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Date: Wed Apr 10 21:00:11 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #181: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2255  03-Apr-91 sfellows@slate.Mi Hydrogen Explosion << I am not following the 
2256  04-Apr-91 Marc Alexandrovic Richard's Trivia Question - << > Killer trivi
2257  04-Apr-91 SULAIMAN@ecs.umas Adjutant Vehicle Designs << I have their firs
2258  04-Apr-91 George William He Proposed Waterfaring Craft Design Rules (LONG
2259  05-Apr-91 C450160@UMCVMB.MI Alot of TidBYTES... << [Mea culpa, I reformat
2260  09-Apr-91 Dave Johnson      Sysgen4 queries << Hi, I was messing around w



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



Archive-Message-Number: 2255
Date: Wed, 3 Apr 91 15:03:47 -0700
From: sfellows@slate.Mines.Colorado.EDU (FELLOWS STEVEN B)
Subject: Hydrogen Explosion



I am not following the PBEM, but as for hydrogen explosions I do know that if   
you mix oxygen with hydrogen you will get a rapid exothermic reaction 
(an explosion).



Since you are human, that would mean that you do have oxygen supplied on 
board.  It does not need to be pure oxygen but the same misture as we breath
(79% N2  21% O2).



Now lets talk Traveller:  How would you produce a fusion explosion?



Well, I am not all that familar with fusion, but what if you had a small fission
fission reactor, thus able to produce deuterium and tritium.  Release the 
mixture in a small sphere, containing the heavy hydrogen at a high pressure:
say a few GPa.  Then fire a high energy laser beam at the sphere, thus produciu  ing
enough energy to activate fusion.  Would this produce fusion?  Maybe....
The real question is how much energy would it release?



Now for another thought, what if you planted a large bomb on a vessel that would
fire a high energy laser into the fuel tanks?  I doubt fusion would occur, be   
because less than 0.01 % would be heavy hydrogen.




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


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



Archive-Message-Number: 2256
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Thu, 4 Apr 91 00:25:42 PST
Subject: Richard's Trivia Question -


>  Killer trivia question: Why is it that all of the very best game
>material is delivered in private, between two or three characters,
>rather than publicly?

 

 

  Otherwise it would be absolutely NO fun trying to integrate a whole
collection of ragtag out-of-syncers and the PBEM would blossom and grow
and swamp Richard completely and Richard would collapse and PBEM would
die and we all know it and are not allowing it to happen despite the most
fond raving and our own very special desire to increase the interest in
this PBEM, which has been brought to you by Richard.
 

  I hope you can all read the statement above...

 

+----------------------------------------+-------------------------------+
|eMail: mav@lizardo.huji.ac.il           |      Linguists do it cunningly|
|Dept. of Linguistics                    |                               |
|Hebrew University                       |VP -> V {VP|NP|AdjP|AdvP|PrepP}|
|Mt. Scopus                              |                               |
|Snail: P.O.B. 23114, Jerusalem, Israel  |   Gramaticians do it correctly|
+----------------------------------------+-------------------------------+

P.S. hehe



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


Archive-Message-Number: 2257
Date: Thu, 4 Apr 1991 19:01 -0500
From: SULAIMAN@ecs.umass.edu
Subject: Adjutant Vehicle Designs

I have their first three books namely Ground Vehicles, ACV and 
Aircraft. The designs are based on Striker not Megatraveller. As far as I
can tell all vehicles/craft etc are built at TL15. All heavy weaponry is
MD or CPR guns. The reason given being their cheapness. However I tend to
disagree with that as i think it is hard to hit flying grav vehicles
with CPR rounds fired from ground level. All the vehicles seem to be 
designed with the thought that grav vehicles will be rare if any and will
be used in the CAS role. Interesting stuff. However they seem to know
a lot about CPR rounds and they have all sorts of neat rounds like APERS
and FAE rounds etc. 

Overall well done. If you play in a 2300AD type Megatraveller with no
antigrav then this is a great value. Otherwise they are good for their
excellent art.


Ameer Sulaiman.

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

Archive-Message-Number: 2258
Date: Thu, 4 Apr 91 23:38:09 -0800
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: Proposed Waterfaring Craft Design Rules (LONG)





WATERFARING CRAFT DESIGN SYSTEM
George William Herbert 3-27-91 thru 4-1-91
[note: this entire work is copyright to it's author and may not be used except 
for personal use or reproduction.  As it eventually is intended for 
publication, please don't abuse this early look...thanks]

 

***notes***

I need to fix table numbering (speed moved to Rating/Evaluation section)
The length table is only partially filled in...

***unix notes***

Some of the tables (and a few lines) are misformatted due to transfer problems.
If you have any questions, ask.  (they should be obvious, even if not lined up)



INTRODUCTION

	Humaniti's progress in transportation technology has reached a 
number of plateaus over the millenia.  Currently, the highest reaches of 
Imperial technology are found in its starfaring vessels.  But these are often 
overshadowed in importance by other craft: small craft, atmospheric 
vehicles, and sometimes waterfaring craft.  As a Naval Architect, I'm proud 
to present these rules for designing waterfaring craft in MegaTraveller.  
They cover designing displacement-based watercraft, surface and 
submersible, including Hydrofoils.  For hovercraft and grav vehicles, refer 
to the basic design charts.

	Waterfaring craft (Ships and Submarines) have a number of 
advantages in low (and even mid and high) tech societies: reliability, cost, 
and size.  While ships may be sunk, much less effort is required to crash an 
airplane or grav vehicle.  Also, ships with broken engines usually have 
plenty of time to fix them.  Aircraft tend to just crash...  Even the lure of the 
sea still remains a pull to some.

	These rules are a variation on the Referee's Manual basic 
vehicle design system.  As a variation, they use the same form and many of 
the same elements as the basic system.  You must be familliar with the 
vehicle design system to use the Waterfaring Vehicles rules.

	Note that these rules can just as easily be used for vessels in 
Liquid Methane seas, liquid Mercury, or whatever fluid you can find to 
want to use.  (Refereee's, here's your lead in for 'Methane Pirates of Planet 
X...')  In non-water seas, the changes for the rules are noted.  As a handy 
reference, the relative densities for some other possible/common liquids 
are listed here (as well as if they are cryogenic):

 

TABLE 1: Liquid Densities/Specific Gravities
	Liquid Hydrogen: 0.07 (Cryo)
	Liquid Helium: 0.09 (Cryo)
	Peterochemicals (Oils): 0.7 - 1.05
	Liquid Methane: 0.28 (Cryo)
	Water: 1.0
	Mercury: 13.5
	Liquid Nitrogen: 0.81 (Cryo)
	Liquid Oxygen: 1.14 (Cryo)
	Alcohol: 0.8

	

0. OVERALL DESIGN 

	Waterfaring ships are designed using a modified version of the 
basic craft design rules from the Referee's Manual.   The most significant 
changes are in the Locomotion section, where the speed of the vessel is 
determined, and in the importance of weight.  Waterfaring vessels are 
usually designed from a weight-critical and volume-secondary standpoint, 
different from what most MegaTraveller vehicles emphasize (volume).  
Keep this in mind when you're using these rules.
	Surface Vessels must always way less than their volume in kL.  
Submarines must weigh as much as their volume, when ballasted down.  
Anything that weighs more than its volume for any reason sinks to the 
bottom of the sea, wherever that sea may be.  In non-water seas, multiply 
this allowed weight by the specific gravity of the liquid.  Archimedes 
principle is hard on heavier-than-water vessels.

	 I hope you enjoy being able to add seafaring vessels to your craft 
design reprotoire.

 

1. HULL DESIGN


        Waterfaring vehicles are designed using the normal hull design rules.  
The minimum armour rating guidelines are:
 

Table 2: Minimum Armour
	UCP	Minimum Armour
	50,000+	24
	40,000	22
	30,000	20
	20,000	18
	10,000	16
	5,000-9,000	14
	1000-4000	12
	200-900	10
	20-100	8
	11-19	6
	5-10	4
	4-	2


	Odd sizes are as usual treated as the next largest size.  Hull 
extensions (Turrets or Superstructure) are allowed,as are open topped 
vehicles, but the stability and length calculations are based on the 
unmodified volume.

 

	Submarines use a different formula.  A 'Operational Depth' is 
chosen, representing the deepest that the submarine is capable of diving 
safely.  Divide the Operational Depth by 20, multiply this by the world's 
surface gravity, and determine what the armour modifier (not rating) is for 
that number.  The armour rating corresponding to that modifier is the 
required armour rating, unless the Surface Ship minimum armour is 
greater, in which case the higher value is needed.

	(Depth/20) x g = req'd. armour multiplier

	Submarines also use different rules for hull extensions.  
Submarines are not allowed to be open-topped.  They are required to have a 
hull extension in the form of ballast tanks, and usually have one for a Sail 
(fin sticking up).  The ballast tanks percentage must be between 5% and 35% 
of the hull volume.  This extra volume is unavailable for other purposes.  
Sails may be any size up to 10% of the basic hull volume, and add half of 
their volume to the interior hull.  Both ballast tanks and sails simply 
multiply the base hull cost and weight by the added percentage.  Ballast 
tanks are necessary to allow the submarine to submerge.  When surfaced, 
the tanks are filled with air to keep the sub at the surface.  This added 
bouyancy is released when the sub dives.  Note that the ballast tank volume 
is also the percentage of the pressure hull that may flood without rendering 
the submarine unable to surface.

	Length for submarines is calculated for the volume of the hull 
plus the ballast tanks.  Weight for submarines while submerged should be 
multiplied by 1 + the ballast tank percentage to account for the added water 
in the tanks.  In non-water seas, divide the ballast tank volume 
requirements by the density.

 

	Waterfaring vehicles may use any hull configuration except 
open frame (Config 0) or Irregular (Config 7) or Planetoid (Config 8 and 9).  
Immobile bouyant structures may be Irregular configuration if desired, but 
are not self-mobile (must be towed).  Larger waterfaring vehicles are usually 
Box or Needle configuration.  Submarines are usually Cylinder or Needle 
configurations.  Smaller vehicles can also be found that are Wedge and 
Cone configurations.  Sphere and Dome/Disk configurations are very rare.

	A waterfaring vehicle's loaded weight must be smaller than its 
volume in kL (exception: submarines).  For normal vessels, the mass 
should be within the range shown below, for safety and stability.  Heavier 
vessels have too little freeboard (distance from water level to deck), lighter 
ones are too unstable (tend to be top-heavy).  For seas that are not water, 
divide the fraction shown by the local specific gravity of the fluid being 
designed for.

 

Table 3: Safe Weight to Volume ratios

		Min and Max safe loaded weights 
	UCP	(as fraction of volume in kL)
	5000+	0.15 - 0.75
	1000+	0.15 - 0.66
	100-999	0.15 - 0.50
	25-99	0.15 - 0.45
	24-	0.10 - 0.35 

 

	In addition, when the hull is selected, the Hull Length and the 
Length Speed Factor are determined also.  

        Hull length (Referred to as 'L') also must be determined.  The basic 
length is given below for all UCP values.  If you want to interpolate, the 
basic formula is that hull length is the length of a box with relative 
dimentions 8L*1W*1H and a volume of 4/3 the hull displacement.  
Configuration and Streamlining modify the length as shown:

 

Table 4: Streamlinging Length Modifier
	Streamlining	Length Modifier
	Unstreamlined	x 0.75
	Streamlined	x 1.0
	Airframe	x 1.25

 

Table 5: Configuration Length Modifier
	Configuration	Length Modifier
	1 Needle/Wedge	x 1.25
	2 Cone	x 0.75
	3 Cylinder	x 1.0
	4 Box	x 1.0
	5 Sphere	x 0.33
	6 Dome/Disk	x 0.5

 

Table 6: Volume/Length Table
	UCP	Length
	0.007	
	0.019	
	0.037	3.2
	0.056	
	0.074	
	0.093	
	0.111	5.0
	0.130	
	0.185	
	0.25	6.6
	0.5	
	0.75	
	1.0	10.5
	2.0	
	3.0	
	4.0	
	5.0	
	6.0	
	7.0	
	8.0	
	9.0	
	10.0	22.5
	11.0	
	12.0	
	13.0	
	14.0	
	15.0	
	16.0	
	17.0	
	18.0	
	19.0	
	20.0	28.5
	25	
	30	
	35	
	40	
	45	
	50	38.5
	55	
	60	
	65	
	70	
	75	
	80	
	85	
	90	
	95	
	100	48.5
	200	
	300	
	400	
	500	83.0
	600	
	700	
	800	
	900	
	1000	105
	2000	
	3000	
	4000	
	5000	
	6000	
	7000	
	8000	
	9000	
	10000	225
	20000	
	30000	
	40000	
	50000	384
	60000	
	70000	
	80000	
	90000	
	100000	484
	200000	
	300000	
	400000	
	500000	
	600000	
	700000	
	800000	
	900000	
	100000	1,040

 

2. POWER SUPPLY

	Choose any power supply available from the design charts in the 
Referee's manual.  Note that, as in land-based installations, there is often a 
tradeoff bewteen output and reliability made: If you lower the output power 
of a powerplant by some factor, the maintenance requirements (and 
probability of breakdown) and fuel requirements also decrease by the same 
factor.  At TL7 and below, powerplants often are seen with effeciencies 10% 
or lower than the book values, soley to decrease maintenance costs and 
increase safety.

	In addition, the Solar Cells system has to take into account that 
on planetary surfaces, Night cuts the solar power down to zero.  An 
alternate source must be provided, or the vessel will drift at night (not 
always safe).


	A new type of engine is available, the Steam Engine, at TL 3 and 4.
 

Table 7: New Powerplants
				Fuel
TL	Description	Power Out	Price	 Kl/Hr
3	Basic Steam	0.05	500	0.015
4	Steam Engine	0.10	750	0.015

 

	All steam powerplants weigh 1 ton per Kl and burn hydrocarbon 
fuels.  At TL3 this is usually coal or wood (solid), requiring 1 crewmember 
(stoker) per 10 Kl powerplant (per shift) over and above other crew needs.


	Submarines are a special case.  While submerged, they may not 
in general operate a airbreathing powerplant.  At lower tech levels, 
Submarines normally install batteries (giving limited endurance 
underwater).  Fission power sources solve this problem (as do fusion, and 
fuel cells, which also require Oxygen as per airless worlds rules).  
Submarines also may not operate a Solar Power system while submerged.

 

3. LOCOMOTION

	Surface water vehicles may or may not have a suspension 
(hydrofoil), and all water vehicles must have a Transmission (Propellor or 
similar system).  Using a Hydrofoil suspension changes the nature of the 
final Speed calculation and makes the vessel more vulnerable to 
catastrophic damage from groundings etc.

 

Table 8: Contact Based Hydrofoil Suspension
	(all values per kL of suspension)
Type	Power	Weight	Price (MCr)
Hyd	0.04	1.5	0.05

	Minimum volume of suspension is 5% of vehicle volume.  A 
hydrofoil syspension is optional.

 

Table 9: Contact Based Water Transmissions
	(all values per Mw of powerplant output)
TL	Type	Vol.	Weight	Price(MCr)
3	Paddlewheel	3.0	5.0	0.25
4	Propellor	2.5	2.0	0.25
5	Propellor	2.0	1.0	0.25
6	Propellor	1.5	0.5	0.25
7	Propellor + Elec.	1.0	0.5	0.2
8+	MHD Drive	1.0	0.25	0.15

 

	The TL 3-6 Transmissions are directly connected to the 
powerplant.  At TL7 and above, the system is an electrical 
generation/electric motor system, and the power can be utilized for other 
purpses if the craft is not moving at full speed.

	This transmission is in one or more units (propellor/shaft or 
equiv.).  The maximum power per shaft/propellor unit is the square of the 
Tech Level in MW.  If total installed power is more than this, there must be 
as many shafts as the installed propulsive power divided by the TL squared 
(round up).  

 

4. COMMUNICATIONS

	Communications systems are installed as per the Referee's 
Manual.  The range required depends on the intended range of the vessel 
and the size of the planetary oceans.  A good rule of thumb is that a vessel 
should be able to communicate all the way across the largest ocean it's 
intended to cross.

 

5. SENSORS AND ELECTRONICS

	Sensors are the same as in the Referee's Manual, with the 
addition of the Sonar sensor system.  Sonar comes in two types, 
Active/Passive (pingers and passive sensors) and Passive only (passive 
sensors).  Active Sonar has the same characteristics as a Radar system, but 
with one range band less range.  Passive Sonar ***

 

Table 12: Active/Passive Sonar

	Weight in tons by TL
Range	6	7	8	9
Long	0.5	0.01	0.005	0.001
Very Long	2.0	1.0	0.1	0.05
Distant	5.0	2.0	1.0	0.1
V. Distant	-	10.0	5.0	1.0
Regional	-	25.0	15.0	5.0

Table 13: Passive Sonar

	Weight in tons by TL
Range	6	7	8	9
Very Long	0.1	0.05	0.01	0.005
Distant	0.5	0.1	0.05	0.01
V. Distant	1.0	0.5	0.1	0.05
Regional	-	10	5	1
Continental-	20	10	5

 

Table 12&13 notes:	Sonars have a power requirement of their 
weight in tons.  They cost MCr 1.0 x their weight in tons.  Volume is the 
weight in tons  x 2.


	In addition, a simple depth sounder or fishfinding sonar 
(minimal imaging ability or directionality) is available for one-tenth the 
size and cost of a Very Long range sonar of the same TL.

 

6. WEAPONS

	Waterfaring vessels may have any listed weapons installed.  In 
addition, a new weapon (Torpedoes) are available.  At low TL, Guns are 
favored, with the emphasis changing to Missiles at TL 7, and somewhat to 
Beam Weapons (Lasers) by TL 8 to 9.  Waterfaring Craft may mount any 
starship (hardpoint) weapons, with the same restrictions as other craft.

 

	***torpedoes***

	Note that underwater explosions are naturally tamped by the 
surrounding water.

 

7. SCREENS

 

	All standard screens may be installed.  In addition, three new 
screening devices are available for sound screening.

	Anaechroic Coatings are a passive hull coating available for any 
size hull.  They reduce the sound signature by  x 0.5, and weigh 0.01 ton per 
KL of vehicle.  They cost MCr 1.0 per ton.  Anaechroic Coatings are 
available at TL 8; early coatings ( only reduce signature by  x 0.75) can be 
found at TL 7 for the same size and cost.

	Bubble Screens are active equivalents of Anaechroic coatings.  
They also reduce the sound signature by  x 0.5, and weigh 0.025 ton per KL 
of vehicle.  They take 0.1 MW power per ton and cost MCr 1.0 per ton.  They 
are available for any surface ship except hydrofoils at TL7.

	Noisemakers are decoy bouys, at lower TL's simply bubble and 
sound generators, by TL9 they include sonar jamming electronics.  A 
noisemaker launcher costs MCr 0.05, takes 0.1 KL volume, and weighs 0.1 
ton.  Noisemakers are MCr 0.05 each, and require 0.05 KL and weigh 0.05 
ton.  Noisemaker effectiveness is dependent on TL.

 

8. BRIDGE
	As Referee's Manual.  Until TL 8, waterfaring vessels don't 
usually use a computer for controlling more than Sensors, Screens, and 
Weapons.   Also, most vessels don't need more than basic environment, 
and never (except Chemical/Biologically sealed) need more life support 
than the world's environment demands.  Lights and heat usually suffice, 
and except for passenger vessels, are usually fitted only to operations areas 
(not cargo areas).

 

9. ACCOMODATIONS

	Waterfaring Craft use the standard accomidations rules.  
Subordinate craft may be carried as shown below.

	Carrying subordinate craft requires three elements: hangars, 
elevators, and a flight deck.

	First, there must be hangar space for the vehicles.  For grav or 
other Referee's manual designs, use the listed subordinate craft volume 
requirements.  For COACC aircraft, fixed-wing aircraft require 60 KL per ton 
of design weight, and folding wing aircraft (and helocopters) require 40 KL 
per ton.  Other watercraft require the same as Referee's manual listings 
(dependent on size), and don't need elevators or a flight deck.  Land 
Vehicles also don't require a flight deck or elevators, but do need some way 
of being landed.

	Second, there must be elevators to move the vehicles from the 
hangar to the flight deck.  They are not required for vessels with a less-
than-total flight deck.

	A flight deck is where actual flight operations take place.  It may 
have any area up to (maximum) 0.15 x L^2 (one sixth L squared).  
Minimum area is the largest of 20 % of hangar volume (in meters square 
per Kiloliter) for the largest helocopter aboard, 15% of hangar volume of 
the largest VTOL aircraft aboard, 10% of the hangar volume of the largest 
grav vehicle aboard, 100% of the volume of the largest STOL aircraft aboard, 
or 200% of the hangar volume of the largest normal takeoff aircraft aboard.  
STOL and normal aircraft need that much space to take off and to land.  A 
single deck area may do both, but not at the same time.  Dedicated carrier 
ships often have seperate launch and landing facilities for aircraft.

 

10. FUEL

 

	Evaluate the fuel needs and cargo as per the Referee's Manual.  
Normal fuel needs are determined by determining speed at 0.75 max power,  
dividing required range by this speed, and multiplying by fuel usage.  A 
safety factor of 25% is normally added.  Some military vessels will have an 
endurance requirement in days or weeks rather than required range.

 

WATERFARING VEHICLE DESIGN EVALUATION

 

	After going over the design carefully, the vehicle Universal Craft 
Profile is generated from the design.  The UCP for watercraft is slightly 
different than for other vehicles, the exceptions being noted below.

 

CraftID
	Watercraft type codes are preceded by 'SW' for Surface 
Watercraft or 'SS' for Surface Submersible or submarines.

 

Hull
	List the normal hull data, and additionally include the hull length.

 

Power
	As normal vehicles

 

Locomotion
	List the power-to-weight ratio and the loaded and unloaded 
cruise and maximum speeds.  Cruise speed is speed at 0.75 maximum 
powerplant output.  Speed is determined as shown below.

        The speed of a ship depends on its hull length, it's power to weight
ratio, and a factor of how 'fat' (bulky or wide) the vehicle is.  The speeds 
listed below work for all speeds that watercraft are practical.

	The formula for determining speed is:
	Speed(kph) = (LF/g) + PWR - (W/L)/50g

	For Hydrofoil vehicles, this is 
	Speed = 2 x PWR - (W/L)/50g

with a minimum resulting speed of twice the hull's LF.  Hydrofoils slower 
than this cannot get 'foilborne' and lift out of the water.


	For submerged Submarines, the formula is
	Speed = 2 x (LF/g) + PWR - (W/L)/50g

 

        Definitions:

                L=hull length in m 
                LF=hull Length Speed Factor of the ship (see below)
                P=ships' power, in kW (power in MW x 1000)
                W=ships' weight in metric tons
                PWR=Power Factor, depends on power to weight ratio (see below)
                g=local gravity in G's

 

	The Length Speed Factor ('LF') depends on the hull length.  It is
tabulated below:

 

Table 10: Length Speed Factor

	Hull Length	LF
	50+ m	L/10
	25-49 m	0
	15-25 m	-3
	8-14 m	-6
	7- m	-10

 

        The Power Factor ('PWR') is a direct function of the power to weight
ratio.  Multiply its powerplant output (in megawatts) by 1000 to find power
in kW.  Divide this by the loaded weight of the ship in metric tons to find 
the power to weight ratio.  Look up the corresponding PWR factor on the chart
below.

 

Table 11: Power Factor
	P/W	PWR
	0.033	2
	0.066	4
	0.15	6
	0.30	8
	0.45	10
	0.55	12
	0.67	14
	0.85	16
	1.20	18
	1.75	20
	2.40	22
	4.50	24
	7.50	26
	11.0	28
	14.5	30
	18.0	32
	21.5	34
	24.0	36
	27.5	38
	31.0	40
	35.0	42
	40.0	44
	50.0	50
	70.0	60
	90.0	70
	110.0	80
	130.0	90
	150.0	100
	175.0	110
	200.0	120
	225.0	130
	250.0	140
	275.0	150
	300.0	160
	325.0	170
	350.0	180
	375.0	190
	425.0	200

	higher speeds are impossible with floating ships.

 

 

Commo

 

	List all installed communications systems.

 

Sensors

 

	As Referee's Manual, but add Active Sonar Scan, Active Sonar 
Pin, and Passive Sonar Scan and Pin (if Sonars are installed).

 

	Active Sonar Scan: Active sonar scan difficulty is listed below:

Table ??: Active Sonar Difficulty
	Range of Sonar	Difficulty
	Long	Formidable
	V. Long	Difficult
	Distant	Difficult
	V. Distant	Routine
	Regional	Routine

 

	Active Sonar Pin: Same difficulty as Active Sonar Scan

 

	Passive Sonar Scan: The difficulty level for locating vehicles 
passively with sonar is listed below:

 

Table xx: Passive Sonar Scan
	Sonar Range	Difficulty
	Long	Formidable
	V. Long	Difficult
	Distant	Difficult
	V. Distant	Routine
	Regional	Routine
	Continental	Simple

 

	Passive Sonar Pin:  Passive Sonar Pin is one level more difficult 
than Passive Sonar Scan.

 

Off

	List all weapons as normal, including any Torpedo launchers.

 

Def

	List all defenses, including anaechroic coatings, bubble screens, 
and noisemakers (if installed).  For computing Defensive DM, Agility is 
effectively the top speed in KPH divided by 35 (round up) minus the Target 
Size DM (minimum Agility=0).

 

Control
	As normal

 

Accomm
	As normal

 

Other
	Add the AcousticSig signature value to the ratings.  The 
Acoustic Signature is determined as follows:

 

Table yy: Acoustic Signature
	Power Plant Output	AcousticSig
	Over 10 MW		Strong
	1 to 10 MW		Moderate
	0.1 to 1 MW		Minimal
	Under 0.1 MW	Faint

 

	Anaechroic coatings and bubble screens reduce the effective 
Power Plant output for purposes of determining the Acoustic Signature.

 

 

SPACECRAFT IN THE WATER

 

	There are several references to using spaceships as submarines 
and other watercraft in various places in MegaTraveller.  Most importantly, 
the safe operational depth must be determined for subsurface operations.  
To find this, multiply the armour modifier corresponding to the vehicles' 
armour rating by 15, and divide by the local surface gravity.  This is the safe 
operating depth in meters.  A normal starship hull (armour 40) is thus safe 
at up to 495 meters depth.  (This is slightly less than purpose-built hulls.  
Spacecraft, while strong enough, tend to have weakpoints in airlocks and 
sensors and turret connections that lessen the safe depth.)

 

	Second most important is determining the operating speed.  Due 
to excessivly bad hydrodynamic properties, spacecraft use the following 
formula to determine in-water speed:

 

	Speed = PWR * 0.5  (surfaced and underwater equal),
	with PWR in this case being determined by using the gravitic 
power (Grav modules or Thrusters) or Rocket thrust in tons.  Other 
propulsive systems are nonfunctional underwater.

 

	Note that it's quite possible to exceed the high end of the PWR 
system.  You may either treat this as a hard limit or extrapolate the table.  In 
either case, the vehicle has become very, very noisy, and is automatically 
detected on every available sonar system (and may be tracked visually on 
the surface if submerged).  Running at these speeds is usually less subtle 
than running on the surface, and to be avoided unless, for instance, there's 
a MK 48 torpedo about to test your hull armour's manufacturers guarantee.  
(Note that heavyweight torpedoes at TL7, with a 1 ton warhead, will breach 
armour 40 and leave a 1-meter plus hole, a fact not lost of several of my 
players who tested the high end of this speed range for exactly that reason 
once...)

 

	Entering the water is safely done at speeds under 50 KPH.  If you 
touch down faster than this, the pilot must make a difficult piloting roll 
with a negative DM of the speed divided by 50 or suffer damage to the 
vehicle.

 

NOTES

 

	A few random comments about these rules and about 
waterfaring vehicles and activities.

	Remember that a submarine must weigh as much as its hull 
volume in KL to be able to submerge.  Several previous forays into 
watercraft in MegaTraveller have forgotten this basic fact and designed 
unsinkable submarines.

	How much deeper than Operational Depth may a submarine 
actually go before it implodes?  I've used the US Navy 66% criterion 
(Operational Depth is 66% of the calculated crush depth), so theoretically 
you can go 50% deeper than operational.  Submarines are normally test 
dived to 20% deeper than operational.  Any further than this and the 
referee can start rolling their favorite accident system rolls for hull collapse.
Damaged hulls often will fail at much shallower depths.

 

SAMPLE WATERCRAFT DESIGNS

 

TL 8 Guided Missile Destroyer 'Admiral' class

 

 

 

TL 7 Peteroleum Tanker 'Valdez' class

 

 

 

TL 7 Aircraft Carrier 'Gulf' class

 


.



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



Archive-Message-Number: 2259
Date: Fri, 05 Apr 91 10:05:13 CST
From: C450160@UMCVMB.MISSOURI.EDU
Subject: Alot of TidBYTES...



[Mea culpa, I reformatted this message so that words weren't broken over line
boundaries.  Guess I should've become a writer rather than a programmer, huh?
- - -- James]



Fellow Travellers,

I am in need of your thought provoking input on a number of MT questions.  Let
me state that I am using the first editon/printing of the MT rules, thus some
of these "problems" may be solved and I don't know about them.  Now, where to
begin...



1) Personal Combat - I've resently started running a traveller campaign and
this is the first time that I have used the new MT rules.  I've worked through
all the changes that have occured and thought I was ready to move into the new
age of traveller, then I had to deal with personal combat.  Traveller was kind
to PC with the combat system before, But NOW...  I can't kill anybody without
High Energy Weapons...



I try to keep the military related gear out of my players hands... that gear
is for the active duty types.  They went along with that fine, so everyone got
cloth armor ship's jumpsuits...  No problem, until the first firefight.  Since
I keep the lid on Military gear, most opponents have lower level stuff too...
That when we found out that SMGs,Shotguns and Advance Combat Rifles CANNOT
penetrate even "lowly" Cloth armor.  I was stunned.  Topping that feat is the
TL14 Vacc suit which will stop anything short of a Gauss Rilfe, ARL or LAG AP
rounds...  Even when you hit with these, most damage will be disapated...  I
can see the headlines now...  MAN IN VACC SUIT TAKES ROCKET TO THE CHEST AND
LAUGHS.  Now I can live with all the hand waving and scientific slips that
occur for game sake, but NO DAMAGE without Penetration...  I know the 10%
rule, but thats for uncovered areas only... a vacc suit covers all...



Slug thowers are and will be one of the most widely used weapons.  Kinetic
energy is the easiest way to convey killing power.  Defensive technology will
keep pace.  This all equates to a police nightmare.  Thank god my players are
not all running around in combat armor or battle dress.



2) Personal hit locations - If we start to consider partial armor covering, as
the 10% rule seems to, why not use a hit location chart ala Aftermath.  I'm

interested in your oppinions on this, if you use a system and how you work it

out.



3) Rates of Fire - Did they forget about this all together? Sure there is the
rapid fire rules, but you empty your clip and the auto fire rules cover only
fully automatic fire.  I'm sorry...  I may not be a marksman but I have fire
both pistols and long guns before.  With a 9mm Barretta (a traveller
autopistol) I can aim and fire off 2-3 rounds in a 6 second period of time
accurately.  At this rate it would take 30 seconds to empty my clip, but I am
firing at multiple targets also.  A submachine gun only firing 1,3 or 30
rounds in a combat round...  I don't understand.  With this system an antique
Blunderbuss (one player has one), a revolver, an autopistol, a SMG, an ACR and
A VRF Guass Gun all fire ONE round every 6 seconds.  What was Marc Miller
thinking about here...



4) Starship Hijacking - with the new rules about ship computers, this option
becomes almost impossible.  No real critisism, but I would like to here how
you pull this caper off.



5) Starship combat rounds - 20 minutes... ummmmm...  I'm sure that alot could
be occuring in that time.  I realise that the distance can be so great, but
modern naval combat takes place at much longer ranges than that of WW2 combat
and things move faster now.  I use 1 minute rounds and throw the movement
scales out the window.  I'd like to know what you do.



6) High Tech Gear - I've got a number of player's reading GURPS Ultra tech and
asking for conversions.  I agree with most of the stuff, but some things that
make sense just don't work.  For example, construction cement.  I figure that
by TL 15 there would be some form of quick drying polymer that would be used
as material for roads, walls, etc. that is as strong, if not stronger, than
concrete.  Now my players want to use this stuff as bulkheads in there ship.
If the get boarded by bad guys (good guy to me), they just start pouring this
stuff down the halls to the bridge and engineering, thus sealing out the
enemy.  How do you deal with logical technical advances that could throw the
system out of whack.  Its the traveller equivelent of the +5 Holy avenger/rune
blade/sword of sharpness.  ..  HHEEELLLLPPPPP....  See reference to question 4



7) Imperial Law Level - As I have stated, I keep the military gear in the
hands of the military when and where ever possible.  I know that there are law
levels for the member worlds, but what if any, law level do you aply to
imperial space.  I know that every imperial marine force commander has
nightmares about garrisoning a starport that allows civilian merchants to arm
their security men with battle dress and FGMP-15s.  And should civilian ships
be allowed to mount meson/spine mount weapons?



8) True Speculative Cargo - The trade and commerce section deals with
speculators buying and selling cargo, but the cargo bought is only supposed to
go to the world where the ship is going.  With this in mind, the minimum
resale price any good merchant captain will get is 90% of its selling price (2
on dice+4 Broker +any Bribery).  What happend to the "What do you mean, you
don't want 10,000 snow cone machines... this is a desert planet you idiot".
I've got players wanting to buy TL15 household items, with replacement parts,
to sell on any given TL11 -14 world.  How do you deal with this problem.



I must state that my campaign is running in 1113 pre-rebellion.  I would like
to see TDR replies.  Enough rambling...



Mike Finn

c450160@umcvmb.missouri.edu



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



Archive-Message-Number: 2260
From: Dave Johnson <D.M.Johnson@newcastle.ac.uk>
Subject: Sysgen4 queries
Date: Tue, 9 Apr 91 16:52:20 WET DST



Hi,

        I was messing around with sysgen4 the other I was wonder what the
formatting commands the detprint produces are. Could some one help me please
I have been porting it to the ST and have had no problems. Now I am just making
it ST specfic (GEM windows etc etc etc), because I felt like it. (I must be
crazy). Any way if any one could tell me what the format commands do I would be
grateful.



Dave

- - --



+-------------------------------------+---------------------------------------+
| David M. Johnson                    | If the radiance of a thousand suns    |
| c/o Electrical and Electronic Eng.  |   were to burst at once in the sky,   |
|     Merz Court                      | That would be like the splendor       |
|     Newcastle University            |   of the Mighty One...                |
|     Newcastle upon Tyne             | I am become Death                     |
|     NE1 7RU                         |   The destroyer of worlds.            |
+-------------------------------------+                                       |
|Janet : D.M.Johnson@uk.ac.newcastle  |                                       |
|ARPA  : D.M.Johnson@newcastle.ac.uk  |                The Mahbharata.        |
|UUCP  : ...ukc!newcastle!D.M.Johnson |                                       |
+-------------------------------------+---------------------------------------+


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



End of TML Bundle

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



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        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
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Subject: TML Bundle #182: Msgs 2259-2267
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Precedence: bulk
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Status: RO





TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Sun Apr 14 21:00:09 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #182: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2261  09-Apr-91 "Robert S. Dean"  A few new vehicles << I haven't been much in 
2262  09-Apr-91 "Robert S. Dean"  Batteries << As I was sitting around today, i
2263  09-Apr-91 Brian Gillespie   re: Richard's Trivia Question << > Killer tri
2264  09-Apr-91 George William He batteries << I have somewhat of a vested inte
2265  10-Apr-91 Adrian Hurt       Re: A lot of tidBYTES << Mike Finn writes: > 
2266  10-Apr-91 "Robert S. Dean"  More Vehicles (2 days in a row?) << In the fi
2267  05-Apr-91 Richard Johnson   Re: PBEM Admin (Restless Natives) << Here is 
2268  10-Apr-91 "Nick Christenson  << Subject: Batteries and Credits I thought 
2269  11-Apr-91 "Robert S. Dean"  Jack of All Trades << I recently read the ent

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



Archive-Message-Number: 2261

Date:     Tue, 9 Apr 91 14:15:39 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  A few new vehicles



I haven't been much in the mood for Traveller lately for some reason, but I 
got bit by the urge again after seeing George Herbert's watercraft design
system last week.  Don't ask me why there are no watercraft included below--
I don't do these things in any sort of systematic format.



Rob Dean



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



Comet Personal Speeder TL12



     Intended for the business market and for the high-end hobbyist, the 
Comet is one of the fastest personal vehicles on the market.  The HUD/comput-
er based control system, the roomy seats and the inertial compensator system 
combine to make a flyer that is comfortable and easy to operate.



  CraftID: Comet Personal Speeder, TL12, Cr707,700
     Hull: 1/3, Disp=1, Config=1AF, Armor=4F, Loaded=11.31t, Unloaded=10.98t
    Power: 1/2, Fusion=4MW, Dur=3 days
     Loco: 1/2, StdGrav=36t, Max Speed=2280, Cruise=1710, NOE=160, 
           MaxAccel=2.18G
     Comm: Radio=Continental
  Sensors: Synthetic Vision, Radar=Regional(500km), ActObjScan=Diff,
           ActObjPin=Diff
      Off: Hardpoints=1
      Def: -
  Control: Comp0*2, HeadsUpDisplay*1, DynLink*1
    Accom: Seats=Roomy*2(Pilot, Passenger), Env=Basic env, basic ls,
           inert comp
    Other: Fuel=0.432kl, Cargo=0.3kl, ObjSize=Small, EmLevel=Moderate



Songbird Gravbike TL12



     The Songbird gravbike is produced by GliderDyne Industries of Lunion and 
can be found all over the Spinward Marches.  The basic design is considered 
to be a classic by gravbike enthusiasts and has remained unchanged for over 
150 years.  The Songbird is intended for fairly light pleasure use, although 
its fuel cell and simple electronic system are robust.  The low power light 
grav propulsion system allows a much more precise control over maneuver than 
is found with a standard grav based bike such as the GliderDyne Mockingbird, 
making the Songbird a particular favorite among amateur precision aerobatic 
teams.  The rider sits on an unenclosed seat, making operation in inclement 
weather unpleasant.  No cargo space is provided, but up to 140kg of extra 
mass may be secured to the vehicle with straps without affecting performance, 
making some practical travel possible.



  CraftID: Songbird Gravbike, TL12, Cr12,710
     Hull: 1/2, Disp=0.056, Config=3USL, Armor=1F, Loaded=0.182t
    Power: 1/2, FuelCell=0.02MW, Dur=53 days
     Loco: 1/2, LP-LGrav=0.4t, Max Speed=300kph, Cruise=225kph, NOE=40kph, 
           MaxAccel=1.2G
     Comm: Radio=VDist(50km)
  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1
      Def: -
  Control: Elec*3
    Accom: Seats=Open*1(Pilot), Env=none
    Other: Fuel=0.193kl, Cargo=0, ObjSize=Small, EmLevel=Moderate



Mockingbird Gravbike TL12


     The Mockingbird gravbike is produced by GliderDyne Industries of Lunion 
and can be found all over the Spinward Marches.  The basic design is similar 
to the classic GliderDyne Songbird, but propulsion is provided by a less 
precise standard grav system.  The Mockingbird is intended for fairly light 
pleasure use, but can also serve as an affordable light general purpose 
transport for solitary users.  The rider sits on an unenclosed seat, making 
operation in inclement weather unpleasant.  No cargo space is provided, but 
up to 460kg of extra mass may be secured to the vehicle with straps without 
affecting performance.  Enclosed cargo compartments and an additional seat 
are common custom add-ons.



  CraftID: Mockingbird Gravbike, TL12, Cr6590
     Hull: 1/2, Disp=0.037, Config=3USL, Armor=1F, Loaded=339.1kg
    Power: 1/2, 2*FuelCell=0.14MW, Dur=95hrs
     Loco: 1/2, StdGrav=1t, Max Speed=300kph, Cruise=225kph, NOE=40kph, 
           MaxAccel=1.95G
     Comm: Radio=VDist(50km)
  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1
      Def: -
  Control: Elec*2
    Accom: Seats=Open*1(Pilot), Env=none
    Other: Fuel=0.057kl, Cargo=0, ObjSize=Small, EmLevel=Moderate



Brute Cargo Hauler TL12


     The Brute is a semi-automated heavy lift wheeled cargo hauler common on 
civilized TL12 planets.  Up until the availability of high output fusion 
plants at TL13, the most economical method of moving bulk cargo overland is 
to use large wheeled haulers on roads.  Most such road nets at these tech 
levels have automated traffic control systems, allowing the driver to be 
dispensed with for all but minor movements involved in the loading and un-
loading of cargo.  Drivers are, however frequently carried for reasons of 
safety redundancy, or to allow pickups and deliveries to locations not served 
by the automated road nets.  The Brute is fully equipped to take advantage of 
these roads.  In addition, its large tires permit a fair amount of offroad 
mobility, useful for delivering materials to construction sites and other 
unimproved destinations. Racks are provided for up to three Imperial Standard 
4 ton cargo containers, and two IS 1 ton containers.



