
-------- TML Message #1507 --------

Archive-Message-Number: 1507
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Wed, 29 Aug 90 22:13:19 +0200
Subject: emergency [2300AD]


                        Emergency Equipment Kit

Kit 1: Ship's Emergency Kit.

Qty  Weight     Price  Item Name
      (kg)       (Lv)
- ---  ------     -----  --------------------------------------------
 2      1       1000   Medikit
10      1       1000   Medikit resuply package
 2     10       1500   Water purifier
 2     50       3000   Food synthesizer
 2      1       1000   Biomonitor
12     24         36   Flares, 4 each of red, blue and yellow
 2     10        150   Basic toolkit
 2     40        200   Excavating toolkit
 2     24        300   Climbing kit
 1     20       1200   Fuel station
 3      6       3000   Pressure tent
 2      2        400   Binoculars
 3      3.5      900   Mul-T-tool, all three sizes
 1     30        100   Construction tools
 1     35        150   Power tools
 1     10        150   Vehicle maintainance tools
 1      3        300   Electronic repair tools
 2      3       1000   Spinner
- -------------------------------------------------------------------
      163      15386   Total

  The ship's main emergency kit is located in the escape pod (see
below). Some captains also include some sort of a weapon and explosives,
but these are not officially sanctioned.


Kit 2: Personal Emergency Kit.

Qty  Weight     Price  Item Name
      (kg)       (Lv)
- ---  ------     -----  --------------------------------------------
10     10         50   Compact rations
 1      1       1400   Respirator
 1      0.055     80   Inertial compass
 1      1        300   Hand comminicator
 1      4        750   Gladbag space suit (see below)
- -------------------------------------------------------------------
       16.055   2580   Total

  The personal emergency kit is issued to every passenger and is located
in the passenger's cabin. On embarking, the passenger receives the kit,
signs for it and places it in the emergency release clamps above his
bunk. On disembarking, the kits must be returned or paid for. A
passenger may choose not to take the kit, but must be able to prove to
the ship's captain or the executive officer (and this duty is never
delegated) that he has appropriate equivalents. Refusal to receive the
kit witout having alternate emergency equipment constitutes grounds for
a refused embarkment.

  The gladbag is a minimal duty spacesuit, designed to support human
life, but little else. It has 6 hours of oxygen, a short range (1 km)
communicator built in, and an emergency strobe light (activates
automatically upon breaking of the suit's seal).

- --------------------------------------------------------------------
                Escape Pod
+---------------+-----------+---------+-------+
  System Name      m^3        t      MLv  
+---------------+-----------+---------+-------+
Main Systems                              
+---------------+                           
    Power Plant    0.3       0.3    0.05  
           Fuel    0.3564    0.216         48 hours of maneuver
          Drive    3         3      0.6   
+---------------+-----------+---------+-------+
Subtotal 1         3.6564    3.516  0.65  
+---------------+-----------+---------+-------+
Crew                                      
+---------------4                           
       Controls    3         2             1 pilot
   Life Support    1         0.2           200 days
          Other   15         1.5           10 seats
                                          
+---------------+-----------+---------+-------+
Subtotal 2        22.6564    7.216  0.65  
+---------------+-----------+---------+-------+
Sensors                                   
+---------------+                           
          Other    0.008     0.01   0.003  Radio beacon
+---------------+-----------+---------+-------+
Subtotal 3        22.6644    7.226  0.653 
+---------------+-----------+---------+-------+
Hull                                      
     Basic Hull  -30         2      0.1    Mat=1
   Streamlining    3                      
          Cargo    3.30224                
        Bracing    0.03336                
          Other    0.5       0.163  0.0154 Emergency kit
                   0.5       0.4    0.05   Glide parachute and struts
+---------------+-----------+---------+-------+
Total             26.6644    9.789  0.8184
+---------------+-----------+---------+-------+


        Name: General AeroSpace EP-1L
        Type: 10 man long range escape pod
      Nation: America

        Warp: 1.4596 (unloaded)
 Power Plant: 0.01 MHD fuel cell
        Fuel: 0.216 tonnes, enough for 48 hours of operation
       Range: 7.7
        Mass: 9.789 tonnes
      Volume: 30 m^3
       Cargo: 3.30224 m^3
     Comfort: 0 for pilot, -2 for passengers
Life Support: 200 days overall
     Sensors: None

        Crew: 1 Pilot

        A 0.5MW emergency beacon connected to the solar panels on the
        engine module.

        Price: Lv 818,400

  The EP-1 is an ubiqutious long range escape pod. Designed in America,
it's design has become a de-facto standard for a escape pod. The pod is
usually tethered to the emergency airlock of the host ship.

  The pod is constructed of two main modules - the engine module and the
landing module. The engine module contains the power plant, the fuel
tankage, the Jerome drive and the beacon. The exterior of the enngine
module is a solar panel, which powers the beacon. When the pod's pilot
establishes a stable orbit around the planet he chooses for landing, the
landing module is detached from the engine module, and is glide landed at
any chosen area. To assist the landing, a reinforced glide parachute is
opened after the pod has been slowed down by atmospheric friction.

  Only the engine module is recovered upon rescue, the parachute and the
landing module are to used for emergency construction on the surface of
planet.

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

  Note: The personal kit is a great 'make them sweat' item! After
reading a Paranoia adventure (and my characters being at that moment
stranded on DM-46 11370 A-III - a garden world, but with some problems),
I gleefully watched them using the kit, fixing their ship, moving and
using equipment.

  When they came back... Ho joy! I had my players fill forms. One for
each item expended, used or removed from the packaging. '57 compact
rations: please explain for what purpose were the said items
expended...' In three copies. THEN, I sued them for every item, and had
the characters in court, where they countersued, and then they had to
explain to the 'judge' why did they expend the items. Most of my
characters are French and American. I had the judge (ESA) German. He
glared at them... They fidgeted, and came out as unrelaible (or so they
thought). 'Had enourmous fun!


	yours,

	yaniv@shum.huji.ac.il

Linguists do it cunningly

-------- TML Message #1508 --------

Archive-Message-Number: 1508
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1505) Re: laser sighting systems
Date: Thu, 30 Aug 90 2:28:44 EST


 In message 1505 adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
 >
 >>      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.

     Well...  Fully loaded (19 rounds, .22 long rifle), I'd say it
masses about 1.5 kilograms.  Close enough?  As for the weight on my
belt, I don't think so.  I carry quite enough extra weight already,
thanks...  ;-)  You should see the pistol.  It looks like something
that came out of a Traveller game.  Competition weapons frequently
do.  Sometimes I feel like Walter Mitty...  ;-)

 >> 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.

     Doesn't seem very fair.  My accuracy actually gets *worse* when I
try to use the sights.  Go figure.


- --
     Brent

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


-------- TML Message #1509 --------

Archive-Message-Number: 1509
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Pistols vs. Rifles
Date: Thu, 30 Aug 90 8:47:17 PDT

In message 1502 <woodsb@gn.ecn.purdue.edu> (Brent L. Woods) writes:
       .
       .
       .
>     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...

Yah.  I think so too.  It seems a little like arguing apples and oranges,
but I just can't imagine a high-TL laser pistol having "iron sights".
This would be analogous to a modern fighter pilot having to aim all of
his on-board weapons just by looking out the window (without the HUD).
       .
       .
       .
>>         ...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.

So naturally, the overall weight of the weapon tends to damp the slide
recoil out of existance.  However, for standard "plinking" pistols, the
slide recoil is more apparent (but then, I'm sure you know this already).

>>>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...  :-)

I, too, think of myself as "a pretty good marksman" (even though I haven't
shot competition in many years).  However, I still need the dovetail/scope
when I hunt.  I think this is true for most people, especially your
standard ground-pounder.  You know how infantrymen are issued rifles while
their officers carry sidearms.  Most enlisted types can't hit the broad
side of a barn with a pistol, even after marksman training (with the rifle),
unless they already have some pistol experience, prior to entering the
service.  Any target over 50 feet away is probably safe from harm.  This
is why magazines like "Gun & Ammo" still recommend a high-powered handgun,
over a short shotgun, for purposes of home defense.  Most home defense
shots are at targets within 20 feet and at that range, a shotgun won't
have started to spread out appreciably yet.  With a handgun at 20 feet,
(particularly, a semi-auto handgun) you don't aim, you just point in the
general direction and start squeezing the trigger as fast as you can.
(There's also the fact that a handgun is easier to maneuver indoors, but
that's another story.)  Once you get the bad guy outside, I'll go for a
long arm every time.

Again, all of this is moot if you assume a sophisticated, gyro-stabilized
sighting system associated with the pistol (which we do).

> >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?).

Me too.  In fact, I have a general gripe about the breakdown of personal
weapon skills in MT anyway.  I plan to post something in a few days.
This particular discussion is going to be a great lead-in to that
topic.

>>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?  ;-)  ;-)

As a former member of an Elite Fighting Force, consisting mostly of
highly-trained, knuckle-dragging men with no neck and one eye-brow,
I feel I must warn you that ANY derogatory or disparraging remarks
you make, containing words of more than one syllable, will almost
certainly be mis-understood :-).

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 #1510 --------

Archive-Message-Number: 1510
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1509) Pistols vs. Rifles
Date: Fri, 31 Aug 90 1:14:18 EST


 In message 1509 markc@hpcvss.cv.hp.COM (Mark F. Cook) writes:
 >
 >Yah.  I think so too.  It seems a little like arguing apples and oranges,
 >but I just can't imagine a high-TL laser pistol having "iron sights".
 >This would be analogous to a modern fighter pilot having to aim all of
 >his on-board weapons just by looking out the window (without the HUD).

     I'm rather surprised that I never thought about it before.  Now,
what's the most obvious type of (simple) sight for a laser weapon?
Laser sights, right?  Heck, the laser's already there, right?  Just
point the weapon and look for the little red (or whatever color) dot.
Pretty much guarantees where the weapon will hit, doesn't it?

     Hmm.  Further thought--use sparingly in dusty environments...

 >>I'm a pretty good marksman, too, if I do say so myself...  :-)
 >
 >I, too, think of myself as "a pretty good marksman" (even though I
          ^^^^^
 >haven't shot competition in many years).

     I can show you my targets.  Honest.  I killed them all fair and
square...  ;-)

 >Again, all of this is moot if you assume a sophisticated, gyro-stabilized
 >sighting system associated with the pistol (which we do).
 >
 >> >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?).
 >
 >Me too.  In fact, I have a general gripe about the breakdown of personal
 >weapon skills in MT anyway.  I plan to post something in a few days.
 >This particular discussion is going to be a great lead-in to that
 >topic.

     Really?  Outstanding.  I'm looking forward to seeing it.  I have
my minor irks about the skills myself.

 >>>plus a stint in the U.S. Marines.  I've had the opportunity
 >>
 >>     Jarhead training, eh?  ;-)  ;-)
 >
 >As a former member of an Elite Fighting Force, consisting mostly of
 >highly-trained, knuckle-dragging men with no neck and one eye-brow,
 >I feel I must warn you that ANY derogatory or disparraging remarks
 >you make, containing words of more than one syllable, will almost
 >certainly be mis-understood :-).

     Shame on you.  Damn' near fell out of chair from that one.

     Seriously, though, I have a lot of respect for the Corps.  One
of my best and oldest friends is a Marine (I've been giving him a hard
time about it for years, and I'm still healthy--it's good-natured:

          My friend:  It's pronounced "Leatherneck."  Read my lips.
                      "Leatherneck."  Now you try it...

          Me:  "Jarhead.").

     Aw...  Life's too important to take seriously.  ;-)  No 'fence,
eh?  ;-)  I'm entitled--I'm one of them Navy types...


- --
     Brent

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


-------- TML Message #1511 --------

Archive-Message-Number: 1511
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: laser sighting systems
Date: Fri, 31 Aug 90 10:46:04 BST

"Brent L. Woods" <woodsb@gn.ecn.purdue.edu> writes:
>  In message 1505 adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
>  >Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:
>  >
>  >>      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.
>  > ...
>  >	If it weighs a little over 2 kg, it can simulate a TL 13 laser
>  >pistol.
> 
>      Well...  Fully loaded (19 rounds, .22 long rifle), I'd say it
> masses about 1.5 kilograms.  Close enough?

Not really - that's half the weight of the standard laser pistol, and still
significantly lighter than the TL 13 one.  Yes, by laser standards, I say
your pistol is light!

>  >> I'm strange, though.  I don't use the sights.  I just hold the
>  >> weapon until it feels right, and then fire.
>  >
>  >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.
> 
>      Doesn't seem very fair.  My accuracy actually gets *worse* when I
> try to use the sights.  Go figure.

I believe that this is sufficiently rare to fall under the category of
"referee's discretion".  If someone wanted to run a character like this,
they would need a high DEX and skill.  They would get the standard -2 DM
for firing without sights (which they could easily handle with enough
skill and DEX bonus).  They would get a -3 DM if they aimed using sights.
That way, I wouldn't get players saying "My character has trained from
childhood to fire without sights, so he doesn't get penalised in snap
fire".

"Mark F. Cook" <markc@hpcvss.cv.hp.COM> writes:
> 
>      I just can't imagine a high-TL laser pistol having "iron sights".
> This would be analogous to a modern fighter pilot having to aim all of
> his on-board weapons just by looking out the window (without the HUD).

Or maybe analagous to the fighter pilot having an ordinary gun and gunsight
in case the advanced electronics failed.  Or analagous to a modern rifle
having iron sights instead of the telescopic, laser, reflex or other fancy
sights available today.  Iron sights have one big advantage - they are
robust.  They are also quicker to use than anything else, with the
possible exception of reflex sights.  I'd expect a laser pistol -
especially a combat pistol - to have iron sights, at least as a back-up
to any neat high-tech sights.

- -- 
 "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 #1512 --------

Archive-Message-Number: 1512
Date: Fri, 31 Aug 90 11:32 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Lasers and weapons and death, oh my


You can tell I've been busy lately... the recent discussion on weapons
technology is one that sits smack-dab in one of my two favorite areas 
of Traveller (technology in general and character development/interaction)
and I haven't had time to post anything. Drag. Well, time for my two
credits' worth....

My experiences: As a shooter, I've handled everything from .22 target
pistols (rapidfire, not slowfire-- BIG differences in design) up to
.44 Magnums (you should have seen me stagger! |->) in casual shooting,
and have fired rifles, shotguns, and semiauto weapons in the lighter
calibers. I don't shoot competitively or hunt, nor do I currently own
a gun: Mrs. Metlay, whose parents spent WWII in concentration camps
and whose aunt fought beside Begin in the Irgun in the 40's, regards
shooting, like false ID, as a useful skill to have for when the next
batch of anti-Semites take power, but would rather not have a deadly
weapon around the house until things start turning sour.

But I digress....

As a physicist, I work with lasers on a regular basis, and know enough
quantum optics to know how most of the standard designs work... the 
patent for rare-earth chelating for use in solid state lasers, a technique
used primarily by GE these days, was in my father's name. I may also be
the only person on the TML who's handled the ancestor of the PGMP: the
hydrogen-plasma torch, an amazing gizmo for cutting stuff that doesn't
want to be cut.

Anyway, it's my opinion that anyone who hasn't handled both types of devices
and who only comes at this question of recoil and control from a shooter's
standpoint would suffer from a fundamentally "recoil-oriented" mindset; it's
damned difficult to think clearly about what lasers, as weapons, would be 
like, if one doesn't start essentially from scratch. 

The laser is not a gun with no recoil. It's a flashlight that can kill.

As I run them in my campaign, lasers are used (in all but sniping cases) in
a two-fingered manner: pressing the aiming stud actually fires the laser at
approximately a 0.1 mW level, and "primes" the lasing material (not necessary
at all, but it sounds good to the non-technical |-> ). This has the usual 
effect: it paints a red dot on the target, without generating enough wattage
to "draw a line" to the firer except in very smoky conditions. This dot is 
always perfectly on target, BY DEFINITION; it can't be misaligned. It would
also be easy, with tuning, to have the dot lie in the low infrared, so as 
not to be visible under normal conditions, but when one's opponents use IR
goggles it's moot. The technique becomes simple: wave the laser around until
you touch something you like, then press the other trigger, and in a few 
microseconds the laser's power output ramps up by a factor of about a billion,
holds there for a moment, and ramps back down again. Zap, you're dead.

This brings back the entire question of why fiberoptic cables aren't used
to make lasers where the tube is clipped to the belt and the aiming lens,
which weighs nothing, is held in the hand. The primary reason only holds
at lower TL, and could conceivably go away at higher TL: the fiber optic
cables available to us now are either too fragile for combat use (fused
silica, glass, crofon, etc) or have much too much attenuation (plastic).
This makes lasers potentially VERY dangerous close-in weapons: whip up
your gun hand, see, FLASH, scratch one opponent.

A bigger question, one which has never been settled to my satisfaction, is
exactly how dangerous a laser bolt would be. Would it cauterize the hole
instantly? Or would it flash-heat the user's body water to steam? That's
the difference between 2D of damage and 4D....

Plasma weapons have not been handled properly by Traveller. Ever. They obey
the 1/r**2 law, unlike lasers: a laser carrying enough power to melt steel 
can pass within a centimeter of your hand and you'll never feel it, but a 
plasma flare radiates ENORMOUS heat in all directions. They simply cannot
be used without massive heat shielding and protective eyewear; they're too
hot and bright for an unprotected man to fire. Period. And there's some 
question of why they have such massive recoil; the plasma flare shouldn't
have that much mass to it.

Gripe, gripe, gripe. Comments?

metlay


-------- TML Message #1513 --------

Archive-Message-Number: 1513
Date:     Fri, 31 Aug 90 16:08:43 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Spaceships in Close Airspace

I was meaning to throw out one more comment on this subject.  By the rules, all
hardpoint mounted weapons are automatically considered to be equipped with point
defense capability (see the paragraph with the costs for PD modules in Ref's 
Book)

Now, I have not noticed anywhere that the MT rules spell out what a PD weapon
can do, but you would need quite a few bombers to overwhelm a ship with even a
couple of turrets bearing.  (Not to mention that 500km or so estimated 
atmospheric range for a 250MW ship's laser.

:::Rob Dean:::

(Pardon incoherency today, but six month old son has just learned to stand.  
Since he cannot sit, this means he stands up in crib in middle of night until
he gets tired, then cries until he falls, then CRIES.  Not much sleep this week.)

-------- TML Message #1514 --------

Archive-Message-Number: 1514
Date:     Fri, 31 Aug 90 16:57:34 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 6??

I've lost track of how many batches of these things I have uploaded.  In any
case here are a few more for your perusal and general use.  I had one request
to do the Kinunir by the new ssytem, which I tried, but there wasn't even close
to enough space to put in enough power to run the weapons and shields as given
by the old system, so I'll have to give further consideration to what to leave
out.  (Not the black globe!)


Plowhorse Truck TL5


     The Plowhorse is designed for general purpose work at the lowest 
practical tech level for the manufacture of internal combustion engined 
vehicles.  The model shown here includes a radio installation, useful for 
exploration parties and the like, but seldom installed for ordinary use.  
Reduce cost by Cr500 if this option is removed.  Designed for offroad 
travel, the vehicle is equipped with fairly large tires to avoid bogging on 
soft surfaces.  The Plowhorse is open topped.

  CraftID: Plowhorse Truck, TL5, Cr9809
     Hull: 2/5, Disp=2, Config=4USL, Armor=1A, Unloaded=15.8t, Loaded=10.8t
    Power: 1/2, IC=1MW, Dur=25hrs
     Loco: 1/2, 4 wheels, P/W=63, Road=107kph, Offroad=32kph
     Comm: Radio=Regional (500)
  Sensors: Headlights*2
      Off: Hardpoints=1
      Def: -
  Control: Mech*3
    Accom: Seats=Cramped*4 (Driver, 3 passengers)
    Other: Fuel=3kl, Cargo=2kl, ObjSize=Small, EmLevel=Moderate
 
Minuteman Armored Truck TL5

     The Minuteman is a limited use armored vehicle produced on the 
Plowhorse truck chassis. Its fairly large turret (5.4kl) allows ample room 
for the gunner's and the vehicle commander's seats.  Offroad performance is 
comparable to that of the unmodified cargo version.

  CraftID: Minuteman Armored Truck, TL5, Cr19,705
     Hull: 3/6, Disp=2, Config=4USL+turret, Armor=5A, Unloaded=17.8t
           Loaded=14.5t
    Power: 1/2, IC=1MW, Dur=25hrs
     Loco: 1/2, Tracks, P/W=56, Road=100kph, Offroad=30kph
     Comm: none
  Sensors: none
      Off: Hardpoints=1

                           Pen/         Max    Auto   Dngr
                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
  4cm Howitzer   HE   120    5     8    VLong(2)-      -      M    30
                KEAP   -    8/4    6    VLong(2)-      -      M    30
     Medium MG   -   1500   3/3    3    VLong   3      -      H    80

      Def: -
  Control: Mech*5
    Accom: Crew=4 (Driver,2 Gunners,Commander), Seats=Cramped*4
    Other: Fuel=3kl, Cargo=0, ObjSize=Small, EmLevel=Moderate
Raptor Combat Lander TL13

     The Raptor is designed as a multi-function vehicle, forinterface 
military operations.  Capable of serving as a space or air fighter, it is 
also equipped to land a squad of 12 infantrymen (preferably battle dress 
equipped).  Endurance was sacrificed to provide the other desired operating 
features. The Raptor carries a space-rated triple missile turret as well as a 
remotely operated 100MW pulse laser belly turret.

  CraftID: Raptor Combat Lander, TL13, MCr57.5
     Hull: 19/48, Disp=20, Config=1AF+turret, Armor=60F, Loaded=1018.4t,
           Unloaded=1014.4t
    Power: 5/10, Fusion=576MW, Dur=36hrs
     Loco: 7/14, StdGrav=4500t, Max Speed=3090, Cruise=2317, NOE=170, 
           MaxAccel=3.4G, Space Agility=2
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, EMS Active(Planetary), EMS Jammer(Planetary), 
           EMS Passive(Substellar), Low Pen Densitometer(50m),
           Neutrino Sensor(100kw), ActObjScan=Diff, ActObjPin=Diff,
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Routine,
           PassEnPin=Diff
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
    100MM Pulse Laser  59/4   100   Reg(250)  3      -     L     80

           Missiles=x03
           Batteries  1
           Bearing    1

      Def: Point Defense Targeting for Laser, DefDM+7
  Control: Comp3*3, HeadsUpHoloDisplay*1, HoloLink*26
    Accom: Seats=Roomy*16 (Commander, Pilot, Gunner, 13 passengers),
           Env=Basic env, basic ls, grav plates, inert comp
    Other: Fuel=11.52kl, Cargo=3.2kl, ObjSize=Avg, EmLevel=None
Eclipse Orbital Speeder TL13

     The Eclipse is designed as rapid transport for  executives, although a 
number have been bought by private enthusiasts.  Ordinary operation consists 
of climbing to stratospheric or orbital altitudes to permit continuous 
acceleration with mid-point turnover, allowing for extremely rapid travel 
over planetary distances.  The Eclipse is fully spaceworthy and can undertake 
interplanetary flight, in which case a steward is usually carried for the 
benefit of the passengers.

  CraftID: Eclipse Orbital Speeder, TL13, MCr10.48
     Hull: 18/45, Disp=20, Config=1AF, Armor=40F, Loaded=229t,
           Unloaded=220.9t
    Power: 1/2, Fusion=135MW, Dur=10/30
     Loco: 2/4, StdGrav=1100t, Max Speed=3300, Cruise=2475, NOE=170, 
           MaxAccel=3.8G
     Comm: Radio=System
  Sensors: EMS Active(Planetary), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1
      Def: -
  Control: Comp1*3, HeadsUpHoloDisplay*1
    Accom: SmallStaterooms*7 (Pilot, 6 passengers or optional steward),
           Env=Basic env, basic ls, extended ls, grav plates, inert comp,
           AirLock
    Other: Fuel=18kl, Cargo=6.8kl, ObjSize=Avg, EmLevel=Faint
Dragonfly Light Grav Vehicle TL13

     The Dragonfly is intended to serve as a basic around the town vehicle 
for a sizable family.  Every effort has been made to keep it affordable.  It 
should be noted that up to 1.3 tons of cargo can be carried with the 
performance still at the "unloaded" values given below.  As with any grav 
vehicle, weight is critical. No life support system is included, thereby 
limiting operations to a breathable atmosphere.

  CraftID: Dragonfly Light Grav Vehicle, TL13, Cr26,375
     Hull: 2/5, Disp=2, Config=4SL, Armor=2F, Loaded=4.76t,
           Unloaded=1.66t
    Power: 1/2, FuelCells=.675MW, Dur=30/90
     Loco: 1/2, StdGrav=6t, Max Speed=300(L)/1000(U), Cruise=225(L)/750(U),
           NOE=40
     Comm: Radio=VDist(50km)
  Sensors: Headlights*2, Radar=Dist(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1
      Def: -
  Control: Elec*7
    Accom: Seats=Adequate*7 (Driver, 6 passengers), Env=Basic env
    Other: Fuel=1.44kl, Cargo=3kl, ObjSize=Small, EmLevel=Moderate

-------- TML Message #1515 --------

Archive-Message-Number: 1515
Subject: Iron sights
Date: Fri, 31 Aug 90 7:59:12 PDT
From: Richard Johnson <richard@agora.UUCP>

Somebody (I think is was Adrian Hurt, but might be misled here)
said that iron sights on a laser pistol would be highly anachonistic.
"..like looking out the window of a jet fighter, without the HUD."

I agree.  You're probably understating the case though.  Imagine
what you could do *TODAY* with a good computer, your match pistol,
and a power glove.  By TL-13 there will probably be biofeedback
between your (pick appendage you wish to point) and (maybe) your optic
nerve, so that you can simply "throw" the bullet (or beam, or missile)
to your adversary.  For the adventurous, you might choose to "be"
a smart bullet (or missile) and seek-and-destroy.  

Richard Johnson


-------- TML Message #1516 --------

Archive-Message-Number: 1516
From: d9bertil@dtek.chalmers.se
Subject: The Devils Advo... eh.. Gunsmith.
Date: Sat, 1 Sep 90 12:01:58 MET DST

  As an exercise for those out there with some education in physics, 
Calculate the diameter of the laserbeam from a laserrifle out at very long
range. 'The Traveller Book' claims that the beam is 2mm diameter and has a
wavelength in the infrared.
  And since diffraction through small openings isn't likely to change with
the techlevel...
  A friend of mine got the figure 2 meters diameter at 500 meters range :-)
  It seems that manportable lasers are a shortrange weapon.
  (And if we look at ships weapons we might find out that ship to ship
combat with lasers at the ranges given are physically impossible :-)

My 1/4cred about hole vs. vapour explosion:
  I think it is highly dependant on the material of the target. I would imagine
that metals would get a hole and squishy things with lots of fluids (PCs :-)
a vapour explosion.
  On the other hand, don't over estimate the effect of an vapour explosion.
There has been a number of handgun bullets developed that had all kinds of 
outlandish shapes, supposedly to better transfer their kinetic energy into a
shockwave in the target. They didn't work very well.

About point defence:
  Even if the PD weapon had a 100% effectiveness, it has a rate of fire (which I
don't remember, I think it is about 30 shots per minute for turreted weapons?)
and if more bombs arrive in less time than there is turrets to handle them,
a lot of them is going to get through.
  This is the tactics used today for missile attacks against ships. And iron
bombs, even with a laser guidance pack, are harder targets than sea skimming
missiles.

- -bertil- 
- -- 

-------- TML Message #1517 --------

Archive-Message-Number: 1517
Date: Sat, 1 Sep 90 09:33:49 PDT
From: And now for something completely different! 01-Sep-1990 1222 <baranski@meridn.enet.dec.COM>
Subject: Advanced Fire arms...

I'm afraid that I disagree with the crowd of people that seem to *assume* that
every advanced fire arm, notably laser rifles, carbines, and rifles, but also
slug throwers will have advanced sighting, aiming and stabilizing features, and
that people will use them all the time.

I assume that the standard models have no advanced features because of cost and
skill of the user constraints, and also because there are a lot of situations
where the additional benifit is minimal.  I also believe that in general
society places a higher priority on high TL spaceships for example then making
sure every tom, dick and harry has the most advanced and highest possible TL
weapons with all the bells and whistles.

Advanced features are of course available for the elite who wish to pay more
and take the time to use them correctly, but there are plenty of weapons
without advanced features, and plenty of people who don't know who to use them,
and lots of situations where the the additional benifit is minimal.

Now, I'm not saying I'm right and you're wrong;  I merely want to state an
opposing opinion.

Jim Baranski
Digital System Manager for Rent
Rocky Hill/Norwich CT

-------- TML Message #1518 --------

Archive-Message-Number: 1518
Date: 1 Sep 90 19:57:00 EDT
From: "NUCENG::CRAIG" <craig%nuceng.decnet@pine.circa.ufl.edu>
Subject: Journals available for trade Judges Guild stuff as well!

Hi everybody!!!

I have JTAS issue numbers 7,9,15,17 (2),18,21 (2) . (2) means I have 
2 of that particular issue. I also have alot of traveller stuff 
published by Judges Guild......

	If you are interested please email me at 
        Craig@robot.nuceng.ufl.edu or
        wikki@beach.cis.ufl.edu

All items are in good to execellent condition!!! 


-------- TML Message #1519 --------

Archive-Message-Number: 1519
From: /dev/ph1 <jscratch@eklektik.pgh.pa.us>
Subject: Firearm Caliber Question
Date: Sun, 2 Sep 90 2:50:35 EDT

Hi all,

	Just a question that occurred to me, sorry it isn't more traveller
related, but the discussion of firearms (mainly lasers and such) piqued my
curiosity & reminded me of an old question I wanted to know the answer to
at one point:

	What kinds of pistols are there out there commonly available in
our society today that use "non-standard" (for a pistol) caliber?  We usually
here about .22, 9mm, .38, .45, and similar rounds, and of course there are
the fabled .44 and .357 rounds, favorites of filmmakers everywhere.  What
other calibers are out there?  For example, is the 7.62 Nato round fired by
a pistol?  Would it make sense for it to be fired by a pistol, or not?  Why?
What factors determine which calibers can and cannot be used in pistols?

	Something more traveller oriented... I just picked up Traveller 2300
and the Earth/Cybertech supplement for same.  I bought 'em because I've been
meaning to get the newer versions of traveller for a while, and I came across
these at a cheap price.  I've heard that 2300 has been rendered "obsolete"
by the game producers, though.  Is this true?  Why?


"10,000 and expenses." >ZOT!<		Steven J. Owens
"Expenses?" >ZOT!<			scratch@pittvms
"For somebody in a real piss poor 	scratch@unix.cis.pitt.edu
 bargaining position, you're doing an	jscratch@eklektik.pgh.pa.us
 awful lot of quibbling." 
   Buck Godot - Zap Gun For Hire, Phil Phoglio

-------- TML Message #1520 --------

Archive-Message-Number: 1520
Date: Mon, 3 Sep 90 14:09:16 BST
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: The Useless Laser

	It is my understanding from the MT rules that laser weapons (other
than a one-shot integral laser) require this large backpack to power them.
This puts rather a damper on their use as a personal weapon. If someone
out there who knows the power consumption for modern lasers cross-references
that with the battery/fuel cell/micro-fusion outputs of the Traveller sources
then it would be interesting to see what size this would have to be.
	In my own campaign only special squads/comando units use laser or 
plasma weapons. They are just too expensive (don't forget the cost of 
maintaining them) to kit out your entire armed forces with. Unless your
potential opponent is going to be dressed in (expensive) combat environment
suits of (prohibitively expensive) battledress a good, simple rifle will
do just as well. Does anybody have a counter-argument I haven't thought of?

				j^2

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


-------- TML Message #1521 --------

Archive-Message-Number: 1521
Date: Mon, 3 Sep 90 10:31 EDT
From: S94SERGIENKO%USUHSB.BITNET@cunyvm.cuny.edu
Subject: why use sights at all?

well,
having just joined TML, I thought I'd add my thoughts to the growing stack
of ideas on ironmongery (or lightmongery).  I might have missed something
important before coming on 28 Aug, so accept my apologies in advance.

Most people who have been trained to combat shoot pistols, including me,
have been taught to fire from the hip in close combat (<10').
At these ranges it's quicker than bringing the weapon to bear, and just as
accurate.  From 10' to 20' it's user preference.  From there on out you
use the sights, iron, electronic, or biological (more on this later).
So, the idea is that the character with pistol skill would react based
on training and target distance (e.g. I would shoot from the hip to about
10' and then shoot from a modified weaver stance further out).  A snapshot
is just that, a hastily squeezed off round, regardless of whether you bring
the weapon to bear or not.  Indeed, the hip shoot gives you stability quicker
by allowing you to tuck your elbow into your hip, and then you just turn
your body towards the target.  The reason it doesn't work further out is the
tendency to aim low.

Currently, most gunplay with pistols takes place at close quarters, so
by looking who wins in these situations, we can pretty much guess who
has better accuraccy.  The stats that I can recall easy are police shots,
and in these cases the badguys usually win.  Why?  Because they shot
instinctively, point the thing at the cop and squeeze the trigger, adjust for
effect.  The cops spent too much time trying to aim.  (It's not so much
accuraccy, but effectiveness). Enough already.

Lasers...Is it a typo or is the TL 13 laser a kilo-and-a-half more than the
TL 9 version.  This would be understandabile considering that the ImpEncyclo
describes the TL 13+ laser weapons as being X-ray in nature.  So you would
need to add an x-ray tube, right?  And then add an IR targeting laser, if so
desired.  I agree with Mr. Metlay, fiber optics ought to improve to the point
where they would be robust enough to allow the laser et al to be on your
belt/back/eunuch.  Right now, they're good enough (e.g. flexibility, dura-
bility) to be used for tracheal/bronchial surgery.  And we are at TL 7-8.

Sights...Frankly I wouldn't spend cr3000 on a laser pistol without getting
all the balls and whistles.  If I wanted something cheap and effective,
I would've got the gauss pistol, which is lethal enough to people even
wearing minimal armor, at cr600.  I would get the laser pistol if I needed
a semi-concealable weapon and I was going against some medium armored targets
If I didn't need a concealable weapon it'd be easier, cheaper, and deadlier
(considering the RAM GL) to have a gauss rifle.  The laser pistol also has
a certain mystique about it as well...Anyway, sights.  The thought occurred
to me that by TL 11 we have nerve refusion, which means we have an excellent
understanding of how neurons work and how to make them more effective.  TL 13
this body of knowledge will have expanded.  If you got the bucks to buy a laser
pistol, the technology probably exists to biomechanical/electronic interface
with the critter.  Everything in your body would be biological (altered
tissue).  The laser would be both.  Essentially the system would work the
same way you type.  I know am hitting an "A".  The gunslinger knows he is
pointing it at the target.  As with typing you'd need to learn how to use it,
but it could be done.  Think about it, in the future there would be the
fighters, biologically enhanced to use expensive weapons systems, and the
rest of us.

Actually, my primary "research" interest in traveller is the progression
of biological and medical sciences.  We have become progressively better
at saving people from more severe trauma and diseases.  How will this
effect life/combat in the future?  What gadgets will exist? Interested?

Them's my thoughts,
eric sergienko

-------- TML Message #1522 --------

Archive-Message-Number: 1522
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: High TL 'iron sights', et.al.
Date: Mon, 3 Sep 90 19:56:23 PDT

In message 1510, woodsb@gn.ecn.purdue.edu (Brent L. Woods) writes:

> In message 1509 markc@hpcvss.cv.hp.COM (Mark F. Cook) writes:
> >
> >I'm a pretty good marksman, too, if I do say so myself...  :-)
> >
> >I, too, think of myself as "a pretty good marksman" (even though I
>          ^^^^^
> >haven't shot competition in many years).
>
>     I can show you my targets.  Honest.  I killed them all fair and
>square...  ;-)

I didn't mean to suggest that you were over-stating your skill, Brett.
I just meant that my opinion of my own marksmanship is very subjective:
my deer drop when I shoot at them and bottles shatter (most of the time)
when I aim at them.  God knows what kind of damage I could do if I actually
started using ammunition. :-)

>>>     Jarhead training, eh?  ;-)  ;-)
>>
>>As a former member of an Elite Fighting Force, consisting mostly of
>>highly-trained, knuckle-dragging men with no neck and one eye-brow,
>>I feel I must warn you that ANY derogatory or disparraging remarks
>>you make, containing words of more than one syllable, will almost
>>certainly be mis-understood :-).
>
>    Shame on you.  Damn' near fell out of chair from that one.

Ah-ha!!  Humor as a weapon!!  This is good.  It means that everything
the Piranha brothers taught me is working!!! :-)

Long ago, I came to the conclusion that the Corps is no place for an
intellectual, vis-a-vis the following exchange (during bayonet orientation
in Basic Training):

D.I.: "Occasionally, you will discover that your bayonet has become
       lodged in the body of your opponent.  If this happens, a single
       discharge of your weapon will be sufficient to dislodge the
       bayonet."

Recruit: "Excuse me, sargeant, but if I'm still capable of discharging
       my weapon, there isn't going to BE any bayonet combat!"

>     Aw...  Life's too important to take seriously.  ;-)  No 'fence,
>eh?  ;-)  I'm entitled--I'm one of them Navy types...

That's OK.  Two of my best friends are cabbies...er, ah... ex-Navy types.
Somebody's got to drive the boat. :-)

Anyway, enough of this 'moochual admiration society' hoo-haw.  Let's get
back to the gratuitous sex n' violence.

In message 1511, adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:

>"Mark F. Cook" <markc@hpcvss.cv.hp.COM> writes:
>> 
>>      I just can't imagine a high-TL laser pistol having "iron sights".
>> This would be analogous to a modern fighter pilot having to aim all of
>> his on-board weapons just by looking out the window (without the HUD).
>
>Or maybe analagous to the fighter pilot having an ordinary gun and gunsight
>in case the advanced electronics failed.  Or analagous to a modern rifle
>having iron sights instead of the telescopic, laser, reflex or other fancy
>sights available today.  Iron sights have one big advantage - they are
>robust.  They are also quicker to use than anything else, with the
>possible exception of reflex sights.  I'd expect a laser pistol -
>especially a combat pistol - to have iron sights, at least as a back-up
>to any neat high-tech sights.

Let's not get carried away with the analogies.  First off, most of the
shooters in the group will tell you that once you put a scope on a rifle,
you typically REMOVE the iron sights.  The scope isn't likely to fail
and the iron sights are in the way.  Second, I disagree that iron sights
are quicker to use than a scope.  I can't tell you the number of times
I've been unable to line up the front leaf of an iron sight (in dim light)
when a scoop would have been no trouble at all.

In message 1515, richard@agora.UUCP (Richard Johnson) writes:
>
>Somebody (I think is was Adrian Hurt, but might be misled here)
>said that iron sights on a laser pistol would be highly anachonistic.
>"..like looking out the window of a jet fighter, without the HUD."

MY QUOTE!!  MY QUOTE!!  DON'T GO GIVING IT TO ADRIAN!! :-)

>I agree.  You're probably understating the case though.  Imagine
>what you could do *TODAY* with a good computer, your match pistol,
>and a power glove.  By TL-13 there will probably be biofeedback
>between your (pick appendage you wish to point) and (maybe) your optic
>nerve, so that you can simply "throw" the bullet (or beam, or missile)
>to your adversary.  For the adventurous, you might choose to "be"
>a smart bullet (or missile) and seek-and-destroy.  

Unfortunately, once this happens (within the context of the game) you
start coming uncomfortably close to treading on the ol' anti-cyborg
sentiment so prevalent throughout the Imperium.  Actually, I prefer
to run my campaign with a strong 'cyberpunk' flavor to it, so I tend
to just ignore the 'anti-cyborg' bit and go on my merry way.

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 #1523 --------

Archive-Message-Number: 1523
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Re: Firearm calibers
Date: Mon, 3 Sep 90 20:41:23 PDT

In message 1519, jscratch@eklektik.pgh.pa.us (Steven J. Owens) writes:

>       What kinds of pistols are there out there commonly available in
>our society today that use "non-standard" (for a pistol) caliber?  We usually
>here about .22, 9mm, .38, .45, and similar rounds, and of course there are
>the fabled .44 and .357 rounds, favorites of filmmakers everywhere.  What
>other calibers are out there?  For example, is the 7.62 Nato round fired by
>a pistol?  Would it make sense for it to be fired by a pistol, or not?  Why?
>What factors determine which calibers can and cannot be used in pistols?

To give you an idea of the range of calibers available for handguns on the
market today, "Cartridges of the World (6th Ed.)" lists the 2.7mm Kolibri
Auto as the smallest, and .455 Webley Auto as the largest.  Bear in mind
that this refers to MASS-PRODUCED ammunition only for standard caliber,
multi-shot pistols.

For more exotic rounds, you could look at weapons like the Remington XP-101
bolt-action match pistol, or the Thompson Contender.  The Contender, in
particular, warrents mention due to the fact that, as a single-shot target
or hunting pistol, it has a wide variety of interchangable barrels and,
in addition to a broad selection of pistol ammo, it can also fire is
surprisingly large number of different rifle rounds, up to and including
the massive 30-06.  I, personally cannot imagine firing a round that large
without a stock and a massive recoil pad.

Speaking of 7.62 rounds: while the 7.62 NATO rifle round is never fired as
a pistol round (with the possible exception of a custom weapon), the Russian
Tokarev pistol (the standard sidearm for Soviet officers, from 1930 until
the end of WWII, when it was discarded in favor of the 9mm Makarov) DOES
chamber a 7.62mm pistol round.  This round was adopted in 1930 for the Model
TT-33 auto pistol.  This cartridge is very similar to the 7.63mm Mauser (also
known as the 30 Mauser).

