
-------- TML Message #182 --------

Subject: MegaTraveller Errata 10/1/88 [Part 2 of 3]
Date: Wed, 02 Nov 88 04:23:34 -0600
From: (Michael Rossow) rossow@umn-cs.cs.umn.edu
Archive-Message-Number: 182



REFEREE'S MANUAL

    Page 50, Step 5, Freight and Cargo (correction): The
sentence "If the goods are cargo (carried for a fee of Cr1,000 per
ton..." should say "If the goods are freight (carried for a fee of
Cr1,000 per ton..."

    Page 60, Panel add-ons (clarification): Panel add-ons can
be installed to augment a craft's control panel needs. The power
and volume requirements of an add-on is usually superior to that of
straight control panel units for a given CP value. In all cases, a
control panel add-on can act as a direct replacement for weaker
control panel units. However, as a rule of thumb, do not install
any more control panel add-ons than you expect to have crew
members. It is a bit ridiculous to install 10 large holodisplays
when you only expect to have one crew member.

Also, holodynamic linked and holographic linked panel units both
refer to the same type of panel unit.

    Page 62, Hull Design (clarification): To determine the
values for a non-standard hull size, just extrapolate the values
from the closest hull size using the following formula to determine
the modification factor:


    F = N / B

    Where:
    F = the factor to apply to the base hull values.
    N = the desired non-standard hull size.
    B = the closest standard hull size to use as a base.

    For example, if a 440 UCP hull size is desired, simply multiply
the values for a 400 UCP hull by a factor of 1.1 (440/400). If, on
the other hand, a 460 UCP hull is desired, then multiply the values
for a 500 UCP hull by a factor of 0.92 (460/500).

    Page 63, Step 5, Craft Configuration and Streamlining
(clarification): Here are definitions for the various streamlined
configurations:

    Unstreamlined: No attempt has been made to streamline the
hull. Many protrusions and irregularities exist which significantly
increase the vessel's drag, making it difficult or impossible to
operate the craft in an atmosphere at a high rate of speed.

    Streamlined: Various cowlings and farings have been added to
the hull to streamline it for operation in an atmosphere, although
the streamlining is less than that provided by an airframe. This
configuration is equivalent to the "partially streamlined"
configuration found in High Guard.

    Airframe: The hull has been designed for high performance in
an atmosphere. In order to achieve such performance, exterior
design has been a priority. This configuration is equivalent to the
"streamlined" configuration found in High Guard.

    Page 64, Step 1, Fuel Cells (clarification): The minimum
tech level for the fuel cells shown is tech level 10.

    Page 65, Step 3, Jump Units Required (correction): The
Jump-4 entry for a size of 75,000 is incorrect. It should be 3750,
not 2750.

    Page 67, Step 2, Meson Communicators (correction): Meson
communicator, planetary range, TL 20, is given a weight of 0.2. It
should be 2.0.

    Page 67, Step 4, Laser Communicators (correction): The
price note should say: If TL8, x2. The tech level 16 column should
read: -, -, 0.001, 0.002, 0.004, 0.006, 0.010. The tech level 17
column should read: -, -, 0.001, 0.001, 0.003, 0.005, 0.010. 

    Page 67, Step 5, Maser (Microwave) Communicators
(correction): The price note should say: If TL8, x2. The entry
for a tech level 8 V. Distant maser communicator should be 0.032,
not 0.32. The tech level 16 column should read: -, 0.002, 0.003,
0.004, 0.007, 0.010, 0.040.

    Page 68, Step 2, Radio Jammers (correction): The entry
for a tech level 9 Continental radio jammer should be 0.0026, not
0.002. The tech level 10 entry on the same line (next column over)
should be 0.002, not 0.0026.

    Page 71, Step 3, Meson Gun Table (correction): The factor
K meson gun should have a volume of 110000 not 11000.

    Page 72, Step 7, 100-ton Missile Bays (addition): The
100-ton missile bays stop at UCP factor 9, while 50-ton missile
bays go all the way to UCP factor C. The correctly extended 100-ton
missile bay entry is:

100-Ton Bay Weaponry        ------------TL of the weapon------------
TL Type   Power Weight MCr  8  9 10 11 12 13 14 15 16 17 18 19 20 21
- --------------------------------------------------------------------
 8 Missile  5     50    20  7  7  8  8  9  9  A  A  B  B  C  C  D  D

    Page 72, Step 8, 50-ton Bay Weaponry (correction): The TL
9 column should be empty for the Plasma Gun, Fusion Gun, and
Repulsor. The prices for these weapons are missing-the correct
values are: Plasma Gun, MCr5; Fusion Gun, MCr8; and Repulsor, MCr6.
The Plasma and Fusion Gun Bays are incorrect. They should be:

50-Ton Bays                  ---------UCP at Tech Level---------
TL Type       Power  Wt MCr  10 11 12 13 14 15 16 17 18 19 20 21
- ----------------------------------------------------------------
10 Plasma Gun 2,500  35  5    4  5  6  -  -  -  -  -  -  -  -  -
12 Fusion Gun 5,000  35  8    -  -  7  8  9  A  B  C  D  E  F  -

    Page 74, Step 16, Disintegrator Turrets (correction):
The disintegrator turret example is confusing. A better example is
5 turrets with 10 disintegrators (tech level 18) produces a UCP
disintegrator factor of 3.