  CraftID: Brute Cargo Hauler, TL12, Cr1,305,100
     Hull: 18/45, Disp=20, Config=4USL, Armor=1F, Loaded=250t, Unloaded=57.8t
    Power: 1/2, Fusion=18MW, Dur=6 days
     Loco: 4/8, Wheels=20, RoadSpeed=196kph, Offroad=59kph
     Comm: Radio=Regional
  Sensors: Radar=Distant(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1
      Def: -
  Control: Comp0, DynLink*30
    Accom: Seats=Roomy*2 (Driver, relief driver), Env=basic env (cab only)
    Other: Fuel=2.6kl, Cargo=192kl, ObjSize=Avg, EmLevel=Faint


Type S Scout/Courier TL12

     The Type S Scout/Courier is built by the IISS in innumerable locations 
across the Imperium, with relatively little variation depending on the tech 
level of the constructing yard.  The statistics below are for a typical TL12 
model.  A TL11 Brumby air raft is carried as an auxiliary vehicle, and its 
weight and price are included below.



  CraftID: Type S Scout/Courier, TL12, MCr50.874 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40F, Loaded=1640t,
           Unloaded=1320t
    Power: 6/12, Fusion=480MW, Duration=30/90 
     Loco: 5/10, Maneuver=2 (Thrusters=3250t), 3/6, Jump=2, MaxSpeed=1200kph, 
           Cruise=900kph, NOE=160kph, Agility=2, TrueAcc=2.0G
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMS Active(FarOrbit), EMS Jammer(Far Orbit), 
           EMS Passive (Interstellar), Neutrino Sensor (1MW),
           HighPenDens (50m), ActObjScan=Rout, ActObjPin=Rout, 
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Rout,
           PassEnPin=Form
      Off: Hardpoints=1



                  Missile=xx1
           Batteries        1
           Bearing          1
      Def: DefDM+4
               SandCaster=x03
           Batteries        1
           Bearing          1

  Control: Computer Mod1bis*3, 2*HeadsUpDisplay, 260*DynLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6,
           Staterooms=4, Env=basic env, basic ls, extended ls, grav plates,
           inertial comp
    Other: Fuel=376kl (1 jump-2+30 days), Cargo=262kl, Fuel Scoops, Fuel 
           Purifier (6hr), SubCraft=1*4ton (Brumby air/raft), 
           ObjSize=Avg, EmLevel=Faint


Tallis Class Merchant TL14



     The Tallis class merchants were built at Trin by TrinTechnics between 
1004 and 1007.  The class was composed of 37 vessels, of which 23 remain in 
service as of 1117.  The origin of the class was somewhat unusual--in 956 the 
Planetary Navy of Trin had ordered a large number of Patrol Cruisers which 
were later cancelled (in 963) due to budgetary considerations.  The uncom-
pleted hulls (ranging from 40-90% completed at cancellation) remained in 
orbital storage for 39 years while the contract cancellation case was in 
litigation.  Following the conclusion of the lawsuits, the hulls were sold 
for a small fraction of their original cost in a sealed bid auction to Trin-
Technics and completed as fast merchants.  The thrusters are sufficient to 
allow take off and landing with a full load on almost any inhabited planet, 
freeing the ship from dependence on orbital facilities.  
     Many Tallis class vessels are operated with incomplete crews, allowing 
more than three middle passengers to be carried.  Stewards are seldom encoun-
tered.  With the survivors of the class having been in service for over 100 
years, careful maintenance is a high priority.  If found for sale, it could 
be expected that a Tallis would cost less than MCr45 at present.  Annual 
maintenance, however would be based on the original cost, and might run to as 
much as three or four times the original expectations.


  CraftID: Tallis class Merchant, TL14, MCr166.52 
     Hull: 396/990, Disp=440t, Config=1AF, Armor=40G, Loaded=5478t,
           Unloaded=3124t
    Power: 15/30, Fusion=1980MW, Duration=30/90 
     Loco: 20/40, Maneuver=2 (Thrusters=14300t), 12/24, Jump=2, 
           MaxSpeed=1770kph, Cruise=1328kph, Agility=2, TrueAcc=2.61G
     Comm: Radio=System*2
  Sensors: EMS Active(FarOrbit), ActObjScan=Rout, ActObjPin=Rout
      Off: Hardpoints=4



                 Missile=x03
           Batteries       2                
           Bearing         2                


      Def: DefDM+6

              Sandcaster=xx4
           Batteries       2
           Bearing         2


  Control: Computer Mod3*3, 4*HeadsUpHoloDisplay, 21*HoloLink
    Accom: Crew=9 (2 bridge, 2 engineer, 3 gunners, 1 command, 1 medic),
           MidPassengers=3, Staterooms=12, LowBerths=20, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=1683kl (1 jump-2+30 days), Cargo=2236kl (165.6t), Fuel 
           Scoops, Fuel Purifier (18hr-purifies jump fuel alone in 9hr),
           ObjSize=Avg, EmLevel=Moderate



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



Archive-Message-Number: 2262
Date:     Tue, 9 Apr 91 16:20:15 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Batteries



As I was sitting around today, idly looking over the vehicle design system,
I started to build a vehicle for Lydia--an almost airless world in the Glisten
subsector of the Spinward Marches with a TL or 5 or 6.  (I figure it is a 
failed/exhausted mining colony, lsiding downhill fast with nothing but a few
thousand scavengers picking over the bones.)  The only non-airbreathing system
that the inhabitants can use for power is batteries.  So I started to put
2kl of TL5 batteries on a 13.5kl cargo sled (sort of lunar rover-ish), and
realized that those batteries had a theoretical cost of Cr1,000,000.  Not
only does this artificially drive up the control point requirement (which is
based on cost--usually okay, but batteries don't require the sort of 
sophisticated control that a 10MW TL10 fusion plant--also MCr1--would) but
it seems ridiculously high to me.  If you followed the actual rules, these
two cubic meters of batteries would require a TL5 mechanical control system
occupying 100 cubic meters, weighing 25 tons.  I don't think that will fit
on the cargo sled. (-8 (Control Points=1000000*5 [TL]/100000=50.  Each 
mechanical control unit would supply 0.2CP, so 250 would be needed, and would
occupy 0.4kl and weigh 0.1 tons.)  I suspect the real thing could be controlled
with a big rheostat or the like.

     At TL8, we could compare the cost of real batteries to Traveller 
batteries--from work I did one summer long ago with an experimental 
battery company, I have it in the back of my mind that the electric car
demonstrator they had had around a 50kw-h battery.  (0.05MW-hr)  That's
1.25kl of TL8 battery costing Cr40,625.  Does anyone have a handy Cr to $
conversion factor?  

     As a first approximation, I think the price of batteries could be 
divided by a factor of up to 100, and that they could be made exempt in
calculations for control factors.

     I'd appreciate seeing any hard numbers that anyone has on current real-
world batteries.  I don't want to skew things too much in favor of batteries,
but as it stands now, there will never be an electric vehicle in Traveller
due to the cost factors.



Rob Dean



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



Archive-Message-Number: 2263
Date: Tue, 9 Apr 91 17:09:58 EDT
From: Brian Gillespie <bgillesp%lonestar.prime.com@RELAY.CS.NET>
Subject: re: Richard's Trivia Question





>  Killer trivia question: Why is it that all of the very best game
>material is delivered in private, between two or three characters,
>rather than publicly?



Why not just include it in the game summary?  The players on the ALCYON
don't really know about the other groups, but the information is good for
the storyline.  So if it is entertaining, include it.



Brian Gillespie
bgillesp@lonestar.prime.com



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



Archive-Message-Number: 2264
Date: Tue, 9 Apr 91 23:22:39 -0700
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: batteries





	I have somewhat of a vested interest in knowing about batteries, since
I'm doing the electrical power subsystem development work for groundbreaking
work on Mars environment spacesuits with NASA 8-)



	The apollo suits used rechargable (but not recharged) batteries with
a power density of close to 200 watt-hours per kilo.  This corresponds very
well with the listed TL6 battery (exactly, as it happens 8-).  I don't know
about rob dean's Cr to $ conversion, I always used 1:1 myself for most things.



	Future developments are expected to give up to 6-900 watt-hrs per kilo
in the next 10-15 years.  The best ones we have now are about 400 watt-hours/kg.



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



	I agree that the listed control point values are out of control.  I 
would suggest that a battery need only about 0.1 CP per ton, and that any req's
under 0.1 CP be ignored. 8-)



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



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



Archive-Message-Number: 2265
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: A lot of tidBYTES
Date: Wed, 10 Apr 91 10:53:52 BST



Mike Finn writes:

> 

> 6) High Tech Gear - I've got a number of player's reading GURPS Ultra tech and
> asking for conversions.  I agree with most of the stuff, but some things that
> make sense just don't work.  For example, construction cement.  I figure that
> by TL 15 there would be some form of quick drying polymer that would be used
> as material for roads, walls, etc. that is as strong, if not stronger, than
> concrete.  Now my players want to use this stuff as bulkheads in there ship.
> If the get boarded by bad guys (good guy to me), they just start pouring this
> stuff down the halls to the bridge and engineering, thus sealing out the
> enemy.



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



> 

> 7) Imperial Law Level - As I have stated, I keep the military gear in the
> hands of the military when and where ever possible.  I know that there are law
> levels for the member worlds, but what if any, law level do you aply to
> imperial space.  I know that every imperial marine force commander has
> nightmares about garrisoning a starport that allows civilian merchants to arm
> their security men with battle dress and FGMP-15s.  And should civilian ships
> be allowed to mount meson/spine mount weapons?



First, civilians (and presumably homicidal PC's) carrying FGMP's.  Marines
should be capable of dealing with such people, otherwise they're useless in
wars against Zhodani and Solomani troops who are thus armed.  If someone goes
nuts with such equipment, the Marines operate as if it were war, which means
they bring in heavy equipment.  Heavy equipment means APC's with BIG fusion
guns, and if necessary a battleship.



Second, civilian ships with large weapons.  Judging by "Azhanti High Lightning"
spinal mounts are forbidden to civilians.  I'm not sure about bay mounts.
Turrets are acceptable.  The one thing I am sure of is, no-one except the
Imperial forces may own nuclear weapons.


- - -- 

 "Keyboard?  How quaint!" - M. Scott



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



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



Archive-Message-Number: 2266

Date:     Wed, 10 Apr 91 16:10:31 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  More Vehicles (2 days in a row?)



In the fine tradition of working on one thing to avoid another, I completed
a few more designs today.  Included is the electric cargo sled mentioned
in yesterday's post on batteries, as well as a TL13 Ship's Boat more or less
based on the old Traveller "Slow Boat".  I always feel a little uneasy about
using the statistics for TL15 small craft when adding auxiliaries to lower
tech level ships.



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

Rob Dean







Alcyon Expedition Recon Walker TL15


     This recon walker is a unique vehicle, custom assembled for the Alcyon 
expedition.  The expedition was intended to penetrate unknown space and the 
planners felt that it was advisable to have at least one capable back-up 
vehicle which was not dependent on grav modules.  The walker is fueled for up 
to four days of continuous operation including constant availability of surge 
power for the laser, but does not have extended occupancy accommodations.  It 
is therefore not intended to be occupied for more than eight hours at a time 
except in case of extreme emergency.  It is fitted with every sensor avail-
able at TL15 plus a 25MW beam laser and 2 heavy robot arms to allow some 
outside work. The vehicle can be controlled by one operator, but two seats 
are provided.

     The transmission system is only capable of using 29MW of the engine 
output, and the maximum performance numbers given below are calculated at 
25MW to allow for operation of the life support systems, especially the 
inertial compensators.  If full power was shunted to the legs, speeds of up 
480kph on road, and 384kph offroad could be achieved.  It is likely that any 
crewmembers would be severely injured, if not killed, due to the inertial 
effects of traversing irregular ground without the compensators, and this 
mode of travel would only be used when controlling the vehicle by remote 
over-ride from the Alcyon.

 

  CraftID: Recon Walker, TL15, Cr3,437,000
     Hull: 4/9, Disp=4, Conf=4SL, Armor=40G, Loaded=70.5t
    Power: 1/2, Fusion=54MW, Dur=4days
     Loco: 1/2, Legs=8, RoadSpeed=424kph, Offroad=339kph
     Comm: Radio=System, MaserComm=System
  Sensors: EMS Active=FarOrbit, EMS Passive=Interstellar, 
           LowPenDens=250m, NeutrinoSensor=10kW, NAS=VLong,
           Magnetic Sensor, PassAudSensor=Distant, ActAudSensor=Distant, 
           Environmental Sensor, Magnetic Sensor=VDistant,
           Radiation Sensor=VDistant, ActObjScan=Routine, ActObjPin=Routine,
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple, 
           PassEnPin=Routine
      Off: Hardpoints=1


                      Pen/          Max      Auto   Dngr
                      Attn    Dmg   Range    Tgts   Spc    Sig   ROF
     25MW Beam Laser  49/4    60    Reg(125)  2       -     L    40


      Def: -
  Control: Comp Mod0, HUDHoloDisplay*1, HoloLink*1
    Accom: Seats=Adequate*2, Env=basic env, basic ls, ext ls, grav
           plates, inertial comp
    Other: Fuel=5.184kl, Cargo=0.4kl, ObjSize=Small, EmLevel=Moderate





Ship's Boat TL13



     This standard design ship's boat is produced throughout the Imperium.  
Individual manufacturers attempt to boost sales with flashy advertising 
campaigns, but there is little substantive difference from one model to the 
next.  This version is a compromise between an atmospheric/interface opti-
mized design and a deepspace independent operation design, and as such is 
found as an auxiliary aboard vessels requiring a general purpose 
capability.
     No weapons are installed as shown, but 13.5kl of space and sufficient 
control capacity have been reserved to allow for the installation of any 
sandcaster and/or missile turret.  The ship's power plant is not large enough 
to allow for installation of a space combat laser, although in the current 
troubled times it would not be impossible to find these craft armed with 
whatever can be obtained, such as 20MW planetary combat pulse lasers, or even 
mass driver guns for ground protection.
     The small cargo bay is accessible from a rear clamshell hatch, and has 
fittings for carrying a variety of specialized cargoes, such as 2 Imperial 
Standard 4 ton containers, or a up to a 6 ton class ATV or air/raft.

 

  CraftID: Ship's Boat, TL13, MCr14.0
     Hull: 27/68, Disp=30, Config=3AF, Armor=40F, Loaded=457t,
           Unloaded=320t
    Power: 2/4, Fusion=198MW, Dur=30days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxSpeed=2430, Cruise=1823,
           NOE=170kph, Agility=3, TrueAcc=3.4G
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), Neutrino
           Sensor(100kw), LowPenDens(50m), ActObjScan=Rout, ActObjPin=Rout,
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Routine, 
           PassEnPin=Diff
      Off: Hardpoints=1 (no weapons mounted)
      Def: DefDM+5
  Control: Comp0*3, HeadsUpHoloDisplay*2, HoloLink*5
    Accom: Crew=2 (Pilot, Copilot), Passengers=2, SmallStaterooms=4,
           Env=basic env, basic ls, ext ls, grav plates, inert comp
    Other: Fuel=79.2kl, Fuel Scoops, Cargo=131kl (9.7t), ObjSize=Avg,
           EmLevel=Faint


Electric Bug TL5



     The electric cargo bug shown below is a typical homebuilt vehicle from 
Lydia, a decaying former mining world in the Spinward Marches.  The planetary 
atmosphere is too thin to support combustion, and the level of retained 
technology is too low, to permit there to be any alternative to battery power 
for a reliable vehicle.  (Unreliable worn out higher tech vehicles can still 
be found.)  The operator and passenger of the bug must wear vacuum suits of 
some sort for protection while operating the open topped vehicle.



  CraftID: Electric Bug, TL5, Cr1365 less batteries (see notes)
     Hull: 1/3, Disp=1, Config=4USL(open), Armor=1A, Unloaded=3.6t,
           Loaded=7.0t
    Power: 1/2, Batteries=0.2MW-hr, Dur=2hrs at 0.1MW
     Loco: 1/2, 4 wheels, P/W=14, Road=50kph, Offroad=15kph
     Comm: Radio=Distant(5km)
  Sensors: none
      Off: Hardpoints=1
      Def: -
  Control: Mech*1
    Accom: Seats=Adequate*2 (Driver, passenger)
    Other: Fuel=none, Cargo=3.4kl, ObjSize=Small, EmLevel=Faint
    Notes: According to the current rules, the 2kl battery stack in this
           vehicle would cost Cr1,000,000, and would require 250 mechanical
           control panels (100kl, 25t) to control.  Ridiculous! Performance
           looks ok, and no characters should be given an opportunity to buy
           one of these things anyway (too valuable to their owners, 
           regardless of any assessed value in credits), so ignoring the 
           cost of the batteries entirely looks like a reasonable temporary
           solution.  The "faint" emission level is an extrapolation not
           covered by the rules.  The vehicle is small enough that passenger
           weight might matter, so seats were figured at 0.1t rather than
           0.02t, to allow for an 80kg nominal passenger.



Crusher Heavy Tank TL7

     The Crusher has been built in small quantities by the planetary govern-
ment of Crout.  Its design reflects the high availability of fissionable 
fuels on the planet compared to the availability of hydrocarbon fuels. The 
Crusher units were formed more for purposes of prestige and overawing any 
potential rebels among the population than for practical combat use.
     The three machine guns are mounted on a pintle by the commander's hatch 
in the turret, coaxially with the main gun, and in a ball mount on the bow.



  CraftID: Crusher Heavy Tank, TL7, Cr1,232,400
     Hull: 4/10, Disp=4, Conf=4USL+turret(10%), Armor=40C, Loaded=150.3t,
           Unloaded=146t
    Power: 1/2, Fission=8MW, Dur=5yrs
     Loco: 1/2, Tracks, P/W=53, Road=117kph, Offroad=47kph
     Comm: Radio=Regional(500km)
  Sensors: Radar=Distant(5km), Light Amplification, 2*Headlights,
           ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1, Weapons stabilized to 40kph

                        Pen/         Max      Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
12cm HV Gun  KEAP  100   33     12  Dist(22)   -      -      M     6
             HEAT  -     37     12  Dist(22)   -      -      M     6
              HE   -     19     16  Dist(22)   -      25     M     6
  3*HMG       -   3000   6/3     3 VLong(1.5)  3      -      H     80



      Def: -
  Control: Elec*171
    Accom: Crew=6 (Commander, Gunner, Loader, Driver, Bow Gunner, Reactor 
           Technician), Seats=Cramped*6, Env=basic env, basic ls
    Other: Fuel=0.08kl (radioactives), ObjSize=Avg, EmLevel=Moderate


Bayard Armored Personnel Carrier TL6

     The Bayard is a limited use armored vehicle with a full tracked suspen-
sion. Its armor is not intended to withstand direct fire by anything larger 
than a machine gun.  It carries a light infantry howitzer with a gun shield 
on a pintle mount at the forward end of the open passenger compartment for 
support of the squad, and has mounting brackets at the rear of the passenger 
compartment to allow the squad's light machine gun to be carried in a firing 
position.



  CraftID: Bayard Armored Personnel Carrier, TL6, Cr18,501
     Hull: 4/7, Disp=3, Config=4USL, Armor=7B, Unloaded=14.5t,
           Loaded=20.9t
    Power: 1/2, ImpIntComb=0.8MW, Dur=10hrs
     Loco: 1/2, Tracks, P/W=56, Road=92kph, Offroad=55kph
     Comm: Radio=VDistant(50km)
  Sensors: Headlights*2
      Off: Hardpoints=1



                           Pen/         Max    Auto   Dngr
                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
  4cm Howitzer   HE   100    5     8    VLong(2)-      -      M    30
                KEAP   -    8/4    6    VLong(2)-      -      M    30


      Def: -
  Control: Mech*6
    Accom: Crew=2 (Driver, Gunner), Passengers=10, Seats=Cramped*12
    Other: Fuel=0.5kl, Cargo=5.7kl, ObjSize=Small, EmLevel=Moderate



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



Archive-Message-Number: 2267
Subject: Re: PBEM Admin (Restless Natives)
Date: Fri, 5 Apr 91 13:15:32 PST
From: Richard Johnson <richard@agora.rain.COM>



Here is some info about the Restless Natives of R-alpha.  Since you
folks are all getting close, it's time for us all to check out mailers
and make sure they work (or don't work).



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





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



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



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



green    = Arthur Green    = AJGREEN%IRLEARN@pucc.PRINCETON.EDU 
aj       = Arthur Green    = ajgreen@irlearn.bitnet



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







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







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







Now, would the players who really want to do some Aslan playing
(other than Nick) please step forward?



Richard



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



Archive-Message-Number: 2268
Date: Wed, 10 Apr 91 21:56:03 MST
From: "Nick Christenson, University of Arizona"



Subject:  Batteries and Credits



I thought I'd add my 0.02Cr worth on the discussion of batteries.
Robert Dean mentioned that the vehicle was supposed to work at TL=5,6 
range.  How good is battery technology at this stage?  This is the 
advent of the car battery and by TL=6 probably the best batteries in 
use were aboard submarines.  I agree that making space a function of 
cost is silly, (it ought to be tied to TL, total power output, duration 
and that's it) it doesn't seem too implausible that the sort of batteries
you want would be prohibitively expensive at that TL.  I would 
suggest that the problem lies in the TL of a world where it is too
low to support people in the environment (TL 4 vacuum, for example,
is possible on the tables, but ridiculous.)  I'd set it up that 
the population (especially if they're miners) imported TL=9 type
items and the low TL represented their own construction ability.
There should be no problems with this if the population is small.



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

Those objects that are not strongly technology dependent (handicrafts,
liquors, food) convert from $ to Cr at a ratio of 1-1.
Those objects which are strongly technology dependent (vehicles,
computer technology, medical aid) convert from $ to Cr at a ratio
of 10-1.  Some may argue with some of these (food being TL dependent
or medicine being relatively cheap) but compare the cost of, say, 
treating an infection (using penicilin, et. al.) in 1950 with the
cost now in real dollars and it will be lower now.  Of course quad-
bypass surgery is really expensive now, but it could *not* be 
performed at all in 1950.  The cutting edge is always expensive, 
yesterday's technology is dirt cheap and the cost of human labor,
in proportion to a society's available wealth is pretty constant
(at least to first order.)  Some have claimed a 10-1 exchange,
some a 1-1 and I think this strikes a nice compromise.  Of course
Traveller doesn't take TL differences in cost into account very
well, but there are a lot of things it doesn't do very well.  Any
comments?



Nick Christenson

npc@electron.physics.arizona.edu



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



Archive-Message-Number: 2269
Date:     Thu, 11 Apr 91 9:54:06 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Jack of All Trades



I recently read the entire message archives of the TML, and noticed that there
was a discussion that was never really brought to a satisfactory conclusion
regarding the handling of the JOAT skill.  As you may recall, the skill 
"allows one free retry at a failed skill roll per level of the skill" or
something like that.  A review of the rules convinces me that this is supposed
to be "free" in the sense of "free from needing to make a determination check
to avoid having the difficulty increase" as opposed to "free" in the sense of
"pick up the dice and try again--if you've got JOAT-8 you can roll eight times
and one of them is sure to be a hit".



The distinction that was apparently lost while this discussion was going on was
that failed rolls still took time and still might damage equipment, at least
in my interpretation.  As long as you were dealing with safe skills, or 
situations that were not time restricted there would be little difference.



Example of the latter: Dr. Bertran Ode is attempting to access a database to
discover who the legendary figure Georgewashington really was:

  Formidable, History, Comp, 10 minutes

Since he has JOAT-6, he can try up to six times without checking to see whether
or not the task becomes "Impossible", but each attempt takes 30-180 minutes. 
Since Ode is sitting around in the University for two weeks waiting for his
buddies' starship to have annual maintenance work done on it, this won't be
a problem, and the referee might as well let him make his six die rolls without
worrying about time.  (Unless he is about to be interrupted by a Vargr corsair
raid or the like...(-: )



Example of the former: Toban Dreer, pilot and owner of the Free Trader "Lucky
Dog" has just had a bomb disable his maneuver drive before achieving orbital
speed on a liftoff from war-torn Timbucktoo.  He has JOAT-12, but regrettably
his ballistic trajectory will intersect the the surface of Timbucktoo in seven
minutes if some maneuvering capability is not restored.  He quickly looks over
the boards and the sadistic referee informs him that repairing the maneuver
drive looks to be:



Routine, Engineering, Dexterity, 2 minutes



With a minimum performance time of 6 minutes per attempt, Dreer had better
finish the repairs in one try, because his ability to remain determined is
not going to help him much one minute into his second attempt (even assuming
that he was so fortunate as to use the minimum time in the first failed 
attempt).





First---is this how people are playing it? 
Second--does it make sense this way?


Rob Dean


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



End of TML Bundle

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



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To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
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Subject: TML Bundle #183: Msgs 2270-2281
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Status: R





TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Wed Apr 17 21:00:09 PDT 1991

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

Subject: TML Bundle #183: Table of Contents



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

2270  11-Apr-91 "Robert S. Dean"  Re: (2259) A lot of TidBYTES << I'm sorry it 
2271  11-Apr-91 Dan Corrin        Re: Batteries << I assume that the reason tha
2272  11-Apr-91 METLAY@vms.cis.pi The latest PBEM address List, for those who n
2273  12-Apr-91 grue@cs.uq.oz.au   << hiya, >Date: Thu, 11 Apr 91 15:09:41 EDT 
2274  11-Apr-91 Richard Johnson   PBEM two new addresses << I have two new addr
2275  12-Apr-91 Mark Power        Re: (2259) Alot of TidBYTES... << My own answ
2276  13-Apr-91 waylancm@mentor.c encyclopaedia traveller << Trying to find dec
2277  13-Apr-91 "Robert S. Dean"  Re:2273 (Cruisers and things) << When I said 
2278  13-Apr-91 METLAY@vms.cis.pi PBEM: The Hour is upon us! << Fellow Travelle
2279  13-Apr-91 "Robert S. Dean"  Vehicles (Apologies) << I apologize for the c
2280  13-Apr-91 METLAY@vms.cis.pi PBEM Correction << The correct address for Go
2281  14-Apr-91 METLAY@vms.cis.pi PBEM: another address change << Steve Owens h



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



Archive-Message-Number: 2270
Date:     Thu, 11 Apr 91 15:09:41 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re: (2259) A lot of TidBYTES



I'm sorry it took me so long to answer this message, but I wanted to take the
time to be thorough before I replied.  





> Date: Fri, 05 Apr 91 10:05:13 CST
> From: C450160@UMCVMB.MISSOURI.EDU

> Subject: (2259) Alot of TidBYTES...





> Fellow Travellers,



> I am in need of your thought provoking input on a number of MT ques-
> tions.  Let me state that I am using the first edition/printing of the 
> MT rules, thus some of these "problems" may be solved and I don't know 
> about them.  Now, where to begin...



> 1) Personal Combat - I've recently started running a Traveller cam-
> paign and this is the first time that I have used the new MT rules.  
> I've worked through all the changes that have occurred and thought I 
> was ready to move into the new age of Traveller, then I had to deal 
> with personal combat.  Traveller was kind to PC with the combat system 
> before, But NOW...  I can't kill anybody without High Energy 
> Weapons...



Okay.  There is definitely a problem in Traveller with the effective-
ness of armor (it's too good).  This includes the vehicle design 
system, too, since it is very easy to design an APC that will stop a 
40mm armor piercing round, and run for three days on a tank of gas, 
and have a cross country speed of 70mph.  Mike Metlay, our resident 
historian and general all around Traveller theorist has commented on 
this problem before.  Hopefully, he'll jump in and discuss it this 
time, too.



> I try to keep the military related gear out of my players hands... 
> that gear is for the active duty types.  They went along with that 
> fine, so everyone got cloth armor ship's jumpsuits...No problem, until 
> the first firefight.  Since I keep the lid on military gear, most 
> opponents have lower level stuff too... That was when we found out 
> that SMGs, Shotguns and Advance Combat Rifles CANNOT penetrate even 
> "lowly" Cloth armor.  I was stunned.  Topping that feat is the TL14 
> Vacc suit which will stop anything short of a Gauss Rifle, ARL or LAG 
> AP rounds...  Even when you hit with these, most damage will be dissi-
> pated...  I can see the headlines now...  MAN IN VACC SUIT TAKES 
> ROCKET TO THE CHEST AND LAUGHS.  Now I can live with all the hand 
> waving and scientific slips that occur for game's sake, but NO DAMAGE 
> without Penetration...  I know the 10% rule, but that's for uncovered 
> areas only... a vacc suit covers all...



I shouldn't have to say this, because a game that I pay thirty dollars 
for should work without tinkering, but I'd increase the penetration of 
the weapons or decrease the armor protection until rifle bullets did 
penetrate cloth...or I'd arm all security personnel with laser weap-
ons.  However, I've laid out a little chart showing how things work 
out now, using as an example an average character with Dex 7 and 
Weapon-2 skill, firing a rifle at a stationary man sized target at 
medium range, a difficult task, with a +1 for dex and a +2 for skill.



     2d6 roll  Chance  Type of Damage  Points (0 armor) Points (5)
       2-7     21/36      miss          0                 0
        8      5/36    marginal success 1.5=2           .15=0
        9      4/36   norm. success      3               .3=0
      10-11    5/36   excep. success     6              .6=1 (1 min)
       12      1/36   +4 exceptional    12             1.2=1 (2 min)



The standard opponent (7/7/7) has hit points of 3/5.  In the case of 
the cloth armor (expected value of damage 0.2 per shot) it will take 
15 bullets to knock him unconscious on the average, and 40 bullets to 
kill him.  On the microscale this is too many--one aimed shot should 
probably have the possibility of killing.  On the macro scale it isn't 
too bad.  In real wars thousands of bullets are expended per casualty.  
By the way, a trained sniper (Wpn-4, Dex 10, +6 to hit, with 2 levels 
of tactics skill for a roving DM of +2) could use the pinpoint fire 
rule, and therefore get to count a normal penetration (as opposed to 
no penetration) with exceptional success damage modifers as follows

  

     2d6 roll  Chance  Type of Damage    Points (5)
        2       1/36     miss              0
        3       2/36   marginal           .75=1
        4       3/36   normal success     1.5=2
       5-6      9/36   exc success         3
       7-10    18/36   +4 Exceptional      12
      11-12     3/36   +8 Exceptional      24



That is, 21/36 (58%) chance of a one shot kill, and a 25% chance of a 
one shot knockout, for a total of 83% chance of removing the opponent 
from the combat per shot.  Maybe that isn't so bad.





> Slug throwers are and will be one of the most widely used weapons.  
> Kinetic energy is the easiest way to convey killing power.  Defensive 
> technology will keep pace.  This all equates to a police nightmare.  
> Thank god my players are not all running around in combat armor or 
> battle dress.



What can I say?  Even a few policemen with laser rifles will keep the 
characters acting cautiously, without modifying the rules at all.



> 2) Personal hit locations - If we start to consider partial armor 
> covering, as the 10% rule seems to, why not use a hit location chart 
> ala Aftermath?  I'm interested in your opinions on this, if you use a 
> system and how you work it out.



Too much trouble, and *I* don't want a combat heavy game in the play-
ing.  All the GDW role playing games (except maybe Twilight:2000 
because of its combat emphasis) spend too much effort covering combat 
in relation to how often it ought to occur.  (IMHO)



> 3) Rates of Fire - Did they forget about this all together? Sure there 
> is the rapid fire rules, but you empty your clip and the auto fire 
> rules cover only fully automatic fire.  I'm sorry...  I may not be a 
> marksman but I have fired both pistols and long guns before.  With a 
> 9mm Beretta (a Traveller autopistol) I can aim and fire off 2-3 rounds 
> in a 6 second period of time accurately.  At this rate it would take 
> 30 seconds to empty my clip, but I am firing at multiple targets also.  
> A submachine gun only firing 1,3 or 30 rounds in a combat round...  I 
> don't understand.  With this system an antique Blunderbuss (one player 
> has one), a revolver, an autopistol, a SMG, an ACR and a VRF Gauss Gun 
> all fire ONE round every 6 seconds.  What was Marc Miller thinking 
> about here...



I won't defend the combat system extensively. It does look like there 
ought to be some sort of ROF rule for hand held weapons.  I tend to 
run games that don't involve a lot of shooting.  (You might look at Jo 
Jaquinta's excellent and amusing scenario from GaelCon'89 if you'd 
like to see how something like that might work--it's in the Sunbane 
archives.)  However, there is a reloading rule on the blunderbuss--in 
the Imperial Encyclopedia rather than in the combat rules where it 
ought to be.  See page 73.  A flintlock musket requires 18 seconds 
(three combat rounds) to reload.  The VRF Gauss gun damage and pene-
tration numbers apparently factor in the rate of fire.



> 4) Starship Hijacking - with the new rules about ship computers, this 
> option becomes almost impossible.  No real criticism, but I would like 
> to hear how you pull this caper off.



Oddly enough, since the players have always had their own ship (of 
some description) in every game I've run, this has never come up.  
I've never felt that it was all that necessary to try hijacking the 
players' ship, so it hasn't come up on the other side of the fence, 
either.  If I really wanted to take away the players' ship without any 
chance of their responding, I'd just haul out a 20,000ton navy-type 
cruiser and demand that they surrender or be meson-gunned.  One shot 
will annihilate any player class vessel.





> 5) Starship combat rounds - 20 minutes... ummmmm...  I'm sure that 
> a lot could be occurring in that time.  I realize that the distance 
> can be so great, but modern naval combat takes place at much longer 
> ranges than that of WW2 combat and things move faster now.  I use 1 
> minute rounds and throw the movement scales out the window.  I'd like 
> to know what you do.



Remembering that Traveller was once intended as the realistic entry in 
the SF games category, this sort of thing really doesn't bother me.  
If you run through a few basic physics class calculations, you will 
see that if you want a 20 minute combat turn, and a 1-G acceleration 
to produce a 1 hex/turn velocity change, that this corresponds to a 
hex dimension of 14,112km.  If you were to go with the 25,000km hexes 
described in the Referee's manual, the physically correct time scale 
would be 26.6 minutes per turn.  50,000km hexes would give you a 37.6 
minute turn.  At 14,112km per hex, the moon and the earth would be 
placed about 28 hexes apart on the map.  I don't worry about the fact 
that my lasers could be firing for the entire 20 minutes of the turn, 
because I think that it may take them that long firing in the general 
vicinity of a ship to hit it, because of the speed of light lag in 
targetting and the possibility of extremely small angular errors in 
the firing angle to result in a miss.  In addition, as I'll show, even 
a hit may not do much good.  For ease of calculation, I'll go through 
what happens when a ship intersects a laser beam fired from a 250MW 
beam laser turret.  The turret will be assumed to be stationary, 
firing without turning.  This means we can treat the beam as a 
straight line in space.  For sake of argument, let's say it is fo-
cussed into a beam with a cross section of one square centimeter.  
Let's also say that it is 50% efficient--current lasers are less 
efficient, so let's say it's a TL9 laser so that the rest will be 
reasonable.  This means that a 250MW input to the laser will result in 
a 125MW output beam.  



     Now for the ship.  Let's say it is steel, rather than some more 
advanced (and hopefully more resistant) material.  Besides, steel is 
basically iron thermodynamically, and I was able to look up heat 
capacities and heats of fusion (melting) for iron.  Crossreferencing 
to Striker from memory, a minimum spacecraft hull of armor 40 is 33cm 
thick.  To poke a hole in it with our one square centimeter beam will 
require that we heat the metal to the melting point and then add the 
additional heat required to fuse it in the time that the beam is on 
the ship.  Ignore beam travel and heat sink effects of the rest of the 
hull for a moment.  Assume that the ship is painted with an 80% re-
flectant coating.  Only 20% of the incident energy will be transferred 
to the hull, the rest being reflected back into space.  I calculated 
that each puncture would require 248,000 joules (watt-seconds) (and 
that was figuring that the ship started out with a hull temeprature of 
20 degrees C, a nice equilibrium with the comfortable interior temper-
ature.  An insulated ship would have a lower starting temperature, and 
therefore take even more energy to heat up).  Figuring the reflectance 
and the efficiency of the laser, that works out to 2.4MW-sec.  Now, 
our 250MW nominal laser would thus need to be focused on this hypo-
thetical iron column for about 0.01 seconds to melt a hole in it.  
Suppose our ship, however, is travelling at a rate of six hexes per 20 
minute combat round, and furthermore, that it is 50m long.  At the 
speed of 70560m/sec, it will cross the beam in 0.0007 seconds-- 
1/1400th of the time needed to make a hole. AND THE ENERGY SUPPLIED BY 
THE BEAM WILL NOT EVEN BE CONCENTRATED ON A ONE SQUARE CENTIMETER 
PATCH OF THE SHIP!.  This translates to no damage from a single hit.



     Let's look at the angular problem for a moment.  Without even 
considering movement, a laser firing at a 50m long ship at a range of 
50,000km must keep its fire within an arc covering 0.0000573 degrees.
Let's say we had a 10m laser tube pivoting at the bottom.  That corre-
sponds to moving the muzzle 0.001 centimeters (4/10000 of an 
inch...which is a high precision tolerance in machining.)  The longer 
the baseline of your weapon, the more accurately you will be able to 
aim it, but...



     If the ship is moving at a constant velocity, the situation 
becomes worse.  Using the 6 hex/turn example above, we find that to 
stay on target with our stationary laser requires us to track the ship 
at a rate of 0.08 +/- .0000573 degrees of arc per second.  Even assum-
ing that we could move our gun at that rate, if our tolerance on 
firing angle was one percent of the movement, our chance of a hit has 
fallen to just over seven percent (per second).  Now, remembering that 
the ship will cross the beam in 1/1400 of the time needed to make a 
hole, and that a 50m by 20m ship has 10 million square centimeters of 
surface, I get the impression that I should multiply all of this 
together to get the answer that we will put a hole in a ship once 
every 2E14 seconds (once every 3 billion years).  Okay, so if combat 
works at all, it's a little better than that.  But it gets worse again 
fast if both ships are altering acceleration randomly, even over a 
small range, and the range is longer--lasers are permitted to fire at 
up to ten times the range I used for this example. All of this goes to 
support the thesis I advance once before--lasers and other beam weap-
ons work by saturating the general vicinity of the target ship's 
predicted position rather than by precision aiming, making the 20 
minute combat turn not only plausible, but generous favoring the 
attacker.



So, what do I do in the game, you ask?  Well, it hasn't really come 
up, but I'd use the given combat system with the inertial movement 
rules (and probably the boards and counters, too) from Mayday, the old 
Traveller ship-to-ship combat game.



> 6) High Tech Gear - I've got a number of players reading GURPS Ultra 
> tech and asking for conversions.  I agree with most of the stuff, but 
> some things that make sense just don't work.  For example, construc-
> tion cement.  I figure that by TL 15 there would be some form of quick 
> drying polymer that would be used as material for roads, walls, etc. 
> that is as strong, if not stronger, than concrete.  Now my players 
> want to use this stuff as bulkheads in their ship. If the get boarded 
> by bad guys (good guys to me), they just start pouring this stuff down 
> the halls to the bridge and engineering, thus sealing out the enemy.  
> How do you deal with logical technical advances that could throw the 
> system out of whack?  It's the Traveller equivalent of the +5 Holy  
> avenger/rune blade/sword of sharpness.  ..  HHEEELLLLPPPPP....  See 
> reference to question 4



To pick on your specific example, I'd start shooting the idea down 
like this.  First off, the stuff is likely to be no stronger that the 
current bulkheads, which means that the boarders can slice right 
through it with explosives or lasers or whatever.  Second, unless it 
is a foamed material, it will require a bag of the stuff as big as a 
hallway to make a wall--if your players are using all their cargo 
space to haul Plastiwall bags, where do they put the paying cargo? 
Thirdly, how are they going to get it into the hallway under fire?  
You can always tell them that the special distribution tubes they have 
in mind won't work because the stuff will harden before it gets out of 
the tube, and you could always add a warning or two about the flamma-
ble vapors produced, or the toxic byproducts necessitating extremely 
good ventilation.  Also, as Adrian said yesterday, there is the prob-
lem of getting the goop back out when the battle is over...



I've looked through GURPS ultratech in the store, but didn't think it 
looked worth buying.  The maximum Imperial tech level seems to be 
about equal to GURPS tech 10 or 11 at most, so that may clear up some 
problems.  Just tell them it's not available.





> 7) Imperial Law Level - As I have stated, I keep the military gear in 
> the hands of the military when and where ever possible.  I know that 
> there are law levels for the member worlds, but what if any, law level 
> do you apply to Imperial space?  I know that every Imperial marine 
> force commander has nightmares about garrisoning a starport that 
> allows civilian merchants to arm their security men with battle dress 
> and FGMP-15s.  And should civilian ships be allowed to mount 
> meson/spinal mount weapons?



Civilian merchants who spend half a megacredit equipping each of their 
security guards are going to go broke, so don't even worry about it.  
If they players insist, start reducing their cargo yields until they 
are going broke.  Civilian ships may definitely not have spinal 
mounts!  (The Oberlindes Emissary aside...) Besides, if the players 
have the money to buy the stuff outright, it's time to start over.  A 
meson gun-J (the small TL-15 standard one--think of it as an 8" cruis-
er gun in WWII) costs 400MCr outright, not to mention the 12500kl 
fusion plant needed to power it, at an additional 2500MCr.  2900MCr 
will buy you about 78 200 ton Free Traders.



