloaded=479.3t, 
           Loaded=482.9t
    Power: 2/4, Fusion=120MW, Dur=7/21
     Loco: 2/4, Std Grav, Thrust=1000t, Max=1000kph, Cruise=750kph, 
           NOE=140kph
     Comm: Radio=Planetary, Laser=Continental(5000), Maser=Continental(5000)
  Sensors: EMM, EMS Active=Regional(500), EMS Passive=Continental(5000),
           EMS Jammer=Regional(500), ActObjScan=Diff, ActObjPin=Diff, 
           PassEnScan=Diff
      Off: Hardpoints=1
 
                            Pen/         Max      Auto   Dngr
                 Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
10MW Pulse Laser   -   -    30/3    10  VDist(25)  3      -     H     80
VRF Gauss Gun      - 60000  21/4    10  VDist(4.5) 4      -     L     500
 
      Def: Prismatic Aerosol*12
  Control: Comp1*2, HeadsUpDisplay, DynLink*60
    Accom: Crew=2 (Driver,Commander,), Passengers=10, Seats=Roomy*12,
           Env=basic env, basic ls
    Other: Fuel=10.08kl, Cargo=2.9kl, ObjSize=Avg, EmLevel=Faint


-------- End of TML Messages --------


-------- TML Message #1380 --------

Archive-Message-Number: 1380
Date: Mon, 2 Jul 90 09:30 EDT
From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu>
Subject: Re: Comments and an idea....

>Date: Sun, 1 Jul 90 16:28:47 EDT
>From: Dan Corrin <dan@engrg.uwo.ca>
>Subject: (1376) Re: Comments, and an idea...
> > From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu>
> > Subject: (1371) Re: Comments, and an idea...
> > >From: "Bruce T. Ritchie, P.S.C." <BRUCER%PSC.BITNET@mitvma.mit.edu>
> > >Subject: (1366) Comments, and an Idea..
> >
> > I think this is a great idea.  We could build a small data base of these
> > characters and that would be of great help.
>
> I think this is a great Idea as well. Sort of like our own private version
> of the JTAS's (Actually I forget the name of the article series now :-(  )

I belive it was called Close Encounters.  On the subject of JTAS, what do you
think of "Challenge" (besides we don't get any new Traveller stuff here in
Louisville).  I hate it myself.  I understand why they did it, but it really
hurt Traveller.  Maybe if we could get the Digest Group folks "interneted" or
something then WE could put out our own quartly of the JTAS.  We would have to
call it something different, but we could do the same "general" format.  We
could have our Close Encounters, Amber Zone, and Beastiary sectons.  Amber Zone
was one of my favorite columns.  I found the most useful stuff the JTAS News
Digest.  This will be the hardest to deal with since it must come down the pipe
from GDW or Digest Group.  We could have our own articals, but still war news
and stuff we would want to be in synch with GDW.  Ideas?  Volunteers?

A. Devious
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

-------- TML Message #1381 --------

Archive-Message-Number: 1381
Date:     Mon, 2 Jul 90 10:32:03 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 2

Here is the second installment of my vehicle design stockpile.  I hope that
somebody will be able to maker use of some of this stuff, as my own campaign
is 1. glacially slow and 2. very people oriented (very little attention paid
to technology).  As with the first batch, if anyone tries these out in large
scale combat, I'd be *very* interested to hear about it.

                                     Rob Dean

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



Sarissa_Fire_Support_Vehicle_TL10
 
 
     The Sarissa is another variation on the successful Hammer gravtank 
design.  Most of the vehicle is devoted to ammunition storage, which 
provides the capability for fire support over extended periods without 
resupply.  
 
  CraftID: Sarissa FSV, TL10, MCr3.74
     Hull: 8/18, Disp=8, Config=4SL, Armor=20E, Unloaded=65.9t, 
           Loaded=135.9
    Power: 1/2, Fusion=40MW, Dur=7/21
     Loco: 1/2, Std Grav, Thrust=200t, Max=560kph, Cruise=420kph, 
           NOE=140kph
     Comm: Radio=Planetary, Laser=Continental(5000), Maser=Continental(5000)
  Sensors: EMM, EMS Active=VDist(50), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1
 
                            Pen/         Max      Auto   Dngr
                 Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
   16cm HV Gun    HE  1000   24    20   Distant(50) -    40      H     5   
                 HEAP   -    50    16   Distant(50) -     -      H     5
 
      Def: Prismatic Aerosol*12
  Control: Comp0*2, HeadsUpDisplay, DynLink*12
    Accom: Crew=3 (Driver,Gunner,Commander), Seats=Adequate*3, Env=basic 
           env, basic ls
    Other: Fuel=5.04kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

Expediter_Long-Range_Transporter_TL10
 
 
     The Expeditor is designed for high speed transit applications, where 
limited cargo capacity is not relevant.  This primarily consists of 
scheduled intercity service catering to passengers expecting to return home 
on the same day.
 
  CraftID: Expediter Transporter, TL10, Cr1,137,000
     Hull: 14/34, Disp=15, Config=3AF, Armor=4E, Unloaded=22.5t, 
           Loaded=27.0t
    Power: 1/2, Fusion=12MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=100t, Max=2650kph, Cruise=1980kph, 
           NOE=140kph, MaxAccel=2.7G
     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=VDist(50), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1, no weapons
      Def: -
  Control: Comp0*2, DynLink*20
    Accom: Crew=1 (Driver), Passengers=60, Seats=Adequate*61, Env=basic 
           env, basic ls
    Other: Fuel=6.48kl, Cargo=4kl, ObjSize=Small, EmLevel=Moderate

Sparrow_Interface_Fighter_TL10
 
 
     The Sparrow is capable of limited space operations and can be ground or 
ship based.  
 
  CraftID: Sparrow Interface Fighter, TL10, MCr16.55
     Hull: 5/12, Disp=5, Conf=1AF, Armor=40G, Loaded=159.55t 
    Power: 2/4, 108MW Fusion, Dur=33hrs
     Loco: 2/4, Std Grav, Thrust=1000t, TopSpeed=3930kph, Cruise=2940kph, 
           MaxAccel=5.25G, Agility=3
     Comm: Radio=Planetary, LaserComm=Continent, MaserComm=Continent
  Sensors: EMS Active(Planetary), EMS Passive(Interplanetary), 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Simple 
      Off: Hardpoints=1
 
               Missile=x02
           Batteries     1
           Bearing       1
 
      Def: DefDM+7
  Control: Comp2*2, HeadUpDisplay*1, DynLink*35
    Accom: Crew=1 (Pilot), Seat=Roomy*1, Env=basic env, basic ls, extended 
           ls, grav plates, inertial comp (pilot compartment only)
    Other: Fuel=1.8kl, ObjSize=Avg, EmLevel=Faint, Missiles=1 volley 

Type_K_Gunboat_TL15
 
     The Type K Gunboat is a recent design, and has been in service with the 
Imperial Glisten Navy since 1112.  Type Ks are carried aboard the Type 1107 
Destroyer as well as serving independently as system defense boats.
 
  CraftID: Type K Gunboat, TL15, MCr 517.8
     Hull: 360/900, Disp=400, Config=1AF, Armor=61G, Unloaded=8224t,
           Loaded=8453t
    Power: 27/67, Fusion=7200MW, Dur=37/111
     Loco: 62/153, Maneuver=6, NOE=140kph, Cruise=2835kph,
           Max=3780kph, Agility=3
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=4
 
           Fusion Gun=x02     BeamLaser=xx5
           Batteries    1                 1
           Bearing      1                 1
 
      Def: DefDm+13
 
           Sandcaster=xx4
           Batteries    1 
           Bearing      1 
 
  Control: Computer Mod9*3, Large Holo Display*1, Heads Up Display*4, 
           HoloLink*280
    Accom: Crew=7 (1 Command, 4 bridge, 1 engineer, 1 gunnery), 
           Staterooms=7, Env=Basic env, basic ls, extended ls, Grav plates, 
           inertial comp
    Other: Fuel=3,275kl (242.5 disp ton), Cargo=0, ObjSize=Large, 
           EmLevel=Faint
Yataghan_Class_Missile_Boat_TL_15
 
     Known as the "Type 1107" during the design phase, the 
Yataghan class has recently entered service with the Imperial 
Glisten Navy.  Vessels of this type are primarily intended to act 
as a covering force while larger or more vulnerable vessels are 
deploying riders or refueling.  Only three have been constructed 
as of 1-1117 (Yataghan, Tulwar, and Kukri).
 
 
  CraftID: Yataghan Class Missile Boat, TL15, MCr 7673
     Hull: 5400/13500, Disp=6000, Config=1AF, Armor=67G,
           Unloaded=145,804t, Loaded=8453t
    Power: 267/534, Fusion=72000MW, Dur=30/90
     Loco: 216/532, Jump 3, 756/1512, Maneuver=5, NOE=140kph,
           Cruise=2592kph, Max=3456kph, Agility=1
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=60
 
           BeamLaser=xx9           Missile=x90
           Batteries   1                    4
           Bearing     1                    4
 
      Def: DefDm+10, Nuclear Damper-9, Meson Screen-9
 
           Sandcaster=xx9
           Batteries    1 
           Bearing      1 
 
  Control: Computer Mod9fib*3, LargeHoloDisplay*2,
           HeadsUpDisplay*30, HoloLink*210
    Accom: Crew=117 (12 Command, 12 bridge, 7 engineer, 24 
           gunnery, 10 flight, 40 troops, 2 medical), 
           Staterooms=65, Env=Basic env, basic ls, extended ls,
           Grav plates, inertial comp
    Other: Fuel=42120kl (3120t), Cargo=5270kl (390t), Fuel 
           Scoops, Fuel Purifier (12hr), Subcraft=3 Pinnaces, 
           ObjSize=Large, EmLevel=Moderate
 
200 ton Fast Courier TL15
 
 
     The Fast Courier is an all-purpose design for both military 
and commercial use.  Some commercial versions have been produced 
with a downgraded sensor suite, but the actual cost saving from 
this is not substantial.
 
  CraftID: 200t Fast Courier, TL15, MCr 124.8
     Hull: 180/450, Disp=200, Config=2SL, Armor=40G, 
           Unloaded=1309t, Loaded=1424t
    Power: 3/6, Fusion=810MW, Dur=32/96
     Loco: 13/26, Jump=6, 4/8, Maneuver=1, NOE=140kph, Cruise=810kph,
           Max=1080kph, Agility=1
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=2
 
           Missile=x03
           Batteries 1
           Bearing   1
 
      Def: DefDm+9
 
           Sandcaster=xx4
           Batteries    1 
           Bearing      1 
 
  Control: Computer Mod7*3, HeadsUpDisplay*1, HoloLink*42
    Accom: Crew=7 (1 bridge, 1 engineer), Staterooms=2,
           Env=Basic env, basic ls, extended ls, Grav plates, 
           inertial comp
    Other: Fuel=1995kl (148t), Cargo=41kl, ObjSize=Avg,
           EmLevel=Faint
Type S Scout/Courier
 
     This is a variation of the ancient Type S design as produced 
at TL10.  Problems with this vessel include the lack of grav 
plates and inertial compensation, which make it very unpopular 
when higher tech versions are available. Space has been allowed 
for the installation of a turret, though lack of power restricts 
turret armament to missiles or sand.
 
  CraftID: Type S Scout/Courier, TL10, MCr 44.06
     Hull: 90/225, Disp=100, Config=1AF, Armor=40E, 
           Unloaded=778.8t, Loaded=1240t
    Power: 4/8, Fusion=360MW, Dur=30/90
     Loco: 3/6, Jump=2, 5/10, Maneuver=2, NOE=140kph,
           Cruise=1425kph, Max=1900kph, Agility=1
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Planet), EMS Passive(Substellar),
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Routine 
      Off: Hardpoints=1 (No weapons installed, but control
           capacity is adequate to allow this)
      Def: DefDm+3
  Control: Computer Mod1bis*3, HeadsUpDisplay*1, DynLink*390 
    Accom: Crew=1, Staterooms=6, Env=Basic env, basic ls,
           extended ls
    Other: Fuel=332.1kl (24.6t), Cargo=398kl (29.5t), ObjSize=Avg, 
           EmLevel=Faint, Bay for 1*4t craft
Destroyer_TL6
 
     This ship is a typical light combat watercraft suitable for a variety 
of services. 
 
  CraftID: Destroyer, TL6, Cr4,127,780
     Hull: 274/685, Disp=300, Conf=3SL, Armor=6B, Loaded=2408t, 
           Unloaded=541t
    Power: 8/16, Internal Combustion 40MW, Dur=14/42
     Loco: 6/12, Twin Screw, Max Speed=59kph, Cruise=44kph
     Comm: Radio=Planetary
  Sensors: Radar=VDist(50km), ActAudio=Dist, PassAudio=Dist, 
           ActObjScan=Diff, ActObjPin=Diff, ActAudScan=Form,
           ActObjPin=Form
      Off: 4 turrets each with 1 12cm HV gun, 16 4cm autocannon
      Def: -
  Control: Mech*1000
    Accom: Crew=88, Troops=20, Small Staterooms*8, Bunks*100, Env=basic env
    Other: Fuel=1040kl, Magazines=787kl (9675 12cm rds, 200000 4cm rds),
           ObjSize=Avg, EmLevel=Moderate
 
2000_ton_Rider_TL15
 
     A mainstay of the Imperial Glisten Navy, these craft have been employed 
as system defense boats, and auxiliaries on several classes of larger 
vessels.  Short endurance is the most pressing problem of the class.
 
 
  CraftID: 2kton Rider, TL15, MCr2226
     Hull: 1800/4500, Disp=2000, Conf=1AF, Armor=52G, Loaded=34,879t 
           Unloaded=34,023t
    Power: 397/794, Fusion=107,100MW, Dur=9.5/28.5
     Loco: 306/612, Maneuver=6, Agility=3
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=20
 
               Meson Gun=090     Missile=x05     BeamLaser=xx5
           Batteries      1                1                 2
           Bearing        1                1                 2
 
              Particle Acc=004
           Batteries         1
           Bearing           1
 
      Def: DefDM+12, Nuclear Damper=9
  Control: Comp9fib*3, LargeHoloDisplay*1, HeadsUpHoloDisplay*4,  
           HoloLink*315
    Accom: Crew=33 (4 Bridge, 5 Engineering, 1 Maintenance, 19 Gunnery, 
           4 Command), Staterooms*17, Env=basic env, basic ls, ext ls,
           grav plates, inert comp
    Other: Fuel=12,228kl, Fuel Scoops, Cargo=0, ObjSize=large, 
           EmLevel=moderate

Folding Wing Light Aircraft

     This craft is designed to fit in the four displacement ton vehicle bay 
of a Type S scout ship with its wings folded.  It provides an economical 
alternative to the standard air/raft, and also can often be used on lower 
tech level planets where availability opf local maintenance can be an 
advantage.
 
  CraftID: Utility Aircraft, TL8, Cr48,400
     Hull: 11/27, Disp=4(folded) 12(unfolded), Loaded=2.7t, Airframe=Simple,
           Armor=none
    Power: 0.02 MW from engines, Endurance=10 hours
     Loco: 4/10, Light Propeller*1, Thrust=1ton, Max=300kph, Cruise=225kph,
           Range=2250km, Agility=0
     Comm: Radio=Continental (5000km)
  Sensors: None 
      Off: None
      Def: -
  Control: Simple
    Accom: Crew=2, simple cockpit*1, crew station*1, oxygen tank and mask*2
    Other: Fuel=816 liters, Cargo=1 ton

Folding Rotor Light Helicopter TL8

     Another IISS design intended to fit in the auxiliary vehicle bay of a 
Type S scout.  It has less endurance than the folding wing aircraft, but the 
ability to lift up to 2.8 tons of cargo (with external sling) occasionally 
offers a useful advantage.
 
  CraftID: Folding Rotor Helicopter, TL8, Cr148,700
     Hull: 11/27, Disp=4/12, Loaded=2.7t, Airframe=Simple, Armor=none
    Power: 1*Gas Turbine, Endurance=1.25hrs
     Loco: 4/10, Main and tail rotor, Lift=4t, thrust=1t, Max Speed=300kph,
           Cruise=225kph, Range=280km
     Comm: Radio=Continental
  Sensors: none
      Off: None
      Def: -
  Control: Simple
    Accom: Crew=2, Simple cockpits*1, Crew station*1, Env=none
    Other: Fuel=1028 liters, Cargo=0.5t, additional cargo can be slung, up to 
           2.3 tons with some loss in speed
 
Dart Combat Speeder TL10

     The Dart is intended as an atmospheric fighter and light attack craft.  
 
  CraftID: Dart Combat Speeder, TL10, MCr9.7
     Hull: 3/7, Disp=3, Conf=1AF, Armor=15G, Loaded=94.85t 
    Power: 2/4, 90MW Fusion, Dur=42hrs
     Loco: 2/4, Std Grav, Thrust=700t, TopSpeed=3780kph, Cruise=2835kph, 
           NOE=140kph, MaxAccel=6.4G, Agility=4(sc)/6(ac)
     Comm: Radio=Planetary, LaserComm=Continent
  Sensors: EMM, EMS Active(Planetary), EMS Passive(Interplanetary), 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Routine 
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
20MW Pulse Laser   -   38/3    20  VDist(50)  3     -       H    80
 
      Def: Point Defense Targetting for laser
  Control: Comp1bis*2, HeadUpDisplay*1, DynLink*3
    Accom: Crew=1 (Pilot), Seat=Cramped*1, Env=basic env, basic ls
    Other: Fuel=1.92kl, ObjSize=Small, EmLevel=Faint  

Poni All Terrain Vehicle TL10

     The Poni is intended as an all purpose low cost all terrain vehicle.  
The legged suspension gives excellent off road performance, and the vehicle 
will float, and is therefore capable of limited amphibious operation. The 
wide range of sensors are intended to assist in exploratory work, and the 
robot arms allow some outside operation to be done without exposing the crew 
to potential hazards.
 
  CraftID: Poni Walker, TL10, Cr192,200
     Hull: 4/9, Disp=4, Conf=4USL, Armor=4E, Loaded=38.7t, 
           Unloaded=25t
    Power: 1/2, MHD=4MW, Dur=43hrs
     Loco: 2/4, 6 legs, P/W=103, Road=147kph, Offroad=117kph
     Comm: Radio=Regional(500km), LaserComm=VDist(50km)
  Sensors: Radar=VDistant(50km), 2*Headlights, Passive IR, Light 
           Amplification, Passive Audio, Magnetic sensor, Radiation sensor, 
           ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
        HMG      1200   6/3     3  VDist(1.5) 3     -       H    80
 
      Def: -
  Control: Comp0, CompLink*4
    Accom: Seats=Extended Roomy*2, Env=basic env, basic ls, ext ls, intake 
           compressor
    Other: Fuel=7.58kl, Cargo=6.0kl, 2*Heavy Robotic Arms, ObjSize=Small,
           EmLevel=Moderate
 
Prospector's_Track_TL10
 
     This prospector's track is a light utility vehicle designed to be useful 
under  a  variety of circumstances.  The airlock allows  ingress  and  egress 
without  waste  of air when this is helpful, and also can be  used  with  the 
inner door open to increase the driver's available space when safe (that  is, 
operating  in a breathable atmosphere.)  The fuel cell system can  be  charged 
with hydrogen and oxygen to allow closed cycle operation in vacuum or  exotic 
atmosphere, or hydrogen alone when circumstances allow.  Instruments give the 
capability to perform limited survey work without leaving the vehicle.
 
  CraftID: Prospector's Track, TL10, Cr21,720
     Hull: 1/2, Disp=0.5, Conf=4USL, Armor=8E, Loaded=2.01t, 
           Unloaded=1.7t
    Power: 1/2, .09MW Fuel Cell*2, Dur=10 days (open), 27hrs (closed) 
     Loco: 1/2, Tracks, P/W=89, Road=198kph, Offroad=118kph
     Comm: Radio=Regional(500km)
  Sensors: 2*Headlights, Light Amplification, Magnetic sensor, Radiation
           sensor, Environmental Sensor
      Off: Hardpoints=1, no weapons mounted
      Def: -
  Control: Electronic*5
    Accom: Seats=Cramped, Env=basic env, basic ls, ext ls, airlock
    Other: Fuel=0.2kl, Cargo=0.3kl, ObjSize=Small, EmLevel=Moderate
 
Shambalator_Class_Escort_TL_15
 
     The Shambalator class was designed for the Imperial Glisten Navy as an 
escort vessel for merchant ships and for piracy suppression, and as such did 
not need to be an exceedingly capable design.  However, the provision of a 
battery of high energy weapons was required by BuShip, along with a model 9 
computer.  The latter reduces crew requirements substantially, and is 
considered to be one of the few positive features of the design.  Since the 
power plant is only required to meet this peak performance during combat, the 
endurance of the vessel can be increased to 26 days when operating without 
weapon use or extended acceleration over 1G.  This policy of tradeoffs in the 
design also led to the unfortunate side effect of the vessel having 
insufficient power to operate the inertial compensators at accelerations of 
over 2Gs. It is also dependent on outside fuel purification capability.  
Despite these flaws, 600 were initially built, and performed adequately in 
the Fifth Frontier War.  About 450 remain in active service. The price given 
below includes the two Stinger class light fighters.
 
  CraftID: Shambalator class Escort, TL15, MCr443
     Hull: 540/1350, Disp=600, Config=1AF, Armor=49G, Unloaded=5132t,
           Loaded=5669t
    Power: 15/30, Fusion=3960MW, Dur=9.5/28.5
     Loco: 17/34, Jump 2, 44/88, Maneuver=3, NOE=190kph, Cruise=1923kph,
           Max=2565kph, Agility=0
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=6
 
           BeamLaser=xx4      Missile=x03    ParticleAccelerator=002
           Batteries   2                1                          1
           Bearing     2                1                          1
 
      Def: DefDm+10
 
           Sandcaster=xx4
           Batteries    1 
           Bearing      1 
 
  Control: Computer Mod9*3, LargeHoloDisplay*1
    Accom: Crew=8 (1 Command, 1 bridge, 1 engineer, 1 gunnery, 4 flight), 
           Staterooms=7, Env=Basic env, basic ls, extended ls, Grav plates,
           inertial comp
    Other: Fuel=5776kl (427t), Cargo=0, Missile Magazine=6kl (60 missiles,
           20 battery rounds), Fuel Scoops, Subcraft=2 Stinger class Fighters
           ObjSize=Avg, EmLevel=Faint

Stinger_Class_Interface_Fighter_TL_15
 
     Deployed by the Imperial Glisten Navy prior to the Fifth Frontier War, 
the Stinger proved to be a failure as a ship attack fighter due to 
insufficient computer capacity, but was reasonably successful in the ground 
attack role.  Following the war, the Stinger was withdrawn from first line 
service in larger vessels, but was retained by the Marines.
 
  CraftID: Stinger Class Interface Fighter, TL15, MCr21.3
     Hull: 6/14, Disp=6, Config=1AF, Armor=40G, Unloaded=63.7t, Loaded=64.6t
    Power: 1/2, Fusion=72MW, Dur=3.6/10.8
     Loco: 2/4, Standard Grav=500t thrust, NOE=190kph, Cruise=3150kph,
           Max=4200kph, Agility=4, MaxAccel=6Gs, ACAg=6
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=1
 
           Missile=x03
           Batteries 1
           Bearing   1
 
      Def: DefDm+9
  Control: Computer Mod3*3, HeadsUpHoloDisplay*1
    Accom: Crew=1, Seats=Roomy*1, Env=Basic env, basic ls, extended ls,
           Grav plates, inertial comp
    Other: Fuel=6.28kl, Missiles=9 (3 battery rounds), ObjSize=Small,
           EmLevel=Moderate

Planetary_Defense_Sled_TL_15
 
     The planetary defense sled is intended to be able to hide on a planet, 
but still be capable of inflicting damage on a starship.  The extremely 
powerful model 7 computer setup accounts for 60% of the vehicle's total cost.
 
  CraftID: Planetary Defense Sled, TL15, MCr57.6
     Hull: 15/36, Disp=16, Config=2AF, Armor=20G, Unloaded=191.4t,
           Loaded=195.1t
    Power: 4/8, Fusion=972MW, Dur=4.6/13.8
     Loco: 2/4, Standard Grav=1200t thrust, NOE=190kph, Cruise=2880kph,
           Max=3840kph, Agility=3, MaxAccel=5Gs
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=1
 
           BeamLaser=x04
           Batteries   1
           Bearing     1
 
      Def: DefDm+12
  Control: Computer Mod7*2, HeadsUpHoloDisplay*3
    Accom: Crew=3, Seats=ExtendedRoomy*1, Env=Basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=53.9kl, ObjSize=Avg, EmLevel=Faint

Atlantis_Class_Battleship_TL_15
 
     Only two of these enormous craft were ever built.  The Atlantis itself 
was destroyed by a squadron of Collace battlecruisers during the opening 
stages of the Fifth Frontier War, leaving the Lemuria in service as the 
flagship of the Imperial Glisten Navy.  The ships were originally built with 
a 20 ton launch tube prior to the introduction of the Lance class 40 ton 
fighter.  With the recent deployment of the Javelin class 20 ton fighter, a 
modification to allow the Lemuria to carry 500 Javelins in lieu of the 250 
Lances currently carried is being considered.
 
  CraftID: Atlantis class Battleship, TL15, MCr903750
     Hull: 900000/2250000, Disp=1000000, Config=5SL, Armor=70G,
           Unloaded=11,437,064t, Loaded=12,007,529t
    Power: 26667/53334, Fusion=7200000MW, Dur=31/93
     Loco: 36000/72000, Jump 3, 72000/144000, Maneuver=3, Agility=0
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=10000
 
           MesonGun=T00   BeamLaser=xx9   Missile=x90
          Batteries 1                227          200
          Bearing   1                113          100 
 
          FusionGun=x09   ParticleAccel=090
          Batteries  27                 100
          Bearing    13                  50
 
      Def: DefDm+7, Nuclear Damper-9*3, Meson Screen-9*3
 
           Sandcaster=xx9   Repulsor=x9x
           Batteries   226           200
           Bearing     113           100
 
  Control: Computer Mod9fib*3, LargeHoloDisplay*6, HeadsUpHoloDisplay*2000,
           HoloLink*478000
    Accom: Crew=7240 (130 Command, 170 bridge, 800 engineer, 100 gunnery,
           1500 flight, 1400 Maintenance, 3000 troops, 140 medical), 
           Staterooms=7240, Env=Basic env, basic ls, extended ls, grav
           plates, inertial comp
    Other: Fuel=8149500kl (2*Jump 3+31 days, or 1*Jump 3+63 days), Cargo=0,
           Fuel Scoops, Fuel Purifier (12hr), Subcraft=3*10000t, 10*2000t,
           6*200t, 15*50t, 250*40t, Launch tube=20t, ObjSize=Large,
           EmLevel=Strong

Type_1107_Destroyer_TL_15
 
     The Type 1107 Destroyer is in service with the Imperial Glisten Navy.  
While designed prior to the outbreak of the war, interruption of the ship 
building program during the brief Collace occupation of Glisten prevented any 
from being completed until after the fighting was over.     
 
  CraftID: Type 1107 Destroyer, TL15, MCr 13,709
     Hull: 9000/22500, Disp=10000, Config=1SL, Armor=70G,
           Unloaded=271,396t, Loaded=289,823t
    Power: 327/654, Fusion=88200MW, Dur=30/90
     Loco: 360/720, Jump 3, 990/1980, Maneuver=4, Agility=0
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=100
 
           FusionGun=xA0   BeamLaser=xx9   Missile=x90   PartAcc=007
           Batteries  1                2            3              1
           Bearing    1                2            3              1
 
      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9
 
           Sandcaster=xx9
           Batteries    2
           Bearing      2 
 
  Control: Computer Mod9fib*3, LargeHoloDisplay*3, HeadsUpDisplay*30,
           HoloLink*2475
    Accom: Crew=246 (12 command, 11 bridge, 5 engineer, 34 gunnery,
           120 flight, 40 marines, 2 medical), Staterooms=125,
           Env=basic env, basic ls, extended ls, Grav plates, inertial comp
    Other: Fuel=58800kl, Cargo=4370kl, Missile Magazine=450kl (60 battery 
           rounds), Fuel Scoops, Fuel Purifier (12hr), Subcraft=40 Javelin
           class fighters, Launch Tube=20 tons, ObjSize=Large, EmLevel=Faint

Mosquito_Class_Light_Escort_TL_15
 
     The Mosquito was designed to meet the standard Imperial Navy 
speicifcation of 4G maneuver and Jump-4 capability.  Armor has been 
sacrificed in this design to retain agility.
 
  CraftID: Mosquito Class Light Escort, TL15, MCr667.7
     Hull: 900/2250, Disp=1000, Config=1AF, Armor=40G,
           Unloaded=9888t, Loaded=12,166t
    Power: 34/68, Fusion=9000MW, Dur=30/90
     Loco: 45/90, Jump 4, 99/198, Maneuver=4, Agility=4, NOE=190kph,
           Cruise=2295kph, Max=3060
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=10
 
           Missile=x04
           Batteries 3
           Bearing   3
 
      Def: DefDm+13
 
           Sandcaster=xx4
           Batteries    4
           Bearing      4 
 
  Control: Computer Mod9fib*3, HeadsHoloDisplay*3, HoloLink*42
    Accom: Crew=8 (1 command, 1 bridge, 2 engineer, 2 gunnery, 2 flight),
           Staterooms=8, Env=basic env, basic ls, extended ls, Grav plates,
           inertial comp
    Other: Fuel=6615kl, Cargo=1350kl, Missile Magazine=108kl (60 battery 
           rounds), Fuel Scoops, Fuel Purifier (12hr), Subcraft=1 Pinnace,
           ObjSize=Large, EmLevel=Faint

Sun_Tzu_Class_Heavy_Cruiser_TL_15
 
     The Sun_Tzu was one of the more successful pre-war IGN designs.  The 
only major problem experienced in combat was that the spinal particle 
accelerator was not as effective as originally envisioned, and a program was 
undertaken after the war to refit some of the vessels with a spinal meson 
gun.
 
  CraftID: Sun Tzu class heavy cruiser, TL15, MCr31307
     Hull: 36000/90000, Disp=40000, Config=1SL, Armor=70G,
           Unloaded=954,604t, Loaded=988,406t
    Power: 2000/4000, Fusion=540000MW, Dur=30/90
     Loco: 1440/2880, Jump 3, 2880/5760, Maneuver=3, Agility=0
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=400
 
          PartAccel=P00   MesonGun=09x   BeamLaser=xx9   Missile=x90
          Batteries 1               1               10            8
          Bearing   1               1                9            7
 
          FusionGun=x07
          Batteries   1
          Bearing     1
 
      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9
 
           Sandcaster=xx9   Repulsor=x5x
           Batteries   10             8
           Bearing      9             7
 
  Control: Computer Mod9fib*3, LargeHoloDisplay*8, HeadsUpHoloDisplay*100,
           HoloLink*2786
    Accom: Crew=316 (14 command, 13 bridge, 41 engineer, 52 gunnery,
           120 flight, 34 Maintenance, 40 marines, 2 medical), 
           Staterooms=158, Env=Basic env, basic ls, extended ls, grav
           plates, inertial comp
    Other: Fuel=302400kl, Cargo=2318kl, Missile Magazine=1200kl (60 battery
           rounds), Fuel Scoops, Fuel Purifier (12hr), Subcraft=40 Javelin
           class fighters, Launch tube=20 tons, ObjSize=Large, EmLevel=Mod

Sun_Tzu_Class_Heavy_Cruiser_Refit_TL_15
 
     The Sun_Tzu was one of the more successful pre-war IGN designs.  The 
only major problem experienced in combat was that the spinal particle 
accelerator was not as effective as originally envisioned, and a program was 
undertaken after the war to refit some of the vessels with a spinal meson 
gun. This modified version, shown below, cost MCr700.
 
  CraftID: Sun Tzu class heavy cruiser, TL15, MCr31307
     Hull: 36000/90000, Disp=40000, Config=1SL, Armor=70G,
           Unloaded=950,601t, Loaded=984,401t
    Power: 2000/4000, Fusion=540000MW, Dur=30/90
     Loco: 1440/2880, Jump 3, 2880/5760, Maneuver=3, Agility=0
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=400
 
          PartAccel=090   MesonGun=N0x   BeamLaser=xx9   Missile=x90
          Batteries  1             1                10            8
          Bearing    1             1                 9            7
 
          FusionGun=x07
          Batteries   1
          Bearing     1
 
      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9
 
           Sandcaster=xx9   Repulsor=x5x
           Batteries   10             8
           Bearing      9             7
 
  Control: Computer Mod9fib*3, LargeHoloDisplay*8, HeadsUpHoloDisplay*100,
           HoloLink*2786
    Accom: Crew=316 (14 command, 13 bridge, 41 engineer, 52 gunnery,
           120 flight, 34 Maintenance, 40 marines, 2 medical), 
           Staterooms=158, Env=Basic env, basic ls, extended ls, grav
           plates, inertial comp
    Other: Fuel=302400kl, Cargo=2318kl, Missile Magazine=1200kl (60 battery
           rounds), Fuel Scoops, Fuel Purifier (12hr), Subcraft=40 Javelin
           class fighters, Launch tube=20 tons, ObjSize=Large, EmLevel=Mod

Collace_Missile_Boat_TL13
 
     A mainstay of the Collace Independence Fleet, these cheap, mass 
produced, single purpose craft were carried in large quantities on all
of the larger vessels of the Collace Navy.
 
  CraftID: Collace Missile Boat, TL13, MCr575.5
     Hull: 900/2250, Disp=1000, Config=2SL, Armor=40G,
           Unloaded=15,888t, Loaded=16,562t
    Power: 97/194, Fusion=13050MW, Dur=34/102
     Loco: 153/306, Maneuver=6, Agility=4, NOE=170kph, Cruise=2835kph,
           Max=3780
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(100m), Neutrino 
           Sensor(100kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Routine, 
           PassEnPin=Difficult
      Off: Hardpoints=10
 
            Missile=x90
           Batteries 1
           Bearing   1
 
      Def: DefDm+11
  Control: Computer Mod7fib*3, LargeHoloDisplay*1
    Accom: Crew=10 (1 command, 2 bridge, 3 engineer, 4 gunnery),
           Staterooms=5, Env=basic env, basic ls, extended ls, Grav plates,
           inertial comp
    Other: Fuel=6057kl, Cargo=0kl, Missile Magazine=500kl (100 battery 
           rounds), Fuel Scoops, Fuel Purifier (12hr), ObjSize=Large,
           EmLevel=Moderate

Collace_Destroyer_TL13
 
     In keeping with the design philosophy of the Collace Independence Fleet, 
these vessels were intended to perform a single function, and to be built 
quickly.  It should be noted that the destroyer is dependent on use of the 
its subsidiary missile boat's fuel scooping and purifying capability.
 
  CraftID: Collace Destroyer, TL13, MCr3332 (incl 2 Missile Boats)
     Hull: 5400/13500, Disp=6000, Config=4USL, Armor=40G,
           Unloaded=55054t, Loaded=90887t
    Power: 294/588, Fusion=39600MW, Dur=30/90
     Loco: 162/324, Jump=2, 432/864, Maneuver=3, Agility=3
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(100m), Neutrino 
           Sensor(100kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Routine, 
           PassEnPin=Difficult
      Off: Hardpoints=60
 
            Missile=x80
           Batteries 6
           Bearing   6
 
      Def: DefDm+10
  Control: Computer Mod7fib*3, LargeHoloDisplay*1, HeadsUpHoloDisplay*10,
           HoloLink*463
    Accom: Crew=60 (8 command, 6 bridge, 9 engineer, 15 gunnery, 22 flight),
           Staterooms=30, Env=basic env, basic ls, extended ls, Grav plates,
           inertial comp
    Other: Fuel=27990kl, Cargo=0kl, Missile Magazine=1500kl (100 battery 
           rounds), ObjSize=Large, EmLevel=Moderate

-------- End of TML Messages --------


-------- TML Message #1382 --------

Archive-Message-Number: 1382
Subject: Just for the heck of it (LONG)
Date: Mon, 2 Jul 90 10:21:23 EDT
From: "45252-Peter L. Berghold" <peterb@homxa.att.COM>

Operating System: uts 5.2.6b 5
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 2C119
Phone: (201) 615-4419
Comment: Are we having fun yet?
X-Mailer: ELM [version 2.2 PL16]

All this talk of generating and archiving NPC's, I've desided to
post this just for the heck of it.....