One response you got already, was from Alvin M. Chan at
CHAN93%SNYBUFVA.BITNET@CORNELLC.CIT.CORNELL.EDU, who writes:

>some other pistol calibres besides the 'popular' .22 .38 .357 (same as .38
>just a longer case length for more powder) 9mm .44 .45ACP  are for instance :
>
>.40   .41  .50  .454  .457  .32  .375 .25ACP  .177 (4.5mm)  .451 magnum
>.380 ACP,auto  .22 short, .22 long rifle (LR) , 7.65 parabellum, 10mm

I'm familiar with most of these rounds, but a few of them puzzle me.  The
only .454 round I know of is the 454 Casull, which is a proprietary pistol
round.  I can't find ANY references to a .451 magnum.  Only the 451 Detonics
comes close and it, again, is a proprietary round.  I assume the 7.65 para
refers to the 32 (7.65mm) auto pistol round.  I can't find references to
a .457 pistol (OR rifle) round anywhere.  Maybe you could site a reference,
Alvin, because now I'm really curious.

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 #1524 --------

Archive-Message-Number: 1524
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1522) High TL 'iron sights', et.al.
Date: Tue, 4 Sep 90 3:15:17 EST


     Look, Ma!  Dueling attribution lines!  Get the banjo.  ;-)

 In message 1522, markc@hpcvss.cv.hp.com (Mark F. Cook) writes:
 >
 >In message 1510, woodsb@gn.ecn.purdue.edu (Brent L. Woods) writes:
 >
 >> In message 1509 markc@hpcvss.cv.hp.COM (Mark F. Cook) writes:
 >> >
 >> >I'm a pretty good marksman, too, if I do say so myself...  :-)
 >> >
 >> >I, too, think of myself as "a pretty good marksman"
 >>          ^^^^^
 >>     I can show you my targets.  Honest.  I killed them all fair and
 >>square...  ;-)
 >
 >I didn't mean to suggest that you were over-stating your skill, Brent.
 >I just meant that my opinion of my own marksmanship is very subjective:
 >my deer drop when I shoot at them and bottles shatter (most of the time)
 >when I aim at them.  God knows what kind of damage I could do if I actually
 >started using ammunition. :-)

     Doing more than scaring things to death?  ;-)

 >>>>     Jarhead training, eh?  ;-)  ;-)
 >>>
 >>>As a former member of an Elite Fighting Force, consisting mostly of
 >>>highly-trained, knuckle-dragging men with no neck and one eye-brow,
 >>>I feel I must warn you that ANY derogatory or disparraging remarks
 >>>you make, containing words of more than one syllable, will almost
 >>>certainly be mis-understood :-).
 >>
 >>    Shame on you.  Damn' near fell out of chair from that one.
 >
 >Ah-ha!!  Humor as a weapon!!  This is good.  It means that everything
 >the Piranha brothers taught me is working!!! :-)

     You too?  Gee, I went to high school with Dinsdale.  Heard from
'em lately?  ;-)

 >Long ago, I came to the conclusion that the Corps is no place for an
 >intellectual,

     One of the reasons my friend is leaving the Corps.  He wants to get
a degree so he can go back as an officer.  I think prolonged exposure
causes brain damage...  ;-)

 >>     Aw...  Life's too important to take seriously.  ;-)  No 'fence,
 >>eh?  ;-)  I'm entitled--I'm one of them Navy types...
 >
 >That's OK.  Two of my best friends are cabbies...er, ah... ex-Navy types.
 >Somebody's got to drive the boat. :-)

     That's "ship," if you please.  I want to stay *above* the surface
thank you...  ;-)

 >Anyway, enough of this 'moochual admiration society' hoo-haw.  Let's get
 >back to the gratuitous sex n' violence.

     Right.  Off we go...

 >Unfortunately, once this happens (within the context of the game) you
 >start coming uncomfortably close to treading on the ol' anti-cyborg
 >sentiment so prevalent throughout the Imperium.  Actually, I prefer
 >to run my campaign with a strong 'cyberpunk' flavor to it, so I tend
 >to just ignore the 'anti-cyborg' bit and go on my merry way.

     Anti-cyborg prejudice?  Where'd that come from?  The only general
prejudice that I know of in the Imperium is *anti-psionic*.  Where'd
they get a problem with cyborgs?


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163

-------- TML Message #1525 --------

Archive-Message-Number: 1525
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: lasers
Date: Tue, 4 Sep 90 10:28:26 BST


Jo Jaquinta <jaymin@maths.tcd.ie> writes:
> 
> 	It is my understanding from the MT rules that laser weapons (other
> than a one-shot integral laser) require this large backpack to power them.
> This puts rather a damper on their use as a personal weapon. If someone
> out there who knows the power consumption for modern lasers cross-references
> that with the battery/fuel cell/micro-fusion outputs of the Traveller sources
> then it would be interesting to see what size this would have to be.

Do the MegaTraveller books not give such figures?  Very well; Striker did,
and MT took most of its combat data from there.

TL	Weapon		Weapon weight	Power pack weight	Penetration	
8	Laser Carbine	      5 kg		3 kg		     7
9	Laser Rifle	      6 kg		4 kg		     9
9	Laser Pistol	      3 kg		1 kg		     4
12	PGMP-12		      6 kg		3 kg		    20
13	Laser Carbine	    4.4 kg		2 kg		    12
13	Laser Rifle	    8.8 kg		4 kg		    20
13	Laser Pistol	    2.2 kg		1 kg		     6
13	PGMP-13		      9 kg	       60 kg		    25

The penetration figures are for effective range; the TL 13 laser rifle
has a greater range than a PGMP-12.  The weight of the PGMP-13's power
pack means you have to wear battle-dress to carry it.  The early lasers
get 50 shots from a power pack, except for the rifle which gets 100;
the PGMP-12 gets 40.  All TL 13 weapons get 200 shots, except for the
PGMP-13 which gets unlimited shots.

> 	In my own campaign only special squads/comando units use laser or 
> plasma weapons. They are just too expensive (don't forget the cost of 
> maintaining them) to kit out your entire armed forces with. Unless your
> potential opponent is going to be dressed in (expensive) combat environment
> suits of (prohibitively expensive) battledress a good, simple rifle will
> do just as well. Does anybody have a counter-argument I haven't thought of?

The enemy may also be wearing cloth armour, or vacc suits, whose armour
factor of 5 will stop or seriously hinder a bullet from an assault rifle
(penetration 3).  As of TL 10, you can use ACR's whose sabot ammo has a
penetration of 6; at TL 12, a gauss rifle gets a penetration of 7.  These
things are into the CR 1000 range, as is the combat environment suit.  At
TL 11, combat armour costs CR 20000, and its armour factor of 8 is good
against everything except laser rifles or heavy support stuff.  At TL 12,
it gets an armour value of 10, and a price tag of CR 30000; at TL 13,
battledress with the same armour factor costs CR 200000.  Finally, at
TL 14, combat armour and battledress have armour value 18, and cost
CR 60000 and CR 350000 respectively - you need at least a TL 13 laser
rifle to penetrate that.

To summarise: at higher tech levels, you may only be able to kit out a
small force for the same cash, but you can make it invulnerable to anyone
who doesn't do the same.  There's also the matter of ammo; a laser power
pack gets recharged from the starship's power plant (assuming you have
access to one).  Finally, you can use a laser to illuminate a target for
the benefit of laser-guided missiles - the first people to get laser
carbines are forward observers for this reason.

S94SERGIENKO%USUHSB.BITNET@cunyvm.cuny.edu writes:
> Lasers...Is it a typo or is the TL 13 laser a kilo-and-a-half more than the
> TL 9 version.

For the rifle, yes; pistols and carbines are lighter than the earlier ones.

- -- 
 "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 #1526 --------

Archive-Message-Number: 1526
From: d9bertil@dtek.chalmers.se
Subject: News at 11
Date: Tue, 4 Sep 90 13:25:26 MET DST

Some time back, there was talk about posting news from our various
campaigns. I wrote a file, but forgot about it up to now.
Since the campaign are a one-time-a-year-but-then-it-is-a-whole-week affair,
there won't be any more news until next summer.

(And the campaign will probably never come into sync with 'real' gametime :-(

Scattered News:

Mora/Spinward Marches (3124 AA99AC7-F)			Date: 110-1116
  o Questions have been raised about the reliability of the Naasirka MasterMek 
XT-3 mekbot after the Al-Morai liner 'Profitous Venture' appeared insystem 
yesterday.
  o The ship was preparing to jump from Fornice to Maitz when the robot took 
control of the engineroom and change the destination to Mora.
  o A Naasirka spokesophont claimed that the robot in question was not a 
genuine MasterMek, but a copy from Gvurrdon.

Wroclaw/Deneb (0226 C4667BF-7)				Date: 132-1116
  o Several members of a mercenary unit, among other the CO and several high 
officers were today found guilty of multiple counts of murder, assault and 
destruction of govenment property.
  o The mercenaries had engineered incidents to get an extended contract.

Mora/Spinward Marches (3124 AA99AC7-F)			Date: 169-1116
  o According to usually well informed sources in the Navy, a heavy jump tug 
belonging to the 73rd fleet has been missing for at least three months with no 
clues to it's whereabouts.
  o "The ship isn't lost! We've just don't know exactly where it is for the 
moment." a Navy spokesophont claimed.

FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH 
Thingen/Deneb (0518 B467998-D)				Date: 231-1116
  o About eight thousand civilians and more than five hundred marines died 
today when AraPacian terrorists first hijacked, then destroyed an orbitral 
spaceport.
  o The terrorists were led by an unidentified human who identifyed himself as 
'Colonel Svoboda' called themselves 'The AraPacis Army for Independence' and 
demanded that Thingen stop their interference in the civil war on Ara Pacis.
  o The terrorists had held the station for about eight hours, fought back two 
boarding attempts and were performing a hostage exchange when a unidentifyed 
Navy ship rammed the station. Mere seconds later, the station and the ship was
destroyed in an nuclear blast.
  o Among the victims were the wellknown physisist, Sir Dirac F. Legendre, 
Marquis of Equus and Professor at the Rhylanor Institute of Technology, also 
known as 'Mr Nuclear damper' for his work during the Fifth Frontier War.
  o Speculations linking the presence of the Marquis and an Navy transport 
with secret cargo onboard the station have been dismissed by the Navy.
  o A highly placed source in the Thingian govenment claims that the Navy have 
done several siezures of recordings and transcrips from the negotiations with 
the terrorists.

Thingen/Deneb (0518 B467998-D)				Date: 232-1116
  o As of early this morning, the Imperial Navy have placed the Thingen system 
under limited martial law. Navy ships are rumored to conduct searches in the 
outer parts of the system and all interplanetary and interstellar traffic is 
strictly controlled.
  o In a comment to yesterdays events, Admiral Pigadkiirish: "I don't give a 
flying <beep> about how Thingen behaves on AraPacis! That don't give them a 
blank check to blow up several thousand Imperial Citizens, kill Imperial 
Marines and destroy Imperial Vessels."
  o A Navy source claimed that the Navy will come down hard on AraPacis and 
said that yesterdays attack was the most stupid thing any AraPacian could have 
done.
  o A film has surfaced which supports recent allegations that the terrorists 
used several Navy ships to board the station.
  o Naval authorities refused comment.

Seleen/Deneb (0517 A310467-E)				Date: 251-1116
  o Prince Ghaenloghz, on the way to signing an important trade agreement 
departed Seleen in anger after being accosted by an unidentified person who 
called him, among other things,'Illegitimate son of a Hiver and a K'Kree'.
  o The perpetrator then loudly declared himself to an agent of solsek and was 
spirited away from the scene by compatriots while singing 'Solomani Uber Alles'
and yelling 'Hail Terra'
  o The Seleen chief of police said that she was convinced that the whole 
affair was a work by Vilani Supremasists who are known to have been active on 
Seleen in the past. She futher expressed surprise that they thought that 
anyone would fall for such a clumsy attempt to cast the blame on the Solomani.
  o Prince Ghaenloghz have stated that the trade agreement is scrapped.

Thingen/Deneb (0518 B467998-D)				Date: 257-1116
  o Lieutenant Janna Ukwa of the Thingen Customs Police was today placed under 
arrest by persons believed to be working for Imperial Naval Intelligence 
immediately when she debarked the liner from Seleen.
  o The report to Thingen Customs Police that she sent by radio from the liner 
was siezed by armed marines who forced their way into the Customs HQ on 
Thingen High.
  o Lieutenant Ukwa was listed as a casuality of the recent terrorist attack 
and sources within the Customs Police claims that she was working on the 
station that was hijacked when the highjacking occured.
  o Naval authorities refused comment.

Thingen/Deneb (0518 B467998-D)				Date: 258-1116
  o The Thingen Imperial Naval Base today went on full wartime alert. 
Shoreleaves were canceled, all of-duty personell were recalled and the number 
of Navy ships leaving the base reached an all time high since after the Fifth 
Frontier War.
  o Naval authorities refused comment.

Tha-tha-tha-thats all folks.

- -bertil-
- -- 
"And your vehicle takes four suspension hits. You are all thrown out of your 
 seats as your tank's 'suspension of disbelief' fails with a grinding noise. 
 'I won't buy this anymore!' your vehicle says.  'This is ludicrous! Totally
 unrealistic! I'm outta here!' it says and drives away into the sunset."

-------- TML Message #1527 --------

Archive-Message-Number: 1527
Subject: The Laser thread that wouldn't die
Date: Tue, 4 Sep 90 8:01:38 PDT
From: Richard Johnson <richard@agora.UUCP>

Thought I'd add my two cents to Mike's comments about fiber optics.
(Don flame-retardant suit:  -- somewhat technical material follows.
Most of us already know this stuff but have forgotten it, if in doubt
ask.  I probably blew it on a few points, too.)

The way a laser works (as far a weapons go) is to make a whole bunch
of electrons release their energy in a hurry.  If you do this correctly,
this produces coherent light.  This law-of-the-universe is not going
to change because of tech level.

The way to get all that energy into the electrons, is to "pump" them.
Typically, this is done with light.  sometimes the pump is the same
wavelength as the discharge, not often, though.  A typical laser
uses laser diodes (LED's, sort of) to pump the lasing medium.  The 
light frm the diodes is what goes through the fiber optic, not the light
from the laser.  A very small cable does quite nicely for industrial-
strength lasers.

Likely, fiber optic cabelw will work for weapons, too.  I believe Mike
was absolutely right, though when he said there are other reasons you
would not want to take TL8 fiber optics inot combat (heat, dust, EMP, etc.)

Me, I'd prefer the laser for orbital work (microgravity, no recoil, no
worry about rise/fall of the projectile) and a godd-sized slug thrower
for ground work (10mm gaus pistol?)  (OK, I don't have strength 13+ to
carry the ammo :-( .)

- ------------
Sorry Mark.  Next time I'll remember your name? 

To Robert Dean:  Stick with it.  Just remember, by the time he's a
teen-ager, he'll be repaying all those sleepless nights with 
more sleepless nights.

Some folks will go to ANY length to recruit Traveller Players :-)
(p.s. I already have four [three adopted])

====================

PBEM UPDATE:

Mark Cook has been helping me with an automatic reply for PBEM mail,
so I don't have to spend hours each day doing that.  It's in process,
so might occassionally get a mail bounce.  Keep trying.

Be sure to check in with me and with Dan Corrin (or just me if you're new).

It looks right now like we might attempt a re-start around 17 September
or so.  We're waiting for those in .edu land to get their accounts.

Richard Johnson
	richard@agora.hf.intel.com


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


-------- TML Message #1528 --------

Archive-Message-Number: 1528
From: CHOINSKI@env.prime.COM
Date: 04 Sep 90 13:39:49 EDT

Travel Distances in 2300ad

The new Director's guide in _2300ad_ provides you with an extensive list of
possible stutterwarp routes, while the near star list allows you to determine
the true distances.  However, nothing is as handy as a complete travel-distance
list.  Feel free to send me comments, corrections, additions, etc.

 ------------------------------------------------------------------------------
 | 61 Ursae Majoris "Joi"                                                     |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.52ly
 DM+27 28217  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.02ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.36ly
 Kimanjano _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.24ly
 Xi Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.94ly

 ------------------------------------------------------------------------------
 | 70 Ophiuchi                                                                |
 ------------------------------------------------------------------------------
 Altair _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.72ly
 Clarkesstar  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.48ly
 DM+4 4048 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.87ly
 DM-3 4233 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.18ly
 Wolf 629  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.43ly

 ------------------------------------------------------------------------------
 | 82 Eridani "Kormoran"                                                      |
 ------------------------------------------------------------------------------
 Rho Eridani  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.59ly

 ------------------------------------------------------------------------------
 | AC+12 1800-213                                                             |
 ------------------------------------------------------------------------------
 DM-3 1123 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.46ly
 LP658-2   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.75ly

 ------------------------------------------------------------------------------
 | AC+13 14332                                                                |
 ------------------------------------------------------------------------------
 DM+55 1519   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.36ly

 ------------------------------------------------------------------------------
 | AC+17 534-105                                                              |
 ------------------------------------------------------------------------------
 DM+20 5046   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.49ly

 ------------------------------------------------------------------------------
 | AC+20 1463-148                                                             |
 ------------------------------------------------------------------------------
 AC+32 54804  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.50ly
 Ross 165  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.41ly

 ------------------------------------------------------------------------------
 | AC+32 54804                                                                |
 ------------------------------------------------------------------------------
 AC+20 1463-148  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.50ly
 Vega   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.08ly

 ------------------------------------------------------------------------------
 | AC+66 3955                                                                 |
 ------------------------------------------------------------------------------
 C1  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.83ly
 DM+66 717 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.36ly

 ------------------------------------------------------------------------------
 | Alpha Centauri "Tirane"                                                    |
 ------------------------------------------------------------------------------
 Barnard's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.40ly
 Proxima Centauri   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 0.24ly
 Sol _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.48ly

 ------------------------------------------------------------------------------
 | Altair                                                                     |
 ------------------------------------------------------------------------------
 70 Ophiuchi  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.72ly
 DM+4 4048 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.71ly

 ------------------------------------------------------------------------------
 | Arcturus                                                                   |
 ------------------------------------------------------------------------------
 DM+18 2776   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.75ly
 Eta Bootis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.75ly
 Hochbaden _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.07ly

 ------------------------------------------------------------------------------
 | Augereau                                                                   |
 ------------------------------------------------------------------------------
 DM+53 1320   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.89ly
 Neubayern _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.23ly
 Queen Alice's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.82ly

 ------------------------------------------------------------------------------
 | Barnard's Star                                                             |
 ------------------------------------------------------------------------------
 Alpha Centauri  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.40ly
 Serurier  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.37ly
 Sol _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.92ly

 ------------------------------------------------------------------------------
 | Berthier                                                                   |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.75ly
 C1  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.46ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.95ly

 ------------------------------------------------------------------------------
 | Bessiers                                                                   |
 ------------------------------------------------------------------------------
 Neubayern _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.11ly
 Nyotekundu   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.00ly
 Ross 128  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.44ly

 ------------------------------------------------------------------------------
 | Beta Canum Venaticorum "Beta Canum"                                        |
 ------------------------------------------------------------------------------
 61 Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.52ly
 Berthier  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.75ly
 C1  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.43ly
 DM+35 2436   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.67ly
 DM+36 2219   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.14ly
 DM+36 2393   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.53ly
 DM+46 1889   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.79ly
 DM+48 2108   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.62ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.55ly
 Kimanjano _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.70ly

 ------------------------------------------------------------------------------
 | Beta Comae Berenices "Nous Voila"                                          |
 ------------------------------------------------------------------------------
 DM+35 2436   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.90ly
 DM+36 2393   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.56ly
 Hochbaden _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.95ly
 Kimanjano _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.43ly

 ------------------------------------------------------------------------------
 | Beta Hydri                                                                 |
 ------------------------------------------------------------------------------
 Delta Pavonis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.55ly
 L49-19 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.56ly
 Zeta Tucanae _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.42ly

 ------------------------------------------------------------------------------
 | Botany Bay                                                                 |
 ------------------------------------------------------------------------------
 DM+25 3173   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.55ly
 Ross 863  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.16ly
 Ross 868  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.84ly
 Zeta Herculis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 1.15ly

 ------------------------------------------------------------------------------
 | Broward                                                                    |
 ------------------------------------------------------------------------------
 DM-26 12026  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.61ly
 Serurier  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.62ly
 Wolf 629  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.43ly

 ------------------------------------------------------------------------------
 | C1                                                                         |
 ------------------------------------------------------------------------------
 AC+66 3955   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.83ly
 Berthier  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.46ly
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.43ly
 DM+48 2108   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.41ly
 DM+66 717 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.13ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.65ly

 ------------------------------------------------------------------------------
 | Clarkesstar                                                                |
 ------------------------------------------------------------------------------
 70 Ophiuchi  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.48ly
 DM-26 12026  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.65ly
 DM-3 4233 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.63ly
 King   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.59ly
 Wolf 629  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 0.10ly

 ------------------------------------------------------------------------------
 | D'Artagnon                                                                 |
 ------------------------------------------------------------------------------
 Delta Pavonis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.10ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.12ly

 ------------------------------------------------------------------------------
 | DM+1 4774                                                                  |
 ------------------------------------------------------------------------------
 DM+19 5116   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.69ly
 DM+4 123  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.65ly
 DM-15 6290   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.09ly
 Van Maanen's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.47ly

 ------------------------------------------------------------------------------
 | DM+4 123 "Stark"                                                           |
 ------------------------------------------------------------------------------
 DM+1 4774 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.65ly

 ------------------------------------------------------------------------------
 | DM+4 4048                                                                  |
 ------------------------------------------------------------------------------
 70 Ophiuchi  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.87ly
 Altair _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.71ly

 ------------------------------------------------------------------------------
 | DM+5 1668                                                                  |
 ------------------------------------------------------------------------------
 Ross 614  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.69ly
 Sirius _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.68ly
 YZ Canis Minoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.46ly

 ------------------------------------------------------------------------------
 | DM+5 3409                                                                  |
 ------------------------------------------------------------------------------
 King   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.64ly

 ------------------------------------------------------------------------------
 | DM+15 2620                                                                 |
 ------------------------------------------------------------------------------
 Wolf 424  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.39ly

 ------------------------------------------------------------------------------
 | DM+15 4733                                                                 |
 ------------------------------------------------------------------------------
 DM+19 5116   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.61ly
 DM+20 5046   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.60ly

 ------------------------------------------------------------------------------
 | DM+18 2776                                                                 |
 ------------------------------------------------------------------------------
 Arcturus  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.75ly
 Hochbaden _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.67ly

 ------------------------------------------------------------------------------
 | DM+19 5116                                                                 |
 ------------------------------------------------------------------------------
 DM+15 4733   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.61ly
 DM+1 4774 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.69ly

 ------------------------------------------------------------------------------
 |DM+20 5046 "Doris"                                                          |
 ------------------------------------------------------------------------------
 AC+17 534-105   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.49ly
 DM+15 4733   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.60ly

 ------------------------------------------------------------------------------
 | DM+25 3173                                                                 |
 ------------------------------------------------------------------------------
 Botany Bay   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.55ly
 Ross 863  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.58ly
 Ross 868  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.98ly
 Zeta Herculis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.89ly

 ------------------------------------------------------------------------------
 | DM+27 28217                                                                |
 ------------------------------------------------------------------------------
 61 Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.02ly
 DM+36 2219   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.47ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.16ly
 Ross 627  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.48ly
 Xi Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.77ly

 ------------------------------------------------------------------------------
 | DM+34 2323                                                                 |
 ------------------------------------------------------------------------------
 DM+42 2296   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.36ly
 Vogelheim _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.92ly

 ------------------------------------------------------------------------------
 | DM+35 2436                                                                 |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.67ly
 Beta Comae Berenices  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.90ly
 DM+36 2393   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.47ly
 Hochbaden _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.00ly
 Vogelheim _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.18ly

 ------------------------------------------------------------------------------
 | DM+36 2219 "Sans Souci"                                                    |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.14ly
 DM+27 28217  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.47ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.65ly
 Vogelheim _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.32ly

 ------------------------------------------------------------------------------
 | DM+36 2393 "Dunkelheim"                                                    |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.53ly
 Beta Comae Berenices  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.56ly
 DM+35 2436   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.47ly
 Hochbaden _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.94ly
 Vogelheim _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.63ly

 ------------------------------------------------------------------------------
 | DM+38 3095                                                                 |
 ------------------------------------------------------------------------------
 DM+43 2796   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.25ly
 DM+45 2743   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.38ly

 ------------------------------------------------------------------------------
 | DM+42 2296                                                                 |
 ------------------------------------------------------------------------------
 DM+34 2323   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.36ly
 DM+45 2014   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.31ly

 ------------------------------------------------------------------------------
 | DM+43 2796                                                                 |
 ------------------------------------------------------------------------------
 DM+38 3095   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.25ly
 Vega   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.71ly

 ------------------------------------------------------------------------------
 | DM+45 2014                                                                 |
 ------------------------------------------------------------------------------
 DM+42 2296   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.31ly
 DM+50 1832   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.34ly
 DM+55 1519   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.72ly

 ------------------------------------------------------------------------------
 | DM+45 2743                                                                 |
 ------------------------------------------------------------------------------
 DM+38 3095   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.38ly
 DM+52 2294   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.41ly

 ------------------------------------------------------------------------------
 | DM+46 1889                                                                 |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.79ly

 ------------------------------------------------------------------------------
 | DM+48 2108                                                                 |
 ------------------------------------------------------------------------------
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.62ly
 C1  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.41ly
 Kimanjano _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.61ly

 ------------------------------------------------------------------------------
 | DM+50 1832                                                                 |
 ------------------------------------------------------------------------------
 DM+45 2014   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.34ly
 DM+55 1519   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.26ly

 ------------------------------------------------------------------------------
 | DM+51 2402                                                                 |
 ------------------------------------------------------------------------------
 DM+52 2294   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.77ly

 ------------------------------------------------------------------------------
 | DM+52 2294                                                                 |
 ------------------------------------------------------------------------------
 DM+45 2743   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.41ly
 DM+51 2402   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.77ly

 ------------------------------------------------------------------------------
 | DM+53 1320                                                                 |
 ------------------------------------------------------------------------------
 Augereau  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.89ly
 Neubayern _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.71ly

 ------------------------------------------------------------------------------
 | DM+55 1519                                                                 |
 ------------------------------------------------------------------------------
 AC+13 14332  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.36ly
 DM+45 2014   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.72ly
 DM+50 1832   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.26ly

 ------------------------------------------------------------------------------
 | DM+66 717                                                                  |
 ------------------------------------------------------------------------------
 AC+66 3955   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.36ly
 C1  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.13ly

 ------------------------------------------------------------------------------
 | DM-3 1123 "Austin's World"                                                 |
 ------------------------------------------------------------------------------
 AC+12 1800-213  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.46ly
 DM-21 1377   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.73ly
 LP658-2   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.00ly
 Omicron2 Eridani   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.71ly
 Ross 614  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.37ly

 ------------------------------------------------------------------------------
 | DM-3 4233                                                                  |
 ------------------------------------------------------------------------------
 70 Ophiuchi  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.18ly
 Clarkesstar  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.63ly
 King   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.78ly
 Wolf 629  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.61ly

 ------------------------------------------------------------------------------
 | DM-15 6290                                                                 |
 ------------------------------------------------------------------------------
 DM+1 4774 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.09ly
 Hunjiang  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.42ly
 L789-6 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.10ly

 ------------------------------------------------------------------------------
 | DM-21 1377                                                                 |
 ------------------------------------------------------------------------------
 DM-3 1123 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.73ly
 LP658-2   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.06ly
 Ross 614  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.79ly

 ------------------------------------------------------------------------------
 | DM-26 12026                                                                |
 ------------------------------------------------------------------------------
 Broward   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.61ly
 Clarkesstar  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.65ly
 DM-34 11626  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.29ly
 DM-46 11540  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.37ly
 Davout _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.78ly
 Wolf 629  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.72ly

 ------------------------------------------------------------------------------
 | DM-34 11626                                                                |
 ------------------------------------------------------------------------------
 DM-26 12026  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.29ly
 DM-46 11370  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.12ly

 ------------------------------------------------------------------------------
 | DM-36 13940                                                                |
 ------------------------------------------------------------------------------
 DM-45 13677  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.41ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.31ly

 ------------------------------------------------------------------------------
 | DM-45 13677                                                                |
 ------------------------------------------------------------------------------
 DM-36 13940  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.41ly
 Delta Pavonis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.08ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.34ly
 Xiuning   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.27ly

 ------------------------------------------------------------------------------
 | DM-46 11370                                                                |
 ------------------------------------------------------------------------------
 DM-34 11626  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.12ly

 ------------------------------------------------------------------------------
 | DM-46 11540                                                                |
 ------------------------------------------------------------------------------
 DM-26 12026  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.37ly
 Davout _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 0.78ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.64ly

 ------------------------------------------------------------------------------
 | DM-68 47                                                                   |
 ------------------------------------------------------------------------------
 L49-19 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.67ly
 Zeta Tucanae _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.08ly

 ------------------------------------------------------------------------------
 | Davout                                                                     |
 ------------------------------------------------------------------------------
 DM-26 12026  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.78ly
 DM-46 11540  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 0.78ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.37ly

 ------------------------------------------------------------------------------
 | Delta Pavonis "Cold Mountain"                                              |
 ------------------------------------------------------------------------------
 Beta Hydri   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.55ly
 D'Artagnon   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.10ly
 DM-45 13677  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.08ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.90ly
 Xiuning   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.81ly

 ------------------------------------------------------------------------------
 | Epsilon Eridani "Dukou"                                                    |
 ------------------------------------------------------------------------------
 Omicron2 Eridani   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.64ly
 Qingyuan  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.22ly
 Tau Ceti  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.35ly

 ------------------------------------------------------------------------------
 | Epsilon Indi "Chengdu"                                                     |
 ------------------------------------------------------------------------------
 Hunjiang  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.99ly
 Xiuning   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.54ly

 ------------------------------------------------------------------------------
 | Eta Bootis "Aurore"                                                        |
 ------------------------------------------------------------------------------
 Arcturus  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.75ly
 Hochbaden _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.91ly

 ------------------------------------------------------------------------------
 | Gamma Pavonis                                                              |
 ------------------------------------------------------------------------------
 L49-19 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.00ly

 ------------------------------------------------------------------------------
 | Haifeng                                                                    |
 ------------------------------------------------------------------------------
 Tau Ceti  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.63ly
 Van Maanen's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.07ly

 ------------------------------------------------------------------------------
 | Henry's Star "Crater"                                                      |
 ------------------------------------------------------------------------------
 61 Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.36ly
 Berthier  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.95ly
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.55ly
 C1  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.65ly
 DM+27 28217  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.16ly
 DM+36 2219   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.65ly
 Kimanjano _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.95ly
 Xi Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.03ly

 ------------------------------------------------------------------------------
 | Hochbaden "Kolonie Zwei"                                                   |
 ------------------------------------------------------------------------------
 Arcturus  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.07ly
 Beta Comae Berenices  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.95ly
 DM+18 2776   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.67ly
 DM+35 2436   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.00ly
 DM+36 2393   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.94ly
 Eta Bootis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.91ly

 ------------------------------------------------------------------------------
 | Hunjiang                                                                   |
 ------------------------------------------------------------------------------
 DM-15 6290   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.42ly
 Epsilon Indi _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.99ly
 L789-6 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.35ly
 Lacaille 9352   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.05ly
 Tau Ceti  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.43ly
 Xiuning   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.66ly

 ------------------------------------------------------------------------------
 | Kapetyn's Star                                                             |
 ------------------------------------------------------------------------------
 Sirius _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.49ly

 ------------------------------------------------------------------------------
 | Kimanjano                                                                  |
 ------------------------------------------------------------------------------
 61 Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.24ly
 Beta Canum Venaticorum   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.70ly
 Beta Comae Berenices  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.43ly
 DM+48 2108   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.61ly
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.95ly
 Queen Alice's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.26ly

 ------------------------------------------------------------------------------
 | King                                                                       |
 ------------------------------------------------------------------------------
 Clarkesstar  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.59ly
 DM+5 3409 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.64ly
 DM-3 4233 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.78ly
 New Melbourne   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.33ly
 Wolf 629  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.53ly

 ------------------------------------------------------------------------------
 | L347-14                                                                    |
 ------------------------------------------------------------------------------
 D'Artagnon   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.12ly
 DM-36 13940  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.31ly
 DM-45 13677  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.34ly
 DM-46 11540  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.64ly
 Davout _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.37ly
 Delta Pavonis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.90ly
 Xiuning   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.34ly

 ------------------------------------------------------------------------------
 | L49-19                                                                     |
 ------------------------------------------------------------------------------
 Beta Hydri   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.56ly
 DM-68 47  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.67ly
 Gamma Pavonis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.00ly
 Zeta Tucanae _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.40ly

 ------------------------------------------------------------------------------
 | L789-6                                                                     |
 ------------------------------------------------------------------------------
 DM-15 6290   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.10ly
 Hunjiang  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.35ly
 Lacaille 9352   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.19ly
 Qingyuan  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.35ly

 ------------------------------------------------------------------------------
 | LP425-140                                                                  |
 ------------------------------------------------------------------------------
 Ross 619  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.97ly

 ------------------------------------------------------------------------------
 | LP658-2                                                                    |
 ------------------------------------------------------------------------------
 AC+12 1800-213  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.75ly
 DM-21 1377   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.06ly
 DM-3 1123 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.00ly
 Ross 614  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.10ly

 ------------------------------------------------------------------------------
 | Lacaille 9352                                                              |
 ------------------------------------------------------------------------------
 Hunjiang  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.05ly
 L789-6 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.19ly
 Qingyuan  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.08ly
 Xiuning   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.22ly

 ------------------------------------------------------------------------------
 | Mu Herculis "Hermes"                                                       |
 ------------------------------------------------------------------------------
 New Melbourne   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.32ly
 Vega   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.98ly

 ------------------------------------------------------------------------------
 | Neubayern "Nibelungen"                                                     |
 ------------------------------------------------------------------------------
 Augereau  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.23ly
 Bessiers  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.11ly
 DM+53 1320   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.71ly

 ------------------------------------------------------------------------------
 | New Melbourne                                                              |
 ------------------------------------------------------------------------------
 King   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.33ly
 Mu Herculis  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.32ly
 Ross 863  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.44ly

 ------------------------------------------------------------------------------
 | Nyotekundu                                                                 |
 ------------------------------------------------------------------------------
 Bessiers  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.00ly
 Ross 128  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.93ly
 Sol _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.65ly
 Wolf 424  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.74ly

 ------------------------------------------------------------------------------
 | Omicron2 Eridani "Montana"                                                 |
 ------------------------------------------------------------------------------
 DM-3 1123 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.71ly
 Epsilon Eridani _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.64ly

 ------------------------------------------------------------------------------
 | Procyon                                                                    |
 ------------------------------------------------------------------------------
 Ross 614  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.33ly
 Sirius _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.17ly

 ------------------------------------------------------------------------------
 | Proxima Centauri                                                           |
 ------------------------------------------------------------------------------
 Alpha Centauri  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 0.24ly
 Sol _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.29ly

 ------------------------------------------------------------------------------
 | Qingyuan                                                                   |
 ------------------------------------------------------------------------------
 Epsilon Eridani _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.22ly
 L789-6 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.35ly
 Lacaille 9352   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.08ly
 Tau Ceti  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.91ly
 Van Maanen's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.00ly

 ------------------------------------------------------------------------------
 | Queen Alice's Star "Beowulf"                                               |
 ------------------------------------------------------------------------------
 Augereau  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.82ly
 Kimanjano _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.26ly

 ------------------------------------------------------------------------------
 | Red Speck                                                                  |
 ------------------------------------------------------------------------------
 Ellis  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.70ly
 Vega   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.54ly

 ------------------------------------------------------------------------------
 | Rho Eridani "Heidelscheimat"                                               |
 ------------------------------------------------------------------------------
 82 Eridani   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.59ly
 Zeta Tucanae _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.42ly

 ------------------------------------------------------------------------------
 | Ross 128                                                                   |
 ------------------------------------------------------------------------------
 Bessiers  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.44ly
 Nyotekundu   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.93ly
 Wolf 424  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.38ly

 ------------------------------------------------------------------------------
 | Ross 165                                                                   |
 ------------------------------------------------------------------------------
 AC+20 1463-148  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.41ly

 ------------------------------------------------------------------------------
 | Ross 614                                                                   |
 ------------------------------------------------------------------------------
 DM+5 1668 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.69ly
 DM-21 1377   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.79ly
 DM-3 1123 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.37ly
 LP658-2   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.10ly
 Procyon   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.33ly
 Sirius _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.03ly

 ------------------------------------------------------------------------------
 | Ross 619                                                                   |
 ------------------------------------------------------------------------------
 LP425-140 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.97ly
 YZ Canis Minoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.59ly

 ------------------------------------------------------------------------------
 | Ross 627                                                                   |
 ------------------------------------------------------------------------------
 DM+27 28217  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.48ly

 ------------------------------------------------------------------------------
 | Ross 863                                                                   |
 ------------------------------------------------------------------------------
 Botany Bay   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.16ly
 DM+25 3173   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.58ly
 New Melbourne   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.44ly
 Ross 868  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.31ly
 Zeta Herculis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.40ly

 ------------------------------------------------------------------------------
 | Ross 868                                                                   |
 ------------------------------------------------------------------------------
 Botany Bay   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.84ly
 DM+25 3173   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.98ly
 Ross 863  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.31ly
 Zeta Herculis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.60ly

 ------------------------------------------------------------------------------
 | Serurier                                                                   |
 ------------------------------------------------------------------------------
 Barnard's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.37ly
 Broward   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.62ly

 ------------------------------------------------------------------------------
 | Sirius                                                                     |
 ------------------------------------------------------------------------------
 DM+5 1668 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.68ly
 Kapetyn's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.49ly
 Procyon   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.17ly
 Ross 614  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.03ly

 ------------------------------------------------------------------------------
 | Sol "Earth"                                                                |
 ------------------------------------------------------------------------------
 Alpha Centauri  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.48ly
 Barnard's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.92ly
 Nyotekundu   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.65ly
 Proxima Centauri   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.29ly

 ------------------------------------------------------------------------------
 | Tau Ceti "Kwantung"                                                        |
 ------------------------------------------------------------------------------
 Epsilon Eridani _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.35ly
 Haifeng   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.63ly
 Hunjiang  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.43ly
 Qingyuan  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.91ly
 Van Maanen's Star  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.91ly

 ------------------------------------------------------------------------------
 | Van Maanen's Star                                                          |
 ------------------------------------------------------------------------------
 DM+1 4774 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.47ly
 Haifeng   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.07ly
 Qingyuan  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.00ly
 Tau Ceti  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.91ly

 ------------------------------------------------------------------------------
 | Vega                                                                       |
 ------------------------------------------------------------------------------
 AC+32 54804  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.08ly
 DM+43 2796   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.71ly
 Mu Herculis  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.98ly
 Red Speck _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.54ly

 ------------------------------------------------------------------------------
 | Vogelheim "Adlerhorst"                                                     |
 ------------------------------------------------------------------------------
 DM+36 2393   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.63ly
 DM+35 2436   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.18ly
 DM+36 2219   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.32ly
 DM+34 2323   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.92ly

 ------------------------------------------------------------------------------
 | Wolf 424                                                                   |
 ------------------------------------------------------------------------------
 DM+15 2620   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.39ly
 Nyotekundu   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.74ly
 Ross 128  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.38ly

 ------------------------------------------------------------------------------
 | Wolf 629                                                                   |
 ------------------------------------------------------------------------------
 70 Ophiuchi  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.43ly
 Broward   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.43ly
 Clarkesstar  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 0.10ly
 DM-26 12026  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.72ly
 DM-3 4233 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.61ly
 King   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.53ly

 ------------------------------------------------------------------------------
 | Xi Ursae Majoris "Kie-Yuma"                                                |
 ------------------------------------------------------------------------------
 Henry's Star _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.03ly
 DM+27 28217  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.77ly
 61 Ursae Majoris   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 2.94ly

 ------------------------------------------------------------------------------
 | Xiuning                                                                    |
 ------------------------------------------------------------------------------
 DM-45 13677  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.27ly
 Delta Pavonis   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.81ly
 Epsilon Indi _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.54ly
 Hunjiang  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.66ly
 L347-14   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.34ly
 Lacaille 9352   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.22ly

 ------------------------------------------------------------------------------
 | YZ Canis Minoris                                                           |
 ------------------------------------------------------------------------------
 DM+5 1668 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 7.46ly
 Ross 619  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 3.59ly

 ------------------------------------------------------------------------------
 | Zeta Herculis "Kingsland"                                                  |
 ------------------------------------------------------------------------------
 Botany Bay   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 1.15ly
 DM+25 3173   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 4.89ly
 Ross 863  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.40ly
 Ross 868  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.60ly

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 | Zeta Tucanae                                                               |
 ------------------------------------------------------------------------------
 Beta Hydri   _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.42ly
 DM-68 47  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.08ly
 L49-19 _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 6.40ly
 Rho Eridani  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _ 5.42ly


- -============================================================================-
 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!
- -============================================================================-


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


-------- TML Message #1529 --------

Archive-Message-Number: 1529
Date:     Tue, 4 Sep 90 16:36:47 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Thoughts on Vehicle Design

I've been at the drawing boards again.  After thinking about it, there seemed
to be a few useful(?) reminders to those who want to do a bunch of designs.

SO:


How to Design a Traveller Vehicle Quickly (Rob's Rules)
       (without using a computer)

Rule#1: If it doesn't matter, don't worry about it.  The most critical example
of this is power consumption for electronics on most vehicles.  Unless a vehicle
is extremely small, the total of these values is almost always neglible.  Thus,
you can size your power plant at the beginning of the process based on an 
estimate of power required for weapons, environmental controls (only if grav 
plates are being used), and grav/thruster use.  There are a couple of rules of
thumb to remember.  "Full environment" (basic env, basic and extended life 
support, grav plates and inertial compensation) uses 1MW/displacement ton.  If
your vehicle is heavily armored, the three most massive components are likely
to be the hull, the grav drive, and the power plant.  You can fuss with these
numbers to get a good estimate of grav performance.