> 8) True Speculative Cargo - The trade and commerce section deals with 
> speculators buying and selling cargo, but the cargo bought is only  
> supposed to go to the world where the ship is going.  With this in 
> mind, the minimum resale price any good merchant captain will get is 
> 90% of its selling price (2 on dice+4 Broker +any Bribery).  What 
> happened to the "What do you mean, you don't want 10,000 snow cone 
> machines... this is a desert planet you idiot". I've got players 
> wanting to buy TL15 household items, with replacement parts, to sell 
> on any given TL11-14 world.  How do you deal with this problem?



I haven't rolled too many merchant captains with Broker-4, but let's 
say that 90% is still correct.  That's 90% of the selling price, not 
the buying price.  I'll admit that TL15 industrial world goods can be 
sold at a profit almost everywhere--take the example of Glisten and 
Overnale in the Spinward Marches.  Glisten goods base buying price is 
Cr1500/ton.  On Overnale (Ag, NI, Starport B) they sell for a base of 
Cr9600/ton.  We'll make a bundle on every trip!  That's where the 
referee needs to be a little creative.  Say, Overnale is developing 
its own industry and has imposed a protective tariff of Cr10000 per 
ton on goods from Glisten that must be paid before you can even at-
tempt to sell them.  Smuggling is, of course, illegal and not without 
hazard.  Let's also say that after you've paid your tariff, you real-
ize that an unbalanced exchange situation like this will have drained 
all the Imperial currency from Overnale long ago, so you can either 
accept payment in local currency (with an inflation rate of 150% per 
month) or in barter.  Of course, the local goods are only worth about 
a quarter of what the Glisten goods are worth per ton, so you have the 
choice of leaving three quarters of your barter behind (hope it's not 
perishable foodstuffs...) or accepting 3/4 of the price in rapidly 
depreciating ducheks.  Might as well send the crew on a spree in the 
starport to get of the ducheks since they'll only be worth half as 
much next run...of course, drunken merchants have a tendency to get 
into trouble in strange foreign towns.  Do you see what I'm driving 
at? If there is a problem with a particular portion of the rules, 
invent some sort of explanation for why things won't work the way the 
players had hoped, and STICK TO IT.



> I must state that my campaign is running in 1113 pre-Rebellion.  I 
> would like to see TDR replies.  Enough rambling...



> Mike Finn
> c450160@umcvmb.missouri.edu



Hope some of this is of use to you.  Hopefully some others will be 
inspired to comment, especially on checking my math in the laser 
combat example.  When all else fails, think in terms of analogies and 
remember that Traveller is supposed to be realistic.



Rob Dean

rsdean@crdec8.apgea.army.mil



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



Archive-Message-Number: 2271
Date: Thu, 11 Apr 91 18:07:56 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Re: Batteries



I assume that the reason that batteries are not considered seperately in the
control rules is that no section is considered seperately. One would presume
that every section and several sub-sections would have its own multiplier to
the control point calcualtaion. This would make designs much more complicated
and I believe that they wanted to keep things simple.
In most cases I'm sure that the CP calulation is correct (averaged over the
entire vehicle). But I can come up with some other examples.
1a) Jump drive is incredibly complicated when it is running, but simple at
other times, perhaps one can calculate CP like energy, and determine
peak requirements.
1b) Jump drive should be far more complicated than maneuver, but they cost
almost equivalent.
2) Cold sleep equipment is cheap, but would require much more control than
the average stateroom. Maybe there is some amount of local control assumed
to be built into each cold sleep berth.
3) Why are we required to use the central computing paradigm? Why not
have a network of smaller computers to provide the functions of the main
one?



			-Dan

			

Dan Corrin, Network Manager, Mechanical Engineering, UWO, London, Ontario
TML/CZ FTP site coordinator:     dan@engrg.uwo.ca.        (519) 661-3834





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



Archive-Message-Number: 2272
Date: Thu, 11 Apr 91 22:30 EDT
From: METLAY@vms.cis.pitt.edu
Subject: The latest PBEM address List, for those who need it. --metlay



! **** VMS MAILER COMMAND FILE FOR THE R-ALPHA PBEM GAME ****
!
! (last rev: 11 April 1991. May be missing some R-Alpha people; let me know)
!
!------------------------------------------------------------------
!Command Team:
!
!Count Ger                  Mission Commander, CO of Alcyon
!Bhyarrvouf^                Mission Subcommander, XO of Alcyon
!Etienne de Mer             Transport Team Leader, Helmsman of Alcyon
!Lazer Farouk               Security Team Leader
!Johann Abuko^              Engineering Team Leader, Chief Engineer of Alcyon
!Christian van der Merwe    Bioscience/Medical Team Leader, Ship's Doctor
!Karl Morser^               Physical Sciences Team Leader
!Dave Sokuku                Social Sciences/Contact Team Leader
!Mac Witfield               Generalist Team Leader
!(Richard Jett)             Turnskaad's Legal Liaison (advisory capacity)
!
!------------------------------------------------------------------
!Transport Team:             | Security Team:		
!                            |
!Etienne de Mer*             | Lazer Farouk*
!Nishu Neriika*2             | Thule Jonson*2@
!Andon Shrike+	             | Abdul Schmud+	    
!Fritz Severin+              | Andon Shrike+	    
!Morgan Grey^                | O'Shi Mahlel
!Charyn Robins++             | Jordan Kalhoun Azani
!Jaron Voga                  | Andreas Spear+	    
!Goughzar+                   | J. J. Horne+
!                            |
!-------------------------------------------------------------------
!Engineering Team:           | Bioscience/Medical Team:  
!                            |
!Johann Abuko*               | Christian Van Der Merwe*@
!Aaron haut Frieder          | Joachim Tabor	    
!(Bhyarrvouf+)               | Andreas Spear+	    
!Fitz Severin+               | Morton Limner++
!Kimball Redd                | Jan Yorblin
!Ralf+                       | Ian Thomas+
!Zben Blaine                 | Alliara Niigurd+
!Slide Wrinkley              | Charyn Robins++
!                            | Goughzar+
!                            | 
!----------------------------------------------------------------------
!Physical Sciences Team:     | Social Sciences/Contact Team: 
!                            |
!Karl Morser*                | Dave Sokuku*
!Manfred Werner              | Adrian Bishop
!Abdul Schmud+               | J. J. Horne+
!Morton Limner++             | Alliara Niigurd+
!Ian Thomas+                 | Richard Jett+
!Daniel Silvmane^            |
!                            |
!-----------------------------------------------------------------------
!Generalists:
!
!Mac Witfield*
!(Bhyarrvouf+)
!Morton Limner++	   
!Ralf+		   
!Rigo Edmondsen	
!Richard Jett+
!Charyn Robins++
!
!"*" is the Team Leader (and "*2" is 2nd in command.)
!"+" indicates placement on another team, and "++" indicates two other teams.
!"@" indicates a ship owner.
!"^" indicates someone who can stand watches in Engineering if necessary.
!
! *** PBEM individual character mail address definitions ***
!   (ONLY FOR PLAYERS CURRENTLY IN THE GAME AND RUNNING!)
!
$ define pbemref "IN%""richard@agora.UUCP""" !regular address (should work)
$ define pbemref2 "IN%""richard@agora.rain.COM""" !also works fine (usually)
$ define pbemrefca "IN%""richard@engrg.uwo.ca""" !feed through Canada (if not)
! Richard Johnson, PBEM Referee
!
$ define ger "IN%""dan@engrg.uwo.ca"""     
! Count Nanadh Nggemen Ger (Dan Corrin), Mission Commander
!
$ define abuko "IN%""d9bertil@dtek.chalmers.se"""
! 		Johann Abuko (Bertil Jonnell), Engineering Team Leader
$ define vouf "IN%""metlay@vm1.cis.pitt.edu"""
! 		Bhyarrvouf (Mike Metlay), Engineering and Generalist
$ define frieder "IN%""GDS3939@ritvax.isc.rit.EDU"""
! 		Aaron haut Frieder (Gary Schreiber), Engineering
$ define redd "IN%""cse426@cck.coventry.ac.uk"""
!		Kimball Redd (Simon Anderson), Engineering
$ define ralf "IN%""jscratch@eklektik.pgh.pa.us"""
$ define ralf2 "IN%""scratch@unix.cis.pitt.edu"""
! 		Ralf (Steve Owens), Engineering and Generalist
$ define blaine "IN%""brucer@psc.plymouth.edu"""
! 		Zben Blaine (Bruce Ritchie), Engineering
$ define severin "IN%""baranski@meridn.enet.dec.com"""
!		Fitz Severin (Jim Baranski), Engineering and Transport
$ define demer "IN%""salamon@sdbio2.ucsd.edu""" 
! 		Etienne de Mer (Andrew Salamon), Transport Team Leader
$ define shrike "IN%""bgillesp@lonestar.prime.com"""
! 		Andon Shrike (Brian Gillespie), Transport and Security
$ define voga "IN%""cdba_ltd@uhura.cc.rochester.edu"""
!		Jaron Voga (Chris Bartlett), Transport
$ define neriika "IN%""kstclair@jacobs.cs.orst.edu"""
! 		Nishu Neriika (Kelly St. Clair), Transport
$ define farouk "IN%""hobbit@ac.dal.ca"""
! 		Lazer Farouk (Colin Roald), Security Team Leader
$ define schmud "IN%""grue@batserver.cs.uq.oz.au"""
! 		Abdul Schmud (Paul Dale), Security and Physical Science
$ define spear "IN%""chris@ssbell.imd.sterling.com"""
! or chris%ssbell.uucp@uunet.UU.NET
!		Andreas Spear (Chris Olson), Security and Bio
$ define jonson "IN%""plb@violin.att.com"""
! 		Thule Jonson (Peter Berghold), Security
$ define merwe "IN%""npsylv@wmvm1.cc.wm.edu"""
!	Dr. Sir Christian van der Merwe (Nicholas Sylvain), Bio Team Leader
$ define tabor "IN%""pierson@xenna.encore.com"""
! 		Joachim Tabor (Dan Pierson), Bio
$ define limner "IN%""gsw@moss.att.com"""
! 		Morton Limner (Gerry Williams), Bio and Phys Sci, Generalist
$ define sokuku "IN%""jlp@hamblin.math.byu.edu"""
! 		Dave Sokuku (Jan Peterson), Social Science/Contact Team Leader
$ define morser "IN%""waylancm@mentor.cc.purdue.edu"""
! 		Karl Morser (Craig Waylan), Physical Science
$ define werner "IN%""rona@hpdml92.hp.com"""
! 		Manfred Werner (Ron Abramson), Physical Science
$ define horne "IN%""givler@cbmvax.commodore.com"""
! 		J J Horne (Greg Givler), Social Science/Contact and Security
$ define witfield "IN%""macgyver@cis.ohio-state.edu"""
! 		Mac Witfield (Wilson "Mac" Liaw), Generalist Team Leader
$ define edmondsen "IN%""rancke@diku.dk"""
! 		Rigo Edmondsen (Hans Rancke), Generalist
$ define bishop "IN%""markc@hpcvss.cv.hp.com"""
! 		Adrian Bishop (Mark Cook), Journalist-on-assignment/SocSciCon
$ define grey "IN%""rem@oz.plymouth.edu"""
! 		Morgan Grey (Bob Mahoney), Transport
$ define thomas "IN%""richard@engrg.uwo.ca"""
!               Ian Thomas (Richard Johnson), Physical Sciences
$ define jett "IN%""npsylv@wmvm1.cc.wm.edu"""
!		Richard Jett (Nicholas Sylvain), Generalist
$ define niigurd "IN%""mav@lizardo.huji.ac.il""" 
!		Alliara Niigurd (Marc A. Volovic), Social Sci/Contact/Bio
$ define wrinkley "IN%""iain@batserver.cs.uq.oz.AU"""
!		Slide Wrinkley (Iain Fogg), Engineering
$ define azani1 "IN%""ez002182@deneb.ucdavis.edu"""
$ define azani2 "IN%""ccm007@deneb.ucdavis.edu"""
! 		Jordan Kalhoun Azani (John Banagan), Security
$ define robins "IN%""jamesp@metolius.wr.tek.com"""
!		Charyn Robins (James Perkins), Transport/Bio/Generalist
$ define mahlel "IN%""abc@gateway.gateway.com"""
!		O'shi Mahlel (Alan Clegg), Security
$ define silvmane "IN%""glenn@uhccux.uhcc.hawaii.edu"""
! 		Daniel Silvmane (Glenn Fernandez), Physical Science
$ define yorblin "IN%""s94sergienko@usuhsb.ucc.usuhs.nnmc.navy.MIL"""
!		Jan Yorblin (Eric Sergienko), Medical
$ define goughzar "IN%""C447463@UMCVMB.missouri.EDU"""
!		Goughzar (Bart Simpson), Transport and Medical
!
! And people in the game but not on the Alcyon:
!
$ define ferdy "IN%""ASSHUSCR@cms.am.cc.reading.ac.uk"""
!		Ferdy (Alan Huscroft)
$ define hooper "IN%""ajgreen@irlearn.bitnet"""
! 		Hooper (Arthur Green)
!$ define doejin 
!               Doejin (
$ define akhouw "IN%""npsylv@wmvm1.cc.wm.edu"""
!		Akhouw (Nicholas Sylvain)
$ define aiwi "IN%""bpost@tully.berkeley.edu""" 
! 		Aiwi (Brad Post) 
$ define eihoftyah "IN%""rsdean@crdec8.apgea.army.mil"""
!		Eihoftyah (Robert S. Dean)


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



Archive-Message-Number: 2273
Date: Fri, 12 Apr 91 14:58:15 EST
From: grue@cs.uq.oz.au



hiya,



>Date:     Thu, 11 Apr 91 15:09:41 EDT
>From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
>Subject: (2270)  Re: (2259) A lot of TidBYTES



>If I really wanted to take away the players' ship without any 
>chance of their responding, I'd just haul out a 20,000ton navy-type 
>cruiser and demand that they surrender or be meson-gunned.  One shot 
>will annihilate any player class vessel.


Actually, one shot will annihilate ANY class of vessel.  A meson-T gets
lots of nice critical hits on small (<100k Ton ?) ships and lots and lots
of internal hits anyway (I seem to remember that it is about 17 :-)  The
only chance of surviving a large meson gun hit it not to get hit.  This means
a very high agility (which is damn hard to get) and a big meson screen (which
is incompatable with agility :-)  I haven't worked out the probs to see what
the best trade off is (yet????!!!! ;-)



Hopefully, TDR ship combat will try to rectify the short lifetime of large
ships a little.  (will we let them live 2-3 turns not 1??? ;-)





I liked most of the rest of the information content in the article, I just
couldn't resist pointing out the 'obvious' error ;-}





oh, and by the way a 20k Ton cruiser has a lot of trouble carrying a large
spinal mount.  I designed a ship which was close to the minimum that could
carry a meson-T, it was a large power plant with a HUGE gun hanging off it.
I think it was 20k Ton total (nice size?)



By about 50k Ton you get a 'nice' navy-type ship that can defend itself
somewhat better.









        						Pauli

seeya



Paul Dale               | Internet/CSnet:            grue@cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%cs.uq.oz.au@uk.ac.ukc
Australia, 4072         | EAN:                          grue@cs.uq.oz
                        | UUCP:           uunet!munnari!cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@cs.uq.oz.au



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



Archive-Message-Number: 2274
Subject: PBEM two new addresses
Date: Thu, 11 Apr 91 21:35:50 PDT
From: Richard Johnson <richard@agora.rain.COM>



I have two new addresses to pass along -



Goughzar - c44763@umcvmb.missouri.edu



new aslan - 09nilles@cuavax.dnet.cua.edu





Also, the R-alphans are starting to get going.
Hooper - A J Green
Katie  - John Kim
Doejin - Carl Fago
Ferdy  - Alan Husscroft
Ziggy  - Rob Harris



And these guys will also be playing other characters too.  Don't let
that throw you.  :-)

- - -- 
"If I get murdered one more time, I'll scream!"  //      Richard Johnson
`Mary' from the movie "High Spirits"            //   richard@oresoft.com
                                              \X/ richard@agora.rain.com





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



Archive-Message-Number: 2275
Subject: Re: (2259) Alot of TidBYTES...
Date: Fri, 12 Apr 91 9:55:15 CST
From: Mark Power <mpower@beowulf.his.uab.edu>



My own answer as to what to do about the problems with MT combat and
speculative trade is -- throw them out.  I've been working on a replacement
personal combat system based on Snapshot, Azhanti High Lightning and
Striker.  The first, partial draft is ready  for play-testing, just to see
if I'm on the right track at all.  I'll be happy to send copies to anyone
who would like to do that.  NOTE: Don't expect snappy response: I'll be
out of the office most of the next two weeks.  Also, don't expect a lot.
It's really just at the proof-of-concept stage.  It covers only basic ranged
combat, so far.



Speculative trade is another sore spot.  Re-working spec trade was the primary
purpose of the now-defunct Trade & Commerce sub-list.  A number of use
kicked around some ideas, and Greg Givler assembled a preliminary draft of
an expanded trade system.  I could dig that out of the archives and send it
to you as well.



Mark



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

Mark Power				mpower@beowulf.his.uab.edu
University of Alabama Hospital
GSB 240
619 19th St. South
Birmingham, AL 35233







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



Archive-Message-Number: 2276
Date: Sat, 13 Apr 91 03:47:53 -0500
From: waylancm@mentor.cc.purdue.edu (Legion)
Subject: encyclopaedia traveller





Trying to find decent gaming supplies in West Lafayette, IN is much
like wandering about in a desert wasteland; lots and lots of NOTHING.
(Odd, since it's only a few hours north of hte last reported location
of Traveller HQ...)



What I'm looking for is basically a list of equipment, knick-knacs,junk,
etc. (useful or not) that players might actually find. If there's
an on-line listing, could Some Kind Soul please send me some info for
ftp'ing it, or alternatively, has anyone tried to compile something
like this for TDR?




********************************************************************
Hi, my name's Legion. I'm many.   **   waylancm@mentor.cc.purdue.edu
********************************************************************



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



Archive-Message-Number: 2277
Date:     Sat, 13 Apr 91 8:14:42 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:2273 (Cruisers and things)



When I said 20,000ton cruiser, I had in mind something like the Piranha class
light cruiser of the Imperial Glisten navy, which was posted here a good long
while ago, and still available from the Berkeley site.



Its main armament is a Meson Gun-J, which doesn't get as many extra damage
rolls as a MG-T, but will still do a
number on a small vessel.



(-8 Clearly, almost anything will destroy a player vessel...I just picked
a number that I felt was in the smallest region of the "obviously so big it's
hopeless category".



With regard to agility, you know my opinion on the topic--it should be based
on the size of the maneuver drive (as modified by thrust, for my tastes), so 
that a vessel that can maintain a 2-G acceleration with all weapons powered
would have an agility rating of 2.



Rob Dean



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



Archive-Message-Number: 2278
Date: Sat, 13 Apr 91 14:22 EDT
From: METLAY@vms.cis.pitt.edu
Subject: PBEM: The Hour is upon us!





Fellow Travellers, R-Alphan New Friends, and filthy-alleycat-furballs-
only-fit-to-be-eaten, erm, I mean, and Worthy Aslan Explorers:



As you all know, the entire PBEM is soon going to be in the same "place,"
which makes communications VITAL among all players. I need to hear from
each and every one of the PBEM's people who are NOT part of the Alcyon's
crew: R-Alpha natives, and Aslan alike. I handle some of the mailer duties
for Richard, and outside the Alcyon my files are old and out of date. PLEASE
contact me ASAP so I can add you to the master alias file. I would also like
a volunteer to translate the master file, which is a .COM file for VMS, into
a unix aliases.text file, for those who'd like it.



I would also like to hear IMMEDIATELY from people who do NOT plan to be back
in the game next September, or who may have to change addresses etc. A lot
of the plotline hoops we had to jump through this past year were to cover 
for people who vanished with little or no warning; knowing ahead of time who
may not be back will make things much easier for poor Richard. 


many thanx

metlay



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



Archive-Message-Number: 2279

Date:     Sat, 13 Apr 91 17:56:03 EDT

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

Subject:  Vehicles (Apologies)



I apologize for the condition of the send below.  Somehow my C-64 managed to
translate a perfectly normal upper/lower case file into all upper case when 
uploading.  In any case, the Industrious is an example design using George
Herbert's watercraft rules, posted last week.



Rob Dean



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

INDUSTRIOUS CLASS TANKER TL7



     THE INDUSTRIOUS CLASS TANKER IS A WATERCRAFT SPECIALIZED FOR LONG DISTANCE
TRANSPORTATION OF BULK LIQUIDS.  

  

 CRAFTID: INDUSTRIOUS CLASS TANKER, TL7, MCR22.883
    HULL: 3600/9000, DISP=4000, CONFIG=4SL, ARMOR=12B, UNLOADED=3766.2T,
          LOADED=27006T
   POWER: 4/8, IMPINTCOMB=36MW, DUR=20 DAYS@75% POWER
    LOCO: 3/6, PROPELLOR=1 (ELECTRIC DRIVE), MAXSPEED=31KPH, CRUISE=30KPH,
          RANGE=14400KM
    COMM: RADIO=CONTINENTAL(5000KM)
 SENSORS: RADAR=DIST(5KM), ACTOBJSCAN=FORM, ACTOBJPIN=FORM
     OFF: HARDPOINTS=40 (NO WEAPONS INSTALLED)
     DEF: -
 CONTROL: ELEC*3040
   ACCOM: CREW=24 (6 BRIDGE, 6 ENGINEERING, 9 MAINTENANCE, 3 COMMAND),
          SMALLSTATEROOMS=24, ENV=BASIC ENV (CREW SPACES ONLY)
   OTHER: FUEL=540KL, CARGO=22700KL, OBJSIZE=LARGE, EMLEVEL=FAINT
   NOTES: CREW WAS DETERMINED BY STARSHIP REQUIREMENT FORMULAS MULTIPLIED
          BY THREE TO PROVIDE CONTINUOUS COVERAGE OF DUTY STATIONS.





CHARIOT CLASS SYSTEM DEFENSE BOAT TL13

  

     THE CHARIOT CLASS IS A STANDARD IMPERIAL SDB DESIGN. HUNDREDS ARE IN 
SERVICE WITH THE PLANETARY NAVIES OF THE INDUSTRIAL WORLDS OF LUNION AND
STROUDEN IN THE SPINWARD MARCHES ALONE. WHILE THE FUEL SUPPLY IS SUFFICIENT
TO ALLOW THIRTY FULL DAYS OF OPERATION AT MAXIMUM POWER, IT IS MORE OFTEN
STRETCHED TO PROVIDE 75 DAYS OF OPERATION AT 40% POWER, ENOUGH FOR 1-G
MENEUVER AND FULL LIFE SUPPORT.  IF OPERATED IN LIFE SUPPORT AND PASSIVE
SENSOR ONLY MODE, AS WITH A LOITER OPERATION DURING AN ENEMY ATTACK ON THE
SYSTEM, ONLY ONE PERCENT OF THE POWER CAPACITY IS REQUIRED.  THIS WOULD
ALLOW THE VESSEL TO WAIT FOR UP TO 4375 DAYS BETWEEN FUELINGS--WHICH IS TO
SAY, AS LONG AS NECESSARY.

  

 CRAFTID: CHARIOT CLASS SDB, TL13, MCR757.85
    HULL: 540/1350, DISP=600, CONFIG=4SL, ARMOR=70F, UNLOADED=29760T,
          LOADED=30600T
   POWER: 70/140, FUSION=9270MW, DUR=30DAYS
    LOCO: 94/188, MANEUVER=6 (THRUSTERS=67600T), MAXSPEED=1000KPH, 
          CRUISE=750KPH, NOE=170KPH, TRUEACC=2.2G, AGILITY=2
    COMM: RADIO=SYSTEM*2, LASERCOMM=SYSTEM*2, MASERCOMM=SYSTEM*2
 SENSORS: EMM, EMS ACTIVE (FAR ORBIT)*2, EMS JAMMER (FAR ORBIT)*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=6



            BEAMLASER=XX3             MISSILE=X03
          BATTERIES     2                       3
          BEARING       2                       3

     DEF: DEFDM=+10
          SANDCASTERS=XX4
          BATTERIES     1
          BEARING       1



 CONTROL: COMPMOD7*3, HUDHOLODISPLAY*6, HOLOLINK*120
   ACCOM: CREW=11 (2 BRIDGE, 2 ENGINEERS, 2 GUNNERS, 1 MAINTENANCE, 2 FLIGHT,
          1 COMMAND, 1 MEDIC), STATEROOMS=11, ENV=BASIC ENV, BASIC LS, EXT LS,
          GRAV PLATES, INERT COMP
   OTHER: FUEL=3780KL, CARGO=73KL, MISSILEMAGAZINE=90KL (100 B-R), 
          SUBCRAFT=1*30T SHIP'S BOAT, OBJSIZE=LARGE, EMLEVEL=FAINT



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



Archive-Message-Number: 2280

Date: Sat, 13 Apr 91 18:08 EDT

From: METLAY@vms.cis.pitt.edu

Subject: PBEM Correction





The correct address for Goughzar (B. Simpson) is not the one given by our
Fearless-but-Typo-Prone GM: it's actually c447463@umcvmb.missouri.edu.
(He only missed one digit, but y'all know how finicky computers can be....)

metlay

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


Archive-Message-Number: 2281
Date: Sun, 14 Apr 91 16:06 EDT
From: METLAY@vms.cis.pitt.edu
Subject: PBEM: another address change





Steve Owens has a new computer account which will follow him when he
leaves Pitt, so please alter your alias files for Ralf as follows:



scratch@hpb.cis.pitt.edu


Thank you very much, and I'm still waiting to hear from the R-Alphans
and the Aslan... c'mon gang, I didn't really mean the crack about furballs....


metlay



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



End of TML Bundle

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



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TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Wed Apr 24 21:00:14 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #184: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2282  15-Apr-91 Simon Anderson    Questions, Answers << A thought on the batter
2283  15-Apr-91 "Simpson, Bart"   Task Library << I have been searching through
2284  16-Apr-91 grue@cs.uq.oz.au  The 100 diameter limit for jump points << hiy
2285  17-Apr-91 Mark F. Cook      Waaaay off the subject of MT << ... but what 
2286  18-Apr-91 Jo Jaquinta       That "broken record" feeling... << "On multip
2287  18-Apr-91 cadpoole@atlas.cs Help for the Neophyte? << Hello out there in 
2288  19-Apr-91 METLAY@vms.cis.pi Help for the Neophyte << Dale, I promised you
2290  20-Apr-91 James T Perkins   TML Archives How-To << I haven't mailed this 
2291  20-Apr-91 James T Perkins   TML Archives on MSDOS diskettes << Announcing
2292  23-Apr-91 James T Perkins   The WarGamers, Part 1/3 << Howdy TMLer's, one
2293  23-Apr-91 James T Perkins   The WarGamers, Part 2/3 << WarGamer update in



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



Archive-Message-Number: 2282
From: Simon Anderson <cse426@cck.coventry.ac.uk>
Subject: Questions, Answers
Date: Mon, 15 Apr 91 16:42:38 WET DST



A thought on the batteries question :



The rules want you to have vast controls  for  the  expensive  batteries,
when all you really need to control them is a dial marked "power". 



Why  not  take  the  extra  weight,  volume and price requirements beyond
those for the most basic controls (whatever you think  they  are  ),  and
make  them  the  requirements  to  recharge  the batteries. If you have a
vehicle powered by low-tech, expensive batteries, then  they  might  well
be  simple  to  use,  but  recharging  them  would  take a very carefully
regulated power supply, with little room for error,  etc.  That  way  you
can  have  ONE  recharging  unit, with it's own power plant, for all your
vehicles. 



On the related point of weapons fire  being  unable  to  damage  hi -tech
armours,  I  did  a  (quick) check on the numbers, and it worked out as 1
point of damage taken per round fired at the armour. I used  the  figures
for  exceptional  success,  assumed  skills giving +2 to hit, so a 7 + on
2d6 was needed for 1pt damage to totally  enclosed  armour,  and  ignored
the  fact  that  it  didn't  matter if you were firing .22 calibre pistol
shots or 6cm calibre high-velocity cpr gun HEAP rounds!



On that basis, all the lo-tech, outclassed police forces need  is  a  few
squads  armed  with  twin  machine  guns to throw 20 rounds each into any
troublemakers - their armour is unharmed, but they've  been  knocked  out
by  the  noise.  If  you  want  to be mean, then twin pulse lasers,  mass
- - -drivers, or an autocannon (rate of fire at tech  5  is  listed  at  1500
rounds  for  a  4cm bore, I *think* that's rounds per minute! ). Policing
your spaceport is now no problem, just put in a few  walls  between  your
buildings   and  the  ships,  place  some  High  velocity  Autocannon  at
strategic points, and tell people they can't  come  into  YOUR  spaceport
until  they  remove  THEIR TL-15 battledress. A cr 17,500 autocannon is a
fair swap for cr 60,000 TL-14 combat armour. 



Unfortunately, the rules seem unclear on a few points :



CPR Laser guidance is available for all cpr guns, so all  rounds  can  be
specified  as  hitting  a  single  target.  Very useful against people in
battledress, but does that mean you can only blast their general area  or
hit  one  person?  What about targeting 2 people? And can you do the same
thing with Mass Driver guns and laser weaponry?



It  might  help  if  the  rules allowed for armour to be at least damaged
upon receiving a hit from a 10cm bore high-explosive shell  from  a  high
velocity  cpr  gun,  at  point  -blank  range.  As it stands, a character
wearing tech 14 battledress might take up to  4  points  of  damage  from
this,  on  a  perfect  hit.  This seems a little unreasonable, as I would
have thought they would need to someone to scrape them off the inside  of
their  (undamaged!)  armour  at  that  point.  Maybe treating all totally
enclosed armour in the same way as vehicles would  solve  the  problem  -
the  old  Traveller book 4, Mercenary, mentioned using HE rounds to knock
out tanks by killing the crew from concussion - It's going to  complicate
the  rules,  but there isn't much difference between a set of battledress
and a tank as it is.



		Simon Anderson, cse426@uk.ac.cov.cck



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



Archive-Message-Number: 2283
Date:         Mon, 15 Apr 91 16:05:42 CDT
From: "Simpson, Bart" <C447463@UMCVMB.MISSOURI.EDU>
Subject:      Task Library



I have been searching through books and adventures most of the weekend
looking up tasks for various and sundry things that players might do. I
was wondering if anyone had ever compiled a list of tasks for various
skills, objects, etc - and published them. Most of the tasks I found
were on equipment sheets or hidden away in the players manual. Has anyone
even compiled all the one's in the player's manual into one sheet?


Bart



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



Archive-Message-Number: 2284
Date: Tue, 16 Apr 91 10:35:44 EST
From: grue@cs.uq.oz.au
Subject: The 100 diameter limit for jump points



hiya,



I'm about to flog a dead horse here, but while reading through the
(old) boxed adventure (for starter traveller even) called Tarsus, I
noticed some more information that would clarify exactly where the 100
diameter limit is.  I quote:



' Break Out From Jump Space: The ship has just emerged from
jump space, and lies about 120 million kilometers from Hote
(the central star). This distance is necessary because the ship
cannot emerge closer than 100 diameters to any astronomical
body. Since Hote has a diameter of about 1.16 million
kilometers, 120 million kilometers is a safe distance.  Good
navigation has placed the ship as close as possible to Tarsus
(Tarsus is about 50 million kilometers from Hote), about 70
million kilometers distance.'



This paragraph is pretty self explanatory and it might help clear
up the fuzziness around exactly where you may jump from.




					Pauli

seeya



Paul Dale               | Internet/CSnet:            grue@cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%cs.uq.oz.au@uk.ac.ukc
Australia, 4072         | EAN:                          grue@cs.uq.oz
                        | UUCP:           uunet!munnari!cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@cs.uq.oz.au



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



Archive-Message-Number: 2285
Subject: Waaaay off the subject of MT
Date: Wed, 17 Apr 91 12:42:19 PDT
From: Mark F. Cook <markc@hpcvss.cv.hp.COM>

... but what the hey.  Are any of you crazed MT players (or at least
those of you in the computer industry) going to be at NCGA '90?  This
is the National Computer Graphics Associations' annual tradeshow, held
in Chicago this year.  If so, stop by the HP booth and ask for me.
I'm supporting HP Interface Architect (demo station #7).  The Hewlett-
Packard booth is #701 and is almost dead center in front of the main
intrance.


Let's meet face to face, if possible!

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
          markc%hpcvss.cv.hp.com@relay.hp.com



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



Archive-Message-Number: 2286
Date: Thu, 18 Apr 91 9:43:58 BST
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: That "broken record" feeling...



	"On multiple-time rumours, change the circumstances slightly and reword
the tale enough to avoid that "broken record" feeling."

	This chaming piece of advice is part of a paragraph appearing in The 
Flaming Eye next to the section on rumours. Not once but at least FOUR TIMES!
[and I haven't even finished it yet!) In other places the repeat the tasks
"To compute jump coordinates", "To prepare the jump drives for jump", and
"To engage the jump drives" verbatim from the rule books at least twice in
the scenario. This is boring and useless. This is boring and useless. This is 
boring and useless. Sorry, it's just, it's just, begining to, it's just begining
to, become, become habit.

	Not to mention stupid tasks like "To cross landing field safely in
a vehicle". It moderates mishaps but not failure.



	P: "OK we undock the air/raft and drive over the base."
	R: [rolling dice]. "You fail."
	P: "We crash?"
	R: "No. You just fail."
	P: "So where are we?"
	R: "Um. Halfway?"
	P: "We keep driving."
	R: [rolls again] ...



	And this is "an exciting, high-paying mission." Yawn.


					Jo Jaquinta
					jaymin@maths.tcd.ie

P.S. So who out there plays Bunnies and Burrows? Want an e-mail game?


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



Archive-Message-Number: 2287
Date: Thu, 18 Apr 91 15:27:15 -0300
From: cadpoole@atlas.cs.upei.ca (Dale Poole)
Subject: Help for the Neophyte?





Hello out there in the ether!

I have been an afficionado of Traveller for many years, but I've never had to opportunity to play the game!  Odd isn't it?  I haven't been able to find anyone interested in playing until recently.

Now that someone is interested, I am having a hard time determinely where to start.  I would appreciate any mail from those of you whomight have suggestions for the beginning Traveller Referree (sp?).

Anyone who has interesting started scenarios, but especially anyone who can provide a step-by-step (almost) guide to conducting a Traveller session would be appreciated.

I have GMed extensively in AD&D, but for some reason...sigh... I just can't get thehang of Traveller.  It doesn't seem to get into floormaps, tricks and traps like the D&D stuff does.  Or am I missing something.

BTW, I have the starter stuff for "olde Traveller" as well as the starting boxed set for "MegaTraveller".  Any suggestions as to which is the better setup?  Can anyone help me understand what the differences are?


Thanks for your help!


Oh Yeah....Dale Poole     cadpoole@atlas.cs.upei.ca

P.S.   Is there anyone out there using an Amiga to help them moderate their games?  Any software suggestions would also be appreciated!


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



Archive-Message-Number: 2288
Date: Fri, 19 Apr 91 00:22 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Help for the Neophyte





Dale, I promised you a detailed email letter, and this ain't it. But I can
pass along a couple of things quickly:



1. Traveller (Classic or Mega) requires a very different mindset than D&D.
Mapping, starship combat, trade and commerce, and fun toys are there for 
the people who enjoy such things, but the game relies more heavily on real
roleplaying than D&D does, as the characters tend to have more depth and 
dimensionality than D&D characters do (assuming an equally talented player;
I've played with excellent D&Ders and with rotten Traveller players before).
In general, Traveller adventures are more like D&D "wilderness campaigns"
than dungeon adventures, although there are exceptions. Random gadding about
for gold and adventure isn't done much; people tend to have careers and goals
and get into and out of trouble following them.


2. The tools of Traveller tend to fall in the following categories: pushes
(bad things that will happen to people if they're not careful), pulls (good
things that COULD happen if parties strive for them), rumors, gimmicks, etc.
Since there's no artificially codified means for advancement (there's a monster
every few turns, kill enough and you go up a level, etc.), the referee has to 
have a more substantive game plot than the average D&D DM does. (Most D&D games
are live-action Nintendo scenarios, from what I've seen over the past 15 years.)



3. The easiest-to-run and easiest-to-start adventures in Traveller, which also
give a bang-up description of a small and easy to digest chunk of the Imperium,
are Classic Traveller Adventures 1, 2, and 3, and the Double Adventures 1 and 
2, and THE TRAVELLER ADVENTURE trade-paperback. They're ALL out of print, which
is a shame, but they can and should be found and savored. If you read up on 
ALL of these books, or several of them, and get a good feel for jumping from 
book to book, you can run a campaign that will have new things around every
corner for years. Unfortunately, the adventures for MT as of now are pitiful at
best and godawful at worst...CERTAINLY no way to learn the game. (Who out there
besides me considers Murder on Arcturus Station to be the best idea and format
for a RPG adventure in any game ever? I kept a party of experts tearing their
hair out for WEEKS with that one! |->


If you want to know more, others will have suggestions. But my first piece of
advice is good enough to repeat at the last: throw away everything you know 
about D&D and start fresh.



metlay


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



Archive-Message-Number: 2290
Subject: TML Archives How-To
Date: Sat, 20 Apr 91 00:19:59 PDT
From: James T Perkins <jamesp@metolius.WR>





I haven't mailed this out for a long time, and it's changed quite a bit.
In it I outline how to use the TML Archive sites to get archives and
packages of interesting things like Errata, Traveller Game Aid Software,
Official Sector Data, and Starship Designs.  The TML archives here at
TML central have expanded to contain most things available from the
sunbane server.



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!"



=== cut here ===



		Traveller Mailing List Message Archives

			 Retrieval Instructions



			   Updated 19 Apr 1991



This handy quick-reference table indicates at a glance what is contained

at the various TML archive sites:



				------- What's there -------

	Site		Method	Buns	Pkgs	Soft	Shps

	--------------	------	----	----	----	----
	sunbane		ftp	all	all	some*	some
	metolius	email	all*	all*	none	none
	metolius	disk	all	all	none	none
	ocf		ftp	none	none	none	all*
	naucse		ftp	none	none	some	none



There are several different sites archiving Traveller Mailing

List-related materials.  The primary archive sites are called 'sunbane'
and 'metolius', and there are special-interest archive sites at 'ocf'
and 'naucse'.



There are different ways to request archive information, depending on
the site you get the archives from.  'ftp' indicates anonyomous ftp
online file transfer.  'email' indicates reponse and data via email.
'disk' indicates 3.5" DSDD MSDOS floppies delivered by the postal
service.



Also depending on the site, there are different materials available.
'Buns' indicates the TML message traffic, about 9 megabytes in size.
'Pkgs' indicates "Packages" of collected information: errata, software,
official sector data, and starship designs.  'Soft' indicates additional
gaming aid software, beyond that available in the Packages.  'Shps'
indicates starship designs, beyond that available in the Packages.  The
asterisks '*' indicate which site is likely to be most up-to-date for a
particular type of material.



SUNBANE ARCHIVE SITE



All the TML traffic (Bundles) and Packages, and some additional software
and postscript deck plans, are available via ftp from sunbane:



	Host name:		sunbane.engrg.uwo.edu
	IP Address:		129.100.100.12
	Directory:		pub/traveller
	Site administrator:	dan@engrg.uwo.edu (Dan Corrin)



A sample session follows (lines that a user would type on are marked
with a "*", and commentary begins with a "#"):

    *	shell> ftp 129.100.100.12		#begin the ftp session
	Connected to 129.100.100.12.
	220 sunbane FTP server (SunOS 4.0) ready.
    *	Name (129.100.100.12:dan):anonymous   #prompts for your id, but type
					    #anonymous for archives
	331 Guest login ok, send ident as password.
    *	Password: 		#type yourlogin@yourhost.xx.xx here -
    				#echoing is disabled
	230 Guest login ok, access restrictions apply.
    *	ftp> binary		#set transfer type to binary
	200 Type set to I.
    *	ftp> cd pub/traveller	#chdir to the Traveller area
	250 CWD command successful.
    *	ftp> get bun01.Z	#file name assumed to be same on your host
	150 Binary data connection for bun01.Z (129.100.100.51,2328)
	    (20480 bytes).
	226 Binary Transfer complete.
	local: bun01.Z remote: bun01.Z
	20480 bytes received in .34 seconds (59 Kbytes/s)
				#repeat get command as desired
    *	ftp> bye		#terminate the ftp session
	221 Goodbye.
    *	shell> uncompress bun01.Z	#uncompress the bundle



The files README and TOC provide a brief/detailed summary of the
contents of the archive.



The site is managed solely by the FTP Site Coordinator: dan@engrg.uwo.ca
(Dan Corrin).  The University of Western Ontario is not responsible for
the materials and opinions stored in the archives.



METOLIUS ARCHIVE SITE



All the TML traffic (Bundles) and Packages are available via email or
MSDOS diskette from the Traveller Mailing List Administrator,
traveller-request@metolius.wr.tek.com.  I do this as time becomes
available, every other week or so, so sunbane is usually the fastest way
of getting information, not metolius.  Sunbane is also better connected
for sending lots of megabytes out across the networks.  If you still
want or need to use the metolius archive service, I will gladly send you
a detailed Bundle Table-of-Contents so you can pick and choose which
Bundles look interesting.



For more information on receiving TML Bundles and Packages on 3.5"
Double-Sided, Double-Density MSDOS-format diskettes, please write the
TML Administrator via email at traveller-request@metolius.wr.tek.com.



