
-------- TML Message #1616 --------

Archive-Message-Number: 1616
Date: Sat, 6 Oct 90 00:27:22 EST
From: grue@batserver.cs.uq.oz.au
Subject: Ship design

hiya,
	Hows this for a medium sized ship design (it took a little over
one hour to produce using the forthcoming ship design program, most of
the time was spent doing the design evaluation by hand).

The design program does (finally) work correctly (I hope), it just needs
a some tidying up around the edges to make it more user-friendly and
a little extra manipulation of the database.




CraftID:        Meson Destroyer, Type MD  TL=F (High Stellar), MCr16410.4
Hull:		18000/45000, Disp=20,000, Config = 7, Armour=40,
		Unloaded=285076 tons, Loaded=331494 tons
Power:		3522/7044, Fusion=950814Mw, Duration=4/12
Loco:		3060/6120, Maneuver=6
		NOE=190, Cruise (vacuum)=3150, Top (vacuum)=4200
Commo:		Radio=2xSystem, Meson=2xSystem
Sensors:	ActiveEMS=2xContinental, 2xPlanetary, 2xFar Orbit,
		PassiveEMS=2xInterplanetary, 2xSubstellar, 2xInterstellar
		EMS Jammer=2xContinental, 2xPlanetary, 2xFar Orbit
		Densitometer=2xHighPen/1km, Neutrino=2x10kw, EMM
Off:		MesonGun=T0x
		    Batt 1
		    Bear 1
Def:		DefDM=+14, MesonScrn=9, NuclearDamper=9
		Repulsors=x09
		     Batt   8
		     Bear   8
		Sandcaster=xx9
		      Batt   5
		      Bear   5
Control:	Computer=3x9-fib, Panel=129x holographic linked
		Special=3xLarge Holodisplay, 129x heads-up holodisplay
		Environ=basic end, basic ls, extend ls, grav plates,
		inertial comp
Accomm:		Crew = 131
		Staterooms = 131 x double occupancy
Other:		Fuel=46418, Cargo=0
		ObjSize=Large, EmLevel=Moderate


This is basically an attempt to pack a spinal meson gun-T into a very
small ship and to then give it sufficient defences to survive for a
couple of rounds in combat.  Special measures were taken to provide
maximum possible defence to incoming meson fire.

This series of ships was never intended to stay on station for extended
periods.  Its primary function being to cause as much damage as possible
to enemy fleets in a combat situtation.


Would this sort of ship fit into the TML's version of Fighting Ships???
[ I spent a fair bit of time getting designs highly optimised under the
old High Guard rules and MT was too complex for that ]




							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

-------- TML Message #1617 --------

Archive-Message-Number: 1617
From: Ran El-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Mon, 8 Oct 90 14:43:26 +0200
Subject: Mercenary company, by Robert Dean


Hello,

  You have made the company vehicle and personnel heavy. It bacame a
battalion (-).

  Let's see... I shall use generic company structure.


        Enlisted NCO Officers
Section   7-8     -     -
Squad      15     1     -       Sgt
Platoon    30     2     1       2x Sgt, 2Lt
Company    90     7     5       6x Sgt, MSgt, 4x 2Lt, Lt

  This is as far as direct increase is carried. The next level is
already a Battalion, having organic support echellons.

A Battalion would have:

  1 HQ Platoon(+) (Staff, Intelligence, Medical, Supply and Logistics -
                  officer heavy)
  1 FS Platoon (Heavy mortars, ATGWs, etc)
  1 Signals section + NCO
  1 Recon squad
  3 Companies

  Thus: 402 personnel, of them 24 officers (8 in the HQ platoon).

  Vehicle-wise, you made a classic organizational mistake. There are too
many vehicle types for a single LOW level unit. The variety may be
encountered in a brigade (more probably in a division), but not in a
battalion and certainly NOT in a company. For an infantry battalion you
would have some type of a fast, small, vehicle for all battalion assets
together with a number of medium load vehicles. The FS platoon, parts of
the HQ platoon and the companies would have some types of APC (ACV or
Grav or even tracked). The mixing of unit types comes only at the brigade
level. At battalion level, the entire unit is of a single type (infantry,
mechanized infantry, armour, etc).

  If the battalion is a mercenary battalion, than AT LEAST one training
company must be included, probably two. This would make the battalion into
a battalion(++).

                           Yours in advance,

                 yaniv, Sgt(res), Division 'The Steel'



-------- TML Message #1618 --------

Archive-Message-Number: 1618
From: Ran El-Yaniv <yaniv%shum.huji.ac.il@cunyvm.cuny.edu>
Date: Tue, 9 Oct 90 08:35:43 +0200
Subject: Mercenary formations



  Carrying the mercenary unit structure further, I'd like to design a
mercenary brigade. For this purpose I do not intend to use specific
vehicles, weapons or technology level. The only assumptions I am making
are:

        1. The unit is at least TL8.

        2. That it is an ad hoc formation, based on the battalion I
           posted earlier.
- ----------------------------------------------------------------------

Brigade, Mercenary, Heavy:

  1 HQ company(+)
  1 Recon company
  1 Signals company
  1 Artillery company(+) [includes its own logistics - platoon]
  1 ATGW platoon
  2 Armoured battalions
  1 Infantry battalion

  1 Training Cadre platoon
  1 Training battalion

Personnel: 1713 regular
            435 training and cadre

Vehicles:
  2 Armoured battalions: 160 Tanks (includes tanks for the CO, EO, IO, etc)
                          14 APC/FS
                          10 APC/CC (Command Centre)
                           8 Recon APC
                          20 Light Trucks (Jeeps/Blazers/Humvees/etc type)
                          30 Medium Trucks (M-325/Negev/Reem/etc type)

  1 Infantry battalion:   50 APC
                           7 APC/FS
                           5 APC/CC
                           4 Recon APC
                          10 Light Trucks (Jeeps/Blazers/Humvees/etc type)
                          15 Medium Trucks (M-325/Negev/Reem/etc type)

  1 Artillery company(+):   5 SP Artillery (assuming 7 crew/gun)
                          11 SPA/SR-SSM (assuming 5 crew/launcher)
                          16 APC/AC (ammunition carrier)
                           6 Light Trucks (Jeeps/Blazers/Humvees/etc type)
                          16 Medium Trucks (M-325/Negev/Reem/etc type)

  1 ATGW platoon:          4 LT/ATGW (Jeeps/Blazers/Humvees/etc type)
                           5 APC/ATGW

  1 Recon company:        26 Light Trucks (Jeeps/Blazers/Humvees/etc type)

  1 Signals company:      13 Medium Trucks (M-325/Negev/Reem/etc type)
                          13 APC/SIG

  1 HQ company(+):        20 Medium Trucks (M-325/Negev/Reem/etc type)
                          10 Light Trucks (Jeeps/Blazers/Humvees/etc type)
                           6 Heavy Trucks (Reo/PLS/etc)
                           6 Tank/ARV

Totals:
        160 Tanks
        132 APC of all types (actually, same type with role modifications)
         94 Medium Trucks
         76 Light Trucks of both types
         11 SPA/SR-SSM
          6 Heavy Trucks
          6 Tank/ARV
          5 SPA

        Of these, the greatest variety is in the APC. Some 37% are
        standard infantry APC of the appropriate TL. The rest are almost
        evenly divided between Fire Support, Command Centre, Signals,
        and Artillery Ammunition Carriers. Finally there is a handful of
        ATGW APCs. These can all be based on the same type. In fact, the
        CC and SIG models may be very similar.


  This formation is slightly lopsided. It would do much better _without_
the Training battalion. I assume that a mercenary _unit_ would have
almost 30% of its personnel as trainees at a given time. Of these, 50%
are of a sufficient level to accompany the unit in the field, without
unduly straining the logistic echelons of the unit. Of course, such
consideration comes only at the brigade, the division and the corps
level. The training sub-unit would have to be self-supporting as far as
logistics are concerned.

  I decided to give the brigade its own artillery assets. This is to
allow the brigade to be independent of the employer. The battalions are
dependent on their organic fire support platoons.

  The problems of this formations are, as always, logistics. If the unit
is to operate without advanced support formations, the soldiers must be
their own logistics experts. Everything from system D to systemized
liberation of supplies and fuel will have to tolerated or seen to by the
hiring government. A second, glaring, problem is the lack of organic air
assets unless the unit is grav capable.

  The brigade is heavy in the sense that it can (almost) operate alone.
It is a formidable force, but a breakable one. It must mainly haul
ammunition and replacement parts and rely for food and fuel on the hiring
party. The equipment must be highly standardize. The brigade must
establish a good staging area if it is to conduct lengthy operations.



                           Yours in advance,

                 yaniv, Sgt(res), Division 'The Steel'


-------- TML Message #1619 --------

Archive-Message-Number: 1619
From: Edwin Wiles <elw@netx.COM>
Subject: SF Mercenary Examples
Date: Thu, 11 Oct 90 12:20:36 EDT

For those of you interested in seeing a large mercenary
force described in science fiction, I recommend you check
out David Drake's "Hammer's Slammers".  To see what a *small*
outfit would look like, try David Drake's "Forlorn Hope".

One of the "Hammer's Slammers" books has a TO&E chart and
discussion in the back.  If there's interest, I will see to
digging up the exact title.

- -- 
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 #1620 --------

Archive-Message-Number: 1620
Subject: New TML Service Announcement
Date: Thu, 11 Oct 90 16:27:32 PDT
From: James T Perkins <jamesp@metolius.WR>


Rob Dean has offered us a new TML Service.  You may have been watching
his vehicle designs flowing by on the list.  Well, if you missed some,
you can now ask him for a copy! Here's the official entry in the TML
Orientation message:

Vehicle Design Keeper: rsdean@crdec8.apgea.army.mil (Rob Dean)
	Rob has a huge collection of vehicle designs for use with
	MegaTraveller.  Send mail to Rob if you'd like him to send them
	out to you.

Thanks, Rob, for making this new service available.

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 #1621 --------

Archive-Message-Number: 1621
Date: Fri, 12 Oct 90 15:49:36 -0400
From: "T. L. Hayes" <al646@cleveland.freenet.edu>
Subject: The Same Name -


Listees -

     Hi, I am new to The List so if this question has been asked before
sorry.  I am setting up an empire of my own (ie. distinct from the usual
Imperium and possibly coexisting) and I have just one question:  Where
does one get 5800 different names for the stars/main worlds (9 sectors at 
50% density)?

     My first inclination is to duplicate names already used but that is
not very attractive, especially if the two empires coexist.  Moreover, my
empire has an alien race as its "ruling species" hence alien sounding
names would be better.

     Random word generators (ala MT) produce far too few usable names and
require me to read 100's in search of the few suitable names.  Any ideas?

Thank (in advance)

Tony Hayes (alias Kobi Steele - Space Pirate!)

- --
T.L.Hayes                  |
MIT/Lincoln Laboratory     | "He IS a Borg!" - Worf
Lexington, MA              |

-------- TML Message #1622 --------

Archive-Message-Number: 1622
From: Jim Cheetham <jim@oasis.icl.stc.co.uk>
Subject: Random names for empires
Date: Tue, 16 Oct 90 9:59:37 BST

	In reference to an impassioned plea ...

>                               ... and I have just one question:  Where
> does one get 5800 different names for the stars/main worlds (9 sectors at 
> 50% density)?

	Well, as you pointed out, randomly-generated names are a bit of
	a bind sometimes (though there's quite a good one available from
	the archive-server@joshua.atherton.com), so I always think of
	some underlying reason for names of systems.

	Which isn't as hard as it seems ... Niven's worlds hold some
	marvellous evocative names - Jinx, WeMadeIt, Mount Lookitthat
	(did I spell that right? Hmm..), but perhaps you're looking
	for something a bit more ... serious.
	If you're really designing an empire, and not just a series
	of systems, then you'll know (or will make up now!) the sorts
	of people who discovered the systems in the first place. Was
	it corageous explorers? Then they'll name them after places
	back home (like the Mayflower people ...) or trite descriptive
	names. Perhaps after their favourite authors and musicians, if
	they were more likely to be 'gentlemen explorers'. If they
	were governmental agents, then they would be designated a code
	name (like LV-426) and named much later by the settelers (Acheron).

	So, get your thinking cap on! Naming systems I have used with
	some success in the past (ie no-one knew where I got them from)
	have included 2000AD artists (Bolland, Dillon, Ezquerra, etc),
	Tolkien dwarf names (for the mining settlements, you see!),
	names of fish (for the water-worlds...) and so on. Or perhaps
	something un-related ... after all, the craters and mountains
	of our fair moon are all named after scientists and mathematicians,
	so perhaps there's a lesson to be learnt from there!

	(Mind you, it's not always easy to think up things like that ...
	 perhaps a few nice topics can be suggested that provide good
	 system/planet names? And bear in mind that if a section of the
	 empire was won from another species, they'd already have names
	 them in their own language ... so crank out the random name
	 generators with a clear concience!)


/--------------------------------------------------------------------------\
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\--------------------------------------------------------------------------/

-------- TML Message #1623 --------

Archive-Message-Number: 1623
Date: Mon, 15 Oct 90 23:21:50 -0500
From: Mark Gellis <f3w@mentor.cc.purdue.edu>
Subject: Re: Random names for empire

[This came to traveller-request.  I forwarded it to traveller and added
a more meaningful subject line -- James]

1) If you don't mind spending the bucks for it, a good biographical
dictionary is an excellent source of names.  So is any good encyclopedia.

2) The cheap way to do the same thing, for people names, is to get a copy
of a phone book for any major city, but Manhattan is probably one of the 
best.

3) An atlas, and/or an almanac (which lists names of towns, counties, etc.)

4) A dictionary of mythology, or a dictionary of Saint Names

5) A good thesaurus


>From what I have seen, people name places after (a) obvious geographical
features, (b) famous people, (c) important ideas, or (d) other places.

Examples include (a) Falling Rock, (b) Washington, (c) Intercourse (yes,
there is a town named Intercourse), or (d) New York (which used to be New
Amsterdam).

Generally, I think stars will be named after people, probably very famous
real persons or mythological figures.  As for planets, anything goes.  And
when it comes to moons or asteroids, of which there are usually an abundance,
especially below the 100 km. size range, you can expect some of the names to
be damn silly.

If you need a randomizer, there are several methods.  I usually just flip
through pages with my eyes closed and stab a finger down at random intervals;
if I like the name I find, I take it.  If not, I keep going.  When I get
through one list of names, I either start over or go back.

Another method would be to throw two or three ten-siders (depending on the
size of the book) and use that as your page number, or a number to add to
your current page.  If you reach the end of the book, either subtract your
total from the length of the book and use that as your new starting page
number, or just start over.

By the way, I totally forgot another useful source of names.  Baby name
books!  (You can find some that have ten thousand names in them, and there
is at least one "Baby Names from Around the World" books for that international
flavor.  Another source is books of folklore, or folk tales, etc., since
these will have famous cultural figures listed (as the characters in the
stories).

I hope this helps.

Enjoy.

Mark

-------- TML Message #1624 --------

Archive-Message-Number: 1624
Subject: Gamemaster '90 this weekend
Date: Tue, 16 Oct 90 09:23:32 PDT
From: James T Perkins <jamesp@metolius.WR>


Hi all, I will be off to Gamemaster '90 in Boise this weekend.  It
appears that this Con will be well attended by local TML subscribers:

	Ron Abramson, Boise ID (cowriter of "Total Recall" adventure)
	Richard Johnson, Hillboro OR (TML PBEM Referee)
	Mark Cook, Corvallis OR (kid who won the Traveller's Digest
		random drawing some months back :-)
	James Perkins, Portland OR (TML Administrator)

I also suspect that some Digest Group Publications folks will be there
that we can install as honorary TML members.  Mark, Richard, and I will
be carpooling the 400-odd miles to attend the event (thanks, Mark!).

Some of the adventures at the Con (these are from mail sent by Ron
Abramson):

	AD&D: written by Jeff Latimer  Rounds 1-3
	GURPS Space: Based on the movie _Total Recall_, the adventure is
	       being written and run by Ken Brough, Jeff Waldeck and me
	       (excuse my immodesty, but this should be _fun_) Rounds 2-3
	MegaTraveller: "Antares Down" run by Joe Fugate and Gary Thomas Round 4

	The time that the rounds will run are:

	Round 1: 8:00 - 11:30 AM
	Round 2: 12:00 - 3:30 PM
	Round 3: 4:00  - 7:30 PM
	Round 4: 8:00 - 11:30 PM

I'm planning to attend Antares Down for sure, and maybe Total Recall
(although I don't know if they'll let someone in whose closest brush
with GURPS was several months playing Metagaming's The Fantasy Trip).

If you are planning to go, drop me a line this week, so I can know
who to watch for (or should that be, "watch out for" :-).  If you don't
know us by name, watch for the TML references scribbled on our name
badges.

Bis Spaeter,
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 #1625 --------

Archive-Message-Number: 1625
From: wrgate.wr.tek.com!oresoft.com!richard@reed.UUCP (Richard Johnson)
Subject: PBEM Turn 10.2 (long--169 lines)
Date: Tue, 16 Oct 90 8:22:18 PDT


PBEM -----  Turn 10.2 -------------

Some of the best role-playing I've ever seen happened this last week.
unfortuanely - it was all private stuff between two or three players.

I'm posting this as a turn so we can get on with the game.  Our beloved
CO really does have an announcement, but his player is incredibly busy at
work right now.  I'm going to excercise GM privilege and make his 
announcement for him.  It IS fair to chew me out later for omissions and
errors, and for saying the wrong things.

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

(People start waking up and crawling down the passageway to sick bay.
 A general announcement says that there is an all-hands muster at 14:00.
 The doc and the engineering robot carry the totally incapacitated
 back to their cabins and lock them in.)


At around 13:30 or so you begin to gather in the rec area.  Ranks are
noticably thinned.

Nishu scratches his head.  "I've been to a lot of parties in my time, 
but I've NEVER seen anyone get this blitzed.  I wonder if something was 
wrong with the refreshments?"

"What about Fritz?" asks Etienne.  "Fritz Severin." 
        [That's really `Fitz' btw -- Richard]

Nishu looks sheepish.  "Um, I'm not sure, sir.  I thought I heard someone over
the intercom yelling about calisthenics on the cargo deck, but I couldn't
tell if that was him or somebody else."

"Anyway - we are secure in jumpspace.  Engineering reports no problems with
grid.  Current ETA at midpoint is roughly 152 hours.  One quiet week in jump,
the refuel stop - leastways, I assume that's why we'd be popping out in deep
space - and another week after that."

"I believe Bortai Narayanan left ship before we jumped, something about family
matters."

"I don't think we actually have to refeul.   We have enough H2 left for one more
jump, although I'm not sure how big a one."



(Hssssssssssssssssssssssssssss...CLick...Click...CLICK...cli.........Hssss)

     [a very low background hiss comes on the Engineering Comm dots,
communicators, etc.]

     "Uh, Chief? This is Zben. I found that annoying click in the comm
channels.... There was a bug in the system". [In the background is
heard surpressed laughter, from someone else in the room]. "I mean, a
Real bug, y'know, with eight legs and all that? It welded itself
across a power lead in the Comm relay.... Ummmm, request permission to
seal room and spray with Bio-hazard Away?" [The background laughter
is no longer surpressed; someone is Very Amused...]

<no click :->
  "Johann here, there are some administration things for engineering that we'll
have to take care of. Most important are evaluating the number of engineers
need on each of our vessels and work out which of us that takes care of which
ship. Vouf, Zben, Fritz, how many engineers would you think is needed on each of
the ships? Take different missions like standby, orbiting, insystem transfer and
jump into account. We'll talk about this, say, 15minutes after the muster ends.
Also, I never heard from anyone but Vouf, Zben and Fritz, Are the rest of the
team asleep? 4 men and a robot sounds more like an bad holo sitcom than a
engineering team."



Amidst the still-partially-hung-over bustle in the Rec Room, the door
opens at precisely 1400 hours and Bhyarrvouf comes in. His normal
loping crouch has been replaced by an easy, arrogant saunter, and his
grimy Engineer's coveralls are nowhere in sight. In their place, he
now wears a flashy black and silver uniform with metallic trim and a
number of ribbons and patches in an unrecognizable ranking scheme. He
looks around the room once, and pauses to nod to each of the Team
Leaders, with a wry half-smile to Dr. Van der Merwe. He steps over to
Dr. Abuko and whispers, "I'll speak to you after the muster. But first
things first." Without waiting for an answer, he turns away and
lightly bounds up onto the podium, where he stands stiffly at parade
rest, approximately two meters behind and to the right of where
Commander Ger will stand to address the crew.... 


Almost immediately Count Ger strides in from the other end of the room.
Stepping before you he pauses only briefly to look over the remnants
of the crew.

"Well, we haven't much time for meeting like this.  You can see for
 yourselves how the ranks have thinned.  I won't bother with the roll;
 It'll sound like we just lost a battle, not had a party.

 First, as you might have noticed, we now have an executive officer.
 It's no longer necessary for me to stand both port and starbord 
 bridge watches.  'Vouf's PRIMARY responsibility will now be on the
 command team, and secondary responsibility to engineering.
 (In game terms, this means you can send mail to Mike, instead of
  Dan, who is terribly busy for a few months.  Otherwise, the command
  structure is unchanged.  RJ)

 We should be re-entering normal space in 6 hours.  We should emerge
 in deep space, about halfway to R-alpha.  Our orders say we should
 meet a refuelling tender, and a troop carrier with whom we can make
 some personnel changes.  I have four resumes so far: one scout, one
 engineer, one armsman, ... and a [he _almost_ pauses] lawyer.

 Tursnkaad's errand boy, Ian Thomas, will be put off when we dock.
 Apparantly he was only here to pass some information to the lawyer.
 While, in a crunch, he might be useful, I doubt he'd do us a lot of 
 good stuck, in a coma, in a cabin.

 Dr. Van Der Merwe.  Get whatever resources you need, and put the rest
 of the out-of-service characters into a slow, or stasis, or cold-sleep.
 I don't want them using resources, dieing, or who-knows-what.  While
 you're at it, find out why no one is waking up - or dieing either.
 You can draft whatever you need out of the science teams for it.


 Next, just before the party, Seargant Hammer found a locator beacon,
 a very sophisitcated one, hidden in one of the passageways of the
 Alcyon.  It was probably put there during the initial loading.  Who
 ever did it is, in all likelihood, either no longer on the ship (one
 of the Turnskaad stevedores) or is not now awake.  In any case, 
 all of you should be on your toes.  No telling what it was used for.
 I'll take a few brief suggestions whether to attempt disinformation
 or to simply destroy it.

 As soon as we pick up our new crew and passenger, we'll need a really
 brief get together to discuss the next phase of our mission, and
 pass along the new watch bill.

 As always, my cabin door is open.  If you've got any troubles, bring
 'em forward, then we can solve 'em.

 Dismissed."


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

As predicted, the Alcyon enters normal nothingness at 18:00 on the nose.
At 18:05, sensors report uncloaking of a small ship about 200 seconds
away.  At 18:05:10 an automatic ID query is received and acknowledged.
At 18:10 the Alcyon is alongside the "Ramir" a scout with some
Zhodani-like design features.  Lieutenant Alfeche of the Ramir indicates
that refuelling is to commence at 18:30; the tender will auto-uncloak
at 18:20.  

At 18:13 the troop carrier/corvette "Anslinger" uncloaks and approaches.


==========================================================
GM mode on:

I'm cutting off the turn description here so you guys can do your
engineering and crew transfer things.

Honestly, I'll try to get a new list of players/characters/addresses
out real soon now...  (Hopefully tonight).


Richard Johnson
	richard@agora.hf.intel.com




- -- 

-------- TML Message #1626 --------

Archive-Message-Number: 1626
Date: Wed, 17 Oct 90 12:41 EDT
From: METLAY@vms.cis.pitt.edu
Subject: PBEM Distribution List Check for Backup Party Leader

From:	IN%"METLAY@vms.cis.pitt.edu" 17-OCT-1990 12:34:50.64
To:	richard@agora.hf.intel.COM, dan@engrg.uwo.CA, d9bertil@dtek.chalmers.SE, metlay@vms.cis.pitt.edu, jedi@DRYCAS.BITNET, cse426@cck.coventry.AC.UK, jscratch@eklektik.pgh.pa.US, brucer@PSC.BITNET, baranski@meridn.enet.dec.COM, salamon@sdbio2.ucsd.EDU, bgilles
CC:	
Subj:	PBEM Mail Distribution Test

Date: Wed, 17 Oct 90 12:34 EDT
From: METLAY@vms.cis.pitt.edu
Subject: PBEM Mail Distribution Test
To: richard@agora.hf.intel.COM, dan@engrg.uwo.CA, d9bertil@dtek.chalmers.SE,
 metlay@vms.cis.pitt.edu, jedi@DRYCAS.BITNET, cse426@cck.coventry.AC.UK,
 jscratch@eklektik.pgh.pa.US, brucer@PSC.BITNET, baranski@meridn.enet.dec.COM,
 salamon@sdbio2.ucsd.EDU, bgillesp@beast.prime.COM,
 cdba_ltd@uhura.cc.rochester.EDU, kstclair@jacobs.cs.orst.EDU,
 hobbit@ac.dal.CA, grue@batserver.cs.uq.OZ.AU, chris@ssbell.imd.sterling.COM,
 rwmira01@ULKYVX.BITNET, rory@necntc.nec.COM, plb@violin.att.COM,
 npsylv@wmvm1.cc.wm.EDU, milamber@wpi.wpi.EDU, pierson@xenna.encore.COM,
 gsw@moss.att.COM, jlp@hamblin.math.byu.EDU, waylancm@sage.cc.purdue.EDU,
 rona@hpdml92.hp.COM, givler@cbmvax.commodore.COM, macgyver@cis.ohio-state.EDU,
 rancke@diku.DK, markc@hpcvss.cv.hp.COM, bobmah@PSC.BITNET,
 ASSHUSCR@cms.am.cc.reading.AC.UK, bpost@tully.berkeley.EDU,
 jokim@jarthur.Claremont.EDU, rsdean@crdec8.apgea.army.MIL,
 derek%uk.ed.cs.tardis@nsfnet-relay.AC.UK, erich@uqspe.cs.uq.OZ.AU,
 helena@cd.chalmers.SE, malcolm%uk.ac.ed.cstr@nsfnet-relay.AC.UK
Message-id: <1ACB1D3DDE1FA0544A@vms.cis.pitt.edu>
X-Envelope-to: metlay
X-VMS-To: ALLPBEM


To all PBEM PLAYERS, old and new:

Metlay here, running Bhyarrvouf. Having Just been named Mission SubCommander
and Executive Officer of the Alcyon in the game (and backup for the beleaguered
Dan Corrin outside of it), it's now vital that I have working mail paths to 
each and every one of you. Over the next few days, I will investigate the paths
that bounce when this message is mailed, but I can NOT investigate "black holes
(i.e. failed mail that doesn't return a bounce message), so I need all of your
help. Please take 30 seconds to reply to this message, even if you and I have
corresponded many times in the past!

This message will be sent to the Distribution List I currently have, and a copy
will be posted tonight on the TML as well, since that's SURE to reach everyone.
IF YOU ONLY RECEIVE THIS MESSAGE ON THE TML, BE SURE TO TELL ME SO!

My apologies in advance to the TMLers who aren't playing; this is hopefully
the last message of this sort I'll have to post. (Yeah, sure, right. |-< )

metlay

PS. If you have trouble reaching me at metlay@vms.cis.pitt.edu, as some folx
apparently have, I can still receive mail at mpmst1@unix.cis.pitt.edu, my old
address: it's automatically forwarded to my VMS account. But if both addresses
work, please use the VMS one. Thanx again!

-------- TML Message #1627 --------

Archive-Message-Number: 1627
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: I BEG YOUR PARDON!!!
Date: Wed, 17 Oct 90 21:10:44 PDT

> Date: Tue, 16 Oct 90 09:23:32 PDT
> Reply-To: traveller-request@metolius.WR.TEK.COM (TML Administrator)
> Subject: (1624) Gamemaster '90 this weekend
> 
> Hi all, I will be off to Gamemaster '90 in Boise this weekend.  It
> appears that this Con will be well attended by local TML subscribers:
>
>       Ron Abramson, Boise ID (cowriter of "Total Recall" adventure)
>       Richard Johnson, Hillboro OR (TML PBEM Referee)
>       Mark Cook, Corvallis OR (kid who won the Traveller's Digest
>               random drawing some months back :-)
>       ...

kid?  KID??  Listen mate, I've only been called kid by one other person
since I turned 30 (which was a WHILE back).  The only reason I didn't
climb all over HIM for it was because he's furry, has two laser pistols,
bionic hands (er, paws), and barks.  He also happens to be XO of the
starship I'm currently aboard... for the moment.

I dunno...  Mebbe it's the way I write my TML postings.  I mean, I don't
use the high, squeaky voice any more.  I just don't know....

        Adrian Bish,.. er,.. Mark Cook - Elder Software Engineer

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


-------- TML Message #1628 --------

Archive-Message-Number: 1628
Date: Thu, 18 Oct 90 13:31:27 +0100
From: Yngve Larsson <yngve@tigger.softlab.se>
Subject: Intercepted Azanian Secret Service Document (2300AD)

Begin included message:
- ---------------------------------------------------------------------------
SECRET		SECRET		SECRET		SECRET		SECRET


	This report is coded Orange, General Staff members only

	Report ZU.442, Intel division 4E, Azanian Shield of the Nation

DERFFLINGER CLASS BATTLESHIP


1 Concept:
projected German design benefitting from experience in the Kafer war.

2 Power:
2 300 MW Fusion Plants
	22000 m3	0 m2		22000 ton	400 MLv

3 Fuel:
- -

4 Thrusters:
- -

5 Drive:
New Military Drive (600 MW)
	182 m3		0 m2		214 ton		227.4 MLv

6 Crew and Workstations:

Bridge (96)
Captain:		1 WS	2 Crew
Navigation:		1	2
Communication * 10	10	20
Engineering * 12	12	24
Computer * 24		24	48

TAC (42)
Passive Sensor * 3	3	3
Active Sensor * 3	3	3
Fire Control * 22	22	22
Remote Pilot * 12	12	12
Flight Control * 2	2	2

Engineering (83)
Mechanical * 21		11	21
Electrical * 31		16	31
Engineer * 31		16	31

Ship's Vessel (2)
Maintenance * 2		2	2

Service (122)
Security * 20		1	20
Ship's Troops * 80	4	80
Science * 10		10	10
Medical * 12		12	12

Total of 162 Workstations and 343 Crew
	1296 m3		0 m2		810 ton		-

7 Accomodation and Life Support:
400 Staterooms
	10000 m3	0 m2		1010 ton	-
(8) Hamster Cage Spin Habitats (18 m diameter)
	100 m3		0 m2 		100 ton		-
6 months Life Support for 400 humans
	360 m3		0 m2		72 ton		- (?)
Total
	10460 m3	0 m2		1180 ton	-

8 Sensors:
Navigational	Navigation Radar * 2
		Deep System Scanner * 2
		Gravitational Scanner * 2
	80 m3		200 m2		122 ton		0.5 MLv
Military	Active * 3 (Range 16, CS 0, MW 6 each)
		Passive * 3 (Range 12, CS 10)
	20 m3		120 m2		2 ton		8.76 MLv
Total
	100 m3		320 m2		124 ton		9.26 MLv

9 Weapons:
20 double HD EA 122 External Mounts (Dam: 1, Target: +1, Double: +1)
	(140 m3)	600 m2		140 ton		4.4 MLv
10 HD EAA 1000 External Mounts (Dam: 2, Target: +1)
	(50 m3)		300 m2		50 ton		1.84 MLv
10 Allen BMZ 150MW PBWS Jack Turrets w/ UTES (Dam: 3, Target -2)
	340 m3		300 m2		340 ton		3.32 MLv
20 Hardpoints for LHH-637 Submunitions Dispenser (4 2x4 Det. laser each)
	-		700 m2		440 ton		2.0 MLv (+ 7.76 MLv,
							full load)
12 German SR-9/SR-10 Missile Bays (6 Missiles each)
	576 m3		24 m2		1152 ton	- (+ 16.78 MLv,
							all SR-10)
1 German LH-22 Sensor Drone Bay (2 Drone bay)
	200 m3		25 m2		400 ton		- (+ 10.04 MLv)
12 Target Tracking Arrays (TTAs)
	-		360 m2		24 ton		0.48 MLv
+2 Targetting Computer
	1 m3		0 m2		1 ton		-
Total
	1117 m3		2309 m2		2547 ton	12.04 MLv (+ 34.58
							MLv, full load)

10 Screens:
Current Military, Rating 6
	60 m3		30 m2		60 ton		15 MLv

11 Hangar:
Cramped hangar for 2 vessels of approximately 300 ton size.
	1800 m3		100 m2		360 ton		-

12 Hull Masking:
- -

13 Hull:
Main structure: 10 15 m diameter standard hull sections
Extrastructure: 8 18 m diameter standard hull sections

This provides 38100 m3 internal volume and 9230 m2 surface area. It
requires a material volume of 196 m3. Armor level 10 requires additional
1960 m3 if hull is made of Advanced Composites.

Advanced Composites Hull, Armor 10
	2156 m3		-		4312 ton	215.6 MLv

14 Streamlining:
- -

15 Cargo:
1075 m3 Cargo space + 11 m3 internal bracing
	1086 m3		-		55 ton		-

16 Pylons:
- -
EVALUATION

1 Mass:
31663 ton lightship, 33029 ton full ordnance and vehicles.

2 Drive Efficiency:
light, full maneuver: 4.666; light, active sensors, screens, weapons: 4.295
full,  full maneuver: 4.600; full,  active sensors, screens, weapons: 4.235

3 Fire Stats:
+2 Targetting computer
EA 122 double mounts hits at +4 (+2 computer, +1 integral, +1 double)
EA 1000 mounts hits at +3 (+2 computer, +1 integral)
PBWS jack turrets hits at +0 (+2 computer, -2 integral)

4 Comfort:
25 m3 per crew member, spin habitat = Comfort Rating 0

5 Expense:
900.6 MLv + 34.58 MLv for full load of submunitions, missiles and drones.
Ship's vessels are not included.

6 Reflected Signature:
Radial points:	897 * 0.2 = 	179.4
Lateral points:	2650 * 0.2 = 	530
Fixture points:	external mounts	300
		jack turrets	140
		TTAs		120
		Active sensors	0
		Passive sensors	10
		DSS		25
		Dispensers	500
	total			1095

Radial reflected signature (1274 points):	10
Lateral reflected signature (1625 points):	11

7 Radiated Signature:
600 MW:	8

8 Hull Hit Value:
Minor breach:	539
Major breach:	1078
Destroyed:	2156

9 Power Plant Capacity:
Power Plant #1:	Disabled:	40
		Destroyed:	200
Power Plant #2:	Disabled:	40
		Destroyed:	200

10 Target Profile:
Radial:		+1
Lateral:	+3

11 Target Aspects:
EAA 122 double mounts: (x1 +1 dbl)
Turret 1-4 	S-PSQ-PBs-PBQ	(Note:	S   = Stern
Turret 5-8 	S-SSQ-SBs-SBQ		PSQ = Port Stern Quarter
Turret 9-14	PSQ-PBs-PBQ-B		SSQ = Starbord Stern Quarter
Turret 15-20	SSQ-SBs-SBQ-B		PBs = Port Broadside
EAA 1000 mounts: (x2 +1)		SBs = Starbord Broadside
Turret 21-22	S-PSQ-PBs-PBQ		PBQ = Port Bow Quarter
Turret 23-24	S-SSQ-SBs-SBQ		SBQ = Starbord Bow Quarter
Turret 25-27	PSQ-PBs-PBQ-B		B   = Bow)
Turret 28-30	SSQ-SBs-SBQ-B
PBWS jack turrets: (x3 -2)
Turret 31-35	PBs-PBQ-B
Turret 36-40	SBs-SBQ-B

12 Armor:
Armor Value 10
Ship Status Sheet

Movement:		9 (8 with screens and weapons active)
Screens:		6
Radiated Signature:	8
Radial Reflected:	10
Lateral Reflected:	11
Targetting Computer:	+2
Radial Profile:		+1
Lateral Profile:	+3
Armor:			10

Hull Hits:
Minor:		539
Major:		1078
Destroyed:	2156

Power Plant Hits:
Inoperable:	40/40
Destroyed:	200/200

Surface Fixtures:
- -Weapons-
Turret 1-4:	x1 +1 dbl 	S-PSQ-PBs-PBQ
Turret 5-8 	x1 +1 dbl	S-SSQ-SBs-SBQ
Turret 9-14	x1 +1 dbl	PSQ-PBs-PBQ-B
Turret 15-20	x1 +1 dbl	SSQ-SBs-SBQ-B
Turret 21-22	x2 +1		S-PSQ-PBs-PBQ
Turret 23-24	x2 +1		S-SSQ-SBs-SBQ
Turret 25-27	x2 +1		PSQ-PBs-PBQ-B
Turret 28-30	x2 +1		SSQ-SBs-SBQ-B
Turret 31-35	x3 -2		PBs-PBQ-B
Turret 36-40	x3 -2		SBs-SBQ-B

- -TTAs and Submunitions-
1-12 	TTA
13-24	Communicator
25-44	LHH-637

- -Active Sensors-	(16)
Primary			OOOOOO
Redundant		OOOOOO
Double Redundant	OOOOOO
- -Passive Sensors-	(12)
Primary			OOOOOO
Redundant		OOOOOO
Double Redundant	OOOOOO

Critical Hits:
- -Computer-
Primary			OOOOOO

- -Life Support-		OOOOOO
- -Drive-			OOOOOO
- -Hangar Deck-		OOOOOO
- -Missile Bay- (1-12)	OOOOOO
- -Continuous-		OOOOOO

- -Tactical Action Center-
Active Operator 1-3	O
Passive Operator 1-3	O
Fire Control 1-22	O
Remote Pilot 1-12	O
Flight Control 1-2	O

- -Bridge-
Captain			O
Navigator		O
Communications 1-10	O
Engineer 1-12		O
Computer 1-24		O

Damage Control:
Party 1-13		OOO
Party 14		O

Ordnance:
12 Missile bays, each with 6 SR-9 or SR-10 Missiles.
1 Drone bay with 2 LH-22 Sensor Drone.
20 LHH-637 Submunition Dispensers, each with 4 2x4 Detonation Lasers.
Hangar space for 2 vessels internally (less than 300 tons). 

Crew:
Comfort			0
Crew Quality		
DISCUSSION

The Derfflinger is the Kiel Sternskiffbau AG competitor for German
Naval Requirement WRFz-302-166. The specification calls for a
superheavy battleship capable of taking on future possible Kafer
battleships. Requirements include Warp 4+ capability and use of
missiles as the ship's main offensive weapon. This requirement was
issued in August 2302, and is based on experience gained in the Kafer
war.

Lateral View:

 +--------+        +--------+
 |        |  ----  |        |  ---- 
 +--------+/      \+--------+/      \+++++++
  [       |   <>   |        |   <>   |      ]   (Approximate sketch)
 +--------+\      /+--------+\      /+++++++
 |        |  ----  |        |  ---- 
 +--------+        +--------+           ^
     ^        ^        ^       ^        |
      \       |       /       /         |
        Hamster Cage Habitats      Main structure 
				  extending forward
 
Radial View:

         +--------+
      +--|        |--+
      |  +--------+  |	Hamster Cage Spin habitats
      |   |/    \|   |	surrounding a main core.
      |   |\    /|   |
      |  +--------+  |
      +--|        |--+
         +--------+

The layout of the ship is a cylindrical main core surrounded by 8
external spin habitats, arranged perpendicular to the main axis in a
staggered fashion.

Two linked 300 MW fusion plants supplies power to the experimental 600
MW Hochkessle-Osaka drive, a drive of previously untried dimensions.
The succes of this arrangement is critical to the acceptability of
this design, and will be extensively tested by the German Navy.

The main offensive striking power of this vessel is the 12 remote
pilot stations, coupled with the 12 missile bays. The ship can volley
launch 12 missiles per minute, and carries a total of 72 missiles. In
extreme cases, the 20 submunition dispensers could be substituted for
SR-9, SR-10, Ritage-1 or SIM-14 Standard Missile Packs on a one for
one basis, or Ritage-2 Standard Missile Packs on a one for two basis.
Thus, in a maximum missile configuration the Derfflinger could carry a
total of 312 SR-9 or SR-10 missiles (72 in internal bays and 240 in
external missile packs.) 

The tactical idea behind the Derfflinger is to disable the main enemy
elements with missile attacks, close with the enemy fleet and dispatch
the those still capable of combat with Particle Weapons and Detonation
Laser submunitions. A very high armor value and redundancy in critical
systems heightens the ship's survivability. 20 double turrets provide
point defense fire, and 10 heavy laser turrets have a dual capability
of anti-missile and anti-boat fire. 

Of the 22 Fire Control stations, 12 control their fire through the 12
TTAs, and the other 10 controls the UTES mounted on the PBWS jack
turrets. This arrangement couples the all-aspect engagement capability
of the TTAs with the high survivability of the jack turrets.

Critics of this vessel has but a few points on their agenda:

 * The high-cost-low-profile passive sensor system included could
probably be substituted for a cheaper system with similar capability
with little or no detrimental effect, given the high profile already
presented by this class.

 * The omission of hull masking seems to be a glaring mistake. Even if
the reflected signature of the ship is very large, a radiated
signature considerably less would force the enemy to commit their
active sensors at an earlier stage.

 * At least the 20 point defense laser turrets should have been mounted
on pylons for a better field of fire.

 * The high cost of this system have caused opponents to suggest that
the missions intended for this ship could be resolved more efficiently
by 2-3 cruisers of the French Suffren class, or 4-5 cruisers of the
American Kennedy class. Purchase of such ships seems unlikely though,
given the French and American governments unwillingness to sell
cutting-edge technology to Germany.

At the moment, German Naval High Command is wargaming and simulating
this vessel against all known Kafer forces in order to find the
optimum tactics involved in deploying this ship. Currently, the
Derfflinger is to form the core of a Strike Force, including the
Derfflinger, 2-3 Frigates, 2-3 supply vessels and a number of
fighters. The fighters could be carried aboard the supply vessels or
on a small carrier (but Germany has no carrier at this date). The
Derfflinger and the fighters would make a sweep or attack together,
leaving the supply vessels (protected by the frigates) at a safe
range. 


Date of design:	March 12, 2303
Laid down:	August 22, 2303
Delivered:	Juli 31, 2305 (projected)

Another ship of the class is on order, but not yet laid down.

This report is coded Orange, General Staff members only.
- ---------------------------------------------------------------------------
End included message.

This document is offered for sale by Random Randolph, a deskjockey &
netrunner operating out of Northern Europe.


	;-)
	Yngve Larsson		yngve@softlab.se

-------- TML Message #1629 --------

Archive-Message-Number: 1629
Subject: Gamemaster '90
Date: Thu, 18 Oct 90 09:20:41 PDT
From: James T Perkins <jamesp@metolius.WR>


Here's a correction on Gammaster '90 from Ron Abramson.

James

- ------- Forwarded Message

To: traveller-request%metolius.wr.tek.com@RELAY.CS.NET
Subject: Gamemaster '90 
Date: Wed, 17 Oct 90 13:24:19 MDT
From: rona@hpdml92.boi.hp.COM

James Perkins writes:
> 
> I also suspect that some Digest Group Publications folks will be there
> that we can install as honorary TML members.  Mark, Richard, and I will
> be carpooling the 400-odd miles to attend the event (thanks, Mark!).

Yes!  Gary Thomas and Joe Fugate of DGP will be our guests of honor.  I
believe that the MT tournament will now be "The Flaming Eye" instead of
"Antares Down"  Gary and Joe will personally run this event.

______________________________________________________________________________

Ron Abramson   email: rona@hpdml92.hp.com       HEWLETT-PACKARD
               or:    rona@hpdmd48.boi.hp.com   Disk Mechanisms Division
               uucp:  hplabs!hpdml92!rona       P.O. Box 39
               phone: (208) 323-4293            Boise, ID.  83707-0039
               HPDesk: ron_abramson@hp4800      MS. 213
______________________________________________________________________________


- ------- End of Forwarded Message
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 #1630 --------

Archive-Message-Number: 1630
Date: Fri, 19 Oct 90 16:10 EDT
From: METLAY@vms.cis.pitt.edu
Subject: PBEM: I LIED! I LIED! HA HA HAAAAA!!!


I said I wasn't going to bother the TML any more, and I LIED! Skip this message
if you're not a TMLer; I promise I'll do some REAL posting soon, honest!

I have not yet heard from Gary Schrieber, Steve Owens, Jim BAranski, Chris
Bartlett, Chris Olson, Rob Miracle, Peter Berghold, Gerry Williams, Ron
Abramson, Hans Rancke, Alan Huscroft, or Malcolm Campbell. If you only
check your mail once a week or so, or you're a new daddy |->, or something,
I understand you don't have a lot of time to get back to me. But a reply
if you got my original message, or a note saying you didn't, would be nice.
Thanxaheap!

I have gotten bounces from the following folx: F. Joshua Krage, Rory Reynoldson
, Derek MacColl, Eric Halil, Helena Borjeham, Robert Harris, and Steven Fellows
- -- if you read this, gang, try to contact me at metlay@vms.cis.pitt.edu, or
metlay@pittvms.bitnet, or even (ugh) mpmst1@unix.cis.pitt.edu. I may have typos
in my addresses for you. But I'll keep trying.