    Page 74, Step 14, Fusion Turrets (correction): The Fusion
Gun Turrets table is incorrect. The correct table is presented
below:

Fusion Gun Turrets                    ---------UCP Factor---------
TL Type             Power  Wt  Price  1  2  3  4  5  6  7  8  9  A
- ------------------------------------------------------------------
12 Fusion Turret-12  500    5 2000000 -  -  -  1  4 10 16 20  -  -
14 Fusion Turret-14  500    5 2000000 -  -  -  -  1  4 10 16 20  -
17 Fusion Turret-17  500    5 2000000 -  -  -  -  -  1  4 10 16 20

    Page 76, 77, Flechette pen (correction): The "Pen" column
for flechette rounds should be labeled "Dgr" (for danger space)
instead. The penetration for flechette rounds is equal to the HE
penetration for the same sized round.

    Page 77, HIVEL Gun Ammunition (correction): Tech level 8
ammunition volume and weight should be 0.014 not 0.14.

    Page 77, Step 23b, Heavy Slug Throwers Table (addition):
The following table presents more slug thrower weapon options for
craft designs:

             HEAVY SLUG THROWERS (CREW SERVED)
TL  Type                       Power    Vol   Wt     Price
 5  Medium Machinegun-5          -    0.010  0.010   1,500
    100 round ammo belt          -    0.003  0.003     120
    Ground tripod/pintel mount   -    0.025  0.025     300
    Water cooling jacket         -    0.019  0.019     400
          
 6  Heavy Machinegun-6           -    0.015  0.015   3,000
    100 round ammo belt          -    0.010  0.010     250
    Ground tripod/pintel mount   -    0.040  0.040     400
    Water cooling jacket         -    0.034  0.034     500
          
 7  Light Machinegun-7           -    0.006  0.006   1,200
    100 round ammo belt          -    0.003  0.003     120
    Ground tripod/pintel mount   -    0.010  0.010     250
          
 7  5.5mm Gatling Gun-7        0.001  0.070  0.070  12,350
    2,500 round ammo hopper      -    0.031  0.031   2,250
    Ground tripod/pintel mount   -    0.200  0.200   1,250
          
 7  7mm Gatling Gun-7          0.002  0.100  0.100  15,500
    2,500 round ammo hopper      -    0.062  0.062   3,000
    Ground tripod/pintel mount   -    0.300  0.300   1,500
          
 8  5.5mm Gatling Gun-8        0.001  0.080  0.080  19,500
    5,000 round ammo hopper      -    0.062  0.062   4,500
    Ground tripod/pintel mount   -    0.250  0.250   1,350
          
 8  7mm Gatling Gun-8          0.002  0.100  0.100  23,500
    5,000 round ammo hopper      -    0.125  0.125   6,000
    Ground tripod/pintel mount   -    0.300  0.300   1,750
          
10  VRF Gauss Gun-10           0.004  2.000  2.000 200,000
    1,000 round ammo hopper      -    0.300  0.300   6,000
    Ground tripod/pintel mount   -    4.000  4.000   4,500

    Page 77, Step 23c, 3cm Autocannon Table (addition): The
following table presents an autocannon as a weapon option for craft
designs:
                        Pen/      Max      Auto Dngr    
TL  Type          Ammo Atten Dmg  Range    Tgts  Spc Sig ROF
 8  3cm Autocannon  HE   2    6  Vlong(3.5)  4   3    M  200
                  HEAP   5    4  Vlong(3.5)  4   -    M  200
                  KEAP   4    4  Vlong(3.5)  4   -    M  200
                  
    Tech Level Modifications:
    HE Pen/Attn:  +1 for every 2 tech levels over 8.
    HE Dngr Spc: +10 meters for every 3 tech levels over 8.
    HEAP Pen/Attn: TL 9-10, +5. TL11-12, +7. TL13+,+9.
    KEAP Pen/Attn: +1 for every 3 tech levels over 8.