Rule#2: Decide what is critical first, and set your hull size accordingly.
For example, I wanted a TL12 small vehicle carrying a Plasma-B gun.  Energy
on that is 13.5 MW, dictating a power plant of at least 6kl.  Usually I build
vehicles around 1)the weapon 2) The accomodations (i.e., if you need roomy
seats for 16 people, this will drive the rest of the design) or 3) The speed.

Rule#3: Decide what factor is being optimized, and ignore the rest--this usually
means that in working on a combat vehicle I set the armor and weapon and let the
speed come out to be whatever it will be, or in building an inexpensive vehicle
I don't add any "chrome", or in building a fast vehicle I avoid as many massive
add-ons as possible.  

Rule#4: Having one vehicle makes a variant very easy--something like the 4 Tiger
class vehicles I posted a while ago took 40 minutes to do the first, and maybe
10 minutes apiece for the others, even including the time to write everything
down again, because 95% of each one was copied from the previous one.

Rule#5: Unless it really doesn't work, finish every design:  Real governments
have put some dreadful designs in the field, based usually on a false concept
of the conditions the vehicle would face, and there is no good reason that things should be any better in the future.  So unless the hull is too small to
stuff everything into, or you've put so much armor on that it can't possibly
fly, finish it.  (And assign it to that country/world you don't like...)

Rule#6: Governments don't care what it costs.  I have the dubious pleasure of
working for the U.S. Army as a civilian engineer, and this is certainly true.
So when I'm doing military vehicles, I pile in the sensors and other chrome.
How much is 5% extra capability worth in combat???


-------- TML Message #1530 --------

Archive-Message-Number: 1530
Date:     Tue, 4 Sep 90 16:58:02 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicles, part 8

Falchion Grav Tank TL12

     The Falchion is intended as a heavy grav tank.  The heavy armor 
restricts mobility, and the large power plant (45% of vehicle volume and 57% 
of vehicle cost) required to power the main laser restricts endurance.  The 
sensor suite is fairly powerful, as the designer anticipated a need to engage 
at extreme range due to the low speed. Extended life support has been 
installed to permit emergency occupancy of the vehicle for the full 63 hour 
endurance, but the seating design would render this exceedingly 
uncomfortable.

  CraftID: Falchion Grav Tank, TL12, Cr8,867,000
     Hull: 4/10, Disp=4, Config=4SL+turret, Armor=60F, Loaded=304.15t
    Power: 2/4, Fusion=150MW, Dur=63hrs
     Loco: 1/2, StdGrav=400t, Max Speed=360, Cruise=270, NOE=160, 
           MaxAccel=0.3G
     Comm: Radio=System, LaserComm=Continental, MaserComm=Regional
  Sensors: EMM, EMS Active(Planetary), EMS Passive(Substellar), 
           Neutrino Sensor(1MW), ActObjScan=Diff, ActObjPin=Diff,
           PassEnScan=Routine, PassEnPin=Diff
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
    100MW Pulse Laser  57/4   100   Reg(250)  3      -     H     80
    2*2MW Pulse Laser  12/2     5   Dist(5)   3      -     H     80

      Def: -
  Control: Comp0*2, HeadsUpDisplay*3, DynLink*58
    Accom: Seats=Adequate*3 (Commander, Pilot, Gunner), Env=Basic env,
           basic ls, extended ls
    Other: Fuel=4.725kl, Cargo=0, ObjSize=Avg, EmLevel=Faint
Falchion-B Grav Tank TL12

     The Falchion-B is intended as a light grav tank.  Essentially a 
modification of the Falchion heavy tank, the hull has been reconfigured to 
take maximum advantage of the increased speed gained as a result of reducing 
the armor.  The main gun reduction permits a substantially smaller power 
plant, in turn leading to a further decrease in weight, and allowing a 
sustantial increase in endurance.  Crew accomodations were increased in size, 
and can be occupied for extended periods if necessary.

  CraftID: Falchion-B Grav Tank, TL12, Cr6,253,000
     Hull: 4/10, Disp=4, Config=1AF+turret, Armor=40F, Loaded=116.11t
    Power: 2/4, Fusion=96MW, Dur=11.5/34.5
     Loco: 1/2, StdGrav=400t, Max Speed=2430, Cruise=1820, NOE=160, 
           MaxAccel=2.4G
     Comm: Radio=System, LaserComm=Continental, MaserComm=Regional
  Sensors: EMM, EMS Active(Planetary), EMS Passive(Substellar), 
           Neutrino Sensor(1MW), ActObjScan=Diff, ActObjPin=Diff,
           PassEnScan=Routine, PassEnPin=Diff
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
     50MW Pulse Laser  49/4    50   Reg(100)  3      -     H     80
    2*2MW Pulse Laser  12/2     5   Dist(5)   3      -     H     80

      Def: -
  Control: Comp0*2, HeadsUpDisplay*3
    Accom: Seats=Roomy*3(Commander, Pilot, Gunner), Env=Basic env,
           basic ls, extended ls
    Other: Fuel=13.25kl, Cargo=0, ObjSize=Avg, EmLevel=Faint
Arrow Attack Speeder TL12

     The Arrow represents an effort on the part of the designers to pack a 
potent high energy weapon into the smallest possible chassis.  The main 
limitation on the design was the size and weight of the fusion plant 
necessary to provide power for the gun. The gun is mounted in a fixed forward 
firing position.
 
  CraftID: Arrow Attack Speeder, TL12, Cr1,926,000
     Hull: 1/2, Disp=0.75, Config=1AF+cupola, Armor=20F, Loaded=33.8t
    Power: 1/2, Fusion=21MW, Dur=10hrs
     Loco: 1/2, StdGrav=75t, Max Speed=1400, Cruise=1050, NOE=160, 
           MaxAccel=1.2G
     Comm: Radio=Continental, LaserComm=Distant(5km)
  Sensors: EMS Active(VDist), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
    PB-12 Plasma Gun  54/5    20  VDist(7.8) 2     30      H     40

      Def: -
  Control: Comp0*2, HeadsUpDisplay*1
    Accom: Seats=NoAccess*1(Pilot), Env=Basic env, basic ls
    Other: Fuel=0.21kl, Cargo=0, ObjSize=Small, EmLevel=Moderate
Quester Scout/Prospector Craft TL15
.pa     The Quester is designed to serve as a capable planetary auxiliary craft 
for a scout or prospecting team.  The vehicle includes an extensive arrary of 
sensors and comfortable long term accomodations.  Robot arms allow outside 
work to be done without leaving the vehicle, and the high speed allows rapid 
investigation anywhere on a planet.  The Quester is generally too expensive 
for the commercial market, but where available, there is a certain snob 
appeal in having one (not unlike the desire of 1990s Earth city dwellers to 
own a four wheel drive vehicle).


  CraftID: Quester Scout Craft, TL15, Cr3,980,000
     Hull: 8/18, Disp=8, Config=1AF, Armor=8G, Loaded=37.9t, Unloaded=25.7t
    Power: 1/2, Fusion=24MW, Dur=15/45
     Loco: 1/2, StdGrav=200t, Max Speed=3400, Cruise=2550, NOE=40, 
           MaxAccel=4.2G
     Comm: Radio=System, LaserComm=Continental
  Sensors: EMS Active(Planetary), EMS Passive(Interstellar), Low Pen 
           Densitometer(1km), Neutrino Sensor(10kw), ActObjScan=Diff,
           ActObjPin=Diff, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=1
      Def: -
  Control: Comp0*2, HeadsUpHoloDisplay*1
    Accom: Seats=Roomy*2, SmallStaterooms*2, Env=Basic env, basic ls,
           ext ls
    Other: Fuel=12.96kl, Cargo=11.25kl, ObjSize=Small, EmLevel=Moderate
Horosho M1002 Walker Tank TL10

     The M1002 is part of a series of unusual vehicles designed for the 
planetary army of Horosho.  Extreme weather conditions render grav vehicles 
useless in the extensive mountainous areas.  Therefore walker vehicles are 
used to get the best possible cross country/rough terrain performance.
 
  CraftID: M1002 Walker Tank, TL10, Cr2,431,000
     Hull: 4/9, Disp=4, Config=4USL+turret, Armor=45E, Loaded=112.2t
           Unloaded=111.7t
    Power: 1/2, Fusion=18MW, Dur=140hrs (5/15)
     Loco: 2/4, 8 Legs, P/W=160, RoadSpeed=204kph, Offroad=163kph 
     Comm: Radio=Planetary, LaserComm=VDist(50)
  Sensors: EMM, EMSActive=VDist(50), EMSPassive=Continental(5000), 
           ActObjScan=Difficult, ActObjPin=Difficult, PassEnScan=Formidable
      Off: Hardpoints=1, Stabilized to 120kph

                       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
  5.5mm Gatling 25000   2/3     3    Dist     7      -      H   1280

      Def: -
  Control: Comp Mod0, HeadsUpDisplay*3
    Accom: Crew=3(Commander, Gunner, Driver), Seats=Roomy*3, Env=basic env,
           basic ls, ext ls
    Other: Fuel=2.52kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1531 --------

Archive-Message-Number: 1531
Date:     Wed, 5 Sep 90 16:21:11 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicles, Part 9

}UDRAFT7}Hornet Light Tank TL8

     The Hornet is designed to be as light as possible to facilitate air 
transport, while retaining a reasonable combat capability.  The light armor 
makes it unpopular with crews.  

  CraftID: Hornet Light Tank, TL8, Cr125,284
     Hull: 2/4, Disp=1, Config=4USL+turret, Armor=15C, Unloaded=16.7t,
           Loaded=19.3t
    Power: 1/2, MHD=3.2MW, Dur=12hrs
     Loco: 1/2, Tracks, P/W=165, Road=254kph, Offroad=152kph
     Comm: Radio=Rgnl(500km), Laser=Distant(5km)
  Sensors: 2*Headlights, Light Amplification
      Off: Hardpoints=1, Weapon stabilized, 80kph

                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
8cm HV Gun KEAP  140   29     9  Dist(16)  -      -      M    12
            HE    -    15    12  Dist(16)  -      30     M    12
           HEAP   -    26     9  Dist(16)  -      -      M    12
     HMG    -    800   6/3    3 VLong(1.5) 3      -      H    80

      Def: -
  Control: Elec*20
    Accom: Crew=2 (Driver,Gunner/Commander), Seats=Cramped*2, Env=Basic env
    Other: Fuel=2.1kl, Cargo=0, ObjSize=Small, EmLevel=Moderate

Cheetah Light Tank TL8

     The Cheetah was designed as an air-transportable light tank, but as 
with so many government projects, it grew out of proportion to its initial 
mission.  As finally produced, it could only be carried in heavy lift cargo 
aircraft, and had a gun too light for the rest of the vehicle.  In 
addition, as a last desperate attempt to cram everything in without 
upsizing the vehicle again, it was fitted with an experimental computer 
control system.  Difficulty with maintenance in the field made this a much 
complained about feature.  A fully enclosed breathing system is installed 
for the crew enabling operation in a chemically contaminated environment 
without use of protective suits.

  CraftID: Cheetah Light Tank, TL8, Cr260,878
     Hull: 2/5, Disp=2, Config=4USL+turret, Armor=30C, Unloaded=36.8t,
           Loaded=41.7t
    Power: 1/2, MHD=4.8MW, Dur=21hrs
     Loco: 1/2, Tracks, P/W=115, Road=189kph, Offroad=113kph
     Comm: Radio=Rgnl(500km), Laser=Distant(5km)
  Sensors: 2*Headlights, Light Amplification
      Off: Hardpoints=1, Weapon stabilized, 80kph

                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
8cm HV Gun KEAP  140   29     9  Dist(16)  -      -      M    12
            HE    -    15    12  Dist(16)  -      30     M    12
           HEAP   -    26     9  Dist(16)  -      -      M    12
     HMG    -    800   6/3    3 VLong(1.5) 3      -      H    80 p73 

      Def: -
  Control: Comp Mod 0, ElecLink*5
    Accom: Crew=2 (Driver,Gunner/Commander), Seats=Cramped*2,
           Env=Basiv env, basic ls
    Other: Fuel=4.4kl, Cargo=0, ObjSize=Small, EmLevel=Moderate

Scorpion Heavy Tank TL8

     The Scorpion is designed as a front-line battle tank.  Its size and 
weight restrict the ability of owning governments to deploy it rapidly, 
which usually limits its use to selected heavy units.

  CraftID: Scorpion Heavy Tank, TL8, Cr950,796
     Hull: 4/9, Disp=3, Config=4USL+turret, Armor=45C, Unloaded=112.8t,
           Loaded=122.2t
    Power: 1/2, MHD=14.4MW, Dur=12hrs
     Loco: 1/2, Tracks, P/W=117, Road=191kph, Offroad=76kph
     Comm: Radio=Rgnl(500km), Laser=Distant(5km)
  Sensors: 2*Headlights, Image Enhancement, Radar=VDist(50km),
           ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1, Weapon stabilized, 80kph

                         Pen/         Max    Auto   Dngr
              Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
  16cm HV Gun KEAP  60    38    16  Dist(28)  -      -      H     3
               HE    -    23    20  Dist(28)  -      40     H     3
              HEAP   -    45    16  Dist(28)  -      -      H     3
      2*HMG    -   1600   6/3    3 VLong(1.5) 3      -      H    80

      Def: -
  Control: Comp Mod 0, 21*ElecLink
    Accom: Crew=3 (Driver,Gunner,Commander), Seats=Cramped*3,
           Env=Basic env, basic ls
    Other: Fuel=5.04kl, Cargo=0, ObjSize=Avg, EmLevel=Moderate

Reliable Light ATV TL13

     The Reliable is produced throughout the Imperium, and is very popular 
as an auxiliary vehicle aboard small starships.  It has the advantage of 
using hydrogen fuel, available from the ship's tanks, and can be configured 
to run its fuel cells in open or closed cycle, which, along with the fully 
self contained life support system and airlock, enables operation in vacuum 
or any non-corrosive atmosphere.  The three large seats can be folded into 
6 roomy seats, or even 12 cramped seats for short trips.  Low ground 
pressure gives good offroad performance, and limits the possibility of 
damage to road surfaces, making urban operations practical.

  CraftID: Reliable Light ATV, TL13, Cr49,482
     Hull: 3/7, Disp=3, Config=4USL, Armor=4F, Loaded=13.3t,
           Unloaded=8.8t
    Power: 1/2, 8*FuelCells=1.08MW, Dur=30/90 (or 80hrs closed cycle)
     Loco: 1/2, Tracks, Road Speed=220kph, Offroad=132kph
     Comm: Radio=Regional(500km)
  Sensors: Headlights*2, Light Amplification p73 
      Off: Hardpoints=1
      Def: -
  Control: Elec*13
    Accom: Seats=ExtendedOccRoomy*3 (Driver, 2 passengers), Env=Basic env,
           basic ls, extended ls, airlock
    Other: Fuel=2.304kl, Cargo=4.3kl, ObjSize=Small, EmLevel=Moderate

Intercity Bus TL9

     This type of vehicle is typically found providing low cost mass 
transportation between urban centers on worlds with an adequate long 
distance highway network. The roomy seats make extended trips barely 
tolerable.  Cargo capacity amounts to 0.7kl per passenger.  Fuel cost 
amounts to about Cr0.01 per passenger per kilometer when fully loaded, and 
would be the main contribution to the cost of travel.  Total cost of a 
ticket to allow for marginal loads, profit, driver salary and vehicle 
amortization would probably be about Cr0.02/kilometer. <It should probably 
be noted that this vehicle could be built without change at TL7 or TL8>

  CraftID: Intercity Bus, TL9, Cr42,138
     Hull: 23/56, Disp=25, Config=4USL, Armor=2B, Loaded=77.4t,
           Unloaded=28.1t
    Power: 1/2, InternalCombustion=4.5MW, Dur=12hrs
     Loco: 1/2, 10 Wheels, Road Speed=142kph, Offroad=28kph
     Comm: Radio=VDist(50km)
  Sensors: Headlights*2
      Off: Hardpoints=1
      Def: -
  Control: Elec*7
    Accom: Seats=Roomy*65 (Driver, 64 passengers), Env=basic env
    Other: Fuel=4.32kl, Cargo=45kl, ObjSize=Small, EmLevel=Moderate

Urban Grav Bus TL10

     This type of vehicle is typically found providing low cost mass 
transportation within an urban area.  Use of an MHD turbine engine 
restricts the vehicle to breathable atmospheres.  The seats are small 
because it is not anticpated that passengers will be in them for very long.

  CraftID: Urban Grav Bus, TL10, Cr118,453
     Hull: 9/23, Disp=10, Config=4USL, Armor=2E, Loaded=25.6t,
           Unloaded=8.2t
    Power: 1/2, MHD Turbine=3.2MW, Dur=10hrs
     Loco: 1/2, StdGrav, Thrust=32t, MaxSpeed=300kph, Cruise=225kph,
           NOE=40kph
     Comm: Radio=VDist(50km)
  Sensors: Headlights*2
      Off: Hardpoints=1
      Def: -
  Control: Elec*23
    Accom: Seats=Roomy*1 (Driver), Cramped*53 (53 passengers),
           Env=basic env
    Other: Fuel=1.4kl, Cargo=16kl, ObjSize=Small, EmLevel=Moderate

Sprinter Cargo ACV TL8 p73 

     The Sprinter is designed to carry cargo or vehicles over calm water at 
high speeds.  It is comparitively expensive, and sees little actual use 
save as a high speed landing craft in various Maritime Forces.

  CraftID: Sprinter Cargo ACV, TL8, Cr7,130,225
     Hull: 14/34, Disp=15, Config=4USL, Armor=4B, Unloaded=97.7t,
           Loaded=175.7t
    Power: 2/4, MHD=24MW, Dur=20hrs
     Loco: 1/2, AirCushion=220t thrust, MaxSpeed=300kph, Cruise=225kph,
           MaxAccel=0.25G
     Comm: Radio=Continental(5000km)
  Sensors: Radar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1
      Def: -
  Control: CompMod0*2, ElecLink*160
    Accom: Crew=4 (Driver, Asst Driver, Commander, Comm Officer), 
           Passengers=10, Seats=Roomy*14, Env=Basic env
    Other: Fuel=14kl, Cargo=64kl (64tons max), ObjSize=Avg,
           EmLevel=Moderate

Type M Subsidized Liner TL9

     This variation of the Standard Type M can be built at TL9.  Drawbacks 
include the lack of artificial gravity, limiting passenger appeal, and the 
unstreamlined hull, resulting in a dependence on port facility shuttle 
availability. 

  CraftID: Type M, TL9, MCr111.77
     Hull: 540/1350, Disp=600, Config=4USL, Armor=40D, Unloaded=4205t,
           Loaded=8140t
    Power: 10/20, Fusion=820MW, Dur=30/90+2 Jump 1
     Loco: 11/22, Maneuver=1, 11/22, Jump=1, Agility=1,
           Fuel for one jump=810kl  
     Comm: Radio=System, LaserComm=System
  Sensors: Radar=FarOrbit, ActObjScan=Routine, ActObjPin=Routine
      Off: Hardpoints=6 (no turrets or weapons currently installed, and
           vehicle controls would require upgrade for installation)
      Def: DefDm+3
  Control: Computer Mod1*3, Heads Up Display*4, CompLink*874
    Accom: Crew=7 (2 bridge, 2 engineer, 2 stewards, 1 medic),
           Passengers=16, Staterooms=23, LowPassengers=20, LowBerths=20,
           Env=basic env, basic ls, extended ls
    Other: Fuel=1915.2kl(141.9 disp ton), Cargo=3801kl (281.6 disp ton),
           ObjSize=Average, EmLevel=Faint

Admiral Bertil Modified Type M TL13

     The Admiral Bertil is a specially modified Type M liner, overhauled at 
Lunion in 1117 for an independent mercenary fleet.  As much of the outward 
appearance of the original vessel was retained as possible.  Major changes 
were made to the control and sensor systems (upgraded to a Model 7 
computer, which resulted in a reduction in the required operating crew to 
two men), and the cargo/living spaces, which were reconfigured into a 
launch/service bay for six Raptor class landers and accomodations for 78  p73 
crewpersons.  The cost given below includes the price of the landers.
Power allocation is such that the lasers cannot be operated at the same 
time as the grav plates and the inertial compensators.

  CraftID: Admiral Bertil, TL13, MCr606.8
     Hull: 540/1350, Disp=600, Config=4SL, Armor=40F, Loaded=10625t,
           Unloaded=3912t
    Power: 14/28, Fusion=1800MW, Duration=30/90 
     Loco: 11/22, Maneuver=1, 22/44, Jump=3, NOE=40kph, Cruise=750kph, 
           Max=1000kph, Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=6

               Missile=x03     BeamLaser=x04
           Batteries     3                 1
           Bearing       3                 1

      Def: DefDM+9

               SandCaster=x04
           Batteries        2
           Bearing          2

  Control: Computer Mod7*3, 2*HeadsUpHoloDisplay
    Accom: Crew=78 (1 bridge, 2 medic, 1 engineer, 24 flight, 48 troops,
           2command), Staterooms=39, Env=basic env, basic ls, extended ls,
           grav plates, inertial comp
    Other: Fuel=2340kl, Cargo=417kl (30.8t), Missile Magazine=45kl
           (90b-r), Fuel Scoops, ObjSize=Average, EmLevel=Moderate

Triumph Class Cruiser TL13

     The Triumph class was designed as a flagship for an independent 
mercenary fleet, and built at Lunion in 1109.  The high cost of heavy 
spacecraft puts them beyond the reach of almost all mercenary units, and 
the Lunion government showed little interest in a craft with such 
diversified capabilities when they were already heavily committed to the 
production of a specialized fleet escort in the same tonnage range.  As a 
result, only two of these craft had been constructed by 1117--the Triumph 
and the Victory.
     
  CraftID: Triumph Class Cruiser, TL13, MCr9801
     Hull: 9000/22500, Disp=10000, Config=1AF, Armor=61F, Loaded=270598t
           Unloaded=261138t
    Power: 667/1333, Fusion=90000MW, Duration=30/90 
     Loco: 720/1440, Maneuver=3, 360/720, Jump=3, Cruise=2138kph, 
           Max=2850kph, Agility=0
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff 83 
      Off: Hardpoints=100

               Missile=x07     BeamLaser=x09       PartAcc=080
           Batteries     2                 3                3
           Bearing       2                 3                3

      Def: DefDM+6, Nuclear Damper-3

               SandCaster=x09
           Batteries        2
           Bearing          2

  Control: Computer Mod7fib*3, 2*LargeHoloDisplay, 45*HeadsUpHoloDisplay,
           4840*HoloLink
    Accom: Crew=289 (11 bridge, 10 medics, 21 engineers, 10 flight,
           150 troops, 24 maintenance, 13 command, up to 111 additional at
           full double occupancy), Staterooms=200, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=63000kl, Cargo=4900kl, Missile Magazine=300kl(50b-r),
           Fuel Scoops, Fuel Purifier(12hrs), ObjSize=Large,
           EmLevel=Moderate

-------- TML Message #1532 --------

Archive-Message-Number: 1532
Date:     Wed, 5 Sep 90 17:00:13 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Miscellaneous Replies

In Message 1524, Brent Woods writes:

>     Anti-cyborg prejudice?  Where'd that come from?  The only general <
> prejudice that I know of in the Imperium is *anti-psionic*.  Where'd  <
> they get a problem with cyborgs?                                      <

I'm not absolutely sure on this, but I think it is found in the Robots book,
under a discussion of when artificially intelligent robots are considered
to be citizens (and not.)  I think there was a remark that on some worlds
(not an Imperium wide prejudice) you could lose your citizenship/be
consdiered property for having "too many" cyborg replacement parts.

In Message 1525 Adrian Hurt writes:

> To summarise: at higher tech levels, you may only be able to kit out a<
> small force for the same cash, but you can make it invulnerable to    <
> anyone who doesn't do the same.                                       <

Exactly.  For a historical example, you need only look at the naval arms races
in the second half of the nineteenth century.  The most pressing example is
the Union in the American Civil War which would have found itself completely
unable to deal with Confederate ironclads such as the Virginia (aka Merrimac)
had a building program for their own ironclads not already been started.  This
sort of thing was repeated in the naval field frequently--the launching of
the Dreadnaught in 1906 pretty much rendered all previous battleships useless.
A question occurs to me as a result of all of this:  Would low tech planets 
inside the Imperium, that are not balkanized, maintain any sort of army?  If
the only conceivable threat is TL11+ Vargr corsairs, Imperial Marines or 
TL14 Aslan, your TL5-8 army will be useless, except to provide target practice
to the invaders.

The tag-end of -bertil-'s Message 1526

> "And your vehicle takes four suspension hits. You are all thrown out  <
> of your seats as your tank's 'suspension of disbelief' fails with a   <
> grinding noise. 'I won't buy this anymore!' your vehicle says.  'This <
> is ludicrous! Totally unrealistic! I'm outta here!' it says and drives<
> away into the sunset."                                                <

I tend to agree--the vehicle damage rules do not "feel" right to me, compared
to the fairly substantial number of wargames I have/have played.  At least
by multiplying the damage numbers by 10, as per the second errata sheet, you
prevent that barbarian from chopping the family car into rubbish with one
stroke of his mighty broadsword...

In Message 1527 Richard Johnson writes:

> To Robert Dean:  Stick with it.  Just remember, by the time he's a    <
> teen-ager, he'll be repaying all those sleepless nights with more     <
> sleepless nights.                                                     <
>                                                                       <
> Some folks will go to ANY length to recruit Traveller Players :-)     <
> (p.s. I already have four [three adopted])                            <

I was just commenting to my wife the other day that we might get in a year
or two of sleep somewhere between the time he starts sleeping through the
night an the time that he starts staying out all night...Actually, we had 
him so we could find someone else to play Lace and Steel with (much rarer
than Traveller players).  (-:

-------- TML Message #1533 --------

Archive-Message-Number: 1533
From: d9bertil@dtek.chalmers.se
Subject: Re: Vehicles
Date: Thu, 6 Sep 90 12:27:12 MET DST

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

> Admiral Bertil Modified Type M TL13

:-) :-) :-) :-)

- -bertil-
- -- 

-------- TML Message #1534 --------

Archive-Message-Number: 1534
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: firearm calibres
Date: Thu, 6 Sep 90 10:59:13 BST

"Mark F. Cook" <markc@hpcvss.cv.hp.COM> writes:
> 
> Speaking of 7.62 rounds: while the 7.62 NATO rifle round is never fired as
> a pistol round (with the possible exception of a custom weapon), the Russian
> Tokarev pistol (the standard sidearm for Soviet officers, from 1930 until
> the end of WWII, when it was discarded in favor of the 9mm Makarov) DOES
> chamber a 7.62mm pistol round.  This round was adopted in 1930 for the Model
> TT-33 auto pistol.  This cartridge is very similar to the 7.63mm Mauser (also
> known as the 30 Mauser).

According to my book ("The Armory", a catalogue of firearms which is designed
mainly for use with role-playing games) the Tokarev round and the Mauser
round are the same.  The Czechs produce a round of the same dimensions, but
with more propellant.  They use it in a number of pistols and SMG's.  These
can also use the Mauser round, but lose some of their performance.  It is
unwise to use the Czech round in a gun intended for the Mauser round!

> One response you got already, was from Alvin M. Chan at
> CHAN93%SNYBUFVA.BITNET@CORNELLC.CIT.CORNELL.EDU, who writes:
> 
> >some other pistol calibres besides the 'popular' .22 .38 .357 (same as .38
> >just a longer case length for more powder) 9mm .44 .45ACP  are for instance :
> >
> >.40   .41  .50  .454  .457  .32  .375 .25ACP  .177 (4.5mm)  .451 magnum
> >.380 ACP,auto  .22 short, .22 long rifle (LR) , 7.65 parabellum, 10mm
> 
>	I can't find ANY references to a .451 magnum.  Only the 451 Detonics
> comes close and it, again, is a proprietary round.

The rounds of that general calibre that "The Armory" has heard of are:

Pistol: .44 magnum, .44 Automag, .455 Webley, .45 ACP, .45 Colt
(The Automag is a custom round.  You make one by taking a 7.62mm NATO
round, cutting off the neck, and putting in a .44 magnum bullet.  It has
occasionally been commercially produced, as has the gun.  The .45 Colt is
the Wild West one, the .45 ACP is the Colt Automatic one.)

Rifle: .44-40, .45 Martini, .45-70, .458 Winchester Magnum, .460 Weatherby
Magnum, .50-140 Sharps
(The .44-40 was used by the Winchester 1873.  The company is still around,
and their .458 Magnum round is for use against big animals.  So is the .460
Weatherby Magnum, the next best thing to an anti-tank rifle, and the most
powerful cartridge available outside the Army.)

>						    I assume the 7.65 para
> refers to the 32 (7.65mm) auto pistol round.

It probably refers to yet another round the same size as the Mauser .30.
This one was lower power, and pre-dates the Mauser.  It was used in the
Borchardt, the predecessor of the Luger, and also in the earliest Lugers.

Obligatory Traveller content:
Take note of all these different cartridge types, and note that a 9mm ACR
bought on one world may not accept ammo bought on another world!  Now you
know why many people use lasers.

- --
 "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 #1535 --------

Archive-Message-Number: 1535
Date: Tue, 4 Sep 90 01:13:09 -0500
From: Mark Gellis <f3w@mentor.cc.purdue.edu>
Subject: Firearm skill classes, Local listees?

[This mail was sent to traveller-request by mistake.  I forwarded it,
and added a more meaningful subject line -- James]

I have been reading the remarks on lasers, shooting, etc., and I thought 
I would put in my own two cents.  At the outset, I should let people know
that I run a very modified version of Traveller, and I'll try to briefly
explain any odds varients of my own that might confuse people.

For the sake of simplicity, I have have divided small arms into five classes.
Class I = Shoulder Arms (Shotguns/Grenade Launcher/etc.), Class II = Sniper
Rifle/Single-shot-at-a-time rifles (Laser Rifles/Bolt Action Rifle, etc.),
Class III = Automatic Rifles, Class IV = SMGs, and Class V = Pistols.  (Among
my players, Class I weapons are known as "Guns for the blind" and Class IV
weapons as "Guns for the palsied.')

Now, I know a good case could be made for claiming that laser rifles, lacking
recoil, etc., should be treated as a separate skill, and that even weapons with
recoil might be treated as separate skill based on power, range, etc. (If
you know how to fire a .22 rifle, do you automatically know how to handle a
rifle that can fire a .375 Winchester Express?)  

Fortunately, the easy way out, which, being a moral coward, I have taken, is
that "All of the weapons within any class are enough like each other, and 
different enough from other small arms, that, having learned to use one, you
will gain the benefit of increasing your chance to hit a target with all
similar weapons...after all, your success with any skill is only a matter
of increased or reduced PROBABILITY."  Okay, okay, it's a pretty thin
argument in some ways, I know, but it also makes sense, to an extent.  After
all, if you know how to use one rifle, you really do know a fair amount about
the basics of using most other rifles, even if you are not as experienced.
The easy way out would probably be to make people choose a weapon of choice
within a class, and give them a -1 with any other weapon in that class the
first few times they used it.

Of course, in most of the cases I have seen, it becomes a moot point.  Most
of my characters, even if they know every weapon skill in the book, only use
one or two weapons.  (Just curious if other GMs have this happen.  Any
interesting and/or funny stories?)  Which means that all our worrying about
separate skills becomes needless--if they know how to use a rifle, they will
probably choose the good ol' Durenkell-Smithe 5 mm. projectile carbine 
(3D - 2 damage w. slug rounds, 2.5 kg. mass unloaded, capable of holding a
10-round, 20-round, or 40-round clip, and capable of single shot or three-
round-burst fire) or some other gun and NEVER use anything else, even 
though they could switch rifles every game if they wanted.

On a totally different subject, I was curious which people on this list
are in the Indiana/Illinois area and whether or not you go to sf cons.  I
will probably be at Contact, Windycon, and Chambanacon--the first two are
iffy, the last is about 95% definite--and if you are going and want to 
get together and talk about game stuff, etc., please let me know.

Anyway, take care.

Mark

-------- TML Message #1536 --------

Archive-Message-Number: 1536
Date: Thu, 06 Sep 90 19:37:55 GMT
From: Arthur Green <AJGREEN%IRLEARN@pucc.princeton.edu>
Subject: Spacecraft vs Top Gun, CyberGuns, MT Q's

[This mail was also sent to traveller-request by mistake.  I forwarded
it and added a more meaningful subject line -- James]

I've been catching up on my mail (ah, vacation) and came across a few
threads that I'll insert my meagre moneysworth ...

Spacecraft in atmosphere: Presumably these ships have vulnerable things
like radar antennae and comms aerials sticking out. If you KO a ship's
radar, what happens then? May not stop the thing, but it'll sure distract
the crew ...

Exotic weapon-gunner interfaces: This is starting to sound like cyberpunk
to me (not necessarily a bad thing - this isn't a flame - but old Traveller
was a goodole nuts'n'bolts game with no fancy wetware). Anyway some thoughts
about marketing these weapons occurs to me. How many soldiers/adventurers
are going to have the appropriate interface? Is there one standard interface?
How do you sell a weapon with a neural sight to a grunt from a tech 8 planet
who's never heard about these gizmos? How do you keep 'em working (heh, the
old malfunction at a critical time trick - my players used to hate this).

Just some thoughts. Also, how does Megatraveller compare to old Traveller?
I never moved to the new stuff. Looking at the vehicle and ship designs,
it seems like MT has some big improvements done. Is it worth an upgrade?

 - Arthur Green
 - University College Dublin Computing Services -- AJGREEN@IRLEARN.BITNET --
                                                   AJGREEN@IRLEARN.UCD.IE

 "You want jump-6 to where?"

-------- TML Message #1537 --------

Archive-Message-Number: 1537
Date: Fri, 7 Sep 90 12:43:52 EST
From: grue@batserver.cs.uq.oz.au
Subject: A question about starship meson weapons

hiya,

A friend and myself were talking about traveller (what else is
there to talk about?) and an interesting (?) point was raised:

	Starship meson weapons should not be subject to damage on the
	external damage table.

Since mesons are supposed to pass through matter without effect, why should
ships be designed with external meson mounts?  The MT rules do mention the
concept of a deep meson gun site for planetary defence and these guns are
not subject to damage.  It seems reasonable that starship weapons should
be likewise.  Spinal mounts would not need anything external to the ship
as they are not required to move (did anybody every notice the art-work
in some of the traveller books that show large starships with things
sticking out of them that are supposed to be meson guns???).  Bays would
probably have some kind of external opening (since they're sort of
changable) and turrets wouldn't need any (another interesting question
would be how many internal hardpoints would a ship get?).

Along the same line is the question of meson batteries bearing:  since they
can shoot through the ship itself, they should ALL be able to bear on an
enemy ship.

One objection to this concept is that firing through your own hull is
very dangerous and is not considered a safe practice.
(to me this seems pretty weak especially when the distances involved in
starship combat are considered.)




							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

-------- TML Message #1538 --------

Archive-Message-Number: 1538
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1534) Re: firearm calibers
Date: Fri, 7 Sep 90 1:39:47 EST


 In message 1534, adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >Obligatory Traveller content:
 >Take note of all these different cartridge types, and note that a 9mm
 >ACR bought on one world may not accept ammo bought on another world!
 >Now you know why many people use lasers.

     Now that you mention it, you're quite right.  My (former,
unfortunately) gaming group was mostly US Army officer cadets (and one
butterbar ;-) ).  I could often take up an entire night of gaming with
getting them re-equipped with ammo, since they usually had their ammo
custom-made, using one of their original rounds as a sample.  They
never even *tried* to find compatible ammunition on the open market.
Depending on the local law level (and other factors), this activity
could often result in interesting things happening.  One time, they
had to fight their way out of a large city--but that's another story...


- --
     Brent

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


-------- TML Message #1539 --------

Archive-Message-Number: 1539
Date: Wed, 5 Sep 90 09:15:05 EDT
From: Greg Givler - Product Assurance <givler@cbmvax.cbm.commodore.COM>
Subject: Children


To Rob Dean:

My first child, a daughter, arrived in July, so she'll be nine weeks tomorrow.
Anyway she has had her nights too, with many more to come I'm sure. And I am 
already walking around the local malls looking at the girls hairdo's thinking,
if Rachel ever does something like that to her hair I will kill her :-). 
But I must say that since my wife and I have been trying for about 8 years to 
have a child, the total experience is awesome. 
I wouldn't trade it for the world. BTW, just to get you jealous, Rachel usually
goes to bed about 11-12PM and sleeps to 5-7AM. She is really a great baby,
I know that I am biased, but hang in there and just keep telling yourself that 
it will get better. 

Looking forward to many sleepless nights in the future, the proud Papa,

Greg

-------- TML Message #1540 --------

Archive-Message-Number: 1540
Date:     Fri Sep  7 11:59:31 1990
From: RARAYA%UCHCEC4.cec.uchile.cl@cunyvm.cuny.edu
Subject:  Looking for a game...

Hi everybody!!
	I'm a new member of the list, and just enter for curiosity
	Here i haven't heared about any of the games you mention,
but i'm really interested in play one of them. I don't know
for what system they are, but for ibmpc , ibm vm/cms , digital
microvax , macintosh i can play one (i hope they are for one of
these computers).
So if anybody can help me to find such games (Megatraveller,
Traveller 2300 ,etc), please send me a personal e-mail,
or through the list.

		Thanks in advance....
			Cristian Ovalle
			RARAYA@UCHCECVM.BITNET

PS: Don't think in my bad english

-------- TML Message #1541 --------

Archive-Message-Number: 1541
Date:     Fri, 7 Sep 90 16:34:02 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Inspiring Reading


-------- TML Message #1542 --------

Archive-Message-Number: 1542
Date: Sat, 8 Sep 90 10:21 EDT
From: S94SERGIENKO%USUHSB.BITNET@cunyvm.cuny.edu
Subject: meson weapons and shipboard mounts

The chief reason that meson weapons are exposed to external damage is
in the case of spinal mounted main weapons system.  Because the weapon
serves as the backbone/keel of the ship it is susceptible to damage
when hits are received near the spine.  The question raised from this is,
'what do spineless ships do?' (they run away, of course :-)).  Is it
possible to mount a meson weapon in the center of a dispersed structure
ship?  I can't think of anything in ship design that would prevent this.
I'm supposing the damage tables are an extension of "High Guard" when
meson weapons were solely spinal mounts.
As for bay and "turret" mounts, they probably can be, and should be,
buried as deeply as possible.  Then on the outer sections of the ship
you could put quarters, stores, and other areas that would be empty
during general quarters and could be depressurized.
And intuitively, you should be able to bring all meson weapons to bear
(if you can shot them through a planet, why not half a ship?), but the
reason may in some ship design or power constraint I haven't thought of.

eric sergienko

-------- TML Message #1543 --------

Archive-Message-Number: 1543
Date:    Sun, 9 Sep 1990 3:17:44 EDT
From: Stephen Tihor <TIHOR@acfcluster.nyu.edu>
Subject: Meson guns

I am not sure I would like to have a meson gun firing through another meson 
gun or the ships fusor for two.  Most of the ship should be transparent to
meson fire although one might expect some "minor" sideffects along the axis of
fire, particularly are the first few tech levels for meson weaponry.  
For a large enough weapon these "side effects", trivial fractions of the 
main weapons power, might belarger than one would like effecting your own ship,
although they may well be acceptable in a planetary defense mode.

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


-------- TML Message #1544 --------

Archive-Message-Number: 1544
Date:         Mon, 10 Sep 90 11:11:26 GMT
From: Arthur Green <AJGREEN%IRLEARN@pucc.princeton.edu>
Subject:      Meson weapons and spinal mounts

As far as I can recall from High Guard, meson weapons were pretty
awesome in their size/weight and power consumption. I always assumed they
were some sort of accelerator weapon (I'm a retired civil engineer so what
do I know :-). The weapon has to be that long to accelerate the mesons or
whatever, so you sort of build the ship around the gun (hence spinal mount).
My image of a planetary meson site was a huge spherical cavern with a
grav-mounted meson gun in the middle so it could point in any direction
whatsoever. The cavern would be big enough to park a dreadnaught in.

 - Arthur Green
 - University College Dublin Computing Services -- AJGREEN@IRLEARN.BITNET --
                                                   AJGREEN@IRLEARN.UCD.IE
"Happiness is a warm low berth ..."

-------- TML Message #1545 --------

Archive-Message-Number: 1545
Date:     Mon, 10 Sep 90 9:13:15 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  FIGHTING SHIPS(??)

I was just looking over FIGHTING SHIPS OF THE SHATTERED IMPERIUM again this
weekend.  I commented once in an earlier message that it had so disgusted me
that I didn't look too closely at it when I bought it.  

Well, that verdict stands.  If there is anyone out there who is thinking about 
buying this piece of trash, I would strongly recommend against it.  

Between the fact that the designers did not incorporate the errata that was
available into the designs (such as reduced gunnery crews, reduced power cost
of meson screens), the out and out typos that occurred presumably as a result
of copying and modifiying the files on a word processor (and I know...I've
made similar mistakes--but for a commercial product I don't think it is
excusable) such as the 30,000 ton tanker "battlerider"  (I think it gets
carried in a battlerider slot on a tender) that says it has 300,000 tons
of fuel available for distribution, or the number of flight crew on any
ship in the book (always identicle to the number of gunnery crew--obvious
error, but what should it be?  There is no way of reconstructing because
some ships carry thins like 100 or 200 or 1000 ton subsidiary craft whose 
designs are not included, and therefore whose crew requirements are unknown.)
The crew numbers never add up to the total on large ships, and the control 
sections are completely screwy.  Is there a rule that I missed somewhere that
says that you can't add special displays (HUD, etc.) without having an
equal number of conventional panels?  

