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Date: Mon Apr 13 11:23:28 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #321: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3876  22-Mar-92 Mark F. Cook      PBEM: Turn 92.02c << PBEM Turn 92.02c (723 li

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

Archive-Message-Number: 3876
>From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: PBEM: Turn 92.02c
Date: Sun, 22 Mar 92 23:34:48 PST

PBEM Turn 92.02c  (723 lines) - THIS IS PART 3 OF 6.
=====================================================

 ==== Aurora ===

Peace and quiet at last. Bhyarrvouf collapses into the Aurora's helm
couch and massages his temples wearily. The smell of Tweel's blood
fills his nostrils. After a long moment, he gets up with a groan.
"May's well get cleaned up," he grunts. "Before something else hap-"


 ==== Kingfisher ===

After a few seconds of thought, Mac realize it's time to make a decision.
He press the comm panel, "This is Kingfisher Witfield, come in Vouf!
We have a sitution here."


 ==== Aurora ===

'Vouf slumps back down into the chair. "-pens."

He scans the tactical displays as he keys in the tight-beam line to the
command shuttle. There's something in Mac's voice that he doesn't like.

"Keyaho, Command Shuttle. This is Aurora, Bhyarrvouf. What SORT of a
'situation', Mac?"


 ===Paladin ===

Goughzar acknowledges Azani's offer of assistance.

"Azani, your recommendation is excellent. Please take control at the
pilot's station and continue decent as per our last oders. Dr. Morser,
please leave the computers alone and go check on Mr. Robins. I would
like her functional again as soon as possible."

"Ach nein nein nein...." Morser mutters, oblivious.

"Dr. Limner, as soon as you are functional again, I would like you to
resume your position with scanners and your "special" equipment. Please
notify me when you return to duty."

Paladin - Resume active and passive scans on landing zone and local
ships. Continue transfer of data to Alcyon Archives.

_Aye, sir._

As the communications signal opens up that the Aurora is locked in,
Zar begins sending.

"Greetings Subcommander. Paladin has regained control after Iasic
decided to leave us suddenly - apparently under orders from Admiral
Ger. Charyn is still unconcious, but apparently coming around. Dr.
Limner has been unaffective since original contact with the ringworld.
Azani is taking over pilots station and Dr. Morser is looking into
the status of Charyn. Situation seems to be stable and we are
continuing decent to Ringworld as per previous orders...

"Sudvok aeggra!! This place can be very unnerving! Can you provide
with any updates from other ships/situations? Zar Out."

*Ship's in working condition, two crew members down. Aslan are quiet,
but they're never quiet for long*

Paladin - resume defensive programs for maneuvering and passive
cloaking.


 ==== Kingfisher ===

"Oh, I don't know." Mac tries to be as casual as he can. "The commander
has just ordered missiles launch against the ring world. Several members
disagree, so now some of them have guns out, aimming at god knows what.
The commander has just transfered the fire control to his own seat.
I figure now would be a good time to let you know, before a gun fight
erupts and I have to shoot everyone."


 === Phin Shuttle ===

"I'm getting worried about this.  (addressing Doejin and Ferdy) `Hey guys,
if you can hear me, how far away are we from the Talisman now?  No one has
answered my radio call.  Are we out of range or something?' "

Ferdy silently glides over to the viewscreen with Ian in tow.  Looking
through the monitor is a little disoncerting as the output is optimized
for eyes that see in the dark, with little detail.  Many  sounds of many
kinds emanate from the terminal though.

Ian squints.  "I think I can figure this out..."

Gliding slowly around the sono-holo, Ian discerns R-alpha - at least the
closest parts of the unbelievably narrow band of hyper-dura-steel (or
whatever it is) that is closest to the ragtag clump of ships.  Light
from the pseudo sun casts hard shadows on the Alcyon, now lit only
slightly so that Ian's eyes can make it out.  Nearest the shuttle,
and getting nearer at an alarming rate, is a small wedge-shaped ship.

Slowly it sinks in what the scale of things is, as he compares the size
of the ring to the distances between the ships.  "Let's see, if we we're
near the Talisman -- here, just ten minutes ago, and now we're  -- here,
then that means we're getting, hmmm 7, 8, no NINE GEES at least!  HOLY
SHEEIT!"

A smile washes over him.  Ian whistles softly to himself, then mutters,

"Wow.  Now that's what I call maneuverability.  Look at that lump of gray
zooming in.   Can almost make out the name... Mastmind?  no-- Westmind?
.. Oh!  Westwind!  Neat name.  I wonder if they're in trouble."

"Good piloting Doejin."


 === Alcyon: CMO's Cabin ===

The view in the holo is instructive, to say the least. OSF-4 is
hovering nearby, holding up a plastic bag of Type Three Plasma,
draining it into the exposed subfemoral vein in Tweel's lower leg.
Blood is everywhere; unit after unit is fed into the vein to keep
Tweel's blood pressure up, only to seep from the bleeding wounds.

Lucan is watching and recording as O'Shi, muttering to himself through
a hastily-adjusted filter mask, works over the unconscious Ael. His
technique is clumsy but brutally efficient-- centimeter by centimeter,
he goes over each and every one of the pulled sutures, holding the
suturedissolve and the suturegun IN THE SAME HAND!

As the saga inside the cabin continues, the careful speed of Christian's
handiwork slowly ratchets up, notch by notch. He can only spare brief
glances, but keeps well appraised of O'Shi's crude treatment. His right
eyebrow looks as if it would like to crawl past his scalp, as the rest
of Christian's face tightens into a mask of protective anger. The change
from his typical behavior is notable. His mood is one of genuine outrage
at Mahlel's dangerous disregard for patient welfare and the willful
insubordination, aggravated by O'Shi's cavalier attitude and continued
insults, as well as a fierce concern for the life of his Ael Yael friend.

Christian can do little to express his incredulous fury, contenting himself
with dark mutterings and sotto voce commentary. "... arrogant worm-bait,
got the brain of a bloodvark .... Tweel better be ok ... Mahlel will wish
he'd never signed aboard ..... typical thug, let up on him, give him some
power, he turns into a swaggering, prinked up, arrogant, lazy twerp with
delusions of competence .... a blind man could do better than that butcher
... the brig's too good for him ...."

O'Shi continues working with the suturedissolve and the suturegun.
Poising them delicately like a pair of chopsticks, he gently washes
away the torn fibroplastic material from the ragged wounds and
replaces it with fresh suturing in one pass.  His other hand follows
the seam gently, a suction probe pulling away detritus and old blood
where necessary and two fingers preventing the wounds from opening.
The effect is rather like a two-headed zipper being eased along; as
long as neither zipper head gets far from the other, the seam remains
closed.

It looks easy, but O'Shi is obviously having a tough time of it; sweat
is pouring down his face, and he pauses once in a while to whip a
forearm across his eyes to clear them. Once, a suture pops just ahead
of his hand and a scar gapes open; Lucan prepares to glide forward,
but O'Shi clears away the blood with a particularly descriptive curse
and gets the seam under control once more.

In stark contrast, Christian is dry and utterly confident of himself as
he surveys the updated test results; liver functions had begun the slow
ascent to healthy levels and the kidneys were beginning to shrug off their
paralysis as a healthier hue of red suffused through them. Blood filter
augmentation would only be needed for about a day, until the body had
adjusted to the rapid positive changes and settled into its normal
biochemical rhythm.

Upon observing O'Shi dancing upon the precipice of butchery, Christian's
eyes widen even further in anxious shock. His response is not to explode
into a fresh paroxysm of rage, but instead, subsides into a misleadingly
even-tempered exterior as the cauldron of emotion is fueled from within,
in a phenomenon not unlike the eye of a hurricane. Any fellow expedition
colleague would recognize the warning signs and take cover until the
Van Der Merwe nor'easter had passed.

O'Shi is operating at a speed that would incite a malpractice suit in
any sane hospital; by the time van der Merwe has finished the trauma
repair and is preparing to close, O'Shi has patched every one of the
Ael's torn sutures and is setting down his instruments with shaking
hands. "Keep an eye on him," he instructs Lucan as he tears off his
filter mask and staggers out of the room, wiping his face with a
sterile-cloth.

With OSF-4 and Triple Three providing a close watch of Tweel's condition,
Lucan flies out of the room in haste, bumping past the lumbering O'Shi on
the way out, in response to the urgent recall order. Stopping at the trauma
bay, Lucan is enlisted by Christian to assist in one of the quickest surgical
closings ever mentioned in the annals of surgery, with a series of rapid
bursts from the knitting laser and the insertion of double-strength protein
closure sutures along the circumference of the operating area.


 === Talisman ===

Ralf IMMEDIATELY spots a small object, warm with respect to background and
radiating faint neutrino emmissions, arching high over the plane of the
ecliptic. A trajectory trace points back to the recently discovered derelict.
It could be a lifeboat of some kind, or forcibly ejected detritus.

Meanwhile, Redd is doing his best imitation of an entire Engineering crew....

"Fusion  plant's cooling off, reserve power only - no drives, no gravity,
no weapons and no rest for the wicked until we get it started again.  Ho-hum,
wonder how the rest of the ships are doing ?"

(Sound of pre start-up checks on fusion power plant in the background)

"Engineering to bridge - We'll have power back shortly,  I hope.  No problems
this end as yet."

Ralf remarks, "Fortunately we don't have to do a FULL restart;  the computers
went down, but they didn't take the fusion plant all the way down with them."

Thul barks, "Helm! Continue to the LZ!"


 ==== Aurora ===

"HRF?!" Bhyarrvouf sits up ramrod-straight in his chair. He glares at
the intercom, and a tiny noise is heard in the silent cabin.

*spung*
*spung*

After a long silence, 'Vouf speaks again, but his voice is little more
than a whisper.

"Mac, be a good little pup and patch the Bridge securecam into the
commo line so I can see this, hrm, 'situation' for myself, will you?
It almost sounds like a bad joke. Almost." He straightens up and
flicks the transmit controls on the Aurora's outgoing data to audio
only. "And I want to talk to Count Ger. Kae, I want to talk to
EVERYBODY in this, this, this SITUATION. I want someone to calmly and
objectively, with NO editorializing, explain to me the EXACT sequence
of events leading up to this....situation. Aysap, as you pi-- you
humans would say."


 ==== Kingfisher ===

Mac had a tiny image of 'Vouf in his holotank, which no one else on the
Bridge could see. What he saw was as follows:

When the camera is activated on the other end, 'Vouf is covered in
blood. It is all over his fur and his uniform, and his gauntlets
are soaked with it. After Mac delivers his little bombshell, Vouf's
ears go back and he snarls viciously; at the moment of the tiny sounds
from the other end, Mac THINKS he sees a gleam of metal for a instant.
Then 'Vouf reaches forward and shuts off the holo. When he finally speaks,
the link to the Kingfisher is audio only. As he speaks, a datastream
comes in intermodulated with the voice message, coded to appear on Mac's
console only:

_CAN I TRUST YOU?_

Mac continues to check the comm station, and while everyone is talking, he
carefully codes a reply of his own into the datastream...

_IT'S YOUR CALL. I'LL DO EVERYTHING I CAN TO PREVENT ALL HELL BREAK LOOSE._

"Yea, it does sound like a bad joke from the Friday night sitcom
Galaxy Family. But I have a few people with guns here that will say
otherwise." Mac punches several buttons on the comm station.
"Camera coming online, sir."

_JUST KEEP YOUR HEAD DOWN AND STAY COOL. NOBODY'S GOING TO GET HURT, IF
I CAN HELP IT. KEEP THIS LINE OPEN AND GET READY FOR SOME SURPRISES._

Since there's no video it's hard to tell what sort of reaction the
view of the Bridge is having on Bhyarrvouf. His only comment for
several long seconds is, "Receiving holo data OK."

After a long moment, his voice continues, now heard over the whole
Bridge. People in this crew have heard Bhyarrvouf ecstatic, terrified,
bored, disgusted, self-satisfied, and boiling mad, but they've NEVER
heard him sound like this. His voice is a cool, almost emotionless
stage whisper-- the only person who's heard anything like it is Rigo,
who remembers a psychopath that hacked up fifty women with a length of
binding wire in one of the living blocs back home.  "All right,
people. I'm ready to hear what's going on. In the meantime, put the
guns away. That's not a request, it's an order."

A small frisson of fear runs down Rigo's spine as he hears the tone
'Vouf's voice, but he dosen't relax his watch of Ger.

Zben taps the corner of his console labled `Commo Monitor', and his voice
is tied into the line. "Mister Bhyarrvouf, We can playback on audio the
last 10 minutes {by my estimate} of conversation on the Bridge, if you
would like. This may answer all of your questions `objectively, with NO
editorializing', as per request."

Zben calls up the `cockpit recorder' and, unless he gets instant grief,
fires a compressed copy to the Aurora.

"Data received," Bhyarrvouf whispers. "Excuse me for a moment while
I review this. Even at the highest speed that speech is intelligible,
it'll take me a few minutes. In the meantime, I'm still waiting for
you all to put your guns down."

Zben looks at armament still on display. "Y`know, that makes a lot of
sense. I think we're all professional enough to trust each other for a
few minutes." (With a small grin) "Who knows? We may be able to work
this out before Mr. Bhyarrvouf!" (His smile turns a bit grim) "C`mon
folks! Lets cool it before something drastic happens!"

"I concur." Rigo says in a calm soothing voice. "I suggest that
Commander Ger steps away from his console and that those of you
who's got your weapons out put them away. Both parties thinks
that they are in the right. Surely we can talk this over and
reach a conclusion without any gunplay. And, Mr. Bhyarrvouf,
don't jump to any conclusions."


 === Kingfisher ===

Mac continues his covert conversation with 'Vouf.

_WHAT DO YOU MEAN? CAN YOU EXPAND ON THAT? I CAN HELP IF I KNOW WHAT'S
GOING ON._

_MAYBE. I NEED TO REVIEW THE TAPES FIRST. ALL I KNOW IS THAT WE'RE IN AN
ARMED-WITH-HOSTAGES SITUATION RIGHT NOW. I CAN EXTRACT YOU IN A HURRY,
BUT I DON'T WANT TO TIP MY HAND JUST YET. SIT TIGHT AND STAY COOL....
WHEN I KNOW WHERE EVERYONE STANDS ON THIS, I'LL CONTACT YOU._

_OBKB, STANDING BY. I'LL FOLLOW YOUR LEAD. GOOD LUCK!_


 === Westwind ===

Talon watches with his mouth half open as the native ship maneuvers
with ridiculous ease to match vectors with the Westwind.

"Just as well they seem to be friendly," he mutters to himself.

Then, not knowing what else to do, he plants a finger very
deliberately on the Transmit button of the ship's radio and calls:
"Hi there!  Now you're here, what's the plan?"


 === Alcyon Sickbay ===

Christian surveys the patient's current vitals and inspects his finished
work with an attention to detail, until he has met his own high standard
of excellence and has satisfied himself that the patient will rapidly
recover from the physical trauma. He types a short patient care order
into the sickbay computer, returns a few scattered instruments to their
respective alcoves, and then straightens up.

"That oughta hold him stable 'til ya finish yer needlepoint, Doc," he
says, collapsing into a chair. He frowns at van der Merwe's careful work.
"Whatcha doin', anyway? The Serenity Prayer in three colors, or what?"

*Mistake* thinks Tiblisi. *Never criticize anyone in front of others.
Especially a professional.  You don't want to make enemies and you never
know when you'll need their help.  Mr. Tact, you're not.  Besides, there
are many more subtle and effiecient ways to get at people.*

Doctor Sir Christian Van Der Merwe looks O'Shi straight in the eye.

His gaze is unwavering. He doesn't flinch. He doesn't blink.

A reckoning has come due.

He notices Dulinor cleaning up the two other patients, both of whom are
moving a bit. His eyes widen. "NOT dead? Whew, that sets a record for
Most Blood Lost Wit'out Snuffin' It. Too bad, I was lookin' forward ta
rollin' the stiffs fer spare change....'Vouf'll be upset too....whoops,
skip that last, sorry Doc."

His grin indicates he's anything BUT sorry.

*He's probably grinning about whatever joke he made about this "Vouf"
character,* thinks Lee, *but I don't like the crack about rolling stiffs.
I'm liking this guy less and less. Still if this is some military ship,
I don't want to cross him either, but there's more than one way to settle
him down. He's push too hard. Not a good way to win friends and influence
people.*

Christian slowly smiles. Calculatingly, he takes a measured step around
the trauma bed and ominously paces towards O'Shi. As if on cue, Lucan and
Dulinor glide forward, from the right, from the left, and converge upon
O'Shi. In the blink of an eye, O'Shi is lifted bodily out of his chair
and lifted up to meet Christian's gaze, point blank, while being firmly
restrained in mid-air by a small thicket of robotic tentacles. O'Shi's
surprised struggles are unavailing against the unyielding metallic embrace
by robots well-programmed to deal with recalcitrant patients.

When he speaks, his voice is as dry and cold as the bitterly frigid arctic
air howling over the northern Siberian tundra in the dead of winter.

"Mister Mahlel, you are quite possibly the most pitiful excuse for a human
being that it has been my displeasure to know. Now that we have this chance
to talk, I think we should go over a few, minor things." Christian takes a
step forward to within scant centimeters of O'Shi and stabs his finger into
Mahlel's tunic as if it were a blade.

"Life, as you knew it, is over. Get that through your fortress-like skull.
No more lounging around the Alcyon, sitting on your ass and digging for
mineral resources in your ear. No more slack supervision. No easy duty,
goofing off and in general acting like a worthless punk. You WILL start
earning every last credit Turnskaad is paying you."

As he begins to work his way into his list, Christian begins to warm to
his topic, becoming slightly more animated and expressive in delivering
his full-scale, DEFCON 1, nuclear butt chewing. His outraged tone develops
a hard, cutting edge to it, liberally supplemented with measures of sarcasm
and contempt.

"MISTER Mahlel, if you value your pitiful life, you will NEVER, EVER AGAIN
come charging into my Sickbay waving a rifle around and bellowing at the
top of your fetid lungs." Christian leans forward and emphasizes each point
with a sharp poke of his finger. "Further, a clumsy oaf such as yourself, with
*no medical training*, has NO BUSINESS WHATSOEVER performing ANY emergency
triage on a TREE-RAT, let alone a sophont, an Ael Yael, *MY FRIEND*!"

Here Christian closes to within millimeters of O'Shi. His voice drops down to
a low, dangerous level of utter sincerity. The threat is unspoken. "If you
ever, I mean EVER, pull a stunt like that again you will answer to me, and
by God, you will wish you had never signed up with Turnskaad. Do not even
THINK of doing anything more than slapping bandages on a wound and CALLING
FOR A MEDIC." Christian grabs a fistful of tunic to give special emphasis
to his lecture, pulling O'Shi fractionally upward. "*YOU CAME DAMNED CLOSE
TO **KILLING A PATIENT**, YOU MORON! LEARN WHEN TO LEAVE WELL ENOUGH ALONE!
That's what the damn medbots are for, twit!" He lets go of O'Shi and takes
a half-step backward, forcing himself to regain his professional composure
as he does so.

"In the meantime, Mister, you will go to your cabin and you WILL remain there
for one sleep period. After that, you will ONLY leave your cabin to report
DIRECTLY to your ASSIGNED DUTY STATION and upon completion of each duty shift
you will return to your cabin IMMEDIATELY. Any deviation from this order will
be noted by Pater unless authorized by Mister Grey or a command team member.
When Commander Ger has the time, I am sure he will review your flagrant
conduct." Christian smiles again. "In the meantime, I strongly suggest that
if you see me in the hall, if you THINK you hear my footsteps, I would
suggest that you give me a wide berth, if you value your miserable skin."
He leans forward. "Keep your insubordinate smart-ass mouth shut, Mahlel,
or I will personally inform Subcommander Bhyarrvouf of your bigoted remarks."
Christian leans even closer. "Trust me, you don't want that."

Christian waves an arm at the Sickbay door. "Lucan, Dulinor, deposit this
person in his assigned cabin. Get him OUT OF HERE!" He views the vanishing
trio with undisguised relief and satisfaction. A nudge activates his comm
dot. "Pater, until further notice log all movement and activity of Mister
O'Shi Mahlel, security code Command Beta. Inform myself, if aboard, or any
command representative and the bridge commander of any deviation from the
designated parameters." He briefly explains the restrictions to Pater,
then calls Morgan Grey and informs him of O'Shi's conduct and Christian's
discipline. "Oh, and Pater, O'Shi Mahlel is not to be admitted to Sickbay
without the permission of myself, Commander Ger, or Subcommander Bhyarrvouf."


 === Aurora ===

As Bhyarrvouf is talking to Mac, the incoming-message spooler records
the first message from the Aslan ship. While waiting for Mac to set up
the link, he has Moira parse it into text, and he scans it. His
fingers fly accross the keyboard, sending a tightbeam signal to the Trakh.

About 90 seconds after the first message is sent, the Trakh receives
a reply. It is not holo or audio, but standard Imperial-code text
parse data. It reads:

TRAKH THIS IS AURORA ALL SYSTEMS NOW NOMINAL DO NOT ANTICIPATE FURTHER
DISRUPTIONS AUDIO AND HOLO MESSAGES FOLLOW SOON OUT

The second Aslan message follows on the heels of the first. Bhyarrvouf,
his patience obviously wearing thin, taps out a reply.

The second message is also text, and is equally prompt:

TRAKH THIS IS AURORA YOUR ASSUMPTIONS CORRECT IASIC CONSTRUCT CAUSED
SYSTEM CRASH ON ENTRY AND AGAIN ON EXIT OTHER SHIPS DID NOT SHOW ENTRY
CRASHES DUE TO LACK OF RESISTANCE TO IASIC ALL SYSTEMS NOW CLEAR

TRAUMA VICTIMS NOW IN SICKBAY ON ALCYON DETAILS TO FOLLOW MORE CONTACT
LATER CURRENTLY HANDLING TWO MESSAGES AT ONCE MUST SIGNOFF

The link breaks immediately after that.


 ==== Kingfisher ===

Turning around, Mac reiterates, "All right people, you heard the man. Put
your guns away."

In an equally calm voice, one that has seen many stupid decisions made
by people not on the scene, Jan replies:

"Sir, with all due respect, I'm in the process of arresting Admiral Ger.
The only guarantee that I have that Admiral Ger will not carry out an
illegal act right now is by shooting him.  He has demonstrated every
intent of carrying out an unwarranted and unjustified attack of the Ring.
He is still in a position to perform that act.  When I have completed
placing him under arrest, I will comply with your order.  To do so
beforehand would endanger the crew of this vessel and the expedition."

Addressing Admiral Ger:

"Sir, again, step back from the console."

Having stepped out of the fray after his emotional soliloquy, Jett is
sitting in a chair on the periphery of the action, looking mildly ashen
and slightly ill, though composed and at peace. Clearly the sudden turn
of events has shaken him, though he appears to be somewhat fatalistic
in his outlook.

He can be heard uttering a quiet aside to Ger. "I do believe this is a
command decision, Admiral."

Regardless of whether he moves back or not, Jan will try to get him away
from the launch control by enlisting the assistance of others on the
bridge:

"Mr Farouk, please secure your weapon, and assist the Admiral away from
the command station.  Your Worship, whilst your leaping through the
legalistics of this, could you give the XO a succint brief of my actions."