25 NPCS:


- --------------------------------------------------------------------------------
NPC #0
8D9583 - Age: 30	3 Terms Flyers	Flight Leader
Cash: CR 15000	
ELECTRONICS - 1  LEADER - 1  MEDICAL - 1  PILOT - 1  PROPELLER AIRCRAFT - 1  
ZERO G WEAPONS - 1  


Benefits Recieved:


Foil	Cost CR 100,Weight: 500 gramsDMs: 5/-1,10/1,-2
Submachinegun:	Base Weight: 2.5 KG	 Ammo Weight: 500 grams
	Length Overall: 450	Base Price: CR 500	Ammo Cost: CR 20

- --------------------------------------------------------------------------------
NPC #1
6527AC - Age: 46	7 Terms Noble	Baron
Cash: CR 258000	Retirement Pay: CR 8000
BRAWLING - 1  LEADER - 1  LIASON - 1  NAVIGATION - 3  


Benefits Recieved:


Traveller's     MCR: 1   
Submachinegun:	Base Weight: 2.5 KG	 Ammo Weight: 500 grams
	Length Overall: 450	Base Price: CR 500	Ammo Cost: CR 20
High PSG     CR: 10000   

- --------------------------------------------------------------------------------
NPC #2
48A8A6 - Age: 22	1 Terms Army	Captain
Cash: CR 20000	
BLADE - 1  COMBAT RIFLEMAN - 1  LEADER - 2  PISTOL - 1  
SUBMACHINEGUN - 1  


Benefits Recieved:


Low PSG     CR: 1000   

- --------------------------------------------------------------------------------
NPC #3
8A5784 - Age: 38	5 Terms Flyers	Squadron Leader
Cash: CR 39000	Retirement Pay: CR 4000
CAROUSING - 1  GAMBLING - 1  GRAV VEHICLES - 2  GRAVITICS - 1  
HELICOPTERS - 1  LTA AIRCRAFT - 1  MECHANICAL - 1  TRACKED VEHICLE - 1  
VACC SUIT - 1  


Benefits Recieved:


Mid PSG     CR: 5000   
Automatic Rifle:	Base Weight: 5 KG	 Ammo Weight: 500 grams
	Length Overall: 1000	Base Price: CR 1000	Ammo Cost: CR 20

- --------------------------------------------------------------------------------
NPC #4
867796 - Age: 22	1 Terms Army	Captain
Cash: CR 5000	
COMBAT RIFLEMAN - 2  LEADER - 1  SUBMACHINEGUN - 1  TACTICS - 2  



Benefits Recieved:


Shotgun:	Base Weight: 3.75 KG	 Ammo Weight: 750 grams
	Length Overall: 1000	Base Price: CR 150	Ammo Cost: CR 10

- --------------------------------------------------------------------------------
NPC #5
62B477 - Age: 22	1 Terms Diplomats	3d Secretary
Cash: CR 60000	
ADMIN - 1  INTEROGATION - 1  LIASON - 1  RECRUITING - 1  



Benefits Recieved:


High PSG     CR: 10000   

- --------------------------------------------------------------------------------
NPC #6
C42838 - Age: 26	2 Terms Sailor	
Cash: CR 14000	
BATTLE DRESS - 2  BRAWLING - 1  GRAV VEHICLES - 1  TRACKED VEHICLE - 1  




- --------------------------------------------------------------------------------
NPC #7
677BA3 - Age: 26	2 Terms Doctors	
Cash: CR 20000	
ADMIN - 1  MEDICAL - 3  



- --------------------------------------------------------------------------------
NPC #8
B97A9A - Age: 22	1 Terms Barbarian	Warrior
Cash: CR 4000	
FOIL - 1  INTEROGATION - 1  JACK OF ALL TRADES - 1  STREETWISE - 1  
SWORD - 1  



- --------------------------------------------------------------------------------
NPC #9
6685B7 - Age: 34	4 Terms 	
Cash: CR 1000	
ADMIN - 1  PILOT - 1  SHIPS LAZERS - 1  VACC SUIT - 2  ZERO G WEAPONS - 1  



Benefits Recieved:


Traveller's     MCR: 1   
Low PSG     CR: 1000   

- --------------------------------------------------------------------------------
NPC #10
3657B7 - Age: 50	8 Terms Bureaucrat	Assistant Manager
Cash: CR 20000	Retirement Pay: CR 10000
ADMIN - 3  INSTRUCTION - 1  LEADER - 2  RECRUITING - 1  
TRACKED VEHICLE - 1  WHEELED VEHICLE - 1  


Benefits Recieved:


Watch     CR: 500   
Mid PSG     CR: 5000   
Low PSG     CR: 1000   
Mid PSG     CR: 5000   

- --------------------------------------------------------------------------------
NPC #11
4A76B5 - Age: 34	4 Terms Doctors	
Cash: CR 60000	
MEDICAL - 4  


Benefits Recieved:


Mid PSG     CR: 5000   

- --------------------------------------------------------------------------------
NPC #12
74A54A - Age: 22	1 Terms Sailor	
Cash: CR 10000	
BRAWLING - 2  DEMOLITION - 1  


Benefits Recieved:


Rifle:	Base Weight: 4 KG	 Ammo Weight: 500 grams
	Length Overall: 1000	Base Price: CR 200	Ammo Cost: CR 20

- --------------------------------------------------------------------------------
NPC #13
684838 - Age: 30	3 Terms Army	Captain
Cash: CR 25000	
COMBAT RIFLEMAN - 1  CUTLASS - 1  FORWARD OBSERVER - 1  
GAMBLING - 1  SUBMACHINEGUN - 1  TRACKED VEHICLE - 1  WHEELED VEHICLE - 1  



Benefits Recieved:


Rifle:	Base Weight: 4 KG	 Ammo Weight: 500 grams
	Length Overall: 1000	Base Price: CR 200	Ammo Cost: CR 20

- --------------------------------------------------------------------------------
NPC #14
867785 - Age: 22	1 Terms Hunter	
Cash: CR 0	
ELECTRONICS - 1  HUNTING - 1  


Benefits Recieved:


Dagger	Cost CR 10,Weight: 250 gramsDMs: 4/-2,8/2,-2

- --------------------------------------------------------------------------------
NPC #15
A5836C - Age: 22	1 Terms Sailor	
Cash: CR 12000	
CAROUSING - 1  GRAV VEHICLES - 1  TRACKED VEHICLE - 1  



- --------------------------------------------------------------------------------
NPC #16
681BA2 - Age: 62	11 Terms Doctors	
Cash: CR 60000	
ADMIN - 2  BLADE - 1  COMPUTER - 3  ELECTRONICS - 2  MEDICAL - 2  



Benefits Recieved:


Low PSG     CR: 1000   
Instruments     CR: 5000   
Mid PSG     CR: 5000   
Shotgun:	Base Weight: 3.75 KG	 Ammo Weight: 750 grams
	Length Overall: 1000	Base Price: CR 150	Ammo Cost: CR 10
Instruments     CR: 5000   
Low PSG     CR: 1000   
Mid PSG     CR: 5000   
Foil	Cost CR 100,Weight: 500 gramsDMs: 5/-1,10/1,-2

- --------------------------------------------------------------------------------
NPC #17
624987 - Age: 38	5 Terms 	
Cash: CR 64000	Retirement Pay: CR 4000
ENGINEERING - 1  FORWARD OBSERVER - 1  VACC SUIT - 2  



- --------------------------------------------------------------------------------
NPC #18
A54B7B - Age: 22	1 Terms Navy	
Cash: CR 0	
SHIPS BOAT - 1  



- --------------------------------------------------------------------------------
NPC #19
857ABA - Age: 30	3 Terms Army	Lieutenant
Cash: CR 27000	
ADMIN - 1  COMBAT RIFLEMAN - 1  MEDICAL - 1  SUBMACHINEGUN - 1  
TACTICS - 2  


Benefits Recieved:


Mid PSG     CR: 5000   

- --------------------------------------------------------------------------------
NPC #20
9665BA - Age: 22	1 Terms Barbarian	
Cash: CR 0	
LEADER - 1  SWORD - 1  



- --------------------------------------------------------------------------------
NPC #21
B8BB75 - Age: 26	2 Terms Belters	
Cash: CR 100000	
FORWARD OBSERVER - 1  PROSPECTING - 1  VACC SUIT - 1  


Benefits Recieved:


Type J Seeker	 Jump: 2 Manuever: 2 Power Plant: 2
	Streamlined Hull, Computer Model 1bis Staterooms: 4 Low Berths: 0
	Full Crew: 8 Minimal Crew: 1

- --------------------------------------------------------------------------------
NPC #22
8A9882 - Age: 30	3 Terms Bureaucrat	Assistant Manager
Cash: CR 120000	
COMPUTER - 1  GRAV VEHICLES - 1  LEADER - 1  TRACKED VEHICLE - 1  
WHEELED VEHICLE - 1  


Benefits Recieved:


Watch     CR: 1000   
Watch     CR: 800   

- --------------------------------------------------------------------------------
NPC #23
8348B6 - Age: 50	8 Terms Merchants	1st Officer
Cash: CR 55000	Retirement Pay: CR 10000
ADMIN - 1  BLADE - 1  ELECTRONICS - 1  MEDICAL - 2  NAVIGATION - 4  
PILOT - 2  STEWARD - 1  TRACKED VEHICLE - 1  


Benefits Recieved:


Low PSG     CR: 1000   
Low PSG     CR: 1000   
Low PSG     CR: 1000   
Blade	Cost CR 50,Weight: 350 gramsDMs: 5/-2,9/1,-2
Low PSG     CR: 1000   
Low PSG     CR: 1000   

- --------------------------------------------------------------------------------
NPC #24
885752 - Age: 22	1 Terms Army	Lieutenant
Cash: CR 10000	
COMBAT RIFLEMAN - 1  FORWARD OBSERVER - 1  SUBMACHINEGUN - 1  
ZERO G WEAPONS - 1  


Benefits Recieved:


Shotgun:	Base Weight: 3.75 KG	 Ammo Weight: 750 grams
	Length Overall: 1000	Base Price: CR 150	Ammo Cost: CR 10

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

- -- 
- ------------------------------------------------------------------------
|Peter L. Berghold            |  AT&T, HRSAG, +1 (201) 615-4419        |
|INTERNET: plb@homxa.att.com  |  UUCP: {uunet!allegra|att}!violin!plb  |
|FAX: 1(201) 706-2004         |                                        |
- ------------------------------------------------------------------------

-------- TML Message #1383 --------

Archive-Message-Number: 1383
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: Mercs
Date: Mon, 2 Jul 90 9:55:45 BST

Bertil Jonell <d9bertil@dtek.chalmers.se> writes:

> Adrian Hurt writes:
> > As far as the Imperium is concerned, none.  The planets in question look after
> > their own defence.  If the "Rules of War" are broken, the Imperium intervenes.
> 
>   My question then is: Why does not every criminal organize their jobs as
> tickets, and take advantage of the *repatriation bonds*? Since defeated mercs
> are allowed free passage off planet, one would assume that captured criminals
> would jump on that opportunity!

First, the criminals would have to find someone to hire them and supply the
ticket.  Second, there is no such thing as a "legitimate" ticket - officially,
the Imperium does not allow warfare within its borders.  In practise, the
Imperium can't prevent it, and will turn a blind eye as long as things don't
get out of hand.  But if the Imperium does intervene, a repatriation bond
won't help the mercs - if it's Imperium vs repatriation bond, the Imperium
wins.

Also, remember what a repatriation bond is - a sum of money, held by some
responsible party (e.g. megacorporation, large bank, etc.) to provide the
mercs with a way out if they get stranded.  The employer must find a
reponsible party who will handle the bond, and that party is going to want
to examine the ticket.  Banks are hardly likely to support a bunch of
commandos on a bank-robbing job (unless, of course, it's a rival bank :-)
and neither banks or megacorps are likely to take an interest in a small
outfit like Hickok's 4 commandos.  They also won't want to antagonise the
Imperium, or the governments of worlds they may want to do business with.
Remember, _responsible_ party - they don't get that reputation by dealing
with any bunch of criminals.

- -- 
 "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

-------- TML Message #1384 --------

Archive-Message-Number: 1384
Date:     Mon, 2 Jul 90 13:33:25 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  HeathKit in Space

The following is from my miscellaneous notions notebook, and has not been tested
in play.  I suspect you would end up with a lot of unfinished projects (rather
like my back room).

Most space travellers have plenty of time on their hands, and a desire to make
every credit go as far as possible.  Thus, it seems to me that most reasonable
pieces of equipment ought to be available in kit form, to assemble in your spare
time. 

  TASK: Assemble Kit, Difficult, Skill (Elec or Mech or Grav), Dex, Time,
    Hazardous


Time=Item base cost/cr10000 in hours (minimum=1), done in spare time only
Hazardous=damage to item requiring additional parts
Kit cost would be 70% of normal item cost for a *difficult* kit, 90% for a
*routine kit, and 50% for a *formidable* kit.
Modifiers for hasty performance ok, but kit building is already a cautious
task, so requires a determination check to start.  Lack of proper tools
increases difficulty by one level (usually).

  TASK: Get permission to use ship equipment, Routine, Liaison,
  Instant, One Try (unskilled OK)

This is for permission to use the ship's shop while a passenger rather than a 
crewman.

-------- TML Message #1385 --------

Archive-Message-Number: 1385
Date:     Mon, 2 Jul 90 16:55:33 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Battle of the Two Suns

Sorry about carrying along the whole of the previous discussion, but Rob
Miracle has replied to this string:
**************************************************************************
> ------------------------------------------------------------------------
>Now for the question.  The final battle of the Fourth Frontier War was the
>Battle of Two Suns, so called because it took place somewhere between Yres
>and Menorb (see Library Data A-M, and Adventure 1 - Kinunir).  What were two
>battlefleets doing in interstellar space?  (Apart from blowing holes in each
>other! :-)

> -------------------------------------------------------------------------
>      In my opinion this could not have happened, and is really an artifact
>of an earlier conception of the game.  The particular entry he cites was
>culled from Adventure Module 1 (The Kinunir), which was issued before High Guar
   d
>came out (I think), and before Trillion Credit Squadron (certainly).  The mere
>fact that that module describes a 1250ton vessel as a "cruiser" compared to
>the later 50,000ton+ cruisers, and equips it with a black glode marks it as,
>shall we say, a trifle obsolete.  (However--the Traveller Adventure includes
>a battle as a deep space refueling rendevous).

Well, there is one thing to consider about this.  In space, stars are rarely
one parsec apart.  I am not sure about the distance between Yres and Menorb,
but for arguments sake, lets assume that it is one hex on the star map.  The
stars could be any place within that hex.  So lets say that this is the setup:

      +-----+
     /       \
    <   Yres  >
     \    *  /
      +-----+
     /     * \
    <  Menorb >
     \       /
      +-----+

The asterik indicates where the stars are.  It is possible that they are close
to being a binary system, just that one doesn't rotate around another.  In
which case the battle could have occured in deep space.

***************************************************************************
I like the nifty diagram, but the problem still remains...let's accept this
line of argument and say that the stars themselves are only half a lightyear
apart.  Let's see, at 180,000mps that is something like 6.7 E12 kilometers.
Two fleets starting in each system, and accelerating at 2Gs to the halfway
point in normal space would take d=1/2at^2 where d=3.35E12 and a=20m/sec^s.
That makes t about 212 days, if I didn't slip a decimal, which is too much
to bother with, which means they would have had to have jumped to get there,
in which case Adrian Hurt's objection still holds.  QED and all that.

                                Rob (was my math right?) Dean

-------- TML Message #1386 --------

Archive-Message-Number: 1386
Date:     Mon, 2 Jul 90 17:01:18 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Mercenaries

Brent Wood's comment on JTAS Tickets:
**********************************************************************

 >(I'm not sure, but I think that a commando raid against a competitor
 >has been published in the JTAS as a ticket?) 

     I don't know for sure.  My collection of the Journal goes back to
issue 9, and is complete to the present.  I just checked 9 through 24
(my issues of _Challenge_ are still packed--I just moved) and didn't
find any mercenary tickets.  Could be, though.

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

I'll check tonight...I think there was one of that description, although
it may have been part of 76 Patrons.

Rob

-------- TML Message #1387 --------

Archive-Message-Number: 1387
Date:     Mon, 2 Jul 90 16:42:49 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  The Kinunir

Rob Miracle replies to my comments on The Kinunir (Adv 1):

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

As far as the cruiser comments go, in Suppement 9, Fighting Ships you will see
a whole line of cruisers ranging from light cruisers to heavy crusiers.  The
Kinur (sp) was a colonial cruiser and could have been listed at the 1250 ton
displacement, though I seem to remember it being larger.  (Ah the problems of
not having your reference material handy)  Regardless, High Guard and TCS were
both founded upon the earlier works.  There is a lot of contenuity.  In fact, I
seem to remember the Kinur using the High Guard statistics (don't quote me on
that one).


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

  Well, there may be a fair amount of continuity in things Traveller-esque,
but to this old scarred veteran (1st printing of rules), the fact that there
were two incompatible editions of High Guard, not to mention four incompatible
combat systems (Book 3, Snapshot, Azhanti High Lightning, Striker), two margin-
ally compatible character generation systems, and at least two incompatible
trade and commerce systems prior to the publication of MegaTraveller (Which,
much as I love, still has uncorrected errors-a subject for another letter), 
makes that the nature of that continuity a little suspect.  I know that I had
designed several fleets before High Guard was released (the 1st repudiated
edition) in which, since a 5000ton hull was the biggest there was, those
were the battleships, and so on scaled down the line.  A 1200 ton "cruiser"
falls right in line with that.

                                     Rob Dean

-------- TML Message #1388 --------

Archive-Message-Number: 1388
Date: Tue, 3 Jul 90 16:20:55 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Re:  TML nightly: Msgs 1380-1382 V6#3

> From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu>
> Subject: (1380) Re: Comments and an idea....
> 
> I belive it was called Close Encounters.  On the subject of JTAS, what do you
> think of "Challenge" (besides we don't get any new Traveller stuff here in
> Louisville).  I hate it myself.  I understand why they did it, but it really
> hurt Traveller.  Maybe if we could get the Digest Group folks "interneted" or
> something then WE could put out our own quartly of the JTAS.  We would have to
> call it something different, but we could do the same "general" format.  We
> could have our Close Encounters, Amber Zone, and Beastiary sectons.  Amber Zone
> was one of my favorite columns.  I found the most useful stuff the JTAS News
> Digest.  This will be the hardest to deal with since it must come down the pipe
> from GDW or Digest Group.  We could have our own articals, but still war news
> and stuff we would want to be in synch with GDW.  Ideas?  Volunteers?
> 

DGP already puts out their own magazine called travellers digest, 
unfortunately (As far as I know) the publishing schedule has been extremely 
erratic. There are quite a few "fanzines" for traveller as well, some more 
professional than others. 

As for us publishing something...  I think that would be difficult time
consuming, and probably pove unworkable.

> 
> From: "45252-Peter L. Berghold" <peterb@homxa.att.COM>
> Subject: (1382) Just for the heck of it (LONG)
> 
> All this talk of generating and archiving NPC's, I've desided to
> post this just for the heck of it.....
> 
> 25 NPCS:
> [...]

The point of the NPC database is to have character backgrounds, and 
objectives so that they can be used as major NPC's instead of flat
characters. Unfortunnately these take a while to develop.

Thanks for the people anyways. I'll add them to my 101 characters, and
veterens.

				-Dan

P.S. I seem to be getting more than one message a day. Is this because james
has gone away, and now the program is acting up, or is it just because of
length? (I preferred the optional instant delivery, as I don't have a
un digestifier).
				
Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

-------- TML Message #1389 --------

Archive-Message-Number: 1389
Date: Wed, 4 Jul 90 00:22:46 PDT
From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu
Subject: Publishing a 'zine

	Despite some recent suggestions that it would be difficult, I think it
can be done.  I've got a lot of editorial, layout, and general publications
management experience, and like the idea, [If i can find some time 8-) ].

	The big problem is cost...something this size would run several dollars
per copy, and selling the first batch would be hard.  If we can get marketing
around the country going, however... [Attention! harrass your local game store 
into buying 8-) ]

  == George William Herbert  ==       Quantum Mechanics can explain everything
 == JOAT for Hire: Anything, ===  except Madonna, Flame Wars, and NASA's space
=======Anywhere, My Price.=======   Policy.  We're working on the first two... 
 ==   gwh@ocf.berkeley.edu    ==  :::"Gee, I Hope that wasn't a hostage...":::
  ==     ucbvax!ocf!gwh      == The OCF Gang: Making Tomorrow's Mistakes Today

-------- TML Message #1390 --------

Archive-Message-Number: 1390
Date:     Wed, 4 Jul 90 7:51:58 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Mercenaries revisited

On the subject of previously published mercenary tickets dealing with corporate
warfare, I mentioned a couple of days ago that I would search my archives.

Well, I did.  Ticket IX in "76 Patrons" is for a raid on a SuSAG manufacturing
facility to steal psionics drugs, sponsored by "an underground psionics
organization".  Boy...I'd like to see the look on the repatriation bond holder's
faces when they see that in the fine print.

An amber zone in JTAS#3 entitle "Planetoid P-4638", is a mercenary ticket
for a platoon sized raid on a Sternmetal asteroid, sponsored by "an unnamed firm",
for the purpose of stealing the details of a certain proprietary manufacturing
process (that would allow a 5-7% decrease
in the cost of some fairly common commodity).  Still sounds more like Hickok and his four commandos than a real military operation to me.

Is it possible that different rules, if you will, apply when there is a clear
(but of course undeclared) trade war going on between two companies?  In the
case of an acknowledged conflict, the raid on the manufacturing facility looks
a *little* less like a random criminal
act, and more like a *legitimate* military
operation.

                     Rob Dean

P.S.  Any comments on the vehicles?

-------- TML Message #1391 --------

Archive-Message-Number: 1391
From: "D.M. Johnson" <D.M.Johnson@newcastle.ac.uk>
Subject: Merc units, etc 
Date: Thu, 5 Jul 90 13:07:17 BST

 I have seen much talk about the repatration bond that a merc unit has and why
 crimminals don't use then:
         As far as I can tell considering the world of traveller, hiring a merc
 unit to rob a bank is a bit pointless:
         (1) Not much money to be made out of it after all costs have been paid.
         (2) A legitimate merc unit would never risk a reputation on being
             caught as common crooks, the unit does have other jobs to run.

 Now crooks could never get hold of a bond as bonds are issued by some
 megacorparation. The company would probally wish to know the purpose of the
 mission etc and would never back a crime.

 Bonds would only be issued if there was a danger of the employer of the unit
 disappearing, being overthrown etc. The merc need an escape route, the bonds
 provide it. I suggest reading 'Dogs of War' as this provides a lot of depth
 into the the workings of the merc during the 1960 in africa. They used the Red
 Cross as their bond, to get out of the country.
         If a government was to not let the mercs use their bond to get off the
 planet they may even cause the Imperial or Megacorpartion forces to intervene.
 (Nasty)

 Now lets consider this, a group of crook wish to rob somewhere, They can hire
 mercs as advisors, low cost, good tatics. To the mercs just another 2 bit job.
 Now may the crooks wish to hire someone to do the crime, what do you think
 player characters are for. They have never asked for a bond when I landed then
 with some jobs (but they wished they had when the job had finished)

 So to sum up: Bonds would only be issued in a major war zone to ensure the
 saftey of the merc off planet.
               A fighting merc force would be hired for a strike, defense
 mission only when a major fighting force is expected. Robbing a bank is not a
 strike mission.

 The above applies to my adventures:
 The big note is that in the future merc unit are companies with a job to do and
 it they start robbing banks they may loss costomers

 --

 +------------------------------------+----------------------------------------+
 | David M. Johnson                   | Janet : D.M.Johnson@uk.ac.newcastle    |
 +------------------------------------+ ARPA  : D.M.Johnson@newcastle.ac.uk    |
                                      | UUCP  : ...ukc!newcastle!D.M.Johnson   |
                                      +----------------------------------------+





-------- TML Message #1392 --------

Archive-Message-Number: 1392
Date: Thursday 5th July 1990 14:25:07 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Bertil's Deckplans

I just bumped into a copy of Bertil's deckplans on Sunbane.  Out of
curiosity, I decided to download them and see what they looked like.
 
I was impressed.  You must have put in a lot of work on them, Bertil.
If you have any more, I'd be pleased to see them.
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:
 
"If it moves... shoot it.  If it doesn't move...
 shoot it anyway, just to be on the safe side."

-------- TML Message #1393 --------

Archive-Message-Number: 1393
Date: Thu, 5 Jul 90 10:38 EDT
From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu>
Subject: Re: Publishing a ..zine

>Date: Wed, 4 Jul 90 00:22:46 PDT
>From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu
>Subject: (1389) Publishing a 'zine

>       Despite some recent suggestions that it would be difficult, I think it
>can be done.  I've got a lot of editorial, layout, and general publications
>management experience, and like the idea, [If i can find some time 8-) ].

>       The big problem is cost...something this size would run several dollars
>per copy, and selling the first batch would be hard.  If we can get marketing
>around the country going, however... [Attention! harrass your local game store
>into buying 8-) ]

Well that is a little more than I thought about.  I was thinking more like an
electronic version.  We couldn't transport graphics very well (since deciding
of a format is like next to impossible) and this kills maps and other artwork.
But we could have a quarterly or monthly electronic go out that contained some
news from our campaigns in a more local sense.  Joe Starshooter was arrested
trying to steal naval ordinance from such and such depot.  This kind of new
would never make the JTAS New Digest, but would go far with us for use in our
smaller scale campaigns.

We could also have a beastiry section, an NPC section, and a small adventure.
We would also need one large frame artical per E-zine.  Something like world
building, hints on building ships, etc.  This later part would be the hardest
to get and the least use to most, but it seemd to be the major theme of JTAS.

Rob

-------- TML Message #1394 --------

Archive-Message-Number: 1394
Date: Tue, 3 Jul 90 10:41:13 mdt
From: Bayliss McLeod <mcleod@hpdmlfn.boi.hp.COM>
Subject: The Revised Revised Minor Races List


>-------- TML Message #1347 --------

>Archive-Message-Number: 1347
>Date: Thursday 21st June 1990 10:15:31 BST
>From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
>Subject: The Revised Minor Races List

 
>Here is the revised Minor Races List.  I managed to unearth about 30 new

...and here are even more revisions.

>races that weren't on the Miller list.
                           ^^^^^^
If here you mean Marc Miller, then you should know
that this list actually started its existence as the
"Fugate" list -- Miller had nothing to do with it.

>If anyone can supply additions or corrections I would be pleased to hear
>from you.

Here goes:

>Bolth                /Zachrisson/Fulani [possibly]                vr

not official (Paranoia Press)

>Chirpers             [various]                                    am5,adv2

Chirpers have also appeared in several of the
Travellers' Digests, most notably number 11.

>Dolphins             Terra/Sol/Solomani Rim(1827)                 td13,boj2

The dolphins in td13 and boj2 are not the same race.
The td13 dolphins are now the official ones.  (The
differences are very slight.)

>Eslyat               Elliador/Trelyn/Vanguard Reaches(3110)       vr

not official (Paranoia Press)

>Geonee (H)           //Massilia                                   mtie,mta1

The Geonee have also appeared in td11.

>Iasat                Zurr                                         tea,wbh

Now this is an interesting one.  The actual name of
this race, as far as I know, is the Lasat.  DGP uses
a typeface without serifs, though, so it is easy to
misread a small "l" as a capital "I", I guess.
Also, sad to say, the lasat should not be on this
list anyway.  They are only an intelligent creature,
not a race with sentience.  They are like the
dolphins of 20th-century Earth in this respect.

>Mal'Gnar (H)         Mal'Gnar/Mal'Gnar Radiant/Beyond(3002)       beyond
>Murians              //Vanguard Reaches [Altarean Confederation]  vr

not official (Paranoia Press)

>Prt'                 Prt'//Spica                                  ch26

There was a guy who wanted to play one of these in
Joe's campaign, and Joe wouldn't let him -- he and
Gary say these are "just housecats", and evidently
Marc Miller agrees with them.  They said this is a
variant rule that should not be in "real"
MegaTraveller.

>Sabmiqys             Sabmiqys//Antares(2117)                      ch28

Reading the Challenge article carefully (and not
that I am -- this is all from memory), I have this
annoying feeling that the code (E) for extinct
should appear somehow on this entry, even though I
know that wouldn't be exactly right -- this one
slips into the cracks very well.  These guys also
appeared in 101 Robots and were mentioned in passing
in Book 8: Robots.

>Sred*Ni              I'Sred*Ni Nest/I'Sred*Ni Heptad/Beyond(1923) beyond

not official (Paranoia Press)

>Virushi              Virshash/Urlaqqash/Reavers Deep(2724)        jtas12

I vaguely remember some Library Data in a
Travellers' Digest.  Maybe number 15, but I don't
really recall -- somebody else can look it up for
me.  There is also a drawing of a Virushi in World
Builders' Handbook, with a caption about a mishap in
language translation.

>~~~~~~~~~~
 
>Index to references:
>  beyond   Beyond (Paranoia Press)
>  vr       Vanguard Reaches (Paranoia Press)

Books by Paranoia Press are *not* official according to GDW and DGP.

>  td#      Travellers Digest (DGP)
>  tea      The Early Adventures (DGP)

The Early Adventures contained material from the first four issues
of Travellers Digest -- I guess DGP didn't print very many of the
early magazines, and got lots of requests for them.  You might
want to make the list consistent in referring to both of these
where appropriate (although maybe you already have -- not
everything in the first four issues was reprinted, because some
had appeared elsewhere, such as in Book 8: Robots).
This would affect the following entries from above:

>Cafadans (H)         Cafad/Sashrakusha/Corridor(3135)             td3
>Gl'lu                Kubishush/Inar/Deneb(0917)                   td1
>Iasat                Zurr                                         tea,wbh
>Irdu                 Ishirdu/Two Worlds/Corridor(0338)            td3

>  tsg      The Space Gamer (series)

For point of future reference, you all might want to know that
the only articles in this series that GDW and DGP consider
official are those written by the Keith brothers.

>............................................................................
>: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
>: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
>: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
>:............................:.............................................:

Hope this is useful,

Bayliss
mcleod@hpdmlfn.boi.hp.com

-------- End of TML Messages --------


-------- TML Message #1395 --------

Archive-Message-Number: 1395
Date: Thu, 5 Jul 90 14:14:27 BST
From: Lesley Grant <lgrant@maths.tcd.ie>
Subject: Advanced Advanced Character Generation (Scouts)

[For those die-hards here is a sample of courses used for training
on Lode scout base (sysgen: 10003,10001,10001).]

Cadets must complete as a minimum all of the courses on one of their
core groups and at least three courses from each of their other core
groups. Electives and additional courses may be taken subject to
availability.

School          Core Groups
Ship            0500, 1600, 4600, 5100, 5200
Intelligence    0100, 2000, 2900, 6000, 9300, 9600
Technology      0400, 0500, 3600, 4200, 4400, 9800
Specialist      1600, 4000, 5400, 6900, 8800, 9800
Field           0500, 2000, 5000, 7000, 7200, 9500
Contact         2000, 4900, 5000, 6000, 8900, 9600

There are three terms. Each is 13 weeks comprising of five weeks lecture,
one week break, five weeks lecture and two weeks inter-term break. Libraries
will be open during off weeks. Transport to Bondi will be arranged for
inter-term breaks and to Thetgung during breaks.

Library courses are available at all times and are self paced. Extra lectures
may be arranged between pupils and administrators.

[Students are limited to the number of courses they can tolerate by their
EDUcation. Basically you are only comfrortable taking EDU*2 hours per
week. If more courses are taken the student must make a determination
roll in that subject to pass.  For the first EDU hours after the base
a routine Determination roll must be made for each extra two hours. For
the second EDU hours a difficult roll must be made, et cetera.
	E.g. Eithne has an A education and is a sucker for punishment.
She wishes to study 40 hours a week. The first 20 hours of course choices
are automatic. For the next ten hours she must roll 5 Routine Determination
rolls. For the last ten she must roll 5 Difficult rolls.
	Student with a 5+ EDU can spread their maximum over two terms. 
I.e. with a 7 EDU you can do 14 hours per week. Say there were a lot 
of courses in first term you wanted to do. You could then do 20 hours 
per week in first term and 8 per week in second term and get away with it. 
Similarly those with A+ EDU can spread their load over
three terms.
	For each group completed the student gets skill rank one in
that skill. If it is a cascade skill they will receive one AT in each
of the relevant sub-skills. Partially completed groups merit one AT for
each course completed.
	If a student already has a rank in the appropriate skill they will
receive a bye for the first two courses. If they complete the group they
will only receive four ATs. There is no point in them doing the courses
they have a bye for. They already know what they are trying to teach.]

Number| Title                       | Prev | Type    | Hours | Term
0100    DISGUISE GROUP                Lady Iikirmi
0101  | Disguise I                  |      | Lecture |   4   | 1
0105  | Body Language Masking       | 0112 | Library |   2   | 
0112  | Disguise II                 | 0101 | Library |   2   | 
0113  | Imperial/Terran Conventions | 0121 | Library |   1   | 
0116  | When Things Go Wrong        | 0121 | Library |   2   | 
0119  | Large Object Disguse        | 0121 | Library |   1   | 

0300    GRAVATICS GROUP               Kauffman
0301  | Gravatics I                 |      | Lecture |   4   | 1
0303  | Gravatics II                | 0301 | Hanger  |   4   | 2-3
0304  | Thrusters                   | 0303 | Library |   2   | 
0306  | Grav plates                 | 0303 | Library |   2   |
0313  | Inertial Compensators       | 0305 | Library |   2   | 
0319  | Maintenence and Repair      | 0303 | Library |   2   |

0400    SHIP CONSTRUCTION GROUP       Angelika
0401  | Construction I              |      | Lecture |   4   | 1-2
0405  | Construction II             | 0401 | Library |   2   |
0410  | Small Craft                 | 0405 | Library |   2   |
0414  | Tech Level Considerations   | 0405 | Library |   2   |
0416  | Large Craft                 | 0405 | Library |   2   |
0418  | Cost Versus Safety          | 0405 | Library |   1   |

Number| Title                       | Prev | Type    | Hours | Term
0500    NAVIGATION GROUP              Roland
0501  | Navigation I                |      | Lecture |   4   | 1-2
0503  | Navigation II               | 0501 | Library |   2   | 
0509  | Stellar Orientation         | 0503 | Hanger  |   3   | 3
0511  | Passive Scan Navigation     | 0503 | Hanger  |   3   | 3
0515  | Trojan Pnts and their Uses  | 0505 | Library |   2   | 
0516  | Get The Most Out Of A LGG   | 0503 | Hanger  |   1   | 3

1600    GUNNERY GROUP                 Roland
1601  | Gunnery I                   |      | Lecture |   4   | 1-2
1606  | Gunnery II                  | 2901 | Library |   2   | 
1607  | Spines and Screens          | 2906 | Library |   2   | 
1608  | Know Your Turret            | 2906 | Hanger  |   1   | 3
1609  | Imperial Law and Regulation | 2906 | Library |   2   | 
1611  | Coping Without a Computer   | 2908 | Library |   2   | 

2000    SURVIVAL GROUP                Shorbi
2001  | Survival I                  |      | Lecture |   4   | 1-2
2003  | Artic Environment           | 2017 | Library |   2   | 
2017  | Survival II                 | 2001 | Library |   2   | 
2018  | Toxisity & Edibility        | 2017 | Library |   3   | 
2019  | Arid Environment            | 2017 | Library |   2   | 
2020  | Know Your Atmosphere        | 2017 | Library |   2   | 

2900    VICE GROUP                    Lady Iikirmi
2901  | Vice I                      |      | Lecture |   4   | 2
2905  | Imperial Law and Regulation | 2912 | Library |   4   | 
2912  | Vice II                     | 2901 | Library |   2   | 
2913  | Persuading and Rerouting    | 2905 | Library |   2   | 
2916  | Games of "Chance"           | 2905 | Library |   2   | 
2919  | Entry and Acquisition       | 2905 | Library |   3   | 

3600    ELECTRONICS GROUP             Kauffman
3601  | Electronics I               |      | Lecture |   4   | 1
3603  | Electronics II              | 3601 | Library |   2   | 
3604  | Tools of the Trade          | 3603 | Hanger  |   2   | 2-3
3605  | Pre-microbattery Electronics| 3603 | Library |   1   | 
3608  | Troubleshooting             | 3603 | Hanger  |   3   | 
3616  | Scout Systems Electronics   | 3603 | Hanger  |   2   | 

4000    ADVANCED STUDIES GROUP
4002  | Scout Service History       |      | Library |   2   | 
4003  | Basic Science               |      | Library |   2   | 
4008  | Administration              |      | Library |   2   | 
4009  | General Studies             |      | Library |   2   | 
4014  | How To Win Friends          |      | Library |   2   | 
4018  | How To Study                |      | Library |   2   | 

4200    COMPUTER GROUP                Angelika
4201  | Computer I                  |      | Lecture |   4   | 1-2
4206  | Computer II                 | 4201 | Library |   2   | 
4207  | Program Construction        | 4206 | Library |   2   | 
4209  | The Human Interface         | 4206 | Library |   2   | 
4210  | 101 Algorithyms             | 4206 | Library |   2   | 
4219  | Scout Computer Conventions  | 4206 | Library |   4   | 

Number| Title                       | Prev | Type    | Hours | Term
4400    TECHNICAL GROUP               Kauffman
4201  | Technical I                 |      | Lecture |   4   | 1-2
4206  | Technical II                | 4201 | Library |   2   | 
4207  | Sensor Systems              | 4206 | Hanger  |   3   | 
4209  | Electromagnetic Communcation| 4206 | Library |   2   | 
4210  | Technical Support           | 4206 | Library |   2   | 
4219  | Shipboard Technology        | 4206 | Hanger  |   4   | 

4600    SPACE ORIENTATION GROUP       Ugikgigunki
4601  | Space I                     |      | Lecture |   4   | 1-2
4606  | Basic Navigation            | 4601 | Library |   2   | 
4607  | Basic Sensors               | 4601 | Library |   2   | 
4609  | Subsidiary Craft            | 4601 | Hanger  |   2   | 
4610  | Basic Engineering           | 4601 | Library |   2   | 
4619  | Vacc Suit Use               | 4601 | Hanger  |   4   | 

4900    LIASON GROUP                  Gakhiuaa
4901  | Liason I                    |      | Lecture |   4   | 1
4904  | Advanced Social Interaction | 4905 | Lecture |   4   | 3
4905  | Social Interaction          | 4906 | Lecture |   2   | 2-3
4906  | Imperial law & diplomacy    | 4906 | Library |   1   | 
4906  | Liason II                   | 4901 | Library |   2   | 
4919  | Cross Cutural Body Language | 4906 | Library |   2   | 

5000    SURVEY GROUP                  Roland
5001  | Survey I                    |      | Lecture |   4   | 1
5002  | Sociology for surveyors     | 5015 | Library |   2   | 
5006  | Geology for surveyors       | 5015 | Library |   2   | 
5012  | Advanced Cartography        | 5015 | Library |   2   | 
5015  | Survey II                   | 5001 | Library |   2   |
5018  | Pit tactics                 | 5015 | Hanger  |   4   | 

5100    ENGINEERING GROUP             Skkoti
5101  | Engineering I               |      | Lecture |   4   | 1-2
5102  | Get To Know Fusion Drives   | 5108 | Library |   2   | 
5108  | Engineering II              | 5101 | Library |   2   | 
5111  | Basic Gravatics             | 5108 | Library |   2   | 
5115  | Scout Ship Systems          | 5108 | Hanger  |   3   | 3
5117  | Creative Repair             | 5108 | Hanger  |   1   | 3

5200    PILOT GROUP                   Roland
5201  | Pilot I                     |      | Lecture |   4   | 1
5205  | Advanced Maneuvering        | 5208 | Hanger  |   2   | 2-3
5208  | Pilot II                    | 5201 | Library |   2   | 
5215  | Imperial Law & Regulation   | 5208 | Library |   2   | 
5216  | Visial Range Piloting       | 5208 | Hanger  |   4   | 3
5218  | Large Mass Objects          | 5208 | Hanger  |   2   | 3

5400    MEDICAL GROUP                 Skkoti
5401  | Medical I                   |      | Lecture |   4   | 1-2
5404  | Medical II                  | 5401 | Library |   2   | 
5408  | Aboriginal Biology          | 5404 | Library |   2   | 
5414  | Jump From A Medical Viewpnt | 5404 | Library |   2   | 
5415  | Advanced Emergency Proc     | 5404 | Library |   2   | 
5417  | Biohazards and Decontam     | 5404 | Library |   1   | 

6000    FIREARM GROUP                 Shorbi
6001  | Firearms I                  |      | Gym     |   4   | 1-2
6005  | Imperial Law and Regulation | 6012 | Library |   4   | 
6012  | Firearms II                 | 6001 | Library |   2   | 
6013  | Shoulder Arms               | 6005 | Gym     |   2   | 3
6016  | Gauss Weapons               | 6005 | Gym     |   2   | 3
6019  | Hand Arms                   | 6005 | Gym     |   2   | 3

Number| Title                       | Prev | Type    | Hours | Term
6900    SENSOR GROUP                  Gakhiuaa
6901  | Sensors I                   |      | Lecture |   4   | 1-2
6902  | Noise: Overcoming & Using   | 6904 | Library |   2   | 
6904  | Sensors II                  | 6901 | Library |   2   | 
6909  | Using System Scan           | 6904 | Library |   1   | 
6915  | Creative Passive Scanning   | 6904 | Library |   2   | 
6919  | Marginal Scan Interpretation| 6902 | Library |   2   | 

7000    RECON GROUP                   Ugikgigunki
7001  | Recon I                     |      | Lecture |   4   | 1
7003  | Recon II                    | 7001 | Library |   2   | 
7009  | Patterns of Civilian Mvmnt  | 7003 | Library |   2   | 
7011  | Patterns of Military Mvmnt  | 7003 | Library |   2   | 
7015  | History of Reconnisence     | 7003 | Library |   1   | 
7016  | Advanced Tracking           | 7003 | Gym     |   4   | 3

7200    VEHICLE GROUP                 Shorbi
7201  | Vehicle I                   |      | Lecture |   4   | 1-2
7203  | Vehicle II                  | 7201 | Library |   2   | 
7211  | Trasea Grav-Bike            | 7203 | Hanger  |   4   | 3
7214  | Hurricane Air/Raft          | 7203 | Hanger  |   2   | 2-3
7215  | Kankurur G-Carrier          | 7203 | Hanger  |   2   | 3
7220  | Caseline G-Tube             | 7203 | Hanger  |   2   | 3

8800    ROBOTICS GROUP                Skkoti
8801  | Robotics I                  |      | Lecture |   4   | 1-2
8804  | Social Aspects of Robots    | 8814 | Library |   2   | 
8807  | The Question of Sentience   | 8816 | Library |   1   | 
8813  | Advanced Programming        | 8814 | Library |   2   | 
8814  | Robotics II                 | 8801 | Library |   2   | 
8819  | General Maintenence         | 8814 | Library |   2   | 

8900    LANGUAGE GROUP                Gakhiuaa
8901  | Linguistics I               |      | Lecture |   4   | 1
8906  | Advanced Merchant           | 8916 | Library |   2   | 
8915  | Language Derivation         | 8916 | Library |   2   | 
8916  | Linguistics II              | 8901 | Library |   2   | 
8917  | Advanced Naval              | 8916 | Library |   2   | 
8919  | Language Construction       | 8916 | Library |   3   | 

9300    DECK COMBAT GROUP             Gakhiuaa
9301  | Combat I                    |      | Lecture |   4   | 1-2
9308  | How To Use Your Weight      | 9313 | Gym     |   2   | 2-3
9310  | Unarmed Combat              | 9313 | Gym     |   2   | 3
9312  | Basic Blade Combat          | 9313 | Gym     |   2   | 3
9313  | Combat II                   | 9301 | Library |   2   | 
9314  | Stamina Training            | 9313 | Gym     |   4   | 2-3

9500    GRAV BELT GROUP               Shorbi
9501  | Grav Belt I                 |      | Lecture |   4   | 1-2
9503  | Grav Belt II                | 9501 | Hanger  |   2   | 2-3
9505  | Advanced Repair & Maint     | 9505 | Hanger  |   2   | 3
9509  | Advanced Maneuvering        | 9503 | Hanger  |   2   | 3
9511  | Repair and Maintenence      | 9503 | Library |   2   | 
9518  | Laws and Regulations        | 9503 | Library |   1   | 

Number| Title                       | Prev | Type    | Hours | Term
9600    URBAN STUDIES GROUP           Ugikgigunki
9601  | Urban I                     |      | Lecture |   4   | 1-2
9603  | Urban Motivations           | 9617 | Library |   2   | 
9615  | Patterns of Vice            | 9617 | Library |   2   | 
9616  | Constructional Slang        | 9617 | Library |   3   | 
9617  | Urban II                    | 9601 | Library |   2   | 
9618  | Geopolitical Aspects        | 9603 | Library |   2   | 

9800    MECHANICAL GROUP              Skkoti
9801  | Mechanical I                |      | Lecture |   4   | 1-2
9803  | Generic Maintenence         | 9804 | Library |   2   | 
9804  | Mechanical II               | 9801 | Library |   2   | 
9805  | Low-Tech Construction       | 9806 | Library |   1   | 
9806  | Inspirational Mechanics     | 9804 | Library |   2   | 
9813  | Scout Ship Systems          | 9804 | Hanger  |   2   | 2-3



-------- TML Message #1396 --------

Archive-Message-Number: 1396
Date:         Fri, 06 Jul 90 11:05:49 GMT
From: Arthur Green <AJGREEN%IRLEARN.BITNET@cunyvm.cuny.edu>

On the subject of Virushi ... They appeared in a JTAS (somewhere around
issue 13 I think). Think of a rhino with a bald gorilla's torso and head
attached to its shoulders. The whole thing weighs about 4 tonnes but is
totally peaceful (this was because no other creature in its environment
was able to damage it). They might be interesting to play - very difficult
to injure, disarming opponents with a little lecture on the benefits of
being nice to people. If anyone wants a copy of the article, let me know
and I can email it to them (that doesn't break GDW copyright does it?).