Not to mention design problems.  First off, I know there is a rule of ambiguous
meaning in the narrative section of the vehicle design that says "added armor
may not be more than 5 times the tech level).  Now, I've always pretty much
ignored it, since it never says whether that means total armor, or armor
above 40 for a space craft but above 0 for a vehicle, or something else
entirely.  Assuming that the ">40 for a spacecraft" is correct, the armor
levels on most of the battleships are impossible.  In any case, if you read the
combat rules, they are excessive:

     Armor 52 (-4 on damage) is the level required to prevent large
     weapons from getting interior explosions on the surface damage
     table.

     Armor 82 (-14 on damage) is the level required to prevent any non-
     spinal mount from doing damage on the surface or radiation damage
     table. (Meson guns excepted)

     Armor 100 (-20 on damage) is the level required to prevent any
     spinal mount or nuclear missile form doing any damage on the
     the surface damage table.

It is certainly a matter of tradeoff as to what level of armor you elect, but
there is no purpose served in the game by going over 100.  Well, you say, armor
can be reduced as a result of critical hits.  Yes...but the only thing that
will cause crtitical hits on a vehicle with armor 100 are meson guns, and 
any hit by a large meson gun will put a ship out of action for the rest of
a battle, same as with the HIGH GUARD rules.

Since meson guns are the main ship killers (as before), there is almsot no point
in fielding a battleship without the maximum allowable meson screens, and even
that doesn't help a whole lot.  I played out *a lot* of combat with the HIGH
GUARD rules, and the new rules have not changed these points.

If a few of us got together, we could recreate the entire contents of the book
(FIGHTING SHIPS(?) that is) in a couple of weeks.  Any takers?

Rob Dean

-------- TML Message #1546 --------

Archive-Message-Number: 1546
From: CHOINSKI@env.prime.COM
Date: 10 Sep 90 11:21:08 EDT

ITOM -- Interface Travel Operations Manual      A 2300ad ship rules enhancement
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""

1. INTRODUCTION

   In the standard  rules of 2300ad all worlds and all ships are created equal.
The time for interface  operations and fuel  use are stated as constant for all
worlds  and ships, for ease and  speed of play.   However, with the current war
situation  along the French arm,  the lack of  detail precludes  many adventure
possibilities and denies the referee certain facets of play.

   This  document,  using  the basic  2300ad  rules,  Star Cruiser, and various
Challenge  articles,  is  an  attempt  to  bring  greater  flavor to  interface
operations.


2. ALL WORLDS ARE NOT CREATED EQUAL

   On page 102 of the  Director's Guide,  interface  travel times are given for
the various types of  interface craft,  and it is presumed that these times are
valid for every world a PC might  wish to land on or  take off from.   However,
not every  world has  the same  mass and  size as Earth.   Why treat Crater the
same as King, if they are truely different?

   Using Earth as the standard, a reasonable assumption given the common use of
Earth masses,  Earth years  and Earth gravities,  each  world has an "Interface
Travel Time"  (ITT) modifier  based on it's  diameter and mass.   This modifier
is multiplied  by the base travel  time for the type of  craft to find the true
travel time (rounding to the nearest 5 minutes).  This formula is:

- -------------------------------------------------------------------------------
|                   SQRT(mass x 2.1395) - (diameter/27582)                    |
- -------------------------------------------------------------------------------

   If mass is not available, the folling formula will determine it:

- -------------------------------------------------------------------------------
|           ((diameter x 5000)^2 x 980 x gravity) / (3.98653 E+20)            |
- -------------------------------------------------------------------------------

   Plugging Earth into the formula produces an ITT of 1.0, as expected.   Other
worlds have different values.  Using the given travel times as multipliers, the
per-hour rate is the time in minutes per "hour" of trip time.

     Name          Per/Hour Rate               Name          Per/Hour Rate
     Adlerhorst      75 minutes                Aurore          35 minutes
     Austin's World  75 minutes                Beowulf         65 minutes
     Beta Canum 4    55 minutes                Cold Mountain   42 minutes
     Crater          36 minutes                Daikoku         72 minutes
     Doris           54 minutes                Dukou          109 minutes
     Dunkelheim      20 minutes                Earth           60 minutes
     Ellis           57 minutes                Heidelsheimat   33 minutes
     Hermes          41 minutes                Joi             82 minutes
     Kie-Yuma       119 minutes                Kimanjano       81 minutes
     King           296 minutes                Kingsland       57 minutes
     Kormoran        32 minutes                Kwantung        45 minutes
     Montana         53 minutes                Nibelungen      26 minutes
     Nous Voila      71 minutes                Tirane          64 minutes

   As you can see,  it takes a spaceplane nearly 10 hours to reach  the 0.1 gee
discharge  gradient when launching  from King,  but only 72 minutes when taking
off from Crater.   The orbital facilities  of most worlds will be at this point
since  it is the  inside limit of  stutterwarp operation.   This time will also
limit the  response time of ground-based system defense craft.   The above list
is  not complete -- I have only  included those  worlds whose mass and diameter
statistics were either provided by the  Colonial Atlas or  calculated on my own
with my s2300 program.

   Note:  the above times  are for reaching  orbital docking.   A ship  that is
"scrambling"  (racing for stutterwarp)  will reach stutterwarp capacity in half
the given time.


3. BATTLESHIPS WITH OUTBOARD MOTORS

   In Star Cruiser,  "multiply the given travel time by the power output of the
MHD turbine to find the actual travel time" is stated as the means to determine
travel time for steamlined ships.  Taken at straight value, this statement says
that  if you want  rapid ascent, use a smaller drive.  This provokes  images of
ships the size of  Alpha-Class  battlecruisers  using Estes  rocket engines for
interface travel.

   Even assuming the intent was "smaller drives equals smaller ships", we still
have problems with large ships adding a small MHD turbine for interface travel.

   Given that  energy is related to mass by the  square of the velocity, we can
assume that  "Thruster Efficiency"  is calculated  similar to "Warp Efficiency"
but using the square root instead of the cube root.  Using a "generic" lander
given in Ships of the French Arm, this formula is taken to be:

- -------------------------------------------------------------------------------
|                          SQRT(output/mass) x 18.5                           |
- -------------------------------------------------------------------------------

   With this formula,  the TE of any interface  capable craft can be found.   I
have calculated several ship's values,  as taken  from Ships of the French Arm:

     Name               Origin       Thrust    Lift   Notes
       Udet               German       3.17    Full
       Wespe              German       2.89    Part
       Mistral-IIIbis     French       2.31    Full   unloaded
       Wellington         British      2.16    Full
       Mistral-IIIbis     French       2.15    Full   w/Ritage-2 missile
       Bonapart           French       1.98    Part
       Riche              French       1.88    Full
       Faidi              Azanian      1.43    Full
       Merkur             German       1.36    Part
       Bufer              French       1.33    Full
       Exeter             British      1.10    Part
       Yinma              Manchurian   0.99    Part
       Hayabusa           Japanese     0.96    Full
       Thorez             Brazilian    0.94    Part   empty
       Cambaceres         French       0.84    Part
       Marseilles         French       0.77    Full
       Krupp 821          German       0.63    None   empty
       Thorez             Brazilian    0.34    None   fully loaded
       Krupp 821          German       0.16    None   fully loaded

   "Full" lift indicates  full streamlining -- the  ship is designed to operate
like a spaceplane.  "Part" indicates  partial streamlining, meaning it operates
like  a shuttle  (rocket plane/dead glider).   The Krupp 821  is designed to be
able to land on worlds with no atmospheres, and operates like a rocket.  I have
determined streamlining type from the picture in Ships of the French Arm.

   As for interstellar travel,  divide the average  travel time by the thruster
efficiency to find the actual time.  While it takes a Marseilles 156 minutes to
make a run to the discharge orbit,  an Udet needs only  38 minutes (and only 19
minutes if scrambling for stutterwarp capability).

   It should be  noted that while ships with Partial streamlining take half the
amount of time to get to orbit, they also use twice as much fuel.  As a rule of
thumb, with partial streamlining being the default lander configuration, assume
that no  streamling takes  50% more fuel  for interface  operations  while full
streamlining uses 50% less fuel.

- -------------------------------------------------------------------------------
|                                   NOTE:                                     |
|    At the present time, my Star Cruiser rules are not available to me.      |
|  If some kind soul could let me know how much fuel an interface operation   |
|   uses (both ways), so that I can formulate a reasonable per-MW/hour fuel   |
|                 consumption, I would be most appreciative.                  |
- -------------------------------------------------------------------------------


4. CONCLUSION

   Well,  that ends this document.  I hope that the information given within is
useful to your running of 2300ad.  If you have any comments, additions or other
notes, please drop a line to CHOINSKI@ENV.PRIME.COM and let me know.

     -- Burton Choinski


-------- TML Message #1547 --------

Archive-Message-Number: 1547
Subject: Mesons
Date: Mon, 10 Sep 90 7:55:49 PDT
From: Richard Johnson <richard@agora.UUCP>

In message 1543,  Stephen Tihor says:

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

I am not sure I would like to have a meson gun firing through another meson 
gun or the ships fusor for two.  Most of the ship should be transparent to
meson fire although one might expect some "minor" sideffects along the axis of
fire, particularly are the first few tech levels for meson weaponry.  
For a large enough weapon these "side effects", trivial fractions of the 
main weapons power, might belarger than one would like effecting your own ship,
although they may well be acceptable in a planetary defense mode.

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

I'd like to know what some of these "side-effects" are.  It seems the
concept of the meson cannon is the same as TL-8 radiation therapy:
you cut loose a sub-atomic particle of known energy and it gives up
most of its (stored) energy within a well-defined region.  (I don't know
why it happens like this, but it does.)  By knowing what our mesons
are passing through, we simply adjust the energy we put into them so that
they are `targeted' where we want them.

Of course, you'll NEVER find me walking the passageways during combat :-)

I'll hazard that firing mesons through gravitics, shields, or fusion
reactors would have all kinds of interesting and only marginally predictable
results.

It's too bad the rules make these such large weapons.  I'd have thought that
your jump drive would produce more than enough of these to do the dirty work.


Richard Johnson
	...and for people like me, who only hunt in desparation there is the

	Remington Arms "Sporter" meson shotgun
	TL-very, very high ++
	Brings down small game and waterfowl _already cooked_!


-------- TML Message #1548 --------

Archive-Message-Number: 1548
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: A question about starship meson weapons
Date: Mon, 10 Sep 90 10:00:48 BST

grue@batserver.cs.uq.oz.au writes:
> 
> Since mesons are supposed to pass through matter without effect, why should
> ships be designed with external meson mounts? ...
>		Spinal mounts would not need anything external to the ship
> as they are not required to move (did anybody every notice the art-work
> in some of the traveller books that show large starships with things
> sticking out of them that are supposed to be meson guns???).

Spinal mounts are the single biggest thing on a ship.  They are so big that
they stick out at one end, probably both ends.  I have the old game
"Azhanti High Lightning", complete with deck plans for the cruiser; the
meson gun is shown on every deck, so it extends the entire length of the
ship.

What I want to know is, what prevents me from designing a battleship with
two meson guns mounted along the keel instead of just one?  That way, there
is a reason to build huge immense Star Destroyers!

> Along the same line is the question of meson batteries bearing:  since they
> can shoot through the ship itself, they should ALL be able to bear on an
> enemy ship.

Not necessarily.  The mountings may not be able to cover an entire sphere.
For that matter, I'd expect that a planet would need at least two buried
meson guns for total coverage.

> One objection to this concept is that firing through your own hull is
> very dangerous and is not considered a safe practice.

I don't think the mesons interact with anything on the way, unless someone
set the range wrongly!

There is also the matter of sensors.  Not the general sensors, which are
dealt with separately, but fire control sensors providing the exact targetting
data for the weapons.  A "weapon" result on the damage table may actually mean
that a fire control sensor has been hit.

- --
 "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 #1549 --------

Archive-Message-Number: 1549
Date: Tue, 11 Sep 90 11:31:51 -0400
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: Ship Designs 1 of 4

To: UUCP!metrolius.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
Subject: More MT ships (1 of 4)
Organization: personal mailbox at The Next Challenge
 
Hello all,
      I've been quietly watching the TML for a while, and
been passing it along to members of my gaming group since
they have no net access. One of my group wanted me to post
the following information. Due to the length of this
posting, and the fact my local mailer cannot take long
messages this posting will be sent in 4 pieces. Please feel
free to reply either directly to him, or me. Thanks, and I
hope you find this of interest.
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
****************** Begin Part 1 of 4 ********************
 
Howdy!
      Scott Kellogg is the name, Stephen Smith allowed me
to take a look at some of the MegaTrav discussion going on
and I was suitably impressed.  Neat designs you folks have
come up with.  So I decided to repay you all with a few of
my own.  I am afraid, I have no access to e-mail so you
will not be able to reach me very easily and there will be
long gaps between my having access to any comments to any
designs or ideas you might have but I would appreciate it
 
      Scott Kellogg
      1202 S. Washington St. #107
      Alexandria, VA, 22314
      (703)-836-8352
 
      Ok, are you ready for the question of the day?  What
is the rate of fire of missiles in COACC?  GDW's Air
Superiority allows ripple fire of 2 missiles per round of
the same type of missile.
      Well, that's against aircraft.  More than likely, an
aircraft would be destroyed by two.  OK, what about larger
targets?  If an aircraft went up against a larger target it
seems conceivable to me that systems would be convertible
to fire a larger number of missiles.  What specifically am
I talking about?  Fighter vs. Spacecraft.  Now anti-
spacecraft missiles weigh in at 50 kg for a normal missile
and 70 kg for a nuclear missile.  These missiles are
therefore capable of fitting on any hardpoint, on multiple
missile/bomb racks as a matter of fact, if you use all
available hard points plus two wing tip launch rails and
four fuselage launch rails (allowed for in the errata and
vindicated by the RAF Lightning and the A-7 Corsair II) a
total of sixty missiles are easily mounted externally,
(ignoring the bomb bay for the moment.)  That's two battery
rounds of a factor 6 battery, (TL-7) (at TL-13 it's factor
7).
      That makes an aircraft unbelievably deadly.  That's
the firepower mounted on a 1000 ton ship.
      Real life example:  in less than a minute the 'Six on
six test of the Phoenix missile system, six phoenix's
locked onto and fired on six targets in less than one
minute, by an F-14 Tomcat.  Since a starship combat round
lasts twenty minutes, I can easily see an aircraft firing
off a huge salvo of missiles in the time allowed.
      Game balance, you say?  Well... maybe, but you could
easily build a huge number of squadrons of cheap fighters
with Fusion rocket engines.  Also, with the enormous thrust
of the fusion rocket its very easy to build say a 12G
capable interceptor or even higher.
      More mundane question:  What are the penetration
values of the different air to air missiles?  Suppose my
players want to fire a radar homing AIM-7 Sparrow at a G
Carrier?
      Mundane question 2:  If the minimum size ship
thruster plates can be mounted on is 20 tons (Fighting
Shi*s of the Shattered Imperium), what about Anti-Grav
plates?  You can put grav modules on a 4 ton air/raft, Why
not grav plates?  The rules state that fractions of Grav
plates and thrusters can be built Personally, I think the
20 ton min is stupid.  It's torn apart a lot of my best
light fighters.
      If you ask me, I use
Book 2-Starships:  to design merchant ships,
Book 5-High Guard:  to design warships,
and Megatraveller to design headaches.
 
I hope you enjoy the designs,
                             Scott Kellogg
 
Focke-Wulf FW 190 TL=6 Fighter
 
CraftID:   Fighter/Attack Aircraft, TL=6, MCr.1389
Hull:      (16/40) Disp.=6 Weight Loaded=5.4
           Airframe=Subsonic,
Power:     0.015 Mw (Drawn from engine) Endurance=3 hrs
Loco:      4/10, High Performance Propeller,
           Thrust=6.4 tons Min=150 kph, Cruise=600 kph,
           Top=800 kph, Agility=6
Commo:     Radio=Regional-6
Off:       MMG*2 Fixed forward firing,
           20mm autocannon*2 Fixed forward firing,
           Fuselage hardpoint*1,
           Outboard hardpoint*4,
           Maximum external stores=1400 Kg
Control:   Simple
Accom:     Crew=1 (Pilot) Oxygen tank and mask,
Other:     Fuel=900 liters
Remarks:   Late war versions were used as fighters and
           attack aircraft.
 
 
Ju-87 Stuka TL=6 STOL Attack Aircraft
 
CraftID:   Attack Aircraft, TL=6, MCr.142050
Hull:      (15/37) Disp.=5.5 Weight Loaded=5.07
           Airframe=Subsonic, Armor Cockpit=8
Power:     0.015 Mw (Drawn from engine) Endurance=4 hrs
Loco:      4/10, Basic propeller, Thrust=2 tons
           Min=70 kph, Cruise Loaded=299, Top Load=399,
           Cruise Clean=450 kph, Top Clean=600 kph,
           Agility=2
Commo:     Radio=Regional-6
Off:       MMG*2 fixed forward firing,
           MMG*1 Flexible mount rearward firing,
           Fuselage hardpoint*1,
           Outboard hardpoint*4,
           Maximum external stores=1320 Kg
Control:   Simple
Accom:     Crew=2 (Pilot, Gunner) Armored cockpit, Oxygen
           tank and mask
Other:     Fuel=600 liters
Remarks:   Just wait till you tell your players, "Suddenly,
you hear a horrible blood curdling howl coming from above. 
You look up, a dive bomber is coming straight down at
you... My god!  They're Stukas!"
 
****************** End Part 1 of 4 ***********************
- --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1550 --------

Archive-Message-Number: 1550
From: d9bertil@dtek.chalmers.se
Subject: Lasers & Mesonguns.
Date: Tue, 11 Sep 90 17:47:41 MET DST

1: Lasers,
   My recollections regarding lasers was somewhat incorrect. For an x-ray laser
with a 2mm beam, the dot at 500 meters would be 3mm diameter, which will lead
to roughly half the effect per area, if one ignores all atmospheric effects.
   For UV, visible light, and IR, the dot will become progressively larger, and
the laser will this become less effective at long ranges.
   X-ray lasers thus seems to be the best choise.

   However, the probability of spontaneous (premature) emmission from the atom
in the lasing material rises with the cube of the frequency, and this means that
an X-ray laser is some orders of magnitude harder to get to work than a visible
light laser.(?)

2: Mesonguns,
   There is an example of mesonguns mounted completely inside large structures:
The Imperial Palace on Core has several internal meson guns according to a
cutaway drawing in an old Digest.

- -bertil-
- -- 

-------- TML Message #1551 --------

Archive-Message-Number: 1551
Date: Tue, 11 Sep 1990 9:54:29 EDT
From: Stephen Tihor <TIHOR@acfcluster.nyu.edu>
Subject: Re: Meson guns

[This came to traveller-request by mistake, so I forwarded it and edited
the subject line to be more meaningful -- James]

As with most subatomic particles the Meson decay rates are governed
statistically.  With clever physics one can get the decay curve to be
very steep but there are undoubtedly a few particles that decay early
and a few that decay late.  For smaller weapons this might not matter
but for a main ships gun emitting 10**N somethings a fallover of
10**(N-10) might still be mode energy that a shipsuit can shield
against, especially if it appears inside you soft tissue.

Furthermore one of the things mesons interact with is mesons.  Point
defense technology against an energy beam weaopon may not be reasonable
but shooting through another beam as it leaves its apperture sounds
likely to stress the componenets of the system in question and possible
generate unintened aim perterbations to the smaller beam large enough to
be, undesirable.  ("Activate meson beam 13", Pzzzap, "What happened to
Lt.  Awkins?", "Probably those jokers in bay 5 shooting through us
again.")

Obvious more (pseudo)science can be applied to worsen or minimize the
effects but if meson weapons do have even minor side effects like these
I would expect a significant morale factor involved in a ship design
that shot through the crew a lot.

[A ships fusor is also likely to contain enough high energy particles to
generate an interaction with the meson beam whioch would probably pump
some energy back into the fusor which has a small but unpleasant chance
of an induced loss of containment event as the reports no doubt would
refer to it.]

-------- TML Message #1552 --------

Archive-Message-Number: 1552
Date: Tue, 11 Sep 90 09:15:32 EDT
From: Fiver Toadflax <09nilles%cuavax.dnet@netcon.cua.edu>
Subject: Meson guns today....

[This also came to traveller-request by mistake, so I forwarded it for
everyone's enjoyment -- James]

To put in my two coins worth in.......
I don't know what the side affect are of shooting through your ships, or
why they aren't smaller or such things, but they do exist today.

They are used in treatment of non-operable tumors in the brain.
I have not seen one in real life, nor read about them in medical journals,
but I saw one on NOVA or Nat. Geographic special on medicine.  These machines
are huge, very power hungry and by traveller standards, weaker then pop guns.

                 Dave

+-----------------------------------------+
|          09nilles@cua.bitnet            |
|      09nilles@cuavax.dnet.cua.edu       |
| uunet!cua.bitnet!09nilles@uunet.UU.NET  |
| Fiver.Toadflax@f329.n109.z1.FIDONET.ORG |
+-----------------------------------------+
   Physics 101 Prof.
     "This course does not require any more
	math then Non-linear Partial
	Differential Equeations."

   Nuke 'um Till They Glow
       Then Shoot Them in the Dark

   Money Talks.
       Mine Only knows how to say bye.

   Peace through superior firepower

-------- TML Message #1553 --------

Archive-Message-Number: 1553
Date: Tue, 11 Sep 90 13:14:47 -0400
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: Ship Designs 3 of 4

To: UUCP!metrolius.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
Subject: More MT ships (3 of 4)
Organization: personal mailbox at The Next Challenge
 
******************** Begin Part 3 of 4 ********************
 
Indianapolis (TL10) Orbital Interceptor
 
CraftID:   VTOL Orbital Interceptor, TL 10, MCr 13.804545
Hull:      (60/150)  Displacement=66 (22 with wings folded)
           Weight Unloaded=14.804 (Weight w/ standard load
           HE=17.972, nuclear=19.172) Airframe=Hypersonic
           VTOL
Power:     1.173275 Mw (drawn from engines), Endurance 48
hours
Loco:      (4/10), Fusion Rocket, Thrust 195 tons, NOE=140,
           Cruise=3750kph, Top=5000kph, Vacuum
           Cruise=4167kph, Vacuum Top=5556kph, Acceleration
           Unloaded=13G, (With standard HE load=10.5G with
           standard nuclear=10.2G) Agility=6
Commo:     Radio=System Maser Comm=System
Sensors:   All Weather RADAR=Far Orbit, Passive
           EMS=Interstellar, ActObjScan=Rout,
           ActObjPin=Rout, PasEngScan=Rout
Off:       Fuselage Hardpoint*1,
           Fuselage Launch Rails*4, Missiles=x06
           Inboard Hardpoints*4, Battery rounds=2
           Outboard Hardpoints*4,
           Wing Tip Launch Rails*2,
           (Standard load=60 Anti-Ship Missiles)
Def:       DefDM+12
Control:   Powered, 2 Maneuver Points, Computer=4
Accom:     Crew=(Pilot), Basic life support, sealed cockpit
           with vac suit backup, Inertial compensators,
           Complex cockpit with rocket escape pod*1
Other:     Fuel=240 liters liquid hydrogen
 
 
Indianapolis (TL11) Orbital Interceptor
 
CraftID:   VTOL Orbital Interceptor, TL 11, MCr 14.312545
Hull:      (60/150)  Displacement=66 (22 with wings folded)
           Weight Unloaded=14.784 (Weight w/ standard load
           HE=17.952, nuclear=19.152) Airframe=Hypersonic
           VTOL
Power:     1.024275 Mw (drawn from engines), Endurance 48
           hours
Loco:      (4/10), Fusion Rocket, Thrust 198.9 tons,
           NOE=150, Cruise=3750kph, Top=5000kph, Vacuum
           Cruise=4167kph, Vacuum Top=5556kph, Acceleration
           Unloaded=13.5G, (With standard HE load=11G,
           nuclear=10.4G) Agility=6
Commo:     Radio=System Maser Comm=System
Sensors:   All Weather RADAR=Far Orbit, Passive
           EMS=Interstellar, ActObjScan=Rout,
           ActObjPin=Rout, PasEngScan=Rout
Off:       Fuselage Hardpoint*1,
           Fuselage Launch Rails*4, Missiles=x06
           Inboard Hardpoints*4, Battery rounds=2
           Outboard Hardpoints*4,
           Wing Tip Launch Rails*2,
           (Standard load=60 Anti-Ship Missiles)
Def:       DefDM+13
Control:   Powered, 2 Maneuver Points, Computer=5
Accom:     Crew=(Pilot), Basic life support, sealed cockpit
           with vac suit backup, Inertial compensators,
           Complex cockpit with rocket escape pod*1
Other:     Fuel=240 liters liquid hydrogen
 
 
Indianapolis (TL12) Orbital Interceptor
 
CraftID:   VTOL Orbital Interceptor, TL 12, MCr 15.220545
Hull:      (60/150)  Displacement=66 (22 with wings folded)
           Weight Unloaded=15.322 (Weight with standard
           load HE=18.49, nuclear=19.69)
           Airframe=Hypersonic VTOL
Power:     0.893275 Mw (drawn from engines), Endurance
           48 hours
Loco:      (4/10), Fusion Rocket, Thrust 202.8 tons,
           NOE=160, Cruise=3750kph, Top=5000kph, Vacuum
           Cruise=4167kph, Vacuum Top=5556kph, Acceleration
           Unloaded=13G, (With standard HE load=11G
           nuclear=10.3G) Agility=6
Commo:     Radio=System Maser Comm=System
Sensors:   All Weather RADAR=Far Orbit, Passive
           EMS=Interstellar, ActObjScan=Rout,
           ActObjPin=Rout, PasEngScan=Rout
Off:       Fuselage Hardpoint*1,
           Fuselage Launch Rails*4, Missiles=x06
           Inboard Hardpoints*4, Battery rounds=2
           Outboard Hardpoints*4,
           Wing Tip Launch Rails*2,
           (Standard load=60 Anti-Ship Missiles)
Def:       DefDM+14
Control:   Powered, 2 Maneuver Points, Computer=6
Accom:     Crew=(Pilot), Basic life support, sealed cockpit
           with vac suit backup, Inertial compensators,
           Complex cockpit with rocket escape pod*1
Other:     Fuel=240 liters liquid hydrogen
 
 
Indianapolis (TL13) Orbital Interceptor
 
CraftID:   VTOL Orbital Interceptor, TL 13, MCr 20.228545
Hull:      (60/150)  Displacement=66 (22 with wings folded)
           Weight Unloaded=15.812 (Weight w/ standard load
           HE=18.98, nuclear=20.18) Airframe=Hypersonic
           VTOL
Power      0.854275 Mw (drawn from engines), Endurance
           48 hours
Loco:      (4/10), Fusion Rocket, Thrust 206.7 tons,
           NOE=170, Cruise=3750kph, Top=5000kph, Vacuum
           Cruise=4167kph, Vacuum Top=5556kph, Acceleration
           Unloaded=13G, (With standard HE load=11G
           nuclear=10.2G) Agility=6
Commo:     Radio=System Maser Comm=System
Sensors:   All Weather RADAR=Far Orbit, Passive
           EMS=Interstellar, ActObjScan=Rout,
           ActObjPin=Rout, PasEngScan=Rout
Off:       Fuselage Hardpoint*1,
           Fuselage Launch Rails*4, Missiles=x06
           Inboard Hardpoints*4, Battery rounds=2
           Outboard Hardpoints*4,
           Wing Tip Launch Rails*2,
           (Standard load=60 Anti-Ship Missiles)
Def:       DefDM+15
Control:   Powered, 2 Maneuver Points, Computer=7
Accom:     Crew=(Pilot), Basic life support, sealed cockpit
           with vac suit backup, Inertial compensators,
           Complex cockpit with rocket escape pod*1
Other:     Fuel=240 liters liquid hydrogen
 
******************** End Part 3 of 4 ********************
- --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1554 --------

Archive-Message-Number: 1554
Date: Tue, 11 Sep 90 13:14:49 -0400
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: Ship Designs 4 of 4

To: UUCP!metrolius.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
Subject: More MT ships (4 of 4)
Organization: personal mailbox at The Next Challenge
 
******************** Begin Part 4 of 4 ********************
 
Indianapolis (TL14) Orbital Interceptor
 
CraftID:   VTOL Orbital Interceptor, TL 14, MCr 26.656545
Hull:      (60/150)  Displacement=66 (22 with wings folded)
           Weight Unloaded=15.534 (Weight w/ standard load
           HE=18.702, nuclear=19.902) Airframe=Hypersonic
           VTOL
Power:     0.207275 Mw (drawn from engines), Endurance
           48 hours
Loco:      (4/10), Fusion Rocket, Thrust 210.6 tons,
           NOE=180, Cruise=3750kph, Top=5000kph, Vacuum
           Cruise=4167kph, Vacuum Top=5556kph, Acceleration
           Unloaded=13.5G, (With standard HE load=11G,
           nuclear=10.6G) Agility=6
Commo:     Radio=System Maser Comm=System
Sensors:   Active EMS=Far Orbit, Passive EMS=Interstellar,
           ActObjScan=Rout, ActObjPin=Rout,
           PasEngScan=Rout,
Off:       Fuselage Hardpoint*1,
           Fuselage Launch Rails*4, Missiles=x06
           Inboard Hardpoints*4, Battery rounds=2
           Outboard Hardpoints*4,
           Wing Tip Launch Rails*2,
           (Standard load=60 Anti-Ship Missiles)
Def:       DefDM+16
Control:   Powered, 2 Maneuver Points, Computer=8
Accom:     Crew=(Pilot), Basic life support, sealed cockpit
           with vac suit backup, Inertial compensators,
           Complex cockpit with rocket escape pod*1
Other:     Fuel=240 liters liquid hydrogen
 
 
Indianapolis (TL15) Orbital Interceptor
 
CraftID:   VTOL Orbital Interceptor, TL 15, MCr 33.264545
Hull:      (60/150)  Displacement=66 (22 with wings folded)
           Weight Unloaded=16.336 (Weight w/ standard HE
           load=19.504, Nuclear=20.704) Airframe=Hypersonic
           VTOL
Power:     0.190275 Mw (drawn from engines), Endurance
           48 hours
Loco:      (4/10), Fusion Rocket, Thrust 214.5 tons,
           NOE=190, Cruise=3750kph, Top=5000kph, Vacuum
           Cruise=4167kph, Vacuum Top=5556kph, Acceleration
           Unloaded=13G, (With standard HE load=11G,
           nuclear=10.4) Agility=6
Commo:     Radio=System Maser Comm=System
Sensors:   Active EMS=Far Orbit, Passive EMS=Interstellar,
           ActObjScan=Rout, ActObjPin=Rout,
           PasEngScan=Rout,
Off:       Fuselage Hardpoint*1,
           Fuselage Launch Rails*4, Missiles=x06
           Inboard Hardpoints*4, Battery rounds=2
           Outboard Hardpoints*4,
           Wing Tip Launch Rails*2,
           (Standard load=60 Anti-Ship Missiles)
Def:       DefDM+17
Control:   Powered, 2 Maneuver Points, Computer=9
Accom:     Crew=(Pilot), Basic life support, sealed cockpit
           with vac suit backup, Inertial compensators,
           Complex cockpit with rocket escape pod*1
Other:     Fuel=240 liters liquid hydrogen
 
Remarks:  Well here it is.  COACC designs only require 1
computer so it is an extremely cheap fighter for it's
class.  Of course in space combat a single hit from any
space craft weapon will totally destroy it, but most
fighters will be blasted any way and with a DefDM of +12 at
TL10 to +17 at TL15 it can do a good job of staying out of
trouble.
 
 
Phobos (TL10) Mobile Artillery/Tank Destroyer
 
CraftID:   Mobile Artillery, TL 10, MCr 69.51593
Hull:      (60/150)  Displacement=20 Unloaded=334.4,
           Loaded=336.5, Config=6AF Armor=40D
Power:     (18/36) 289.4 Mw Fusion, Endurance=30/90
Loco:      (3/6), Maneuver=1G Antigrav Unit, NOE=140,
           Cruise=900kph, Top=1200kph, Agility=0
Commo:     Radio=System*2, Maser Comm=System
Sensors:   P-EMS=Interstellar, A-EMS=Far Orbit,
           Neutrino=Directional, Densitometer=Surface,
           Passive Audio, Active Audio, Synthetic Vision*3,
           Headlight*2 ActObjScn=Routine,
           ActObjPin=Routine, PasObjScn=Formidible,
           PasObjPin=Impossible,
           PasEngScn=Routine, PasEngPin=Impossible,
           PasAudScn=Formidible, PasAudPin=Formidible,
           ActAudScn=Formidible, ActAudPin=Formidible
Off:       Plasma Turret=x01,
           Batt=1
           Bear=1
                Pen/                     Auto Dng
                Attn  Dmg Range        Fire Spc  Sig Recoil
Plasma Turret   83/5  800 Planet(50000)   -  45    H      H
SandCaster      20/2   10 VLong(.5)       -  15*   L      L
0.05MW Beam
Laser            5/2    4 Dist(2.5)       2   -    H      L
 
Def:       DefDM+6, Scaster=x03, Smoke*6, Prismatic
           Aerosol*6
           Batt=1
           Bear=1
           All weapons=Point Defense Targeting
Control:   Computer=4/Fib*3, HUD*3, DynLink=3
           Env=Basic env, Basic Is, Extend Is, Grav Plates,
           Intert comp
Accom:     Crew=(Commander, Driver, Gunner),
Other:     Fuel=104.2 Kliters, Cargo=24.5 ObjSize=Average
           EMlevel=None
Remarks:  The Phobos Mobile Artillery unit operates
primarily just under the surface of the water.  The plasma
turret, sand caster and beam laser are all mounted on a
mast outside the main body of the tank.  The mast is
projected above the water surface to fire.  At TL 10, no
sensors have the capability to locate it effectively
underwater, at higher tech levels densitometers can
penetrate water, but even then the air foil combined with
the high thrust engines give it good speed underwater to
relocate before opening fire again.
      (Believe it or not, you've probably seen this one in
action:  The war machine in George Pal's `War of the
Worlds'.)
 
******************** End Part 4 of 4 ********************
- --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1555 --------

Archive-Message-Number: 1555
Subject: Re: (1540) Looking for a game... 
Date: Tue, 11 Sep 90 10:28:13 PDT
From: James T Perkins <jamesp@metolius.WR>


Hello Cristian,

[I copied this to the list for any others who may be interested in where
to find information about Traveller -- James]

I don't mind if English grammar is not your strong point.  You seem to
be able to communicate well enough.  As far as I know, you are the only
TML member in Chile, the only South American TMLer, that I know of,
anyway.  Now the only continent not reached by the TML is Antarctica!

I may not understand your question correctly, but I will try to clear up
some possible confusion...  There is a MegaTraveller computer game,
which is advertised in Traveller's Digest magazine, but primarily,
Traveller games are printed sets of rules and guidelines played among a
group of people, with paper, pencil, and dice, in a manner similar to
Dungeons and Dragons.

Here are the addresses of Game Designer's Workshop (publisher of
Traveller, Traveller 2300, and MegaTraveller) and Digest Group
Publications (publisher of many very high quality approved Traveller
materials).  If you ask in a letter, they would be happy to send you
product catalogs, and tell you how to subscribe to their magazines,
Challenge (by GDW), and Traveller's Digest (by DGP).  I recommend TD
highly, Challenge less so.  They would probably be interested to find
out how you learned about Traveller in Chile!

	Game Designer's Workshop
	P.O. Box 1646
	Bloomington, IL 61702-1646
	United States of America

	Digest Group Publications
	8979 Mandan Court
	Boise, ID 83709-5850
	United States of America

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!"

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


-------- TML Message #1556 --------

Archive-Message-Number: 1556
Date: Tue, 11 Sep 90 13:14:44 -0400
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: Ship Designs 2 of 4

To: UUCP!metrolius.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
Subject: More MT ships (2 of 4)
Organization: personal mailbox at The Next Challenge
 
****************** Begin Part 2 of 4 *********************
 
Mitchell B-25 TL=6 Medium Bomber
 
CraftID:   Medium Bomber, TL=6, MCr 0.4468
Hull:      (56/140) Disp.=20.7 Weight Loaded=12.997,
           Airframe=Subsonic
Power:     0.015 Mw (Drawn from engines) Endurance=6 hrs
Loco:      4/10, Basic Propeller*2, Thrust=4 tons
           Min=150 kph, Clean Cruise=454 kph,
           Clean Top=605 kph, Loaded Cruise=270 kph, Loaded
           Top=360 kph Agility=2
Commo:     Radio=Regional-6
Off:       HMG*4 fixed forward firing,
           HMG*2 Turret Top mounted,
           HMG*2 Flexible mount rearward firing,
           All guns 900 rounds
           8 cm High Vel forward firing, 10 rounds,
           Maximum internal stores=2000 Kg
Control:   Simple
Accom:     Crew=6 (Pilot, Copilot, Gunner*2, Bombardier,
           Radio),Oxygen tank and mask
Other:     Fuel=1800 liters
Remarks:   The real one carried a 75mm cannon in the late
           models.
 
 
Mosquito TL=6 Medium Bomber
 
CraftID:   Medium Bomber, TL=6, MCr 0.3575
Hull:      (46/69) Disp.=17 Weight Loaded=12.245
           Airframe=Subsonic
Power:     0.015 Mw (Drawn from engines) Endurance=6 hrs
Loco:      4/10, High performance propeller*2, 
           Thrust=12.8 tons Min=150 kph, Cruise=600 kph,
           Top=800 kph, Agility=5
Commo:     Radio=Regional-6
Off:       MMG*4 fixed forward firing 600 rounds,
           6 cm High Vel forward firing, 10 rounds,
           Maximum internal stores=2000 Kg
Control:   Simple
Accom:     Crew=6 (Pilot, Copilot) Oxygen tank and mask
Other:     Fuel=3600 liters
Remarks:  The famous bomber that the British used to create
havoc during Goering's speeches about how none of the
allies could penetrate his invulnerable Luftwaffe.  Dam
Buster, Sub Hunter, Night Fighter etc.  Light, fast, and
plywood.
 
 
Flying Fortress B-17G TL=6 Heavy Bomber
 
CraftID:   Heavy Bomber, TL=6, MCr 0.746400
Hull:      (96/240) Disp.=35.5 Weight Loaded=29.865,
           Airframe=Subsonic, Armor Crew=8, Engines=8
Power:     0.015 Mw (Drawn from engines) Endurance=6 hrs
Loco:      4/10, High Performance Propeller*4,
           Thrust=20 tons, Min=150 kph, Clean Cruise=504
           kph, Clean Top=672 kph, Loaded Cruise=454 kph,
           Loaded Top=604 kph, Agility=1
Commo:     Radio=Regional-6
Off:       HMG*2 Flexible mount forward firing,
           HMG*2 Turret Front mounted,
           HMG*2 Turret Top mounted,
           HMG*2 Turret Belly mounted,
           HMG*2 Flexible mount Port/Starboard firing,
           HMG*2 Flexible mount rearward firing,
           All guns 900 rounds
           Maximum internal stores=2000 Kg
Control:   Simple
Accom:     Crew=10 (Pilot, Copilot, Gunner*6, Bombardier,   
        Radio) Oxygen tank and mask, Armored stations
Other:     Fuel=7200 liters
Remarks:   You know this one.  'Nuff said?
 
 
MIG 21 Fishbed TL=7 Interceptor
 
CraftID:   Fighter Interceptor, TL=7, MCr.8275
Hull:      (24/60) Disp.=8.9 Weight Loaded=9
           Airframe=Supersonic,
Power:     0.6172 Mw (Drawn from engine) Endurance=51 min
           (1 hr 20 min w/ drop tank)
Loco:      4/10, High Performance Turbo Jet, Thrust=18.36
           tons (28.36 w/afterburner) Min=280 kph,
           Cruise=1510 kph, Top=2015kph, (AB Cruise=2100,
           AB Top=2800) Agility=6
Commo:     Radio=Regional
Sensors:   Radar=VDist, Passive IR, Radar direction finder
Off:       20mm autocannon Fixed forward firing (200
           rounds)
           Plumbed Fuselage hardpoint
           Inboard hardpoints*2,
           Outboard hardpoints*2
           Maximum external stores=2100 Kg
Control:   Powered, 2 maneuver points
Accom:     Crew=1 (Pilot) Complex cockpit w/advanced
           ejection seat, Oxygen tank and mask,
Other:     Fuel=1814 liters +1000 liters in external drop
           tank, Refueling probe
Remarks:  "Skipper we got a Mig on our tail! He's got a
          lock!"
          "Break right!  Jam his radar!"
          "He's Fired!"  (Sound of shredding metal)
          Colonel Tom watched his victim spiral down, He
smiled as he contemplated the new scout ship painted on the
side of his fuselage...
 