OCF ARCHIVE SITE



The ocf archive site maintains the consummate set of MegaTraveller
Vehicle Designs.  There are literally hundreds of them available at all
tech levels, sizes, and prices, from Starships to tricycles.  The
mechanism for accessing the data via ftp is similar to the sunbane
archive, and the specific details are:



	Host name:		ocf.berkeley.edu
	IP Address:		128.32.184.254
	Directory:		pub/Traveller
	Site administrator:	gwh@ocf.berkeley.edu (George Herbert)



NAUCSE ARCHIVE SITE



The naucse archive site contains some private software development
related to MegaTraveller character generation.  The files there are 386
PC MSDOS exeuctables (.exe's).



	Host name:		wew.ucc.nau.edu
	IP Address:		134.114.32.3
	Directory:		fixes,misc,gm
	Site administrator:	wew@naucse.cse.nau.edu (Bill Wilson)



PACKAGES TABLE-OF-CONTENTS



Packages are an assortment of MegaTraveller Errata, DGP Official Sector
Data, Referee Game Aid Software, and some Starship Designs.  These
Packages are available from the sunbane or the metolius archive sites.



MegaTraveller Packages:



	Official Errata from Digest Group Publications as posted on GEnie.


	MT1: MegaTraveller Errata, part 1/2
	    Msgs 163,181 (48837 bytes)
	MT2: MegaTraveller Errata, part 2/2
	    Msgs 180,182 (34247 bytes)



Software Packages:



	SW1: Gensec, mapsub and subsec.csh
	    Msgs 58-59,69-72 (21784 bytes)
	SW2: Expanded System Generator
	    Msg 106 (52597 bytes)
	SW3: NPC and Travel Times
	    Msgs 238,250 (9297 bytes)
	SW4: MegaTraveller-compatible gensec, mapsub
	    Msg 318 (45216 bytes)
	SW5: Weather Generation
	    Msg 469 (39585 bytes)
	SW6: Cosmos Starship Generation
	    Msg 777 (32170 bytes)
	SW7: Expand UWPs, Weapon Availability
	    Msg 1112 (31494 bytes)
	SW8: Misc
	    Msg 384,719,780,823,899 (35358 bytes)
	SW9: (9 parts) Sysgen4 Sector/System/World Generation Suite
	    A comprehensive suite (445031 bytes)
	SW10: (2 parts) X11R4 Subsector Viewer
	    View & Print Subsectors on your X11 workstation (70602 bytes)
	SW11: Trade and Commerce Generator
	    Generate & Print available cargo/freight lots (27388 bytes)
	SW12: Random Name Generator
	    Generate & Print pages of random names (27388 bytes)



Offical Imperium Sector Data from DGP on Genie:


	SD1: Corridor, Reft, Riftspan Reaches, Verge (53827 bytes)
	SD2: Empty Quarter, Trojan Reaches (45128 bytes)
	SD3: Delphi, Glimmerdrift Reaches (48816 bytes)
	SD4: Deneb, Ley (53800 bytes)
	SD5: Solomani Rim (28457 bytes)
	SD6: Old Expanses (30366 bytes)
	SD7: Hinterworlds (30967 bytes)
	SD8: Spinward Marches (30987 bytes)
	SD9: Daibei (31927 bytes)
	SD10: Spica (31924 bytes)
	SD11: Diaspora (32155 bytes)
	SD12: Alpha Crucis (34422 bytes)
	SD13: Vland (35000 bytes)
	SD14: Fornast (36298 bytes)
	SD15: Massilia (36477 bytes)
	SD16: Gushemege (37423 bytes)
	SD17: Core (38139 bytes)
	SD18: Antares (38626 bytes)
	SD19: Dagudashaag (39127 bytes)
	SD20: Lishun (41827 bytes)



Starship Design Packages:
	A few classic Traveller and several MegaTraveller designs.



	ST1: Starship Designs
	    Msgs 33,36,37,41,45,48,49,217,219,228,361,389,465-7 (44767 bytes)

	ST2: Starship Designs
	    Msgs 589,736,772,873,875,888,1047,1051 (66840 bytes)



For the exhaustive listing of all TML messages ever sent (about five 45K
mail messages), please send mail to traveller-request@metolius.wr.tek.com!



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



Archive-Message-Number: 2291
Subject: TML Archives on MSDOS diskettes
Date: Sat, 20 Apr 91 00:25:36 PDT
From: James T Perkins <jamesp@metolius.WR>





Announcing a new service of the metolius archive site! If you can't ftp
the archives from sunbane, and you can't deal with a barrage of email,
you can get diskettes through snail mail for your PC.  I apologize for
$1/diskette, but it costs Tek $0.81/diskette and I figure the extra
$0.19 cents can go toward postage or my time spent.  I'm NOT SELLING
this stuff - just trying to cover expenses of supporting it's
dispersion to the far reaches.



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!"



=== cut here ===



	      The Traveller Mailing List Archives Diskette Library

		      On 720kb MSDOS-format 3.5" Diskettes



				  James Perkins

				   19-Apr-1991



Contents of the diskettes:



	Bundles 1-184 (8500 kb)
		All the TML traffic, from the beginning in 1987

	MT Packages 1-2 (100 kb)
		MegaTraveller Errata from Digest Group (culled from archives)

	SW Packages 1-12 (900 kb)
		TML User-contributed Software (culled from archives)
		namegen - Name generation program
		ssv - X-windows-based Interactive Subsector Viewer
		sysgen4 - Explore a Traveller universe with sectors, systems,
			worlds, world maps.
		tnc - Trade and Commerce generation pacakage for MegaTraveller

	sectors (780 kb)
		Imperium sector data as posted on GEnie by Digest Group



	All materials are considered copyrighted by the originator, and
	duplication and distribution are permitted as long as the
	copyright remains intact and only reasonable duplication costs
	are charged to the recipient.



Archive Diskette Table of Contents


	Volume Name	Contents
	-----------	------------------------------------
	TMLBUNS00	TML Bundles 1-14
	TMLBUNS01	TML Bundles 15-28
	TMLBUNS02	TML Bundles 29-42
	TMLBUNS03	TML Bundles 43-56
	TMLBUNS04	TML Bundles 57-70
	TMLBUNS05	TML Bundles 71-84
	TMLBUNS06	TML Bundles 85-98
	TMLBUNS07	TML Bundles 99-112
	TMLBUNS08	TML Bundles 113-126
	TMLBUNS09	TML Bundles 127-140
	TMLBUNS10	TML Bundles 141-154
	TMLBUNS11	TML Bundles 155-168
	TMLBUNS12	TML Bundles 169-182
	TMLBUNS13	TML Bundles 183
	TMLPKGS01	Packages MT1-2, ST1-2, SW1-8,10-12
	TMLPKGS02	Packages SW9, SD1-4
	TMLPKGS03	SD6-20


Copies of these diskettes are available from the TML Administrator:



	James T Perkins, 4635 SW Hillside Dr., Portland, OR 97221-3140
	Internet email: traveller-request@metolius.wr.tek.com.
	Phone: (503)629-1149 (days)



The cost is $1.00 U.S. per diskette ordered, plus the cost of postage.
A personal check or money order is preferred, made out to James Perkins.
The Traveller Mailing List and low diskette prices are made possible
through the generosity of Tektronix, Inc.



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



Archive-Message-Number: 2292

Subject: The WarGamers, Part 1/3
Date: Tue, 23 Apr 91 09:50:40 PDT
From: James T Perkins <jamesp@metolius.WR>





Howdy TMLer's, one of us, Theresa Verity, represents a not-for-profit
association called The WarGamers, which serves as a liaison between RPG
vendors and their customers, do playtesting, and serve as a publication
library for paper and electronic information on Role-playing Games.
I've included some (somewhat edited) pieces of mail explaining what The
WarGamers are.



So here's Theresa:



- - --- from message 1 ---



The WarGamers play all games and does not concentrate on one game or
company - unlike the RPGA...  I'd like to be able to tell everybody
about us (so that we won't become just another large group of game
players) who is interested...  I'd think that such information may be
helpful for gamers looking for an established (yet so far only
centralized in north Florida and southern Alabama - but we're growing)
and Game-Company sponsored/recognized group.



So far we have 5 officers who overlook specific areas (finance, RP,
Playtesting, etc), and have about 40 dues-paying members, and have
contact with 150 or so others.  We playtest for Bard, SJ Games, ICE
(some times) - do reviews for SJ and Palladium, and are wholely
supported by: Bard Games, Palladium, FASA, SJ Games, GDW (a little),
ICE, Hero Games...  We will be broadening out to Games Workshop, BTRC,
and others in the coming months...



We have a 4 year history, and through that time have looked into
setting up nodes at out-of-town universities or gaming groups...  In
the next few months (as soon as the paperwork is OK'ed) we will be
recognized by the Federal government as a non-profit organization
and donate funds made from our tourneys (1990 had 4 such events) to
various charities - in return we will use the money appropriated for
our organization to start a genaric gaming magazine that will be
devoted to ALL forms of RPG and ALL games no matter WHO puts them out.



- - --- from message 2 ---



The 'Gamers have been around for 4 years.  We have 6 officers: one for each
of our most busy sections of interest: Role-playing, Strategy/Board Gam-
ing, Playtesting, Computer RP/Strat, Finance, and an editor for the
Untitled magazine...



We are currently awaiting 2 things: approval from
the Feds that we ARE a recognized Non-Profit Organization, and our
move to the office we have set up..



We are in no way controlled by any
of our sponsors and act independantly from them (the before mentioned
RPG stores and the companies themselves) - sort of like a VERY free and
VERY open RPGA... We enforce no strictures on WHAT game is played - tho
we do not sanction open live-action Role-Play...



  We offer discounts (working on a couple of other stores in the Arizona
and outer areas), comradery (if that's a word), ability to playtest, use
of the local libraries of RPG Source Material (and that's why I've hit
you guys up for your archives - they will be going into our library), and
many other things...  I've put out a request at UWF to allow the WarGamers
or the student UWF Gamers (our first spouter group) to have a permanent
node address so that we can get an edge in to keep in constant contact
with gamers from all over - we WANT to grow LARGE and we WANT to FURTHER
gaming...



   Please feel free to write to me or the WarGamers at the following

addresses:   Theresa Verity              The WarGamers (in May)
             130 E. Nine-Mile Rd Apt 25  10 Marshall Rd.
             Pensacola, Fla  32514       P-cola, Fla  325??



   In May we will be moving into the new office (yeah|), and in mid-April
I will be moving into a new apartment [Phone number elided - James].



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



Archive-Message-Number: 2293

Subject: The WarGamers, Part 2/3

Date: Tue, 23 Apr 91 09:52:10 PDT

From: James T Perkins <jamesp@metolius.WR>





WarGamer update info:
~~~~~~~~~~~~~~~~~~~~~



Dated: April 4, 1991
>From : Theresa Verity
       Founder & Playtesting Officer



  Things that have taken shape in the WarGamers over the past couple of
months:



  MEMBERSHIP: We curently have a membership of many individuals and
              have an influence over more than 150 more.  Membership
              drives are taking place locally and in chapters trying to
              form in other states and universities.



  COMPANY CONTACTS: We still do business with the following companies:



        Palladium Books              Games Designers' Workshop
        FASA Corporation             Iron Crown Enterprises
        Hero Games                   Steve Jackson Games
        Bard Games



    These company contacts in no way control our organization or it's
    intentions.  All, except one, have donated books to our Archival Tomes
    Library.  Out of this group we playtest for SJ Games and Iron Crown/
    Hero Games, and on rare occasions we have had the ability to do the same
    for Bard.



  OTHER CONTACTS: Amongst the regular gaming companies we are on the
    playtesting list for FTL Software (makes Amiga RP Games).  We still
    work with two local companies for our members' gaming needs: Koby's
    Hobbies & Hallmark Shop and Labyrinth Games.  Between both shops we
    can usually get anything for our hobbies - and retain a 15-30%
    discount on gaming/miniature merchandise.  Another shop, The Gold
    Dragon of Mobile, Ala., is on the fringe of our main office's area,
    and has offered a mail-order service with discounts for members.



  NEW CONTACTS BEING FORGED: We have been petitioning Games Workshop,
    BTRC, and Accolade Software into looking at us as a playtesting
    group - but this is in the infancy stage, no promises.  Members in
    our home group have mentioned that in the future they would like to
    work with: Palladium, GDW & FASA as playtesters, Lion Rampant,
    R. Talsorian, and Task Force.  Some members have gone so far as to
    ask about becoming a node of the RPGA (Officers ask "Why need to?"),
    or want to playtest for TSR - I honestly don't think that TSR would
    seriously consider us (they got in-house players and the RPGA)...



  A SPOT ON THE NET: That's right - as of April 3, 1991 we have a spot
    in the BitNet and Internet that is available for questions about us,
    and for the companies to communicate more quickly with us (and us with
    them).  We are connected to the University of West Florida's node
    as UWFGAMER@UWF.bitnet and/or UWFGAMER@UWF.CC.UWF.EDU for the InterNet.
    This address is also where we will be holding a SMALL archive area
    (our 'land-lord', UWF, has asked us to NOT set up a discussion area
    in our alloted space - as to keep CPU use percentage low)...  We
    encourage node owners to send what the WarGamers or UWFGamers request
    to that location, as that's where the online passive library will be.
    Also, this address will be permanent as opposed to my personal account
    which is terminated every semester.



  REGULAR MEETINGS:  We TRY to meet every month, but with as many people as
    we try to invite we cannot accomodate them all - so this is what we
    have decided to do: The WarGamer officers will meet every two weeks
    to discuss new business and such - the meeting minutes are published
    in a small leaflet and are distributed to the GMs of the larger games
    in the area - the GMs are asked to make this document available to
    their gamers in order to tell them what's going on.  Our chapters are
    notified in a similar way.  If you chance by Pensacola one day you
    can call us up at one of two numbers (after mid-May) which I will post
    in the next couple of weeks - we'd like to let you see what we are
    doing in our home area.



  TOURNAMENTS: In conjunction with the Labyrinth and the RPG companies we
    will be setting up another 3 tourneys for 1991, with the first in May:
    Cave Quest II.



  PUBLIC OCCASIONS: In 1991 we will be throwing two "Meet the Public"
    parties - one in the summer with BBQ anything (BYOB & BYOF - we
    supply BBQ sauce, drinks, the lawn and some combustables), and the
    other in December, just like last year (which was a huge success).
    We publicize the events and advertise them in the local papers & area
    TV stations through the public calendars they offer - then have a party.
    These functions serve two purposes: 1. to unite the gamers together and
    subsequently show us off to prospective members, and 2. Show the
    Bible-Toaters that we aren't THAT bad... All of our tourneys and past
    parties have been dry - no alcohol at all.



  WHAT WE OFFER: One of the largest gaming libraries available for members
    to check things out of (2 weeks - also a list of these books is in the
    next file called BOOKS|), ability to get into games or find players,
    use of discounts at the stores, ability to playtest for some RPG comp-
    anies, 4 years of stability and dependability, a small-but-growing
    BitNet extention of our library, ability to maybe link up with the
    GM network in SJ Games, ability to get copies of SOME out of print books
    that the WarGamers have been given the big legal OKAY to copy (for no
    profit), ability to have copies of writers & artist submission guidelines
    to many RPG companies and their going rates, and many other things in
    the works....



  FUTURE POSSIBILITIES: (most are top secret - these are the de-classified
                         plans)

    WARGAMERS SPREADING OUT: In the near future people toating the WarGamer
    ID card will be getting discounts not only in Mobile and Pensacola, but
    maybe elsewhere.  Areas targeted are Tampa, Houston, Phoenix, and POSS-
    IBLY Detroit... If you know of a company who may want to work with us
    (we do not impose anything on these companies and do not interfere with
    their business, but they may want to get in on some of our deals) have
    them write to my address listed below.



    THE UNTITLED: Our magazine will be taking off sometime in October.  We
    are looking for paying advertisees and some writers.  People from the
    Net with past writings are encouraged to send a sample of their stories
    or gaming ideas to the UWFGAMER address on the net, accompanied with an
    address (both Net and Real) and your intentions.  At this point the
    magazine is planned to be no bigger than Palladium's organ: The Magic
    of Palladium (approx 16 pages).  We plan for it to cover ALL gaming
    aspects of both RP and Strategy (we have an URGENT need for strategist
    writers|) gaming.  It will start off of a shoe-string budget and the
    editor has not been authorized to offer cash as payment of yet, and IF
    we DO pay for written articles/stories the cash will be possibly just
    2 cents a word (that's about what Challenge offers), but we will NOT
    take away your copyrights - it will remain to be YOUR work and not
    ours (you let us borrow it for that issue) - not unless you donate the
    work will we copyright it under our own group.  And NO we really don't
    want to call it the UNTITLED, but the other choices have not been
    returned on the voting ballot we sent out.

        The choices are: The Phaedrian, Role of the Dice, Your Move...,
    Gamer's Magazine, Imagi Continuum, RPG'er, and The New Round.  PLEASE
    vote on what you like|||



    AVAILABLITY OF PROOF: I have spoken with some gamers who have never
    heard of us (and that's okay), and so I have compiled ALL of the
    coorespondance that we have held with all of our sponsoring companies
    that spans back about 4 years.  Anyone wishing to view this collection
    may send SASE ($1.50 postage) and I'll photocopy most of the letters as
    proof. Also, if you'd rather, you can call or write the companies that
    we claim to be sponsored by and ask about our validity...



    SOON TO BE NON-PROFIT: We have applied under the Federal Gov. to be
    recognized as a non-profit organization/club devoted to RP and Strategy
    Gaming.  Donations will become tax deductions for both companies and
    individuals who are wishing to donate funds and or materials.  We will
    let you know when we get our number...



    MOVING: The WarGamers office is moving out of my house (as well myself,
    I am also moving out) and into a small business building in the
    downtown section of Pensacola - right next to a gaming shop.  I am
    moving into an apartment at the other end of the city.  The WarGamer
    office address will be available in mid-May - when we move in.







    Well, if this file, the archival tomes library (approx. 100 cols wide),
    and our resume don't show that we are an agressive and workable group,
    I don't know what will...  Please remember - we do NOT want to take
    over other existing gaming groups or smash them out of existance - we
    want to work WITH them as a network of gamers.  I hope the size and
    ambitions of this group will not scare potential partners away.  Please
    copy this file and SPREAD it... SPREAD it everywhere...  If people are
    interested in more info they can write me at my current address:

       Theresa Verity                or the new one: (after Apr 20, 1991)
       3330 Fridinger Dr.            130 E. Nine-Mile Rd. Apt 25
       Pensacola, FL  32526          P-cola, FL  32514

                                     (904) 484-0578 (call respectable)

       The chapter constitution is being drawn up for the UWF Gamers and
    anyone interested in becoming a chapter can have a copy of it.  You
    will notice that we are not here to take over any established gaming
    groups, we are just wanting to set up a large network of gamers -like
    the RPGA BUT with less control over other groups.  Chapters will enjoy
    the full extention of the privilages now held by home members...



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



End of TML Bundle

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



From jamesp@metolius.wr.tek.com Wed May  1 04:51:56 1991
Received: from RELAY.CS.NET by engrg.uwo.ca;
	(id AA28030) Wed, 1 May 91 04:51:25 EDT
Received: from tektronix.tek.com by RELAY.CS.NET id aa11727; 1 May 91 2:13 EDT
Received: from wrgate.wr.tek.com by tektronix.TEK.COM (4.1/7.1)
	id AA14029; Sun, 28 Apr 91 20:59:45 PDT
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	id AA12402; Sun, 28 Apr 91 21:00:20 PDT
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	id AA17807; Sun, 28 Apr 91 21:00:15 PDT
Message-Id: <9104290400.AA17807@metolius.WR.TEK.COM>
To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
        Joseph "Jo" E Poplawski <traveller%fantasci.uucp@RELAY.CS.NET>,
        "James T. Perkins" <jamesp%metolius.wr.tek.com@RELAY.CS.NET>
Subject: TML Bundle #185: Msgs 2293-2300
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk
Date: Sun, 28 Apr 91 21:00:14 PDT
From: James T Perkins <jamesp%metolius.wr.tek.com@RELAY.CS.NET>
Status: RO





TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Sun Apr 28 21:00:10 PDT 1991

From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #185: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2294  23-Apr-91 James T Perkins   The WarGamers, Part 3/3 << ERASE this if you 
2295  23-Apr-91 wew@naucse.cse.na New versions of MT software << I have been gi
2296  24-Apr-91 "Simpson, Bart"   Scavenging in the Spinward Marches << I've be
2297  25-Apr-91 KIRSCH%DBNINF5.BI Suggestions to Bard Simpsons Request << Bart 
2298  25-Apr-91 KIRSCH%DBNINF5.BI German TRAVELLER-Rules << I would like to ask
2299  25-Apr-91 "Robert S. Dean"  Re: (2296) Scavenging in the Spinward Marches
2300  25-Apr-91 Dan Corrin        Re: Scavenging in the Spinward Marches << > F
2301  25-Apr-91 George William He Empty Space ... << Finding ships in deep spac



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



Archive-Message-Number: 2294
Subject: The WarGamers, Part 3/3
Date: Tue, 23 Apr 91 09:54:11 PDT
From: James T Perkins <jamesp@metolius.WR>





   ERASE this if you are not interested in printing this out to find
out about just how serious the WarGamers are on providing a library
for our members - apologies for the list being over 100 columns...



Game Library:                   Updated: Apr. 04, 1991
~~~~~~~~~~~~~



(*) = These cannot be taken off premises.
      ie: Cannot be checked out...



Company:     Book:                           Rul: ISBN:             AT ID:     Value:  Shape:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blade        Grimtooth Traps                 No   0-940244-75-6     TVGT8501   $5      COPY
             Grimtooth Traps Too             No   0-940244-78-0     TVGT8502   $5      COPY
             Grimtooth Traps Fore            No   0-940244-83-7     TVGT8504   $12     GOOD
TSR D&D      Book of Wondrous Inventions     No   0-88038-497-2     TVWI9220   $9      MINT
             Basic Set Player's Guide        Yes  0-935696-48-2     TVBD2014   $6      GOOD
             Basic Set DM's Guide            Yes  0-935696-48-2     TVBD2014   $6      GOOD
             Expert Set Player's Guide       Yes  0-935696-29-6     GSED2015   $6      EXCE
             Master Set (Boxed)              Yes  0-394-54838-8     TVMD1021   $15     EXCE
             Immortal Set (Boxed)            Yes  0-88038-341-0     TVIM1017   $15     EXCE
             AC3: The Revenge of Rusak       No   0-88038-203-1     TVDD9145   $6      MINT
             AC4: Book of Marvelous Magic    No   0-88038-192-2     GNAM9116   $8      EXCE
             B2:The Keep on the Boarderlnds  No   0-935696-47-4     TVDM9034   $3      GOOD
             CM3: Sabre River                No   0-88038-118-3     TVDM9119   $6      EXCE
             IM2: Wrath of Olympus           No   0-88038-387-9     TVDM9189   $8      EXCE
             IM3: Best of Intentions         No   0-88038-484-0     TVDM9207   $6      GOOD
             M2: Vangeance of Alphaks        No   0-88038-271-6     TVDM9148   $6      EXCE
             M5: Talons of Night             No   0-88038-491-3     TVDM9214   $6      EXCE
             GAZ2: Emirates of Ylaruam       No   0-88038-392-5     TVDM9194   $8      EXCE
             X10: Red Arrow, Black Shield    No   0-88038-245-7     TVDD9160   $8      GOOD
   Marvel *  Judge's Book                    Yes  0-88038-368-2     TVMA1902   $7      EXCE
          *  Player's Book                   Yes  0-88038-368-2     TVMA1901   $5      GOOD
             Nightmares of Futures Past MX1  No   0-88038-402-6     TVMM6873   $8      MINT
             The X-Potential            MX2  No   0-88038-403-4     TVMM6875   $8      MINT
             Reap of the Whirlwind      MX3  No   0-88038-481-6     TVMM6877   $6      MINT
             Flames of Doom             MX4  No   0-88038-482-4     TVMM6888   $6      MINT
          *  The Breeder Bombs          MH1  No   0-88038-125-6     TVMM6851   -- - -      GOOD
             Cosmos Cubed               ME1  No   0-88038-547-2     TVMM6879   $6      MINT
             Ragnarok and Roll          ME2  No   0-88038-568-5     TVMM6880   $6      MINT
             Left Hand of Eternity      ME3  No   0-88038-583-9     TVMM6882   $8
   Greyhawk  Guide to the World of Greyhawk  Yes  ---               TVGK9000   $8      EXCE
             Glossography                    Yes  ---               TVGK9000   $6      EXCE
             Castle GreyHawk            WG7  No   0-88038-530-8     TVGK9222   $10     MINT
   AD&D    * Player's Manual                 Yes  0-935696-01-6     TVAD2010   $15     MINT
           * Dungeon Master's Guide          Yes  0-935696-02-4     TVAD2011   $20     MINT
             Unearthed Arcana                Yes  0-88038-084-5     TVAD2017   $15     MINT
             Manual of the Planes            Yes  0-88038-399-2     TVAD2022   $15     MINT
             Monster Manual                  No   0-935696-00-8     TVAD2009   $15     MINT
             Monster Manual II               No   0-88038-031-4     TVAD2016   $15     MINT
           * Feind Folio                     No   0-935696-21-0     TVAD2012   $15     MINT
           * Deities & Demigods              No   0-935696-22-9     TVAD2013   $15     MINT
             Wilderness Survival Guide       Yes  0-88038-291-0     TVAD2020   $15     MINT
             Dungeoneer's Survival Guide     Yes  0-88038-272-4     TVAD2019   $10     GOOD
             DragonLance Adventures          Yes  0-88038-452-2     TVDL2021   $15     MINT
             Oriental Adventures             Yes  0-88038-099-3     TVOA2018   $15     MINT
             Forgotten Realms Sourcebook     Yes  0-88038-472-7     TVFR1031   $8      MINT
             Forgotten Realms Cyclopedia     Yes  0-88038-472-7     TVFR1031   $8      MINT
             DL5: Dragons of Mystery         No   0-88038-090-X     TVAM9135   $6      EXCE
             DL7: Dragons of Light           No   0-88038-093-4     TVAM9136   $6      EXCE
             DL10: Dragons of Dreams         No   0-88038-098-5     TVAM9142   $6      EXCE
             DQ1: The Shattered Statue       No   0-88038-498-0     TVAM9221   $6      EXCE
             FRE1: Shadowdale                No   0-88038-720-3     TVAM9247   $7      EXCE
             FRE2: Tantras                   No   0-88038-739-4     TVAM9248   $7      EXCE
             FR1: Waterdeep and the North    No   0-88038-490-5     TVFM9213   $8      MINT
             FR1: Waterdeep and the North    No   0-88038-490-5     TVFM9213   $8      MINT
             FR3: Empires of the Sand        No   0-88038-539-1     TVFM9224   $8      MINT
             FR4: The Magister               No   0-88038-564-2     TVFM9229   $8      EXCE
             FR6: Dreams of the Red Wizards  No   0-88038-615-0     TVFM9235   $8      GOOD
             FR9: The Bloodstone Lands       No   0-88038-771-8     TVFM9267   $9      EXCE
             H2: The Mines of Bloodstone     No   0-88038-312-7     TVAM9168   $8      EXCE
             I8: Ravager of Time             No   0-88038-277-5     TVAM9169   $6      EXCE
             OA4: Blood of the Yakuza        No   0-88038-401-8     TVOM9203   $8      MINT
   2nd AD&D  Player's Manual                 Yes  0-88038-716-5     TVAD2101   $20     MINT
             Dungeon Master's Guide          Yes  0-88038-729-7     TVAD2100   $18     MINT
   BootHill  Boxed Set of BootHill           Yes  ---               GNBH7005   $10     GOOD
             BH2: Lost Conquistador Mine     No   0-935696-89-X     TVBH7702   $6      GOOD
West End     Paranoia V2 rules               Yes  0-87431-063-6     TVPR12000  $10     GOOD
             Acute Paranoia                  Yes  0-87431-034-2     TVPR80105  $10     MINT
   StarWars  Star Wars Sourcebook            Yes  0-87431-066-0     TVSW40002  $15     MINT
             Star Wars RPG                   Yes  0-87431-065-2     TVSW40001  $15     MINT
             Star Wars:Tatooine Manhunt      No   0-87431-069-5     TVSW40005  $9      MINT
   TORG      Rulebook:Possibility Wars (b)   Yes  0-87431-069-5     TVTG20501  $10     MINT (-30)
             World Book                      Yes  0-87431-069-5     TVTG20501  $10     MINT (-31)
             Adventure Book (boxed)          Yes  0-87431-300-7     TVTG20501  $10     MINT (-32)
             The CyberPapacy                 No   0-87431-307-4     TVTG20508  $15     MINT
Bard       * Talaslantan Handbook            Yes  0-9-9610770-9-3   TVTA2100   $8      GOOD
             Talislanta Handbook 2nd Ed.     Yes  0-945849-02-8     TVTA2101   $14     MINT
             Naturalist's Guide Talaslanta   Yes  0-9610770-3-4     TVTA2200   $10     EXCE
             The Chronicles of Talaslanta    No   0-9610770-4-2     TVTA2000   $12     MINT
             The Cyclopedia of Talaslanta    No   0-945849-00-1     TVTA2400   $14     MINT
             The Cyclopedia II: 7 Kingdoms   No   0-945849-03-6     TVTA2402   $10     MINT
             The Sorcerer's Guide            Yes  0-9610770-8-5     TVTA2300   $14     MINT
   Atlant    The Bestiary                    No   0-9610770-7-7     TVAT1079   $14     EXCE
   Other     Compleat Adventurer             No   ---               TVCA0001   $8      EXCE
GDW Travel * Book 1: Characters & Combat     Yes  ---               GNTR0001   $6      MINT
           * Book 1: Characters & Combat     Yes  ---               TVTR0001   $6      EXCE
           * Book 4: Mercenary               Yes  ---               TVTR0004   $6      EXCE
           * Book 7: Merchant Prince         Yes  ---               TVTR0343   $6      EXCE
           * Book 8: Robots                  Yes  ---               TVTR0344   $6      MINT
           * Alien Module 3:Vargr            No   ---               TVTR0257   -- - --     EXCE
           * Alien Module 5:Droyne           No   ---               TVTR0259   -- - --     EXCE
             Double Adv 2:Across BrightFace  No   ---               TVTR0313   $6      MINT
             Double Adv 6:Night of Conquest  No   ---               TVTR0331   $6      EXCE
             Adventure 2: Research Station G No   ---               TVTRADV2   $6      MINT
             Adventure 3: Twilight's Peak    No   ---               TVTR0314   $6      MINT
             Adventure 9: Nomads of Ocean    No   ---               TVTR0333   $6      MINT
             Adventure 13: Signal GK         No   ---               TVTR0341   $6      MINT
             Supplement 2: Animal Encount    No   ---               TVTR0305   $6      MINT
           * Supplement 3: Spinward Marches  No   ---               TVTRAD03   $6      MINT
           * Paranoia Press: Scouts & Assas  No   ---               TVTRPA01   -- - --     EXCE
   MTravel   Player's Guide                  Yes  0-943580-38-2     TVMT0211   $10     MINT
             Referee's Guide                 Yes  0-943580-47-1     TVMT0212   $10     MINT
             Imperial Encyclopedia           No   0-943580-48-X     TVMT0213   $10     MINT
             Rebellions Sourcebook           No   0-943580-63-3     TVMT0214   $10     MINT
             Referee's Companion             Yes  0-943580-71-4     TVMT0215   $10     MINT
             COACC                           No   0-943580-72-2     TVMT0216   $10     MINT
             Fighting Ships                  No   1-55878-050-5     TVMT0218   $10     MINT
             Knightfall                      No   1-55878-062-9     TVMT0219   $10     MINT
             101 Vehicles                    No   ---               TVMT0871   $12     MINT
             Starship Operator's Manual I    No   ---               TVMT0872   $10     MINT
             Alien 1: Vilani and Vargr       No   ---               TVMT0878   $10     MINT
   2300AD    Equipment Guide                 No   1-55878-004-1     TVT31037   $7      EXCE
             Earth/CyberTech                 No   1-55878-014-9     TVT31015   $10     MINT
   TW2000    Infantry Weapons of the World   No   1-55878-068-8     TVTM2002   $10     MINT
   Misc.     Desert Shield Fact Book         No   1-55878-093-9     TV1991     $10     MINT
Palladium    Robotech                        Yes  0-916211-21-5     TVRO0550   $10     MINT
             RDF Manual                      Yes  0-916211-23-1     TVRO0551   $7      MINT
             Accelerated Training Program    Yes  0-916211-32-0     TVRO0555   $7      MINT
             Zentraedi                       Yes  0-916211-22-3     TVRO0552   $7      MINT
             Southern Cross                  Yes  0-916211-27-4     TVRO0553   $10     MINT
             Invid Invasion                  Yes  0-916211-28-2     TVRO0556   $10     MINT
             The Sentinels                   Yes  0-916211-33-9     TVRO0557   $15     MINT
   RPG       The Role Playing Game           Yes  0-916211-04-5     TVPA0450   $10     MINT
             Book II: Old Ones               Yes  0-916211-09-6     TVPA0453   $15     MINT
             Book III: Adv on the High Seas  Yes  0-916211-17-7     TVPA0455   $15     MINT
             Book V:Further Advs N. Wilder   No   0-916211-40-1     TVPA0457   $8      MINT
             Monsters & Animals              No   0-916211-12-6     TVPA0454   $15     MINT
             The Arms of Nargash-Tor         No   0-916211-00-2     TVPA0451   $5      MINT
   TMNT      Teenage Mutant Ninja Turtles    Yes  0-916211-14-2     TVTN0502   $10     MINT
             After The Bomb                  No   0-916211-150      TVTN0503   $7      GOOD
             Adventures in the Yucatan       No   0-916211-45-2     TVTN0512   $12     MINT
             Mutants of the Yucatan          No   0-916211-44-4     TVTN0511   $8      MINT
             Guide to the Universe           No   0-916211-25-8     TVTN0506   $4      GOOD
             RoadHogs                        No   0-916211-207      TVTN0505   $4      GOOD
             TMNT Adventures                 No   0-916211-16-9     TVTN0504   $7      MINT
             Mutants Down Under              No   0-916211-34-7     TVTN0507   $7      MINT
             Turtles Go Hollywood            No   0-916211-46-0     TVTN0510   $8      MINT
             Mutants in Avalon               No   0-916211-47-9     TVTN0513   $10     MINT
   Rifts     RIFTS                           Yes  0-916211-50-9     TVRI0800   $25     MINT
             RIFTS Sourcebook #1             No   0-916211-51-7     TVRI0801   $12     MINT
   Mecha'd   The Mechanoids                  Yes  0-916211-13-4     TVMN0400   -- - -      MINT
           * Mechanoids: The Journey         Yes  0-916211-  -      TVMN0401   -- - -      MINT
   Heroes    Heroes Unlimited                Yes  0-916211-05-3     TVHE500A   $20     MINT
             Heroes Unlimited                Yes  0-916211-05-3     TVHE500B   $20     MINT
   Beyond    Beyond the Supernatural         Yes  0-916211-18-5     TVBS0700   $20     MINT
             Boxed Nightmares                No   0-916211-41-X     TVBS0701   $12     MINT
   Ninjas    Ninjas & Superspies             Yes  0-916211-31-2     TVNS0525   $15     MINT
   Recon     The Revised Recon               Yes  0-916221-19-3     TVRR0610   $15     MINT
   Others  * Weaps & Castles of the Orient   No   0-916211-02-9     TVWO0407   $5      MINT
           * Exotic Weapons                  No   0-916211-06-1     TVEW0409   $6      MINT
FASA         BattleTech: MechWarrior         Yes  0-931787-58-0     TVBT1607   $10     GOOD
           * BattleTech Manual               Yes  1-55560-044-1     TVBT1626   -- - -      GOOD
             BT: Technical Readout 3026      No   0-931787-32-7     TVBT8606   $10     EXCE
             BT: Technical Readout 3025      No   0-931787-84-X     TVBT8603   $10     POOR
             Dropships and Jumpships         No   0-931787-33-5     TVBT1619   $15     MINT
             BT:Sci-Fi Combat Book Rifleman  No   0-917037-55-3     TVBT2106   $6      MINT
             BT:Sci-Fi Combat Book Wasp      No   0-917037-52-9     TVBT2103   $6      MINT
             BT:Sci-Fi Combat Book Griffin   No   0-917037-51-0     TVBT2102   $6      MINT
             BT:Sci-Fi Combat Book Locust    No   0-917037-54-5     TVBT2105   $6      MINT
   Shadow  * ShadowRun Hardbound             Yes  1-                TVSR7100   -- - --     MINT
             SilverAngel                     No   1-55560-115-4     TVSR7102   $10     GOOD
             Sprawl Sites                    No   1-55560-119-7     TVSR7103   $12     MINT
             Street Samurai Catalog          No   1-55560-122-7     TVSR7104   $12     EXCE
             Paranormal Animals of N.America No   1-55560-123-5     TVSR7105   $12     MINT
             The Grimoire                    Yes  1-55560-127-8     TVSR7106   $12     EXCE
             Seattle Sourcebook              No   1-55560-111-1     TVSR7201   $15     MINT
             Neo-Anarchist's Guide to NA     No   1-55560-135-9     TVSR7206   $15     MINT
             DNA/DOA                         No   1-55560-113       TVSR7301   $8      MINT
             Mercurial                       No   1-55560-116-2     TVSR7302   $8      MINT
             Dream Chipper                   No   1-55560-120-0     TVSR7303   $8      MINT
             Queen Euphoria                  No   1-55560-117-0     TVSR7304   $8      MINT
             Bottled Demon                   No   1-55560-124-3     TVSR7305   $8      MINT
             Harlequin                       No   1-55560-125-1     TVSR7306   $12     MINT
             Dragon Hunt                     No   1-55560-137-5     TVSR7307   $8      MINT
   Renegade  Renegade Legionnaire RPG        Yes  1-55560-102-2     TVRL5105   $20     MINT
Chaosium   * RuneQuest 1980 printing         Yes  ---               TVRQ2001   -- - --     EXCE
             RuneQuest Cities                No   0-911605-68-1     TVRQ85714  $10     MINT
             Into the Troll Realms           No   0-911605-78-9     TVRQ85715  $10     MINT
             Apple Lane                      No   0-911605-61-4     TVRQ85712  $10     MINT
             Snake Pipe Hollow               No   0-911605-62-2     TVRQ85713  $10     MINT
             Gloranthan Bestiary             No   0-911605-60-6     TVRQ85711  $10     MINT
   Pendrag   King Arthur Companion           No   0-993635-17-6     TVPE2704   $20     EXCE
Grimoire   * Arduin Adventure (Boxed)        Yes  ---               TVAA82001  $10     MINT
             Arduin Grimoire 4               Yes  0-940918-10-2     TVAA82006  $12     MINT
             Arduin Grimoire 5               Yes  0-940918-19-6     TVAA82007  $12     MINT
             Arduin Grimoire 6               Yes  0-940918-20-X     TVAA82008  $12     MINT
Skyrealms    Jorune: Burdoth Guide           Yes  ---               TVJO0201   $10     MINT
             Jorune: Ardoth Guide            Yes  ---               TVJO0202   $10     MINT
R. Talsorian Mekton                          Yes  ---               TVMK1001   $7      GOOD
             Mekton II                       Yes  0-937279-04-8     TVMK1002   $12     MINT
             Mekton Adv. Combat System       Yes  0-937179-02-1     TVMK1201   $9      MINT
   CyberP    CyberPunk: Handbook             Yes  ---               TVCP2001   $4      COPY
             CyberPunk: Hardwired            No   0-937279-07-2     TVCP3201   $12     MINT
   Cyber2020 CyberPunk 2020                  Yes  0-937-279-13-7    TVCP3002   $25     MINT
   Teens     Teenagers from Outer Space      Yes  0-937-279-08-0    TVTS3002   $10     MINT
             Field Trip                      No   0-93727-03-X      TVTF2101   $8      MINT
Tri-Tac    * Stalking the Night Fantastic    Yes  ---               TVSN3001   $10     COPY
Task Force   Star Fleet Battles: Volume I    Yes  In a box          TVSB5001   $20     MINT
             Street Fighter                  No   ---               TVCW1005   $8      MINT
             Heroes for Tomorrow             No   0-922335-03-6     MSHT8543   $12     EXCE
Games Wkshp  WarHammer Fantasy RolePlay      Yes  1-869893-58-1     TVWA0020   $30     EXCE
             Death on the Reik               No   1-69893-10-7      TVWA0023   $20     MINT
   JudgeD    Judge Dredd RPG                 Yes  ---               TVJD2020   $22     EXCE
             Judge Dredd Companion           Yes  1-869893-22-0     TVJD0424   $17     MINT
Fantasy Unl* Space Opera: Volume One         Yes  In a box          DHSO7101   $10     EXCE
           * Space Opera: Volume Two         Yes  ---               DHSO7101   $10     EXCE
           * Space Opera: Blue Sheets (4)    No   ---               ---        $1      EXCE
           * Space Opera: Ground & Air Equip No   ---               DHSO7102   $7      GOOD
   O.Suns  * Other Suns: Book One            Yes  In a box          DHOS2201   $10     EXCE
           * Other Suns: Book Two            Yes  ---               DHOS2201   $10     EXCE
           * Other Suns: Reference/Screen    No   ---               ---        $4      EXCE
SPI        * Dragon Quest: Book One          Yes  In a box          DHDQ2820   $15     EXCE
           * Dragon Quest: Book Two          Yes  ---               DHDQ2820   $15     EXCE
           * Dragon Quest: Book Three        Yes  ---               DHDQ2820   $15     EXCE
           * The Palace of Ontoncle          No   ---               DHDQ316P11 $15     EXCE
           * DragonQuest Rules Book 2nd Ed   Yes  0-553-01432-3     TVDQ1432   -- - --     EXCE
SJ Games     GURPS (3rd Edition) Basic Rules Yes  1-55634-127-X     TVGU6022   $20     EXCE
             GURPS Player's Book             Yes  1-55634-133-4     TVGU6025   $10     MINT
             GURPS Update for 3rd Ed Basic   Yes  1-55634-132-6     TVGU6024   $6      MINT
             GURPS Supers                    Yes  1-55634-112-1     TVGU6017   $15     MINT
             GURPS Witchworld                Yes  1-55634-143-1     TVGU6008   $15     MINT
             GURPS Magic                     Yes  1-55634-129-6     TVGU6023   $15     MINT
             GURPS Ice Age                   Yes  1-55634-134-2     TVGU6014   $8      MINT
             GURPS CyberPunk                 Yes  1-55634-168-7     TVGU6033   $17     MINT
             GURPS Japan                     Yes  1-55634-108-3     TVGU6006   $12     MINT
             GURPS Martial Arts              Yes  1-55634-191-1     TVGU6036   $15     MINT
             Harkenwood Module               No   1-55634-103-2     TVGU6101   $12     EXCE
             Conan: Queen of the Black Coast No   1-55634-146-6     TVGU6204   $6      MINT
             Horror/Space: Flight 13         No   1-55634-138-5     TVGU6108   $8      MINT
             Horror/Autoduel: Zombietown     No   1-55634-104-0     TVGU6103   $8      EXCE
             Horror: Old Stone Fort          No   1-55634-101-6     TVGU6100   $8      EXCE
             Fantasy: Tredroy                No   1-55634-137-7     TVGU6106   $8      MINT
             Humanx: For Love of Mother-Not  No   1-55634-144-X     TVGU6203   $9      MINT
             Space: StarDemon                No   1-55634-142-3     TVGU6109   $6      MINT
             Space: Atlas 3                  No   1-55634-176-8     TVGU6502   $9      MINT
             Car Wars Compendium             Yes  1-55634-145-8     TVCW7142   $15     MINT
             Car Wars Exp # 7: Offroad       Yes  ---               TVCW7120   $5      EXCE
             The AADA Road Atlas: 7 Mount W. No   1-55634-135-0     TVCW6307   $8      MINT
             The AADA Duel Cir: L'outrance   No   1-55634-131-8     TVCW7138   $7      MINT
             AADA Vehicle Guide              No   1-55634-007-9     TVCW7113   $7      MINT
             AADA Vehicle Guide Volume 2     No   1-55634-090-7     TVCW7128   $7      MINT
             City Blocks 4                   No   1-55634-141-5     TVCW7141   $6      MINT
             Uncle Al's Auto Stop & Gun Shop No   1-55634-140-7     TVAL2029   $6      MINT
             Uncle Al's Auto Stop & Gun Shop No   1-55634-054-0     TVAL2036   $6      MINT
   Illumina  Expansion Set # 3               Yes  ---               TVIL7115   $5      EXCE