Jett favors Doctor Yorblin with a weaily tolerant eye. "Hardly the time for
legalisms, as you put it, Doctor." He shrugs his shoulders. "We are trusting
to the accuracy of our colleagues' moral compasses, out here beyond the
reach of traditional law." He glances over at Zben's activity. "As I see
that the indubitable Mister Blaine has forwarded a record of events to
the Subcommander, I see little point in supplementing that cogent summary
of facts."

After the pause caused by the commo lag between the Kingfisher and the
Aurora passes, 'Vouf replies:

"Don't be tiresome, Doctor. You have no authority to arrest Count Ger,
nor have you any recourse to stop Count Ger from doing whatever he
wishes.  I'm amazed at your ignorance; surely you must have realized
that the tac-HUD he's wearing would have allowed him to launch a
missile with literally the blink of an eye?"

While this discussion is going on, a private message from Aurora appears
at Mac's console:

_PATCH INTO THE DISPLAY DRIVERS FOR ZBEN AND ETIENNE'S BOARDS. AVOID
THE CONTROL SYSTEMS, YOU'LL TIP THEM OFF. I JUST NEED TO SEE HOW THEIR
BOARDS ARE CONFIGURED. IF YOU THINK YOU'LL GET CAUGHT, DON'T TRY IT.
AND STAY CLEAR OF ABUKO'S SYSTEM, HE'S RUNNING ENOUGH SOFTWARE TO EAT
YOU ALIVE, IF I KNOW THE SKUNK. PATCH IN AND SEND ME SNAPSHOTS._

Cautiously, Mac replies:

_WILL DO_

Mac carefully takes surreptitious display dumps of Zben and Etienne's
holo-consoles as requested by 'Vouf, views them, and sends them to the
Aurora.

"If the launching of a missile salvo were his ultimate intent, the
missiles would be on their way by now." states 'Vouf.  "Therefore we
must assume that he had something else in mind entirely. Whatever the
case may be, your pointing a gun at him is doing nothing other than
heightening the possibility of an accident.  Please stop acting like
a holodrama hero; that, as you should know by now, is MY bailiwick."

The silence returns, as 'Vouf continues reviewing the records.

Jan safes his gauss pistol and brings it down to his side.

"Sir, please review the holo.  You'll note that the missile was accessed
Admiral Ger through the command console, not his tacHUD.  As for my arrest
authority, I believe I have that as a Scout on Detached Duty/Retired,
and as a ship's officer.  Believe me, I'd rather leave the heroics to
someone much better suited for them."

"Let's _all_ calm down." Rigo tries again. "Commander, is whatever you
hope to accomplish worth risking an escalation of this situation? If it's
the challenge to your authority you find insupportable, be assured that
none of us does this lightly. Surely anything that can drive a number of
sober, responsible veterans of assorted military and para-military services
to turn on their CO is worth reconsidering before carrying out. Damnit, I
know as well as anybody how dangerous dissent within an expedition in these
circumstances are. But that still dosen't absolve me from stopping you from
committing a criminal act. Please step away from the console, Commander,
and the rest of you, please put your guns away."

Jett sits back into the padding of his chair and speaks to the nearest
audio pickup, his voice oddly flat, as if he is beyond worrying about
the consequences. "Subcommander, facts are facts. The Admiral wanted to
demonstrate our destructive power on the Ringworld-being and his order
has been countermanded by Mister Farouk. In justifying his order, the
Admiral has made it clear he is unconcerned with the potential for true
catastrophe that may ensue. Others have spoken and I have said my peace."

Jett turns his chair to face forward and closes his eyes for a moment.
"Undoubtedly you will take action that you see fit. It is of no matter
to me. I, for one, am beginning to regret my choice of employment."


 === R-Alpha ===

Ayrlathi emerges from the Hall of the Ezad, and descends the three
broad, shallow steps onto the street.

It was a short meeting.  Ayrlathi described what had happened and
answered some questions.  Brief and to the point.  There was not a
lot that he could report.  Nobody blamed him for the sudden and
unexpected departure of the mimp.  They knew it was not his fault.

That does not make Ayrlathi feel any better.  He feels somehow more
depressed and guilty than he has ever been before.  His hand strays
into the pocket of his tunic, where his fingers close around a set
of small, flat, hexagonal objects.

Subconsciously he notes a small figure approaching from his left flank,
but he pays it no attention.

As he walks slowly along the street, he pulls the objects from his
pocket and begins to examine them closely for what must be the
thousandth time.  The six-sided plaques are deep blue and wondrously
smooth to the touch.  What they might be made of, Ayrlathi has no idea.
Each of the plaques has a different white symbol on it.  Picking out
one of the plaques, Ayrlathi holds it up away from the rest and watches
as the white symbol suddenly changes its design.  He knew it would do
that, but it never ceases to fascinate him.

"Teacher?"

In his far left eye Ayrlathi sees young Elivadin trotting towards him.

Ayrlathi restores the plaque to its pile.  "Yes, Elivadin?"

"Is it true what they say?  That you will not seek the office of the
Fedwis?"

Ayrlathi throws up his hands in a shrug.  News obviously travels fast
through Hilawin.  "Hzzzz... yes, Elivadin, it is true."

"But why?  Everyone thinks you are the natural choice to be the next
Fedwis."

"It is..." Ayrlathi's arms flail wide as he searches for the right
words, "...difficult to explain.  You see, I have changed, in a
manner of speaking.  Or at least, my outlook on the world has
changed."

"Is that because of the mimp?"

"Yes.  Seeing it has made me realise how little we know about what
lies beyond our own lands.  Just think, Elivadin, what strange worlds
could there be out there that we are oblivious to?  When I first set
eyes on the mimp -- or perhaps even before then -- I knew that my
destiny was somehow linked with it.  I could not in good conscience
commit myself to the responsibility of being the Fedwis of Hilawin,
when I knew that I must set my sights on much more distant things."

"I think I begin to understand," Elivadin says a little uncertainly.
"But the mimp is gone now."

Ayrlathi's vertical hand motion acknowledges the truth of Elivadin's
point.  "This is the great tragedy for me, Elivadin.  That the mimp
should have been taken from us so suddenly, without warning.  I was
expecting others of its kind to come searching for it, and I had so
much I wanted to ask them.  Do you know, I was seriously thinking of
asking them to take me with them when they left."

"Take you with them?"

"Why not?  How better to learn about them than to travel with them?"
Ayrlathi pauses for a moment, and his tendrils start to droop.  "Alas,
I never got the chance.  But I still hope that they might come back
some day.  I will be watching and waiting."

The light of understanding dawns on Elivadin.  "I see now why you
cannot become the Fedwis."  Suddenly he changes the subject.  "What
is that in your hand?"

Ayrlathi looks down and realises that he is still holding the set of
blue plaques.  "Hzz.. these?"  He hands them to Elivadin for him to
examine.  "I do not really know what they are.  I found them long ago
in the Zarajid ruins.  See how the white symbols change as you move
them in relation to one another?"

"Why yes!" Elivadin is immediately entranced by this strange effect.
"How wonderful!"

"Keep them," says Ayrlathi.  "Perhaps you will have better luck than
me in finding out what they are for."

"Oh, thank you!"  Elivadin is clearly delighted with this gift.  He
runs off clutching his new-found treasure in front of him.

Seeing Elivadin's joy raises Ayrlathi's spirits a little.  But not much.


 ===Paladin ===

The answer to Zar's hail is long in coming-- uncomfortably long, in
fact. When it arrives, it is not a voice/holo message as expected, but
a datapulse, a laser burst less than a half second long. When decoded,
the clear is in heavily idiomatic Vuakedh, very tough to translate
unless one's from deep inside the Antares sector. Once translated, it
reads as follows:

_SUDVOK AEGRRA IS RIGHT. WE HAVE A PROBLEM, LITTLE COUSIN. THE
COMMAND SHUTTLE HAS BEEN HIJACKED BY MUTINEERS AND COUNT GER IS
BEING HELD HOSTAGE AT GUNPOINT. I AM TYPING TO YOU AND NEGOTIATING
BY AUDIO WITH THE MUTINEERS AT THE SAME TIME. DO NOT ATTEMPT TO
CONTACT THE KINGFISHER; RELAY THIS MESSAGE TO THE TALISMAN AT ONCE.
BOTH SHIPS ARE TO REMAIN ON COURSE UNTIL FURTHER ORDERS; I AM
ATTEMPTING TO DEFUSE THE SITUATION BEFORE ANYONE IS HURT._

There is a moment's pause, then another message arrives.
_GOUGHZAR, IF I DIE AND YOU SURVIVE TO RETURN HOME AGAIN, TELL
KHOMBHYARR HIS SON DIED WELL, AND THAT BHYARRKHARR IS HEIR NOW. GIVE
HIM PATER'S SECURITY RECORDS ON THE CONVERSATION BETWEEN ME AND ADRIAN
BISHOP, THREE SHIP-DAYS AGO. THE SECURITY CLEARANCE CODE IS WRITTEN ON
THE WALL OF MY CABIN, IN VUAKEDH. I HOPE YOU WON'T NEED IT. WISH ME
LU_

The link breaks abruptly.

 === TO BE CONTINUED ===

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

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

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

Date: Mon Apr 13 11:23:44 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #322: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3877  22-Mar-92 Mark F. Cook      PBEM: Turn 92.02d << PBEM Turn 92.02d (739 li

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

Archive-Message-Number: 3877
>From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: PBEM: Turn 92.02d
Date: Sun, 22 Mar 92 23:35:14 PST

PBEM Turn 92.02d  (739 lines) - THIS IS PART 4 OF 6.
=====================================================

 === Trakh ===

Aolrkhea' reconfigures her board slightly, and puts bridge repeaters for
engineering in an out of the way corner of her panel.  She swiftly begins
to warm up the EMSJammer and screen systems, cursing inwardly.  *This whole
trouble is completely unnecessary -- what a collection of tahiwihtektau!
Kai, when this is all over, I'm retiring and finding a rich landed male
who wants to support scientific research....*

The active EMS array on _Trakh_ rotates from its' last scan point and
points directly at the command shuttle's missle turret.  Aolrkhea' carefully
locks the scanner on, checking alignment twice.  A Galanglic phrase
drifts through her mind.  *Here we go.*  She taps the ACTIVATE stud with
one of her finger claws.  The sensor activates, and immediately begins
to scan the _Kingfisher_ missile turret.

"Admiral, my board is clear.  Safety interlocks remain engaged.  Active
scanning has commenced.  All systems ready, at your command."

Akhouw acknowledges her report with a nod. "Give active scan analysis
priority, feed to main holotank." His eyes are bright with the thrill
of the moment, well aware of the possible danger that lurks ahead. He
continues to contemplate his available moves and countermoves.

"If I may tender a suggestion, admiral," Aolrkhea' quietly continues,
"Perhaps we should recognize the ringworld's presence before a clan
war starts on what is, in a sense, its' land."

Akhouw turns just far enough to look over at the engineering station with
a thoughtful expression. "The Ringworld is aware of our presence, Aolrkhea.'
I have had some prior communication with... it. However, if you intend to
suggest that we inform it of this situation, I concur. Use a directional
radio broadcast aimed AWAY from the fiyfiyalr and towards the Ring. Warn
it of the potential missile launch and inform it that we are attempting to
investigate and avoid unnecessary conflict. I am standing by for further
communications if it wishes. Put any reply through to me."

Replies arrive from _Aurora_.  As they come in, Aolrkhea' puts them on the
viewer in an out-of-the-way box near the ship's plot.

By the time _Trakh_ gets the replies, they too are a bit busy.  The holo
image dissolves and a simple text message is sent in its' place.

AURORA, TRAKH ACKNOWLEDGES.  WILL STAND BY.  OUT.


 ==== Aurora ===

"Mister J--" A pause, then a careful emphasis, without any overtones
of sarcasm discernable. "JUDGE Jett. I wish that for one moment you
could sit here beside me and watch this holo-- facts are indeed facts,
and everything you have said about Count Ger's actions, if not his
words, is not fact but supposition. As I just told the -- hrmf -- good
Doctor, it would have been trivial for the Commander to launch the
missiles himself at any one of several junctures. Yet he didn't. I,
for one, am curious as to why not. I believe I have a guess, but I'd
like to hear it from the Commander himself."


 === Paladin ===

Zar reads through the displayed message with the skill of someone
born to the region. A string of curses follows quickly, although it
is doubtful that anyone else on the bridge can read what is
displayed in the heads-up holo.

"Paladin to Talisman, Priority Message, relayed from Subcommander
Bhyarrvouf.
DO NOT, repeat, DO NOT, attempt to contact the Kingfisher. It is
currently being hijacked by mutineers, details unknown. Commander Ger
is being held at gunpoint and Vouf is attempting to defuse things. Relayed
orders are to continue on previous course. I am making full active and
passive scans of the landing site and will relay the information to you when
I have it properly corelated and interpreted.

Acknowledge Please, Goughzar out."

The response from Thul is fast in coming. "Talisman Aye!"

And with that Zar goes back to investigating R-Alpha and it's landing
site until more messages come back, cursing the fact that Iasic can
no longer provide the instant communication. Suddenly a thought comes
into his head and he sprays out a string of Vuakedh. When he realizes
he is speaking in that tounge, he immediate switches back and repeats
it in a more "human" language.

"To sophont at 3347.5MHz, please respond. I am Goughzar, commander
aboard the ISS Paladin, a member of the Alcyon expedition. As the
commander of this ship, I would like to request the return of the
interface with the entity known as Iasic. I feel such communication
would be beneficial to both of us, and our journey to R-Alpha."


 === Kingfisher ===

At Abuko's sensor station, the marker square surrounding the Aslan vessel
on the display changes to angry red and the classic warning noice used since
thousands of years to indicate that a ship is hit by active sensors echoes
on the bridge.

"Active! Active! Aslan-1's gone active on us! Passive lockon on Aslan-1
updated and on the offence and defence busses. Permission to hit the sucker
with an active scan?"

Johanns finger hovers expectantly over the active sensor controls.


 === Talisman ===

J.J. has been running simulation on the turret controls, he is getting
pretty good. He seems to have a natural affinity for weapon systems.

He sits in his combat armor chomping on a foul stogie, enjoying the
arcade type game the computer is putting him thru. In the corner of the
holo-tank he has security systems on line. Every so often he glances
at the secur-cam output for engineering and other area of the Talisman.

Thul says from his Captains chair, "Horne watch our six..." J.J grunts an
affirmative. He kills the sim. and fires up the passive scans checking
the sensor display for targets behind the Talisman. Then he runs through
the other targets, keeping a careful watch on the Aslan ships. Checking
the offensive estimates of the Aslan ship. "I need to know what that
baby can do in case it starts firing." he thinks. "Ya know, this could
become interesting real quick." he says to no one in general. Minutes
float by J.J. continues to scan the constantly updating passive targeting
data. Then the blip that represents the Aslan ship goes from white to red.

J.J's pulse quickens. A quick scan of the targeting data confirms what
he already suspected. "Gunner to Capt. RED ALERT! RED ALERT! target
designated Aslan1 had gone active, say again, Target designated Aslan1
had gone active. She is directing her scans on Kingfisher. What are your
orders!"


 === Paladin ===

Charyn has had a couple minutes to lay on her bunk.  The galaxy of
fireflies swimming before her eyes have, over the course of a few
minutes, subsided to a mere star cluster displayed in time-lapse
animation, like those hololessons from primary school science class
during the gravitation unit.  The cold sweat seems to have mostly
subsided too.

She feels the warm, soft texture of the cloth beneath her, loosely woven
from large, soft rag fibers.  She knows it's purple with a plain, bold
design.  Good luck seeing any colors through this sparkle dance!

"Goughzar to Charyn, how are you feeling? If you think you are able,
we could realy use your talents, as well as Dr. Morsers, at the bridge.
You also might be interested in this little datapulse I just got from
Vouf..."

"Charyn to Goughzar.  I feel like someone bashed in my head with a
crowbar." She drops her legs over the edge of the bed.  "I'll see what I
can do about getting up to the Bridge." She slowly pushes her body up to
her elbows *Feeling a little better, I think*.

She rises up to sit on the edge of the bunk, her head swollen, heavy.
She brushes the damp hair out of her face and sweeps it from her
forehead, pasted there from sweat *should've tied this damn hair back*.
Concentrating, she looks about, then carefully stands.  Unimpressed, the
stars continue their parade.

She steps cautiously to the door - "open" - and out into the hall,
turning toward the bridge.  The stars explode with tiny fury.  Her skin
flushes with new heat and moisture.  Her legs weaken to the consistency
of...  *Oh God! not !!PASTA!!*.  She grimaces and jams her eyelids
together, pushing her forearms against her stomach, standing for a
moment.  Then, with sudden conviction, she takes five urgent steps to
the fresher.  "OPEN!!" As the door opens, she shakily controls a
collapse to her knees, one arm on the doorway.  She shuffles over to the
commode and noisily ejects the contents of her stomach.

Azani stares at the controls for a few seconds and gets accustomed to
the control locations. He then sits in the co-pilot's seat and continues
with the descent of the Paladin to the Ringworld.

A mere heartbeat after Zar makes his request to the Hoop that Iasic return,
the lights flicker and dim momentarily.  Once again, the artificial
personality construct of the _Talisman's_ computer is submerged, replaced by
the voice of someone who many thought had gone for good.

_Commander Zar, MasterSPU R-Alpha contacted me, forwarding your request.  As
you are the commanding officer of this vessel, and because MasterSPU assured
me that my reestablishment of contact with you would be net beneficial, I have
assented to return._

_MasterSPU has been monitoring the events of your command shuttle "Kingfisher"
and has relayed all information to me.  I must admit, I am continually baffled
by your erratic behavior.  It is illogical for a ship crew to disrupt and
disobey the directions of the leader.  Why should there be a leader if his
orders are not going to be followed?  Of course, his stated belief that the
missile launch he has planned might actually damage R-Alpha is incorrect.  What
is more puzzling still is the fact that I compute there to be a 96.425 percent
chance that Count Ger knows this, too.  If this is the case, then why would he
make an order that he knows to be futile?  This is most inefficient._

_I have informed the Aslan that the Kingfisher intends no threat to their
vessel.  I predict that there is a 93.8 percent chance that this will remove
any danger of a pre-emptative strike by them against the command shuttle or
any other part of the Turnskaad fleet.  There is a 4.105 percent chance that
they will construe this as a trick and will therefore initiate a pre-emptative
strike which they might not have actually done.  Given status quo, there was a
30 percent chance that a strike by the Aslan would result._

_Now, what is it that you would like me to do?  You may consider me at your
disposal._

That same, patient cursor flashes at the bottom of the screen.

"Guezdhe. Thank you for returning. I would like to request that you
contact the ships _Talisman_, _Westwind_, and _Gemini Arbiter_ and
allow us to communicate faster than the laser communications allows.
Also, if you could give me some more information about the starship
we recently detected along the far side of the ring. If you can
extrapolate any data from the accident as to cause as well as if
there are any survivors requiring assistance, I would appreciate it.

"In the meantime, I'd still like some info on my prior request - about
who we will be meeting and some data about the landing zone and the
area around it. A simple combined scan image would be Guezke!"

"Oh yeah - and I think Dr. Morser was slightly fascinated by you and
would probably like to speak with you on subjects I can not begin
to understand."

At this, Goughzar lets an uncharacteristicly human grin flash
across his face, although perhaps it shows more teeth than is
normal for a normal grin...


 === Aurora ===

"The Aslan craft has gone active, Subcommander," Moira reports quietly.
"She is probing the weapons systems of the Command Shuttle."

"O kae NO!" Bhyarrvouf slams a metal fist down on the holopanel, striking
sparks. "NO NO NO NO NO NO--"


 === Gemini Arbiter ===

"This is boring!" fumes Nichole.  "How long are we going to sit hear and
watch?"

"As long as necessary!" snaps Aurelia.  "You've just pointed out yourself
the Aslan ship powered up a little more. We know we can't afford to get
caught in the middle of a fight. Besides, it hasn't been that long anyway."

Nikki idly scrolls through the system check records, and then sits straight
up.  "HEY!  Look at this.  What's on the radio at 1337.45 MHz?"

"How should I know!" grouses Aurelia.  "With all that's been happening we
really haven't had much time to analyze anything, now have we!"

Nichole reaches for the commo panel.  "Let's find out!"

"Sure." sighs Aurelia.  "Why not? Go ahead."

Nichole opens a com channel, clears her throat and addresses the
ether.  "Uh. Hello."

"'Uh. Hello.'" sneers Aurelia.  "What kind of protocol is that?"

Nikki glares at her sister.  "Oh, shut up! Oops!"  She quickly toggles off
the comm channel.  "Now look what you made me do!"  Opening the channel
again, she continues, "This is Nichole Xerxes, First Officer, aboard the
Gemini Arbiter requesting identification and communication with anyone on
this channel.  Awaiting your reply. Out."

Closing the channel again, she comments, "Now, lets see what happens. Why
don't we call the other ships too?"

"Hold on!" responds Aurelia. "Let's do one thing at a time. All we need to
do is clutter up the channels, someone gets distracted and boom! Weapons
fire. No. We wait for a reply from whomever is on the other end."

Aurelia pauses for a moment as the content of Nichole's broadcast sinks
in.  "Wait a minute, I thought you were Chief Engineer?"

"I am." agrees Nikki.  "I'm also First Officer. You're the Captain. Right?
I'm the only other being aboard, therefore, I'm First Officer!"

"Oh, right." Aurelia rolls her eyes.  "How *COULD* I forget!"

Suddenly, a voice from the commo speakers fills the bridge.  It is
powerfully modulated and pleasing to the ear. "Greetings, Visitors.
I am the world beneath you; the other Visitors have seen fit to call
me the Ring. I welcome you."

It continues, "Suspicion. A difficult and dangerous concept. It causes
so much trouble. To ease the way to a peaceful resolution to ALL of
your suspicions, I have allowed the Iasic construct to return to your
computer for a short time, linking it instantaneously with the Paladin
and the Talisman."

Aurelia perks up.  "Hey Nikki, ask it if we can land and meet with it."

"Ok!..." replies Nikki.  Then she pauses at the commo controls.  "Wait.
Here's something coming in on another channel."


 === Paladin ===

As soon as Zar requests the communications links established between
_Paladin_, _Talisman_, _Westwind_, and _Gemini Arbiter_, Iasic responds.

_Although MasterSPU stated that I should not make contact with the other
vessels, there is nothing in the guidelines I was given that stated that I
should not allow you to communicate with them.  Your instantaneous
communications links have been established.  However, they cannot be opened
until each commander on each vessel has acquiesced.  I cannot act where I am
not welcome.  All each vessel will need to do is enter in the following
sequence to their communications panels:  101101.  Once the sequence is in
place, their link will be activated._

_Now, regarding your querries on the landing site and any questions posed by
Dr. Morser,  I am afraid that my stay with you will be brief; too brief to get
involved in any in-depth discussions, as much as I would enjoy it.  My purpose
here is simply to assist you in avoiding an unwanted catastrophe.  If there is
time, perhaps I could entertain some questions.  But this is unlikely, given
the current situation.  Time constraints are not a problem for me, but rather
for all of you.  You must be careful not to become distracted from the crisis
at hand._

Zar nods, activating the comm unit.