 
MIL-24 Hind TL8 Attack Helicopter
 
CraftID:   Attack Helicopter, TL=8, MCr .57384
Hull:      (36/98) Disp.=14.5 Weight Loaded=12,
           Airframe=Simple, Armor=Cockpit=8
Power:     0.046 Mw (Drawn from engines) Endurance=1 hour
           5 min
Loco:      4/10, Gas Turbine*3, Lift=12 tons, Thrust=3 tons
           Cruise=225 kph, Top=300 kph
Commo:     Radio=Continental
Sensors:   Radar=VDist, Passive IR, Light Amplification,
           Radar Direction Finder, Headlights*2
Off:       20mm Tribarrel-Remote turret (1000 Rounds)
           Plumbed Inboard hardpoints*2,
           Inboard hardpoints*2,
           Wingtip launch rails*4
           Maximum external stores=2200 Kg
Control:   Powered, 2 maneuver points
Accom:     Crew=1 (Pilot, Copilot, Gunner*2, Troops*8)
           Complex cockpit*2, Crew Station*2, Troops*8  
Other:     Fuel=2568 liters
Remarks:  One of the most feared items in the Soviet
inventory. "We are not afraid of the Russians. We are
afraid of their Helicopters"
 - Afgan rebel
By the way, The Russian MIL-25 Havoc is capable of
launching radar homing missiles, thus disproving that
MegaTrav rule.
 
******************** End Part 2 of 4 **********************
- --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1557 --------

Archive-Message-Number: 1557
Subject: TML Address correction
Date: Tue, 11 Sep 90 10:59:23 PDT
From: James T Perkins <jamesp@metolius.WR>


> To: UUCP!metrolius.wr.tek.com!traveller
> From: m0068@tnc.UUCP (Stephen D Smith)

Sit up and take note if you are using the same addresses as years ago!
TML List submissions should go to

	traveller@metolius.wr.tek.com

that's metolius, not metrolius! List administration requests, questions
about the list itself, address corrections, etc. should be sent to

	traveller-request@metolius.wr.tek.com

To those of you still using the dadla addresses, please use the next few
minutes to update your mail aliases to use metolius! Also note that
metolius is in the "wr" subdomain, not the "la" subdomain.

Metolius is a local indian name for a scenic river in Central Oregon,
and the name of my SparcStation 1, from which the TML is now
administered.

Sorry to be an old stick-in-the-mud.

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 #1558 --------

Archive-Message-Number: 1558
Date: Tue, 11 Sep 90 17:38:21 -0400 (EDT)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Re: (1545)  FIGHTING SHIPS(??)

Robert S. Dean writes:

>If a few of us got together, we could recreate the entire contents of the book
>(FIGHTING SHIPS(?) that is) in a couple of weeks.  Any takers?

You bet.  I had been thinking of going over it myself, just to get some
reasonable
large ships, and it would be a lot easier with more people.  Working together
will also allow debate about design priorities and more effective error
checking.
Send me email, and we can work out details. My email address is
wr0k+@andrew.cmu.edu.

					W. Dow Rieder

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

-------- TML Message #1559 --------

Archive-Message-Number: 1559
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Anti-cyborg sentiments in the Imperium
Date: Tue, 11 Sep 90 23:31:17 PDT

In message 1524 Brent L. Woods <woodsb@gn.ecn.purdue.edu> writes:

>>Unfortunately, once this happens (within the context of the game) you
>>start coming uncomfortably close to treading on the ol' anti-cyborg
>>sentiment so prevalent throughout the Imperium.  Actually, I prefer
>>to run my campaign with a strong 'cyberpunk' flavor to it, so I tend
>>to just ignore the 'anti-cyborg' bit and go on my merry way.
>
>     Anti-cyborg prejudice?  Where'd that come from?  The only general
>prejudice that I know of in the Imperium is *anti-psionic*.  Where'd
>they get a problem with cyborgs?

My reference was to comments made in the MT Referee's Companion, pg. 36-37,
which states that Solomani (and the SSMM, in particular) prejudices against
robotics extend to people with 'robotic body parts'.  Margaret's faction
also demonstrates similar feelings.

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 #1560 --------

Archive-Message-Number: 1560
From: d9bertil@dtek.chalmers.se
Subject: Re: FIGHTING SHIPS(??)
Date: Wed, 12 Sep 90 11:06:04 MET DST

> From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
> Subject: (1545)  FIGHTING SHIPS(??)
>
> If a few of us got together, we could recreate the entire contents of the book
> (FIGHTING SHIPS(?) that is) in a couple of weeks.  Any takers?

  IMHO, the greatest goof in FSOTSI is that it just is a dry listing of ship
data. The ships have no history, no names, no commanders, no victories, no
defeats, no life, just long listings of how they perform, listings which, to
add injury to insult, also happens to be the largest collections of bugs I've
seen this side of a TI99 'computer'.

  The ships in the old Fighting Ships had names, some of them had stories about
past exploits and tactics. They felt alive.

  So, while I'm interested in participating in the reconstruction, I propose
that we also/ reconstruct the ships from the old Fighting Ships, and, if anyone
has the data on them, the large ship designs that has been published in other
products like Spinward Campaign and so on.

> Rob Dean

- -bertil-

-------- TML Message #1561 --------

Archive-Message-Number: 1561
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: More calibers and cyborg stuff
Date: Wed, 12 Sep 90 0:03:35 PDT

In message 1534 Adrian Hurt <adrian@cs.heriot-watt.ac.uk> writes:

>"Mark F. Cook" <markc@hpcvss.cv.hp.COM> writes:
>> 
>> Speaking of 7.62 rounds: while the 7.62 NATO rifle round is never fired as
>> a pistol round (with the possible exception of a custom weapon), the Russian
>> Tokarev pistol (the standard sidearm for Soviet officers, from 1930 until
>> the end of WWII, when it was discarded in favor of the 9mm Makarov) DOES
>> chamber a 7.62mm pistol round.  This round was adopted in 1930 for the Model
>> TT-33 auto pistol.  This cartridge is very similar to the 7.63mm Mauser (also
>> known as the 30 Mauser).
>
>According to my book ("The Armory", a catalogue of firearms which is designed
>mainly for use with role-playing games) the Tokarev round and the Mauser
>round are the same.

They're not, but the difference is tiny (although enough to keep them from
being used interchangably).  They both have a rimless, bottleneck case (0.02mm
shorter and 0.01mm larger dia. for the Tokarev).  The number of twists is
significantly less for the Mauser: 7.9 vs. 10 for the Tokarev.

Oops.  Now that I read my notes, 'Cartridges of the World' DOES say that some
brands of Mauser ammo can be fired by the Tokarev.  Generally speaking, the
30 Mauser round is a better pistol round: flatter trajectory and longer range.
I think this is kind of ironic, considering that the 30 Mauser round is 27
years older than the Tokarev round.

In message 1536 Arthur Green <AJGREEN%IRLEARN@pucc.princeton.edu> writes:

>Exotic weapon-gunner interfaces: This is starting to sound like cyberpunk
>to me (not necessarily a bad thing - this isn't a flame - but old Traveller
>was a goodole nuts'n'bolts game with no fancy wetware). Anyway some thoughts
>about marketing these weapons occurs to me. How many soldiers/adventurers
>are going to have the appropriate interface? Is there one standard interface?

Definitely a problem (and thus, a good potential source for local adventures),
vis-a-vis: "So, you've got an old HP-IB neural interface?  Most the mercs
I get in these days have gone to the new SCSI interfaces."

>How do you sell a weapon with a neural sight to a grunt from a tech 8 planet
>who's never heard about these gizmos?

Right!  As a result, you get reactions like, "I don't care HOW good a shot
it makes me!  I'm NOT going to stick that wire in my head!!"

>who's never heard about these gizmos? How do you keep 'em working (heh, the
>old malfunction at a critical time trick - my players used to hate this).

Mine too, but I love it.  Picture this: cyborged-to-the-gills PC chases a
much weaker NPC into a ruined building.  PC hasn't had any routine mainenance
done on the weapons interface in MONTHS.  He rounds a corner, where the NPC
is patiently waiting with a bucket of water.  ZAP!!  Instant neural stir-fry!

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 #1562 --------

Archive-Message-Number: 1562
Date: Wed, 12 Sep 90 12:28:57 EST
From: grue@batserver.cs.uq.oz.au

hiya,

Adrian Hurt <adrian@cs.heriot-watt.ac.uk> writes,
>Spinal mounts are the single biggest thing on a ship.  They are so big that
>they stick out at one end, probably both ends.  I have the old game
>"Azhanti High Lightning", complete with deck plans for the cruiser; the
>meson gun is shown on every deck, so it extends the entire length of the
>ship.

How big is a High Lightning class cruiser?

Fighting ships metions several BattleRiders that are in the 30kTon range and
one of them (at least) has a Meson-T spinal mount.  A 1MTon ship is 30 times
the size of the battlerider.  For a spherical configuration, it is three times
the size in each dimension (for other configurations, it could well be longer
e.g. needle/wedge would likely be longer in proportion), thus the weapon that
took the entire length of the smaller ship now takes only one third the length
of a real battleship,  I doubt it would stick out both end of a large ship.

Not that I think of fighting ships as a particularly good reference...(I won't
bother going over its shortfalls again).  Back in the good old days of 2nd
edition High Guard it was possible to get a Meson-T into quite a small ship
and I doubt that that has changed much (I did try to do the smallest ship
with Meson-T under MT and failed hopelessly due to the problems of design).


>What I want to know is, what prevents me from designing a battleship with
>two meson guns mounted along the keel instead of just one?  That way, there
>is a reason to build huge immense Star Destroyers!

Better yet use three!  As a ref I doubt that I'd give a ship like that three
shots at separate targets since it does have to line itself up to bring the
weapon to bear (if I did give it shots at multiple targets the second and
third would have pretty horrible DMs to get correct aim).


>There is also the matter of sensors.  Not the general sensors, which are
>dealt with separately, but fire control sensors providing the exact targetting
>data for the weapons.  A "weapon" result on the damage table may actually mean
>that a fire control sensor has been hit.

Point well taken.  This seems like a nice way to correct the problem.



							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

-------- TML Message #1563 --------

Archive-Message-Number: 1563
Date: Wed, 12 Sep 90 10:10 EDT
From: METLAY@vms.cis.pitt.edu
Subject: TML around the globe


In my nebulous capacity as Historian, I've taken the liberty of sending
Cristian a very long letter describing the concept of role-playing games,
with which he has informed me he is unfamiliar. I have yet to receive a
reply from him (I hope that his English and my attempts manage to meet
somewhere in the middle |-> ), but I've done what I can to help out.

Anyone interested in the file I sent him can request a copy from me; I
think I did a half-decent job. One error I did make, though, was in 
assuming that he was a foreign exchange student here in the USA... it's
going to be hard for him to check out game groups and local game stores
in Chile. Oops. |->

metlay

PS. As for the last continent, James: shall I have Suzanne send the TML
a postcard from Antarctica? |->

BTW, who are our Asian and African representatives? Just curious....

-------- TML Message #1564 --------

Archive-Message-Number: 1564
Date:    Wed, 12 Sep 90 20:52 EDT
From: PHB100@psuvm.psu.edu
Subject: Time to get out in the real world

[Many of you have indicated that you enjoy the club-like, community
atmosphere of the TML.  Peter asked if he could query the membership
about employment possibilities, and in light of the above I judged a
short message would be okay.  If anyone has strong leanings one way or
another, I'd like to hear from you -- James, List Admin]

Hi all,
   Graduation approacheth.  Time to get out in the real world (you know, the
easy world :)  In december, Penn State will honor me by bestowing upon me a BS
degree in Computer Science.  I in turn, will be looking to bestow the honor of
employing me upon an organization that is worthy of my talents.  If any of you
are aware of job openings, I would appreciate hearing from you.  Please respond
via email to the address below.  Here are a few facts to wet your appetites..:)

Paul Baughman
BS Computer Science, Dec 1990
Emphasis in Graphics

   I've had courses in computer graphics, computer assisted cartography,
data structures, operating systems, and computer architecture.
   I've programmed in C, Pascal, Fortran, Rexx, Assembler and Scheme (LISP).
   I'm familiar with many operating systems including VM/CMS, UNIX,
VAX/VMS 5.3, and MS-DOS.

   If any of this sounds interesting, then you are intelligent and have good
taste.  Contact me for more information.

Thanx for your time. We now return you to your regularly scheduled Mailing List

Paul Baughman    PHB100 @ psuvm.BITNET
- -------
Captain Sir Michael Talmoth,  UPP:  BA5A8B

"You see me now a veteran,
     Of a thousand psychic wars,
         I've been living on the edge so long,
             Where the winds of Limbo roar.
- -- BOC


-------- TML Message #1565 --------

Archive-Message-Number: 1565
Date: Wed, 12 Sep 90 17:57:40 PDT
From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
Subject: Two ?'s and a Heinlein vehicle

  Hi y'all.  Welcome back to school (for those in that position).
I have two questions for you all and one vehicle for any Heinlein fans.

  First, is there an Errata sheet for COACC?

  Second, are there any MT gamers at UCSD?

  Third, I now present my version of Gay Deceiver (From Robert Heinlein's
The Number of the Beast, as well as later books)


		Gay Deceiver

Craft ID:  4 passenger Duo spaceplane, TL 12 (no Anti-Grav available)
		59.8Mcr
Hull:  40/100 Disp = 21, Weight loaded = 10 tons, Airframe = Subsonic
		through Hypersonic (STOL on Subsonic only)
Power:  Storage batteries = 60 Mw-h, Endurance = 120 hours
        From Engines = 39 Mw, Endurance = 120 hours
Loco:  4/10 Fusion Rockets x 1/2, Thrust = 50 tons
       Agility = 6, Speed see below
Commo:  Radio continental x 1
Sensors:  V.Dist All Weather Radar x 1, Laser Sensor x 1, Dist LADAR x 1,
          Headlights x 9, Dist Active Audio x 1 (loudspeakers), V.Dist
	  Magnetic Sensor x 1, Inertial Tracker x 1, Chaff discharger x 1,
 	  Radar Direction Finder x 1
Off:  5MW Beam Laser (Pen 28/3, Dam 10, V.Dist)
Control: Boosted/Computer Enhanced Fly-by-Wire (1/6 Maneuver Points) 
	 Computer Model 2 bis, Comp-linked Cp x 2, HUD x 1
Accom:  Crew = 2 (Pilot, Observer), Passenger = 2, Cockpit Armor
	Basic Env (sealed), Complex Cockpit, Crew Station
Other:  Feul .12l, Cargo 300kg

Table 1:  Air Speed
	Airframe	Cruise	Maximun	Minimum
	---------------------------------------
	Subsonic	 600	  800	  80
	Transonic	 825	 1100	  88
	Supersonic	2100	 2800	 140
	Hypersonic	2813	 3750	 175

The Airframe can be modified in flight (variable sweep wings) from STOL
subsonic through normal Trans and Supersonic to Hypersonic.  Also, It can
be flown in a boosted mode or Fly-by-Wire depending on the speed and pilot's
desires.  I'm not positive that I have the minimum speed for the subsonic STOL
airframe correct.  I will check and let you know if it is (unless someone else
beats me to it).
  The very high price is due almost completely to the storage batteries 
(which seem overpriced to me).  They cost 51Mcr out of the total of 59.8.
  One thing I left out that should be in there is a wheel based suspension
transmission.  If I had tried to add them using the MT starship desing rules
the weight would have been HUGE.  I am kind of assuming that a suspension
would be included for the landing gear and am ignoring the transmission, for
now.

Any Questions, Comments, Critical Complaints (aside from the fact that I
seriously bent a few rules)?

Later
Andrew
salamon@sdbio2.ucsd.edu

-------- TML Message #1566 --------

Archive-Message-Number: 1566
Subject: PBEM Notice!
Date: Wed, 12 Sep 90 16:09:00 PDT
From: Richard Johnson <richard@agora.UUCP>

First:  ALAN HUSSCROFT and/or Jo Kim:
	send me some e-mail right away!  I lost your address and
	need to discuss a few things.  (Finally wading through that
	long digest...)


Second: This is the second (and last) call for anyone NEW who wants
	to join the PBEM.  There is some interesting stuff coming up,
	provided you're willing to not join our already-known adveturers
	(that is, there are other places for you.)

Third:  It looks like we won't be able to start next week - not enough
	folks are up-to-speed with their new acocunts yet.  I'll hold
	turn 2.1 (year 2, turn 1 unless that screw up last year's 
	numbering - I forget) until the 24 of September.

	If you are a returnee, and don't make it for the first turn,
	don't fret - It looks like they'll still wind up being about
	two weeks in between them.

Last:	I can't believe I'm actually going to do this again!....

	Next Monday (the 17th) I will publish the list of players/
	characters/addresses.  It will be annotated with who has
	checked in and who hasn't.  {A few of you are on a secret 
	mission for the GM - you know who you are - and won't appear
	on this list.}

Richard Johnson
	richard@agora.hf.intel.com

	P.S.  BE SURE to put the string PBEM or the string PBM
	      in the subject line of your mail to me.  

-------- TML Message #1567 --------

Archive-Message-Number: 1567
Date:     Thu, 13 Sep 90 9:04:14 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re (1563) TML around the globe

I just got my Challenge #45 in the mail a couple of days ago, and there is an
advertisement on p93 for the Spanish language edition of Traveller.  You can
either get it from GDW direct ($30), or through the Spanish outfit.  

Thought this might be of some use to Christian.

Rob Dean

(I'll post the mailing addresses if anyone wants...GDW you should have available)


-------- TML Message #1568 --------

Archive-Message-Number: 1568
Date:     Thu, 13 Sep 90 9:32:08 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  FIGHTING SHIPS Rewrite

- -bertil- suggests that we do our FIGHTING SHIPS rewrite based on the old
Supplement 9 designs, which is alright by me, even though some of *those*
designs were not very combat worthy, at least by my standards.

Any other volunteers?

Rob Dean



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


-------- TML Message #1569 --------

Archive-Message-Number: 1569
Date:     Thu, 13 Sep 90 9:29:40 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 10

I probably should have noted on the designs themselves, but I didn't:  In the
Glisten Navy, the 10000t Rider, the 2000t Rider, the 20t Javelin Fighter,
and the 40t Lance fighter have all been previously uploaded.  Any references
to auxiliaries of those displacements are to those ships.  The Freedom class
Battlecruiser carries 19 Collace Missile Boats (1000t), also previously 
uploaded.

Have fun.

Rob Dean


Nergal Class Battleship TL15

     The Nergal was designed as a follow-on to the successful Osprey class 
following the Fifth Frontier War. Since it was determined that the Jump-3
capability of the Osprey was seldom required in actual usage, the Nergal was
built with Jump-2 drives, allowing a larger proportion of the ship to be used
for fuel and power plant.

  CraftID: Nergal class Battleship, TL15, MCr172100
     Hull: 108000/270000, Disp=120000, Config=1SL, Armor=82G,
           Unloaded=4,921,410t, Loaded=5,019,490t
    Power: 6667/13334, Fusion=1800000MW, Dur=30/90
     Loco: 3240/6480, Jump 2, 11880/23760, Maneuver=4, 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=1200

           MesonGun=T00   Particle Accelerator=x90   Missile=x90
          Batteries 1                           10           40
          Bearing   1                            7           26

      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9

           Sandcaster=xx9   Repulsor=x9x
           Batteries   33             30
           Bearing     22             20

  Control: Computer Mod9fib*3, LargeHoloDisplay*20, HeadsUpHoloDisplay*300,
           HoloLink*83000
    Accom: Crew=643 (20 Command, 39 bridge, 137 engineer, 56 gunnery,
           385 Maintenance, 6 medical), Staterooms=643, Env=Basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=891000kl (1*Jump 3+30 days), Cargo=30710, Fuel Scoops,
           Fuel Purifier (12hr), Missile Magazine=10000kl (100b-r),
           ObjSize=Large, EmLevel=Strong

Osprey Class Battleship TL15

     The Osprey class vessels were originally designated "Light Battleships",
but the nomenclature was changed to "Battleship" following the Fifth Frontier 
War.  At the time they were built, the Ospreys were armed with a spinal
Particle Accelerator-T, which proved to be insufficiently effective in combat.
Following the war, the surviving vessels were refit to the current configur-
ation, with Meson Gun-Ns.

  CraftID: Osprey class Battleship, TL15, MCr73568+53154.1 for auxiliaries
     Hull: 108000/270000, Disp=120000, Config=1SL, Armor=67G,
           Unloaded=1,834,338t, Loaded=2,701,287t
    Power: 3000/6000, Fusion=810000MW, Dur=44/132
     Loco: 4320/8640, Jump 3, 8640/17280, 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=1200

           MesonGun=N00   BeamLaser=xx9   Missile=x90
          Batteries 1                18            30
          Bearing   1                12            20

      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9

           Sandcaster=xx9   Repulsor=x9x
           Batteries   40             30
           Bearing     26             20

  Control: Computer Mod9fib*3, LargeHoloDisplay*10, HeadsUpHoloDisplay*300,
           HoloLink*6660
    Accom: Crew=1289 (30 Command, 22 bridge, 110 engineer, 55 gunnery,
           40 Maintenance, 400 troops, 620 flight, 12 medical),
           Staterooms=1300, Env=Basic env, basic ls, extended ls,
           grav plates, inertial comp
    Other: Fuel=756540kl (1*Jump 3+43 days), Cargo=30000, Fuel Scoops,
           Fuel Purifier (15hr), Missile Magazine=7500kl (100b-r),
           Subcraft=2*10000t, 4*2000t, 70*20t, 20ton Launch Tube,
           ObjSize=Large, EmLevel=Strong

Revenge Class Battlecruiser TL15

     The Revenge class was designed by the Imperial Glisten Navy prior to
the Fourth Frontier War, although the prototype did not fly until 1088. Due
to the powerful meson gun armament, the Revenges were the mainstay of the
Glisten Fleet during the Fifth Frontier War/Collace Rebellion.

  CraftID: Revenge class Battlecruiser, TL15, MCr60698 incl auxiliaries
     Hull: 67334/168334, Disp=75000, Config=2SL, Armor=70G,
           Unloaded=1,466,169t, Loaded=1,595,974t
    Power: 2267/4534, Fusion=612000MW, Dur=46/138
     Loco: 5400/10800, Maneuver=3, 2700/5400, Jump=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=750

           MesonGun=R00   BeamLaser=xx9   Missile=x90
          Batteries 1                12            20
          Bearing   1                 9            15

      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9

           Sandcaster=xx9   Repulsor=x5x
           Batteries   18             20
           Bearing     13             15

  Control: Computer Mod9fib*3, LargeHoloDisplay*10, HeadsUpHoloDisplay*200,
           HoloLink*5300
    Accom: Crew=672 (12 Command, 19 bridge, 72 engineer, 54 gunnery,
           51 maintenance, 150 troops, 308 flight, 6 medical),
           Staterooms=700, Env=basic env, basic ls, extended ls, grav
           plates, inertial comp
    Other: Fuel=544506kl (1*Jump 3+46 days or 2*Jump 3+19 days), Cargo=0,
           Missile Magazine=5000kl(100b-r), Fuel Scoops, Fuel Purifier (16hr),
           Subcraft=2*2000t, 80*20t, LaunchTube=20ton, ObjSize=Large,
           EmLevel=Strong

Piranha Class Light Cruiser TL15

     The Piranha was designed following the Fifth Frontier War in response 
to an Imperial Glisten Navy requirement for a meson gunned light cruiser to
replace the Aganar and Smittorn class vessels, then being downgraded to 
escorts.  

  CraftID: Piranha class Light Cruiser, TL15, MCr15937
     Hull: 18000/45000, Disp=20000, Config=1SL, Armor=67G,
           Unloaded=459123t, Loaded=471323t
    Power: 1267/2534, Fusion=342000MW, Dur=27/81
     Loco: 1440/2880, Maneuver=3, 720/1440, Jump=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=200

           MesonGun=J00   BeamLaser=xx9   Missile=x90
          Batteries 1                 4            4 
          Bearing   1                 4            4 

      Def: DefDm+8, Nuclear Damper-9, Meson Screen-9

           Sandcaster=xx9   Repulsor=x5x
           Batteries    5             6 
           Bearing      5             6 

  Control: Computer Mod9fib*3, LargeHoloDisplay*3, HeadsUpHoloDisplay*70,
           HoloLink*800
    Accom: Crew=159 (13 bridge, 26 engineer, 14 maintenance, 52 gunnery,
           40 troops, 12 command, 2 medical), Staterooms=80, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=164808kl, Cargo=414kl, Missile Magazine=500kl(50b-r),
           Fuel Scoops, Fuel Purifier (13hr), ObjSize=Large, EmLevel=Strong

H.B. Piper Class Attack Carrier TL15

     The Piper class carrier was designed for the IGN following the Fifth
Frontier War as part of the general rebuilding of the Navy.  In keeping with
the changed design philosophy, the Pipers are specialized for support of
300 Lance class fighters, with minimal self-defense capability.

  CraftID: H.B. Piper class Attack Carrier, TL15, MCr50083 incl auxiliaries
     Hull: 36000/90000, Disp=40000, Config=1SL, Armor=52G,
           Unloaded=311349t, Loaded=449145t
    Power: 667/1334, Fusion=180000MW, Dur=30/90
     Loco: 1800/3600, Maneuver=2, 1440/2880, Jump=3, Agility=2
     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=400

            Missile=x07
          Batteries  10  
          Bearing     9

      Def: DefDm+10

           Sandcaster=xx9 
           Batteries   10
           Bearing      9

  Control: Computer Mod9fib*3, LargeHoloDisplay*4, HeadsUpHoloDisplay*40,
           HoloLink*1600
    Accom: Crew=1031 (22 bridge, 31 engineer, 7 maintenance, 37 gunnery,
           900 flight, 26 command, 8 medical), Staterooms=520, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=172800kl, Cargo=270kl, Missile Magazine=1500kl(50b-r),
           Fuel Scoops, Fuel Purifier (30hr), Subcraft=300*40t,
           3*LaunchTube=40ton, ObjSize=Large, EmLevel=Strong

Silver Star Class Passenger Liner TL15

     The Silver Star and its sister ships are owned and operated by the
Argentia Line, which is active primarily from Trin to Glisten.  Argentia
vessels are famed for their luxurious accomodations, and gourmet meals. 
The company also runs the chain of Argnetia Hotels, found in most A and B
class starports in the two subsectors.

  CraftID: Silver Star class Passenger Liner, TL15, MCr1421.64
     Hull: 3600/9000, Disp=4000, Config=4USL, Armor=40G, Unloaded=19926t,
           Loaded=23303t
    Power: 40/80, Fusion=10800MW, Dur=30/90
     Loco: 72/144, Maneuver=1, 180/360, Jump=4, Agility=1
     Comm: Radio=System, LaserComm=System
  Sensors: EMS Active(Far Orbit), ActObjScan=Routine, ActObjPin=Routine
      Off: Hardpoints=40

            BeamLaser=xx4
          Batteries     1  
          Bearing       1

      Def: DefDm+8

           Sandcaster=xx4 
           Batteries    9
           Bearing      9

  Control: Computer Mod7*3, LargeHoloDisplay*1, HeadsUpHoloDisplay*4,
           HoloLink*260
    Accom: Crew=75 (4 bridge, 6 engineer, 3 gunnery, 2 command, 55 stewards,
           5 medical), Passengers=440, Staterooms=520, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=17388kl, Cargo=2160kl, ObjSize=Large, EmLevel=Avg

Freedom Class Battlecruiser TL13

     The Freedom class battlecruiser was designed for the Collace Indepen-
dence Fleet, and was built in enormous numbers prior to the Fifth Frontier
War.  Recognizing that quantity was the only way to counterbalance the 
Glisten/Imperial technological advantage, every effort was made to keep 
these vessels as simple as possible.

  CraftID: Freedom class Battlecruiser, TL13, MCr33986 incl auxiliaries
     Hull: 67334/168334, Disp=75000, Config=4SL, Armor=40F,
           Unloaded=641,917t, Loaded=998,442t
    Power: 3000/6000, Fusion=405000MW, Dur=30/90
     Loco: 3375/6750, Maneuver=2, 2025/4050, Jump=2, Agility=0
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=750

           MesonGun=P00  Missile=x80
          Batteries 1             67 
          Bearing   1             51 

      Def: DefDm+6, Nuclear Damper-3, Meson Screen-3
  Control: Computer Mod7fib*3, LargeHoloDisplay*4, HeadsUpHoloDisplay*100,
           HoloLink*13000
    Accom: Crew=530 (17 bridge, 92 engineer, 57 gunnery, 6 maintenance,
           150 troops, 190 flight, 18 command), Staterooms=265,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=313875kl, Cargo=11500kl, Missile Magazine=16750kl(100b-r),
           Fuel Scoops, Fuel Purifier (12hr), Subcraft=19*1000t, 
           ObjSize=Large, EmLevel=Strong

Metolius Class Fleet Escort TL13

     The Metolius class was designed as a cooperative venture by the navies 
of Lunion and Strouden.  The first vessel in the class was completed by 
Lunion and flown on 243-1110.
     
  CraftID: Metolius class Fleet Escort, TL13, MCr6912
     Hull: 9000/22500, Disp=10000, Config=1SL, Armor=55F, Loaded=212322t,
           Unloaded=205907t
    Power: 667/1333, Fusion=90000MW, Duration=30/90 
     Loco: 990/1980, Maneuver=4, 360/720, Jump=3, Cruise=750kph,  
           Max=1000kph, Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=100

               Missile=x90     BeamLaser=x09
           Batteries    6                  1
           Bearing      6                  1

      Def: DefDM+7, Nuclear Damper-3, Meson Screen-3

               SandCaster=x09
           Batteries        3
           Bearing          3

  Control: Computer Mod7fib*3, 4*LargeHoloDisplay, 30*HeadsUpHoloDisplay,
           1066*HoloLink
    Accom: Crew=120 (11 bridge, 22 engineers, 18 flight, 9 maintenance,
           50 gunners, 10 command), Staterooms=60, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=63000kl, Cargo=1255kl, Missile Magazine=1500kl(50b-r),
           Fuel Scoops, Fuel Purifier(12hrs), SubCraft=12*50ton, 
           ObjSize=Large, EmLevel=Moderate

Lord Adrian Class Light Cruiser TL13

     The Lord Adrian class was designed as a cooperative venture by the 
navies of Lunion and Strouden.  The first vessel in the class was completed 
by Strouden and flown on 343-1096.  One of the main flaws of this design 
was particularly evident as a result of its performance in the Fifth 
Frontier War--the lack of an onboard fuel purification capability.  Two 
ships of a six ship squadron were lost to misjumps during the retreat to 
Lunion when forced to jump immediately after a gas giant refueling.
     
  CraftID: Lord Adrian class Light Cruiser, TL13, MCr23981
     Hull: 27000/67500, Disp=30000, Config=1SL, Armor=67F, Loaded=984065t,
           Unloaded=960756t
    Power: 2000/4000, Fusion=270000MW, Duration=30/90 
     Loco: 2160/4320, Maneuver=3, 1080/2160, Jump=3, Cruise=750kph,  
           Max=1000kph, Agility=0
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMM, EMS Active(FarOrbit), EMS Passive(Interstellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=300

               MesonGun=E00     Missile=x90     BeamLaser=x09
           Batteries    1                8                  2
           Bearing      1                8                  2

      Def: DefDM+6, Nuclear Damper-3, Meson Screen-3

               Repulsor=x7x     SandCaster=x09
           Batteries     8                   11
           Bearing       8                   10

  Control: Computer Mod7fib*3, 10*LargeHoloDisplay, 150*HeadsUpHoloDisplay,
           1700*HoloLink
    Accom: Crew=330 (17 bridge, 63 engineers, 32 maintenance, 52 gunnery, 
           120 flight, 30 troops, 14 command, 2 medics), Staterooms=60,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=189000kl, Cargo=9079kl, Missile Magazine=2000kl(50b-r),
           Fuel Scoops, LaunchTube=50tons, SubCraft=40*50ton,
           ObjSize=Large, EmLevel=Moderate

Wasp Class Heavy Fighter TL13

     The Wasp class has been slightly adapted from standard data packages 
by the navies of Lunion and Strouden. Produced in vast quantities since 
first introduced in 1085, the Wasp can be encountered almost anywhere.  It 
is popular as a light system defense boat, since its 35 day endurance 
allows it to undertake long patrols.

  CraftID: Wasp Class Fighter, TL13, MCr88
     Hull: 45/113, Disp=50, Conf=1AF, Armor=40F, Loaded=837.2t, 
           Unloaded=810.1t
    Power: 5/10, 675MW Fusion, Dur=35/105
     Loco: 8/16, Maneuver=6, Agility=4
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMM, EMS Active(FarOrbit), EMS Passive(Interstellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=1

            Missiles=x03  
           Batteries   1  
           Bearing     1  

      Def: DefDM+13
  Control: Comp7*3, HeadsUpHoloDisp*2
    Accom: Crew=2 (Commander/Gunner, Pilot), Small Staterooms*2, Env=basic 
           env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=322kl, Fuel Scoops, ObjSize=Avg, EmLevel=None

Meteor Grav Tank TL11

     The Meteor is intended as a general purpose grav tank, and is built
under license on several TL11 worlds in the Spinward Marches.  The major
problem of the class is the large fuel capacity.  Had a smaller fuel capacity
been selected, the hull could have been made smaller for the same weight.

  CraftID: Meteor Grav Tank, TL11, MCr4.34
     Hull: 4/10, Disp=4, Conf=4SL+turret, Armor=50E, Loaded=132.74t 
    Power: 1/2, Fusion=44MW, Duration=32/96
     Loco: 1/2, Std Grav=260t, TopSpeed=1000kph, Cruise=750kph, 
           NOE=150kph, MaxAccel=.95G
     Comm: Radio=Planetary, LaserComm=Regional
  Sensors: EMM, 2 Headlights, EMS Active(Regional), EMS Passive(Cont),
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoints=1

                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
 Plasma Gun PB-11  -   54/5    20  VDist(7.8) 2     -       H    40
  2*1MW Beam Laser -   10/2     5   Dist(5)   2     -       H    40

      Def: -
  Control: Comp0*2, HeadUpDisplay*1, DynLink*42
    Accom: Crew=3 (Commander, Driver, Gunner), Seats=Roomy*3,
           Env=basic env, basic ls, ext ls
    Other: Fuel=25.9kl, ObjSize=Avg, EmLevel=Faint  

Solar Mule TL15

     The Solar Mule is produced by ConTech of Glisten for passenger transfer
and general utility use on vacuum worlds.  However, it is equally useful 
anywhere there is sunlight to operate it, and is favored by some users 
because of the low maintenance requirements resulting from the use of solar
panels for power.

  CraftID: Solar Mule, TL15, Cr39981
     Hull: 4/9, Disp=4, Conf=4USL, Armor=1G, Loaded=4.72t, 
           Unloaded=2.72t
    Power: 1/2, SolarCells=.567MW (7 square meters), Dur=indefinite
     Loco: 1/2, 6 wheels, P/W=95, Road=264kph, Offroad=79kph
     Comm: Radio=Regional(500km)
  Sensors: none
      Off: Hardpoints=1
      Def: -
  Control: Elec*12
    Accom: Seats=Roomy*11, Env=basic env, basic ls, airlock
    Other: Cargo=2.0kl, ObjSize=Small, EmLevel=Moderate

Imperial Glisten Navy Reconaissance Drone TL15

     This recon drone is produced in fairly large quantities by the IGN.
The highly capably robot brain (Int11, Ed1) is programmed with GravVeh-4,
Recon-4, Tactics-2, and Weapon-2.  No weapon is ordinarily installed, 
although provision is made for a fixed mounting for a standard infantry
weapon such as the FGMP-14 or FGMP-15.

  CraftID: IGN Recon Drone, TL15, Cr761,606
     Hull: 1/2, Disp=.056, Conf=1AF, Armor=30G, Loaded=0.746t 
    Power: 1/2, FuelCells=0.81MW, Dur=208hrs/23hrs(closed)
     Loco: 1/2, StdGrav=6t, TopSpeed=4200kph, Cruise=3150kph, NOE=190kph,
           MaxAccel=7G
     Comm: Radio=Regional(500km), LaserComm=VDist(50km)
  Sensors: Active EMS(Planetary), PassiveEMS(VDist), 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoints=1
      Def: -
  Control: Robot Brain, HoloLink*1
    Accom: none 
    Other: Fuel=0.25kl, ObjSize=Small, EmLevel=Moderate

-------- TML Message #1570 --------

Archive-Message-Number: 1570
Date: Thu, 13 Sep 90 11:09 EDT
From: METLAY@vms.cis.pitt.edu
Subject: SHATTERED SHIPS OF THE FIGHTING IMPERIUM


I'd like to contribute some history and background to contribute "life"
to some of these designs, as y'all finish with the database end of things.
Count me in for what I'm best at: hand-waving storytelling. (I can try
to guarantee a reasonable degree of GDW/DGP continuity, but I won't make
it a fetish: they're not likely to recognize our masterwork as an "official"
fix to theirs, preferring instead in all likelihood to cobble together a
halfassed corrected edition of their own. sigh. Has anyone heard any
official statements from GDW about this turkey?)

metlay

-------- TML Message #1571 --------

Archive-Message-Number: 1571
Date:     Thu, 13 Sep 90 11:05:47 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Trade and Speculation

Is there anyone currently on this list who is running a campaign which requires
use of the trade and speculation rules?  If so, are you using the MegaTraveller
or Merchant Prince version, or some previous edition.  If MT/MP, are you using 
the Tech Level modifiers on passnger/cargo quantities, and speculative goods
resale value?

The reason I ask is that I think there is a problem with this subsystem as it
is currently laid out in MegaTraveller.  The modifiers seem to imply that people
travel form high tech to low tech planets at a greater rate than from low tech
to high tech, resulting in net emigration from the high tech worlds.  (I can't
stand luxury anymore, Mabel.  I'm leaving you and Glisten behind and starting a
new life on Sorel...uh huh.)

In addition, while I'll believe that high tech goods are in high demand on low 
tech planets, I have a hard time believing that the value of baisc raw materials
should fluctuate depending on the TL of the mining (or whatever) planet. Cost,
yes.  They should be cheaper on high tech planets.  In fact, it works the other
way around.

So if anyone is using these rules, I'd like to hear from you, either by email,
or here on the mailing list.

Thanks,

Rob Dean

[This topic is just the thrust of the long-silent Trade and Commerce
Digest, a sublist of the Traveller Mailing List.  Its once-admin is
givler@cbmvax.cbm.commodore.com (Greg Givler).  Since the sublists died
a death of inactivity, perhaps it is time to dissolve the two working
groups (Trade and Commerce, Star System Databases) , and try to
reactivate these topics on the main TML.  I'm interested in hearing a
discussion on this topic -- James]

-------- TML Message #1572 --------

Archive-Message-Number: 1572
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: WW2 aircraft in Traveller
Date: Thu, 13 Sep 90 11:13:21 BST

m0068@tnc.UUCP (Stephen D Smith) writes:

>       More mundane question:  What are the penetration
> values of the different air to air missiles?  Suppose my
> players want to fire a radar homing AIM-7 Sparrow at a G
> Carrier?

First, the Sparrow has a slight problem - you have to keep pointing at the
target all the time the missile is in flight, because it homes on reflections
of _your_ radar beam which has bounced off the target.  More modern missiles,
e.g. AMRAAM, Phoenix, Russian AA-10 contain their own radar transmitters.  It
might be worth incorporating some rule to deal with this in MegaTraveller; all
TL 7 radar guided missiles have this problem, so far as I know.

As for what its penetration value is, the short answer is not much.  For more
precise figures, someone will need to tell me how big the warhead is,
preferably by comparing it to a cannon shell.  (Is it equivalent to a 5cm
shell?  A 7cm shell?)  I can then get its penetration from the Striker
tables.  Also take note that air to air missiles have high explosive warheads,
and usually proximity fuses.  Aircraft aren't armoured much, so you don't need
a lot of penetration to hurt one.  As someone said in a previous letter, to
harm a G-carrier or other armoured vehicle, you really want to use an
anti-tank missile, e.g. Maverick, with a HEAP warhead.

> Focke-Wulf FW 190 TL=6 Fighter
> ...
> Off:       MMG*2 Fixed forward firing,
>            20mm autocannon*2 Fixed forward firing,
>            Fuselage hardpoint*1,
>            Outboard hardpoint*4,
>            Maximum external stores=1400 Kg

Late versions had HMG instead of MMG (13mm guns replaced the 7mm guns).
Most versions had 4 autocannon, not 2.  I only know of 2 hardpoints on the
wings, not 4.  Some of the nice things which could be mounted on those
hardpoints were rockets (one 21cm tube on each, or racks of 24 5cm rockets);
extra fuel; and gun packs (2 20mm cannon in each).

> Ju-87 Stuka TL=6 STOL Attack Aircraft
> ...  
> Off:       MMG*2 fixed forward firing,
>            MMG*1 Flexible mount rearward firing,
>            Fuselage hardpoint*1,
>            Outboard hardpoint*4,
>            Maximum external stores=1320 Kg

I wonder if the outboard ones shouldn't be 2 hardpoints, with dual bomb
racks.  If other loads were carried, it was one unit per wing, e.g. the
37mm cannon used on the Russian front.

> Mosquito TL=6 Medium Bomber
> ...  
> Off:       MMG*4 fixed forward firing 600 rounds,
>            6 cm High Vel forward firing, 10 rounds,
>            Maximum internal stores=2000 Kg

What you have described there is the anti-shipping version.  There were two
standard types: the pure bomber version:

Off:	Outboard hardpoints * 2
	Maximum internal stores = 1800 kg

And the fighter-bomber version:

Off:	MMG * 4 fixed forward firing,
	20mm autocannon * 4 fixed forward firing,
	Outboard hardpoints * 2
	Maximum stores = 900 kg internal, 900 kg external

Hardpoint loads can include extra fuel, bombs, or quad rocket racks.
There was also a night fighter with radar in the nose; later versions
had improved radar with a domed covering, which meant the MG's were no
longer there.

> Remarks:  The famous bomber that the British used to create
> havoc during Goering's speeches about how none of the
> allies could penetrate his invulnerable Luftwaffe.  Dam
> Buster, Sub Hunter, Night Fighter etc.  Light, fast, and
> plywood.

Not the Dam Buster; that was the Lancaster, and that modified.  Trials
were conducted with bouncing bombs on Mosquitos, but the weapon was not
used on Mosquitos in operations.