Mercenaries ... I'm in the process of doing some costings for a typical
TL10 merc company (salaries, equipment maintenance etc) and comparing it
to costs of indigenous troops. I should have it done by Monday. Would a
group of mercs do a bank job anyway? It seems a long way to travel (from
off-world) to spend 20 minutes sticking up a bank. Look at it this way: a
merc private gets about Cr300 a month - that's about Cr .25 for a half-hour
bank raid. And then you've all the hassle of moving the troops offworld ...

 - Arthur Green
 - University College Dublin Computing Services -- AJGREEN@IRLEARN.BITNET --
                                                   AJGREEN@IRLEARN.UCD.IE
"You want a jump-4 to WHERE??"

-------- TML Message #1397 --------

Archive-Message-Number: 1397
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1394) The Revised Revised Minor Races List
Date: Fri, 6 Jul 90 6:15:39 EST


 In Archive-Message-Number 1394, Bayliss McLeod writes:
 >
 >>Index to references:
 >>  beyond   Beyond (Paranoia Press)
 >>  vr       Vanguard Reaches (Paranoia Press)
 >
 >Books by Paranoia Press are *not* official according to GDW and DGP.

     Really?  I have the books put out by Paranoia Press (after all,
they were printed in my own home state), and they all say (*very*
prominently) that they were approved for use with Traveller by GDW.
As a matter of fact, Marc Miller's name is listed in each under the
heading "Friends and Advisers."  In one case that I can find (_SORAG_),
he's listed as a playtester.

     So "approved" means "okay to use, if you want, but wash your hands
afterward, and don't expect us to support any of it where you might see
us doing it?"  ;-)


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1398 --------

Archive-Message-Number: 1398
Date:     Fri, 6 Jul 90 14:48:37 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 3

Here are a few more that I did the other day when home from work for the
holiday.  Wasn't much else to do...

                           Rob Dean

Any comments?

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

Manta_STOL_Medium_Attack_Aircraft_TL_8
 
     The Manta is a typical medium attack aircraft, built from standard data 
packages on scores of low-tech worlds throughout the Imperium.
 
  CraftID: Manta STOL Medium Attack Aircraft, TL8, Cr785,830
     Hull: 48/120, Disp=53.3, Loaded=16t, Unloaded=12t, 
           Airframe=Fast Subsonic, Armor=none
    Power: 0.18 MW drawn from engines, Endurance=5.2hrs
     Loco: 4/10, Light Turbojet*2, Thrust=12t, Max 
           Speed=800/684, Cruise=600/513, Range=3120/2668, Agility=3/2
     Comm: Radio=Regional(500km)
  Sensors: Radar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Fuselage hardpoint, 4*outboard hardpoints, 1 20mm autocannon
           with 800 rds
      Def: -
  Control: Powered
    Accom: Crew=1, Complex cockpit with ejection seat*1, Env=basic env, 
           basic ls
    Other: Fuel=7338liters

Hoplite Grav Tank TL15

     The Hoplite emphasizes protection and small size in favor of endurance.  
The main armament is unusual--2 fusion-Z guns are carried coaxially in the 
turret, for an increase in the total rate of fire.  The pulse lasers are 
mounted in sponsons on either side of the hull, and are intended for short 
range antipersonnel use.
 
  CraftID: Hoplite Grav Tank, TL15, MCr21.3
     Hull: 4/10, Disp=6, Config=2SL+turret, Armor=75G, Loaded=449.8t
    Power: 1/2, Fusion=252MW, Dur=43hrs
     Loco: 2/4, StdGrav=900t, Max Speed=1000, Cruise=750, NOE=190
     Comm: Radio=System, LaserComm=Continental, MaserComm=Regional(500)
  Sensors: EMM, EMS Active(Planetary), EMS Passive(Substellar),
           Low Pen Densitometer(250m), Neutrino Sensor(10kw),
           ActObjScan=Difficult, ActObjPin=Difficult, PassObjScan=Routine,
           PassObjPin=Routine, PassEnScan=Routine, PassEnPin=Routine
      Off: Hardpoints=1
 
                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
       2*Fusion Z Gun  79/5    30   VDist(30) 3     45     H     80
   2*10MW Pulse Laser  33/3    12   VDist(50) 3      -     H     80
 
      Def: Point Defense Targeting for Fusion Guns
  Control: Comp3*2, HeadsUpHoloDisplay*2                              
    Accom: Seats=Adequate*2 (Commander, Driver), Env=Basic env, basic ls,
           extended ls, grav plates, inert comp
    Other: Fuel=5.47kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

SIE_800_ton_Escort_TL_15
 
     The SIE 800 ton escort class was produced by ConTech of Glisten in 
response to an SIE requirement for protection of larger unarmed merchant 
vessels.  The normal crew of 15 can be augmented by double occupancy use of 
staterooms, if an emergency warrants it.  
 
  CraftID: SIE 800 ton Escort, TL15, MCr714
     Hull: 720/1800, Disp=800, Config=1AF, Armor=55G, Unloaded=11680t,
           Loaded=12387t
    Power: 40/80, Fusion=10800MW, Dur=30/90
     Loco: 29/58, Jump 3, 101/202, Maneuver=5, NOE=190kph, Cruise=2592kph,
           Max=3456kph, Agility=3
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Far Orbit), EMS Jammer(Far Orbit), EMS 
           Passive(Interstellar), High Pen Densitometer(1km), Neutrino 
           Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine, 
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=8
 
           BeamLaser=xx4      Missile=x03    FusionGun=x05
           Batteries   2                3                1 
           Bearing     2                3                1
 
      Def: DefDm+10
 
           Sandcaster=xx4
           Batteries    2 
           Bearing      2 
 
  Control: Computer Mod9*3, HeadsUpHoloDisp*3, HoloLink*114
    Accom: Crew=15 (2 Command, 2 bridge, 1 engineer, 2 gunnery, 7 troops,
           1 medical), Staterooms=15, Env=Basic env, basic ls, extended ls,
           Grav plates, inertial comp
    Other: Fuel=6100kl (452t), Cargo=280kl, Fuel Purifier (24hrs), Fuel
           Scoops, ObjSize=Large, EmLevel=Faint

Yak_All_Terrain_Vehicle_TL10

     The Yak is designed as a basic ATV to fit the commonly available 
starship 4 ton vehicle bay.  A fairly substantial sensor suite is provided, 
since this vehicle is aimed more at the scientific or military market than 
at the casual buyer.
 
  CraftID: Yak ATV, TL10, Cr1,860,000
     Hull: 4/9, Disp=4, Conf=4USL, Armor=10E, Loaded=37.2t, 
           Unloaded=28.5t
    Power: 1/2, Fusion=8MW, Dur=30/90
     Loco: 1/2, tracks, P/W=215, Road=309kph, Offroad=185kph
     Comm: Radio=Planetary(50000km), LaserComm=Regional(500km)
  Sensors: EMS Active=Regional(500km), EMS Passive=Continental(5000km),
           2*Headlights, Passive Audio, Magnetic sensor, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
        HMG      1000   6/3     3  VDist(1.5) 3     -       H    80
 
      Def: -
  Control: Comp0, DynLink*36
    Accom: Seats=Roomy*4, Env=basic env, basic ls, ext ls, airlock
    Other: Fuel=8.64kl, Cargo=8.0kl, 2*Heavy Robotic Arms, ObjSize=Small,
           EmLevel=Moderate

Whippet Ground Car TL10

     The Whippet is an inexpensive basic transportation design, suitable for 
use in urban areas and on improved roads.  The use of a fuel cell allows 
sufficient fuel to be carried for extended operations between refills--low 
maintenance being one of the selling points of the design.
 
  CraftID: Whippet Ground Car, TL10, Cr2799
     Hull: 1/2, Disp=1, Conf=4USL, Armor=1E, Loaded=1.3t, 
           Unloaded=0.5t
    Power: 1/2, Fuel Cell=0.05MW, Dur=30/90
     Loco: 1/2, 4 wheels, P/W=38, Road=157kph, Offroad=47kph
     Comm: Radio=Distant(5km)
  Sensors: 2*Headlights
      Off: Hardpoints=1
      Def: -
  Control: Elec*1
    Accom: Seats=Adequate*4, Env=basic env
    Other: Fuel=0.216kl, Cargo=0.8kl, ObjSize=Small, EmLevel=Moderate

Husky Ground Car

     The Husky is an enlarged version of the Whippet, suitable for use in 
civilized areas.  As with the Whippet, the fuel cell system allows for up to 
30 days of operation between refills.
 
  CraftID: Husky Ground Car, TL10, Cr4436
     Hull: 3/7, Disp=3, Conf=4USL, Armor=1E, Loaded=4.2t, 
           Unloaded=1.1t
    Power: 1/2, Fuel Cell=0.09MW, Dur=30/90
     Loco: 1/2, 4 wheels, P/W=21, Road=130kph, Offroad=26kph
     Comm: Radio=Distant(5km)
  Sensors: 2*Headlights
      Off: Hardpoints=1
      Def: -
  Control: Elec*1
    Accom: Seats=Roomy*9, Env=basic env
    Other: Fuel=0.288kl, Cargo=3.1kl, ObjSize=Small, EmLevel=Moderate

Pioneer Grav Carrier TL10

     The Pioneer is intended as a general purpose large grav vehicle suitable 
for extended wilderness use by military or scientific parties.  The powerful 
Model 1 computer and extensive sensor suite would seldom be required by 
casual users.  The vehicle is designed to fit the standard starship 10 ton 
vehicle bay.
 
  CraftID: Pioneer Grav Carrier, TL10, MCr3.23
     Hull: 9/23, Disp=10, Conf=4SL, Armor=12E, Loaded=73.5t,
           Unloaded=55.3t
    Power: 1/2, Fusion=24MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=100t, TopSpeed=420kph, Cruise=315kph, 
           NOE=105kph, MaxAccel=.36G
     Comm: Radio=Planetary(50000km), LaserComm=Regional(500km)
  Sensors: EMS Active(VDist), EMS Passive(VDist), Pass Audio Sensor,
           Magnetic Sensor, Environmental Sensor, LowPen Densitometer(surf), 
           ActObjScan=Diff, ActObjPin=Diff, PassObjScan=Form,
           PassObjPin=Imp, PassEnScan=Form 
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
 2MW Pulse Laser   -   12/2     5   Dist(5)   3     -       H    80
 
      Def: -
  Control: Comp1*2, DynLink*24
    Accom: Seats=Roomy*6, SmallStaterooms*2, Env=basic env, basic ls, 
           extended ls, grav plates, inert comp, airlock
    Other: Fuel=17.28kl, Cargo=17kl, ObjSize=Small, EmLevel=Moderate  

-------- TML Message #1399 --------

Archive-Message-Number: 1399
Date: Monday 9th July 1990 14:52:58 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Paranoia Press

Who says the Paranioa Press books are not official???
 
They certainly said "approved" on the covers, and one of them began with
a personal message of praise written by Marc Miller.  I've never heard
any suggestion that he retracted this statement.
 
The fact that SORAG gains a passing mention in the Rebellion Sourcebook
also seems to imply that the books still have the favour of GDW.
 
Isn't it interesting how DGP seems to have avoided this area like the
proverbial plague?
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1400 --------

Archive-Message-Number: 1400
Date: Mon, 09 Jul 90 11:31:12 CDT
From: My Alter Ego <UC482529@umcvmb.missouri.edu>
Subject: Subscription Request

Please add me to the distribution for the Traveller mailing list.  Thanks.

- -Anthony Garcia
uc482529@umcvmb.missouri.edu

-------- TML Message #1401 --------

Archive-Message-Number: 1401
Date: Tue, 10 Jul 90 00:30:50 PDT
From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu
Subject: "Official" is an interesting word...

Alan Hurscroft just commented on the 'officialness' of various Traveller
supplements produced by non-GDW groups.  While tecnically accurate, in that 
a number of supplements from non-GDW companies were 'approved' it doesn't 
answer a deeper problem; a number of Traveller items, including some of GDW's
are no longer consistent.  The older military starship designs are no longer
supported; some are obsolete due to game changes, but the origional Fighting
Ships was not kept up through the megatraveller transition.  THere are several
other examples among the wide range of Traveller products.

The problem is not that Traveller is changing; it is that there has been a
change and it is not clear what was and what wasn't kept over.  Correspondence
with GDW asking what their official policy on this is would be helpful; an
article in Challenge magazine might be better, to get the message of the
official policy out to more people.

                                            -george william herbert
                                              gwh@ocf.berkeley.edu
				 The OCF Gang: Making Tomorrows mistakes Today!

-------- TML Message #1402 --------

Archive-Message-Number: 1402
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Multiplied population?
Date: Tue, 10 Jul 90 3:38:34 EST


     Okay, friends and neighbors, it's dumb question time...

     I recently decided to play around with random numbers in C (on my
Amiga), so I decided to write a planet generator for Traveller (just
like everyone else--come on, admit it).  I got a simple program working
without too much trouble (right now, I'm having some trouble with
generating planet names randomly, but that's no big deal), and a
question occurred to me in the course of writing it.  Namely, just
what's the population multiplier good for?  There are rules in the
Referee's Manual on how to generate it, but I couldn't find anything
in the text on what made it useful.

     Could someone enlighten me on this one?


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1403 --------

Archive-Message-Number: 1403
Date: Tue, 10 Jul 90 11:15 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Paranoia Press is NOT official


Sorry, gang, but times and tastes change, and this area is one of them.
When Traveller was getting started, Marc Miller and the GDW gang were
desperate for third-party support; such support implies the "legitimacy"
and acceptance of a game as an industry standard. In the late 1970s, this
was not yet the case for Traveller, and the thought of someone actually
caring enough to write supplements for the game was enough to encourage
instant favorable response from GDW. Since then, as Traveller has become
established and its quality has gone up (with the exception of the stuff
GDW is doing, interestingly...I wonder if DGP can take the right to do
Traveller away from the people who created it? |-> ), the older, less
coherent and integrated materials have been officially removed from the
list of "legit" Traveller history. The word SORAG and its definition,
and the names of the two sectors they designed, are the ONLY items that
were retained by GDW, and only because the GDW Universe map had them
printed on it in the latter case. Judges' Guild released a slew of Traveller
materials, all promiently marked "Officially approved" and all non-legit.
They designed star maps for four sectors, two of which were out when the
Universe map was published; those two names were also saved, but the latter
two were not. 

On a personal note, I find it a very good thing that the Paranoia Press
stuff was yanked...the overall level of technological advancement in the
area, as PP represented it, was more than enough to make mincemeat out
of the Imperium AND the Zhodani. There were two ringworlds and a Dyson
sphere, as I recall, a bunch of really pointless aliens, and such tech
goodies as portable tesseracts (or was that an article in one of the
magazines?) and intelligent, sentient computers. Pfui!

metlay

-------- TML Message #1404 --------

Archive-Message-Number: 1404
Date: Tue, 10 Jul 90 09:49:53 mdt
From: Bayliss McLeod <mcleod@hpdmlfn.boi.hp.COM>
Subject: Paranoia Strikes Deep


>From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
>Subject: (1399) Paranoia Press

>Who says the Paranioa Press books are not official???

Well, I'm no expert, but I know some of the DGP
folks, and have been in on some of their playtests,
so I was able to ask them this specifically.
 
>They certainly said "approved" on the covers, and one of them began with
>a personal message of praise written by Marc Miller.  I've never heard
>any suggestion that he retracted this statement.
 
>The fact that SORAG gains a passing mention in the Rebellion Sourcebook
>also seems to imply that the books still have the favour of GDW.

The way I understand it, the Paranoia Press stuff
was very "early" Traveller, and was written before
anyone (including Marc Miller) really knew what the
Imperium was like.  Later, when they all decided
what to do, they decided to change some stuff.  What
Joe Fugate told me was (and I quote):  "In a
conversation with Marc Miller, I asked specifically,
'Is the Paranoia Press stuff still valid?'  And Marc
said, 'No.'"  He also said something like (and this
is not a quote):  "The Paranoia Press stuff was
official at one time, but it is now considered
'obsolete'".  Evidently, the stuff that is still
mentioned (like SORAG) is official, but you can't
take the whole book as official (at least that's how
I understand it IMHO).
 
>Isn't it interesting how DGP seems to have avoided this area like the
>proverbial plague?
 
Yeah, now that you mention it, that is rather
suspicious.  Maybe they will do something in their
alien book that has the Aslan in it.  I'll ask them
when I playtest the final adventure.

>............................................................................
>: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
>: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
>: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
>:............................:.............................................:


Hope this is useful,

Bayliss
mcleod@hpdmlfn.boi.hp.com

-------- TML Message #1405 --------

Archive-Message-Number: 1405
Date: Wed, 11 Jul 90 11:32 EDT
From: Rob Miracle <RWMIRA01%ulkyvx.bitnet@pucc.princeton.edu>
Subject: Re: Population Multiplier

>Date: Tue, 10 Jul 90 3:38:34 EST
>From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
>Subject: (1402) Multiplied population?
>
>
>     Okay, friends and neighbors, it's dumb question time...
>
>     I recently decided to play around with random numbers in C (on my
>Amiga), so I decided to write a planet generator for Traveller (just
>like everyone else--come on, admit it).  I got a simple program working
>without too much trouble (right now, I'm having some trouble with
>generating planet names randomly, but that's no big deal), and a
>question occurred to me in the course of writing it.  Namely, just
>what's the population multiplier good for?  There are rules in the
>Referee's Manual on how to generate it, but I couldn't find anything
>in the text on what made it useful.
>
>     Could someone enlighten me on this one?

Population = PopM * Base Population, and PopM is an integer 1 <= PopM <= 9

Thus to get your PopM:

PopM = rand() % 9 + 1;

Thus if your UWP Population code was 8  (10's of Millions) and your PopM was 6
then your population would be 60 Million.

Hope this helps

Rob

-------- TML Message #1406 --------

Archive-Message-Number: 1406
Date: Wed, 11 Jul 90 14:48:42 EDT
From: Dan Corrin <dan@engrg.uwo.ca>

 
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu> on Tue, 10 Jul 90 3:38:34 EST
> 
>      I recently decided to play around with random numbers in C (on my
> Amiga), so I decided to write a planet generator for Traveller (just
> like everyone else--come on, admit it).  I got a simple program working
> without too much trouble (right now, I'm having some trouble with
> generating planet names randomly, but that's no big deal), and a
> question occurred to me in the course of writing it.  Namely, just
> what's the population multiplier good for?  There are rules in the
> Referee's Manual on how to generate it, but I couldn't find anything
> in the text on what made it useful.
> 

The population multiplier is not used directly for any of the rules. It just
narrows down the range of values for the population digit. (e.g. a planet 
with a UPP of Xxxx7xx-x has between 10,000,000 and 99,999,999 people. If the 
population digit is given, and is say 4, you now know that there are between 
40,000,000 and 49,999,999 people). 
It is used in the World builders handbook when determining the size and 
number of cities on the planet (they also have you generate the next two
digits). Similarily with the Gas Giant, and Asteroid Belt numbers, mainly 
people only care if they are zero or non-zero

As for the generation of random planet names, use the language tables for the
various races. (I have used them in a program which names planets without a
name in a sector or subsector file, and they seem to work fine, though
a person's selection is much preferred).

					-Dan

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

-------- TML Message #1407 --------

Archive-Message-Number: 1407
Date: Thursday 12th July 1990 09:53:26 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: WARNING: Incoming Grouchy Diatribe...

 
OK, so "official" status has been taken away from Paranioa Press.
I don't mind that -- it certainly wasn't the highest quality material.
What angers me is that GDW should have said this publicly *years* ago,
rather than leading us all on to beleive that these books still had
approval.  As far as I can recall, neither GDW nor DGP has ever
published anything that actively contradicted PP.  So what were we
supposed to think?
 
Incidentally -- if PP has gone, what about all the Far Frontiers
adventures published by FASA?  Many of these were written by the
Highly-Revered-Brothers-Keith, so Miller and Fugate may well want to
retain them as official.  Unfortunately, they are closely linked with
the PP books.  Look in _Trail_of_the_Sky_Raiders_ and see how the
Trelyn Domain straddles Coos Subsector in the Vanguard Reaches and
Jungleblut Subsector in the Far Frontiers.  Has there suddenly been
a mass exodus of Trelyn citizens into the Frontiers as the Reaches
disappear in a puff of dogma?  WHAT IS GOING ON SPINWARD OF THE
IMPERIUM?
 
I agree wholeheartedly with George William Herbert when he calls for
a clear statement of official policy from GDW as to what old material
is still valid and what has been thrown away, otherwise players
everywhere will continue struggling to rationalize all the numerous
inconsistencies that keep cropping up.  What makes matters worse is
that GDW seems to have become excruciatingly bad at checking its latest
works before publication.
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1408 --------

Archive-Message-Number: 1408
From: d9bertil@dtek.chalmers.se
Subject: Re: Deckplans.
Date: Wed, 11 Jul 90 11:09:41 MET DST

I sent this to TML the 9th, and since I havn't seen it the 11th, I resend it
(And hope that it wont appear twice) 

Alan Huscroft writes:
> If you have any more, I'd be pleased to see them.

  Sorry, none that are finished. But since I'm in dire need of a set of plans
for a Chrysantemum DE before the 17 of July I'll do my best to have a those
finished by then.

  (After 3 revisions the latest version of it has Jump4, 5G and Agility3, the
some small 20t vehicle, some cargospace for missiles and, amazingly enough,
acceptable endurance!)

- -bertil-
- -- 
Newsgroup alt.vargr.duke.brzk.brzk.brzk not in .newsrc--add? [yn]
(Combined Traveller, rn, usenet & muppet injoke)

-------- TML Message #1409 --------

Archive-Message-Number: 1409
From: zonker@ihlpf.att.COM
Date: Fri, 13 Jul 90 07:08 CDT
Subject: Paranoia Press

I have been following the discussion on what is approved and what is not
with some amusement.  It seems to me that we should be arguing whether or
not the stuff is still useful, not whether it is approved/official or
not.  Each game/judge can then decide whether or not to use it.  It is my
understanding that approved never meant official anyhow, just that you
could use it if you wished.  Note that parts of Paranoia's Scouts and
Assasins and Merchants and Merchandice were both superceeded (at least in
part) by later GDW books.  This basically gave you a choice on which to
use and certainly if you were established under the earlier stuff you
would not want to change.  The fact that SORAG is mentioned in the later
GDW stuff certainly means that the SORAG manual still has some revalence. 
Also the subsectors which came out of Paranoia are probably still used.

As for GDWs reluctance to make an official statement, it seems to me
pretty natural.  After all any set of roleplaying rules can only serve as
a guide not the ultimate source of knowledge for any situation.  All rules
sets have ambiguities and errors (unfortunately too many in recent GDW
stuff, but they do seem to be working on it and at least they are aware of
the problem) and judges have to make interpretations.  An announcement
would upset a judges ability to tailor his campaign to his ideas and erode
a judges authority in general; those are the last things GDW would want.
Personally I've never set any of my campaigns inside the Imperium and I've
frequently made up new skills to cover characters upbringing or special
situations.  I even added a new character trait at one point to cover how
I was handling Psionics.  I also used major wounds to age characters not
time.  At any rate so long as the judge lets each player know how these
changes affect him he shouldn't be restricted by official pronouncements.

					Non Cuniculus Est,
					    Tom Harris


-------- End of TML Messages --------


-------- TML Message #1410 --------

Archive-Message-Number: 1410
Date: Thu, 12 Jul 90 21:58:20 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Re: (1408) Re: Deckplans

> From: d9bertil@dtek.chalmers.se on Wed, 11 Jul 90 11:09:41 MET DST
> 
> Alan Huscroft writes:
> > If you have any more, I'd be pleased to see them.
> 
>   Sorry, none that are finished. But since I'm in dire need of a set of plans
> for a Chrysantemum DE before the 17 of July I'll do my best to have a those
> finished by then.

The deckplan is impressive, it looks almost identical in style to the one
presented in the Vargr & Vilani supplement. 

What I would like to know is what package are you using to create them, and 
do you have clippable images for items such as low berths?

(BTW the plan is available via the FTP site in /pub/traveller/misc as
deckplan.VA13.Z.uu or TypeVA13.ps)

Now would also be a good time to mention the re-orginization of the
FTP site: I have gotten tired of having over 120 files in one directory, and
I have put many of the files in sub-directories, leaving only 1990 bundles, 
the table of contents and README in the main directory. The following are the
sub-directories now used:

1987 or articles.1987           1987 articles (bun01-bun07) 
1988 or articles.1988           1988 articles (bun08-bun17)
1989 or artilces.1989           1989 articles (bun18-bun72)
misc                            miscellaneous traveller (errata, plans, etc)
sectors                         Official traveller sector information
software                        Traveller Programs

> 
> Newsgroup alt.vargr.duke.brzk.brzk.brzk not in .newsrc--add? [yn]
> (Combined Traveller, rn, usenet & muppet injoke)
> 

(I don't know If I sould publicly admit to this, but the only part of the
injoke that I don't get is the Traveller one..:-(. )

				-Dan

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

-------- TML Message #1411 --------

Archive-Message-Number: 1411
Date: Fri, 13 Jul 90 10:27:20 mdt
From: Bayliss McLeod <mcleod@hpdmlfn.boi.hp.COM>


>From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
>Subject: (1407) WARNING: Incoming Grouchy Diatribe...

 
>OK, so "official" status has been taken away from Paranioa Press...
 
>Incidentally -- if PP has gone, what about all the Far Frontiers
>adventures published by FASA?  Many of these were written by the
>Highly-Revered-Brothers-Keith, so Miller and Fugate may well want to
>retain them as official.  Unfortunately, they are closely linked with
>the PP books...

As far as I know (and I remind you I'm just another
ignorant fan) everything the HRBK has ever thought
or breathed is official -- at least these are the
vibes I have gotten from Miller and Fugate at
various gaming conventions.  I would expect (and
this again not "official" :-] but only my guess)
that anything that DGP does in the future would
match what the Keiths did.  If they don't, we can
all flame them.
 
>What makes matters worse is
>that GDW seems to have become excruciatingly bad at checking its latest
>works before publication.

I just found out the other day (but didn't realize
it was important enough to post) that GDW has hired
Gary Thomas of DGP as their "MegaTraveller
Consultant" for Challenge.  He told me that GDW has
two goals in mind:  first, to make sure the stuff
matches, and second to make sure that the stuff is
interesting.  He told me (I'm not sure I'm supposed
to repeat this, either) that Challenge has missed
both of those targets pretty badly in the past, and
GDW wants to fix it.
 
>............................................................................
>: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
>: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
>: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
>:............................:.............................................:

Hope this is useful,

Bayliss
mcleod@hpdmlfn.boi.hp.com

-------- TML Message #1412 --------

Archive-Message-Number: 1412
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1405) Re: Population Multiplier
Date: Sat, 14 Jul 90 5:26:45 EST


 In Archive-Message-Number 1405, Rob Miracle writes:
 >
 >>Date: Tue, 10 Jul 90 3:38:34 EST
 >>From: woodsb@gn.ecn.purdue.edu (Brent L. Woods)
 >>Subject: (1402) Multiplied population?
 >>
 >>
 >>     Okay, friends and neighbors, it's dumb question time...
 >>
 >>generating planet names randomly, but that's no big deal), and a
 >>question occurred to me in the course of writing it.  Namely, just
 >>what's the population multiplier good for?
 >
 >Population = PopM * Base Population, and PopM is an integer 1 <= PopM <= 9
 >
 >Thus to get your PopM:
 >
 >PopM = rand() % 9 + 1;
 >
 >Thus if your UWP Population code was 8  (10's of Millions) and your PopM was 6
 >then your population would be 60 Million.

     Ummm...okay.  I wrote a little function that generates a random
number from 1 to any positive non-zero integer (I call the function
die()), so I use the rules that were in the Referee's Manual.  Namely:

          Roll D6.  If odd, PopM = D6 + 4 (re-roll results of 10);
                    If even, PopM = D6 - 1 (re-roll results of 5).

     In the course of this little task, I've found that having a random
function that simulates the roll of a single die to be quite useful.

 >Hope this helps

     Yeah, it did, actually.  Thank you.


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1413 --------

Archive-Message-Number: 1413
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Generating names.
Date: Sat, 14 Jul 90 5:50:01 EST


 In Archive-Message-Number 1406, Dan Corrin writes:
 > 
 >From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu> on Tue, 10 Jul 90 3:38:34 EST
 >> 
 >> (right now, I'm having some trouble with
 >> generating planet names randomly, but that's no big deal),
 >
 >As for the generation of random planet names, use the language tables
 >for the various races. (I have used them in a program which names
 >planets without a name in a sector or subsector file, and they seem to
 >work fine, though a person's selection is much preferred).

     Tell me about it.  I had a reason for not using the language
generation tables, actually.  I wanted names that were pronounceable.
One time, one of my players ran a Zhodani character and generated his
name from the Zhodani Alien Module.  We ended up just calling him "Bob."
I've got another player who creatively mispronounces words with a fair
regularity (not *deliberately*, mind--they just come out that way),
frequently with hilarious results.  I don't want to give him any more
trouble than necessary.  For instance, I decreed that Archduke Brzk's
(of the Antares Domain) name was pronounced "Berzerk."  ;-)  Damn'
Vargr names...

     Actually, I've had a limited amount of success with what I've
managed to come up with (even though my compiler sometimes chokes on
it a little--ghods, I hate ANSI).  It needs some smoothing, though (and
maybe a better algorithm), since it still comes up with winners like
"Savuvu."  ;-)  Sounds like a little-known make of car, doesn't it?

     "Hey, the 1116 Savuvu's are in early this year..."


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1414 --------

Archive-Message-Number: 1414
From: d9bertil@dtek.chalmers.se
Subject: Re: Deckplans
Date: Sat, 14 Jul 90 12:48:16 MET DST

Dan Corrin <dan@engrg.uwo.ca> writes:
> What I would like to know is what package are you using to create them, and 
> do you have clippable images for items such as low berths?

  Claris CAD on a MacintoshSE with 4Megs. Most of the time it took to do the
VA13 plans was spent setting up a library of irisvalves, chairs, freshers, 
beds etc, etc.

  The most useful feature I found in the CAD program was the ability to fill a
closed object with squares of a certain size. It is originally ment to
be used for drawing patterns that indicate the material if a certain part, but
it is perfect for doing the 1.5m squares :-)

  (I imagine that it's a standard function in CAD programs)

> > Newsgroup alt.vargr.duke.brzk.brzk.brzk not in .newsrc--add? [yn]
> > (Combined Traveller, rn, usenet & muppet injoke)
> (I don't know If I sould publicly admit to this, but the only part of the
> injoke that I don't get is the Traveller one..:-(. )

  There once were a bogus altnet newsgroup for fans of the Muppets that was
named alt.swedish.chef.bork.bork.bork.

> 				-Dan
> 
> Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
> TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

- -bertil-
- -- 
"Question to Radio Free AraPacis: How much do you get for a hundred credits on
 Terra nowadays?
 Our Answer is: It's enough to give you a ten-year vacation in the north-eastern
 parts of the Euroasian continent, paid in full by SolomaniSecurity."

-------- TML Message #1415 --------

Archive-Message-Number: 1415
From: d9bertil@dtek.chalmers.se
Subject: Traveller Bleeps Bloops & Blunders #1-#3
Date: Sat, 14 Jul 90 13:36:53 MET DST

Blunder #1:
  In the Rebellion Sourcebook, the part on the Factions of the Rebellion, there
is talk about a table of 'friends and enemies'. Have anyone out there actually
seen such a creature?

Blunder #2:
  According to the Ref's Manual, MesonScreens draws a unholy amount of power.
In a design example of by Joe Fugate (TD 11 or TD 12, I think) where he remakes
the old Regal Class BC from TCS, he gives it a MesonScreen that is supposed to
draw 0.9 MW/kl of craft volume, this would be about 900,000 MW. And this is the
figure given in the text, *but in the table in the article it is reduced to 
90,000 MW* (The powerplant would never in any way be able to support 900,000MW).
  BTW, the article seemed to use the latest version of the design system,
including all erratas, even the '/50 if over 50' rule for gunners and bridge
crew.

  When I checked with High Guard (Yes, I know, I'm a anacronism. But I still
treat the old books as 'default' when MegaTraveller don't make sense) I got a
figure of about 180,000 MW (One enerypoint equals 250MW).

  So here I have 3 opinions about how much power a mesonscreen requires, and
they differ by a factor of ten, sheesh! Is there a errata that I have missed
that divides the energy for mesonscreens by 10 and not only the optimized meson
screens?

  ('Shattered Ships of the Fighting Imperium' seems to have been using the 
very high figures from the Ref's Manual. But those designs break against the 
erratas, and even against the vehicle design rules in several ways.
   Example: Bay missile battery rounds: According to one of the erratas, 100t
bays have a batteryrnd of 100missiles and 50t 50 missiles, yet the designs give
the number of missiles in a battery round, and the numbers are far to low.) 

Blunder #3: 'The case of the Chameleon Planets'
  In the library data sections of 'The Early Adventures' the UPP's of Deneb
and Exile/Usani are listed. The Deneb sector was recently featured in the
Digest, with UPP's and everything.
  Guess what, they don't match! :-(

(A player in my campaign also claimed that Antiquity isn't on the correct spot
 as it was given in Imperial Encyclopedia. I suspect that he is wrong about that
 one but I havn't had time to check it out yet.)

- -bertil-
- --
"Question to Radio Free AraPacis: Do you know about any shop that sells cheep
 second-hand carpets on Capitol/Core?
 Our Answer is: If you don't mind that someone have chewed on them, you might
 try the Imperial Palace."

-------- TML Message #1416 --------

Archive-Message-Number: 1416
Date: Sat, 14 Jul 90 22:25:13 PDT
From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu
Subject: Deck Plans

You might be suprised at how 'crude' you can get and still get nice deck plans.
I've been using Superpaint, and it works just fine.  Of course, it takes some
time to get thins done, and it won't handle large ships, but it's functional.

                                            -george william herbert
                                              gwh@ocf.berkeley.edu
				 The OCF Gang: Making Tomorrows mistakes Today!