"This is Goughzar, captian of the _Paladin_. I have re-established contact
with the construct from the world below known as Iasic, and it and the ring
have graciously allowed us to comminicate using the technology of R-Alpha,
that these messages won't take so damn long!

To initiate the sequence to open a communication channel with the rest of
our ships, simply enter the sequence 101101 into your communications channel.
This has been provided by the "sophont" known as MasterSPU, and our gracious
thanks go to him. If you are willing to join the communications net, this
will activate it as though using a standard ship's intercom."

And into a sequence of Vuakedh that will take a bit to translate (the same
idiomatic speech Vouf had used earlier), Zar continues:

"Vouf, I have requested Iasic to restore communications links between all
of the ships except the one noted before... I believe I have not overstepped
my bounds by allowing the ships to communicate faster, although Admiral Ger
strictly advised that Iasic not be allowed back into our systems. If there
is more that I might do, I am ready. Goughzar Out"


 ==== Aurora ===

"NO SCANS, A.P.," Bhyarrvouf barks. "We're generating enough kakh war-fog
as it is. Let me talk to them before they do something stupid."


=== Trakh ===

On the bridge of the Trakh, Akhouw is sitting in his command couch, his
arms crossed in a noncommittal pose as he waits for either the fiyfiyalr
or the Ringworld to respond. Suddenly, Akhouw looks startled for a fraction
of a second, then he blinks twice in rapid succession and looks around the
bridge, frowning ever so slightly.

He stares at the holotank for a second, then turns to Aolrkhea' with an
air of reluctant conclusion. "Belay active scanning, Aolrkhea', but continue
a CLOSE watch on the fiyfiyalr shuttle and report further developments."

He swivels to face forward once again, as he resumes his pose of wary
observation.


 === Gemini Arbiter ===

Aurelia slumps in her seat.  "Looks like they want to talk now."

"Figures." frowns Nichole.  "They're worse than women. Can't make
up their minds!"

"Let's talk to the Ring." offers Aurelia.  "He at least seems less
likely to shoot us!  Here.  Let me."  Without waiting for approval,
she quickly transfers commo control to her own console and opens a
channel.

"This is Aurelia Xerxes, Captain of the Gemini Arbiter requesting
landing instructions, over."

Minutes pass, and then the powerful voice speaks again.

"You will find, in your computer memory, the coordinates of a suitable
landing site for your purposes. The Visitors plan to land there and
meet with one another...once their suspicions have been overcome. You
may come here in the manner and time of your choosing. Be welcome."

"Copy transmission." replies Aurelia instantly.  "Will comply. Arbiter
out for now."

"Comm hog!" grumps Nichole.

Ignoring the barb, Aurelia orders, "Nikki, check engine status. Be ready
for full thrust. I want to put some more distance between us and them."

"About time you decided something!" retorts Nichole.  Quickly recofiguring
her console for engineering systems, her fingers and voice rapidly tune the
systems.  "Power now on line.  System ready for full thrust."

"Ok." acknowledges Aurelia.  Tapping in the final course and slamming
the throttle wide open, she exults, "Here we go!"

"YEEEE! HAAAA!" shouts Nikki.

Grinning ear to ear, Aurelia echos her sisters enthusiasm.

"Ring world here we come!"


 === Trakh ===

On the bridge of the Aslan command ship, a message appears on the direct
line of the main computer.  How it got there is a mystery to all, as the
electronics are shielded, isolated, and loaded with anti-invasion safeguards.
Nevertheless, the message is there, and no one on the _Trakh_ put it there.

The text of the message is accompanied by a proud and confident male aslan
voice, speaking in the flawless dialect of the clan that runs the _Trakh_.

_Attention most noble Admiral Akhouw.  My name is Iasic, a denizen of
the world below.  We are honored by your presence, and extend you a warm
welcome._

Momentarily taken aback by the unorthodox method of communication, Akhouw
quickly adapts his thinking. The proper use of trokh honorifics and in
particular the flawless pronunciation of the words clearly pleases the
Admiral as he listens to the message.

_Your efficient and loyal crew has correctly surmised that the fiyfiyalr
vessel "Kingfisher" has activated its missile turret and has indeed aimed
it toward the ringworld.  The Clanlord of the ringworld is completely
congnizant of this situation.  The ringworld is in no danger.  Equally
important, you and your brave crew are in no danger from attack by the
fiyfiyalr.  Your precautions of locking weapons on their vessel and preparing
to energize your weapon banks were the obvious and correct choice given the
circumstances and your lack of concrete reconnaissance.  I can assure you and
your valiant crew that the chances of a fiyfiyalr attack upon you are less
than two percent, well within the level of statistical error._

_I thank you for your attention and commend you on your actions.  You and
your crew bring honor to your clan._

Akhouw waits until the channel is open, then his confident tones are heard
once again. "Iasic, Your words do us great honor. Rare indeed is it to find
one not of the fteirle who can speak our language with such fluency, of
course your nature makes that task a minor one, no doubt. We appreciate your
communication with us."

He shifts slightly in his seat, as his tail flicks away an imaginary dust
speck. "I have been similarly puzzled by the actions of the fiyfiyalr aboard
the shuttle designated Kingfisher. Any data you could furnish to us would be
most helpful. We desire to maintain our current computer operating system at
this time, but my Computer Officer (he motions to Aiwi) will designate an
input designated solely for your use. When time permits, Aiwi will discuss
with you possible enhancement of our computing resources."

Leaning back in his couch, he slowly, thoughtfully strokes his mane. "Are
those terms acceptible, khihe? If you could further enlighten us as to the
recent appearance of a derelict spacecraft and survivors which were, khrr,
teleported to the Aurora, I would be most honored."

Akhouw waits for the reply with a pleased expression on his face. To no one
in particular, he remarks: "Kai! Honor indeed to our clan, if we can avoid
this useless conflict brought about by the fiyfiyalr, understand what is
happening with these odd humans, and even further our knowledge of this
Ringworld." He yowls an Aslan chuckle as the grin widens on his face and
he relaxes into his well-appointed, cushioned couch.


 === Kingfisher ===

As Johann poises to activate an active scan, one of his monitor programs
picks up activity on the fibre-optic net controlling the holodynamic
displays on the Bridge.

The activity detected is an access by Mac Witfield from his communications
terminal to the software that controls the display drivers for several
of the Bridge holos.  It does NOT appear to be interfering with their
operation in any way; the process is simply taking "snapshots" of the
holo-panel configurations for the stations currently manned by Zben
and Etienne, and dumping the data to memory.

The two snapshots of the holo panels are very interesting; Etienne's
has an override slider for the cabin gravity, capable of setting it
at anywhere from zero to several G's at a touch, and Zben's has a
power shutoff for the missile turret.  Neither has been activated yet.

Mac thinks to himself, "gees, why am I NOT surprised..."

Mac quietly taps in the interface designations for the specific controls
he want to override on both Etienne's and Zben's consoles, followed by
the instruction to deactivate both interfaces.  Mac's own holo-panel
immediately lights with a single small "Status - no error" icon,
indicating the task was completed successfully.


 === Gemini Arbiter ===

As the Xerxes sister hurtle towards their rendezvous with R-Alpha,
a somewhat less than serious conversation is taking place on the
bridge of their ship.

"You know," remarks Aurelia, "we never had much time to converse with
this entity.  Let's open a channel, shall we?"

"Sounds like a good idea." agrees Nichole.  "But first we have to get
him a better name! Ring sounds dumb. How about Ringo?"

"Or Ringy?", counters Aurelia.

"Or Ringer?" offers Nikki.

Aurelia grimaces.  "Sounds like a torture device or washing machine. How
about RW? For Ring World."

"Yeah!" exclaims Nikki.  "Initials are very commonly used. RW it is. Now,
only if he likes it."

"Well, don't just sit there!" insists Aurelia.  "Ask him!"

Opening a comm channel, Nichole begins, "Hello Ring. My sister and I
talking and we'd like to give you a nickname. Something more appropriate
than Ring. How does RW sound? We think it is more fitting for one of your
station to have a proper name. And if you don't mind we'd like to continue
this conversation for awhile."


 === Talisman ===

Redd thinks of the mess left on the Alcyon.

"That tears it ! Vouf will probably 'defuse' things with those gauss
pistols of his ! That damn triggerhappygung-hoegotisticalkillingmachine!"

"Don't worry Redd, I'm sure we'll be able to put the Kingfisher back
together when he's done.  Or, most of it, anyway..."

"Ralf, I hate to go round orders like this, but can you get us some idea of
what's actually going on out there ? It could make all the difference."

	"Uhm, lemme see, in engineering you're higher rank, so you're my
superior officer, right?"  Ralf grins.   He pulls his handheld out and
drops across the Iasic-link to Paladin, then across tight-beam to Aurora.
Spotting the blackbox log Vouf's reading, he quickly skims it in compressed
subjective time.  Seconds later he turns to Redd (and Tabor) with a glazed
look on his face.  "Uhm, er... sheesh!  Okay (deep breath):

Ger ordered, uhm, Etienne to get a missile lock on a location on the Ring,
	then ordered him to fire.
Farouk, objected to this strenuously, to the point of drawing his pistol.
Rigo (I *think*) is either backing him or just getting ready to deal with
	mass mayhem.
The Judge backed up Farouk with the legal opinion that firing the missile
	would be a crime, and that this expedition isn't military.
Ger defended his authority to have the missile fired.
Doc Yorblin backed up Farouk and pulled HIS pistol.
Zben said something about he's willing to do "whatever is necessary" to
	stop the missile from firing, but I got the feeling that he didn't
	want to include violence.
Ger rerouted the missile controls to his board.
Etienne engaged all of the safety interlocks.
Meanwhile, it appears that the Aslan somehow deduced that the Kingfisher was
	preparing to fire a missile, and started active EMS scans targeting
	the missile turrent.
Then VOUF got into the act (Wittefield got through to him on the comm) and
	told Jett something like "Stop acting like a holodrama hero, that's
	MY job," and told the rest of 'em to stand down.

	...and that's about where the log ends... I think they're still
debating it..."

Redd doesn't even TRY to come up with an answer to THAT. He calls the Bridge.

"Engineering to Captain - we'll be ready with full power on your say-so,
any further orders ?"

"Should  anything  happen  to  commander  Ger, Vouf is next in command - I
must  say  I've  some  reservations  about  his  stability  in  stressful
situations  after  the  mess  he made of the Alcyons engineering. I can't
remember who's next in line after Vouf, but what  it  comes  down  to  is
that  it's  *your*  starship,  we're  your crew and *you* get to make the
difficult decisions - If judge Jett wasn't  being  held  by  some  crazed
hijackers,  he'd  know  all the legal junk, but you're the man in the hot
seat."

Redd: "Does anyone else get the feeling that there's something really
important going on, and no-one will tell you a thing about it ? This trip's
been nothing but surprises, intrugue and mayhem from the start."

"Redd, my friend," Ralf grimaces, "I've NEVER had ANY doubts that something
really important has been going on and we aren't being told a thing about it.
The mission patch should be two eyes peering out from beneath a mushroom
(that's a foodplant we used to grow in hyrdoponics back home): kept in the
dark and fed only fertilizer."


 === Kingfisher ===

As the tense situation on the bridge continues, Etienne and Zben notice
a change in the holo-consoles next to them.  Specifically, the gravitic
control slider (in Etienne's case) and the missile turret power interrupt
(in Zben's case) are now greyed out (instead of brightly illuminated),
indicating that the controls are still present but have been rendered
completely insensitive to input.  In effect, the switches are dead.

As Rigo is addressing the Commander, Zben does a normal, quick scan of
his console. Then, he does a classic `double-take', and spins around to
face the Commander.


 ==== Kingfisher ===

Since Boarding the Kingfisher, Fitz has been lounging in the passenger
section, idly musing on the best configuration of grav generators for
a sphere world which would minimize field overlap interference.  Since
there's a whole Troop of people on board, and most of them crowded onto
the bridge, he's confident that they can handle anything that comes up,
and he can take it easy for a while...

After a while, though, he gets bored, and gets up and stretches a bit,
and roots around in the food locker for something to munch on for lack
of anything better to do.  Having found a type protein bar that he
particularly favors, he plops back into his seat.  Fritz has some weird
tastes; most people would find these types of survivial rations impalitable
at best, but Fitz developed a taste for it when he was young and found
a stash of it, and didn't have much else to eat on hand...  Now, the
flavor has become almost nostalgic for him.

Brushing away the last crumbs, he flips on a lap display and plugs it in,
and starts idly flips between the different realtime views of the ringworld
and the various constellations of ships from the viewpoints of different
Turnskaad ships.  About this time he also starts flipping the audio output
between different transmission channels.  Not too much going on there either,
so he switches the display to the view of the ringworld from the Kingfisher
and the audio to the bridge intercom to listen in on the approach chatter,
just in time to hear...

    "Keyaho, Command Shuttle. This is Aurora, Bhyarrvouf.
    What SORT of a 'situation', Mac?"

    "Oh, I don't know." Mac voice replies. "The commander has just
    ordered missiles lauch against the ring world. Several members
    disagree, so now some of them have guns out, aimming at god knows
    what. The commander has just transfered the fire control to his
    own seat.  I figure now would be a good time to let you know,
    before a gun fire enrupts and I have to shoot everyone."


Hmmm!  Fritz hunts around with the display and gets the bridge visual
while Vouf gets filled in on the details.  After identifying the cast
of characters and who's pointing what weapons at whom, and why, Fritz
decides that discretion is the better part of valor, and heads back to
engineering.  Upon finding *nobody* there, he mutters in German about
deleriction of duty, and gives the systems a cursory once over to to
make sure all is as it should be, and pulling out a console starts
rooting though the power routing documentation for the missle turret
power supply feeds.

After perusing the schematics for a few minutes, Fritz heads for the
forward part of engineering.  Finding the appropriately labelled section
of decking, Fritz sticks his fingers through the deck mesh and pulls it
up to reveal a maze of conduits, pipes, and junction boxes.  He quickly
spots the component he's after, a small bumble-bee striped box with a
bright red label.

	"primary weapon systems power junction
		  Fusible buss-bars
	D A N G E R   -   H I G H   V O L T A G E"

Fritz reaches up and grabs an insulated glove off a nearby workbench,
and then gingerly pops the cover off the box, exposing the a trio
of metal fuses, arrayed in a single pack.  Grabbing the pack with
a grippy, he neatly jerks it free.  There's a single, bright electrical
arc as the fuse-pack disengages.

"Zowie!"

Fritz quickly replaces the box cover and then the section of decking,
satisfied with his work.  He puts the fuse-pack into the appropriate
spare parts location, and returns to the passenger section, stopping
to check the bridge intercom for any reaction...


 === Paladin ===

"Excuse Mr. Zar, but did you happen to say mutineers aboard the Kingfisher ?"
Azani then looks quizickly at Zar. After getting back an affitrmative, Azani
then sits back in his chair, his hands in his face. He then relaxes and sits
straight up and retains his composure.

"Well friend, isn't this little trip full of suprises. All we need now is
pirates and perhaps a battlefleet and then we'll really have a naval
adventure..." Azani then continues to monitor the descent to the Ringworld.


 === Alcyon Sickbay ===

Christian breathes VERY deeply, clearly much more relaxed and at ease now
that the crisis has passed. THIS crisis, at least. He strolls over to the
other two patients as his normal compassionate and cheerful self. "Greetings
to you, Mister Tiblisi and Mister Berana. The pair of you have some nasty
bruises, a concussion each, and assorted fractures, but nothing that I can't
fix, and I don't think I'll need more than local anasthetic. So, I am at
your service, gentlemen, for your undoubted questions if you feel able to
talk." Christian pulls over a medical treatment cart, and begins to scan
Lee from head to toe while selecting a spray injector and an ampule of
local.

"I'm..." Lee begins in a croak and then coughs lightly. "Let me try
that again. I'm Lee Tiblisi, Assistant Purser of the 'Glory of
Efate'. We were attacked and something clipped my head and I only
remember bits and pieces after that -- mostly a misjump and a brief
time in the ship's lifeboat. I guess we were really lucky to misjump
into this system and get picked up by you. We owe you a lot. Thanks."

Christian checks the readouts above each bed with evident satisfaction.
"Well, gentlemen, it looks like you'll only have to stay in bed for a day
or so, just to play it safe and allow those, ah, tender areas of yours a
chance to heal up. Some quiet time should be a relief for you, I would
imagine."

*There are only 2 questions to ask,* thinks Lee, *and knowing where you
are won't do you any immediate good.  Do your job.*  After a moment,
Lee asks, "Doctor, did anyone else make it? There were 15 crew and 32
passengers aboard..."

The doctor continues to clean Lee up and looks like he is trying to
figure out how to answer the question when he is presented with a
much larger concern.

 === TO BE CONTINUED ===

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

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

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

Date: Mon Apr 13 11:24:00 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #323: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3878  22-Mar-92 Mark F. Cook      PBEM: Turn 92.02e << PBEM Turn 92.02e (728 li

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

Archive-Message-Number: 3878
>From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: PBEM: Turn 92.02e
Date: Sun, 22 Mar 92 23:36:07 PST

PBEM Turn 92.02e  (728 lines) - THIS IS PART 5 OF 6.
=====================================================

 ==== Kingfisher ===

A number of holo-panels on the bridge are configured to either
display fire control status, or to control it outright.  Suddenly
about half of the interface components on each thus-configured
panel go completely dead.  At the same time, the bridge computer
announces:

	*** WARNING *** PARTIAL FIRE CONTROL FAILURE ***
	*** TARGETTING AND LAUNCH SYSTEM IS OFFLINE  ***
	*** MAIN POWER TO MISSILE TURRET INTERRUPTED ***
	*** SOURCE: ENGINEERING ***

As the message airs, Jan holsters his gauss pistol and squats down next
to the wall.  In his mind the situation has gotten better, not worse.

The tension in Lazer's eyes also loosens a notch.  The danger of holocaust
has passed, and now it remains to sort the aftermath.  His arms drop to
a pistol rest position, though he retains a double grip.

Upon determining that the warning is real, and finding that the turret
power has beene physically disconnected at the source, Mac beams a
terse message to the Aurora:

_VOUF, SOMEONE JUST PHYSICALLY DISCONNETED TURRET POWER AT THE SOURCE_

Within tens of seconds, there comes a reply.

_EITHER SEVERIN OR SILVMANE. WATCH YOUR BACK, THEY MIGHT TRY AN ARMED
ASSAULT._

Mac quickly responds with:

_I KNOW. THAT'S WHAT I'M AFRAID OF. IF IT COMES TO THAT, I DON'T KNOW
IF I CAN HANDLE THEM BY MYSELF. I'VE OVERRIDDEN THE TWO CONTROLS I
DISCOVERED. MAYBE THE GRAVITY SWITCH WILL GIVE ME A EDGE._


 === Aurora ===

"Alone against five armed veterans....? You brave little pup...."

Hot tears of shame spring to Bhyarrvouf's eyes. They'll kill him, he
thinks miserably. And all because I tried to act like a HUMAN, and
talk those morons out of this mess. Well, HUMP that noise! They want
to kick me around for being a Vargr in human's clothes, following
that rat bastard Jett instead of an OFFICER whose BOOTS they aren't
fit to LICK?! FINE! I can play roughcut too, and my patience is GONE!

There is a flash of brilliant white light, and Bhyarrvouf vanishes.
The Aurora is empty. Moira says, _Bhyarrvouf? Please examine the sensors
quickly. we have another contact in system. Bhyarrvouf?_


 === Kingfisher ===

All eyes are on Count Ger, so everyone is momentarily blinded when he
vanishes in a flash. When their eyes clear, Bhyarrvouf is sitting
where Ger was, both guns drawn and aimed at Yorblin and Lazer.

"Okay, pups," he comments in that awful whisper. "Guns dow--"

At this point, every sensor alarm on the Bridge goes off at once.


 === The R-Alpha system ===

The first hint of danger comes when the sensor alarms on board the
Westwind, Gemini Arbiter, and Alcyon sound.  Densitometers detect
massive distortions in local 3-space, familiar to all experienced
spacers as a very large object, or number of objects, leaving
jump-space.  The disturbance forms almost a curtain spinward of
the Ring, just beyond the large derelict, so recently detected.

Ten, fifteen, twenty, twenty-five... the number of new mass point-
sources climbs steadily, until finally over sixty discrete targets
register, some of them well over half a million metric tons.

By the time, the gravitic and light propagation allow ships in the
Kingfisher/Trakh cluster to sense the new targets, sensor analysis
on board the closer ships yields far more frightening results.


 === Alcyon ===

Ger suddenly finds himself at the command console on the Alcyon
instead of the Kingfisher.

"Kon Der!"

"Count GER?" Grey blinks in disbelief. "Where'd YOU come from? Sir, we're
in deep shit!"


 === Kingfisher ===

For a fraction of a second the sheer impossibility of the event paralyzes
Rigo's completely. Then Byarrvouf's awful voice cuts the Ex-inspector's
confused thoughts and as pictures of cut-up bodies flashes through his
brain alternating with images of the Kingfisher's cabin filled with
equally bloody corpses surrounding a maniac Vargr. There is no time to
consider the risks, weighing the non-existing changes of talking anyone
using that tone of voice out of massacring them all against the slim
chance of downing this survivor of countless battles, the risk of making
himself a target against giving Lazer and the others a chance to cut in,
the chance of survivours being able to save him if he is hit. All these
and many other thoughts are distilled down to a single "Ohhh, SHIT!!!".
And just as every sensor alarm on the Bridge goes off at once, Rigo acts.

Rigo's stunner is holstered butt forward on his left side. At all the
training sessions aboard the Alcyon, Rigo has been using his right hand
in a cross-draw. Now he lifts his right hand, clearly empty, and draws
the stunner with his LEFT hand, twisting it into alignment and aiming
straight at Bhyarrvouf. His trigger finger contracts...

...and he suddenly realizes he's not holding the stunner any more. The
stunners are typical megacorp issue, more for show than heavy battle
use, and the more serious characters have disdained them in favor of
their own guns. Now Rigo knows why, as the stunner flies from his
sweaty palm, arcs neatly across the room, and hits 'Vouf smack on the
nose.

"Ow!" 'Vouf drops both of the Gauss pistols into his lap and catches
the stunner in one free hand while rubbing his nose with the other. He
then hands the stunner back to Rigo, butt first, grumbling, "Was that
necessary?" He doesn't sound much like a psychopath any more-- more
like a Vargr with a bumped nose.

Reacting a bit late, Witfield draws both laser pistol and gauss pistols
out of reflex, in a largely ineffective attempt to cover the entire
bridge for 'Vouf.  Slowly realizing that everyone seems content to
holster their weapons, Witfield does likewise.

A smile appears on his face, "Hey, Vouf. Nice surprise you got here!"

"And what's that NOISE all about?" demands 'Vouf.


 === Alcyon Bridge ===

As Ger sits down he touches the intercom button, and then his hands
go to the keyboard. (A holographic simulation in this case).

"All hands to battle stations, Secure for maneuvering. Engineering
I need full maneuver power."