   Playtest* Playtest rules to CyberPunk     Yes  ---               TVGUCY01   -- - --     COPY
           * Playtest rules to UltraTech     Yes  ---               TVGUUL01   -- - --     COPY
           * Playtest rules to the
               "Chaos in Kansas" modules     No   ---               GSGUCK01   -- - --     COPY
Iron Crown   Character & Campaign Law        Yes  1-55806-093-6     TVRM1300   $14     MINT
   RoleMast  Spell Law  (Old)                Yes  0-915795-01-9     TVRM1200   $14     MINT
             Spell Law  (New)                Yes  1-55806-092-8     TVRM1200   $14     MINT
             Arms and Claw Law               Yes  1-55806-090-1     TVRM1100   $12     MINT
             Cyclops Vale                    No   1-55806-042-1     TVRM6009   $6      MINT
   MERP      Robin Hood RPG                  No   0-915795-28-0     TVME1010   $15     MINT
   Champions Champions RPG                   Yes  1-55806-043-X     TVCH0400   $28     MINT
             Ninja Hero                      Yes  1-55806-095-2     TVCH0501   $17     EXCE
   SpaceM    Disaster on Adanis III          No   1-55806-039-1     TVSM9107   $6      MINT
   Hero      Challenge for Champions         No   1-55806-046-4     TVHE0404   $9      MINT
   Cyber     CyberSpace                      Yes  1-55806-045-6     TVCS5100   $18     MINT
   Mercen    Boarder Crossing                No   ---               TVMS0001   $6      EXCE
JudgesGuild* Broken Tree Inn/RuneQuest ***   No   ---               TVJG0107   -- - --     MINT
           * Fifty Starbases/Traveller ***   No   ---               TVJG0480   -- - --     MINT
           * Imperial Infantry Squad   ***   Yes  ---               TVJGINFA   -- - --     MINT
           * Darkling Ship/Traveller   ***   No   ---               TVJG0960   -- - --     MINT
           * Ley Sector/Traveller      ***   No   ---               TVJG0340   -- - --     MINT
           * The Astrogators Chartbook ***   No   ---               TVJG0410   -- - --     MINT
           * Duck Pond/RuneQuest       ***   No   ---               TVJG0380   -- - --     MINT
           * Legendary Duck Pond       ***   No   ---               TVJG0220   -- - --     MINT
           * Corsairs Turku Waste      ***   No   ---               TVJG0880   -- - --     MINT
           * Druids of Doom            ***   No   ---               TVJG1130   -- - --     MINT
           * Book of Treasure Maps III ***   No   ---               TVJG0990   -- - --     MINT
           * Wondrous Weapons          ***   No   ---               TVJG1040   -- - --     MINT
           * Break Three Kilom Island  ***   No   ---               TVJG0580   -- - --     MINT
           * Glimmerdrift Reaches/Trav ***   No   ---               TVJG0490   -- - --     MINT
WarGames   * Ancients Rules 3000 BC-1485     Yes  ---               TVAN0001   $8      MINT
Columbia     HarnMaster: Araka-Kalai         No   0-920711-20-0     TVHM5014   $14     GOOD
Waterford    High Colonies                   Yes  ---               TVHC1001   $15     MINT
Stellar      Expendables                     Yes  ---               TVEX0200   $10     MINT
TimeLine     Morrow Project                  Yes  ---               TVMP0001   $10     MINT
BTRC         Guns| Guns| Guns|               No   0-943891-04-3     TV3G0002   $10     MINT
   Macho     Macho Women With Guns           Yes  0-943891-06-X     TVMW3001   $4      MINT
             Batwinged Bimbos From Hell      No   0-943891-08-6     TVMW3002   $4      MINT
             Regegade Nuns on Wheels         No   0-943891-07-8     TVMW3003   $4      MINT
             MWwGuns: Final Chapter - Pt 1   No   0-943891-12-4     TVMW3004   $4      MINT

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

Archive-Message-Number: 2295
Date: Tue, 23 Apr 91 14:31:07 -0700
From: wew@naucse.cse.nau.edu (Bill Wilson)
Subject: New versions of MT software



I have been given permission by GDW to use the Traveller trademark.  So, I
am forging ahead with my programming.  I have placed updated versions of
some of the programs on my machine for anonymous ftp (134.114.32.3).  I have
included the starts of a Windows Basic Character Generator.  It is not finished,
but will give an indication of what the program will look like.  The programs
are shareware, so please, if you like them, register them!


Let sleeping dragons lie........                    | The RoleMancer 

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

Bill Wilson (wew@naucse.cse.nau.edu | ucc2wew@nauvm | wilson@nauvax)
Northern AZ Univ  Flagstaff, AZ 86011


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


Archive-Message-Number: 2296
Date: Wed, 24 Apr 91 14:28:42 CDT
From: "Simpson, Bart" <C447463@UMCVMB.missouri.edu>
Subject: Scavenging in the Spinward Marches



I've been working over some ideas and I wanted to get some input from
you fellow traveller nuts. I've been trying to figure out an interesting
way of getting the players a starship without just giving it to them. They
don't really have the money to build one (I like to make them struggle at it)
but they might have access to a Scout/Courier or Seeker for a limited amount
of time. The idea I came up with is basically searching the empty areas in
the sector at least Jump-2 away from a world. I figured that with a seeker,
you could completely fill the cargo bay and ord holds with fuel and there
would be enough fuel to make 2 jump-2's. I figured the farther away from
a system, the better the chance of finding a misjumped starship. Considering
the area I'm looking at (the 'Abyss' - fairly much in the center of the
Spinward Marches Sector) there are over ten empty hexes at least a jump-2
from the nearest world.



So, have any of you fellow traveller's ever played in a similiar scenario
or considered it for your players?

Thanks,

        Bart

c447463@umcvmb.missouri.edu
c447463@umcvmb.bitnet



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


Archive-Message-Number: 2297
Date:    25-APR-1991 13:42:03.08
From: <KIRSCH%DBNINF5.BITNET@CUNYVM.CUNY.EDU>
Subject: Suggestions to Bard Simpsons Request



Bart Simpson <c447463@UMCVMB.missouri.edu> asks for an idea for an intereting
way of getting the players a starship. He suggest an action with a Scout/Seeker
which uses its full Jump-Capacity.



I have seen this possibility for a Scout/Seeker too, so I have changed the
design of the Sabine-Subsector in the Deneb-Sector. I established a Dark-
Nebula-Zone there which has an average spreading of 2 Parsec. A X-Boat-
Route leads around this Nebula. In the Year 1101 a sun is discoverd in a
dust-free part of the Nebula. This sun is found by a Free-Trader which has
had a misjump. Luckily the navigator of the Freetrader was cute enough
to discover a jump-2-route to one of the next discovered worlds. So the
IIS sends a Scout (no other ship available) with L-Hyd-tanks on the
shortest way (Jump-4) to the sun.



  I hope the idea of the sun in the dark-nebula-zone will help you to
find an Szenario. Here are some suggestions:



 - The PC find artefacts of an alien civilisation where they discover a
   Starmap, in which undiscovered (form the Empire) systems can be found.
   Comparision to Empire Starmaps shows, that the undiscovered suns are in
   a Nebula-Zone. The PC then create a jump-program to reach this systems.



 - The PC themselves make a misjump to a unknown solar-system in a dark-
   nebula. Please remember, the PC don't know, how to leave the system,
   because they can't find out their real Position (no other stars can
   be seen).



Everyone who is interested in my full Szenario (including Subsectormap,
political structure of the SABINE-subsector and a few ideas about alien-
civilizations) is invited to ask for more.





Juergen Kirsch
Kirsch@dbninf5.bitnet
Institut fuer Informatik, Universitaet Bonn,
Germany
kirsch@pern.informatik.uni-bonn.de  or  kirsch@dbninf5.bitnet



P.S.: I'm new at the list and i'm not so certain in english, so please
      don't care for errors in the text above.



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



Archive-Message-Number: 2298
Date:    25-APR-1991 14:07:22.63
From: <KIRSCH%DBNINF5.BITNET@CUNYVM.CUNY.EDU>
Subject: German TRAVELLER-Rules



I would like to ask for members of the Traveller-List, who are playing
with the german set of Traveller-rules. Please contact me, per direct
email. I'm especially interested in informations about the german
translation of the MEGATRAVELLER-Rulebook (there are rumors that
Fantasy-Products (the german distributor) will start it this year),
the history of the Empire after 1110, and differences between the
german Rules and the actual MEGATRAVELLER-Rules.



The german rule-set incorporates as far as we know, most of the materials
published earlier in the Traveller-books and should be consistent with
MEGATRAVELLER, because they were published late after TRAVELLER but short
before MEGATRAVELLER.



Juergen Kirsch
Institut fuer Informatik, Universitaet Bonn
Germany
kirsch@pern.informatik.uni-bonn.de  or  kirsch@dbninf5.bitnet



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



Archive-Message-Number: 2299
Date:     Thu, 25 Apr 91 9:10:37 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (2296) Scavenging in the Spinward Marches



> Date: Wed, 24 Apr 91 14:28:42 CDT
> From: "Simpson, Bart" <C447463@UMCVMB.missouri.edu>
> Subject: (2296) Scavenging in the Spinward Marches
> 
> of time. The idea I came up with is basically searching the empty areas in
> the sector at least Jump-2 away from a world. I figured that with a seeker,
> you could completely fill the cargo bay and ord holds with fuel and there
> would be enough fuel to make 2 jump-2's. I figured the farther away from
> a system, the better the chance of finding a misjumped starship. Considering
> the area I'm looking at (the 'Abyss' - fairly much in the center of the
> Spinward Marches Sector) there are over ten empty hexes at least a jump-2
> from the nearest world.
>



To paraphrase Douglas Adams: "Space is big.  You wouldn't believe how mind-
bogglingly big space really is."  Your chances of finding a misjumped starship
are effectively 0.  Just for sake of argument, let's take a look at a few 
numbers: Each hex is one parsec across...3.26 light years.  If we jump to the
center of the hex, a radar pulse would take 3.26 years to travel to the edge 
and back...and even TL21 active sensors are limited to 500,000km.  Let's take
an approximation of a hex as a disk 3.26 ly in diameter and 500,000km thick.
Our chance of randomly jumping within actice detection range of a derelict is
roughly equal to the total area of the disk divided by the area our sensors
cover.  The area of the disk is 8E26sq km, and the area that our sensors
cover is 7.8E11 sq km...making our chance about 1E-15.  That is to say that
about one billion lost ships must be contained in the hex before we have
one chance in a million of finding one. 



I'm limiting this discussion to active sensors because old derelicts will
be stone cold dead, and rather hard to find on passives.  If you think that
radio beacons will help--I'd guess a typical starship could power life support
and commo for a couple of months minimum after a misjump--then go ahead.  At
Jump-2 from the nearest world, the passengers and crew will still be dead
from power loss even if they all piled into cold sleep berths in the 6+ years
before a radio message would reach the nearest world.  Given that the power
will only last for months, the odds of intercepting the message by jumping
randomly into space still aren't good...and would only apply for very recent
derelicts.



I'd be inclined to help the players just a little bit more, if the end result
of obtaining a starship was the referee's goal. The difficulties inherent in
finding a derelict in a star system would be considerably less--whether the
victim of a pirate attack that is repairable, or, say, a single person crewed
seeker tethered to a rock next to the body of the crewman who died in a mining
laser accident.  If you insist on deepspace, the Traveller background has 
generally assumed that it was possible to jump repeatably to some point in
deepspace...perhaps you could leak the coordinates of a pirate rendesvous where
captured ships are jumped before looting, or a refueling point from the Third
or Fourth Frontier War that was found by the enemy and raided. (Presumably
found by ferreting out the coordinates through espionage...you see the diffi-
culties that would come from trying to search a space.)



Rob Dean

 



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



Archive-Message-Number: 2300
Date: Thu, 25 Apr 91 11:31:57 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Re: Scavenging in the Spinward Marches



> From: "Simpson, Bart" <C447463@UMCVMB.missouri.edu>
<...>
> but they might have access to a Scout/Courier or Seeker for a limited amount
> of time. The idea I came up with is basically searching the empty areas in
> the sector at least Jump-2 away from a world. I figured that with a seeker,
> you could completely fill the cargo bay and ord holds with fuel and there
> would be enough fuel to make 2 jump-2's. I figured the farther away from
> a system, the better the chance of finding a misjumped starship. Considering
> the area I'm looking at (the 'Abyss' - fairly much in the center of the
> Spinward Marches Sector) there are over ten empty hexes at least a jump-2
> from the nearest world.
> 

	Ever Hear of Serching for a Needle in a Haystack? 

Let's assume that 1000 ships are lost in the hex...If they are evenly
distributed then the average seperation would be 1/10th of a parsec, or
about 3 x 10^12km. I don't know how far away sensors would work, as
there would be little local interferance, but the travel times would be
daunting, unless you had the fuel to do a microjump-1.
	I'm not saying that it is impossible to find, but it would be
a rare occurance. Then one has to think of what the crew would do if they
found themselves stranded in the middle of nowhere. First is the "aliens"
solution, start the ship moving towards the nearest inhabited system, and
have everyone get into low berths, hopefully you would be revivable
when you were detected going through the system.
	Acutally that's the only solution I can think of, I guess some
crews would blow themseleves up, others accelerate until they ran out of
fuel, perhaps reaching relativistic speeds, maybe some would just sit
around and hope for rescue. Most of these would have an impact on how
difficult it would be to salvage the ship.


	I agree that places jump-2 away would have probably more lost
ships, as fewer people can recover from a misjump placing them more than
jump-1 from a system. Then again, a lot of people jump their maximum
distance, (case in point, the salvagers coming back won't be able to
do anything if they misjump), and will be in the same general situation. 
Also consider that at jump-2 away, those people with J-1 fuel left that
are still stranded (which are the extra ones, not found at J-1), but that 
extra fuel can be used to power the thrusters for a considerable period 
of time.



	Lastly, the universe is large, if you've thought of something
probably someone else has as well. Therefore if it is profitable
to run salvage into empty hexes, someone else is probably doing it as
well, and they may not be pleasant about you cutting in on their "turf".


				-Dan



Dan Corrin, Network Manager, Mechanical Engineering, UWO, London, Ontario
TML/CZ FTP site coordinator:     dan@engrg.uwo.ca.        (519) 661-3834



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



Archive-Message-Number: 2301
Date: Thu, 25 Apr 91 23:09:42 -0700
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: Empty Space ...





Finding ships in deep space ought not be totally impossible...just very
unlikely.



Over the whole imperium, there are 16 sectors at 1280 parsec-sided hexes each
for a total of about 20500 hexes.  Given some space around the edges, call it
25,000.



Now, next you get to estimate how many starships are operating in those
regions (to determine loss rates and densities).   The military operates 
probably more than 20,000 starships; let's call it 30,000.  Add in the
scouts (10,000 type S alone) for about 45,000 starships in imperial service
at any one time.  Civillian usage is probably higher, or around 100,000.
Assuming military starships last 100 years (mean) and civilian ones 50 years,
we can figure out how many have been built over the history of the Imperium.
An average of 450 military ships per year, and about 1000 civilian ships per
year are built.  (These are probably accurate to about a factor of 2)



	Next, we do reliability.  I'd figure that they're
about as reliable as modern airliners are, or perhaps one loss per 
hundred thousand flights.  That translates to 25 per 100,000 per year, or about
0.0025 percent.  Making it a conservative case, call it 0.1 percent per year.
This would mean that over an average starfaring lifetime of 50 years, a 
starship has a (roughly) 5% chance of being lost for some reason.  This, 
combined with the above starship production rate estimates, leads to an
average loss rate (all causes) of about 50 military and about as many civilian
ships per year.  100 ships per year, into 25,000 hexes.  Average density after
1000 years of Third Imperium: 4 ships per hex.

	

	Now, most of these ships aren't lost due to misjump.  Most will be lost
to combat, accident, crash on planet, etc.  If airliner statistics are
accurate, something like 75%-90% of all accidents happen at takeoff or
landing.  Presuming most of the rest are misjumps, that leaves us with an
average density of 1 to 0.5 ships per hex.



	Now, it's possible that this is a factor of 2, perhaps even 5 higher.
Let's work through numbers for both...



Worst case: 0.5 ships per hex
	You have to find the ship (ROb Dean gave an idea how hard), and there's
	only 50% chance one's there in that hex anyway.


Best Case: 5 ships per hex
	Not too bad, the RMS distance to the closest misjump victim is 
	probably less than a lightyear.  With any luck he's still got a radio
	beacon going or somesuch.


	The worst problem with these assumptions is that a misjumped ship dies
where it jumps to.  In all likelyhood, the crew buttons up in cold sleep, fires
up the drives (if possible), and makes a slow boat to somewhere to the nearest
civilization.  Even if the drives are out, a tight-beam radio message to
the nearest system will get there in 3-10 years, and someone can jump out and
get you (at least the crew, likely salvage the whole ship).



In short: 

	There aren't that many misjumped missing ships.  It's hard to find
	them.  And you have to assume they're dumb. 8-)

- - -george william herbert

gwh@ocf.berkeley.edu


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



End of TML Bundle

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



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To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
        Chuck McKnight <tinylk!1!170!104!chuck.mcknight@TUSUN2.MCS.UTULSA.EDU>,
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Subject: TML Bundle #186: Msgs 2304-2322
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk
Date: Sun, 05 May 91 21:00:19 PDT
From: James T Perkins <jamesp@metolius.WR>
Status: R





TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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



Date: Sun May  5 21:00:15 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #186: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2304  26-Apr-91 Richard Johnson   PBEM Whining << Well, I got almost caught up.
2305  28-Apr-91 Richard Johnson   PBEM - Preliminary Admin Stuff << Not to worr
2306  29-Apr-91 Richard Johnson   Re: PBEM-ML << (Quotes here belong to Alan Hu
2307  29-Apr-91 cadpoole@atlas.cs Still Looking... << Hello again, out there in
2308  27-Apr-91 Marc Alexandrovic Traveller vehicles and starships << I have fi
2309  27-Apr-91 Marc Alexandrovic I've GOT IT! I've USED IT! MORE VEHICLES! << 
2310  01-May-91 wilson m liaw     Hey << Is everyone still around? It seems the
2311  01-May-91 "Simpson, Bart"   How do Densitometer thingies work? << Thank y
2312  01-May-91 James T Perkins   Re: Hey << wilson m liaw <macgyver@cis.ohio-s
2313  01-May-91 tnc!m0068@uunet.u He's Baaack!! (Scott Kellogg) << Organisation
2314  02-May-91 Iain Fogg         Remove me from TML mailing list << James, For
2315  02-May-91 grue@cs.uq.oz.au  Re: How do Densitometer thingies work? << hiy
2316  02-May-91 d9bertil@dtek.cha Re: How do Densitometer thingies work? (and D
2317  02-May-91 richard@oresoft.C PBEM question << Item 1: The turn is a-progre
2318  02-May-91 tnc!m0068@uunet.u Scott Kellogg Designs 2 of 8 << More from Sco
2319  03-May-91 Adrian Hurt       Traveller starships << Marc Alexandrovich Vol
2320  03-May-91 Carl Fago         Re: TML Msg 2313, Nuclear Reactor Design Rule
2321  04-May-91 Marc Alexandrovic Traveller Starships << Refuelling using shutt
2322  04-May-91 Marc Alexandrovic Skills << A question/quibble on the issue of 



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



Archive-Message-Number: 2304
Subject: PBEM Whining
Date: Fri, 26 Apr 91 17:51:28 PDT
From: Richard Johnson <richard@agora.rain.COM>



Well, I got almost caught up.  Took me all week.



Thanks for the compliment, Colin.  One of ya's safe, anyway! :-)
So.. here's the damage
413kBytes to pore over before I add my own stuff.  

***THAT'S 200 PAGES!!! ***

Should take me a few days.  You can rest easier, however,
knowing that i AM working on it.





One more thing...  If anyone happens to have a copy of the confidential
JJ Horne Character file, from two years ago, contact me and/or Greg 
Givler ASAP.

- - -- 

"If I get murdered one more time, I'll scream!"  //      Richard Johnson
`Mary' from the movie "High Spirits"            //   richard@oresoft.com
                                              \X/ richard@agora.rain.com





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



Archive-Message-Number: 2305
Subject: PBEM - Preliminary Admin Stuff
Date: Sun, 28 Apr 91 16:28:07 PDT
From: Richard Johnson <richard@agora.rain.COM>



Not to worry too much about that 413kByte file.  I just finished
stripping mail header info and it's down to 160k or so.  Whew!



I am back in the fray, more or less.  I'm still a little short on
computer time during the week, but have wangled a domestic agreement
for a little more weekend time.  :-)  I'll try to keep up with
incoming requests for GM info, but primarily I'm dedicated to getting
turn 10.9 ready.  Expect two parts; James wants me to keep individual
postings to less than 45k so internet mailers won't choke, and the
size won't flag his sysadmin's bosses.



While everyone is poring over their mailers, be sure to check your
sub-lists and see that enough of the appropriate people are receiving
copies of your conversations.  Remember, with 40 people aboard, the
Alcyon is kind of a small ship, and your conversations have a fairly
high likelihood of being overheard.



Suggestion: 
Put two or three people at random onto the CC: list of each of your
mailings - then you won't know exactly which information your character
is going to become privy to, it's importance, or which characters are
privy to your semi-private information.  When you become privy to
interesting information, then you can choose whether you wish to share
this info, and with whom.  



One other caveat - be sure to put the snoops and busybodies on your
random cc file more often - after all gossips get that way 'cause 
they work at overhearing more.  Yes, the people you don't want to
know what you say are the ones most likely to overhear it.  Tough

SH**!  :-)


Actually, this information overlap is going to become important
(yes, this is a slipped-in hint!) so DO IT NOW!



- - -- 

"If I get murdered one more time, I'll scream!"  //      Richard Johnson
`Mary' from the movie "High Spirits"            //   richard@oresoft.com
                                              \X/ richard@agora.rain.com





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



Archive-Message-Number: 2306
Subject: Re: PBEM-ML
Date: Mon, 29 Apr 91 20:32:00 PDT
From: Richard Johnson <richard@agora.rain.COM>



(Quotes here belong to Alan Husscroft)
I am brodcasing this in the hopes of some real discussion of this.



:Hmm, I've just been reading that discussion with Mark Cook about how
:much PBEM mail should be kept private and how much should be widely
:broadcast.  Not having had the chance to interact with any other
:characters yet, I don't know how big a problem this is going to be
:for me when the main party hits R-alpha.  But it did make me realise
:that life might become more difficult for me later on.



Me, too.  Sending lots of mail to lots of people lots of time every 
day gets outrageous.



 

:I'm not sure that it's going to be practical for me to broadcast
:messages to the whole PBEM list (or a large subset thereof), for
:two reasons:
: 
:1.  It's going to take up a large amount of transatlantic bandwidth.
:    It strikes me as being very wasteful sending dozens of identical
:    messages across the ocean, and I'm concerned that the powers-that-
:    be might take a dim view of it.



I agree with your concerns, just in general.  I believe in conservation
of whatever resources we have.   Especially in this case since the mail
of a lot of the players is paid for by their employers.





:2.  The bugs in my mailing system mean that if I send mail to a lot
:    of people all at once, some of it will probably bounce.  It
:    depends on whether people's usernames need to be explicitly given
:    in lower case, since I can only do 2 such names successfully in
:    any one posting.  The rest get automatically translated into
:    upper case.  You and Carl are already taking up those two slots,
:    so anyone else who needs to be addressed in lower case is out
:    of luck.



My experience is that some of it will *certainly* bounce.  This
rapidly multiplies headaches for the originator and bandwidth, too.

As for R-alpha posting, I can handle that.





:All this led me to thinking:  Do you know anyone with the facilities
:to set up the PBEM as its own mailing list?  ie. so that I would only
:have to post a message to one address and it would automatically be
:distributed to all PBEMers.  I imagine that quite a few people would
:find this useful.  There would be an added advantage that you don't have
:to worry about individual players keeping their mailing lists up to date.
: 
:What do you think?  Would a PBEM mailing list be possible, or even
:desirable?



I can think of a couple, but won't mention names.  
Right now I think it's NOT desirable.  We get a lot of good TML 
traffic out of the PBEM and vice-versa.  It would become a supreme
headache for whomever is doing it (unless they like that sort of work)
and whoever does it will have to work intimately with me about some
of the PBEM secrets.



We might discuss changing rules around so there are two or three main
distribution points (these already exist, for the most part), I think
the big problem would be having people limit the number of messages
they send, 'cause of the overhead for the official forwader.  



I started out the PBEM trying a double-blind gambit with me doing
all the echoes between characters.  Almost instantaneously I was geting
80 - 160 messages a day.   Typically, 40 or so needed to go to three or
four other people, and 10 or so needed to go to everyone.  I gave up in
about two weeks.



As for the trans-Atlantic bandwidth problem - I'm open for discussion.
Your particular problem, I'll take up with Carl and John and see what
we can do on this side of the pond.



BTW - thanks for forwarding my stuff to Arthur - I *still* can't
reliably get to Ireland.  Go figure.



:Alan



- - -- 

"If I get murdered one more time, I'll scream!"  //      Richard Johnson
`Mary' from the movie "High Spirits"            //   richard@oresoft.com
                                              \X/ richard@agora.rain.com





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



Archive-Message-Number: 2307
Date: Mon, 29 Apr 91 14:34:17 -0300
From: cadpoole@atlas.cs.upei.ca (Dale Poole)
Subject: Still Looking...



 
Hello again, out there in the Ether...

Neophypte again, still trying to grasp the concept.

Latest advice says I should try to track down the following:

Classic Traveller Adventures 1, 2, and 3
Double Adventures 1 and 2
THE TRAVELLER ADVENTURE trade-paperback





So the question which follows naturally -- does anyone have these and
would they be willing to sell?

 

Alternatively, I was following the earlier discussion re:photocopying
and copyright.  If I followed correctly, the result was, if it's outta
print, copy if/when you can -- but don't dare re-sell!

 

With this in mind, would anyone care to Copy but not resell?  If this
is not up your alley, how about a loan?

 

If anyone is interested, you can respond here, or if you'd rather not
clutter the Ether, e-mail me at the mailbox noted below.

 

Thanks in advance, and please keep in mind, the sooner I figger out
this stuff, the quicker I will quit being a pest and perhaps have
something intelligent to add to the general conversation, certainly an
imporvement!

 

Tanks, Dale Poole

cadpoole@atlas.cs.upei.ca



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



Archive-Message-Number: 2308
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Sat, 27 Apr 91 23:57:24 PDT
Subject: Traveller vehicles and starships



  I have finally obtained the bloody Traveller and started designing vehicles.
Since the largest ship seen by me so far is the Atlantis battleship (of R. S.
Dean's fame) I have decided to try my hand at a ship exactly twice as large
(and of the same TL).

  There is little doubt that this creature will be rather heavy and cost
like hell and (what's more) guzzle fuel like a Russian farmer during May day.

  Since the ship is large and cannot make refueling runs, how the Navy feeds

them?



Marc



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



Archive-Message-Number: 2309
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Sat, 27 Apr 91 23:52:06 PDT
Subject: I've GOT IT! I've USED IT! MORE VEHICLES!

The subject says it all (quoth he with an evil grin)...

- - ---cuttez---dicez---slicez---removez---rippez---choppez---amputez---

                   Prince Rupert Grav Heavy Tank TL12

 

 

  Prince Rupert grav tank was commissioned by the planetary govenment of
Bendor (Glisten/Spinward Marches). Initial design and production was
awarded to BedArCo, a local manufacturer. The commander and driver sit
inside the hull of the tank - all the weapons are in a self contained
turret atop the tank. The laser and the fusion gun are located on
opposite sides of the turret with the rest of the weapons arranged
betwee the two.

 

  The extensive computer system installed allows the commander to double
as gunner.

 

  The tank seemed to be a success, except for the exorbitant price, but
in excercises the tank proved to be very vulnarable if attacked from
below, the hull - too large (even after installing an extensive sensor
suite and a full 30 day fuel tank) and the choice of an airframe has
still not been explained.

 

  The production run has stopped after 57 vehicles and a redesign
request submitted.

 

 
  CraftID: Prince Rupert Heavy Grav Tank, TL12, MCr32.01971
     Hull: 9/23, Disp=10, Config=6AF+Turret, Armour=56F,
           Unloaded=313.9 tons, Loaded=332.7214 tons,
           CombatLoad=316.4884 tons
    Power: 2/4, Fusion=102MW, Dur=30/90
     Loco: 2/4, LoPwrH-Grav=600 tons, Max=864 kph, Cruise=648 kph,
           NOE=144 kph
    Commo: Radio=Continental(5000)*2, LaserComm=Continental(5000)*2,
           MaserComm=Continental(5000)
  Sensors: EMM, LaserSensor, EMS-Active=Continental(5000), 
           EMS-Passive=Continental(5000), EMS-Jammer=Continental(5000)
           ActObjScan=Diff, ActObjPin=Diff, PassEnergScan=Form
      Off: Hardpoints=1


                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
50MW Beam Laser   -    55/4    100  Rgnl(250)  3     45     H     40
FX-12 Fusion Gun  -    67/5	30  Vdist(18)  2     45     H     40
5.5mm Gatling-8  40000  2/3      3   Dist      7      -     H   1280
3cm Autocannon    1200
      HE                 2       6  Dist(3.5)  4      3     M    200
      HEAP               5       4  Dist(3.5)  4      -     M    200
      KEAP               4       4  Dist(3.5)  4      -     M    200
6cm MRL tube * 6     6
      HE                12      10   4/6/10    -     30     M      1
      HEAP              30       8   4/6/10    -      -     M      1
      KEAPER            12       9   4/6/10    -      -     M      1
 
      Def: Sandcaster*7, Point Defense Targetting for 50MW Beam Laser
  Control: Comp=1/bis, HUD*2, DynLink*167
    Accom: Crew=2 (Commander/Gunner, Driver), Seats=ExtOccRoomy*2,
           basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=36.72kl, Cargo=16.251kl, ObjSize=Avg, EmLevel=Faint
 

                   Prince Rupert Mk IIa Grav Tank TL12


  Prince Rupert grav tank was commissioned by the planetary govenment of
Bendor (Glisten/Spinward Marches). Initial design and production was
awarded to BedArCo, a local manufacturer. The production of Mk I was
halted after 57 units and a redesign request submitted. The Mk II is the
child of that redesign.
 
  The design team decided to decrease both the size and armour of the
tank, but to retain the heavy weapon suite. The sensor suite has been
upgraded and the communication suite modified.
 
  The commander and driver sit inside the hull of the tank - all the
weapons are in a self contained turret atop the tank. The heavy laser
and the fusion gun are now located in two separate turrets - the laser
topside and the fusion gun below, each with a coaxial 5.5mm Gatling gun.
 
  The extensive computer system installed allows the commander to
replace the gunner.
 
  The 600 ton Low Power H-Grav unit of the Mk I was replaced with a
standard grav of 450 ton thrust, but the marked drop in vehicle weight
resulted in increased speed. The power plant was upgraded because of
this switch and now supplies 132MW (of which only 129.5 are used).
 
  The new model of the Prince Rupert has been purchased in significant
quantities and used in a number of engagements. Of particular note is
the purchase of 70 units for the 14th Company of the Kudriigshaur
Ksagruad Mercenary Division. The excess power was utilized by the KKMD
by replacing the Gatling guns with 1MW beam laser guns.

 

 

  CraftID: Prince Rupert Mk II Grav Tank, TL12, MCr16.64216
     Hull: 7/16, Disp=7, Config=6SL+Turret, Armour=51F,
           Unloaded=223.82 tons, Loaded=226.0677 tons,
    Power: 2/4, Fusion=132MW, Dur=20/60
     Loco: 2/4, StdGrav=450 tons, Max=1000 kph, Cruise=750 kph,
           NOE=140 kph
    Commo: Radio=Continental(5000)*2, MaserComm=Continental(5000)*2
  Sensors: EMM, LaserSensor, Radio-Jammer=Continental(5000),
           EMS-Active=FarOrbit(500000), EMS-Passive=FarOrbit(500000),
           EMS-Jammer=FarOrbit(500000), ActObjScan=Routine, ActObjPin=Routine,
           PassEnergScan=Diff
      Off: Hardpoints=1

 
                       Pen/          Max     Auto   Dngr
                 Ammo  Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  --------------------------------------------------------------------------
50MW Beam Laser   -    55/4    100  Rgnl(250)  3     45     H     40
FX-12 Fusion Gun  -    67/5	30  Vdist(18)  2     45     H     40
2*5.5mm Gatling  80000  2/3      3   Dist      7      -     H   1280
 

      Def: Sandcaster*20, Point Defense Targetting for each 5.5mm Gatling
  Control: Comp=1/bis*2, HUD*2, DynLink*5
    Accom: Crew=2 (Commander/Gunner, Driver), Seats=ExtOccRoomy*2,
           basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=32.11kl, ObjSize=Avg, EmLevel=Faint


- - ---cuttez---dicez---slicez---removez---rippez---choppez---amputez---



Marc A. Volovic



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



Archive-Message-Number: 2310
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: Hey
Date: Wed, 1 May 91 3:15:19 EDT



Is everyone still around? It seems the list has become very quiet lately.



					Mac



Wilson MacGyver                      | I'm going to clobber you!!!
Internet:macgyver@cis.ohio-state.edu | 
=====================================| 			-Stacy
Disclaimer:All opinions are mine only| 


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



Archive-Message-Number: 2311
Date: Wed, 01 May 91 13:39:29 CDT
From: "Simpson, Bart" <C447463@UMCVMB.missouri.edu>
Subject: How do Densitometer thingies work?



Thank you for all the great ideas for derilect (sp?) ship searching. My
original idea was working around using the passive sensors, especially
the densitometer. I expected that there would be some 'junk' in space, but
(I think) there was generally empty space between systems (can any of you
astronomer types help here?) I figured with a sensor radius of 2 light-years
(for the passive sensors) - something might be worked out.



My biggest question is can anyone tell me how these things 'work'? Do they
sense the 'dimples' in space that masses have? I know they rate them at
High and Low penetration and then xxx kilometers, but beyond that I know
very little. Can they be effectively used in searching for derilicts?


Bart


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



Archive-Message-Number: 2312
Subject: Re: Hey 
Date: Wed, 01 May 91 18:53:21 PDT
From: James T Perkins <jamesp@metolius.WR>




wilson m liaw <macgyver@cis.ohio-state.edu> writes:
> Is everyone still around? It seems the list has become very quiet lately.


Tektronix is linked to relay.cs.net via a 56KB leased line in Cambridge,
MA.  A failure caused the Tek<->Internet gateway to be down from Friday
the 26th through Tuesday the 30th.  A lot of mail got queued up on
each side.  All should be back to normal today.


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!"



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



Archive-Message-Number: 2313
Date: Wed, 1 May 91 23:58:51 -0400
From: tnc!m0068@uunet.uu.net
Subject: He's Baaack!! (Scott Kellogg)



Organisation: personal mailbox at The Next Challenge BBS
The subject says it all, Scott Kellogg has returned from the wilds
of New Jersey. At least for last weekend. Here's his fist missive
for the TML, and I'll be posting his other one per day. Messages to
him can be sent to me, (and I'll pass them along), or direct.
Here's Scott:

 

Begin part 1 of 8

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

Howdy Folks!

 

Perhaps some of you thought I'd dropped off the face of the Earth,
but like a bad penny I show up with a disk full of designs for your
amusement. Just in case you're wondering I'm headed for grad school
in Physics this fall and with luck I'll get a computer account to
talk with ya'll in a more conventional form.

 

Are there any TML people at the following Universities?
      University of Alabama:  Tuscaloosa?
      Alburn University?
      Univerisity of Texas:  Arlington?
      Texas Tech University?

The unluckyest of the above may be hosting little old me and I want
to play some TRAV! (unemployment is BORING!) If there is anyone out
there at the above please send me a card! I'd like to find out more
about the above.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

As I have in the past, I have found a little brain teaser for the
design experts of TML...

 

Design problem #117[a]:  NUCLEAR FISSION REACTOR FUEL CONSUMPTION


I did a little computation from a book I have on contemporary naval
vessels using the stated range of several ships and their reactor
power output to calculate the total fuel consumed (as given by
MegaTrav rules).

 

These estimates are based that the reactor ran at full power
constantly over the range and speed traveled. This is a BAD
assumption, but it should give us an order of magnitude. The USS
Nautilus had three reactor cores in it's life. The first should
have consumed 136.7% of the total weight of the ship, The second
core should have consumed 201.0% of the ship. The third core should
have consumed 327.8% of the total weight of the ship.

Ok, lets assume that on average the ship ran on 1/3 power she still
ends up consuming 109.3% of the ship!

 

The Nimitz with a range of 1 million nautical miles (50,000hrs)
burns up 157.4% of itself if you assume full power, 52.5% if you
assume 1/3 power.

 

The Enterprise (20,000hrs) burns up 67.9% of itself at full power,
or 22.6% at 1/3.

 

The Kirov (6000 hrs) burns up 45.9% at full power or 15.3% at 1/3.
 

The following assume a 6 month (4,320hr) fuel supply at full power

Class           full power   1/3 pwr   1/4 pwr
Le Redoutable         107%       36%       27%
Resolution            108%       36%       27%
Lafayette             110%       37%       28%
Trafalgar             169%       56%       42%
Rubis                 112%       37%       28%
Delta                 161%       54%       40%
Typhoon               173%       58%       43%
Sturgeon              191%       64%       47%
Valiant               193%       64%       48%
Ohio                  194%       65%       49%
Swiftsure             193%       64%       48%
Charlie               203%       67%       51%
Permit/Thresher       216%       72%       54%
Yankee                236%       79%       59%
Skipjack              264%       88%       66%
Los Angeles           267%       89%       67%
Oscar                 295%       98%       74%
Echo                  312%      104%       78%
Victor                318%      106%       80%
Sierra                360%      120%       90%
Virginia              570%      190%      143%
Alfa                  876%      292%      219%     

!!!!!!!??????????

 

Even if the ship only runs at 10% on the reactor you still consume
10.7% of the ship in the least case scenario!