- -- 
 "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 #1573 --------

Archive-Message-Number: 1573
Date:     Thu, 13 Sep 90 16:42:50 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 11


Aircraft Carrier TL8

     The aircraft carrier is a common vessel in numerous wet navies.

  CraftID: Aircraft Carrier, TL8, Cr235,914,000 (not incl. aircraft)
     Hull: 6300/15750, Disp=4000, Conf=3SL, Armor=30B, Loaded=54716t, 
           Unloaded=39317t
    Power: 7/14, Fission=210MW, Dur=20yrs
     Loco: 7/14, Twin Screw, Max Speed=65kph, Cruise=48kph
     Comm: Radio=Planetary
  Sensors: AllWeatherRadar=Planetary, RadarJammer=Continental, 
           ActAudio=Dist, ActObjScan=Diff, ActObjPin=Diff, ActAudScan=Form,
           ActAudPin=Form
      Off: 6*6-barrel 20mm autocannon (300000rds), 4*HeavySAM Launchers
           (80 missiles)
      Def: -
  Control: Comp1*3, ElecLink*2500
    Accom: Crew=800, Small Staterooms*400, Env=basic env
    Other: Fuel=4.2kl, AircraftFuel=10000kl, AirOrdnanceMagazine=2760kl,
           Aircraft=30*40ton, 30*24ton, 10*20ton, 2*Elevators, 4*Catapults,
           ObjSize=Avg, EmLevel=Moderate

  Remarks: Since there is no design system (yet) for water vehicles, I was 
forced to wing it.  The following values were used for ship components:

     Suspension: None
     Transmission: 2*tracked transmission of equal tech level
     Catapult: 1 ton per ton of largest aircraft to be launched,
               1kl/ton, Cr2000/ton.  Power ignored (lots of steam available)
     Elevator: 3*volume of largest aircraft to be moved (I used wings 
               unfolded, but maybe folded would be a better assumption),
               0.5ton/kl, Cr2000/kl
     Hangar: Each aircraft allocated 1.3 times wing folded space, 150cr/kl
             (analagous to usual small craft requirements)
     Crew: What fit.  Starship rules don't work, and I haven't got a good
           idea of what all the thousands of sailors on a real aircraft
           carrier do.
     Environmentals: Power requirements of anything beyond basic environment
                     are too high to be considered.  I can't imagine galleys,
                      etc., taking up all the power needed for extended ls.

     Speed was chosen first, and then power plant size necessary to produce
it was calculated using a series of formulas from Mark's Mechanical Engineers
Handbook.  I've been assuming that a SL conf hull is needed, that armor 6 is
minimum to assure structural integrity, and that at least 1/3 of the total
volume must be above water.  (i.e. max wt in tons = 0.66*displacement in kl)
Any comments from a real naval architect would be appreciated. Hull form
coefficients were taken from a table based on my perception of the most 
similar type of vessel listed.  I won't copy the formulas here, because you 
eventually need a factor that comes off a chart, which I can't copy.
     I will eventually upload a few escorts and the air group.  I am working
under the assumption that STOL airframes are needed for carrier use, partly
because of the actual landing length available, and partly to account for 
the more rugged airframe required for catapult launches and arrested landings.

-------- TML Message #1574 --------

Archive-Message-Number: 1574
Subject: TL 8 & TL 7 HoloTanks
Date: Thu, 13 Sep 90 14:15:14 EDT
From: William Ricker <wrgate.wr.tek.com!dadla.WR.TEK.COM!wrgate.wr.tek.com!samsung!wang.COM!wdr@uunet.uu.net>

Subject: Re: TL-8 Holo tanks?

wrgate.wr.tek.com!oresoft.com!richard@reed.UUCP (Richard Johnson) writes:



>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).
...
>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. :-)

Take a look in Newman & Sproull, Principles of interactive computer
graphics, 1973 (1979 2nEd) (McGraw-Hill):  there have been repeated
attempts to make the rotating mirror, the rotating plane of LEDs,
and similar things work.  Another early attempt at MITRE involved a
flexible mirror stretched over a speaker running 60hz tone.

Bolt Beranek & Newman has recently exhibited an improved model of
the MITRE moving mirror 3d scope which is now for sale at reasonable
prices (was it $10k in quantity 10?) for monochrome wire-frame or
points.  They got around MITRE's problems by using custom hardware
to compensate for the varying focal length of the mirror and
resulting paralax of points painted rapidly on the CRT and to do the
(x,y,z) -> (t-scan,h-scan,v-scan) coordinate transform.  Is was at
the demo a year or so ago, sponsored by siggraph/ne.  I believe the
FAA bought a few for experiments in air traffic control. 

If you buy a sheet of mylar & strech it over an old 10' woofer and
gaze 'through' it into fast-phosphor monochrome tube, you can do
this as a hobbyist -- the uncorrected transforms are bearable, they
say.

>Of course hard-copy is another problem...

Also currently in production.  I forget the company's name, but they
call their 3d output devices, marketed for CAD/CAM services,
'StereoLithograhpy', which I find misleading.  But is literally is a
tank.  Their technique is to fill a tank with a polymer liquid which
when given sufficient energy boost will form a solid polymer.  Two
tuned lasers scan a surface in the tank; if both are ON, the light
energies at their intersection is sufficient to cause a local
reaction converting liquid to solid.  The bottom of the tank slowly
drops, moving a new plane into the construction zone.
  It is limited to constructed objects which can be self-supporting
during construction.  Current software results in a fairly grainy
surface I'm told, subject to jaggies.  This will surely improve.
Typical users take the produced prototype and either cast a mold
from it (master negative) or use lost-wax process to cast a master
positive from which to make molds, after polishing the master.
    I think I saw a net article on this, I'll see if I can find it
& forward it along.

If you don't insist on additive technology for 3D 'tank' hard-copy,
there are a number of CAD-driven robotic routers/sculpters
chipping/grinding away everything that doesn't look like the CAD
drawing. :-)



-------- TML Message #1575 --------

Archive-Message-Number: 1575
Subject: TL 8 HoloTanks:hardcopy stereolith
Date: Thu, 13 Sep 90 14:31:23 EDT
From: William Ricker <wrgate.wr.tek.com!dadla.WR.TEK.COM!wrgate.wr.tek.com!samsung!wang.COM!wdr@uunet.uu.net>

The following message, dug out of my netnews archives, contains most
of what I know on the topic.  The rest is from rumors of this system
and a recent announcement in the Boston Computer Society newsletter
(the CAD/CAM subgroup hosted a talk by the vendors of the system).
 --- bill ricker
- --Begin forwarded message--
From: kchalas@guido.eng.clemson.edu (Kumar Chalasani)
Newsgroups: comp.graphics,comp.lang.c
Subject: stereolithography and slicing
Message-ID: <10302@hubcap.clemson.edu>
Date: 2 Sep 90 19:07:22 GMT
Keywords:stereolithography,slicing,object representation,3D systems inc

hi netters,
          I am looking for some information (any information) about
slicing as it relates to the stereolithography process of 3D systems'
SLA . Any thing at all that might lead to enlightenment in this matter
will be appreciated.
        Stereolithography : the process of building a part layer-by-layer
by curing these layers of photopolymer with UV laser.any kind of complex
part can be thus made. this layering is what is called *slicing *.
        Now slicing is done after tesselating the surfaces of the object
to be made (in the representation scheme ).The built_in slice program,
propiretary to 3D systems,does not perform very well when doing curved
surfaces or steep inclines.(the surface finish is less than best).
        I am attempting to develop some king of algorithm that will be able
to decide on a slice thickness depending on the curvature or incline.(the 
current system takes only one slice thickness and applies to the whole object
.It is possible to use very fine thickness throughout,but ,obvious problems
of time and cost get in the way ).
        
        If there is anyone out there working on a thing like this,please give mea few * pointers*.  I have a few ideas-like interpolation,,etc.but i need to
know more about the working of the current system before i can tell if these
can work.

     SO. I need : Info about the current sytems' working
                  Info about other methods,possible
                  References ...

Thank you. And please write to my adres,and not the net,if you can help it,
because i am a very irreg reader of the net.

- -Kumar


-------- TML Message #1576 --------

Archive-Message-Number: 1576
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: Starship 101
Date: Thu, 13 Sep 90 22:40:23 EDT

	Since everyone seems to be interested in Starships, and everyone
also seem to hate The Fighting Ships from GDW. I have good news for you.

	DGP is doing another ship book. It's called "Starship 101". Rumor
has it that DGP already has the manuscript...

				Mac


Wilson "Mac" Liaw                    | If you put your mind to it, you can 
Internet:macgyver@cis.ohio-state.edu | acomplish anything. 
=====================================|      - Marty McFly, Back To The Future 
Disclaimer:All opinions are mine only|-----------------------------------------

-------- TML Message #1577 --------

Archive-Message-Number: 1577
Subject: re: Anti-cyborg sentiment
Date: Thu, 13 Sep 90 15:51:18 PDT
From: Richard Johnson <richard@agora.UUCP>

So which'd ya rather have:  Cyborgs or Clones?
and why?
and how doe this fit in with the aging/anagathics feelings?

Richard Johnson
	richard@agora.hf.intel.com


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


-------- TML Message #1578 --------

Archive-Message-Number: 1578
Date:     Fri, 14 Sep 90 10:16:40 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Large Vehicle/Small Vehicle Inconsistencies


I was pleased to see the set of vehicles uploaded by Scott Kellog a couple
of days ago, and I hope you will bear with me while I repeat a subtantial
amount of his opening message and one of his vehicle designs prior to making
my comments.

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

      Scott Kellogg is the name, Stephen Smith allowed me
to take a look at some of the MegaTrav discussion going on
and I was suitably impressed.  Neat designs you folks have
come up with.  So I decided to repay you all with a few of
my own.  I am afraid, I have no access to e-mail so you
will not be able to reach me very easily and there will be
long gaps between my having access to any comments to any
designs or ideas you might have but I would appreciate it
 
      Scott Kellogg
      1202 S. Washington St. #107
      Alexandria, VA, 22314
      (703)-836-8352
 
      Ok, are you ready for the question of the day?  What
is the rate of fire of missiles in COACC?  GDW's Air
Superiority allows ripple fire of 2 missiles per round of
the same type of missile.
      Well, that's against aircraft.  More than likely, an
aircraft would be destroyed by two.  OK, what about larger
targets?  If an aircraft went up against a larger target it
seems conceivable to me that systems would be convertible
to fire a larger number of missiles.  What specifically am
I talking about?  Fighter vs. Spacecraft.  Now anti-
spacecraft missiles weigh in at 50 kg for a normal missile
and 70 kg for a nuclear missile.  These missiles are
therefore capable of fitting on any hardpoint, on multiple
missile/bomb racks as a matter of fact, if you use all
available hard points plus two wing tip launch rails and
four fuselage launch rails (allowed for in the errata and
vindicated by the RAF Lightning and the A-7 Corsair II) a
total of sixty missiles are easily mounted externally,
(ignoring the bomb bay for the moment.)  That's two battery
rounds of a factor 6 battery, (TL-7) (at TL-13 it's factor
7).
      That makes an aircraft unbelievably deadly.  That's
the firepower mounted on a 1000 ton ship.
      Real life example:  in less than a minute the 'Six on
six test of the Phoenix missile system, six phoenix's
locked onto and fired on six targets in less than one
minute, by an F-14 Tomcat.  Since a starship combat round
lasts twenty minutes, I can easily see an aircraft firing
off a huge salvo of missiles in the time allowed.
      Game balance, you say?  Well... maybe, but you could
easily build a huge number of squadrons of cheap fighters
with Fusion rocket engines.  Also, with the enormous thrust
of the fusion rocket its very easy to build say a 12G
capable interceptor or even higher.
      More mundane question:  What are the penetration
values of the different air to air missiles?  Suppose my
players want to fire a radar homing AIM-7 Sparrow at a G
Carrier?
      Mundane question 2:  If the minimum size ship
thruster plates can be mounted on is 20 tons (Fighting
Shi*s of the Shattered Imperium), what about Anti-Grav
plates?  You can put grav modules on a 4 ton air/raft, Why
not grav plates?  The rules state that fractions of Grav
plates and thrusters can be built Personally, I think the
20 ton min is stupid.  It's torn apart a lot of my best
light fighters.
      If you ask me, I use
Book 2-Starships:  to design merchant ships,
Book 5-High Guard:  to design warships,
and Megatraveller to design headaches.
 
I hope you enjoy the designs,
                             Scott Kellogg
 
Phobos (TL10) Mobile Artillery/Tank Destroyer
 
CraftID:   Mobile Artillery, TL 10, MCr 69.51593
Hull:      (60/150)  Displacement=20 Unloaded=334.4,
           Loaded=336.5, Config=6AF Armor=40D
Power:     (18/36) 289.4 Mw Fusion, Endurance=30/90
Loco:      (3/6), Maneuver=1G Antigrav Unit, NOE=140,
           Cruise=900kph, Top=1200kph, Agility=0
Commo:     Radio=System*2, Maser Comm=System
Sensors:   P-EMS=Interstellar, A-EMS=Far Orbit,
           Neutrino=Directional, Densitometer=Surface,
           Passive Audio, Active Audio, Synthetic Vision*3,
           Headlight*2 ActObjScn=Routine,
           ActObjPin=Routine, PasObjScn=Formidible,
           PasObjPin=Impossible,
           PasEngScn=Routine, PasEngPin=Impossible,
           PasAudScn=Formidible, PasAudPin=Formidible,
           ActAudScn=Formidible, ActAudPin=Formidible
Off:       Plasma Turret=x01,
           Batt=1
           Bear=1
                Pen/                     Auto Dng
                Attn  Dmg Range        Fire Spc  Sig Recoil
Plasma Turret   83/5  800 Planet(50000)   -  45    H      H
SandCaster      20/2   10 VLong(.5)       -  15*   L      L
0.05MW Beam
Laser            5/2    4 Dist(2.5)       2   -    H      L
 
Def:       DefDM+6, Scaster=x03, Smoke*6, Prismatic
           Aerosol*6
           Batt=1
           Bear=1
           All weapons=Point Defense Targeting
Control:   Computer=4/Fib*3, HUD*3, DynLink=3
           Env=Basic env, Basic Is, Extend Is, Grav Plates,
           Intert comp
Accom:     Crew=(Commander, Driver, Gunner),
Other:     Fuel=104.2 Kliters, Cargo=24.5 ObjSize=Average
           EMlevel=None
Remarks:  The Phobos Mobile Artillery unit operates
primarily just under the surface of the water.  The plasma
turret, sand caster and beam laser are all mounted on a
mast outside the main body of the tank.  The mast is
projected above the water surface to fire.  At TL 10, no
sensors have the capability to locate it effectively
underwater, at higher tech levels densitometers can
penetrate water, but even then the air foil combined with
the high thrust engines give it good speed underwater to
relocate before opening fire again.
      (Believe it or not, you've probably seen this one in
action:  The war machine in George Pal's `War of the
Worlds'.)
 
  *********************************************************************

There are a couple of systematic disconnects in the MT rules as they now
stand (Only a couple (-: ).  I like Scott's idea of tallying up all the missiles
and firing them off in one or two volleys, as described above.  Personally,
I would be too worried about it, even using the starship rules, but that's
just me.  (I like armored hulls, so you wouldn't get any critical hits on me,
just knock out my weapons at worst.)  However...this brings up the question
of using the design sequences to give advantages to certain classes of vessels
which may or may not have been intended.  

     I know that COACC gives designs for space-capable aircraft...but they are
incredibly light compared to the Armor-40 minimum spacecraft hull allowed by
the main rules.  I was working over the "One SMall Step" rules for low-TL
spacecraft in Challenge 45 yesterday (best article I've seen for MT in Challenge
in the last six or seven issues), and designed a "40 ton" lander.  That's 
displacement tons.  This thing has an Armor 40C hull necessary to make it sp
spaceworthy, and therefore weighs close to 350 tons, empty.  Now, 40 displace-
ment tons corresponds to about a 9 weight ton COACC aircraft.  Clearly a 
COACC craft is virtually unarmored.  (I could probably work out at various
TLs what the "equivalent armor" ratings would be for the various airframe
types based on their weights, apparent displacements, and so forth, but I'll
leave that for later.)  Should we allow it in space?  It obviously has a cost
advantage over a craft designed strictly to the MT rules.  The same goes for
the computer...MT spacecraft must have them in triplicate, so aircraft are 
again unduly advantaged.  My compromise position would be to allow the aircraft
out of the atmosphere only with the backup computer systems, and only for
"short" periods of time, to represent the lack of radiation protection etc.
due to the thin hull.  I really don't know...

     The other problem that I want to mention comes in when you start mixing
starship components and vehicle components in the main MT rules.  Starship
maneuver drives are the worst offender, since to save on calculational
headaches (apparently) their performance does not depend on the mass of the
vessel.  (Which is silly, given the way the rest of the rules work.)  As long
as everything is consistent (all spaceships or all vehicles) it isn't a problem,
but if you are dealing with 10ton fighters designed under the vehicle rules in
a fight with 40 ton pinnaces designed under the small craft rules, you have
a problem.  Let's assume for a moment that the Phobos, repeated above, has
a 1-G Maneuver drive (which is how I read it, but I could be wrong).  At
20 tons, I think that corresponds to about half a unit (I figured this out last
night at home, and I don't have my worksheet with me).  Since the power 
consumption of a grav maneuver drive unit works out to be consistent with the
weight and volume of an equivalent amount of regular grav drives from the
vehicle tables (except for a lower cost--bulk discount I suppose).  I figure 
that a maneuver drive unit has a thrust of about 650 tons.  The Phobos, with
a 1-G maneuver drive on a 20 ton small craft hull, would not have enough thrust
to lift itself, let alone have any left for drive.  As another example, the 
Scout ship (Type S, beloved of us all) as listed in the Imp. Encyclopedia
has a 2-G maneuver drive, which has a power input equivalent to about 2.5Gs
gross in regular grav units.  This should give it an atmospheric performance
of about 1.5Gs, 2.5 in space.  These sorts of round offs are acceptable to me,
as long as I don't have to compete outside my class, so to speak.

     When it comes to weapons, things get more out of hand.  Scott has included
a starships turret plasma gun in this design.  No problem there, except that
I think the weapons factors given in the player's book for starship weapons are
exaggerated.  Example:  A vehicle laser does damage points equal to twice its
power rating for beams, equal to its power rating for pulse.  But a starship
pulse laser (250MW) does 750pts of damage.  (Beam laser does 500, as expected).
A vehicle plasma gun does 20pts of damge regardless of power input, while
a 250MW turret plasma gun does 900.  Seems to be a scale problem to me.  A
turret plasma gun is also listed as having a range of "planetary", which it
probably should...in space.  I went back to my copy of Striker (I think they
did a pretty poor job over all, if I can't play this game without referring to
my collection of out-of-print supplements etc., but that's another gripe),
and worked out a few numbers for a 250MW plasma gun using the equipment design
sequence.  A TL10 250MW plasma gun would have a Pen 83 at ranges up to 7km
(so far it matches), and an extreme range (with a pen of 44) of 28km.  This
fits in with the rest of the vehicle plasma guns, which is no surprise, since
the Plasma-A etc., were all taken from Striker.  In any case, 28km is a lot
less than "Planetary".  I'm not quite sure how to go about reducing the damage
values to something more reasonable.

     In answer to a few questions that have been raised regarding penetration
values for COACC air to air missiles, I'd crib from the Striker rules, and make
the pen values equivalent to the penetration of a high-explosive round from a
mortar of the same damage value (basically how do it yourself missiles worked
in Striker.)

Well, that's my two cents worth.  Personally, I'd prefer to do the caluclations
on a ton-thrust based maneuver drive, and know that the results would be
consistent across the board.

Rob Dean

(Slow week at work, as you can tell from the mass of vehicle designs.)

-------- TML Message #1579 --------

Archive-Message-Number: 1579
Date:     Fri, 14 Sep 90 15:22:23 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re (1573) Vehicle Designs, Part 11

One other thing I should have noted in the design notes for the aircraft carrier
is that I have arbitrairly reduced the fuel consumption of fission plants to
the listed value *per year*, rather than *per hour*.  If I hadn't, the aircraft
carrier would be burning up 4.8 cubic meters of uranium per day, which would
weigh something like 50 or 60 metric tons.  Clearly, this doesn't reflect
reality (if it did, all those people who complain about nuclear waste, would
really be up in arms.).

This hasn't shown up in official errata yet, has it?

Rob Dean

(We need an errata identification and suggested fix database. We can submit the
results as a Challenge and/or TD article.)


-------- TML Message #1580 --------

Archive-Message-Number: 1580
Date:     Fri, 14 Sep 90 13:56:59 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Penetration of Missiles/Armor of Aircraft

I did some cross-checking between COACC and the Referee's Manual, and came
up with the following:

Regarding Penetration of Missiles: If you assume the values are equivalent
   to the values for a mortar round of the same damage, you get:

Missile      Penetration     Damage        Equivalent Mortar

IRHM ATA        18            16               12cm
SARH ATA        26            28               20cm
ARHM ATA        26            28               20cm

Portable SAM    15            13                9cm (interpolated)
Light SAM       18            16               12cm
Medium SAM      28            30               22cm
Heavy SAM       29            32               23cm (interpolated)


Regarding the amror values for aircraft I get:

Assuming the aircraft to have the equivalent displacement of a hull in their
wings folded position, and using a 9ton roughly equal to a 13disp ton hull,
and assuming that the airframe weight is the skin (not a particularly good
assumption, but what the heck):

A Simple airframe would have an armor modifier of .024 (Armor 0)
A Fast Subsonic airframe would have an armor modifier of .121 (also 0)
A Transonic airframe would have an armor modifer of .243 (close to 1)
A Supersonic airframe would have an armor modifier of .49 (close to 2)
A Hypersonic ariframe would have an armor modifier of .73 (close to 3)

This was checked at TL7, armor type C.

In any case, alomost any hit would be considered "High Penetration" on an
aircraft.

However, there is still a problem when it comes to aircraft damage.  If you
look at something like the Phantom (oops..I mean the laramie (-:) you will
see that it has a base damage value of 108/270.  Am I supposed to multiply 
this by 10 for use in "personal" combat?  It's derived from the vehicle rules,
so tenetatively, I'd say yes.  But, for sake of argument, let's say no for a
moment.  I fire at an oncoming Laramie with a handy Heavy SAM.  (Never know
what you might need on an adventure <snicker>).  Achieving exceptional success,
I see that I do 4x damage.  128 pts.  Whoof! <Cut to big cloud of smoke,
applause of audience, etc.>.  So far so good, although with Normal success
it would take four missiles to knock this thing down.

But, if we *are* supposed to multiply by 10, we have a damage value of 1080,
meaning that I need 9+ exceptional hits to knock down one plane.  If I have the
misfortune of needing to use an air to air missile instead, I could use up
67 1x damage IRHM (Sidewinders, red Tops, Aphids, whatever) to knock down
one jet.  At "damage as written", that is still 6+ missiles.

All of this is a contributing factor to the reason why my Traveller games very
seldom actually use much more of the rules than the task system and the back-
ground.

Any comments?

Rob Dean

(I'm not really such a dreadful rules lawyer in actual play.)


-------- TML Message #1581 --------

Archive-Message-Number: 1581
Date:     Fri, 14 Sep 90 16:20:58 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 12: TL8 Spacecraft

The following components were designed using the rules found in Charles 
Gannon's article "One Small Step" in Issue #45 of Challenge.  I hope that
somebody else finds this amusing.  I'm itching for a nice primitive asteroid
mining scenario about now...

Rob Dean


200 ton Modular Spacecraft Frame TL8

     The modular spacecraft frame can accept any combination of 10, 20, 30
and 40 ton modules.  <Designed from Challenge#45>

  CraftID: 200 ton Modular Spacecraft Frame, TL8, Cr516,780
     Hull: 18/45, Disp=10, Config=0M, Armor=40C, Unloaded=49.64t
    Power: none
     Loco: none
     Comm: none
  Sensors: none 
      Off: Hardpoints=1
      Def: -
  Control: none
    Accom: Mounting for 10-40ton modules totalling 190t 
    Other: ObjSize=Small, EmLevel=None

40 ton Habitat Module TL8

     The habitat module provides accomodation for up to 18 people, and 
has sufficient excess controls to be the command module for the 200 ton
framework above.

  CraftID: 40 ton habitat module, TL8, MCr14.86
     Hull: 36/90, Disp=40, Config=3USL, Armor=40C, Unloaded=401.3t,
           Loaded=427.3t
    Power: 1/2, Fission=5MW, Dur=2yrs, 1/2, SolarCells=.092MW
     Loco: none
     Comm: Radio=System
  Sensors: Radar=Planetary, ActObjScan=Diff, ActObjPin=Diff 
      Off: Hardpoints=1
      Def: -
  Control: Computer Mod2*3, ElecLink*100
    Accom: Crew=2 (1 bridge, 1 engineer), Staterooms=9, Env=Basic env,
           basic ls, extended ls 
    Other: Fuel=0.02kl, Cargo=26kl, ObjSize=Avg, EmLevel=Moderate

20 ton Cargo Module TL8

     The cargo module is completely self contained, its solar cells
providing all power necessary to operate the controls. 

  CraftID: 20 ton habitat module, TL8, MCr1.752
     Hull: 18/45, Disp=20, Config=4USL, Armor=40C, Unloaded=171.9t,
           Loaded=439.9t
    Power: 1/2, SolarCells=.064MW, Dur=Indefinite
     Loco: none
     Comm: none
  Sensors: none 
      Off: Hardpoints=1
      Def: -
  Control: Computer Mod0, ElecLink*40
    Accom: none 
    Other: Fuel=0, Cargo=268kl, ObjSize=Avg, EmLevel=Faint

40 ton Ion Drive Module TL8

     The ion drive module provides minimal thrust with long endurance.

  CraftID: 40 ton ion drive module, TL8, MCr10.54
     Hull: 36/90, Disp=40, Config=3USL, Armor=40C, Unloaded=1331.2t,
           Loaded=1389.7t
    Power: 2/4, Fission=17MW, Dur=2yrs
     Loco: 32/64, IonDrive=1.6tons, Duration=508/1524
     Comm: Radio=Dist*3
  Sensors: none 
      Off: Hardpoints=1
      Def: -
  Control: Computer Mod0*3, ElecLink*240
    Accom: none
    Other: NuclearFuel=0.068kl, IonReactionMass=39.03kl (58.5t),
           ObjSize=Avg, EmLevel=Moderate


40 ton Plasma Drive Module TL8

     The plasma drive module provides more thrust than the ion drive,
but has shorter endurance.

  CraftID: 40 ton plasma drive module, TL8, MCr34.9
     Hull: 36/90, Disp=40, Config=3USL, Armor=40C, Unloaded=852.9t,
           Loaded=862.5t
    Power: 2/4, Fission=19.5MW, Dur=2yrs
     Loco: 26/52, PlasmaDrive=7.6tons, Duration=30/90
     Comm: Radio=Dist*3
  Sensors: none 
      Off: Hardpoints=1
      Def: -
  Control: Computer Mod0bis*3, ElecLink*400
    Accom: none
    Other: NuclearFuel=0.078kl, Hydrogen=136.8kl,
           ObjSize=Avg, EmLevel=Moderate

10 ton Fusion Rocket Module TL8

     The fusion rocket module is still experimental at TL8, but the 
large thrust available makes its use very attractive.

  CraftID: 10 ton fusion rocket module, TL8, MCr43.8
     Hull: 9/23, Disp=10, Config=3USL, Armor=40C, Unloaded=381.9t,
           Loaded=385.8t
    Power: none
     Loco: 5/10, ExperimentalFusionRocket=2100tons, Duration=33/99
     Comm: Radio=Dist*3
  Sensors: none 
      Off: Hardpoints=1
      Def: -
  Control: Computer Mod1bis*3, ElecLink*320
    Accom: none
    Other: Fuel=55.8kl, ObjSize=Avg, EmLevel=Moderate

40 ton Spaceplane TL8

     This vehicle is capable of taking off from a size A planet with a 
standard atmosphere.  For more advantageous conditions, fuel weight can
be traded for cargo weight.  Optimum takeoff weight of the vehicle is
500 tons. Modular attachment fittings are provided.

  CraftID: 40 ton Spaceplane, TL8, MCr10.54
     Hull: 36/90, Disp=40, Config=1AF, Armor=40C, Unloaded=341.7t,
           Loaded=500t
    Power: 10MW from turbofan engines
     Loco: 1/2, High Bypass turbofan=500ton, Duration=3hrs,
           1/2, High Performance Rocket=585t, Duration=5minutes
     Comm: Radio=Dist*3
  Sensors: none 
      Off: Hardpoints=1
      Def: -
  Control: Computer Mod1*3, ElecLink*170
    Accom: Crew=2 (Pilot, Copilot), Passengers=6, Seats=8*Roomy, 
           Env=basic env, basic ls
    Other: AviationFuel=115.2kl, RocketFuel=30kl, CargoBay=290kl (32.4ton
           load limit at full fuel load), ObjSize=Avg, EmLevel=Moderate

-------- TML Message #1582 --------

Archive-Message-Number: 1582
Subject: Oops. Public apology!
Date: Fri, 14 Sep 90 20:02:55 PDT
From: James T Perkins <jamesp@metolius.WR>


I misnamed phb100@psuvm.psu.edu ("Unka" Paul Baughman) as Peter.  Sorry,
sorry, sorry! I felt a public apology was in order.

James

-------- TML Message #1583 --------

Archive-Message-Number: 1583
From: d9bertil@dtek.chalmers.se
Subject: Comming soon to a Shipyard near you.
Date: Sat, 15 Sep 90 14:59:59 MET DST

  The long promised, and long delayed deckplans for the Chrysantemum Destroyer
Escort (I reclassifyed it Light Escort, since the size of 'proper' Destroyers
got inflated to 10kt in Shattered Ships...) has been ftp'ed to sunbane
mere minutes ago.
  They will probably appear there some time soon.

  Mixed notes:
  The decksplans are in 4 files. Each file is equivalent to one page and is to
be printed out separately. This was done for two reasons: 
  1. When all four pages were in one file, the screen update took *minutes* 
each time the view was changed or something added. I got fed up with this
rather quickly and changed it to 2 files of 2 pages each.
  2. The drawing-to-postscript routine seems to be buggy. It causes a system
crash if the drawing is more than one page large.

  The deckplans use the New Helvetica Narrow and Helvetica fonts. It might look
strange to print them out on a laser that don't have those fonts.

  I'll try to post the MT data and a description of the ships systems when I get
the time. (I won't do the same mistake twice so I refuse to mention a specific
date :-)

- -bertil-
- -- 

-------- TML Message #1584 --------

Archive-Message-Number: 1584
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Sat, 15 Sep 90 15:35:12 +0200
Subject: 2300AD: USMC drop ship.



        Name: General AeroSpace AL-22C/D Skybolt/Skyfire
        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: AL-22C: Minor: 7, Major: 14, Total: 28
                     AL-22D: Minor: 10, Major: 20, Total: 40
   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 Electric 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. However, it had
short range of operation. Anxcillary fuel tanks were installed to
rectify this problem.

  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.

  Elated with their success, GAS tried to produce a special, heavy
weapon, version. One AL-22D model was converted into a test vehicle in
which a 7cm mass driver was installed. This vehicle is now undergoing
trials, but the feeling is that such a vehicle shall not be needed.

  Recently, Senator Brian M. Cuff (D, Ellis) called for the installation
of a Jerome drive in the AL-22 line of landers instead of developing a
dedicated insystem troop transport.

  Each Marine Drop Battalion has 20 AL-22 landers, plus 5 AL-22D
gunships.


-------- TML Message #1585 --------

Archive-Message-Number: 1585
Subject: Some TML trivia
Date: Mon, 17 Sep 90 20:37:34 PDT
From: Richard Johnson <richard@agora.UUCP>

Someone asked about the compostion (or is it decomposition) of the 
TML readership by country/continent..

Well, I don't have the PBEM mailing list ready yet (already behind...)
but James was kind enough to send me a copy of his list, so in the
process of confirming my addresses and so forth extracted some data 
for us to gaze upon:

****** Traveller Mailing List Status  -- Unofficial Version ******
September 1990

Total readership:     around 200 (my line count was 209, but it 
				  probably changes daily)

Australia:            5
Canada:               9
Denmark:              2
Finland:              4  (where is Turkill, anyway?)
Iceland:              1
Ireland:              3
Israel:               1
Sweden:               7
Taiwan:               1
United Kingdom:      12
United States:      122

Unknown:	     43  (This includes readers whose residence might
			  be guessed, but declined to tell James where 
			  they lived.)
****************************

I know there was at least one posting from somewhere in South America,
but the participant must have been added after the list I got, or he/she
is one of the "unknowns".

The PBEM has players in all of those listed countries except Iceland and
Finland. (and unknown - all the players told me where they live :-)

I am saddened to learn the William Morrison, Leader of the Commerce List,
and co-leader of the mapping list has lost net access.  A Toast to Bill:
"until we e-mail again!"

Richard Johnson

-------- TML Message #1586 --------

Archive-Message-Number: 1586
Date: Thu Sep 20 15:26:40 GMT 1990
From: Derek MacColl <derek@tardis.computer-science.edinburgh.ac.uk>
Subject: Research Stations Question

X-Mailer: Ream v4.12c (The One True Mailer)
X-Thought: Is it paranoia if they really *are* out to get you?

Hello again all. I am currently in the process of restarting my
campaign, and a couple of my players have asked about the Imperial
Research Stations in the Spinward Marches. I know that one of them was
covered in a GDW adventure for Traveller Classic, but I can't find
much information on the others. What I would like to ask the list is
this: does anyone know if the purpose of such stations is listed
anywhere? By this I mean the actual research taking place at each of
the stations, rather than a list of things that such stations might be
conducting research into.

Thanks in advance for any info,
			     Derek.


-------- TML Message #1587 --------

Archive-Message-Number: 1587
From: ran el-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Fri, 21 Sep 90 20:30:10 +0200
Subject: 2300AD space fighters.


  The new batch of space fighters of the American navy, designed for the
XSCVN-1 Ellis (since cancelled and scrapped) were designed to complement
each other. The SF-20 was to be escorted and protected by the SF-19,
while employing their missiles to attack larger targets, while the SF-21
was to maintain local space superiority.

  Surpisingly trouble-free development programme was followed by one of
the greatest disasters and jokes of the American space industry. The
carrier for which these craft were built suffered failure after failure.
For some reason, not a signle system built for the carrier operated as
required. The weapon systems could not lock on to a target, bay doors
refused to open and once open, refused to close, the engine used to
switch off during orbital injections and the escape pods would fire from
time to time. The closest any US crew came to a mutiny was after the
latrines aboard Ellis refused to operate, some 20 of them actually
reversing operation. After 7 years of testing and rebuilding, the
XSCVN-1 Ellis was declared non-space worthy and slated for scrapping.
At the request of the Navy, it was decided to allow the new SA/F-20
fighters to destroy the carrier, using live ammunition, as a training
excersize.

  The honour went to the 12th Space Attack Fighter Wing. On the 21st of
October, 2299, 10 fighter craft fired two missiles each. Only two
missiles detonated on reaching their target. A second salvo of missiles
produced five detonations. The carrier suffered heavy damage, but
refused to explode. SPACOM decided not to waste any more missiles on the
intransigent carrier. Four space tugs took it in tow, and pulled it into
an orbit which will impact the sun sometime during 2302.

  One result of the carrier project was the "Murphy Field Generator"
rumour, spread by the flight crew of the hapless ship.

  The second result is the unsolved problem haunting the fighter craft -
where and how to deploy them. Since they were designed for a carrier, no
thought was given to streamlining them.

  In the years to come, the USSN is going to search for ways to base
these fighters. There is already talk of "baby carriers," each fielding
two to three squadrons of fighter craft.
- --------------------------------------------------------------------------
        Name: Ramco-Grumman FS-19 Ocelot
        Type: Fighter
      Nation: America

        Warp: 4.79 (3.32 with laser, 4.18 with active sensor operating)
 Power Plant: General Atomics MHD-12/3 3 MW MHD Turbine
        Fuel: 21.6 tonnes, sufficient for 12 hours of operations
       Range: NA
        Mass: 146.6 tonnes
      Volume: 156.6 cubic meters
       Cargo: none
     Comfort: 0
Life Support: 2
     Sensors: Westinghouse NPG-46 Navigational radar
              GE APG-89 Active suite
              Westinghouse PPG-12 Passive suite

       Price: Lv 29,664,000

        Crew: Pilot and weapons officer

     Weapons: One jack turret with Hyde Dynamics EAA-1000 laser and UTES


Combat Data:

           Movement: 9/8     Radial Reflection: 2/3     Radial Profile: -3
 Radiated Signature: 0/3    Lateral Reflection: 2/4    Lateral Profile: -3
Targetting Computer: +2                Screens: 0               Armour: 7
     Active Sensors: 7         Passive Sensors: 12
          Hull hits: 16/4/8
   Power Plant hits: 6/2

Original Date of Design: December 1st, 2290
First Example Laid Down: May 19th, 2291
First Example Delivered: September 5th, 2291
Fleets of Service: America (USSN)

  The SF-19 was to be the escort for SA/F-20. It was the first of the
batch to be completed, and some of late pre-production developments were
incorporated into the other two craft.

  For a craft of this size, the sensors are very extensive, and pose a
considerable drain on the small power plant.

  An advanced power distribution system manages the power usage,
allowing the pilot and the WO to concentrate on other tasks. Since
operating both the laser and the sensors would leave the fighter dead in
space, normal procedure is to use the active sensors only for the most
necessary scans.

  The development of the SF-19 was surprisingly trouble free, and being
the cheapest of the three fighter craft, it has been procured in the
greatest numbers, for use as a fighter, short range interceptor and deep
space fighter for larger ships.

  The most pressing upgrade programme, as far as the Navy is concerned,
is to increase the range of the SF-19. There are two view points - to
decrease armour or to increase weight. SF-19XA and SF-19XB are test
craft, conducting such tests even now.
- --------------------------------------------------------------------------
        Name: Bell-Boeing SA/F-20 Bobcat II
        Type: Attack fighter
      Nation: America

        Warp: 4.79 (3.32 with both lasers operating)
 Power Plant: 6 MW MHD Turbine
        Fuel: 64.8 tonnes, sufficient for 18 hours of operation
       Range: NA
        Mass: 292.52 tonnes, inclusive
      Volume: 336.2 cubic meters, inclusive
       Cargo: none
     Comfort: 0
Life Support: 3
     Sensors: Westinghouse NPG-46 Navigational radar
              Texas Instruments APG-92 Active suite
              Raython-Marconi PPG-37 Passive suite

       Price: Lv 40,688,000, inclusive

        Crew: Pilot and two weapons officers

     Weapons: Two jack turrets EAA-1000 lasers with UTES
              Two tripple SIM-14 missile packs
              Two comminicators

Combat Data:

           Movement: 9/7     Radial Reflection: 3       Radial Profile: -3
 Radiated Signature: 1/4    Lateral Reflection: 4      Lateral Profile: -2
Targetting Computer: +2                Screens: 0               Armour: 0
     Active Sensors: 10        Passive Sensors: 10
          Hull hits: 4/1/2
   Power Plant hits: 12/3

   Notes: The Bobcat cannot operate its sensors and lasers simultaneously.


History:

Original Date of Design: December 1st, 2290
First Example Laid Down: July 13th, 2291
First Example Delivered: November 27th, 2291
Fleets of Service: America

  The only unarmoured fighter among the three new designs, this
Bell-Boeing fighter poses considerable threat to larger ships, being
able to outrun almost every ship known to exist, while guiding two SIM-14
missiles simultaneously.

  Four of these ships with their escorts participated in the Battle of
Beowulf, scoring two kills (one Hotel and one Epsilon) and one damaged
(Beta).

  The Bobcats are supposed to operate with an escort of SF-19 fighters,
but are able to defend themselves with their two laser turrets.
- --------------------------------------------------------------------------
        Name: Ramco-Gruman SF-21 Hellcat IV
        Type: Heavy Fighter
      Nation: America

        Warp: 4.68 (3.45 with both laser and sensor operating)
 Power Plant: 5 MW MHD Turbine
        Fuel: 54 tonnes, sufficient for 18 hours of operation
       Range: NA
        Mass: 260 tonnes
      Volume: 265 cubic meters
       Cargo: none
     Comfort: 0
Life Support: 2
     Sensors: Westinghouse NPG-46 Navigational radar
              Texas Instruments APG-92 Active suite
              Raytheon-Marconi PPG-37 Passive suite

       Price: Lv 36,884,000

        Crew: Pilot and weapons officer

     Weapons: One jack turret with Hyde EAA-1000 and UTES


Combat Data:

           Movement: 9/7     Radial Reflection: 2       Radial Profile: -3
 Radiated Signature: 1/4    Lateral Reflection: 2      Lateral Profile: -2
Targetting Computer: +2                Screens: 0               Armour: 12
     Active Sensors: 10        Passive Sensors: 10
          Hull hits: 39/9/18
   Power Plant hits: 10/2


Original Date of Design: December 1st, 2290
First Example Laid Down: June 10th, 2291
First Example Delivered: November 28th, 2291
Fleets of Service: America

  One of the three fighters designed for the projected (and cancelled)
deep space carrier, the Hellcat has more armour than any known combat craft.
>From the first day of its design envisaged as the primary interceptor
and space superiority fighter, the SF-21 had the most care lavished on
it. The design vindicated all expectations, being almost as fast as the
SF-19, and having 50% longer range.