Acyon-console login: nanadth
Password:
Last login: 330-1119 12:54:49 on console
TSOS Release 8.3 (UNIX VC) #4: 107-1119 14:27:16

You have new mail.

The date is June 5, 2044 PMz
At your command: rsh kingfisher end_simulation &
21123
At your command: rsh kingfisher authorize -o all < '283749shgjhwe7s32ks' &
21125
At your command: commo -radio -broadcast -AV
ld.so: warning: /usr/lib/libc.so.27.5.2 has older revision than expected 6

Communications: Radio Medium Selected
Communications: General broadcast Frequency Selected
Communications: Audio/Video mode

Communications: Active...


 === Kingfisher ===

'Vouf's flash-appearance startled Etienne so much that almost a full second
passes before he reacts to the newest alarm.  As he spins his chair around
to face his controls, there is the barest hint of a slightly lopsided smile.

With only a very short glance at the incoming sensor data, Etienne says
"Another fleet, sir.  Details coming up in the tank now..."  As the details
of the immense Solomani fleet begin to clarify in front of him, Etienne's
hands slow in their frantic movements, until they come to a stop, just
hovering there, over his controls.  A very soft "Merde," however, is his
only comment as his hands resume their play over the controls.

Since 'Vouf's arrival, Yorblin has remained in his squatting position,
weapon holstered, in as non-threatening a posture as a person can reasonably
manage without 'assuming the position'.  Noting that Ger is no longer with
them, he addressed the SubCommander.

"Sir, 'Vouf?............holo heroics, indeed?  Your orders, sir."

With that, Jan raises to his feet, making sure his suit is pressurized and
ready to roll.

Lazer very slowly lowers his pistol to the deck, his two-fisted grip
reduced to a two-fingered one. He stands again, slowly, and kicks the
pistol away from him.

"Sir. I surrender to your authority." Lazer's voice is formal, perfectly
controlled; his emotional exhaustion betrays itself only in his eyes. "I
take full responsibility for my actions, and will submit to tribunal.
You have my resignation..."


 === R-Alpha ===

No one has noticed yet that when Ger vanished, so did Jett.

Richard Jett is now standing on a grassy plain, the wind gently whipping
his face. Above him, the horizon stretches upward to embrace the Sun in
a band of blue. No more fighting, no more secrets....Richard Jett has,
in a sense, come home. If the others resolve their differences and join
him, that's good; if not, others will come eventually. The point is,
he's here now.

*I must deal with these new Visitors,* the Hoop says calmly. *It will be
difficult. They are many, and very hostile. But when I have dealt with
them, we shall talk about our future, you and I.*


 === Trakh ===

Aolrkhea' stares at the developing scan of _Kingfisher_'s weapons turret,
her mind working at high speed.  *Wait!  There is a logical reason why the
Darrian would aim at the ringw -- *

At that moment, her densitometer panels go crazy.  The smooth, calm voice
of Fa'eairl is heard from the main speaker.

_WARNING:  JUMP INCURSION, range approximately 1 AU, many large sources._

Aolrkhea' immediately looks at the sensor arrays.  "Aiwi, I have about
sixty-four sources exiting hyperspace, plus or minus eight.  About sixteen
have LHyd displacements at or above 525,000 tons [2 million base eight]."

Aiwi's hands are again a blur of motion above the instrument panels
she knows so well.  Her attention is fixed on the displays of incoming
data, her gaze darting rapidly among the various sensor and
communication displays.  She spares only the briefest glance toward
the holotank to confirm the situation she has already deduced from
data at her station. "Scanning the fleet on passive arrays," she mutters
with a glance at Aolrkhea'. "This is no sensor-fake, Admiral. Those ships
are Hisol'i, and they are VERY real."


 === Gemini Arbiter ===

"What the. . .!" exclaims Aurelia.

Nichole stares at the commo speaker as if a snake had just crawled
out of it.  "Oh No!"

Concentrating feverishly on the helm, Aurelia commands, "Quick Nikki!
Get me as much power as you can!"

Nichole complies with alacrity.  As manual and voice commands rapidly fine
tune the engineering systems to maximum output, she moans, "Oh, I wish we
had a real engineer aboard!"

Giving a quick glance towards Nikki, Aurelia barks, "You're doing good.
Now give me 50% more!. . ."


 === Talisman ===

Ralf's sensors suddenly flare with multiple incoming wavefronts; ships
coming in. The valuable data he had been gathering, with Doctor Tabor
trying to take readings on him as he and Redd worked, is now obscured
in one part of the sky, but not before a good-sized chunk of information
was gathered for later study. For now, though, it seems that the Talisman
has other problems....

"FUCK!  Are those real?  Waitaminnit... shitshitshit!" Ralf's hands and
eyes fly across the boards, looking for spoofing evidence. They find none.


 === Kingfisher ===

Johann has turned when the flash came and is looking at Vouf, his mouth
hanging open when the silence following the cessation of the active scan
alarm is suddenly replaced by an even louder and more obnoxious yell from the
sensor console. The display shows new passive EMS and densitometer contacts
arriving in the system, numbering them and giving them yellow borders for
'unknown neutral?' status.

"Arrivals, fifty plus, some heavies. A new bogus fleet?"

He begins to type on the console while on the display red letters saying
'Contact ID: Type unknown, Nationality: Solomani (60%)' appear. Then the
transmission arrives...

"...effective whenever you choose to accept it." Lazer smiles wanly. "Shall
I take my duty station, sir?"

Lazer fastens his helmet, but makes no move to retrieve his sidearm until
'Vouf responds.

A wave of assent is all he receives, as the Subcommander turns away to
face the Helm station. "Action stations, all," he barks. He quickly
reconfigures the panel in front of him... and stops. He looks at something
no one else can see on his display for a long moment, his ears curling
back and a snarl appearing at one lip. Then, with an angry "Sudvok!",
he finishes clearing and reconfiguring the display.

"SEVERIN, PUT THE GUNS BACK ON LINE!"


 === Alcyon Bridge ===

Manfred Werner's hand blur over the sensor panel, trying to make
sense of the new contacts.  Morgan Grey has left his pilots seat
and is nervously hovering over Werner's shoulder.

"Come on, Doc!  What's out there?" demands Grey nervously.  Werner
spares him a withering glance and then concentrates on his board.

"It occurs to me that we would be better served if you attended to
having the engineering crew bring the drives on line, while I analyze
these contacts." snaps Werner.

"Yah, yah, sure.  OK." Grey flops back down in his acceleration couch
and presses his commdot.

"O'Shi, if you're through pestering our CMO, hussle your ass aft and
give Slide a hand.  I think we're going to be needing the drives
pretty soon, such as they are."  Then he switches channels and contacts
sickbay.

"Doc, this is Grey.  I think you'd better strap your patients in, just
so they don't get thrown around."  Grey nervously glups for air and
continues, "We got company.  *Lots* of company.  I'm guessing they're
*not* 'friendlies'."


 === Talisman ===

As J.J. waits for orders, suddenly the Turret holo-target display goes
bonkers, the computer begins adding multiple targets as the Solomani fleet
exits jump.

"What the ..., Shit. Guns to Bridge, Capt. we got a shitload of trouble
here. I got about 60 startships exiting Jump, 1AU distance. Meson guns being
fired at the ring. We are in deep shit, repeat deep shit. I would suggest
getting the hell out of here if we had somewhere else to go. Identity
of fleet is tentatively Solomani. I knew I should have stayed at home."


 === Alcyon Sickbay ===

Lee groans. "Oh no. Not again..."

Christian's head snaps up in pure surprise. His mouth opens for half a
second before he realizes the futility of saying anything else without
a better grasp on the situation. With his patients welfare having been
looked after, Christian's keen sense of responsibility and duty tells
him that he must act quickly. His head rapidly surveys Sickbay as he
considers the situation. A brief moment of thought ends with a flurry of
action as he checks his vacc suit (underneath his uniform), grabs his
medical carryall, and throws his spare gauss pistol in for good measure.


 === Alcyon Bridge ===

Werner continues his analysis.  "Pater, please pattern match the new
sensor contacts against known spaceframe configuration database.  Are
they starships?  If so, what type?"

Milliseconds pass, a virtual eternity for Pater.  Then he speaks.

_Jump field distortions are fading.  I can now clearly distinguish
sixty-five separate targets.  Sixteen of the targets register
displacements at or above five hundred thousand metric tons.  I have
numerous matches against known starship profiles.  Target composition
is consistent with a large Solomani deep penetration strike fleet.
My analysis of the individual vehicle types is as follows:_

_Two Atlas-class battle tenders, three Aquataine-class battleships, one
Serengeti-class strike carrier, ten Sequoia-class armored cruisers,..._

Dr. Werner's eyes narrow as the military litany continues.  Grey wipes
a sheen of sweat from his ashen face and hits the ship-wide commo button,
allowing the rest of the crew to hear the terrifying news.
_...twenty McMurdo-class escort destroyers, one Cassiar-class heavy
cruiser, one Eclipse-class dreadnought, six Buffalo-class fleet tankers,
six Ares-class missile tankers, seven Berkshire-class transport tankers._

"Sweet Mary, mother of God!" whispers Grey.  Werner leans back away from
the console and slides both hands into the deep pockets of his lab coat,
silently staring at the streams of data flowing by.

"Pater," murmurs Grey, "what's that *big* one?"

_If the database matches are correct, the largest vessel is an Eclipse-
class strike carrier, with a displacement of seven hundred thousand
metric tons_

"Seven hun..!" falters Grey.  "How many ships does it carry?"

_A fully loaded Eclipse is capable of transporting six-hundred
strike fighters_ replies Pater calmly.

"Slide, O'Shi, bring the plant to one-hundred percent, RIGHT NOW!"  Grey
ignores Werner as he frantically lays in a course directly away from the
new contacts.

"Pater, get me a secure maser link to the Kingfisher, and then issue
a tight-beam general recall to all ships."  Without looking over his
shoulder, Grey moans to Werner, "I think I'm a dead man."  Werner's
only reply is a slightly raised eyebrow.


 === Phin Shuttle ===

Doejin finishes the last touches to match the trajectory of the Westwind.
Moving to the maintenance station, he implements the initiating procedures
for the maintenance arms.

"Well, not what they were completely designed for," he thinks, "but they
should do the trick if I help a little."  His flukes and mind control dance
over the operating panels and sturdy mechanical arms begin extending toward
the adjacent Westwind.  Suddenly...

In the midst of their conversation and rendezvous with the Westwind,
the stentorian voice of the Ring interrupts Ian and the two Phins.

*FERDY! DOEJIN! IAN! THIS IS AN EMERGENCY! You must abandon the
shuttle at once.  I am opening two gates for you-- I have no time for
more. The left one leads to the Surface, and the right one leads to
one of the Visitors' ships. You must leave through them immediately--
I am afraid that the Visitors' stay will not be prolonged any
more....*

Two archways flash into being. Beyond one, Ian sees the drab common room
of the Talisman, with Dave Sokuku still looking dazedly at where Ian
had vanished a few minutes ago. Beyond the other, there is the welcoming
surface of the Ring-- so close, and yet so far.....

Doejin looks from the familiar surface of the only universe he's ever
known to the myteries of his new friends the Visitors, and he makes
a decision....

In a state of shock and bewildement...

"No, to be this close to such wonderment and excitement...."

Doejin gives a mental flick to the suit and slowly moves toward the
arch-- not to the Ring but to the Talisman.


 === Alcyon Sickbay ===

Christian fires off a last salvo of instructions. "Lucan, attend to these
two patients here; Dulinor, monitor the surgical patient; both of you,
coordinate with Triple Three and keep an eye on Tweel. Take all necessary
actions and report to me if necessary. Secure all patients for combat
conditions, including vacc suits!"

He motions frantically to OSF. "Carry me to the main Engineering control
area, NOW!" The ungainly warbot scoops Christian up and the two of them fly
out of Sickbay at an amazing rate of speed, through the grav lifts and lengthy
corridors of the Alcyon, with Christian hanging on to a tentacle and silently
cursing the new, dangerous intruders, all the while listening to updates on
his commdot.


 === Alcyon Bridge ===

_Doctor Werner,_ says Pater, _I am detecting a very large number of thermal
blooms from the new contacts._  On the senor console a digital counter
begins to tally the new energy sources.  Within seconds the total number
is well into five digits and shows no sign of slowing it's climb.  Pater
continues, _I am also detecting low-level neutrino emissions from a
significant portion of these new contacts.  Predictive plots show that
the new contacts will impact the surface of R-Alpha in staggered waves.
The first wave will intersect the Ring in three minutes, forty-four
seconds_

Less than a minute later, a flashbulb-like light snaps on through the bridge
viewscreens, and slowly fades.  As the light fades, Grey stands and looks
for the source.  "Somebody in that general vicinity just got toasted."  He
states.  "It must have been pretty good sized to see at over one AU."

Pater immediately reacts to the event.  _I am detecting a sharp spike
in high-energy particles.  Alpha, Beta, and neutron flux at the approximate
distance of the new energy source would suggest the activation of a fusion
weapon in the one-hundred megaton range.  I can no longer detect the
derelict orbiting R-Alpha_


 === Kingfisher ===

>From the number one gunnery station, Abdul Schmud exclaims, "Shit!  That's
the largest blast I've even seen!"  After a brief pause, he adds (in a much
more dejected tone), "Somebody has a grudge against us."


 === Paladin ===

Just outside the Paladin's fresher door (still open), one can hear the
splashing of running water, and a few assorted gurglings.  Then, a heavy
sigh.

Charyn emerges from the fresher, still shaky but looking much stronger.
She walks gingerly but determinedly toward the bridge, taking deep
breaths.  Her brow is creased from the now-dull pounding in her head.
She doesn't miss the Ziru Sirkaa that halted after her little experience
in the restroom. *Sandpaper, vinegar and sandpaper. Ecch*

Aboard the bridge, the sensors come to life and the computer laconically
reports the new contacts throughout the Paladin's PA.  Charyn attempts
to furrow her brow further, and moves to a normal walking pace.  The
count of contacts continues and she hastens her walk -- tough, but at
least the shakiness is passing.

The intruder size estimates begin to roll in...  On the bridge, Zar et
al are listening intently to the reports and a major part of the crew's
shocked attention is focused on the main sensor holo.  The iris screaks
open and Charyn hustles in, just as the actinic FLASH clicks.  Momentarily
blinded, she stops dead still just inside the iris, swaying slightly.

Charyn moves fluidly to the commo station and dons the commset, an
expressive frown of disbelief cast in her face.  The computer begins
a verbal report an analysis of the flash and is interrupted by an
incoming commo signal.


 === Westwind ===

Talon watches as a large cluster of new ships appear on the Westwind's
sensors.

"Sheesh.  It looks like everyone who wasn't here already has arrived
now.  I wonder who this bunch---  Shit!  Was that a nuclear detonation!?"

"I'm not sure, Nicholas, but it looks very worrying."

"I don't like the look of this, either, Shurv."

+++ incoming transmission +++

Talon turns to observe the commo panel.  "I think the newcomers are
about to announce themselves.  OK, computer, let's have it."


 === The R-Alpha system ===

Within thirty seconds of the nuclear detonation, a broadcast message is
received by every commo set in the vicinity of the Ring.  The holo-tanks
show a rather sharp-featured man with a crewcut, wearing the uniform of
a Solomani Navy commander.

"This is Commander Joop Croetze-de Vries, adjutant to Admiral Helmut
Dietrich, commanding officer of the 211th Fleet of the Solomani
Confederation Navy.  This star system, it's occupants, and all space
vessels are now under the control of the Solomani occupation forces.
Ground-based weapon systems are instructed to immediately de-energize
and await the arrival of Solomani peacekeeping forces.  Spacecraft
currently in system are directed to immediately de-energize all weapons
and cut maneuvering drives, in preparation for boarding by inspection
teams.  Failure to immediately comply with *any* of these directives
will be met with the harshest penalties.  Stand by your communications
systems for further instructions."  The image instantly fades from the
holo-tank.

Simultaneously, the far edge of the ringworld begins to sparkle like
a childs quartz necklace.  At the same time, popcorn blasts of static
blast from the commo system speakers, in perfect unison with the
glitter.  Many crewmembers with military experience recognize the
sight, and sound, of a massive meson gun barrage when it occurs.
No one, however, has *ever* seen one that spans an area the size
of several entire planetary surfaces.

 === Kingfisher ===

With a sharp indrawn breath, Johann freezes in position. "How in anybodys
name did *that* damn crypto-SSMM'er, crypto-Heiter and crypto-Sanctaterrist
get into the SCN?!!"

The console doesn't answer him, it just continues to spew out data on the
nuclear explosion, the newly arrived ships and the meson barrage.

"We're all going to die!" moans Abdul.  "They don't take prisoners."

No one can see the expression on Lazer's face, hidden behind the helmet
faceplate.


 === Talisman ===

Shrike listens intently to the message, toward the end he can be
heard quietly muttering, "unbelievable, un_fucking_believable".

As the message ends Shrike looks over at Thul, "Well Thul, which way
jumping, is it going to be run or hide?  Because I sure as hell ain't
gonna just sit here and wait for em."

"Redd, Ralf, get everything up to full power I think we're going to
need it real soon."

"Nishu, plot us the quickest course outta here and away from them and
then prep another that'll take us down to ring."

"Niigurd, either you or Sokuku try to pull up as much data as you can
on the Solomani fleet.  See if we have a chance in hell of getting outta
here."

"Thul, heard anything from Ger of Vouf yet?  Any orders?  Anything?"

Thul shakes his head grimly.


 === Trakh ===

The visuals show the far edge of the Ring begin to sparkle with the single
and double flashes of meson gun fire.  In mounting horror and disbelief,
Aolrkhea' focuses an auxiliary sensor platform on the target zone to get
a closer look.  At this early stage, the barrage is so intense that little
more can be seen than the green fields, lush woods, bright deserts, and
glittering waters in the target area disappearing forever behind a curtain
of blasts and clouds.

"Tiya," Aolrkhea' whispers softly.  Nuclear death.

Aolrkhea' has been in the Khaukeairl Space Navy for over twenty years.
She has seen death from patients exposed indirectly to meson and nuclear
attack.  Radiation poisoning.  The smell of charred flesh.  The fur and
flesh burned off or fused to the victims, hanging in gobbets and strips
from their pain-wracked bodies.  Sometimes they were blinded, and the pus
ran down out of the empty eye sockets of the patient, down their charred
face.  All their fur falling out, until they were as naked as a wyukhui.
Strange symptoms a human would call "flu-like", and gangrenous infections.
Injuries that wouldn't heal.  The mewling of the victims.  Sometimes,
there was uncontrollable and massive internal hemhorraging, followed by
death.

Sometimes, somehow, they survived.

An area the size of worlds is laid waste before her stunned eyes.  Half-
rising in her seat restraints, she bares her teeth slightly and begins
to whisper viciously, softly, at the inferno below and the mocking stars
beyond.

"Akyafteirleao hisol'iya'uist, ki i'hkohai, ki rukhtiywe...."


 === Talisman ===

"Oh ghod..." Ralf's voice is a terrified whisper.


 === Paladin ===

A forest fire sparks in Charyn's dark green eyes, the frown vanishes,
and she hesitates, but just for a second.  Then she beings mumbling in
her commo headset and her arms move speedily over the configured display,
the actions precise and calculated, austere.  Within seconds, she has
requested a "best guess" from the computer for the nearest star system
with acceptable wilderness refueling, then begun a Nav' calculation to
jump there.  The calculation is optimized for a quick solution, rather
than high exit point accuracy.

She maintains observation of the Commo, Nav calc, drive and passive ECM
status.  Her expression is one of sour expectation, tinged with urgency.
At the instant Joop completes his statement, her attention still riveted
on her display, Charyn loudly and clearly states: "Captain! I have begun
a rapid jump Nav solution.  You may request a drive prep at once".

A spark of imagination so rare among her friends erupts with hope.  Dies
with a popcorn crackle.  "Starship Tactical Manual, Volume 7 Standard
Practices.  Chapter 7, Hostile Encounters.  Section 18: Escape Avenues."
*There's nothing here*

Charyn's eyes glaze over for a second, then she turns and looks at 'Zar.
Her speech is distinct and filled with resignation: "Captain? Cancel
that statement... all options are coming up as inadvisable."

"One.  There are no star systems close enough to attempt a jump.

"Two.  The survey equipment indicates ZERO suitable bodies in this star
system for refueling.

"Three.  The equipment sets an upper survivability bound, to find fuel
after a random jump to the Oort cometary region, to less than five
percent."

She clenches her teeth together and turns to stare at a region of her
personal console, the title still emblazoned at the top of the page.
There's nothing here... nothing here... nothing here.

She turns to look at 'Zar.  Her head is pounding, mouth pasty and dry as
a cold french fry.  "Captain.  Unless you know of a way to get out of
here fast like that fancy alien shuttle does, I advise we either attempt
to hide from their sensors, or... surrender."


 === Phin Shuttle ===

Doejin gives Ian an affirmative flick of the fluke along with a
telepathic nod and his course to the Talisman arch is completed.

A slight sense of vertigo and one quick look back for nostalgia
and... *The Hoop under ATTACK?!? NOO!!!* and he is through.

The quick anxiety of the Hoop in danger quickly subsides as the
new surroundings become apparent and secure in the knowledge that
nothing as small as the *Solomani* fleet could even begin to harm
the Hoop or his friends in the oceans or his new friends, the Visitors.

With that, he slowly turns in his hover and examines his new home and
faces his second Visitor feeling as surprised as Doejin is curious.


 === Talisman ===

Ralf's eyes glaze over for the briefest moment, then he snaps back
to reality.

"Bridge, I can't make the numbers work, maybe one of you nav types can.  I
think we're stuck in-system.  Two options:  we can try to microjump to the
other side of the system, hopefully somewhere the Ring or the star will
hide us.  Or we can try to hide out here.  With this ship I don't know, but
they're throwing out enough EM noise of their own to drown out a parade..."

Ralf leaves the elint on auto and concentrates on helping Redd prepare for
whatever may come, muttering as an afterthought "Of course we can always
blind-jump and HOPE we find fuel..."

 === TO BE CONTINUED ===

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

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

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

Date: Mon Apr 13 11:24:16 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #324: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3879  22-Mar-92 Mark F. Cook      PBEM: Turn 92.02f << PBEM Turn 92.02f (742 li
3880  24-Mar-92 Adam Naylor       Imperial Intelligence << Okay I got enough pe
3881  24-Mar-92 Adam Naylor        << New Career Branch - Imperial Intelligence
3882  24-Mar-92 Adam Naylor       Intelligence << > > ----- Unsent message foll

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

Archive-Message-Number: 3879
>From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: PBEM: Turn 92.02f
Date: Sun, 22 Mar 92 23:36:30 PST

PBEM Turn 92.02f  (742 lines) - THIS IS PART 6 OF 6.
=====================================================

 === Kingfisher ===

Daniel Silvmane is happy as a pig in mud. The sensor suite of the Kingfisher
is reeling in data in reams, and his hands are in constant motion over
the holodynamic panel he set up for himself in the Common Room. Headphones
blare the latest record from Near Miss ("Dance of Fools," currently banned
by the realms of Lucan, Dulinor, Strephon, and Margaret, with the Ziru
Sirkaa and the League of Antares soon to follow) in his ears as he immerses
himself in the unending display of fascinating trivia about the Ring....