    Page 77, Step 23d, Miscellaneous Slug Throwers
(addition): The following table presents still more slug thrower
weapon options for craft designs:

            MISCELLANEOUS SLUG THROWERS TABLE
TL  Type                       Pwr  Vol     Wt  Price  Range     Sig  ROF
 6  18cm MRL-6 tube          0.010 3.600 3.600  5,000     -             1
     Short range rocket*        -  0.003 0.001    170 Distant(9)   H  
     Medium range rocket*       -  0.004 0.002    340 Distant(18)  H  
     40 long range rocket*      -  0.005 0.003    510 Distant(32)  H  
               
 8  3cm Autocannon-8         0.002 0.350 0.350 11,000 VLong(3.5)   M  200
    200 round ammo hopper       -  0.100 0.100  1,000  -    
    Ground tripod/pintel mount  -  0.050 0.050    250  -    
                
10  12cm Remote MRL-10 tube  0.020 2.000 2.000  5,000  -                1
    Short range rocket*         -  0.002 0.001     75 Distant(7)   H  
    Medium range rocket*        -  0.003 0.002    150 Distant(13)  H  
    Long range rocket*          -  0.004 0.003    225 Distant(22)  H  
                
11  6cm Light MRL-11 tube    0.004 0.120 0.006    500  -                1
    Short range rocket*         -  0.001 0.001     11 V.Long(4)    M  
    Medium range rocket*        -  0.002 0.002     22 Distant(6)   M  
    Long range rocket*          -  0.003 0.003     33 Distant(10)  M  
                   
*Select HE, HEAP, or KEAPER warhead. Treat as a mortar round for 
determining penetration, damage and danger space.                

    Page 78, Step 25, Beam Laser Table (addition): The
following table presents additional information about craft mounted
beam laser weapons:

                     Pen/       Max     Auto Dngr    
TL  Type        Pwr  Atten Dmg  Range   Tgts  Spc Sig ROF
 8  Beam Laser  0.5   5/2   4  Dist(2.5)  2  1.5   H  40
                1.0  10/2   5  Dist(5.0)  2  3.0   H  40
                5.0  28/3  10  VDist(25)  2  4.5   H  40
               10.0  36/3  20  VDist(50)  2  15    H  40
               25.0  47/4  50  Rgnl(125)  2  30    H  40
               50.0  55/4 100  Rgnl(250)  2  45    H  40
                  
10  Beam Laser  0.5   6/2   5  Dist(2.5)  2  1.5   L  40
                5.0  30/3  12  VDist(25)  2  4.5   L  40
               25.0  49/4  60  Rgnl(125)  2  30    L  40

    Page 78, Step 26, Pulse Laser Table (addition): The
following table presents additional information about craft mounted
pulse laser weapons:
                  
                      Pen/      Max     Auto Dngr    
TL  Type        Pwr  Atten Dmg  Range   Tgts  Spc Sig ROF
 8  Pulse Laser 1.0   6/2   4  Dist(2.5)  3  1.5   H  80
                2.0  13/2   5  Dist(5.0)  3  3.0   H  80
               10.0  30/3  10  VDist(25)  3  4.5   H  80
               20.0  38/3  20  VDist(50)  3  15    H  80
               50.0  49/4  50  Rgnl(125)  3  30    H  80
              100.0  57/4 100  Rgnl(250)  3  45    H  80
                  
13  Pulse Laser 1.0   7/2   5  Dist(2.5)  3  1.5   L  80
               10.0  33/3  12  VDist(25)  3  4.5   L  80
               50.0  51/4  60  Rgnl(125)  3  30    L  80

    Page 78, Step 27, Standard Plasma Gun Table (addition):
The following table presents additional information about craft
mounted standard plasma weapons:

                           Pen/       Max      Auto  Dngr    
TL  Type                   Atten Dmg  Range    Tgts  Spc Sig ROF
10  Standard Plasma PA-10  44/5  20   VDist(5.1)  2  15  H   40
11  Standard Plasma PA-11  44/5  20   VDist(5.1)  2  15  H   40
11  Standard Plasma PB-11  54/5  20   VDist(7.8)  2  30  H   40
12  Standard Plasma PB-12  54/5  20   VDist(7.8)  2  30  H   40
12  Standard Plasma PC-12  64/5  20   VDist(12)   2  45  H   40
13  Standard Plasma PC-13  64/5  20   VDist(12)   2  45  H   40

    Page 78, Step 28, Rapid Pulse Plasma Gun Table
(addition): The following table presents additional information
about craft mounted rapid-pulse plasma weapons:

                              Pen/       Max      Auto  Dngr    
TL  Type                      Atten Dmg  Range    Tgts  Spc Sig ROF
12  Rapid Pulse Plasma RPA-12  44/5  20  VDist(5.1)  3  15  H   80
13  Rapid Pulse Plasma RPA-13  44/5  20  VDist(5.1)  4  15  H  160
13  Rapid Pulse Plasma RPB-13  54/5  20  VDist(7.8)  3  30  H   80
14  Rapid Pulse Plasma RPA-14  44/5  20  VDist(5.1)  5  15  H  320
14  Rapid Pulse Plasma RPB-14  54/5  20  VDist(7.8)  4  30  H  160
14  Rapid Pulse Plasma RPC-14  64/5  20  VDist(12)   3  45  H   80
15  Rapid Pulse Plasma RPA-15  44/5  20  VDist(5.1)  6  15  H  640
15  Rapid Pulse Plasma RPB-15  54/5  20  VDist(7.8)  5  30  H  320
15  Rapid Pulse Plasma RPC-15  64/5  20  VDist(12)   4  45  H  160