I am waiting to hear from Alan Clegg, "ajgreen", John Banagan, Mr. Sergienko,
and Kevin McFadden. I don't need to know about your characters if you're not
being introduced yet: just let me know that the mail is reaching you.

For the rest of you guys: This Bud's for you. Thanks for your prompt replies,
and if anyone has a working parse of any of the above people's addresses, 
please send them to me.

Thanxagain. We now return you to our regularly scheduled Traveller stuff....

metlay

-------- TML Message #1631 --------

Archive-Message-Number: 1631
Date:     Fri, 19 Oct 90 17:21:57 PDT
From: Scott Ellsworth <sellswor@jarthur.claremont.edu>
Subject:  Jo Jaquinta & the latest version of the sector maker.

  Howdy list.  My mailer does not recognize Jo's address.

  Are you out there?  Is the latest version working yet?
(The last I heard, you were testing it for possible September release)

  Scott
  sellswor@jarthur.claremont.edu
  SELLSWORTH@HMCVAX.BITNET

-------- TML Message #1632 --------

Archive-Message-Number: 1632
Date: Mon, 22 Oct 90 16:10:12 BST
From: Lesley Grant <lgrant@maths.tcd.ie>
Subject: sysgen4

	Sysgen 4 has been 98% ready since September. I've been using it
myself quite a lot. With the total lack of feedback from the mailing
list I assumed no one out there was interested. Unfortunately my company
has decided to send me to Canada for two weeks (right in the middle
of Ireland biggest games convention... which I am running!). If anyone
interested in sysgen4 please mail me in the meantime saying what sort of
machine you wish to run it on.
	For a recap, sysgen4 extends the other sysgens up to World-Builder-
Handbook level. It includes all the nitty gritty details and will map the
surface of the planet down to 7680 hexes around the equator (It gets a bit 
fractal like the closer you get so the practical resolution is several hundred).
There are several support programs for printing the wealth of information
in a variety of ways and includes a timetable generator (for the whole 100
trillion planet galaxy), language tables, and insystem travel times.
	The Devnaree Collective (Cumann Damh na Righ) is producing a series
of "Planetary Packs" containing the information given expanded with textual
background data. We are always looking for people willing to take system
details and add history. In our MegaTraveller range we have two adventures,
a really advanced scout character generation system, and a vehicle
compendium (by our own rsdean). I'd have to talk with the rest of the colective
about making it available free to TML members electronically but it really
loses a lot without the illustrations.
	Sumbissions always welcome and if we sell enough we'll even pay 
you :-).

				Jo Jaquinta
				jaymin@maths.tcd.ie
	or try			jaymin%maths.tcd.ie@cunyvm.cuny.edu

-------- TML Message #1633 --------

Archive-Message-Number: 1633
Subject: "All Vargr who have grey fur are unintelligent..."
Date: Mon, 22 Oct 90 8:25:02 PDT
From: Richard Johnson <richard@agora.UUCP>

(Line eater - I hope you get indigestion)

That (the subject line) was the initial code phrase, by which we were
to recognize Loda Linnaker, the girl we were to rescue from the clutches
of those nasty Vilani.  We never made it :-)  Mark, our glorious engineer
talked the CO into taking the scenic route, and really messing with Joe's
well thought-out adventure.  It was really a lot of fun.  Ever been pulled
over by a 30,000 ton traffic cop with a spinal mount?

Let's see...
James won a trophy for best Battle Tech player, even though he'd never played
before.  Mark won best role-player in Ron's "Total Recall" adventure, and
I won a whole bunch of Ace-of-Aces campaigns.  

We arrived Friday night and spent until the wee hours at Joe Fugate's
house, where he showed us his wall-sized map of the imperium and home
videos of the DGP offices.  

Saturday we failed to make contact with the organizers of the con for
breakfast, and then played until 11:30 pm or so.  Afterwards we went
to a local dive and talked with the organizers, Joe, and Gary, until
about 1:30.

Sunday we dragged ourselves out of bed and woefully made our way back
to Portland.

After about 60 straight hours of persuasive techniques, we've talked
James into joining the PBEM.  Joe asked for an occasional update of
the PBEM; apparantly no one else (other than me) is stupid enough to
try an open-ended campaign with this many people.  DGP has a survey they
want us to get from Genie and provide for you guys (Mark is doing/will
do this), and they both said they are always desparate for material
for "The Journal" (no longer "digest") and "Challenge" (Gary is now
editor of Challenge).

I'd do it again tomorrow, given half a chance.  :-)

Richard

[Richard -- I fixed two small typos in your mail, but left the contents
otherwise unaltered.  All I'll say is that I had a ton of fun this
weekend, and that Cherry Starr thought Larry Trump was kinda cute.  :-)
- -- James]

-------- TML Message #1634 --------

Archive-Message-Number: 1634
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Gamemaster '90 Trip Report
Date: Mon, 22 Oct 90 10:41:07 PDT


                ROAD-TRIP REPORT FROM GAMEMASTER '90

Well, as mentioned in last week's TML Digest, James Perkins (our beloved
TML moderator), Richard Johnson (our beloved PBEM GM) and I (nobody in
particular) spent a 3-day weekend in Boise, ID ("The Nightlife Mecca of
the Pacific Northwest" :-)) to attend the Gamemaster '90 gaming convention.
The Con was well-attended.  There ~150 gamers (IMHO) engaged in all matter
of role- and war-gaming (more on this later).  Needless to say, Joe D.
Fugate Sr. and Gary Thomas were the 2 star attractions for all the die-
hard Traveller players in attendance.

We left Portland early Friday morning and (after a monotonous drive across
eastern Oregon with nothing for entertainment but each other) we arrived
in front of Ron Abramson's house about 5:15 PM, mountain time.  Ron had
graciously offered to let us stay with him for the weekend (Thanks again,
Ron!), which is a mistake I'm sure he won't make again.  However, since
we told him we wouldn't arrive until 6 PM, and since the driveway was
empty when we arrived, we stood around in front of his house for 15 minutes
before he noticed us and came out to invite us in (you see, to Jame, Richard,
and myself, a garage that's actually clean enough to hold cars is a sure
sign of a sick mind!).

That evening we when downtown to help the con organizers fold still-wet
convention programs and then Ron took the three of us to our first big
thrill: we went over to Joe Fugate's house where we met Joe, his wife
(who's name I've forget, embarassingly enough), and Gary Thomas.  We
spend probably two hours talking role-playing non-stop and just generally
"basking in the presence of greatness" (although Joe and Gary will be
the first to tell you that they HATE being celebrities).

The next morning, we were all up at five to meet the rest of the Con
organizers at a local pancake house at 6 AM.  We arrived 15 minutes late,
only to discover that everybody had overlooked one critical factor: the
restaurant WASN'T OPEN at 6 AM!!  Ron, James, Richard, and I eventually
settled for an Elmer's Pancake house, after about 20 minutes of futilely
searching the streets of Boise for signs of a familiar car.

we arrived at the Boise State University Memorial Union (the location of
the Con) about 7:45 AM and at 8 AM the festivities started.  There were
games of BattleTech, CarWars, Champions, World Conquest, Buck Rogers,
Sky Galleons of Mars, Battle for Moscow, Marvel Superheroes, and on,
and on.  The two big ongoing games during the day were multi-session,
multiple elimination games of AD&D ("It's alive - Kill it!") and a GURPS
Sci-Fi adaption of the movie "Total Recall" (which was excellently crafted
and GM'ed by Ron Abramson)  The big finish was a session of the MegaTaveller
adventure "The Flaming Eye" at two tables, referee'ed by Gary and Joe.
(This was actually additional playtesting for the adventure module, which
should come out late next year, so Richard, James, and I feel especially
privileged to have been included.)  One of the wonderful features of most
of the game sessions was that you needed no prior experience in the game
to play.

Prompted by that fact, the three of us immediately plopped down to play
"BattleTech" (Jame and I had never played it, and Richard had only played
once, a long time ago).  After a frustrating 2 1/2 hours battling crummy
dice-rolls, two teen-age "munchkins", and a squad CO with a distinct lack
of tactical ability, we were finally forced (due to session time limitations)
to abort our mission.  (Richard and I were privately wishing that Peter
Berghold, Rob Dean, and a few of the other TML'ers with military experience
had been there so we could have REALLY kicked some 30-meter, cybernetic ass!)
The high point of the game was the end, when the GM awarded James the first-
place trophy for "Best Player" (a decision that Richard and I both agree was
the only correct one to make.  I'll leave the gory details of that particular
battle to James.  C'mon James, don't be modest!!)

In the next session, James and I proceeded on to the first round of the
GURPS "Total Recall" game.  Richard attended a "How to Get Published"
talk by Gary Thomas, and then proceeded to take command of  a "Heart of
Oak" game (naval battles with square-riggers).  In the GURPS game, James
ran a sexy, young (female) rock star (and outstandingly, too) while I ran
a MAJOR NETWORK REPORTER (my karma, I guess :-)).  These characters were
pre-generated for the game, but that didn't lessen the enjoyment at all.
After 2 full, gruelling sessions (with a quick dash out to a MacDonalds,
in between) we got stomped by the bad guys.  Our only con- solation was
that the other table (did I mention there were two tables running this
adventure?) didn't get much further.  The real shock at the end was when
I got handed the 1st place award for Best role-playing!  You had to have
been there to see the field of talent we were up against.  I have NEVER
been in the company of that many outstanding RPG'ers at once in my life.

The 8 PM (and final) session rolled around, and we settled into the
ultimate reason for our road-trip in the first place, the chance to
play MegaTraveller with two of the guys responsible for making it what
it is today.  James played with a group at Gary's table, while Richard
and I (along with 3 other really good players) sat at Joe's table.
Both MT tables were deliberately moved as far away as possible from
the "Clay-o-Rama" table, since we couldn't hear ourselves think (let
alone, talk) anywhere near them.  Our (economic) mission for that
evening was to rescue a scientist, and her proto-type invention, from
deep inside Vilani space.  Our table didn't get nearly as far along
as Gary's table, but the role-playing and characterizations were
unbelievable!!  Joe is the kind of GM that you hope you get in role-
playing heaven when you die.11 PM arrived much too soon (sigh).  

After the Con ended, we joined Gary, Joe, and the rest of the Con
organizers for a TGIO (Thank God It's Over!) get-together at Denny's,
which went on until 2 AM.  As tired as we were, all the gaming just
didn't seem to last long enough.

Well, in a nutshell, we had a ball!!  We're definitely going back again
next year.  ...And I'm sure that James and Richard will have plenty more
to tell about the parts that I've left out.

Later,

        "Laura, take a spray-hypo full of sterile water up to the bridge
         and tell the Captain it's time for his next shot."
                                - Tori Chimal, engineer for "The Last Gasp",
                                  a type-A2 free trader.

        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 #1635 --------

Archive-Message-Number: 1635
Date:     Mon, 22 Oct 90 17:09:28 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, part 16

The latest stuff.  Have fun.

Rob Dean

Draft Imperial 20000ton Light Cruiser TL15

     This draft design was produced on 19 October 1990.  Endurance given 
below is for no combat use of power.  Combat power consumes 2 days of non-
combat power per day. Cost of subcraft is included in the total design 
cost.  (4 Lance fighters, 6 Type 1112 landing boats) Probably not really 
intended for independent operations, but does have limited capability for 
planetary intervention with approximately one company of marines carried.

  CraftID: Imperial Light Cruiser, 20000 tons, TL15, MCr14528
     Hull: 18000/45000, Disp=20000t, Config=1SL, Armor=61G,
           Loaded=392924t, Unloaded=362893t
    Power: 1267/2534, Fusion=342000MW, Duration=30/90 
     Loco: 1980/3960, Maneuver=4, 900/1800, Jump=4, Cruise=750kph,
           Max=1000kph, Agility=0
     Comm: Radio=System*5, Laser=System*5, Maser=System*5
  Sensors: EMS Active(FarOrbit)*5, EMS Jammer (FarOrbit)*5,
           EMS Passive(Interstellar)*5, Neutrino Sensor (10kw)*5,
           High Pen Densitometer (1km)*5, ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=200

               MesonGun=J0x     Missile=x90     BeamLaser=xx9
           Batteries     1               10                 5
           Bearing       1               10                 5

      Def: DefDM+8, Meson Screen-9*3, Nuclear Damper-9*3

               SandCaster=x09
           Batteries        4
           Bearing          4

  Control: Computer Mod9fib*3, 4*LargeHoloDisplay, 50*HeadsUpHoloDisplay,
           760*HoloLink
    Accom: Crew=287 (13 bridge, 27 engineer, 12 maintenance, 52 gunners,
           30 flight, 135 troops, 15 command, 3 medical), Staterooms=144,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=130140kl (1 jump-4+30 days), Cargo=14071, Missile Magazine=
           1250kl (50b-r), Fuel Scoops, Fuel Purifier (12hr), SubCraft=
           10*40ton (6*Type 1112 Landing Boats, 4*Lance fighters),
           ObjSize=Large, EmLevel=Strong

ConTech_MicroFighter_TL15

     The MicroFighter is designed to fit the standard starship four ton 
vehicle bay, and to provide its parent vessel with a limited additional space 
combat capability.  Originally developed to a scout service experimental 
specification, the MicroFighter has since been licensed for non-government 
procurement.  Pilots frequently complain about the cramped extended duration 
accomodations, and some of the extending equipment is typically removed to 
provide a roomy seat for shorter patrols.

  CraftID: MicroFighter, TL15, Cr8,162,660
     Hull: 4/9, Disp=4, Conf=1AF, Armor=40G, Loaded=75.3t,
           Unloaded=75.1t
    Power: 1/2, Fusion=306MW, Dur=16hrs
     Loco: 1/2, Std Grav, Thrust=400t, TopSpeed=3544kph, Cruise=2658kph, 
           NOE=40kph, MaxAccel=4.3G, Agility=2
     Comm: Radio=System,Laser=System
  Sensors: EMSActive=FarOrbit, EMSPassive=Interstellar, ActObjScan=Routine,
           ActObjPin=Routine, PassEnScan=Routine
      Off: Hardpoints=1

           BeamLaser=xx2
           Batteries   1
           Bearing     1

      Def: DefDM+5
  Control: Comp Mod1*3, HeadsUpHoloDisplay*1
    Accom: Seats=ExtendedOccupancyCramped*1, Env=basic env, basic ls,
           ext ls, grav plates, inert comp
    Other: Fuel=2.58kl, Cargo=0, ObjSize=Small, EmLevel=Moderate  

Chameleon Grav Tank TL10

     The Chameleon is an unusual grav tank design, based on a customer 
requirement for low observability.  To reduce the vehicle signature power is 
provided by an MHD turbine rather than a more typical fusion plant, and the 
main armamament is a hull mounted 20cm mass driver gun. No active sensors, 
and no broadcast communications are installed.

  CraftID: Chameleon Grav Tank, TL10, Cr5,674,000
     Hull: 5/12, Disp=5, Config=4SL, Armor=35E, Loaded=66.5t,
           Unloaded=53.4t
    Power: 1/2, MHD Turbine=5.6MW, Dur=12hrs
     Loco: 1/2, LP HGrav=100t, Max=600kph, Cruise=450kph, NOE=140kph 
     Comm: LaserComm=Regional(500), MaserComm=Regional(500)
  Sensors: EMM, EMSPassive=Continental(5000), PassEnScan=Formidable
      Off: Hardpoints=1

                             Pen/          Max     Auto   Dngr
                 Ammo  Rds   Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  20cm MD Gun    KEAP  170    42     20   Dist(45)   -     -      L     3
                 HEAP   -     54     20   Dist(45)   -     -      L     3
                  HE    -     28     28   Dist(45)   -     50     L     3
              Flechette -     28      4   Dist(45)   -    150     L     3
                 CBM    -    10/7     6   Dist(45)  +6     50     L     3

      Def: -
  Control: Comp Mod1*2, HeadsUpDisplay*3
    Accom: Crew=3(Commander, Gunner, Driver), Seats=Roomy*3, Env=basic env,
           basic ls
    Other: Fuel=2.94kl, Cargo=0, ObjSize=Small, EmLevel=Faint

Dependable Orbital Air Raft TL15

     The Dependable is sold as an all-purpose grav vehicle capable of making 
a planetary landing from orbit.  It is sized to fit the standard 4 ton 
vehicle bay found on numerous starships, and can be used for extended travel 
on unimproved worlds.  The only problem in this application is the lack of 
onboard long term accomodations.

  CraftID: Dependable Orbital Air Raft, TL15, Cr1,379,600
     Hull: 4/9, Disp=4, Conf=4SL, Armor=40G, Loaded=34.4t,
           Unloaded=26.9t
    Power: 1/2, Fusion=12MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=70t, TopSpeed=1000kph, Cruise=750kph, 
           NOE=40kph, MaxAccel=1.0G
     Comm: Radio=System
  Sensors: EMSActive=Regional, EMSPassive=Interplanetary, 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Comp Mod0*3, HoloLink*24
    Accom: Seats=ExtOccRoomy*3, Env=basic env, basic ls, ext ls, grav
           plates, inertial comp, airlock
    Other: Fuel=12.96kl, Cargo=6.6kl, ObjSize=Small, EmLevel=Moderate  

Tiremese Mule TL11

     The Mule is a common vehicle on Tirem, a high population planet with a 
corrosive atmosphere.  The heavy armor is necessary for the vehicle to resist 
the long term, effects of atmospheric exposure, and the rather expensive 
extended life support capability is mandated by most local governments on the 
planet, to ensure that passengers will be safe if an emergency vehicle is 
delayed in responding to a breakdown. Power plant duration includes the need 
to supply oxygen as well as hydrogen to the fuel cells.

  CraftID: Tiremese Mule, TL11, Cr149,200
     Hull: 5/12, Disp=4, Conf=4USL, Armor=25E, Loaded=26.0t,
           Unloaded=20.2t
    Power: 1/2, 30*FuelCell=2.7MW, Dur=6/18
     Loco: 1/2, Wheels=4, P/W=103, RoadSpeed=217kph, Offroad=43kph
     Comm: Radio=Continental(500)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*41
    Accom: Seats=ExtOccRoomy*4, Env=basic env, basic ls, ext ls, 
           airlock
    Other: Fuel=15.55kl, Cargo=4.7kl, ObjSize=Small, EmLevel=Moderate

Swift Light Air Raft TL13

     The Swift is a low cost grav vehicle intended for the general market.  
Most of its popularity stems from the fully enclosed, streamlined design, 
enabling comparatively high speed travel.
  
  CraftID: Swift Light AirRaft,TL13, Cr39,205
     Hull: 1/3, Disp=1, Conf=4SL, Armor=4F, Loaded=3.86t,
           Unloaded=1.46t
    Power: 1/2, FuelCell*5=0.675MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=6t, TopSpeed=660kph, Cruise=495kph,
           NOE=40kph, MaxAccel=0.55G
     Comm: Radio=Continental(5000km)
  Sensors: Radar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*10
    Accom: Seats=Cramped*4, Env=basic env
    Other: Fuel=1.44kl, Cargo=2.3kl, ObjSize=Small, EmLevel=Moderate 

Small Bulk Freighter TL15

     This small bulk freighter is a fairly standard TL15 design, and can be 
found in fairly large numbers anywhere there is bulk cargo traffic to 
justify their presence.  The weapons suite consumes approximately the same 
amount of power used for the grav plates and inertial compensators, which 
are powered down for combat.  The shuttle provides a certain amount of 
cargo transfer capacity at unimproved or high grav starports where the ship 
would not be able to land.

  CraftID: Small Bulk Freighter, TL15, MCr1466.6
     Hull: 4500/11250, Disp=5000t, Config=4SL, Armor=40G,
           Loaded=64208t, Unloaded=29424t
    Power: 84/168, Fusion=22500MW, Duration=30/90 
     Loco: 225/450, Maneuver=2, 180/360, Jump=3, Cruise=750kph,
           Max=1000kph, Agility=3
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: 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=50

               BeamLaser=xx4
           Batteries       6
           Bearing         6

      Def: DefDM+12

               SandCaster=x04
           Batteries        4
           Bearing          4

  Control: Computer Mod9*3, 1*LargeHoloDisplay, 120*HoloLink
    Accom: Crew=14 (3 bridge, 4 engineer, 3 flight, 2 command), 
           Staterooms=14, Env=basic env, basic ls, extended ls, grav 
           plates, inertial comp
    Other: Fuel=21600kl (1 jump-3+30 days), Cargo=32642kl, Fuel Scoops, 
           Fuel Purifier (24hr), SubCraft=1*95t Shuttle, ObjSize=Large, 
           EmLevel=Moderate

-------- TML Message #1636 --------

Archive-Message-Number: 1636
Date: Tue, 23 Oct 90 02:19:21 -0700
From: George William Herbert <gwh@ocf.berkeley.edu>
Subject: Anon FTP for the Vehicles, and Good News!


First; thanks to Robert Dean and the fact that my site supports anon FTP,
we now have free access to a (I think) complete set of the vehicles.
FTP to ocf.berkeley.edu (128.32.184.254) login:anonymous password:your name

the files are in pub/Traveller

Second; Good News! One of my continuing projects was a set of rules for
a legal system for MegaTraveller, and Challenge just accepted it!  8-)
It only took managing editor Michelle Sturgeon four working days to send
the acceptance letter back, too.  8-)  [ <= happy george 8-) ]  I don't yet
know _when_ it will show up, but it will.  (alas, as it's going to be published,
I can't tell ya what's in it, but hope you enjoy when you see it....)

- -george william herbert
gwh@ocf.berkeley.edu   OCF Staff

-------- TML Message #1637 --------

Archive-Message-Number: 1637
Date:     Tue, 23 Oct 90 10:08:21 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Recent Trips


>From Yesterday:

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





****************************************************************
From: Richard Johnson <richard@agora.UUCP>
Subject: (1633) "All Vargr who have grey fur are unintelligent..."

Prompted  by that fact, the three of us immediately plopped  down 
to play "BattleTech" (Jame and I had never played it, and Richard 
had  only played once, a long time ago).  After a  frustrating  2 
1/2  hours battling crummy dice-rolls, two teen-age  "munchkins", 
and a squad CO with a distinct lack of tactical ability, we  were 
finally  forced  (due to session time limitations) to  abort  our 
mission.  (Richard and I were privately wishing that Peter  Berg-
hold,  Rob  Dean, and a few of the other  TML'ers  with  military 
experience had been there so we could have REALLY kicked some 30-
meter,  cybernetic ass!) The high point of the game was the  end, 
when the GM awarded James the first-place trophy for "Best  Play-
er"  (a decision that Richard and I both agree was the only  cor-
rect one to make.  I'll leave the gory details of that particular 
battle to James.  C'mon James, don't be modest!!)
****************************************************************

Thanks for the vote of confidence, but I hate to tell you that my 
military experience consists of twenty years of being a  military 
buff, eighteen years of being a wargamer, and nine years of being 
an  Amry civilian engineer who never even gets to touch  anything 
vaguely resembling a weapon.  All theoretical, you know...

Rob Dean




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


-------- TML Message #1638 --------

Archive-Message-Number: 1638
Subject: GameMaster '90
Date: Tue, 23 Oct 90 11:25:40 PDT
From: James T Perkins <jamesp@metolius.WR>


Okay, okay, Mark.  I'll send in my trip report. :-)

Friday went pretty much as Richard and Mark described.  One thing I can
mention is, if you ever send art to GDW, make sure you either send along
a frame and matting, or a return envelope :-).

One thing the Con reminded me about gamers (since I've been away from
playing games for about 6 years) is that gamers get really carried away.
And when they get carried away, they sometimes get rather loud...  Not
only was Clay-O-Rama loud ("The Flaming Eye" was interrupted by a loud
20-player cheer of "STOMP! STOMP! STOMP! STOMP! STOMP!" from the
Clay-O-Rama table), but at one point in the day a handsome fellow at one
of the AD&D tables, who had a penchant for standing as he played,
brought me straight out of intense character playing for "Total Recall"
at the table next door, with a ear-splitting primal scream.  Apparently
it affected everyone else in the room similarly, because the room
instantly became dead silent, and 300 eyes were focused unflinchingly on
the young fellow at the end of the room.  A second or two later people
recovered their composure and gave him scattered applause and cheers, he
gave the rest of the room a deep bow, and all went back to playing their
games.

Mark, you wanted me to post the gory details of the BattleTech campaign.
Everyone YAWN now before you read further.  :-) The ref (a young fellow
with dark hair, wry grin, and the name "SHAD" written on his forehead in
green soluble marker) threw down about 10 'mech sheets in front of us.

I picked a moderate 'mech called a "Dragon", which weighs in at about 60
tons and is armed with Long Range Missles, an Autocannon/5 and an arm-
and back-mounted Medium Laser.  While my compatriots all party down the
middle of the hex map with heavier 'mechs, I decide to rapidly skirt
down the right side; that way, my right side is safe from attack.
Suddenly, I discover another mech left and above me on the hillside! He
wounds me and I return fire, wounding him.  He jumps down off the hill
next to me and fires some more (A light 'mech - a Wasp, I see!).  And
then a Locust comes by (another light 'mech).  I shoot the Wasp --
ineffective.  The Wasp misses and the Locust hits.  I kick the Wasp, and
the locust takes off to fry other fish.  The Wasp keels over.  I start
to repeatedly kick the Wasp while he fires back at me.  Eventually the
Wasp becomes an inert, twisted pile of metal, and I resume sidling down
the side of the map to fire LRM's at a new opponent.

Meanwhile, across the map, Richard is facing repeated "death from above"
from a Commando - a kamikaze jump-on-opponent type of attack.  Between
damage taken by consistently missing Richard, and fire vectored in from
all the other player mechs, he finally finishes himself off in his final
leap, and crashes into a riddled heap at Richard's side.  On the other
side of the table, no matter how hard he tries, Mark can't hit anyone,
despite trying to come over and rescue my 'mech, and he is being ignored
by the enemy.  Worse than that, his dice fail to cooperate.

At the end, they awarded me the "Best Player" trophy, which I humbly
accepted.  I feel I earned it through a combination of luck, asking lots
of questions of a Battletech expert that was co-GMing, and a small
amount of previous tactical wargaming experience.

Richard hasn't shared anything he learned in the "How to get Published"
seminar.  Come on, Richard, let's share some of this with the group.

You should've seen how hard Mark role-played in the "Total Recall"
campaign, faced with his character's wife, he is forced to basically
struggle within himself and with her over the topic that she is a
dangerous liar.  I *know* I couldn't have maintained character at that
point.  Maybe the fact that the character wife, Lori, has the same name
as Mark's real wife, helped him keep character focus.

The other real gem of the Total Recall game was the young fellow playing
the rich-bitch character of Leona Trump.  Dependent upon her hubby,
Larry, but amazingly resourceful with the pistols made from the company
she owns, she was played wonderfully and was very believable (and
annoying at times).  Ron's quick-thinking improvisation of a prop was
another good story.  Leona calls up Larry on the video, and guess who
appears on the screen but the image of Arnold Shwarzenegger.  Ron holds
the picture in front of his face, looking at Leona's player, and says
(in a deep, legato Arnold accent), "Leona honey, what's wrong?!".  The
table erupts in raucous laughter.  Ron was able to milk laughs out of
that prop and accent all afternoon.

The Flaming Eye adventure was a lot like Eastern Pennsylvania to me.
That is, I think that Eastern Pennsylvania must look very pretty when
you aren't looking at it through smog from an expressway.  I was sitting
at Gary's table, while Richard and Mark were at Joe's table -- I had
thought it might be fun to get a little different slant on it than Mark,
since Mark and I had shared the previous three sessions.  Guess I
should've stayed with the more experienced gamers.  I picked a Scout
that was a highly experienced engineer, who chose to run light and not
be the party leader.  Unfortunately, I resorted to poking ideas at the
leader on several occasions, and acted as treasurer despite the fact
that duty ought to fall on the captain.  My attempts at characterization
were encouraged by Gary, but the other players did not seem interested
in characterization, and seemed more interested in exercising their
skill DM's, having their very own starship, and provoking Vilani police
with automatic weapons rather than having more subtle fun.  I got the
impression that Gary was moving quickly through the adventure to get it
over with, more because of the other players, as well as the distracting
noises and short playtime.

When I really came to understand characterization and ROLE playing in
games, some years back, it was like a light went on in my head and I
could see wonderful possibilities.  I guess the other players at my
table are lucky that they had not had that freeing experience.  :-) I
hope that some day I can play with Gary when he is free to concentrate
on his refereeing or play - he is quite talented, clever, and very good
at making characters come alive - when there are fewer distractions,
more time, and the more appreciative players.

It was really wonderful to be "on the inside" of the convention -
especially wonderful in our case because we didn't do any of the work on
it.  :-) The opportunities to meet and talk to Ron, Gary, Joe, Patricia,
Joe Jr., Ken, Dave, and all the others I haven't mentioned was terrific.
They were all excellent hosts.  I think Joe and Gary appreciated us for
having serious Traveller GM's to bounce ideas off of, and we enjoyed
bouncing our own ideas off them.  I appreciated their candor and
friendliness.

I'd like to thank Mark again for providing transportation, and Richard
for the breakfast he treated us to.  I also enjoyed the chance I had to
get to know Richard and Mark better (what else is there to do but talk
when on the road 16 hours round trip:-) )? I had such a great time that
if anyone is stupid enough to invite me, I'll do it again next year.

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 #1639 --------

Archive-Message-Number: 1639
Date:     Tue, 23 Oct 90 16:44:25 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 17

It's been a busy week as far as designs go, so I figured I might as well
upload a few more today.  Rumor has it that these will soon be available on ftp
for those with that capability.

Rob Dean

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


Grav Bike TL13

     The grav bike is a popular recreational and very light transport vehicle 
at appropriate tech levels.  This example includes a fairing to reduce the 
wind resistance of the rider, and a fair amount of enclosed cargo space 
(enough for a couple of suitcases.)

  CraftID: Grav Bike, TL13, Cr2940
     Hull: 1/2, Disp=0.037, Conf=4SL, Armor=1F, Loaded=364.1kg,
           Unloaded=108.1kg
    Power: 1/2, FuelCell=0.06MW, Dur=14/42
     Loco: 1/2, Std Grav, Thrust=0.5t, TopSpeed=450kph, Cruise=338kph,
           NOE=40kph, MaxAccel=0.37G
     Comm: Radio=VDist(50km)
  Sensors: 1*Headlight
      Off: Hardpoints=1, No weapons
      Def: -
  Control: 1*Electronic
    Accom: Seats=Open*1
    Other: Fuel=84liters, Cargo=0.25kl, ObjSize=Small, EmLevel=Moderate
NOTE:  After doing this one I noticed that the smallest standard grav unit you
are allowed to build has a one ton thrusts, making this an illegal design. 
However, as it is two tech levels above the introduction of grav units, perhaps
they have discovered how to miniaturize them a bit.

Bumblebee Light Air Raft TL11

     The Bumblebee is a light air raft intended for use on planets where 
hydrocarbon fuels are inexpensive and readily obtainable.  In such situations 
the turbine engine is more cost effective than either fusion power or fuel 
cells.  There are no significant differences between the TL11 version shown 
here, and the TL10 version.
  
  CraftID: Bumblebee Light AirRaft,TL13, Cr30,212
     Hull: 1/2, Disp=0.75, Conf=4SL, Armor=4E, Loaded=3.93t,
           Unloaded=1.79t
    Power: 1/2, MHD Turbine=0.8MW, Dur=1/3
     Loco: 1/2, Std Grav, Thrust=7.5t, TopSpeed=1000kph, Cruise=750kph,
           NOE=40kph, MaxAccel=0.9G
     Comm: Radio=VDist(50km)
  Sensors: 2*Headlights, Radar=Dist(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*7
    Accom: Seats=Cramped*3, Env=basic env
    Other: Fuel=0.84kl, Cargo=1.3kl, ObjSize=Small, EmLevel=Moderate 


Brumby Enclosed Air Raft TL11

     The Brumby is a high speed grav vehicle built to IISS specifications, 
and frequently used as an auxiliary vessel aboard lower TL Type S scouts.  

  CraftID: Brumby Enclosed AirRaft, TL11, Cr1,303,000
     Hull: 4/9, Disp=4, Conf=1AF, Armor=8E, Loaded=31.4t,
           Unloaded=23.1t
    Power: 1/2, Fusion=8MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=75t, TopSpeed=1590kph, Cruise=1192kph,
           NOE=150kph, MaxAccel=1.4G
     Comm: Radio=FarOrbit, LaserComm=Continental(5000)
  Sensors: ActEMS=Distant(5km), PassEMS=VDist(50km), ActObjScan=Form, 
           ActObjPin=Form, PassEnScan=Form
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Comp0*2, 26*DynLink
    Accom: Seats=ExtOccRoomy*2, Bunk*1, Env=basic env, basic ls, ext ls
    Other: Fuel=8.64kl, Cargo=7.7kl, ObjSize=Small, EmLevel=Moderate 


Type S Scout/Courier TL11

     The TL11 Scout Courier is the first to mount thrusters for deep space 
propulsion, and has a sensor package that includes a neutrino sensor and a 
densitometer.  A full envrionmental suite is carried, but as with any Type S, 
true comfort is difficult to obtain in such a cramped situation.  The cost 
given below does not include an auxiliary vehicle, but provision for carrying 
soemthing in the 4 ton class is made (typically a Brumby or other similarly 
sized air raft.)  An onboard fuel purifier gives the vessel the capability 
for extended wilderness missions.

  CraftID: Type S Scout/Courier, TL11, MCr60.253 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40E, Loaded=1713t,
           Unloaded=1323t
    Power: 6/12, Fusion=540MW, Duration=30/90 
     Loco: 5/10, Maneuver=2, 3/6, Jump=2, Cruise=1590kph, Max=2120kph, 
           Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Jammer (FarOrbit),
           EMS Passive(Interstellar), Neutrino Sensor (1Gw),
           High Pen Densitometer (1m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Form, PassObjPin=Form,
           PassEnScan=Rout, PassEnPin=Form
      Off: Hardpoints=1

                  Missile=x01
           Batteries        1
           Bearing          1

      Def: DefDM+4

               SandCaster=x03
           Batteries        1
           Bearing          1

  Control: Computer Mod2*3, 2*HeadsUpDisplay, 290*DynLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=400kl (1 jump-2+30 days), Cargo=362kl, Fuel Scoops, Fuel 
           Purifier (12hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1640 --------

Archive-Message-Number: 1640
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Win $100 in the DGP Survey Sweepstakes!!!
Date: Tue, 23 Oct 90 14:52:31 PDT

Hey, TMLers!!  How'd you like a shot at winning $100.00?  Sounds pretty
good, huh?  Well, all you have to do is take a few minutes and fill out
a copy of the Official DGP RPG Survey shown below.  Once you're done,
just mail the completed copy back to me (markc@hpcvss.cv.hp.com) or,
if you can't get through for some reason, to the TML moderator
(jamesp@metolius.wr.tek.com) before November 20th.  This will allow
us to bundle and forward all the returned surveys to the good people
at DGP before the entry deadline of November 30th.  After the deadline,
one lucky survey returnee will be drawn at random to receive $100.00
in credit towards current and/or future DGP products.

The E-mailing instructions given below are for subscribers on GEnie, so
you can disregard them, although the U.S. Mail address IS valid.  If
you want to mail a hard copy of your survey directly to DGP instead
of returning it to us, that's find too.  The address is listed below.

Help Joe and Gary find out what a large group of rabid travellers really
want in an RPG.  This way, we all win!!

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

P.S. Just in case you scoff at the free drawing idea ("Aw, I NEVER win
that sort of thing!"), I'm living proof that sometimes you CAN get lucky.
Last year, I sent in one of the surveys from an issue of Travellers
Digest, and promptly won a free subscription!  Not bad, huh?

- ------8<----------8<-----------Cut Here---------8<------------8<---------------

ROLEPLAYING GAME SURVEY SWEEPSTAKES
If you play roleplaying games, are just interested in playing
roleplaying games, or you just like taking surveys -- you are invited 
to fill out the following survey. The survey deadline is November 30, 
1990. E-Mail it to DIGEST.GROUP, or print it out and mail it regular
US Mail to:

  Digest Group Publications
  8979 Mandan Ct.
  Boise, ID  83709-5850


PRIZE OF $100!
A winner will be randomly drawn from all the survey respondents to
receive a prize of $100 as a credit toward DGP products. You can
either take this prize in our current products, or you can save it and
apply your credit toward a free copy of the new roleplaying game and
support materials we are designing. As a special bonus, all products
you get from us with this credit are POST PAID (the shipping doesn't
count against your credit, we'll pay that as a service to our winner).

Name........:
Age.........:
Occupation..:
Eduation....:
Telephone...:

1. How many hours per month do you dedicate to playing roleplaying games?
   ___ less than 2 hours
   ___ 2-4 hours
   ___ 5-8 hours
   ___ 9-16 hours
   ___ 17-24 hours
   ___ Over 24 hours

2. What is the average age of your gaming group?
   ___ under 15
   ___ 15-17
   ___ 18-20
   ___ 21-25
   ___ 26-30
   ___ 31-35
   ___ over 35

3. Assume you are in a store to buy a new roleplaying game, and a sample of
   the game is open and available on the counter for you to look over.
   Which factors would influence you the most in your decision to BUY the
   game? Rank the factors from 1 to 10.

   ___ Artwork/graphics (game art is attractive and inspiring)
   ___ Text editing (text has minimal gramatical/spelling errors)
   ___ Realistic rules (rules are accurate and realistic)
   ___ Game packaging (materials are eye-catching and soundly constructed)
   ___ Background (background is well thought out)
   ___ Clarity of presentation (Material easy to grasp, with good examples)
   ___ Game accessories (game has lots of nice accessories)
   ___ Uniqueness (game background, rules, or presentation unlike any other)
   ___ Playable rules (rules are easy and elegant)
   ___ Affordability (game has a low price)

   10=the most likely to influence you
    1=the least likely to influence you

4. If you enjoy science fiction, rank the following from 1 to 5 according to 
   your preference. 

   Time Period...
   ___ Current/Near Future: 0-50 years
   ___ Mid future: 50-500 years
   ___ Far future: 500 - 5,000 years
   ___ Distant future: 5,000+
   ___ Past/Any: time travel, Atlantis, Jules Verne

   5=the most interesting
   1=the least interesting

   Scope/Locale...
   ___ Earthbound
   ___ Solar-system bound
   ___ Local interstellar
   ___ Far interstellar
   ___ Intergalactic

   5=the most interesting
   1=the least interesting

5. Rank these factors of game rule design. Rank them from 1 to 10.

   ___ Fast running rules that don't break the pace of adventure
   ___ Detailed personality and background generation for characters
   ___ Ultra-detailed hit resolution
   ___ Extensive rules for generating game background, settings, creatures, etc.
   ___ Detailed rules for activities other than combat (swimming, falling, etc.)
   ___ Detailed rules for interpersonal activities (negotiating, bribing, etc.)
   ___ Game-time character improvement and/or advancement
   ___ Detailed task resolution system for character activities
   ___ Minimal learning curve on the rules (e.g., 15 minutes then you play)
   ___ Rules to randomly generate adventures

  10=the most important
   1=the least important

6. What types of adventures do you like best? Rank the types from 1
   to 5.

   ___ Combat
   ___ Exploration/problem solving
   ___ Interpersonal/roleplaying
   ___ Mystery/murder
   ___ Economic/trade

   5=the most interesting
   1=the least interesting

7. Which of the following RPG genres are your most favorite? Rank them
   from 1 to 15.

   ___ sword and sorcery (Conan)
   ___ high fantasy (Tolkien)
   ___ galactic empires
   ___ giant robots
   ___ horror
   ___ cyberpunk
   ___ historical/historical fantasy (Robin Hood)
   ___ space exploration
   ___ light-hearted science fiction/fantasy
   ___ military science fiction
   ___ spy/espionage
   ___ superhero
   ___ post-holocaust
   ___ time travel
   ___ multi-genre (Torg, Rifts, etc.)

   15=the most favorite
    1=the least favorite

8. When playing an RPG, have you ever run a non-human character?
   ___ Yes
   ___ No

   Do you play a non-human often or seldom? 
   ___ Often
   ___ Seldom


9. What elements do you prefer in a roleplaying game? Rank the
    following items from 1 to 10.

    ___ Magic
    ___ Psionics
    ___ Instantaneous travel (teleportation/warp drives)
    ___ Aliens/Monsters
    ___ Supernatural elements
    ___ Ultrahigh technology
    ___ Intricate background
    ___ Weapons
    ___ Vehicles/hardware
    ___ Unusual settings/locations

   10=the most interesting
    1=the least interesting

10. Assume you are in a game store looking at some new games. What
    would you think the subject matter of the following titles 
    would be, and rank them in the order in which you would likely look at
    the game box to learn more about them. Rank the titles from 1 to 10.

    ___ Mortals, Mammoths & Myths
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Scoop
        Game topic:________________________________________________
        ___________________________________________________________

    ___ A.I.
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Discovery
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Timers
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Tech Lord
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Millenium
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Atomic Heroes
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Fantastic Era
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Eon     
        Game topic:________________________________________________
        ___________________________________________________________

   10=the most interesting
    1=the least interesting

11. What roleplaying game do you think has the: 
                                       -----------RPG game title------------
    o Best rules?.....................:
    o Best packaging?.................:
    o Best graphics?..................:
    o Most comprehensive background?..:
    o Which is your all-time favorite?:

12. Which do you have more use for (select one)?
    ___ adventures
    ___ background supplements

13. Below are some unorthodox ideas for how to do a roleplaying game.
    Indicate what you think of each idea.

    -------------------------------------------------------------------
    Game does not use dice
    (Methods other than random generators put in the element of
    uncertainty)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game uses mostly guidelines rather than rules
    (Unless the rule can be expressed with a mathematical formula, the
    game presents a guideline/rule-of-thumb instead)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game does not use a game master/referee
    (Methods are provided whereby the players can self-administer an
    adventure)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game has no rulebook
    (Each adventure/weapon/device has its own set of mini-rules)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game illustrates each and every setting/event/creature/weapon/device
    (25-50% of the content would be pictures instead of text. In your
    rating, also realize you would pay significantly more if the game had 
    this high of an illustration ratio)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game based on a 3-hole binder presentation
    (Basic set comes with a binder, all supplements come as
    a shrink-wrapped pack of three-hole punched lose pages)


    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

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

14. What's the most expensive RPG you've ever considered purchasing?
    Title:__________________________

    How much did it cost?  $________
    Did you buy it? _ Yes  _ No

15. How many fiction books do you read per year?  ___
    List your top 3 authors.
    ________________________
    ________________________
    ________________________

16. Do you read any science-fiction, fantasy, or gaming-related magazines? 
    If so list the top three titles.
    ________________________
    ________________________
    ________________________

17. Do you regularly read comic books? If so, name your top three titles.
    ________________________
    ________________________
    ________________________

18. If you own a computer, what type/brand is it?
    ___ IBM PC or compatible
    ___ Macintosh
    ___ Amiga
    ___ Atari ST
    ___ Other: _________________

19. Do you buy/play computer games? _ Yes  _ No

    Which kind do you prefer (select one):
    ___ text adventure
    ___ graphic adventure
    ___ arcade adventure

20. How much do you typically pay for a computer game you buy?
    ___ under $30
    ___ $30 to $40
    ___ $40 to $50
    ___ $50 to $60
    ___ $60 to $70
    ___ $70 to $80
    ___ over $80

-------- TML Message #1641 --------

Archive-Message-Number: 1641
Subject: Trip Report
Date: Wed, 24 Oct 90 7:45:37 PDT
From: Richard Johnson <richard@agora.UUCP>

First, Robert was quoting Mark.  I NEVER talk about myself in
third person.  :-)

Congratulations to  (uh oh - I forgot your name) for getting the
justice rules into Challenge.  GDW pays more than DGP.

I said earlier we saw videos of the DGP offices - that was supposed
to be the GDW offices.  Monday morning lethargy.

I WILL talk about getting published.  Just give me a couple of days
to get caught up on the PBEM.  All the players decides to PLAY while
we were gone :-).  I;ve just completed the latest version of the
lsit of addresses, and the team asignments.  I sent it to Mark, Mike,
Dan, and a couple of other notable people, so we wouldn't clutter the
list.  Write to one of us to get a copy.  (You really should get the
updated version, many addresses have changed.)

Actually, James won the Battle Tech game because he was the ONLY
gamer to actually kill an opponent.  Mark and I spent most of our
time wounding and crippling, then mvoing on to more hostile targets.
and "Shad" had a penchant for mech suicide.

Role playing is much more fun.  Albeit a lot harder to rate in
a tournament situation.

Richard

-------- TML Message #1642 --------

Archive-Message-Number: 1642
Subject: Getting Published
Date: Wed, 24 Oct 90 19:03:31 PDT
From: Richard Johnson <richard@agora.UUCP>

Here it is, probably not as promised.  Advice on how
to get published.

1.  Carry a little book around with you ALL THE TIME.
    Put every fleeting, seemingly interesting, idea in it to use later.

2.  Write for and get the "Writer's Guidelines" and "Schedule"
    for the magazine (presumably either Challenge or Journal).

3.  Pick one of your ideas and write about it.  Get someone to 
    proofread it, even if they don't actually review/edit it.

    There is a difference.  Proofing is mainly checking spelling
    and grammar (what I'm not so hot at), and editing deals more
    with getting ideas organized and well-presented.  On a request
    only basis, I am volunteering to help with the latter.  I do
    that sort of thing for a living, and it doesn't really take me
    long.  It's free if it's on-line :-).