The sensor system was set up for him by Johann Abuko, with the approval of
Count Ger. It is totally passive, and completely disconnected from anything
that might affect the operation of the Kingfisher in a crisis. The many
alarms and telltales were getting annoying, so he turned them off....

Wait until Ralf sees this, he thinks to himself. I hope the sensors on
the Talisman are up to snuff-- if we can triangulate on some of these
phenomena, we can map out the whole--

Suddenly his reverie is broken by a coruscating flash of light from across
the Ring, temporarily blinding the light-collector arrays. "Huh?"

He scans the readouts. Multiple Jump exits, fusion sources, meson fire....

He frowns and switches off the music, turning around. "Hey, Fitz--"

Severin is gone. Dan gets up and makes his way forward.

Stepping onto the Bridge, he pushes Lazer's gun barrel aside with a
finger and says, "Has anyone noticed that we have company? Oh, hi,
'Vouf. Um, why's everybody running around?"

"GET your UGLY pink KEESTER BACK on those SENSORS," Vouf snarls without
turning around. He glances at Abuko. "Sounds like you KNOW this guy, A.P."


 === Gemini Arbiter ===

Startled out of her concentration, Nikki yells, "Huh!? 50%!"  Then
the content of the radio message begins to sink in.

"Solomani!"  Glancing at Aurelia, she asks, "What's your plan?"

Still programming the helm at breakneck speed, Aurelia replies,
"Maybe we can get to a large body of water and hide."

Nichole nods, "Or at least get the Ring between us and them. Good idea."

"Yeah." agrees Aurelia.  "Now only if it works!"

"Well," offers Nikki, "we can always say we got over excited and pressed
the wrong buttons!"

Aurelia arches her eyebrows as she rapidly scans the info streaming from
the sensors.  "Right. I'm SURE they'll believe us!"

Checking the engineering displays, Nikki says, "We won't be able to hold
   this output much longer."

"How long?" asks Aurelia.

Nikki taps out a quick calculation.

"Long enough to get to the Ring."


 === Talisman ===

In the midst of trying to make sense of the gunnery data coming in, J.J.
notices a flash from the secure-cam holo-display. He glances at it and there
in the picture is a dolphin. And it is on-board the Talisman. "Security to
Capt. INTRUDER ALERT! INTRUDER ALERT! we have been board by a dolphin,
present location Engineering. Where do you want me Thul, with the guns
or do I go get the fish?"


 === Alcyon Maneuver Drives ===

"If I live through this day, I'll never sign on another damn hazduty
contract again, I SWEAR!" Slide Wrinkley is running like a maniac
between the main Jump Drive controls and the Power Plant. As his hands
fly across the controls, easing the plant on line and preparing to
charge the Jump grid, he mutters to himself nonstop.

"Goddamn it Grey, once in a while I'd like to put this baby through a
Jump WITHOUT having to crash charge the Zuchai crystals! We barely
patched together the fuel lines after the LAST time, and..." He slams
a fist down on the commo panel. "O'SHI, GETCHER BUTT *DOWN* HERE ALREADY!"

The voice that replies is smug. "Can't. Confined to quarters."

Slide's eyes bulge. "BY *WHO*, FOR SET'S SAKE?!"

"Chief Medical Officer. He ranks you an' Grey, man. An' he really DID
pop inta Sickbay outa nowhere...."

"Doesn't surprise me," Grey's voice cuts in shakily. "Count Ger just
poofed onto the Bridge. Attention, all hands-- CO on the Bridge."

"Whattayamean, just POOFED!" Slide runs down the status logs with a
fingertip as he continues to bring systems on line. "Well, get him to
gimme back O'Shi, or 'poof' Bhyarrvouf or Abuko or Silvmane or
SOMEBODY! We had barely enough manpower to do this in a hurry LAST
time, and that was with the Anslinger covering our butts--"

He stops dead on that thought. In his mind, he remembers a flash of
exploding hydrogen, fired by the other Turnskaad ships to cover
the Alcyon's escape....hydrogen meant for the Alcyon....

He whirls to the main fuel-tank monitor system, and tabulates the
ullage rapidly. His eyes squeeze shut, as if he'd just received
a painful injection in a tender spot, and he slumps into a chair.

"Bridge," he whispers, "Tell the Commander that stunt with the
exploding fuel at the last jump point cost us thirty percent of
our go juice. We're sitting at about three-hundred-fifty thou.
That's enough to jump us about three parsecs...but not enough
to make the rendezvous."

"We're stranded...."


 === Trakh ===

Nerves, tempered and battle-hardened, trained by a lifetime of military
tradition, respond within milliseconds to the call of the warrior, yet
in this moment of crisis Akhouw calmly takes charge. The low pitch and
sharp tone of his voice are the only indicators of his internal stress.

In a blur, his right claw stabs down, activating the panic button. The
lighting changes instantly to the subdued reddish hues of combat lighting
and in the background a klaxon begins to sound general quarters.

He snaps off an order to Aolrkhea'. "Engage EM cloak! Order for_Khaurl_:
Engage cloak, execute maximum thrust rendesvouz with _Trakh_."

Akhouw throws an order at Aiwi. "Speeder emergency recall! Begin nav
calcuations for jump, best wilderness refueling point!"

The claw shifts a centimeter to the left, activating the intercom.
"Aeawiyh, full combat power, NOW!"

Then a last, more ominous order. "Fa'eairl. Missile load, nuclear
magazine."


 === Alcyon Jump Drives ===

Aaron haut-Frieder is running like a madman down the corridors of the
Alcyon. He's in good shape, his muscles toned but not bulging, his
blonde hair and thick walrus mustache flying behind him. It's easy
to see that he's in good shape, because he's almost naked. Only a
pair of black boxer shorts lie between him and an indecency charge;
he only threw THOSE on after Slide's screaming woke him up because
he knew Pater would film his flight and that Ger and 'Vouf would
do a crew-efficiency review of the tapes later....

He skids to a barefoot stop at the iris valve to the main Jump Drive
monitor area, several decks above where Wrinkley is battling the
Power Plant, and opens the door. "Slide," he pants as he jumps into
a chair, "This is Aaron. I'm on station in the Jump area-- yell if
you need me and can't get anyone else."

A tiny wind tickles Aaron's mustache. He frowns and looks puzzled
for a moment, then shrugs and runs a hand through his mustache to
calm the itch as he sets to work. Another breeze, stronger than
the last, ruffles his hair, but he ignores it....


 === Phin Shuttle ===

Ian grabs Doejin forcefully on the fluke or fin, or just about
anything going past him.

*WAIT!  JUST A SECOND! Doejin, if you're going with the humans, take this
message to Judge Jett: (This is *IMPORTANT*!)  Tell him the crystals in my
chamber are NOT to fall into the hands of people who shoot first.  Tell him
to destroy them if he has to to keep them away from whoever just got here.
Here is my Turnskaad ID, so he will know the message is from me, and
only he will know the codes (to use with it) to get the info from
those crystals.*

Ian smiles.

*I must stay behind and do what I can help the Hoop.  That's why I'm
here.  If we should never meet again, I am enriched by these few
minutes. Now -- GO!*

And Ian pushes himself through the other at almost the same instant,
hoping like hell he doesn't wind up 200 m underwater.

There is a shift in gravity, and suddenly a cool, sweet wind is ruffling
Ian's hair. A calm, placid voice-- more calm than it had ever been heard
on the Alcyon-- greets Ian.

"Oh, hello, Ian. It's good to know I won't be alone on this trip."

Ian turns and faces Richard Jett, and breaks into a wide grin. "Yes, it is,"
he agrees. "Let's find a place to spend the night, and then get moving.
I expect Ferdy will catch up to us after he checks in, but in the meantime
it's getting on toward Sunfade...."


 === Yori/Regina - Date: 249-956 ===

"T minus two-hundred forty seconds and counting,"  Announced the
loudspeaker, "All systems reporting nominal.  Tertiary interlocks
disengaged."

A large chronometer placed on the wall of the laboratory confirmed
the announcement.  The number continued to descend, but none of the
technicians seemed to pay much attention to it.  Although there was
no obvious sign of stress or foreboding in the expressions or actions
of any of the personnel, the tension was definitely there.  The heavily
armed Imperial Marines surrounding the room betrayed the importance of
the process at hand.

Vigorous streams of data poured forth from the various terminals and
hard-copy printers around the room.  A green light indicated that all
systems were 'go', but one observer was skeptical.  Checking his hand
computer, which was  directly linked into the tactical and security
network, the figure frowned to see that there were no irregularities
reported.  Unconvinced, except by his own eyes, the man in the uniform
bearing the markings of a lieutenant commander and sporting the name
"Greyson" on the name tag left the lab to make one last round in the
security perimeter before the test was executed.

Placing an identification card into a slot by the door, he stared into
a beam of red light.  Three seconds later, the panel above the slot
where he placed his card read:

                Greyson, Darrow
                Lt. Commander
                Security clearance:  Alpha Primus
                Identity verified

                ACCESS GRANTED

After which, the door slid open, revealing that it was composed of a
twenty centimeter-thick bonded superdense alloy.  Greyson passed through
the portal, which then promptly resealed, it's magnetic locks audibly
reengaging.

He checked his watch.  There were still a few minutes left for him to
make his rounds in the secured corridor.  Checking his hand computer, he
was not entirely please to see that he was the only entity registering in
the area.  Despite his equipment, he knew that something was amiss.  He
had a highly developed intuition for these things.  If he sensed something
were wrong, then he would believe his gut instinct over any mere piece of
machinery, no matter how sophisticated or 'fail-safe'.

Greyson inspected every possible point of entry, checked every security
sensor.  There were no flaws . . . yet.  Although many of his compatriots
discounted it, Greyson believed that he had a sort of precognizant
ability;  A sort of clairvoyance into the future.  It was nothing of the
psionic hokus-pokus that the press was so busy maligning.  He had dealt
with the Zhodani.  He knew them to be honorable.  They would not be the
ones to attack the Imperium while it was weak.  If any attack was to come,
it would be from the perennially restive Solomani.  Their politics of
racial supremacy were dangerous because they were so intoxicating to
so many normally rational people.

"Thirty seconds until test.  All personnel prepare for primary safety
interlock release."

The man mentally chastised himself for falling into daydreaming.  This
had never happened to him before while on so important a duty.  Dismissing
the transgression to fatigue, he consoled himself with the thought that,
after the test was complete, he could relax.  At that  moment,however,
he realized that he would have to hurry if he was to get back to the
laboratory in time.

As he was heading down one of the corridors, he felt a presence behind
him.  In one lightning-fast action, he drew his specially-balanced 9mm
autopistol, wheeled around, dropped to a squat while levelling his weapon,
and shouted into his headset.

"Priority one!  Security team to secured perimeter!  Repeat, security
team to secured perimeter!"

Suddenly, all went red.  The base went on to top alert.  Greyson
plastered himself to the wall of the corridor as he crept down the
direction of the disturbance.  He knew that something had been wrong
with the security system.  Within fifteen seconds, the entire security
perimeter was filled with Marines, some equipped with battledress, others
with flak jackets.  All had gauss rifles.

The final countdown was underway.  Neither Greyson nor his troops had
found anything yet.  Then, just as he heard the loudspeakers announce
that the test was proceeding, and that the primary interlocks had been
released, a corporal shouted, "look out!" while making a dive toward
the lieutenant commander.

Greyson could not discern what happened after that.

It was as if everything had been turned inside out.  There was a
flash of white; a gut-wrenching feeling.  His body was being torn apart.
Every blood vessel in him felt like there were about to burst.  His heart
felt as if it would explode, were it not for the kevlar flak jacket he
was wearing.

Then, all was calm . . .

Visions passed before him:  His mother and father reading to him one
night . . .  His grandmother visiting the family one weekend . . .  His
girlfriend on the night of the Graduation Dance . . .  His brother's
horribly burned body and the painful expression in his eyes . . . His
sister crying at the starport . . .

His sister crying at the starport.  That was the vision that remained
with him, if only for a moment.


 === Phin shuttle ===

Ferdy looks on with a feeling close to despair as he watches Doejin
disappear through one portal and then Ian through the other.  Whichever
way he chooses, he will have lost one of his friends, perhaps forever.

 * The Visitors are leaving?  So soon?  No time to even meet them all?
   This is getting worse all the time. *

He hangs there for a long moment, looking back and forth from one
portal to the other.

 * Well, I've got to make a decision... *

Ferdy makes a long and not very pleasant noise through his blowhole.

 * Darn it, I'm too old to go off splashing about the cosmos.  The
   Great Hoop is my ocean, and that's where I'm going to die. *

With a flick of his tail and a mental prod at his skysuit, Ferdy darts
straight through the centre of one of the portals.

 * Ian!  Wait for me...! *

The portal shrinks to nothingness behind him, and the Phin shuttle is
empty.


 === Westwind ===

Nick Talon and Hur'Shurvan watch the Phin shuttle on their bridge displays,
as it slows and maneuvers for docking.  Less then one hundred meters are
left between the two spacecraft and the distance continues to shrink.

The Westwind's sensors continue to dump data on the invasion fleet into
the ship's computer for later analysis.  Only a few scant seconds have
passed since a flash of light and wave of hard radiation heralded the
conversion of the unexplored derelict in highly charged plasma.

Talon and Shurv listen silently to the Solomani diatribe.  When it ends,
Talon lets out a long, low groan.  "My mother warned me there'd be days
like this.  I never believed her.  I wonder if--"

Suddenly, without any warning, the Phin shuttle pirouettes on its center
of mass, in a move that almost appears fast-forward.  Changing its heading
with close to one hundred and eighty degree yaw, the shuttle engages what
must be its maneuver drive.  In a pulse of glaring ultraviolet light,
the shuttle recedes from the Westwind at well over fifty Gees.

Talon whirls to look out of the viewport, as the Phin shuttle suddenly
veers away and shoots off at immense speed.

"Freeeow!  I think our hosts just left us in the lurch.  Incredible
ship, though, isn't it?"

"Umm, Nicholas..."

"I'd love to get my hands on one of those."

"Excuse me Nicholas, but..."

"What a mover!  It must--  What is it, Shurv?"

"Nicholas, what do you suppose that is, dead ahead of us?"

"What?  Oh, it's just a thirty meter glowing disk that we're about
to crash into."

"Oh."

Before Talon or Shurv can react, the large glowing disk quickly sweeps
over the scout-ship and devours it.


 === Trakh ===

"Aye, sir," Aiwi nods, beginning to assemble a course for.... she stops.
"Admiral," she says quietly, "Wilderness refuel beyond the Ring is not
possible. This system has no other fuel sources. Suggest we attempt a
landing at once."

Aiwi calls up the Ring's frequency on the audio comm panel as she frantically
attempts to assemble a course toward the Ringworld. "Calling the entity
known as Iasic! This is the Trakh, requesting guidance on an evasive
course to the surface of the Ring and the location of a safe landing zone!"

There is no answer....


 === Alcyon Jump Drives ===

Aaron haut-Frieder is slaving away at the Jump console, trying to coax
recently-dormant systems to life, when he feels the breeze again.  It's
stronger this time, and cold.

He turns around, and looks suspiciously out over the vast expanses of
the Jump Drives, and the open room where 'Vouf did his ice-dancing act,
and poor MT died, and Leadfoot nearly killed everyone.  If some lingering
bit of sabotage hadn't been caught....

He sighs.  A vacuum leak would produce a steady wind, not gusts.  "I must
be imagining things," he says, and returns to the console.

A tiny sound jerks him around in his seat-- the sound of a spark arcing
across a gap.  It was tiny, but unmistakeable.  Frowning, he flicks the
com unit on.  "Slide, this is Aaron. Hold off on routing me power or
fuel just yet.... I may have a problem up here."

Another spark-sound, from behind him. He whirls in place, but it's gone.
"Correction," he says. "I DEFINITELY have a problem here."


 === R-Alpha ===

Hfolraw manages a slight smile as the Aorlakht-class speeder makes a low,
tight turn around a clump of trees.  A slight break in the tangle of
brush ahead is the only place the native should be able to maneuver his
mount through the wall of heavy foliage.  *He'll have to come to us!*,
thinks Hfolraw, and the smile grows.  Hryawi will have her specimen to
interrogate, which will please her.  And if she is pleased, the Admiral
will be pleased.

Quietly, the speeder settles into the grassy clearing.  Almost on cue,
Grob and his terrified gara crash out of the brush, only a dozen meters
in front of the Aslan craft.

*I have you now!* exhorts Hfolraw mentally, as he quickly opens the
speeder hatch and rises from his seat.  A flash of light underfoot
causes him to suddenly shield his eyes as he steps out of the small
recon vehicle...


 === Trakh ===
                 ... and onto the cold, hard deck of the speeder
hangar of the Trakh.

"Hleea!!" exclaims Hfolraw.  "What trick is this!?!"  Hryawi sits
stunned in the passenger seat of the speeder and only now it beginning
to take note of her new surroundings.  A single whispered oath escapes
her lips, the Aslan equivalent of "HOLY SHIT!!"

Hfolraw nervously glances about the hangar, as if searching for the
owner of the unseen hand that snatched them across thousands of kilometers
of space.  In a ritual move as old as Aslan history, he drops to one
knee and bows his head.

"Khaofiy," he intones.  "I submit to the stronger force."  Then slowly
rising to his feet, he reaches for his commdot.

"Bridge, Hfolraw.  Something has just returned us to the speeder
hangar."  Hfolraw pauses, realizing that in flight, he has no duty
station,  and that his stateroom in the pinnace is a little far to
walk.  "Permission to come to bridge?"

Hryawi slowly opens the hatch on her side and gingerly steps from
the still vehicle.  "The technology..." she murmurs, then falls
silent, totally at a loss for words.

Hfolraw ponders the power that could teleport the speeder and its crew
across that distance.  Once he earned a place as an officer in the
Emperor's Aslan Guard.  Since he renounced his allegiance to an
Imperium that no longer existed, he has had to fight battles no less
vicious, if not as bloody, to earn a place in the Hierate, and as
a member of his new clan.  He has yet to meet an enemy he did not
feel he could master.  Yet now this scarred veteran trembles slightly
as he awaits his commander's reply.


 === Alcyon Jump Drives ===

"What kind of problem?" Slide demands over the intercom.

The wind brushes Aaron's mustache again.

"Dunno...." Aaron frowns. "Lingering damage from Leadfoot's little
ballet with Our Vargr of the Flying Fists?  Sabotage?  I've got what
*sounds* like static discharge activity somewhere.  Intermittent but
getting worse...."

"HELL'S BELLS! I'M ON MY WAY UP!" As Slide clicks off, Aaron notices
the wind again... a gust of crosswind, from a direction where there
was no vent grating....


 === Alcyon Maneuver Drives ===

The door to main Engineering slides open to reveal a most unusual sight:
Doctor Van Der Merwe being held gently but firmly in the tentacles of a
warbot. Christian lightly hops to the ground as the odd couple crosses into
the room; OSF-4 hovers in the background as unobtrusive as it is possible
for a warbot to be.

Christian dashes for the control station, offering a short greeting to
Slide as he slides into the next seat. "Hello, Mister Winkley, we're
short of crew, so I'm here to help matters out." He frowns in concern
as he looks at the main holomonitors, then with a few quick taps on his
controls, establishes a link with the bridge sensors and sets up a
secondary tactical status holo, so that he can keep abreast of the
tactical situation.

"VDM to Ger." barks Christian.  "Am in control of Engineering.  Full
maneuver power, aye.  Will advise as thrusters come online.  Am monitoring
tactical situation from down here.  Good luck.  VDM out."

As he finishes his message to the bridge, Christian turns to see
Wrinkley hustling for the door.

"Damn glad to see you, Doc." exclaims Slide.  "I gotta run.  Frieder
got a problem in Jump Engineering and we don't need the J-drives crapping
out on us now."  As he hits the doorway, he pauses and adds, "And, by
the way.  It's 'Wrinkley', not 'Winkley'!"  Then he's gone.


 === Talisman ===

Kimball Redd, sitting at a rury-rigged second acceleration  couch,  where
the  engineering  console  was  originally  designed  for  just  the  one
engineer, stops in surprise  as  the  fleet  & explosions  light  up  the
sensor  displays.  His  fingers idly wander over the controls, calling up
system status for various parts of the ship, while his mind is trying  to
come to terms with this latest shock.

Resignation  shows in his face, his shoulders slump & he sighs deeply. He
looks round at Ralf and the Doctor:

"Time to go, I think."


 === Alcyon Jump Drives ===

"Pater," Aaron barks.  "Run back the securecam a minute or two. Where
did those arcs come from?"

_I have no visual record of the first.  The second came from the Number
Eight Panel._

"Number Eight... hell, that's the fuel feed system!" Aaron strides over
to the panel and begins undoing an access plate.  He freezes when he
hears another arc, from behind him.  "Pater," he calls, "Where was THAT?"

_Panel Number Four,_ Pater replies easily.

"That's clear across the room! How--" Aaron never finishes his
sentence.  Another spark arcs across the panel near his face, and he
jerks away from it instinctively, dropping the access plate with a
clang.  He begins to slowly back away, tense, searching for the
slightest noise, the briefest glimmer....

The wind returns, gusting harder this time.  Aaron shivers, and turns--

"Hey!"

"YIKES!" Aaron leaps a foot in the air and whirls to face Slide, who's
just come running in.  Slide skids to a stop and appraises Aaron
critically.  "Nice jammies," he snickers.

"You have a problem with my underwear, MISTER Wrinkely?" Aaron says
with a nobleman's sneer, towering over the smaller man. The rising
wind blows his long hair about him like a banner.

"No," Slide laughs.  "Whatever turns y--" His eyes bug out and he stares
past Aaron.  "What the hell---?"

Aaron turns around, and sucks in his breath in surprise.  Other sparks
are leaping from place to place on the machinery, fizzling and vanishing.
The wind is now steady, blowing at them from the center of the room, and
getting stronger by the second.  It doesn't smell like ship's air, either--

"Hey! What's that SMELL?" Slide gasps.  "Not just ozone...."

"It's like... SAND," Aaron frowns.  "DESERTS smell like that. Arid, dry..."


 === Paladin ===

Goughzar barely has time to grab for the holo-console and throw an
arm across his face, in a futile attempt to shield himself, and by
extension his ship, from the glaring disk which suddenly looms directly
ahead.  Before 'Zar can even begin to attempt a breaking maneuver, the
disk is gone.  This is the first thing he notices.  The second thing is
the Alcyon, floating serenely off the port beam, less than two hundred
meters away.


 === Alcyon Jump Drives ===

"Pater," Slide whispers, "You recording this?"

_Yes,_ Pater replies.  _My recording apparatus is suffering from some
interference, however.  The picture quality may be poor._

"Engineering!" Grey's voice sounds desperate.  "The Commander wants--"

"SHADDUP, GREY!" Slide howls.  "We got sumpin' WEIRD going on down here!"

"Pater, put the securecam on the Bridge holo!" Aaron snaps.