-------- TML Message #1417 --------

Archive-Message-Number: 1417
Date: Mon, 16 Jul 90 00:16 EDT
From: Rob Miracle <RWMIRA01%ulkyvx.bitnet@pucc.princeton.edu>
Subject: NPC dB Set #1

As I promised a week or so ago, here are my entries to the NPC Database that
we are kindly considering: (Below the Signature)

Enjoy,
Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

*******************************************************************************
Traveller NPC Database

- ---------8<--- Snip Here --->8--------------
Class: Bounty Hunter
Name:  Cpt. Tad McBad       UPP: AB78C6    Terms:  3   Age: 37

Skills:
Pilot-3, Ships Boat-2, Pistol-2, Rifle-2, Sabre-2, Grav Vehicals-1,
Combat Engineering-1, Hand Battle Computer-1, Brawling-1, Vacc Suit-1,
Gunnery-1, Disquise-2, Streetwise-3, Stealth-2.

History:
McBad graduated college with honors and went through NOTC.  After college,
McBad attended Imperial Flight School.  He spent four years in the navy working
as a pilot aboard a destroyer and later as a fighter pilot onboard a light
carrier.  He then transferred to the marines and finished there as a drop-pilot
and combat troop.  After eight years with the marines, he left the service and
took a job with the Security firm of Interstar LIC.  His main function with
Interstar was to retrieve those who were lost.  Frequently, his services were
hired out to local governments who had lost a prisoner.

Decorations:
MCG-1, MCUF-1, 3 Combat Commands, 4 Combat Service Ribbons

Description:
The left handed McBad, when seen, wears a marine style Combat Pilot Armor.  It
is much like the standard Imperial combat dress, with a few exceptions.  The
gloves are much thinner and less protective, as to allow the pilot better
feeling of the boat's controls.  It also has a modified helmet which has larger
bulges on either side that contains the extra electronics for the Ship HUD's,
and troop monitors.

Mannerisms:
While being extremely aggressive in his trade, McBad is relatively quiet.  He
is not a heavy conversationalist and maintains a professional attitude even
when not hunting down targets.  When it comes to capture he is reasonably
creative in his methods, though if the target is wanted dead or alive, he is
very quick to choose the former, as a dead victim is easier to get to come
along.  He suffers from flashbacks as do many combat experienced people.

- ---------8<--- Snip Here --->8--------------
Class: Spy
Name: Giavoni Sparrow       UPP: 7BBAC9    Terms:  5   Age: 39

Skills:
Pilot-1, Navigation-1, Engineer-1, Survey-1, Vacc Suit-1, Grav Vehical-2,
Submachine Gun-2, Pistol-2, Brawling-1, Laser Weapons-1, Forgery-2, Bribery-2,
Jack-Of-Trades-1, Streetwise-2, Carousing-1, Gambling-1, Stealth-1.

History:
Sparrow's career is still mostly classified, though public records indicate
that most of his time was spent with the Imperial Interstellar Scout Service
as a survey member and with the Exploration branch.

Decorations:
Classified

Description:
Sparrow is a human of average height, weight, and looks.  He blends into a
crowd well.  His hair is blond and his eyes are blue.  At last report he was
working for the IISS mail delivery branch delivering special packages to
distant locations.  To the common person, this would read, traveling to hot-
spots and doing his covert deeds.

Mannerisms:
As a rumored member of the IISS covert operations branch, he is naturally
quiet and removed.

- ---------8<--- Snip Here --->8--------------
Class: Business Man
Name: Anton Devious         UPP: B89F78    Terms: 4    Age: 36

Skills:
Battle Dress-1, Brawling-1, Combat Rifle-2, Computer-1, Cutlass-1, Tactics-2
Grav Vehical-1, Instruction-1, Leader-1, Pistol-2, SMG-1, Survival-1,
Vacc Suit-1, Zero-G Combat-1, Legal-1, Admin-2, Trader-1, Carousing-1,
Streetwise-3, Intrusion-1, *** Classified  Telepath-5, Telekenitic-5 ***.

History:
Anton Devious is a business man, formally of the Imperial Marines, he now
travels about peddling his wares, his brain.  (GM Note, the Intelligence should
be an 18, but rules are rules and it got trunced to a 15).  His business card
reads:

   Anton Devious                  UPP: B89F78
   Devious Solutions for your Complex Problems

   "You have a problem...  I have a plan"

He is notorious for getting into a hopeless situation and thinking his way out
of it.  He is much like an expert chess player, able to think many moves ahead
of his opposition.

He joined the marines straight out of high school, he took it as an opportunity
to see the universe and to learn all that he could learn from the School of
Hard Knocks.  His natural leadership and talents quickly got him to OCS and
he became an officer.  The Marines bored him, unless he was able to be applying
his tactics in battle somewhere.  Out-witting the enemy was his primary
concern.  He was transferred to the Commandos where his antics lead to some
disciplinary actions, which he was able to talk his way out of.  But after
serving 16 years, it was mutually decided that he could do better away from
the service and he resigned his commission as 1-Lt, honorably, and entered
the private sector.

He quickly achieved the capital and backing to start up his own free trader.
Using a standard type A2 Far Trader, Anton was able to travel about making his
fortune and most importantly his fame from place to place.

Decorations:
6 Combat Service Ribbons, 3 Combat Commands, 1 MCUF.

Special Duties:
Commando School, Instructor at Commando School, OCS.

Description:
Physically Fit and moderately handsome, though some battle scars are present.

Mannerisms:
Anton is EXTREMELY arrogant.  He is quick to quote:

"I am so good, I do not need an ego"  or  "Egos are nothing but mere crutches
for the mentally handicapped."

You can take it from here.....


-------- TML Message #1418 --------

Archive-Message-Number: 1418
Date: Monday 16th July 1990 09:57:41 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Is "official" relevant?

 
Tom Harris writes:
 
> I have been following the discussion on what is approved and what is not
> with some amusement.  It seems to me that we should be arguing whether or
> not the stuff is still useful, not whether it is approved/official or
> not.  Each game/judge can then decide whether or not to use it.  [....]
 
I think the point is that a lot of people like their campaigns to maintain
consistency with the "official" GDW universe so that they can easily
integrate any new materials that are published.  It's a question of being
practical, and not sycophantic as it might appear.
 
At least, that's *my* excuse.  :-)
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1419 --------

Archive-Message-Number: 1419
From: d9bertil@dtek.chalmers.se
Subject: A little delay
Date: Mon, 16 Jul 90 11:08:21 MET DST

 The plans for the Chrysantemym are (more or less) finished, but I won't be here
for the rest of the week, (I'm going away to play Traveller night and day!!!!
YEEEHAII!!! :-) so I won't have time to convert them until some time next week.

- -bertil-
PS. I checked the power requirement for the mesonscreens for some of the ships
in FSSI, the worst I found was one who's screen took 4 times what it's power-
plant produced :-(

-------- TML Message #1420 --------

Archive-Message-Number: 1420
Date: Monday 16th July 1990 10:00:34 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: More blunders... or double vision?

 
Either I have been spotting some more blunders, or I am suffering from
double vision.  Judge for yourself.
 
First, the data for Massilia Sector in the TML archives.  There are two
entries for the same hex:
 
> Rellam        0720 A100321-G    Ni Va              924 Li K9 III M5 D
> Amaya         0720 A100321-G    Ni Va              924 Li F5 V
 
Did this sector get published recently in the Driveller's Teachest?  If
so, that issue hasn't made it across the Pond yet.  Can someone set the
record straight?
 
Second, the Vilani & Vargr book.  Has anyone noticed in the map of the
Vargr Extents how there are two sectors named Gotsdzo and two named
Arzul.  Now, I know the Vargr are not renowned for their large-scale
organization, but this is carrying things to silly extremes...
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1421 --------

Archive-Message-Number: 1421
Date:     Mon, 16 Jul 90 10:51:09 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re Message 1415, Bleeps, Bloops, and Blunders

In Message 1415, -bertil- notes an inconsistency in the rules for meson 
screens:

   >Blunder #2:                                                        <
   >  According to the Ref's Manual, MesonScreens draws a unholy amount<
   >  of power. In a design example of by Joe Fugate (TD 11 or TD 12, I<
   > think) where he remakes the old Regal Class BC from TCS, he gives <
   > it a MesonScreen that is supposed to draw 0.9 MW/kl of craft      <
   > volume, this would be about 900,000 MW. And this is the figure    <
   > given in the text, *but in the table in the article it is reduced <
   > to 90,000 MW* (The powerplant would never in any way be able to   <
   > support 900,000MW).  BTW, the article seemed to use the latest    <
   > version of the design system, including all erratas, even the '/50<
   > if over 50' rule for gunners and bridge crew.                     <

When I started playing around with the design rules (prior to getting a copy 
of the second set of official errata, I noticed the incongruously large amount
of energy needed to use a meson screen.

   >   When I checked with High Guard (Yes, I know, I'm a anacronism.  <
   > But I still treat the old books as 'default' when MegaTraveller   <
   > don't make sense) I got a figure of about 180,000 MW (One energy  <
   > point equals 250MW).                                              <

So I checked with High Guard, too, (you're not the only dinosaur), and 
decided that the table would be consistent with High Guard if you divided 
all the energy costs for meson screen by four, and I so noted in the margin
of that page.  Then I got the second errata sheet, and found all the optimized
screens divided by ten, and decided (probably after reading the Regal rebuild
article, too), that all the meson screens should get the same treatment,
and noted that correction in the margin as well.  It's not official, so far as
I know, but if anyone is keeping track of these things, it is what I did with
the several large ship designs that were among the packages I uploaded last
week. (Or whenever it was.)

   >   So here I have 3 opinions about how much power a meson screen   <
   > requires, and they differ by a factor of ten, sheesh! Is there an <
   > errata that I have missed that divides the energy for mesonscreens<
   > by 10 and not only the optimized meson screens?                   <

   As I say, that isn't yet part of the errata, unless there is a third 
official set that I haven't seen, but it is what I have been using.  As you
note, Fighting Barges uses the unrevised figures, meaning that no one has
better than a meson screen-1 or so (as I recall--I bought it, but I read it
once and threw it down in disgust, thinking that I could do better without
much trouble).  Why bother carrying a screen like that?  It won't stop
a real meson gun (i.e., spinal) ever, and the little ones not often.

Another Blunder (#4):

     One you didn't mention:  Look carefully at the rule that allows you to
dispense with a vehicle commander.  Subtracting the cps for the sensors
from the total cps and dividing by the computer multiple means that the result
will only be between 0 and 1 if the cp of all non-sensor components is less
than the computer multiple.  For TL15, and Comp 9 (120 mult), this works out
to 800KCr (less for a smaller computer), which means if you carry a fusion
plant as big as 4 kL (only 24MW) you cannot possibly eliminate the commander.
Why bother having a rule for this if the only vehicle simple enough to apply
it is a motorcycle?? It is really intended for combat vehicles, since any
civilian vehicle can get by with only a driver for crew...but it can never
work out.  No change to this is in the official errata, but clearly one needs
to be...

Another Blunder? (#5)

     In the trade and commerce tables, why do passengers move preferentially
from high-tech to low-tech worlds?  Look at the rules.  Maybe they are going
on vacation, but they would probably want to come back in roughly the same 
numbers in which they go, wouldn't they?.  Same thing with cargo...high tech
worlds inundate low tech worlds with cargo...I can see where they would want
it, but where is the money coming from?  Why should there be tech level 
effects on the price of speculative goods that represent raw materials?  Most
of the stuff a non-industrial or agricultural world is exporting is probably
food or minerals, and I can't see paying a premium for gold that came from
an asteroid as ooposed to gold that was panned from a stream by a TL3 49'er.
Any comments?  Also...it still looks to me like the sizes of major and minor
cargos should be 1d*10 and 1d*5 respectively, rather than 1d+10 and 1d+5.  I
would really like to hear some more on this subject.

                      :::Rob Dean:::
 ---------------------------------------------------------------------------
 The Secretary will disavow all knowledge of your actions...
 ---------------------------------------------------------------------------

-------- TML Message #1422 --------

Archive-Message-Number: 1422
Date:     Mon, 16 Jul 90 10:53:58 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Watercraft

I see from the archive list that there was a series of messages regarding
watercraft for Traveller a while back.  Is there anyone who has a copy of these
handy that they could send to me?  I worked out a method using a copy of
Mark's Handbook of Mechanical Engineering, and a few out of the blue assumptions
and I'd like to see how anyone else has handled this.

                :::Rob Dean:::


-------- TML Message #1423 --------

Archive-Message-Number: 1423
Date: Mon, 16 Jul 90 13:45:48 CDT
From: Jim Cunningham <jcunning@alexia.lis.uiuc.edu>
Subject: continuity and things



The officila policy when I was working in the Traveller universe was that
only GDW rules books and supplements were official. Even material
published in the Journal was only approved, not official. Marc defined
the difference as approved materials being good enough that he would use
them himself. GDW has also tightened its approval policy over the years.
When we started working with them on HIgh Passage, Their policy was
rather liberal. This changed as time went on, especially when a certain
person, who is no longer with GDW and shall remain nameless, was given
resposibility of approving licensed material. This person was also VERY
slow in getting back to you, and frequently lost manuscripts. Now try
to publish your magazine on time. HINT: Publishing stuff is a job, and
looses it's novelty after about three months. If you're lucky, you
will break even financially.

Also in the old days, GDW was more liberal in giving licenses. Marc's
theory was that TSR refused to give licenses for D&D, which resulted
in a lot of "generic" material being produced. Marc's idea was that by
licensing products he could retain some control over published materials,
make a little money (and I mean damned little) from licesees, and help
promote approved materials. He helped us a great deal.

This may be my last note. I am leaving the University of Illinois
next month. If all goes well, and the USAF gets its funding, I will
be employed at Air University, the Air Force's graduate schools,
in Alabama this fall. I don't know if they have bitnet/internet there
or not. If they do, you folks will be hearing from me. If not, its
been fun. 


			Beware of Ancients Dropping Asteroids,


				Jim Cunningham
				Traveller Relic




-------- TML Message #1424 --------

Archive-Message-Number: 1424
Date:     Mon, 16 Jul 90 12:46:54 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 4

I was in California on business for most of last week, and picked up issue #20
of the Traveller's Digest while I was there.  It was with great interest that I
read the Tech Brief article on affordable grav transportation.  With that in 
mind, I put together the follwoing three designs, and, as always, figured that
somebody else might like to have a look at them.

                     :::Rob Dean:::

P.S.  There is an error in the magazine article--the Spectre low-cost spacecraft
did not take oxygen consumption into account in its fuel cell design, and would
have a vacuum endurance of 13/9 days rather than 13 days, as given. It looks 
like a small fusion plant would be preferable at the 5-9MW energy level...I did
the comparison calculations before finalizing the Mark I and Mark II minilaunch
designs given below.

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

Lightning_Light_Civilian_Speeder_TL15
 
     The Lightning is intended to be fast, affordable transport at high tech 
level.  With a maximum occupancy time of eight hours, the Lightning has a 
cruising radius of 18,000km-enough to reach any point on most planets.  The 
fuel cell design limits the vehicle to air-breathing applications.  The major 
drawback is the fairly simple non-computerized control system, which causes 
many planetary governments to restrict its operation to licensed pilots 
(GravVeh 2+).
 
  CraftID: Lightning Speeder, TL15, Cr59,105
     Hull: 1/3, Disp=1, Conf=1AF, Armor=1G, Loaded=2.71t,
           Unloaded=2.07t
    Power: 1/2, FuelCell*6=1.62MW, Dur=35/105
     Loco: 1/2, Std Grav, Thrust=12t, TopSpeed=3090kph, Cruise=2317kph, 
           NOE=40kph, MaxAccel=3.4G
     Comm: Radio=Regional(500km)
  Sensors: AllWeatherRadar=VDist(50km), 2*Headlights, ActObjScan=Diff,
           ActObjPin=Diff 
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*18
    Accom: Seats=Roomy*2, Env=basic env, basic ls, inert comp
    Other: Fuel=2.07kl, Cargo=0.5kl, ObjSize=Small, EmLevel=Moderate  

ConTech Mark I MiniLaunch TL15

     The ConTech Mark I minilaunch is intended as low cost space 
transportation for a variety of applications.  Sized to fit the standard four 
ton vehicle bay, it can be carried as an auxiliary aboard starships such as 
the ubiquitous Type S Scout/Courier.  It is also fairly popular among the 
more independent or well-to-do in civilized belt systems such as Glisten, 
where long-term accomodations are highly desirable in a personal craft.
 
  CraftID: Mark I MiniLaunch, TL15, Cr1,545,080
     Hull: 4/9, Disp=4, Conf=4USL, Armor=40G, Loaded=28.23t,
           Unloaded=25.95t
    Power: 1/2, Fusion=9MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=45t, TopSpeed=300kph, Cruise=225kph, 
           NOE=40kph, MaxAccel=0.6G
     Comm: Radio=System
  Sensors: EMSActive=FarOrbit, ActObjScan=Routine, ActObjPin=Routine 
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Comp Mod0*3, HoloLink*27
    Accom: Seats=Adequate*2, Bunks*2, Env=basic env, basic ls, ext ls,
           grav plates, inert comp
    Other: Fuel=9.72kl, Cargo=1.6kl, ObjSize=Small, EmLevel=Moderate  

ConTech Mark II MiniLaunch

     The ConTech Mark II minilaunch is intended as low cost space 
transportation for a variety of applications.  Sized to fit the standard four 
ton vehicle bay, it can be carried as an auxiliary aboard starships such as 
the ubiquitous Type S Scout/Courier.  It is also fairly popular among the 
more independent or well-to-do in civilized belt systems such as Glisten, 
where long-term accomodations are highly desirable in a personal craft. It 
is a lower-priced version of the Mark I, with a downgraded comm/sensor suite, 
and is also without grav plates and inertial compensators. The bunk units are 
designed to fold into roomy seats when not in use for sleeping. 
 
  CraftID: Mark II MiniLaunch, TL15, Cr982,380
     Hull: 4/9, Disp=4, Conf=4USL, Armor=40G, Loaded=23.6t,
           Unloaded=21.6t
    Power: 1/2, Fusion=5MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=45t, TopSpeed=300kph, Cruise=225kph, 
           NOE=40kph, MaxAccel=0.9G
     Comm: Radio=FarOrbit
  Sensors: EMSActive=Planetary, ActObjScan=Difficult, ActObjPin=Difficult 
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Comp Mod0*3, HoloLink*24
    Accom: Seats=Bunks*3, Env=basic env, basic ls, ext ls
    Other: Fuel=5.45kl, Cargo=0.6kl, ObjSize=Small, EmLevel=Moderate  

-------- TML Message #1425 --------

Archive-Message-Number: 1425
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Re: blunders in Massilia sector UWPs
Date: Tue, 17 Jul 90 9:37:49 PDT

In article 1420, Alan Huscroft writes:
 
> First, the data for Massilia Sector in the TML archives.  There are two
> entries for the same hex:
>  
> > Rellam        0720 A100321-G    Ni Va              924 Li K9 III M5 D
> > Amaya         0720 A100321-G    Ni Va              924 Li F5 V

Yow!  I never noticed this, Alan.  When I grabbed the sector data from
GEnie, I just sucked down the files and ftp'ed them to Sunbane.  This
is a 'legit' screw-up for the NEW Massilia UWP file.  I have the same
dup in my original copy of the file.  I don't know whether the pre-
assassination version of Massilia sector has the same goof in it, but
I'm going to check.  Metlay asked for the pre-shattered-imerium versions
of Massilia, Corridor, and Deneb anyway, so I might as well suck down
all three while I'm at it.  We'll see if the dup exists in both files.

                        "Knock, knock."
                                - One of my players PCs, after having
                                  opened a set of corporate boardroom
                                  doors with a TL-10 RAM GL.

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1426 --------

Archive-Message-Number: 1426
Date: Tue, 17 Jul 90 16:07:31 -0500
From: Mark Gellis <f3w@mentor.cc.purdue.edu>
Subject: Adventure Generation/Background Generation


I recently had a "conference" of sorts with some of my players.  They 
felt that we needed to change the nature of the game.  For one thing, they
pointed out that some of my adventures were "too narrow"--there was only
one solution and they had to follow a precise course of events to get
things done, or fail utterly.  While I don't think the problem is as
severe as some of them felt, I do think they may have pointed out a problem
with my approach to GMing and I decided to look into other options.

(Other problems are less serious.  They want to have more alien characters.
I am willing to do this; it is just that there are less complications when
all or most of the characters are human.)

Now, one of my first thoughts after this conference was along the lines of
"So!  The little darlings want more open-ended adventures, eh?" combined 
with a laugh that would make the Joker wet his pants.  (I already have
some truly funny and disturbed ideas...like an assassination attempt that
will involve singing Chip 'n Dale robots who explode after they do their
"I'm Chip...I'm Dale..." routine.)  More important, though, is that the
problem seems to have stemmed from overplanning.  At the same time, I do
not want to simply leave everything open to chance because I have a feeling
that the adventures will simply fall apart if I do.  Does anyone have
suggestions, advice, interesting stories, etc. about how to set up an
adventure with a general scenario, with enough detail that it will be
fun and original, but not so much details that your players are locked into
a single path that they must figure out and follow?  What do people plan
and write down in advance...what do they leave to chance...and so on.

Thanks in advance.
 

-------- TML Message #1427 --------

Archive-Message-Number: 1427
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1426) Adventure Generation/Background Generation
Date: Wed, 18 Jul 90 1:29:46 EST


 In message 1426, Mark Gellis writes:
 >
 >I recently had a "conference" of sorts with some of my players.  They
 >felt that we needed to change the nature of the game.  For one thing,
 >they pointed out that some of my adventures were "too narrow"--there
 >was only one solution and they had to follow a precise course of
 >events to get things done, or fail utterly.  While I don't think the
 >problem is as severe as some of them felt, I do think they may have
 >pointed out a problem with my approach to GMing and I decided to look
 >into other options.

     It *could* be a problem.  It depends quite a bit on how you handle
things.  Back in the dim and misty past (when dinosaurs still walked the
land and I was a freshman) I played AD&D (yeah, I know--hey, I was a
*freshman*, I didn't know any better) under a DM who practically wrote
a novel for each scenario.  I could live with this, but the real
problem was that if we deviated from his planned plot the slightest bit
he would *yank* us back on his track.  There were other things about his
style (and his personal changes to the game system) that I didn't like,
but that one thing was what I most resented.

     It might be a good idea for you to loosen up a little.  You'd be
surprised how strange things can get if you let your players have a
little freedom.  Be ready to roll with the punches, though.

 >(Other problems are less serious.  They want to have more alien
 >characters.  I am willing to do this; it is just that there are less
 >complications when all or most of the characters are human.)

     More non-human player characters, or NPCs?  Personally, I don't
like having to run with a bunch of non-human NPCs, but I'll let my
players do whatever they want.

 >(I already have some truly funny and disturbed ideas...like an
 >assassination attempt that will involve singing Chip 'n Dale robots
 >who explode after they do their "I'm Chip...I'm Dale..." routine.)

     Nice idea.  I like it.  Has style.  Yeah, you *are* disturbed...
I like that in a GM...  ;-)

 >More important, though, is that the problem seems to have stemmed
 >from overplanning.  At the same time, I do not want to simply leave
 >everything open to chance because I have a feeling that the adventures
 >will simply fall apart if I do.  Does anyone have suggestions, advice,
 >interesting stories, etc. about how to set up an adventure with a
 >general scenario, with enough detail that it will be fun and original,
 >but not so much details that your players are locked into a single
 >path that they must figure out and follow?  What do people plan and
 >write down in advance...what do they leave to chance...and so on.

     Oh, my...  Let me tell you what I do.  I come to an average session
with a fairly clear idea of where the players are at the moment (the
initial state).  I also have two or three vague ideas for things the
adventurers might want to do.  Everything else is up to them.  I use
the question "what do you do?" a lot.  What do I write down in advance?
Not a damn' thing.  Details?  Easy; I make them up as I go (sometimes
I take notes, since my memory fades pretty quickly, and I have to
send summaries to my long-distance player [one of my old roomies] in
Oregon).  What do I do when the players decide to go haring off to
bumbletucky, nowhere near any of my good ideas?  No problem, just make
up something new, *fast*.  If you need time to think of something,
there are several things you can do.  Calling a munchie-Coke-facilities
break is one of my favorites, though I also sometimes stall by getting
the players in trouble with the local law...  ;-)  Heck, one time,
that was how I got things started.  There are very few things that will
make a bunch of players more co-operative than impounding their ship...

     Oh, yeah, if you need just a *little* time to make a decision
(like, "Do I nova the sun for snicks and grins, or not?") roll some
dice.  Look at the number you rolled.  Then do whatever you want,
ignoring the roll.  It's not fudging, since it was a purposeless roll
in the first place.  However, your players don't know that.  Try
throwing random happenings at the players, making sure that they seem
to be things that bear little or no relation to what they really are.
What does this do?  Well, with a correctly applied sense of humor, they
make the game more fun (in my opinion, *everything* goes better with
humor).


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- End of TML Messages --------


-------- TML Message #1428 --------

Archive-Message-Number: 1428
Date: Wed, 18 Jul 90 13:24 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Adventure planning


I have a photographic memory and a sick streak a mile wide, so I wing it.
(I think Dow's figured that out by now. |->) I generally find that the best
way to run an "adventure" is to set up an overall history line that's 
internally consistent for a period of several years before,. during, and
after the campaign, and let the characters "fit" into it and maybe alter
it as they go. Once that's done, and I have a consistent list of names
for NPCs and places, I just go with the flow. Once in a while, when I 
make up something really brilliant (like Hector, the robot who ain't), 
I note down only WHAT THE PLAYERS HAVE SEEN and then fill in the details
they don't know yet, later. As a campaign build in time and complexity,
the structure becomes more filled-in and realistic....

I just had an interesting set of experiences in this vein, actually.
last Friday night, my roommate saw that I was feeling glum about another
weekend in Tennessee, so he invited me to a D&D game with his friends. 
His buddy who was supposed to GM didn't feel liuke it, though, so I 
volunteered. Half an hour to generate characters, and we were off, with
me making it up as I went for about six hours. Afterward, I heard from
my roomate that all concerned had had the time of their lives. The very
next night, we went to another game, one reffed by a friend of one of
the people in the Friday game (a novice gamer). He had everything planned
out ahead of time, to the last detail, and all attempts to vary from his
path were met with smirking refusal or blank looks. The novice began to 
fidget after about an hour, as she suddenly realized that she wasn't 
enjoying herself. My roommate and I left in disgust halfway through the
game, and we aren't planning to go back. The ref is very upset, and wants
to know "why we weren't cooperating."

Think I should tell him? |->

metlay

-------- TML Message #1429 --------

Archive-Message-Number: 1429
Date:     Wed, 18 Jul 90 18:12:14 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  More Blunders (sigh)

More Blunders:

Blunder #6: The second errata sheet notes that the disintegrator should be
a more powerful weapon--however it also
adjests the rules so that it only does
surface damage, making it inferior to
particle accelerators in two ways: PA's
do surface and radiation damage, and 
there is no defense against them
(Nuclear dampers defend against disintegrators.)

Blunder#7: In the second errata sheet, 100 ton missile bays up to TL21 and
weapons factor D are included, but there
is no column on the combat table as revised by the first errata sheet that
covers missile-D.

Blunder#8: The reason I was looking at the errata sheets in the first place.
There are no weights or costs given for grenade launchers, recoiless rifles,
or rocket launchers anywhere in book 1,
book 3, or the two official errata 
sheets.

Blunder #9: On page 15 of the Player book there is a "Homeworld Limitation"
rule for skills.  The intent of it may be otherwise, but the actual wording
implies that most military characters
would be barred from learning weapons skills by their homeworld law levels.

     The only thing I hate about MegaTraveller is the rules...

:::Rob Dean:::

-------- TML Message #1430 --------

Archive-Message-Number: 1430
Date: Wed, 18 Jul 90 16:25:41 -0500
From: Mark Gellis <f3w@mentor.cc.purdue.edu>
Subject: Adventure Generation


I had posed the problem of coming up with ideas for adventures a few
days ago.  I recently discovered a truly loony file I had saved from 
alt.cult.movies and then modified it slightly so that it could be used
for generating titles for adventures, stories, etc.  It is totally
insane, but I think some people will find it amusing and/or useful.
Obviously, some terms must be modified (Frankenstein = "Any mad scientist"  
and Dracula or Vampire = "Any powerful, seductive, life-destroying being
with lots of interesting psionic powers/neato high tech devices") but
I think it will come in handy for some folks.

Here it is....


YES! it's here at last! the AMAZING Title-O-Matic!!!!

Now you to can create your own exploitation movie titles in the safety
of your own home!!

IT'S QUICK! IT'S EASY! IT'S FUN!

Just pick one from each column, insert "of the" between the first two
and you're ready to put Troma Pictures out of business!

Roll three times (once for each column), using a thirty-sided die, if
you wish to randomly generate titles for adventures, stories, etc.  

Bonus features for advanced users!  Use multiple entries from column 2!
* indicates "of the" not required.  ** means you can use this in column 3
too (and make it plural, if desired)!   

     (1)                      (2)             (3)

 1) Invasion                 Ghost**        Mushroom People   
 2) Kingdom                  Undead         Farmers
 3) Mutilation               Space          Nazis/Terrorists   
 4) Legend                   Ninja**        Dentists   
 5) Curse                    Astro          Banshee
 6) Terror                   Blood(y)       Doctors
 7) Shriek                   Ultra          Witches
 8) Planet                   Zombie**       Creatures    
 9) Twitch                   Albino         Maniacs   
10) Return/Children          Canibal**      Bats   
11) Tombs                    Ghastly        Bigfoots/Yetis/Swamp Things   
12) Death Screams            Doomed         Ants/Bees   
13) Revenge                  Sex Crazed     Lizards/Snakes/Amphibians  
14) Nightmare                Radioactive    Nurses   
15) Night/Dawn/Day/Twilight  Bloodsucking   Stewardesses
16) Squirm                   Atomic         Ghouls
17) Attack                   Flesh Eating   Apes
18) Mistress                 Satanic        Hyenas
19) Rape                     Brain Eating   Freaks
20) Ritual                   Hideous        Cheerleaders
21) Whirling Knives          Demonic        Freaks
22) Blood Orgy               Rabid          Fiends   
23) Annihilation             Hillbilly**    Lunatics
24) Blood Sacrifice          Blind          Coeds
25) House                    60 Foot        Vixens
26) Frankenstein's*          Voodoo         Pygmies
27) Dracula's*               Vampire**      Werewolves
28) Queen/Lord               Monster**      Leeches/Spiders  
29) Crypt                    ROLL AGAIN     She-Devils  
30) Slaughterhouse           ROLL AGAIN     Sharks/Piranhas/Squids    

ROLL AGAIN means roll again twice, using the second rolled result as the
item from the third column if appropriate.
 
If any item is viewed as being totally inappropriate or inapplicable, roll  
again or substitute your own alternative.

 

Enjoy!



-------- TML Message #1431 --------

Archive-Message-Number: 1431
Date: Thu, 19 Jul 90 16:28:30 EST
From: Paul Dale <grue@batserver.cs.uq.oz.au>
Subject: Even more blunders

hiya,

>From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
>Subject: (1429)  More Blunders (sigh)
>
>More Blunders:
>
>Blunder #6: The second errata sheet notes that the disintegrator should be
>a more powerful weapon--however it also
>adjests the rules so that it only does
>surface damage, making it inferior to
>particle accelerators in two ways: PA's
>do surface and radiation damage, and 
>there is no defense against them
>(Nuclear dampers defend against disintegrators.)

It also fails to increase the number of extra damage rolls/critical hits
based on UCP and ship hull size.  Disintegrators ratings only go as
far as E, thus they get at most 5 extra damage rolls and can only get
automatic critical hits against small ships (I don't remember the sizes,
but quite a small ship avoids the automatic critical hits).  A PA spinal
mount can easily have a rating of Q,R,S or T (and it doesn't require a TL
over 15!), these cause 15 extra damage rolls and will critical hit ships
of quite large size 100kT is critical hitted (yukky english there) by a
PA-T.  Of course armour reduces things a lot (it require armour factor-100
or so to avoid these bonous crits from a Meson-T, which wasn't considered
legal until fighting ships came along :-)



							Pauli
seeya

Paul Dale               | Internet/CSnet:            grue@batserver.cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%batserver.cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%batserver.cs.uq.oz.au@uk.ac.ukc
Australia, 4067         | EAN:                          grue@batserver.cs.uq.oz
                        | UUCP:           uunet!munnari!batserver.cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@batserver.cs.uq.oz.au
^^^^^^^^^^^ Did anybody spot the error in this on all my previous postings??

-------- TML Message #1432 --------

Archive-Message-Number: 1432
Date: Thu, 19 Jul 90 01:32:39 -0500
From: Mark Gellis <f3w@mentor.cc.purdue.edu>
Subject: Plot Lines


Once again, I've been working on creating scenarios rather than detailed
plots (this seems to be the main problem with my GMing at the moment, and
for what it is worth it might be worth noting that this seems to be a 
difference between GMing and writing--when you GM, it's better to wing
things, when you write, it's better to have them planned out in advance).

Anyway, I recently wrote up a table for random encounters.  The actual
people encountered are pretty mundane--01 to 99 scale with the results
being various standard Traveller archtypes like Army characters, etc., 
plus things like "old enemy" or "famous celebrity"--but I thought the
basic opening lines might amuse people.  The table is as follows...

   01-15: "Help me!  They're after me!"
   16-30: "I have a problem.  Could you eliminate it for me?"
   31-45: "Could you deliver this package for me?"
   46-60: "I need you to find someone for me."
   61-75: "Someone has stolen my property.  I want it back."
   76-90: "I know the location of something valuable.  Want in on the
           action?"
   91-00: Other (or roll again)

Just for fun, we might want to consider how many adventure movies start
with something like these lines.  Suggestions for the "other" category
are welcome, by the way.

Enjoy.



-------- TML Message #1433 --------

Archive-Message-Number: 1433
Date: Thu, 19 Jul 90 11:36 EST
From: "Bruce T. Ritchie, P.S.C." <BRUCER%PSC.PLYMOUTH.EDU@mitvma.mit.edu>
Subject: Another NPC

        Well, having started this whole thing about NPC character
lists, I felt I should jump back into it. Thanks for all the
encouraging words, and plans. I don't have access to FTP or Genie, but
am looking into it...

     My only other comment is: I can easily use the raw character
set-ups, but I enjoy more the "Characters", as in "Boy, he was some
kind-a character, wasn't he!" I know this is harder to quantify, but I
think its the kind of information that really adds to creative game
play. Some of the ones sent out are GREAT!

     So, given that, here is another NPC to add to your lists. Enjoy!
                       And "Safe Travelling!"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Bertram Smyth
     UPP=686BAC Age= 22

     The third son of Sir Anglus Rostern Smyth, Earl of Olaie Province
     (on Ffudn), Bertram, or Bert, as he prefers to be called (!*Never
     call  him Bertie*!), grew up in relative luxury. He attended
     private schools  which stressed social graces and politicical
     ideology rather than  science or math (other than accounting, at
     which he was very good!)  From early childhood on he had lessons
     in dance, music (he's a passable  pianist), fencing and, well,
     charm. Upon reaching age 18 he was  enrolled in the prestegious
     Imperial Sylean University where he studied  Diplomacy and Law,
     these being determined by his family to be in his  "best
     interest". Bert decided on his own to Minor in Acting, much to
     the disgust of his family.

     Then, disaster struck: In his last year of undergraduate studies
     his family business was devistated by a series of Aslan raids
     that culminated with his family declareing  bankrupcy and
     defaulting on serveral major loans. To assist the family  Bert
     cashed in his return ticket and sent the money home. He told them
     he would "find alternative transportation"... So far (122-1119)
     he has made it as far as Rhylanor, mainly by taking odd jobs on
     irregular passenger liners. He has come to enjoy this `vagabond'
     existance. He stands 1.9 meters tall, is good looking (without
     being striking), has a small scar on his left cheek (from a
     fencing match that got out of hand), and is very outgoing.

                                   SKILLS
    ATV-0,Blade Combat(Foil)-2,Trader-2,Carousing-3,Disguise-1,
    Legal-2,Handgun(Pistol)-0,Liaison-2, Recruiting-1
```````````````````````````````````````````````````````````````````````
        Bruce T. Ritchie (Brucer@PSC.Bitnet) AKA: Zben Blaine
        Plymouth State College
        Plymouth, N.H. USA
``````````````````````````````````````````````````````````````````````
"I ain't got nothin' against mankind. It's people I don't trust!"
                                        Archie Bunker

-------- TML Message #1434 --------

Archive-Message-Number: 1434
Date:     Thu, 19 Jul 90 17:16:09 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Errors and Corrigenda

While I was designing the Tiger class of fighting vehicles today, I had out my
copy of Striker to do a few cross checkes, and noticed the answer to something
that had disturbed me previously.  It would appear from the MegaTraveller design
rules that Mass Driver guns are not cost effective because they are such huge 
energy hogs.  However...all other gun rules are completely compatible with
Striker.  Rates of Fire are doubled from Striker's "per 30 second" basis to
a "per minute" basis.  On P.78 of MegaTraveller Book 2, ROF for MD guns is given
as 1 for the base energy amount.  If you cehck Striker, you will notice that
that you calculate the same base energy, for a rate of fire of 1 *per second*.
I suppose that this was supposed to be the same, and should be noted by anyone
working on this sort of stuff.

This means that any previously designed vehicles with mass driver guns (and I
ahve at least one in the collection I uploaded previously) should have their
rates of fiore multiplied by 60.  This may or may not hold true for 101
Vehicles (I haven't checked yet).

An error noted on Vehicles Part 4:  The "Hoplite" TL15 grav tank is 
displacement 4, not 6.

Does anyone else care about this sort of stuff?

:::Rob Dean:::

(That is, if I am annoying everyone with this series of error notes, I'll
stop)

Sorry about the typing today...in a hurry.


-------- TML Message #1435 --------

Archive-Message-Number: 1435
Date:     Thu, 19 Jul 90 17:07:22 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicles, part 5

Below are the latest in the series of vehicle designs I have been working on. 
For anyone who is interested, each of these is a variation on the first, and
even by hand (and calulator) the recalculations only took 15-20 minutes apiece,
including writing out the whole thing to ensure that I would be able to figure
out what I did later.  In the process I discovered another error in the rules,
which I am putting in a different message.

                       :::Rob Dean:::

Tiger_Hybrid_Infantry_Fighting_Vehicle_TL10
 
     The Tiger is designed to perform the functions of both an infantry 
carrier and a light/medium tank under a variety of combat conditions.  It is 
particularly popular among mercenary units because of the comparatively low 
cost.  Maintenance compatability with a range of support vehicles is also a 
popular feature.  The entire crew including the eight man infantry squad has 
been provided with roomy seats to facilitate egress under combat conditions.  
One of the machine guns is manned by the infantry crew, and the second is 
manned by the vehicle commander.
 