    Page 78, Step 29, Standard Fusion Gun Table (addition):
The following table presents additional information about craft
mounted standard fusion weapons:

                           Pen/       Max      Auto  Dngr    
TL  Type                   Atten Dmg  Range    Tgts  Spc Sig ROF
12  Standard Fusion FX-12  67/5  30  VDist(18)  2    45   H  40
13  Standard Fusion FX-13  67/5  30  VDist(18)  2    45   H  40
13  Standard Fusion FY-13  71/5  30  VDist(21)  2    45   H  40
14  Standard Fusion FY-14  71/5  30  VDist(21)  2    45   H  40
14  Standard Fusion FZ-14  79/5  30  VDist(30)  2    45   H  40
15  Standard Fusion FZ-15  79/5  30  VDist(30)  2    45   H  40

    Page 78, Step 30, Rapid Pulse Fusion Gun Table
(addition): The following table presents additional information
about craft mounted rapid-pulse fusion weapons:

                              Pen/       Max      Auto Dngr    
TL  Type                      Atten Dmg  Range    Tgts Spc Sig ROF
14  Rapid Pulse Fusion RFX-14  67/5  30  VDist(18)  3   45  H   80
15  Rapid Pulse Fusion RFX-15  67/5  30  VDist(18)  4   45  H  160
15  Rapid Pulse Fusion RFY-15  71/5  30  VDist(21)  3   45  H   80
16  Rapid Pulse Fusion RFX-16  67/5  30  VDist(18)  5   45  H  320
16  Rapid Pulse Fusion RFY-16  71/5  30  VDist(21)  4   45  H  160
16  Rapid Pulse Fusion RFZ-16  79/5  30  VDist(30)  3   45  H   80

    Page 78, Step 26, Pulse Laser Guns (correction): The tech
level 13 for the laser that uses power of 1.0 has an incorrect
volume and weight. The correct value is 0.03, not the 0.30 shown.

    Page 80, Step 3, Meson Screens (correction): The entry
for a factor 9 screen duplicates the factor 8 line, which is
incorrect. Here is the correct entry:

   UCP  TL  Power  Volume  WT  MCr
   -------------------------------
     9  15  0.135     540  490  60

    The Power column entries for optimized Meson Screen Packs is
incorrect. The correct entries are: TL16, .135; TL17, .100; TL18,
.065; TL19, .035; TL20, .015; TL21, .010.

    Page 81, Step 3, Computers (correction): The tech level 15
computer listed as a 9/bis should instead be a 9/fib.

    Page 81, Step 4, Control Panel Units (clarification):
The first sentence "Select and install enough control panel
units..." should instead read "Select and install enough control
panel units and control panel add-ons..."

    Page 82, Step 3, Reduced Vehicle Gunners (revision): The
formula for reducing vehicle gunners penalizes a design that has
increased sensors, which was not what was intended. The following
formula fixes this problem:  X=(C+S)/W.

    Page 82, Extended Accomodations Table (clarification): A
low berth holds one individual, and is essentially a specialized
bunk. An emergency low berth holds 4 individuals on a short-term
emergency basis only. The volume of all accommodations was doubled
from the original volumes given in High Guard to allow for access -
what good does it do to put in a bunk if you can't get to it?

    Page 87, Agility (clarification): In the old original High
Guard system, agility was defined as an attribute of maneuver
drive, that is "how effectively can my drive out-maneuver yours".
In the new MegaTraveller rules, separating out weight and volume
into unique craft attributes made it clear that agility needed to
be more precisely defined as its own unique attribute related to
ship mass, not to ship speed.

    Under the new rules agility is defined as the "ability to change
your craft's orientation over time", which is more a function of
ship mass than of ship speed. Under this new definition, it becomes
immediately obvious that smaller vessels will tend to have a
greater agility than larger vessels. Consider: which is faster, the
Queen Mary, or a rowboat? Which can change its heading more
quickly? The rowboat has the greater agility, even though its
"maneuver drive" speed rating is far less than the Queen Mary's.

    Page 88, Passive Energy Pinpoint Table (correction): The
table at the top of the second column on the page is mistakenly
labeled as "Passive Energy Scan Ability", and should instead be
labeled "Passive Energy Pinpoint Ability".

    Page 92, Sensor Operation Tasks (correction): The word
Difficult is incorrectly used in the sensor task for locating a
target (on the bottom of the left column). The word should be
(Difficulty), meaning a variable difficulty is used on this task.
The referee notes for this task explain how to arrive at the proper
difficulty level by using the starship's UCP.

    Page 94, DMs for Ship Damage Tables (revision): Change
the wording of the sentence that says "If the weapon inflicting the
hit has a UCP factor of ..." to read: "If the weapon inflicting the
hit is a spinal mount, apply a DM of +6".