Both men back toward the door, but neither can tear his eyes away from the
spectacle.  As they watch, the sparks grow in size and frequency.  They arc
over each other, dancing across the machinery.  Minor subsystems crash and
reboot all over Engineering as the sparks jump and dance across vital
circuits.  The wind is now strong enough to buffet them backwards.

As the sparking reaches a crescendo, sparks begin to leap across the
center of the room toward one another.  A jump is made.  Then another,
and another.  Soon, ALL of the sparks are leaping into the center of the
room, forming a network of lines converging on a single point, which glows
blue in the dim room.  The sparks gain in intensity and power, and the wind
rises to a howling tornado, blowing both men back against the consoles,
covering their eyes against the glare.

"WHAT IS IT?" Slide has to yell over the wind.

"I DON'T KNOW," Aaron bellows.  "IT LOOKS LIKE--"

The sparks suddenly detach themselves, forming a perfect sphere in the
center of the room, some three meters in diameter.  As Slide and Aaron
watch in utter disbelief, the sparks disconnect themselves from the
center point as it expands, forming a hollow sphere of howling wind
and lambent purple flame.

"--LIKE A JUMP-OUT!"


 ==== Aurora ===

Only Moira is left to witness the abrupt transition of the ship, and
she makes no comment, intent on logging data on the phenomenon against
a future time when she may again carry those who would examine it.


 ==== Alcyon ===

In rapid succession, a small army of gates marshall around the Alcyon,
winking into existance like eyes opening in space.   As they vanish
they leave smaller ships in their wake.  Westwind, Kingfisher, Talisman,
Gemini Arbiter, Aurora, the Trakh and its shuttle, even the wreck of
the Bernoulli are left in a loose cluster around the Alcyon, like moths
near a flame.  Even a small, five-meter long cylinder, one end of which
is badly scorched and deformed, floats among them.

In Engineering, both Slide and Aaron are transfixed by the sight before
them-- a glowing sphere of crackling energy where a moment before there
had been nothing.  A Jump-out.

"INSIDE ANOTHER GRID?!" Slide screams. "THAT'S IMPOSS--"

Then, with a sudden wrench in their guts, Slide and Aaron feel the
Alcyon heave under their feet.  The light and sound are extinguished in
an instant, and for one brief moment, in the sudden dark silence, they
see the impossible: a man in a uniform of some kind, standing on what
looks like it was once a solid stone floor but was scooped out with a
giant, curved knife.  One hand is clutching his face, and the other is
resting against a section of wall, also scooped into a curved surface.
Exposed, sheared-off sections of pipe and cable are visible behind the
wall-- one jets out a puff of steam, another a dribble of water,
another gives off a feeble spark.  It's as if a spherical section of a
stone corridor were removed by some invisible hand, and then placed in
mid-air....

...and then gravity takes over, and the entire deck rings with the
clang as both pieces of stone fall to the deck and shatter into
rubble.  The man crumples atop what used to be the piece of floor,
managing to at least stay on his knees.  He lunges unsteadily to
his feet.

Pulling a 9mm out of its holster with lightning speed, he heels to the
right, dropping to a crouch, and yells out, "You are in a restricted
area, scum!" He then peels off three rounds into a part of the jump
drive, which ricochete wildly off into the engineering spaces.

A confused looks appears on his face, as if he were seeing his
surroundings for the first time.  Before he can do anything else,
however, he falls to the floor unconscious, the weapon still nestled
tightly in his grip, with the safety off.

The echoes of the crash and gunfire reverberate throughout the Alcyon.
And then there is silence.


 === All Ships ===

Once again, the voice that greeted the visitors upon their arrival
speaks, but without the ease and authority it previously possessed.

*I apologize for the interference.  It is not my way, but I must protect
myself and I cannot spare the energy to protect all of you as well.
I hope we will have the opportunity to meet again, once this situation
is resolved.  Farewell.*

The voice ceases abruptly.

Then the stars all vanish, leaving only a featureless gray sky.


 === R-Alpha ===

Ayrlathi swings open the wide wooden shutters atop the arzeth danunduln
and looks out.  It is sunfade -- Ayrlathi's favourite time of day.  At
least it used to be, when he had a favourite time of day.  An irridescent
hipsir flits through the sky in front of him, trilling its roosting song.
Ayrlathi ignores it.

In past times he would have looked out over the fields of taspeln, or
down onto the town below.  But now he can only look up into the sky.
His tendrils lay flat down on his head, motionless save for an occasional
wistful twitch.

Ayrlathi whispers, so quietly that it is barely audible above the gentle
summer breeze, and yet it is a whisper that -- in spirit at least --
carries far up into the evening twilight.

"Come back soon."

Almost as if in answer to his whisper, there is a knock on the door.

Dejectedly, Ayrlathi turns from the silent stars above and opens
the door. His eyes go wide and his tendrils stand straight up in
utter shock. The voice in his head is friendly and full of welcome.

*Uh, hi! I'm Ian, and this is Richard, and this is Ferdy. We were told
by the Ring that we would find a friendly welcome here....?*

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

END OF THIS TURN

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

Archive-Message-Number: 3880
>From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Imperial Intelligence
Date: Tue, 24 Mar 92 19:46:59 EST

Okay I got enough people wanting a look (God what a attention seeker!!!)

So I'll post it in due course . I am sending this bit ahead cause last
time I posted a fire direct to metolius the subject did not appear
(My illustrious self is not computer literate)

So here you are . If you dont like it or have some ideas of how to make it
better, or even in one case have your own, dont be afraid to post/mail .
After all thats what we fight wars for (Ie the chance to slag people off and
not go to prison ie Paul Keating the new prime minister of australia whom
the american collegues dont realise likes to attack his opposition leader
by calling him a 'scumbag' and a 'wimp' etc . Boy you guys think australia
is pretty tame huh?)

So it will duly follow this letter .

Edmund


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

Archive-Message-Number: 3881
Date: Tue, 24 Mar 92 19:49:03 +1000
>From: anaylor@mihi.une.oz.au (Adam Naylor)

New Career Branch - Imperial Intelligence .

Each branch of the armed forces has its own intelligence branch . The premier one being imperial naval intelligence, however the
marines and the army both maintain their own small intelligence services .

The intelligence branch can be selected only by graduates of college / academy with honours . After that, only by attending
intelligence school, then transfering at the begining of the next term is it possible to join . With the IISS, those that attend
intelligence school can attend (transfering at the begining of the next term) .

Army / Marines use the same assignment/command resolution tables as the support branch . Save that a skill roll can be recieved
during internal security on a roll of 5+ .

The navy use the same assignment/command resolution tables as the Flight branch, save that a skill can be gained during shore duty
on a roll of 7+ .

The merchant services sometimes maintain their own intelligence agencies, but generally only sector - wide / megacorps do . The
intelligence branch can only be accepted by those that graduate with honours from college or the academy . In the case of special
duty, if a modified roll of 8 is rolled on the officers special assignments table, the merchant goes to intelligence school (as per
mercenary guidlines) the transfered .

Skill Table

1   Hand Combat        If in the imperial army, marines, navy, +2 .
2   Gun Combat         If in a megacorp, + 2.
3   Streetwise         If in a sector wide, + 1 .
4   Tactics            If homeworld avg stellar, + 2 (For non
5   Vice               imperial / merchant intelligence operatives)
6   Interpersonal      If from a field office and term 3+, +4 .
7   Technical*         If from a bureaucracy office and IS-10+,+4 .
8   Interrogation      If in the reserve fleet (navy) + 1 .
9   Survey
10  Space              * Includes Forensic

Scout Table

Intelligence  Train   Base   Routine   Mission   Spl Msn   War Msn
Survival        3+     4+      4+         5+        6+        7+
Promotion       8+     9+      8+         7+        6+        4+
Skills        School   8+      7+         6+        6+        3+

The IISS intelligence service is made up of members of the field and bureacracy . Consequently field office members do not roll for
promotion, only the bureacrats do . Members of the operations branch can go to intelligence school instead of field training if they
wish .

Merchant Table
                            	 Required
Rank   Title               Exam   Qualifications
 00    Agent                5+    Streetwise - 1
 01    Operative            6+    Streetwise - 2
 02    Junior Investigator  6+    Any other dep skill - 1
 03    Investigator         7+    Any other dep skill - 2
 04    Senior Investigator  8+    Any other 2 dep skills - 2 .

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

Archive-Message-Number: 3882
>From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Intelligence
Date: Tue, 24 Mar 92 19:57:16 EST

>
>    ----- Unsent message follows -----
> Received: from mihi.une.oz.au by grivel.une.oz.au (4.0/25)
> 	id AA18497; Tue, 24 Mar 92 19:48:22 EST
> Received: by mihi.une.oz.au (5.57/Ultrix3.0-C)
> 	id AA05642; Tue, 24 Mar 92 19:48:36 +1000
> Date: Tue, 24 Mar 92 19:48:36 +1000
> From: anaylor@mihi.une.oz.au (Adam Naylor)
> Message-Id: <9203240948.AA05642@mihi.une.oz.au>
> To: com@mihi, travller@metolius.wr.tek
>
> New Career Branch - Imperial Intelligence .
>
> Each branch of the armed forces has its own intelligence branch . The premier one being imperial naval intelligence, however the
marines and the army both maintain their own small intelligence services .
>
> The intelligence branch can be selected only by graduates of college / academy with honours . After that, only by attending intelligence school, then transfering at the begining of the next term is it possible to join . With the IISS, those that attend in
> telligence school can attend (transfering at the begining of the next term).
>
> Army / Marines use the same assignment/command resolution tables as the support branch . Save that a skill roll can be recieved during internal security on a roll of 5+ .
>
> The navy use the same assignment/command resolution tables as the Flight branch, save that a skill can be gained during shore duty on a roll of 7+ .
>
> The merchant services sometimes maintain their own intelligence agencies, but generally only sector - wide / megacorps do . The intelligence branch can only be accepted by those that graduate with honours from college or the academy . In the case of speci
> al duty, if a modified roll of 8 is rolled on the officers special assignments table, the merchant goes to intelligence school (as per mercenary guidlines) the transfered .
>
> Skill Table
>
> 1   Hand Combat        If in the imperial army, marines, navy, +2 .
> 2   Gun Combat         If in a megacorp, + 2.
> 3   Streetwise         If in a sector wide, + 1 .
> 4   Tactics            If homeworld avg stellar, + 2 (For non
> 5   Vice               imperial / merchant intelligence operatives)
> 6   Interpersonal      If from a field office and term 3+, +4 .
> 7   Technical*         If from a bureaucracy office and IS-10+,+4 .
> 8   Interrogation      If in the reserve fleet (navy) + 1 .
> 9   Survey
> 10  Space              * Includes Forensic
>
> Scout Table
>
> Intelligence  Train   Base   Routine   Mission   Spl Msn   War Msn
> Survival        3+     4+      4+         5+        6+        7+
> Promotion       8+     9+      8+         7+        6+        4+
> Skills        School   8+      7+         6+        6+        3+
>
> The IISS intelligence service is made up of members of the field and bureacracy . Consequently field office members do not roll for promotion, only the bureacrats do . Members of the operations branch can go to intelligence school instead of field trainin
> g if they wish .
>
> Merchant Table
>                             	 Required
> Rank   Title               Exam   Qualifications
>  00    Agent                5+    Streetwise - 1
>  01    Operative            6+    Streetwise - 2
>  02    Junior Investigator  6+    Any other dep skill - 1
>  03    Investigator         7+    Any other dep skill - 2
>  04    Senior Investigator  8+    Any other 2 dep skills - 2 .
>


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

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To: 70541.1410@compuserve.com (Bryan Borich)
Subject: TML Bundle #325: Msgs 3883-3895
Reply-To: traveller-request@wrgate.wr.tek.com (TML Administrator)
Precedence: bulk
Date: Mon, 04 May 92 09:50:41 PDT
From: James T Perkins <jamesp@wrgate.wr.tek.com>


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

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

Date: Mon May  4 09:50:36 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #325: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3883  24-Mar-92 Adam Naylor        << Enhanced Profession : Rogue Note this is
3884  24-Mar-92 Adam Naylor       Rogue << > > > > ----- Unsent message follows
3885  24-Mar-92 Adam Naylor        << Enhanced Profession : Rogue Note this is
3886  24-Mar-92 Jim W Lai         Reduced battery weight << >Date: Thu, 19 Mar
3887  24-Mar-92 KELLOGG@DUCVAX.AU Densiometers and grav fields << Hmmm... Here'
3888  24-Mar-92 bryan borich      Oops/Imperial Lines << Well, part of that mes
3889  25-Mar-92 Adam Naylor       Intelligence << Ah I am not sure If I did pos
3890  25-Mar-92 Adam Naylor        << I dont believe this I posted the wrong on
3891  24-Mar-92 Adrian Hurt       Re: first hand computer << adpgate!rdj@apple.
3892  25-Mar-92 "VSDEC::BARANSKI" Scanning in Space << In the current Traveller
3893  25-Mar-92 Mark F. Cook      Re: (3892) Scanning in Space << In subject 38
3894  26-Mar-92 Brandon Cope      hand computers << I believe a few years back,
3895  26-Mar-92 Adam Naylor       Enhanced Classes << I heard a rumour that the

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

Archive-Message-Number: 3883
Date: Tue, 24 Mar 92 20:04:40 +1000
From: anaylor@mihi.une.oz.au (Adam Naylor)

Enhanced Profession : Rogue

Note this is an adapted version of the rogue enhanced profession which appeared in the Dragon Magazine Article 97# . The
 article was
written by Igor Greenwald .

Enlistment : 6+
DM + 1 If  : Soc 8-
DM + 2 If  : End 7+

Branch Determination : After enlisting a character must roll 2d6 on the table below to establish his status in the interstellar
crime network . DM of + 1 If Str 9+ .

Die Roll	Result
2-5		Solitary Crime
6-9		Gang Activity
10-12	Organized Crime


Apprenticeship : The first year of service is spent as an apprentice to an experienced rogue . At the end of the year, he receives
an automatic streetwise skill, and a roll on his branch skills table .

Terms of Service : At the end of the first year, a character must begin serving a series of four - year terms . The first term is
shortened to three years to compensate for the first year of apprenticeship .

Areas Of Work : At the beginning of each term a character determines the area of his work by rolling a 1d6 . The three possible
areas are : Offworld (1-3), or Onworld (4-6) . Offworld represents work involving space travel, while Onworld indicates the term
will be spent of the planets surface . The prison assignment represents the characters arrest and detention for previous crimes
committed . A character can only go to prison if he rolls equal to his survival roll (see below) .

Assignments : For each year of a four-year term, a character rolls on the Annual Assignments Table corresponding to hisarea of
work. After determining the assignment, a character must roll on the appropriate Assignment Resolution Table for survival,
promotion, connections, and skills. Special, Infiltration, and Job Education assignments do not require the unusual assignment
resolution, and are fully described at the end of the article .










Annual Assignments Table

Die Roll	Offworld		Onworld		Prison
   2		Hijacking		Robbery		Mine Labour
   3		Racketeering	Kidnapping		Factory Labour
   4		Smuggling		Larceny		Detention Camps
   5		Speculation	Bookmaking		Cell Confinement
   6		Racketeering	Kidnapping		Factory Labour
   7		Infiltration	Infiltration	Parole
   8		Smuggling		Larceny		Detention Camp
   9		Speculation	Bookmaking		Cell Confinement
  10		Hijacking		Robbery		Mine Labour
  11		Special		Special		Special
  12		Special 		Special		Special

Offworld Assignment Resolution Table

	       Hijacking    Racketeering    Smuggling    Speculation
Survival        6+            5+              5+            4+
Promotion       9+           10+             10+           11+
Connections    11+           11+              9+           10+
Skill           7+            8+              6+            8+


Onworld Assignment Resolution Table

             Robbery      Kidnapping       Larceny      Bookmaking
Survival        5+            6+              5+            4+
Promotion      10+           10+             11+           11+
Connections    11+           11+             10+            9+
Skill           7+            6+              6+            7+

Prison Assignment Resolution Table

              Mines       Factories        Camps          Cells
Survival        7+           4+              5+             4+
Promotion       -           12+             11+            11+
Connections    10+          10+              8+             9+
Skill           5+           6+              7+             8+

DMs for all areas of work

Survival    : DM + 1 if End  9+; DM + 1 if Int 9+ .
Promotion   : DM + 1 if Dex 10+; DM + 1 if Int 9+ .
Connections : DM + 1 if Int  9+ .
Skill       : DM + 1 if Edu  8+ .

Promotions : Each time a character achieves the promotion roll, he advances one rank on the rogue ranks table, given bel
ow .



Rogue Rank			Megatraveller Rank
Apprentice			       1
Petty Crook		       1
Criminal			       2
Hustler			       3
Rogue			       4
Crime Boss			       5
Crime Tzar			       6

Connections : Each time a character achieves a connections roll, he can roll on the appropriate table below , Connection
s signify
familiarity with influential people in the indicated area. They do not preclude bribes; rather they make it easier to br
ibe the
right people. The referee should determine the planet of which the connections exist, as well as their exact application
 .

Die Roll	Offworld		Onworld		Prison
   1     	Belt Mine		Casino		Inmates
   2 	Minor Colony	Crime Boss/Tzar	Inmates
   3		Merchants		Forger		Inmates
   4		Merchants		Fence/Pawn		Guards
   5		Mercenaries	Police		Guards
   6		Starport Auth	Government		Warden

Branch Skills Table

Die Roll	Solitary		Gang			Organized
   1		Physical		Physical		Physical
   2		Mental		Hand Combat	Mental
   3		Vehicle		Vehicle		Vehicle
   4		Technical		Inborn		Interpersonal
   5		Gun Combat		Blade Combat	Gun Combat
   6		Hand Combat	Gun Combat		Interrogation

Die Roll	Offworld		Onworld		Prison
   1 	Vice			Streetwise		Bribery
   2		Vacc Suit		Inborn		Hand Combat
   3		Gunnery		Vice  		Physical
   4		Mechanical		Gun Combat		Hand Combat
   5		Space Tech		Recruiting		Vice
   6		Space		Vice			Technical*
   7		Space Combat	Environmental	Jack-O-T
   8		Economic		Economic		Interpersonal

DM if Rank 4+, DM +1; if on Term 5+, DM+1 .

* If on a mining assignment, receive one level of prospecting skill rather than a technical skill .

Skill : If the character achieves a skill roll, he either rolls it on his/her branch skills table or area of work table
. Those in
prison can only roll on the prison table .

Reenlistment : The reenlistment roll is 5+ . DM + 1 if Rank 3+;
If a character is in prison (see below), continue until his/her sentence is expired/ or he/she is released .


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

Archive-Message-Number: 3884
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Rogue
Date: Tue, 24 Mar 92 20:21:17 EST

> >
> >    ----- Unsent message follows -----
> > Received: from mihi.une.oz.au by grivel.une.oz.au (4.0/25)
> > 	id AA18532; Tue, 24 Mar 92 19:53:49 EST
> > Received: by mihi.une.oz.au (5.57/Ultrix3.0-C)
> > 	id AA06086; Tue, 24 Mar 92 19:54:06 +1000
> > From: anaylor@mihi.une.oz.au (Adam Naylor)
> > Message-Id: <9203240954.AA06086@mihi.une.oz.au>
> > Subject: Rogue
> > To: traveller@metolius.wrk.tek.com
> > Date: Tue, 24 Mar 92 19:54:06 EST
> > X-Mailer: ELM [version 2.3 PL11]
> >
> > While I am at it I may as well post my enhanced rogue class . Well its not
> > mine it was written by an Igor Greenwald in a dragon magazine . All I did
> > was change it a little (to fit megatraveller) . So Igor if you are out
> > there I am sorry I tampered with your article but Ill post it anyway . If
> > anyone does know him tell him I did it, I dont wanna be hit with copywrite
> > laws .
> >
> > It is awfully complex and big (ie about 17-24 k) but if you dont want it
> > kill it .
> >
> > If you have any comment on fixing it tell me (and the world), or even
> > your own version tell me
> >
> > Once again if anyone has already done this I am sorry cause I didn't know
> > and if you have, your article is probably better than mine anyway (But
> > dont tell Igor that !!!)
> >
> > Ta
> >
> > Edmund
> >
> > (Or the Onyx Phantom (For reasons of personal hygene)
> >
> >
> >
>
>


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

Archive-Message-Number: 3885
Date: Tue, 24 Mar 92 20:05:22 +1000
From: anaylor@mihi.une.oz.au (Adam Naylor)

Enhanced Profession : Rogue

Note this is an adapted version of the rogue enhanced profession which appeared in the Dragon Magazine Article 97# . The
 article was
written by Igor Greenwald .

Enlistment : 6+
DM + 1 If  : Soc 8-
DM + 2 If  : End 7+

Branch Determination : After enlisting a character must roll 2d6 on the table below to establish his status in the inter
stellar
crime network . DM of + 1 If Str 9+ .

Die Roll	Result
2-5		Solitary Crime
6-9		Gang Activity
10-12	Organized Crime


Apprenticeship : The first year of service is spent as an apprentice to an experienced rogue . At the end of the year, h
e receives
an automatic streetwise skill, and a roll on his branch skills table .

Terms of Service : At the end of the first year, a character must begin serving a series of four - year terms . The firs
t term is
shortened to three years to compensate for the first year of apprenticeship .

Areas Of Work : At the beginning of each term a character determines the area of his work by rolling a 1d6 . The three p
ossible
areas are : Offworld (1-3), or Onworld (4-6) . Offworld represents work involving space travel, while Onworld indicates
the term
will be spent of the planets surface . The prison assignment represents the characters arrest and detention for previous
 crimes
committed . A character can only go to prison if he rolls equal to his survival roll (see below) .

Assignments : For each year of a four-year term, a character rolls on the Annual Assignments Table corresponding to his
area of
work. After determining the assignment, a character must roll on the appropriate Assignment Resolution Table for surviva
l,
promotion, connections, and skills. Special, Infiltration, and Job Education assignments do not require the unusual assi
gnment
resolution, and are fully described at the end of the article .










Annual Assignments Table

Die Roll	Offworld		Onworld		Prison
   2		Hijacking		Robbery		Mine Labour
   3		Racketeering	Kidnapping		Factory Labour
   4		Smuggling		Larceny		Detention Camps
   5		Speculation	Bookmaking		Cell Confinement
   6		Racketeering	Kidnapping		Factory Labour
   7		Infiltration	Infiltration	Parole
   8		Smuggling		Larceny		Detention Camp
   9		Speculation	Bookmaking		Cell Confinement
  10		Hijacking		Robbery		Mine Labour
  11		Special		Special		Special
  12		Special 		Special		Special

Offworld Assignment Resolution Table

	       Hijacking    Racketeering    Smuggling    Speculation
Survival        6+            5+              5+            4+
Promotion       9+           10+             10+           11+
Connections    11+           11+              9+           10+
Skill           7+            8+              6+            8+


Onworld Assignment Resolution Table

             Robbery      Kidnapping       Larceny      Bookmaking
Survival        5+            6+              5+            4+
Promotion      10+           10+             11+           11+
Connections    11+           11+             10+            9+
Skill           7+            6+              6+            7+

Prison Assignment Resolution Table

              Mines       Factories        Camps          Cells
Survival        7+           4+              5+             4+
Promotion       -           12+             11+            11+
Connections    10+          10+              8+             9+
Skill           5+           6+              7+             8+

DMs for all areas of work

Survival    : DM + 1 if End  9+; DM + 1 if Int 9+ .
Promotion   : DM + 1 if Dex 10+; DM + 1 if Int 9+ .
Connections : DM + 1 if Int  9+ .
Skill       : DM + 1 if Edu  8+ .