 

Suffice to say, I think the stated fuel consumption for fission
reactors is, to say the least, excessive. What happens?  do they
dismantle the hull of the ship and eventually parts of the reactor
itself, shoving them into the reactor. The crew stands around on a
shrinking iceberg and dutifully throw themselves into the reactor
when all else is consumed in the reactor?  Regrettably they can
only use 100% of the ship that way. I wonder how the Alfa's crew
manages?

 

I have no magic answers to the above problem, but in the designs i
include I have divided the fuel consumption by 8760 so that 1
hour=1 year. Not a very good assumption but it will have to do.

 

Keep in mind, that reducing the fuel consumption of fission plants
by even a small amount makes radioactives have a higher energy
density than the hydrogen fuel of fusion reactors!  If you change
fission fuel consumption, you're gonna have to change fusion fuel
consumption too!

 

I am afraid that being unemployed has not especially affected my
tendency to come up with Trav designs. There will follow a group of
designs for your amusement. Hope it doesn't clog the air waves.
 

Take care,
Scott Kellogg

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

End of part 1 of 8 

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2314
Subject: Remove me from TML mailing list
Date: Thu, 02 May 91 14:18:24 W
From: Iain Fogg <iain@cs.uq.oz.au>





James,


  For the last few months I have had absolutely no time to devote to
  traveller or the PBEM game. Until further notice, could you remove me
  from the mailing list (and pass this message on to Richard). Thanks
  for the excellent work you have done in administering the list (and
  the game Richard). I hope to be back on the air within six months or
  so.


Regards, Iain Fogg


+----------------------------------------------------------------------+
+ Dr Iain Fogg                                                         +
+ Senior Research Officer                                              +
+                                                                      +
+ Department of Computer Science              Telephone: (07) 365 2903 +
+ University of Queensland                          Fax: (07) 365 1999 +
+ Queensland                                            Telex: AA40315 +
+ Australia 4072                               email: iain@cs.uq.oz.au +
+----------------------------------------------------------------------+



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



Archive-Message-Number: 2315
Date: Thu, 2 May 91 15:22:29 EST
From: grue@cs.uq.oz.au
Subject: Re: How do Densitometer thingies work?


hiya,



>> Date: Wed, 01 May 91 13:39:29 CDT
>> From: "Simpson, Bart" <C447463@UMCVMB.missouri.edu>
>> Subject: (2311) How do Densitometer thingies work?
>> 
>> Thank you for all the great ideas for derilect (sp?) ship searching. My
>> original idea was working around using the passive sensors, especially
>> the densitometer. I expected that there would be some 'junk' in space, but
>> (I think) there was generally empty space between systems (can any of you
>> astronomer types help here?) I figured with a sensor radius of 2 light-years
>> (for the passive sensors) - something might be worked out.
>> 
>> My biggest question is can anyone tell me how these things 'work'? Do they
>> sense the 'dimples' in space that masses have? I know they rate them at
>> High and Low penetration and then xxx kilometers, but beyond that I know
>> very little. Can they be effectively used in searching for derilicts?

Bertil suggested I should post the following table which he typed in and
deleted (we were talking about this topic via mail a week or so ago).

I don't remember exactly where he got it from (Grand Survey comes to mind),
it was classic trav (I am pretty sure about that).



Anyway, here is the table reproduced for your benefit...





range	distance     scan size  resolution 	smallest object detectable in
short	1-5m		0.1m	1cm        	open space
med	5-50m		1m	1cm
long	50-250m		2m	2cm
vlong	250-500m	5m	5cm
dist	500-5000m	20m	20cm
vdist	5-50km		100m	1m
region	50-500km	1km	10m
cont	500-5000km	10km	100m
plan	5000-50000km	100km	1km		man sized
farorb	50000-500000km	1000km	10km		any size starship
xorb	0.5-5Gm		10000km	100km		ships over 10000ton
iplan	5Gm-1AU		1Gm	10000km		small asteroids (10km+)
system	1-1000AU	1AU	1Gm		large asteroids (200km+)
sublight1000-100000AU	100AU	1AU		planets size 1 to A
stellar 100000AU-1pc	10000AU	100AU		small gas giants
istellar1-2pc		50000AU	500AU		large gas giants


  						Pauli

seeya



Paul Dale               | Internet/CSnet:            grue@cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%cs.uq.oz.au@uk.ac.ukc
Australia, 4072         | EAN:                          grue@cs.uq.oz
                        | UUCP:           uunet!munnari!cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@cs.uq.oz.au


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



Archive-Message-Number: 2316

From: d9bertil@dtek.chalmers.se
Subject: Re: How do Densitometer thingies work? (and Deepspace)
Date: Thu, 2 May 91 9:11:44 MET DST

In msg (2311) How do Densitometer thingies work? Simpson, Bart 
<C447463@UMCVMB.missouri.edu> writes:
 
> My biggest question is can anyone tell me how these things 'work'? Do they
> sense the 'dimples' in space that masses have? I know they rate them at
> High and Low penetration and then xxx kilometers, but beyond that I know
> very little. Can they be effectively used in searching for derilicts?

  Most probably yes. There were a table in "Grand Survey" about the maximum
ranges of densitometers against various size targets in empty space. It's much
easier to find an object if it floats free in space than if it close to some big
mass like a planet.
  I don't remember the exact range, but I'd wager that it was somewhere in the
range of 1 AU or slightly more for a ship in less then 20000 ton.


  The biggest question when talking about the PCs  using a densitometer for 
searching for derelicts is "Do they have one?". Densitometers are military 
and scout equippment, and unless they have a type S (or perhaps a seeker)
they are unlikely to have one.



> I expected that there would be some 'junk' in space, but
> (I think) there was generally empty space between systems (can any of you
> astronomer types help here?)



  I'm not an astronomer, but not knowing what I talk about has never stopped 

me before :)



  What can be found in deepspace? Well, anything that don't advertise it's
presence or is valuable enough to drag a lot of people there. If it did, it
would be on the charts. 
  Among the things that are right out according to this are large astronomic
phenomena like black holes, novas, anything more massive than a small gas giant
(the GS table gives the max range a sgg can be detected as up to one parsec),
mysteriously undiscovered pop 9+ worlds (Yes, I know about Ruie) and similar
things.



  As for what *is* there is the occational navy fuel/supply dump at strategic
locations (and perhaps a Zhodany ditto occationaly, just waiting for the PCs
to stumble upon as they scourge the sector for derelicts:), very rarely a
planet and lots and lots of cometary nucleii.
  According to some theories(*), the orgin of comets are in a area at about
100AU distance (the Oort cloud)  from the central star of system. Some models 
suggest that, in addition to the ones that fall inwards and become 'real'
comets, there are also a slow leakage towards interstellar space. 
  The number of nucleii that have leaked from every system for the history
of the galaxy adds up to a very large number and I did some calculations on
the chance a ship a very high sublight speed and a densitometer had of locating
one (but they are at home, and probably lost in an avalance of old paper, but
the chance was not astronomically small.)





  In my campaign, the players have cashed in on the "needle in the haystack"
angle and have used random locations in deepspace as a convenient places to 
mothball starships. The specific example was a vargr trader (the same as on my
deckplans) that were placed in deepspace somewhere around Deneb 0330 manned
only by a gunbot in the turret and a hold full of occupied low-bearths 
(various enemies of the PC's. I remember that there's supposed to be the SolSek
'rezident' on Vincennes/Deneb and two officers from the Illelish Navy:)



  The fun really started when the PCs came looking for their ship and didn't 
find it. After some bitching about if they were in the right location and 
scared thoughts about what'd happen if someone had found the ship and released
everyone there they begun to search the area and found a 200km cometary
nucleus winding it's way from the scene of the crime.
  The nucleus had simply collided with the ship and carried it along. The 
responder beacon was silent because the gunbot had burned all fuel when it
tried to fight off the comet:)



> Bart



(*) November, two years ago, I asked an astronomer here at Chalmers about the
    latest status of the Oort cloud theory and got the reply: "Unproven, but
    largly accepted because it fits in with some popular theories about the 
    orgin of the solar system."
    After that, however, I heard ("Objection! Hearsay!") on sci.space that 
    the evidence of Oort could was looking less likely every day.

    When it comes to traveller, I refer to exhibit 1, 
  "MT Aliens 1: Vilani&Vargr", more specifically the Vargr section as proof 
  that Oort clouds exist in the traveller universe:)



- - -bertil-

- - -- 

"Some people almost never think. They just reshuffle their prejudices."



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



Archive-Message-Number: 2317

From: richard@oresoft.COM (Richard Johnson)

Subject: PBEM question

Date: Thu, 2 May 91 8:37:21 PDT



Item 1: The turn is a-progressing.  It's taking quite a bit to re-synch
		everyone, and align three previously disparate time lines.
		I hope to be able to send it out Sunday (really Sunday!)





Item 2: I have started receiving requests to orchestrate a summer vacation for
		the PBEM.  I want feedback on this ASAP.  If we do this, we
		will have one more turn period and posting (a quick one, by
		our standards) and say 'adieu' until September or October.
		If we don't we'll just drag the stragglers along and deal
		with mail bounces.



		Please let me know your preference.  No explanation needed,
		just say "Summer PBEM yes" or "Summer PBEM no", and I'll let
		us all know at the end of next week or so (I want to give
		everyone time to get their voice heard.)



As Ed Bartles says: "Thank you for your support." -- Richard Johnson
	richard@agora.rain.com





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



Archive-Message-Number: 2318
Date: Thu, 2 May 91 23:07:10 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Designs 2 of 8



More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct. Oh yes, before I forget, I asked
and Scott had no objections to his various design being added to
the TML archives.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760
 

Begin part 2 of 8

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

Destroyer Escort TL15 "Tribal" Class 
 

  CraftID: Destroyer Escort, Type DD, TL15, MCr 2065.75
     Hull: (2700/6750) Disp=3000, Config=6SL, Armor=43G,
           Load=39743, Unload=37707
    Power: (293/390) Fusion=52547MW, Dur=21/63
     Loco: (689/918) Maneuver=6+, (203/270) Jump=4, NOE=190,
           Cruise=750, Max=1000, Agility=0
     Comm: Radio=System*3, Maser=System*3, RadioJam=System
  Sensors: EMM, A-EMS(FOrb)*3, P-EMS(Interstel)*3, EMS-Jam(FOrb),
           Neutrino=10kw*3, Densitometer=250m*3, ActObjScn=Rout,
           ActObjPin=Rout, PasObjScn=Rout, PasObjPin=Rout,
           PasEnScn=Simp, PasEnPin=Rout
      Off: HPoints=30,
           Missile=xA0, Batt=1, Bear=1,
           Pulselaser=xx2, Batt=60, Bear=60
      Def: DefDM+9, Nuc Damp-1
  Control: Computer Mod9fib*3, 1*LrgHoloDisp, 5*HoloHUD,
           5*HoloLink, Electronic Circuit Protection
    Accom: Crew=25 (Command=3, Bridge=4, Engineer=5, Maintain=1,
           Gunner=10, Medic=1) Stateroom=12, Env=basic env,
           basic ls, extend ls, grav plate, inertial comp
    Other: Fuel=23367kl(1 jump-4+21 days), Cargo=191,
           Magazine=300kl(32b-r), Scoops, Fuel Pure=12hr,
           ObjSize=Lrg, EmLevel=Faint

 

Remarks: Another design from the CAD of Dr. Hloch. The Tribal class
DD is primarily an escort for heavier ships. The multitude of pulse
laser batteries provides a good anti-missile screen for the vessel
escorted. This of course makes her a comaratively lightly armed
vessel, but The missile bay is capable of dealing heavy blows to
any attacker.

To provide her shield of covering fire, the Tribal must fly in
comparatively close formation. It was decided that though ship
captains don't like flying in visual range, it actually is only
nerve racking, not dangerous having such large ships flying only
kilometers apart. Because of the close manuvering needed, the
engines were designed oversize. They are capable for short busts of
extremely high speed, but long periods of such manuvers puts
excessive strain on the hull and drives.

Meson defensive shielding was thought unnecessary as the vessel
escorted is considered to draw the enemy fire and a meson screen
can only cover the vessel so equipped. Nuclear dampers are too
greatly handicapped to provide good defensive shielding for more
than one vessel. However at intercepting large numbers of missile
salvoes the Tribal has proved quite effective.

The Tribals first saw action in the fifth frontier war. Deployed
with the Imperial 214th fleet in the Glisten subsector, a front
devoid of action. The 214th moved spinward to attack the rimward
border of the Sword Worlds. At first they did not see much action
as escorts and were often pressed into the more traditional
destroyer role in which, in spite of their light armament, they
excelled.  On 085-1109 the fleet struck taking Steel, Mithril,
Bronze and Iron.  The operation lasted 60 days.
 
The first fleet battle where the Tribals were used in their
designed role as anti missile escort for battleships was in the
action off Sting which saw the Sacnoth fleet destroyed with light
Imperial casualties.
 
At the onset of the battle, it was then that Admiral N. Chester
under heavy missile bombardment from Sword World ships called for
his escorts.  The destroyer squadrons were 3 hours away guarding
the fleets tankers.  The reply from the squadron leader the then
Commander Charles Alburne aboard the Cossack has become legend: 
"Under way at 6.5G!"

Admiral Chester's reply was addressed to '6.5G Alburne' and Admiral
6.5G Alburne has been known as that ever since.

A squadron of Tribals on loan to the Darrian Confederation also saw
action in the liberation of Entrope.  Five Tribals took on two
"Overlord" class carriers.  Three Tribals drew the fighers off
while two went in and took on the carriers.  Without their fighter
cover the extremely large but lightly armed Overlords were shot
apart with missile salvoes but not before one of the Overlords
destroyed the Entrope Starport with its fusion rockets.  Without
the carriers to operate from, the fighters were soon destroyed or
ran out of ordenance.
 
Partial list of ships in class:  Cossack, Zulu, Matabele, Iroquois,
Nubian, Afridi, Gurkha, Mohawk, Ashanti, Bedouin, Eskimo, Mashona,
Punjabi, Sikh, Somali, Tartar, Arunta, Kurnai, Athabaskan, Cayuga,
Micmac, Nootka, Saxon, Norman, Kurd, Sunni, Slovak, Czech, Mongol,
Zhodani, Vilani, Solomani, and Loeskalth.

 

Enjoy, Scott Kellogg

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

End part 2 of 8

 

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2319
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Traveller starships
Date: Fri, 3 May 91 14:55:07 BST



Marc Alexandrovich Volovic <mav@cs.huji.ac.il> writes:

> 
>   I have finally obtained the bloody Traveller and started designing vehicles.
> Since the largest ship seen by me so far is the Atlantis battleship (of R. S.
> Dean's fame) I have decided to try my hand at a ship exactly twice as large
> (and of the same TL).



Assuming the Atlantis class has the most powerful weapon available, what is
gained by increasing the size?  Greater jump number, perhaps.  But for the
same amount of money, I'd buy more, smaller ships and get more spinal
mount weapons for the same cost.  Perhaps the rules ought to be modified to
allow two meson guns to be mounted side by side, jointly forming the keel.
Or how about a catamaran-type design, with two keels?



>   Since the ship is large and cannot make refueling runs, how the Navy feeds
> them?



>From smaller ships which can make refuelling runs; the Azhanti High Lightning
has several shuttles for this job.  Or from a large ship whose sole purpose is
to carry lots of fuel around for other large ships; otherwise known as a
tanker.

- - -- 

 "Keyboard?  How quaint!" - M. Scott

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



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



Archive-Message-Number: 2320
Subject: Re: TML Msg 2313, Nuclear Reactor Design Rules
Date: Fri, 3 May 91 8:35:56 PDT
From: Carl Fago <carlf@agora.rain.COM>



In TML Msg 2313, Scott Kellogg writes:



> Design problem #117[a]:  NUCLEAR FISSION REACTOR FUEL CONSUMPTION
>  
> I did a little computation from a book I have on contemporary naval
> vessels using the stated range of several ships and their reactor
> power output to calculate the total fuel consumed (as given by
> MegaTrav rules).
>  
> These estimates are based that the reactor ran at full power
> constantly over the range and speed traveled. This is a BAD
> assumption, but it should give us an order of magnitude. The USS
> Nautilus had three reactor cores in it's life. The first should
> have consumed 136.7% of the total weight of the ship, The second
> core should have consumed 201.0% of the ship. The third core should


Being a nuclear engineer and working at a power plant, I suppose I should
really look into the fission reactor design rules.  One thing to note 
is that the fuel consumption for a civilian power reactor is completely
different from that of a naval reactor.



Having worked on both, I can tell you that the actual reactor designs
are very different and the naval reactor is much more efficient with respect
to power density.  I'm not sure which data was used to determine the
tables in the MT rules but the numbers should be very different depending
on which data you choose to use.  Though they should not be in the percentage
range that Scott identifies. So, I'll try to spend some time and look at the
tables trying to make some sense of them.



- - -- 

+---------------------------------------------+------------------------------+

| *-=Carl=-*  INTERNET - carlf@agora.rain.com |  A generation which ignores  |
|             DELPHI - WULFGAR                |  history has no past ---     |
| Carl Fago   Portland, OR                    |        and no future.        |
+---------------------------------------------+------------------------------+





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



Archive-Message-Number: 2321
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Sat, 4 May 91 01:10:06 PDT
Subject: Traveller Starships

Refuelling using shuttles is possible for medium sized ships. The Atlantis is
equipped with scoops and purifier, and on second thought maybe the 2,000,000
displacement ships should be equipped with such, too.


Robert Dean remarks that the T size meson gun is deadly to any ship, 1,000,000
and 2,000,000 alike. The idea of a catamaran type ship is interesting - let's
see - Death Star type sphere type ship? Anyone up to the challenge?



It also seems that Robert's Atlantis only uses 5550 hardpoints out of the 
10,000 available. When designing the 2,000,000 disp ship I have more or less
the same problem. The design I have uses up some 9800 hardpoints.



That leaves some 50% of the hardpoints are unused. Should the rest be left
empty or allocated to sand?

Marc


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



Archive-Message-Number: 2322
From: Marc Alexandrovich Volovic <mav%cs.huji.ac.il@RELAY.CS.NET>
Date: Sat, 4 May 91 01:19:56 PDT
Subject: Skills





A question/quibble on the issue of skills (IS the TDR still active?) - skill
levels are arranged in a rather peculiar way. For all matters Pilot-1 is
equivalent to Handgun-1. That is, of course, quite unrealistic. I am a pistol
user/carrier and basic level of use of a pistol is quite simple. Of course,
higher skill levels require quite a lot of training, but the basic competency
is not that hard to attain.



Worse, the Linguistics skill is tottaly unrealistic. Each level of linguistics
gives an additional foreign language. Is, then, my "real life" linguistics
level is 4 (I am a linguitics student)? Of course, this is not true, but skill
system should be somehow arranged to reflect skill complexity.

Marc

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



End of TML Bundle

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

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To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>,
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Subject: TML Bundle #187: Msgs 2323-2325
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk
Date: Sun, 05 May 91 21:00:28 PDT
From: James T Perkins <jamesp@metolius.WR>
Status: R


TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Sun May  5 21:00:26 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #187: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2323  03-May-91 Leonard Erickson  mailer trouble << James, For some reason, my 
2324  04-May-91 tnc!m0068@uunet.u Scott Kellogg Part 3.1 of 8 << More from Scot
2325  05-May-91 Richard Johnson   PBEM turn 10.9A (Part 1 of 5 - Admin) << Turn



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



Archive-Message-Number: 2323
Date: 03 May 91 01:02:47 EDT
From: Leonard Erickson <70465.203@CompuServe.COM>
Subject: mailer trouble



James,

	For some reason, my postings to traveller don't arrive (as near
as I can tell). I'm CC'ing this messager to that address in hopes that
the header info may tell you something useful.

	I normally wouldn't risk inflicting this on the list but mone
of my ladt three postings made it....



Distribution:

  James T Perkins >INTERNET:jamesp%metolius.wr.tek.com@RELAY.CS.NET
  traveller >INTERNET:traveller@metolius.wr.tek.com





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



Archive-Message-Number: 2324
Date: Sat, 4 May 91 22:24:35 -0400
From: tnc!m0068@uunet.uu.net
Subject: Scott Kellogg Part 3.1 of 8



More from Scott Kellog, messages to him can be sent to me, (and
I'll pass them along), or direct.

 

Scott Kellogg      (703)-739-0831 or (908)-841-4707
37 Robin Rd
Rumson, NJ 07760

 

Begin part 3.1 of 8

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

Sword Worlds "Overlord" Class Heli-Carrier TL11

 

   CraftI: "Overlord" Class Heli-Carrier TL11 MCr 4793.8335
     Hull: (18000/45000) Disp=20000, (Disp=50530 with rotors
           deployed) Config=6SL, Armor=40E, Load=166481.5,
           Unload=159024.3
    Power: (718/1435) Fusion=64551.12MW, Dur=25/75 (56/112),
           Fusion Rocket=3265MW, Dur=1/3
     Loco: (56/112) Fusion Rocket=166499t, Max Accel=1G, Agility=2,
           (360/720) Jump=1, (3/6)*3300 Helicopter Rotors*3300,
           (Tandem Main) Lift=183130t, Thrust=45783t, Max=300,
           Cruise=225, NOE=150, Agility=6 (Note: Rotors not
           armored)
     Comm: Radio=System*75, Maser=System*75, RadioJam=System*3
  Sensors: A-EMS(FarOrb)*6, P-EMS(InterStel)*6, EMS-Jam(FarOrb)*3,
           Neutrino=1Gw*6, Densitometer=1m*6, Avionics*2,
           ActObjScn=Rout, ActObjPin=Rout, PasObjScn=Form,
           PasObjPin=Form, PasEnScn=Rout, PasEnPin=Form
      Off: HPoints=200,
           Pulselaser=xx1, Batt=10, Bear=10


                                Pen/  Max      Auto  Dngr
               Ammo  Rds  Attn   Dmg  Range    Tgts   Spc Sig  ROF
12cm AutoCan*2   HE  700    21    16  Dist(22)    5    45   H  350
             KEAPER    -    35    14  Dist(22)    5     -   H  350
               HEAP    -    44    12  Dist(22)    5     -   H  350
              Illum    -     -     -  Dist(22)    5    75   H  350
              Flech    -    10     3  Dist(22)    5   150   H  350


      Def: DefDM+6,
           Sandcaster=x03, Batt=10, Bear=10
  Control: Computer Mod5fib*3, 73*HUD, 73*DynLink, Computer        
   Enhanced Fly by Wire MP=6
    Accom: Crew=541(Command=75, Bridge=12, Engineer=30, Gunner=2,
           Flight=300, Troop=100, Medic=4, Steward=18),
           Stateroom=271, Env=basic env, basic ls, extend ls,
           grav plate
    Other: Fuel=46566Kl(1jump-1, 25days as helicopter, 1 day fusion
           rockets) Cargo=2170.3t, Mag=28Kl Scoops, Fuel Pure=24hr,
           AirCraftHanger=for 2000 metric tons Aircraft,
           Catapult=4, Elevator=3, Landing Lights*1000 ObjSize=Lrg,
           EmLevel=Mod, Indianapolis Orbital Interceptors=10,
           Valhalla Orbital Attack Aircraft=40, Sea Lion ASW/Attack
           Helicopter=10, Skua Scout Helicopter=2, Seal Utility
           Helicopter=12, Narwhal Heavy Lift Helicopter=2,
           Additional aircraft=38 tons

 

Remarks: Possibly the most unusual starship built in recent years.
The "Overlord" class was designed as a platform from which
atmsopheric and orbital fixed wing aircraft can operate. The
specification went out in 1097 for such a platform but all Sword
Worlds major shipyards had contract commitments at the time. The
contract was won by Rekiaben AG shortly before the Great Grav
Failure of 1098 when all of Rekiaben's grav modules were recalled
as faulty. Needing to fulfill the Overlord contract but not
trusting their grav modules, Rekiaben opted for a jump capable
helistat. Thrusters were not available due to the grav crisis, so
fusion rockets were utilized.

 

To witness the "Overlord" in flight is a truly awe inspiring sight
(basically it looks like a cross between a Nimitz class carrier and
Jules Verne's Albatross)

 

The "Overlord" class saw action in the invasion of the Entropic
worlds of the Darrian Confederation, and on Praetoria a human
Imperial allied world in the Vargr Extents.

 

The rotors pose problems unique to this class of ship. In ocean
dipping, the fuel tanks can only be partially filled per dip. If
the fuel tanks were filled with water, the ship could not lift, but
with hydrogen the ship performs fine. The rotors provide 110% of
the lift needed to fly the ship allowing it to fly with 10% of the
rotors out of action or under repairs. One slightly unusual feature
in the design is the orientation of the fusion rocket engines. They
are aligned along the keel of the ship to provide a stable hovering
platform so the rotors can be brought into operation.

 

Transition from fusion rockets to rotors is tricky in that the ship
nearly needs hover in the atmosphere in order to slow to a velocity
where the rotors will unfold and function properly. Transitioning
back to fusion rocket propulsion is the reverse:  the rockets kick
in as the rotors gradually fold and stow themselves.

 

The most dangerous heavy weapon carried by the "Overlord" are her
fusion engines. More than 150 thousand tons of thrust is expelled
by the exhaust vents of the rockets which can be gymbaled around
and trained as weapons. The starport of Entrope was so destroyed at
the end of the Fifth Frontier War in a scorched ground operation by
the retreating Sword Worlds Occupation Army.

 

 

Indianapolis TL11 VTOL Orbital Interceptor

 
  CraftID: VTOL Orbital Interceptor, TL 11, MCr 14.312545
     Hull: (60/150) Disp=66 (22 w/wings folded) Wt Unload=14.784
           (Wt w/standard load HE=17.952, nuclear=19.152),
           Airframe=VTOL-Hyper
    Power: Fusion=3.9Mw Dur=48hr
     Loco: (4/10) Fusion Rocket=198.9t, NOE=150, Cruise=3750kph,
           Top=5000kph, Vacuum Cruise=4167kph, Vacuum Top=5556kph,
           Acceleration Unload=13.5G, (W/standard HE load=11G,
           nuclear=10.4G) Agility=6
    Commo: Radio=System Maser=System
  Sensors: AW-RADAR=FarOrb, P-EMS=Interstel, ActObjScn=Rout,
           ActObjPin=Rout, PasEngScn=Rout,
      Off: Fusilage HPoint*1,
           Fusilage Launch Rails*4, Missiles=x06, Battery rounds=2,
           Inboard HPoints*4, Outboard HPoints*4, Wing Tip Launch
           Rails*2, (Standard load=60 Anti-Ship Missiles)
      Def: DefDM+13
  Control: Powered, MP=2, Computer=5
    Accom: Crew=1(Pilot), Basic life support, sealed cockpit w/vac
           suit backup, Inertial comp, Complex cockpit w/rocket
           escape pod*1
    Other: Fuel=240liter

 

Remarks: The Indianapolis is a high speed interceptor meant mainly
as a long range exoatmospheric operations where it can run rings
around grav and thruster equipped fighters. Without a HUD, or fly
by wire controls, it is not as capable a dogfighter as the
Valhalla, but with its tremendous speed, it can dictate the place,
the altitude, the range and the time he shall combat. A pilot who
can do so has all the advantages.

 

Enjoy, Scott Kellogg

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

End part 3.1 of 8

- - --Name = STEPHEN SMITH  Mailbox # = 68



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



Archive-Message-Number: 2325

Subject: PBEM turn 10.9A (Part 1 of 5 - Admin)
Date: Sun, 5 May 91 16:30:40 PDT
From: Richard Johnson <richard@agora.rain.COM>





Turn 10.9 comes in 5 parts.  Part 1 is this admin note.  Part 2 
covers days 3 & 4 of the jump.  Part 3 covers day 5.  Part 4 covers
day 6.  Part 5 covers the re-emergence into normal space.



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                        PBEM Admin



General Admin:



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

'Vouf (Mike Metlay) is partially out of commision.

Mail to    mpmst1@vms.cis.pitt.edu   --- SHORT, INFREQUENT messages only.



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

Iain Fogg is temporarily, but completely, out of commision.  We are
dragging along his character (whose name I do not remember just now)
until that fine day he gets to return to the fray.



(I remembered today - It's Slide Wrinkley.  RJ)

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

Peter Bergholm is out for ~ two weeks, as is Nick Sylvain.
Mark Cook, after next week, will be out for two weeks.





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

Purdue is shutting down for the summer this week.
Berkeley is shutting down in ~ two weeks.

All players from there are to soon have e-mail problems.

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

Contrary to my instructions, many of you have written short explanations
of WHY we should continue to play, or should shut down for the summer.
A lot of good reasons, a lot of good responses.  It turned out some of 
us already have real lives to deal with, too...



And so the answer is ---

                         A Partial Shutdown

              PBEM - convalescing, niether dormant nor hibernating



We will have one more SHORT! turn period and posting, then PBEM will go
on short rations.  I will use the time to catch up on admin work, fix 
mailers, get new players introduced, and (possibly) work out a PBEM 
alias-echo system that has been proposed.



I feel especially bad about shutting down R-alpha just as it appears, so
those of you who want to continue to be "in character" and become a native,
take care of little things, play semi-out-of-time, or whatever can continue
to do so.  



This means that we have a wonderful opportunity to build useful old-turn
archives, set up people's mailers and so forth.  Anyone who needs to shut 
down can do so.  I will still be available (for the most part) to handle 
things, but play will be a little different, if at all.





About this next short! turn period.  I *WILL* finish and post the turn
on the weekend of May 18 (between Mother's Day and U.S. Memorial Day).
This means I must have stuff to go in the turn received by May 16 or so,
so you have ONE (1) week to say something.   If it doesn't work out --
Oh well.  We'll probably have torepeat all this information next fall.



My deepest apologies to all for this deuced inconvenience.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Turn 10.9 Admin



In keeping with our very liberal, batch-oriented, philosphy,
I have once again placed words into the mouths of various characters,
hopefully not making them say anything their owners would want to
shoot me for.  Also, in keeping with tradition, here are my favorite
off-line quotes for the last three weeks:



 .  We can role play this, or just say it happened ... Ok Richard?



 .  So what DID cause the fuel-line to break? - We're all dying to know.

                                                          ^^^^^

 .  At this point, Xxxxx spontaneously combusts.  Only his boots and a 
    small scorch mark on the deck are left.

          "Oops, there goes another one."

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

We awakened a doctor last turn.  His description engendered a few questions.
The most frequently-asked question has to do with Yorblin's hair style.
>From the belter's mouth:
  "A belter cut, for all intents is a mohawk, except that it continues 
  down the back in a ponytail.  As one could guess from the name it is 
  popular amongst belters (per Larry Niven's world)."



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

A major concern at the tail of this posting period was time slew.  You know,
the thing that happens when the thyroid-case posters meet the lethargic
GM.  :=)  Most of you will quickly notice that we have a truly severe
case of time-dilation between R-alpha and Alcyon.  In the 3 days or so this
turn covers, the Aslan are down, refuelled, and have explored some,
unless they are as slow as I am.



We finally all get together this time, so this should end.  (I hope)





%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%



           ******** PBEM Last Time *******





Last turn, the Alcyon was in jumpspace somewhere on the rim of the 
imperium.  There was minor speculation as to whether the fleet you 
just ran from belonged to Lucan or Margaret or Dulinor or the Solomani. 
Bishop was high as a kite (the bird kind, not the paper kind).  'Vouf
announced his paws were working again.  Silvmane recovered from deep
freeze really fast.  And, in general, things were cooling off.



The Aslan ship Trakh (I can never spell kitty words) arrived at an
unknown sector and discovered a ringworld with inhabitants.  It started
chasing a small shuttlecraft toward the inner surface of the ring.

and now, without further interruption:





<continued in part 10.9b>   :=)  couldn't resist



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



End of TML Bundle

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


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Subject: TML Bundle #188: Msgs 2326
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk
Date: Sun, 05 May 91 21:00:35 PDT
From: James T Perkins <jamesp@metolius.WR>
Status: R




TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.



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



Date: Sun May  5 21:00:32 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #188: Table of Contents



-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2327  05-May-91 Richard Johnson   PBEM turn 10.9B (part 2 of 5) << This is file

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



Archive-Message-Number: 2327
Subject: PBEM turn 10.9B (part 2 of 5)
Date: Sun, 5 May 91 16:31:34 PDT
From: Richard Johnson <richard@agora.rain.COM>





This is file #2 of 5.  
This file covers days 3 & 4 of the Alcyon's jump.



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%



                  ***** Day 3 *****





- - ----- Alcyon, in jump -----------------



Charyn is up early, around 0430, just like every day, waiting for
the others to arrive for the Alcyon marathon.  Just like every other
morning, she is the first to arrive.  Thule and Ian arrive shortly.

<Charyn>
"Say, is anyone else turning out for morning calesthenics?"
Charyn is habitually there, ahead of the posted time.  


<Thule>
"I think we're it this morning."

Thul for his part has added to his morning routine a little.  He is
now wearing his field boots and a pack.  If anybody cares to look
in the pack, it is filled with concrete blocks for weight.  He has
also taken to wearing a belt with filled ammo pouches.
"Well, let's go."

Charyn works very hard at it, but is apparently not a real physical 
person.  She appears fairly detached and remote, but astute readers 
of personality may note she has a look of frustration and determination.
 
Thul, noticing Charyn's frustration, says:
" Don't push yourself TOO hard there... work at your own pace.
Start small and work up.  If you'd like I'll chart a workout
schedule for you.   Don't need any of our team members hurting
themselves without good reason..."


<Ian>
Hey Thule, this might sound strange, but shouldn't we find something 
we can spin, and also induce gravity on?  So we can experience the
full glory of coriolis while we're working?  Or is the ring big enough
to preculde that?
 
<Thule>
Ya' know?!?   I didn't even think of that... I'll have to go find
one of the egg-heads and ask them!  


<Charyn>
Hey! Look at that...

Sometime, during the night watch, A poem mysteriously appears
posted in the lounge, and on bulkheads here and there...

  
          The Brave Ship Alcyon
          ---------------------
 
       A brave ship she - the Alcyon
       Intrepid venture-wise.
       One night - dark night - she spaceward rose
       And still goes on to rise.
 
       A brave ship she - the Alcyon
       Away from life she flies
       But on her board her crew and kin
       In droves falls and dies.
 
       A brave ship she - the Alcyon
       One man from space returned
       And when almost inside he was
       His fortunes were upturned.
 
       A brave ship she - the Alcyon
       Some fuel did escape
       And two tried lives - both good and true
       Endured a vile rape.
 
       A brave ship she - the Alcyon
       A crewman died of drugs
       Another has a thieving bit
       And there's a lack of rugs!
 
       A brave ship she - the Alcyon
       She's more than we afford
       The bishop is not saintly -
       Is drunker than the Lord.
 
       A brave ship she - the Alcyon
       The pilot's eating frogs
       And need we speak of poor exec -
       Who's life gone to the dogs!
 
       A brave ship she - the Alcyon
       She flies intrepid on!
       But ere her will is made and done
       We'd better man the con!
 
 
                         Flt. Sgt. Suom Ynona
 

<Ian>
You know, guys.  I don't really like running.  But'cha gotta do someting
(pant) to keep your wind up. . . I'd give a lot for swimming pool.




After a day or so in jump, Zben resumes his normal activities,
spending just a little more time in the gym working with his blades.
Durning that period if anyone asks for some instruction or help with
blade use, he gladly gives up some of his time. The only noticible
change is slightly darker circles under the eyes, and a slightly
shorter temper. Once and a while he can be seen heading toward the
weapons training area, carrying a long thin case, more appropriate for
a pool cue than a rifle.

On duty, Zben tears into the inter-ship network, trying to get
the speed up and the security foolproof. He also does a quick check
out of as many auxillary vessels as he has time for. One other thing
he devises is a `souped-up' bug detector. Designed to cause and
measure a reaction in ANY device having transmitting coils, the unit
is quite a bit larger than the standard bug detector, but can scan a
much larger area (about 9 square meters). The only problem with it is
while in use it will detect any legitimate radio as well, so he tends
to leave his communicator in the engineering shop (after sweeping it).


At some point during the third day, everybody's commdots comes to life.

<...> Attention all hands, this is Doctor Van Der Merwe, Chief Medical
      officer. Both Commander Ger and myself have reminded you all, but
      apparently some of you didn't hear or ignored us. So listen up now,
      everybody. A significant number of you have failed to show up for
      medical exams as requested. THIS IS NOT OPTIONAL. You *must* be
      examined and given any necessary vaccinations or boosters for the
      protection of yourself and the mission!

      Those of you who haven't shown up yet, you better make plans to
      do it soon or I *will* have Security hunt you out and drag you to
      Sickbay kicking and screaming. If you need any more incentive, I will
      not permit any individual NOT showing up from participating in any
      away team on R-Alpha until they DO show up. Yes Mister Bishop, that
      includes you too!

      I hope to see you in Sickbay soon. Have a nice day, all!" <...>



- - ---- Air lock 4-------

At the Airlock:

"Holy sheeit," Ralf says quietly.  "Look at this."  He's got the air lock
control panel removed from the bulkhead.  It looks like the victim of a
blow torch with an attitude.  "This .. whatever bypassed all the normal
interlocks.  That iris valve only did what it was told -- to close.
Unconditionally.

"I sure wouldn't trust ANY doors on this ship until we check 'em over."

"Alright lets shut this baby down", J.J. taps his comdot, "Security, Horne
here, we need a crime lab team down here at the airlock ASAP. I doubt if we can
find anything but we may as well check." With that he takes a handkerchief from
his pocket and takes the airlock control panel from Ralf. He says to the
others, "Nobody gets near this airlock until we run a check. I think it's time
we start checking backgrounds and see who has the electronic skill to do
something like this. Azani, Mahlel, either of you know how to lift prints?
If you do check this doorway with a fine-tooth comb, if not, don't let anyone
touch anything. Ralf you come with me, I need a full report on what was done
to this thing."

Not even looking to see if Ralf is following he turns and starts to head for
security, as he goes he starts to mutter. "Damn J.J. your slipping, you should
have thought of this earlier, sabotage. But no, you go right on cleaning up
blood and destroying evidence. Stupid, stupid, stupid, You have to start
thinking with your head not your heart, you remember what happened on
Bright Face..." With that J.J.'s voice trails off as he realizes that he
has been talking out loud, he glances at Ralf sheepishly and falls into
pensive walking. Suddenly J.J.'s comdot comes to life:

<...>
Mr. Horne, please come to my office.  I need a report on the airlock incident.
Farouk over.
<...>


J.J. heads for Farouk's office to speak with Farouk.

"Ralf you might as well tag along, I will need you to explain the electronics
stuff to Lazer anyway"




- - ----------- Security ----------
When J.J. and Ralf get to Farouk's, J.J. gives his report.

"According to Ralf here, someone tampered with the airlock control panel, it
definitely looks like we have a saboteur on board. I would respectfully
recommend that we pull all the dossiers on board of crew members that have
electronics knowledge and go from there. Of course it is easy enough to get
fake papers, I know I have done it enough. Also I told Azani and Mahlel to
try to lift some prints, I will try on this thing here, I doubt if we will
find anything but we might get lucky. Also Ralf recommends and I agree that
we should check all the portals, uh doors... uh... hatches whatever you call
the things on this ship. Also I have to report that I was slow to cordon off
the crime seen, I was thinking about the accident instead of my job, I didn't
think that it could possibly be sabotage until Ralf had pulled the control
panel. I am sorry about that, if you want to take disiplinary action against
me I understand. I guess you will want to here the technical side of this,
Ralf"

With that J.J listens and tries to comprehend Ralf's report.

After Ralf is finished with his report J.J. speaks, "If you have nothing
further for me, I would like to check the airlock control panel for latent's
and then get back to the airlock and check there. Also I will need
fingerprints for everyone on board for comparison. Also, I will be glad to
head the investigation for the saboteur.

As jj turns to go, he says over his shoulder, "I could use your prints right
now, if that is OK, Ralf."

With that, J.J. pulls out a cheroot lights it and settles down to the nuts
and bolts of the investigation.


<Lazer>
That will do for now.  Continue your investigations and let me know what
you find.  Dismissed.



A few hours later the intercom comes on again:

<Lazer>
I need a report on whatever that was that set off the radiation warnings
in the armoury yesterday.  Please come in person.
Farouk over.
<...>



<Doc> Just in case you think I'm kidding, I'm having Lazer Farouk see if any
      of his team is getting a little twitchy from not having seen any combat
      recently. That lucky person will accompany me on any 'search' missions
      for those truly reluctant patients. Have a nice day! <...>



<Lazer>

He just might put his stethoscope in the refrigerator, too... :-) 


- - ------- Sciences

Dr. Morser is seen only sporadically during the day. He spends several
hours moving crates back and forth between the cargo bay and his room. From
within can be heard the sounds of tinkering, moving, sporadic curses in
german, and the occasional crash or small explosion. There is a vivid "Do Not 
Disturb" sign taped to the outside of the door, which remains locked at all 
times.

Thul tracks down Morser to his hideaway, sees the "Do Not Disturb"
sign and snorts to himself.  With the flat of his palm he smacks
the door and bellows:  "HEY DOC!  Got a question for ya!"

He is met at the doorway by a very strung-out scientist; Morser is even 
more unkempt than usual, and he has obviously not slept in some time. He 
is quite apologetic about not allowing anyone in due to "rrrezearch", 
but he is also quite adamant, somewhat brusque, and extremely animated
(read:wired on caff-tabs). He gives the general impression of someone 
who wants desperately to tell a secret, but isn't quite ready yet...