  The fighter is yet too new to have any variants, but there are plans to
upgrade the sensor suites. Bearing in mind the high original cost of the
ships, it is highly probable that in the years to come these ships shall
be upgraded again and again.
- --------------------------------------------------------------------------

-------- TML Message #1588 --------

Archive-Message-Number: 1588
Date: Fri, 21 Sep 90 16:15 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Research Stations


I will consult the archives and list what I know... most of them have at
least a hint as to their purpose, in some place or another.

metlay

-------- TML Message #1589 --------

Archive-Message-Number: 1589
Subject: Re: Research Stations
Date: Fri, 21 Sep 90 7:51:22 PDT
From: Richard Johnson <richard@agora.UUCP>

In my campaign (not the PBEM - the real one), Imperial Research
Stations are high-security installations.  Officially they investigate
things like crop yield improvements, new medical techniques, etc.
Invariably, these official things they do are actually done to
get more information on things like rendering crops inedible, new
personnel control drugs, etc.

I think the wits at GDW purposefully decided to leave that open-ended
so that GM's like most of us could have a "ready reserve" of high-
fatality adventures for when the party just *has* to go burn and
pillage.

Richard

-------- TML Message #1590 --------

Archive-Message-Number: 1590
From: "Brent L. Woods" <woodsb@gn.ecn.purdue.edu>
Subject: Re: (1589) Re: Research Stations
Date: Sat, 22 Sep 90 7:53:13 EST


 In message 1589, richard@agora.hf.intel.com (Richard Johnson) writes:
 >
 >I think the wits at GDW purposefully decided to leave that open-ended
 >so that GM's like most of us could have a "ready reserve" of high-
 >fatality adventures for when the party just *has* to go burn and
 >pillage.

     Hm.  Philosophy time, I suppose.  High fatality?  What's wrong
with burning and pillaging (no, no, no...first you pillage, *then* you
burn--get it right)?  I had a group of players who did mostly that, and
little else.  I thought it was a lot of fun, personally.

     Of *course* most people in my game walked around armed all the
time, PC and NPC alike.  After all, there were people like my PCs
wandering around loose (you know what the Zhodani say about the
Imperium, heh, heh, heh).  They called themselves the "Rabid Thunder-
Weasels Mercenary Legion."  They'd do literally *anything*, if the
price was right.  And it suited them.  At the moment.  And something
more fun didn't come along in the meantime.  Situational ethics.  Lots
of fun...  ;-)

     Don't even ask me about the battle cry...  ;-)


- --
     Brent

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


-------- TML Message #1591 --------

Archive-Message-Number: 1591
Date: Sat, 22 Sep 90 19:48:07 -0400 (EDT)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Buggy Hulks of the Shattered Imperium

Greetings -
	I have recently been fiddling around with large warship design,
mainly to get ready for the redesign of _Fighting Ships_, and became aware
of a potentially serious problem: I don't have all the errata for ship design.
I think before getting serious we should pool our info to make sure we are
all using the same rules.
Example problems from a past post by Rob Dean:

[Fighting Ships problems]
>Between the fact that the designers did not incorporate the errata that
>was available into the designs (such as reduced gunnery crews, reduced
>power cost of meson screens)
 ^^^^^^^^^^ - I don't have this.

[later in same article]
>Armor 100 (-20 on damage) is the level required to prevent any
>     spinal mount or nuclear missile form doing any damage on the
>     the surface damage table.

Some of the errata I do have has subtle consequences.  For instance, the
+6 on the damage tables was changed from just spinal mounts to any
weapon with UCP A+.  At TL 15, a 100 ton missile bay has a UCP A,
giving a +6, and it can fire nuclear missiles for a total of +12 - which
means it can damage a ship with armor between 100 and 117, something
no other non-meson weapon can do, and giving at least a potential reason
for armor in that range.

	Anyway, I have the 2nd printing of the Ref's Manual (the line
below the ISBN on the copyright page starts with a 2), and I have some,
but obviously not all, of the errata noted down in pencil.  The errata I have
were taken from Metlay's set as of a year ago.  I'm going to check with
him again, and if you think you have any rare errata or subtle consequences
of existing errata, send me email, and I'll post a summary when I think
I have a reasonably complete set.
	Thanks,

					W. Dow Rieder

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

-------- TML Message #1592 --------

Archive-Message-Number: 1592
Date: Mon, 24 Sep 90 12:49:38 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Speed of weapons in air.

Some vehciles have incredibly high speeds in the atmosphre (Mach 2+),
which inhibits some weapons from firing at them (from the rear).

For example most bullets and some missiles can be simply outrun
by a fast enough fighter.

The question: What would be the speed of a fusion or plasma bolt
in the atmosphere?

Presumably particle weapons and meson weapons travel at the same
speed as lasers.

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


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


-------- TML Message #1593 --------

Archive-Message-Number: 1593
Subject: PBEM -- New rules for this season
Date: Tue, 25 Sep 90 7:53:09 PDT
From: Richard Johnson <richard@agora.UUCP>

As last year, we will run an open game.  Everyone (well, everyone
you know about) will have e-mail available.  I will post everyone's
addresses tonight (I hope - maybe tomorrow).  

Be sure to copy personal messages to me.

Include a string in your subject line like PBEM PBM EPBM e-pbm or
something so I get the idea.

mark your subjects as (Public), (Personal),  (Turn) or (Confidential)
You can guess why.  I let a fe things slip before that I shouldn't
have.

If you need a reply or action from me, indicate this too.  Otherwise,
I will NOT respond, even to acknowledge receipt.

Many of last season's players have not yet checked in.  When you do 
finally come out of your party-induced stupor, we'll let you out of 
your stateroom and put you back on watch.  Otherwise you'll have to
watch from the sidelines.  Just check-in when you get a minute
(if you can hear me) and let me know if you can play this year.

I seem to be able to actually process a turn about once every two 
weeks.  If we continue to just play as the mood hits us, we should
be able to try to maintain this schedule.

All public-action turns (like "I'm going to attempt to repair the
anit-matter conversion unit.") Must go through your Team Leader.
I'll let your fearless CO decide watch, quarter, and stations for
the crew, so this will fall out in the wash.  There shouldn't be
too many changes from last spring; most of the officers are back.

Private-action turns (like "I'm telling Joe about the private flogging
I watched on Holo last night.") you should discuss with Joe.  Copy
me.  You'll hear about it if you get caught.  :-)

Try to only do one turn a week (at least only one Official turn).  
Otherwise, I lose track of synchronization between teams/groups.

========
Other than that some advice/suggestions:

Let's all try to stay in character.  I'm one of the worst violators
of this most fundamental of RPG rules.  I'll try to do better.

We're here to have fun.  We seemed to do well last season by letting
our characters run away with us.  I will try a little harder to 
remind folks that we've somewhat limited time, and to provide _outside_
stimulation. :-)

Some PC's are run by me.  Some NPC's are run by players.  I'm not
telling which are which.  You might not know because some of them
have my e-mail address, or none; some of them have player e-mail
addresses.  I thought this might liven up things a little.

Remember, we seem to be having almost a false start - a lot of 
people will likely return sometime during play, so this can provide
an interesting diversion, too.

Feel free to offer suggestions/critique at any time.  If there's anything
at all that you want more or less of, let me know.


Richard
	richard@agora.hf.intel.com

-------- TML Message #1594 --------

Archive-Message-Number: 1594
Subject: PBEM -- Canonical list of players/addresses to date
Date: Tue, 25 Sep 90 17:06:57 PDT
From: Richard Johnson <richard@agora.UUCP>


Here's the list of addresses and players.  Sorry it's so long.
Richard


============ Definitely IN =============
These people have a character, have checked in, and confirmed
two-way mail capability.

- ----- You haven't met these four yet... ----------
Alan Huscroft     ASSHUSCR@cms.am.cc.reading.ac.uk 
Brad Post         bpost@tully.berkeley.edu
John Kim          jokim@jarthur.Claremont.edu 
Robert Dean       rsdean@crdec8.apgea.army.mil (Robert S. Dean)


- -----  Old Crew confirmed ----------
Bertil Jonnell    d9bertil@dtek.chalmers.se

Brian Gillespe    bgillesp%beast.prime.com@cunyvm.cuny.edu
                  bgillesp@beast.prime.com
                  (first address works for me, the other might for you)

Craig Waylan      waylancm@sage.cc.purdue.edu  
                  (old address   tey@sage.cc.purdue.edu)

Colin Roald       hobbit@ac.dal.ca

Dan Corrin        dan@engrg.uwo.ca

Gary Schreiber    GDS3939@ritvax.isc.rit.edu
                  (old address    jedi@drycas.bitnet)
                  If you have a VMS system and need help setting
                  up your mailer, contact Gary.  

Iain Fogg         iain@batserver.cs.uq.oz

James Beal        james_@cs.qmw.ac.uk  
                  james_@qmw-cs.uucp
                  james_@uk.ac.qmw.cs
                  james_%cs.qmw.ac.uk@nsfnet-relay.ac.uk
                  (The first one seems to work for me.  If you have
                   trouble, try the last one next.)

Jan Peterson      jlp@hamblin.math.byu.edu (New Address)
                  (I seem to not have the old one laying around.)

Kelly St. Clair   kstclair@jacobs.cs.orst.edu

Mac Liaw          macgyver@cis.ohio-state.edu

Mark Cook         markc@hpcvss.cv.hp.com

Mike Metlay       metlay@vms.cis.pitt.edu 
                  (old address   mpmst1@unix.cis.pitt.edu)

Nicholas Sylvain  npsylv@wmvm1.cc.wm.edu  (new address)

Paul Dale         grue@batserver.cs.uq.oz.au

Peter Berghold    plb@violin.att.com

Ron Abramson      rona@hpdml92.hp.com 
                  (I took the liberty of keeping Ron in -- figuring
                   he'll be late though - stuff to do for his convention
                   in October.)


============= Troublesome Mailers and unverified wannabes ======
These people have expressed an interest, some have characters
confirmed, but mail is not working right yet.  Of special
trouble to me seems to be Scotland/Ireland.  If anyone knows
that he/she has a good feed to there, and would be willing to echo
mail, I'd be grateful.


Alan Clegg        abc@matrix.com 

Arthur Green      ajgreen%irlearn@pucc.princeton.edu
                  ajgreen@irlearn.bitnet
                  ajgreen@irlearn.ucd.ie

Derek MacColl     derek@tardis.computer-science.edinburgh.ac.uk 
                  derek%uk.ed.cs.tardis@nsfnet-relay.ac.uk
                  derek@tardis.cs.ed.ac.uk
                  (Derek has been trying faithfully to get into
                   the game since we started last year - see note
                   above.)

John Banagan      ez002182@castor.ucdavis.edu
                  ccm007@deneb.ucdavis.edu
                  ez002182@deneb.ucdavis.edu
                  jvbanagan@ucdavis.edu
                  (I don't think he's heard me yet)

Joshua Krage      milamber@wpi.wpi.edu
                  (not sure shy this is bouncing back)

Malcolm Campbell  malcolm%uk.ac.ed.cstr@nsfnet-relay.ac.uk
                  (see note above)
 
? el-Yaniv        yaniv@shum.huji.ac.il
                  cunyvm.cuny.edu!shum.huji.ac.il!yaniv

? Sergienko       594sergienko%usuhsb.bitnet@cunyvm.cuny.edu
                  (just got word tonight of interest - totally
                   untested.)


============= Not checked in from last season =============
These people might wish to, or have to, discontinue playing.
Otherwise, we'll just stuff 'em in their staterooms with hangovers
until they wake up or die.


Andrew Salamon = salamon@sun.acs.udel.edu

Bob Mahoney	= bobmah@psc.bitnet
Bruce Ritchie = brucer@psc.bitnet

Chris Bartlett = cdba_ltd@uhura.cc.rochester.edu
Chris Olson	= chris@ssbell.uu.net
Cynthia Lee = ln63w7@sdcc4.ucsd.edu

Dan Pierson =  pierson@xenna.encore.com

Ed Baranski	= baranski@meredin.enet.dec.com
Eric Halil = erich@uqspe.cs.uq.oz.au

Greg Givler = givler@cbmvax.commodore.com
Gerald S. Williams = gsw@moss.att.com

Hans Rancke = rancke@diku.dk
Helena Borjehag = helena@cd.chalmers.se

Kevin McFadden = fkam_ltd@uhura.cc.rochester.edu

Robert Harris = rh1+@andrew.cmu.edu
Rob Miracle = uunet!ulkyvx.bitnet!rwmira01
Ron Abramson = rona@hpdml92.hp.com
Rory Reynoldson = uunet!frith!upba!rory

Steven Fellows = sfellows@csm9a.colorado.edu
Simon Anderson = csd096%uk.ac.coventry.cck@nsfnet-relay.ac.uk
Steve Owens = jscratch@eklektik.pgh.pa.us


===============  Definitely OUT =============================
These people have, for one or another reason, officially left
the game.  Thanks again for playing.  

Bob Moynihan = moynihan_r@apollo.hp.com
Jim Cunningham = jcunning@gsliss.lis.uiuc.edu
# or: jcunning%gsliss%gslisa@uxc.cso.uiuc.edu


========  END OF LIST  ==========

-------- TML Message #1595 --------

Archive-Message-Number: 1595
Date: Wed, 26 Sep 90 14:34:19 -0400 (EDT)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Robot Missiles

Hello all -
	I was trying to design a better missile with the vehicle design
rules (plus the robot rules from old book 8), and I came up with the
following:

	  Bighorn class Robot Drone/Missile, TL 13

Item				Pow(kw)	Vol(ltrs)	Wt(kg)	Cost(Cr)
- ----------------------------------------------------------------------
Hull 0.007 tons,config 1AF, arm 1G	-	(100)	0.35	180
Battery, Tl13 6 kw-hr storage	(6 kwhr)	2	2	6000
Low power H-grav, thrust 400 kg	8.0	20	12	10000
Robot brain (see below)		1.0	6.5	1.6	6750
Radio - 50 km			0.1	0.2	0.1	250
Neutrino Direction Sensor		5.0	8.0	4.0	1000
				---------------------------------
				14.1	36.7	20.05	24,180
				Cost with discount:	19,344
20 Gs within 10 Diam., 10 Gs outside
Duration ~25 minutes at full thrust.  Terminal velocity ~150 km/sec

Brain: 5 CPU, 11 Storage	IQ 1, Edu 1
Programs: Low Data, Limited Basic Command, Grav Vehicle-1

Notes: This drone can be used as a cheap alternative to conventional
HE missiles in starship combat.  It uses its Neutrino sensor to home
in on its assigned target. Rather than firing it out of a missile
rack, an easy way to launch it is to toss it out of the cargo bay
and order it to attack.  The lack of the warhead is not important
for long range space targets, since the KE of something moving at
over 100 km/sec far exceeds the output of conventional explosives.
It will obviously not work on any target that doesn't have a
working fusion plant, and is less effective against targets at
visual range or less.
	The Bighorn also has considerable space left in the hull,
and can be fitted with sensors and solar cells to give it longer
range and scouting capability.  It also is relatively easy to
install a more capable brain for more sophisticated tasks.

					W. Dow Rieder

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

-------- TML Message #1596 --------

Archive-Message-Number: 1596
Subject: PBEM Season 2 Officially Open!
Date: Wed, 26 Sep 90 19:34:52 PDT
From: Richard Johnson <richard@agora.UUCP>

It's TRUE!

You can start playing now.  Try to wake up and take off from where you
went to sleep.  :-)

Here's a quick synopsis of Season One:

Several people have volunteered to undertake an exploration of a
newly-discovered, intact, ringworld.  This is a largely scientific
mission, underwritten by a Megacorporation.  The underwriters,
Turnskaad Enterprises (out of the Marches) have been very secretive
about the location of the new world, called R-alpha.

Most of the time so far has spent with pilots in simulations, engineers
trying to make some brand-new engines work right the first time, and
Security folks trying to get everyone else to hand over their weapons.

Scientists have pieced together an incomplete model of R-alpha, but
they do have good adeas about spin rate, gravitics, energy production, 
locations of possible lifeforms, and have identified a few good places
to land.

The exploration team has just nestled down for what might be an 
extended cruise at someone else's expense, and have had a rip-roaring
party.  (Mainly because the GM's machines went down and he had a
full-intellect immersion in work last June.)

Now people are starting to wake up to the lyrical sound of digitized
trumpet music on the intercom and the Navigator's sonorous tones:

"Yo!  Anyone awake back there?"


-------- TML Message #1597 --------

Archive-Message-Number: 1597
Date: Thu, 27 Sep 90 11:19 EDT
From: METLAY@vms.cis.pitt.edu
Subject: On the road again!


Hey, is there anyone on the TML who lives in or near Notre Dame, Indiana?
I'm going to be there for about ten days in early October, and it might
be nice to meet a fellow TMLer or three in my copious (har) free time.

metlay

-------- TML Message #1598 --------

Archive-Message-Number: 1598
Date: Thu, 27 Sep 90 11:45:30 PDT
From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
Subject: PBEM, I am at a new address!

Hello to all PBEMers.  I AM here but I have a new address, it is:
            salamon@sdbio2.ucsd.edu

Andrew/Etienne de Mer

(I switched coasts :) :) :)

-------- TML Message #1599 --------

Archive-Message-Number: 1599
From: Edwin Wiles <elw@netx.COM>
Subject: Re: Robot Drones
Date: Thu, 27 Sep 90 11:24:25 EDT

According to William Dow Rieder <wr0k+@andrew.cmu.edu>
> 	I was trying to design a better missile with the vehicle design
> rules (plus the robot rules from old book 8), and I came up with the
> following:
> 	  Bighorn class Robot Drone/Missile, TL 13

The idea William provoked in me was kinda sneaky/nasty.

A rather effective terrorist weapon could be constructed quite
easily using the Bighorn.

Just design them to remain quiescent for a specified period of
time (to allow them to get out of your vicinity), and to 'wake up'
at random intervals after that time period and attack whatever
ship is closest.  If no ship is 'in range', then it goes quiescent
for another random interval.

It's about the size of a meteor/asteroid, it has no fusion plant,
and would be virtually undetectable until it activated, at which
point it would probably be too late.

It's duration should be effectively infinite, because the launch
platform (any reasonably sized ship) brings it up to "cruising speed"
and sets it's course, not it's internal motors.  Internal power isn't
used until it starts 'waking up', and even then, it doesn't use a lot
of power until it starts attacking.

Build zilions of them, and you've got a sort of 'doomsday/berserker'
weapon.
			    How's that for terror?
- -- 
Preferred: elw@netx.com			Edwin Wiles, NetExpress Inc., Vienna, VA
Alternate: ...!grebyn!netex!elw

"Nitwit ideas are for emergencies.  You use them when you've got nothing else
 to try.  If they work, they go in the Book.  Otherwise you follow the Book,
 which is largely a collection of nitwit ideas that worked."

-------- TML Message #1600 --------

Archive-Message-Number: 1600
Date:     Thu, 27 Sep 90 19:20:38 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Erratum and COACC Suggestion

New Erratum Noted:

     In the starship design system, the crew is divided into segments per
each 1350kl, according to the rules.  The example makes it clear that this is
intended to be per 13500kl (i.e. 1000tons not 100).

Suggested Rules Modification:

     The calculation of aircraft agility given in COACC was taken directly from
Striker.  However, a maximum agility of 6 is permitted in COACC, where there was
no limit in Striker.  Almost any aircraft with a maximum speed of 600kph or more
(which is most) will max out at agility 6.  

Rather than read the formula (((MS/100)+G)*(100/(100-ME))+MP) Watch those
parentheses carefully...

I would suggest:

(((MS/1000)+G)*(100/(100-ME))+MP) which gives you some incentive to use the more
expensive control types and/or to devote a significant fraction of your aircraft
weight to 'Maneuver Enhancement'.  Supersonic fighters with speeds of 2000 or
more and G ratings of 2+ will tend to have high agilities, just from that, but
a lowly TL5 biplane can devote 80% of its weight to ME (two wings, low wingload-
ing, whatever) and still get a respectable number.  He can't run, but he can 
sure turn.

Rob Dean

(Of course, it's all academic as I don't have any airplanes in my game right
now.)



-------- TML Message #1601 --------

Archive-Message-Number: 1601
Date:     Fri, 28 Sep 90 14:56:58 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 13

More stuff.

Have fun,

Rob

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

Model 27 Amphibious Light Tank TL8

     The Model 27 is produced by Pegasus Industries of Overnale for export
to a variety of local markets.  The Model 27 is an amphibious vehicle not
intended for heavy combat, and is only armored to withstand hits from 4cm
and smaller guns.  The vehicle is provided with a sealed environment system
to permit operations in NBC conditions.  The heavy machine gun is mounted
on a pintle alongside the commanders hatch, and the two light machine guns
are mounted coaxially with the 10cm gun/mortar and in the bow.  The coax
machine gun can be fired by the gunner (but not at the same time that the
main gun is being fired), and the bow machine gun can be fired by the driver
when the vehicle is stationary.

  CraftID: Model 27 Amphibious Light Tank, TL8, Cr61,272
     Hull: 3/6, Disp=2, Config=4USL+turret, Armor=16C, Unloaded=15.5t,
           Loaded=17.9t
    Power: 1/2, Gas Turbine=1.8MW, Dur=12hrs
     Loco: 1/2, Tracks, P/W=100, Road=189kph, Offroad=113kph, Water=11kph
     Comm: Radio=Rgnl(500km)
  Sensors: 2*Headlights, Light Amplification, Passive IR
      Off: Hardpoints=1, Weapon stabilized, 80kph

                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
10cm Mortar HE   60    17    14  Dist(6)   -      30     M    27
           HEAP   -    39    10  Dist(6)   -      -      M    27
           KEAPR  -    26    12  Dist(6)   -      -      M    27
     HMG    -    800   6/3    3 VLong(1.5) 3      -      H    80
   2*LMG    -   1600   3/3    3 VLong(1.5) 3      -      H    80
      Def: -
  Control: Elec*10
    Accom: Crew=3 (Driver,Gunner,Commander), Seats=Roomy*3,
           Env=Basic env, basic ls
    Other: Fuel=1.44kl, Cargo=0, ObjSize=Small, EmLevel=Moderate

Model 31 Scout Car TL8

     The Model 31 is produced by Pegasus Industries of Overnale for export
to a variety of local markets.  The Model 27 is a reconaissance vehicle not
intended for heavy combat, and is only armored to withstand hits from 4cm
and smaller guns.  The vehicle is provided with a sealed environment system
to permit operations in NBC conditions.  The heavy machine gun is mounted
on a pintle alongside the commanders hatch.

  CraftID: Model 31 Scout Car, TL8, Cr99,040
     Hull: 3/6, Disp=2, Config=4USL+turret, Armor=16C, Unloaded=12.4t,
           Loaded=19.9t
    Power: 1/2, Gas Turbine=2.4MW, Dur=12hrs
     Loco: 1/2, Wheels=8, P/W=120, Road=219kph, Offroad=66kph, Water=6kph
     Comm: Radio=Rgnl(500km)
  Sensors: 2*Headlights, Light Amplification, Passive IR,
           AllWeatherRadar=VDist(50), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1, Weapon stabilized, 80kph

                           Pen/         Max    Auto   Dngr
                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
 4cm Autocannon  HE  2500    6     8  Dist(5)   -      10     H    1280
            Flechette  -     6     2  Dist(5)   -     150     H    1280
                KEAPR  -    15     7  Dist(5)   -      -      H    1280
     HMG         -   1600   6/3    3 VLong(1.5) 3      -      H    80

      Def: -
  Control: Elec*16
    Accom: Crew=4 (Driver,Gunner,Commander,RadarOp), Seats=Adequate*4,
           Env=Basic env, basic ls
    Other: Fuel=1.92kl, Cargo=0.5kl, ObjSize=Small, EmLevel=Moderate

Model 28 Amphibious APC TL8

     The Model 28 is produced by Pegasus Industries of Overnale for export
to a variety of local markets.  The Model 27 is an amphibious vehicle not
intended for heavy combat, and is only armored to withstand hits from 4cm
and smaller guns.  The vehicle is provided with a sealed environment system
to permit operations in NBC conditions.  One heavy machine gun is mounted
on a pintle alongside the commanders hatch, and the second machine gun
is mounted coaxially with the 10cm gun/mortar.  The coax machine gun can
be fired by the gunner (but not at the same time that the main gun is
being fired).  The Model 28 is an extended version of the popular Model 
27 light tank.


  CraftID: Model 28 Amphibious APC, TL8, Cr74,293
     Hull: 3/6, Disp=3, Config=4USL+turret, Armor=16C, Unloaded=18.1t,
           Loaded=23.5t
    Power: 1/2, Gas Turbine=2.4MW, Dur=12hrs
     Loco: 1/2, Tracks, P/W=102, Road=176kph, Offroad=105kph, Water=10kph
     Comm: Radio=Rgnl(500km)
  Sensors: 2*Headlights, Light Amplification, Passive IR
      Off: Hardpoints=1, Weapon stabilized, 80kph

                      Pen/         Max    Auto   Dngr
           Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
10cm Mortar HE   60    17    14  Dist(6)   -      30     M    27
           HEAP   -    39    10  Dist(6)   -      -      M    27
           KEAPR  -    26    12  Dist(6)   -      -      M    27
   2*HMG    -   1600   6/3    3 VLong(1.5) 3      -      H    80

      Def: -
  Control: Elec*12
    Accom: Crew=3 (Driver,Gunner,Commander), Passengers=9,
           Seats=Adequate*3, Cramped*9, Env=Basic env, basic ls
    Other: Fuel=1.92kl, Cargo=2.4kl, ObjSize=Small, EmLevel=Moderate

Kestrel Class Interface Fighter TL13

     The Kestrel is produced under license in the Spinward Marches by LSP
in their Lunion shipyards.  The Kestrel is a compromise design--some 
capability for space combat was considered to be essential, but the 
main use was anticipated to be atmospheric combat. Accordingly, the 
computer installation was limited to a Model 3, which still accounts for
50% of the vehicle cost.

  CraftID: Kestrel Class Fighter, TL13, MCr88
     Hull: 9/23, Disp=10, Conf=1AF, Armor=40F, Loaded=153.6t, 
           Unloaded=150.2t
    Power: 1/2, Fusion=135MW, Dur=15/45
     Loco: 1/2, StdGrav=700t, Max=3150, Cruise=2363, NOE=170, Agility=2
     Comm: Radio=System, Laser=FarOrbit, Maser=Planetary
  Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar), Neutrino
           Sensor (100kw), Low Pen Densitometer (50m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=1

            Missiles=x03  
           Batteries   1  
           Bearing     1  


                      Pen/         Max      Auto   Dngr
                      Attn   Dmg   Range    Tgts   Spc    Sig   ROF
 50MW Beam Laser      57/4   120   Reg(125)  2      -      L    40

      Def: DefDM+7, Point Defense Targetting for laser
  Control: Comp3*3, HoloLink*40
    Accom: Crew=3 (Commander, Gunner, Pilot), Seats=Roomy*3, Bunks=2,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=27kl, ObjSize=Avg, EmLevel=Moderate

Duke Boris class Mercenary Cruiser TL13

     The Duke Boris class is produced by ConTech of Glisten, at a lower
tech level than possible there, for ease of owner maintenance in operations.
Essentially desinged as a competitor to the fairly common Broadsword class,
the Duke Boris is equipped with a Raptor lander and four Kestrel fighters,
whose cost is included below.  Provision for twenty troops is made, which
restricts the types of operations that can be undertaken by a Duke Boris
equipped mercenary outfit.

  CraftID: Duke Boris, TL13, MCr667.1
     Hull: 720/1800, Disp=800, Config=1SL, Armor=52F, Loaded=14973t,
           Unloaded=12402t
    Power: 54/108, Fusion=7200MW, Duration=30/90 
     Loco: 58/116, Maneuver=3, 29/58, Jump=3, NOE=40kph, Cruise=750kph, 
           Max=1000kph, Agility=2
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar), Neutrino
           Sensor (100kw), High Pen Densitometer (100m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=8

               Missile=x03     BeamLaser=x04
           Batteries     4                 2
           Bearing       4                 2

      Def: DefDM+10

               SandCaster=x04
           Batteries        2
           Bearing          2

  Control: Computer Mod7*3, 4*HeadsUpHoloDisplay, 72*HoloLink
    Accom: Crew=53 (2 bridge, 2 medic, 2 engineer, 20 flight, 20 troops,
           4command, 3 gunners), Staterooms=27, Env=basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=5040kl (1 jump-3+30 days), Cargo=555kl, Missile Magazine=60kl
           (50b-r), Fuel Scoops, ObjSize=Large, EmLevel=Moderate, SubCraft=
           1*20t Raptor lander, 4*10t Kestrel fighters

Dromedary Armored Recovery Vehicle TL10

     The Dromedary is desinged to complement the Tiger series of infantry
combat vehicles, but can be used as a recovery vehicle in support of any
grav vehicle equipped with lifting hook mounts, and having a gross weight
of less than 200 tons.  Since disabled grav vehicles cannot be towed, the
practical solution to battlefield recovery of damaged vehicles is something
like the Dromedary, equipped to carry off disabled vehicles as a sling load.
The Dromedary is equipped with four heavy robotic arms to enable the sling
to be rigged without leaving the vehicle when conditions make this necessary,
and it should be noted that the one HUD provided as part of the control 
system is used by the vehicle recovery specialist.


  CraftID: Dromedary ARV, TL10, Cr3,196,000
     Hull: 8/18, Disp=8, Config=4SL, Armor=25E, Unloaded=74.0t, Loaded=123.3t,
           With Full Sling Load=323.3t
    Power: 1/2, Fusion=40MW, Dur=20/60
     Loco: 1/2, StdGrav=390t, SlingLoadMax=240, SlingLoadCruise=180, 
           Max=1000, Cruise=750, NOE=140
     Comm: Radio=Cont(5000km)
  Sensors: 2*Headlights, ActEMS=VDist(50), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1

                      Pen/         Max    Auto   Dngr
                 Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
7mm Gatling-8   10000  3/3    3    Dist    7      -      H   1280

      Def: -
  Control: Comp0*2, HeadsUpDisp*1, DynLink*12
    Accom: Crew=2 (Driver, Recovery Specialist), Passengers=4,
           Seats=Roomy*6, Env=Basic env, basic ls
    Other: Fuel=14.4kl, Cargo=48kl, SlingLoad=200t, HeavyRobotArms*4,
           ObjSize=Avg, EmLevel=Moderate

-------- TML Message #1602 --------

Archive-Message-Number: 1602
Date:     Fri, 28 Sep 90 16:36:59 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 14

More...


Model 28B Air Defense Vehicle TL8

     The Model 28B is produced by Pegasus Industries of Overnale for export 
to a variety of local markets.  Based on the hull of the Model 28 APC, the 
main change is the addition of a larger engine, needed to cope with the 
increased vehicle weight resulting from provision for carrying fairly large 
quantities of ammunition for the autocannon.  A radar system for target 
acquisition missile direction has also been added.  The main drawback of 
the design is that the amphibious capability is greatly reduced.  The 
manufacturer does not recommend attempting amphibious operation without 
offloading most of the 4cm ammunition and all four of the SAMs.  It should 
be noted that the missiles each cost Cr142,000, making a full ammunition 
load worth several times the value of the vehicle.

  CraftID: Model 28B Air Defense Vehicle, TL8, Cr239,693
     Hull: 3/6, Disp=3, Config=4USL+turret, Armor=16C, Unloaded=23.2t,
           Loaded=37.5t
    Power: 1/2, Gas Turbine=3.6MW, Dur=12hrs
     Loco: 1/2, Tracks, P/W=96, Road=170kph, Offroad=68kph, Water=7kph
     Comm: Radio=Rgnl(500km)
  Sensors: 2*Headlights, Light Amplification, Passive IR, AllWeatherRadar=
           VDist(50), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1

                           Pen/         Max    Auto   Dngr
                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
 4cm Autocannon  HE  4450    6     8  Dist(5)   -      10     H    1280
            Flechette  -     6     2  Dist(5)   -     150     H    1280
                KEAPR  -    15     7  Dist(5)   -      -      H    1280
 Medium SAM      -     4    28    30 VDIst(35)  -      -      H     4

      Def: -
  Control: Elec*38
    Accom: Crew=3 (Driver,Gunner,Commander, RadarOp), Seats=Roomy*4,
           Env=Basic env, basic ls
    Other: Fuel=2.88kl, Cargo=0, ObjSize=Small, EmLevel=Moderate

Manzikert class Destroyer TL15

     Designed by the Imperial GListen Navy as the Type 1108, the Manzikert 
is not intended for independent operations.  The strategist/designers 
intended it to be used as part of a balanced escort/light force grouping
consisting of the general purpose Type 1107s, the high agility Yataghan 
missile boats, and the Manzikert class meson gun carriers.  The Manzikert
is one of the smallest jump capable craft anywhere in the Imperial 
inventory to carry a spinal meson gun, and almost everything else in the 
design process was sacrificed to achieve that objective.
     The large fusion plant is usually operated at approximately one-third 
its full capacity, which provides maneuver and life support power.  
Endurance given below is at this reduced rate, and full power time can be 
traded on a one hour for three hour basis (Operating the plant at high 
capacity for anything less than an hour causes difficulties in changeover.)


  CraftID: Manzikert class Destroyer, TL15, MCr7106
     Hull: 10800/27000, Disp=12000t, Config=1SL, Armor=40G,
           Loaded=230373t, Unloaded=223904t
    Power: 880/1760, Fusion=237600MW, Duration=63/189 
     Loco: 864/1728, Maneuver=3, 432/864, Jump=3, Cruise=750kph, 
           Max=1000kph, Agility=0
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMM, EMS Active(FarOrbit), EMS Jammer (FarOrbit),
           EMS Passive(Interstellar), Neutrino Sensor (10kw),
           High Pen Densitometer (1km), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=120

               MesonGun=J0x     Missile=x07
           Batteries    1                 3
           Bearing      1                 3

      Def: DefDM+8

               SandCaster=x09
           Batteries        8
           Bearing          8

  Control: Computer Mod9fib*3, 2*LargeHoloDisplay, 25*HeadsUpHoloDisplay,
           446*HoloLink
    Accom: Crew=91 (12 bridge, 15 engineer, 11 command, 51 gunners,
            2 maintenance), Staterooms=46, Env=basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=92409kl (1 jump-3+63 days), Cargo=0, Missile Magazine=45kl
           (5b-r), Fuel Scoops, Fuel Purifier (12hr), ObjSize=Large,
           EmLevel=Moderate

-------- TML Message #1603 --------

Archive-Message-Number: 1603
Date:     Mon, 1 Oct 90 14:03:46 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Correction to Vehicle Designs parts 14-15

There is one small correction that needs to be made to the vehicle designs
posted as sections 14 and 15.  The Model 28 APC and the corresponding Model
28B air defense vehicles should have structural damage points of 3/8 rather
than 3/6.

Sorry,

Rob Dean


-------- TML Message #1604 --------

Archive-Message-Number: 1604
Date:     Mon, 1 Oct 90 13:06:58 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 15

The first three ships included here are the draft versions of the first
installment of the "Shattered Ships of the Fighting Imperium" rewrite
project.  Please send any comments directly to me.

- -----------------------------------------------------------------------
.

Draft Imperial 10000ton Fleet Escort TL15

     This draft design was produced on 29 September 1990.  In order to 
fit the desired main armament of a meson gun bay, it is necessary to have a 
power plant roughly twice as large as the maneuver/life support 
requirement.  Endurance given below is for no combat use of power.  Combat 
power consumes 2 days of non-combat power per day.

  CraftID: Imperial Fleet Escort, 10000 tons, TL15, MCr6531.5
     Hull: 9000/22500, Disp=10000t, Config=1SL, Armor=52G,
           Loaded=143880t, Unloaded=137470t
    Power: 667/1334, Fusion=180000MW, Duration=44/132 
     Loco: 990/1980, Maneuver=4, 450/900, Jump=4, Cruise=750kph, 
           Max=1000kph, Agility=3
     Comm: Radio=System*3, Laser=System*3, Maser=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit)*3,
           EMS Passive(Interstellar)*3, Neutrino Sensor (10kw)*3,
           High Pen Densitometer (1km)*3, ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=100

               MesonGun=09x     Missile=x90     BeamLaser=xx9
           Batteries     1               4                  1
           Bearing       1               4                  1

      Def: DefDM+11, Meson Screen-9*2, Nuclear Damper-7*2

               SandCaster=x09
           Batteries        4
           Bearing          4

  Control: Computer Mod9fib*3, 2*LargeHoloDisplay, 20*HeadsUpHoloDisplay,
           620*HoloLink
    Accom: Crew=90 (11 bridge, 14 engineer, 4 maintenance, 45 gunners,
           3 flight, 11 command, 2 medical), Staterooms=45, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=82133kl (1 jump-4+44 days), Cargo=0, Missile Magazine=500kl
           (50b-r), Fuel Scoops, Fuel Purifier (12hr), SubCraft=1*Pinnace,
           ObjSize=Large, EmLevel=Strong

Draft Imperial 10000ton Fleet Escort TL14

     This draft design was produced on 29 September 1990.  In order to 
fit the desired main armament of a meson gun bay, it is necessary to have a 
power plant roughly twice as large as the maneuver/life support 
requirement.  Endurance given below is for no combat use of power.  Combat 
power consumes 2 days of non-combat power per day.  Basically, this was 
designed backwards from the TL15 version, the main difference being the 
large increase in power plant size needed at TL14, and corresponding 
changes in fuel capacity.  To keep the fuel capacity at over 30 days at 
running power, it was necessary to trim the fuel purifier back to 18 hour 
capability.

  CraftID: Imperial Fleet Escort, 10000 tons, TL14, MCr8291
     Hull: 9000/22500, Disp=10000t, Config=1SL, Armor=52G,
           Loaded=175756t, Unloaded=169926t
    Power: 1267/2534, Fusion=171000MW, Duration=35/105 
     Loco: 990/1980, Maneuver=4, 450/900, Jump=4, Cruise=750kph, 
           Max=1000kph, Agility=2
     Comm: Radio=System*3, Laser=System*3, Maser=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit)*3,
           EMS Passive(Interstellar)*3, Neutrino Sensor (10kw)*3,
           High Pen Densitometer (250m)*3, ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=100

               MesonGun=05x     Missile=x90     BeamLaser=xx9
           Batteries     1               4                  1
           Bearing       1               4                  1

      Def: DefDM+9, Meson Screen-6*2, Nuclear Damper-6*2

               SandCaster=x09
           Batteries        4
           Bearing          4

  Control: Computer Mod8fib*3, 4*LargeHoloDisplay, 25*HeadsUpHoloDisplay,
           670*HoloLink
    Accom: Crew=107 (12 bridge, 23 engineer, 5 maintenance, 51 gunners,
           3 flight, 11 command, 2 medical), Staterooms=54, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=73842kl (1 jump-4+35 days), Cargo=0, Missile Magazine=500kl
           (50b-r), Fuel Scoops, Fuel Purifier (18hr), SubCraft=1*Pinnace,
           ObjSize=Large, EmLevel=Strong

Draft Imperial 10000ton Fleet Escort TL13

     This draft design was produced on 30 September 1990.  Like the TL14 
version, this one was pretty much designed backwards from the TL15.  
However, I didn't think that a Meson Gun-3 was very attractive as a main 
armamenet, so I replaced it with two PA-9s.  Not great, but at least they 
take less energy.  The running power on this one is 2/3 of full power, so
each combat day/hr uses up 1.5 running days/hrs.  Due to the decrease in 
overall power requirement, I was able to keep the endurance up and still 
stick in a 12 hr fuel purifier.