4.  Send a cover letter/proposal (really an ad) to the magazine
    of your choice.  Explain what you want to do, why it works 
    well in their magazine, how it fits their schedule, and how
    long it is.  It's OK to guess on some of this stuff, after
    all, this is only a proposal.

5.  They will probably turn you down.  Try again with another idea,
    and maybe the old idea at a different magazine.  NEVER send 
    the same stuff to two different mags at the same time! (I tell
    you three times!!!)  ALWAYS keep trying.  Eventually you'll
    either crack the editor that doesn't like your stuff, or you'll
    get good enough, or (s)he'll tell you how to fix it.

6.  They finally accept an article.  Make sure you keep the editor
    informed of your progress.  Absolutely make sure the mag knows
    well in advance if you'll be late -- even one day late.  If you
    screw up on this or the multiple mags bit, you're out of the
    business for a long, long time.

7.  Your article will probably need illustrations, drawings, or maps.
    Both the Journal and Challenge have staff artists.  According to
    Gary and Joe, the artists at GDW really want some control over
    the art.  DGP is not quite so bad.  Create some sketches that
    show and tell what you need, but don't waste any time on them
    (unless you are an artist).  If you want to sell visual art, all
    the same rules apply, only you usually get paid less, have less
    time to do things, and less control over what gets done.

8.  Continue doing articles for the magazines.  After you have done
    many, and are consistent, you can contact them for ideas about
    adventures, modules, and possibly even game components.  Every
    gaming magazine relies on a very small handful of consistent
    producers.  The people who get the juicy assignments are the
    ones who already have a track record.  Unless you're Steven
    King, don't try to sell them the big stuff until they know you
    well.

Richard




-------- TML Message #1643 --------

Archive-Message-Number: 1643
Subject: What would you call the windows on an X-boat?
Date: Wed, 24 Oct 90 19:19:11 PDT
From: Richard Johnson <richard@agora.UUCP>

(Do I really have to answer?  :-)


-------- TML Message #1644 --------

Archive-Message-Number: 1644
Date:     Wed, 24 Oct 90 16:53:49 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 18

I was reading the latest issue of TD which came into my hands this past
weekend, and noticed that the Traveller Q&A section specifically mentioned
partial use of power plants as a legitimate option in extending duration.
So, as I was looking over those TL11 Vargr warships in the rebellion
Sourcebook, I wondered if they couldn't be improved upon a bit. The first
40 ton craft took about 20 minutes to do, and each of the succeeding ones took
less than 10 minutes (on paper) with most of the data needed already looked up 
and laid out.

Good Gaming,

Rob Dean

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

Glyptodon Walkter Tank TL13

     The Glyptodon is an experimental vehicle produced by LSP for the plane
tary army of Lunion.  Ordered in very small quantities, it is used by spe
cialized mountain warfare units for operations in very rough terrain.  


  CraftID: Glyptodon Wlaker Tank, TL13, Cr4,662,000
     Hull: 5/12, Disp=5, Config=4USL+turret, Armor=60F, Loaded=286.2t,
           Unloaded=285.8t
    Power: 1/2, Fusion=60MW, Dur=5/15
     Loco: 2/4, Legs=6, P/W=209, RoadSpeed=268kph, OffRoad=161kph
     Comm: Radio=Planetary, LaserComm=Continental
  Sensors: EMM, EMS Active(Regional), EMS Passive(Interplanetary), 
           Neutrino Sensor(1MW), LowPenDensitometer(50m), 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
    Fusion Gun FY-13  71/5     30 VDist(21)  2      -     H     40 
    2*5MW Beam Laser  30/3     12 VDist(25)  2      -     L     40

      Def: -
  Control: Comp1*1, HeadsUpHoloDisplay*1
    Accom: Seats=Adequate*1 (Commander), Env=Basic env, basic ls
    Other: Fuel=6kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

Shetland Light ATV TL13

     The Shetland is a light walker ATV for those who prefer legged vehi
cles.  It is fully equipped for any environment, and the fuel cell can be 
operated in open or closed cycle mode.  

  CraftID: Shetland Light ATV, TL13, Cr59,574
     Hull: 3/7, Disp=3, Config=4USL, Armor=4F, Loaded=17.0t,
           Unloaded=11.1t
    Power: 1/2, 8*FuelCells=1.08MW, Dur=30/90 (or 80hrs closed cycle)
     Loco: 1/2, Legs=4, P/W=63, Road Speed=122kph, Offroad=97kph
     Comm: Radio=Regional(500km)
  Sensors: Headlights*2, Light Amplification
      Off: Hardpoints=1
      Def: -
  Control: Elec*16
    Accom: Seats=ExtOccAdequate*3 (Driver, 2 passengers), Env=Basic env,
           basic ls, extended ls, airlock
    Other: Fuel=2.304kl, Cargo=5.7kl, ObjSize=Small, EmLevel=Moderate

Sword Worlds Majestic Class Heavy Cruiser TL11

     The Majestic class heavy cruiser is a standard Sword Worlds design, 
although very similar vessels can be found serving in Imperial and Vargr 
navies of equal tech level.  Equipped with a fuel purifier, a squadron of up 
to 30 forty ton landers or fighters, and a company of marines, the Majestic 
is capable of independent operations, and is frequently found as a flagship 
for a squadron of smaller craft.  Normal operating power is approximately 50% 
of the full power capacity, and the endurance given below is for non-combat 
operations.  Each hour at combat power uses fuel for two hours at non-combat 
power. Cost of auxiliary craft is not included below.

  CraftID: Majestic class Heavy Cruiser, TL11, MCr18160
     Hull: 27000/67500, Disp=30000t, Config=1SL, Armor=52E,
           Loaded=638759t, Unloaded=580580t
    Power: 3000/6000, Fusion=270000MW, Duration=30/90 
     Loco: 1350/2700, Maneuver=2, 810/1620, Jump=2, Cruise=750kph,
           Max=1000kph, Agility=0
     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 (1Gw),
           High Pen Densitometer (1m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Form, PassObjPin=Form,
           PassEnScan=Rout, PassEnPin=Form
      Off: Hardpoints=300

                PartAcc=K00     Missile=x70     BeamLaser=xx8
           Batteries    1                12                 5
           Bearing      1                11                 5

                PlasmaGun=x04
           Batteries        1
           Bearing          1

      Def: DefDM+4

               SandCaster=x09
           Batteries        8
           Bearing          7

  Control: Computer Mod5fib*3, 150*HeadsUpDisplay, 49000*DynLink
    Accom: Crew=432 (18 bridge, 101 engineer, 17 maintenance, 65 gunners,
           90 flight, 120 troops, 17 command, 4 medical), Staterooms=432,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=109350kl (1 jump-2+30 days half power), Cargo=49774kl,
           Missile Magazine=1500kl (50b-r), Fuel Scoops, Fuel Purifier 
           (12hr), SubCraft=30*40ton, ObjSize=Large, EmLevel=Strong

Sword Worlds Nymph class Fighter TL11

     The Nymph is a long endurance fighter in common Sword World service.  
Notable for its design which sacrifices agility in favor of a main battery of 
2 beam lasers, it also features an armored hull, giving some protection 
against the secondary batteries of larger vessels.

  CraftID: Nymph Class Fighter, TL11, MCr83.75
     Hull: 36/90, Disp=40, Conf=1AF, Armor=52E, Loaded=1618.5t
           Unloaded=1605.8t
    Power: 12/24, Fusion=1020MW, Dur=13/39
     Loco: 7/14, Maneuver=6, Max=4200kph, Cruise=3150kph, NOE=150kph,
           Agility=1
     Comm: Radio=System, LaserComm=FarOrbit
  Sensors: EMM, EMS(Act)=FarOrbit, EMS(Pass)=Interplanetary,
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=1

            BeamLaser=xx2     Missile=x01
           Batteries    1               1 
           Bearing      1               1

      Def: DefDM+6
  Control: Comp3*3, HeadsUpDisplay*2, 220*DynLink
    Accom: Crew=2 (Commander/Gunner, Pilot), Small Staterooms*2, Env=basic 
           env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=160.9kl, ObjSize=Avg, EmLevel=Faint

Sword Worlds Sprite class Lander TL11

     The Sprite is a derivative of the Nymph fighter class.  It is intended 
to carry a full squad of infantry and their carrier vehicle, plus a reasona
ble amount of additional cargo, to a planetary surface as rapidly as possi
ble.  Given these operating parameters, there was no need to provide exces
sive fuel tankage, or extended accommodations for the crew.  However, extend
ed life support in installed in case other operations are required.  Addi
tional fuel tankage could easily be installed in the cargo bay to extend 
duration, and modular habitat units could be carried.

  CraftID: Sprite Class Lander, TL11, MCr45.22
     Hull: 36/90, Disp=40, Conf=1AF, Armor=40E, Loaded=1089t,
           Unloaded=858t
    Power: 6/12, Fusion=540MW, Dur=3/9
     Loco: 7/14, Maneuver=6, Max=4200kph, Cruise=3150kph, NOE=150kph,
           Agility=3
     Comm: Radio=System, LaserComm=FarOrbit
  Sensors: EMM, EMS(Act)=FarOrbit, EMS(Pass)=Interplanetary,
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=1
      Def: DefDM+8
  Control: Comp3*3, HeadsUpDisplay*2, 50*DynLink
    Accom: Crew=2 (Commander, Pilot), Seats=16*Roomy, Env=basic env, basic
           ls, extended ls, grav plates, inertial comp
    Other: Fuel=19.44kl, Cargo=230kl (17t), ObjSize=Avg, EmLevel=None

Sword Worlds Ariel class Pinnace TL11

     The Ariel is a derivative of the Nymph fighter class.  It is intended to 
provide a reasonable landing and independent operation capability for larger 
craft.  Only one crew memeber is actually required to operate the vessel, but 
six small staterooms provide long term accomodations for up to 5 passengers.  
More can easily be carried for short trips.

  CraftID: Ariel Class Pinnace, TL11, MCr19.7
     Hull: 36/90, Disp=40, Conf=1AF, Armor=40E, Loaded=728.5t,
           Unloaded=556.7t
    Power: 3/6, Fusion=270MW, Dur=30/90
     Loco: 3/6, Maneuver=3, Max=2850kph, Cruise=2137kph, NOE=150kph,
           Agility=2
     Comm: Radio=System
  Sensors: EMS(Act)=Planetary, EMS(Pass)=Interplanetary,
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=1
      Def: DefDM+5
  Control: Comp1*3, HeadsUpDisplay*2, 100*DynLink
    Accom: Crew=1 (Pilot), Passengers=5, Small Staterooms=6
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=97.2kl, Cargo=165kl, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1645 --------

Archive-Message-Number: 1645
Date: Thu, 25 Oct 90 10:37:06 -0600
From: FELLOWS STEVEN B -5 CR <sfellows@slate.mines.colorado.edu>

Subj:  Question on publishing 



Richard provided us with some really helpful tips , so I have a 
question.

I heard that it is useful to always provide a SASE with any correpsondence
with an editor, especially if the editor does not know you or you are an
unknown.

Steven B. Fellows
sfellows@slate.mines.colorado.edu.



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


-------- TML Message #1646 --------

Archive-Message-Number: 1646
Date:     Thu, 25 Oct 90 17:03:39 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 19

Three days in a row.  I got a note from Jo Jaquinto yesterday about designs
entitled "Planes, Trains, and Automobiles" and decided there was really no
reason you couldn't do trains with Traveller.  There is a little summary of how
to figure out the speed of a train in the description of the locomotive.  I 
apologize for the inconvenience, but I could not see an easy way to do it.

Hopefully Part 18 will show up in the list.  I sent it yesterday and didn't see
it in this morning's post.

Good Gaming,

Rob Dean

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

Diesel Locomotive TL6

     The diesel locomotive can be found pulling trains on many low tech 
worlds in the Imperium.  Due to the extremely high ground pressure, this 
vehicle can only operate on a prepared route of steel rails.  P/W and result
ing speed must be recalculated for each train, but as an example, the locomo
tive below can pull 15 fully loaded frieght cars at a speed of 55kph, or a 
passenger train consisting of a combine, a diner car, ten coaches and four 
sleepers at a speed of 130 kph.  Locomotives can be hooked in multiple units 
to haul longer trains.


  CraftID: Diesel Locomotive, TL6, Cr182,907
     Hull: 9/23, Disp=10, Conf=4USL, Armor=6B, Loaded=139.3t,
           Unloaded=121.3t
    Power: 4/8, ImpIntComb=36MW, Dur=12hrs
     Loco: 1/2, Wheels=8, P/W=258, RoadSpeed=Special, Offroad=0
     Comm: Radio=Regional(500)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons
      Def: -
  Control: EnhancedMech*28
    Accom: Seats=Roomy*2, Env=basic env (Cab only)
    Other: Fuel=18kl, Cargo=0, ObjSize=Avg, EmLevel=Moderate

Freight Car TL6

     Given below is a typical freight car, the Traveller vehicle design 
system not being sensitive enought to distinguish between box cars, tank 
cars, stock cars, gondola, hoppers and flat cars.  In its variant forms it is 
suitable for transport of packaged goods, livestock, containerized cargo, 
bulk liquids or bulk solids.  Freight trains transport more cargo tonnage by 
land than any other form of transport at TL7 and below.

  CraftID: Freight Car, TL6, Cr10,967
     Hull: 9/23, Disp=10, Conf=4USL, Armor=4B, Loaded=139.6t,
           Unloaded=8.6t
    Power: None
     Loco: 1/2, Wheels=8, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*4
    Accom: None
    Other: Cargo=131kl, ObjSize=Avg, EmLevel=None

Passenger Coach TL6

     On worlds where individual tranposrtation is not practical or cost 
effective, railroads carry substantial numbers of passengers in coaches such 
as this.

  CraftID: Passenger Coach, TL6, Cr35,193
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=17.1t,
           Unloaded=17.1t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*11
    Accom: Passengers=55, Seats=Roomy*55, Env=basic env (.23MW from
           locomotive)
    Other: Cargo=0, ObjSize=Avg, EmLevel=None

Passenger Sleeper TL6

     On trips lasting two or more days by rail, use of a sleeper car is more 
comfortable for the passenger than attempting to ride in a coach for the 
entire journey.  Due to the lower number of passengers that can be carried, 
and the higher cost of the car, it can be expected that a sleeper ticket will 
be many times as expensive as a coach ticket for the same trip.

  CraftID: Passenger Sleeper, TL6, Cr109,603
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=24t
           Unloaded=24t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*11
    Accom: Passengers=16, Bunks*16, Env=basic env (.23MW from
           locomotive)
    Other: Cargo=0, ObjSize=Avg, EmLevel=None

Passenger Combine TL6

     The combine (combined passenger and baggage car) provides a convenient 
place for travellers to deposit their bags while travelling by train. Since 
few passengers carry more than a suitcase or two, one combine sohould be able 
to service several coaches.  

  CraftID: Passenger Combine, TL6, Cr32,963
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=116.6t,
           Unloaded=16.6t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*11
    Accom: Passengers=30, Seats=Roomy*30, Env=basic env (.23MW from
           locomotive)
    Other: Cargo=100kl, ObjSize=Avg, EmLevel=None

Passenger Diner TL6

     The diner car provides an opportunity for passengers to eat while trav
elling.  Seating 40 people, it is usually quite busy on a train that may have 
300 to 400 passengers.  Meals are not usually included in the price of a 
normal ticket.

  CraftID: Passenger Diner, TL6, Cr103,648
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=20.05t,
           Unloaded=20.05t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*30
    Accom: Crew=10 (4 cooks, 6 waiters), Passengers=40, Seats=Roomy*50, 
           Env=basic env, basic ls (.46MW from locomotive)
    Other: Cargo=0, ObjSize=Avg, EmLevel=None

Curricle TL4

     Okay. So I did this one as a joke.  If you really wanted to do a horse 
drawn vehicle, the proper thing to do (in a Traveller sense) would be to haul 
out the horse drawn vehicle rules from volume 2 of Striker.
     Two rules expansions are needed for this...

     First, I added a new armor material:

Wood  TL1  W  WeightModifer=x5 PriceModifier=x0.5

     Second, You need a couple of extra entries on the P/W table for rating 
speed:

P/W 1 = 5kph
P/W 2 = 10kph

     The curricle is an open topped vehicle suitable for sport and light 
transport use.  Motive power is provided by a team of two horses (cost in
cluded below, Cr300 each).
  
  CraftID: Curricle, TL4, Cr805
     Hull: 1/2, Disp=0.5, Conf=0USL, Armor=1W, Loaded=1.75t,
           Unloaded=0.75t
    Power: 7/5*2, 2*Horses=0.0015MW, Dur=Indeterminate
     Loco: 1/2, Wheels=4, P/W=0.85, RoadSpeed=30kph, OffRoad=5kph
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*1
    Accom: Crew=1 (Driver), Passengers=1, Seats=Adequate*2
    Other: Fuel=0, Cargo=0, ObjSize=Small, EmLevel=None 
Type S Scout/Courier TL10

     This version of the Type S is the first to mount a full environmental 
suite.  The maneuver drive is still standard grav, which means that perform
ance falls off to 1G thrusts beyond deep gravity wells.  A Traveller air raft 
(from 101 Vehicles) is provided as an auxiliary (and the cost is included 
below), but other four displacement ton vehicles could be substituted. A fuel 
purifier is included, and fuel tankage is sufficient for two jumps.
<This is Version 2 of this design>


  CraftID: Type S Scout/Courier, TL10, MCr55.262 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40E, Loaded=1639t,
           Unloaded=1205t
    Power: 5/10, Fusion=450MW, Duration=30/90 
     Loco: 5/10, Maneuver=2, 2/4, Jump=1, Cruise=1590kph, Max=2120kph, 
           Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar),
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=1

                  Missile=x01
           Batteries        1
           Bearing          1

      Def: DefDM+4

               SandCaster=x03
           Batteries        1
           Bearing          1

  Control: Computer Mod2*3, 2*HeadsUpDisplay, 220*DynLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengersers=6, Staterooms=4,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=432kl (2 jump-1+30 days), Cargo=381kl, Fuel Scoops, Fuel 
           Purifier (12hr), SubCraft=1*4ton (Traveller air/raft), 
           ObjSize=Avg, EmLevel=Faint

Type S Scout/Courier TL9

     This is the earliest version of the venerable Type S design. The maneu
ver drive is standard grav, which means that performance falls off to 1G 
thrust beyond deep gravity wells.  No grav plates or inertial compensators 
are available at TL9, making this vessel uncomfortable for the crew. A bay 
for a four displacement ton vehicle is provided, but no vehicle is included 
in the cost below. A fuel purifier is included, and fuel tankage is suffi
cient for two jumps.

  CraftID: Type S Scout/Courier, TL9, MCr40.195 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40D, Loaded=1646t,
           Unloaded=1172t
    Power: 4/8, Fusion=360MW, Duration=30/90 
     Loco: 5/10, Maneuver=2, 2/4, Jump=1, Cruise=1590kph, Max=2120kph, 
           Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: Radar=FarOrbit, ActObjScan=Rout, ActObjPin=Rout
      Off: Hardpoints=1

                  Missile=x01
           Batteries        1
           Bearing          1

      Def: DefDM+3

               SandCaster=x02
           Batteries        1
           Bearing          1

  Control: Computer Mod1*3, 2*HeadsUpDisplay, 300*CompLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
           Env=basic env, basic ls, extended ls
    Other: Fuel=400kl (2 jump-1+30 days), Cargo=446kl, Fuel Scoops, Fuel 
           Purifier (12hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint

Leviathan class Merchant Cruiser TL15

<Adapted from Traveller Adventure#4>
<To adapt to MegaTraveller it was necessary to reduce the cargo capacity and 
the toal number of staterooms--fuel took up more space than it used to.Back-
up jump and maneuver systems were retained from the original design, despite 
being a questionable design feature in my opinion.  Since the Leviathans were 
built at Glisten, I also opted to make them TL15 rather than 13 as stated in 
the adventure.  Crew requirements under the new system were lower, so reduc
ing staterooms was not a problem.  Additional cargo space could be obtained 
by running with the shuttle and pinnace holds full.>

<Blurb from Adventure#4>

     Desgined jointly by Blistein Yards of Glisten and the Baracccai technum, 
the Leviathan was developed from previous designs and is primarily intended 
for cruising in undeveloped trade areas; hihg survivability is also a design 
factor.  The vessel is semi-streamlined, allowing gas giant refueling, as 
well as landing on atmosphere 0 or 1 worlds.  Other atmospheric operations 
are not possible, hence the large complement of ship's boats.  Bilstein made 
the design available for general sale in 1087, and nineteen vessels had been 
ordered by 1106.   

  CraftID: Leviathan class Merchant Cruiser, TL15, MCr1123.04
     Hull: 1620/4050, Disp=1800t, Config=4SL, Armor=46G,
           Loaded=24272t, Unloaded=21982t
    Power: 74/148, Fusion=19800MW, Duration=30/90 
     Loco: 179/358, Maneuver=4, 81/162, Maneuver=2, 65/130, Jump=3,
           49/98, Jump=2, 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=18

                Missile=x03     BeamLaser=xx5
           Batteries      1                 2
           Bearing        1                 2

      Def: DefDM+10
  Control: Computer Mod7fib*3, 1*LargeHoloDisplay, 3*HeadsUpHoloDisplay,
           120*HoloLink
    Accom: Crew=29 (3 bridge, 5 engineer, 3 gunners, 12 flight, 4 command,
           2 medical), Passengers=11, Staterooms=20, Env=basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=11988kl (1 jump-3+30 days), Cargo=170.5, Fuel Scoops, Fuel 
           Purifier (48hr), SubCraft=1*95t shuttle, 1*40t pinnace, 2*20t 
           launch, ObjSize=Large, EmLevel=Moderate

Type A2 Far Trader TL12

     This version of the Type A@ Far Trader can be built at TL12.  Perform
ance is generally similar to the TL15 version given in the Imperial Encyclo
pedia, although the cargo capacity of this one is slightly larger.  Cost and 
weight for the Traveller TL10 air/raft from 101 Vehicles are included below.

  CraftID: Type A2 Far Trader, TL12, MCr62.33 
     Hull: 180/450, Disp=200t, Config=1SL, Armor=40F, Loaded=2728.6t,
           Unloaded=1584.8t
    Power: 6/12, Fusion=492MW, Duration=30/90 
     Loco: 4/8, Maneuver=1, 6/12, Jump=1, Cruise=750kph, Max=1000kph, 
           Agility=0
     Comm: Radio=System2
  Sensors: EMS Active(FarOrbit), ActObjScan=Rout, ActObjPin=Rout
      Off: Hardpoints=2

                  BeamLaser=xx1
           Batteries          1
           Bearing            1

      Def: DefDM+2

               SandCaster=x04
           Batteries        1
           Bearing          1

  Control: Computer Mod1bis*3, 3*HeadsUpDisplay, 290*DynLink
    Accom: Crew=3 (1 bridge, 1 engineer, 1 steward/medic), Passengers=7,
           Staterooms=10, Env=basic env, basic ls, extended ls, grav plates,
           inertial comp
    Other: Fuel=583kl (1 jump-2+30 days), Cargo=1080kl, Fuel Scoops, Fuel 
           Purifier (18hr), SubCraft=1*4ton (Traveller air/raft), 
           ObjSize=Avg, EmLevel=Faint

-------- TML Message #1647 --------

Archive-Message-Number: 1647
Date:     Fri, 26 Oct 90 16:20:37 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Quick Survey

I hope you will all bear with me for a minute, but I would greatly appreciate
it if those of you involved in active Traveller campaigns, as players, or as
GMs could take a minute to send me an answer to this one question survey.  If 
you know that other members of your local group are online, one answer per
group would be nice, but I'd rather have two than none.

I expect that most campaigns are centered around a single ship.  The question
is is that ship:

    1. A Type S Scout
    2. A Type J Seeker
    3. A Type A Free Trader
    4. A Type A2 Far Trader
    5. A Type R Subsidized Merchant
    6. A Yacht, Lab Ship, Corsair, or Safari Ship (please specify)
    7. Some other ship entirely (please describe briefly)
    8. Not Applicable-Campaign does not center around ships
    9. Not applicable-Campaign involves shipping line with
        multiple ships/types

The PBEM game need not apply...I think I already have a good handle on that.
(By way of example, my own only ongoing game revolves around a pair of 
characters pretty much permanently resident on a Type S Scout...by revolves
around, I mean that they don't ever buy passages on board commercial liners
although they may leave the ship in port for some adventures.)

Probably best if the answers are sent to me privately, as I doubt the details
would interest the list as a whole.

Many Thanks,

Rob Dean


-------- TML Message #1648 --------

Archive-Message-Number: 1648
Date:     Fri, 26 Oct 90 16:11:12 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 19.1

The following 400 ton packet was designed in memory of many amusing hours
whiled away in 1976 and 1977 playing the asteroid mining scenario of the
first edition of GDW's Triplanetary.  I always had a particular fondness for
those incredibly useful little 2-10 cargo carriers.

Now, down to business.  As noted in the fluff for the Packet design, there is
no way that this thing can pay for itself under the current rules.  However,
has anybody given any serious thought to the fact that the current game freight
and passenger rates are an artifact of Imperial regulation?  It seems to me
that in the unsettled conditions prevailing in the Shattered Imperium, those
rates are going to have to cut loose and follow the rules of supply and 
demand.  Of course, as governments always do so, there will be ships impressed
and otherwise forced to carry on uneconomically, but the general tendency will
be for haulage prices to rise.  Speculative goods prices should rise, too, 
particularly on marginal worlds where it could be assumed that there is a
greater dependence on imports to keep the vital machinery running.  The other
thing certain to rise, and I don't think I've ever seen a treatement of it in
the game, is insurance rates.  I suspect this may have something to do with the
fact that most campaigns are run around a single ship, which would pretty much
destroy the campaign if lost, without regard to insurance.

Any comments?

Rob Dean

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


   Packet TL13
   
     This armed merchant vessel is produced by LSP of Lunion, and is increas-
 ing in popularity due to the current troubles afflicting the Imperium.  Since 
 a quick economic analysis of the cargo/passenger capacity and the routine 
 monthly payments of a standard starship mortgage shows that there is no way 
 for this vessel to pay for itself, most of the examples presently flying are 
 under government subsidies.  Governemnts with off-world interests, or that 
 frequently transport valuable cargos, find that armed vessels can get through 
 situations which would result in the loss of less capable merchants.  A pri-
 vately owned packet would find it necessary to constantly engage in profita-
 ble speculative trade to make ends meet, and there would be every temptation 
 to resort to smuggling or outright piracy.  With armament equivalent to many 
 military vessels of similar size, the transition from fighting pirates to 
 piracy is an easy one.  
   
     CraftID: Packet, TL13, MCr188.54
        Hull: 360/900, Disp=400, Config=4SL, Armor=52F, Loaded=6891t,
              Unloaded=5698t
       Power: 15/30, Fusion=1980MW, Duration=30/90 
        Loco: 18/36, Maneuver=2, 11/22, Jump=2, Cruise=750kph, Max=1000kph
              Agility=0
        Comm: Radio=System*2
     Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
              ActObjPin=Rout, PassEnScan=Rout
         Off: Hardpoints=4
   
                  Missile=x03     BeamLaser=x04
              Batteries     1                 2
              Bearing       1                 2
   
         Def: DefDM+5
   
                  SandCaster=x04
              Batteries        1
              Bearing          1
   
     Control: Computer Mod4*3, 3*HeadsUpHoloDisplay, 60*HoloLink
       Accom: Crew=9 (1 bridge, 1 medic, 1 engineer, 3 gunners, 2 stewards,
              1 command), Passengers=16, LowPassengers=20, Staterooms=25,
              LowBerths=20, Env=basic env, basic ls, extended ls, grav plates,
              inertial comp
       Other: Fuel=1602kl, Cargo=1077kl (79t), Fuel Purifier (18hrs),
              Fuel Scoops, ObjSize=Average, EmLevel=Faint

-------- TML Message #1649 --------

Archive-Message-Number: 1649
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: MT Combat Skills
Date: Fri, 26 Oct 90 12:28:56 PDT

Today, students, we are going to discuss the merits (and demerits) of
the existing division of personal weapon and hand-to-hand combat skills
available to the PC in MegaTraveller.  The current skill breakdowns are
as follows:
                                 Table 1
_______________________________________________________________________________
ACR                       |Crossbow                  |Large Blade (includes)
Archaic Weapons (cascade) |Cudgel                    |        Broadsword
        Blowgun           |Cutlass                   |        Cutlass
        Bola              |Dagger                    |        Sword
        Boomerang         |Early Firearms            |Laser Pistol
        Bow               |Energy Weapons (includes) |Laser Rifle
        Crossbow          |        Fusion Gun        |Laser Weapons (includes)
        Early Firearms    |        Plasma Gun        |        Laser Pistol
        Sling             |Foil                      |        Laser Rifle
Assault Rifle             |Fusion Gun                |Light Assault Gun
Autorifle                 |Gauss Rifle               |Machine Gun
Axe (includes)            |Grenade Launcher          |Neural Pistol
        Battle Axe        |Gun Cbt. (cascade)        |Neural Rifle
        Hand Axe          |        Energy Weapons    |Neural Weapons (includes)
Battle Axe                |        Handgun           |        Neural Pistol
Bayonet                   |        Laser Weapons     |        Neural Rifle
Blade                     |        Neural Weapons    |Pike
Blade Cbt. (cascade)      |        Rifleman          |Pistol
        Axe               |        Submachinegun     |Plasma Gun
        Cudgel            |Halberd                   |Polearm (includes)
        Foil              |Hand Axe                  |        Bayonet
        Large Blade       |Hand Cbt. (cascade)       |        Halberd
        Polearm           |        Blade Cbt.        |        Pike
        Small Blade       |        Brawling          |        Spear
Blowgun                   |        +1 End            |Revolver
Body Pistol               |        +1 Str            |Rifleman (includes)
Bola                      |Handgun (includes)        |        Autorifle
Boomerang                 |        Body Pistol       |        Carbine
Bow                       |        Pistol            |        Rifle
Brawling                  |        Revolver          |Sling
Broadsword                |        Snub Pistol       |Small Blade (includes)
Carbine                   |Heavy Weapons (includes)  |        Blade
Cbt. Rifleman (includes)  |        Autocannon        |        Dagger
        ACR               |        Grenade Launcher  |Snub Pistol
        Assault Rifle     |        Light Assault Gun |Spear
        Carbine           |        Machine Gun       |Submachinegun
        Gauss Rifle       |        VRF Gauss Gun     |Sword
        Rifle             |                          |VRF Gauss Gun
__________________________|__________________________|_________________________

Let's approach this list in 3 parts: High Tech Weapons (firearms), Primitive
Weapons, and unarmed combat (Brawling).


I. HIGH TECH WEAPONS

This catagory includes all gunpowder, gauss, laser, and energy weapons, and
consists of the following skills:
                                 Table 2
_______________________________________________________________________________
ACR                      | Grenade Launcher         | Neural Rifle
Assault Rifle            | Handgun                  | Neural Weapons
Autorifle                | Heavy Weapons            | Pistol
Body Pistol              | Laser Pistol             | Plasma Gun
Carbine                  | Laser Rifle              | Revolver
Cbt. Rifleman            | Laser Weapons            | Rifleman
Energy Weapons           | Light Assault Gun        | Snub Pistol
Fusion Gun               | Machine Gun              | Submachinegun
Gauss Rifle              | Neural Pistol            | VRF Gauss Gun
_________________________|__________________________|_________________________

As a subset of table 1, table 2 omits the skill 'Gun Combat' since it cascades
to other explicit skills already listed.  Now, let's look at some of the
deficiencies of these skills breakdowns (IMHO :-)).

a) The 'Combat Rifleman' skill includes {ACR, Assault Rifle, Carbine, Gauss
   Rifle, Rifle}, while the 'Rifleman' skill includes {Autorifle, Carbine,
   Rifle}.  This makes no sense, since the assault rifle is defined (in the
   Imp. Enc.) as "a lighter and less-expensive military version of the auto-
   matic rifle".  If the Autorifle is a better built version of an assault
   rifle, why would a 'civilian' rifleman be trained to use it when a soldier
   isn't?  My reaction is 'add Autorifle to the Combat Rifleman skill and make
   it a pure superset of the Rifleman skill'.

b) Based on their definitions, a number of weapons are sufficiently similiar
   that they should probably not be treated as individual weapon skills.
   The ACR, Assault Rifle, and Autorifle should be lumped into a single
   'Automatic Combat Weapon' skill.  Similiarly, Carbine and Rifle should
   be collectively treated as a 'Semi-auto Rifle' skill.  Also, Body Pistol,
   Pistol, Revolver, and Snub Pistol skills should be eliminated and the
   broader 'Handgun' skill (which includes all these types) should be all
   that's neccessary.

Given these consolidations, we can reduce all the original mess to just 4
skills neccessary to provide the same capabilities within the game, but in
a more realistic fashion.  I propose that the skills should be:
  - Rifleman: Includes Carbine and Rifle.
  - Combat Rifleman: Includes ACR, Assault Rifle, Autorifle, Carbine, Rifle,
        and Gauss Rifle (more on gauss weapons later).
  - Handgun: Includes Body Pistol, Revolver, Pistol, and Snub Pistol.
  - Combat Handgun: Identical to Handgun, but includes Gauss Pistol.

Now, I know what you're asking yourself.  You're asking yourself "Did
he fire six shots, or only five?" [Oops!  Sorry.  Wrong movie.]  You're
saying,"Wait a minute.  Where does he get off, lumping gauss weapons into
this mess?"  Well, again IMHO, you can treat a gauss rifle as just another
extremely small caliber automatic rifle.  I'd be willing to wager that the
handling characteristics of a gauss rifle wouldn't differ much from, say, a
full-auto .17 caliber assault rifle (recoil, weight, etc.)  Hence, it's
inclusion.  Besides, the current MT skills already include the gauss
rifle in Combat Rifleman, anyway (although, maybe not for the right
reasons :-)).  As for the gauss pistol, well, the existing 'Pistol'
skill would conceivably allow a PC familiarity with an H&K VP70M or
VP70Z, which are existing 9mm pistols with full-auto burst capabilites.
So why not just throw in the gauss pistol?  The difference just isn't
significant enough to require a separate skill.

OK, now that I've insisted that gauss rifle and pistol be included with
the other slug-throwers, I'm going to reverse my position, slightly.
These two weapons (which should really be combined into a single skill,
let's call it Guass Weapon) generate so little recoil, that they
feel very different from large caliber slug-throwers, when fired.  Now,
firing a high recoil weapon should provide you with a reasonable amount
of familiarity with low recoil weapons, but the reverse in not true.
A person who's only rifle experience is with a .22 caliber rifle is in
for a serious shock the first time they fire a .30-06.  By this token,
a person who's only projectile weapon experience is with a gauss weapon
is not going to be skilled at using heavier recoil weapons like an
assault rifle or an ACR.  For this reason alone, I think that gauss
weapons should still be a separately available skill.

Next, let's discuss small energy weapons.  Lasers and neural weapons
fall into this catagory.  These are zero-recoil weapons (how much does
your flashlight kick :-)).  Some assumptions have to be made about
neural weapons, since there are no entries about them in the Player's
Manual.  Since it's an energy weapon, we can probably assume no recoil,
like lasers.  However, unlike lasers, it probably has no visible beam.
The following sentence (from the Imperial Encyclopedia, pg. 73)...

    "Neural weapon fire can be detected at a distance by individuals
     with psionic life sense ability."

 ... suggests that neural weapon fire is invisible to non-psionics.
This means that aiming a neural weapon is probably done in a different
fashion than aiming a laser.  This fact alone is sufficient to maintain
lasers and neural weapons as separate skills.

However, while lasers and neural weapons are different skills, the
rifle and pistol versions of each can probably be combined into simply
Laser Weapon and Neural Weapon skills.  The primary reason for different-
iating pistol and rifle fire for slug-throwers is the effect the recoil
has on the weapons and the differences in bracing them.  Since lasers
and neural weapons have no recoil, it's probably safe to assume that
skills in the rifle and pistol forms of each are similar enough to be
treated as a single skill.

The Light Assault Gun should remain a separate skill.  In current TL
terms, you can probably think of it as a .50 caliber sniper rifle (those
of you who've seen the movie "Navy Seals" know what I'm talking about).
The same unique-ness applies to the submachinegun.  It should also remain
a separate skill.

And what about the Plasma and Fusion Guns?  Should they be combined into
a single weapon skill?  Who knows?  We'll save that topic for another
time.

The Machine Gun and VRF Gauss Gun are both crew-served weapons.  Definitely
separate skills.

OK, rolling all of this back into a table, we now have a much smaller
skill set, which still provides adequate diversity at a much more realistic
level
                                 Table 3
_______________________________________________________________________________
Cbt. Handgun             | Handgun                  | Plasma Gun
Cbt. Rifleman            | Heavy Weapons            | Rifleman
Energy Weapons           | Laser Weapons            | Submachinegun
Fusion Gun               | Light Assault Gun        | VRF Gauss Gun
Gause Weapons            | Machine Gun              | 
Grenade Launcher         | Neural Weapons           |
_________________________|__________________________|_________________________

I have deliberately left Early Firearms out of this discussion, since, in
all fairness, it should actually be multiple catagories (percussion firearms
differ sufficiently from flintlock and wheellock firearms, from a reloading
standpoint, to make them separate skills).  Again, let's save this topic
for another time.


II. PRIMITIVE WEAPONS
                                 Table 4
_______________________________________________________________________________
Axe (i)                   |Broadsword                |Large Blade (i)
Battle Axe                |Crossbow                  |Pike
Bayonet                   |Cudgel                    |Polearm (i)
Blade                     |Cutlass                   |Sling
Blowgun                   |Dagger                    |Small Blade (i)
Bola                      |Foil                      |Spear
Boomerang                 |Halberd                   |Sword
Bow                       |Hand Axe                  |
__________________________|__________________________|_________________________

As a subset of table 1, table 4 omits the skills 'Archaic Weapons' and
'Blade Combat' since they cascade to other explicit skills already listed.

There aren't nearly as many surprises here as there were in the HIGH TECH
weapons list.  Primitive weapons tend to require skills radically different
enough that they are not easily transferrable.  Samples of the fighting
styles used in the Coliseum in Rome tend to bear this out.  However, some
of the weapons are similar enough that, in a number of cases, a "serves
as weapon [mumble] -1" is probably advised.  Groups for this type of treatment
are as follows: Polearms, Large Blades, and Small Blades.  Each of these
is an 'includes' skill.  Due to the similarity of the individual weapon
types grouped in these skills, if a PC has proficiency in one of the
weapons in a given group, then that PC should be able to use any other
weapon in the same group at a '-1' skill level.  For example, if Bob the
Barbarian has Broadsword-3 skill, but no formal skill in cutlass, he
would be able to use one anyway as if he had a Cutlass-2 skill.

The only other quibble I have with these primitive weapons is that, in the
Player's Manual, on pg. 74 (COMBAT CHARTS) they list the following data
for Spear and Bayonet:
                                Pen     Block   Damage
                ______________|_______|_______|________
                bayonet       | 3     |   1   |   3
                spear         | 3     |   1   |   2

I just can't believe that a bayonet does more damage then a spear.  One
look at an illustrations (under the entry 'spear') from G. C. Stone's "A
Glossary of the Construction, Decoration and Use of Arms and Armor in All
Countries and in All Times" is pretty convincing.  the values should be
reversed.


III. UNARMED COMBAT

Now we come to my major beef with MT skills.  The only official unarmed
combat skill provided is Brawling.  Further, damage for a barehanded
attack is 1 damage point for 'hand', but nothing for a 'foot/kick' attack.
This means that without a critical success, it's virtually impossible to
kill (or even knock out) a person with a single strike.  Not only is this
not very realistic for a trained combatant, but it greatly reduces the
chance for a player's PC to "steal up behind the security and quickly
render him unconscious with a lightning-swift chop to the neck".  IMHO,
this type of oversight needs to be remedied. 

First, I suggest adding a 'foot/kick' attack, as follows:

                                Pen     Block   Damage
                ______________|_______|_______|________
                hand          | 1     |   1   |   1
                foot/kick     | 1     |   1   |   2

Second, add another unarmed combat skill: Martial Arts.  This skill
encompasses most FORMAL forms of unarmed combat, and includes (but is
not limited to) boxing, Judo, Karate, Savate, Tai Kwan Do, and Kung Fu.
This skill is run exactly the same way as Brawling, with 2 exceptions:
all attacks have an automatic DM of +2, and penetration for hand and
foot attacks is 2, not 1.

There.  Now I'm happy with the system. :-)

        "NO!! Put down that pickle!"
                - Melanie Haber?  Audrey Farber?  Susan Underhill?
                  ...how about.... BETTY JO BEOLOSKI!!!
                        (Nick Danger - Third Eye)

        Mark F. "Gee, Dad.  When I grow up, I
                 want to be a vicious psychopath!" 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 #1650 --------

Archive-Message-Number: 1650
Date: Thu, 25 Oct 90 10:37:25 -0600
From: FELLOWS STEVEN B -5 CR <sfellows@slate.mines.colorado.edu>

Subj:  Letter to Metlay

Sorry to burden the list with this private letter but.....

Metlay,

   You sent me a letter a few days ago asking me why I had not posted
anything to the PBEM, or where I was.   
   My reply to you bounced twice.  We (the sysop and I) checked the 
pitt server and your machine was not listed.  So, I think I had a wrong
address.

   Unfortunately, at this time I cannot play in the PBEM.  I just don't have
the time.   
   I am finally in a Traveller/MegaT game.  Before I had only played it 
thrice: at three conventions .  Well, now that I have a regular group I 
am getting a Traveller fix.  I probably was the only one on the list who 
had never , ever played the game (when I joined last summer).

Steven B. Fellows
sfellows@slate.mines.colorado.edu.



-------- TML Message #1651 --------

Archive-Message-Number: 1651
Date:     Fri, 26 Oct 90 10:43:34 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Third Edition of MegaTraveller

Is there anybody out there who has a copy of the Third Edition of MegaTraveller?
I would greatly appreciate it if someone could look at it and send me a copy
of the Seeker/Type S descriptions from the Imperial Encyclopedia.  My first
printing has a major error in these two designs (fuel capacity of 1500kl,
which exceeds to volume of the ship) and I'd like to know if they ever corrected
it.

Rob Dean


-------- TML Message #1652 --------

Archive-Message-Number: 1652
Date: Fri, 26 Oct 90 15:33:49 EDT
From: Dave Allen <dallen@viewlogic.COM>
Subject: A new PBEM game

Hi.  I want to run a Play-by-Email game which is quite unlike the Trav
PBEM going on now.  Each player in the game will take command of a
small scoutship voyaging into an unknown part of the galaxy.  Players
will probably never encounter other players, but will, er, seek out new
life forms and new civilizations, to boldly go... etc.  The main purpose
for this game is to try out my universe-generating software.  Some
long-time readers on this list may remember the Universe Simulation
Mailing List from 1988; I have written enough software to generate 90%
of the information needed for this type of game automatically.  The other
10%, generated by hand, contains probably 90% of the most interesting
material to a player.  I will be using the game to improve the software;
I may make available some reader-type programs.  The best players for this
game will be those who have an interest in world building and SFRPG, and
can program in C.  Assuming I'm not the only one in the world, of course :->

If you are interested, send me e-mail with your address.  Tell me a little
about why you are interested in the idea.  I will send you 400 lines
or so of ship / crew design info and universe background, along with an
example of play.  If I get a lot of interest, I will post the whole thing
to the list.  However, due to limits on my time, I will probably only
pick three players at a time and keep the others on a waiting list.

Thanks for your time!
Dave Allen (note new address) dallen@viewlogic.com

-------- TML Message #1653 --------

Archive-Message-Number: 1653
From: d9bertil@dtek.chalmers.se
Subject: Not really list stuff, but GDW all the same.
Date: Sun, 28 Oct 90 13:04:25 MET

  I got a email from a friend some days back, where he asked me to ask a
question on the TML on whether GDW has discontinued their Europa series.
  He figured that since both Europa and MegaT are GDW stuff, someone on the
list might know.
  All I know is that Mark Miller wears a 'Europa' t shirt on viritually every
photo of him that I have seen. :-)

  Answers in Email please.

- -bertil-
PS. Yes, I asked James before posting :-)
- -- 
"Words on the net isn't usually worth the paper they are written on."

-------- TML Message #1654 --------

Archive-Message-Number: 1654
Subject: Traveller computer games, Aslan
Date: Sun, 28 Oct 90 15:19:38 EST
From: Robert P Poole <tarquin@athena.mit.edu>

I was at Egghead Software the other day and noticed the new MegaTraveller
computer game had come out.  It's called _MegaTraveller II_ and is subtitled
something to do with the Zhodani.  I didn't read the packaging in-depth, but
it seems to be some kind of limited adventure game with lots and lots of
details from the MT rules set -- i.e., once you complete it, that's it.  Not
sure how different it is each time you play it.  Anyone out there care to give
a review?  Also, what was the first MT computer game like?

Other question: When will DGP come out with the Solomani/Aslan module?