<Thule>
On this ring we are going to visit, are we gonna experience any
cor- corio--  cor-- what the hell , however you pronounce that word
for the effect you get from being on a spinning object or is it too
big for that?  


<Morser>
The scientist looks away bfiefly, then back to Thule.  "Oh. zorry, you
caught me thingking about zomething... Let's zee.  mm

No.  No coriolis, unless you want to run *really* fast from one spillwal to
zee other.  The ring iz MUCH too big to notice it.  It vill be interesting,
though.  Ja?"

He then abruptly excuses himself and closes his door.






- - ---- Security
Edmondsen reports to Farouk. "Radiation warnings?  Seems to have been
some kind of practical joke that went off at the wrong time.  It was a
box of grenades that Ralph checked in.

"Box was covered with visual radioactivity warnings and handling 
warnings.  It had internal tell-tales rigged to set off audible alarms
if the box got seriously disturbed or tampered with.  During the 
commotion it got bumped and the alarms went off.

"No radiation.  No problems.  Just a strange sense of humor."


- - ----------- Medical

<Merwe>
"As I indicated, Anton is the worst case. I'm not sure we can do anything
about his coma, but if he comes out we would have to consider regenerating
or replacing his foot. Obviously I have a bionic replacement covered, and
you have regeneration. So you could keep an eye on him.

<Yorblin>
"Yes, I was wondering about him, your therapy seems a bit conservative, but
considering how busy it's been I could see why you wouldn't want to start any
thing intensive.  I'd like to continue him on the steroid therpy you
have him on.  Let's start some packaged acetycholine, though, to kick in the
reticular formation in the mid-pons and then start some scDNA nanocytes to
start damage control.  I think we could hold off at that and see if it does
the trick.  When he pops up, he should be ready for his new foot"

<Merwe>
Daniel Silvmane, needs extensive help with rehabilitation after that LH2
accident. If you can handle these two, I have a prior investigation that I
have to attend to. I think that's about it; questions?"



<Yorblin>

"Silvmane will do okay, we'll see a lot of tissue sloughing in the next 48
hours, but that is primarily superficial.  With broadspecs he should be
disease free.  He'll probably need ECMO and some modified HGF-alpha to
prevent any respiratory sequalae.  Maybe some elastin factor beta, we'll see.



"I think that's about all there is with those two, barring continued
vasculature problems with Devious.  I'm going to grab some chow, and then
head right back down.


"Good to see the medical ops are being handled by another scout,

a sure guarantee of competence, eh!"





A minute or two later, the door buzzer beeps, and Charyn announces 
her arrival; "Doctor Merwe, this is Mister Robins.  I'm reporting 
for my physical as scheduled."



"Come in."



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                  ***** Day 4 *****

                           R-alpha

Hooper is in his G-sled when he gets the call from control. Currently he's
watching a group of Kythui. One big Kyth has a group of smaller Kyth
beating up another Kyth while pointing at the sky.



"Aha," thinks Hooper. "I wonder if Ferdy's Visitors are on their way back."
He guns the Gs and turns the sled for the control centre.







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

This assignment has got to be some sort of punishment for what
Katie did.  But what she can't figure out is how anyone found
out about it.  Well, it doesn't matter now.  She's stuck for
a week playing babysitter for a dozen youngsters way out in
the middle of nowhere.  She was sure she was going to get a
space assignment, what with all the rumors of increasing the
number of space patrols.  At least Phil is along to help,
even if he is rather dull to be around.]

"So Phil, have you done this sort of thing before?  No?  Well,
there's not much to it really."  I wonder what he did wrong to
get himself this job.

"The young'uns tend to find enough to keep themselves occupied.
All you have to do is make sure they don't wander off and drift
through a teleport portal or something.  You can try joining
their games but I've found they're usually too small and quick
for us adults."  Hmm, some of these youngsters have already
outgrown me!




- - --- Aslan Ship Trakh ---------

Akhouw looks into the holotank and the possibilities for success and
glory are reflected in his intent eyes. Turning back to his controls, he
punches up the thruster plates to maximum and continues pursuit of the
low-energy ballistic craft with unerring accuracy. He's clearly feeling
the adrenaline thrill of the chase and anticipation of victory. "Aeawiyh,
keep an eye on those engines, we need to run flat out. Keep me
advised."

Turning to his companion on the bridge, his face is the picture of purposeful
delight. "Aiwi, record all scan data on the ringworld and keep a close
track on that new craft, I want to know as much as I can about it. Second,
warm up the comm gear and see if you can raise them on the radio or the
tight-beam laser or maser gear. You know, the standard contact message,
and tie in the computer language translation gear, who knows what they
speak, whoever *they* are."




- - ----- Maintenance Station #1 -------

Ferdy flicks the communicator panel into life.

"Doejin, what have you got out there?  Any indication of who -- or what --
is in that thing?  Do they look as though they're going to land?"

<Doejin>
"I'm returning to base, as requested.



Looks like they intend to land, Ferdy.  I'm gonna give a litte boost to
get away from 'em and then get back to refuel and stand by to see what 
gives next.   My curiosity is highly aroused, but I'm only back if I 
have the upper hand in maneuverability and/or weaponry (and I _know_ I 
don't meet the last criteria!)



"From there, I will ensure a rapid refueling  and get ready to go back 
out and investigate some more.  At the very least I will be in the
appropriate control rooms to try and determine who these other visitors 
are.


- - --- Somewhere on R-alpha -----

Some hours later Katie spots a shuttle [Doejin's] slowly arcing
across in the darkening sky.  After a few moments she realizes
it's in an unpowered ballistic path (learned that while I was
hanging out with those space-faring Phins).  And behind it is
another shuttle.  Wait!  It can't be a shuttle.  It's trailing
a tail of light.  And they're both headed towards the base.

Something big is going on and I just have to be there.  "Hey
Phil, I left something backatthebase which I absolutelyhavetodo
or I'll get stuckonanotherbabysittingjob and justdieofboredom.
What?  You *like* this job so far?  Great!  Then canyoutakecare-
ofthingsforawhile, atleastuntilIgetbackIpromiseitwon'tbetoolong.
Thanks!"


And before Phil can ask what's the rush, Katie teleports out.



- - ----------
Tapping the intraship comm, Akhouw says "Eihoftyah, I want you and 
Uhwaikh in the pinnace and ready to launch for high guard duty while 
we refuel from the ocean."


- - -----
Out of the corner of his eye, Ferdy notices a small phin darting about in
the distance.  He groans inwardly.  "Oh, not Katie!  I thought I'd heard
the last of her.  I should have known she'd manage to get in on the action
when the Visitors turned up.  That little maniac will wind up in big
trouble one of these days..."
 
It suddenly occurs to Ferdy that the communicator is still on.  Doejin
must be wondering what in all the Great Hoop he is mumbling about.  He
flicks off the comm and pauses for a few moments, conducting an inner
struggle with himself.  Finally, against his better judgement, he sets
off after Katie.  "Someone's got to keep that blasted youngster alive",
he mutters.  He wonders why he feels so responsible for her.  Maybe it
is because it was Ferdy who told her that story from way back in his
childhood about a visitor from the stars.  It could be partly his fault
that she has gone so crazy about anything to do with space travel.
 
He is about to call out to her, but thinks better of it.  Knowing what
Katie is like, she would probably just dash off and try to lose him.  At
Ferdy's age he has no chance of keeping up with her, so he elects to
follow stealthily at a distance.  Until she needs him.



- - --------------------
The Trakh continues pursuit, following the shuttle until it suddenly
and inexplicably surges far ahead of the Trakh and disappears behind a
low hill near the shore of one of the major seas.

"Admiral, uh, we have no procedures for even *trying* to maintain position
above you at a velocity near that of the ring.  Commands, sir?"

"Launch.  Stay airborne; keep your sensors active; watch for whatever is
on or under the surface, in the air, and as far over the ring as you can
scan."

And the Trakh touches down on a bright blue, warm water ocean.  The sun 
directly overhead casting very stark, short, shadows about the outer
surfaces of the slowly rocking starship.  A cool breeze blows slowly
from the sea toward the shore, carrying the cries of distand sea birds
with it.  A few tens of meters inland, coniferous and deciduous-looking
trees form copses rustling in the breeze.

"Initiate fuelling.  Maintain full sensor scan, both ships."


"Trakh, pinnace.  Looks like that ship went into the ocean about
1 km offshore.  Went deep.  Disappeared from our scan."


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

                  Alcyon, closer to R-alpha


- - ----- Mess Deck ------

As crew members filter through the ship's mess for breakfast, a few of 
them notice that Adrian Bishop has commandeered a table in the corner 
for himself.



His meal largely untouched, except for the ever-present coffee mug,
and the grey miasma left by countless Nicotine Sticks, he has surrounded
himself with the tools of his trade.  Spread out in front of him is a
Reston Industries _Combined_Lexical_Audio-Image_Relational_Editor_.
Connected to it by a thick optical bus is an Info-Dyne Data Storage Rack
with about 2 dozen 7.6 tera-byte holo-dynamic memory pods plugged into
the top.  Bishop wears a display headset and makes frequent notes with
a stylus on a datapad laying next to the R.I. CLAIRE.  He is obviously
engrossed in his work and, for the most part, oblivious to the rest of
the mess.

    

"Tag current as segment end.  Move segment to prefix segment 1437.
Freeze frame." Bishop frowns at the screen and those nearby may be able 
see 'Vouf, sitting in the lounge, obliquely facing the viewer.  "Zoom
3124 to 4411.  No... his hands are still visible.  Zoom 4411 to 4512.
Stop.  Shift UP 4512 to 4655.  OK, good.  Now set current drift and
resume playback."  Bishop smiles at his handiwork and makes another
note on the datapad.

    

Occasionally, Bishop glances up at the current occupants of the
mess, but never really establishes eye contact.  The only time his
attention clearly shifts from the CLAIRE is when the recently thawed
crew-member, Jan Yorblin, comes in for breakfast and then leaves.
Briefly, his appearance occupies Bishop's full attention.  Without
actually staring, Bishop watches the tall, albino belter during his
entire stay in the mess.

Yorblin is scarfing the last of a raspberry (he thinks) danish when Dan
Silvmane walks into the mess.  Jan gets up to intercept him at the meal
dispenser.

"Pleased to finally be able to introduce myself, I am Dr. Jan Yorblin,"
he says extending his hand, "I have been delegated to take you through
your recovery period by Dr. van der Merwe."

Noting that his hand is neither the mushy skin of thawed frostbite nor
the firm slickness of grafted tissue, his eyebrows raise as he confirms
his initial impression of a man healing himself too rapidly to be just
humaniti.



"Not to say I am surprised to see you up and about, but you are looking
better than I expected.  Why don't we talk about it over breakfast.  In
the sick bay, or here which ever you'd feel more comfortable with.  However,
I'd like to get you back down on the ward, because of some concerns I have
about your lung tissue.  Are you having any shortness of breath?"

"Uh, no.  Why?"

"Good, good, shall we head down to the bay now?  I'm concerned that
with your reduced immune status that you might pick up some bug here
outside the sterilizer fields.  Among the many effects of LH2 burns
is cellular disruption, and that allows some for very easy infection,
and it's come to my attention that a number of our compadres haven't
had their check-ups yet, so we don't know what may be floating around."

After Yorblin leaves, Bishop slouches back in his chair and drops
his stylus on the datapad.  "So that's the newly defrosted member of
medical staff."  Comments Bishop.  Then he smirks.  "That is the *WORST*
case of freezer burn I have *ever* seen!"







- - ----- Engineering ---------


<Redd>
Hi Slide.....

I've got this program for leadfoot, to catch that  treerat  & keep  him
out  of  engineering.  I can't implement it until it's been tested, and
I'll need some help for that  - It's probably going to look quite
strange, dragging a bag wrapped in synthetic fur around the ducting,
etc, so the robot can chase it - I thought of sealing engineering off  to
un -authorised personnel (Especially that *!#? reporter!). 

What it really needs is some kind of small remote-controlled robot to 
simulate Bit, but we can leave that 'till we find out if the robot tears 
the 'dummy' to bits in catching it - no point in wasting expensive 
hardware when we don't have to.

If  you  feel like helping in this eccentric venture, drop me a line, and
I'll get the go-ahead from whoever's running engineering this week.... 



<...> 

Attention all hands. Until further notice, the Alcyon cargo bay is
under medical quarantine and sealed to the general crew. Please contact me
if you have any questions. Van Der Merwe out. 
<...>



Johann has been sitting for a long time by the holographic display that has
been showing strange patterns for a long time when he suddenly jumps up and
takes off through the door out of engineering.

"Ger, Vouf, I've found something on the R-alpha data. I'm comming up."



- - --------- Medical -------
"Ugh, agh, yugh. I dislike sleeping in a low berth.", As Goughzar looks
about.

"Thank you doctor, do you have anything with stimulant? Perhaps you can
tell me where I can get something to eat. I always feel weak after
sleeping in those.

Christian grins and assists Zar to a sitting position on the bunk. "Sure,
give me a second." He reaches over to the autodispenser and draws a cup of
steaming black coffee. "Here you go, hope you like coffee."

Zar stretches a bit and wakes up a bit more, "Who do I report to? I
assume we have arrived at the ringworld and my services are needed.

Christian's face shows his concern, reflecting the seriousness of the
situation. "I'm Doctor Sir Christian Van Der Merwe, Chief Medical Officer
and leader of the Bio/Med team, so (grin) I guess you've reported in.
But no, we are not at the ringworld yet, and yes, your services are
needed. Subcommander Bhyarrvouf is going to brief you; I can show you
the way if you like."

No sooner are these words out of the good Doctor's mouth than there is
a ferocious pounding on the door to Sickbay, and a scream of anger that
could ONLY come from a very, VERY angry Vargr!

"VAN DER MERWE, YOU MALPRACTICING SKUZZBUTT! 'FUN'S DONE,' YOU SAID! 
'TRUCE', YOU SAID! KAE, KAKH TSAKHA! OPEN THIS DOOR!"

The door to Sickbay slams open, and there is a Vargr, buck naked but
wrapped in a bathrobe, standing on the threshold. He is bright yellow
with shocking pink markings from head to foot, and he's boiling mad.

"I would like a word with you, DOCTOR," He snarls, advancing on van der
Merwe. "And that word is--"

He hauls open his robe. There on his yellow chest, in pink print, is the 
word



			GOTCHA





The Vargr allows approximately a half second for van der Merwe's reaction,
then breaks into howls of laughter. "HEEYARF HARF HARF! 'Truce', you said!
You never noticed that *I* never said it, though! Hrf hrf hrf-- paybacks, my
muddy TAIL! Paint MY arms pink and yellow, will you? Hrf, hrf--GRK!" 



Goughzar hears a fuzzy voice through the slowly receding fog in his mind.
His eyes are closed, but there is something reassuring in the tone and
choice of words, something that vaguely says, "Home."


'Vouf draws up short, aghast, as he sees Goughzar for the first time. His blue
eyes widen in shock as his good humor instantly evaporates and his ears fold
back flat. "Kae! Ah, um...." He pulls his robe quickly shut. His voice deepens
about an octave. "Mr. Goughzar, I presume. Hrmph! Ahem. Well, urm, welcome
aboard. I am, hrrr, Subcommander....Roukh," he looks sidelong at the doctor,
"And I will be expecting you in my office in one half hour for your 
debriefing. Doctor, see to it that he reads the memos on his assignment while
he's in Recovery." And he beats a hasty retreat, shutting the door behind him.

Zar watches in amazement as Subcommander Bhyarrvouf leaves quickly, still
painted. All the while sipping the coffee and watching the commotion.

"Doctor, please explain. This Vargr seems familiar to me, but I can't place
him. And I am supposed to report to him? What exactly does he want me to do?
Repaint him? I have little skill in artistry..."

Zar waits while Christian explains the communications system, fits him with
the appropriate gear and shows him how to review the past memos.

"I see, thank you Doctor. I assume if you need me you will contact me. I
would gladly accept the offer to show my the way to ... uh ... Subcommander
Bhyarrvouf's briefing room.

Zar gathers what gear might be had here and muses to no one in particular,
"I wonder when they will tell me where quarters are, of course I could just
sleep on the deck, hoping nobody will wander through with yellow paint..."



- - ------- Ship's Lounge-cum-Wardroom -----------

"Wait till you see this." Johann drops down at the navigation display and
calls up a hologram showing a ring-shaped object.
  
"This is from the probe data of R-alpha . I'll change it to show low 
frequency radio."
  
"Computer, display EMrad in the 1 to 100 Hz band, execute."
The display doesn't change noticably.
  
"As you can see, nothing. Anything that might have been there is too faint 
for the probe to detect against the background clutter. But there is traces 
of EMrad lost in there, and all I had to do was run a sixth generation 
Kowalski pattern matching algorithm on it. Fortunately the computer was 
fast enough. The last time I did this the run took two weeks. It'd be nice 
to have it performed in realtime but even the shuttles computers are too 
slow for that. I'll magnify a part of the inner surface."
  
"Computer, display area 156 degrees spinward, full magnification, 
enhancement option 'D', execute."
  
The ring grows until it is too large for the display and continues to 
grow, the seemingly thread thin ring begins to take the shape of a flat 
strip, and it's curvature appears to approach the flat as the display 
zooms in on a part of the R-alpha.
  
Faint ice blue lines looking like equidistance marks appear on the black 
surface. They seem to form a pattern where the links are made of two or 
four parallell lines between nodes of one or two rings.
  
Johann put the marker on a line.
  
"Computer, evaluate." After a long second the answer appear in text in 
the display: 'High-tension line, Alternating Current 31.83099 Hz.'
  

"Now, what do you give me for *that*." Johann says with a wide grin.


"Huh." 'Vouf looks at the gridwork carefully. "High tension lines. And
a pretty good-sized network of them, too. Well, we can draw all SORTS
of worthwhile conclusions from THAT little fact!" He scratches his
muzzle thoughtfully. "Life. Not just life, but sentient, technical,
advanced enough to require widespread power grids, and probably still
thriving."



<Limner>
'Vouf is, of course, correct.  This brings up many interesting questions.
If the ringworld is still thriving, then why haven't we made contact with
the inhabitants earlier?  Could it be that the creators do not possess
jump drive capability?  I think this is unlikely.

It is also possible that the grid may be operating independently, and the
ringworld may be deserted.  

<Abuko>
"Either that or they haven't gotten around on to spaceflight yet. Several
thousands of years between electricity and the first steps into space is not
unheard of.
   
But I'd put my money on that the ring is deserted. Remember the biomecanic
lanthanum mine dating back to who knows when in Reft. It was completely 
automated.  All service done by robots.  Gengineered rock worms extracting 
the lanthanum from the ground. 
   
Anyone with the tecnological wherewithal to build R-alpha could make 
something like that work. And automatic service of a powergrid would be a 
piece of cake!"



<Limner>
More likely, the current inhabitants are either not the same as the ring's
creators, or for some reason are no longer as technologically capable.  Of
course, it could also be a race so alien from us that we don't understand
their motives.  I could tell you about a race on Marcos 5 that...but I'd
better not right now.



In any event, the mere fact that power grids are operating could mean that
this mission may turn out to be more diplomatic than exploratory.  Is our
Contact Team prepared?



<Jett>
I can't speak for the rest of the Social Science/Contact team, but I don't
feel this would present a problem.  My skills and knowledge are primarily 
in interspecies communication and diplomacy, so if we do run across beings 
that are sufficiently advanced, I see no difficulty in our "establishing 
diplomatic relations" of a sort and negotiating from there. Legally 
speaking, it may work in favor of any claim we may have, although I'm 
pessimistic over the prospects for adherence to the rule of law by any of 
Lucan or Dulinor's people...

<Sokuku>
I agree with Judge Jett, I foresee no problems.  As my
experiences lie in covert survey operations, I would propose that our
first course of action would be to examine the natives (if any) from a
distance and determine their physical form.  If we can impersonate
them suitably (up to the medical team to decide, I suppose), we should
land a covert survey team to feel out the population.  Then we can
follow up with a "real" landing and contact.  Of course, if the covert
team determines that the natives are horribly xenophobic, we may have
to think of something else.  Or, if we can't suitably "blend in" with
the population, we'll have to come up with some more ideas.


<Jett>
If I may interject here, I agree entirely with Mister Sokuku, but we do
have to consider one important possibility. We know that it is highly
probable that we will find technologically advanced beings, so we have to
be ready and prepared for the possibility of their contacting us!

We certainly can't hide the Alcyon very well, so if they have advanced sensor
technology, they may see us as soon as we exit jump or not long thereafter,
and decide to check us out, in person (if they have that technology) or via
communications.

<Mac>
"Well, if they contact us. So much the better. That would certainly
make things easier. Just tell them we come in peace, and go from there."
Mac smiles as usual.



We know now the power grid is operating. But that's not much to go on,

And chances are we probably won't have enough info till the contact team
lands. I think we should focus our effort on the murderer, having someone
like that running lose on the ship is not my idea of a good time.


About this time, that interminable intercom comes to life.



<Doc> 
Attention all hands. I now have two volunteers, Thule Jonson and
Jordan Kalhoun Azani, who will accompany me should it be necessary to
hunt down bashful patients. This is a last warning to all of you who have
by oversight or intent avoided the required medical exams.

I *do* hope you will voluntarily show up for your exam and inoculations. It
is essential for the success of this mission and I don't enjoy hunting down
people. But if you insist... (chuckle) <...>


<Horne>

Doc, Horne here, did not mean to avoid you just thought that I had had a 
physical. Sorry memory is fuzzy from the first week of the trip. Anyway
I will drop by sickbay right now, I have been meaning to talk to you about
something anyway. Just with the emergencies and uh... stuff going on I 
have been a little busy.



<Doc> Not a problem, JJ. I'll be in my office most of the day, and am quite
     willing to discuss any concerns you may have. It shouldn't take long,
     assuming you are in good health. <..>


Nice to have people come by "voluntarily." :-)



<Redd>

"My apologies doctor, but it's been busy in engineering.  We'll  organise
a  rota  for the engineers to take their medicals immediately. I'm afraid
you'll have to find Aaron Haut Freider yourself though - He  hasn't  been
in touch with engineering recently.



"Johann,  will alphabetical order be OK for the medicals? If anyone's too
busy, speak now, or they're likely to come fetch you, and I  don't  think
you'd enjoy that!"

"We'll  have  someone with you right away doctor, even if we have to draw
straws....."

<Doc> 
Thanks for your prompt reply. I don't think any of us wants to get hung
up or laid low by a nasty disease.. Who knows what R-Alpha may throw at us.
I'll be in the Alcyon infirmary, just stop on by.. <...>


<Abuko>

  "Alphabetical is good, I'll be down in medical right away."
 

Johann turns to Vouf and Ger. "If you would excuse me, I have an appointment
in the torture chamber."

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



End of TML Bundle

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



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Subject: TML Bundle #189: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2328  05-May-91 Richard Johnson   PBEM turn10.9D (part 4 of 5) << This is file 

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

Archive-Message-Number: 2328
Subject: PBEM turn10.9D (part 4 of 5)
Date: Sun, 5 May 91 16:33:30 PDT
From: Richard Johnson <richard@agora.rain.COM>


This is file #4 of 5.

This file covers Day 6 of the jump.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                  ***** Day 6 *****

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

Midnight, Alcyon

Doctor Limner's voice comes over your Comm-dot, although
his voice sounds slightly crackly:

I'm sending this message directly to your comm-dot,
overriding the normal methods.  Please be aware that
the computer currently is directing our comm-dot
communication.  I will attempt to provide a backup
system, in case you are about to do what I think
you are about to do.



<Limner>
  "PALADIN, please give me a density, magnetic, and neural scan of the
  40m sphere surrounding Bharrvouf.  Feed the data in real time to the
  unit LIMNER HC1."



"Allright, Zar.  I'll feed you the data through my hand comp.  We
should get a three-dimensional view of what's happening."

"I'm using my own equipment to do some other scans."

<Ian> 
"Hoo boy.  What a *sweet* setup.  Juss a sec."  Ian issues a couple
of hushed commands.  "There.  I've got data reduction working on it,
you have control of movement, view point, and spectrum.  Right now
we've got full EM passive, 0.1 nm to 1mm.  We should be able to catch
anything from black-body to high energy neutrinos.  Whatcha want?"

<Limner>
"We want all power use accounted for.  I'm scanning for all energy 
transmissions within all four of the ships.  If there is a renegade 
computer, it will have to use power, and we're going to find it."


Then, almost under his breath .. "I almost hope it turns out to
be the Alcyon's computer.  There are some pretty advanced computers 
on the other ships as well.  Some could run circles around the Alcyon's
computer, I bet."


As Zar views the sensor output through his hand communicator, he accesses
the paladin's computer through the voice link.

"PALADIN, expand sensor Neural, Magnetic, and Denisitometer readings to
include all of the engineering sections aboard the Alcyon. Pinpoint and
Identify all known neural id's and enhance any unknown id's. Mark and run
real time through unit LIMNER HC1 and copy into file MIDNIGHT FIREFIGHT
aboard the Paladin."


"Dr. Limner, just thought I'd put in my own few sensor skills to help the
Paladin along. 







- - ------- Outside Engineering --------

Moving low and fast, Andon heads for the rear hatchway to Engineering, 
and hits the manual lock.

LAZER!!

Who get's through our cordon?  I can hear someone coming and if I don't get
response fast I'm going to have to either gas the corridor or shoot someone.



<Lazer>

"DON'T SHOOT THE CREW! Just stop them, talk to them, get in their way, tackle
them if you have to. Do you have your stunner? I just don't want extra targets
down here."




The door to the Drive Room opens, and Bhyarrvouf strides in. He's in 
his usual uniform, but the collar is all the way up to his chin, leaving
only his head exposed. His data monocular is down over one eye, and those
using IR-sensitive gear will note an IR tracking laser beam emitted from
a point just next to the eyeball. His gauntlets are back on, for the first 
time in a couple of days, and he's wearing his Gauss pistols at his hips,
slung low for a fast draw. As he walks in, he reaches down and rests his
hands on his guns. Behind him, Thul Jonson and Abdul Schmud step into the
room, and begin looking about them. Both are armored and carrying heavy
rifles. Behind them in the hallway a form in combat armor is faintly visible.



Zben is in the corner of Engineering reserved for electronic repair. 
Something in `Voufs voice makes his hair stand on end, and without 
thinking he grabs the closest thing to a weapon he has on hand, a small 
laser welder, and eases toward (but Not into) the main drives room...



Kimball Redd looks up from where he was working, and frowns at the  small
army  of  heavily  armed troops waving lethal artillery at the most vital
and delicate parts  of  the  ship.  After  a  moment,  he  realizes  he's
standing  unarmed  and  unarmoured in what has just become a war zone and
dives for cover behind the nearest solid object. 



"Mind  where  you're  pointing  those  things!"  he shouts, then sees the
AGNIS unit hover into the room. "SH*T. Sh*t, sh*t, SH*T ! - Who  let  HIM
in?"  After this brief outburst, he looks around, weighing the chances of
reaching better cover unperforated against the damage the robots metal  -
twisting  grip  could  do,  and  wonders  whether  it's worth telling the
bridge that engineering may be  off  line  shortly,  so  they  could  run
things from there. 



"When  we finish this," Redd thinks, "I'm going to have a talk with 
Mister Bhyarrvouf about subtlety, the danger of large guns in small  
spaces, the problems of ships which have just blown up their engines 
and killed half of their engineers in a firefight light-years from  
help, and wouldn't it have been better to have shot the robot OUTSIDE!"

 

Right now though, anyone listening carefully might hear him muttering   
something about
"goddamntriggerhappyhalfwittedboneheadedmuttwhatinthehell'shethinkhe'sdoing" 



Just as Dan is closing the ceiling panel, he sees this small army enter.
Jumping off the grav stool Dan rushes to the vacc rack to grab his suit.
Normally this would be an old habit for him from the number of drills that 
the IISS puts a scout through.  But after being bathed in LH2 he finds 
himself still a little jumpy.  He finds himself rushing through the suit 
prep and calms himself down.  "Take it easy Dan, lighting may strike twice,
but only if your standing in the same place."  Slapping the helmet seal 
into place he checks the others to see if they need help.  



'Vouf's voice is brittle with tension. "Afternoon, gentlemen!" He looks 
around the room quickly, until he spots Leadfoot, hard at work on the 
ceiling ducts.



Redd sees impending disaster and breaks for the rear doorway, right behind 
the suit rack next to Silvmane.  "Dan! Let's get the H*LL out of here!"
Redd slams into the door at full speed, having expected it to open auto-
matically for him.  Dan drops down next to Redd, and starts tearing down 
suits to cover them with.  "Once is enough, thank you."



- - -----------Paladin ---

<Ian>

"Power surge in Leadfoot!"  

"Low energy surges to engineering computers, main nav comp and AGNIS."



<Limner>

Bridge, Limner.  Start an immediate diagnostic sweep on all ship's systems.
Something just got loaded, We don't know what, yet.



- - ----------- Bridge ---

As Limner warns the bridge, Etienne's alarms start to sound at
most of the consoles.



<Ger>

Isolate all computer systems.  Manual re-boot NOW on all non-critical 
systems.



Stand by to... 



- - ----------- Engineering --

"Hey, uh, LEADFOOT!" 'Vouf calls. His hands pull the guns partway out of their
holsters. "Top-priority voice override. Cease all operations immediately. Land
and shut yourself down for maintainance inspection." The guns are drawn in a 
blur, aimed directly at the robot. "NOW!"



Upon hearing this Thul drops to a one knee position and takes aim
at the "head" of the robot.  

	DONT EVEN THINK IT SILICON BREATH!!!



Leadfoot grabs the power cables already in his hands and clips them cleanly,
causing the lights in engineering to go off.  Simultaneoulsy the robot starts 
to swing the laser torch around, launches itself horizontally toward the jump 
drives themselves, and scatters its tool kit in the general direction of 
'Vouf's head.



Suddenly, the relative peace aboard the Alcyon is rudely shattered with a
sound that should send a chill of fear down the spine of every seasoned
spacer, a warning tocsin seldom heard but always dreaded.


The DECOMPRESSION WARNING klaxon begins to insistently wail.


Hearing the decompression warning, Azani puches furiously at his
wrist comp and pressurizes his suit. He then braces himself and tries
to hold onto anything that would keep him from getting sucked away.



While he is typing on his wrist comp, he flickers a bit and then becomes
"invisible" once again.



- - --------- Aurora ----

Jan quickly accesses the ship's computer to ensure that the ship is 
powering up and that its environmental systems have disconnected from 
the Alcyon.  "Hull is intact, good, atmosphere- O2 is good, CO2 is good, 
Nitrogen is good, air processing functioning at 23% of capacity, good.  
Power flux is good, well, we're reasonably ready to go."

"Goughzar, Dr. Tabor, this is Yorblin the Aurora's enviromental system
is operating independent of the Alcyon, so entry will be through the
air lock that we have decon set up on until this thing is over with."
"van der Merwe, this is Yorblin, fill us in on any changes when you get
a chance."





- - ----------- Bridge ----

<Ger>

Still speaking to the bridge crew..



"[Stand by to] manually seal the bridge."



<Decompression alarm sounds>

Ger signs slightly, and says with a note of resignation,
"And get yer gloves on."  Ger then reaches over, unlimber his soft helmet, 
and dons his gloves.



Nishu is clearly experienced with a suit, but the snugness of this model
compared with the looser-fitting lower-tech suits he's used to gets him
tangled up once or twice.  When this happens he forces himself to remain
calm and take it a little slower, waiting and dreading the telltale pop
in his ears that will signal a drop in pressure.



... decompression what the hell we're in jump for God's sake not supposed
to be any ..."  Eventually he gets the vacc suit buttoned up, connects
the oxygen supply, and fastens on the helmet.  As soon as this task is
completed, he triggers his comdot on the Transport channel.


"Etienne, What's going on?"


<Etienne>

Check all systems that can be monitored from the bridge.
Especially, find out WHERE the air leak is!



<Ger> (common channel)

"STATUS REPORT"





- - ------------- Engineering -------

'Vouf howls and cuts loose. A rattling shriek of supersonics
fills the Engine Room as a burst of Gauss needles slams into the
flying tools, Leadfoot's delicate grav units and the tentacle 
that is the laser welder. 



As soon as 'Vouf casts his lot, a bright flash and the crack of thunder
fill engineering as Thule's laser rifle lances into what seems to be
the head of Leadfoot. 



A sharp whistle gives away the invisible beam of Leadfoot's laser
welder heating the metal of the bulkhead behind 'Vouf and suddenly
impacting on AGNIS overhead.  Visibility the darkened room gets
even worse as AGNIS automatic thermal controls kick in, spraying
liquid carbon dioxide on it's surface.



In the hall, J.J.  pushes Adrian down, and says, as forcefully as possible.



"If you want to loose your head, just go ahead and lift it." with that
he moves toward the doorway to Engineering, keeping an eye on the hall.
Ready to lend assistance in Engineering if needed. Also he holsters the
.45 and pull his SMG and chambers a round.



Suddenly, everyone's polarizer's stop down fully, and it seems to those 
near engineering that all noise stops.  Throughout Alcyon and the other
ships, there is the deep groan of the ship's hull loudly reverberating
in every compartment.  A flash, blindingly bright, even in the well-lit 
hallway, stops everyone in the hall.  



Horne is lifted bodily by a wall of air coming out of the engineering 
doorway and thrown against the opposite wall.  Lazer's rifle is ripped 
from his grasp and caroms off Christian on it's way toward the Aurora.  
Christian is knocked down, winded, from the force of the rifle and the 
blast.  For once, Adrian is *glad* he's horizontal as he feels the heat 
scorching his face and radiating from the walls.



Throughout the ship, radiation alarms sound, accompanied by the ominous
pulsating red emergency lights.  Most of the ship can hear the faint clicks
of the ventilation ducts closing.


- - --------- Paladin ------

<Ian, Limner, and Zar>

Oh my God!



<Limner>

Bridge, Paladin.  Hydrogen fusion by-products in engineering.  
Multiple weapons discharges.  No real status just yet.





- - -------- Engineering ------

Anton hops around the corner and through the doorway, leapfrogging the 
dormant (:=) "door mat?") bodies.  Inside engineering, Dan and Redd are 
pinioned between the twisted suit rack and the back door.  Zben is 
stunned and looking forlornly at the burned-through cable that previously 
connected his laser-welder to its power outlet in the overhead.  Thule 
and Abdul are getting to their knees, near the forward bulkead.  'Vouf's
head is smoking, and he is crawling over the top of the number two power 
routing console, which is inverted and afire.  



The number two Gravitics console is ...  missing.  Scorch marks are 
everywhere, small electrical fires are starting in the number 1 and number 
4 hydrogen maintenance consoles.  Small leaks of steam and .. something 
come from about a dozen and a half places all around Engineering.  A trail
of steam leads from nead the door, where AGNIS was to the far right corner
of the compartment, where AGNIS was flung.  Looking to the left, Anton sees
Leadfoot has been catapulted headfirst into the jump drive governors, and 
is beginning to right itself by pushing against the grid output cables.



'Vouf, noticing Leadfoot, starts screaming again, takes three steps, and 
lunges onto the robot.  Shouts, steam from the robot, flying and writhing
tentacles, and smoke from the vargr's fur mark the advancing location
of their struggle as Lazer and Zben dash to the back of engineering and
start to right the suit rack.



Leadfoot, intent on some kind of cybernetic seppuku, charges a Thule 
patiently waiting with sights centered on the struggling pair.  Another
howl comes from 'Vouf as he is bodily peeled off Leadfoot by a 6-G close
flyby of the numer 3 gravitics console.  Clinging tightly to Leadfoot's
gravitic's plate, 'Vouf slams headlong into the console and bounces 
into the secondary bridge controls, leaving his gauntlets firmly attached
to the underside of the now-heavily listing robot.



A single, well-placed, laser bolt cleanly separates Leadfoot's power
cable from his nervous system and the robot crashes into the floor,
emiting a screech capable of raising the hairs on an eggshell, recorded
forever on AGNIS's holo of the whole affair.











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

R-alpha

Ayrlathi pulls the string that rings the little bell on Old Tehidazi's
front door.  Quite a plain door really, he muses, and quite a modest
house.  He always felt that such an important member of the community
ought to live somewhere a little more grandiose, or at least better
decorated.

 

He stands patiently at the door, waiting for the bell to be answered.
It seems to be taking a long time.  Poor Tehidazi, thinks Ayrlathi, the
years are weighing heavily on her; she can only walk very slowly now.
There is the clunk of a latch, and the door creaks slowly open to reveal
the withered old jijid.

 

"Ayrlathi," croaks an ancient voice.  "Come in.  It is a long time since
you last paid me a visit."  She takes a step backward, and with a broad
sweep of her arm invites him through the doorway.  "What can I do for
you?"

 

"Cai Sizadre, Tehidazi," Ayrlathi greets her and steps inside.  "I have
come, as so many do, seeking your wisdom."

 

"You had better come inside and tell me about it," says Tehidazi, closing
the door behind him.  Slowly and painfully she hobbles across the hall
and into her consulting room.  Ayrlathi follows.

 

"There was... an incident... a few nights ago," Ayrlathi begins
hesitantly.  "It has been playing on my mind ever since."  He clasps
his hands to his chest apprehensively.  His tendrils droop, with only
one or two of them giving an occasional twitch.  "You will probably
think I am foolish.  It seems such a trivial matter to speak of."

 

Tehidazi's central pair of eyes narrow and regard Ayrlathi carefully.
"This is not like you at all, Ayrlathi.  You usually take everything in
your stride.  I have never seen you looking so troubled.  Won't you tell
Old Tehidazi about it?"

 

He tells her of the moving light he saw in the sky as he looked out from
the arzeth danunduln.  "I cannot explain why seeing this light has affected
me so," he explains apologetically, and makes a little circular motion
with his hand.  "Am I losing my powers of reason?  I should not be rambling
like this."

 

"Do not be so hard on yourself," says Tehidazi.  "I have known you since
you were a hatchling, Ayrlathi Edivair Ikisillolen.  You have a talent for
tempering reason with intuition.  It is a talent which has served you well.
I have seen it used to great effect in your best work.  You should not
turn your back on it when it cries out to you so strongly."

 

Ayrlathi's tendrils raise themselves a little and begin to writhe in
puzzlement.  "You speak in riddles, Tehidazi."

 

"Riddles?  Not really.  My advice to you, Ayrlathi, is this: have patience
and your destiny will seek you out.  Follow your eyes -- they have always led
you towards the imaginative and the innovative -- and do not let yourself be
held back by uncertainties."

 

Ayrlathi ponders the meaining of the aged jijid's words.  Tehidazi could be
obtuse at times, but her observations were never less than astute.  "I must
think carefully about what you have said," he replies.  Already he is feeling
a little happier for having discussed the matter.

 

Tehidazi reaches into one of the numerous pockets in her apron.  She brings
out a small packet and hands it to Ayrlathi.  "These herbs will help you to
relax."  She lays a hand gently on his arm.  "Go now, and be at peace with
yourself."

 

Ayrlathi thanks her and departs.


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

- - ------------------ Alcyon



A fatigued Jan Yorblin wipes his brow, finishes noting his 5th
case of radiation exposure, and calls "next!"  

No response.  He looks around and sees no more crew waiting for
their turn.  "Lucan - who's left?"

"Schmud was the last," Lucan replies.  

"Oh yeah - one guy smart enough to wear protection," Jan thinks as he
dials up a cup of broth.  He calls the Paladin.  "How many left
over there?"

Doc Limner replies.  "We just finished a few minutes ago.  You done?"



"Just a second."  Jan looks into the Aurora's sick bay - three beds 
and one chair full.  He asks Christian how he feels, and gets a tired 
nod.



"All done here."  He changes channels.  "Bridge, Yorblin.  Status:
   eighteen injuries, no dead.
   eighteen cases of radiation exposure
   four trauma cases
   two burn cases
You can pretty well guess who the hotshot with the burns and the
trauma is.



'Vouf has a broken rib, a broken leg, a broken finger, a disjointed 
finger,  second degree burns over most of his head, bruises all over, 
and under, his body, radiation exposure, and a natsy headache.
He's the worst we've got, and he should be back on limited duty 
after a good rest.  He shouldn't ever try wrestling a robot again,
and he should wait a few days before putting those damned gloves 
back on.



Zben is the next worst.  He's got first and second degree burns and
radiation exposure.  Silvmane saved his butt by yanking down those
suits on top of them.  He needs a good night's sleep and a little
post-trauma counselling.



Horne is bruised and has exposure.  He'll be OK if he takes it easy
for a couple of days.



Lazer and Van Der Merwe have minor exposure and some bruises.  Lazer
severely twisted his trigger finger, and Christian got a nasty black
eye.



The remainder of the engineering and security teams all got some 
degree of radiation exposure.  We need to see them every few days
for a couple of weeks for follow ups.





All three medical teams came through OK, but we're all really tired.
Additionally, I advise we treat the hole crew for radiation exposure
as a precaution.  This will put us a little bit short on supplies,
but I think we can find enough at R-alpha to either trade for or
manufacture some.



With your permission, I'd like to send all the doctors to bed, sir."


<Ger>

Very well.  We have about 14 hours till we re-enter so get a lot of
rest now.