Promotions : Each time a character achieves the promotion roll, he advances one rank on the rogue ranks table, given bel
ow .



Rogue Rank			Megatraveller Rank
Apprentice			       1
Petty Crook		       1
Criminal			       2
Hustler			       3
Rogue			       4
Crime Boss			       5
Crime Tzar			       6

Connections : Each time a character achieves a connections roll, he can roll on the appropriate table below , Connection
s signify
familiarity with influential people in the indicated area. They do not preclude bribes; rather they make it easier to br
ibe the
right people. The referee should determine the planet of which the connections exist, as well as their exact application
 .

Die Roll	Offworld		Onworld		Prison
   1     	Belt Mine		Casino		Inmates
   2 	Minor Colony	Crime Boss/Tzar	Inmates
   3		Merchants		Forger		Inmates
   4		Merchants		Fence/Pawn		Guards
   5		Mercenaries	Police		Guards
   6		Starport Auth	Government		Warden

Branch Skills Table

Die Roll	Solitary		Gang			Organized
   1		Physical		Physical		Physical
   2		Mental		Hand Combat	Mental
   3		Vehicle		Vehicle		Vehicle
   4		Technical		Inborn		Interpersonal
   5		Gun Combat		Blade Combat	Gun Combat
   6		Hand Combat	Gun Combat		Interrogation

Die Roll	Offworld		Onworld		Prison
   1 	Vice			Streetwise		Bribery
   2		Vacc Suit		Inborn		Hand Combat
   3		Gunnery		Vice  		Physical
   4		Mechanical		Gun Combat		Hand Combat
   5		Space Tech		Recruiting		Vice
   6		Space		Vice			Technical*
   7		Space Combat	Environmental	Jack-O-T
   8		Economic		Economic		Interpersonal

DM if Rank 4+, DM +1; if on Term 5+, DM+1 .

* If on a mining assignment, receive one level of prospecting skill rather than a technical skill .

Skill : If the character achieves a skill roll, he either rolls it on his/her branch skills table or area of work table
. Those in
prison can only roll on the prison table .

Reenlistment : The reenlistment roll is 5+ . DM + 1 if Rank 3+;
If a character is in prison (see below), continue until his/her sentence is expired/ or he/she is released .


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

Archive-Message-Number: 3886
Date: Tue, 24 Mar 92 09:32:30 -0500
From: Jim W Lai <jwtlai@watcgl.waterloo.edu>
Subject: Reduced battery weight

>Date: Thu, 19 Mar 92 9:43:02 MET
>From: d9bertil@dtek.chalmers.se
>Subject: (3861) Batteries of Batteries
>
>  Well, here is what 3G^3 has to say about batteries at our TL (8). One Watt is
>one Joule per second, so 1 Wh is 3.6 kJ and 1 MWh is 3.6 GJ.
[material deleted]

So lead-acid gives us 1 MJ for 8.6kg, and NiCad needs only 3.3kg, roughly.
I calculated that the current sodium-sulfur (NaS) battery gives 1 MJ for
2.2 kg and the metal alloy hydride needs around 1.7 kg.  These numbers are
rough since the given stats were not precise.

>  So you see that to get 1MWh, rechargable, we'd need 30 tons of car batteries
>(the volume would probably be quite small, though) and I think that this is
>the kind of batteries that subs use.

Assuming it is merely 12-volt lead-acid scaled, I get closer to 31 T.

>  I guess that the figures for all the new funny batteries (Sulfur-?) are much
>better than those above.

The NaS 1MWh weighs around 7.8 T, and metal hydride of the same capacity
weighs a mere 6.1 T.  These new batteries have energy densities about 4 and 5
times that of lead-acid respectively.  Where does that put us on the NASA
projected tech chart?

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

Archive-Message-Number: 3887
Date: Tue, 24 Mar 1992 12:51 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Densiometers and grav fields

Hmmm...

Here's an odd sort of question for you all:  According to the books, a
densiometer can not read into an artificial grav field.  But what about inside
one?  Could someone using a densiometer while inside a ship be able to get any
useful readings?  I would imagine that it would work because the local grav
field around the densiometer would be similar to that of a densiometer sitting
on the surface of a planet.

The fringe effects of trying to look into the field would vanish once you are
physically inside it.  It would sort of be like examining a lead lined fish
tank:  From the outside, you can't see in because of the lead.  But from the
inside you should be able to see ok.  Admittedly, the water would effect your
vision, but you could still see.

I'm just trying to figure out what The robot's sensors can tell Tweel about
the inside of the Alcyon.

Scott Kellogg/Tweel

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

Archive-Message-Number: 3888
Date: 24 Mar 92 23:45:12 EST
From: bryan borich <70541.1410@CompuServe.COM>
Subject: Oops/Imperial Lines

    Well, part of that message apparently died in transit, anyway here's
another attempt at the missing section:

    Imperial Lines Issue #1 should either be available currently or very
shortly, so if you want your copy, you better send your address into GDW.

    If anybody is interested in making submissions to Imperial Lines I
can forward you the address or you can submit it electronically to me
here and I'll pass it on to the editors.


    New notes:  GDW is now recieving the TML feed.....



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

Archive-Message-Number: 3889
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Intelligence
Date: Wed, 25 Mar 92 16:25:49 EST

Ah I am not sure If I did post it in the end and I dont want to look like
a donkey by posting it twice . What the Hell!!! . Ill do it, if I have
posted it sorry, If I havent sorry anyway .

By the way whenever I post stuff I have written, downloaded then sent it
never appears in the subject . So If you read this it should come directly
after this or at the end of the TML .

Edmund


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

Archive-Message-Number: 3890
Date: Wed, 25 Mar 92 16:26:05 +1000
From: anaylor@mihi.une.oz.au (Adam Naylor)

I dont believe this I posted the wrong one, sorry .



New Career Branch - Imperial Intelligence .

Each branch of the armed forces has its own intelligence branch . The
premier one being imperial naval intelligence, however the marines
and the army both maintain their own small intelligence services .


The intelligence branch can be selected only by graduates of college /
academy with honours . After that, only by attending intelligence
school, then transfering at the begining of the next term is it possible
to join . With the IISS, those that attend intelligence school can attend
(transfering at the begining of the next term) .

With the imperial naval intelligence branch note that the enlisted
members of the intelligence service are usually computer techs from the
technical branch, that is the intelligence uses them (& their reports) .
Note an intelligence branch member could cross train with the imperial
marine commandos (If in imperial/reserve navy), but would not be able to
use that cross train to transfer to the commandos or marines .


Army / Marines use the same assignment/command resolution tables
as the support branch . Save that a skill roll can be recieved during internal
 security on a roll of 5+ .

The navy use the same assignment/command resolution tables as the
Flight branch, save that a skill can be gained during shore duty on a
 roll of 7+ .

In the case of the military services, they deal mainly with internal
intelligence or military intelligence . The Imperial Ministry of Justice
deals with the more criminal elements of imperial society . Please feel
free to make up your own version of that (And send me a copy) .

The merchant services sometimes maintain their own intelligence
agencies, but generally only sector - wide / megacorps do . The
intelligence branch can only be accepted by those that graduate with
honours from college or the academy . In the case of special duty, if a
modified roll of 8 is rolled on the officers special assignments table,
the merchant goes to intelligence school (as per mercenary guidlines)
the transfered .

Skill Table

1   Hand Combat        If in the imperial army, marines, navy, +2 .
2   Gun Combat         If in a megacorp, + 2.
3   Streetwise         If in a sector wide, + 1 .
4   Tactics            If homeworld avg stellar, + 2 (For non
5   Vice               imperial / merchant intelligence operatives)
6   Interpersonal      If from a field office and term 3+, +4 .
7   Technical*         If from a bureaucracy office and IS-10+,+4 .
8   Interrogation      If in the reserve fleet (navy) + 1 .
9   Survey
10  Space              * Includes Forensic

Scout Table

Intelligence  Train   Base   Routine   Mission   Spl Msn   War Msn
Survival        3+     4+      4+         5+        6+        7+
Promotion       8+     9+      8+         7+        6+        4+
Skills        School   8+      7+         6+        6+        3+

The IISS intelligence service is made up of members of the field and
bureacracy . Consequently field office members do not roll for
promotion, only the bureacrats do . Members of the operations branch
can go to intelligence school instead of field training if they wish .

Merchant Table
                            	 Required
Rank   Title               Exam   Qualifications
 00    Agent                5+    Streetwise - 1
 01    Operative            6+    Streetwise - 2
 02    Junior Investigator  6+    Any other dep skill - 1
 03    Investigator         7+    Any other dep skill - 2
 04    Senior Investigator  8+    Any other 2 dep skills - 2 .

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

Archive-Message-Number: 3891
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: first hand computer
Date: Tue, 24 Mar 92 18:17:53 GMT

adpgate!rdj@apple.COM (Richard Johnson) writes:
>
> This is from today's (March 20, 1992) "Wall Street Journal",
> without permission.
>
> UNIT OF TANDY ROLLS OUT FIRST `WEARABLE' COMPUTER
> By a Wall Street Journal Staff Reporter
> ...
> Measuring 6.2 inches by nine inches [why can't they keep their style
> for numbers straight?] and weighing 2.8 pounds--about the size of
> a hardcover book--the computer is designed primarily to fit comfortably
> across the forearm and into the hand.  It uses the company's pen-based
> software, which eliminates the need for typing on a keyboard.
> ...
> So, y'spose Marc Miller is going to see his attorney about patents
> now?  :=)

First "wearable" computer, maybe.  (I've been carrying a Psion Organiser
in a belt-pouch for years now, but you can't use it and "wear" it at the
same time.)

But this is certainly not the first hand-computer.  Sharp had something
answering that description a long time ago; Psion have produced the
Organiser, and more recently the Series 3; and there is the HP95.  If
Marc Miller wants to sue someone, he's got quite a long list of possible
targets!

- --
 "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: 3892
Date: 25 Mar 92 14:30:00 EST
From: "VSDEC::BARANSKI" <BARANSKI%VSDEC.decnet@nl.nusc.navy.mil>
Subject: Scanning in Space

In the current Traveller PBEM one ship has been able to tell via sensors what a
missle turret has targetted, and when the turret goes from standby to ready (a
power change of supposedly .03%).

It's also my understanding that any ship can detect any ship in system by their
powerplant's neutrino emmisions.

In my Opinion, this is all for the birds!!!  How much fun can it be if you can
count the hairs on a rat's *ss across the system???

Jim Baranski


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

Archive-Message-Number: 3893
From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: Re: (3892) Scanning in Space
Date: Wed, 25 Mar 92 22:10:28 PST

In subject 3892 (Scanning in Space), Jim Baranski writes:
>
> In the current Traveller PBEM one ship has been able to tell via sensors
> what a missle turret has targetted, and when the turret goes from standby
> to ready (a power change of supposedly .03%).
>
> It's also my understanding that any ship can detect any ship in system by
> their powerplant's neutrino emmisions.
>
> In my Opinion, this is all for the birds!!!  How much fun can it be if you
> can count the hairs on a rat's *ss across the system???

I guess it depends on how much you're physically attracted to
the rat. :^)

	- Mark C.

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

Archive-Message-Number: 3894
Date:    Thu, 26 Mar 1992 0:07:15 -0600 (CST)
From: A_COPEAB@CCSVAX.SFASU.EDU (Brandon Cope)
Subject: hand computers

I believe a few years back, Texas Instruments released a 'hand computer';
however, some other company (Sharp?) released a nearly identical product, but
called it a programmable calculator. Despite nearly equal perfomance, the TI
version died. Why? In part because people were scared off by the term 'hand
computer' (this was at the beginning of the PC rush, I believe), thinking it
was too complicated to use, while something that was merely a 'programmable
calculator' *sounded* more user-friendly.

A rose by any other name may still be rose, but that doesn't mean people will
buy it...


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

Archive-Message-Number: 3895
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Enhanced Classes
Date: Thu, 26 Mar 92 16:29:57 EST

I heard a rumour that there was a challenge issue or two that
put out enhanced professions of Scientist and Law Enforcer . Now
Is this A) True and B) if it is would anyone mind sitting down at a
pute for 10 minutes and give be the bare bones of it (ie tables and stuff)
Its alot to ask, but PULEASE!!!!!!!!!!! .

Edmund (Winner of the SEH 5 times, an archduke, owns his freetrader
clear of debt and other amazingly impossible occurences from MT)



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

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

Date: Mon May  4 09:50:51 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #326: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3896  26-Mar-92 bryan borich      sensors in MT << Document: 142.09 Title : Tho
3897  26-Mar-92 Jo Jaquinta       Imperial Script << [The Writing, not the Curr

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

Archive-Message-Number: 3896
Date: 26 Mar 92 08:15:02 EST
From: bryan borich <70541.1410@CompuServe.COM>
Subject: sensors in MT

Document: 142.09
Title   : Thoughts for starships in future Traveller. V1.00
          (+ a few other things thrown in)
Date    : 8 February, 1991

Initial Distribution:
          Clay Bush
          Bryan Borich
          Mike Mikesh

Author  : Roger Myhre
          Ammerudgrenda 168
          0960 Oslo 9
          Norway


***********************************************************************
SUMMARY: This document will discuss how the naval combat rules could be
in the revised Traveller rules. It takes in consideration of what I
feel have to be changed by the rules in general. I have thus included
some of my suggestions that I had for the present Traveller rules. This
document also touches a few other topics as well. I have included
revised excerpts of letters I have sent to Clay Bush.
***********************************************************************


    Expressions used in this document.
    -----------------------------------
    Traveller           Current MegaTraveller
    Classic Traveller   Pre MegaTraveller
    Revised Traveller   Post MegaTraveller
    AAW                 Anti Air Warfare
    INH                 Imperial Navy Handbook


INTRODUCTION.
     One of my most burning interests in Traveller is starships and
starship combats. One of the reasons for this I have the rush of navy
romantics flowing in my bloodstream. Many of my relatives have been
either Navy or merchant captains or crew. I myself have been in the
navy for about 15 months as a sensor operator. Why I'm not in the navy
now is by medical reasons. But now I'm loosing the track.

     There is a few things I always wanted to change by the starship
combat in Traveller. Heck... There is a lot of things I wanted to
change. Those who have been informed through Clay Bush or read
documents 142.02 and 142.03 know that I have used heavy ammunition
against the rules as they are.

     My main purpose was to simplify much as possible. But also to
make the rules more realistic. Below I have listed those items that I
attacked most energetic.

     - Hit procedures
     - Penetration procedures
     - Damage procedures
     - Sensors
     - Scales
     - Movement
     - Firing arcs


RULES IN GENERAL.
     One thing I wanted to simplify was the Hit procedure. Calculating
the DM's in the way it was done it was difficult to keep track of more
that a few crafts per side. Not only that but you had to roll once for
each battery which fired. This got soon boring when you played with
cruisers with more than 20 batteries. Or battleships with several
hundred.

***********************************************************************
     19 August, 1991
     The hit task can be changed like this. If we presume that the max
effective combat range for starships will be somewhat more than 3000Km,
if you use passive sensors, each hex could be 15Km across. Thus there
should be possible to use the Fire controlled hit task on page 72 in
Players manual.

So the task could look like this:
[difficulty], Off=comp mod, Def=Agility, SizeDM, confrontation
Beam lasers should get a +1 on the hit task, due to their greater
precision over pulse lasers.
***********************************************************************

     For those of you who reacts on the effective combat range for
starships read the section about sensors.

     As you see above the hit task becomes much easier and faster to
use. No need to look up in tables to find DM's Dropping the weapon DM
and defensive computer DM simplifies the calculation greatly and speeds
it up. To this rule I have not worked out any One-Roll-For-Many-Batteries
rule but it was just around the corner when the news about revision came.


     Penetration procedures was neither popular with me. As above too
many DM's and other strange factors. And rolling once for each battery.
(sigh)  I worked out a few rules for this, but lacked any good ideas
for penetration of screens and configuration.

***********************************************************************
     16 September, 1991
     But before the hit task is rolled the attacker declares his attacks
against a target. Then the target must find out how much of the defensive
system he or she got to bring to bear against the attack. Most shots which
are directed at a target will be close enough to fool the defender to use
defensive measures against shots that will actually miss.

To defend against an incoming shot.
Difficult, Difference in UCP value of weapons, Comp/3, instant
Referee: this task is only rolled for weapons that are going to penetrate
defenses like beams, sandcasters and repulsors. Computer may be substituted
with gunnery skill. Pulse laser got +2 penetration.

Example: The offender shoots with a pulse laser battery with UCP value 6.
The defender uses a sandcaster with factor 7. His ship computer is a model 6.
This gives a DM of +2 (7+(6/3)-6-2).
When all the defensive batteries have tried to stop the incoming fire the
attacker rolls the hit tasks for the shots that did not get stopped.
***********************************************************************

     As you see the simple task above reduces the labor for checking tables
and calculating DM's with factors that have nothing in the task to do. Then I
think of the Computer model in the offenders parts of the task listed in
Refs manual. The computer have no influence of how the defence administer
the defensive measures. Thus that part is removed. To equalize the factors a
bit I decided to divide the defenders model number on 3. This reflects the
difficulty to stop incoming fire. At least when the incoming is moving at
the speed of light.

     Damage procedures are maybe the subject I have attacked most fiercly
(with exception of sensors.) I felt it was tedious to roll 20 times for a
spinal mount. Say if you hit with a meson gun you had to roll on 2 tables.
Internal and  radiation damage. 20 times on each is too much labor. And then
there is critical hits. Maybe 30 to 50 rolls just to find out that your ship
is blown into stardust. That's several minutes wasted just there.

     Then there is UCP-1 laser that can give Man-1 in damage on any ship size
if it does not have any armor above 40. This is just too much. One other
thing is that fighters can't hurt battleships. I don't want 1 fighter able to
kill one BB neither 10 or 100, but maybe 300 or 400 will do the job. Here I
would like to compare with Leviathan from FASA. An excellent game. Here a
large force of fighters can defeat a BB of largest type. It all depends on
tactics and what kind of fighters you choose.

***********************************************************************
     16 September, 1991
     I think we should use the damage and penetration factor given Players'
manual on the starship weapons. This makes us able to use the damage numbers
calculated in the design process. To find the damage of an battery of lasers,
use the damage number in players and multiply with the UCP value and divide
on 10.

Example: An UCP 6 battery of beam lasers-8 have 300 damage points.

     I thought it was appropriate to divide on 10 when vehicle hitpoints have
to be multiplied with 10 in combat. It is easier to divide the damage points
on the weapons with 10, than remembering that the starship can take 10 times
more damage that listed in the UCP form. Thus the weapons aren't doing too
much damage so the fun goes out of the game after a few rounds. Higher armor
points should also give more protection against damage than lower armor
points.

     By using the damage points listed in the players' manual we will se more
lowtech fighters being designed. At TL's below 13 fighters have no real punch
due to the limit on the powerplant. They must choose between punch or agility.
Now they can get something in between. The fighters at TL 12 and less can use
other types of energy weapons in space rather than the standard weapons. For
instance the vehicle weapons listed on page 78 in Referee's manual can be
used. (Except for the MD that is.)

     Penetration of screens and configuration should be done with percentile
dice. Active blackglobes will absorb a 10 percent of the damage points per
flicker rate. Sinks can store 210 hitpoints per Kl. The jumpdrive can store
((ship volume*jump*.005)/11) hitpoints.
***********************************************************************

     As you see above the amount of damage can be determined more easily.
However the backdrop is that you have to calculate the damage number for the
batteries before the games begins. This can be solved by entering them on the
UCP form at when it is set up.

     For mesonguns I want to include a instant kill or cripple table. This
table gives the effect of the weapon on the target depending on its size.

     Internal hits would be viewed as criticals when the integrity of the
hull is broken nasty things tend to happen. Just ask any astronaut in NASA.

     As an ex-sensor operator I always felt that the sensor rules in
Traveller was wrong. One thing I reacted on was that there is more difficult
to detect an object with an active sensor tuned to Very Distant range than
one with Far Orbit range. Why should it be more difficult to find an object
within the range of the lesser sensor than the greater one. If the object
was outside of the range it would not have shown up at all!

     From my experiences objects with small radar cross sections tended to
disappear when I increased the range settings on the radars I have used.

     Now to the reason why I mentioned that the effective combat range with
starships would be about 3000Km maybe a bit longer.

     In the era of starship combat where all the objects move with speeds up
to several 1000km/s you will need good updating. Now we will have to move
into radar and general sensor theory. First of all a radar or Ladar beam
moves with the speed of light. The radars and ladars operates with something
called Pulse Repetition Frequency or PRF for short. This is how many pulses
per second. The higher the PRF the closer the effective range of the sensor,
but also better is the fire solution. The PRF of a radar that are going to
conduct a 360 degree search cannot have PRF less than 200. At this rate the
radar beam will just cover the full 360 degrees if it is at max tightness.
One thing that must be understood that PRF is equal wavelength or frequency.
Normal radar cannot have beams narrower than 2 degrees. Microwave radars can
have beams that are less than one degree, but their range are very limited.
Point defense and close AAW warfare are their field.

     Of the sensor mentioned above with a PRF of 200 it takes one full minute
to rotate the antenna 360 degrees. For search radar this is great, but for
weapon control it is too slow, far too slow. Not only that but because of
the relatively wide beam the target will be quite large at this PRF. Thus
lasers and other direct firing weapons will have a hard time to hit the
target because it appears larger than what it actually is. High PRF radar
such as those found in weapon guidance systems are better due to their rapid
pulse rate they can get better solution.  Maximum effective range of Radars
on current PRF setting.
     Range in KM=(300,000/PRF)/2

     As you see the PRF is divided on the speed of light. It is further
divided on 2 when the beam are going back and forth.

***********************************************************************
     Here is an exerpt from a letter to Clay 27 September, 1991.
     Weapon fire at 500,000Km I have done some calculations regarding laser
fire at target at 500,000Km. If we assume the target to move 6 hex a round,
he actually moves 125Km/s. When a pulse bounces back from the target, we know
where it was 1.66 seconds ago (the time light uses on 500,000Km.) When we
fires at this contact we must know where it is going to be 3.32 seconds in
advance. And on this time it has moved 415Km. Here we must pin down a ship
that is only a fraction large as the distance moved, and which maybe have
changed course too. If the gunner and/or computer is not psionic this is
impossible, unless the the target is not moving at all.