  CraftID: Tiger Infantry Combat Vehicle, TL10, Cr4,842,000
     Hull: 6/15, Disp=6, Config=4SL+turret, Armor=50E, Loaded=163.8t,
           Unloaded=154.7t
    Power: 1/2, Fusion=40MW, Dur=15/45
     Loco: 1/2, StdGrav, Thrust=280t, TopSpeed=840kph, Cruise=630kph, 
           NOE=140kph, MaxAccel=0.7G
     Comm: Radio=Planetary, LaserComm=Regional(500), MaserComm=Regional(500)
  Sensors: EMM, EMSActive=Regional(500), EMSPassive=Continental(5000), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Formidable
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
PA-10 Plasma Gun   -   44/5    20  VDist(5.1) 2     15      H    40
2*5.5mm Gatling 30000   2/3     3    Dist     7      -      H   1280
 
      Def: -
  Control: Comp Mod0*2, HeadsUpDisplay*1,DynLink*44
    Accom: Crew=11(Commander, Gunner, Driver, 8*infantry), Seats=Roomy*11, 
           Env=basic env, basic ls, ext ls
    Other: Fuel=10.8kl, Cargo=8kl, ObjSize=Avg, EmLevel=Faint

Leopard Hybrid Infantry Fighting Vehicle TL10

     The Leopard is a member of the Tiger family of infantry fighting 
vehicles, and is designed to serve as a command infantry carrier and a medium 
tank/point defense unit under a variety of combat conditions.  The Tiger 
family is particularly popular among mercenary units because of the 
comparatively low cost.  Maintenance compatability with the range of Tiger 
vehicles is also a popular feature.  The entire crew including the six man 
infantry squad has been provided with roomy seats to facilitate egress under 
combat conditions.  One of the machine guns is manned by the infantry crew, 
and the second is manned by the vehicle commander.
 
  CraftID: Leopard Point Defense Infantry Combat Vehicle, TL10, Cr6,043,000
     Hull: 6/15, Disp=6, Config=4SL+turret, Armor=50E, Loaded=172.3t
           Unloaded=164.8t
    Power: 1/2, Fusion=84MW, Dur=15/45
     Loco: 1/2, StdGrav, Thrust=300t, TopSpeed=890kph, Cruise=668kph, 
           NOE=140kph, MaxAccel=0.74G
     Comm: Radio=Planetary, LaserComm=Regional(500), MaserComm=Regional(500)
  Sensors: EMM, EMSActive=Regional(500), EMSPassive=Continental(5000), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Formidable
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
2*20MW Pulse Laser -   38/3    20  VDist(50)  4      -      H    160
2*5.5mm Gatling 30000   2/3     3    Dist     7      -      H   1280
 
      Def: Point Defense targeting for dual pulse lasers
  Control: Comp Mod0*2, HeadsUpDisplay*2, DynLink*18
    Accom: Crew=9(Commander, Gunner, Driver, 6*infantry), Seats=Roomy*9, 
           Env=basic env, basic ls, ext ls
    Other: Fuel=15.12kl, Cargo=6kl, ObjSize=Avg, EmLevel=Faint

Lion Heavy Support Infantry Fighting Vehicle TL10

     The Lion is a member of the Tiger family of infantry fighting vehicles, 
and is designed to serve as a command infantry carrier and a medium/heavy 
tank under a variety of combat conditions.  The Tiger family is particularly 
popular among mercenary units because of the comparatively low cost.  
Maintenance compatability with the range of Tiger vehicles is also a popular 
feature.  The entire crew including the six man infantry squad has been 
provided with roomy seats to facilitate egress under combat conditions.  One 
of the machine guns is manned by the infantry crew, and the second is manned 
by the vehicle commander.
 
  CraftID: Lion Heavy Support Infantry Combat Vehicle, TL10, Cr5,761,000
     Hull: 6/15, Disp=6, Config=4SL+turret, Armor=50E, Loaded=172.0t
           Unloaded=164.6t
    Power: 1/2, Fusion=84MW, Dur=15/45
     Loco: 1/2, StdGrav, Thrust=300t, TopSpeed=890kph, Cruise=668kph, 
           NOE=140kph, MaxAccel=0.74G
     Comm: Radio=Planetary, LaserComm=Regional(500), MaserComm=Regional(500)
  Sensors: EMM, EMSActive=Regional(500), EMSPassive=Continental(5000), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Formidable
      Off: Hardpoints=1
 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
 50MW Beam Laser   -   55/4    100  Reg(125)  2      -      H    40 
2*5.5mm Gatling 30000   2/3     3    Dist     7      -      H   1280
 
      Def: -
  Control: Comp Mod0*2, HeadsUpDisplay*2, DynLink*12
    Accom: Crew=9(Commander, Gunner, Driver, 6*infantry), Seats=Roomy*9, 
           Env=basic env, basic ls, ext ls
    Other: Fuel=15.12kl, Cargo=6kl, ObjSize=Avg, EmLevel=Faint

Cougar Fire Support Vehicle TL10

     The Cougar is a member of the Tiger family of infantry fighting 
vehicles, and is the only major variation designed with no provision for 
carrying infantry. The vehicle is designed to provide indirect fire support 
in a variety of combat conditions.  Because large scale use of grav vehicles 
generally leads to an amorphous combat situation with no secure rear areas 
for siting of artillery, the Cougar carries the same weight of armor as the 
remainder of the vehicles in the family. The turret has been enlarged from 5% 
to 10% of the base vehicle size to accomodate the large mass driver gun. The 
Tiger family is particularly popular among mercenary units because of the 
comparatively low cost.  Maintenance compatability with the range of Tiger 
vehicles is also a popular feature.  The machine gun is manned by the vehicle 
commander.
 
  CraftID: Cougar Fire Support Combat Vehicle, TL10, Cr6,553,000
     Hull: 6/15, Disp=6, Config=4SL+turret, Armor=50E, Loaded=193.4t
           Unloaded=178.2
    Power: 1/2, Fusion=84MW, Dur=15/45
     Loco: 1/2, StdGrav, Thrust=400t, TopSpeed=1000kph, Cruise=750kph, 
           NOE=140kph, MaxAccel=1.0G
     Comm: Radio=Planetary, LaserComm=Regional(500), MaserComm=Regional(500)
  Sensors: EMM, EMSActive=Regional(500), EMSPassive=Continental(5000), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Formidable
      Off: Hardpoints=1
 
                            Pen/          Max     Auto   Dngr
                 Rds  Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
16cm Mass Driver 400   HE    24      20 VDist(32)  2      40     L    60 
                  -   HEAP   50      16 VDist(32)  2       -     L    60
                  -   KEAP   38      16 VDist(32)  2       -     L    60
                  -Flechette 24      3  VDist(32)  2     150     L    60
                  -  Illum    -       - VDist(32)  2 Radius:120  L    60
  5.5mm Gatling 15000   -    2/3     3    Dist     7      -      H   1280
 
      Def: -
  Control: Comp Mod0*2, HeadsUpDisplay*2, DynLink*28
    Accom: Crew=3 (Commander, Gunner, Driver), Seats=Roomy*3, Env=basic env,
           basic ls, ext ls
    Other: Fuel=15.12kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1436 --------

Archive-Message-Number: 1436
From: "C. Harald Koch" <chk@alias>
Subject: Re: (1427) Adventure Generation/Background Generation
Date: Thu, 19 Jul 90 17:23:07 EDT

>      Oh, yeah, if you need just a *little* time to make a decision
> (like, "Do I nova the sun for snicks and grins, or not?") roll some
> dice.  Look at the number you rolled.  Then do whatever you want,
> ignoring the roll.  It's not fudging, since it was a purposeless roll
> in the first place.

Our GM Gerry has the perfect set of dice for this; They are white cubes with
no numbers. Pick them up, roll them, and do something based on the outcome...

He doesn't use them with us anymore (because we discovered the secret) but
he still uses them when running tournaments.

Back in his D&D days they were called the 'search for secret doors and
traps' dice... :-)

- -- 
C. Harald Koch  VE3TLA                Alias Research, Inc., Toronto ON Canada
chk%alias@csri.utoronto.ca      chk@gpu.utcs.toronto.edu      chk@chk.mef.org
"Open the Zamboni! We're coming out!" - Kathrin Garland and Anson James, 2299


-------- TML Message #1437 --------

Archive-Message-Number: 1437
Date: Fri, 20 Jul 90 12:52 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Opening lines and scenes.


Here are some useful opening scenario stuff that I've used in the past.
(By publishing it here, where the members of my current party can see it,
I'll be encouraged not to reuse it.)

"You wake up. It's dark, and VERY cramped and stuffy, and there's somebody's
elbow in your back and a knee in your face. Feeling about with your free hand,
you confirm--YES! You and your party are inside a shipping crate!"

"The sun in your eyes is glaringly bright. You feel like you've been kicked
through a wall. There's a salty taste in your mouth, and you're covered with
sand and seaweed. You dimly hear the crash of nearby waves. All you can recall
is this horrible dream about a really ROUGH water landing...."

"There's blood on your hands and mouth, you have no idea where the hell you
are, and in the distance you hear a crowd of angry voices screaming, "FIND
THE MONSTER! KILL IT! BURN IT!" (OK, that wasn't Traveller... it was an opener
for an obnoxious teenager in an old fantasy campaign who "wanted to run a 
lycanthrope oh please please pleeeeeeze...." So I rolled up a perfectly normal
character. "But what about being a Lycnathrope?" "Oh, you mean your weird
fainting spells on nights when there's a full moon?" |-> )

On a somewhat more staid note:

"The flash in the sky is horrible in its stark whiteness. Moments later, there
is a wailing siren across the Starport. People begin to run every which way;
there's been an accident of some kind at the High Port, and they may need help
up there! What do you do?"

"The dancer wheels closer and closer to you as the song builds to a climax.
She is writhing, undulating, her flimsy gown soaked in sweat... a lovely
sight, it it weren't for that ceremonial sword she keeps waving around...."

And then there are these opening lines:

"Here's another one that's still alive, Pa! Better bring the axe!"
"Pardon me, would you please hold this? Thanks!" (a smoking grenade)
"Engine room reporting. We seem to, er, have a problem."
"Have you heard the Word, Brother?"
or the ever-useful
"Man, what a party that was last night--hey, WHO are YOU?!"

|->

metlay

-------- TML Message #1438 --------

Archive-Message-Number: 1438
Date:     Fri, 20 Jul 90 14:08:27 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 6

Enclosed is one I forgot to upload with the last batch, along with a corrected
version of the "Hoplite".  Are there any requests?  I'd entertain the
possibility of doing a few vehicles on special order.

     Good Gaming,

     :::Rob Dean:::

Hoplite Grav Tank TL15

     The Hoplite emphasizes protection and small size in favor of endurance.  
The main armament is unusual--2 fusion-Z guns are carried coaxially in the 
turret, for an increase in the total rate of fire.  The pulse lasers are 
mounted in sponsons on either side of the hull, and are intended for short 
range antipersonnel use.

  CraftID: Hoplite Grav Tank, TL15, MCr21.3
     Hull: 4/10, Disp=4, Config=2SL+turret, Armor=75G, Loaded=449.8t
    Power: 1/2, Fusion=252MW, Dur=43hrs
     Loco: 2/4, StdGrav=900t, Max Speed=1000, Cruise=750, NOE=190, 
           MaxAccel=1.0G
     Comm: Radio=System, LaserComm=Continental, MaserComm=Regional(500)
  Sensors: EMM, EMS Active(Planetary), EMS Passive(Substellar),
           Low Pen Densitometer(250m), Neutrino Sensor(10kw),
           ActObjScan=Difficult, ActObjPin=Difficult, PassObjScan=Routine,
           PassObjPin=Routine, PassEnScan=Routine, PassEnPin=Routine
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
       2*Fusion Z Gun  79/5    30   VDist(30) 3     45     H     80
   2*10MW Pulse Laser  33/3    12   VDist(50) 3      -     H     80

      Def: Point Defense Targeting for Fusion Guns
  Control: Comp3*2, HeadsUpHoloDisplay*2                              
    Accom: Seats=Adequate*2 (Commander, Driver), Env=Basic env, basic ls,
           extended ls, grav plates, inert comp
    Other: Fuel=5.47kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

Peltast Infantry Carrier TL15

     The Peltast was designed as a companion vehicle to the Hoplite grav 
tank, and emphasizes protection over duration.  The roomy seats allow for 
rapid exit of battledress infantry.   

  CraftID: Peltast Infantry Carrier, TL15, MCr12.7
     Hull: 6/15, Disp=6, Config=2SL+turret, Armor=70G, Loaded=367.7t
    Power: 1/2, Fusion=144MW, Dur=61hrs
     Loco: 2/4, StdGrav=700t, Max Speed=1000, Cruise=750, NOE=190,
           MaxAccel=0.9G
     Comm: Radio=System, LaserComm=Continental, MaserComm=Regional(500)
  Sensors: EMM, EMS Active(Planetary), EMS Passive(Substellar),
           Low Pen Densitometer(250m), Neutrino Sensor(10kw),
           ActObjScan=Difficult, ActObjPin=Difficult, PassObjScan=Routine,
           PassObjPin=Routine, PassEnScan=Routine, PassEnPin=Routine
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
         Fusion Z Gun  79/5    30   VDist(30) 2     45     H     40

      Def: Point Defense Targeting for Fusion Gun
  Control: Comp1*2, HeadsUpHoloDisplay*2                              
    Accom: Crew=10 (Commander/Gunner, Driver, 8 infantry), Seats=Roomy*10,
           Env=Basic env, basic ls, extended ls, grav plates, inert comp
    Other: Fuel=6.64kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1439 --------

Archive-Message-Number: 1439
Date: Fri, 20 Jul 90 14:48:22 -0400 (EDT)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Re: (1434) Errors, etc

Rob Dean writes:
>Does anyone else care about this sort of stuff?

Yes!  I find it very interesting.  The amount of time and effort it takes
to get good at vehicle design makes them very useful.  As I discovered
when I started designing starships, there is a big difference between
designs by someone who knows how things work, as opposed to how
the GDW people THINK things work.  I haven't had time to look
closely at most of them yet, but I have all 100k of them saved.  The
designs I think are most useful are the trucks, etc.  (Military vehicles
you can generally plan ahead of time, but you never know when the
stats of an ordinary civilian vehicle might be needed...)
	Thanks,

					W. Dow Rieder

 	When the only tool you have is a hammer, all your problems
start to look like nails...

-------- TML Message #1440 --------

Archive-Message-Number: 1440
Date: Sat, 21 Jul 90 15:07:14 PDT
From: jim vassilakos <jimv@ucrmath.ucr.edu>


(1st TML posting - hope this works)

Here's another NPC for the character lists...

Note: I use an alternate universe, so you'll have to
      change the places and dates, and I also give
      skills for adolescent years (another no-no :-)
               Enjoy!


Timothy Crawford

UPP: 5A3B92

Skills:   Recon 2      Mechanical 2   Gun Combat (ACR) 1
          Computer 1   Gravtics 1     Streetwise 1
          Blade Combat (Dagger) 1     Gambling 1
          Medicine (Low Drugs) 1

Record:   Born: Ridgecrest, Vili/Indi/Katina, 623SI

641  Graduated Ridgecrest Secondary School
     Joined work-training program at Ridgecrest Labs
645  Ridgecrest Lab Term Complete
     Jailed for resisting arrest
646 1-1  Enlisted into Indi Armed Forces
         Infantry Branch, Basic & Advanced Training
         Military Occupational Specialty: Recon
647 1-2  Specialist School: Mechanics
649 1-4  Training: Recon
650 2-1  Police Action: Vili

Military Status
Service: Imperial Subsector Army, Duke of Indi
Division: Ground Force Command
Present Station: Ridgecrest on Vili
Rank: Private
Branch: Infantry
MOS: Recon

Personal History

During the period Timothy was still a fetus, his mother was taking
an addictive and harmful drug which was to forever shape the course
of his life. The drug, Cyrspasium hydrilexate 4117/82, called
"Spaz" or "Curse" on the streets, was a popular hallucinagen for
the times, and is still marketed in vast quantities by the
underworld. Its effects on the unborn, however, have proven fatal
in most cases due to a complete collapse of the immune system. Tim
was found to be dependent on the drug at birth, and on the brink
of death due to the unchecked syptoms of the common cold.   
Through state-supplied therapy, the addiction in both mother and
child was cured. However, as a result of early complications, Tim
has a very unstable immune system, and thus extremely poor health.
In fact, the cold that he was born with has never subsided, and he
has lived with it and a number of other afflictions throughout his
life.

Tim's mother committed suicide only a year after his birth, and his
father was never discovered as the pregnancy was a result of rape.
Tim was placed in an orphan home until the age of seven when he was
adopted by a cousin of his mother's, Steve Crawford. Although Steve
was but ten short years older than Tim, he was allowed to foster
the child on the grounds of blood-relation.

Tim stayed with Steve Crawford and three other freinds in a small
urban apartment of Ridgecrest's poor district on Vili for four
years until the group broke up after Steve Crawford was killed in
a gangland war. Tim abruptly dropped out of primary school, but he
tested into secondary school and attended Ridgecrest 2ndary. The
experience was marked by violence and feuding with rival gang
members, yet despite the distractions, he did manage to stay in
school, and for his senior year he ranked in the top five percent
of his class.

After graduation from Ridgecrest, he applied for admission to the
Imperial Academy of Science and Medicine, and to Columbus College
of Vili with the idealistic notion that if accepted to either
school, he would be able to find a way to restore his immune system
to full functioning order. His applications were refused on both
counts. Then, through inside connections, he managed to secure for
himself a spot in the work-training program at Ridgecrest
Scientific Labs. There he studied Computers and Gravitics, but was
offered no opportunities for advancement. After four years he
reapplied for admission to IASM and Columbus, and applied to Indi
College of Biological Science and the Vili Spaceport Authority for
a job interview. Again, on all counts, he was denied acceptence.

That same year he was jailed for unlawful resistance of arrest
which constituted of simply running from two watch officers for no
apparent reason when called over to be questioned. The maximum
sentence of a year was imposed by the court.

At an age of twenty-three years, finally in desperation as to the
seemingly ill-direction his life was taking, Tim enlisted and was
accepted into the Indi Armed Forces. He was placed in Infantry
Recon at the request of his Recruiting Department and served a full
four years of training which encompassed primarily Mechanics and
Recon.

In 1105 he started his second term of service as an advisor for the
planetary watch on Vili in the chaotic districts of Ridgecrest. 

Possessions:   Advanced Combat Rifle
               Cr 500

_______________________________________________________________
I  Jim Vassilakos                       I       Murphy        I
I  University of California, Riverside  I    -  was an  -     I
I  jimv@ucrmath.ucr.edu                 I      optimist       I
- ---------------------------------------------------------------


-------- TML Message #1441 --------

Archive-Message-Number: 1441
Subject: TNS from JTAS #18 and #22
Date: Tue, 24 Jul 90 22:13:05 CDT
From: Wally Hartshorn <wally@athenanet.COM>

     I'm starting a play-by-BBS game of MegaTraveller, with the game
beginning shortly before the assassination.  As many of the players have
never played Traveller before, I am posting news items from the Traveller
News Service to help set the background and "atmosphere" of the Imperium's
recent history.
     Unfortunately, I am missing a few entries.  Specifically, I need the
TNS from JTAS #18 and #22.  Could someone please mail those entries to me,
preferably verbatim?  E-mail would be fastest, but if you prefer to send
a photocopy, my address is:

          Wally Hartshorn
          360 S. Durkin Dr., Apt. #23
          Springfield, IL 62704-1135

     Thanks in advance!

     It ought to be an interesting campaign, as I'm trying to make sure
that the new players don't know that the Emperor will be assassinated soon.
Thus, the more "real" I can make the Imperium seem to them, the more impact
the news of the assassination and civil war will have on them.  I'm also
going to be sure that one of the players is working more-or-less directly
for the Emperor, such that he will be forced into making a decision about
which faction to support. :-)

In Service to the Imperium,
Wally (wally@athenanet.com or uunet!pallas!wally)

-------- End of TML Messages --------


-------- TML Message #1442 --------

Archive-Message-Number: 1442
From: CHOINSKI@env.prime.COM
Date: 26 Jul 90 13:45:40 EDT

- -=============================================================================-
I am getting close to a finished system generator for 2300ad.  The program utilizes
elements from the STARFORM program (thanx Mr. Burdick!) as well as tables from
DGP's World Generator's Guide and the 2300ad Director's Guide.

Presently, no moons are created.  The following output was displayed
using the options "-c 1 -dbg" (1 companion, debug mode)
- -------------------------------------------------------------------------------
SYSTEM 2300                               A Stellar System Generator for 2300ad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enter primary's statistics (in the form of 'G2 V')
g2 v

Enter companion 1's statistics (as above) and orbital class:
     0: Normal  1: Unseen Companion  2: Spectrascopic Binary  3: Distant
g0 v 0

14 worlds to be made...
World at 100.66au merges with world at 78.30au!
World at 2.24au merges with world at 2.30au!
World at 91.11au merges with world at 78.30au!
World at 0.19au merges with world at 0.18au!
World at 0.17au merges with world at 0.18au!
5 worlds to be made...
World at 1.18au merges with world at 1.35au!
World at 53.82au spirals out...and roche effect shatters world at 60.72!

this produced the following system:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Primary G2 V
### Mass:        1.00 std     Luminosity:   0.994000 std
### FTL Limit:   2.46 AU

- -------------------------------------------------------------------------------
=== Desert (0.18 AU, 28.13 day orbit)
    Diameter:   17060 km   Mass: 1.20149 std   Gravity: 0.67195 std
    Discharge Orbit:   13581 km     FTL Distance/Time: 8.68 hours
    Inclination: 15.64   Rotation: 42.52 hours
    Orbital Eccentricity: 0.04333
    Minimum Molecular Weight: 16
    Atmospheric Pressure    : 316.13 millibars
    Ave Temperature : 411c

- -------------------------------------------------------------------------------
=== Failed Core (1.19 AU, 1.30 year orbit)
    Diameter:   20210 km   Mass: 3.29654 std   Gravity: 1.31371 std
    Discharge Orbit:   26520 km     FTL Distance/Time: 4.84 hours
    Inclination: 34.67   Rotation: 17.84 hours
    Orbital Eccentricity: 0.16556
    Minimum Molecular Weight: 2
    Atmospheric Pressure    : 24.22 millibars
    Ave Temperature : -13c

- -------------------------------------------------------------------------------
=== Failed Core (2.30 AU, 3.48 year orbit)
    Diameter:   22440 km   Mass: 7.52623 std   Gravity: 2.43279 std
    Discharge Orbit:   44120 km     FTL Distance/Time: 37.00 minutes
    Inclination: 26.40   Rotation: 41.44 hours
    Orbital Eccentricity: 0.03633
    Minimum Molecular Weight: 1
    Atmospheric Pressure    : 151.61 millibars
    Ave Temperature : -74c

- -------------------------------------------------------------------------------
=== Ice Ball (3.04 AU, 5.30 year orbit)
    Diameter:    9190 km   Mass: 0.03827 std   Gravity: 0.07375 std
    Discharge Orbit: None           FTL Distance/Time: 35.81 seconds
    Inclination: 34.49   Rotation: 3.25 days (retrograde)
    Orbital Eccentricity: -0.93882
    Minimum Molecular Weight: 73
    Ave Temperature : -105c , -113 at min

- -------------------------------------------------------------------------------
=== Failed Core (36.50 AU, 220.55 year orbit)
    Diameter:   19510 km   Mass: 0.95196 std   Gravity: 0.40708 std
    Discharge Orbit:    9926 km     FTL Distance/Time: 2.98 minutes
    Inclination: 23.26   Rotation: 37.03 hours
    Orbital Eccentricity: 0.19384
    Minimum Molecular Weight: 2
    Atmospheric Pressure    : 821.19 millibars
    Ave Temperature : -206c , -211 at max, -215 at min

- -------------------------------------------------------------------------------
=== Gas Giant (53.82 AU, 393.85 year orbit)
    Diameter:  187840 km   Mass: 1731.86568 std   Gravity: 7.98935 std
    Discharge Orbit:  745566 km     FTL Distance/Time: 2.12 hours
    Inclination: 33.53   Rotation: 29.02 hours
    Orbital Eccentricity: 0.05370
    Minimum Molecular Weight: 0

- -------------------------------------------------------------------------------
=== Asteroid Belt (60.20au to 61.24au)
    FTL Distance/Time: Instantaneous

- -------------------------------------------------------------------------------
=== Gas Giant (78.30 AU, 692.76 year orbit)
    Diameter:   52960 km   Mass: 36.62601 std   Gravity: 2.12553 std
    Discharge Orbit:   95601 km     FTL Distance/Time: 18.47 minutes
    Inclination: 2.81   Rotation: 25.01 hours
    Orbital Eccentricity: 0.04968
    Minimum Molecular Weight: 0

- -------------------------------------------------------------------------------
=== Gas Giant (133.22 AU, 1532.57 year orbit)
    Diameter:  205520 km   Mass: 2182.76282 std   Gravity: 8.41146 std
    Discharge Orbit:  839693 km     FTL Distance/Time: 2.38 hours
    Inclination: 38.53   Rotation: 21.01 hours
    Orbital Eccentricity: 0.04660
    Minimum Molecular Weight: 0


===============================================================================
### Companion G0 V
### Mass:        1.04      Luminosity:   1.210000
### FTL Limit:   2.51 AU
### Orbit:       9.14 AU

- -------------------------------------------------------------------------------
=== Desert (0.54 AU, 141.32 day orbit)
    Diameter:    8810 km   Mass: 0.40456 std   Gravity: 0.84841 std
    Discharge Orbit:    8425 km     FTL Distance/Time: 7.51 hours
    Inclination: 36.39   Rotation: 34.93 hours
    Orbital Eccentricity: 0.00360
    Minimum Molecular Weight: 15
    Atmospheric Pressure    : 36.10 millibars
    Ave Temperature : 132c

- -------------------------------------------------------------------------------
=== Desert (1.35 AU, 1.54 year orbit)
    Diameter:   13480 km   Mass: 0.81031 std   Gravity: 0.72585 std
    Discharge Orbit:   11418 km     FTL Distance/Time: 4.40 hours
    Inclination: 45.20   Rotation: 21.77 hours
    Orbital Eccentricity: 0.15122
    Minimum Molecular Weight: 7
    Atmospheric Pressure    : 1.60 millibars
    Ave Temperature : -24c

- -------------------------------------------------------------------------------
=== Rock Ball (1.92 AU, 2.61 year orbit)
    Diameter:    5630 km   Mass: 0.06335 std   Gravity: 0.32530 std
    Discharge Orbit:    2262 km     FTL Distance/Time: 2.24 hours
    Inclination: 46.12   Rotation: 25.54 hours
    Orbital Eccentricity: 0.09048
    Minimum Molecular Weight: 33
    Ave Temperature : -63c

- -------------------------------------------------------------------------------
=== Desert (2.64 AU, 4.20 year orbit)
    Diameter:   12120 km   Mass: 0.81633 std   Gravity: 0.90455 std
    Discharge Orbit:   12165 km     FTL Distance/Time: 2.76 minutes
    Inclination: 15.77   Rotation: 37.39 hours
    Orbital Eccentricity: -0.87870
    Minimum Molecular Weight: 4
    Atmospheric Pressure    : 1.38 millibars
    Ave Temperature : -90c

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The next step is to include moon/ring creation.
If you have comments (or requests), please direct them CHOINSKI@ENV.PRIME.COM

- -============================================================================-
 Burton Choinski                                       choinski@env.prime.com
   Prime Computer, Inc.                                  (617) 879-2960 x3233
   Framingham, Ma.  01701
 Disclaimer:  Down! Down! Down! Out! Out! Out! Mine! Mine! Mine!
- -============================================================================-
- -============================================================================-
 Burton Choinski                                       choinski@env.prime.com
 Prime Computer, Inc.                                    (508) 879-2960 x3233
 Framingham, Ma.  01701                              "PR1ME's still the one!"
- -============================================================================-
          Disclaimer:  Hey, not me man ...  musta been my evil twin!


-------- TML Message #1443 --------

Archive-Message-Number: 1443
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Re: TNS from JTAS #18 and #22
Date: Fri, 27 Jul 90 9:26:11 PDT

Wally Hartshorn wanted the TNS entries from JTAS #18 and #22.  Well, here
they are:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
>From JTAS #18:
- --------------

RHYLANOR/RHYLANOR (0306-A434934-F)                      Date: 147-1109 (delayed)
    Imperial naval forces and attached army and marine units have retaken Calit
(Vilis 0705), according to a highly placed source at the admiralty. News of the
victory was delayed because the local commander did not feel he could spare any
vessels to carry the news out of the system until recently.
    No reports of the battle, or of any casualties among the forces involved
are available.

LANTH/LANTH (0109-A879533-B)                                    Date: 241-1109
    The commander of the Imperial 193rd fleet has officially declared the mop-
up of the Sword World forces in the Lanth system to be completed, after months
of heavy fighting.
    "Reports of atrocities against the civilian populace are unfounded" the
fleet public relations officer declared in a press release. "The enemy forces
were too heavily involved in fighting us to be able to have committed any
crimes against the locals." The officer went on to note that rumors of
atrocities are common after any battle because of the high degree of emotion
generated.
    No information is available on casualties, either military or civilian, but
a highly placed source indicated that the 193rd has requested large numbers of
ground reinforcements, indicating heavy casualties, at least in its ground
forces.

POROZLO/RHYLANOR (0306-A434943-F)                               Date: 231-1109
    Acording to unofficial reports, a mojor battle is taking place at Rhylanor,
involving both fleet and planetary elements of Imperial and colonial forces.

POROZLO/RHYLANOR (0306-A434943-F)                               Date: 239-1109
    Informed sources have revealed that major fleet and ground elements arrived
in this system last night, and are presently refuelling and refitting for
immediate transfer to Rhylanor, to reinforce imperial forces there.

:| FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH |:
KINORB/REGINA (0602-A663659-5)                                  Date: 252-1109
    All Vargr forces allied with the Outworld Coalition have been instructed by
their supreme commander to cease hostilities and surrender to the Imperial
military or present themselves to a neutral power for internment.  Unconfirmed
rumor states the Vargr forces have withdrawn from the Coalition, and are now
negotiating for a separate peace agreement.
    Speculation is rampant in all governmental circles as to the ramifications
of this action, both with regard to the war and with regard to post-war
politics in the Vargr extents.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
>From JTAS #22:
- --------------

DENTUS/REGINA (0601-C979500-A)                                  Date: 362-1110
    A spokesman for the naval forces under command of Vice-Admiral Elphinstone
stated today theat 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 unites 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-B532720-B)                                   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 acheived 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-B)                                    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
separate peace between the Imperium and the Sword Worlds, several deep-
penetration raids on the industrial worlds of Gram and Sacnoth severely damaged
major naval installations 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.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Later,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1444 --------

Archive-Message-Number: 1444
Date: Mon, 30 Jul 90 07:41:19 PDT
From: And now for something completely different! 30-Jul-1990 1038 <baranski@meridn.enet.dec.COM>
Subject: History of the Frontier Wars

Is there any source of the complete history of the Fifth Frontier War or
Frontier Wars 1-4?  IE compiled TAS NS announcements dealing with the war?

Jim Baranski
DEC Hartford CT

-------- TML Message #1445 --------

Archive-Message-Number: 1445
From: d9bertil@dtek.chalmers.se
Subject: Re: Mercenaries
Date: Sun, 1 Jul 90 8:35:02 MET DST

>  >  (BTW, In my campaign there is a civil war on a certain planet where
>  >bonds are *not* honored.
> 
>      Really?  And there are actually mercenaries stupid enough to fight
> there?

No, but since mercs won't serve there, the Imperial Marines have to go there
instead. (To their utter annoyance).

I think this planet made it to the second place on the players 'Top 10 Planets
we loved to *leave*', though. :-)

- -bertil-
- -- 

-------- TML Message #1446 --------

Archive-Message-Number: 1446
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: Battle of Two Suns
Date: Mon, 2 Jul 90 11:16:15 BST

Rob Miracle <RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu> writes:

> >With Regard to Adrian Hurt's commentary on the battle of Two Suns:
> > ------------------------------------------------------------------------
> >Now for the question.  The final battle of the Fourth Frontier War was the
> >Battle of Two Suns, so called because it took place somewhere between Yres
> >and Menorb (see Library Data A-M, and Adventure 1 - Kinunir).  What were two
> >battlefleets doing in interstellar space?
> >other! :-)
> > -------------------------------------------------------------------------
> >								The mere
> >fact that that module describes a 1250ton vessel as a "cruiser" compared to
> >the later 50,000ton+ cruisers, and equips it with a black glode marks it as,
> >shall we say, a trifle obsolete.

Even MegaTraveller refers to the 400 ton Patrol Cruiser.  It all depends on
what sort of cruiser you mean.  "Cruiser means whatever I point at and say
'cruiser'." :-)

> Well, there is one thing to consider about this.  In space, stars are rarely
> one parsec apart. ...
> 					   It is possible that they are close
> to being a binary system, just that one doesn't rotate around another.  In
> which case the battle could have occured in deep space.

How close do they have to be, to be a binary system?  In Book 6, Scouts, the
companion star in a binary or trinary system may be up to 6000 AU away from
the main star.  Even planetary orbits out to 367,711 million km (2,458 AU)
are listed.  Now, assuming the ship has 6G acceleration (which the Kinunir
hasn't), the time to travel that sort of distance is:

time	= 2*sqr(distance/acceleration)
	= 2*sqr(367,711*10**9 / 60)
	= 4951168 seconds
	= 57 days
	= a whole lot longer than doing it by jump.

Putting it another way, you use a jump even to get from one side of a big
system to another.  If the stars are far enough apart to count as two
separate systems, you don't use manoeuvre drive unless your jump is out.
If you do, expect to be doing it for a few months.

- -- 
 "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

-------- TML Message #1447 --------

Archive-Message-Number: 1447
Date:     Tue, 31 Jul 90 13:22:22 -0500
From: PYTH%widener@pucc.princeton.edu
Subject:  New to the Traveller list...

Hello.  I would like to introduce myself to this esteemed list of Traveller
fans.  My name is Josh Poulson and I played traveller maybe four years ago.
Lately I moved and I re-discovered volumes of information I compiled on
Traveller games.

Basically I've re-sparked my interest but I'm a little rusty these days and
all my materials are from 1986.  Bear with me for a while.

Way back then I was working on a program for the IBM PC for generating
characters and their personal effects.  It was back then that I discovered
differences between The Traveller Book and the old Booklets 1 through 3.
Has a new edition been put out?  Am I hopelessly out of date and are all
my questions to be routed to the historian?  ;-)

Despite my graying beard I hope to become involved around here since I
loved Traveller O so much back then.

By the way, has anyone around here been writing short stories about the
campaigns they've run or participated in?  Sometimes that's a lot of fun.

Later,

- --JRP [PYTH%WIDENER@PUCC.PRINCETON.EDU soon PYTH@CYBER.WIDENER.EDU]

-------- TML Message #1448 --------

Archive-Message-Number: 1448
From: d9bertil@dtek.chalmers.se
Subject: Misjump?
Date: Wed, 1 Aug 90 9:28:28 MET DST

I wrote:
> Date: Sun, 1 Jul 90 8:35:02 MET DST
> From: d9bertil@dtek.chalmers.se
> Subject: (1445) Re: Mercenaries
> 
> >  >  (BTW, In my campaign there is a civil war on a certain planet where
> >  >bonds are *not* honored.
> > 
> >      Really?  And there are actually mercenaries stupid enough to fight
> > there?
> 
> No, but since mercs won't serve there, the Imperial Marines have to go there
> instead. (To their utter annoyance).
> 
> I think this planet made it to the second place on the players 'Top 10 Planets
> we loved to *leave*', though. :-)
> 
> -bertil-
> -- 

  But I wrote it sometime mid-june. Wonder what kept it?
Did the xboat misjump? Did the rebellion break out? Did I mail it to 
traveller-request instead of traveller? Probably the third alternative.

  By the way, did anyone see the big ad in TD#20 about DGP's new 'journal'.
It sure seems that they are taking over after the good old JTAS, even the news
file is there, but renamed from TNS to MoraWorldReview.

  This is probably good news for some and bad for some. Good for those who have
their campaigns behind the claw, bad for those who get left out in the cold in
some forsaken corner of the Imperium.

- -bertil-
- --
"Good evening. Have two uniformed junior officers in the Imperial Navy passed
here driving a pool-table?"
Marquis Legendre looking for two members of the party who went missing after a
shore leave.

"Do I get a wheeled vehicle AT?"
The player of the character who drove the pool-table.

-------- TML Message #1449 --------

Archive-Message-Number: 1449
Date: Wed, 1 Aug 90 12:12 EDT
From: METLAY@vms.cis.pitt.edu
Subject: A quick hello to the new kid in town


Josh:

My beard's greyer than yours, I betcha. |-> Welcome to the TML; my
name's Metlay, and I'm the Group Historian (although my efficiency
is a lot higher when my books and I are in the same city, alas).
I can answer, or refer you to someone who can answer, most questions
about the game these days, although I won't adjudicate rules problems.

In a nutshell, since 1986, the aftermath of the Fifth Frontier War was
barely in its first decade when a bozo Archduke with delusions of 
grandeur put a bullet in the Emperor, and the whole house of cards 
came crashing down. The Imperium is a total mess right now, an admirable
parallel to the erratum-ridden and sloppy new rules system marketed by
GDW in 1987 as "MegaTraveller". Fortunately, a third-party licensee of
the rules called Digest Group Publications has patched a lot of the 
holes and produced some excellent supplementary material. The older 
"Traveller Classic" rules are now out of print and no longer supported
except in occasional pre-assassination adventures etc.

And as for stories, well, I've been known to post a few now and again;
the problem is that I was sent out of town on a two-week research trip
and had to put my game on hold. That was in January, and I haven't been
able to get home yet. Argh.

metlay

-------- TML Message #1450 --------

Archive-Message-Number: 1450
Subject: GENCON
Date: Wed, 01 Aug 90 16:30:43 MDT
From: rona@hpdml92.boi.hp.COM

  Are any of you travellers going to be at Gencon?  I'll be
hanging out at the DGP booth for a couple hours a day.  It would 
be fun to meet some of you guys face to face.   

  Anyway, drop me some email if you're planning to go.  I can 
probably introduce you to the DGP guys.


______________________________________________________________________________

Ron Abramson   email: rona@hpdml92.hp.com 
______________________________________________________________________________


-------- TML Message #1451 --------

Archive-Message-Number: 1451
Subject: the tech code blues, or, character generation nightmare...
Date: Wed, 01 Aug 90 21:15:10 EDT
From: Robert P Poole <tarquin@athena.mit.edu>

Hi!  I'm new to the list, so I guess I should introduce myself first.  My name
is Robert Poole, I'm a Physics major at MIT (going into my Jr. Year), and I've
been playing Traveller on and off for about 7 years.  I just recently picked up
the MegaTraveller rules set, and I've been trying to familiarize myself with
the rules.  I am currently working on a character generation program in C which
conforms to the MegaTraveller rules, and it is a PAIN.  I just ran into a
little problem which I need help solving.