  CraftID: Imperial Fleet Escort, 10000 tons, TL13, MCr7430
     Hull: 9000/22500, Disp=10000t, Config=1SL, Armor=52F,
           Loaded=209601t, Unloaded=204051t
    Power: 980/1960, Fusion=132300MW, Duration=30/90 
     Loco: 990/1980, Maneuver=4, 450/900, Jump=4, Cruise=750kph, 
           Max=1000kph, Agility=1
     Comm: Radio=System*3, Laser=System*3, Maser=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit)*3,
           EMS Passive(Interstellar)*3, Neutrino Sensor (100kw)*3,
           High Pen Densitometer (100m)*3, ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Rout, PassEnPin=Diff
      Off: Hardpoints=100

               ParticleAcc=090     Missile=x90     BeamLaser=xx9
           Batteries        2               4                  1
           Bearing          2               4                  1

      Def: DefDM+7, Meson Screen-3*2, Nuclear Damper-3*2

               SandCaster=x09
           Batteries        3
           Bearing          3

  Control: Computer Mod7fib*3, 4*LargeHoloDisplay, 35*HeadsUpHoloDisplay,
           1100*HoloLink
    Accom: Crew=114 (12 bridge, 27 engineer, 7 maintenance, 51 gunners,
           3 flight, 12 command, 2 medical), Staterooms=57, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=69853kl (1 jump-4+30 days), Cargo=0, Missile Magazine=500kl
           (50b-r), Fuel Scoops, Fuel Purifier (12hr), SubCraft=1*Pinnace,
           ObjSize=Large, EmLevel=Strong

Vanguard class Orbiter TL7

     The six ships of the Vanguard class are the mainstays of the space 
program of the government of Crout (Glisten Subsector).  Designed for a 
vertical launch, the vehicle is winged and lands on a runway.  A Vanguard 
can lift up to 154tons of cargo into a stable planetary orbit.
     The solar cell module is provided for long-endurance missions, and 
consists of an array of folding screens.  It may not be deployed while the 
ship is under acceleration.  Power is provided from the rocket motors 
during maneuvers. Turnaround time from landing to launch is usually about 
13 days. Approximately 6.2 minutes of acceleration are required to achieve 
stable orbit.  Life support is limited to the crew and cargo compartments.
     <Designed using rules found in Challenge #45>

  CraftID: Vanguard class Orbiter, TL7, MCr22.5
     Hull: 36/90, Disp=40t, Config=1AF, Armor=40C,
           Loaded=612t, Unloaded=458t
    Power: 1/2, SolarCells=2MW, Endurance=Indefinite
     Loco: 2/4, High Performance Rocket, Thrust=1326tons, Endurance=20min
     Comm: Radio=Planetary
  Sensors: Radar=Regional(500), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1
      Def: DefDM+3
  Control: Computer Mod1*3, 186*CompLink
    Accom: Crew=3 (2 pilots, flight engineer), Seats=Roomy*4, 
           SmallStaterooms=2, Env=basic env, basic ls, extended ls
    Other: Fuel=264kl (cryogenic), Cargo=154kl, ObjSize=Avg,
           EmLevel=Faint

Modified IDP-9734 class Freighter TL9
     
     The IDP-9734 (Imperial Data Package) is a standard design going back 
to pre-imperial times.  It is a simple in-system freighter using fusion 
rockets for propulsion, and is very cost competitive with grav-driven 
vehicles of similar performance.  The version shown below has been modified 
by the addition of a 5MW beam laser for support of asteroid mining and 
prospecting.  Since the total output of the fission pile is 5MW, the laser 
can only be operated for limited periods, unless the crew is willing to 
rely on vacc suits for life support.
     <Designed using rules found in Challenge #45>

  CraftID: Modified IDP-9734 Freighter, TL9, Cr8,210,470
     Hull: 81/203, Disp=90t, Config=4USL, Armor=40D,
           Loaded=1571t, Unloaded=526t
    Power: 1/2, Fission=5MW, Endurance=10yrs
     Loco: 1/2, Fusion Rocket, Thrust=390tons, Duration=150/450,
           MaxAccel(Loaded)=0.25G, MaxAccel(Unloaded)=0.74G
     Comm: Radio=System
  Sensors: Radar=Planetary, ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1

                           Pen/         Max      Auto   Dngr
                           Attn   Dmg   Range    Tgts   Spc    Sig   ROF
          5MW Beam Laser   28/3    10  VDist(25)  2      -      H    40

      Def: DefDM+1
  Control: Computer Mod1*3, 70*CompLink
    Accom: Crew=1 (Pilot/Engineer), Staterooms=2, Env=basic env, basic ls,
           extended ls
    Other: Fuel=36kl, Cargo=1040kl, ObjSize=Avg, EmLevel=Faint

IDP-9851 class Patrol Boat TL9     

     The IDP-9851 (Imperial Data Package) is a standard design going back 
to pre-imperial times.  It is a deep space capable craft using a fusion 
rocket drive, advantageous when away from a planetary gravity well.  Two 
standard grav powered landers are carried for planetside operations.
     <Designed using rules found in Challenge #45>

  CraftID: IDP-9851 Patrol Boat, TL9, Cr97.4
     Hull: 180/450, Disp=200t, Config=4USL, Armor=40D,
           Loaded=3946t, Unloaded=3315t
    Power: 1/2, Fission=15MW, Endurance=10yrs
     Loco: 2/4, Fusion Rocket, Thrust=5850tons, Duration=120/480,
           MaxAccel=1.76G
     Comm: Radio=System*3, LaserComm=System
  Sensors: Radar=FarOrbit, ActObjScan=Rout, ActObjPin=Rout
      Off: Hardpoints=2

                Missile=x02
           Batteries      1
           Bearing        1

      Def: DefDM+5

               SandCaster=x03
           Batteries        1
           Bearing          1

  Control: Computer Mod3*3, 3*HeadsUpDisplay, 96*CompLink
    Accom: Crew=24 (1 bridge, 1 engineer, 1 gunner, 6 flight, 12 troops,
           3 command), Staterooms=24, Env=basic env, basic ls,
           extended ls
    Other: Fuel=432kl, Cargo=116kl, MissileMagazine=30kl(100b-r),
           SubCraft=2*20ton Lander, ObjSize=Avg, EmLevel=Faint

IDP-9851/L Lander TL9

     The IDP-9851/L lander is included as part of the IDP-9851 patrol boat 
design.  It includes a minimum size fusion plant and a conventional grav 
unit developing 380 tons of thrust.  While 121.8kl of cargo space is 
included in the design, carrying a full 121.8 tons of cargo results in a 
useful acceleration of 0.06G, making an orbital ascent very time consuming.  
Performance statisitics given below are for an unloaded vehicle.

  CraftID: IDP-9851/L Lander, TL9, Cr6,573,424
     Hull: 18/45, Disp=20, Config=1SL, Armor=40D, Unloaded=235.2t,
           Loaded=358.5t
    Power: 1/2, Fusion=40MW, Dur=30/90
     Loco: 1/2, StdGrav=380t thrust, Max=720kph, Cruise=540kph, NOE=130kph,
           MaxAccel=0.6G
     Comm: Radio=Planetary
  Sensors: AllWeatherRadar=Continental(5000), ActObjScan=Diff,
           ActObjPin=Diff
      Off: Hardpoints=1
      Def: -
  Control: Comp0*3, 1*HeadsUpDisplay, 80*CompLink
    Accom: Crew=2 (Pilot/Commander, Copilot), Passengers=10,
           Seats=Roomy*12, SmallStaterooms=2, Env=basic env, basic ls,
           ext ls
    Other: Fuel=21.6kl, Cargo=121.8kl,  ObjSize=Avg, EmLevel=Faint

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


-------- TML Message #1605 --------

Archive-Message-Number: 1605
From: Hugh Schoenemann <hugh@pyra.co.uk>
Subject: DGP software - anybody ?
Date: Sun, 23 Sep 90 22:50:21 GMT-0:00

 Greetings TML,

 Does  anyone  know if Digest Group Publications (DGP) of Boise, Idaho still
 sell  their  "Computer Software for TRAVELLER" ? Whilst browsing through my
 local  gamestore  the  other  day,  I picked up a couple of old Traveller's
 Digests  (a  DGP publication). Inside the back cover was an advert for this
 software under the description "Disk 1 : WordGen/Bestiary".

 Has anyone tested it out ?

 Is it worth my getting hold of a copy (assuming it is still available).

 Have  they  added  to  their  list  of Traveller-approved computerised game
 aids, or is this a one-off ?

 All replies acknowledged by mail - honest !

 All the best,

 Hugh.
 -----B-{)

-------- TML Message #1606 --------

Archive-Message-Number: 1606
Date:     Wed, 3 Oct 90 13:29:09 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Mercenary Companies

There was quite a bit of discussion a few months ago about mercenaries in
the Imperium, and how much it would cost to maintain them.  In support of 
a test campaign I am setting up, I worked out the following group.  Vehicles
mentioned are all from my vehicle uploads.  Annual costs for maintenance and
personnel are taken from Striker.  

As an armored group, it will be quickly noticed that upkeep of vehicles is a
larger expense than payment of troops.  A middle passage repatriation bond
for this unit (abandoning vehicles, is that right?) would run just over MCr1.6,
which is less than the monthly break-even contract rate. I haven't yet gone on
and figured what kind of ammunition expenditures, etc, would be required to
keep this unit going.  I also am not yet sure what combat value a unit this size
will have.  It seems likely to be rather fragile, but that is what the campaign
is going to find out.  I'd be particularly interested in hearing from anyone
who has ever tried running large mercenary units in extended campaigns.

Good Gaming,

Rob Dean

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

BOSWELL'S COMPANY

Organization: 1st Platoon, Armored, 5 Archer Grav Tanks, 1 Pioneer Grav
                         Carrier, 22 men
              2nd Platoon, Armored Infantry, 4 Tiger Infantry Combat 
                         Vehicles, 1 Pioneer Grav Carrier, 46 men
              3rd Platoon, Identical to 2nd
              4th Platoon, Fire Support, 3 Cougar Fire Support Vehicles,
                         1 Pioneer Grav Carrier, 3 TL9 Cossack Grav APCs
                         used as cargo carriers, 19 men
              Headquarters Group
                   Commander and Staff, 2 Pioneer Grav Carriers, 10 men
                   Recovery and Maintenance Section, 2 Dromedary recovery
                        vehicles, 1 Pioneer Grav Carrier, 38 men
                   Medical Section, 1 Pioneer Grav Carrier, 4 men
                   Reconaissance Section, 2 Dart Combat Speeders, 2 men
                   Special Operations Section, 12 men (Intelligence)

Totals: 201 personnel
        5 Archer tanks
        8 Tiger ICV
        3 Cougar FSV
        2 Dart Combat Speeders
        2 Dromedary ARV
        8 Pioneer G-Carriers
        4 Cossack APC ammunition carriers

Annual Maintenance cost of existing vehicles: Cr15,025,800
Annual Maintenance/Salary cost of current personnel: Cr6,030,000
Minimum Maintenance Contract: Cr1,754,650 per month
Morale Grade of Company personnel (long service professionals):
     50 recruit, 80 regular, 50 veteran, 21 elite

-------- TML Message #1607 --------

Archive-Message-Number: 1607
Date: Wed, 3 Oct 90 14:29:25 PDT
From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
Subject: GDP, computer aids

  I just received one of their "catalogs" today.  Under the heading of to-be-
released-real-soon-now they have two computer programs. 
  One is star system data covering 37 sectors "in and around" the Imperium. 
The data is compatible with the second program.  They didn't mention how 
up-to-date the data is, ie pre vs post shattered Imperium.  Although they
do call it "Second Survey Data" and if this corresponds to the Imperium's
Second Survey then it is pre-shattering.
  The other program is a computerized version of the World Builder's 
Handbook.
  Both will be available in "Late 1990" for Mac and IBM.  The Mac version 
of the system data is in Hypercard format.

  Does anyone have any opinions on the following DGP products?
	Traveller's Digest Magazine
	101 Vehicles
	Starship Operator's Manual Vol. 1
	MegaTraveller Referee's Kit
	World Builder's Handbook (Although I think I will wait for the computer
				  version.) 
	The MegaTraveller Alien, Vol. 1: Vilani and Vargr: The Coreward Races
	Manhunt: Vol 1 of the Onnesium Quest Trilogy (an adventure, I Guess)

  Are they good, bad, useful, not useful?  Do they have lots of errors?  
That sort of thing.

Thanks for any info.

Andrew
salamon@sdbio2.ucsd.edu

-------- TML Message #1608 --------

Archive-Message-Number: 1608
Date:     Wed, 3 Oct 90 15:18:09 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  COACC Aircraft Designs, Part 1

I've been playing around with aircraft designs this week.  I won't guarantee 
that any of these are any good, but I thought somebody might make some use of
them.  Several have appeared in slightly different versions in previous posts.

The Kraken, the Manta, and the Sentinel are particularly intended as part of 
the air group for the aircaraft carrier that was posted a while ago.

All agilities were calculated with my suggested modification of speed/1000.
If you don't like that idea, the info is all there to recalculate them.

Good Gaming,

Rob Dean


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. 

  To land the rocket interceptor after a suborbital flight:
  Formidable, Pilot, Dex, Hazardous, Fateful, Time=Absolute 5 minutes
 
  CraftID: Rocket Interceptor, TL6, Cr2,927,000
     Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=20.05t,
           Airframe=Hypersonic, Armor=none
    Power: 1.56 MW from engines, Endurance=10 minutes
     Loco: 4/10, High Performance Rockets*2, Thrust=78tons

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    3.90     -      3200     2400    400     9

     Comm: Radio=Continental (5000km)
  Sensors: None (relies on ground based radar for interception)
      Off: 1 Light Hardpoint, typical external ordnance load=1 ship missile
           (usually imported)
      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, CleanWt=16.2t, FullLoad=25t,
           Airframe=Simple, Armor=none
    Power: 2*0.6MW Gas Turbines
     Loco: 4/10*2, Main and tail rotor, Lift=26.4t, thrust=6.6t, 
           Endurance=2.2 hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.35     -     300        225    490     1
    Loaded    0.22     9     275        205    450     1

     Comm: Radio=Continental
  Sensors: none
      Off: 1 fuselage hardpoint, 4 inboard hardpoints, 4 outboard
           hardpoints, Typical external ordnance load=1 30mm 6-barrel
           autocannon pod, 4*1000kg ASM, 4*12cm rocket pods
      Def: -
  Control: Boosted
    Accom: Crew=2, Passengers=12, Simple cockpits*2, Passenger section*3,
           Env=Basic env
    Other: Fuel=7000l

Folding Wing Light Aircraft TL8

     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 of local maintenance can be an 
advantage.
 
  CraftID: Utility Aircraft, TL8, Cr48,400
     Hull: 11/27, Disp=4(folded) 12(unfolded), CleanWt=2.7t,
           Airframe=Simple, Armor=none
    Power: 0.02 MW from engines
     Loco: 4/10, Light Propeller*1, Thrust=1ton, Endurance=10 hours

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.31     -     300        225   2250     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, CleanWt=2.7t, FullLoad=3.9t, 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

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.31     -     300        225    280     0
    Loaded    0.22     5     250        187    234     0

     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 
           2.2 tons with some loss in speed

Owl Medium Ground Attack Aircraft TL8
 
     The Owl is a typical attack aircraft employed against targets where 
active defenses are expected to be minimal.
 
  CraftID: Owl Medium Ground Attack Aircraft, TL8, Cr351,200
     Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=27t, 
           Airframe=Fast Subsonic, Armor=cockpit, engines
    Power: 0.256MW drawn from engines
     Loco: 4/10, HighPerformanceProp*2, Thrust=12.8t, Endurance=6hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.57     -     684        513   3078     3
    Loaded    0.42    10     453        340   2040     2

     Comm: Radio=Continental(5000)
  Sensors: AdvActIR, ImageEnhancement, AllWeatherRadar=VDist(50km),
           ActObjScan=Diff, ActObjPin=Diff
      Off: 4*Triple Bomb Racks, 2*Outboard Hardpoints, 1 20mm 6-barrel 
           autocannon w/2500rds, Typical external ordnance load=14 12cm
           rocket pods
      Def: -
  Control: Boosted
    Accom: Crew=1, Armored complex cockpit with ejection seat*1,
           Env=oxygen tanks and mask 
    Other: Fuel=3600liters, ManeuverEnhancement=36%

Moth Trainer/Light Attack Aircraft TL7

     The Moth is primarily intended for ground attack training and pilot 
training.  However, it can also be employed in a light attack role in 
counter-insurgency and other low intensity warfare.
 
  CraftID: Moth Trainer/Light Attack Aircraft, TL7, Cr90,300
     Hull: 24/60, Disp=26.7, CleanWt=6t, FullLoad=8t, 
           Airframe=Fast Subsonic, Armor=none
    Power: 0.08MW drawn from engines
     Loco: 4/10, LightTurboprop*1, Thrust=4t, Endurance=3hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.60     -     720        540   1620     2
    Loaded    0.45     4     518        388   1164     2

     Comm: Radio=Regional(500)
  Sensors: none
      Off: 4*Outboard Hardpoints, Typical external ordnance load=2*8cm
           rocket pods, 2 single 2cm autocannon pods
      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Trainee--pilot only for combat), Simple cockpit*2,
           Env=oxygen tanks and mask 
    Other: Fuel=1200liters, ManeuverEnhancement=51%

Ibis Medium Bomber TL6
 
     The Ibis is a typical medium bomber produced from pre-imperial era data 
packages on scores of low tech worlds throughout the Imperium. 
 
  CraftID: Ibis Medium Bomber, TL6, Cr206,000
     Hull: 64/160, Disp=71.2, CleanWt=16t, FullLoad=16t, 
           Airframe=Fast Subsonic, Armor=none
    Power: 0.256MW drawn from engines
     Loco: 4/10, HighPerformanceProp*2, Thrust=12.8t, Endurance=8.5hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.72     12     760       570   4845     1

     Comm: Radio=Regional(500)
  Sensors: none
      Off: 5 ton bomb bay, no external ordnance
      Def: 3 turrets (chin, tail, top) with 6 heavy machine guns, 4800rds
  Control: Simple
    Accom: Crew=5 (Pilot, Copilot/Bombardier, 3 gunners), Simple cockpit*2,
           Crew Stations*3, Env=oxygen tanks and mask 
    Other: Fuel=5100liters

Courier Passenger Aircraft TL5
 
     The Courier is typical of light passenger aircraft available for 
charter or scheduled passenger service on low-tech worlds. With no 
environmental controls of any sort, flights are likely to be made at low 
altitudes, and passengers are advised to dress warmly.
 
  CraftID: Courier Passenger Aircraft, TL5, Cr27900
     Hull: 16/40, Disp=17.8, CleanWt=4t, FullLoad=4t, 
           Airframe=Simple, Armor=none
    Power: -
     Loco: 4/10, LightProp*1, Thrust=1t, Endurance=6hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.21     -     252        189   1130     0

     Comm: none
  Sensors: none
      Off: none 
      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Steward), Passengers=8, Simple cockpit*1,
           crew station*1, Env=none 
    Other: Fuel=460liters, Cargo=2tons

Typhoon Light Attack/Fighter Aircraft TL6
 
     The Typhoon is a typical single-engine multipurpose aircraft.  It 
performs substantially better as an attack plane than as a fighter, but is 
often forced into the latter role in the absence of anything better.
 
  CraftID: Typhoon Light Attack/Fighter, TL6, Cr42,750
     Hull: 16/40, Disp=17.8, CleanWt=4t, FullLoad=5.08t, 
           Airframe=Fast Subsonic, Armor=cockpit
    Power: 0.04MW drawn from engines
     Loco: 4/10, BasicProp*1, Thrust=2t, Endurance=4hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.45      -    540        405   1620     1
    Loaded    0.35     18    344        258   1030     0

     Comm: Radio=VDist(50)
  Sensors: none
      Off: 18*launch rails, 4*20mm autocannons w/1200rds,
           Typical external ordnance load=18 12cm rockets
      Def: -
  Control: Simple
    Accom: Crew=1, Armored simple cockpit*1, Env=oxygen tanks and mask 
    Other: Fuel=600liters, ManeuverEnhancement=8.5%

Kraken Carrier-based Fighter TL8
 
     The Kraken is a fighter/interceptor equipped for operations from a 
water-borne aircraft carrier.  It also has limited utility as an attack 
aircraft, but it should be noted that the triple missile racks are 
specialized for air-to-air missiles and may not be used to carry bombs.

  CraftID: Kraken Carrier Fighter (STOL), TL8, Cr1,707,040
     Hull: 96/240, Disp=106.7, CleanWt=24t, FullLoad=32.4t, 
           Airframe=Supersonic, Armor=cockpit, engines
    Power: 1MW drawn from engines
     Loco: 4/10, HighBypassTurboFan*1, Thrust=50t, Endurance=1hr,20min

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    2.08     -     2080      1560   2080     8
    Loaded    1.54    17     1406      1054   1405     7

     Comm: Radio=Continental(5000)
  Sensors: AdvActIR, ImageEnhancement, AllWeatherRadar=VDist(50km),
           ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Plumbed Fuselage Hardpoint, 2*Plumbed Inboard Hardpoints, 
           2*Triple Missile Racks, 4*Outboard Hardpoints, 2*Launch Rails,
           1 20mm 6-barrel autocannon w/1200rds, Typical external ordnance
           load=1*2000liter tank, 2*1500liter tank, 10*Radar homing ATA 
           missiles, 2*IR homing ATA missiles (5000liters of externally 
           carried fuel adds 1 hour, 10 minutes to endurance)
      Def: -
  Control: Fly-by-Wire (4mp)
    Accom: Crew=1, Armored complex cockpit with advanced ejection seat*1,
           Env=basic env, basic ls
    Other: Fuel=5120liters, ManeuverEnhancement=5%

Intruder High Speed Recon Aircraft TL8
 
     The Intruder is a specialized reconaissance aricraft usually built in 
very small numbers.  Its normal mode of operation is to cruise on its 
turbofan engine using fuel from external tanks as close as practical to its 
objective.  The tanks are then jettisoned, the ramjets ignited, and the 
aircraft makes a very speed pass over the target, using radar or 
photographic equipment.

  CraftID: Intruder High Speed Recon Aircraft, TL8, Cr1,388,430
     Hull: 48/120, Disp=53.4, CleanWt=12t, FullLoad=15t, 
           Airframe=Hypersonic, Armor=none
    Power: 0.42MW drawn from engines
     Loco: 4/10, BasicTurboFan*1, Thrust=21t, Endurance=10min(internal
           fuel), BasicRamjet*2, Thrust=60t, Endurance=6min

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
Clean(Ramjet) 5.0      -     3750      2813    281     10
Clean(Turbo)  1.75     -     1925      1444    235      5
    Loaded    1.4      2     1509      1131   2205      4

     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=Regional(500), ActObjScan=Diff, ActObjPin=Diff
      Off: 2*Plumbed Inboard Hardpoints, Typical external load=2*1500liter
           tank, (3000 liters of externally carried fuel adds 1 hour,
           50 minutes to endurance, calculated above under loaded data)
      Def: -
  Control: Powered (2mp)
    Accom: Crew=1, Complex cockpit with rocket escape pod*1,
           Env=basic env, basic ls
    Other: Fuel=2258liters, Cargo=0.3tons (photographic equipment)

Sentinel Early Warning Aircraft TL8
 
     The Sentinel is designed to fly from an aircraft carrier and to provide 
extended radar coverage for a naval task force.
 
  CraftID: Sentinel Early Warning Aircraft, TL8, Cr767,720
     Hull: 160/400, Disp=177.8, CleanWt=40t, FullLoad=40t, 
           Airframe=STOL Fast Subsonic, Armor=none
    Power: 0.48MW drawn from engines
     Loco: 4/10, BasicTurboprop*2, Thrust=24t, Endurance=15.8hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.54      -     600       450   7110     1

     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=Continental, ActObjScan=Diff, ActObjPin=Diff
      Off: none
      Def: none
  Control: Simple
    Accom: Crew=6 (Pilot, Copilot, Flight Engineer, Radar operator, 2 relief
           crew), Complex cockpit*3, Crew Station*3, Env=basic env,
           basic ls 
    Other: Fuel=30500liters

Cormorant Seaplane Fighter TL5
 
     The Cormorant is a typical naval auxiliary aircraft from the earliest 
tech level for practical aviation.  Ordinarily land-based, it could also be 
launched from a catapult aboard a medium or large naval vessel.
 
  CraftID: Cormorant Seaplane Fighter, TL5, Cr30,900
     Hull: 20/50, Disp=22.3, CleanWt=5t, FullLoad=6t, 
           Airframe=simple seaplane, Armor=none
    Power: -
     Loco: 4/10, LightProp*1, Thrust=1t, Endurance=4hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.17      1    202        151    600     1
    Loaded    0.14      3    163        122    480     1

     Comm: none
  Sensors: none
      Off: 2*outboard hardpoints, 2*fixed medium machine guns w/800rds,
           Typical external ordnance load=2 500kg bombs
      Def: 1*flexible medium machine gun w/400 rds
  Control: Simple
    Accom: Crew=2 (pilot, gunner), Simple cockpit*1, Crew station*1,
           Env=none 
    Other: Fuel=300liters, ManeuverEnhancement=67%

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 

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    1.82      -    1980       1485  4800      5    
    Loaded    1.40      9    1400       1050  3400      4   

     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, Typical external ordnance
           load=1*2000liter tank, 2*1500liter tank, 4*radar homing missiles,
           2*IR homing missiles (5000liters external fuel adds 2hrs, 30min
           to endurance)
      Def: -
  Control: Powered
    Accom: Crew=1, Complex cockpit with adv ejection seat*1, Env=basic env, 
           basic ls
    Other: Fuel=12,000liters

Manta STOL Medium Attack Aircraft TL8
 
     The Manta is a typical medium attack aircraft, built from standard data 
packages on scores of low-tech worlds throughout the Imperium, and capable 
of operations from an aircraft carrier.
 
  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
     Loco: 4/10, Light Turbojet*2, Thrust=12t,  Endurance=5.2hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.90      -     800      600    3120      3    
    Loaded    0.68      5     684      513    2660      3   

     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, Typical external ordnance load=1 2000kg bomb,
           4*500kg bombs
      Def: -
  Control: Powered
    Accom: Crew=1, Complex cockpit with ejection seat*1, Env=basic env, 
           basic ls
    Other: Fuel=7338liters

Patrol Dirigible TL5
 
     This lighter than air craft is used as a naval auxiliary, primarily for 
scouting.  Three complete crew shifts are provided for, so the craft may 
remain away from base for the full 105hrs possible with the onboard fuel 
supply.

  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, Endurance=105hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.11      -     120       90    9450      0    

     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

Lightning VTOL Fighter TL9
 
     The Lightning can be built on any TL9 planet from a standard data 
package.  It is primarily intended for air-to-air combat, and the outboard 
wing hardpoints are limited to carrying missiles.  Some ground attack 
capability can be obtained by carrying bombs or missiles in lieu of drop 
tanks on the fuselage and inboard hardpoints.

  CraftID: Lightning Fighter (VTOL), TL9, Cr1,600,360
     Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=26.2t, 
           Airframe=Supersonic, Armor=engine
    Power: 1MW drawn from engines
     Loco: 4/10, HighBypassTurboFan*1, Thrust=50t, Endurance=40min (+1hr,
           10min on external fuel)

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    2.5      -     2500      1875   1250     9
    Loaded    1.54    11     1770      1328   2435     7
        (Loaded range includes drop tanks)

     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Plumbed Fuselage Hardpoint, 2*Plumbed Inboard Hardpoints, 
           4*Outboard Hardpoints, 4*Launch Rails, 1 20mm 6-barrel
           autocannon w/1200rds, Typical external ordnance load=1*2000liter
           tank, 2*1500liter tank, 4*radar homing ATA missiles,
           4*IR homing ATA missiles (5000liters of externally carried 
           fuel adds 1 hour, 10 minutes to endurance)
      Def: -
  Control: Fly-by-Wire (4mp)
    Accom: Crew=2 (Pilot, Weapons officer), 2*Complex cockpit with 
           advanced ejection seat, Env=basic env, basic ls
    Other: Fuel=2670liters

Hummingbird Light Fighter TL7
 
     The Hummingbird is strictly intended for air to air combat at short 
ranges.  Every attempt was made to keep the aircraft as small and as light 
as possible.  Hummingbirds are typically used as point defense aircraft, 
maintained in a ground alert status until required, because of their low
endurance.

  CraftID: Hummingbird Light Fighter, TL7, Cr268,330
     Hull: 12/30, Disp=13.4, CleanWt=3t, FullLoad=3.4t, 
           Airframe=Supersonic, Armor=none
    Power: 0.12MW drawn from engines
     Loco: 4/10, LightTurbojet*1, Thrust=6t, Endurance=1hr

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    2.0      -     2000      1500   1500     6
    Loaded    1.76     4     1858      1393   1390     5

     Comm: Radio=Regional(500)
      Off: 4*Launch Rails, Typical external ordnance load=4*IR homing
           ATA missiles 
      Def: -
  Control: Powered (2mp)
    Accom: Crew=1, Complex cockpit with advanced ejection seat*1, Env=basic
           env, basic ls
    Other: Fuel=718liters

Roc Long Range Bomber TL8
 
     The Roc is a long range bomber fitted with almost every useful 
electronic device available at TL8.  The extremely powerful radar jammer 
accounts for over half the cost of the aircraft, and can be omitted for a 
reduction in cost of MCr6.

  CraftID: Roc Long Range Bomber, TL8, Cr11,847,150
     Hull: 400/1000, Disp=444.5, CleanWt=100t, FullLoad=100t, 
           Airframe=Transonic, Armor=none
    Power: 2MW drawn from engines
     Loco: 4/10, HighBypassTurboFan*2, Thrust=100t, Endurance=5hrs,40min

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.95     -     1100       825   4675     4

     Comm: Radio=Planetary(50000)
  Sensors: AllWeatherRadar=Regional(500km), RadarJammer=Continental(5000),
           RadarDirectionFinder, LaserSensor, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Form
      Off: 20 ton bomb bay 
      Def: -
  Control: Powered (2mp)
    Accom: Crew=5 (Pilot, Copilot, flight engineer, bombradier, navigator),
           2*Complex cockpit with ejection seat, 3*Crew station with 
           ejection seats, Env=basic env, basic ls
    Other: Fuel=44000liters

Medium Attack Helicopter TL8
 
 
  CraftID: Medium Attack Helicopter, TL8, Cr432,160
     Hull: 32/80, Disp=35.6, CleanWt=8t, FullLoad=13.2t,
           Airframe=Simple, Armor=cockpit*2
    Power: 1*3.3MW high performance gas turbine
     Loco: 4/10*2, Main and tail rotor, Lift=13.2t, thrust=3.3t, 
           Endurance=1.5hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.34     1     297        223    334     0
    Loaded    0.22     9     224        168    250     0

     Comm: Radio=Regional(500)
  Sensors: Radar=VDist(50), AdvActIR, Image Enhancement, ActObjScan=Diff,
           ActObjPin=Diff
      Off: 2*inboard hardpoints, 4*outboard hardpoints, 2*Launch rails,
           Remote turret (chin) with 1 6 barrel 2cm autocannon and 1200rd,
           Typical external ordnance load=2*1000kg ASM, 4*12cm rocket pods,
           2*12cm rockets
      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Gunner), Complex armored cockpits*2, Env=Basic env
    Other: Fuel=2540liters


-------- TML Message #1609 --------

Archive-Message-Number: 1609
Subject: Re: (1607) GDP, computer aids 
Date: Wed, 03 Oct 90 21:09:57 PDT
From: James T Perkins <jamesp@metolius.WR>


> I just received one of their "catalogs" today. Under the heading of to-be-
> released-real-soon-now they have two computer programs. 

Yeah, RSN.  It was supposed to be last Christmas.  I can find out from
some contacts just what held them up, if you like.

In general DGP products are better and more useful than GDW products.
This seems to be true of MT anyway, as GDW became far too busy with
other projects to spend much time on MT after the initial boxed set.
DGP products seem to well exceed the quality of many of the "Approved
for use with [Classic] Traveller" publications of times past.

> 	Traveller's Digest Magazine

Good, they really care about what the readers like.  The name of this
will be changing to the MegaTraveller Digest with, I believe, the
October issue.

> 	Starship Operator's Manual Vol. 1

There is a review of this somewhere on line in the archives.  Really
good material, although it does raise some questions for physics types.
Good layout and illustration of a Trader ship, really makes it come to
life.  There is a Vol 2 in the works, but it hasn't been announced.  I
really ate this material up.

> 	MegaTraveller Referee's Kit

There is a review of this somewhere on line in the archives.  I think it
was described as a ref's screen with useful tables on it.

> 	World Builder's Handbook (Although I think I will wait for the computer
> 				  version.) 

There is a review of this somewhere on line in the archives.  It's a
little buggy, but I find it somewhat useful.  Generation is quite
time-consuming, unless it is done by computer! One of the listees (I can
find out who) has a program on line which does something like the WB
program advertised by DGP, but last I heard it needed to have all the
copyrighted material built-in, stripped out, to avoid possible copyright
conflictsas a "derived work".

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 #1610 --------

Archive-Message-Number: 1610
Date:         Thu, 04 Oct 90 00:33:35 EDT
From: Nick Sylvain <NPSYLV%WMVM1@vtvm2.cc.vt.edu>
Subject:      Review of Starship Operator's Manual

Since I recently purchased DGP's Starship Operator's Manual (Volume 1), I'll
provide a brief review of it.

Ever since the venerable Book 5: High Guard came out, I've always wondered
about the hows and whys of starship operation. Since most campaigns are closely
involved with starships, it never hurts to know some of the details. Besides,
it adds to the flavor and enjoyment of a game to have a clear picture of the
location.

In my opinion, the SOM fits the bill perfectly. It covers all the major ship
systems, from jump drive to stateroom accomodations. I found the handwaving
explaining the theory behind jump drives and reactionless thruster plates of
particular interest, as well as the details on starship security.

The flowcharts of shipboard systems should be of particular interest to
referees and players alike. Now you have a number of ways that something can
go wrong. The pictures and brief blurbs of various areas aboard ship are also
enlightening.

So, I'd give it a thumbs up... I'd be interested to know a couple of things
about other DGP items: When will the next volume in the SOM be out and what
will it cover? When will more alien modules be out?

Thanks.

-------- TML Message #1611 --------

Archive-Message-Number: 1611
Date: Thu, 4 Oct 90 14:05:27 CDT
From: Chuck McKnight - Law <mcknight@tusun2.mcs.utulsa.edu>
Subject: Ship design generators


This is probably a silly question, but has anyone written a ship design
generator?  (A deckplan generator would be a plus but I guess you can't
have everything ;-)).  I'm preparing a rather large campaign that will be
dealing with a LOT of ship to ship combat from varying Tech levels and it
would be EXTREMELY helpful not to have to reinvent the wheel.

Thanks in advance.

Chuck

-------- TML Message #1612 --------

Archive-Message-Number: 1612
Date: Thu, 4 Oct 90 14:17 EST
From: "Bruce T. Ritchie, P.S.C." <BRUCER%PSC.PLYMOUTH.EDU@mitvma.mit.edu>
Subject: DGP books

>From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
>Subject: (1607) GDP, computer aids
   (lots of stuff left out)
>  Does anyone have any opinions on the following DGP products?
>       Traveller's Digest Magazine
>       101 Vehicles
>       Starship Operator's Manual Vol. 1
>       MegaTraveller Referee's Kit
>       World Builder's Handbook (Although I think I will wait for the computer
>                                 version.)
>       The MegaTraveller Alien, Vol. 1: Vilani and Vargr: The Coreward Races
>       Manhunt: Vol 1 of the Onnesium Quest Trilogy (an adventure, I Guess)
>
>  Are they good, bad, useful, not useful?  Do they have lots of errors?
>That sort of thing.

     In our campaign we use most of these (except for `Manhunt'). As a
humble PC (8-))I feel I can comment of a couple of them.

                           >101 Vehicles<

     Very helpful, as much player time is spent getting around on a
variety of planets. The illustrations (with scale) are most helpful.
The groupings seem to be a little chaotic, but managable. Very few
obvious errors.

                 >Starship Operator's Manual Vol. 1<

     As our group uses a modified `Beowulf' class ship, this has
become one of our most used manuals. The illustrations are great, the
flowcharts are acceptable, and the anecdotal comments by the `Old
Timer' add color to what otherwise could be a dry operators guide. The
operations tasks listed in the back seem to be consistant, but may be
a bit overwhelming. The index is one of the best in DGP history.....

                     >World Builder's Handbook<

     A massive amount of information which, depending on how you run
your campaign, may or may not be useful. It may be worth the cost if
you purchase it for no other reason than the Survey Equipment listed
in the middle. As far as the actual `World Building', Whew!! I would
only go into the detail that this generates if the group were going to
spend a looong time in one spot (can you say Overkill?). And I don't
believe it takes into account Really Alien worlds (what ARE the mating
habits of a race that enjoys living on Neptune....).

     Hope this sheds a little light!
```````````````````````````````````````````````````````````````````````
        Bruce T. Ritchie (Brucer@PSC.Plymouth.EDU) AKA: Zben Blaine
        Plymouth State College
        Plymouth, N.H. USA
``````````````````````````````````````````````````````````````````````
"If you don't know where you're going, you may wind up somewhere
                               else."

-------- TML Message #1613 --------

Archive-Message-Number: 1613
From: wrgate.wr.tek.com!oresoft.com!richard@reed.UUCP (Richard Johnson)
Subject: PBEM Turn 10.1
Date: Thu, 4 Oct 90 13:17:00 PDT


Here it IS!  The long-awaited return of the MT PBEM.
Turn 10.1
(I'm calling this season 10, I guess just to be binary.)

====================================
Nishu Neriika, navigator and second in command of the Transport team,
  raises his head from the smooth surface of his console and looks
  around at the mess that the jumpspace-entry party has left of the
  Alcyon's bridge.  He seems to be alone - at least, no one else is
  stirring yet.

Groaning, he stands.  One foot crushes the few Cheezies left in the
  crumpled bag lying on the deck.  The undulating gray of jumpspace,
  visible through the forward windows, does unpleasant things to his
  stomach until he turns away.

"Yo!  Anyone else on watch here?"


There are a few moments of dead silence.


The Alcyon's ship-wide intercom blares to life (and way too loud for many
of the party-goers) with a really horrible trumpet fanfare, followed by
this announcement:
    "Bishop to crew.  For those of you that missed to party last night,
and for those of you that attended but don't remember any of it, I'm
done splicing and dubbing.  We'll be showing 'The Imperium's Funniest
Home Videos' in the crew lounge at 1400 hours.  Be there to defend your
honor.  And for those of you that don't believe it, 'Vouf really can
play that thing.  I have proof on tape.  That is all."


The noxious blarings of Bishop's trumpet fanfare slowly drift into silence.
After a decent pause (out of respect for the party casualties), the shipwide
communicator is again activated, but now at a more tolerable volume level.

"Doctor Van Der Merwe speaking. SynthaholFlush (tm) tablets are now available
 at the Alcyon medic station and the main medical facilities aboard the Aurora.
 TAKE ONLY ONE with plenty of fluid. Physical and mental disabilities will be
 cured within 15 minutes. Any additional mental problems are caused by reality
 and are thus your problems.

 Suggestions for Mr. Bishop's next physical examination will be accepted from
 the party casualties on a volunteer basis. The person with the most creative
 entry wins a stylish "INS SUCKS" button in several galactic languages. That
  is all."


  The various personal commdots and transmitters that the persons in the
engineering department are(?) wearing suddenly (and loudly, those who were at 
The party probably think) beeps and comes alive:

  "Ehhh, good morning. Johann here. I assume that everyone is awake and
at least slightly mentally present. If you arn't, call me.... Eh no, those who
*are* present, call me <slight pause with the sound of something running>
keep away from my anti-hangover pills, bit! NO! put it down now! come back
here you bloody rat!.... <the transmission ends>"



<click!>
Awwwwwright! (damn that hurts!)  Just becuase we had a great time
last night don't mean we gotta skimp on the physical fitness!   PT
happens on the 'Talisman's cargo deck in 5 minutes!
<click>


Seemingly, only half the crew have managed to awaken.  Those who made
it through morning PT, with the help of one of the engineering robots,
put all the rest in their cabins.  The doctor places medical sensors
on each in turn, and the doors are locked.  (now, if you wake up you
have to call  the GM, the doctor, and the CO before you can go on duty.)

A final announcement before duties/play resume:
<click>  (why do they still click after all these centuries?)

You all, of course, still remember the lilting harmony of your
beloved Captain's Darrian accent:
"All hands not actually on duty muster in the recreation area
at 14:00 hours.  All hands to muster at 14:00 hours.  Department
heads perform equipment and personnel checks and report to
me on the Bridge by 12:00 hours.  That is all."

(and somebody fix that click - Richard :-)
<click>


At 1400 hours, Doc Werner wanders the corridors seemingly lost.  No, 
make that LOST.  At 1410 he still hasn't found the crew quarters and 
is about to give it up and head back to his 4 dimensional communications
relay compensation simulation.  At 1420, unable to find his quarters, 
Doc Werner walks into the darkened crew lounge unaware that he's standing 
right in the middle of the holo projection.  He is at once happy to have 
found his fellow crewman and baffled about their apparent irritation with
him... 



[end of turn 10.1]

- -- 
Richard

-------- TML Message #1614 --------

Archive-Message-Number: 1614
Date: Fri, 5 Oct 90 00:09:45 -0400
From: Christophe J Niziol <cjnst@unix.cis.pitt.edu>
Subject: New player need help with Fire Combat


Greetings!

      I hope I have these time-space coordinates correct.......

Anyway I hope that someone can straighten my notions of weapon combat
out before I run my first game. (NEVER played before- ME THE GM!)

    1)  Some of the weapons can shoot more than one shot per round.
       If a gun can release five bullets per pull of the trigger, does
       he have to attack the same target?

    2)  If the above player wants the five bullets to hit one target,
       Does the player roll once for all slugs or is it 1 roll per
       slug?

    3)    When it comes down to whittling away the amount of damage
        any weapon does, what happens to fractions?  Dropped, saved
        till they equal a point or WHAT? 

            ( A nice detailed report of this one would be helpful )

I suppose that is all for now!         

Thanks.         Chris Niziol      (CJNST@UNIX.CIS.PITT.EDU)

-------- TML Message #1615 --------

Archive-Message-Number: 1615
Date: Fri, 5 Oct 90 14:35:13 EST
From: grue@batserver.cs.uq.oz.au
Subject: Ship design aid programs

hiya,

>From: Chuck McKnight - Law <mcknight@tusun2.mcs.utulsa.edu>
>Subject: (1611) Ship design generators
>
>
>This is probably a silly question, but has anyone written a ship design
>generator?  (A deckplan generator would be a plus but I guess you can't
>have everything ;-)).  I'm preparing a rather large campaign that will be
>dealing with a LOT of ship to ship combat from varying Tech levels and it
>would be EXTREMELY helpful not to have to reinvent the wheel.
>
>Thanks in advance.

Well, I'm glad you asked...

Currently I'm writing a MegaTraveller ship design program (with help
from Dan Corrin) and it has reached the stage of being able to produce
designs.  It has a few problems with calculating totals for the ship
(power, volume, price, weight) which I'm working on at present (I think the
problems lie in incorrect data tables rather than bad code).

Apart from that, it needs a nice final output routine that matches the
MT format (currently, it lists the totals for the design and the entire
list of things that the design includes).  A nicer user interface would
also be a big plus.

When the program finally gets finished (it's been kind of a long project),
I expect it will become public domain.  At the very least it will go into
the traveller archive and might also be sent here. (these are admin details
which I'm not much good at processing).

More details should follow when the thing is ready!

The people doing the redesign of Fighting Ships will also greatly
appreciate this program.  For those interested, the program is written
in reasonably portable C and uses a HUGE data table (100k+) to keep all
MT specific info (except for a couple of exceptions :-),  at present the
thing is loosly menu driven.




							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, 4072         | EAN:                          grue@batserver.cs.uq.oz
                        | UUCP:           uunet!munnari!batserver.cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@batserver.cs.uq.oz.au

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