    Page 94, Power Plant-n (clarification): Reduce the UCP
power plant factor of the target vessel by 10% (minimum of 1) for
each -n level hit. For example, the Mercenary Cruiser in the
Imperial Encyclopedia (800-ton displacement) has a power plant UCP
factor of 20/40. A power plant-1 hit reduces this by 2 (10% of 20)
to 18/40. Once the UCP factor is reduced to one half (10/40),
spinal mount weapons (if any) no longer work, and the maneuver
drive rating drops by one half. An additional 5 hits on the
Mercenary Cruiser would render the ship's power plant inoperative. 

    Any additional hits once the inoperative level is reached are
applied at 10% damage against the right-hand value (for the
Mercenary Cruiser, this reduces the 40 on the right by 4 for each
level of power plant hit). If the right-hand number reaches zero,
the power plant is destroyed beyond repair.

    Page 95, Black/White Globes (clarification): Treat white
globes just like black globes, except a ship mounting a white globe
can see out, maneuver, and fire. All other effects are the same. A
black globe that is totally on shows up on enemy sensors as a
"hole" in space. The prudent commander will flicker his black globe
to allow enough emissions from his ship to escape so as to blend in
with background levels and effectively be invisible to enemy
sensors (roll 1D x 10% to determine the flicker rate needed to
currently match local background levels). A shrewd commander will
flicker a white globe for exactly the same effect.

    Page 97, Starship Combat penetration task
(clarification): The task for penetrating a defense in starship
combat is confusing. A clearer way to express the task is:



    To penetrate a defense in starship combat:
    Difficult, Off=computer size, penetration table DM; Def=computer
size (confrontation)



    Notice the penetration table DM belongs under the offensive DMs
and is added, rather than a defensive DM that is subtracted.

    Page 98, Table 1, Disintegrators (revision): The current
Disintegrator Table makes disintegrators a weapon that is not very
lethal, and (since they are outrageously expensive) not very cost
effective. This was not the intent for these very high tech
weapons. The following table properly upgrades disintegrators to a
much more lethal and cost-effective weapon, as was originally
intended:

        Attacking Disintegrator Factor
        1  2  3  4  5  6  7  8  9  A  B  C  D  E  F
- ---------------------------------------------------
To Hit: 5  6  6  7  7  8  8  9  9 10 10 11 11 12 12

To Pen: Nuclear Damper
- ---------------------------------------------------
   1    2  3  3  4  4  5  5  6  6  7  7  8  8  9  9
   2    2  2  3  3  4  4  5  5  6  6  7  7  8  8  9
   3    1  2  2  3  3  4  4  5  5  6  6  7  7  8  8
   4    1  1  2  2  3  3  4  4  5  5  6  6  7  7  8
   5    0  1  1  2  2  3  3  4  4  5  5  6  6  7  7
   6    0  0  1  1  2  2  3  3  4  4  5  5  6  6  7
   7   -1  0  0  1  1  2  2  3  3  4  4  5  5  6  6
   8   -1 -1  0  0  1  1  2  2  3  3  4  4  5  5  6
   9   -2 -1 -1  0  0  1  1  2  2  3  3  4  4  5  5
   A   -2 -2 -1 -1  0  0  1  1  2  2  3  3  4  4  5
   B   -3 -2 -2 -1 -1  0  0  1  1  2  2  3  3  4  4
   C   -3 -3 -2 -2 -1 -1  0  0  1  1  2  2  3  3  4
   D   -4 -3 -3 -2 -2 -1 -1  0  0  1  1  2  2  3  3
   E   -4 -4 -3 -3 -2 -2 -1 -1  0  0  1  1  2  2  3
   F   -5 -4 -4 -3 -3 -2 -2 -1 -1  0  0  1  1  2  2

    Page 98, Table 3, Tractors (correction): The Tractor Table
is upside down and backwards, and because of this it easier to
penetrate better defenses, which is wrong. The correct table is
given below:

        Attacking Tractor Factor
        1  2  3  4  5  6  7  8  9
- ----------------------------------
To Hit: 5  5  6  6  7  7  8  8  9

To Pen: Repulsor
- ----------------------------------
   1    9 10 11 11 11 11 11 11 11
   2    8  9 10 11 11 11 11 11 11
   3    7  8  9 10 11 11 11 11 11
   4    6  7  8  9 10 11 11 11 11
   5    5  6  7  8  9 10 11 11 11
   6    4  5  6  7  8  9 10 11 11
   7    3  4  5  6  7  8  9 10 11
   8    2  3  4  5  6  7  8  9 10
   9    1  2  3  4  5  6  7  8  9
   A    0  1  2  3  4  5  6  7  8
   B   -1  0  1  2  3  4  5  6  7
   C   -2 -1  0  1  2  3  4  5  6
   D   -3 -2 -1  0  1  2  3  4  5
   E   -4 -3 -2 -1  0  1  2  3  4
   F   -5 -4 -3 -2 -1  0  1  2  3