One of the rules says that Vehicle skills are limited by homeworld tech level
and that weapon skills are limited by homeworld tech level and law level.
I can understand the need for this system, but it confuses an already arduous
task.  For example, if a player gets Gun Combat, and wants Energy Weapon, what
is the minimum tech level needed?  Energy Weapon encompasses both Fusion Gun
and Plasma Gun, but Plasma Guns are tech level 10 weapons, and Fusion Guns are
tech level 12!  (I got these tech levels out of the Referee's Companion.)

Is there, perhaps, a chart in one of the MegaTraveller books which I missed
which gives a rundown on the minimum tech level / tech code for each weapon
skill?  Barring that, could someone post a complete listing of the minimum
tech code (as given on page 13 of the player's manual, not to be confused with
the tech level) for weapon and vehicle skills?  The law code limitations are
straightforward enough -- they're given clearly on the bottom right of page 13.

Another bit of silliness:  When the rules say that law enforcers, pirates, and
rogues may choose weapon skills one law code lower than their homeworld's law
code, does that mean one numerical level lower or one descriptive level lower?
(Descriptive: "Low Law" as opposed to "Mod Law")  I should think descriptive
makes more sense, but you'd be surprised what game designers have in mind.

Of course, this begs the question of how one treats military characters.  (And
I'm not even going to begin dealing with the Advanced character generation!)
Do law codes apply to the various military services?  (I'm referring to the 1st
six services, though "Scouts" is hardly militarized.)  Also, if you're drafted
into a service, especially one that wouldn't have been possible for your
character to enlist in, do the law and tech level restrictions still apply?

Thanks for your help in advance.  I'll be sure to post the shell archive of my
character generator once I'm done.  The program, when complete, will generate
PC characters using a simple menu-based user interface.

Robert P. Poole                       tarquin@athena.mit.edu
46 Massachusetts Avenue               MIT Course VIII
311B Bexley Hall                      "I love the smell of napalm early in the
Cambridge, MA  02139                   morning.  Smells like... victory!"

-------- TML Message #1452 --------

Archive-Message-Number: 1452
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1450) GENCON
Date: Wed, 1 Aug 90 23:09:41 EST


 In message 1450 rona@hpdml92.boi.hp.COM (Ron Abramson) writes:
 >
 >  Are any of you travellers going to be at Gencon?

     Gencon?  No, I generally avoid the whole state of Wisconsin during
Gencon (you can't be too sure).  Actually, I wouldn't mind going, but
there're too many gamer-dweebs there (you know, the kind of person who
does nothing else and has no other interests).  I have enough of a
problem dealing with the one in my gaming group, so...

 >It would be fun to meet some of you guys face to face.   

     However, I *do* agree with this sentiment.  I *will* be in
Louisville, KY, during the weekend of 3-5 August for RiverCon.  If
anyone is going to be there, give me a call (I'll be staying in a room
reserved in the name of Tim Moore).


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1453 --------

Archive-Message-Number: 1453
Date: Thu, 2 Aug 90 10:00:52 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: re: (1450) GENCON

For those of you going to GEN CON next week, I would like to
draw your attention to the following 2 seminars as they
appear in the pre-registration guide (misspellings are probably mine):

	400381 MegaTraveller Seminar (Slot 4A, Thursday 2000-2145)
	
	Marc Miller with Digest Group and Seeker designers
	discusses the Mega Traveller game, current projects
	and interesting gossip about future plans for the 
	granddaddy of sci-fi roleplaying games. (GDW)


	400382 2300AD Seminar (Slot 2B, Thursday 1400-1545)
	
	Lester Smith (Designer) talks about the future of
	2300AD products and will answer questions from
	attendees. Some Topics will include translations,
	articles and a future planned product. (GDW)

I will be attending at least the MegaTraveller seminar, and I
will try to take notes so I can post something when I get back.

					-Dan

-------- TML Message #1454 --------

Archive-Message-Number: 1454
Date: Fri, 3 Aug 90 10:00:19 BST
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: Call For Referees (Euro GenCon-90, GaelCon-90)

	The Devnaree Collective (Cumman Damh na Righ) is runing the Traveller
events for the European GenCon (South of England Nov 30 - Dec 2) and 
GaelCon-90 (Dublin Oct 27 - 29). We are looking for referees to help us
run things. The scenarios are available and if there are sufficient people
on the net I will run a playtest over the net for referees.
	I am away for two weeks from today but I am keen to get things moving
quickly as soon as I get back.
					Jo Jaquinta
					jaymin@maths.tcd.ie

P.S. 1,000,00 stars level 4 is ready but I have to get organised enough
to send it out...


-------- TML Message #1455 --------

Archive-Message-Number: 1455
Subject: Re: GENCON 
Date: Fri, 03 Aug 90 09:39:44 MDT
From: rona@hpdml92.boi.hp.COM

 "Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:
> 
> there're too many gamer-dweebs there (you know, the kind of person who
> does nothing else and has no other interests).
> 
Other interests?  What are those :~)  

 Dan Corrin <dan@engrg.uwo.ca> writes
> 
> For those of you going to GEN CON next week, I would like to
> draw your attention to the following 2 seminars as they
> appear in the pre-registration guide (misspellings are probably mine):
> 
> 	400381 MegaTraveller Seminar (Slot 4A, Thursday 2000-2145)
> 	
> 	Marc Miller with Digest Group and Seeker designers
> 	discusses the Mega Traveller game, current projects
> 	and interesting gossip about future plans for the 
> 	granddaddy of sci-fi roleplaying games. (GDW)
> 
  Hmm..., I'll have to try to get into this one.  Also, I would like to
suggest:

     450027  MEGATRAVELLER  (a 1 round tournament)

     Joe Fugate and Gary Thomas (of DGP) are planning to run this
     one.  If you haven't had the opportunity to game with them,
     this would be a good chance.  I'm planning to play in this 
     one myself. 

______________________________________________________________________________

Ron Abramson   email: rona@hpdml92.hp.com 
______________________________________________________________________________


-------- TML Message #1456 --------

Archive-Message-Number: 1456
From: d9bertil@dtek.chalmers.se
Subject: Re: tech code blues
Date: Sat, 4 Aug 90 12:15:45 MET DST

Robert P Poole <tarquin@athena.mit.edu> writes:
 
> Hi!  I'm new to the list,

Welcome!

> One of the rules says that Vehicle skills are limited by homeworld tech level
> and that weapon skills are limited by homeworld tech level and law level.
> I can understand the need for this system, but it confuses an already arduous
> task.  For example, if a player gets Gun Combat, and wants Energy Weapon, what
> is the minimum tech level needed?

  TL-12 (The PGMP-12 is the first manportable energy weapon, (BTW the Plasmas at
TL10 and Fusions at TL12 is the artillery version. Skill in them is called
HighEnergy Weapons (I think, since the books ar at home))).
  But if this character wants to use a FGMP-15 he will get -3 on his skill-level
(minimum skill-0) since he is trying to use equippment that is above the TL he
got tought to use.

> Another bit of silliness:  When the rules say that law enforcers, pirates, and
> rogues may choose weapon skills one law code lower than their homeworld's law
> code, does that mean one numerical level lower or one descriptive level lower?

  Hopefully one descriptive level lower. 

> Of course, this begs the question of how one treats military characters.  (And
> I'm not even going to begin dealing with the Advanced character generation!)
> Do law codes apply to the various military services? 

  I don't place *any* law restrictions on military, scout, pirate and noble
characters during generation. And I'm suspicious about if techlevels should 
apply for those services that spans more than one world.

Sarge: "Right! Time to teach you people to use weapons! Everyone from Efate
	Law 0, Tech 13(?) line up for Energy Weapons training!"
Recruit: "Sir! I'm from Knorbes, where do I go?"
Sarge: "KNORBES? Techlevel 2?????"
Recruit: "Yessir! I was drafted, sir!"
Sarge: "Ok, You go to the armory and get a shield a sword and a platemail..."

  Probably would there be TL restrictions for planetary armies (wet, dry and
COACC). Planetary and subsector navies etc, but I'm not sure how this would be
implemented.

> Thanks for your help in advance.

Youre welcome.

- -bertil-
- --
"How about stealing that Chrysantemum? It's easy! There's only 300 armed
 terrorists between us and it!"
Sir Nah, aka 'The Runaway Knight'

-------- TML Message #1457 --------

Archive-Message-Number: 1457
From: d9bertil@dtek.chalmers.se
Subject: A question of nobility
Date: Sat, 4 Aug 90 12:25:12 MET DST

  A question came up during the last traveller session. How many Marquises are
there in the 3rdImp? Looking at the character generation system yields some
ludicrious number, Looking at the number needed in the Imperium (one per planet
and a few honorary) gives around 15000 to 20000.
  What do you think out there? The number of other nobles is also interesting.
(And the number of emperors is uncertain :-)

- -bertil-
- -- 
"There is a billion common pesants for every Marquis in the Imperium. I assume
 that one of them could take care of unsavory business like this for me!"
Marquis Legendre refusing to space a captured rebel (of the illelish faction).
[Yes, that was the situation in which the question was raised :-) -bertil-]

-------- TML Message #1458 --------

Archive-Message-Number: 1458
Date: Sun, 5 Aug 90 01:05:34 PDT
From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu
Subject: now many nobility

I think that the estimate of 'One marquis per planet and a few more honorary'
is way too low.  From what I've seen/read, most 'nobles' aren't; that is, there
are a lot more people in the nobility (social rank A+) than are in the
government.  While all get some perks due to status, most see no calling to
serve in the leadership.  In fact, one of the private nightmares of some of my
players in previous campaigns were the petty nobles (outside the government) 
that they might encounter and have to deal with 8-)

                                            -george william herbert
                                              gwh@ocf.berkeley.edu
				 The OCF Gang: Making Tomorrows mistakes Today!

-------- TML Message #1459 --------

Archive-Message-Number: 1459
Date:     Mon, 6 Aug 90 16:33:51 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Miscellaneous



I have just returned from about ten days on vacation to discover a number of
messages piled up from my favorite mailing list.

Jim Baranski's note does not seem to have been answered:

>  Subject: (1444) History of the Frontier Wars                              <
>                                                                            <
>  Is there any source of the complete history of the Fifth Frontier War or  <
>  Frontier Wars 1-4?  IE compiled TAS NS announcements dealing with the war?<
>                                                                            <
>  Jim Baranski                                                              < 
>  DEC Hartford CT                                                           <

     The SPINWARD MARCHES CAMPAIGN, GDW, (Out of Print, no doubt), gives a 
fairly complete history of the Fifth Frontier War, including a compilation of 
all the TNS releases.  Regrettably, it is rather too long for me to type and 
upload.  I haven't looked at it in a while, but it seems to me that it also 
contained a much briefer summary of the other Frontier Wars.


Adrian Hurt miscredits a note of mine to Rob Miracle, and answers:

>>>The mere fact that that module describes a 1250ton vessel as a "cruiser"<<<
>>>compared to the later 50,000ton+ cruisers, and equips it with a black   <<<
>>>globe marks it as, shall we say, a trifle obsolete.                     <<<

> Even MegaTraveller refers to the 400 ton Patrol Cruiser.  It all depends on<
> what sort of cruiser you mean.  "Cruiser means whatever I point at and say <
> 'cruiser'." :-)                                                            <

When I used cruiser in this context, I was referring to the sort of cruiser 
that would be expected to be able to deal with an enemy battleship.  There 
can be little doubt that the conception of the Traveller universe was in 
constant change all through the publication of the early GDW adventures.

May have a chance to do a few more vehicle designs soon, so get any requests 
in for things that you want to see.

Is is possible/permitted/appropriate to post for sale notices here?  I 
recently acquired a bunch of old Judge's Guild Traveller stuff and I would
be happy to pass it along to someone who would appreciate it more.  Ask for
details if interested.

            :::Rob Dean:::

-------- TML Message #1460 --------

Archive-Message-Number: 1460
Date: Tue, 7 Aug 90 06:29:28 PDT
From: And now for something completely different! 07-Aug-1990 0926 <baranski@meridn.enet.dec.COM>
Subject: Spinward Marches History

Robert Dean says:

"The SPINWARD MARCHES CAMPAIGN, GDW, (Out of Print, no doubt), gives a  fairly
complete history of the Fifth Frontier War, including a compilation of  all the
TNS releases.  Regrettably, it is rather too long for me to type and  upload. 
I haven't looked at it in a while, but it seems to me that it also  contained a
much briefer summary of the other Frontier Wars."

Thanks Rob!  Now, does anyone know where I can buy/borrow/beg/steal a copy of
this ancient history?  I'd really appreaciate it!

Jim Baranski

-------- TML Message #1461 --------

Archive-Message-Number: 1461
Subject: Advertising
Date: Tue, 07 Aug 90 10:36:52 PDT
From: James T Perkins <jamesp@metolius.WR>


In AMN 1459, Robert S. Dean asks:
> Is is possible/permitted/appropriate to post for sale notices here?

It's certainly okay to post for sale notices to the list, as long as
they aren't for your Aunt Martha's porcelain squid statuette she gave
you last Christmas, or other drivel unrelated to Traveller :-)

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

-------- TML Message #1462 --------

Archive-Message-Number: 1462
Date:     Wed, 8 Aug 90 9:54:11 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Spinward Marches Campaign

Jim Baranski, in reference to THE SPINWARD MARCHES CAMPAIGN:
Thanks Rob!  Now, does anyone know where I can buy/borrow/beg/steal a copy of
this ancient history?  I'd really appreaciate it!

Jim Baranski

- -----------------------------------------------------------------------------
Well, as always, I suppose I could xerox my copy and send it out.  Do we have
a complete list anywhere of all Traveller-approved products that have ever
been released?  I'm interested in knowing how complete my collection is...

           Rob Dean

-------- TML Message #1463 --------

Archive-Message-Number: 1463
Date:     Wed, 8 Aug 90 9:58:06 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Porcelain Squids for Sale

As our peerless leader says:

 *********************************************************************
It's certainly okay to post for sale notices to the list, as long as
they aren't for your Aunt Martha's porcelain squid statuette she gave
you last Christmas, or other drivel unrelated to Traveller :-)

James
  ********************************************************************

I don't know about that.  I think I could run a pretty interesting adventure
based around a porcelain squid statue (obviously a valuable Ancient artifact
of some sort!)

                     Rob Dean

-------- TML Message #1464 --------

Archive-Message-Number: 1464
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: tech code blues
Date: Mon, 13 Aug 90 15:57:31 BST

d9bertil@dtek.chalmers.se writes:
> 
> Robert P Poole <tarquin@athena.mit.edu> writes:
>  
> > Hi!  I'm new to the list,
> 
> Welcome!

Ditto!

>> One of the rules says that Vehicle skills are limited by homeworld tech
>> level and that weapon skills are limited by homeworld tech level and law
>> level.  I can understand the need for this system, but it confuses an
>> already arduous task.  For example, if a player gets Gun Combat, and wants
>> Energy Weapon, what is the minimum tech level needed?
> 
>   TL-12 (The PGMP-12 is the first manportable energy weapon, (BTW the Plasmas at
> TL10 and Fusions at TL12 is the artillery version. Skill in them is called
> HighEnergy Weapons (I think, since the books ar at home))).

Agreed.  However,

>   But if this character wants to use a FGMP-15 he will get -3 on his skill-level
> (minimum skill-0) since he is trying to use equippment that is above the TL he
> got tought to use.

I don't like this.  The main differences between the FGMP-15 and the PGMP-12
are (a) power and (b) the gravitic device which overcomes weight and recoil
problems.  The character shouldn't have a serious problem with (a), any more
than someone out of the Wild West would have with a .44 Magnum (except that
he may do more damage than he thought).  He also won't have a problem with
(b), as it's designed to make the thing easier to use, not harder.  Of course,
someone will have to show him how to use (b), or he will simply not bother
with it and use the weapon as if it were a FGMP-14.  The way I see it, if he
can use high-energy weapons, he can use any high-energy weapon - after someone
has shown him what's different from the one he trained on, and that applies to
other makes of PGMP-12 too.

> > Another bit of silliness:  When the rules say that law enforcers, pirates,
> > and rogues may choose weapon skills one law code lower than their
> > homeworld's law code, does that mean one numerical level lower or one
> > descriptive level lower?

You're right, it's silliness.  Around here, the law level is 8 - all guns
forbidden on the street, big blades not allowed, small blades frowned on
(i.e. not allowed unless you can give a good reason for having them).  The
police may have firearms up to and including rifles and submachineguns,
depending on the situation.  In Germany, the general public aren't allowed
to wander around with guns, but the police are.  As for pirates and rogues,
one of the points of being a lawbreaker is you break the law!

>   I don't place *any* law restrictions on military, scout, pirate and noble
> characters during generation. And I'm suspicious about if techlevels should 
> apply for those services that spans more than one world.

I can just see the sudden rush of players queuing up to get Imperial Marine
characters! :-)

- -- 
 "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

-------- End of TML Messages --------


-------- TML Message #1465 --------

Archive-Message-Number: 1465
Date: Mon, 13 Aug 90 11:43:49 -0500
From: Jim Cunningham <jcunning@alexia.lis.uiuc.edu>
Subject: bye




Goodbye friends. I'm leaving today. If I wind up at an academic institution
perhaps you shall hear from me again. If not, it's been fun. James, please
remove me from the list as of today. Thanks. Talking to DGP at Gencon
they finally are reviewing my naval depot article, so maybe you'll be seeing
it in print in six montsh or so...

Also, I told them of this list, which they already knew about. They are int
interested in publishing info about it in their new computer column in
Megatraveller Journal.



			Jim Cunningham
			Traveller Relic




-------- TML Message #1466 --------

Archive-Message-Number: 1466
From: d9bertil@dtek.chalmers.se
Subject: Re: Nobility
Date: Tue, 14 Aug 90 18:17:35 MET DST

george william herbert writes:
> 
> I think that the estimate of 'One marquis per planet and a few more honorary'
> is way too low.  From what I've seen/read, most 'nobles' aren't; that is, there
> are a lot more people in the nobility (social rank A+) than are in the
> government. 

The trouble is the sentence that a marquis usually is associated with a planet.
After all, they might be issuing the title of marquis to every planet in every
system of the Imperium, and that is much more than 11000, but I think someone
who has gotten the title 'Marquis of Pluto' or 'Marquis of Phobos' is going to 
feel slighted in comparision with those who hold a title to some primary world.	

Knights, Barons and Baronets may be present in any number, but Marquises, and
Dukes etc all the way up, have the limitation that there is something resembling
a maximum limit, due to pure astronomics.

- -bertil-
- -- 
"He's sitting in the computerroom, listening to Indipop and printing out
 several KILOMETERS of animal encounter lists!!!!"
[Happened some years ago]

-------- TML Message #1467 --------

Archive-Message-Number: 1467
From: d9bertil@dtek.chalmers.se
Subject: More (better??) tech code blues
Date: Tue, 14 Aug 90 18:48:40 MET DST

Adrian Hurt writes:
> Subject: (1464) Re: tech code blues
> d9bertil@dtek.chalmers.se writes:
> >   But if this character wants to use a FGMP-15 he will get -3 on his skill-level
> > (minimum skill-0) since he is trying to use equippment that is above the TL he
> > got tought to use.
> 
> I don't like this.  The main differences between the FGMP-15 and the PGMP-12
> are (a) power and (b) the gravitic device which overcomes weight and recoil
> problems.  The character shouldn't have a serious problem with (a), any more
> than someone out of the Wild West would have with a .44 Magnum (except that
> he may do more damage than he thought).  He also won't have a problem with
> (b), as it's designed to make the thing easier to use, not harder.  Of course,
> someone will have to show him how to use (b), or he will simply not bother
> with it and use the weapon as if it were a FGMP-14.  The way I see it, if he
> can use high-energy weapons, he can use any high-energy weapon - after someone
> has shown him what's different from the one he trained on, and that applies to
> other makes of PGMP-12 too.

  There is several things that might be different on a PPMP-12 and a FGMP-15.
For starters, the recoil is not present on a FGMP-14. There might also be quite
large differences in user interface. I'd expect that a FGMP-15 has a flashy
3D-scope/sight with rangefinder and lot's of features, after all, it ought to
have that for *that* price :-) While at TL-12 holograpics were much more 
primitive. And an FGMP-15 got that neat rules-defying fusion reactor backpack
that needs service once a day or something (Mercenary) while a PGMP-12 has a
'dumb' powerpack like the TL-8 and TL-13 laser weapons.

  It's quite clear that I'd impose a penalty for first use, but for how long it
would remain is another question. A suggestion would be for it to last until 
the first AT in EnergyWeapons, and let the character change each AT in Enery-
Weapons that he had got using the FGMP-15 for one TL reduction of the penalty.
Or he could use the instruction and experience rules to get a new skill level at
the higher TL, which offsets the penalty.
  There is also the question that the rules for TL differences might be too
generalizing. The effects might be ok for computers and such things, but they
are somewhat suspect for some skills.
  Also, in some cases it might have been more realistic to make it harder to
go *down* in techlevels than go *up* in techlevels. Just because the character
will do a *worse* job when he is bereft of all hightech features.
  (Imagine going from a Macintosh to an Eniac :-)

> > Robert P Poole <tarquin@athena.mit.edu> writes:
> > > Another bit of silliness:  When the rules say that law enforcers, pirates,
> > > and rogues may choose weapon skills one law code lower than their
> > > homeworld's law code, does that mean one numerical level lower or one
> > > descriptive level lower?
> 
> You're right, it's silliness.  Around here, the law level is 8 - all guns
> forbidden on the street, big blades not allowed, small blades frowned on
> (i.e. not allowed unless you can give a good reason for having them).  The
> police may have firearms up to and including rifles and submachineguns,
> depending on the situation.  In Germany, the general public aren't allowed
> to wander around with guns, but the police are.  As for pirates and rogues,
> one of the points of being a lawbreaker is you break the law!
> 
> >   I don't place *any* law restrictions on military, scout, pirate and noble
> > characters during generation. And I'm suspicious about if techlevels should 
> > apply for those services that spans more than one world.
> 
> I can just see the sudden rush of players queuing up to get Imperial Marine
> characters! :-)

  Not really. There has just been one so far in my campaign. It might have some-
thing to do with the fact that a skill without a weapon is quite useless.
  Also, the players have learned that if they happen to find some goodie without
looking too hard for it, that is just because I am preparing something where
they will need it! (So if they found a cruiser just drifting around with the 
keys in the ignition, they'd probably leave it, and run fast and far! :-)

- -bertil-
- -- 
"Look here! They say that I am dead! And they havn't even spelled my name
 correctly!"
 The Marquis Legandre again, when reading a TNS news item about hit untimely
 demise.

-------- TML Message #1468 --------

Archive-Message-Number: 1468
Subject: GENCON Report
Date: Tue, 14 Aug 90 16:30:08 MDT
From: rona@hpdml92.boi.hp.COM

Well, I hope that some of you other attendees will add your perspective
to this.  Dan Corrin and I met there, but I didn't meet anyone else who
I knew to be on the mailing list.  There were a couple of items that I 
wanted to mention.

  The MegaTraveller Tournaments were well attended!  We had about 50
  people play the the "Flaming Eye" tournament Thursday and Friday.
  This was a lot more than DGP (who ran the tournament) expected.
  I think that this shows that Traveller is alive and well.

  The MegaTraveller seminar given by Marc Miller, Joe Fugate and Gary
  Thomas was also well attended.  I didn't count them, but I expect
  that we had 40-50 people there.  Believe it or not, only about half
  of the people in the seminar played in the tournament.  In other
  words, there were at least 70 people who attended a MT event.

  Let's see, the seminar went for the full two hours and I'm not
  sure what facts will be of general interest but here goes.

  -> Marc Miller's mother's name is Margaret.

  -> Marc, Joe and Gary do have a 'future history', if you will plotted
     out for the rebellion.  The shatter sun symbol actually shows the
     borders to be if you can overlay it just right. 

  -> Marc was not very happy with GDW's support of MegaTraveller.  Marc
     explained that GDW figured that they could ignore MegaTraveller 
     because DGP was providing a lot of the needed support.

  -> DGP has a LOT of products planned and only a handful of people
     to do them.  If you think that you'd like to try free-lancing,
     now would be a good time.  Challenge would like to publish more
     MT stuff too.  Write to DGP for a copy of their writer's guidelines; 
     send a self-addressed stamped envelope with the request.  Ditto
     for Challenge.

  I'm sure that a really organized, professional kind of guy would 
  have a lot of well organised notes to refer to.  Unfortunately,
  you're stuck with me.   :~}      

______________________________________________________________________________

Ron Abramson   email: rona@hpdml92.hp.com       HEWLETT-PACKARD
______________________________________________________________________________

-------- TML Message #1469 --------

Archive-Message-Number: 1469
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: tech code blues
Date: Wed, 15 Aug 90 20:24:23 BST

d9bertil@dtek.chalmers.se writes:

> Adrian Hurt writes:
>> d9bertil@dtek.chalmers.se writes:
>>> But if this character wants to use a FGMP-15 he will get -3 on his
>>> skill-level (minimum skill-0) since he is trying to use equippment that
>>> is above the TL he got tought to use.
>> 
>> I don't like this.  The main differences between the FGMP-15 and the PGMP-12
>> are (a) power and (b) the gravitic device which overcomes weight and recoil
>> problems.
> 
>   There is several things that might be different on a PPMP-12 and a FGMP-15.
> For starters, the recoil is not present on a FGMP-14.

Minor quibble - it is present on the FGMP-14, but not on the FGMP-15.  Which
is what I also said - and which would make the weapon easier to use, not
harder.

>						There might also be quite
> large differences in user interface. I'd expect that a FGMP-15 has a flashy
> 3D-scope/sight with rangefinder and lot's of features, after all, it ought to
> have that for *that* price :-)

Therefore the FGMP-15 ought to have some beneficial DM on its to-hit roll,
which the TL 12 user wouldn't get as all he'd be looking for is the cross-hair.
If he really is confused by the display, he takes a -2 DM, ignores the sights
entirely, and fires without proper aiming.

>   It's quite clear that I'd impose a penalty for first use, but for how
> long it would remain is another question.

Until he'd read the manual, or until someone had shown him how to use the new
neato features.  And the penalty would be at most -1.

>   Also, in some cases it might have been more realistic to make it harder to
> go *down* in techlevels than go *up* in techlevels. Just because the character
> will do a *worse* job when he is bereft of all hightech features.

Only because the lower-tech weapon is less capable.  I imagine that anyone who
could fire a TL7 assault rifle could equally well fire a TL4 bolt-action rifle,
but would not get the +2 DM for automatic fire.

- -- 
 "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

-------- TML Message #1470 --------

Archive-Message-Number: 1470
Subject: Just What *IS* the noblility heirarchy, anyway?
Date: Thu, 16 Aug 90 7:38:09 PDT
From: Richard Johnson <richard@agora.UUCP>

So Bertil (and you others who actually know something about 
this subject), could you show us a heirarchy of nobles?  You
kknow, something like "above all in the universe is the 
emperor.  Directly subservient to him are (X) Archdukes
(or whatever)."  and so forth.

I, for one, would like to know whether a viscount would
cowtow to a duke, or vice versa.

And how do you suppose knights fit in among these?  Can someone
be a noble and not a knight?  A night and not a noble?  A
non-noble knight who reports only to some really high-level
official?

Richard (I'm finally caught up!)  :-)


-------- TML Message #1471 --------

Archive-Message-Number: 1471
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1469) Re: tech code blues
Date: Fri, 17 Aug 90 1:11:23 EST

 In message 1469 adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >d9bertil@dtek.chalmers.se writes:
 >
 >> There might also be quite large differences in user interface.  I'd
 >> expect that a FGMP-15 has a flashy 3D-scope/sight with rangefinder
 >> and lot's of features, after all, it ought to have that for *that*
 >> price :-)
 >
 >Therefore the FGMP-15 ought to have some beneficial DM on its to-hit
 >roll, which the TL 12 user wouldn't get as all he'd be looking for is
 >the cross-hair.  If he really is confused by the display, he takes a
 >-2 DM, ignores the sights entirely, and fires without proper aiming.

     I don't know if this is such a good example.  An FGMP is such a
powerful weapon, who bothers to aim it?  It's the equivalent of the
shotgun for energy-based weapons.  Just point it in the general
direction of the target and fry, fry away.

     How about a laser?  Now, *that's* a weapon that requires careful
aiming.  Not to mention the problems one would have if one trained
with weapons from the tech level just *below* that of the introduction
of man-portable laser weapons (actually, I consider them to only be
semi-portable, since the power pack is so heavy and unwieldy).  Imagin
having to adjust to a weapon that feels different, has different
aiming characteristics (you don't have to allow for drop, or lead a
moving target), and has no recoil at all.

     What, you may ask, is the point of all this?  Well, that's a good
question.  I was beginning to wonder myself.  Upon reflection, though
I think I'm saying that there should only be a penalty *where
appropriate*.  Appropriate places would be where the higher-tech
weapon is of a different type (e. g., lasers versus slug-throwers), and
where the weapons require a high degree of precision (e. g., single-
projectile slug-throwers [pistols, carbines, rifles] and laser weapons).

     In my opinion, of course.  ;-)

 >Only because the lower-tech weapon is less capable.  I imagine that
 >anyone who could fire a TL7 assault rifle could equally well fire a
 >TL4 bolt-action rifle, but would not get the +2 DM for automatic fire.

     I can agree with this, though I'd go all the way down to a
flintlock (TL3?  2?).  Not quite as far as a matchlock, though.  :-)


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1472 --------

Archive-Message-Number: 1472
Date: Sat, 18 Aug 90 16:01:04 PDT
From: John Wilber <wilber%nunki.usc.edu@usc.edu>
Subject: Hex printing program

A few weeks ago, I remembered this program that I wrote because hex
paper was so expensive, especially the stuff with the big hexes that is
used to draw subsector maps.  If you have a wide-carriage printer, you
can print whole sector maps, if you modify this program or if you ask me
to send you the wide-carriage version of this.  As listed below, this
prints a quadrant of four sectors that can be filled in by hand.

Unfortunately, I haven't written any software that will take a list of
UPP's and hex numbers and print a map with that information in graphical
form.  Hopefully, I'll get around to writing that in a year or so, as
soon as some of my other programming projects are completed.

If you have any questions or comments, I'd like to hear them.  I can be
reached at wilber@nunki.usc.edu

1000 REM PROGRAM QUAD2
1010 REM
1020 REM Written by John Wilber for the Atari 800 computer on 12 May 1984
1030 REM Translated to BASICA for a PC compatible on 15 May 1988
1040 REM
1050 REM This program prints out a quadrant of four subsectors on an
1060 REM Epson LX-800 printer or compatible for use with the role-playing
1070 REM game Traveller.
1080 REM
1090 REM
1100 WIDTH 80:SCREEN 0,1,0:CLS:KEY OFF 'Reset screen to defaults
1110 OPTION BASE 1
1120 DEFSTR A,E,I,Q
1130 DEFINT X,Y
1140 DIM XC(9,409)
1150 FOUR = 0: DIVD = 0
1160 LOCATE 12,32,0:COLOR 3:PRINT "Quadrant Printer"
1170 LOCATE 14,34:COLOR 9:PRINT "Version 1.0"
1180 LOCATE 24,28:PRINT "Press any key to continue";
1190 LOCATE 17,34:PRINT"Written by:"
1200 LOCATE 18,34:PRINT"John Wilber"
1210 LOCATE 19,29:PRINT"2899 Agoura Road #251"
1220 LOCATE 20,24:PRINT"Westlake Village, CA  91361-3218"
1230 IF INKEY$ = "" THEN 1230
1240 CLS
1250 LOCATE 1,32:PRINT "Quadrant Printer":COLOR 7:PRINT:PRINT
1260 PRINT "  This program will print either a quadrant of four subsectors or one subsector for the game Traveller."
1270 PRINT
1280 PRINT "Do you want a ";:COLOR 12:PRINT "Q";:COLOR 7:PRINT "uadrant or ";:COLOR 12:PRINT "S";:COLOR 7:PRINT "ubsector? ";
1290 Q = INKEY$
1300 IF Q > "S" THEN Q = CHR$(ASC(Q) - 32)
1310 IF Q = "S" THEN 1400
1320 IF Q <> "Q" THEN 1290
1330 FOUR = -1
1340 PRINT Q: PRINT
1350 PRINT "Do you want lines dividing the subsectors? ";
1360 Q = INKEY$
1370 IF Q > "Y" THEN Q = CHR$(ASC(Q) - 32)
1380 IF Q = "Y" THEN DIVD = -1: GOTO 1400
1390 IF Q <> "Q" THEN 1360
1400 PRINT Q: PRINT
1410 PRINT "Ready your printer that is connected to LPT1:.  Press 'Q' to abort the print andany other key to start."
1420 PRINT:PRINT
1430 Q = INKEY$
1440 IF Q = "" THEN 1430 ELSE IF Q = "Q" OR Q = "q" THEN END
1450 A1$ = CHR$(1) + CHR$(6) + CHR$(8) + "0" + CHR$(192):A2$ = CHR$(192) + "0" + CHR$(8) + CHR$(6) + CHR$(1) ' Initialize strings for printing
1460 A3$ = CHR$(3) + CHR$(12) + CHR$(16) + CHR$(96) + CHR$(128):A4$ = CHR$(128) + CHR$(96) + CHR$(16) + CHR$(12) + CHR$(3)
1470 E$ = CHR$(27) ' Escape character
1480 I$ = E$ + "K" + CHR$(153) + CHR$(1) ' This puts printer into graphics mode
1490 ON ERROR GOTO 2180 ' Error trapping for the printer
1500 OPEN "LPT1:" FOR OUTPUT AS #1
1510 WIDTH #1,255
1520 PRINT #1,
1530 PRINT #1,E$;"x1";E$;"k";CHR$(1);"Subsector A: ____________________  B: ____________________" ' Put printer in sans serif NLQ and print title
1540 PRINT #1,
1550 PRINT #1,"          C: ____________________  D: ____________________";E$;"x0"
1560 PRINT #1,
1570 PRINT #1,E$;"A";CHR$(8) ' Changes line spacing for graphics
1580 PRINT #1,I$;STRING$(4,0); ' Line A
1590 FOR X = 1 TO 8
1600     PRINT #1,A1$;STRING$(16,128);A2$;STRING$(24,0);
1610 NEXT X
1620 PRINT #1,STRING$(5,0)
1630 PRINT #1,I$; ' Line B
1640 FOR X = 1 TO 8
1650     PRINT #1,A3$;STRING$(24,0);A4$;STRING$(16,0);
1660 NEXT X
1670 PRINT #1,STRING$(9,0)
1680 FOR Y = 1 TO 19
1690     PRINT #1,I$; ' Line C
1700     FOR X = 1 TO 8
1710         PRINT #1,A2$;STRING$(24,0);A1$;STRING$(16,128);
1720     NEXT X
1730     PRINT #1,A2$;STRING$(4,0)
1740     PRINT #1,I$;STRING$(4,0); ' Line D
1750     FOR X = 1 TO 8
1760         PRINT #1,A4$;STRING$(16,0);A3$;STRING$(24,0);
1770     NEXT X
1780     PRINT #1,A4$
1790     PRINT #1,I$;STRING$(4,0); ' Line E
1800     FOR X = 1 TO 8
1810         PRINT #1,A1$;STRING$(16,128);A2$;STRING$(24,0);
1820     NEXT X
1830     PRINT #1,A1$
1840     PRINT #1,I$; ' Line F
1850     FOR X = 1 TO 8
1860         PRINT #1,A3$;STRING$(24,0);A4$;STRING$(16,0);
1870     NEXT X
1880     PRINT #1,A3$;STRING$(4,0)
1890 NEXT Y
1900 PRINT #1,I$; ' Line C
1910 FOR X = 1 TO 8
1920     PRINT #1,A2$;STRING$(24,0);A1$;STRING$(16,128);
1930 NEXT X
1940 PRINT #1,A2$;STRING$(4,0)
1950 PRINT #1,I$;STRING$(4,0); ' Line D
1960 FOR X = 1 TO 8
1970     PRINT #1,A4$;STRING$(16,0);A3$;STRING$(24,0);
1980 NEXT X
1990 PRINT #1,A4$
2000 PRINT #1,I$;STRING$(8,0);CHR$(0); ' Line G
2010 FOR X = 1 TO 8
2020     PRINT #1,STRING$(16,128);A2$;STRING$(24,0);A1$;
2030 NEXT X
2040 PRINT #1,
2050 PRINT #1,I$;STRING$(5,0); ' Line H
2060 FOR X = 1 TO 8
2070     PRINT #1,STRING$(24,0);A4$;STRING$(16,0);A3$;
2080 NEXT X
2090 PRINT #1,STRING$(4,0)
2100 PRINT #1,I$;CHR$(0); ' Line I
2110 FOR X = 1 TO 8
2120     PRINT #1,STRING$(32,0);STRING$(18,128);
2130 NEXT X
2140 PRINT #1,CHR$(0);" &!!!";CHR$(190);CHR$(0)
2150 PRINT #1,E$;"2";CHR$(12);
2160 CLOSE #1
2170 END
2180 LOCATE 16,33,0:COLOR 12:PRINT "Printer Error"
2190 LOCATE 17,19:PRINT "Fix Printer and Press any Key to Continue"
2200 IF INKEY$ = "" THEN 2200
2210 LOCATE 16,33:COLOR 7:PRINT STRING$(13,32):PRINT STRING$(42,32)
2220 RESUME

-------- TML Message #1473 --------

Archive-Message-Number: 1473
Date: Monday 20th August 1990 10:18:33 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Nobility

 
I think the Imperial Nobility can reasonably be described as a huge
can of worms.
 
Here is the situation as I understand it.  I don't have my books in
front of me, so don't take this as Gospel...
 
In terms of game rules, noble titles are directly reflected by a
character's Social Standing attribute.  Anyone with Soc 11+ is by
definition a noble.  (I know it says 10+ in some places, but personally
I don't consider all those Soc 10 peasants to be *real* nobles.)
The hierarchy runs something like this, although I may have got a
few of them mixed up:
 
Soc           Title
 
11 (B)        Knight
12 (C)        Baron
13 (D)        Marquis
14 (E)        Count
15 (F)        Duke     (maximum for a player character)
16 (G)        Archduke
17 (H)        Emperor
 
There is (or should be) only one Emperor.  There are seven Archdukes,
one for each Domain:
 
Deneb:     Norris
Vland:     Ishuggi
Antares:   Brzk
Ilelish:   Dulinor
Sylea:     The Emperor (whoever that might be)
Gateway:   ?
Sol:       ?
 
Once you get down to the Dukes, things start to get really complicated.
As far as I can make out, there doesn't seem to be a specific allocation
of land (or space) that a Duke gets by virtue of his title.  Some Dukes
are in charge of a whole sector, while others might have to make do with
one measly planet.  The lower ranking nobles are not necessarily
entitled to any land at all.
 