- - -------------- Bridge ------------

<Etienne>

All non-critical systems re-booted without error sir.  Still isolated.
We need to re-boot the main systems.  It will mean a (he pauses and
scans his hand comp briefly) 2.2 second delay in re-entry, and we'll
be sure all is working.  With your pemrission, sir..



<Ger>

One moment.

"All hands, this is commander Ger.  We will re-boot all main systems in
five minutes.  Make sure all your sub systems are off-line, and shut-down
until we finish re-initialization."  He turns back to Etienne.  "Commence
re-boot in 5 minutes.  Let me know as soon as we're ready to bring
local machines back on line.





- - -------------- Engineering -------

Abuko, Werner, Silvmane, and Wrinkley don their decon gear and re-enter
the scene of the debacle.  



<Wrinkley>

Fortunately that plasma has a short half-life, or we'd be in real trouble.



No other words are needed as the four look on and ponder the devastation
of only a few seconds.  Then they begin to walk slowly over the entire
engineering area, measuring, identifying, and when appropriate closing and
sealing valves.



After about 15 mintes of working in silence the intercom comes alive.



<Abuko>

Bridge, engineering.  Status report.
   Whole engineering deck is hot.  We nned to wait ~12 hours before
      we can commence repairs.  Decon suits needed until then.  We
      can work in 2.5  to 3 hour shifts in gear 'till then.
   We've got no emergency bridge.  Repair time - 12 hours.
   We've got no gravitics backup.  Repair time - 10 hours.
   Power routing secondaries shaky.  Repair time - 5 hours.
   Power routing primaries intact.
   Power plant minor damage.        Repair time - 5 hours.
   Jump drives intact.
   Maneuver drives, maximum overboost will give us 98%
                                    Repair time - 1 day.
   Life support, minor damage.      Repair time - 3 hours.
   Jump fuel 38%,   Primary fuel 39%
   We need to decon engineering and all three of these passageways
      between here and the riders.
   AGNIS self-decontaminated.  We're releasing it.
Any further orders?



<Ger>

Carry on.



Leadfoot is a mess.  A crumpled, shredded, lump of titanium and silicon.
Abuko carfully takes the brain case, walks over to an isolation test 
bench and reconnects power to standby circuits.  "There.  that should
hold you 'till we can find the signature of your killer.  For sure that
vargr did the hard work, but whoever put that bad seed in your brain
is the one that *I* want."  Abuko is growling himself.  "You were 
doomed the moment you got that bug.  Whoever put it there is now just
as dead as your are.  Only he doesn't know it yet."  As he finishes his
soliloquoy he scans the engineering deck, eyes burning at the devastation.
He sighs deeply, his shoulders rising, then slowly falling as he conciously
relaxes.  "Oh well.  Gentlemen, we've got a lot of work to do before we
re-enter normal space.  Let's be about it."  With that he slams his fist
on a blistered red panel.  It opens revealing a nozzle and retractable hose.
He grabs the nozzle, twists a valve, and walks toward the rear of engineering.


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



End of TML Bundle

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



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TML Bundles come from the archives of the Traveller Mailing List,
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Date: Wed May  8 21:00:09 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #190: Table of Contents



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

2329  05-May-91 Richard Johnson   PBEM turn 10.9C (part 3 of 5) << This is file
2330  05-May-91 Richard Johnson   PBEM turn 10.9E (part 5 of 5 - finally) << Th
2331  06-May-91 James T Perkins   TML SW Fixups << Hi folks, I just squashed a 


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



Archive-Message-Number: 2329

Subject: PBEM turn 10.9C (part 3 of 5)
Date: Sun, 5 May 91 16:32:16 PDT
From: Richard Johnson <richard@agora.rain.COM>





This is file #3 of 5.
This file covers day 5 of the jump

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%



                  ***** Day 5 *****

- - --------- R-alpha ----------------------

Following a full evening of resting, sampling water and air, and
finding no significant, sentient-seeming life forms, the Trakh lifts
to about 500m and starts a systematic scan for intelligence.

"Admiral, I have wood smoke, 200 km .. spinward".

There are no human words to describe the inner glee of a true predator,
carnivore, _feline_, when that cat knows he's on the scent of a long-
stalked prey.  This is the kind of glee that literally smells in the
passageways of the Trakh as the crew and landing parties are awakened
for certain conquest.



"Aiwi.  Briefing in 30 minutes.  Take us to the top of that ridge,.."
he indicates with a long, extended claw, in the holo-tank, "there.
Put us behind some trees where we won't be seen for a few days.  While
these creatures are certainly no contest, we should watch them to see
if they carry any parasites or diseases, and to see if it will be more
advantageous to kill or to conquer."





- - ---- Alcyon --------------------------------------



The intercom comes to life at the (for some) unhealthy hour of 0600, 
transmitting unmistakably French-sounding words.  "All Transport 
team members report to the main bridge of the Alcyon in 30 minutes."



<chuckle> "I do hope I didn't wake anyone."

"Shrike here. Wilco, Out."

Charyn arrives, hair wet, with a cup of auto-chef coffee in hand.





Etienne is already on the bridge when people start arriving.  After everyone
is settled...



"Bon matin.  Sorry to wake you up so early but we have several things to 
discuss and there are only a few more hours until we reach the R-alpha 
system."



"First:  Niishu, have you calculated exactly what time we will be dropping 
out of Jump-space?"



   Aye.  It will happen early tomorrow evening, just after evening meal.
   18:27:43.1 ship's time.  Jump capacitor discharge says we should be 
   at most a few hours away from R-alpha when we enter, and should have 
   almost no velocity beyond orbital.  Solar orbital, that is.



"Second:  You may or may not have heard but several of the physical scientists
have been manipulating the probe data of the ringworld and they have recently
found what appear to be high-tension power lines on the inside surface.  This 
may or may not be an indication of intelligent life still on the ring, but if
you have any thoughts or ideas, let me know and I will pass them on."



"Third:  We have a new member in the transport team, recently awakened 
from cold sleep.  His name is Goughzar and he is a 16 year veteran IISS pilot 
and sensor operator from the domain of Antares.  Goughzar will be assigned to 
fly the scout ship _Paladin_ with Dr. Limner along as R-alpha expert.  I'm not 
sure if this means they have already been picked as the first landing team or
not but I imagine Commander Ger will be having an all hands muster before the
end of jump." 



"Fourth:  As some of you may have noticed I've set a lot of alarms on bridge
and engineering monitors.  If anything goes wrong between now and a couple
of hours before we exit jump, I'll know about it right away.  This means we
really don't need anyone on the bridge for the next couple of hours and I 
think it would be a good idea if everyone got lots of rest.  I'll still be
in and out of the bridge all the time, but if anyone wants to run a few 
training simulations, that shouldn't be a problem.  I will expect all of you
to be ready for duty and at your stations at least 2 hours before end of jump.
I realize that's quite a lot of time, but I am going to want a COMPLETE check
of all systems.  We can't afford any more of these 'accidents'."


"As to what positions you will be filling, I'll let you know soon."



"Unless anyone has anything they'd like to bring up that's all for now.  
[Etienne grins] I have to get to sick bay before I get dragged there."







- - ---------- Engineering ----------

Redd continues working on teaching Leadfoot how to catch treerats.
He casually tosses a small, fur-wrapped package, tied to a string,
across engineering, then slowly drags it around.



Leadfoot catches it handily the first three or four times.  On the 
fifth, and fifth only, Leadfoot smashes the lure in its iron grip.  
Had it been Bit, Bit would be a stream...



Later tests work fine.







- - ---- in the hangar  ---

"...vell, you see, chentlemen, zis device has only a short range, burst
transmitter...totally unsuited for tracking anyzing outside ze ship<sorry
about any heart attacks, I engaged the mouth before the brain finished
chugging along>. I zink zat zis bug vas planted by a more paranoid member
of ze crew to keep tabs on herr Bishop I vould tink...



I do, however, have zome further zuspicions to investigate...Herr Graf, I
vould like your permission to perform zome 'security maintenance' on zome
of ze onboard eqvuipment, in particular, ze robots Lucan, Dulinor, and 
Leadfoot...Und I zink our 'mascot' Bit should be thoroughly checked out for
any biological contamination vich might account for ze unfortunate
hangovers eggzperienced after ze party."







- - --------- Medical ------------------

"Azani reporting for duty, sir," states Jordan and immediately snaps to
attention, revealing his sergeant stripes.



He is unarmed but looks very professional and strict.



Christian is taken aback, but recovers quickly and smiles at Jordan. "At
ease, Sergeant." He turns back to the file he was viewing when Jordan came
in and looks at it for a minute. Turning to Jordan, he looks a little more
grim and serious than just the minute before. "Sergeant, there is an
important job to be done before we go after the reluctant patients. Go
get Thule Jonson and have the both of you meet me at the Alcyon cargo
bay, in full vacc-suit and bring decontamination gear. We've got some
rotten cargo boxes in the hold, so to speak. Clear?"









- - -------- Engineering ------------

Finally  feeling  better  Dan reports to Engineering for duty. 



By the time Dan gets back, engineering is a  hive  of  activity  - Panels
have  their  covers  removed,  and  anxious  engineers  are  running  and
re-running system checks on anything that the hydrogen spill  might  have
damaged, as well as routine maintenance on systems not needed in the jump,
and painstaking anaysis of the failed fuel line.



Kimball  Redd  climbs  back  out  of the ceiling, trailing wires from the
systems damaged in the accident, and carrying a  clear  bag  filled  with
pieces  of  torn and shattered metal. Throwing the bundle of wires in the
general direction of the nearest rubbish-box; already full to overflowing
with  damamaged  components, he mutters something about lighting circuits
being an electricians job, anyway, and starts to seal the  bag,  when  he
notices Dan.



"Hi Dan, great to see you on  your  feet  again.  Are  you  feeling  well
enough  to  be  back  at  work  yet? Have the Doc's Ok'd your coming back
already ? Still, seeing as you're here, how are you on  electronics  ?  -

The  ceiling  panels  got  blasted  in  the  leak, most of the wiring got
damaged, and I'm an engineer, not an electrician. Everyone else  is  busy
with the drive controls, so I'd appreciate any help up here."



"Doc says I can work for two hours today, but then I have to go back in for
more tests to make sure I don't get whatever put all of you to sleep.
I can handle your electronic problems. Do you want me to start on the 
rest of the ceiling panels?" Dan says to Redd.



Once  the  bag  is sealed, he replaces the ceiling panel and seals it up,
marking it 'Under investigation - DO NOT REMOVE'.

"I've  sealed  it  all  to stop bit getting up there, he's altogether too
curious when it comes to new places to explore, and I'd rather  not  have
him  loose in the fuel ducts."

Raising  his voice to be heard on the other side of engineering, he waves
the bag of evidence and shouts "Could someone arrange  to  get  this  lot
tested, please - I'm going for a break."

Dan looks down from the ceiling panel he was working from, and calls to 
Kimball.  "Hey Redd, I would hurry and head down there to sick bay if I 
were you, who knows you might get blasted with some LH and wind up there 
anyway."


- - ------ General --------

Early in the afternoon, a collection of still photos with accompanying 
typed   captions appear on the Alcyon's (physical) bulletin board.  
Depending on whether the subjects have seen them, and on their sense 
of humor, some might be missing later.





(Bhyarrvouf, standing watch on the bridge in his showy black uniform
 and metal gauntlets.  He is looking out of frame.)
  "Executive Officer, great... now all I need is my own fire hydrant."



(Drs. Limner, Werner, Morser, and Tabor bent over a screen showing a
 simulation of R-alpha.  Dr. Limner is looking up at the camera)
  "Ah, Igor, you're here.  Did you bring the brain?"



(Mac Witfeld, talking in the mess hall)
  "And then there was the time I fixed an air-raft with two paperclips
   and some gum, upside down, in a blizzard..."



(Abdul Schmidt, in his usual shabby clothes and unshaved appearance)
  Would you buy a used bomb from this man?



(Major "Lazer" Farouk, dressed in silk shirt and eyepatch, cutlass at his
 belt.  He is standing in a large space, probably the cargo hold, and
 shouting at someone out of frame.) 

  "Arrr!  Which one of ye scurvey dogs stole me parrot?"



(Adrian Bishop, the black many-lensed sphere of AGNIS floating at his
 shoulder.  In the background is a doorway in Engineering, with a caution
 stripe and "MAX. HEADROOM 2.3m" painted on the bulkhead above it.)
  Born To Snoop



(Alliara Niigurd, waving the camera away as she works at a console)
  Riddle:  How many angry feminists does it take to change a lighting
   panel? 
  Answer:  That's not funny.



(Nishu Neriika, self-portrait in a mirror.  He's borrowed most of the
 photographic equipment on board and slung it around his neck, and looks 
 like the classic tourist complete with bright floral print shirt)
  "SMILE!"


- - -------- Paladin



Ian and Limner can be seen infrequently carrying equipment around the
passageways, noting things on their hand comps, and retiring to the 
labs aboard the Paladin.  Ocassionally one of them will mutter something,
stick his finger on the wall, and walk a few meters further.



Bishop wanders over looking positivily irate that they forgot to tell him
something was going on.  "What's with the passive bugs and transmitters?"
he asks.  "AGNIS, record."



<Ian>

Oh, hi.  We're creating a backup personnel communications system in case
whatever or whoever messed with the ship's computer, send a signal, and
killed people decides to shut down our comm-dots.  Besides, after that
brush with the fleet, I'll feel better knowing that we have an inde-
pendent monitoring of hallway traffic.



We're also testing our surface scan equipment.  We turn down the power
levels running through specific, non-essential, circuits, and then 
slowly turn them up and see just how sensitive our detection gear is.



Finally, by placing a distributed network of different kinds of sensors
around the Alcyon, we can calibrate our phase-synchronization programs,
and, as icing can do a little jump-space warp experiment by comparing
our readings with Nishu's and Charyn's sensors.




Ian then walks with Adrian and demonstrates how various kinds of 
gear operate, and what various kinds of readings mean. 



<Ian> 
"This is a carbon dioxide sensor.  It's a sure givaway for animal life.
... Adrian.." Ian pauses with a slightly puzzled look on his face.
"Adrian, you ever wonder what it would be like?"


<Bishop>
"What what would be like?"


<Ian>
"On R-alpha.  Imagine living on a world where you never see stars.  
Living on a world where the sun is *ALWAYS* directly overhead.  Shadows
never change.  Nighttime is just like daytime, only dimmer.  No moonlight.
No tides.  The horizon rises up to a point and disappears this way," he
gestures down the hall, "and is horizontal this way."  He turns 90 
to face a wall and spreads his arms.

"Whatever is sapient on that ring - and I'm personally sure there is -
must have a *really* different idea of the universe than we do.


"Oh well.  Now this is a portable radio direction finder..." He goes on
like this for about 20 minutes, when his commdot comes alive.

<Limner>
Ian, get down here.  I just noticed something odd.

<Ian>
Well, gotta go.


A little while later, the silent AGNIS hovers nearby and catches a
few snippets of their conversation:

<Limner> ... creating a backup system to ... signals ... computer is down.
 
<Ian> ...Great idea.  Ian'll stay out of your way.


<Limner> .. setting up meson scanners to interfere
with power signals to the computer ...
... shut out all power by blowing the batteries and fusion 
generators ...

<Ian> ... easy - didn't .. a test run ...

<Limner> I don't know ... Leadfoot ... internal batteries, 
... rather difficult ...

... determine who or what reprog...  another renegade 
computer ...



- - ------------------------
Command Meeting in the Lounge 

 
Bhyarrvouf's gauntlets have been gone for several days. Now, at the time of
the meeting, they're back. But he seems uncomfortable in them, and continually 
flexes his fingers and clenches his fists as he listens, trying to do so 
without distracting anyone (and being only partially successful). The effect 
is no longer that of a pair of effortlessly-comfortable gloves, but of a pair
of hand-exercisers whose springs are too stiff.


<Van Der Merwe>

"To put it bluntly, Hammer was murdered, and his killer may
still be onboard. Approximately six hours after the remainder of the crew
succumbed to the immune response, SGM Hammer was skillfully shot with a
microscopic needle containing curare. Death was nearly immediate."



<Vouf>

"Samshkarkh ROUKH!" 'Vouf's snarl is punctuated by an odd little noise, like
a spring being twanged twice in rapid succession: *spung spung*. "If I get my 
hands on that backstabbing clipped-eared toothless barrelgut scum rat bilge
tumor...." His voice trails off on a few more choice epithets.



<VDM>

"This means that it is quite possible that his murderer is still aboard
the Alcyon and has been awake for five more days than the rest of us.
Obviously my team and I are doing our utmost to develop this information and
identify the murderer and likely saboteur. That is all I have at this time,
people, any questions?"



<Vouf>

"Five more days...?" 'Vouf shakes his head wearily. "Too many questions, too
few answers. Why not just kill us ALL in our sleep, if he could kill Hammer?
Unless...." He frowns, thinking furiously, then suddenly sits bolt upright in
his chair as if stuck in the rump with a pin. His eyes widen, then narrow into
cruel slits, as his face takes on a look of cold, calculating murder. 

As Morser's commentary drones on in the quiet room, 'Vouf sits back in his 
chair and forces himself to relax. He doesn't make eye contact with anyone.
Slowly and nonchalantly, he jots a few words down on a piece of notepaper from
Count Ger's desk. He folds the piece of paper over to conceal what's written
on it, and casually drops it onto Lazer's lap as he gets up from his chair.
"If you gentlemen want to discuss matters further, please feel free to do so,"
he says mildly. "I gotta use the little doggie's room-- I'll be back in a
moment." And he lets himself quickly out of the room and heads down the hall. 




With a puzzled expression, Farouk opens the paper and skims it. The puzzlement
is quickly buried by a perfect poker face as he rolls out of his chair and 
smoothly strides out of the room.

Almost as an afterthough, he calls back, "Sorry, gentlemen. Don't let my 
absence stop the fun."


- - ------------Security ----------------------

J. J. is sitting cleaning his pistols, smoking a cheroot and muttering
to himself. "No prints, just some very precise scratches. Too precise for
a sentient to make..." Then loudly "Of course..." He gets up and heads for
the door saying over his shoulder as he goes "If I'm right our saboteur was
right in front of our eyes all the time, best place to hide a tree..." As
he heads for the hatch, loading his pistol as he goes the hatch opens
abruptly.



'Vouf storms into the Security headquarters on board the Talisman 
like Judgement Day. He's steaming mad, and not only does he have his
gauntlets back on, but he's carrying a massive Gauss pistol in each
hand. Without preamble, he makes a hand motion for all present to
remove their commdots, and holds up a piece of paper that reads,
"RADIO SILENCE".



When people comply, he barks, "HORNE! AZANI! Grab your hardware and
come with me to Engineering. JONSON! MAHLEL! SCHMUD! Follow behind
us ASAP. I want at least one man with a heavy laser and one man with
a fusion gun." He cocks the Gauss pistols. "We're going after the
scumrot that murdered Hammer and put Devious in the meat locker!"



Without waiting for an answer, he charges back out again.



On the way down the corridor, Horne speaks, "SubCommander, I hope you are
looking for a robot, you see I just was on my way to find you. From what
I found on the bulkhead behind the panel on the airlock, very precise
scratches too precise to be made by a sentient, but a robot..."


'Vouf pauses for only the briefest instant and glared directly into
J.J.'s eyes.  A fleeting instant of communion and recognition and
a very slight nod.  With that 'Vouf falls into muttering, he never 
muttered to himself before this trip. "Robots, never did trust them... 
they're too perfect, too good, give me sentient mistakes anytime..."



Farouk arrives at the armory hot on 'Vouf's heels, checking over his 
laser pistol.



"Dammit, you hear him! Combat gear, NOW!"  He tears his loose shirt over his
head, vaults a table and grabs a light armour vest. "Stay OUT of your
battle dress!  It could be jimmied just like that iris valve."



"Azani, Mahlel, break out the heavy guns, but for GOD'S sake, remember we're
in jumpspace. Thul--ok, that's right--Abdul, get your rifle. Speed COUNTS, 
people! Andon oh good you're here. Arm up and follow us.  To Engineering."

Lazer sprints out hard after Thul, Horne, and 'Vouf.

Hearing the urgency in 'Vouf's voice, Azani quickly dons his combat armor
and activates the electronics in it. The glimmer from the HUD illuminates
Azani's face and gives him an eerie presence. After suiting up he goes
to his chest and places his hand on a print sensor.



"Confirmed." And the chest opens up. Inside is several small tray of 
firearm parts and miscellaneous cleaning tools for his auto-shotgun.
He grabs the auto-shotgun and slaps a clip into it and pulls back the
charger, ready to rock and roll.  He then grabs his hand laser and holsters
it at his side.



Andon opens his locker and quickly dons his flak jacket and pistol belt, grabs
his rifle and starts to chase after the rest, but he stops short, when he
realizes he's the last out.  He stops to seal up security, "Computer, seal
security, open for no one, command override only." As soon as the locks click
shut Andon races off.  



Christian Van Der Merwe bursts from Count Ger's office in an 
unprecedented speed sprint towards the Aurora, with the bellowed words 
"AENRRA! YOU FOOLHARDY TAILSNIFFER!" echoing in his wake. In his fearful 
and reckless hellbent flight, he squeezes past people in the hall with 
not a word, and probably cannons into one or two, but just picks himself 
off the deck in an instant and continues. As best he can, he seems also 
to be yelling instructions into his commdot.



Arriving at the Aurora soaked in sweat, Christian snatches a combat environ
suit from the waiting Lucan and frantically struggles into it, cursing as
seemingly stubborn fasteners impede his progress, even as Lucan assists in
the operation. Dashing into his surgery, he pounces upon a prefab trauma
kit, pauses for a microsecond to survey its contents, then tosses in a
universal antitoxin kit and a medical scanner.



Leaping back into the hallway, he grabs the laser carbine from Dulinor,
tightens the securing straps, checks the status readout, then takes the
medkit from the deck and sprints off back into the Alcyon toward the
location of Bhyarrvouf's intrepid group, yelling into his commdot "DAMMIT
'VOUF, HOLD IT UP FOR A SECOND!" as he goes along. As he nears their
location and rounds the corner, he fervently hopes that he hasn't gotten
there too late.





Adrian Bishop virtually flys out of a side-passage, with the
floating AGNIS unit humming to keep up.

    

"Whoa, whoa, whoa, hold up a sec." Bishop exclaims.  He's obviously
in 'better shape' then demonstrated in recent days. "What's with all the
firepower?  Finally cornered our pesky saboteur, eh?  Shoot-out at the
Lagoona Starbar, that sort of thing?"  He smiles as he talks.  One could
describe his mood as positively 'perky'.

    

As the group hurries on, Bishop backpedals to maintain pace with
them.  "Well, Turnskaad will want to see all of this, I'm sure."  When
eyebrows raise at his sudden aquisition of backbone, Bishop declares,
"Hey, large battleships, that's one thing.  But firefights mano-a-mano,
that's no big deal.  I've been in several of those.  AGNIS switch to
high speed storage on my mark."

   

Just then, Bishop realizes where the security team is headed.  "Wait
a second, isn't this the way to the computer core?  Hmmm.  Maybe I should
have said mano-a-machino ..."







Azani follows 'Vouf and Thul and the rest of the security team.
The auto-shotgun is off his back and is cradled in his arms. His grib
tightens as he approaches engineering.



The HUD in his suit marks down targets and numbers them. He then takes a
thermo sight and peers down the hall for anyone around corners.
Satisfied that no one is going to ambush them. He slowly waits for the
next command, while at the same time, typing in information on his
forearm calculator. His suit flickers and then anyone seeing into the
infrared has noticed that Azani has disappeared.





Johann watches first Vouf and Lazer leave, then Van Der Merwe rushing out,
then Mac going.

  

Then some sounds comes through over the communications system. Sounds of
harsh language from engineering. Johanns face darkens and he springs up, 
overturning the chair and begins to run after Mac towards engineering.

"Hey! Vouf! Watch out for the laserwelder, it's in the middle tentacle on the
bottom!" he shouts over the engineering channel between curses of "Bl**dy
f***ers f***ing around with the brain of MY robot.", "One more killer mekbot 
incident in the bl**dy media and the bl**dy market will never recover.",
"If I get the sucker who did it I'll wring every last credit he's cost me out
of him!"

  

He arrives, sees the AGNIS and mutters something about "Never should have
repaired that floating intel-breach in the first place."







"I'm an idiot, Thul," 'Vouf grits, checking the auto-aim cybereyes
on his guns against his data monocular as he strides down the hall.
"I couldn't see the forest for the trees, like you pinkstinks would
say. We scanned everything in the ship, right? We scanned OUTSIDE
the ship, right? We used everything at our disposal to make a good
search, and while we were doing that, we entrusted the very systems
that were used to kill Nayduz and mangle Devious to someone we
never thought to suspect!" He stops for a moment, and Jonson nearly
runs him over. 



"AND MT!" 'Vouf takes off again. "It never occurred to me, but MT and
Silvmane were probably his victims as well! It all fits together. We
were out for five DAYS, man! A starship can't FUNCTION for five days
on its own, even in Jump! There are a zillion things to do, requiring
a huge spread of skills, and if you're all alone, you'd have to do every
job on the ship-- and that doesn't leave any time to even SLEEP!"



By this point, they're approaching Engineering. 'Vouf slows, and checks
his weapons one more time before zipping his uniform up to his chin;
Thul realizes it's actually an environment suit of some kind, and is
probably armored. "Our saboteur was a trusted source of continuity 
checks. He could move silently. He could run an entire ship by himself.
He never slept. What does that tell you, Thul?" 



A brief look of dismay flashes across Lazer's face as 'Vouf's reasoning 
sinks in. "Oh hell...'Vouf, what kind of armour does that thing have?"


"Be ready with that cannon; anything other than an immediate surrender,
cut loose on full power. I'm going in first; you're what'll keep him
from killing me, my friend." He holsters his pistols but leaves the
snaps undone, waves the Security Team back from the door out of sight,
and opens the hatch to Engineering, sauntering inside.



As 'Vouf enters the hatch, Abdul is ready to take a pot shot at any targets
visible on the other side.  "Hope he knows what he's doing...", he mutters,
"This isn't quite how I wanted to see a fusion blast."





Lazer quickly details Andon and J.J. to perimeter to keep the crew 
"the hell out of the way. And if they don't like it, stun them."  
When Azani and Mahlel lope in, he gestures them into position.



J.J upon hearing his orders, grabs Bishop by the shoulder, "Keep your head
down if you don't want to get it shot clean off" Bishop hears the distinctive
click of a hammer of a COLT 45 Revolver being pulled back. Horne's grins and
clamps down on the cheroot in the corner of his mouth.



Andon takes up position down at the next intersection, puts on a gas mask and
makes sure he has a Tranq Gas grenade handy.









- - ----------- Paladin



Goughzar pauses while looking over computer printouts and inspecting the
Paladin. Looking up at Dr. Limner, he growls a bit and then clears his
throat.



"Sorry Doctor, bad habit". Switching the comdot and telling Limner to
do likewise, he looks up...



"I've only been awake a day and already they kill. I think we might be
needed!



"Doctor Van Der Merwe, this is Goughzar. Where are you! Do you need
assistance?" As he moves about the Paladin, he finally throws off the
printouts and heads towards the stateroom where he stashed his equipment
earlier. "Just in case!" he shouts back at Dr. Limner as he looks up.





The commdot crackles to life, and as Christian speaks, Goughzar can hear
a variety of sounds indicating that the speaker is running through the
hallways at a significant rate of speed. <...> Almost .. reached 'Vouf ..
Don't know what .. up .. Hope I'm in time .. Wish luck.. <...>


Azani starts to tap on his wrist comp and speaks into his headset.



"Doctor Van Der Merwe, maybe you should assign someone to get sickbay
ready incase we have some serious fatalities...Azani out."



Jordan then goes back into his crouching position and readies himself
for the firefight.




Christian mutters to himself. "Dammit, I should have realized that." As he
arrives at the combat team's location, he quickly stabs at his commdot.
<...> Doctor Yorblin, report to main surgery (aboard the Aurora) stat!
Prepare to receive possible trauma facilities. Everybody else, prepare to
move if we do get casualties. I will provide on-site care. Will call for
medbots if needed. VDM out. <...>

As Goughzar is bouncing about his stateroom aboard the Paladin, he finally
manages to strap the power pack for his laser carbine over his back and
then hears over the comdot "...Yorblin... ...report to main surgery...
...stat!". Finishing grabing the carbine itself, he finishes the connections.


"Doctor. I am sure I will be too late to help in the firefight, but I must
try to help in some manner. I'm going to head to sickbay and see if I might
be needed there. I'm going to leave now, and you are quite welcome to join
me!"

As he finishes the sentence, he grabs the helmet to his suit (tailored vacc
suit - scout exploratory issue) in his other hand and begins to jog through
the corridors to the access to the aurora.


"Yorblin responding to the trauma bay aboard the _Aurora.  Goughzar meet
me there.  Dr. Limner stage just outside the firefight zone, hold on and
I'll see what other info we can get.  Christian, where would you like
Dr. Limner to stage?  How about the rest of the medical team?  If
you could give us a SITSTAT {situation status report} that would be
appreciated.  What hostiles are we up against?  Any danger zones we need
to avoid?"

Jan snarfs down the rest of his chocolate croissant as he runs down
the p-way.

"_Aurora_ medcomp, voice activation Yorblin, set up trauma bay one to
my preset, standby for possible ballistic, blast, and burns.  Set up
decon prepack in airlock.  Dulinor, Lucan acknowledge and assist as
needed."

As he is jogging, Jan is slipping on his gloves and attaching the hood
of his vacc suit.  He leaves the helmet off, ready to slip over his
head, if the alarm should sound.

"Christian, if you get a chance to pass it up the chain of command,
see what security we may need around the treatment area.  If we can't
get someone down there, at least send a runner with a couple of gauss
pistols for me, ta."

"Goughzar here, Acknowledged. I have a laser carbine with full charge
and can act as security if needed. I'd probably be more useful in that
function anyway - I'm only rated as a class 1 medic."

"Well, Doctor", Zar says to Dr. Limner, "It seems we play with
the Paladin's sensors and computer later."

Goughzar rechecks the connection and charge on the laser carbine and
activates it in case of emergency. Under the other arm he carries the helmet
in case of decompression. Zar continues to the Aurora.

Joachim's voice comes on the comdot: "Dr. Tabor here, where do you
want me.  I have extensive emergency surgical experience but no heavy
weapons." 

You hear Doctor Limner come on the air.  He seems to be
breathing heavily as he talks, as if he is involved in
some physical activity.

"I'm currently aboard the grav bus on the Paladin, which
 has trauma facilities.  If you wish, I'll go to the
 Alcyon medical bay, although right now I'm preparing
 for backup communications in case we need them.  I can
 also be of direct help from here.  Ask 'Vouf what I
 mean.  By the way, we'd better make sure everyone is
 wearing a vacc suit and carrying a flashlight."

"Doc, Ian.  I'm here with Limner.  We're ready for decomp and
burns, not hypothermia.  I think we'll be more usefull, overall, here."
Ian turns back to the ad-hoc computer interface, voice and keyboard
commands flying thick and fast.

"Tabor, this is Yorblin, head towards _Aurora_, we will be using it as
primary receiving.  Establish triage 'midships to decon.  Goughzar is
acting as decon and security.  Dr Limner is at _Alcyon_ 'bay as secondary
receiving. Christian is with the entry team."

"Christian, suggest you take Spears as your back-up medic.  Anyone else
we need to assign?"

"'Vouf, sir, suggest you order the decompression klaxon sounded, and let
people suit up in the event of pressure loss."

Jan, having said his bit, his trauma room ready, does what every experienced
medic awaiting wounded does.  Going to the kitchen unit he dials up coffee
and an pseudosteak sandwich, not knowing when the next time to eat may be.


Goughzar comes to rest outside the Iris valve leading to the Aurora. Jan
goes on inside and Zar squats down next to the valve and over to the side.
The laser carbine is on and ready and the helmet for his vacc suit is in his
lap, in case of decompression.


As he sits, he pulls out his hand comm unit and tunes it directly into
the Paladin's computer, and checking it over, routes communication to Dr.
Limner from his hand communicator to the Paladin to Dr. Limner.

Opening it up, he activates the voice-only and starts speaking to Dr. Limner,
"Hello doctor, nice to hear from you. I'm outside the _Aurora_ doing..."

As he speaks, he keeps a close eye on the corridor for either wounded or
hostiles.
This is Tabor, I'm on my way.







Taking a moment to catch his breath, Christian stops at the rear of the
armed team and nods grimly at Bhyarrvouf, as if to say 'Ready when you are'
He taps his commdot, again.

<..> Morton, stage at Alcyon sickbay as alternate trauma center. Gustav,

we have a probable cyber renegade. Situation unclear. Stay clear of Alcyon
engineering. Keep team ready. Will advise. <..>



"_Aurora_ medcomp, voice activation Yorblin, set up trauma bay one to
my preset, standby for possible ballistic, blast, and burns.  Set up
decon prepack in airlock.  Dulinor, Lucan acknowledge and assist as
needed."



<..> Advise possible toxic agents, be prepared. <..>



"Christian, if you get a chance to pass it up the chain of command,
see what security we may need around the treatment area.  If we can't
get someone down there, at least send a runner with a couple of gauss
pistols for me, ta."





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



Archive-Message-Number: 2330
Subject: PBEM turn 10.9E (part 5 of 5 - finally)
Date: Sun, 5 May 91 16:34:13 PDT
From: Richard Johnson <richard@agora.rain.COM>





This is file #5 of 5

This file covers the re-emergence of the Alcyon.



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                  *** day 7 ***



- - ----------- Ship's Assembly, mid-afternoon ----------



Ger stands before the entire crew, not nearly so formal as during the
initial assemblies.  'Vouf and Zben have bandages on various parts of
their heads.  'Vouf's right leg is in a cast, and he is on crutches,
undoubtedly refusing to be seen on a grav-chair.  AGNIS floats toward 
the rear of the room, unobtrusively.  Abuko, Werner, Silvmane, and 
Wrinkley are exhausted, after putting in a second shift in engineering.



Ger addresses the crew.



"For your edification, we've synthesized the records made by the Paladin's 
sensors, by AGNIS, and by the suit sensors used by the security team,
during the night.  We have a short rundown of the engagement, so you 
can think about what happened and use the lessons learned to some advantage
when we reach R-alpha."



He presses a button on his hand comp and the large holo tank comes alive,
with a view of engineering just as the door opens and 'Vouf walks in.
'Vouf looks at the robot and starts to speak.



"I have the sound turned down for obvious reasons." Ger says as he stops
the playback.  He continues.  "At this point, you can see three unprotected 
engineers, on duty, starting to scramble for safety.  Also at this point, 
Leadfoot correctly recognizes a danger and dumps all available power to his 
gravitics and laser."  The playback starts again.  "As leadfoot begins
to spin and move he completes his most significant offensive action,"
the playback slows to a crawl "one most of you didn't even know happened.
Here his microwave transmitter contacted the main computer on-board
high-speed communications interface, and transmitted a virus to the Alcyon.
... Here he does the same thing to AGNIS, and ... here he does it to
the command shuttle.

"Fortunately, Drs. Limner, Zar, and Thomas worked all day yesterday on ways
we could verify what was happening.  We don't know what this virus was.
We re-booted everything and destroyed it.  No, Adrian, we didn't wash
any data from AGNIS.

"At this point, Leadfoot kills the lights and signals the false decomp
warning.  We probably would have done well to heed it and close all
the doors, anyway.

"Here, 'Vouf draws and fires.  I didn't know he was *that* fast.  You
can see here in the enhancement that most of the flechettes bounced off
tools and ricocheted all over engineering, causing minor damage.  Three
rounds do get through, though and almost sever the laser welder.

"Now, Thule fires.  His laser bolt penetrates the skull completely
and exits, after which it burns a hole in the secondary power cabling
insulation.



"And the real killer...Abdul fires.  A fusion gun certainly is not my
first choice of on-board weapons, although it was certainly effective.
Notice that he fortunately hits leadfoot squarely in the body.  The
blast, ... well, you know what the blast did."



At this point, Ger speeds up the playback for a few seconds as bodies 
robots and equipment fly across the room.



"Now, 'Vouf decides to administer a coup de gras with his gloves.  I
guess it worked."  You can see 'Vouf attack the rising Leadfoot and
watch as his ears flex backward repeatedly from  the awful sounds caused
by the tearing of the metal and the screeching of his gauntlets.  
Suddenly, and with amazing clarity you can see the agonized expression
on the vargr's face as he loses his grip because of the snapping of
his tibia on the flat of the secondary bridge console.



The view shifts and you can see the IR tell-tale from Thule's sight
moving steadily with the advancing form, stayin dead on the joint
between the lower body and the upper articulations.  A bright flash,
and the playback ends.



As the holo disappears, the room erupts in many small, almost
hushed, conversations.  The CO waits a few moments for the 
discussion to die down.



"Mainly, I wanted to make sure all of you saw exactly what happened
in there.  I know a lot of us weren't aware of lwhat was happening,
and a lot of us have never before seen combat quite this personally.
That whole sequence took six seconds.  It will take us almost six 
days to repair the damage.  I'll leave to each of you to decide if 
it was worth it to remove a sabteur.  



"Oh yes, we do have reason to believe that the virus was introduced 
before we left, not after."



He pauses a few more seconds, looking around.  He steps down off the
small rise he has traditionally used as a podium.  He grabs an empty
chair from the front row, and sits backwards on it, leaning his elbows
on the back of the chair.



"Well, we'll be arriving shortly.  We have now completed the *easy* 
part of our mission.  I have it on good authority our sabteur has
met his maker."  He smiles wryly at Abuko.  



"Now, we are about to visit a single world with the same habitable 
surface area as all of the inhabited worlds in the Imperium put 
together." He pauses to let that sink in.  "There are fewer than
forty of us.  We have to find the history of a long-dead race, find 
an intelligent species, and prevent Imperial conflicts from destroying 
this gem of an artifact.



"We are much better prepared for this part of our mission than we were 
for sabotage, however.  Look around you.  We are scientists, we are 
engineers, we are scouts.  Only a few of us are trained killers."  He
slows down just a little.  "And all of us, _all_ .. _of_ .._us_, have
worked our whole lives for this moment.  For this opportunity.



"You have demonstrated a teamwork on board these last few weeks.  
You have demonstrated tenacity in adversity.  And you have demonstrated 
an ability to adapt.  All of these are needed and will serve us in good 
stead in our coming venture. 


"When MY grandchildren ask me what it was like, I will proud to tell them
how wonderful it was to serve with the greatest collection of explorers
ever assembled. 



"I salute each and every one of you.



...



After about three seconds, Ger stands, carefully replaces the chair and
steps pack up on the rise.



"We re-enter our universe shortly after evening mess.  Make sure your
gear is properly stowed, and everything is ready for the transition.
After we arrive, crew of first away team will be posted.



"Dismissed".







Several hours later, almost at the preidicted moment, the jump warning
sounds, and the lights dim.  Once again, everyone is subjected to that
annoying, nauseating, tumbling, feeling, and the pale blue glow on all
the outside monitors is replaced by starlight and sunlight.



Everyone hears, from just over her or his left shoulder a quiet, soothing,
alien, voice.  In each person's native tounge comes the message:



"Welcome.  We have been expecting you.  An envoy will be up shortly
to show you where to dock.  The peace of the cosmos be with you."


None of the typical intercept or probing signals appear on the ship's
sensors.



Looking out any viewport, you can see just how good a jump this was.
In an arc stretching from as far as you can see forward to as far as
you can see aft, and slightly below the Alcyon, is a wall of dark, gray,
metal, with sunlight shining off the edges.  Far forward you can see
a second arc and far aft is a third.  These two are tiny silvery bands
that begin well away from the vanishing points of the metal floor, and
extend around, behind, and above a shimmering greenish-yellow star.
These tiny bands almost connect above the star, giving the appearance
of a halo.  Keen eyes detect a very slight fuzziness at the edges of
the "floor" near you.

Inward from the first ring, a second becomes visible.  It is in a plane
with the first ring, but much smaller, and much darker.   

The inside of the ring is visible fore and aft of Alcyon as the wall
arcs away from you.  You can clearly see forests, seas, deserts, islands,
continets, and various signs of life - villages, smoke, roads.  Motion
detectors tell of flying creatures as well.



The speed of rotation of the ring is much more than the speed of your
orbit.  The breathtaking view literally flies by as sciences asks Christian
to have Lucan or Dulinor bring a couple more cases of holo-crystals 
up to the lab.







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



Archive-Message-Number: 2331
Subject: TML SW Fixups
Date: Mon, 06 May 91 13:14:53 PDT
From: James T Perkins <jamesp@metolius.WR>





Hi folks, I just squashed a bug in my TML Incoming Mail Digester
Software.  If two messages come in to the TML (the
"traveller@metolius.wr.tek.com" address) at the same time, the software
is supposed to serialize its processing so messages get added to the
delivery queue one at a time and so the archive message numbers and
delivery queue don't get messed up.



I discovered today that my lock algorithm was slightly broken so the
serialization did not occur.  The end result was that messages were
being lost - they never appeared in the digests.  The only clue is that
there is a gap in the archive message numbers (the number in the subject
lines).  Over last few months, I've lost three of four messages from TML
subscribers that way.

I'd like to apologize to those of you who have sent messages that
vanished; this behaviour should no longer occur.



James

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

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


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



End of TML Bundle

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