    Page 100, Table 6, Missile Table (addition): Since the
100-ton missile bay table has been extended, a "D" factor column
needs to be added to the Missile Tables:

         Attacking Missile Factor
          D
- ------------
To Hit:  10

To Pen: Sand or Beam
- -------------------------
     1   11
     2   11
     3   11
     4   11
     5   11
     6   11
     7   11
     8   11
     9   10
     A    9

To Pen: Repulsor or Disintegrator
- -----------------------------------
     1    8
     2    7
     3    6
     4    5
     5    4
     6    3
     7    2
     8    1
     9    0
     A   -1
     B   -2
     C   -3
     D   -4
     E   -5
     F   -6

To Pen: Nuclear Damper or Proton Screen
- -----------------------------------------
     1   11
     2   11
     3   11
     4   10
     5    9
     6    8
     7    7
     8    6
     9    5
     A    4
     B    3
     C    2
     D    1
     E    0
     F   -1

    Also, move disintegrators from the Sand and Beam table to the
Repulsor table. The second table should now say "Repulsor or
Disintegrator".

    Page 101, Starship Damage Tables (correction): Strike the
entry for disintegrators under the interior explosion table.
Disintegrators only use the surface explosion table, which may give
an interior explosion as a result. The surface damage table is the
only way disintegrators can end up rolling on the interior
explosion table.




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-------- TML Message #183 --------

Subject: Traveller Starship Combat (from rec.games.frp)
Date: 02 Nov 88 18:03:03 PST (Wed)
From: jamesp
Archive-Message-Number: 183



Here's some forwarded Traveller traffic from rec.games.frp.  Anyone out
there have alternative combat mechanisms?

James

 _	___
| |    / _ \   James T. Perkins, jamesp@dadla.la.tek.com, (503)629-1149
| |__ | |_| |  Tektronix Logic Analyzers, DAS System Software, Disk Services
|____||_| |_|  MS 92-725, PO Box 4600, Beaverton OR 97075

This package is sold by weight, not by volume.  Some settling of contents may
have occurred during shipping and handling.

- ------- Forwarded Messages

Article: 7518 of rec.games.frp
Path: teklds!tektronix!uunet!seismo!sundc!pitstop!sun!decwrl!labrea!rutgers!ukma!nrl-cmf!mailrus!umich!neti1!ejd
From: ejd@neti1.uucp (Ed Driscoll)
Newsgroups: rec.games.frp
Subject: Traveller Starship Combat
Keywords: Traveller
Message-ID: <165@neti1.uucp>
Date: 26 Oct 88 20:07:13 GMT
Distribution: usa
Organization: NETI, Inc.
Lines: 20

I'm in the process of redesigning the Traveller starship combat
rules for an upcoming campaign.  The rules given in the basic
3-book set are playable, but not nearly detailed enough.  I would
at the very least like to add in some maneuvering rules to give
it more of a classic dogfight-in-space flavor.

I've read the High Guard rules a few times and found them all
but incomprehensible.  At best, they seem cut out for mass
engagements and not very well-suited to small scenarios.

Is there anyone out there who has a reasonably detailed yet 
playable set of rules for small-scale starship combat?  If so,
would you be so kind as to post or email them?

I'd also be interested in references to published material on
the subject.

Many Thanks,
Edward J. Driscoll
( ...umix!neti2!ejd )

- ------- Message 2

Article: 7536 of rec.games.frp
Path: teklds!tektronix!uunet!ncrlnk!ncr-sd!hp-sdd!hplabs!ucbvax!pasteur!cory.Berkeley.EDU!jchou
From: jchou@cory.Berkeley.EDU (James Teh-Tsuey Chou)
Newsgroups: rec.games.frp
Subject: Re: Traveller Starship Combat
Keywords: Traveller
Message-ID: <6979@pasteur.Berkeley.EDU>
Date: 31 Oct 88 09:42:38 GMT
References: <165@neti1.uucp>
Sender: news@pasteur.Berkeley.EDU
Reply-To: jchou@cory.Berkeley.EDU.UUCP (James Teh-Tsuey Chou)
Distribution: usa
Organization: University of California, Berkeley
Lines: 41

In article <165@neti1.uucp> ejd@neti1.uucp (Ed Driscoll) writes:
>I'm in the process of redesigning the Traveller starship combat
>rules for an upcoming campaign.  The rules given in the basic
>3-book set are playable, but not nearly detailed enough.  I would
>at the very least like to add in some maneuvering rules to give
>it more of a classic dogfight-in-space flavor.

I am also trying to redesign the rule.  They are too abstract and
simplified for my taste. 

Dogfight?  I don't think you are going to do much dogfighting with
these kind of weaponry and speed.  When you get into a range where
you can dogfight, it's within visual range- and with the kind of weapon
you have, it's suicide.