I hope I haven't confused the issue even more with all this.
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1474 --------

Archive-Message-Number: 1474
Date: Mon, 20 Aug 90 10:24:37 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: GENCON Megatraveller Seminar

On Tue, 14 Aug 90 16:30:08 MDT rona@hpdml92.boi.hp.COM (rona@hpdml92.boi.hp.COM) said:

>  I'm sure that a really organized, professional kind of guy would 
>  have a lot of well organised notes to refer to.  Unfortunately,
>  you're stuck with me.   :~}    

You're not stuck with Ron. I may be poorly organized, but I tried to
keep good notes during the seminar. They may not be clear or understandable,
however either Ron or myself may be able to clear up questons you may have
on the seminar contents.

>  The MegaTraveller Tournaments were well attended!  We had about 50
>  people play the the "Flaming Eye" tournament Thursday and Friday.
>  This was a lot more than DGP (who ran the tournament) expected.
>  I think that this shows that Traveller is alive and well.

As mentioned later in the seminar, DGPs new Nugget Format was credited
for allowing extra tables to be run. Without (as reported) the players
knowing that their GM never read the module beforehand. The referee was
able to quickly absorb the information, and understand the direction the
module was taking.

The seminar was basically a Question and Answer period. Most of the
questions were answered and a few digressions occured when someone got
one of the speakers on an interesting topic. A few questions were
not answered directly, or turned aside.

There were four people present; Marc Miller (GDW), Gary Thomas (DGP),
Joe Fugate Sr. (DGP), and an artist from DGP (Whose name escapes me
as I didn't write it down). The people from Seeker were also supposed
to be there, but I believe that they didn't make it to the convention as
I never saw them in the dealer room.

The following are my notes (expanded from memory, and re-written) I
apologize in advance for any errors, typos, or unclear statements.

1) The Deneb fleet has co-opted Aslan to fight the Vargr in exchange for
   land claims.
2) There are plans to release a map (based on second survey data) yr1060.
   Referees in the time of the rebellion will be able to suprise players
   as the worlds will not be quite the same anymore.
3) A new product: Star Viking, will cover raiders and planetary forces.
   (presumably Vargr-type raids on Imperial settlements). My notes indicate
   that these are minatures rules, but probably not exclusivly (I am a
   minatures player, and the note may reflect that).
4) Marc Miller mentioned that he uses the modern world as a model for the
   Imperium. Whenever he wants to answer a question on what politics /
   trade / law etc. would be like, he refers to the world (Int'l Airports->
   starports, Airports->spaceports, wet ships->starships, countires->
   worlds/subsectors). Note the "contradiction" where effectively sea-going
   ships dock at international airports. He suggested that if you can
   draw an analogy to modern earth, that is probably how things can be
   done.
5) Strephron's name is from a Gilbert and Sullivan Opera
6) The message at the beginning of one of the MT books "Yellow rot" was
   taken from a file of Marc's that is over ten years old. (Indicating
   presumably that things are planned well in advance, even though they
   didn't know that they were going to be doing a rebellion per-se).
7) Product or Feature in magazine?: Rebels Tales: Guide to the future of
   the rebellion, instead of the "real" history which flows in real-time.
8) After the rebellion product: "Twilight"(possbily "Midnight") along the 
   lines of the long night that followed the collapse of the second imperium.
9) After the rebellion low-pop worlds, especailly asteriods and barren
   worlds will loose all their population, good looting oportunities. A
   rough guide is to drop all tech levels by 2. This causes a spiraling
   decrease in worlds that require a higher tech and/or don't have a
   large population to rely on.
10)Pre-rebellion founded on Honour. Bad personalities drive out good
   (When not honorable). Lucan and Norris are both willing to do whatever
   it takes to accomplish their tasks. For lucan it is "to party", for
   Norris "good of the empire". Duke Norris is Mark's personal hero.
11)They haven't decided (or won't admit) whether Strephron is "real" or not.
12)Peace map has been done, set in 1125, it is the shattered imperium
   symbol blown up and placed over a map of the imperium and environs which
   shows the final borders of the factions.
13)Solomani are having some problems defining what a solomani is. Genetic
   pure born on earth?-Too restrictive. Not born on earth OK?-Vilani are
   "geneticaly" human. Are dolphins and/or Vargr Solomani? Most dolphins
   born on earth fit most Solomani descriptions perfectly.
14)Seeker is doing a K'Kree thing. (Sorry that's what I wrote).
15)Marc is discontented with GDW's traveller support (even though he admits
   to helping make the decisions). The money from Traveller was used to 
   launch other GDW products instead of helping itself. 2300AD and Space:
   1889 support will be discontinued.
16)GEnie/Compuserve have the first right of refusal for an interactive
   game based on traveller. They just applied for an extension.
17)The Zhodani have progressed 1/2 to 2/3 of the way to the core. The
   Zhodani alien module will have details. But there is a "surpise" out
   there.
18)There was a long discussion about submissions of traveller material.
   They can be sent to Marc, Challenge, or DGP. The best way to get
   started is with small articles, rather than 128 page modules.
19)Visual nugget (from referee's pack) is obsolete. The new improved
   module format is the cinematic nugget. Used extensively in knightfall.
   Concentrate on the high-points. Detail everything to the same level
   of mediocracy. (So you don't get the players saying things like-
   "Hey there's a map of this place, must be important"). There is
   a great demand for random nuggets (similar to casual encounters in
   the earlier magazines).
20)There will be no revised traveller books before '92. (However I
   am trying to negotiate somthing with DGP that may help).


   I hope that that was informative for people. I may be able to
   clear up difficulties that you have understanding the above statements,
   but probably not. There was a discussion on rigid vs. fre-form gaming
   but my notes were spotty there. If anyone really wants I could try to
   figure out what I wrote and from that what was said.

					-Dan 

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

-------- TML Message #1475 --------

Archive-Message-Number: 1475
From: wrgate.wr.tek.com!oresoft.com!richard@reed.UUCP (Richard Johnson)
Subject: TL-8 Holo tanks?
Date: Mon, 20 Aug 90 10:39:35 PDT



The August 13, 1990 Electronic-Engineering Times has a neat article
about TL-8 Holo tanks.  Two prototype systems were displayed at
Siggraph in Dallas (TX).

TI's presentation (the one I liked) is sofa-sized, and projects
a true 3-D image under a 24-inch (~100 cm) diameter hood.  A
green laser reflects from a spinning disk to create the image.
TI claims that increasing the  size and number of images is simply 
a matter of adding more parallel processing.

The article says TI is thinking of 3-D HUD's for pilots, and 
interactive 3-D games. 

The other system uses a PC-driven CRT to simulate 3-D in a realistic
fashion.

Read the article.  It starts on page 1.

=========
So there it is: the first holotank.  A monochrome image and high-powered
computer hard and software.   Just think of the MT simulation we could 
write for THAT interface. :-)

Of course hard-copy is another problem...
- -- 

-------- TML Message #1476 --------

Archive-Message-Number: 1476
From: wrgate.wr.tek.com!oresoft.com!richard@reed.UUCP (Richard Johnson)
Subject: Numeric conversions (oops!)
Date: Mon, 20 Aug 90 10:49:39 PDT

Sorry about that.  24" is a *LOT* closer to 61 cm than it is 
to 100 cm.  (except in the relativistcally compressed dimension?)

- -- 
Richard

-------- TML Message #1477 --------

Archive-Message-Number: 1477
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: tech code blues
Date: Tue, 21 Aug 90 9:55:52 BST

"Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:
> 
>      How about a laser?  Now, *that's* a weapon that requires careful
> aiming.  Not to mention the problems one would have if one trained
> with weapons from the tech level just *below* that of the introduction
> of man-portable laser weapons (actually, I consider them to only be
> semi-portable, since the power pack is so heavy and unwieldy).  Imagin
> having to adjust to a weapon that feels different, has different
> aiming characteristics (you don't have to allow for drop, or lead a
> moving target), and has no recoil at all.

That's why there are different skills for different types of weapons.  If
one trained on lasers which were not man-portable, the skill one would have
is Heavy Weapons (Lasers).  There is, as Brent points out, a big difference
between lasers (no drop, no recoil, no leading a moving target) and, say,
an ACR (with all three).  Therefore, there are the separate skills Combat
Rifle (usable on all sorts of rifle, from bolt-action to gauss) and Hand
Lasers (usable on all sorts of portable lasers).  Personally, I'm not sure
if laser pistols and laser rifles/carbines would need separate skills; in
the rules, they don't.

>      What, you may ask, is the point of all this?  Well, that's a good
> question.  I was beginning to wonder myself.  Upon reflection, though
> I think I'm saying that there should only be a penalty *where
> appropriate*.  Appropriate places would be where the higher-tech
> weapon is of a different type (e. g., lasers versus slug-throwers), and
> where the weapons require a high degree of precision (e. g., single-
> projectile slug-throwers [pistols, carbines, rifles] and laser weapons).

Different type means different skills.  There isn't a penalty; perhaps the
referee may allow a portion of, say, a character's Laser skill to be used
on slug throwers, otherwise the character gets skill 0.  High precision
weapons use an otherwise unmodified roll; rapid-fire weapons get a bonus
for auto-fire.  (I still prefer Ye Olde Traveller, or Striker, where each
weapon had its own DEX modifiers - DEX 6 incurred a penalty on precision
weapons like pistols, but not on easier weapons like SMG's.)

- -- 
 "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

-------- TML Message #1478 --------

Archive-Message-Number: 1478
From: d9bertil@dtek.chalmers.se
Subject: Odi noblesse vulgus et arceto!
Date: Tue, 21 Aug 90 12:29:55 MET DST

Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk> wrote:
 > Subject: (1473) Nobility
 > Once you get down to the Dukes, things start to get really complicated.
 > As far as I can make out, there doesn't seem to be a specific allocation
 > of land (or space) that a Duke gets by virtue of his title.  Some Dukes
 > are in charge of a whole sector, while others might have to make do with
 > one measly planet. 
 
   One of the old 'Library Data' books has the followint to say about nobles:
 "Duke: The fifth level of noble rank is the duke, and is associated with a
  subsector. The noble is referred to by the title followed by "of" and the
  subsector name."
 
   It looks to me as if it would be hard to have more dukes than subsectors and
sectors. Any more than that and they'll have to invent new subsectors :-) or the
poor duke will be without a title!
 
   The situation is analogus with the Count and the Marquis, a Count is 
is associated with two or three worlds and the Marquis with one.
 
 "Marquis: ...A marquis is associated with a single world (generally a large and
  important one with a type A or B starport)"
 
   (This will probably rule out the existance of any 'Marquis of Phobos' :-)
 
 -bertil-

BTW, the subject might mean 'I hate those common nobles and despise them.'
     note especially the 'might' in the line above :-)
 --
"If you want me out of here you Solomaniacs, you'll have to come in and get me!"
Sir Nah (It's a very long story)

-------- TML Message #1479 --------

Archive-Message-Number: 1479
Subject: Peformance of Starships/Shipsboats in Close Airspace
Date: Tue, 21 Aug 90 11:25:00 BST
From: cs_s424@ux.kingston.ac.uk

Hi List,

I'm currently writing a mercenary scenario, and I was thinking about the
situation where fighter aircraft, jets and helicopters came against
ships boats or even starships armed with lasers and missile racks.

Are the spacecraft going to be like whales in sky, easily shot down or
are they flying fortresses, impervious to the weapons of, say, earths
current tech level.

ie who would win, a group of tornados or the modula cutter?

Any ideas? What is the generally accepted performance and normally space-
bound vehicles inside close airspace?

- -------------------------------------------------------------------------------
Paul Netherwood                      janet    :  P.J.Netherwood@uk.ac.kingston
Research                             internet :  P.J.Netherwood@kingston.ac.uk
                                     phone    :  (+44) 81 549 1366 ext 2923    
                                     local    :  cs_s424@ux.king  
          
School of Computer Science and Electronic Systems,
|/ingston |>olytechnic, Penrhyn Road, Kingston-upon-Thames, Surrey KT1 2EE, UK.
|\--------|--------------------------------------------------------------------
  \


-------- TML Message #1480 --------

Archive-Message-Number: 1480
Date: Tue, 21 Aug 90 09:40 EDT
From: METLAY@vms.cis.pitt.edu
Subject: The Archduke of Sol


Alan Huscroft's list of nobility has blank spaces for the Archdukes 
of the Gateway and Sol domains. To my best knowledge (the Rebellion
Sourcebook), the Archduke of Sol is Duke Adair, currently running
the Solomani Rim from Dingir and supporting Lucan's claim to the 
Iridium Throne in return for being allowed to maintain his frontier
fleets.

Your historian,
metlay

-------- TML Message #1481 --------

Archive-Message-Number: 1481
From: zonker@ihlpf.att.COM
Date: Tue, 21 Aug 90 09:22 CDT
Subject: Marc Miller Rumor

Heard a rumor (and I stress a rumor) from an inside source that Marc Miller
is leaving GDW.  He is evidentily getting a job in the real world (i.e. I
took this to mean outside of gaming, since I asked about DGP).  He is going
to retain his shares unlike Rich Banner, so he could potentially come
back.  What exactly this means for Traveller was not clear although from
the Gencon discussions it is pretty clear that DGP has the ball anyway.  I
was kind of wondering why everybody reported Marc talking about GDW in the 3rd
person since he is one of the major shareholders and decision makers.  It
could mean that we could actually see more from Marc on Traveller since he
could still contribute  on the side to DGP, whereas if he stayed at GDW he
would be working on other projects.  At any rate I'm not sure when this
will happen since I got this through the grapevine and not directly 
from someone there, but it sounded pretty immanent.

					Non Cuniculus Est,
					    Tom Harris


-------- TML Message #1482 --------

Archive-Message-Number: 1482
Date: Tue, 21 Aug 90 17:24:45 PDT
From: Joel Lovell <jlovell@smdvx1.intel.COM>
Subject: Intro


Hi!

I imagine some of you already know of me from rec.games.frp - but then
again maybe you don't.

Just thought I would intro myself to this list.

I was wondering, why did 2300 AD (the revised one, not the Traveller 
2300 AD one) die out?  I found it to be very easy to use compared to
the nightmare of megatraveller.  It was a very good hard science 
fiction game.  Do you think if they'd had player character alien
races that it might have made a difference?

I'm just puzzled.  I haven't seen this much lack of interest in a game
since checkers.

Also, any recommendations for tackling Mega Traveller?  I just bought
all of the books - again.  (I'd bought them at 20% off at Brian's Books
in Sunnyvale, Ca. once before, then sold them to someone at 10% off
retail later after giving up on the system.  Now I've found the same
books again at the same store, and since they are clearing out all of
their rpg's stuff (unfortunately), I bought the same set for $4 apiece.

I've got more irons in the fire than you can imagine.  I just want a
pointer or two on some of the things that have tripped up people before.
Like, what are some of the pitfalls I can expect the rules to be rather
shakey on?

thanx

Joel

-------- TML Message #1483 --------

Archive-Message-Number: 1483
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1477) Re: tech code blues
Date: Tue, 21 Aug 90 23:52:34 EST

 >From woodsb Tue Aug 21 23:16:26 1990
 >Received: by gn.ecn.purdue.edu (5.61/1.27jrs)
 >	id AA27970; Tue, 21 Aug 90 23:16:24 -0500
 >Message-Id: <9008220416.AA27970@gn.ecn.purdue.edu>
 >Date: Tue, 21 Aug 90 9:55:52 BST
 >From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
 >Subject: (1477) Re: tech code blues
 >Reply-To: traveller@metolius.wr.tek.com
 >Apparently-To: woodsb

 In message 1477 adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >"Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:
 >> 
 >>      How about a laser?
 >
 >That's why there are different skills for different types of weapons.

     Damn.  Where was my brain?  I never even thought about the skills.
If I had two working neurons to rub together, I'd be dangerous...  ;-)

 >Personally, I'm not sure if laser pistols and laser rifles/carbines
 >would need separate skills; in the rules, they don't.

     I don't think they do.  The effect of the two types of weapons
(laser pistols versus laser carbines/rifles) are a lot closer together
than the slug-thrower equivalents.  With lasers, the only real
difference is the power.  With slug-throwers, pistols are much less
acurate (due to the shorter barrel length and inferior sights) and have
a much shorter range (same reasons, basically).  Due to those
differences, pistols and longarms are used differently.  The laser
weapons are much closer together, so skill with one type should work
just as well with others.

 >(I still prefer Ye Olde Traveller, or Striker, where each weapon had
 >its own DEX modifiers - DEX 6 incurred a penalty on precision weapons
 >like pistols, but not on easier weapons like SMG's.)

     I have to agree with this.  Heck, I still use the old damages from
the old three-book boxed set (where each weapon did slightly different
damages).

     I've had some time to think about the issue of usage penalties
based on tech level differences.  I'm also a little better rested, so
I may be more coherent.  ;-)

     I (personally, in my own game) don't think that such penalties
make that much difference.  I don't use them, since I assume that my
player characters are bright enough to not even attempt to use a
piece of equipment if they haven't (at least) been told how it works.
This, of course, doesn't apply to emergency situations.  :-)

     Unless the weapon is *very* strange, even a complete idiot can
pull a trigger no matter what tech level he grew up under.


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- End of TML Messages --------


-------- TML Message #1484 --------

Archive-Message-Number: 1484
From: d9bertil@dtek.chalmers.se
Subject: Weapon Skills
Date: Wed, 22 Aug 90 11:30:20 MET DST

   The question about if a certain skill should give some benefit when used
as a substitute for another skill or a skill in using material much more/less
advanced as those training took place with it a big can of worms.

   The most realistic solution should be to extensively detail how these factors
would work for each skill. But that is obviously a big job and it would 
complicate the game.
 
   To take another of those infamous "real life examples": When I was younger I
did a lot of target-practice with an airrifle. Then in the AF, I got tought to
use a SMG, and while an SMG is atotally different weapon from an airrifle, I
had good use of the experiance from the airrifle (at least when firing single
shots in competitions :-)

   During an excercise, I had the opportunity to have a close look at the latest
assault carbine in the inventory. And to put it frankly, I didn't find the
safety until the owner pointed it out to me :-)
   I don't want to think about how long it would have taken me in a more 
frantic situation.

   So the real effect of not knowing how to use a specific weapon is that is is
*much* harder to make it do anything, and if it does anything, there is a big
risk of getting hurt. Hitting things with it, once you know how to use it, might
even be made easier if you have some weapon skill in the same area. (eg. Slug-
throwers, lasers, energy, etc)

   As for servicing (most modern weapons aught to get serviced quite regularly,
even the most rugged ones that can be dragged in dirt and water and fired 
directly afterwards will rust stuck if left damp for more a few days) don't even
think about it if you lack a users guide or training.


   The theoretically best solution of the trouble with transferring skills might
be the Shadowrun skill-net (I havn't seen it myself, so this is pure hearsay).
There all skills is laid out with lines between them. If you have a certain
skill and want to use it for something else, you go there following the lines
and reduce the skill by one for each line you follow.

   This can be expanded to include some lines that for example halve skill and
so on. The main disadvantage is sadly that the whole thing is probably very
hard to actually design well. The Shadowrun skillnet is rumored to contain
large errors and typos even after several erratas.

- -bertil-
- -- 

-------- TML Message #1485 --------

Archive-Message-Number: 1485
Date:     Wed, 22 Aug 90 9:40:18 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Responses

.OJ OFF
I trust no one will be overly confused if I reply to two messages with
one.

> Subject: (1479) Peformance of Starships/Shipsboats in Close   <
>                 Airspace                                      <
>                                                               <
> Hi List,                                                      <
>                                                               <
> I'm currently writing a mercenary scenario, and I was thinking<
> about the situation where fighter aircraft, jets and          < 
> helicopters came against ships boats or even starships armed  <
> with lasers and missile racks.                                <
>                                                               <
> Are the spacecraft going to be like whales in sky, easily shot<
> down or are they flying fortresses, impervious to the weapons <
> of, say, earth's current tech level.                          <
>                                                               <
> i.e. who would win, a group of Tornados or the modular cutter?<
>                                                               <
> Any ideas? What is the generally accepted performance of      <
> normally space-bound vehicles inside close airspace?          <
>                                                               <
> Paul Netherwood                                               <

Without the rule books in front of me, it is my opinion that the combat
would be something like a bunch of gnats trying to annoy an elephant. Most
of the atmospheric fighters are not going to carry weapons heavy enough to 
penetrate even a base armored (40) starship, so all they will do is inflict
10% damage per hit on the structure.  Most starships have structure to burn.
A starship laser hit, on the other hand, will do quite a bit of damage to
a fighter, although I think the COACC damage values for aircraft are severely
inflated.  If memory serves me correctly, a typical TL8 fighter plane can 
absorb a number of hits by heavy SAMs, as long as they don't hit the engine,
which is not a terribly good model of the real world.

As far as maneuverability goes, I think you could almost get away with 
considering the starship to travel in straight lines (limited in speed
by its streamlining level).  A small airframe vehicle, like some of the
ones I have uploaded can be rated for atmospheric maneuverability using
the regular aircraft rules from COACC if desired.

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

> Subject: (1482) Intro                                          <
>                                                                <
> I was wondering, why did 2300 AD (the revised one, not the     <
> Traveller 2300 AD one) die out?  I found it to be very easy to <
> use compared to the nightmare of Megatraveller.  It was a very <
> good hard science fiction game.  Do you think if they'd had    <
> player character alien races that it might have made a         <
> difference?                                                    <
>                                                                <
> I'm just puzzled.  I haven't seen this much lack of interest in<
> a game since checkers.                                         <
>                                                                <
> Joel                                                           <

It's just my opinion, mind you, but I'd say the worst probelms with 
2300AD were the lack of a trade and commerce system, which on a larger
scale meant that most adventures tended to be combat oriented, and the
Kafers.  Since I can't see anyone wanting to use 2300 mechanics without
adopting the rest of the universe (I know, it could be done without
too much difficulty), the Kafers tend to be such an overwhleming problem
that I don't feel good about having human/human skulduggery going on with
that in the background.  Do we stop to argue about capitalism versus
communism in the middle of a burning building?  The fact that the combat
system is fairly lethal (which in my book is good, because I prefer games
which don't involve a lot of it) becomes a problem when characters are 
pushed into fighting by the published adventures.  The overall lack of
an economic system makes it difficult for me to decide how to reward
characters, although at least the second edition has experience rules.

My comment on the first edition was that there was really no reward system
built into the game, since there was no obvious way to become rich, and
no experience rules.  I have a slew (30+) of role-playing rules lying around
my house, and I am usually planning for four or five (running them is
another matter entirely).  Thus, I like to have games that have enough of
an inherent reward structure that I can build adventures without having to
strain my imagination extensively, if I don't feel like it.

**********************************************************************
On another topic...

Did I read the message the other day correctly?  GDW is planning on dropping
support of SPACE:1889?  My favorite game in years...

Rob Dean

-------- TML Message #1486 --------

Archive-Message-Number: 1486
Subject: Thoughts on yesterday's list...
Date: Wed, 22 Aug 90 8:21:56 PDT
From: Richard Johnson <richard@agora.UUCP>

:From: bertil

: Odi noblesse vulgus et arceto!
<delted stuff>
:BTW, the subject might mean 'I hate those common nobles and despise them.'
:     note especially the 'might' in the line above :-)

Or, (with my incredibly rudimentary latin:) Those nobles are vulgar, stink, 
and could easily be hated.  (I like your translation better.)

:   (This will probably rule out the existance of any 'Marquis of Phobos' :-)
Oh, I hope so!  Is there a skeleton in the Solomani closet?



:From: Paul Netherwood
:
:I'm currently writing a mercenary scenario, and I was thinking about the
:situation where fighter aircraft, jets and helicopters came against
:ships boats or even starships armed with lasers and missile racks.
:
:Are the spacecraft going to be like whales in sky, easily shot down or
:are they flying fortresses, impervious to the weapons of, say, earths
:current tech level.

I say:  "Make it tough on your players (read `challenging')."  
Whatever works.  Also depends on how well they've been maintaining
their starships.  Suppose they're attempting an emergency landing
after a tough close-orbit battle...

:ie who would win, a group of tornados or the modula cutter?

How many Tornadoes?  How good are the pilots?  How well equipped?
How 'bout *LUCK*?


:From: Tom Harris
:
:Heard a rumor (and I stress a rumor) from an inside source that Marc Miller
:is leaving GDW.  He is evidentily getting a job in the real world (i.e. I
:took this to mean outside of gaming, since I asked about DGP).  He is going
<etc>

I hope this means he'll at least have TML access...



:From: Joel Lovell 

:I was wondering, why did 2300 AD (the revised one, not the Traveller 
:2300 AD one) die out?  I found it to be very easy to use compared to
:the nightmare of megatraveller.  It was a very good hard science 
:fiction game.  Do you think if they'd had player character alien
:races that it might have made a difference?

Please tell us more about 2300 AD.  I, for one, never really got a
chance to see the game.  Maybe there's some stuff worth incorporating
into a campaign or variant.

:I'm just puzzled.  I haven't seen this much lack of interest in a game
:since checkers.

I think the apparant lack of interest is more related to 1) lack of
interest from GDW and 2) a LOT more people having knighthood fantasies
than having spaceman fantasies (see traveller nobility thread).  It's
probably really hard to keep sci-fi games going, unless you have a
well-establishe background before publication (*Star Wars* or
*Star Trek* are two examples).

We're interested.  Keep talking.


:Also, any recommendations for tackling Mega Traveller?  I just bought
:all of the books - again.  (I'd bought them at 20% off at Brian's Books
:in Sunnyvale, Ca. once before, then sold them to someone at 10% off
:retail later after giving up on the system.  Now I've found the same
:books again at the same store, and since they are clearing out all of
:their rpg's stuff (unfortunately), I bought the same set for $4 apiece.

Yeah!  PLAY!  (if you can find somebody).  Start slow and small, and 
add complexity as you go.  It's rather pleasurable to solo your first
character (mine was a scout named Adam {PBEM spoiler, if you're listening})
for months and months until somebody says "whatcha doin?"  
(mild beef - see note 1).

Also, stick with the TML.  There's a *LOT* of neat stuff here, and
great folks to talk with.


:I've got more irons in the fire than you can imagine.  I just want a
:pointer or two on some of the things that have tripped up people before.
:Like, what are some of the pitfalls I can expect the rules to be rather
:shakey on?

We're all working this one out :-)  Remember Traveller is no 13 (I think -
Mike?) years old.  Most of serious bugs are out of the system, but
there are some strange idiosyncracies.

===============

Now, on with the new stuff:

(Note 1):  I think there is a great potential for solo adventures to
be written and published.  Very often overlooked.  Most of us have
complained about lack of partners fro our games one time or another.

Anyone try the computer MegaTraveller game yet?

(Finally)
******************* MEGA-PBEM Note *****************

I'm starting to get back on-line.  Agora is starting to work
reliably again.  (But I lost aliases over the summer.)

The current plan is to re-boot the PBEM game is September, as
people return to school (mainly).

PLEASE CHECK IN.
Drop me a short note at richard@agora.hf.intel.com
to let me know you want to participate.  Please indicate a
known good address, yours and your character's name, and whether
you need re-assignment (like armsmen being in the sciences team).

I will try to make room for a couple more folks (there are some
new TML subscribers) but if you are new and want to play, expect
to NOT be part of the main party.  (possible spoiler...) There
are some "intersting" times ahead.

If you want out of the game, I understand.  Please let me know and
we'll send you back with the fuel ships you're shortly meeting.

Richard

-------- TML Message #1487 --------

Archive-Message-Number: 1487
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Thu, 23 Aug 90 12:04:00 +0300
Subject: 2300AD, Starships, etc


Hello,

        Firstly, please change my email address to:

                yaniv@SHUM.huji.ac.il


        Now to other matters:

        It is quite probable that spacecraft would be quite impervious to
aircraft weapons. However, should the small craft be able to deliver a sizable
nuclear warhead, the situation becomes more problematic. The starship may be
buffetted by the shock wave, possibly overturning or smashing against nearby
shipsmountainsbuildingswhatnot, the superstructure, antenae, weapon
installations may be torn off, exhausts may be caved in or shattered... This
should be taken into account.

        The weapon needn't be very accurate, either. Just powerful enough -
a souped-up Genie may be good.

        Also, I wonder if screens would operate at 100% efficiency in the
atmosphere. Possible, but not certain.

- ---

	Is it positive that the 2300AD died? It had a reasonable system,
with some very good features (deadly combat, good selection of hardware).

	True, it did lack trade and economic systems, the experience system
was very bad, and the character generation was peculiar, but the system had
merit...

	The problem with the Kafers was significant, but not insurmountable -
the Bayern gave some scope for non-Kafer activities...

	If the readers desire, I shall post my own 2300AD material (many
ships and a full star system in the American Arm).

	yours in advance,

	yaniv

-------- TML Message #1488 --------

Archive-Message-Number: 1488
From: d9bertil@dtek.chalmers.se
Subject: Re: Ships in closed airspace
Date: Thu, 23 Aug 90 11:14:02 MET DST

> Date: Tue, 21 Aug 90 11:25:00 BST
> From: cs_s424@ux.kingston.ac.uk
> Subject: (1479) Peformance of Starships/Shipsboats in Close Airspace
> 
> Hi List,
> 
> I'm currently writing a mercenary scenario, and I was thinking about the
> situation where fighter aircraft, jets and helicopters came against
> ships boats or even starships armed with lasers and missile racks.

  All common air to air missiles and guns have penetrations that is way below
40. (I think this is the case for the missiles, since they in fact don't have 
any penetration listed! I assume that they have the same penetration as they
do damage.) 

  On the other hand, if the spaceship is relatively slow and lacks excessive
agility, it might work to lob some anti-tank missiles and the heavier types
of command guided missiles at it. Those with HEAP warheads have penetrations
above 40, and since the only way to resolve this, presently at least, is to use
the vehicle hits, there is at least a small chance that one will hit at vital
component. The drive, for example :-)

  (Using command-guided weapons against flying objects actually work. One of
the main weapons of the Swedish fighter J35 Draken (Dragon) during the 50's
was a big ugly command-guided air-to-air missile. The idea was to use it
against big lumbering high-altitude strategic bombers. The warhead was about 
one ton of high-explosives, so even a close miss would tear the bomber to 
pieces.
  The US equivalent was the 'Blivet'. a dumb nuke missile that flew in a 
straight line towards the formation of bombers and detonated. Blivet equivalents
would certainly be usable against starships in Traveller.)

> Are the spacecraft going to be like whales in sky, easily shot down or
> are they flying fortresses, impervious to the weapons of, say, earths
> current tech level.

  Largely impervious, unless the weapons are exceptional.

> ie who would win, a group of tornados or the modula cutter?

  If the tornados could carry mavericks, I'd put my money on them, otherwise 
they couldn't harm the cutter.

> Any ideas? What is the generally accepted performance and normally space-
> bound vehicles inside close airspace?

  If you cought the ship on the ground, on the other hand, it would be a sitting
duck to any B52 or B1 equivalent with a bombbay full of laserguided 1000kg
iron bombs and with a forward observer on the ground to point a laser at the
ship.

  The onetonners have pen49 and damage60, which mean that they will do 30
unmodifyed. But since hitting a target with laser guided bombs is simple, they
will have their damage multiplied in most cases.
  (Is this correct? COACC says in essence 'apply damage according to the players
manual, and I think that includes the exceptional success multiplyers.)
  I think that the COACC B1 equivalent had a 34ton bomb bay. That would make it 
capable of dishing out about 3000 damage points (modified for multiplication and
armor) which is enough to totally wreck a scoutship (remember the *10 for damage
points, a scoutship has 900/2250, not 90/225) and give inoperable to a ship of
300 tons.

  
  However, if one combines the ship design rules and the COACC weapons, things
get *really* nasty. It is easy to build a realtively fast and agile smallcraft
of 50t that could take 420 tonnes of bombs (if one cuts endurance to about 
4 days)
  So, what could you do with 420 tons of bombs? Well, according the COACC rules
for dropping bombs in big numbers, one is to multiply the dangerspace with the
number of bombs which is totally unrealistic.
  The 'beaten zone' table in the referees companion gives a much smaller area
which is more realistic, and according to that, the 50ton ship could cover
3.9 square kilometers with 1000kg bombs.
  If it was loaded with HEAP cluster, effective against battledress clad troops,
it could cover 24 square kilometers! (The manhattan island is about 60 square
kilometers)
  That kind of ground attack craft would be bad news for anyone.

  And think about dumping the load of a 30000 ton naval transport down at a
world from orbit....

- -bertil-
- -- 
"Greetings, Nuke Dorris!..... eh... Duke Norris!"
Anonymous player.

-------- TML Message #1489 --------

Archive-Message-Number: 1489
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: Weapons skills
Date: Thu, 23 Aug 90 10:19:20 BST

"Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:

>      I don't think they do.  The effect of the two types of weapons
> (laser pistols versus laser carbines/rifles) are a lot closer together
> than the slug-thrower equivalents.  With lasers, the only real
> difference is the power.  With slug-throwers, pistols are much less
> acurate (due to the shorter barrel length and inferior sights) and have
> a much shorter range (same reasons, basically).

The pistol is still handled totally differently from the longarm, due to
the different shape and weight.

>  >(I still prefer Ye Olde Traveller, or Striker, where each weapon had
>  >its own DEX modifiers - DEX 6 incurred a penalty on precision weapons
>  >like pistols, but not on easier weapons like SMG's.)
> 
>      I have to agree with this.  Heck, I still use the old damages from
> the old three-book boxed set (where each weapon did slightly different
> damages).

Rules customising time!  My damage system used the damage codes from the
basic set and Mercenary, modified by the penetration roll from Striker.
If your penetration roll said "Light wound", you rolled the damage dice
as stated.  If the penetration said "Serious wound", you rolled 1.5 time
the number of dice stated (a 1/2 die meant roll one die, divide it by 2,
round up).  If the penetration said "Fatal", you rolled 2 times the damage
dice stated.  The exception was PGMP's and FGMP's - if someone was hit by
one of those, no roll was necessary!

d9bertil@dtek.chalmers.se writes:

>   To take another of those infamous "real life examples": When I was younger I
> did a lot of target-practice with an airrifle. Then in the AF, I got tought to
> use a SMG, and while an SMG is atotally different weapon from an airrifle, I
> had good use of the experiance from the airrifle (at least when firing single
> shots in competitions :-)

Translation into Traveller: the air-rifle practise gave you the general skill
level 0 which meant you didn't get the -5 for total unfamiliarity.

>  During an excercise, I had the opportunity to have a close look at the latest
> assault carbine in the inventory. And to put it frankly, I didn't find the
> safety until the owner pointed it out to me :-)

That isn't a matter of different tech levels, or even different weapon classes.
I suspect that someone trained on another assault rifle would have had the
same problem.  In Traveller terms, if a character picks up a new weapon, he
should make a roll to see if he can find all the important controls.  Finding
some (e.g. trigger) will be easier than finding others (e.g. the lever you
turn as the first move to stripping it).  A fumble might mean, he tries to
release the safety and the magazine falls out.

- -- 
 "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

-------- TML Message #1490 --------

Archive-Message-Number: 1490
Subject: Idle Thoughts on Lasers (was Tech Code Blues)
Date: Thu, 23 Aug 90 14:37:43 PDT
From: Richard Johnson <richard@agora.UUCP>

A few years back I was working for a company that manufactures
lasers for machining (and semiconductors...).  Something that
always amazes people is that 

	*you can HEAR the laser destroying the material*

This is highly couterintuitive.  What happens (in TL8 stuff) is
that a "high power" (10 Watt CW or so) laser is pulsed in extremely
short bursts (~200 nanosecond) at about 1000 Hertz.  The beam is
focused on the target.  Typically, the part is held by vacuum.

When the laser (now short, high-energy) bursts hits the part, the
metal vaporizes and "jets" away from the surface of the part.   This
rocket effect makes the part vibrate at an audible frequency against
the parts handler.

Soooo...
Picture a group of mercs in armor.  A sniper hits one of them in the
back with a laser.  The survivors will recognize the sound (and 
possibly the smell) of the attack.  To paraphrase another "Great
American" (from the movie Heartbreak Ridge) "The laser makes a 
clear and distinctive sound when fired at you in combat."

Also explains why ship's lasers get better damage pulsed, and better
aim when CW.

Richard

-------- TML Message #1491 --------

Archive-Message-Number: 1491
Subject: Request for technical help
Date: Thu, 23 Aug 90 15:27:26 PDT
From: Richard Johnson <richard@agora.UUCP>

Any of you know how to have the mailer automatically
issue a short reply message when I receive incoming mail?

Here's the goal:  In running the PBEM game, I'd like to
have the machine automatically send a short "got your note"
note, so I don't have to spend time doing it.  Then I can
spend more time figuring out how to get you guys.

Right now I'm using elm.  Agora is a '386 box running
AT&T SysVr4 (beta).   I don't know if mh is available.

Thanks;
	Richard
	richard@agora.hf.intel.com

Please mail - I don't think this is really TML stuff, except indirectly.


-------- TML Message #1492 --------

Archive-Message-Number: 1492
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1489) Re: Weapons skills
Date: Fri, 24 Aug 90 3:27:44 EST


 In message 1489(adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
 >
 >>      I don't think they do.  The effect of the two types of weapons
 >> (laser pistols versus laser carbines/rifles) are a lot closer
 >> together than the slug-thrower equivalents.  With lasers, the only
 >> real difference is the power.  With slug-throwers, pistols are much
 >> less acurate (due to the shorter barrel length and inferior sights)
 >> and have a much shorter range (same reasons, basically).
 >
 >The pistol is still handled totally differently from the longarm, due
 >to the different shape and weight.

     I don't think I agree with that, in the case of lasers.  One of the
more important considerations in using a slug-thrower is the recoil.
Recoil compensation for pistols and longarms is very different, due to
the different ways they are handled (unless, of course, your pistol has
a stock, folding or otherwise).  Lasers don't have that problem.  Sure,
you hold a pistol differently than you do a longarm (unless you're John
Wayne :-) ), but, other than that, there's no real difference.  Once
you've been trained to use a laser (any type), I think you should be
able to use any other type without a problem.  Of course, there are
differences between models, but that's getting a bit specific.
Sometimes useful in game terms, though.

 >>      I have to agree with this.  Heck, I still use the old damages
 >> from the old three-book boxed set (where each weapon did slightly
 >> different damages).
 >
 >Rules customising time!  My damage system used the damage codes from
 >the basic set and Mercenary, modified by the penetration roll from
 >Striker.  If your penetration roll said "Light wound", you rolled the
 >damage dice as stated.  If the penetration said "Serious wound", you
 >rolled 1.5 time the number of dice stated (a 1/2 die meant roll one
 >die, divide it by 2, round up).  If the penetration said "Fatal", you
 >rolled 2 times the damage dice stated.

     Wow.  And you survived the bookkeeping?  That's almost as bad as
what I did to a player once.  He wanted a nuclear hand grenade, so I
let him have one.  It did 1000 dice damage.  I made him round up 1000
dice and throw them all.  We used a trash can to roll them.  I made him
count them all, too.  After all that was over, I told him that he had
bought the farm in the blast too.  Seems that the primary blast radius
was slightly more than twice as far as he could throw the thing...
Taking 3500 points of damage ruined his whole day.  ;-)

 >The exception was PGMP's and FGMP's - if someone was hit by one of
 >those, no roll was necessary!