Robert P. Poole                       tarquin@athena.mit.edu
46 Massachusetts Avenue               MIT Course VIII
311B Bexley Hall                      "We make Idols of our concepts, but
Cambridge, MA  02139                   wisdom is born of wonder."
                                         -- St. Gregory the Illuminator

-------- TML Message #1655 --------

Archive-Message-Number: 1655
Subject: Traveller's Digest
Date: Mon, 29 Oct 90 16:06:32 W
From: Iain Fogg <iain@batserver.cs.uq.oz.au>


Could some kind soul in the US tell me the latest issue of the
Traveller's Digest? The latest I can find in Australia is #17 and that
was published late last year! I assume GDW and DGP do mail orders. What
address to I write to?

We now return you to normal service.

Regards, Iain.

-------- TML Message #1656 --------

Archive-Message-Number: 1656
Date: Mon, 29 Oct 90 13:45:29 -0500 (EST)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Re: (1648)  Vehicle Designs, Part 19.1

Rob Dean writes about an armed merchant, a type of ship near and dear to
my heart -

>This armed merchant vessel is produced by LSP of Lunion, and is increasing
>in popularity due to the current troubles afflicting the Imperium.  Since
>a quick economic analysis of the cargo/passenger capacity and the routine 
>monthly payments of a standard starship mortgage shows that there is no way 
>for this vessel to pay for itself, most of the examples presently flying are 
>under government subsidies.
[...]
>A privately owned packet would find it necessary to constantly engage
in profitable
>speculative trade to make ends meet, and there would be every temptation
>to resort to smuggling or outright piracy.

Captain Grant, my merchant character in Metlay's game, could make a profit
with it legally (at least in the Solomani Rim.)  The key here is to constantly
engage in spec trade - take on whatever passengers happen by, but don't
let the hope of carrying a full load of passengers influence where you go next.
Don't even think about freight, it isn't worth it.

Some quick sample numbers:
Monthly payment is price/240 = Cr785,583

>Passengers=16, LowPassengers=20, Staterooms=25, LowBerths=20
>Cargo=1077kl (79t)

Assume an average of 10 high or mid passages and ignore low berths
for the moment - Life support = ~80,000 per month (2 jumps)
Crew Salaries ~30,000; Layaway for annual maint ~20,000
Docking is cheap, and fuel is free.
So total expenses per month = ~916,000 Credits

For trade, find a route with good trade mods and many cargos -
example: 2 Starport A, Hi pop worlds 1 jump apart (such as Suliman and
Vanefa in Concord/Solomani Rim) You also need someone with
Broker (so he can consult the cargo table twice), and Trader (to
determine the first die on the sale price table in advance).

Now 79 tons is small enough that on High pop worlds with 2 rolls on the
table you can usually fill most of your hold with cargo that has a prerolled
"6" on the sale table, giving an average multiplier of 270% with a Broker-4
= 216% after fees.  For these worlds, the buy price is 3,500/ton, and the
base sale price is 6,000 * 2.16 = 12,960 - 3,500 = 9460/ton net * 79 tons
* 2 trips per month = 1,494,680 Credits. An average of 10 Middle passages
adds another 160,000 Credits/month for a total of ~1,655,000 per month
giving a comfortable margin of ~739,000 credits profit per month if all goes
well.  There is enough slack to be able to survive some non-optimal trips,
so things would have to get pretty bad before a skilled merchant would
be forced to break the law just to meet payments.  Of course, these days
many areas have gotten pretty bad, but hey, thats what adventurers are
for...

>However,
>has anybody given any serious thought to the fact that the current game
freight
>and passenger rates are an artifact of Imperial regulation?

The current game freight and passenger rates are an artifact of the old
Traveller
book 2, which was written without any real comprehension of economics.  For
some insane reason, they didn't change them in MT, so that you pay the same
price for a Jump-1 as a Jump-6 passage.  What this means is if you use them,
you should only sell passages on Jump-1 ships, and only buy them on Jump-6
ships...:-)  I have been thinking about trying to rework the economic
rules (in my
copious free time), so one of these weeks I'll probably send in some of
my ideas
to see how they float.
	Anyway, I like the ship.  Have fun,

					W. Dow Rieder

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

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


-------- TML Message #1657 --------

Archive-Message-Number: 1657
Date: Mon, 29 Oct 90 14:34:34 -0500
From: "T. L. Hayes" <al646@cleveland.freenet.edu>
Subject: MT I Computer Game


In response to the request for a review of the new MT II computer game
I can be of no help but I can offer my opinion of the MT I computer game.

Overall the game is good.  I liked the graphics.  The ship to ship combat
is fun and reasonably easy to do.  Exploring with the characters (there are
five characters) is also easy to do (ie nice, simple to use interface).
The big fault in the game is the combat (man to man) interface.  You can
only be one character at a time in combat mode and while switching between
them is not difficult it is not practical during combat.  So you attack 
with only one character while the other four stand still, don't fire, and
get killed.  This is particularly bad if your computer is especially fast.

This may sound like a BIG problem but thus far I have only encountered one
spot in the game where you really notice the problem.  Other places in the
game have required several attempts (save and restore) to get through with
out losing any characters but this one spot always kills off most or all
of my characters (grenade launchers are killers!).

A better interface, in my opinion, would be like the combat interface used
in Sentinel Worlds by Electronic Arts.  The leader selects a target and ALL
characters (even those not directly controlled) attack that target.

Any way with that one exception the game is fun and entertaining and very
much like playing Traveller.  The character generation system is exactly
like the basic system used by the game.

Hope this is somewhat useful/informative.  Sorry for the randomness of
this response but sometimes life is just a little chaotic...like now.

Later!

Tony L. Hayes - I'd rather be gaming!

- - --
T.L.Hayes                  |
MIT/Lincoln Laboratory     | "He IS a Borg!" - Worf
Lexington, MA              |

-------- TML Message #1658 --------

Archive-Message-Number: 1658
Date:     Mon, 29 Oct 90 16:32:19 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>

The follwoing four ships were adapted from The Traveller Adventure...so I won't
take the blame if they can't be run economically under the current rules.  :-)

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





  Oberlindes Lines Cargo Carrier Type CT TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
  
       The cargo carrier is a standard design commissioned by Overlindes, and 
  is reflective of its total fleet.  Originally, Oberlindes outfitted his fleet 
  using naval surplus vessels; when the cargo carrier was designed, it reflect-
  ed the Overlindes fleet's predisposition to extensive armament.  Overlindes 
  ships show no consistent system of naming.
  
    CraftID: Type CT Cargo Carrier, TL15, MCr265.59
       Hull: 900/2250, Disp=1000, Config=3SL, Armor=40G, Loaded=20704t,
             Unloaded=13481t
      Power: 9/18, Fusion=2430MW, Duration=30/90 
       Loco: 18/36, Maneuver=1, 36/72, Jump=3, Cruise=750kph, Max=1000kph
             Agility=0
       Comm: Radio=System*2
    Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Rout
        Off: Hardpoints=10
  
                 BeamLaser=x04
             Batteries       3
             Bearing         3
  
        Def: DefDM+3
    Control: Computer Mod3*3, 5*HeadsUpHoloDisplay, 300*HoloLink
      Accom: Crew=12 (2 bridge, 1 medic, 3 engineer, 5 gunners, 1 command),
             MidPassengers=12, LowPassengers=10, Staterooms=24,
             LowBerths=10, Env=basic env, basic ls, extended ls, grav plates,
             inertial comp
      Other: Fuel=3575kl, Cargo=6608kl (489t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*enclosed air/raft, ObjSize=Large,
             EmLevel=Moderate






  Tukera Long Liner Type RT TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
       The Tukera long liner is a proprietary design, and is operated on many 
  of Tukera's routes as a standard passenger liner.  Built sturdily and intend-
  ed to last in service for decades, the long liner maintains a standard of 
  quality that other lines try to match.  Tukera's long liners are named to 
  recall the worlds it serves: Pride of Vland, Deneb Express and Spirit of 
  Rhylanor, for examples.
  
    CraftID: Type RT Long Liner, TL15, MCr298.145
       Hull: 900/2250, Disp=1000, Config=4SL, Armor=40G, Loaded=19305t,
             Unloaded=14302t
      Power: 9/18, Fusion=2430MW, Duration=30/90 
       Loco: 18/36, Maneuver=1, 45/90, Jump=4, Cruise=750kph, Max=1000kph
             Agility=0
       Comm: Radio=System*2
    Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Rout
        Off: Hardpoints=10
  
                 BeamLaser=x02     Missile=x02
             Batteries       1               1
             Bearing         1               1
  
        Def: DefDM+4
  
                Sandcaster=xx3
             Batteries       1
             Bearing         1
  
    Control: Computer Mod4*3, 5*HeadsUpHoloDisplay, 180*HoloLink
      Accom: Crew=14 (2 bridge, 1 medic, 3 engineer, 1 gunner, 1 command,
             2 flight, 3 stewards), Passengers=24, MidPassengers=12,
             Staterooms=40, EmLowBerths=6, Env=basic env, basic ls, extended 
             ls, grav plates, inertial comp
      Other: Fuel=4250kl, Cargo=4586kl (339t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*Launch, ObjSize=Large, EmLevel=Moderate






  Tukera Freighter Type AT TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
       The Tukera freighter is a standard Tukera transport ship design, and 
  provides freight handling service along many Tukera routes in the Imperium.  
  Tukera's freighters sport a variety of names, often vaguely reminiscent of 
  advertising slogans: Golden Harvest, Safety First, and Star Lines, for exam-
  ples.
  
    CraftID: Type AT Freighter, TL15, MCr814.4
       Hull: 2700/6750, Disp=3000, Config=4SL, Armor=40G, Loaded=61307t,
             Unloaded=41503t
      Power: 27/54, Fusion=7200MW, Duration=30/90 
       Loco: 54/108, Maneuver=1, 135/270, Jump=4, Cruise=750kph, Max=1000kph
             Agility=0
       Comm: Radio=System*2
    Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Rout
        Off: Hardpoints=30
  
                 BeamLaser=x02     Missile=x02
             Batteries       2               2
             Bearing         2               2
  
        Def: DefDM+4
  
                Sandcaster=xx3
             Batteries       2
             Bearing         2
  
    Control: Computer Mod4*3, 16*HeadsUpHoloDisplay, 360*HoloLink
      Accom: Crew=23 (5 bridge, 1 medic, 8 engineer, 2 gunner, 3 command,
             3 flight, 1 stewards), Passengers=8, MidPassengers=2,
             Staterooms=33, EmLowBerths=5, Env=basic env, basic ls, extended 
             ls, grav plates, inertial comp
      Other: Fuel=12717kl, Cargo=18284kl (1354t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*Shuttle, ObjSize=Large, EmLevel=Moderate






  Akerut Hercules Class Freighter (Type AH) TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
       The Hercules is a heavy duty carrier used for both bulk cargo and con-
  tainerized shipments.  The ship is in service primarily in the Aramis subsec-
  tor, but several examples are also in service with Tukera.  Because its jump-
  1 drives makes travel over longer distances difficult, Akerut maintains a 
  supply of 10125kl demountable fuel tanks at its starport locations within the 
  Aramis subsector.  Ships in the Hercules class carry names suggesting immense 
  size or strength, such as Mammoth, Gigant, Titan, Brobdingnag, and Sampson.
  
    CraftID: Type AH Freighter, TL15, MCr864.88
       Hull: 4500/11250, Disp=5000, Config=4SL, Armor=40G, Loaded=112127t,
             Unloaded=62922t
      Power: 45/90, Fusion=12000MW, Duration=30/90 
       Loco: 90/180, Maneuver=1, 90/180, Jump=1, Cruise=750kph, Max=1000kph
             Agility=0
       Comm: Radio=System*2
    Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Rout
        Off: Hardpoints=50
  
                 BeamLaser=x04
             Batteries       4
             Bearing         4
  
        Def: DefDM+5
    Control: Computer Mod5*3, 13*HeadsUpHoloDisplay, 50*HoloLink
      Accom: Crew=17 (4 bridge, 5 engineer, 4 gunner, 2 command, 2 flight),
             Staterooms=17, Env=basic env, basic ls, extended ls, grav plates,
             inertial comp
      Other: Fuel=11070kl, Cargo=48020kl (3557t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*Pinnace, ObjSize=Large, EmLevel=Moderate

-------- TML Message #1659 --------

Archive-Message-Number: 1659
Date:     Mon, 29 Oct 90 16:29:13 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Message 1646, MT Weapons


>  Date: Fri, 26 Oct 90 12:28:56 PDT
>  From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
>  Subject: (1649) MT Combat Skills
>
>  I. HIGH TECH WEAPONS
> 
>  Given these consolidations, we can reduce all the original mess to just 4
>  skills neccessary to provide the same capabilities within the game, but in
>  a more realistic fashion.  I propose that the skills should be:
>    - Rifleman: Includes Carbine and Rifle.
>    - Combat Rifleman: Includes ACR, Assault Rifle, Autorifle, Carbine, Rifle,
>          and Gauss Rifle (more on gauss weapons later).
>    - Handgun: Includes Body Pistol, Revolver, Pistol, and Snub Pistol.
>    - Combat Handgun: Identical to Handgun, but includes Gauss Pistol.

I'd like to disagree with this slightly, and add one comment.  First the
disagreement: I think that combat handgun could be eliminated as well, leaving
you with only three skills to worry about.  Now the comment: As it stands
now, combat rifleman is only available under the cascade skill of "Special 
Combat", and I think it should be made available under "Gun Combat" for
military characters.

>  The Light Assault Gun should remain a separate skill....
>  The same unique-ness applies to the submachinegun...
>  The Machine Gun and VRF Gauss Gun are both crew-served
>  weapons.  Definitely separate skills.

     Personally, I have no problem lumping all the heavy weapons together, 
because I don't run games where they are readily available, and there would
be no point in adding unused complexity.  I might switch for a primarily
military campaign, but I might not.

>  And what about the Plasma and Fusion Guns?  Should they be combined into
>  a single weapon skill?

     By my reading of the rules, they are now...and that is good enough for
me, for the same reasons as mentioned under heavy weapons.  By the way, I
don't see immediately any career in which the energy weapons skill can be 
gained..which means it should probably be included under "Special combat."

>  III. UNARMED COMBAT
>
>  Now we come to my major beef with MT skills.  The only official unarmed
>  combat skill provided is Brawling.  Further, damage for a barehanded
>  attack is 1 damage point for 'hand', but nothing for a 'foot/kick' attack.
>  This means that without a critical success, it's virtually impossible to
>  kill (or even knock out) a person with a single strike.  Not only is this
>  not very realistic for a trained combatant, but it greatly reduces the
>  chance for a player's PC to "steal up behind the security and quickly
>  render him unconscious with a lightning-swift chop to the neck".  IMHO,
>  this type of oversight needs to be remedied. 

     I think I would wing it if this was necessary...Disabling a not very
alert sentry would be a Difficult task, an alert sentry Formidable, two
alert sentries standing back to back with radar, IR, and NAS--Impossible.
(-:  (Ok, so that might be going a little too far, but you get the idea.)

>  First, I suggest adding a 'foot/kick' attack, as follows:
>  
>                                  Pen     Block   Damage
>                  ______________|_______|_______|________
>                  hand          | 1     |   1   |   1
>                  foot/kick     | 1     |   1   |   2

Needed and noted.

-------- TML Message #1660 --------

Archive-Message-Number: 1660
Date:     Tue, 30 Oct 90 10:12:31 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Message 1655, Traveller's Digest

Iain Fogg asks whatthe latest issue of TD is:

     I have #21 (the last issue, to be replaced by MT Journal) in my hot
little hands.  The DGP address is 8979 Mandan Ct, Boise ID 83709-5850 USA.
Supposedly, youre Australian supplier is Jedko Games Co. Pty., 134 Cochranes
Road, PO Box 164, Moorabbin, Victoria 3189, Australia.  If that doesn't help,
send me a message and I'll see what the local games distributor still has in
stock.

Rob Dean

[The current - and last -- issue of The Traveller's Digest is issue #21.
It is going through a transformation to The MegaTraveller Journal issue
#1, which will be produced late this fall.  One year subscriptions of TD
were $18 ($4.95 each), $26 yearly for addresses outside the US and
Canada that are not FPO/APO addresses.  I would assume the prices on the
MTJ will be the same.  For subscriptions, write to the address Rob
lists, or phone to the USA: (208)362-3094.  Funds must be in US dollars
drawn on a US bank, or VISA/Mastercard.  Hope this helps -- James]

-------- TML Message #1661 --------

Archive-Message-Number: 1661
Subject: TML Digest Format
Date: Tue, 30 Oct 90 09:27:39 PST
From: James T Perkins <jamesp@metolius.WR>


TMLers,

There has been a slight change to the digest format prepared by the
Traveller Mailing List message digestifier.  Now, any line in the body
of a digested message which begins with a dash "-" character, has the
sequence dash-space "- " prepended.  This practice makes it easier to
burst the digests correctly, because you can be assured that any line in
the digest beginning with "--" delimits two seperate messages in the
digest.

This practice was modeled on the behavior of the MH "forw -digest" and
"burst" programs.  Bursters and other undigestifying programs should be
sure to strip the leading "- " from lines in the internal messages once
the messages are seperated out from the digest.

Thank Bob Suckling for this suggestion.

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 #1662 --------

Archive-Message-Number: 1662
Date: Tue, 30 Oct 90 16:24:35 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More forwarded from Scott Kellogg Part 1

To: uunet!metolius.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
Subject: More forwarded from Scott Kellogg part 1
Organization: personal mailbox at The Next Challenge
 
Hello all,
      I've been passing along the replies to Scott Kellogg's ship
designs (Vol 9 Issue 3) since he doesn't have net access. He's been
*VERY* busy again, and here are some new designs, ideas, and even a PC
he's come up with. I'm still reading through the material as I edit it
for my local mailer, (theres's ~100k  worth of stuff), and it can only
handle a max of 250 lines per message. I'll break Scott's stuff into 
parts and post them over the next several days to avoid a glut.
 
      I'll recap in each message how to contact Scott, (we only get
together every 2-3 weeks), in case you REALLY need to reach him.
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
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Catalina PBY-6A TL6 Amphibian Patrol Bomber
CraftID:    Amphibian Bomber, TL6, MCr 0.587
Hull: (64/160) Disp.=23.7 Weight Loaded=16, Airframe=Simple,
            Armor Crew=8
Power:      0.266 Mw (Drawn from engines) Endurance=29 hrs
Loco: 4/10, Basic Propeller*2, Thrust=4 tons
            Min=150 kph, Clean Cruise=188 kph, Clean Top=288 kph,
            Loaded Cruise=180 kph, Loaded Top=276 kph, Agility=1
Commo:      Radio=Regional-6
Sensor:     Radar(Dist), Magnetic Sensor
Off:        Inboard Hardpoints*4,
            HMG*2 Turret Front mounted,
            HMG*2 Flexible mount sideward firing,
            HMG Flexible mount rearward firing,
            All guns 600 rounds
            Maximum external stores=5600 Kg
Control:    Simple
Accom:      Crew=8 (Pilot, Copilot, Engineer, Gunner*3, Bombadier,
Radio) Oxygen
            tank and mask, Armor=8
Other:      Fuel=8700 liters, Cargo=1.53 tons
Remarks:    Sub hunter, extrordinaire
Scott Kellogg
 
Lockheed YF-22 (TL9) Fighter/Interceptor
CraftID:    Fighter/Interceptor, TL 9, MCr 18.50082
Hull: (113/281) Displacement=102.6 (wings can not fold) Weight
            Unloaded=17.695, Loaded=30.7, Airframe=Hypersonic STOL,
            Armor(Cockpit, Engines)=8
Power:      1.3885 Mw (drawn from engines), Endurance 2 hrs 57 min
Loco: (4/10)*2, High Performance TurboFan w/Afterburner, 
            Thrust=67.44 tons(87.44 w/AB), Cruise=1800kph,
Top=2400kph,
            ABTop=3034kph, Agility=6
Commo:      Radio=Regional
Sensors:    A-Weather RADAR=Regional, RDF, Laser Sensor, Radar
Jamm=Regional
            Passive IR, AdvImageEnh,
Off:        6 barrelled 20mm Autocannon 950Rds,
            200kg Internal missile bay*4,
            100kg Internal missile bay*4,
Def:        -
Control:    Computer Enhance Fly By Wire, 6 Manuver Points,
Computer=3,
HUD
Accom:      Crew=(Pilot), Basic life support, sealed cockpit with
            vac suit backup, Complex armored cockpit w/ rocket
            escape pod*1
Other:      Fuel=11339 liters, Refeuling Probe
 
Remarks:    The Lockheed version of the ATF, I have fudged the thrust
to get the correct cruise speed as predicted by Aviation Week.  The
displacement value is that of the actual aircraft.
 
Note this is a pure air superiority fighter "Not a pound for air to
ground", But I can find no way to add the passive radar deception of
the real thing.
 
Refs: make your own rules on this one.
Scott Kellogg
 
Northrop YF-23 (TL9) Fighter/Interceptor
CraftID:    Fighter/Interceptor, TL 9, MCr 18.91832
Hull: (116/290) Displacement=85.7 (wings can not fold) Weight
            Unloaded=18.114, Loaded=30.7, Airframe=Hypersonic STOL,
            Armor(Cockpit, Engines)=8
Power:      1.429 Mw (drawn from engines), Endurance 2 hrs 50 min
Loco: (4/10)*2, High Performance TurboFan w/Afterburner, 
            Thrust=67.44 tons(87.44 w/AB), Cruise=1725kph,
Top=2300kph,
            ABTop=3005, Agility=6
Commo:      Radio=Regional
Sensors:    A-Weather RADAR=Regional, RDF, Laser Sensor, Radar
            Jamm=Regional, Passive IR, AdvImageEnh
Off:        6 barrelled 20mm Autocannon 950Rds,
            200kg Internal missile bay*4,
            100kg Internal missile bay*4,
Def:        -
Control:    Computer Enhance Fly By Wire, 6 Manuver Points,
Computer=3,
HUD
Accom:      Crew=(Pilot), Basic life support, sealed cockpit with vac
suit
            backup, Complex armored cockpit w/ rocket escape pod*1
Other:      Fuel=10886 liters, Refueling probe
Remarks:    The Northrop version of the ATF, I have fudged the thrust
to get the correct cruise speed as predicted by Aviation Week.  The
displacement value is that of the actual aircraft.
 
Note this is a pure air superiority fighter "Not a pound for air to
ground", But I can find no way to add the passive radar deception of
the real thing.
 
Refs: make your own rules on this one.
Scott Kellogg
 
M1A1 Abrams (TL8) Main Battle Tank
CraftID:    Main Battle Tank, TL 8, MCr 3.8660752
Hull: (4/9) Displacement=3+Turret Unloaded=53.35, Loaded=55.458,
            Config=4USL, Armor=35C
Power:      (1/2) 1.2 Mw Gas Turbine, Endurance=7 hrs
Loco: (1/3), Tracks, P/W=15, Road=73 kph, Off Road=43 kph
Commo:      Radio=Continental*2
Sensors:    LADAR=VDist(50), Image Enhancement*4, AdvAct IR,
            Passive IR*4, Headlight*2 ActObjPin=Diff
Off:        Hardpoint=1 Weapon Stabalilize=80kph
                          Pen/                 Auto  Dng
            Ammo    Rnds  Attn  Dmg Range   Fire  Spc  Sig  ROF
12cm HiV    HE        40    19   16 Dist(22)   -   35    H    7
            HEAP       -    37   12 Dist(22)   -    -    H    7
            KEAP       -    34   12 Dist(22)   -    -    H    7
            KEAPER     -    34   14 Dist(22)   -    -    H    7
         Flechette     -    14    3 Dist(22)   -  150    H    7
HMG         -        300   6/3    3 VLong(.5)  3    -    H   80
MMG*2       -        300   3/3    3 VLong(.5)  3    -    H   80
Main Gun and 1 MMG coaxially mounted
Def:        Smoke*12
 
Control:    Computer=2, HUD*2, ElectronicLink*4
Accom:      Crew=4, (Commander, Driver, Gunner=2), Seats=Roomy*4,
            Env=Basic env, Basic Is
Other:      Fuel=1.26 Kliters, Magazine=1.648 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Here it is, as best as I can guess.  Some of it is a bit
fudged to get the performance right.  Mind you I have no way to
calculate armor values except by weight.  The book I got the data out
of said  "Armour: Classified."  If anyone out there has better data
than I do, I'd appreciate any corrections you can give.
Scott Kellogg
 
T80 (TL8) Main Battle Tank
CraftID:    Main Battle Tank, TL 8, MCr 2.194451
Hull: (3/7) Displacement=2+Turret Unloaded=40.453, Loaded=42.913,
            Config=4USL Armor=34C
Power:      (1/2) .8 Mw Gas Turbine, Endurance=4 hrs
Loco: (1/2), Tracks, P/W=15, Road=73 kph, Off Road=43 kph
Commo:      Radio=Continental*2
Sensors:    LADAR=VDist(50), Image Enhancement*3, AdvAct IR,
            Passive IR*3, Headlight*2 ActObjPin=Diff
 
Off:        Hardpoint=1 Weapon Stabalilize=80kph
                          Pen/                 Auto  Dng
            Ammo    Rnds  Attn  Dmg Range   Fire  Spc  Sig  ROF
12cm HiV    HE        50    19   16 Dist(22)    -     35    H     7
            HEAP       -    37   12 Dist(22)    -     -     H     7
            KEAP       -    34   12 Dist(22)    -     -     H     7
          KEAPER       -    34   14 Dist(22)    -     -     H     7
         Flechette     -    14    3 Dist(22)    -     150   H     7
HMG          -       300   6/3    3 VLong(.5)   3     -     H     80
MMG          -       300   3/3    3 VLong(.5)   3     -     H     80
Main Gun and MMG coaxially mounted
Def:        Smoke*12
 
Control:    Computer=1, HUD, ElectronicLink*3,
Accom:      Crew=3, (Commander, Driver, Gunner), Seats=Aedequate*3,
            Env=Basic env, Basic Is
Other:      Fuel=0.42 Kliters, Magazine=2.039 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Anyone care for a Front line Russkie MBT?  Again all specs
            approximate.
Scott Kellogg
 
M2 Bradley Fighting Vehicle (TL7) Armored Personel Carrier
CraftID:    Armored Personnel Carrier, TL 7, Cr 141,083
Hull: (4/8) Displacement=3+Turret, Unloaded=21.2298, Loaded=22.59,
            Config=4USL, Armor=19C
Power:      (1/2) .405 Mw Improved IC, Endurance=7 hrs 33 min
Loco: (1/3), Tracks, P/W=18, Road=66 kph, Off Road=40 kph
Commo:      Radio=Continental*2
Sensors:    PassAud=(Dist), Active IR, PassIR*3, Light Amp=3,
Headlight*4
 
Off:        Hardpoint=1
                              Pen/                    Auto Dng
               Ammo Rnds  Attn Dmg Range     Fire Spc  Sig     ROF
Launch Rail*2  HE      7    18  16 VLong(1.5)   -  25    H       2
            Flechette  -     4   4 VLong(1.5)   - 150    H       2
3cm AutoCan    HE    900     2   6 VLong(3.5)   4  35    M     200
               HEAP    -     5   4 VLong(3.5)   4   -    M       7
               KEAP    -     4   4 VLong(3.5)   4   -    M       7
MMG            -    1340   3/3   3 VLong(.5)    3   -    H      80
Main Gun and 1 MMG coaxially mounted
Def:        Smoke*8
 
Control:    Electronic*17
Accom:      Crew=3, (Commander, Driver, Gunner, Troops=7),
            Seats=Aedequate*10,Env=Basic env, Basic Is,
Other:      Fuel=.17 Kliters, Magazine=1.4902 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Magazine carries five additional TOW missiles, these
require being reloaded on the rails before being fired.
 
Scott Kellogg
*****End Part 1*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1663 --------

Archive-Message-Number: 1663
Date:     Tue, 30 Oct 90 16:17:34 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Revised Vehicle Designs, Part 20

Sorry to resent these, but I looked at my design sheets from yesterday and
realized that the armor weight had not been calculated correctly.  Revised 
weights and agilities are included in the copies below.  Also appended are
two new designs...

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


 Oberlindes Lines Cargo Carrier Type CT TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
 
      The cargo carrier is a standard design commissioned by Oberlindes, and 
 is reflective of its total fleet.  Originally, Oberlindes outfitted his fleet 
 using naval surplus vessels; when the cargo carrier was designed, it reflect-
 ed the Oberlindes fleet's predisposition to extensive armament.  Oberlindes 
 ships show no consistent system of naming.
 
   CraftID: Type CT Cargo Carrier, TL15, MCr265.59
      Hull: 900/2250, Disp=1000, Config=3SL, Armor=40G, Loaded=11907t,
            Unloaded=5043t
     Power: 9/18, Fusion=2430MW, Duration=30/90 
      Loco: 18/36, Maneuver=1, 36/72, Jump=3, Cruise=750kph, Max=1000kph
            Agility=0
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=10
 
                BeamLaser=x04
            Batteries       3
            Bearing         3
 
       Def: DefDM+3
   Control: Computer Mod3*3, 5*HeadsUpHoloDisplay, 300*HoloLink
     Accom: Crew=12 (2 bridge, 1 medic, 3 engineer, 5 gunners, 1 command),
            MidPassengers=12, LowPassengers=10, Staterooms=24,
            LowBerths=10, Env=basic env, basic ls, extended ls, grav plates,
            inertial comp
     Other: Fuel=3575kl, Cargo=6608kl (489t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*enclosed air/raft, ObjSize=Large,
            EmLevel=Moderate

 Tukera Long Liner Type RT TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
      The Tukera long liner is a proprietary design, and is operated on many 
 of Tukera's routes as a standard passenger liner.  Built sturdily and intend-
 ed to last in service for decades, the long liner maintains a standard of 
 quality that other lines try to match.  Tukera's long liners are named to 
 recall the worlds it serves: Pride of Vland, Deneb Express and Spirit of 
 Rhylanor, for examples.
 
   CraftID: Type RT Long Liner, TL15, MCr298.145
      Hull: 900/2250, Disp=1000, Config=4SL, Armor=40G, Loaded=10508t,
            Unloaded=5505t
     Power: 9/18, Fusion=2430MW, Duration=30/90 
      Loco: 18/36, Maneuver=1, 45/90, Jump=4, Cruise=750kph, Max=1000kph
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=10
 
                BeamLaser=x02     Missile=x02
            Batteries       1               1
            Bearing         1               1
 
       Def: DefDM+5
 
               Sandcaster=xx3
            Batteries       1
            Bearing         1
 
   Control: Computer Mod4*3, 5*HeadsUpHoloDisplay, 180*HoloLink
     Accom: Crew=14 (2 bridge, 1 medic, 3 engineer, 1 gunner, 1 command,
            2 flight, 3 stewards), Passengers=24, MidPassengers=12,
            Staterooms=40, EmLowBerths=6, Env=basic env, basic ls, extended 
            ls, grav plates, inertial comp
     Other: Fuel=4250kl, Cargo=4586kl (339t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*Launch, ObjSize=Large, EmLevel=Moderate

 Tukera Freighter Type AT TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
      The Tukera freighter is a standard Tukera transport ship design, and 
 provides freight handling service along many Tukera routes in the Imperium.  
 Tukera's freighters sport a variety of names, often vaguely reminiscent of 
 advertising slogans: Golden Harvest, Safety First, and Star Lines, for exam-
 ples.
 
   CraftID: Type AT Freighter, TL15, MCr814.4
      Hull: 2700/6750, Disp=3000, Config=4SL, Armor=40G, Loaded=35765t,
            Unloaded=15961t
     Power: 27/54, Fusion=7200MW, Duration=30/90 
      Loco: 54/108, Maneuver=1, 135/270, Jump=4, Cruise=750kph, Max=1000kph
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=30
 
                BeamLaser=x02     Missile=x02
            Batteries       2               2
            Bearing         2               2
 
       Def: DefDM+5
 
               Sandcaster=xx3
            Batteries       2
            Bearing         2
 
   Control: Computer Mod4*3, 16*HeadsUpHoloDisplay, 360*HoloLink
     Accom: Crew=23 (5 bridge, 1 medic, 8 engineer, 2 gunner, 3 command,
            3 flight, 1 stewards), Passengers=8, MidPassengers=2,
            Staterooms=33, EmLowBerths=5, Env=basic env, basic ls, extended 
            ls, grav plates, inertial comp
     Other: Fuel=12717kl, Cargo=18284kl (1354t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*Shuttle, ObjSize=Large, EmLevel=Moderate

 Akerut Hercules Class Freighter (Type AH) TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
      The Hercules is a heavy duty carrier used for both bulk cargo and con-
 tainerized shipments.  The ship is in service primarily in the Aramis subsec-
 tor, but several examples are also in service with Tukera.  Because its jump-
 1 drives makes travel over longer distances difficult, Akerut maintains a 
 supply of 10125kl demountable fuel tanks at its starport locations within the 
 Aramis subsector.  Ships in the Hercules class carry names suggesting immense 
 size or strength, such as Mammoth, Gigant, Titan, Brobdingnag, and Sampson.
 
   CraftID: Type AH Freighter, TL15, MCr864.88
      Hull: 4500/11250, Disp=5000, Config=4SL, Armor=40G, Loaded=69557t,
            Unloaded=20352t
     Power: 45/90, Fusion=12000MW, Duration=30/90 
      Loco: 90/180, Maneuver=1, 90/180, Jump=1, Cruise=750kph, Max=1000kph
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=50
 
                BeamLaser=x04
            Batteries       4
            Bearing         4
 
       Def: DefDM+6
   Control: Computer Mod5*3, 13*HeadsUpHoloDisplay, 50*HoloLink
     Accom: Crew=17 (4 bridge, 5 engineer, 4 gunner, 2 command, 2 flight),
            Staterooms=17, Env=basic env, basic ls, extended ls, grav plates,
            inertial comp
     Other: Fuel=11070kl, Cargo=48020kl (3557t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*Pinnace, ObjSize=Large, EmLevel=Moderate

 Type S Scout/Courier TL14
 
      The TL14 Scout Courier is nearly as capable as the TL15 version.  Vast 
 quantities of them were built for the IISS and private owners.  Probably the 
 majority of IISS surplus scouts that are in Detached Duty service are the 
 TL14 version. The cost given below does not include an auxiliary vehicle, but 
 provision for carrying something in the 4 ton class is made. An onboard fuel 
 purifier gives the vessel the capability for extended wilderness missions, 
 and its high capacity facilitates rapid rejumps when the vessel is assigned 
 as a courier.
 
   CraftID: Type S Scout/Courier, TL14, MCr42.85 
      Hull: 90/225, Disp=100t, Config=1AF, Armor=40G, Loaded=1255t,
            Unloaded=888t
     Power: 4/8, Fusion=459MW, Duration=30/90 
      Loco: 5/10, Maneuver=2, 3/6, Jump=2, Cruise=1590kph, Max=2120kph, 
            Agility=0
      Comm: Radio=System, Laser=System, Maser=System
   Sensors: EMS Active(FarOrbit), EMS Jammer (FarOrbit),
            EMS Passive(Interstellar), Neutrino Sensor (10Kw),
            High Pen Densitometer (250m), ActObjScan=Rout,
            ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
            PassEnScan=Simp, PassEnPin=Rout
       Off: Hardpoints=1
 
                BeamLaser=x02     Missile=x02
            Batteries       1               1
            Bearing         1               1
 
       Def: DefDM+2
 
               Sandcaster=xx3
            Batteries       1
            Bearing         1
 
   Control: Computer Mod1bis*3, 1*HeadsUpHoloDisplay, 110*HoloLink
     Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
            Env=basic env, basic ls, extended ls, grav plates, inertial comp
     Other: Fuel=390kl (1 jump-2+30 days), Cargo=339.3kl, Fuel Scoops, Fuel  
            Purifier (6hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint

 Type A3 Far Trader TL13
 
      This version of the Type A2 Far Trader can be built at TL13 when the 
 anticipated trade route needs that little bit of extra jump capability. This 
 version is intended for cargo transportation.  Two extra staterooms are pro-
 vided which may be used to carry middle passengers or extra crew members (or 
 removed to provide eight additional tons of cargo space at a cost saving of 
 0.8MCr).  A Reliable light ATV is carried as an auxiliary vehicle.  The type 
 A3 is known jokingly as the "Real far trader", or the "Even further trader" 
 among free traders.
 
   CraftID: Type A3 Far Trader, TL13, MCr70.464 
      Hull: 180/450, Disp=200t, Config=3SL, Armor=40F, Loaded=2728.6t,
            Unloaded=1584.8t
     Power: 4/8, Fusion=495MW, Duration=30/90 
      Loco: 4/8, Maneuver=1, 8/16, Jump=3, Cruise=750kph, Max=1000kph, 
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=2
 
                   Missiles=x03
            Batteries         1
            Bearing           1
 
       Def: DefDM+5
 
                SandCaster=x04
            Batteries        1
            Bearing          1
 
   Control: Computer Mod3*3, 1*HeadsUpHoloDisplay, 65*HoloLink
     Accom: Crew=3 (1 bridge, 1 engineer, 1 gunner), MidPassengers=2,
            Staterooms=5, Env=basic env, basic ls, extended ls, grav plates,
            inertial comp
     Other: Fuel=738kl (1 jump-3+30 days), Cargo=1205kl (89t), Fuel Scoops,
            Fuel Purifier (18hr), SubCraft=1*3ton (Reliable light ATV),
            ObjSize=Avg, EmLevel=Faint

-------- TML Message #1664 --------

Archive-Message-Number: 1664
Date:     Tue, 30 Oct 90 16:18:32 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 21

C
More stuff. 
  Electric Car TL8
  
       This vehicle was designed sheerly for experimental purposes with the 
  rule system. If anyone actually wants to use it, you can invent your own 
  description of what it is for...at the cost of it, I can't imagine why anyone 
  would buy one, even if electricity were virtually free.  
  
    CraftID: Electric Car, TL8, Cr20,623
       Hull: 1/2, Disp=0.5, Conf=4USL, Armor=1B, Loaded=0.46t
      Power: 1/2, 0.024MW-hr battery (0.009MW draw), Dur=2hrs 40min
       Loco: 1/2, Wheels=4, P/W=13, Road=92kph, Offroad=23kph
       Comm: none
    Sensors: 1*headlight
        Off: none
        Def: none
    Control: Electronic*4
      Accom: Seats=Cramped*3
      Other: Cargo=0, ObjSize=Small, EmLevel=Faint

  Electric Motorcycle TL8
  
  Actually, more like an electric bicycle.  Given the fact that the empty 
  vehicle weighs 34 kilograms, this design points out the fact that for very 
  small vehicles, the weight of the people should figure into the total loaded 
  weight. 
  
    CraftID: Electric Motorcycle, TL8, Cr812
       Hull: 1/2, Disp=0.007, Conf=0USL, Armor=1B, Loaded=0.034t
      Power: 1/2, 0.0008MW-hr battery (0.0002MW draw), Dur=4hrs
       Loco: 1/2, Wheels=2, P/W=5, Road=72kph, Offroad=10kph
       Comm: none
    Sensors: none
        Off: none
        Def: none
    Control: Electronic*0.1
      Accom: Seats=Open*1
      Other: Cargo=0, ObjSize=Small, EmLevel=Faint

  Myrmidon Grav Tank TL15
  
       The Myrmidon is a heavy grav tank.  It sacrifices mobility for protec-
  tion, and is equipped with armor that will prevent penetration by anything 
  short of a starship weapon.  Its large size permits long endurance.  Its 
  sensor and communication suite is equal to that carried by most Imperial 
  warships, which enables it to be readily integrated into any sort of combined 
  arms operation.
  
    CraftID: Myrmidon Grav Tank, TL15, MCr26.21
       Hull: 8/18, Disp=8, Config=4SL, Armor=80G, Loaded=960t, Unload=958t
      Power: 1/2, Fusion=252MW, Dur=11/33
       Loco: 2/4, StdGrav=1400t, Max Speed=540, Cruise=405, NOE=190,
             MaxAccel=0.45G
       Comm: Radio=System, LaserComm=System, MaserComm=System
    Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit),
             EMS Passive(Interstellar), High Pen Densitometer(1km), Neutrino
             Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine,
             PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple,
             PassEnPin=Routine
        Off: Hardpoints=1
  
                        Pen/          Max     Auto   Dngr
                        Attn    Dmg   Range   Tgts   Spc    Sig   ROF
           Fusion-Z Gun  79/5    30  VDist(30)  2     45     H     40
         50MW BeamLaser  57/4   120   Reg(250)  2      -     H     40
  
        Def: Point Defense Targeting for both weapons
    Control: Comp1bis*2, HeadsUpHoloDisplay*1, HoloLink*30
      Accom: Seats=Roomy*3 (Commander, Driver, Gunner), Env=Basic env, basic 
             ls, extended ls, grav plates, inert comp
      Other: Fuel=33.5kl, Cargo=0, ObjSize=Avg, EmLevel=Moderate

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


-------- TML Message #1665 --------

Archive-Message-Number: 1665
Date:     Wed, 31 Oct 90 13:15:09 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 22

Still more.

Rob

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




  Draft Imperial Strike Cruiser
  
       This draft was produced on 31 October 1990.  As conceived, the strike 
  cruiser is almost all offense.  Defensive considerations are limited to light 
  armor, a small battery of lasers and sand casters, and fairly high agility.  
  (I don't think you can get a whole lot more agile than this and still provide 
  power for a spinal mount.)  Endurance calculations are based on running power 
  covering life support and 4-G acceleration (as well as the low power weapons, 
  if needed). Running power is 48% of full power, which is close enough to say 
  that one combat hour costs two endurance hours.
  
    CraftID: Imperial Strike Cruiser, TL15, MCr95830
       Hull: 45000/112500, Disp=50000, Config=1SL, Armor=52G,
             Unloaded=730,396t, Loaded=759,869t
      Power: 3336/6668, Fusion=900000MW, Dur=33/99
       Loco: 2250/4500, Jump=4, 7650/15300, Maneuver=6, MaxSpeed=1000kph,
             Cruise=750kph, Agility=4
       Comm: Radio=System*5, LaserComm=System*5, MaserComm=System*5
    Sensors: EMS Active(Far Orbit)*5, EMS Jammer(Far Orbit)*5, EMS
             Passive(Interstellar)*5, High Pen Densitometer(1km)*5, Neutrino
             Sensor(10kw)*5, ActObjScan=Routine, ActObjPin=Routine,
             PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple,
             PassEnPin=Routine
        Off: Hardpoints=500
  
              MesonGun=N0x   BeamLaser=xx6   Missile=x90
            Batteries  1                 2            40
            Bearing    1                 2            30
  
        Def: DefDm+12
  
             Sandcaster=xx9
             Batteries    7
             Bearing      6
  
    Control: Computer Mod9fib*3, LargeHoloDisplay*10, HeadsUpHoloDisplay*190,
             HoloLink*45600
      Accom: Crew=177 (13 command, 26 bridge, 74 engineer, 53 gunnery,
             8 Maintenance, 3 medical), Staterooms=90, Env=Basic env, 
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=349612kl (1 Jump3+33 days running power), Cargo=0, Missile 
             Magazine=10000kl (100 b-r), Fuel Scoops, Fuel Purifier (12hr),
             ObjSize=Large, EmLevel=Strong

  Armed Launch TL13
  
       The armed launch is designed as a space fighter, with a secondary role 
  in personnel transport.  Deployment of boarding parties is a common use. 
  Armament consists of a triple turret with a beam laser, a sandcaster, and a 
  missile launcher.
  
    CraftID: Armed Launch, TL13, MCr30.9
       Hull: 18/45, Disp=20, Config=4USL, Armor=40F, Loaded=431.6t,
             Unloaded=422.9t
      Power: 4/8, Fusion=540MW, Dur=3/9
       Loco: 4/8, Maneuver=6, Max Speed=300, Cruise=225, Agility=3
       Comm: Radio=System, LaserComm=System
    Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Routine
        Off: Hardpoints=1
  
               BeamLaser=xx2     Missile=x02
             Batteries     1               1
             Bearing       1               1
  
        Def: DefDM+8
  
              Sandcaster=xx3                
             Batteries     1                
             Bearing       1                
  
    Control: Comp3*3, HoloLink*70
      Accom: Seats=ExtOccRoomy*12 (Pilot, Gunner, 10 passengers), Env=Basic
             env, basic ls, ext ls, grav plates, inert comp
      Other: Fuel=21.6kl, Cargo=7.7kl, Missile Magazine=2kl (20 b-r),
             ObjSize=Avg, EmLevel=Faint

  Privateer Packet TL13
  
       This armed merchant vessel has been converted for military or paramili-
  tary service by building bays for three armed launches into the space former-
  ly occupied by the cargo hold, and removing the low berths to provide a small 
  quantity of cargo space. The total cost of the conversion would be MCr93.04 
  including the purchase of the launches.  The price given below takes into 
  account the removal of the low berths, and should be used for calculation of 
  annual maintenance.
  
    CraftID: Privateer Packet, TL13, MCr280.18
       Hull: 360/900, Disp=400, Config=4SL, Armor=52F, Loaded=7357t,
             Unloaded=5678t
      Power: 15/30, Fusion=1980MW, Duration=30/90 
       Loco: 18/36, Maneuver=2, 11/22, Jump=2, Cruise=750kph, Max=1000kph
             Agility=0
       Comm: Radio=System*2, LaserComm=System
    Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Rout
        Off: Hardpoints=4
  
                 Missile=x03     BeamLaser=x04
             Batteries     1                 2
             Bearing       1                 2
  
        Def: DefDM+5
  
                 SandCaster=x04
             Batteries        1
             Bearing          1
  
    Control: Computer Mod4*3, 3*HeadsUpHoloDisplay, 60*HoloLink
      Accom: Crew=46 (1 bridge, 2 medic, 1 engineer, 3 gunners, 9 flight,
             24 troops, 6 command), Passengers=4, Staterooms=25, Env=basic env,
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=1602kl, Cargo=270kl (20t), Fuel Purifier (18hrs),
             Fuel Scoops, SubCraft=3*Armed Launch, ObjSize=Average,
             EmLevel=Faint

  Sword Worlds Admiral Rieder Class Fleet Escort TL11
  
       The Admiral Rieder is a standard craft in Sword Worlds service, although 
  very similar craft can be found serving in Imperial and Vargr navies of equal 
  tech level.  The cost of the fighter squadron is included in the price given 
  below.  
  