>I've read the High Guard rules a few times and found them all
>but incomprehensible.  At best, they seem cut out for mass
>engagements and not very well-suited to small scenarios.

True, and there's too much obsolete baggage from the old traveller.

>Is there anyone out there who has a reasonably detailed yet 
>playable set of rules for small-scale starship combat?  If so,
>would you be so kind as to post or email them?

I am in the process of designing one- and it's pretty drastic.
I am drawing materials from Harpoon- the naval wargame. 
I am throwing away factors and missles- they are ridiculous.
I am emphasizing on sensors/EW since the one with the first shot
is going to have huge advanage with these kind of weapons.
I am trying to base damage on points.

>I'd also be interested in references to published material on
>the subject.

Try Traveller 2300's Star Cruiser.  It's not Traveller competible,
but it got some useful ideas.  

>Many Thanks,
>Edward J. Driscoll
>( ...umix!neti2!ejd )

- ------- End of Forwarded Messages

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-------- TML Message #184 --------

From: (Larry Smith) lsmith@apollo.com
Date: Thu, 17 Nov 88 13:51:41 EST 
Subject: Jump Gates
Archive-Message-Number: 184



I like the idea of jump gates, they make starflight easier in civilized
areas without making it so in not-so-civilized areas.

I like this interpretation:

    Any vessel can enter a jump gate.  If it has no jump drive, the
    distance it will travel will depend on the gate's jump rating.

This rule lets player start out with a non-jump ship without requiring
them to do all adventuring in one star system.  It makes the "entry cost"
for civilized-area adventures less (important if no one mustered out
with big bucks or a used ship) and gives them a chance to build up some
bucks for an upgrade to jump capability.

    If a vessel primed for jump enters the gate, the NET jump will be
    the vessel's jump rating, PLUS the gate's jump rating PLUS 1.

This lets a gate function as a "first stage" to kick a starship out
farther than it could get on its own, and thus deeper into adventure.

It also makes retreat a somewhat lengthier affair, since two jumps
(at least) will be needed to get back.  The plus 1 added above gives
a bit of an inducement to use the double jump field, since you will
likely get further than with two separate jumps.

If you want the jump-6 limit to still hold, we can assume gates are
limited to jump-5.  The net effect goes like this: the gate jumps the
ship to its destination (1 week) and as the ship materializes at the
destination, and before the jump field from the gate collapses, the ship
jumps again, using residual energy of the collapsing field.  The ship
"stutters", jump-1 (another week) and finally the ship's normal jump
(three weeks total.   The net effect maxes out at jump-12, (jump-6
ship approaching jump-5 gate) which takes 3 weeks, and costs just less
than two jumps of jump-6 (two weeks) in a jump-6-equipped starship.
At that limit, effectiveness is a judgement call.  Below the limit,
(say, jump-3) the gate's effectiveness is plain.

Of course, the players will find a bill waiting for use of the gate when
they get back.  Or maybe you charge them as they approach.
    

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- TML Message #185 --------

Date: 21 Nov 88 10:03:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Re: Jump gates
Archive-Message-Number: 185



I've been catching up on the jump gate discussion, and I'd like to add a few
points.  First, the original proposal would be least likely to seriously
effect game balance.  If the gates increase the range of a jump-capable ship,
or make it possible for ships without J-drives to jump, J-drive ships would
vanish from the main trade routes as quickly as jump gates were established.
The cost savings from a smaller (or no) jump drive are too much for Tukera,
et.al. to pass up.  I do think, however, that they should not be available 
before tech 15.

Secondly, I think payment would certainly be made *before* the jump.  It's
too easy to vanish in the depths of space to risk any other means of payment.
If the cost to build the gate is low enough, and the company that develops them
is in the shipping business, however, then they might prefer not to allow
anyone else to use the gate.  It might be enough of a competitive advantage 
to justify the expense.

On the subject of control, it seems that the jump *must* be controlled by
the more capable computer at the gate station (heh, heh).  This also adds a
handy way to waylay characters that have upset the local megacorporation,
as well as a way to direct them where the referee wants them.

Overall, I find the idea interesting, but I'm not sure I'm ready to add
them to my game.  If anyone decides to playtest these, I'd like to hear
about the results.

- --------------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------------


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- TML Message #186 --------

Date: Tue, 22 Nov 88 09:59:16 PST
From: (Brad Post) bpost@violet.berkeley.edu
Subject: Traveller PBEM
Archive-Message-Number: 186





Hey guys and gals,
	Anybody interested in a Traveller PBEM?  I'll use the new Mega Traveller
rules for creating characters, but I'll use the old rules (modified a little) to
do the rest of the work.  I will run one, if I get enough responses, from now until, May '89.  Turns will run about once every 7-14 days, and you need not 
know that much about the game.  I have no set limit on the number of players,
but I will make one, after I get all the responses.
	For now, just mail me a character, from MegaTraveller Rules, and your
address.  And hopefully we will be playing soon.