     Tell me about it.  I had a player use an FGMP on a bird one time.
Talk about overkill.  We ended up with vaporized parakeet.  It *did*
shut the bird up, though.  ;-)


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1493 --------

Archive-Message-Number: 1493
Date: Friday 24th August 1990 10:36:59 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Archdukes

 
Metlay writes:
 
> Alan Huscroft's list of nobility has blank spaces for the Archdukes
> of the Gateway and Sol domains. To my best knowledge (the Rebellion
> Sourcebook), the Archduke of Sol is Duke Adair, currently running
> the Solomani Rim from Dingir and supporting Lucan's claim to the
> Iridium Throne in return for being allowed to maintain his frontier
> fleets.
 
Yes, that's right.  I checked in the Rebellion Sourcebook and
it also names Tranian as the Archduke of Gateway.  Like Adair,
Tranian supports Lucan.
 
*sigh*  I wish I had a better memory.  Or did I say that already?
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1494 --------

Archive-Message-Number: 1494
Date: Fri, 24 Aug 90 11:49:42 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Re: Ships in closed airspace

> Date: Thu, 23 Aug 90 11:14:02 MET DST
> From: d9bertil@dtek.chalmers.se
> Subject: (1488) Re: Ships in closed airspace
> 
> > Date: Tue, 21 Aug 90 11:25:00 BST
> > From: cs_s424@ux.kingston.ac.uk
> > Subject: (1479) Peformance of Starships/Shipsboats in Close Airspace
> > 
> > Hi List,
> > 
> > I'm currently writing a mercenary scenario, and I was thinking about the
> > situation where fighter aircraft, jets and helicopters came against
> > ships boats or even starships armed with lasers and missile racks.
> > Are the spacecraft going to be like whales in sky, easily shot down or
> > are they flying fortresses, impervious to the weapons of, say, earths
> > current tech level.
> 
>   Largely impervious, unless the weapons are exceptional.

Most combat vessels have more than the standard armour, thus even more
impervious and if its a starship with a nuclear damper...

> 
> > ie who would win, a group of tornados or the modula cutter?
> 
>   If the tornados could carry mavericks, I'd put my money on them, otherwise 
> they couldn't harm the cutter.

Highly dependant on the armament (on both sides)
> 
> > Any ideas? What is the generally accepted performance and normally space-
> > bound vehicles inside close airspace?
> 
Speed and agility aren't the entire point. The streamlining is. If the
ship is streamlined its max atmospheric speed is 1000 kph, it will be a
whale in the sky. If however the stremlining is airframe the top speed is
90% of its vaccuum movement. a 6-G fighter/ship would go .9*4800 (I think 
this figure is accurate) 4320 kph. As this is 1200 m/s (Mach 3.5) and the 
ship's acceleration is 59 m/s/s (in any direction) and of course unlimited
ceiling it would be a nasty opponent for an aircraft especailly a modern
(earth) aircraft. Note that a 500000Ton battleship with 6G and airframe hull
would perform almost identically (probably a larger turning radius unless its
agility was higher) an impressive sight.

The ships lasers are essentially 250Mw beam or pulse lasers. I thought that
there was a (space) fighter described in the CoACC book?

>   If you cought the ship on the ground, on the other hand, it would be a sitting
> duck to any B52 or B1 equivalent with a bombbay full of laserguided 1000kg
> iron bombs and with a forward observer on the ground to point a laser at the
> ship.

Don't forget there is also point defense weapons. I don't know if the lasers
can act as point defense. Repulsors and possibly the lasers as they can fire
at incoming missiles, the usual bombing height of a B52/B1 plus the nice
lasers (assuming laser detectors) make the tracking of the bombs easy and/or
destruction of the FO.

Instead of attacking all these civilian-type cutters and ships, try a
military target, things will not be as easy. Think of the effect of an
EM pluse from an air-burst nuke from a military ship on the local
(air) fighters/bombers. (assuming fib computer on the ship).

					-Dan

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

-------- TML Message #1495 --------

Archive-Message-Number: 1495
From: d9bertil@dtek.chalmers.se
Subject: COACC damage
Date: Sat, 25 Aug 90 11:29:00 MET DST

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

> although I think the COACC damage values for aircraft are severely
> inflated.  If memory serves me correctly, a typical TL8 fighter plane can 
> absorb a number of hits by heavy SAMs, as long as they don't hit the engine,
> which is not a terribly good model of the real world.

  It is possible that one should use the common exceptional success multipliers
(half damage if maginal success, double if exceptional etc.) for air-to-air,
air-to-surface and surface-to-air combat.
  In some places, COACC talks about 'inflicting it's damage poind value' and in
some it says 'resolve according to players manual'. 
  The problem above would be somewhat alleviated if all COACC combat is resolved
using the players manual system. 

  BTW, does anyone have an opinion about the Agility formula in COACC. It seems
that the more percentage of the aircraft that is dedicated to mauever 
enhancement, the *lower* will the aircrafts agility be!

  The formula looks something like this (reciting from memory):

  (Speed/100+TTW*100)/100-ME+MP 
  
  where TTW is Thrust to Wt ratio (or G), ME is % of a/c dedicated to manuever
enhancement and MP is the manuever point bonus from the controls.

  The formula would make more sence if it were:

  (Speed/100+TTW*100)/(100-ME)+MP

  But I havn't seen this corrected anywhere.

  Comments anyone?

- -bertil-

PS. It is also quite fun to compare TTW rations and performance for real a/c's
    and for COACC designed ones. A SR-71, for example would be quite slow if
    Lockheed had used COACC to design it :-)
- -- 

-------- End of TML Messages --------


-------- TML Message #1496 --------

Archive-Message-Number: 1496
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Sat, 25 Aug 90 23:20:18 +0300
Subject: 2300AD ships


Hello,

        Enclosed is a ship design for an armed lander for the 2300AD.
I have heard that the game is now defunct, as far as GDW is concerned,
but I like the design system, and shall probably GM the game until
MegaTr. appears in Israel (circa 2019).
- ---cuttez---dicez---slicez---removez---rippez---choppez---amputez---
Design Data:

        Name: General AeroSpace AL-22C/D Starbolt
        Type: Assault Lander
      Nation: America

        Warp: NA
 Power Plant: 0.5 MW MHD Turbine
        Fuel: 33.6 tonnes, sufficient for 12 hours and one planetary transit
              AL-22C: 5 tonnes auxilary tank, sufficient for 16.66 hours
              AL-22D: 12 tonnes auxilary tank, sufficient for 40 hours
       Range: none
        Mass: AL-22C: 196.832 tonnes
              AL-22D: 197.252 tonnes
      Volume: AL-22C: 308 cubic meters
              AL-22D: 320 cubic meters

       Cargo: AL-22C: 36.33 m^3
              AL-22D: 78.36 m^3

     Comfort: 0
Life Support: AL-22C: 54
              AL-22D: 10

     Sensors: Radar, FLIR, laser designator, laser ranger

         ECM: (ONLY AL-22D): AAQ-345 IR Jammer
                             ALR-399 Radar Warning Receiver
                             APQ-401 Jammer
                             ALQ-200 Jammer

       Price: AL-22C: Lv 3,063,500
              AL-22D: Lv 5,511,000

        Crew: AL-22C: Pilot, 3 gunners, 50 drop troops
              AL-22D: Pilot, 8 gunners, 1 ECM operator

     Weapons: AL-22C: 3 CLP-1A  ROF: 5  Range: 1600  DP: Tamped, EP=15
                      5 general missile tubes, up 350mm in diameter
                      Ammunition: 500 rounds for each CLP-1A
              AL-22D: 8 CLP-1A  ROF: 5  Range: 1600  DP: Tamped, EP=15
                      5 general missile tubes, up 350mm in diameter
                      Ammunition: 1000 rounds for each CLP-1A

Combat Data:
           Movement: NA      Radial Reflection: 1       Radial Profile: -2
 Radiated Signature: 1      Lateral Reflection: 2      Lateral Profile: -3
Targetting Computer: 0                 Screens: 0
     Active Sensors: NA        Passive Sensors: NA

             Armour: AL-22C: 6
                     AL-22D: 9
          Hull hits: Minor: 7, Major: 14, Total: 28
   Power Plant hits: Disabled: 1, Destroyed: 3


Original Date of Design: February 11, 2292
Date of 1st Redesign: March 29, 2293
Date of 2nd Redesign: October 1, 2293
Date of Final Design: December 29, 2293
First Example Laid Down: December 31, 2293
First Example Delivered: April 6, 2294
Fleets of Service: America (USSN, Marines), Australia

        Designed for the demanding XM-2291/AL-req.12.3 requirement, the
assault lander had a very bad start. The technology demonstator crashed,
killing the pilot, after the advanced power plant caught fire. Two redesigns
followed, with 3 differing power plants. Two of the unmanned test vehicles
crashed in power plant fires, and the project manager resigned.

        The American government intended to transfer the project to
Ramco-Grumman concern and, in an act of desperation, GAS decided to install
the well known, if not overly advanced, General Atomics MHD-3 into the
remaining test vehicle.

        Surprisingly, the vehicle proved very reliable and quite versatile.
Within 2 months, the American government requested a pre-production run of
5 vehicles.

        Heavily armoured and armed for ground support, the AL-22 proved
to be a very useful addition to the US Marine Drop Forces.

        At the request of the USMC, a specialized gunship version was
built, to provide heavy support fire and defence suppression. The AL-22D
has 50% more armour and more than twice the firepower, as well as an
extensive ECM suite.

        Each Marine Drop Battalion has 20 AL-22 landers, plus 5 AL-22D
gunships.

                                 AL-22C
+-----------------------------------------------------------------------------+
                            Ship Design Form                                 
+---------------+-----------+---------+-------+-------------------------------+
  System Name      m^3        t      MLv             Remarks             
+---------------+-----------+---------+-------+-------------------------------+
Main Systems                                                             
+---------------+                                                          
    Power Plant11         11       0.11   0.5MW Old Comm. + Thrustrs     
           Fuel55.44      33.6            12 hrs + 1 planetary transit   
   Jerome Drive                           None                           
          Other                           None                           
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 1     66.44      44.6     0.11                                  
+---------------+-----------+---------+-------+-------------------------------+
Crew                                                                     
+---------------+                                                          
       Controls12         8               1 pilot + 3 gunners            
         Berths                           None                           
           Spin                           None                           
   Life Support                           Standard Small Craft           
          Other112.5      75              50 acceleration couches        
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 2     190.94     127.6    0.11                                  
+---------------+-----------+---------+-------+-------------------------------+
Sensors                                                                  
+---------------+                                                          
      Nav Radar                                                          
            DSS                                                          
   Grav Scanner                                                          
   Cartographic                                                          
           Life                                                          
         Active                                                          
        Passive                                                          
          Other5          1        0.05   Radar, FLIR, laser ranger/desig
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 3     195.94     128.6    0.16                                  
+---------------+-----------+---------+-------+-------------------------------+
Weapons                                                                  
+---------------+                                                          
 Targeting Comp                                                          
          Laser                                                          
        Missile                                                          
        Masking                                                          
        Screens                                                          
          Other2.064      1.032    0.0285 3 ball mounted CLP-1A plasma   
               8.55       5.7      0.075  1500 rounds                    
               0.5        0.5             5 generic missile launchers    
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 4     207.054    135.832  0.2635                                
+---------------+-----------+---------+-------+-------------------------------+
Hull                                                                     
+---------------+                                                          
     Basic Hull(4)        8        0.4    MAT=4. 6m diameter, Adv. Comp. 
         Armour(24)       48       2.4    Armour factor 6                
   Streamlining28                         Streamlining factor = 1        
          Cargo36.33                      Cargo Hold                     
        Bracing0.367                                                     
          Other8.25       5               Auxilary fuel tank, 16.66 hrs  
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Total          280(28)    196.832  3.0635                                
+---------------+-----------+---------+-------+-------------------------------+

Note: Basic Hull and Armour are not counted against m^3 allowance

                                 AL-22D
+-----------------------------------------------------------------------------+
                            Ship Design Form                                 
+---------------+-----------+---------+-------+-------------------------------+
  System Name      m^3        t      MLv             Remarks             
+---------------+-----------+---------+-------+-------------------------------+
Main Systems                                                             
+---------------+                                                          
    Power Plant11         11       0.11   0.5MW Old Comm. + Thrustrs     
           Fuel55.44      33.6            12 hrs + 1 planetary transit   
   Jerome Drive                           None                           
          Other                                                          
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 1     66.44      44.6     0.11                                  
+---------------+-----------+---------+-------+-------------------------------+
Crew                                                                     
+---------------+                                                          
       Controls30         20              1 pilot + 8 gunners + 1 ECM    
         Berths                           None                           
           Spin                           None                           
   Life Support                           Standard Small Craft           
          Other                                                          
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 2     90.44      64.6     0.11                                  
+---------------+-----------+---------+-------+-------------------------------+
Sensors                                                                  
+---------------+                                                          
      Nav Radar                                                          
            DSS                                                          
   Grav Scanner                                                          
   Cartographic                                                          
           Life                                                          
         Active                                                          
        Passive                                                          
          Other5          1        0.05   Radar, FLIR, laser ranger/desig
               6          6        1.2    ECM equipment                  
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 3     101.44     71.6     1.36                                  
+---------------+-----------+---------+-------+-------------------------------+
Weapons                                                                  
+---------------+                                                          
 Targeting Comp                                                          
          Laser                                                          
        Missile                                                          
        Masking                                                          
        Screens                                                          
          Other5.504      2.752    0.076  8 ball mounted CLP-1A plasma   
               45.6       30.4     0.075  8000 rounds                    
               0.5        0.5             5 generic missile launchers    
+---------------+-----------+---------+-------+-------------------------------+
Subtotal 4     153.044    105.252  1.511                                 
+---------------+-----------+---------+-------+-------------------------------+
Hull                                                                     
+---------------+                                                          
     Basic Hull(4)        8        0.4    MAT=4. 6m diameter, Adv. Comp. 
         Armour(36)       72       3.6    Armour factor 9                
   Streamlining28                         Streamlining factor = 1        
          Cargo78.36                      Cargo Hold                     
        Bracing0.79                                                      
          Other19.8       12              Auxilary fuel tank, 40 hrs     
                                                                         
+---------------+-----------+---------+-------+-------------------------------+
Total          280(40)    197.252  5.511                                 
+---------------+-----------+---------+-------+-------------------------------+

Note: Basic Hull and Armour are not counted against m^3 allowance



-------- TML Message #1497 --------

Archive-Message-Number: 1497
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Sun, 26 Aug 90 01:28:48 +0200
Subject: Challange


Hello,

        Is there anyone around here with Challenge 34 - 43? Especially
with spare copies?


        Thanks in advance,

        yaniv@shum.huji.ac.il


Linguists do it cunningly.

-------- TML Message #1498 --------

Archive-Message-Number: 1498
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: weapons skills
Date: Mon, 27 Aug 90 9:58:39 BST

"Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:
> 
>  In message 1489(adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
>  >
>  >The pistol is still handled totally differently from the longarm, due
>  >to the different shape and weight.
> 
>      I don't think I agree with that, in the case of lasers.  One of the
> more important considerations in using a slug-thrower is the recoil.

Having handled an air-rifle and an air-pistol, both pneumatic and therefore
recoilless, I can say that you do handle them differently.  Whether the
difference is significant enough to warrant a DM in Traveller is another
matter.  I'd probably put a -1 DM onto the PC's skill if he was trained
only on laser rifles and was trying to use a pistol (or vice versa).

>  >Rules customising time!  My damage system used the damage codes from
>  >the basic set and Mercenary, modified by the penetration roll from
>  >Striker.  If your penetration roll said "Light wound", you rolled the
>  >damage dice as stated.  If the penetration said "Serious wound", you
>  >rolled 1.5 time the number of dice stated (a 1/2 die meant roll one
>  >die, divide it by 2, round up).  If the penetration said "Fatal", you
>  >rolled 2 times the damage dice stated.
> 
>      Wow.  And you survived the bookkeeping?

There wasn't that much bookkeeping.  As I said, weapons such as FGMP's which
have awesome penetration and damage dice, I didn't bother rolling for.  If
someone was hit by such a weapon, that someone was vapour.  Other weapons
don't have that many damage dice; the most destructive weapon most PC's
used was a laser rifle, with 5D damage.  Assuming a "Fatal" penetration,
that became 10D, and usually did mean fatal.

I also altered the way damage was taken.  I added together a PC's STR and
END, and the result was how much damage the PC could take before becoming
unconcious.  The DEX was the damage which could be taken after that before
the PC was dead.  If the damage roll was greater than 2 * (all three added
together), the PC was blown apart, vaporised, etc.  These rules were a
direct copy of how damage is handled for animals, which also had damage
points to unconciousness and damage points to death; and if you scored more
damage on the critter than 2 * its total damage points to death, there was
nothing left to eat/skin.

- -- 
 "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

-------- TML Message #1499 --------

Archive-Message-Number: 1499
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: Ships in close airspace
Date: Mon, 27 Aug 90 11:33:56 BST

Dan Corrin <dan@engrg.uwo.ca> writes:
> > From: d9bertil@dtek.chalmers.se
> > > From: cs_s424@ux.kingston.ac.uk
> > > Hi List,
> > > 
> > > I'm currently writing a mercenary scenario, and I was thinking about the
> > > situation where fighter aircraft, jets and helicopters came against
> > > ships boats or even starships armed with lasers and missile racks.
> > > Are the spacecraft going to be like whales in sky, easily shot down or
> > > are they flying fortresses, impervious to the weapons of, say, earths
> > > current tech level.
> > 
> >   Largely impervious, unless the weapons are exceptional.
> 
> Most combat vessels have more than the standard armour, thus even more
> impervious and if its a starship with a nuclear damper...

Even a plain simple 100 ton scout/courier can seriously unbalance a battle.
It can outrun most things it can't destroy.  (Except other spaceships! :-)

> > > ie who would win, a group of tornados or the modula cutter?
> > 
> >   If the tornados could carry mavericks, I'd put my money on them,
> >  otherwise they couldn't harm the cutter.
> 
> Highly dependant on the armament (on both sides)

He said Mavericks, the USAF's standard anti-tank missile.  If they can destroy
modern heavy tanks, they should be able to damage an "unarmoured" spaceship.
Of course, even the cutter is big compared to tanks, which is why I said
"damage" rather than "destroy".  It also depends on what is in the cutter's
module.  I had one filled with every piece of ECM, ECCM and sensor gear I
could find in the Striker books, plus a laser turret, a computer, and an
extra power supply to drive all this.  In a mercenary scenario, it did what
an AWACS plane does nowadays, plus it could defend itself very well!

I did some calculations for ship's weapons once, based on the Striker rules
(which aren't that far off the MegaTraveller ones for this purpose).  It
said a ship's laser had a 250MW input; so did a ship's plasma gun; a ship's
fusion gun had a 500MW input.  Here are the results:

Weapon	Input	Effective range/pen.	Long range/pen.	Extreme range/pen.
Beam	250	125000 (73)		250000 (65)	1250000 (55)
Laser

Pulse	250	166667 (79)		333333 (71)	1666667 (63)
Laser

Plasma	250	7070 (83)		14140 (71)	28280 (44)
Gun

Fusion	500	17700 (99)		35500 (87)	70100 (64)
Gun

These are the figures for the introductory tech levels; I also have the
figures for the guns which got + DM's in High Guard due to higher tech
levels, and also the blast radius and penetration for the plasma and
fusion guns.  Put it like this; a near miss from a fusion gun will
wipe out a heavy tank!  For comparison, the Imperial Grav APC in the
Striker Book 3 has an armour factor of 73 at best.  The ranges above
are in metres, by the way.

Now to answer the question, what happens if a modern jet with Maverick
missiles tries to attack a cutter?  Answer; unless its missiles are longer
range than I think they are, or unless the jet can get close without being
detected, the jet gets fried the moment the cutter sees it.

> >   If you cought the ship on the ground, on the other hand, it would be a sitting
> > duck to any B52 or B1 equivalent with a bombbay full of laserguided 1000kg
> > iron bombs and with a forward observer on the ground to point a laser at the
> > ship.
> 
> Don't forget there is also point defense weapons. I don't know if the lasers
> can act as point defense. Repulsors and possibly the lasers as they can fire
> at incoming missiles, the usual bombing height of a B52/B1 plus the nice
> lasers (assuming laser detectors) make the tracking of the bombs easy and/or
> destruction of the FO.

What do you mean by "the usual bombing height of a B52/B1"?  The B-52 goes
high, the B-1 goes low.

Lasers and fusion guns, as well as sandcasters, can be used against missiles.
So says High Guard, anyway.  Sandcasters can also be used as giant shotguns,
and would make a nice mess of aircraft.

Finally take note, the biggest penetration for explosives is around 60, and
that's with HEAP.  Against an armoured spaceship, those bombs would do
nothing - unless they're nukes.  Also, if the ship can use its lasers in
point defence, it can use them to zap the bombers long before they get to
drop their bombs.

- -- 
 "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

-------- TML Message #1500 --------

Archive-Message-Number: 1500
Date:     Mon, 27 Aug 90 9:18:47 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  COACC vs. Reality

- -bertil- writes:

Subject: (1495) COACC damage


  It is possible that one should use the common exceptional success multipliers
(half damage if maginal success, double if exceptional etc.) for air-to-air,
air-to-surface and surface-to-air combat.
  In some places, COACC talks about 'inflicting it's damage poind value' and in
some it says 'resolve according to players manual'. 
  The problem above would be somewhat alleviated if all COACC combat is resolved
using the players manual system. 

**I stand by what I said earlier--even at doubled damage airplanes have a large
number of damage points in comparison to the weapons used against them.  COACC
is one of the products that I was not terribly impressed with, since it seemed
to grab those sections which were usable out of STRIKER and insert them without
much consideration being given to the nature of the current combat system.  All
too typical of GDW efforts recently.  (I did, however, enjoy the fact that there
were dirigible and helicopter design sequences, even if I can't get the U.S.
Navy's Akron class dirigibles of the 1930s to come out properly.)**


  BTW, does anyone have an opinion about the Agility formula in COACC. It seems
that the more percentage of the aircraft that is dedicated to mauever 
enhancement, the *lower* will the aircrafts agility be!

  The formula looks something like this (reciting from memory):

  (Speed/100+TTW*100)/100-ME+MP 
  
  where TTW is Thrust to Wt ratio (or G), ME is % of a/c dedicated to manuever
enhancement and MP is the manuever point bonus from the controls.

  The formula would make more sence if it were:

  (Speed/100+TTW*100)/(100-ME)+MP

***I am virtually certain that your second formula is correct, and have always
operated under that assumption.  My objection to this part of the system is
that "agility" is primarily a funtion of speed, when it seems to me that in
the real world aircraft in dogfights depend far more on turning and climbing
ability at moderate speeds than on raw maximum speed.  Even the fastest aircraft
are seldom able to evade a missile by speed alone.  If you wanted to have a 
"break-off" agility, something akin to the "emergency agility" of spacecraft,
that only applied when you were attempting to run from combat, it would be
reasonable to base that on top speed.  However, I am in a position where I
can criticize, but not do any better myself, so all comments should be tempered
accordingly.***

***Rob Dean***

-------- TML Message #1501 --------

Archive-Message-Number: 1501
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Lasers and Recoil
Date: Mon, 27 Aug 90 11:24:19 PDT

The previously included messages are gettting pretty deep, but here goes:

In message 1492, Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
>In message 1489(adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
>>
>>Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
>>
>>>      I don't think they do.  The effect of the two types of weapons
>>> (laser pistols versus laser carbines/rifles) are a lot closer
>>> together than the slug-thrower equivalents.  With lasers, the only
>>> real difference is the power.  With slug-throwers, pistols are much
>>> less acurate (due to the shorter barrel length and inferior sights)
>>> and have a much shorter range (same reasons, basically).
>>
>>The pistol is still handled totally differently from the longarm, due
>>to the different shape and weight.
>
>     I don't think I agree with that, in the case of lasers.

Nope, Adrian's right.  More in a minute.

>                                                              One of the
>more important considerations in using a slug-thrower is the recoil.

No argument on this point.

>Recoil compensation for pistols and longarms is very different, due to
>the different ways they are handled (unless, of course, your pistol has
>a stock, folding or otherwise).  Lasers don't have that problem.

No argument here either, except that recoil NEVER affects the first shot.
It only affects subsequent shots if they are fired in rapid succession
(i.e. before the recoil from previous shots has been totally damped).

>                                                                  Sure,
>you hold a pistol differently than you do a longarm (unless you're John
>Wayne :-) ), but, other than that, there's no real difference.  Once
>you've been trained to use a laser (any type), I think you should be
>able to use any other type without a problem.

This is where I disagree.  Sure, for slug-throwers, recoil is a significant
problem.  But the two factors which make aiming a pistol radically different
from aiming a longarm are a) lack of a brace (i.e. stock), and b) noticably
shorter distance between front and rear sights.  Even if there is NO recoil
whatsoever, these two factors will require you to adopt totally different
firing techniques for pistol vs. rifle.  You could treat a .22 cal. rifle
and pistol as being comparable to firing a laser weapon, since they have
virtually zero recoil.  People who've fired .22 semi-auto pistols may dis-
agree with this statement, but 95% of the recoil that you feel with a small
caliber pistol is the bolt being thrown, and not the recoil of the slug
itself.  I maintain that unless an advanced sighting mechanism (which includes
some sort of automatic stabilization) is used, firing a laser pistol will
be as different from firing a laser rifle, as a slug-throwing handgun would
be from a rifle of the same caliber.

Personally, my feeling is that by the time laser weapons come into wide use
as individual defense weapons, they will include advanced aiming devices
(i.e. gyro-stablized scopes with electronically enhanced imaging capablities).
Once this happens, then there WILL be no different between aiming a pistol
vs. a rifle.  IMPORTANT NOTE: if you assume that this IS, in fact, the way
lasers are rigged, then Brent is right and Adrian is wrong.

Bear in mind that the first man-portable laser weapon (the laser carbine)
appears at TL-8 (according to the Players Manual), which is what we are
supposedly at right now (circa 1990), right?  I don't have my stuff here
at work, so I'm a little fuzzy on that point.  Anyway, given the current
technology available in the way of IR and Starlight scopes, plus the advent
of the steady-cam harness so widely used in the movie industry, I have to
believe that in one more Tech. Level, these advancements will be small enough
to completely incorporate into a standard, sidearm-sized weapon.  At this
point, aiming all personal laser weapons becomes the same.  The only differ-
entiator at that point would be weight and unless the pistol/rifle weight
ratio exceeds 3:1 or 4:1, it shouldn't be a factor worth considering.

Most of these observations are based on a lifetime of hunting (since age 12),
plus a stint in the U.S. Marines.  I've had the opportunity to use most major
types of civilian-available firearms, plus my fair share of auto-fire weapons
and other nasty explosive sundries whilst in the service.

Later,

        Mark F. Cook (Ye Old Weapon-smith)

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1502 --------

Archive-Message-Number: 1502
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1501) Lasers and Recoil
Date: Tue, 28 Aug 90 2:17:56 EST


 In message 1501 <markc@hpcvss.cv.hp.COM> (Mark F. Cook) writes:
 >
 >The previously included messages are gettting pretty deep, but here
 >goes:
 >
 >In message 1492, Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
 >>In message 1489(adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >>>
 >>>Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
 >>>
 >>>>      I don't think they do.  The effect of the two types of weapons
 >>>> (laser pistols versus laser carbines/rifles) are a lot closer
 >>>> together than the slug-thrower equivalents.  With lasers, the only
 >>>> real difference is the power.  With slug-throwers, pistols are much
 >>>> less acurate (due to the shorter barrel length and inferior sights)
 >>>> and have a much shorter range (same reasons, basically).
 >>>
 >>>The pistol is still handled totally differently from the longarm, due
 >>>to the different shape and weight.
 >>
 >>     I don't think I agree with that, in the case of lasers.
 >
 >Nope, Adrian's right.  More in a minute.

     After reading Adrian's last reply, I was going to send him some
private mail suggesting that we "agree to disagree."  However, the
(most recent) quoted material "gave me furiously to think."  ;-)

     I've reached the conclusion that we (Adrian and I) were both
"right."  More on that later...

 >>Sure, you hold a pistol differently than you do a longarm (unless
 >>you're John Wayne :-) ), but, other than that, there's no real
 >>difference.  Once you've been trained to use a laser (any type), I
 >>think you should be able to use any other type without a problem.
 >
 >This is where I disagree.  Sure, for slug-throwers, recoil is a
 >significant problem.  But the two factors which make aiming a pistol
 >radically different from aiming a longarm are a) lack of a brace (i.e.
 >stock), and b) noticably shorter distance between front and rear
 >sights.  Even if there is NO recoil whatsoever, these two factors will
 >require you to adopt totally different firing techniques for pistol
 >vs. rifle.  You could treat a .22 cal. rifle and pistol as being
 >comparable to firing a laser weapon, since they have virtually zero
 >recoil.

     I agree with this.  I shoot competition, so I have quite a bit of
experience with .22 rifles and pistols (caveat:  I don't fire "off the
shelf" weapons; I use match weapons, which are slightly different).

 >People who've fired .22 semi-auto pistols may disagree with this
 >statement, but 95% of the recoil that you feel with a small caliber
 >pistol is the bolt being thrown, and not the recoil of the slug
 >itself.

     Depends on the pistol.  My match pistol has no perceptible recoil,
but it's very massive, compared to other .22 automatics.

 >I maintain that unless an advanced sighting mechanism (which includes
 >some sort of automatic stabilization) is used, firing a laser pistol
 >will be as different from firing a laser rifle, as a slug-throwing
 >handgun would be from a rifle of the same caliber.

     Here's where my disagreement makes itself felt.  I just don't see
that much difference between using my rifles and pistol.  The rifles
are heavier, and touch my shoulder, but that's about it.  I'm strange,
though.  I don't use the sights.  I just hold the weapon until it feels
right, and then fire.  I'm a pretty good marksman, too, if I do say so
myself...  :-)

 >Personally, my feeling is that by the time laser weapons come into
 >wide use as individual defense weapons, they will include advanced
 >aiming devices (i.e. gyro-stablized scopes with electronically
 >enhanced imaging capablities).  Once this happens, then there WILL be
 >no different between aiming a pistol vs. a rifle.  IMPORTANT NOTE: if
 >you assume that this IS, in fact, the way lasers are rigged, then
 >Brent is right and Adrian is wrong.

     I do, in fact, make that assumption (no surprise, right?).
However, I suspect that I wouldn't use the neat little aiming gadgets
anyway, so your mileage may vary.  ;-)

 >Most of these observations are based on a lifetime of hunting (since
 >age 12), plus a stint in the U.S. Marines.  I've had the opportunity
 >to use most major types of civilian-available firearms, plus my fair
 >share of auto-fire weapons and other nasty explosive sundries whilst
 >in the service.

     Jarhead training, eh?  ;-)  ;-)  (Seriously, I have a lot of
respect for the Corps; the Navy taught me that, and one of my best
friends is a Marine.)  I've been using firearms of various kinds (both
civilian [at first] and military [later on]) since I was eight years
old (my Dad's a country boy).  I have some experience working as a
gunsmith, too.

     Anyway, that's where the problem lies; a point-and-fire
philosophy, on my part.  It doesn't help that I usually hit what I
shoot at, either, I suppose.  So, Adrian and I are both right.  We
just use different basic assumptions.

     I wonder...  Should we consider putting *both* styles of weapon
into our games?  It would make unskilled combat more interesting...
You could never quite be sure what you're picking up off that pirate
raider...


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


-------- TML Message #1503 --------

Archive-Message-Number: 1503
From: d9bertil@dtek.chalmers.se
Subject: Re: Ships in closed airspace.
Date: Tue, 28 Aug 90 11:50:24 MET DST

Adrian Hurt <adrian@cs.heriot-watt.ac.uk> writes:
> Now to answer the question, what happens if a modern jet with Maverick
> missiles tries to attack a cutter?  Answer; unless its missiles are longer
> range than I think they are, or unless the jet can get close without being
> detected, the jet gets fried the moment the cutter sees it.
 
  If the ship is relatively low (1000 to 10,000 meters) the COACC could spring
some nasty surprises by scrambling aircrafts from bases under it and firing
almost directly after launch. VTOLs would be ideal since they can hide in
large garages etc. and just roll out and pop up.
  (If the COACC were sensible, they'd wouldn't have spent their money on a/c's
but on big SAM's :-)
  
> Finally take note, the biggest penetration for explosives is around 60, and
> that's with HEAP.  Against an armoured spaceship, those bombs would do
> nothing - unless they're nukes.  Also, if the ship can use its lasers in
> point defence, it can use them to zap the bombers long before they get to
> drop their bombs.

  There is always flying low and hugging the landscape. And if the ship isn't
on general quarters, it would take some time from detection to start the power
plant and man the lasers. 
  
  (I have actually considered starting a campaign that way:
  The party is in a scoutship on Ruie (balcanized tech7 or 8) when news of
Strephons death is released, and the anti-imperial nations of Ruie goes into
full scale attack against the neutral and pro-imperial ones. 
  What the players notice is that there suddely begins raining 1000kg bombs 
on the starport :-)

- -bertil-
- -- 

-------- TML Message #1504 --------

Archive-Message-Number: 1504
Date: Tue, 28 Aug 90 09:17 EST
From: News and Views from the Void in Boyd <BRUCER%PSC.PLYMOUTH.EDU@mitvma.mit.edu>
Subject: Laser sighting systems

Mark F. Cook writes:

>Personally, my feeling is that by the time laser weapons come
>into wide use as individual defense weapons, they will include
>advanced aiming devices (i.e. gyro-stablized scopes with
>electronically enhanced imaging capablities). Once this happens, then
>there WILL be no different between aiming a pistol vs. a rifle.
>IMPORTANT NOTE: if you assume that this IS, in fact, the way lasers
>are rigged, then Brent is right and Adrian is wrong.

>Anyway, given the current technology available in the way of IR
>and Starlight scopes, plus the advent of the steady-cam harness so
>widely used in the movie industry, I have to believe that in one more
>Tech. Level, these advancements will be small enough to completely
>incorporate into a standard, sidearm-sized weapon.

>        Mark F. Cook (Ye Old Weapon-smith)

     I couldn't agree more! As I work as a educational video producer,
I can give you a couple of ideas on how this might work(?).
     One of the problems facing users of the new light weight
camcorders is that they are SO light that they are hard to hold
steady. So the industry is (and in some cases, has) developed a
simplified steadying system. The basic concept is that instead of
steadying the entire camera, you steady the beam of light going into
the camera by means of a very small, lightweight, gyroscopicly
stabilized mirror. Now, swap the light going Into the camcorder for
the light Leaving a laser, and you have a VERY stable weapon. Couple
it to either a visible or IR laser pointer (similar to those in use
today on SWAT and sniper rifles) and you have a weapon with virtual
pointblank accuracy EVERY TIME!
```````````````````````````````````````````````````````````````````````
        Bruce T. Ritchie (Brucer@PSC.Plymouth.EDU) AKA: Zben Blaine
        Plymouth State College
        Plymouth, N.H. USA
``````````````````````````````````````````````````````````````````````
"The only way to discover the limits of the possibile is to go beyond
them to the impossibile."               A.C.Clarke's 2nd Law

-------- TML Message #1505 --------

Archive-Message-Number: 1505
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: laser sighting systems
Date: Wed, 29 Aug 90 10:27:15 BST

"Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:
>  >>In message 1489(adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
>  >>>The pistol is still handled totally differently from the longarm, due
>  >>>to the different shape and weight.

In fact, having just looked at Striker Book 3 to check on weights, I think
I may have to retract that.  The TL9 laser "pistol" weighs 3 kg, and that's
not including the power pack!  (The power pack only weighs an additional
1 kg, anyway.)  That makes it about the same weight as a loaded SMG.  So I
suspect that for real precision fire, any decent laser pistol should have
a folding stock, like SMG's do, and would then be fired as a carbine.  The
laser carbine and laser rifle weigh 5 and 6 kg respectively, not far off
the weight of an unloaded light machine gun (5.5 kg).  At TL 13, they get
a little lighter, except for the laser rifle which weighs 8.8 kg - not
something you want to carry around regularly, and I hope it's got a
bipod!  As for the pistol - like a SMG, you could probably fire it with
one hand, but you would need some sort of check against strength to do
so accurately.

>      Depends on the pistol.  My match pistol has no perceptible recoil,
> but it's very massive, compared to other .22 automatics.

If it weighs 3 kg, it's a good simulation of a laser pistol.  (To make it
a little more realistic, fix a 1 kg weight to your belt, tie a piece of
wire to it, and tie the other end of the wire to your pistol. :-)  If it
weighs a little over 2 kg, it can simulate a TL 13 laser pistol.

>							    I'm strange,
> though.  I don't use the sights.  I just hold the weapon until it feels
> right, and then fire.  I'm a pretty good marksman, too, if I do say so
> myself...  :-)

So you get the -2 DM for snap fire (i.e. not aiming using the sights),
plus a good + DM for skill and probably DEX.

>      I wonder...  Should we consider putting *both* styles of weapon
> into our games?  It would make unskilled combat more interesting...
> You could never quite be sure what you're picking up off that pirate
> raider...

Another thing to take note of when picking up weapons after a battle -
make sure the sights haven't been knocked out of alignment ...

- -- 
 "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

-------- TML Message #1506 --------

Archive-Message-Number: 1506
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Wed, 29 Aug 90 08:33:19 +0200
Subject: recoil


Hello,

        I frequently fire 7.65 and 9x19mm pistols (ICPS)... There is a
great importance to the shape of the grip, and where the chink is. In
rifles, this is much less important (experience with the M-16, AK-47,
Galil and Uzi).

        If a pistol has a bad grip (like my CZ 7.65), the shooting
accuracy deteriorates rapidly. I obtain much better results with the Sig
Sauer - a bigger pistol firing a more powerful round. Both pistols weigh
about the same - the CZ is old, while the Sig is a very modern pistol.
All the shhoting is done 'off the hip, unloaded pistols' - ICPS is
gung-ho! (:-) [smily in a helmet?]

        The only pistol which I hated was the .357 Colt Pyton - couldn't
hit anything because the recoil is transferred directly to the hand,
without the benefit of the blowback, and throws one off target.

        With lasers, things mught be quite different - there is no
recoil, so all you have to do is point the weapon correctly. I would say
that in _competition_ there would be no great a difference between the
laser pistol and the laser rifle. However, in combat, there would be a
marked difference - the rifle is longer, heavier and demands quite different
handling. Thus I hold that two skills are justified.

        yaniv@shum.huji.ac.il

Linguists do it with Ghoti

- -----------------------------------------------------------------------------
Q. How many Lithuanians does it take to screw in a lightbulb?

A. One! Only one! We can do! Err... maybe more... On the other hand, why
   change the lightbulb, komrade Gorbachev, we are happy with the old one,
   too. Thank you komrade Gorbachev...

       :-) I had to hit back at that 'How many Russians,' no? (-:
- -----------------------------------------------------------------------------


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