    CraftID: Admiral Rieder class Fleet Escort, TL11, MCr7848.22
       Hull: 9000/22500, Disp=10000t, Config=1SL, Armor=52E,
             Loaded=255195t, Unloaded=230864t
      Power: 1054/2108, Fusion=94800MW, Duration=30/90 
       Loco: 990/1980, Maneuver=4, 270/540, Jump=2, 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, ActObjScan=Rout,
             ActObjPin=Rout, PassEnScan=Rout
        Off: Hardpoints=100
  
                  Missile=x80     BeamLaser=xx8
             Batteries     8                  1
             Bearing       8                  1
  
        Def: DefDM+4
  
                 SandCaster=x09
             Batteries        1
             Bearing          1
  
    Control: Computer Mod5fib*3, 100*HeadsUpDisplay, 17000*DynLink
      Accom: Crew=162 (13 bridge, 38 engineer, 8 maintenance, 52 gunners,
             30 flight, 13 command, 3 medical), Staterooms=81, Env=basic env,
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=54378kl (1 jump-2+30 days), Cargo=2334kl, Missile 
             Magazine=4000kl (100b-r), Fuel Scoops, Fuel Purifier 
             (12hr), SubCraft=10*40ton Nymph Fighters, ObjSize=Large, 
             EmLevel=Strong

-------- TML Message #1666 --------

Archive-Message-Number: 1666
Date: Wed, 31 Oct 90 19:12:19 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More forwarded from Scott Kellog part 2

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
M113 (TL7) Armored Personel Carrier
CraftID:    Armored Personnel Carrier, TL 7, Cr 34335
Hull: (2/5) Displacement=2, Unloaded=10.981, Loaded=11.156,
Config=4USL
            Armor=5C
Power:      (1/2) .18 Mw Improved IC, Endurance=7 hrs 30 min
Loco: (1/2), Tracks, P/W=18, Road=66 kph, Off Road=40 kph
Commo:      Radio=Continental*2
Sensors:    Active IR, PassIR*2, Headlight*4
 
Off:        Hardpoint=1
                           Pen/                 Auto  Dng
            Ammo     Rnds  Attn  Dmg Range   Fire  Spc  Sig  ROF
HMG          -       1000   6/3    3 VLong(.5)  3    -    H   80
 
Def:        Smoke*8
 
Control:    Enhanced Mechanical*6
Accom:      Crew=2, (Commander/Driver, Gunner, Troops=11),
            Seats=Cramped*13, Env=Basic env, Basic Is
Other:      Fuel=75 liters, Magazine=.1 Kliters, ObjSize=Small,
EMlevel=Faint
Remarks:    Basic version of the U.S. Army APC.  Often carries either
an 81 or  107 mm mortar.
                     Pen/                    Dng
            Ammo     Attn  Dmg Range   Spc   Sig   ROF
80mm        HE         15   12 VLong(5) 20     M    33
170kg       HEAP       33    9 Vlong(5)  -     M    33
2600cr      KEAP       22    9 Vlong(5)  -     M    33
            KEAPE      22   10 Vlong(5)  -     M    33
            Illum       -    - Vlong(5) 60     M    33
 
100mm       HE         17   14 Dist(6)  20     M    24
300kg       HEAP       39   10 Dist(6)   -     M    24
4200cr      KEAP       25   10 Dist(6)   -     M    24
            KEAPER     25   12 Dist(6)   -     M    24
            Illum       -    - Dist(6)  75     M    24
Scott Kellogg
 
M163 Vulcan (TL7) Air Defense Unit
CraftID:    Air Defence Unit, TL 7, Cr 583215
Hull: (2/5) Displacement=2, Unloaded=10.581, Loaded=13.31,
Config=4USL,
            Armor=5C
Power:      (1/2) .18 Mw Improved IC, Endurance=7 hrs 30 min
Loco: (1/2), Tracks, P/W=16, Road=67 kph, Off Road=40 kph
Commo:      Radio=Continental*2
Sensors:    Radar=(V.Dist), Active IR, PassIR*2, Headlight*4,
            ActObjScn=Diff, ActObjPin=Diff
Off:        Hardpoint=1
                              Pen/                          Auto
                  Ammo  Rnds  Attn Dmg    Range       Fire  Sig   ROF
2cm 6-barrel      HE    6550  2     6     VLong(2.6)  7     H     3000
                  HEAP        8     4     VLong(2.6)  7     H     3000
 
Def:        Smoke*8
 
Control:    Computer=1, Enhanced Mechanical*32
Accom:      Crew=4, (Commander/Driver, Gunner*3) Seats=Cramped*4,
            Env=Basic env, Basic Is
Other:      Fuel=75 liters, Magazine=7.8 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Air defense version of the U.S. Army M113 APC.
Scott Kellogg
 
Boeing CH-47 Chinook TL8 Heavy Lift Helicopter
CraftID:    Heavy Lift Helicopter, TL8, MCr .9206
Hull: (84/208) Disp.=93 Weight Empty=9.275, Loaded=20.8+7.3 swing
load,
            Airframe=Simple
Power:      .049 Mw (Drawn from engines) Endurance=1 hr
Loco: 4/10, High Perf Gas Turbine*2, Lift=31.68 tons, Thrust=7.92
tons,
            Cruise=225 kph, Top=300 kph
Commo:      Radio=Continental*2
Sensors:    Radar=VDist, Passive IR, Image Enhancement, Radar
Direction
            Finder, Headlight*2
Off/Def:    Fusalage hardpoint*2
Control:    Boosted, 1 manuver point
Accom:      Crew=1 (Pilot, Copilot) Complex cockpit*2,
Other:      Fuel=3200 liters, Cargo=8.325 tons internal
Remarks:    The famous 'Bravo November' of the Falkland Islands War.
Scott Kellogg
 
 
Fleet Intruder TL 14 "Azhanti High Lightning" Class
 
CraftID:    Fleet Intruder, Type FI, TL 14, MCr 38,052.19
Hull: (56,700/141,750) Disp=63,000 Config=4SL, Armor=55G,
            Unload=764,631.85, Load=803,394
Power:      (9,521/12,695) 856,860Mw Fusion, Dur=(Out of 30 day endure
            13 must be at 1/2 pwr, ie:  No Spine mt. No fusion,
            Agility=0. All other systems function normally)
Loco: (4253/5670), Manuver=2G, (5103/6804) Jump=5, Agility=1 NOE=180,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System*12, Maser=System*12
Sensors:    P-EMS=Interstell*3, A-EMS=FarOrb*3, Densitometer=250m*3,
            Neutrino=10kw*3,
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        HPoints=630
 
            Part Accl=N0x   Missile=x90     Fusion Guns=x90
            Batt        1                 24                      4
            Bear        1                 19                      3
                  BLasers=x09
                  Batt        19
                  Bear        15
 
Def:        DefDM=+7 MesonScreen-6, NucDamp-5
            SCaster=x09
            Batt        13
            Bear        10
 
Control:    Computer=8fib*3, LrgHoloDisp=15*2, HoloHUD=177*2,
            HoloLink=395*2, Electronic Circuit Protect, Auxillury
            Bridge installed
Accom:      Crew=545 8*63 (Command=57, Bridge=50, Engineer=81,
            Gunner=50, Flight=138, Troops=150, Medic=4, Steward=15,
            Passenger=52) Env=Basic Env, Basic is, Extend is, Inertial
            Comp, Grav Plate Subcraft=400ton*4, 40ton*5, 20ton*60,
Other:      Cargo=3500Kl, Mag=1900Kl, 1000B-rds, B-rd=19missiles,
            Fuel=501,845Kl, Scoops=3hr, Purification Plant=75hr,
            ObjSize=Lrg, EMlevel=Str
Remarks:    Several people have suggested that we come up with
MegaTrav
versions of the old Supplement 9 Fighting Ships.  Well here's one of
my old faves.  This one goes along with the old game.  Admittedly, it
has a few changes, but I have tried to get it as close as possible to
the original.  The old one had a model 6fib computer this has a model
8 to try to get the crew compliment right.  (It still didn't work, but
I used the original crew numbers anyway.)  Please remember the fuel
scoops on the actual cruiser are only usable in an emergency, normally
the ship relies on its fuel barges.  This takes a total of 106 barge
loads. Therefore the cruiser is most often deployed with a tanker.
Scott Kellogg
 
Frontier Cruiser TL 14 w/15 refit "Azhanti High Lightning" Class
 
CraftID:    Frontier Cruiser, Type CF, TL 14+15, MCr 38,635.15
Hull: (56,700/141,750) Disp=63,000 Config=4SL, Armor=55G,
            Unload=759,769.11, Load=800,353.8
Power:      (9,521/12,695) 856,860Mw Fusion, Dur=(Out of 30 days
endure
            7 must be at 1/2 pwr, ie:  No Spinal, No fusion guns, All
            other systems function normally)
Loco: (4253/5670), Manuver=2G, (5103/6804) Jump=5, Agility=0 NOE=190,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System*12, Maser=System*12
Sensors:    P-EMS=Interstell*3, A-EMS=FarOrb*3, Densitometer=250m*3,
            Neutrino=10kw*3,
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        HPoints=630
 
            Meson Gun=N0x   PartAcc=x05     Fusion Guns=x90
            Batt        1                 24                      4
            Bear        1                 19                      3
                  BLasers=x09 Missile=x07
                  Batt        10                12
                  Bear        8                 9
 
Def:        DefDM=+6 MesonScreen-6, NucDamp-9, BGlobe-2
            SCaster=x09
            Batt        10
            Bear        8
 
Control:    Computer=8fib*3, LrgHoloDisp=15*2, HoloHUD=177*2,
            HoloLink=395*2, Electronic Circuit Protect, Auxillury
            Bridge installed
Accom:      Crew=545 8*63 (Command=57, Bridge=50, Engineer=81,
            Gunner=50, Flight=138, Troop=150, Medic=4, Steward=15,
            Passenger=52) Env=Basic Env, Basic is, Extend is, Inertial
            Comp, Grav Plate, Subcraft=400ton*4, 40ton*5, 20ton*60,
Other:      Cargo=2400Kl, Mag=3000Kl, 125B-rds, B-rd=240missiles,
            Fuel=516,845Kl, Scoops=3hr, Purification Plant=75hr,
            ObjSize=Lrg, EMlevel=Str
Remarks:    From Supp 9:  "The Azhanti High Lightning" is an obsolete
multi-purpose cruiser capable of a variety of different functions. 
Most noticable is the ship's high jump (jump-5) capability, which
gives
it great reacitve mobility.
 
It is this quality that has kept the ship in service in spite of it's
inferior agility (sic) and weaponry.
 
      Several examples of the ship have been transferred to the Scout
Serviceand friendly client-states.  Much of the remaining examples of
the class were referbished to the above specifications and now serve
as frontier cruisers on the Imperial boarders.
 
Scott Kellogg
 
*****End Part 2*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1667 --------

Archive-Message-Number: 1667
Date: Wed, 31 Oct 90 19:12:29 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg part 3

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Scout Cruiser TL 14 w/15 refit "Azhanti High Lightning" Class
 
CraftID:    Scout Cruiser, Type SC, TL 14+15, MCr 38,285.45
Hull: (56,700/141,750) Disp=63,000 Config=4SL, Armor=55G,
            Unload=765,5005.59, Load=805,506.4
Power:      (9,521/12,695) 856,860Mw Fusion, Dur=(Out of 30 days
endure
            13 must be at 1/2 pwr, ie:  No Spine, meson or fusion
guns,
            All other systems function normally)
Loco: (4253/5670), Manuver=2G, (5103/6804) Jump=5, Agility=0 NOE=190,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System*12, Maser=System*12
Sensors:    P-EMS=Interstell*3, A-EMS=FarOrb*3, Densitometer=1km*3,
            Neutrino=10kw*3,
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        HPoints=630
 
            Part Accl=N0x  MesonGun=x40     Fusion Guns=x90
            Batt        1                 4                       4
            Bear        1                 3                       3
                  BLasers=x09
                  Batt        19
                  Bear        15
 
Def:        DefDM=+6 MesonScreen-6, NucDamp-5
            Repulsor=x50      SCaster=x06
            Batt        20                10
            Bear        16                8
 
Control:    Computer=8fib*3, LrgHoloDisp=15*2, HoloHUD=177*2,
            HoloLink=395*2, Electronic Circuit Protect, Auxillury
            Bridge installed
Accom:      Crew=545 8*63 (Command=57, Bridge=50, Engineer=81,
            Gunner=50, Flight=138, Troops=150, Medic=4, Steward=15,
            Passenger=52) Env=Basic Env, Basic is, Extend is, Inertial
            Comp, Grav Plate, Subcraft=400ton*4, 40ton*5, 20ton*60,
Other:      Cargo=5400Kl, Fuel=501,845Kl, Scoop=3hr, P-Plant=75hr,
            ObjSize=Lrg, EMlevel=Str
 
Scott Kellogg
 
Light Fighter TL 15 Rampart 128
 
CraftID:    Light Fighter Type FF, TL 15, MCr 34.7
Hull: (18/25) Disp=20, Config=1AF, Armor=40G, Unload=302.54,
            Load=335.13
Power:      (6/8) 990.0576 Mw Fusion, Dur=9/27
Loco: (5/7), Manuver=6G, Agility=0 NOE=190, Cruise=2835kph,
Top=3780kph
Commo:      Radio=System, Maser=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb,
            Densitometer=250m, Neutrino=10kw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoint=1
                  BLaser=x04
                  Batt        1
                  Bear        1
Def:        DefDM=+5
Control:    Computer=3*3, HoloHUD, HoloLink*1, Circuit Protect
Accom:      Crew=1, Seat=Roomy, Env=Basic Env, Basic is, Inertial
Comp,
            Grav Plate,
Other:      Cargo=25.1, Fuel=106.93Kl ObjSize=Avg, EMlevel=None
Remarks:    The published Rampart in the Rebellion sourcebook is
beneath notice.  It is copied directly misprints and all from the
Imperial Encyclopedia under a different name and drawing.  This one is
not exactly the old one, but is close.  The original was 15 tons not
20 as my version is, nor 10 tons as the MegaTrav version.
 
Scott Kellogg
 
 
Light Fighter TL 15 Rampart 128-2
 
CraftID:    Light Fighter Type FL, TL 15, MCr 34.36
Hull: (18/25) Disp=20, Config=1AF, Armor=40G, Unload=297.48,
            Load=322.03
Power:      (6/8) 990.0576 Mw Fusion, Dur=9/27
Loco: (5/7), Manuver=6G, Agility=6 NOE=190, Cruise=2835kph,
Top=3780kph
Commo:      Radio=System*2, Maser=System, RadioJam=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb,
            Densitometer=250m, Neutrino=10kw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoint=1
                  Missile=x03
                  Batt        1
                  Bear        1
Def:        DefDM=+11
Control:    Computer=3*3, HoloHUD*2, HoloLink*2, Circuit Protect
Accom:      Crew=2, Seat=Roomy*2, Env=Basic Env, Basic is, Inertial
            Comp, Grav Plate,
Other:      Cargo=25.1, Fuel=101.72Kl ObjSize=Avg, EMlevel=None
Remarks:    Here is the two seat version of the Rampart 128, normal
squadronscomprise eight 128's and two 128-2's
 
Scott Kellogg
 
Light Fighter TL 14 Star Dart 3
 
CraftID:    Light Fighter Type FF, TL 14, MCr 52.29
Hull: (18/25) Disp=20, Config=1AF, Armor=40G, Unload=526.36,
            Load=557.87
Power:      (11/15) 990.442Mw Fusion, Dur=3/9
Loco: (5/7), Manuver=6G, Agility=0 NOE=180, Cruise=2835kph,
Top=3780kph
Commo:      Radio=System, Maser=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstellar, EMS-Jam=FarOrb,
            Densitometer=250m, Neutrino=10kw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoint=1
                  BLaser=x04
                  Batt        1
                  Bear        1
Def:        DefDM=+5
Control:    Computer=3*3, HoloHUD, HoloLink*1, Circuit Protect
Accom:      Crew=1, Seat=Roomy, Env=Basic Env, Basic is, Inertial
Comp,
            Grav Plate,
Other:      Cargo=28.73, Fuel=39.624Kl ObjSize=Avg, EMlevel=None
Remarks:    Here is the fighter the Lightnings were originally
deployed
with. Very little different from the Rampart 128s performance wise.
 
Scott Kellogg
 
Light Fighter TL 15 Star Dart 3A
 
CraftID:    Light Fighter Type FL, TL 14, MCr 51.84
Hull: (18/25) Disp=20, Config=1AF, Armor=40G, Unload=521.55,
            Load=543.92
Power:      (11/15) 990.442Mw Fusion, Dur=3/9
Loco: (5/7), Manuver=6G, Agility=6 NOE=180, Cruise=2835kph,
Top=3780kph
Commo:      Radio=System*2, Maser=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb,
            Densitometer=250m, Neutrino=10kw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoint=1
                  Missile=x03
                  Batt        1
                  Bear        1
Def:        DefDM=+11
Control:    Computer=3*3, HoloHUD*2, HoloLink*2, Circuit Protect
Accom:      Crew=2, Seat=Roomy*2, Env=Basic Env, Basic is, Inertial
            Comp, Grav Plate,
Other:      Cargo=28.73, Fuel=34.45Kl ObjSize=Avg, EMlevel=None
Remarks:    Here is the fighter the Lightnings were originally
deployed
with. Very little different from the Rampart 128-2s performance wise.
 
Scott Kellogg
 
Gun Boat TL 15
 
CraftID:    Armed Boat Type NG, TL 15, MCr 47.83
Hull: (36/50) Disp=40, Config=1AF, Armor=40G, Unload=457.14,
            Load=585.53
Power:      (10/13) 1649.61 Mw Fusion, Dur=9/27 (30 days W/out guns)
Loco: (6/8), Manuver=4G, Agility=4 NOE=190, Cruise=2295kph,
            Top=3060kph,
Commo:      Radio=System*2, Maser=System, RadioJam=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb,
Densitometer=1km,
            Neutrino=10kw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoint=1
                  FusionGun=x05
                  Batt          1
                  Bear          1
Def:        DefDM=+9
Control:    Computer=3*3, HoloHUD*2, HoloLink*2, Circuit Protect
Accom:      Crew=2, (Pilot=1, Gunner=1) Seat=Roomy*2, Small Stateroom,
            Env=Basic Env, Basic is, Extend Is, Inertial Comp, Grav
            Plate,
Other:      Cargo=115.92, Fuel=178.16Kl ObjSize=Avg, EMlevel=Faint
Remarks:    Gun Boats currently deployed on the Lightning class.  Used
primarily as scouts deployed away from the cruiser.
 
Scott Kellogg
 
Gun Boat TL 14
 
CraftID:    Armed Boat Type NG, TL 14, MCr 77.56
Hull: (36/50) Disp=40, Config=1AF, Armor=40G, Unload=887.2,
Load=992.55
Power:      (22/30) 1968.25 Mw Fusion, Dur=3/9 (30 days w/out guns
             Agil=0)
Loco: (6/8), Manuver=4G, Agility=4 NOE=180, Cruise=2295kph,
Top=3060kph
Commo:      Radio=System*2, Maser=System, RadioJam=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb,
            Densitometer=250m, Neutrino=10kw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoint=1
                  FusionGun=x05
                  Batt          1
                  Bear          1
Def:        DefDM=+9
Control:    Computer=3*3, HoloHUD*2, HoloLink*2, Circuit Protect
Accom:      Crew=2, (Pilot=1, Gunner=1) Seat=Roomy*2, Small Stateroom,
            Env=Basic Env, Basic is, Extend Is, Inertial Comp, Grav
            Plate,
Other:      Cargo=99.844, Fuel=357.804Kl ObjSize=Avg, EMlevel=Faint
Remarks:    Gun Boats originally deployed on the Lightning class. 
Used
primarily as scouts deployed away from the cruiser.
 
Scott Kellogg
 
*****End Part 3*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1668 --------

Archive-Message-Number: 1668
Subject: Re: MT Combat
Date: Wed, 31 Oct 90 16:37:35 X
From: Iain Fogg <iain@batserver.cs.uq.oz.au>


>Date:     Mon, 29 Oct 90 16:29:13 EST
>From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
>Subject: (1659)  Message 1646, MT Weapons
>
>
>>  Date: Fri, 26 Oct 90 12:28:56 PDT
>>  From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
>>  Subject: (1649) MT Combat Skills
>>
>>  I. HIGH TECH WEAPONS
>> 
>>  Given these consolidations, we can reduce all the original mess to just 4
>>  skills neccessary to provide the same capabilities within the game, but in
>>  a more realistic fashion.  I propose that the skills should be:
>>    - Rifleman: Includes Carbine and Rifle.
>>    - Combat Rifleman: Includes ACR, Assault Rifle, Autorifle, Carbine, Rifle,
>>          and Gauss Rifle (more on gauss weapons later).
>>    - Handgun: Includes Body Pistol, Revolver, Pistol, and Snub Pistol.
>>    - Combat Handgun: Identical to Handgun, but includes Gauss Pistol.

>I'd like to disagree with this slightly, and add one comment.  First the
>disagreement: I think that combat handgun could be eliminated as well,
>leaving you with only three skills to worry about.

  Agreed. Also note that in the MT errata, Shotgun is also part of the
Rifleman skill.

>Now the comment: As it stands now, combat rifleman is only available
under >the cascade skill of "Special Combat", and I think it should be
made >available under "Gun Combat" for military characters.

  Sounds reasonable. Has anyone noticed the apparent absence of Combat
Rifleman skill in the basic character generation system (at least it is
difficult to get). I would have thought that military personell would
have more Combat Rifleman training than any other sort of weapons.
Certainly the US and Australian armies do.

> UNARMED COMBAT

>     I think I would wing it if this was necessary...Disabling a not very
>alert sentry would be a Difficult task, an alert sentry Formidable, two
>alert sentries standing back to back with radar, IR, and NAS--Impossible.
>(-:  (Ok, so that might be going a little too far, but you get the idea.)

I think a defiency of most combat systems that I have seen is their
inability to handled situations like this. I would propose the
following tasks for disabling (read knocking unconscious) an opponent.

  To render a target unconscious:
  Routine, Brawling, Str, Absolute (fateful)
  Referee: This supposes the target is totally unaware of the attacker.
For semi-alert targets, the task becomes Difficult. For alert targets
it is Formidable. If the target is aware of the attacker's presence
(e.g., in combat), the task is Impossible. Decrease the severity of the
task if the attacker is using a weapon approriate for the task, a club, for example.

>>  First, I suggest adding a 'foot/kick' attack, as follows:
>>  
>>                                  Pen     Block   Damage
>>                  ______________|_______|_______|________
>>                  hand          | 1     |   1   |   1
>>                  foot/kick     | 1     |   1   |   2
>
>Needed and noted.

I don't agree. Except for trained martial artists most people do not
know how to use their feet effectively in combat; even if they did hit
it probably wouldn't be as effective as many imagine. By the same
token, during a combat round you could strike you opponent many more
time with your hands than with you feet (you have to stand on something
:-) I suggest that the damage for foot/kick attacks be reduced to only
1. As for martial artists (and I think that Mark's suggestions are
excellent) the extra +2 they receive for each attack, plus the
additional point of penetration make them very effective. I think that
game balance is threatened if you opt to use a damage of 2 for feet -
it's getting too close to the damage inflicted by most of the small and
medium sized firearms, and besides, your feet never run out of ammo!

Finally, does anyone have a gripe with grenade rules. The lower tech
level hand grenades have a danger space of only 1.5m, which means that
only the target square is effected. That sounds pretty dumb. It means
that if you don't hit the target square you can't hurt the target.
Also, how do you handle throws that miss. The rules say to use the
indirect fire scattering rules, but they seem have been omitted from
the rulebook. This is a real downer `cause I LOVE grenades.

More later,

Iain.

-------- TML Message #1669 --------

Archive-Message-Number: 1669
Subject: Re; MT Combat
Date: Thu, 01 Nov 90 13:20:34 X
From: Iain Fogg <iain@batserver.cs.uq.oz.au>


This is an adjunct to my previous posting re: MT Combat.

In my last posting I suggested a task profile for rendering a target
unconscious. On reflection it could be improved by making it a
confrontation, as follows:

  To render an opponent unconscious:
  Simple, Off=Brawling, Str; Def=Hits, Absolute (confrontation).
  Referee: This assumes the target is unaware of of the attacker's
	   presence. Semi-alert - Routine, alert - Difficult,
	   fully aware - Formidable. Appropriate weapon - decrease
	   difficulty. Hits is the number before the slash in the
	   target's Life Force (e.g., 3/5 means the defender has a
	   DM of -3).

This now takes the opponent's state of health into account.

Iain.

-------- TML Message #1670 --------

Archive-Message-Number: 1670
Date: Thu, 1 Nov 90 09:02:45 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More forwarded from Scott Kellogg part 4

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Fuel Barge TL 14
 
CraftID:    Fuel Barge Type TY, TL 14, MCr 118.56
Hull: (360/500) Disp=400, Config=1SL, Armor=40G, Unload=1839.63,
            Load=2175.64
Power:      (16/21) 1411.65 Mw Fusion, Dur=3/9
Loco: (27/36), Manuver=2G, Agility=0 NOE=180, Cruise=750kph,
            Top=1000kph,
Commo:      Radio=System, Maser=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, Densitometer=100m
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Rout, PasObjPin=Rout,
            PasEngScn=Simp, PasEngPin=Form
Off:        HPoints=4
Def:        DefDM=+4
                  SCaster=x04
                  Batt        1
                  Bear        1
Control:    Computer=3*3, HoloHUD*3, HoloLink*3, Circuit Protect
Accom:      Crew=4, Seat=Roomy*4, Adequate*6, Env=Basic Env, Basic is,
            Extend Is, Inertial Comp, Grav Plate,
Other:      Cargo=4743.74, Fuel=357.804Kl ObjSize=Avg, EMlevel=Faint
Remarks:    The original barges are still deployed on the Lightning
cruisers.
 
Scott Kellogg
 
Destroyer Escort TL 15 "Lucifer" Class
 
CraftID:    Destroyer Escort Type DE, TL 15, MCr 1166.29
Hull: (360/900) Disp=400 Config=4SL, Armor=76G, Unload=20551.48,
            Load=20752.12
Power:      (166/222) 29802.78Mw Fusion, Dur=(30 days endurance at 2%
            pwr, ie: Manuver=1G, No fusion guns, Agility=0 All other
            systems function normally with 14 hrs at full power.  An
            additional 4.5 days at full power is available if no jump
            is made.)
Loco: (91/124), Manuver=6G, (27/36) Jump=4, Agility=6 NOE=190,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System, Maser=System
Sensors:    EMM, P-EMS=Interstell, A-EMS=FarOrb, Densitometer=250m,
            Neutrino=10kw, EMS-JAM=FarOrb
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        Hardpoints=4      Missile=x04 FusionGun=x06
                              Batt        1                   1
                              Bear        1                   1
Def:        DefDM=+12
            
Control:    Computer=5fib*3, LrgHoloDisp=2, HoloHUD=8, HoloLink=10,
            Electronic Circuit Protect,
Accom:      Crew=10 (Command=1, Bridge=2, Engineer=5, Gunner=2)
            Env=Basic Env, Basic is, Extend is, Inertial Comp, Grav
            Plate
Other:      Fuel=1779.16Kl, Mag=102Kl, 170B-rds, B-rd=6missiles,
            Cargo=4.7Kl Scoops=1.6hr, Purification Plant=18hr,
            ObjSize=Lrg, EMlevel=Faint (None at reduced power)
Remarks:    The above is from FASA's Adventure class ships Vol. 1
 
Admittedly, as in the "Lightning" class cruiser above, I fudged the
crew requirements to fit the original, but if I didn't, the published
deck plans wouldn't fit.
 
      "The "Lucifer" class destroyer escort is a common ship employed
to screen and support destoyers in the 3 to 5-kton range.  Some 4000
of this class have been deployed for front line service, mostly in the
Corridor, Deneb, and Spinward Marches sectors.  With jump-4 and 6-G
capabilities, it has proven capable of fulfilling the escort role
admirably, and is often referred to fondly as "one helluva ship!"
 
      An agile ship, the destroyer escort is nevertheless heavily
armored and well armed.  The mix of weaponry carried aboard allow
effective operations at any range, with nuclear and HE missiles
causing
damage at long range, while the fusion gun and laser turrets (sic)
function best at short range. 
 
      The "Lucifer" class is routinely assigned to garrison and patrol
duties or as part of a larger squadron fleet.  It is often employed,
too, on detached duty, performing a variety of special errands and
missions."  - From Adventure Class Ships Vol 1
 
In High Guard she only cost MCr 320.8
 
Scott Kellogg
 
Missile Corvette TL 15 "Valor" Class
 
CraftID:    Missile Corvette Type LM, TL 15, MCr 934.0894
Hull: (360/900) Displ=400 Config=4SL, Armor=73G, Unload=16710.9,
            Loaded=17275.6
Power:      (132/176) 23625.18 Mw Fusion, Dur=(30 days endurance at
low
            pwr, ie:  Manuver=1G, guns, Agility=0 All other systems
            function normally with 48 hrs at full power.)
Loco: (91/124), Manuver=6G, (27/36) Jump=4, Agility=6 NOE=190,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System, Maser=System
Sensors:    EMM, P-EMS=Interstell, A-EMS=FarOrb, Densitometer=250m,
            Neutrino=10kw, EMS-JAM=FarOrb
            ActObjScan=Rout,  ActObjPin=Rout,
            PasObjScan=Rout,  PasObjPin=Rout
            PasEngScan=Simp,  PasEngPin=Rout
Off:        HPoints=4
            Missile=x04
            Batt        1
            Bear        1
Def:        DefDM=+12
            
Control:    Computer=5fib*3, LrgHoloDisp=2, HoloHUD=9, HoloLink=10,
            Electronic Circuit Protect,
Accom:      Crew=11 (Command=1, Bridge=4, Engineer=3, Gunner=3)
            Env=Basic Env, Basic is, Extend is, Inertial Comp, Grav
            Plate
Other:      Fuel=1647.67Kl, Mag=640.8Kl, 534B-rds, B-rd=12missiles,
            Cargo=.866Kl, Scoops, ObjSize=Lrg, EMlevel=Faint (None at
            reduced power)
Remarks:    "The 'Valor' class missile corvette is a relatively new
ship, and only about 200 have been placed in service to date.  Few
have
reached the Spinward Marches yet; those which have done so currently
remain on escort duty with ships in the 2-3 Kton range in rear-echelon
areas.
      The 'Valor' class was originally intended to operate in
flotillas, remaining at long range throughout the course of an
engagement.  Intended to set up intensive missile barrages, the
corvette has four triple missile turrets and stores a large supply of
nuclear and HE missiles.  These are highly effective against smaller
vessels, wtih the HE missiles being of great use in limited
bombardments or against nuclear dampers." -Adventure Class Ships
Vol. 1  In High
Guard she only cost MCr 300.08
 
Scott Kellogg
 
*****End Part 4*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1671 --------

Archive-Message-Number: 1671
Date: Thu, 1 Nov 90 09:04:40 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg part 5

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Destroyer Escort TL 13 "Zhdits" Class
 
CraftID:    Destroyer Escort Type DE, TL 13, MCr 640.7704
Hull: (360/900) Disp=400 Config=4SL, Armor=40F, Unload=11042.57,
            Load=11144.76
Power:      (150/300) 20243.304Mw Fusion, Dur=(30 days endurance at 3%
            pwr, ie: Manuver=1G, No lasers, Agility=0 All other
systems
            function normally with 9 hrs at full power.  An additional
            5.5 days at full power is available if no jump is made.)
Loco: (62/124), Manuver=6G, (18/36) Jump=4, Agility=6 NOE=170,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System, Maser=System
Sensors:    P-EMS=Interstell, A-EMS=FarOrb, Densitometer=50m,
Neutrino=100kw,
            EMS-JAM=FarOrb
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Diff,   PasObjPin=Diff
            PasEngScn=Rout,   PasEngPin=Diff
Off:        Hardpoints=4      Blasers=x04
                              Batt        4
                              Bear        4
Def:        DefDM=+12
            
Control:    Computer=5fib*3, HoloHUD=11, HoloLink=11,
Accom:      Crew=12 (Command=1, Bridge=2, Engineer=5, Gunner=4)
            Env=Basic Env, Basic is, Extend is, Inertial Comp, Grav
            Plate
Other:      Fuel=1459.77Kl, Scoops=1.3hr, ObjSize=Lrg, EMlevel=Mod
            (Faint at reduced power)
 
Remarks:    The above is from FASA's Adventure class ships Vol. 1.
 
      "The "Zhdits" clas destroyer is an outdated Zhodani design based
upon a failed tactical concept.  Originally intended to fulfill a
totally offensive role working in concert with destroyers, planners
felt that the ship could survive long enough to see the enemy
defeated. 
This proved to be wishfull thinking; many "Zhdits" class ships were
lost in combat during the Forth Frontier War. 
 
Lacking armor, they were easy targets for Imperial fighters and SDBs. 
It was discovered that the ships could not effectively screen the
destroyers, making them, in the last analysis, more of a liability
than
an asset in battle.
 
      Only 200 "Zhdits" class destroyer escorts remain in Zhodani
service (with others scattered among client states to rimward, sold as
surplus to emerging allies).  The Zhodani tend to employ them in small
patrol squadrons near the Consulate borders with the Vargr Extents and
the rimward clients.  In combat, "Zhdits" class escorts are now held
back to protect destroyers with laser anti-missile fire.
 
      Note:  Laser turret controls aboard the "Zhdits" class ships are
outdated models.  Mechanisms spin the seat and controls in sync with
the turret's movements.  This was done to give the gunner a better
feel
for his weapon's realationship to the ship, but, like much of the
destroyer escort, didn't work out well in field use." -     From
Adventure Class Ships Vol 1
 
In High Guard she only cost MCr 352.72
 
Scott Kellogg
 
*****End Part 5*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1672 --------

Archive-Message-Number: 1672
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Get those DGP surveys in!
Date: Thu, 1 Nov 90 8:44:37 PST

The DGP survey has been out for almost 2 weeks and the flood of returned
survey forms has been, well, somewhat less than overwhelming.  James tells
me we have over 200 subscribers to TML.  So far, the only E-mail survey
returns I've been sent have been from:

        Nick Christenson        Metlay
        Jonathan Clark          James Nelson
        Scott Ellsworth         J. David Nilles
        Eric Halil              Jan Peterson
        M V Howard              Bruce Ritchie
        Ted Kim                 Carl Rigney
        Bob Koester             Eric Sergienko
        Jim Lai                 Hans Visser

If I'd only placed a bet on who'd return their survey first, Metlay would
have made me at least $5.00 richer :-).  I can't believe that most of the
TML readers aren't really interested in winning that $100.00 prize (although
one of the above returnees already indicated that he really WASN'T interested
in receiving the prize and could he transfer it to James if he won?  Amazing!)

Anyway, I hope this low response means that most of you are sending your
surveys DIRECTLY to DGP.  If not, remember, it's not every day you get
to help determine what a new role-playing game on the market will be like!

Get those surveys in.

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

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


-------- TML Message #1673 --------

Archive-Message-Number: 1673
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: TML READERSHIP SURVEY!!
Date: Thu, 1 Nov 90 16:56:13 PST

OK travellers, we've just thrown a DGP survey at you.  Now we're going
to hit you with one of our own, while you're in the mood :-).

Richard, James, and I thought it might be a good idea to get a cross
section of the TML readership to A) determine the amount of computing
power at the TML's collective disposal, B) find out what types of
graphics formats folks can support (for distribution of images), and
C) to establish some general demographic data for statistical purposes.

With that in mind, I present to you the first semi-irregular TML Reader
Survey.  It will only take a few minutes and some lucky reader will be
drawn at random from the returned surveys to have his (or her) TML
membership renewed FOR FREE.  The rest of you will just have to pay up
when your lifetime memberships expire :-).

SERIOUSLY, we are going to have a drawing from among the survey returnees.
One person will be chosen at random to receive ANY gaming product of their
choice (value not to exceed $15.00), which will then be immediately shipped
to them.  This offer good only on products currently in production, or
available in stock at the Weekend Warrior.  If you're not sure, send me
(Mark Cook) E-mail and ask.

Please E-mail your completed surveys to either me (markc@hpcvss.cv.hp.com)
or the TML moderator (jamesp@metolius.wr.tek.com).  If it's less trouble,
feel free to print out the survey, fill it out by hand, and mail it to:

    James T. Perkins                        Mark F. Cook
    4635 SW Hillside Drive       -or-       2055 SW Whiteside Drive
    Portland, OR 97221-3140                 Corvallis, OR 97333
    USA                                     USA

If you'd rather not answer some of the questions, please fill in as many of
the others as possible and send it in anyway.  Even partial data will help
us to improve the usefulness and functionality of the TML for everyone.  Also,
we know there's some overlap between the DGP survey and this one, but it's
minimal and it makes data collection much faster for us.

This information will be held in the strictest confidentiality and will not
be provided to any other person, organization, or agency without your specific
consent.  It will be used for statistical purposes only, in an attempt to
provide a higher quality of service to the readers of the TML.

Thanks in advance,

        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

- - -------------8<--------------Cut Here---------------8<-----------------------

                        TML READERSHIP SURVEY

GENERAL BACKGROUND:
 1.       Name:______________________________________________________
 2.    Address:______________________________________________________
               ______________________________________________________
 3.      Phone:_________________________
 4.        Age:_______
 5.        Sex:_______
 6. Occupation:______________________________________________________
              (if 'student', please indicate Major and year in school)
 7.   Employer:______________________________________________________
              (if 'student', please indicate name of college/university)
 8.    Married? [_]Yes  [_]No

COMPUTER SYSTEMS:
 9. How did you find out about the TML?
    [_] From a friend
    [_] From a list of computer mailing lists
    [_] From an "advertisement" on rec.games.frp
    [_] Other:__________________________________________
10. On what type of computer/system do you access the TML?_____________________
11. How many hours per month do you spend reading TML?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
12. Do you know how to access the TML archives? [_]Yes [_]No
13. What other other national BBSs/networks do you use?
    [_] None - I don't use any other BBS
    [_] CompuServe
    [_] Delphi
    [_] GEnie
    [_] UseNet
    [_] BitNet
    [_] FidoNet
    [_] CSnet
    [_] Other:__________________________________________
14. How many hours per month do you spend reading other BBSs/networks?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
15. Do you regularly use other computers/systems? [_]Yes [_]No
16. If 'Yes' on the previous question, what other types?_______________________
    ___________________________________________________________________________
    ___________________________________________________________________________
17. What computer languages do you regularly use?______________________________
18. How many years of computer/programming experience do you have?_____________
19. How did you acquire your computer/programming experience?
    [_]Formal training
    [_]Self taught
20. Do you have free access to the TML? [_]Yes [_]No
21. If 'Yes' to question 20, how?
    [_]Via employer
    [_]Via college/university
    [_] Other:__________________________________________
22. If 'No' to question 20, by what pay service do you receive the TML?
    ___________________________________________________________________________
23. Which of the following computer graphics formats are available to you?
    [_] Amiga DYNAMIC       [_] HP PCL              [_] raw grayscale
    [_] Amiga SHAM          [_] IFF ILBM            [_] Sun icon
    [_] CMU wm bitmap       [_] Img-whatnot         [_] Sun raster
    [_] compact bitmap      [_] MGR                 [_] TIFF
    [_] EPS                 [_] MTV                 [_] TrueVision Targa
    [_] FITS                [_] MacPaint            [_] Usenix FaceSaver
    [_] GEM                 [_] PC Paintbrush       [_] XBM
    [_] GIF                 [_] PICT                [_] XWD
    [_] Group 3 FAX         [_] PostScript "image"  [_] Xerox doodle brush
    [_] HIPS                [_] QRT ray tracer      
24. Of these formats, which do you prefer?_____________________________________

ROLE-PLAYING:
25. Besides Traveller, what other RPG's do you enjoy?__________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
26. How many of these RPG's do you actually own?_______________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
27. How many hours per month do you dedicate to ACTUALLY playing RPGs?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
28. What is the average age of your gaming group?
    [_] under 15
    [_] 15-17
    [_] 18-20
    [_] 21-25
    [_] 26-30
    [_] 31-35
    [_] over 35
29. How many hours per month do you spend in other RPG-related activities
    (designing new adventures, painting minatures, etc.)?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
30. How far would you be willing to travel to attend a TML convention?
    [_] Wouldn't attend a TML convention
    [_] less than 50 miles
    [_] less than 100 miles
    [_] less than 300 miles
    [_] less than 500 miles
    [_] over 500 miles
==============================================================================

-------- TML Message #1674 --------

Archive-Message-Number: 1674
Date: Fri, 2 Nov 90 09:03:00 EST
From: Jonathan Clark <jhc@ulysses.att.COM>
Subject: Weapon Grouping (was: MT combat skills)

This is in followup to Mark Cook's letter on the topic.

I too was somewhat dissatisfied with the combat skills in MegaTraveller,
so I threw them away and made up my own. This was already a somewhat
non-standard version of MT, since I was using the combat rules from ICE
SpaceMaster (has anyone else done this?), and the Universe from MT.  As
far as ``high-tech'' weapons went, I ended up with 5 groups of weapons
which I considered to be similar enough to be covered by the same skill:

	Handheld    1-Handed    2-Handed    Launcher    Heavy

each of which was then split into ``recoil'' and ``recoilless'', making
ten skills in all. Each weapons then fell fairly easily into one of the
ten categories. Almost all weapons come in various weights which affect
the range, the damage done, and the way the weapon was wielded.

Examples (note that SpaceMaster has more available weapons than MT, and
some of them are called different things, I'm mixing and matching here):

Handheld:
	Recoil:
		Body Pistol, Pistol, Revolver, MLA (Gauss) Pistol
	Recoilless:
		Laser Pistol, Blast Pistol, Stun (Neural) Pistol
1-Handed:
	Recoil:
		Submachinegun, Carbine, Shotgun, Flamer
	Recoilless:
		Laser Carbine, Blaster, Stunner, Rocket
2-Handed:
	Recoil:
		Assault Rifle, ACR, Autorifle, MLA Rifle, Auto Shotgun
	Recoilless:
		Laser Rifle, Blast Rifle, Plasma Gun, Neural Rifle
Launcher:
	Recoil:
		Grenade
	Recoilless:
		RPG, Bazooka, TOW
Heavy:
	Recoil:
		Machinegun, SAM (eg Stinger), MLA
	Recoilless:
		Laser, Blaster

I also stuck in a couple of Artillery skills (light and heavy), just in
case anyone wanted to use mortars and such.

A level in any category cost 1 point (my players spend points to build
their characters) and gives +10 on a d100 roll. Additionally there was a
``Gun Combat'' skill which cost 5 points, and gave 1 level in each of the
above 10 (what a deal!).

I differ with Mark in that my MLA (Magnetic Linear Accelerator, aka Gauss)
weapons had a heavier recoil than the ``equivalent'' explosive weapon, but
they also had much greater range and penetrating power.  Remember, recoil
is caused by momentum change, not by energy expenditure.  Also my Neural
weapons were deemed to fire in exactly the same way as Laser weapons, but
just to project sonic energy of some variety instead of EM radiation. This
made them useless in vacuum, of course, but extremely effective in an
atmosphere. Apart from the normal stunners and pain-inducers, SpaceMaster
has a weapon called a disruptor which does very nasty things to the target's
internal organs. One can certainly postulate that the effect of such a
weapon would cause such trauma that a nearby psionic could pick it up.

RoleMaster (with which SpaceMaster is very compatible) has a huge set of
rules dealing with Martial Arts and Primitive Weapons. I was far less
sophisticated than Mark in integrating these, having only 5 categories of
Primitive Weapons, and two for Unarmed Combat. These were:

Primitive:
	Handheld:
		dagger, shortsword, force knife
	1-Handed:
		sword, rapier, cutlass, cudgel
	2-Handed:
		2H sword, power sword
	Chopping:
		battle axe, hand axe
	Extended:
		pole arms
Unarmed:
	Unarmed Combat:
		Judo/Karate/Martial Arts synthesis
	Brawling:
		no rules, use of available weapons

I made these last two cross-over skills at -2, so that Unarmed Combat 3
was equivalent to Brawling 1, and vice versa.

Well, I seem to have rambled on for longer than I anticipated, I hope
that someone gets some use out of the jottings above.

Jonathan Clark
jhc@ulysses.att.com, attmail!jonathan
The Englishman never enjoys himself except for some noble purpose.