PS: I will allow you to have the enhanced characters from the MegaTraveller
    rules, but they can only be 30 yrs old (max).

PPS: If you don't have the new MegaTraveller rules, use the old ones.


********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@volet.Berkeley.Edu       |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #187 --------

Date: Fri, 2 Dec 88 00:35:29 PST
From: doc@crash.cts.com (Mitch Evans)
Subject: Howdy!
Archive-Message-Number: 187


Howdy!

I have a hybrid game of Traveller and FTL 2448 running on my sytem, and I
am in need of players.  We have 4 so far, and I need 3 more.  If you are
in the San Diego area (or can call it via PC Pursuit), and would like to 
play, call The Dream Clinic at 670-9522 (300-1200-2400, 24hrs per day, 7
days per week, ANSI and normal ASCII available).  Thanks!
 
						Doc

sa

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- TML Message #188 --------

Date: Sat, 3 Dec 88 18:48:59 PST
From: hplabs!ucbvax!violet.berkeley.edu!bpost@tektronix.UUCP (Brad Post)
Subject: PBeM -- Turn #1
Archive-Message-Number: 188



Date: 132-1117
Place:  onboard the Free Trader Ulysses, in Jump Space

In the Passengers' Common Room:

	A man, in his late twenties, but showing the wear on his face of a 
thirty-four year old, calls for attention.  You all are sitting in the G-
cushion chairs around the room, looking over the situation.  He introduces
himself as Captain Jordan Moray, owner of the Free Trader Ulysses.  "I'm glad
to see so many people able to make the journey, and before I go asking your
permission to know your names, I'll inform you all on our destination.  As 
you know, we have just left Pysadi (in Rhylandor Sub Sector of Spinward 
Marches), and are heading for Aramanx.  Now this is a standard two week 
journey, and if any of you are familiar with the navigation of a starship, you
realize that we are going to have to make a second jump to get to our
destination.
	Now for easiness, and quickness of the journey, my Navigator, Erekosse
Wildantor, has picked a refueling stop at Lewis.  There is a Gas Giant where we
can refuel quite easily, in about four or five hours, and then be off to Aramanx
.  If you wish to see the data on Lewis or Aramanx, you can use the terminal
right over there."  He points to a sitdown, old fashion, video display terminal
in the corner of the room.  "Now if you would all do me the honor, I would like
to know your names, and let's start with . . . you miss."  
	A five foot, seven inch tall brown haired lady, looks around, and then 
says, "Well my name is Samantha, and I used to be in the Scout Service."
	"And why are you journeying with us, if I might ask," says the Captain.
	"Oh, I'm just going to see a friend who used to be in the service with 
me.  I haven't seen him in almost 6 years."  She looks to be maybe thirty-two
at the most, and in prime condition.
	"Next," says the Captain.
	"My name is Erc Haven, and I'm retired from the Navy.  I just happen 
to be spending my retirement pay visiting as many worlds as I can."  He is 
a well built man, in his mid thirties.  He stands at least six feet in height,
with sandy-blonde hair, and a build that would make Arnold Schwartzanieger 
proud. (I think I misspelled Arnies' name :-)
	"And you sir," the captain points to a man sitting at a Hologame.
	"Me, well . . . my name is Steven Cortland, ex-Marine.  I'm just trying 
to find some place to settle down, and I'm hoping that Aramanx is the 
place for me."  Steven has red-blonde cropped hair, military style, with a 
mustache.  He stands about five-eleven, adn has a medium build.
	"Before you ask," says the man sitting with two other men around the
3-D chess board, "My name is Robert Riechten, and I'm on a buisness trip for
a clothing manufacturer.  In fact, you have some of my clothing onboard." 
Robert is as average as they come, except for the scar on his neck that runs
from his left ear to the center of his throat.
	"I'm Charlie," says the man sitting opposite Robert, "me and Dan here,"
pointing to the man on his right,"are computer experts who have a job on 
Aramanx.  We work for the BSP corporation, we design both ship and personal
computer software."
	"Hi, I'm Dan," says the man to the right of Charlie.
	"What about you two," says the Captain to two men sitting reading 
magazines.
	"I'm Moe," says the black haired one, "and this is Curly," pointing to
the man on his right, "and that's all you need to know."
	"Right, well I hope you all have a pleasant first day with us, and I
hope the rest of the journey will be quite pleasant.  I must ask that if you 
wish to go on a tour of the ship, or just roam around, you call us on the
intercom besides the door next to the stairs.  Other than that, lunch will 
be served in three hours."


- ---well this is the beginning, what are you going to all do

Note:
	All of your weapons (i.e. pistols, rifles, blades) are in the ships'
locker, if you wish to have smuggled one into your stateroom, ask me with 
your response

PS:  Respond by Dec. 14, so I can do the next turn before my break, on
     the 17th. 


********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@volet.Berkeley.Edu       |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
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-------- End of TML Messages --------