-------- TML Message #1675 --------

Archive-Message-Number: 1675
Date: Fri, 2 Nov 90 10:05:52 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog part 6

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
      Designers notes.  OK, folks are you ready for the next design
rules controversy?  Robert Dean recently sent a design for a TL8
aircraft carrier.  In his notes he suggests that the fuel consumption
for a fission reactor is not per hour as printed but per year.  This
started the wheels turning (Very dangerous when applied to Scott
Kellogg).  There is indeed something dreadfully wrong with the fission
fuel consumption figure.  The U.S.S. Nautilus's (first atomic sub)
reactor had an output of approximately 11Mw.  It was refueled
approximately every two years.  I calculate that the reactor would
consume about four times the weight of the sub in that period of time.
 
      If we take it that Robert is correct and it would consume the
listed figure per year sounds much better.  But, this means that the
energy density of fission is greater than that of the fuel for fusion,
and we know that fusion is more powerful than fission.  Megatrav
fusion
plants therefore must be EXTREMELY ineffiecient in their fuel
consumption.  This may be because of the fact that fusion reactors
would be very inefficient burning hydrogen.  So, maybe they aren't
burning hydrogen after all...  Now don't get in an uproar, I mean they
are probably burning only the deuterium that can be found in hydrogen.

This sort of begs the question, what if I fill my tanks with only
deuterium?  I don't know offhand what the proportion of deuterium to
hydrogen is 1 in 100? one in 1000? Probably 100 is underestimating it.

But, it is a safe side estimate.  So fill your tanks with deuterium
and
you'll get a hundred fold improvement in fuel economy.  It would
certainly be expensive, but deuterium enriched fuel ought to
be available at military bases at least...  At High Prices!
 
      In any case I began pondering the idea of fission powered
starships.  Here are a few for your perusal.
 
      Actually, one original idea did come to me on the subject of
nuclear dampers.  Essentually, they work by shortening the halflife of
a radioactive element.  Conservation of energy says the energy will
have to be released anyway.
 
So what happens when you focus your damper on a fission pile?  All the
nuclei start splitting (fissioning?:  verb form of fission?) at a much
faster rate and so you increase the output of your pile.
 
      This gets into another question I have:  the disintigrator:  A
souped up damper which splits the nucleii of its targets.  What about
the mass difference and good old E=MC^2?  Of course the mass
difference
would be less if you dissintigrated a person rather than a few kilos
of enriched Uranium, but the basic problem is still the same.  I would
think that the amount of energy released by the matter conversion
would
be more destructive than the effect of the disintigrator in the first
place, and would release a hell of a lot of radiation.  What GDW has
described as a disintigrator is more like a partial conversion beam.
 
Scott Kellogg
 
P.S.  Being unemployed is boring, but I get to work on Trav designs a
lot. 
 
Anybody need an out of work Physicist/Lab Tech/Student Pilot/All
around
nice guy?
 
Call Now!(703)-836-8352
 
Scout/Courier TL11, Fission Powered
 
CraftID:    Scout/Courier Type SN, TL11, MCr 51.966019
Hull: (90/225) Disp=100, Config=1SL, Armor=40E, Unload=2569.867,
            Load=3063.5475
Power:      (15/30) 440.44Mw Fission, Dur=1yr
Loco: (5/10), Manuver=2G, (3/6) Jump=2, Agility=0 NOE=150,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System
Sensors:    A-EMS=FarOrb, P-EMS=Interstel, Densitometer=1m,
Neutrino=1Gw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Form, PasObjPin=Form,
            PasEngScn=Rout, PasEngPin=Form
Off/Def:    HPoints=1, DefDM=+2
Control:    Computer=1bis*3, HUD*4, DynLink=134
Accom:      Crew=1, Staterooms=4, Env=Basic Env, Basic is, Extend is,
            Inertial Comp, Grav Plate, Subcraft=Air/Raft
Other:      Cargo=373.5, Fuel=202.5Kl Hydrogen, Scoops=45min, Fuel
            Pure=5hr45min, 440.44liters Fissionables, ObjSize=Avg,
            EMlevel=Faint
Remarks:    At high tech, improvements in fusion technology will
probably outstrip good old fission, but at lower tech...
 
Scott Kellogg
 
Scout/Courier TL11
 
CraftID:    Scout/Courier Type S, TL11, MCr 75.330889
Hull: (90/225) Disp=100, Config=1SL, Armor=40E, Unload=1084.0707,
            Load=1562.1985
Power:      (5/10) 431.4Mw Fusion, Dur=30/90
Loco: (5/10), Manuver=2G, (3/6) Jump=2, Agility=0 NOE=150,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System
Sensors:    A-EMS=FarOrb, P-EMS=Interstel, Densitometer=1m,
Neutrino=1Gw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Form, PasObjPin=Form,
            PasEngScn=Rout, PasEngPin=Form
Off/Def:    HPoints=1, DefDM=+2
Control:    Computer=1bis*3, HUD*4, DynLink=134
Accom:      Crew=1, Staterooms=4, Env=Basic Env, Basic is, Extend is,
            Inertial Comp, Grav Plate, Subcraft=Air/Raft
Other:      Cargo=358.0815, Fuel=357.804Kl Hydrogen, Scoops=80min,
Fuel
            Pure=10hr10min, ObjSize=Avg, EMlevel=Faint
Remarks:    Standard low tech scout for comparason to equal tech level
fissionpowered version
 
Scott Kellogg
 
*****End Part 6*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1676 --------

Archive-Message-Number: 1676
Date: Fri, 2 Nov 90 11:03:15 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg, part 7

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
Free Trader TL11, Fission Powered
 
CraftID:    Free Trader Type AN, TL11, MCr 62.573589
Hull: (180/450) Disp=200, Config=1SL, Armor=40E, Unload=3090.32,
            Load=4577.76
Power:      (12/24) 462.34Mw Fission, Dur=1yr
Loco: (4/8), Manuver=1G, (4/8) Jump=1, Agility=0 NOE=150,
            Cruise=600kph, Top=800kph,
Commo:      Radio=System
Sensors:    A-EMS=FarOrb, P-EMS=Interstel, ActObjScn=Rout,
            ActObjPin=Rout, PasEngScn=Rout
Off/Def:    HPoints=2, DefDM=+2
Control:    Computer=1*3, HUD*12, DynLink=20
Accom:      Crew=4 (Bridge=1, Engineer=1, Medic=1, Steward=1)
Env=Basic
            Env, Basic is, Extend is, Inertial Comp, Grav Plate
Other:      Cargo=1362, Fuel=270Kl Hydrogen, Scoops=30min, Fuel
            Pure=6hr49min, 462.3liters Fissionables, ObjSize=Avg,
            EMlevel=Mod
Remarks:    Popular among merchants trading with less advanced
planets. 
Carries 24% more cargo than the TL15 Type A Free Trader!
 
Scott Kellogg
 
Experimental Cruiser TL15, Fission Powered
 
CraftID:    Cruiser, Type CYN, TL15, MCr 144590.3
Hull: (90,000/225,000) Disp=100,000 Config=5SL, Armor=79G,
            Unload=6,250,218.3, Load=6,358,404.6
Power:      (48,324/64312) 964,630Mw Fission, Dur=1yr
Loco: (6750/9000), Manuver=2G, (6750/9000) Jump=4, Agility=0 NOE=190,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System*2, Maser=System*2
Sensors:    EMM, P-EMS=Interstell*3, A-EMS=FarOrb*3,
Densitometer=250m*3,
            Neutrino=10kw*3,
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        HPoint=1000
 
            Meson Gun=T0x   Missile=xA0     ParticleAcc=x90
            Batt        1                 80                      2
            Bear        1                 56                      2
            BLasers=x04
            Batt        50
            Bear        35
 
Def:        DefDM=+7 MesonScreen-9, NucDamp-9, NucDamp-7, BGlobe-4
            SCaster=x04
            Batt        60    Factor 7 Damper is fission supercharger
            Bear        42
 
Control:    Computer=9fib*3, LrgHoloDisp=60, HoloHUD=422,
HoloLink=422,
            Electronic Circuit Protect
Accom:      Crew=848 8*100 (Command=116, Bridge=234, Engineer=209,
            Gunner=60, Maintain=194, Medic=7, Steward=28) Env=Basic
            Env, Basic is, Extend is, Inertial Comp, Grav Plate
            Subcraft=50 ton*2
Other:      Cargo=5564.61, Magazine=78400kl (14000b-r) Battery
round=56
            missiles, Jump Fuel=337,500Kl Hydrogen, Scoops=1hr15min,
            FuelPure=12hr, Fuel=964.63Kl Fissionables,
            ObjSize=Lrg, EMlevel=Mod
Effects of fission supercharger:
      Normal Output of reactor X3:  Agility=1
                                    X4:   Agility=2
                                    X5:   Agility=3
                                    X6:   Agility=4
                                    X7:   Agility=5
                                    X9:   Agility=6
 
Remarks:    The "High Guard" class cruiser is designed for precisely
that mission.  Thus far it is deployed purely experimentally but as
more and more ships are pressed into service by the rebellion, the
class may yet see full production.  The ship carries 2 nuclear
dampers,
the lower powered of these is used for engine shielding and
supercharging.  As a nuclear damper works essentially by shortening
the
half life of fissionable materials, the damper is able to force the
decay of the reactor fuel, thereby greatly increasing the output of
the
reactor.  This of course will lower the endurance, but there is
sufficent fuel to fully power the ship for one year without using the
supercharger.
 
      In practice the ship can sustain itself for longer than that by
reducing the reactors output when not needed, or by using the ship's
black globe as an energy collector.  Fuel economy is vital for this
particular ship as while it has a huge endurance, it must still refuel
and large quantities of fissionables are not always available in bulk,
the ship can not just dip into a gas giant or ocean, but must stop at
a Naval weapons facility to take on the large amount of nuclear fuel.
 
      The ship's unusual ability to go without refueling for extended
periods is used as its name suggests in a high guard role while other
ships refuel, thus the class is will probably see duty as tanker
escort
when full scale production begins.
 
      As a dedicated high guard vessel, an experiment in jump
technology has been tested in the prototype:  the 'ANNIC NOVA' jump
technique.  This drive does not use liquid hydrogen, but...
 
**********CLASSIFIED*********CENSORED**********
 
*...influx from the black globe.  As all energy is absorbed by the
globe, the ship would use this energy for jump.  The ship would dive
into a planets gravity well and turn the globe on.  Light, heat, and
gravitation are converted into usable energy and this is dumped into
the jump drive.  Rumor has it that the system has been attempted by
the
prototype 'High Guard'.  It is said that the resultant misjump placed
a moratorium on all further testing, but the software for the
technique
is still in place.
 
CYN-1:  High Guard            Class ship, Deployed
CYN-2:  Mercenary             Keel laid out, under production
CYN-3:  Scouts                Keel laid out, under production
CYN-4:  Merchant Prince       Keel laid out, under production
CYN-6:  Robots                Undergoing trials
CYN-7:  Characters & Combat   Contract not yet awarded
CYN-8:  Starships             Contract not yet awarded
CYN-9:  Worlds & Adventures   Out of Print
 
Scott Kellogg
 
*****End Part 7*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1677 --------

Archive-Message-Number: 1677
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: GDW Challenge Writer's Guidelines
Date: Fri, 2 Nov 90 10:29:51 PST

I've already sent this to a couple of TML readers directly, so I thought
the general readership might like to it (just in case any of you would
like to 'get published' in Challenge Magazine).

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

=====CUT HERE=======CUT HERE=======CUT HERE=======CUT HERE=======CUT HERE=======

        Challenge Magazine Submission Guidelines

 GETTING YOUR SUBMISSION TO US
      Unsolicited manuscripts become the property of GDW and cannot be returned
 unless accompanied by a properly postaged, stamped, self-addressed, large
 envelope. GDW is not responsible for articles lost in the mail. You will
 normally be notified within 30 days of your article's acceptance, rejection,
 or need for a rewrite.
 
      Computers: Submissions on disk are strongly encouraged. Send the disks
 in a suitable mailer, along with a printed copy in case there is some sort of
 software problem. We will return your disks after copying them. We have the
 ability to take submissions only from those machines listed below.
      Apple Macintosh: Microsoft Word and MacWrite are preferred for word
 processing. If you use any other word processing program, files must be saved
 as text or ASCII. Keep all printer commands, page numbering, and so on out of
 the text.
      Apple II Plus, Other Apples: Files must be saved as text or ASCII. Keep
 all printer commands, page numbering, and so on out of the text.
      IBM PC & Compatibles: Wordstar files are preferred (in any case, we need
 them in MS-DOS). Files must be saved as text or ASCII. Keep all printer
 commands, page numbering, and so on out of the text.
      FAX: FAX submissions must be sent after 6 p.m. CST. FAX submissions of
 more than 20 pages must have prior approval. Disk submissions are preferred,
 as described above.
      Modem: Submissions by modem are not accepted at this time.
 
 ACCEPTANCE
      After looking over your manuscript, we will notify you within 30 days of
 one of three possible results. First, we may decide to reject the manuscript.
 Where possible, we will comment on how it could be improved for possible
 resubmission. We cannot stress enough the importance of taking a rejection in
 the spirit intended--don't be discouraged. Second, we may return the
 manuscript to you with notes on how we would like to see it changed to better
 fit our needs. Third, we may accept the article outright. Accepted articles
 are subject to editing. If you have not heard from us within two months of
 sending in your submission, please get in touch with us.
 
 PAYMENT
      Challenge pays $.02 per word upon publication. You will be paid for the
 number of words published, not the number of words submitted. If a submission
 is a collaboration, we need to know who gets what portion of the payment.
 Payment is for all rights, unless other arrangements have been negotiated in
 advance.
 
FORMAT
      We strongly encourage submissions on disk--see Computers above. Those
 without a word processor will have to rely on the typewriter. We cannot
 consider handwritten manuscripts. All manuscripts must be double-spaced on
 standard-sized white or off-white paper. The first page must contain the
 author's name and address, as well as the title of the article, the game it
 refers to, and the publisher of that game. Each page must be numbered and
 contain the author's name. If more than one manuscript is submitted at a
 time, please include a brief one- or two-word summation of the title on each
 page so we may tell them apart should the pages get shuffled together. Never
 send your only copy of an article.
 
STYLE
      Manuscripts should be written as clearly as possible, without excessive
 wordiness. As a general rule to the beginning writer, determine what you want
 to say ahead of time--never just sit down and write.
      Headings: Challenge uses three levels of heading. The first is the title
 of the article. Next, any divisions within the article need section headings,
 which are all caps on their own line (like Style, above). Any further
 divisions within a section need subsection headings, which are upper and
 lower case, followed by a colon and text (like Headings, above). Don't worry
 about making these bold unless youUre working on a Macintosh.
      Tables: Many of the articles written for a gaming magazine will have
 tables in them. If yours does, we will want to see a printout of each table
 the way it should appear to help our typesetters get the table set up
 correctly.
 
 SUBJECT MATTER
     This is the most important criterion we consider. We want our readers to
 be interested in the articles we publish. Don't be afraid of trying something
 new--we are looking for unique ideas. The worst thing that can happen is that
 your idea will be rejected. In general, adventure scenarios are much in demand.
 Sourcebook-type information should be combined with adventure ideas using
 that information whenever possible. In addition, roleplaying games can use
 support articles on game variants or referee's notes. Game variants should be
 playtested in advance by you and be applicable to a broad range of gaming
 situations. Referee's notes should give hints to the referee on how to
 increase interest in the game, how to make his life easier, or how to spark
 his own imagination.

      Challenge articles deal with science-fiction roleplaying in all its
 myriad forms (and we adopt a rather liberal definition of "science fiction").
 Twilight: 2000, MegaTraveller, Space: 1889, and 2300 AD are GDW's SF RPGs,
 but do not limit yourself to just these games when writing articles. We will
 look at articles on any science-fiction roleplaying game by any publisher,
 including Shadowrun, Torg, Star Trek, Star Wars, Battletech, Warhammer,
 Renegade Legion, Call of Cthulhu, GURPS, Paranoia, Cyberpunk, and others.
 
 Articles for Twilight: 2000
 All articles must be consistent with Twilight: 2000 2nd edition. We have
 attempted to make the adventure background of Twilight: 2000 as rich in
 detail as possible to enhance its believability. This remains the continuing
 top priority. What we need for Challenge are:
      -- Short adventure situations (mini-modules) of 8-10,000 words in
 length, which describe a single adventure situation and a small segment of
 geographic territory necessary for the adventure. Preferably these should
 make use of existing modules for the general background information, but in
 the case of new geographic locations this will not be possible.
      -- Descriptions of items of equipment which have not been dealt with
 before and which will have significant value to the readership as a whole.
 Keep the descriptions consistent with what has been done before (when rating
 a new vehicle, for instance, keep things consistent with similar vehicles in
 the game).
      -- Short descriptions of generic locations (a village, an abandoned
 factory, a boatyard, etc.) that can be used in a wide variety of geographic
 locales (anywhere on the eastern United States, for example, or anywhere in
 southern Poland). These should be about 2000 words in length, and can include
 maps or building diagrams.
      -- Descriptions of generic personalities which (like the generic
 locations described above) can be used in a variety of situations and locales.
      -- In-depth examinations of modern military life or military equipment
 by those who have experienced or used it. Try to keep to the basics, and give
 only such details as will be helpful to a referee in making an adventure
 session more realistic.
 
 Articles for MegaTraveller
      All Traveller articles must be usable in the MegaTraveller universe.
      Amber Zone: Amber Zone scenarios should be anywhere from 1500 to 4000
 words in length. Amber Zones should be challenging, interesting, and
 open-ended, and should not require extremely rare skills, combinations of
 skills, or exotic equipment unless that equipment is somehow provided.
 Include tasks where appropriate. Sketches or diagrams--such as maps and
 player handouts--should be included. Don't be afraid of obtaining some length
 to add detail to the scenario, but try not to go beyond 4000 words. Amber
 Zones should consist of two parts: the Player's Information segment and the
 Referee's Information segment. The Player's Information section should
 contain an introductory paragraph or two which detail any background data of
 relevance to the job, as well as a general statement of the task. The
 remainder should be devoted to describing the mission in such detail as would
 be available to the players before they accept the job (a run-down on any
 obvious dangers and a statement of the proposed rewards). The Referee's
 Information section should fully describe the situation, giving all relevant
 information which the players can find out if they investigate or participate,
 plus all information which the players cannot find out but which may affect
 them anyway. If any material is unchanged from the Player's Information
 section, it is not necessary to repeat it.
      Bestiary: Descriptions for a Bestiary should be between 500 and 1500
 words long. When writing Bestiary articles, use the rules to their logical
 extent. Create an animal using the rules, then build from that foundation.
 The organisms described should be logical, well-thought-out inhabitants of a
 particular ecological niche, not monsters (they may, however, be large and/or
 dangerous, within these guidelines). Body parts should all have a logical
 function, which might or might not be readily apparent. The descriptions
 should not be random collections of parts (head of a lion, body of a horse
 with human feet...). Exotic characteristics (such as psionic abilities)
 should be used sparingly and with great thought. You are encouraged to
 include a sketch of the animal. Don't worry about your artistic abilities--
 these are for artistic reference only.
       Ship's Locker: Descriptions of equipment should be from 500 to 1500
 words long. The items should be of interest to MegaTraveller players and
 widely available. Try to avoid items which have already been described.
 You are encouraged to create interesting science-fiction devices. Another
 gun or another vehicle should have some very intriguing characteristics to
 make it worthy of publication. Try not to directly steal ideas from
 literature or the movies, even unconsciously--add ideas of your own. Provide
 a sketch if possible. 
 
 Articles for 2300 AD
     2300 AD is a unique gaming universe. Articles pertaining to this
 environment should have the gritty, realistic feel of that universe as
 opposed to the free-booting galactic empire space opera of MegaTraveller.
 Since 2300 AD is a much newer system, it is still in its infancy from the
 point of view of Challenge. Much of its background and detail can and will
 be fleshed out in the magazine. However, we who have created the game and
 its environment have the final word on background information, so if you have
 ideas, you may want to submit them in writing before you attempt to complete
 an article on them.
 
 Articles on Other Games
      Challenge is the magazine of science-fiction gaming. We are not
 restricting you to writing just about our games or just about roleplaying
 games. Any significant article which deals with futuristic gaming might be
 accepted. If you're not sure your idea fits in, just ask us before you set it
 to paper. Basically, we are looking for meaty articles on these games, such
 as adventure scenarios, rules variants, and gaming hints. Again, ask yourself
 if it would interest you, and go from there.
 
 CONCLUSION
     Now that you have a better idea what we are looking for, it's time to get
 down to the heart of the matter and put your ideas to paper. If you have any
 questions, send them to us along with a stamped, self-addressed envelope.
 Good luck.
     Challenge Magazine
     PO Box 1646
     Bloomington, IL 61702-1646
     USA
     August 1990
 
 Voice: (309) 452-3632
 FAX: (309) 454-3127

-------- TML Message #1678 --------

Archive-Message-Number: 1678
Date: Sat, 3 Nov 90 11:48:46 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 8

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Dr. Hloch:  Scientist, Ex-Scout 5A8FEC 5 terms  Age 38
Race: Ael Yael          for reference see JTAS-15 or Best of J-4
 
Physics-4, Astronomy-4, Biology-1, Sophontology-2, Ship Design-2,
Research-1, Administration-1, Computer-2, Engineering-2, Gravitics-2,
Pilot-1, Navigation-1, Air/Raft-1, Recon-1, Jack-O-T-3, Handgun-0,
Brawling-0, Blade-0, Hunting-0, Vac Suit-0
 
20,000 Cr
Grav Belt   (used to augment Hloch's wings on planets where air
pressure is insufficent for lift or surface gravity is too great)
1.5 Mcr Lab Equipment
Member Imperial Science Union For reference see Journal-22
Lab Ship
 
      Hloch is from the planet Jaeyelya B-484655-4.  (Location unknown
inside the Imperium by somebody's oversight)
 
      He is fairly well known inside the Imperium in the science
circles.  Something of a Traveller's version of Dr. Richard Feyneman
and James Burke.  (If you don't know these people you wouldn't have
heard of Hloch.)
 
      Hloch has traveled the Imperium for a long time thus nullifying
most of the effects of coming from a TL 4 planet.  His main concern is
the benefit of his planet.  Traveling Aels have a strong
responsibility
to their entire race. It is only the gifted that actually do so and it
cost the planet dearly to send off it's brightest off planet to be
educated so that that knowlege can be brought back.  (They may be only
TL4 but they are highly civilized.)
 
      Hloch is very interested in the dissemination of advanced
technical knowlege and has a knack for making complicated ideas easily
understandable.  This comes from his overall mission which is to bring
back technical data to improve his home planet.  He can be down right
nosey (if he had a nose) in faced with a mystery.  (He has got a
security clearance)
 
      He spent 2 terms in the scout service, one as an explorer and
the
next he was sent up to admin where he began his research carrer. 
Periodically, promising candidates are sent by the scout service for
training in the Imperial Science Academy.  After spending two years
there was given detached duty to continue there permanantly.
 
      The scout service has from time to time given him interesting
problems while working at various reserach stations.  One of these was
the Viper class fighter.
 
      The Navy test pilot he worked with on the Viper project was Lt.
Cdr. Kittan K'Boutle, a female Ael Yael and leader of the Imperial
Flight Demonstration Team Blue Angels.  Since then Kittan has
transferred to the Imperial Science Academy and is continuing to work
with Hloch.
 
      Most recently he has been working on the Nebula class lab ship.
 
Scott Kellogg
 
Experimental Cruiser TL 8
 
CraftID:    Cruiser, Type CYN, TL 8, MCr 96455.1207 (carried craft
            included)
Hull: (45,000/112,500) Disp=50,000 Config=0USL, Armor=40C,
            Unload=1,121,362, Load=1,017,030
Power:      (94/188) 2800 Mw Fission, (Sufficient for life support,
and
            electronics) Endurance=1yr
Loco: (14337/28674), 129030 Mw Exp Fusion Rocket, Dur=30/90
            Thrust=6,451,500, MaxAccel=5.7G, Agility=0, NOE=120,
            Cruise=225kph, Top=300kph,
Commo:      Radio=System*2, Laser=FarOrb*2, Maser=FarOrb*2
Sensors:    All-Weather RADAR=FarOrb*3, LADAR=Planet*2, RDF-8*2, Laser
            Sensor 8*2, Passive IR*3, Image Enhance*3, Magnetometer*2,
            Radiation Counter*2, ActObjScn=Rout, ActObjPin=Rout,
            PasEngScn=Imp
Off:        Hardpoints=1000
 
            Particle Acce=xA0 Missile=xA0 Blasers=xx3
            Batt              1                 40                5
            Bear              1                 32                4
 
Def:        DefDM=+1
            SCaster=x04
            Batt        20
            Bear        32
 
Control:    Computer=2bis*1419, (473*3) HUD=6985, ElectronicLink=6985,
Accom:      Crew=1975 40*50 (Command=271, Bridge=473, Engineer=862,
            Gunner=84, Flight=20, Troops=200, Medic=16, Steward=69,
            Passenger=5) Env=Basic Env, Basic is, Extend is,
            Subcraft=10 Orion Space Planes
Other:      Cargo=60422.18kl, Magazine=32000kl (100b-r) Battery
            round=3200 missiles, Fuel=154,836Kl Hydrogen, Fuel=2.8Kl
            Fissionables, ObjSize=Lrg, EMlevel=Str
 
Remarks: This one I did just to see if I could actually find a use for
the tech level 8 spinal mount in the ref's guide!
 
Orion TL8 Space Plane
 
CraftID:    VTOL Space Plane TL8, MCr 4.9956
Hull: (80/200) Disp=89 (29.6 w/wings folded) Unload=17.329 Load=27,
            Airframe=HypersonicVTOL
Power:      Mw (drawn from engines),
Loco: (4/10), High Bypass Turbofan Thrust=50, Dur=1hr 25min (4/10),
            High Performance Rocket, Thrust=39, Dur=11 min
            TurboCruise=1782kph, TurboTop=2375kph,
            RocketCruise=1485kph, RocketTop=1980kph,
            CombinedTop=3450kph, NOE=120, Agility=6
Commo:      Radio=Cont*2
Sensors:    A-WeatherRADAR=Planet, RDF, Avionics-8, ActObjScn=Diff,
            ActObjPin=Diff,
Off:        Plumbed Fusilage HPoint,            (1.6 tons Rocket Fuel)
            Plumbed Inboard HPoints*4,    (5.4 ton AvGas)
Def:        DefDM+8
Control:    Powered, 2 Manuver Points, Computer=0, Avionics-8
Accom:      Crew=2, Passengers=6, Basic life supp, sealed cockpit
w/vac
            suit backup, Inertial comp, Complex cockpit*2
Other:      InternalRocketFuel=2.671Kl, ObjSize=Small, EMLevel=Faint
Remarks:    The Orion space plane is intended as a transport for
orbital spacecraft.  It is easily storable in a 40 ton module.  If
necessary, the passenger section can be demounted to carry 780kg of
cargo.
 
      The plane can if necessary land at unprepared areas for
planetary
exploration.  The plane would have to glide in and use it's rocket for
a VERY quick verticle landing (don't risk the turbo fan where there
could be particles that could damage it. (FOD))
 
*****End Part 8*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

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


-------- TML Message #1679 --------

Archive-Message-Number: 1679
Date: Sat, 3 Nov 90 11:54:00 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 9

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Lab Ship TL15 "Nebula" Class
 
CraftID:    Lab Ship Type LZ, TL15, MCr 641.2971
Hull: (11700/2925) Disp=1300 Config=0USL, Armor=40G, Unload=6990.3399
            Load=9744.601
Power:      (40/80) 10560.96Mw Fusion, Dur=30/90
Loco: (59/117), Manuver=2G, (59/117) Jump=4, Agility=2 NOE=250,
            Cruise=225kph, Top=300kph,
Commo:      Radio=System*2, Maser=System, Meson=Planet
Sensors:    P-EMS=Interstell*3, A-EMS=FarOrb*3, Densitometer=1km*3,
            Neutrino=10kw*3, Neural Activity=V.Long*3
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        HPoints=3, 100 ton bay=1
Def:        DefDM=+11 NucDamp-1
            Repulsor=x90
            Batt        1
            Bear        1
Control:    Computer=9fib*3, LrgHoloDisp=16, HoloHUD=3, HoloLink=19
Accom:      Crew=7 (Command=1, Bridge=1, Engineer=2, Gunner=1,
            Steward=2, Passenger=15) Env=Basic Env, Basic is, Extend
            is, Inertial Comp, Grav Plate, Subcraft=ModCutter*1,
            Modules*3, GCarrier*1(Kankurur), Air/Raft*2 (Hurricane)
Other:      Lab=1739.104Kl, Fuel=8189.445Kl, Fuel Pure=120hr,
            ObjSize=Lrg, EMlevel=Mod
Remarks:    The "Nebula" class is another Hloch design.  The ship's
repulsor is rather special.  Basically Repulsors are high powered grav
projectors. (according to High Guard) This particular one is set up as
an extremely powerful telescope/densitometer.  Essentually, you have
a device that warps time/space much like a black hole or any other
gravitational well.
 
      Rumor has it that Hloch worked extensively at an imperial
research station investigating artificial black holes before
porceeding
with the design.  It is unknown weither or not the Nebula can actually
create a black hole.  If so, the ship would be the most powerful in
the
Imperium.  (quite a bombardment weapon wouldn't you say?)
 
      In an interview the designer spoke of the ship:
 
      "The ship was designed at the request of those of the government
place.  I was tracked by those who would have vessels which could
accommodate Ael Yaels more comfortably than the human designed
closets. 
They wanted to build something like a K'Kree vessel which are widely
known for their spaciousness. Unfortunately, no Ael Yael of the
government place grasp well the K'Kree or their vessels (No
carnivorous
Ael Yael has ever met a K'Kree).  I, however, grasped their designs
were not really suitable.  I designed the ship so that it would be a
versatile and nimble flyer for any prey:  from stars to sophonts.
 
      In an effort to not just make a ship for Ael Yaels I saw to it
that the accommodations could be adjusted to suit different species,
after all we must recognize that Ael Yaels are not the only sophonts. 
I had to fly against the winds of the government place on this point
but in the end, they realized I was looking down from above their
field
of vision.
 
      At the horizon, the ship was built and the architect's fee went
mostly to the planetary development fund thus partially making the
ship
pay for itself, but a small amount went towards adding lab equipment
to the ship.  The plans have now been sold to some major ship building
yards to pay back the planetary development fund.  How the business
deals were made I do not grasp, but they did it.
 
      The ship rises much from Scout space for research, exploration
and survey.  I am much bettered for the kind thermals of the Scout
Service.  Their vehicles and setups have been flown well and withstood
many a gale.
 
      The Nebula class lab ship's talons have been made into eyes. 
The
"spinal mount" is a high powered telescope.  Instead of glass lenses,
howver, this telescope uses a gravitic lensing system to focus light
to an image.  The turrets mount smaller finder telescopes to aid in
observations." -Hloch of Jayelya
 
      Designed with the comfort of as many races as possible in mind,
the pressure, atmospheric content, gravity and even the walls and
ceilings of the staterooms are adjustable to suit the needs and
comfort
of the occupants.
 
      The ship was designed however, with Ael Yael psychology always
in sight.  The lab ceiling is a transparent dome with a protective
cover.  The sheild is usually retracted to reveal the open sky and
incidentally adding to the efficiency of the telescope as reflectors. 
The lab area is built surrounding the common area thus using the space
of both as an aviary for relaxing flyers. The main elevator of the
ship
which runs down the spine of center of the ship is uncovered, allowing
crew to fly where they are going rather than having to ride.
 
      The cutter bay holds 3 modules easily allowing the modules to be
put directly into the cutter without having to leave one in open space
while switching them.  The cutter is rotated to the proper attitude
and
the module installed.  If necessary a 4th module can be carried inside
the cutter, then incurring the necessity of having to leave a module
outside before obtaining the needed one.
 
Scott Kellogg
 
Patrol Frigate TL13 "Shivva" Class
 
CraftID:    Patrol Frigate, Type FP, TL13, MCr 334.2 (Sisters=438.59
            with carried craft)
Hull: (540/1350) Disp=600, Unload=5313.1, Load=9230.5 Config=7USL,
            Armor=40F
Power:      (29/58) 3879.45 Mw, Dur=30/90 +24 Hrs power for Laser
            Battery
Loco: (27/54), Manuver=2G, (27/54) Jump=4, NOE=170, Cruise=225kph,
            Top=300kph, Agility=0
Commo:      Radio=System*11, Maser=System*11
Sensors:    EMM, P-EMS=Interstellar*2, A-EMS=Far Orbit*2, EMS-Jam=Far
            Orbit, Neutrino=100kw*2, Densitometer=50m*2,
            ActObjScan=Rout,  ActObjPin=Rout, PasObjPin=Diff,  
            PasObjPin=Diff, PasEnScn=Rout, PasEnPin=Diff
Off:        HPoints=6
            BLasers=xx5 Missile=x03
            Batt= 1                 1
            Bear= 1                 1
Def:        DefDM=+7
            SCaster=xx4
            Batt= 3
            Bear= 3
Control:    Computer=6/Fib*3, HoloHUD*4, HoloLink*4
Accom:      Crew=18, (Command=2, Bridge=1, Eng=3, Gunner=2, Flight=10)
            Stateroom=9, Env=Basic Env, Basic is, Extend is, Inertial
            Comp, Grav Plate, Subcraft=8ton "Va" Fighters*10, 50ton
            Fuel Barge*1
Other:      Fuel=3704.7Kl, Cargo=300.3Kl, Magazine=836.4Kl, (2788
            Battery Rnds For frigate and fighters) FuelPure=50hr,
            Objsize=Avg, EMlevel=Faint
 
Remarks:    The irregular configuration allows multiple launches.
 
      "Ubiquitous Zhodani Navy design most frequently encountered of
the types deployed beyond the Consulate frontier districts.  The class
is deployed on various independant picket, communications and patrol
duties, often well beyond Zhodani boarders.  The crew is known to
include a Psionic Adept, who in addition to normal navigation duties
is believed to augment the range and strength of a special
communications system, which may explain the posting - Adepts are
usually only assigned to capital classes of vessel.
 
      Sample names (-va = light, thus Shivva = moonlight) Alekrva,
Brnava, Doruva, Jadsva, Jirtova, Loyhva, Meilrva, Shivva, Uturva.
 
      Classified Naval Files Data:  The Psionic Adept carried aboard
does not, as origially feared, control an interstellar communications
system.  Instead, he serves as as a central direction officer for the
ten fighter pilots, conveying battle infromation and tactical
instructions.  (Ship Tactics levels for the adept are conveyed as
tactical skill to each of the pilots.)" -From Adventure 4 Leviathan
 
      The ship is featured in Adventure 3:Twilight's peak,
4:Leviathan,
6:Expedition to Zhodane, and 7:Broadsword
 
Scott Kellogg
 
*****End Part 9*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1680 --------

Archive-Message-Number: 1680
Date: Sat, 3 Nov 90 17:07:46 -0900
From: George William Herbert <gwh@ocf.berkeley.edu>
Subject: FTP site for traveller vehicles...


In case you haven't been saving them, with Robert Dean's permission
I've put a full set of his vehicle designs up on the anonymous ftp 
site here at ocf.berkeley.edu .  The files are in pub/Traveller;
there are two formats right now.  a single compressed file has all
the designs in one.  in the subdirectory vehicles.dir are files which
have the types seperated out (so you don't have to page through a 
million gravtanks to find your favorite merchant ship 8-).  

If anyone has problems or notices anything missing (or would like to
comment 8-) just send me mail.  I'm going to try to get through to
Eric? [other vehicle designer] and get his permission to add his 
designs to the archive.  

- - -george william herbert
gwh@ocf.berkeley.edu   OCF Staff

-------- TML Message #1681 --------

Archive-Message-Number: 1681
From: d9bertil@dtek.chalmers.se
Subject: Nuke Dampers
Date: Sun, 4 Nov 90 15:02:06 MET

Prompted by Scott Kellog's comments on nuke dampers:

  The nuke damper is a confusing chapter, at least as confusing as jumpspace,
reaction-less thrusters and extremely inefficient fusion reactors.
  Different sources have different opinions about how it works, if it works and
how much it charges per hour.

Nuke Dampers in Old Traveller:
  In 'Mercenary' it was mentioned that nuke dampers made it possible to prevent
nuclear decay. This was supposed to be used in 'americum drones', small RPV's
equipped auto-cannons that fired hollow americum (or some other superheavy
element). Upon impact the round collapsed and went critical with spectacular
results.

  One might have some doubt over whether this will work even theoretically.
An analogus round (but much larger) made of plutonium or enriched uranium will
probably not work because the collapse of the round is too slow and to coarse
to produce a real nuclear explosion.

  In any case, old traveller (and striker?) claim that the nuke damper damps
nuclear reactions by making the strong/weak force (I'm not a physisist, so I'm
not sure which one is responsible for nuclear reactions) fluctuate in nodes in
a field. It will have local maxima and minima in those nodes, and if the nodeis
placed at the location of a nuke missile that detonates, the nuclear reaction
will be supressed, and the fissionable materials will be just so much junk
metal.
  Laser-ignited fusion warheads were mentioned as a countermeasure somewhere,
but I think that this was played down because of play balance in TCS.
  The opposite nodes (when sufficiently strong) would make everything very
radiactive and even lead would dissappear in a burst of radiation (this is the
background of the disintegrator).

Nuke Dampers in MegaTraveller:
  Some newer sources (MT Refs manual (Vehicle Design) and (?) Starship OpMan)
claim that the field of a nuclear damper will make fissionable materials
(permanently?) inert when they pass through it.
  (This probably surprised many a General when everyone took the banned weapons
out of the closet at the start of the Rebelion. All those expensive americum
rounds just went 'plonk' instead of 'Ka[0.1kt]BOOOM!':)
  There apparently is another explanation sneaking around where the nuke damper
cause the fissionable materials to decay prematurely, creating a small 'hot'
cloud of gaseous plutonium on a safe distande from the ship.

Nuke Dampers in Reality:
  "What? Now he's really off the deep end!" you say. That isn't (entirely)
accurate, though. There were an short article in an old New Scientist 
(Brittish paper, Scientific American class but has many shorter articles on
 scientific news. It also runs 'Grimbledon Down' a comic strip about life at
 a military research installation:) about a curious result of quatum mecanics.

  I assume that you all know Scroedingers cat. ("Shroedingers cat, the TML.
TML, Shroedingers Cat.") ie that radiactive decay is a probability function that
will break down into one of two possible result (have decayed or havn't decayed)
when it is observed, not before. Either result will be 50% probable if we have
left it alone for the time of one half-life.
  
  If one keeps observing the atom continousy, it will be locked in the original
state, because the probability function will be be continously 'broken down'.

  The article was about how a research team had proven this in an experiment.
They had used very fast laser pulses to illuminate the atoms of an radiactive
substanse, thus forcing them into a predictable state. 
  When the time between the pulses became small enough (and that was the real
challenge) the substance's half-life became longer...

  It seems that nuke dampers is at least physically possible.

- - -bertil-
- - -- 
Nuclear Damper: device used by the referee to dampen the worst player excesses.

-------- TML Message #1682 --------

Archive-Message-Number: 1682
Date: Sun, 4 Nov 90 22:19:17 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 10

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Missile Fighter TL13 "Va" Class
 
CraftID:    Missile Fighter, Type FM, TL13, MCr 19.45
Hull: (8/18) Displ=8, Config=1AF, Armor=40F, Unload=222.4, Load=224.82
Power:      (3/6) 346.41 Mw Fusion, Dur=4/12
Loco: (2/4), Manuver=6G, Thrusters Agility=6 NOE=170, Cruise=2835kph,
             Top=3780kph
Commo:      Radio=System, Maser=System
Sensors:    A-EMS=Far Orbit, P-EMS=Interstellar, Densitometer=50m,
            Neutrino=100kw, ActObjScan=Rout,  ActObjPin=Rout,
            PasObjPin=Diff,   PasObjPin=Diff, PasEnScn=Rout,
            PasEnPin=Diff
Off:        HPoint=1
                  Missile=x03
                  Batt        1
                  Bear        1
Def:        DefDM=+10
Control:    Computer=2*3, HoloHUD, HoloLink*1
Accom:      Crew=1, Seat=Roomy*1, Env=Basic Env, Basic is, Inertial
            Comp, Grav Plate,
Other:      Fuel=18.47, Mag=1.5 (Batt-Rnds=8) ObjSize=Avg,
            EMlevel=Faint
Remarks:    Sorry folks, but I find the rule that 20 ton displacement
as a minimum for thrusters to be basically stupid and arbitrary.  If
you strongly disagree, a standard grav based fighter with the same
performance is possible with agility=3.
 
      I agree it is not proper to use thrusters and anti-grav drive
units for non space craft, but for space craft, I think it is
acceptable.
 
Scott Kellogg
 
Fuel Shuttle TL13
 
CraftID:    Fuel Shuttle Type TY, TL13, MCr 19.51
Hull: (45/113) Displ=50, Config=1AF, Armor=40F, Unload=466.747,
            Load=575.4711
Power:      (4/8) 427.95 Mw Fusion, Dur=5/15
Loco: (3/6), Manuver=2G, Agility=0 NOE=170, Cruise=1431kph,
Top=1908kph
Commo:      Radio=System, Maser=System
Sensors:    A-EMS=Far Orbit, P-EMS=Interstellar ActObjScn=Rout,
            ActObjPin=Rout, PasEnScn=Rout
Off:        HPoint=1
                  PLaser=x02  Missile=x02 SCaster=x03
                  Batt        1                 1                 1
                  Bear        1                 1                 1
Def:        DefDM=+2
Control:    Computer=0*3, HoloHUD*3, HoloLink*2
Accom:      Crew=2, Seat=Roomy*2, Env=Basic Env, Basic is, Inertial
            Comp, Grav Plate,
Other:      Cargo=74.25, Fuel=73.25, Scoops=3hrs, Fuel Cargo=464
            ObjSize=Avg, EMlevel=Faint
Remarks:    8 trips are required to top the Shivva's tanks.
 
Scott Kellogg
 
*****End Part 10*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1683 --------

Archive-Message-Number: 1683
Date: Sun, 4 Nov 90 22:19:19 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 11

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
      The Viper:  put some fangs in your Air/Raft bay...
 
      "Pirates?  Corsairs?  The Viper class escort fighter is ready. 
You say you can't afford an escort?  Here's the one to fit the bill. 
For about what you pay for two triple turrets, here is a six G
capable,
multi-role fighter that fits in...  Your Air/Raft bay!
 
      A three ton fighter, the Viper is capable of taking on all
comers.  She's light, fast and carries six tons of ordinance.  Since
its procurement in 1108, The Viper has found its place in all branches
of the Imperial military.  To the Navy, it serves as an escort
fighter. 
To the Army and COACC, it's a ground attack and air superiority
fighter.  To the Scouts it is a light penetration probe.  To the
Marines it's a multi-role fighter vital to drop troop operations. 
The Viper has served the Imperium well since the Fifth Frontier War."
       -From the advertising brochure
 
                                  Development
      The Imperium is made up of thousands of worlds.  Few of these
have ship yards, and only the cream of these are capable of producing
tech fifteen ships. For example, in the Spinward Marches, there are
only three planets capable of producing tech level fifteen ships for
the Imperium, three capable of producing tech fourteen ships, and
seven
which produce tech thirteen ships out of the ninety one Imperial
planets which build ships in the sector.
 
      But there is little market for a tech level nine ship.  But how
can they improve their facilities if they don't sell what they can
build?
 
      Normally, the Imperium subsidizes these facilities out of the
Navy budget with nearly no return.  So in the tighter budgets of the
Fifth Frontier War, the Navy issued an ultimatum:  no more subsidies
until they build something we can use!
 
      The Scout service however, does use the lesser starports to a
large extent.
 
Without the Navy subsidy, the Scout service would suffer.  A
specification was issued for a craft that could easily be built that
could find a good market.
 
      The specification was almost totally forgotten.  No one had any
clear ideas on what to design, and the plan was nearly abandoned. 
However, a young designer named Hloch finally pieced together what was
to become the now famous Viper escort fighter.
 
      Most merchant ships are unarmed, allowing the commerce raiding
of the Zhodani to badly maul the Imperial commercial fleets.  But
arming a ship is an expensive proposition, and then it still comes
down
to the merchant ship coming under fire.  The idea was put forward to
build a fighter that could easily be carried on a merchantman, carry
the fight away from the ship and allow it to get through undamaged. 
Thus the tiny fighter was born.  Designed to fit inside an Air/Raft
bay, the Viper could be carried by almost all ships.
 
      Yet, Hloch did more than just come up with the Viper concept, he
made it work.  He turned a vague specification into one of the best
fighters of its class the Imperium has had for centuries.  Before he
even touched the draft computer he went out and interviewed combat
veteran pilots and ground crews asking, `What do you want in a
fighter?' and, `How can you improve maintenance?'
      Pilot's have said, `The guy who designed the Viper had wings!'
and it is true.  Hloch is an Ael Yael from Jayelya, an avian race of
far better flying ability than the Droyne.  Millions of years have
evolved the avionics in his head, and as a designer of space craft, it
shows.
 
                                Cockpit Design
      Advanced fighter are by their very nature extremely complex
machines.  The complexity of their systems place a heavy load on the
pilot, limiting the amount of time the pilot has to concentrate on
situational awareness.  Thus, a key problem in designing a fighter is
the Pilot/Machine interface.  The pilot must have critical information
available without getting swamped in data.  The less time the pilot
has
to scan panels, the more time he can devote to tactical operations.
 
      Often times, cockpit designs swamp the pilot:  the Rampart
(Rebellion Source book), the Iramda, the Magnum, the Sourz, and the
FS-15 all have vast arrays of holodynamic link panels.  The ratio of
panels per pilot is as low as ten to one in the FS-15 to as much as
eighty three to one in the Sourz.
 
      The Viper cockpit is streamlined in this regard by using two
Heads Up Displays (HUD).  One is devoted to sensors, weaponry and
navigation:  the Attack HUD, while the other displays system status: 
the System HUD.  The System HUD is mounted to the right of the
centrally mounted Attack HUD.
 
      The flight controls are designed around the Hands On Throttle
And
Stick (HOTAS) philosophy.  This enables the pilot to control the
combat
and attack phases of flight without taking his hands off the controls.

The HOTAS system is extremely necessary in the tech level nine Viper,
where the pilot is without inertial compensators and would has
difficulty in moving about the cockpit during manuevers.
 
      Also included in the software of the computers is a voice
command
and response system.  Great pains were gone through so that the
computer could understand both the meaning and urgency of spoken
commands, including the use of sudden vague expletives.  It is also
able to synthesize correct responses.
      Another consideration that has been added to the cockpit is its
comfort so as to minimize pilot fatigue.  Twenty four hours in a
cockpit will erode the performance of any pilot.  Therefore,
provisions
have been made in seating and flight control positions for a wide
variety of pilot sizes and anatomies.  With minor adjustments, the
seat
and instrument panels can be configured for pilots ranging in size
from
Droyne to Aslan.  As the chief designer is of a minor race he insisted
that the cockpit be suitable to as many races as possible.  This was
achieved with some degree of success in that the HOTAS system is built
to be operable by a minimum of a three fingered hand.  It feels
slightly less comfortable to the human hand than a specially designed
human grip but it is adjustable and can conform to the shape of the
operators hand.  (The design was actually optimized for the hands of
Humaniti and those of Ael Yael.)
 
      Of course there are limits to the design:  Hivers have found the
controls nearly unmanageable while Vegans have difficulty handling the
controls without complete inertial compensation.  Virushi cannot fit
inside the cockpit.  Racially customized designs are not unknown. 
However, no allowance for K'Kree anatomy was made because it was
decided there would be no market for anything as small as a Viper in
the Two Thousand Worlds.
 
      It is interesting to note that the Viper has earned a healthy
respect along the borders of the Two Thousand Worlds being the "Natter
G'naak" or "Winged Carnivore".  The nickname has caused some amusement
to the carnivorous avian chief designer.
 
      The HUDs use color graphics to display information.  The colors
used can be adjusted to the optimum wavelength response curve of the
pilot's eyes depending upon what the pilot's race considers to be the
visible spectrum. 
 
      The Viper also makes use of one item not used by any other space
craft.  It carries a rocket ejection pod.  The cockpit is not only the
most comfortable and easy to use, it is the safest of any fighter
craft
used by the Imperium.
 
 
*****End Part 11*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1684 --------

Archive-Message-Number: 1684
From: d9bertil@dtek.chalmers.se
Subject: Nuke Dampers (corrections:(
Date: Mon, 5 Nov 90 7:07:36 MET

Naturally, when I checked Mercenary MegaT REf's Manual and Starship OpMan, 
I found that some things I had said were not entirely true...

1. Neither of the MegaT books claimed that nuke dampers worked differently
   from the the 'old' way. I am sure that I have read that explanation
   somewhere, but I'm not sure where now.

2. Those americum drones should be carlifornium drones.
   Yet another case of 'carlifornia in space' as described on 
   rec.arts.sf-lovers I guess :-)

- - -bertil-
- - -- 
"Words on the net aren't usually worth the paper they are written on."

-------- TML Message #1685 --------

Archive-Message-Number: 1685
Date: Monday 5th November 1990 12:53:16 GMT
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Ael Yael go home

 
Scott Kellog writes:
 
>       Hloch is from the planet Jaeyelya B-484655-4.  (Location unknown
> inside the Imperium by somebody's oversight)
 
For the record, Jaeyelya is located at Gushemege 0437.  I found this in
DGP's sector files.  The homeworlds of some of the other minor races can
be found in these files, too.
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

-------- TML Message #1686 --------

Archive-Message-Number: 1686
Date: Mon, 5 Nov 90 08:27:48 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 12

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
                                  Maintenance
      A typical complaint from ground crews of fighter craft is that
ships equipment typically fills every last cubic centimeter.  While
this is economical in terms of materials, it is insane in terms of
repair.  In some fighter craft, the thrusters must be dismounted in
order to change the fuel filters on the power plant.
 
      The Viper, while compact as possible, manages to get around this
problem by having an oversized hull.  All systems are provided with
convenient access panels, indeed some of the panels are sufficient for
an engineer to crawl inside the hull.  Try doing that on a Rampart!
 
      There are some drawbacks to the tiny fighters design.  The
requirement to make the fighter as small as possible as cheap as
possible led to the decisison to cut back on the backup systems. 
Typically, spacecraft carry three identical computers.  However the
Viper carries one main computer and two 0/bis computers as backups. 
The fighter is fully flyable on backup systems for most combat
missions, but it loses much of its combat effectiveness against
spacecraft.  A further complaint is by the ordainance crews.  As the
three ton Viper normally operates out of four ton Air/Raft bays, there
is not a great deal of room to crawl over the hull arming the hard
points.  This is especially true with the Navy standard load of three
multiple missile racks putting a total of eighteen anti-spacecraft
missiles on the hull.
 
      All systems are compatible and interchangeable.  A Tech level
nine fusion plant can easily replace up to a tech level eleven one
with
no adverse effects to performance while the anti-grav drive units on
all models are fully interchangable.  The systems were carefully
designed so that a fighter could be repaired at any starport
regardless
of tech level.
 
      This has made it popular with the services as it is not
necessary
to haul a fighter all the way to a tech fifteen planet to get it
repaired.
 
                                Service History
      When first unveiled to the service brass, the fighter was looked
on as useless.  The Navy looked at it and appraised it as a lightly
armed Air/Raft of no value whatsoever to their mission which at the
time was to destroy the Zhodani Fleet.
 
      For once, bureaucracy did the right thing, credits had already
been outlaid for the project, so with reputations on the line the
project was put forward despite Naval opposition.
 
      The Scouts swallowed it whole:  a light, fast craft capable of
being carried aboard a scout ship, repairable at so many of the lower
tech level planets where scout bases are.  The Scouts had good success
the with the tiny fighter, but the performance was discounted by the
Navy as irrelevant because the Scouts were using it in missions
specific to Scout operations. 
 
      The Navy reluctantly used the Vipers as trainers.  The Fifth
Frontier War created a heavy demand for trained pilots.  Here was a
cheap ship that is easy to fly, so they used it for the training of
their Naval and Marine pilots. 
 
      This was the decision that put the fighter in history.  When the
pilots had been trained on Viper's and were assigned to fly Ramparts,
Magnums, and FS-15's they nearly mutinied.  The Viper was so much
preferred by pilots it eventually saw front line service.  The first
action where Navy Vipers played a part was at the relief of Yorbund on
083-1109.  Suddenly, the Navy changed its tune.  The Viper was
reappraised and it then became a front line Navy fighter.  The number
of Viper aces began to climb and soon the Ramparts were hard pressed
to keep their kill ratio close to that of the Viper.
 
      Once it was accepted by the Navy, the Marines made use of the
Viper's versatile hardpoints mounting everything from tech level six
iron bombs to tech level fifteen fusion guns mounted in pods. 
Probably
the most original use of the hard points was in the mounting of drop
capsules.  The Viper could easily dive bomb three marines on target. 
With drop capsules retained, it could also act as a extraction
vehicle. 
Many marines owe their lives to the tiny hypersonic medevac Viper.
 
      Quickly, COACC forces realized the ability of the Viper.  By
this
point in the War, nearly all the runways were pocked with craters. 
Suddenly, an space capable hypersonic VTOL looked very appealing and
indeed it is cheaper than some comparable fighters and requires less
maintenance.  Even the Army obtained a few Vipers as scout vehicles
for
the air cavalry.
 
      The Navy finally found a proper role to utilize the fighter. 
Vipers were put aboard merchant ships to act as escort fighters to
convoys thus lightening the demand on escort vessels usable elsewhere.

It is this role in which it is most commonly found.  Merchant ships
can
easily obtain a Viper, and considering that the agile Viper can keep
raiders at a distance from the slow merchantman it tends to keep
losses
down and is considered a fully viable alternative to arming the
hardpoints with turrets.
 
      With an admirable service history in the Fifth Frontier War, the
Viper managed to live down the initial impression of the brass,
becoming a valued part of the Imperial inventory.  Indeed, the opinion
of the fighter has swung around completely.  The Viper has become the
symbol of Naval strength to many in its role as the fighter of choice
for the Imperial Blue Angels Flight Demonstration Team.
 
Scott Kellogg
 
Viper TL15 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL15, MCr 7.29594
Hull: (3/7) Disp=3, Config=6AF, Armor=40G, Unload=47.1424,
Load=53.2869
Power:      (1/2) 86.04 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=6 NOE=190, Cruise=2835kph, 
            Top=3780kph
Commo:      Radio=System
Sensors:    A-EMS=Planet, P-EMS=InterPlanet,
            ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Rout
Off:        Fusalage HPoints=3
Def:        DefDM=+11
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is, Inertial Comp, Grav Plate,
Other:      Fuel=2.615Kl ObjSize=Small, EMlevel=Faint
 
Scott Kellogg
 
Viper TL14 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL14, MCr 8.18294
Hull: (3/7) Disp=3, Config=6AF, Armor=40G, Unload=302.54, Load=335.13
Power:      (2/4) 126 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=6 NOE=180, Cruise=2835kph,
            Top=3780kph
Commo:      Radio=System
Sensors:    A-EMS=Planet, P-EMS=InterPlanet,
            ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Rout
Off:        Fusalage HPoints=3
Def:        DefDM=+11
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is, Inertial Comp, Grav Plate,
Other:      Fuel=1.68Kl ObjSize=Small, EMlevel=Faint
 
Scott Kellogg
 
Viper TL13 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL13, MCr 8.44194
Hull: (3/7) Disp=3, Config=6AF, Armor=40F, Unload=80.1116,
Load=86.2292
Power:      (2/4) 126 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=6 NOE=170, Cruise=2835kph,
            Top=3780kph
Commo:      Radio=System
Sensors:    A-EMS=Planet, P-EMS=InterPlanet,
            ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Rout
Off:        Fusalage HPoints=3
Def:        DefDM=+11
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is, Inertial Comp, Grav Plate,
Other:      Fuel=1.68Kl ObjSize=Small, EMlevel=Faint
 
Scott Kellogg
 
*****End Part 12*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1687 --------

Archive-Message-Number: 1687
Date: Mon, 5 Nov 90 08:30:03 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 13

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Viper TL12 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL12, MCr 9.85294
Hull: (3/7) Disp=3, Config=6AF, Armor=40F, Unload=119.9575,
Load=126.0607
Power:      (2/4) 122.76 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=4 NOE=160, Cruise=2835kph,
            Top=3780kph
Commo:      Radio=System
Sensors:    A-EMS=Planet, P-EMS=InterPlanet,
            ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Rout
Off:        Fusalage HPoints=3
Def:        DefDM=+9
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is, Inertial Comp, Grav Plate,
Other:      Fuel=1.473Kl ObjSize=Small, EMlevel=Faint
 
Scott Kellogg
 
Viper TL11 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL11, MCr 9.83152
Hull: (3/7) Disp=3, Config=6AF, Armor=40E, Unload=104.9752,
            Load=111.0514
Power:      (2/4) 93.3 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=3 NOE=150, Cruise=2835kph,
            Top=3780kph
Commo:      Radio=System
Sensors:    A-EMS=Planet, P-EMS=InterPlanet,
            ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Rout
Off:        Fusalage HPoints=3
Def:        DefDM=+8
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is, Inertial Comp, Grav Plate,
Other:      Fuel=1.127Kl ObjSize=Avg, EMlevel=Faint
 
Scott Kellogg
 
Viper TL10 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL10, MCr 12.13052
Hull: (3/7) Disp=3, Config=6AF, Armor=40E, Unload=105.0875,
            Load=111.1664
Power:      (2/4) 93.3 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=3 NOE=140, Cruise=2835kph,
            Top=3780kph
Commo:      Radio=System
Sensors:    A-EMS=Planet, P-EMS=InterPlanet,
            ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Rout
Off:        Fusalage HPoints=3
Def:        DefDM=+8
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is, Inertial Comp, Grav Plate,
Other:      Fuel=1.127Kl ObjSize=Avg, EMlevel=Faint
 
Scott Kellogg
 
Viper TL9 Escort Fighter
 
CraftID:    Light Fighter Type FF, TL9, MCr 8.92992
Hull: (3/7) Disp=3, Config=6AF, Armor=40D, Unload=108.6239,
            Load=114.7028
Power:      (2/4) 93.3 Mw Fusion, Dur=24hrs
Loco: (1/2), Agrav Manuver=6G, Agility=3 NOE=130, Cruise=2835kph,
            Top=3780kph
Commo:      Radio=System
Sensors:    AW-RADAR=Planet, LADAR=Dist, RDF, Laser Sensor, AdvImgEnh,
            Passive IR, ActObjScn=Diff, ActObjPin=Diff,
            PasEngScn=Diff
Off:        Fusalage HPoints=3
Def:        DefDM=+8
Control:    Computer=3+0bis*2, HUD*2,
Accom:      Crew=1, Seat=Roomy Extended, Rocket Escape Pod, Env=Basic
            Env, Basic is, Extend Is
Other:      Fuel=1.127Kl ObjSize=Avg, EMlevel=Faint
Remarks:    The tech nine Viper is the most different from the series
in that it lacks the EMS systems, the inertial compensators and the
grav plates.  As such it is not reccomended that a higher tech pilot
simply jump in.  Six G manuvers can be tiring and even dangerous if
one
does not know how to brace one's self properly.
 
Scott Kellogg
 
*****End Part 13*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1688 --------

Archive-Message-Number: 1688
Date: Mon, 5 Nov 90 11:42:51 EST
From: Jonathan Clark <jhc@ulysses.att.COM>
Subject: Re: Nuclear dampers

In Bertil Jonell's posting on the topic of nuclear dampers in real life,
he mentioned an article in ``New Scientist'', a British science magazine.
American readers might be interested in an article in the latest ``Discover''
which covers the same topic, and with similar news - a frequently observed
system was observed to have a much slower half-life than an unobserved one,
the slowdown being proportional to the frequency of observation.

Actually, when I read the original posting I figured that it was in the
Daedalus column of New Scientist, which features wacko but plausible
inventions. Sometimes its quite hard to work out why they wouldn't work...

Jonathan Clark
jhc@ulysses.att.com, attmail!jonathan

The Englishman never enjoys himself except for some noble purpose.

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


-------- TML Message #1689 --------

Archive-Message-Number: 1689
Date:     Mon, 5 Nov 90 16:24:35 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 23

Here's the latest, folks.

Rob Dean
- - ---------------------------------------------------------------------------


  Gryphon Grav Fighting Vehicle TL13
  
       The Gryphon is a general purpose grav fighting vehicle manufactured in 
  large quantities in the frontier regions of the Imperium.  A reliable design, 
  it was standard with the Imperial forces when they were equipped at TL13, and 
  the data package is now generally available.  With space rated armor and 
  computers, the Gryphon is capable of combat from a planetary surface out to 
  orbit, and can be launched from orbit for a planetary assault operation.
  Armament is laid out "over and under", with the pulse laser in a remote 
  turret on the upper surface of the vehicle, and the fusion gun in a turret on 
  the lower surface. The 2 5MW beam laser are mounted in side sponsons, and are 
  intended for antipersonnel use
  
    CraftID: Gryphon GFV, TL13, MCr8.17
       Hull: 6/14, Disp=6, Config=1AF, Armor=45F, Loaded=132.6t, Unload=130.9t
      Power: 2/4, Fusion=144MW, Dur=12/36
       Loco: 1/2, StdGrav=360t, Max Speed=1860, Cruise=1395, NOE=170,
             MaxAccel=1.7G
       Comm: Radio=FarOrbit, MaserComm=Planetary
    Sensors: EMM, EMS Active(Continental), EMS Passive(Substellar),
             ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
        Off: Hardpoints=1
  
                        Pen/          Max     Auto   Dngr
                        Attn    Dmg   Range   Tgts   Spc    Sig   ROF
           Fusion-Y Gun  71/5    30  VDist(21)  2     45     H     40
       50MW Pulse Laser  51/4    60   Reg(250)  3      -     L     80
       2*5MW Beam Laser  30/3    12  VDist(25)  2      -     L     40
  
        Def: Point Defense Targeting for 50MW pulse laser
    Control: Comp0*3, HeadsUpHoloDisplay*1, HoloLink*4
      Accom: Seats=ExtOccRoomy*3 (Commander, Driver, Gunner), Env=Basic env, 
             basic ls, extended ls
      Other: Fuel=24.7kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

  LSP Model 139 Combat Support Tanker TL13
  
       By tech level 13, almost all combat operations are performed by energy 
  weapon armed grav vehicles.  This makes the job of combat logistics support 
  much easier than at lower tech levels, because all that is needed during an 
  operation (and maybe not even then, given the high endurance of most fusion 
  powered vehicles) is food, fuel, and repair parts.  The tanker is intended to 
  refuel combat grav vehicles while moving, to reduce vulnerability to enemy 
  long range attacks as much as possible.  Almost all combat grav vehicles are 
  equipped with the necessary refueling probes.  The LSP Model 139 is equipped 
  with a capable sensor/communication suite to assist in coordinating the 
  refueling activities, and to enable the craft to avoid action as much as 
  possible.
  
    CraftID: Combat Support Tanker, TL13, Cr4,057,000
       Hull: 14/34, Disp=15, Config=1AF, Armor=30F, Loaded=77.9t, Unload=66.3t
      Power: 1/2, Fusion=27MW, Dur=230/690
       Loco: 1/2, StdGrav=200t, Max Speed=1770, Cruise=1327, NOE=170,
             MaxAccel=1.6G
       Comm: Radio=Planetary, LaserComm=Continental, MaserComm=Regional
    Sensors: EMM, EMS Active(VDist), EMS Passive(Continental),
             ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
        Off: Hardpoints=1
  
                        Pen/          Max     Auto   Dngr
                        Attn    Dmg   Range   Tgts   Spc    Sig   ROF
         5MW Beam Laser  30/3    12  VDist(25)  2      -     L     40
  
        Def: -
    Control: Comp0*2, HeadsUpDisplay*1, HoloLink*35
      Accom: Seats=ExtOccRoomy*2 (Driver, Gunner), Env=Basic env, basic ls, 
             extended ls
      Other: Fuel=165.8kl (all available for refueling), Cargo=0, 
             ObjSize=Small, EmLevel=Faint

  LSP Model 138 Combat Support Fuel Refiner TL13
  
       By tech level 13, almost all combat operations are performed by energy 
  weapon armed grav vehicles.  This makes the job of combat logistics support 
  much easier than at lower tech levels, because all that is needed during an 
  operation (and maybe not even then, given the high endurance of most fusion 
  powered vehicles) is food, fuel, and repair parts. While a planetary defender 
  is capable, at least in theory, of preparing caches of supplies prior to an 
  attack, an attacker has to be able to carry all required supplies.  To make 
  things easier, the combat support fuel refiner can process hydrogen out of 
  water where available at a rate of 142kl per hour, almost enough to fill a 
  Model 139 tanker.  Field commanders prefer to avoid this whenever possible, 
  because the fuel refiner is comparatively vulnerable in a high intensity 
  combat environment due to the requirement to stop while processing.  A vehi-
  cle large enough to carry the amount of water needed and process it on the 
  move was considered by most logisticians to be prohibitively large.  Again, 
  as a result of the limited onboard tankage, a tanker vehicle must be on hand 
  to receive the hydrogen as it is being processed. The LSP Model 13 is 
  equipped with a capable sensor/communication suite to assist in coordinating 
  the refueling activities, and to enable the craft to avoid action as much as 
  possible.
  
    CraftID: Combat Support Fuel Refiner, TL13, Cr9,768,000
       Hull: 27/68, Disp=30, Config=4SL, Armor=30F, Loaded=794.6t
      Power: 2/4, Fusion=144MW, Dur=4.6/13.8
       Loco: 2/4, StdGrav=1400t, Max Speed=912, Cruise=684, NOE=170,
             MaxAccel=0.76G
       Comm: Radio=Planetary, LaserComm=Continental, MaserComm=Regional
    Sensors: EMM, EMS Active(VDist), EMS Passive(Continental),
             ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
        Off: Hardpoints=1
        Def: -
    Control: Comp0*2, HeadsUpHoloDisplay*1, HoloLink*30
      Accom: Seats=ExtOccRoomy*2 (Driver, Operator), Env=Basic env, basic ls, 
             extended ls
      Other: Fuel=9kl, Fuel Purifier(142kl/hr), Cargo=0, ObjSize=Avg,
             EmLevel=None

  Pilum Class Close Escort TL13
  
       The Pilum is designed to meet the Imperial Navy standard requirements of 
  Jump-4 and 4-G acceleration.  A substantial number of Pilum class escorts 
  remain in Imperial service, although almost all new construction is for 
  various planetary navies.
  
    CraftID: Pilum Class Close Escort, TL13, MCr725.2
       Hull: 720/1800, Disp=800t, Config=1AF, Armor=55F, Loaded=17947t,
             Unloaded=17072t
      Power: 64/128, Fusion=8550MW, Duration=30/90 
       Loco: 80/160, Maneuver=4, 36/72, Jump=4, Cruise=2550kph, Max=3400kph, 
             Agility=2
       Comm: Radio=System, Laser=System, Maser=System
    Sensors: EMS Active(FarOrbit), EMS Jammer (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=xx4
             Batteries        4                 2 
             Bearing          4                 2
  
        Def: DefDM+10
  
                 SandCaster=x04
             Batteries        2
             Bearing          2
  
    Control: Computer Mod7*3, 5*HeadsUpHoloDisplay, 190*HoloLink
      Accom: Crew=14 (2 bridge, 2 engineer, 1 maintenance, 3 gunners,
             3 flight, 2 command, 1 medical), Staterooms=7, Env=basic env,
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=6120kl (1 jump-4+30 days), Cargo=0, Missile Magazine=30kl
             (25b-r), Fuel Scoops, Fuel Purifier (18hr), SubCraft=1*20t Armed
             Launch, ObjSize=Large, EmLevel=Moderate

  Aramis Class Light Fleet Escort TL13
  
       The Aramis is designed to meet the Imperial Navy standard requirements 
  of Jump-4 and 4-G acceleration.  Named for worlds in the Spinward Marches, 
  there was a certain amount of public outcry from the planetary populations so 
  recognized when the class was unveiled, as many didn't think that having such 
  a small vessel named after their planet was much of an honor.  The Imperial 
  Navy still engages in limited production of Aramis class escorts at shipyards 
  on TL13 planets.  When active defenses such as meson screens and dampers (not 
  usually installed on vessels in this size class anyway) are not considered, 
  there is not much difference in performance between TL13 and TL15 vessels.  
  The model 7 computer set up on these vessels is sufficient to be superior to 
  that carried by most small raider and corsair vessels.  Thus, Aramis (and 
  similar) class vessels can be used to perform rear and low threat area escort 
  duties enabling more capable ships to be maintained in the front lines.
  
    CraftID: Aramis Class Light Fleet Escort, TL13, MCr1647.2
       Hull: 1800/4500, Disp=2000t, Config=1SL, Armor=55F, Loaded=43524t,
             Unloaded=40692t
      Power: 154/308, Fusion=20700MW, Duration=30/90 
       Loco: 198/396, Maneuver=4, 90/180, Jump=4, Cruise=750kph, Max=1000kph, 
             Agility=2
       Comm: Radio=System*2, Laser=System*2, Maser=System*2
    Sensors: EMS Active(FarOrbit)*2, EMS Jammer (FarOrbit)*2,
             EMS Passive(Interstellar)*2, Neutrino Sensor (100kw)*2,
             High Pen Densitometer (100m)*2, ActObjScan=Rout,
             ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
             PassEnScan=Rout, PassEnPin=Diff
        Off: Hardpoints=20
  
                    Missile=x05     BeamLaser=xx4
             Batteries        3                 4 
             Bearing          3                 4
  
        Def: DefDM+10
  
                 SandCaster=x04
             Batteries        4
             Bearing          4
  
    Control: Computer Mod7fib*3, 1*LargeHoloDisplay, 4*HeadsUpHoloDisplay, 
             330*HoloLink
      Accom: Crew=30 (4 bridge, 5 engineer, 2 maintenance, 8 gunners,
             6 flight, 4 command, 1 medical), Staterooms=15, Env=basic env,
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=15030kl (1 jump-4+30 days), Cargo=15kl, Missile 
             Magazine=180kl (50b-r), Fuel Scoops, Fuel Purifier (24hr),
             SubCraft=2*50t Wasp Fighters, ObjSize=Large, EmLevel=Moderate

  Enkidu Class System Defense Boat TL16
  
       The Enkidu is typical of the system defense boats being constructed by 
  the high tech worlds at the Imperial core.  Comparatively lightly armored, 
  the Enkidu depends on its high agility and screens for defense.  Its high 
  output power plant can be run at reduced levels: maintaining acceleration 
  power and life support consumes about 51% of the total power, so endurance 
  could be extended to 53 days if no weapons power were used.
  
    CraftID: Enkidu Class System Defense Boat, TL16, MCr508.4
       Hull: 360/900, Disp=400t, Config=1AF, Armor=52G, Loaded=5390t,
             Unloaded=5173t
      Power: 32/64, Fusion=10080MW, Duration=26/78 
       Loco: 62/124, Maneuver=6, MaxSpeed=4200kph, Cruise=3150, NOE=200,
             Agility=5
       Comm: Radio=System*2, Laser=System*2, Maser=System*2, Meson=FarOrbit
    Sensors: EMS Active(FarOrbit)*2, EMS Jammer (FarOrbit)*2,
             EMS Passive(Interstellar)*2, Neutrino Sensor (1kw),
             High Pen Densitometer (25km), ActObjScan=Rout,
             ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
             PassEnScan=Simp, PassEnPin=Rout
        Off: Hardpoints=4
  
                    PartAcc=003     BeamLaser=xx5
             Batteries        2                 2 
             Bearing          2                 2
  
        Def: DefDM+15, OptimizedNuclearDamper-1, OptimizedMesonScreen-1
    Control: Computer Mod10*3, 1*HeadsUpHoloDisplay, 68*HoloLink
      Accom: Crew=7 (1 bridge, 1 engineer, 7 gunners, 1 command), 
             Staterooms=5, Env=basic env, basic ls, extended ls, grav plates, 
             inertial comp
      Other: Fuel=3096kl, Cargo=0, Fuel Scoops, ObjSize=Average,
             EmLevel=Faint

-------- TML Message #1690 --------

Archive-Message-Number: 1690
Date:     Mon, 5 Nov 90 16:36:47 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Knightfall

I went shopping this weekend and came home with a copy of the new Traveller
adventure, KNightfall, by Joe Fugate, published by GDW.  I thought that I
might as well put up an initial thumbnail review for those considering buying 
it.

  m   The cinematic nugget format is still a little strange to me.  It looks
like it ought to work, the main objection from me at the moment (please note:
At The Moment) is that the flow is too defined.  However, I can see where the
players would not necessarily know that, or feel that they are being manip-
ulated more than usual, by the time you overlay the usual random events on
top of the skeleton of the adventure.

     The background material is good...I definitely got the feel that I would
be able to describe what a planetary assault looked like with confidence,
and the "flavor" of the descriptive material was right.

     SPOILER WARNING:  I am about to discuss the great secret of the adventure.
If you don't want to know, abort the message here.

     I realize that the secret of the ancients has been common knowledge for a
while.  However, personally, I don't care for "artifact technology" games (even
though it is a subplot in my current game), and I'm not sure I like the addition
of an even more Ancient race--the Primordials, to the stew.  However, that 
objection aside, what was there was handled adequately.  I thought the rogue
android to be a bit contrived, and I thought the reward a bit paltry, but like
the matter of the primordials, it's all taste.

Total product Rating: 6 out of 10.  I'd probably still buy it if I'd read
it first.

(Still 6 out of 10 is a lot better than Shattered SHips, which I'd have to
rate as a 1.)

Rob Dean


-------- TML Message #1691 --------

Archive-Message-Number: 1691
Date: Tue, 6 Nov 90 09:45:42 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg, part 14

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
      The Wolf class carrier operates in large squadrons, nessecary so
that the firepower of the Indianapolis interceptor can be brought to
bear.  Operating as such, they can often destroy much heavier ships. 
The cost of the ship however is much lower than heavier ships and this
allows the construction of vast fleets.
 
      Typical tactics used by Wolf packs are to hang way back out of
range of the opposition's guns.  The 10G+ capable Indianapolis
fighters
scream in and unleash their heavy missile loads from long range.  The
fighters never close with the target, instead using their superior
speed to break off back to the carrier to reload.  With enough
concentration, the fighters can overwhelm the defensive batteries
wearing down the largest of ships.  Even heavily armored ships will
eventually have the weapons scrubbed off their hulls, allowing more
heavily armed ships to close with the target to finish it off.
 
      Should the attackers manage to close on the carrier, the beam
laser would almost never be used.  A directive to all captains went
out
advising them to make use of emergency agility for the protection of
the carrier.  Indeed if the carrier were to come under fire it would
almost certainly jump rather than brave the fire, provided the
fighters
are aboard.  Basically the carriers rely on carrier tactics of the
pacific theater of WWII.
 
      The inexpensiveness of these ships (534.5 Mcr in quantity) is
their main attribute.  The say a battle ship costs 1 trillion Cr or a
cruiser 100 billion, (very conservative estimates) so a cruiser would
have to handle 1,870 fighters, and a battleship would have to handle
18,700 fighters each with a factor 6 missile battery.  Against armored
hulls maybe I can't kill, but I'll be damned if I won't shave the
weapons off you hull!
 
      In addition, on page 100 of refs manual you have the listed
damage for hull penetration by explosives.  Ok, assuming the missiles
do penetrate they cause 15 points damage; if they don't 1.5 right? 
Now, say only 1/2 actually connect with the hull. 1/2*1870 fighters*30
missiles*1.5=42075 hull damage points per battery round.  This will
put
47000 displacement tons of vessel out of action per shot.
 
      Admittedly, throwing several squadrons at a battle cruiser is
going to destroy quite a few fighters, But as the old line goes:    
 
"Where ever you send your subs and planes,
       you're bound to mark up lots of gains,
             and losses too, but what the hell!
The planes are just flown by young studs,
       and Lieutenant Commanders run the subs."
 
Scott Kellogg
 
Light Carrier TL11 "Wolf" Class
 
CraftID:    Light Carrier, TL11, MCr642.409 (Sisters=534.5373) (Prices
            include carried ships)
Hull: (891/2228) Disp=990, Config=7USL, Armor=40E, Unloaded=9260.62,
            Loaded=12024.43 
Power:      (53/106) 4722.174 Mw, Dur=30/90
Loco: (45/90), Manuver=2G, (27/54) Jump=2, NOE=150, Cruise=225kph,
            Top=300kph, Agility=0
Commo:      Radio=System, Maser=System*10
Sensors:    EMM, P-EMS=Interstel*2, A-EMS=FarOrb*2, Neutrino=1Gw*2,
            Densitometer=1m*2, ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Form,   PasObjPin=Form, PasEnScn=Rout,
            PasEnPin=Form
Off:        HPoints=10
            BLasers=xx3
            Batt        1
            Bear        1
Def:        DefDM=+6
            SCaster=xx4
            Batt        9
            Bear        9
Control:    Computer=5/Fib*3, HUD*22, DynLink*22
Accom:      Crew=22, (Command=4, Bridge=1, Eng=1, Gunner=2, Flight=12,
            Steward=1, Medic=1) Env=Basic Env, Basic is, Extend is,
            Inertial Comp, Grav Plate, Subcraft=22ton Indianapolis
            Fighter*10, 50ton Fuel Barge*1
Other:      Fuel=3704.7Kl, Cargo=543.9Kl, Magazine=1800Kl, (30 Fighter
            Loads,), PurePlant=18hr, HvyRobotArm*20, Objsize=Avg,
            EMlevel=Faint
Remarks:    The robot arms allow rapid armament of the fighters. 
Often
times multiple missile racks are loaded as the fighters are returning
to the ship.  When the fighters dock, the empty racks are removed, and
the full racks bolted on the hardpoints for rapid redeployment.  The
ships irregular configuration allows the multiple launch of all craft.
 
      The class is named for famous commerce raiders:  Wolf, Emden,
Mowe, Atlantis, See Adler, Von Muller, Von Luckner, Virginia, Florida,
Arkansass, Golden Hind, Wahoo etc.
 
Scott Kellogg
 
*****End Part 14*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1692 --------

Archive-Message-Number: 1692
Date: Tue, 6 Nov 90 09:51:26 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg, part 15 (the last)

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
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      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Indianapolis TL11 Orbital Interceptor
 
CraftID:    VTOL Orbital Interceptor, TL11, MCr14.31
Hull: (60/150) Disp=66 (22 with wings folded) Unload=14.78 (Weight
            w/standard load HE=17.95, nuclear=19.15),
            Airframe=Hypersonic VTOL
Power:      1.024275 Mw (drawn from engines), Dur=48hr
Loco: (4/10), Fusion Rocket, Thrust 198.9 tons, NOE=150,             
Cruise=3750kph, Top=5000kph, Accel Unload=13.5G, (W/std HE
            load=11G, nuclear=10.4G) Agility=6
Commo:      Radio=System, Maser=System
Sensors:    A-WeatherRADAR=FarOrb, P-EMS=Interstel ActObjScn=Rout,
            ActObjPin=Rout, PasEnScn=Rout,
Off:        Fusilage HPoint,
            Fusilage Launch Rails*4,            Missile=x06
            Inboard HPoints*4,                  Batt Rnds=2
            Outboard HPoints*4,
            Wing Tip Launch Rails*2,
            (Standard load=60 Anti-Ship Missiles)
Def:        DefDM+13
Control:    Powered, 2 Manuver Points, Computer=5
Accom:      Crew=1, Basic life supp, sealed cockpit w/vac suit backup,
            Inertial comp, Complex cockpit w/rocket escape pod
Other:      Fuel=.24Kl, ObjSize=Small, EMLevel=Faint
 
      Robert Dean (who's designs are first rate by the way!)
criticized
the above saying it had insufficient protection in the way of armor. 
Well, I must point out that it is not intended for long durations
outside the hull of it's mother ship.  The flight controls are not
linked with the computer (servoes w/gymbaled thrust of fusion rocket
for outside atmosphere) so computer damage would only affect
targetting
systems.  (Be reminded that while Pioneer 10, 11, and Voyager 1 and 2
have been out for years only one computer, (Voyager 2's) has been
damaged.  Also, Challenge 45 includes rules for micrometeoroid damage
P.37, 1/6 chance for a strike of penetration 8*1d6.  This is patently
stupid.  Consider the LDEF Long Duration Exposure Facility, 2 meteor
strikes in 2+ years!  In Earth's junk filled orbit no less!
 
      Admittedly, this doesn't cover possible radiation damage.  But
on the other hand I've heard and seen things about cosmic radiation
that tell me that any armor is going to be useless.  (Cosmic radiation
detected in a covered system's optics in total darkness.)
 
      Supposedly, NASA considers the secondary radiation generated by
cosmic rays hitting an armored hull to be more deadly than the cosmic
radiation itself.  An interview I saw recommended having 2 habitats
one
armored and the other unarmored.  The armored section was supposed to
have a slightly dangerous radiation level inside it due to secondary
radiation.  It would be used when lower level radiation 'storms'
passed
over the ship.
 
      If you like, you could use this to defend against the fighters: 
Hide the opposing fleet close to an asteroid belt or near a gas giants
rings.  But those hazards will affect those hiding too.  Even armor
won't stop an asteroid with orbital velocity, and ring systems are
quite well defined.
 
Scott Kellogg
 
Gunned Barge TL11 "Wolfchen" Class
 
CraftID:    Gunned Barge Type WG, TL11, MCr112.34
Hull: (45/113) Disp=50, Config=1AF, Armor=40E, Unload=796.82,
            Load=831.65
Power:      (6/12) 990.06 Mw Fusion, Dur=5/15
Loco: (4/8), Manuver=3G, Agility=0 NOE=150, Cruise=2138kph,
Top=2850kph
Commo:      Radio=System, Maser=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb
            ActObjScn=Rout, ActObjPin=Rout, PasEnScn=Rout
Off:        HPoints=1
            PLaser=x01  Missile=x01 SCaster=x03
            Batt        1                 1                 1
            Bear        1                 1                 1
Def:        DefDM=+7
Control:    Computer=5*3, HUD*2, DynLink*2
Accom:      Crew=2, Seat=Roomy*2, Adequate*7, Env=Basic Env, Basic is,
            Inertial Comp, Grav Plate,
Other:      Cargo=4, Fuel=194.5, Scoops=2hr, Fuel Cargo=339.7,
            ObjSize=Avg, EMlevel=None
Remarks:    The Wolfchen requires 11 runs for fuel to top the Wolf's
tanks.
 
Scott Kellogg
 
 
Recently Robert Dean (who's designs I very much admire and appreciate)
sent in one not quite up to his normal standards. Repeated below.
 
40 ton Spaceplane TL8
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=3hr, 1/2, High
            Performance Rocket=585t, Duration=5min
Comm: Radio=Dist*3
Sensors:    None
Off:        Hardpoint=1
Control:    Computer Mod1*3, ElecLink*170
Accom:      Crew=2 (Pilot, Copilot), Passenger=6, Seat=8*Room,
            Env=basic env, basic ls
Other:      AviationFuel=115.2kl, RocketFuel=30kl, CargoBay=290kl
            (32.4ton load limit at full fuel load), ObjSize=Avg,
            EmLevel=Mod
 
      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.
 
      Think about it.  This thing weighs roughly two times as much as
a B-52 long range strategic bomber, and has an airframe smaller than
an F-4 Phantom II.  I am reminded of what they used to say about the
old B-26 Marauder:  'The Flying Prostitute' She has no visible means
of support.  Never get it off the ground.  Even the Space Shuttle
Orbiter only weighs 84.8 metric tons loaded.  In COACC an aircraft may
lift 35% of it's clean weight in cargo. 
 
      If you want something to fly it comes out that the aircraft
displacement volume is 3.3 (displacement tons) per metric ton.  And
that is a heavily loaded aircraft.  An aircraft weighing 500metric
tons, would displace at least 1600 displacement tons.
 
      I have checked out the displacement volume equations (against a
few jet aircraft)  The displacement figure calculated in COACC roughly
approximates a box capable of enclosing the aircraft with wings
unfolded.  Obviously, an aircraft's hull is going to be smaller than
this amount.
 
      If you want to design an space plane use COACC and build an
orbital hanger to store it in for protection.
 
      Otherwise you will end up digging your nose right in the dirt. 
The above design probably has a stall speed somewhere around MACH 1 if
that.  I wouldn't care to try to land it.  It would have the glide
angle of a crowbar.
 
      I include a possible substitute for use with the rest of his TL
8 space craft.  See the Orion TL8 Space Plane.
 
Scott Kellogg
 
*****End Part 15*****.

From: Stephen D Smith
Well that's the end of Scott's postings. Hope it was of interest
to the rest of the TML. Scott's probably busy doing something else, 
but I probably won't seen for the next few weeks. Thanks for the 
patients.
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1693 --------

Archive-Message-Number: 1693
Date:     Tue, 6 Nov 90 9:10:39 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Fission Plant Disclaimer

In a recent message Scott Kellogg quoted my aircraft carrier design as a 
justification for building a couple of fission powered spacecraft.  While
I am flattered that people remember what I write,  I need to point out that 
that was a "quick fix" ruling, intended to make a particular class of vehicles
fit my conception of TL8 reality a little closer.  Before I started doing
cost/benefit analyses using those fuel consumption figures to decide whether
a starship should have a fission plant, I'd want to be a little more sure of my
numbers.  (As soon as I get around to it, I'll get the fuel volume and refueling
rate for a nearby commercial nuclear powerplant from a friend of mine who works
there, and see what that works out to in kl/hour per megawatt of power output.

I also want to comment on the current nuclear damper controversy raging as a
result of Scott's post.  While I will not comment on the rationalization of
dampers in the game, I think there is a problem with using your damper to
increase the prodcution of your power plant.  I'm originally a chemical engineer
by training, and that was a while ago, BUT, I suspect that if you intended a 
fission (or any other steam generating) plant to be a certain size, that is,
have a certain heat flux and boil a certain amount of water, operate at a fixed
pressure, etc...you could not easily "overload" it to prodcue more power.  This
means that if you really wanted to do that, you would need to have the plant
sized for the largest power output that you intended to squeeze out of it, and
run it at a lower efficeincy the rest of the time.  In game terms, you could
"burn your fuel faster" in a nuclear power plant, and thus carry less fuel for
a given power output (with correspondingly lower endurance).  I'm not sure I
see the advantage of this.

Now, I said I wasn't going to comment on damper rationalization, but if you
really focussed a beam on a nuclear pile that caused extra neutrons to be shed
(which is *not* the same as normal radioactive decay for uranium...which decays
by alpha emission, I think) and more fissions to take place, the temeprature
in the pile would rise until it would eventually melt down...unless you shoved
the damper rods in to slow the reaction, which wouldn't help your power output.

Anyway, an innovative idea, but I don't think it will work.


PS  Fission power vs. Fission warheads: about 4% U235 vs. 95+% U235 if memory
serves me correctly.  You wouldn't have to completely destroy the U235 to
render a fission warhead unusable...just get it below 90(??)%.  (I don't
know the real crtitical limits, and if I did they'd be classified.)


-------- TML Message #1694 --------

Archive-Message-Number: 1694
Date: Tue, 6 Nov 90 11:11 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Gnu Traveller: a modest (hah) proposal


I have an idea. It's a BAD idea. Why? Because it's the kind of thing that
may well end up costing me many man-hours of time that could be spent on
physics, music, or sex. But hell, I put in my time at work, my studio's
not always where I'm in the mood to be, and my wife is going to the South 
Pole for three months in about a week and a half and I won't see her again
until around Valentine's Day, so what the hell.

I wish to propose, to the TML, a truly sweeping bit of obnoxiousness that 
could get us all arrested on one trumped-up charge or another. I call it
"Gnu Traveller."

For those of you who aren't UNIX-heads, "Gnu" is a set of public-domain
programs, shells, and compilers designed by civically-minded hackers to
fix what they regard as the broken aspects of UNIX. Ideally, one should
be able to use Gnu on any UNIX machine, for free, and get more utility 
out of it. (And for those of you who ARE UNIX-heads, don't jump all over
me and send me copies of the Gnu Manifesto with annotations as to where
I got it all wrong-- I really don't care. It's a useful concept, and if
I made a mistake in the details, well, go misjump.) Anyone at all can 
write Gnu stuff, but it needs to be thoroughly checked for workability
before it's distributed, etc. 

It occurs to me that for those of us who aren't satisfied with the incredible
idiocies of the holes in the MegaTraveller rules, it might be worthwhile to
fix them ourselves, for free, and make them available to interested parties.
A sort of Gnu Traveller, you see? Rob Dean and Steven Kellogg have essentially
overrun the DGP 101 Vehicles book, and Rob and Dow Reider have made some much-
needed corrections and simplifications to the vehicle rules. Dow and I are
looking into replacing the utterly worthless and nonsensical trade and commerce
rules with better ones, and I'm rolling up my sleeves (with the possible 
assistance of Dow and Paul Reilly, a General Relativist in my Trav group who
will probably join the TML soon) and fixing the glaring physics errors that
make so much of Traveller starship design difficult to swallow, without harming
the game balance too badly. (no Jump-7's folx) I'm probably going to see if I
can talk Iain Fogg and Mark Cook into helping me redo the weapons skills system
in a convincing manner, and I'd like to tackle the combat system at some point
and add a bunch more weapons to the canonical list....

The end result of all of this is going to be a parallel rules set that may
bear little resemblance to Traveller in places but will at least work in a
relatively consistent fashion. As all of physics is constrained within the
single rule, "Thou shalt not exceed c," we will constrain our rules in the
Miller Principle, "Thou shalt not allow news to go faster than Jump-6." It
may even turn out that the existing Traveller Universe will be no good for
the resulting rules, in which case (sigh) I'll just have to create a new
one. But hopefully the end result will be a rules set that one can use and
not feel vaguely cheated by in one respect or another. 

Keep in mind that this is not a going project yet! It's a proposal, to
organize and coordinate the work that other people are doing elsewhere
anyway. It may well be decided that people don't want to go to the extra
effort. Most people may like MT as it is; I certainly can make it work
in its current form. I may hand off the directorship of this idea to 
someone else. Or whatever. But I wanted feedback. Please post to the TML
if you'd like to see a Gnu Traveller, and if so what rules you'd like
to see fixed, whether you'd be willing to write or help write new rules,
and whether or not you'd be interested in a new Universe to run them in.
(Also, the Gnu people will probably get mad if we keep using that term,
so we could use a catchy title for this... GigaTraveller? Nah.)

Looking to see if anyone's interested,

metlay

-------- TML Message #1695 --------

Archive-Message-Number: 1695
Date: Tue, 6 Nov 90 10:48 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Knightfall: another view


I'd like to add a few thoughts to Rob Dean's commentary on Knightfall.

First, let's get my major gripes out of the way-- the underlying premise

SPOILER WARNING!

of the game is just plain silly. "Oh, yeah, there was ANOTHER race BEFORE
the Ancients that made them look PITIFUL and they all died 600,000 years
ago...from boredom!" Literally. The rules state that the Primordials died
of boredom. And so can you, too, gentle reader. The flow of the game is
not open at all in critical junctures: at more than a half dozen points,
the possible scenaria squeeze together into a rigid set of events that MUST
occur if the adventure is to "work." I realize that this is true of most
if not all adventure modules, but I find the multiple-hourglass nature of
Knightfall to be a bit dizzying. "In Chapter 1, this and this and this
MUST happen. In Chapter 2, here's a whole bunch of random mini-scenarios
(most of them not terribly interesting) for people to putz around with. In
Chapter 3, though, you must get the players to here, so this and this and
this can happen. Then we have more random adventures...." And so on. There's
relatively little choice on the part of the players; I much prefer the 
Traveller Adventure, whose structure was much less predictable and whose 
bones were meatier. There are a number of areas in which the ref is told 
to fudge rolls; this is OK as a tactic when necessary, but should not be
an integral part of the adventure: it leaves the players feeling railroaded.

On a less sour note, there are some interesting points made in terms of
general campaign color, not all of which I agree with... the manufacture 
of TL11 Gauss weapons on a mining world where smuggling of TL12 guns would
have been better and cheaper. The attempted patching of the Trade and
Commerce system, which Dow Rieder and I are preparing to rebuild from 
scratch. The tremendously anti-Lucan, pro-Margaret slant of the story...
yes, Lucan's a scumbag. We KNOW Lucan's a scumbag! But I'm sorry, folx,
as the Travellers' Digest has made abundantly clear, Margaret's no Joan
of Arc either, and it bugs me that the players aren't given enough data
to make an informed decision. In any campaign I ran, the players would 
look at me en masse about 70% of the way through the module and say, "Oh,
come off it, Metlay. What are you trying to sell?" But your mileage may
vary: this is a great campaign for idealistic parties, and I may simply
suffer from an overly cynical bunch of players. (Nah.)

So do I consider this a wasted $10? NO! BY NO MEANS! I'm the TML historian,
and I pride myself on knowing more about the Traveller Universe than just
about anyone outside of DGP or GDW (interesting, the order I chose to name
those two...Freudian slip), and Knightfall is a thick book, full of really
worthwhile information. In the old days, we paid $6 and were very happy to
get books with sector maps: well, here's another one, the Massilia sector
in all its glory with full world data! There's a ton of good background 
information on the politics and social structures of dozens of worlds, and 
hints at all sorts of nifty groundwork for a campaign in one of the more
dangerous and risky parts of the Imperium these days. Combine this with 
Trav Digest 11 (on the Geonee and more Massilia stuff) and you've got the
strong basis for a good campaign. The artwork, unlike that of recent GDW
MT releases, is almost uniformly excellent, and there are a number of small
adventure bits that could be spliced out of Knightfall and used in any
campaign that needs a quick adventure in a hurry. So I give Knightfall a
dual rating: 

As an adventure:  Fairly Limiting
As a data module: Quite Worthwhile

Make your own choices, based on what your game needs. I consider it the
first truly worthwhile GDW MT book since the Rebellion sourcebook or
MAYBE the Referee's Companion. MAYBE.

metlay


-------- TML Message #1696 --------

Archive-Message-Number: 1696
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Black globes and gravity
Date: Tue, 6 Nov 90 10:09:48 BST

Scott Kellogg writes (via Stephen D Smith):

>       As a dedicated high guard vessel, an experiment in jump
> technology has been tested in the prototype:  the 'ANNIC NOVA' jump
> technique.  This drive does not use liquid hydrogen, but...
>  
> **********CLASSIFIED*********CENSORED**********
>  
> *...influx from the black globe.  As all energy is absorbed by the
> globe, the ship would use this energy for jump.  The ship would dive
> into a planets gravity well and turn the globe on.  Light, heat, and
> gravitation are converted into usable energy and this is dumped into
> the jump drive.

If a black globe can absorb gravity and turn it into usable energy, does
this violate the law of conservation of energy?  How's this for a
perpetual motion machine: a craft fitted with a black globe, a laser,
and anything needed to control it.  The craft activates the globe,
absorbs the gravity, and rises.  (I assume the gravity can't be pulling
the craft down and be absorbed by the black globe at the same time.)  At
a given height, the craft deactivates the globe, falls, and discharges
the globe's capacitors via the laser, which is pointed at an energy
collection device on the ground.  (We're not talking about laser weapons
here! :-)  When the craft has fallen far enough, it activates the black
globe again and goes back up, absorbing energy again.  And so on.

Also, what happens to a piece of matter which hits a black globe?  Does
it bounce off, or get converted to usable energy too?  If it "bounces",
what happens to its kinetic energy?

- - -- 
 "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 #1697 --------

Archive-Message-Number: 1697
From: "Brent L. Woods" <woodsb@zoo.ecn.purdue.edu>
Subject: Re: (1696) Black globes and gravity
Date: Wed, 7 Nov 90 5:27:12 EST


 In nessage 1696, adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >Scott Kellogg writes (via Stephen D Smith):
 >
 >>       As a dedicated high guard vessel, an experiment in jump
 >> technology has been tested in the prototype:  the 'ANNIC NOVA' jump
 >> technique.  This drive does not use liquid hydrogen, but...
 >>  
 >> **********CLASSIFIED*********CENSORED**********
 >>  
 >> *...influx from the black globe.  As all energy is absorbed by the
 >> globe, the ship would use this energy for jump.  The ship would dive
 >> into a planets gravity well and turn the globe on.  Light, heat, and
 >> gravitation are converted into usable energy and this is dumped into
 >> the jump drive.
 >
 >If a black globe can absorb gravity and turn it into usable energy, does
 >this violate the law of conservation of energy?

     I wondered about this myself.  I first heard about Black Globes
when I first bought _High Guard_ about nine years ago.  I've tried to
keep relatively current since.  ;-)  I've never heard that a Black
Globe had any effect on gravity at all.  Electromagnetic energy and
physical projectiles, sure, but gravity?

 >Also, what happens to a piece of matter which hits a black globe?  Does
 >it bounce off, or get converted to usable energy too?  If it "bounces",
 >what happens to its kinetic energy?

     I always assumed that the Black Globe was modeled on the Langston
Field from Jerry Pournelle's Co-Dominium series.  It was black,
absorbed all electromagnetic energy that struck it and stopped fast
projectiles cold.  There are differences between the Langston field and
the Black Globe, though.  When the Langston Field had absorbed lots of
energy (from the lasers, nuclear explosions and other dangerous whatnot
of space combat), it would start to radiate it back out into space in
all directions (black body radiation, I assume).  If, however, it had
to absorb too much energy, it bled through to the ship inside the
field, and the whole shootin' match blew up (sound familiar?).  Another
difference is that material objects *can* pass through the Langston
field, if they are moving slowly enough (very slowly--like molasses
running uphill in winter).  Also, the ship inside the field can poke
antennae and such through the field so that they can have a look around
(of course, once they're outside the field, the bad guys outside can
shoot them off--minor drawback).  Couldn't maneuver, though--they used
reaction drives, and it could ruin your day to have your exhaust trapped
inside the field with you.  :-)

     Okay, where has this taken us?  To the issue of material objects
(missiles, asteroids, planets, old beer cans, etc.) striking the
surface of a Black Globe, I hope.  I'd say that, upon striking the
Globe, the object loses its kinetic energy to the Globe (relative to
the ship, of course), and stops.  It could then drift off, I suppose,
or have an entirely new vector applied to it by whatever way the ship
happened to be heading at the time.  In short, it "bounces off," in a
manner of speaking, having its original kinetic engergy absorbed by the
field, and then getting a brand new batch from the field.  This could
possibly be described as a conservation-violating collision.  Of
course, if you use a sufficient amount of handwaving, you can violate
physics all you want.  ;-)
 >
 >- -- 
 > "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
 >


- - --
     Brent

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


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


-------- TML Message #1698 --------

Archive-Message-Number: 1698
From: d9bertil@dtek.chalmers.se
Subject: Re: More from Scott Kellog
Date: Wed, 7 Nov 90 13:02:30 MET

> have to handle 1,870 fighters, and a battleship would have to handle
> 18,700 fighters each with a factor 6 missile battery.  Against armored
> hulls maybe I can't kill, but I'll be damned if I won't shave the
> weapons off you hull!

  There is bound to be a very large number of fuel -10% hits, the big, bad
and expensive battleship will run out of fuel pretty fast:-)
  
>       In addition, on page 100 of refs manual you have the listed
> damage for hull penetration by explosives.  Ok, assuming the missiles
> do penetrate they cause 15 points damage; if they don't 1.5 right? 
> Now, say only 1/2 actually connect with the hull. 1/2*1870 fighters*30
> missiles*1.5=42075 hull damage points per battery round.  This will
> put
> 47000 displacement tons of vessel out of action per shot.

  4 700 tons, actually. The errata corrected all damage point figures. The
correct value is ten times more in every case.

>       Admittedly, throwing several squadrons at a battle cruiser is
> going to destroy quite a few fighters, But as the old line goes:    
>  
> "Where ever you send your subs and planes,
>        you're bound to mark up lots of gains,
>              and losses too, but what the hell!
> The planes are just flown by young studs,
>        and Lieutenant Commanders run the subs."

  If the losses per mission crosses a limit, a surprisingly low limit (I'm not
sure about the exact percentage as described in military litterature, but I
think it is in the 5-15% range, and that is a high estimate), the morale of the
unit will begin to plummet.

  How about manning them with robots? The might not be cheap, but they obey
orders without questioning, and without regards to the odds.

- - -bertil-
- - -- 
"Words on the net aren't usually worth the paper they are written on."

-------- TML Message #1699 --------

Archive-Message-Number: 1699
From: d9bertil@dtek.chalmers.se
Subject: Re: Black globes and gravity
Date: Wed, 7 Nov 90 13:48:51 MET

> 
> 
> TML nightly	Tue Nov  6 20:32:02 PST 1990	Volume 11 : Issue 6
> 
> Today's Topics (Archive Msg Number and Subject):
> 	1691: More from Scott Kellogg, part 14
> 	1692: More from Scott Kellogg, part 15 (the last)
> 	1693:  Fission Plant Disclaimer
> 	1694: Gnu Traveller: a modest (hah) proposal
> 	1695: Knightfall: another view
> 	1696: Black globes and gravity
> 
> This is a passively moderated mailing list.  All messages sent to the
> submission address will be distributed.  The nightly digest is currently
> distributed every day at 8:30pm.
> 
> The TML is made possible by facilities provided by Tektronix, Inc.
> Submissions: traveller@metolius.wr.tek.com, or
> 	uunet!metolius.wr.tek.com!traveller
> Administrator: traveller-request@metolius.wr.tek.com (James Perkins)
> All opinions and material below is the responsibility of the originator.
> 
> ------------------------------------------------------------
> 
> Date: Tue, 6 Nov 90 09:45:42 -0500
> From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
> Subject: (1691) More from Scott Kellogg, part 14
> 
> From: m0068@tnc.UUCP (Stephen D Smith)
> Organization: personal mailbox at The Next Challenge
>  
> Here's more from Scott:
>  
>           Stephen D Smith   USENET: m0068@tnc.UUCP
>                             BIX: sdsmith
>  
> *********************************************************
> 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      (703)-836-8352
>       1202 S. Washington St. #107
>       Alexandria, VA, 22314
> *********************************************************
>  
>       The Wolf class carrier operates in large squadrons, nessecary so
> that the firepower of the Indianapolis interceptor can be brought to
> bear.  Operating as such, they can often destroy much heavier ships. 
> The cost of the ship however is much lower than heavier ships and this
> allows the construction of vast fleets.
>  
>       Typical tactics used by Wolf packs are to hang way back out of
> range of the opposition's guns.  The 10G+ capable Indianapolis
> fighters
> scream in and unleash their heavy missile loads from long range.  The
> fighters never close with the target, instead using their superior
> speed to break off back to the carrier to reload.  With enough
> concentration, the fighters can overwhelm the defensive batteries
> wearing down the largest of ships.  Even heavily armored ships will
> eventually have the weapons scrubbed off their hulls, allowing more
> heavily armed ships to close with the target to finish it off.
>  
>       Should the attackers manage to close on the carrier, the beam
> laser would almost never be used.  A directive to all captains went
> out
> advising them to make use of emergency agility for the protection of
> the carrier.  Indeed if the carrier were to come under fire it would
> almost certainly jump rather than brave the fire, provided the
> fighters
> are aboard.  Basically the carriers rely on carrier tactics of the
> pacific theater of WWII.
>  
>       The inexpensiveness of these ships (534.5 Mcr in quantity) is
> their main attribute.  The say a battle ship costs 1 trillion Cr or a
> cruiser 100 billion, (very conservative estimates) so a cruiser would
> have to handle 1,870 fighters, and a battleship would have to handle
> 18,700 fighters each with a factor 6 missile battery.  Against armored
> hulls maybe I can't kill, but I'll be damned if I won't shave the
> weapons off you hull!
>  
>       In addition, on page 100 of refs manual you have the listed
> damage for hull penetration by explosives.  Ok, assuming the missiles
> do penetrate they cause 15 points damage; if they don't 1.5 right? 
> Now, say only 1/2 actually connect with the hull. 1/2*1870 fighters*30
> missiles*1.5=42075 hull damage points per battery round.  This will
> put
> 47000 displacement tons of vessel out of action per shot.
>  
>       Admittedly, throwing several squadrons at a battle cruiser is
> going to destroy quite a few fighters, But as the old line goes:    
>  
> "Where ever you send your subs and planes,
>        you're bound to mark up lots of gains,
>              and losses too, but what the hell!
> The planes are just flown by young studs,
>        and Lieutenant Commanders run the subs."
>  
> Scott Kellogg
>  
> Light Carrier TL11 "Wolf" Class
>  
> CraftID:    Light Carrier, TL11, MCr642.409 (Sisters=534.5373) (Prices
>             include carried ships)
> Hull: (891/2228) Disp=990, Config=7USL, Armor=40E, Unloaded=9260.62,
>             Loaded=12024.43 
> Power:      (53/106) 4722.174 Mw, Dur=30/90
> Loco: (45/90), Manuver=2G, (27/54) Jump=2, NOE=150, Cruise=225kph,
>             Top=300kph, Agility=0
> Commo:      Radio=System, Maser=System*10
> Sensors:    EMM, P-EMS=Interstel*2, A-EMS=FarOrb*2, Neutrino=1Gw*2,
>             Densitometer=1m*2, ActObjScn=Rout, ActObjPin=Rout,
>             PasObjScn=Form,   PasObjPin=Form, PasEnScn=Rout,
>             PasEnPin=Form
> Off:        HPoints=10
>             BLasers=xx3
>             Batt        1
>             Bear        1
> Def:        DefDM=+6
>             SCaster=xx4
>             Batt        9
>             Bear        9
> Control:    Computer=5/Fib*3, HUD*22, DynLink*22
> Accom:      Crew=22, (Command=4, Bridge=1, Eng=1, Gunner=2, Flight=12,
>             Steward=1, Medic=1) Env=Basic Env, Basic is, Extend is,
>             Inertial Comp, Grav Plate, Subcraft=22ton Indianapolis
>             Fighter*10, 50ton Fuel Barge*1
> Other:      Fuel=3704.7Kl, Cargo=543.9Kl, Magazine=1800Kl, (30 Fighter
>             Loads,), PurePlant=18hr, HvyRobotArm*20, Objsize=Avg,
>             EMlevel=Faint
> Remarks:    The robot arms allow rapid armament of the fighters. 
> Often
> times multiple missile racks are loaded as the fighters are returning
> to the ship.  When the fighters dock, the empty racks are removed, and
> the full racks bolted on the hardpoints for rapid redeployment.  The
> ships irregular configuration allows the multiple launch of all craft.
>  
>       The class is named for famous commerce raiders:  Wolf, Emden,
> Mowe, Atlantis, See Adler, Von Muller, Von Luckner, Virginia, Florida,
> Arkansass, Golden Hind, Wahoo etc.
>  
> Scott Kellogg
>  
> *****End Part 14*****
> - --Name = STEPHEN SMITH  Mailbox # = 68
> 
> ------------------------------
> 
> Date: Tue, 6 Nov 90 09:51:26 -0500
> From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
> Subject: (1692) More from Scott Kellogg, part 15 (the last)
> 
> From: m0068@tnc.UUCP (Stephen D Smith)
> Organization: personal mailbox at The Next Challenge
>  
> Here's more from Scott:
>  
>           Stephen D Smith   USENET: m0068@tnc.UUCP
>                             BIX: sdsmith
>  
> *********************************************************
> 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      (703)-836-8352
>       1202 S. Washington St. #107
>       Alexandria, VA, 22314
> *********************************************************
>  
> Indianapolis TL11 Orbital Interceptor
>  
> CraftID:    VTOL Orbital Interceptor, TL11, MCr14.31
> Hull: (60/150) Disp=66 (22 with wings folded) Unload=14.78 (Weight
>             w/standard load HE=17.95, nuclear=19.15),
>             Airframe=Hypersonic VTOL
> Power:      1.024275 Mw (drawn from engines), Dur=48hr
> Loco: (4/10), Fusion Rocket, Thrust 198.9 tons, NOE=150,             
> Cruise=3750kph, Top=5000kph, Accel Unload=13.5G, (W/std HE
>             load=11G, nuclear=10.4G) Agility=6
> Commo:      Radio=System, Maser=System
> Sensors:    A-WeatherRADAR=FarOrb, P-EMS=Interstel ActObjScn=Rout,
>             ActObjPin=Rout, PasEnScn=Rout,
> Off:        Fusilage HPoint,
>             Fusilage Launch Rails*4,            Missile=x06
>             Inboard HPoints*4,                  Batt Rnds=2
>             Outboard HPoints*4,
>             Wing Tip Launch Rails*2,
>             (Standard load=60 Anti-Ship Missiles)
> Def:        DefDM+13
> Control:    Powered, 2 Manuver Points, Computer=5
> Accom:      Crew=1, Basic life supp, sealed cockpit w/vac suit backup,
>             Inertial comp, Complex cockpit w/rocket escape pod
> Other:      Fuel=.24Kl, ObjSize=Small, EMLevel=Faint
>  
>       Robert Dean (who's designs are first rate by the way!)
> criticized
> the above saying it had insufficient protection in the way of armor. 
> Well, I must point out that it is not intended for long durations
> outside the hull of it's mother ship.  The flight controls are not
> linked with the computer (servoes w/gymbaled thrust of fusion rocket
> for outside atmosphere) so computer damage would only affect
> targetting
> systems.  (Be reminded that while Pioneer 10, 11, and Voyager 1 and 2
> have been out for years only one computer, (Voyager 2's) has been
> damaged.  Also, Challenge 45 includes rules for micrometeoroid damage
> P.37, 1/6 chance for a strike of penetration 8*1d6.  This is patently
> stupid.  Consider the LDEF Long Duration Exposure Facility, 2 meteor
> strikes in 2+ years!  In Earth's junk filled orbit no less!
>  
>       Admittedly, this doesn't cover possible radiation damage.  But
> on the other hand I've heard and seen things about cosmic radiation
> that tell me that any armor is going to be useless.  (Cosmic radiation
> detected in a covered system's optics in total darkness.)
>  
>       Supposedly, NASA considers the secondary radiation generated by
> cosmic rays hitting an armored hull to be more deadly than the cosmic
> radiation itself.  An interview I saw recommended having 2 habitats
> one
> armored and the other unarmored.  The armored section was supposed to
> have a slightly dangerous radiation level inside it due to secondary
> radiation.  It would be used when lower level radiation 'storms'
> passed
> over the ship.
>  
>       If you like, you could use this to defend against the fighters: 
> Hide the opposing fleet close to an asteroid belt or near a gas giants
> rings.  But those hazards will affect those hiding too.  Even armor
> won't stop an asteroid with orbital velocity, and ring systems are
> quite well defined.
>  
> Scott Kellogg
>  
> Gunned Barge TL11 "Wolfchen" Class
>  
> CraftID:    Gunned Barge Type WG, TL11, MCr112.34
> Hull: (45/113) Disp=50, Config=1AF, Armor=40E, Unload=796.82,
>             Load=831.65
> Power:      (6/12) 990.06 Mw Fusion, Dur=5/15
> Loco: (4/8), Manuver=3G, Agility=0 NOE=150, Cruise=2138kph,
> Top=2850kph
> Commo:      Radio=System, Maser=System
> Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb
>             ActObjScn=Rout, ActObjPin=Rout, PasEnScn=Rout
> Off:        HPoints=1
>             PLaser=x01  Missile=x01 SCaster=x03
>             Batt        1                 1                 1
>             Bear        1                 1                 1
> Def:        DefDM=+7
> Control:    Computer=5*3, HUD*2, DynLink*2
> Accom:      Crew=2, Seat=Roomy*2, Adequate*7, Env=Basic Env, Basic is,
>             Inertial Comp, Grav Plate,
> Other:      Cargo=4, Fuel=194.5, Scoops=2hr, Fuel Cargo=339.7,
>             ObjSize=Avg, EMlevel=None
> Remarks:    The Wolfchen requires 11 runs for fuel to top the Wolf's
> tanks.
>  
> Scott Kellogg
>  
>  
> Recently Robert Dean (who's designs I very much admire and appreciate)
> sent in one not quite up to his normal standards. Repeated below.
>  
> 40 ton Spaceplane TL8
> 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=3hr, 1/2, High
>             Performance Rocket=585t, Duration=5min
> Comm: Radio=Dist*3
> Sensors:    None
> Off:        Hardpoint=1
> Control:    Computer Mod1*3, ElecLink*170
> Accom:      Crew=2 (Pilot, Copilot), Passenger=6, Seat=8*Room,
>             Env=basic env, basic ls
> Other:      AviationFuel=115.2kl, RocketFuel=30kl, CargoBay=290kl
>             (32.4ton load limit at full fuel load), ObjSize=Avg,
>             EmLevel=Mod
>  
>       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.
>  
>       Think about it.  This thing weighs roughly two times as much as
> a B-52 long range strategic bomber, and has an airframe smaller than
> an F-4 Phantom II.  I am reminded of what they used to say about the
> old B-26 Marauder:  'The Flying Prostitute' She has no visible means
> of support.  Never get it off the ground.  Even the Space Shuttle
> Orbiter only weighs 84.8 metric tons loaded.  In COACC an aircraft may
> lift 35% of it's clean weight in cargo. 
>  
>       If you want something to fly it comes out that the aircraft
> displacement volume is 3.3 (displacement tons) per metric ton.  And
> that is a heavily loaded aircraft.  An aircraft weighing 500metric
> tons, would displace at least 1600 displacement tons.
>  
>       I have checked out the displacement volume equations (against a
> few jet aircraft)  The displacement figure calculated in COACC roughly
> approximates a box capable of enclosing the aircraft with wings
> unfolded.  Obviously, an aircraft's hull is going to be smaller than
> this amount.
>  
>       If you want to design an space plane use COACC and build an
> orbital hanger to store it in for protection.
>  
>       Otherwise you will end up digging your nose right in the dirt. 
> The above design probably has a stall speed somewhere around MACH 1 if
> that.  I wouldn't care to try to land it.  It would have the glide
> angle of a crowbar.
>  
>       I include a possible substitute for use with the rest of his TL
> 8 space craft.  See the Orion TL8 Space Plane.
>  
> Scott Kellogg
>  
> *****End Part 15*****.
> 
> From: Stephen D Smith
> Well that's the end of Scott's postings. Hope it was of interest
> to the rest of the TML. Scott's probably busy doing something else, 
> but I probably won't seen for the next few weeks. Thanks for the 
> patients.
> - --Name = STEPHEN SMITH  Mailbox # = 68
> 
> ------------------------------
> 
> Date:     Tue, 6 Nov 90 9:10:39 EST
> From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
> Subject: (1693)  Fission Plant Disclaimer
> 
> In a recent message Scott Kellogg quoted my aircraft carrier design as a 
> justification for building a couple of fission powered spacecraft.  While
> I am flattered that people remember what I write,  I need to point out that 
> that was a "quick fix" ruling, intended to make a particular class of vehicles
> fit my conception of TL8 reality a little closer.  Before I started doing
> cost/benefit analyses using those fuel consumption figures to decide whether
> a starship should have a fission plant, I'd want to be a little more sure of my
> numbers.  (As soon as I get around to it, I'll get the fuel volume and refueling
> rate for a nearby commercial nuclear powerplant from a friend of mine who works
> there, and see what that works out to in kl/hour per megawatt of power output.
> 
> I also want to comment on the current nuclear damper controversy raging as a
> result of Scott's post.  While I will not comment on the rationalization of
> dampers in the game, I think there is a problem with using your damper to
> increase the prodcution of your power plant.  I'm originally a chemical engineer
> by training, and that was a while ago, BUT, I suspect that if you intended a 
> fission (or any other steam generating) plant to be a certain size, that is,
> have a certain heat flux and boil a certain amount of water, operate at a fixed
> pressure, etc...you could not easily "overload" it to prodcue more power.  This
> means that if you really wanted to do that, you would need to have the plant
> sized for the largest power output that you intended to squeeze out of it, and
> run it at a lower efficeincy the rest of the time.  In game terms, you could
> "burn your fuel faster" in a nuclear power plant, and thus carry less fuel for
> a given power output (with correspondingly lower endurance).  I'm not sure I
> see the advantage of this.
> 
> Now, I said I wasn't going to comment on damper rationalization, but if you
> really focussed a beam on a nuclear pile that caused extra neutrons to be shed
> (which is *not* the same as normal radioactive decay for uranium...which decays
> by alpha emission, I think) and more fissions to take place, the temeprature
> in the pile would rise until it would eventually melt down...unless you shoved
> the damper rods in to slow the reaction, which wouldn't help your power output.
> 
> Anyway, an innovative idea, but I don't think it will work.
> 
> 
> PS  Fission power vs. Fission warheads: about 4% U235 vs. 95+% U235 if memory
> serves me correctly.  You wouldn't have to completely destroy the U235 to
> render a fission warhead unusable...just get it below 90(??)%.  (I don't
> know the real crtitical limits, and if I did they'd be classified.)
> 
> 
> ------------------------------
> 
> Date: Tue, 6 Nov 90 11:11 EDT
> From: METLAY@vms.cis.pitt.edu
> Subject: (1694) Gnu Traveller: a modest (hah) proposal
> 
> 
> I have an idea. It's a BAD idea. Why? Because it's the kind of thing that
> may well end up costing me many man-hours of time that could be spent on
> physics, music, or sex. But hell, I put in my time at work, my studio's
> not always where I'm in the mood to be, and my wife is going to the South 
> Pole for three months in about a week and a half and I won't see her again
> until around Valentine's Day, so what the hell.
> 
> I wish to propose, to the TML, a truly sweeping bit of obnoxiousness that 
> could get us all arrested on one trumped-up charge or another. I call it
> "Gnu Traveller."
> 
> For those of you who aren't UNIX-heads, "Gnu" is a set of public-domain
> programs, shells, and compilers designed by civically-minded hackers to
> fix what they regard as the broken aspects of UNIX. Ideally, one should
> be able to use Gnu on any UNIX machine, for free, and get more utility 
> out of it. (And for those of you who ARE UNIX-heads, don't jump all over
> me and send me copies of the Gnu Manifesto with annotations as to where
> I got it all wrong-- I really don't care. It's a useful concept, and if
> I made a mistake in the details, well, go misjump.) Anyone at all can 
> write Gnu stuff, but it needs to be thoroughly checked for workability
> before it's distributed, etc. 
> 
> It occurs to me that for those of us who aren't satisfied with the incredible
> idiocies of the holes in the MegaTraveller rules, it might be worthwhile to
> fix them ourselves, for free, and make them available to interested parties.
> A sort of Gnu Traveller, you see? Rob Dean and Steven Kellogg have essentially
> overrun the DGP 101 Vehicles book, and Rob and Dow Reider have made some much-
> needed corrections and simplifications to the vehicle rules. Dow and I are
> looking into replacing the utterly worthless and nonsensical trade and commerce
> rules with better ones, and I'm rolling up my sleeves (with the possible 
> assistance of Dow and Paul Reilly, a General Relativist in my Trav group who
> will probably join the TML soon) and fixing the glaring physics errors that
> make so much of Traveller starship design difficult to swallow, without harming
> the game balance too badly. (no Jump-7's folx) I'm probably going to see if I
> can talk Iain Fogg and Mark Cook into helping me redo the weapons skills system
> in a convincing manner, and I'd like to tackle the combat system at some point
> and add a bunch more weapons to the canonical list....
> 
> The end result of all of this is going to be a parallel rules set that may
> bear little resemblance to Traveller in places but will at least work in a
> relatively consistent fashion. As all of physics is constrained within the
> single rule, "Thou shalt not exceed c," we will constrain our rules in the
> Miller Principle, "Thou shalt not allow news to go faster than Jump-6." It
> may even turn out that the existing Traveller Universe will be no good for
> the resulting rules, in which case (sigh) I'll just have to create a new
> one. But hopefully the end result will be a rules set that one can use and
> not feel vaguely cheated by in one respect or another. 
> 
> Keep in mind that this is not a going project yet! It's a proposal, to
> organize and coordinate the work that other people are doing elsewhere
> anyway. It may well be decided that people don't want to go to the extra
> effort. Most people may like MT as it is; I certainly can make it work
> in its current form. I may hand off the directorship of this idea to 
> someone else. Or whatever. But I wanted feedback. Please post to the TML
> if you'd like to see a Gnu Traveller, and if so what rules you'd like
> to see fixed, whether you'd be willing to write or help write new rules,
> and whether or not you'd be interested in a new Universe to run them in.
> (Also, the Gnu people will probably get mad if we keep using that term,
> so we could use a catchy title for this... GigaTraveller? Nah.)
> 
> Looking to see if anyone's interested,
> 
> metlay
> 
> ------------------------------
> 
> Date: Tue, 6 Nov 90 10:48 EDT
> From: METLAY@vms.cis.pitt.edu
> Subject: (1695) Knightfall: another view
> 
> 
> I'd like to add a few thoughts to Rob Dean's commentary on Knightfall.
> 
> First, let's get my major gripes out of the way-- the underlying premise
> 
> SPOILER WARNING!
> 
> of the game is just plain silly. "Oh, yeah, there was ANOTHER race BEFORE
> the Ancients that made them look PITIFUL and they all died 600,000 years
> ago...from boredom!" Literally. The rules state that the Primordials died
> of boredom. And so can you, too, gentle reader. The flow of the game is
> not open at all in critical junctures: at more than a half dozen points,
> the possible scenaria squeeze together into a rigid set of events that MUST
> occur if the adventure is to "work." I realize that this is true of most
> if not all adventure modules, but I find the multiple-hourglass nature of
> Knightfall to be a bit dizzying. "In Chapter 1, this and this and this
> MUST happen. In Chapter 2, here's a whole bunch of random mini-scenarios
> (most of them not terribly interesting) for people to putz around with. In
> Chapter 3, though, you must get the players to here, so this and this and
> this can happen. Then we have more random adventures...." And so on. There's
> relatively little choice on the part of the players; I much prefer the 
> Traveller Adventure, whose structure was much less predictable and whose 
> bones were meatier. There are a number of areas in which the ref is told 
> to fudge rolls; this is OK as a tactic when necessary, but should not be
> an integral part of the adventure: it leaves the players feeling railroaded.
> 
> On a less sour note, there are some interesting points made in terms of
> general campaign color, not all of which I agree with... the manufacture 
> of TL11 Gauss weapons on a mining world where smuggling of TL12 guns would
> have been better and cheaper. The attempted patching of the Trade and
> Commerce system, which Dow Rieder and I are preparing to rebuild from 
> scratch. The tremendously anti-Lucan, pro-Margaret slant of the story...
> yes, Lucan's a scumbag. We KNOW Lucan's a scumbag! But I'm sorry, folx,
> as the Travellers' Digest has made abundantly clear, Margaret's no Joan
> of Arc either, and it bugs me that the players aren't given enough data
> to make an informed decision. In any campaign I ran, the players would 
> look at me en masse about 70% of the way through the module and say, "Oh,
> come off it, Metlay. What are you trying to sell?" But your mileage may
> vary: this is a great campaign for idealistic parties, and I may simply
> suffer from an overly cynical bunch of players. (Nah.)
> 
> So do I consider this a wasted $10? NO! BY NO MEANS! I'm the TML historian,
> and I pride myself on knowing more about the Traveller Universe than just
> about anyone outside of DGP or GDW (interesting, the order I chose to name
> those two...Freudian slip), and Knightfall is a thick book, full of really
> worthwhile information. In the old days, we paid $6 and were very happy to
> get books with sector maps: well, here's another one, the Massilia sector
> in all its glory with full world data! There's a ton of good background 
> information on the politics and social structures of dozens of worlds, and 
> hints at all sorts of nifty groundwork for a campaign in one of the more
> dangerous and risky parts of the Imperium these days. Combine this with 
> Trav Digest 11 (on the Geonee and more Massilia stuff) and you've got the
> strong basis for a good campaign. The artwork, unlike that of recent GDW
> MT releases, is almost uniformly excellent, and there are a number of small
> adventure bits that could be spliced out of Knightfall and used in any
> campaign that needs a quick adventure in a hurry. So I give Knightfall a
> dual rating: 
> 
> As an adventure:  Fairly Limiting
> As a data module: Quite Worthwhile
> 
> Make your own choices, based on what your game needs. I consider it the
> first truly worthwhile GDW MT book since the Rebellion sourcebook or
> MAYBE the Referee's Companion. MAYBE.
> 
> metlay
> 
> 
> ------------------------------
> 
Adrian Hurt <adrian@cs.heriot-watt.ac.uk> wrote:
> Scott Kellogg writes (via Stephen D Smith):
> 
> >                         [deleted]                   Light, heat, and
> > gravitation are converted into usable energy and this is dumped into
> > the jump drive.
> 
> If a black globe can absorb gravity and turn it into usable energy, does
> this violate the law of conservation of energy?

  I think there were a discussion about if black globes did block (or absorb)
gravitation or not on the TML this spring(?). I don't remember the result of
it, but IMHO there is several references in the books that would point in the
direction that black globes *dosen't* block or absorb gravitation.
 
possible (but quite unlikely) spoiler for Knightfall follows:
^L
  There is mention, in several places, most notably the 'Project Blackheart' in
an old Digest, and the current Knightfall, about the tactic of jumping in-system
with the globes on and with a predetermined course and speed, drifting along,
presumably under the influence of local gravity in the system, and then lowering
the globe and surprise the enemy completely.

  Naturally, Both the Digest and Knightfall lies at home, so I can't be 100%
sure the they specifically mentioned that a black-globed ship will follow local
gravity even when the globe is up, but I think that they did.

another (but comparably very minor) spoiler for, and goof in, knightfall.
^L
  In one of the episodes where the characters are thrown in prison, there is
talk about the gravitic prison door that essentially is a field from floor to
ceiling in which the gravity changes from -6 to +6 gee once per second.

  According to traveller Q&A in the latest challenge, one have to install
gravplates in the entire ships volume because they are too inexact to be used in
just one part of the ship...
  ..but just one part of a cell is obviously ok :(

> Also, what happens to a piece of matter which hits a black globe?  Does
> it bounce off, or get converted to usable energy too?  If it "bounces",
> what happens to its kinetic energy?

  The globe is described as an 'discontinuity in the fabric of space', so I'd
treat it as a solid, un-yielding wall with the additional refinement that it
absorbs kinetic energy on contact.
  But obviously it can only absorb the kinetic energy from the part of the 
impacting object that directly touch the globe (ie a very thin slice of the 
impacting object). The rest of the object would thus continue and expend it's
energy in deforming itself until it too are in direct contact with the globe.
  A fast enough object would thus go splat against the surface of a black globe.

- - -bertil-
PS. I borrowed Nivens 'The Moth in Gods Eye' some months back, and the first 
    thing that struck me when I read about the defensive black field that 
    absorbed all energy that struck it but misbehaved when overloaded was:
    "BLACK GLOBE!!":)
- - -- 
"Words on the net aren't usually worth the paper they are written on."

-------- TML Message #1700 --------

Archive-Message-Number: 1700
Date:     Wed, 7 Nov 90 9:06:50 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Black Globe Power

Somebody correct me if I'm wrong, but in the new jump drive rationalization
I don't think absorbed power from a black globe generator can be used for
anything.  In Starship Operator's Manual?....

Rob Dean

(So no more Annic Nova drives...Metlay, are you listening?  Was there ever
an explanation of where the Annic Nova came from?  (Not that I remember))


-------- TML Message #1701 --------

Archive-Message-Number: 1701
Date: Wed,  7 Nov 90 09:28:59 -0500 (EST)
From: Joseph Gerard Behrmann <jb7w+@andrew.cmu.edu>
Subject: re: (1696) Black Globes and Gravity

Adrian Hunt points out how a Black globe can be used for making energy...


Well, I think that by the rules of black globes that would be impossible,
You head down, turn on the globe, and continue to head down.  No manuevering
possible.  Lets see you suck a planet into the black globe.

Unless you head down, turn back up for a little to get upward acceleration,
and then turn it on, ignoring gravity and then float up....

Interesting. Actually, is the energy absorbed by the globe enough to power
the ship out of downward acceleration, or not.  If it is then your plan would
seem to work.  But then again, it is no more a perpetual motion device than
a hydro-electric power plant.

I think that it is a neat way of making energy, but still not comparable to
other methods.

How much energy, would it gain in the balck globe from gravity, light, heat,
etc.  I thought that most of that was ignored as negligible.  Is it?


Well, there's just my thoughts on it.

Joe
jb7w+@andrew.cmu.edu

-------- TML Message #1702 --------

Archive-Message-Number: 1702
Date:     Wed, 7 Nov 90 9:35:12 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re: Scott Kellogg Designs, part14


Scott Kellogg writes:
>
>    :Design of TL11 Indianapolis Fighter Deleted:
>
>        Robert Dean (who's designs are first rate by the way!)
>  criticized the above saying it had insufficient protection in the 
>  way of armor.  Well, I must point out that it is not intended for 
>  long durations outside the hull of it's mother ship.  The flight 
>  controls are not linked with the computer (servos w/gymbaled thrust 
>  of fusion rocket for outside atmosphere) so computer damage would only 
>  affect targeting systems.  (Be reminded that while Pioneer 10, 11, 
>  and Voyager 1 and 2 have been out for years only one computer, 
>  (Voyager 2's) has been damaged.  Also, Challenge 45 includes rules for 
>  micrometeoroid damage P.37, 1/6 chance for a strike of penetration 
>  8*1d6.  This is patently stupid.  Consider the LDEF Long Duration 
>  Exposure Facility, 2 meteor strikes in 2+ years!  In Earth's junk 
>  filled orbit no less!
 
     I don't really want to take exception to Scott's discussion of the
premises of the game.  I agree that the rules for micrometeoroid damage
in Challenge 45 are silly, and I'd personally never use them.  However,
the point I originally objected to in the Indianapolis series of designs
is not that they had insufficient armor in a "realistic" sense, but that
it is unbalancing to the game system to have different design standards
for atmospheric craft and spacecraft, and then to pit one against the other
in combat.  Of course something designed under the not very restrictive
COACC system is going to be more cost effective than a ship designed 
using the full rules, with an armor 40 hull and a triple computer 
system. 


>  Recently Robert Dean (who's designs I very much admire and appreciate)
>  sent in one not quite up to his normal standards. Repeated below.
>
>   :Design of TL8 Spaceplane Deleted:
>
>      Think about it.  This thing weighs roughly two times as much as
>  a B-52 long range strategic bomber, and has an airframe smaller than
>  an F-4 Phantom II.  I am reminded of what they used to say about the
>  old B-26 Marauder:  'The Flying Prostitute' She has no visible means
>  of support.  Never get it off the ground.  Even the Space Shuttle
>  Orbiter only weighs 84.8 metric tons loaded.  In COACC an aircraft may
>  lift 35% of it's clean weight in cargo. 
> 
>      If you want something to fly it comes out that the aircraft
>  displacement volume is 3.3 (displacement tons) per metric ton.  And
>  that is a heavily loaded aircraft.  An aircraft weighing 500metric
>  tons, would displace at least 1600 displacement tons.
> 
>      I have checked out the displacement volume equations (against a
>  few jet aircraft)  The displacement figure calculated in COACC roughly
>  approximates a box capable of enclosing the aircraft with wings
>  unfolded.  Obviously, an aircraft's hull is going to be smaller than
>  this amount.
> 
>      If you want to design an space plane use COACC and build an
>  orbital hanger to store it in for protection.
> 
>      Otherwise you will end up digging your nose right in the dirt. 
>  The above design probably has a stall speed somewhere around MACH 1 if
>  that.  I wouldn't care to try to land it.  It would have the glide
>  angle of a crowbar.

Well, I never claimed I was an airplane designer, and my only comment to
this is to repeat what I said above...It gets to be a problem when there
are two systems with massively incompatible design assumptions that are
expected to operate together in one game.  Personally, I think all the 
MT vehicles come out way too heavy, but it doesn't make much of a 
difference as long as everything is done using the same system.

I vote for Gnu Traveller.

Rob Dean

-------- TML Message #1703 --------

Archive-Message-Number: 1703
Date: Wed, 7 Nov 90 07:55:21 -0900
From: George William Herbert <gwh@ocf.berkeley.edu>
Subject: Vehicle FTP Site temporarily broke...


We're upgrading the operating system here, and the machine
with the files for the Vehicles is down for a bit...
appologies.  we're working on it...

- - -george
george william herbert
gwh@ocf.berkeley.edu  Traveller Vehicle Design Database FTP Site Maintainer


-------- TML Message #1704 --------

Archive-Message-Number: 1704
Date: Wed, 7 Nov 90 09:59 EST
From: Gerry Williams <gsw@moss.att.COM>
Subject: Re:  Gnu Traveller

Metlay, you're crazy.  I like that in a person.

I say GO FOR IT!  We all know Traveller has long suffered from many
obvious problems.  It's time they got fixed.

The one thing that upsets me the most about MegaTraveller is ship (and
vehicle) design.  You need the errata in order to do anything reasonable
with them.  I've seen several different sets of errata (some I have, some
I don't).  I don't have COACC but supposedly this makes it designing
aircraft more reasonable.

I'm SICK AND TIRED of having to compile volumes of errata and supplements
in order to put together a reasonable picture.  I don't even bother trying
to design ships and vehicles under MegaTraveller anymore.  I either use the
old Traveller rules or, more likely, just wing it.

If you could give me ONE source of consistent vehicle rules, I'd use them.

I agree that some of the skills (especially weapon skills) need rework.
The skill system could also use some finer granularity.

I'd like to see the Traveller universe untouched, though.  I also would not
want the basic character attributes changed at all.  I'd like to see the
basic character generation system kept around, although I wouldn't mind
alternate methods.  I WOULD like to correct the system so that ALL methods
of character generation are consistent.

(By the way, I think it should be called MetlaTraveller 8-)

gsw

-------- TML Message #1705 --------

Archive-Message-Number: 1705
Date: Wed, 7 Nov 90 07:48:33 -0900
From: George William Herbert <gwh@ocf.berkeley.edu>
Subject: Fixing Maneuver Drive Physics...


I've been working on a fix for justifying the volume-based maneuver drives...
It goes something like this:
	Maneuver drives (not grav thrusters) don't actually produce thrust
or force.  What they do is distort the local gravity field...not just play 
with it like lower tech grav, but actually forms a gravitational gradient
(volume of warped grav. volume is porportional to the maneuver drive
volume...) around/within the ship.  The 'thruster plates' garbage can be
explained away thru pseudogobbldeygook 8-) .  The Inertial Compensators
take this field (which should be uneven, stronger closer to the drives...)
and even it out so that everything in the ship doesn't fall towards the
front 8-) .

Comments? Suggestions? Let's hear 'em, i'd prefer not to have to junk the
current rules, even if they need revision (yay metlay).

- - -george

george william herbert
gwh@ocf.berkeley.edu  Traveller Vehicle Design Database FTP Site Maintainer

-------- TML Message #1706 --------

Archive-Message-Number: 1706
Subject: mail traffic
Date: Wed, 7 Nov 90 12:00:12 GMT
From: cs_s424@ux.kingston.ac.uk

Hi

I hate to sound like an old stick in the mud, but I have a suggestion to make
regarding the current influx of vehicle designs. I prefer reading the
discussions, but recently I have been having to wade through pages of vehicle
data in the digest to get to the discussions. I'm not saying that the designs 
should not be sent in (I will use them myself one day) but I would like to 
suggest a new format: send in to the list a short description of the vehicles, 
history etc (that's the interesting part of the vehicle) and then send the bulk 
of the info, the detailed description, and all data, to be put in the FTP site 
or the mail archives. Anybody agree with me? If not I'll shutup!

Cheers

Paul.

- - -------------------------------------------------------------------------------
Paul Netherwood                      janet    :  P.J.Netherwood@uk.ac.kingston
Research                             internet :  P.J.Netherwood@kingston.ac.uk
                                     phone    :  (+44) 81 549 1366 ext 2923    
                                     local    :  cs_s424@ux.king  
          
School of Computer Science and Electronic Systems,
|/ingston |>olytechnic, Penrhyn Road, Kingston-upon-Thames, Surrey KT1 2EE, UK.
|\--------|--------------------------------------------------------------------
  \


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