     With radar I would not fire at a target at longer range than 750Km.
With Ladar I could stretch out to 3000Km maybe longer. This is due to that
the laser gives better fire resolution on the target, but it is dependent on
a radar to find the target. This is due to the narrow beam of the laser. The
ladar must also have a fairly high PRF. No less than 30 or 40. There could
be used continuous wave ladar, but I don't think that will help. If the ladar
first miss the target it may need to use many shots/pulses to regain the
track. As a backup for this occurrence I would use a Radar, which can steer
the ladar back on target in the case of a miss.
***********************************************************************

     For more information about sensors I would recommend the book Electronic
Warfare by Doug Richardson.
     US Distributor is Arco ISBN 0-668-06497-8
     UK Distributor is Salamander ISBN 0-86101-265-8


     Scales in Traveller have been too large. They work against the realism
in more than one way. Firstly 20 minutes a combat turn. Not much time
actually, until you go through a 20 turn combat. That's almost 7 hours
constant fighting. I wonder how the concentration level of those guys are
after just two hours. My experiences is that after 30 minutes you are
exhausted. The reason to this is that you work at high pressure from the
fighting starts to it ends. The phase is fast. A few seconds doubt and you
are dead. There is no time to ponder over information. You must either use
it when you get or disregard it. 7 hours at this reckless phase I wouldn't
give much for the crews concentration.

     An ideal turn length is about 1 to 3 minutes. This will also reduce
the distance moved which is ideal for the sensor arguments I have above.

     The large scale also prevented any good tactics. The combats is only
large slugfests. What I like about tactical games is the possibility of
outmaneuvering the opponent. In Traveller this is not possible when the
maneuver drive only tells who can run away from whom. The agility only makes
you harder to hit.

     This merges with the firing arcs. The arcs that exists are too limited.
Or rather too extensive. Read the excerpt below then I will continue this
line of thought.

***********************************************************************
     Movement could be plotted on graph paper. 1cm equals 15Km or something
like that. Thus there is possible to control where the spinal mount aims.
This will have some significance when there is differences between grav
drives and thruster drives.

     Thruster drives cannot aim at a target which deviates more than 5
degrees from the course, else the maneuver capability will be impaired.

     Different ships will then also move differently on the board, which
makes it more realistic. Here is my suggestions:
     Base rate of turning equals (agility*10) + 300
     Large ships are modified with  -200
     Medium ships are modified with   00
     Small ships are modified with  +200

     Thus dreadnoughts with low agility will find it difficult to escape the
meson spinal mount of a high agility ship if first caught.
***********************************************************************

      As you see now it becomes more vital where you aim your ship. No one
wants to be caught in the arc of a meson spinalmount. Lighters ship will
find it easier to outmaneuver the largest ones, but they will have the
largest weapons. It equals out somehow.



DESIGN AND OTHER RELATED TOPICS.
     Now that Traveller are going to be revised, there have been some (or a
lot of) thinking about what the new starships will be. Are we going to see
the old familiar format or is the rules for designing starships going to be
changed completely.

     There is some concepts in the current design rules that may need
changing, but those are minor in my opinion. Some have been attacking the
powerplant output figures. I don't know if those figures are right, but then
I have no physics training either. Over the last two years we have seen that
booster plants have been increasingly popular. Thus battleships have been
able to muster high agility.

     Other items have been armor facings and firing arcs. Both these two
items can be included in the current design process without much trouble.
Scott Olson mailed me a document on how to calculate the armor factors on
the different sides. For those who want this document can either contact me
or him. The advantage with armor facings will be of tactical matter. If your
Left side armor is badly beaten it would be wise to expose the Right side. I
feel that this will enhance the game.

     Firing arcs can be handled the same way. Different configurations will
have different amounts of weapons on each side. A sphere will have almost
equal number of each battery on each its four sides. (Front, Aft, Left and
Right.) A needle or wedge configuration will have maybe 80% of the batteries
divided evenly on Left and Right. The remainder 20% is Front and Aft. This
can be included in the UCP form. However this will make the listing longer.

     One thing that a lot of people will change is the maneuver drive. This
drive is rated in maneuver gee related to size not weight. Some feel this is
wrong. Basically it is, but if you look at Leviathan from FASA all the
different ship classes is stuck with a fixed maneuver gee. no matter how
much they weigh. You may double the maneuver gee by not firing any weapons.
The maneuver gee may be increased by one point in the design process, but at
the cost of available power to the weapons. So the way used in Traveller just
simplifies the matter.


     The biggest sentiment against the design rules is that you have to use
a spreadsheet the get the designs right. I have tried using a calculator with
very little success, even with small design of just a few hundred tons. But I
don't think this argument is good enough to eleminate the design rules. If
you ask me you won't find any better rules for designing starships anywhere.
FASA's Leviathan starships are too generic. The Traveller rules gives better
variation both due to its TL system and larger variation of weapons and
sensors. A few other things could have been included such as magnets used by
space tugs and ramscopes used by those who have not managed to invent the
jumpdrive, even if they are at higher TL's.

     I think it would be a loss to see the current design rules disappear.
When I think of the Wet Navy rules and COACC I also think of all those hours
wasted. It's just too bad that so good rules are going to disappear.


FUTURE OF THE NAVIES.
     Now that the Imperium is really shattered the Imperial Navy as we know
it is dead. For those few areas that have been able hold on to some
technology large fleets have proven to bee too expensive. (Read Hard Times.)
Those few capital ships that survived the battles have either been scrapped
or put into mothball for future use when the times are better.

     General starship travel is also decreasing. And if this virus idea
becomes real starships won't be popular guests at systems that cannot
protect themselves from this thing. From what I have heard this virus is more
bacteriologic than logical. It eats the wafers. There is possible to protect
computers from this thing, but if it does not find the type of food it needs,
it may decide that some other material is equally edible. So it may come back
when believed extinct one place, just like the flue or common cold.

     If this virus get the chance of running rampant known space of the
Traveller universe won't be safe. Imperial or other places. Starships will
be the most likely infector of other worlds. The wafers are in most computer
controlled gadgets. Thus not only will the PC conk out, but the car, stove,
washer, stereo, TV and so on will conk out too. If someone on an infected
takes with him a pocket computer, he may also take with him the virus or
bacteria. However the loss of data may be limited. Storage medias like tapes,
disks crystals and other types would likely be safe, so the data stored here
can be accessed by alternate systems.

     Navy ships will neither be safe from this thing. Those few ships that
still exists have to take on pirate control in the surrounding area where it
is based. These pirate ships may be infected. If worst comes to worst we will
have the feeling of the long night revisited in the stone age.

     I hope and I don't think the situation will be so grim, much damage
will be done, but how much is in the hands of GDW.

     Clay Bush had one interesting project going. And that was Imperial Navy
Handbook (INH). Now that the Imperial navy is just a distant memory this
project may be dead, or is it.... Even when the Imperial navy is gone there
is still many navies around both small and large. The small and relative safe
areas in the former Imperium still have some fragments left. All the capital
ships are probably gone, but smaller squadrons will exist. And then we have
those other navies as Solomani and Aslan and a host of other political
powerblocks that have not gone through destructive wars. The project are
after my view still valid, the emphasis have changed a bit, but that's all.
So if you are interested in this project Clay need your support now!!


FUTURE STARSHIP COMBAT.
     What the really new starship combat rules will look like is beyond me,
but I see two main possibilities. One is that new rules are made around the
existing starship design rules. The other will be new rules to the new
starships. What's important is that we don't get a generic way of the combat.
Remember that it is the crew not the equipment that fight the wars. Better
equipment just gives an edge nothing more.

     If 2 starships was going to fight each other they would have equal
chance to win if they had the same ship and equally skilled crew. But if one
ship is more advanced than the other the crew with the more advanced will
have better chance. We do also have the case where the better ship got poorer
trained crew than the lesser ship. This will in some cases equal out. Here is
one suggestion I had for Traveller to handle crew quality.

     The skill levels for the different crew qualities could be divided like
this:
     Quality            Navy      SDB       Paramilitary    Civil
     ------------------------------------------------------------
     Recruit - 1         3         3             3           3-5
     Regular - 2        4-8       4-9           4-10         6-11
     Veteran - 3        9-13     10-14         11-12        12-16
     Crack   - 4       14-16     15-17         13-17         17+
     Elite   - 5+       17+       18            18            -

     Thus this will give the better trained and experienced crew more edge.
There is no use in the computer if the crew is poorly trained. Even if the
computer is more advanced than the opposition computer.

     This will change the hit task rule I mentioned above. Divide the
computer model number on 2 and drop fractions. Skills as ship and fleet
tactics are used as before.

     If we suppose the current rules for starship design sticks the rules
may look like the suggestions below. For those of you who don't have T:2000
rules should get them. Either buy them or do as me lend them from a friend.

To hit a starship with starship weapons:
Average, (SKill+Computermod/2)-(Agility+sizeDM)

To prevent incoming fire to hit.
Difficult, (Skill+DefUCPfact+computermod/3)-Offensive UCP factor
Note:This cannot be used on screens and configuration

To detect a starship on sensor
Easy, Sensor ops

To pinpoint a starship.
Average, Sensor ops

     Increase level if offender uses jamming. This is a crude sensor rule,
but here I assume that Radar or Active EMS is used which isn't hard to use at
all. When I know more about the rules to Revised Traveller I will make some
better sensor rules.

     For damage use the calculations I mentioned above. If a weapon has
penetration enough to go through the armor give half the hits to hull. There
is no rolls for radiation, when those are included in the damage points.
However if a ship is hit by nukes, reduce damage to fiber optic computers
with 25%. Whenever a hit penetrates armor apply 10% of the hits to crew when
those do not have a hit location on the table. To find out how much pounding
the crew can take before they are dead take the max hitpoint the crew can
take before they dies and multiply with crew number.

Example: If we assume the average hitpoints on the crew is 30 which is the
chest hit capacity and multiply that with the crew number of 200 we get 600
points. When 2 thirds of the hitpoints are taken the ship is unable to fight.
To resolve meson attacks. Mesongun bays do 1000 hitpoints per UCP factor.
Spinal mounts that with the old rules could roll more than 10 times on the
hit location table automatically cripples the target, which then becomes
unable to fight. If the mesongun could roll more than 15 time the ship is
dead, vaporized, disassembled, fini, gone, you get the picture. If a
mesongun (Spinal or bay) would have rolled more than 3 times on the critical
hit table the ship is crippled. If it could roll more than 6 times it is
destroyed. A ship may endure three cripple hits before it is destroyed.

     Hit location tables
     Exterior             Interior
     -------------------------------
     1 Maneuver             Jump
     2 Weapon               Computer
     3 Sensor               Powerplant
     4 Sensor               Fuel leak
     5 Weapon               Computer
     6 Maneuver             Jump

Exterior features are not protected by armor. Sensors, weapons and computer
can take 100 hits before they are reduced with one battery or UCP factor.
For meson bays roll once for each UCP and divide the hitpoints evenly on the
locations. Whenever Jumpdrive is hit give half of the jumpdrive hits to the
hull, due to that the lanthanum grid is situated there. Do give one third of
the rolls to exterior table.

     These rules are rather crude, but then I have just thought them up at
the spur of the moment. Some of them I have been pondering on for a while,
but not really tested.

     If we are going to see new design rules there is a few points that I
would like to see in both design and combat rules. And those are:
 - Easier damage system

 - More logical damage system (Crafts with weapons UCP values below A never
   score an internal hit, but may score a critical hit.)

 - Well defined repair rules (What is the damage status of a ship that have
   lost its maneuver drive?)

 - Internal hits can be viewed as crits, when internal hits will be nasty no
   matter what weapons scored the hit.

 - Smaller scale for time and movement. ("Captain, the pilot have collapsed
   after 4 hours of constant combat.")

 - Faster task resolution for hit and penetration. Having a constant DM of 11
   going over dozen different weapon factors sounds bad in my ears.

 - Easy to use and generic damage record form that can be used by all types
   of craft. If necessary make few different forms as possible, when size and
   purpose of a craft can look totally different on the damage record form.

 - Simultaneous movement and fire. Something like FASA's Interceptor and
   Leviathan would be nice.

 - Possibility to integrate the rules with personal and vehicle combat.

 - If the rules are to be released in a separate book, I suggest that all the
   design rules are put into it. (COACC, Wet Navy, Vehicles and Robots.) This
   will reduce the time we have to wait until all the sections are ready and
   tested up to each other. The set should also be boxed so that in can
   include counters and game boards. Plastic miniatures for COACC, Wet NAvy
   and Starships would be fine, but not important.


STARSHIP OPERATOR'S MANUAL.
     As the rules are to be revised, this fine book will hopefully not be
outdated. If the technology in Traveller as we know it doesn't change it
would still be valid with the new rules. However the task rules at the end
of the book have to be rewritten. If DGP will do this is unknown when they
are going to spend considerably time to support their product AI.

     If DGP won't do it hopefully GDW will. Those rules aren't essential,
but I feel that they should be included when they would be fine to have when
the extra detail are needed.


THE OTHER STUFF THROWN IN.
     I do have some worries about the future of Traveller. Some may say it
is too early to worry, but that doesn't help much. I have read the T:2000
and Dark Conspiracy rules and I found that I don't like them. The main
reason to this is that the task system seems weak. Hell... I think it is
weak. The difficulty scaling is just wild. In my view a person who have any
training in a given field should have at least 60% chance to make a routine
task in that fieldon first try. In T:2000 this ain't possible. If you have a
skill level of 1 you have 10% chance to make it. If the task is made easy it
raises to the incredible 20% chance.

     Other things it does not cover is automatic failure and success. At
least the rules do not mention it. Unskilled tasks are neither mentioned.
Hopefully these things will be included in the new rules to Traveller.

     Hopefully we will se an increased product support for revised Traveller.
And the I hope we won't see too many cross-over adventures. Twilight
Nightmares are released, and more of that type may be in the pipeline.
Cross-overs aren't bad in their selves, that just the games will loose their
novelty when we will see titles as Twilight 5600, Dark Traveller, Gravs'n
dinosaurs and so on.

     My final worry is the published alien modules from DGP. Those products
can be wasted money if GDW do not include guidelines on how to generate
characters from these races, and how to use the interaction rules. Or else
they have to be reprinted in the new format.


FAMEOUS LAST WORDS.
     If you have anythink to comment on in this document feel free to write
to me. Any input is good input. Note that I have had little time to actually
test the rules suggestions properly.

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

Archive-Message-Number: 3897
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: Imperial Script
Date: Thu, 26 Mar 92 13:43:52 GMT

	[The Writing, not the Currency :-]
	Does anyone have, or know where, there is a definitive
sample of the script used for Imperial? It looks sort of like
Sanskrit but obsiously isn't. I've been doing various fonts
with Metafont (anyone want a slanted-bold faced-sans serif
Rune font?) and I though I'd try Imperial if I can get a sample
text.
					Jo Jaquinta
					jaymin@salmon.maths.tcd.ie

_______________________________________________________________________________
Jo Jaquinta			| "It was our blood spilled on the stars."
jaymin@lanczos.maths.tcd.ie	|	- Leslie Fish, "Mazianni"
Dublin, IRELAND			|

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

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Date: Fri May 15 11:33:04 PDT 1992
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #327: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3898  19-Mar-92 KELLOGG@DUCVAX.AU The 4.5th Frontier War: Raid on Enoc (part 4)
3899  26-Mar-92 Mike Hatz         Traveller vs Megatraveller << Would some kind
3900  26-Mar-92 Robert S. Dean    Re: (3871) More questions from a novice... <<
3901  26-Mar-92 George W Herbert  Re: Challenge << Rob Dean commented that Chal
3902  27-Mar-92 Jo Jaquinta       Gender Differences for Battledress << [Guess
3903  28-Mar-92 Roger Opperman    High Guard << While trying to work up my flee
3904  30-Mar-92 "If I was to own  A Rifts mailing list << I know this may not b
3905  31-Mar-92 Adam Naylor       Enhanced Classes << Okay I have not recieved
3906  31-Mar-92 "If darkness is t Barbarian Adventures << I was thinking about
3907  31-Mar-92 Robert S. Dean    Traveller Classics? << (Hopefully this messag
3908  31-Mar-92 KELLOGG@DUCVAX.AU Weekend Warrior << Howdy folks, Anybody got t
3909  31-Mar-92 Steven Bonneville Re: (3905) Enchanced Classes << I don't know
3910  01-Apr-92 Leonard Erickson  High Guard << In V36 #10, rogopp@rogopp.Auto-
3911  01-Apr-92 Brandon Cope      re: Barbarian Adventures << I've never run an
3912  01-Apr-92 bart@cs.uoregon.e Re: TML biweekly: Msgs 3904-3911 V26#2 << > O

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

Archive-Message-Number: 3898
Date: Thu, 19 Mar 1992 19:34 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: The 4.5th Frontier War:  Raid on Enoc (part 4)

			The 4.5th Frontier War
			Raid on Enoc (Part 4)
				or
		Is that a gauss rifle in your pocket,
		   or are you just glad to see me?

By Scott Kellogg

			- XVII -
	It was late morning when Dr. Malenkoviepr got back to the
ship.  It had been a hard morning:  first explaining to the
marine commander that no his ship was not going to blow up at
any moment, and no it was not a danger to his men, and second...
Well... perhaps he didn't like saying good bye to Dr. Lorain
Messandi.
	"All right, everything is ready, all that remains is to get
the weapons into the dome." said Malenkoviepr tiredly, "Any ideas
on how to do that?"
	"Security seems a little tight to try smuggling it in."
sighed Shtam.  "I would rather just try to sneak into the dome."
	"I never did like the idea of going there unarmed that way."
agreed Niedrsha.
	"Yes," agreed Jietlshaiepr, "We would have to subdue at
least two marines in battle dress without alerting the rest of
them.  That's a bit much to ask."
	"Ok, we can sneak in and ambush the guards when the bombing
starts." interjected Miakr excitedly.
	"All right, this is how we do it." began Malenkoviepr, "I'll
scan the place with life detection to see where the area is
clear.  Then, Jietlshaiepr will teleport in with the PGMP to
supply covering fire while we get in, if we need it.  If we open
up prematurely, we will have an entire platoon of marines
breathing down our necks.  We fly in through the windows in
groups, and with luck, take them by surprise.  We move out at
0640."
			- XVIII -
	Jietlshaiepr leaned over her patient, still nothing.  Yet
the instruments read perfect perfect health.  Still, no
measurable brain activity.  "Dr. Malenkoviepr?"
	"Yes?"
	"Can you read anything in Drert's mind?"
	Darkness...  Dark...  Darker...  Darkest...  Silence...
Down, down, down...  The fist, still closed...  Massive...  The
fist:  larger than it was...  Clenched tight...  But...  It is
opening...  slowly...
			- XIX -
	"All right, we are a hundred meters from the dome.  Shtam,
you and Niedrsha stay together, Once Jietlshaiepr teleports
inside you two will be the first to follow.  I go next.  Miakr,
you and Vole will follow once we are inside. If any one of us is
spotted we will all go for the dome.  We will have to hold it
till Oddball gets here with his cavalry.  0640.  Let's get
moving.  Make sure you stay under cover."
	They moved out to the sand mounds surrounding the dome for
cover.  The early morning was quiet, the little wild life of the
desert having already settled back into their holes.
	A few marines were scattered around their camp in the full
spectrum of alertness.  Some sunning themselves, some in full
battle dress.
	Malenkoviepr closed his eyes, "Two marines, five meters from
the entrance.  About ten to twelve out in the surrounding area.
They seem to be on patrol.  Jietlshaiepr, you ready?"
	"All set."
	"Niedrsha?  Shtam?" queried the doctor.
	"Right."
	"Check."
	"Miakr?  Vole?"
	"We're set."
	"Ok, Jietlshaiepr, 0653.  Go!"
	Jietlshaiepr vanished.
	A moment later her scrambled radio sounded.  "All clear."
	Shtam and Niedrsha flitted out.  They skimmed over the
surface as low as they could from sand mound to sand mound.
Finally the two reached the base of the dome and swooped up and
into the window.
	"We're inside."
	Dr. Malenkoviepr flew flat out over the broken terrain.
Three mounds of sand provided cover.  Stay low.
	Suddenly he caught sight of figure out in the dunes and
dropped to the ground.  Did he see me?  Blast.
	Slowly Malenkoviepr rose looking for the man he'd seen.
Just peek over the top of this mound.  A marine, looking the
other way.  Good.  Stay that way.
	He dropped lower and was off again.  He came to the base of
the dome and rose slowly again looking for the marine.  Can't see
him anywhere.  He flew into the dome.
	"All right Miakr, come on, and watch out there was a marine
out in the dunes ninety meters to the right. It is 0655."
	They went up first scanning with all the sensors they had.
The marine was gone.  They flew over hard and fast and reached
the base of the dome.  Again they rose, scanning the landscape.
	Gauss needles glanced off Vole's armor and slammed into the
side of the dome.
	Vole and Miakr turned instantly on the firing marine and
opened up simultaneously.  Gauss needles tore through metal
knocking the figure over in a tumbling heap that rolled down the
side of the dune.
	They turned and swooped through the window.
			- XX -
	The giant fist opened like a flower.
			- XXI -
	"You idiot!" Jietlshaiepr leveled her plasma gun at the
door.  Footsteps were coming fast:  metal footsteps.  The
sentries peered in through the door into the blackness adjusting
their IR gear.
	Suddenly one was blinded while the other ceased to exist.  A
plasma bolt ripped through his chest section ripping him in half.
The other marine jerked and tripped as Niedrsha introduced him to
a gauss needle.  His dying act was to grab his shredded crotch.
	"Miakr, take Vole and cover those windows!" shouted Shtam.
	Malenkoviepr already had that idea and was set up watching
the marine camp.  Five marines coming this way.  "Five more
headed for the door.  Twenty seconds to go."  "Viepchakl!" he
thought, "Two of the marines have fusion guns!"
	Malenkoviepr opened up with the rifle set on full automatic
spraying the group.  One fusion gunner caught it on the shoulder
he spun around and fell unmoving.  The other's leg was hit and he
fell to his knees.  The weapon went off in his hands and hit the
ground ahead of him.  The ground exploded and leapt skyward in a
great cloud.
	The smoke cleared and four marines were on the ground.  The
fifth was still running, and the platoon was beginning to swarm
out of the barracks.
	"Take cover!" shouted Shtam.
	Then the world exploded.
	The barracks, the head quarters, and the motor pool with the
parked grav tanks all erupted in sizzling flame as four batteries
of seven hundred and fifty megawatts worth of lasers sliced
through them.
	The shock knocked Malenkoviepr from his perch and he
struggled to regain control with his grav belt.  He came within
centimeters of smashing into the ceiling but swung away in time.
Vole and Miakr were similarly occupied as the dome shook under
the barrage of laser and missile fire.
	Two marines burst through the entrance.  One carried a gauss
pistol, the other carried a plasma gun in her arms.  They were
disoriented from the sound of the barrage that shook the very
foundations of their eardrums.  Both almost completely naked.
	The plasma gunner was hit twice as she squeezed off a shot.
She spun around off balance and crumpled.
	The plasma bolt hit the ground a meter from Shtam.  He was
thrown several meters and landed in a heap.
	The second marine stumbled, fired blind and wild.  Niedrsha
twisted and fired as the shot grazed his shoulder.
			- XXII -
	The giant hand reached out.
			- XXIII -
	A needle went through the marine's arm just before a plasma
bolt hit him square in the back.  The body exploded.
	Suddenly, Drert's battle dress appeared in the dome.  He
strode up behind Niedrsha and clamped his hands around his
wounded shoulder.
	Niedrsha suddenly felt a tickling sensation in his shoulder
of hilarious proportions.  He jerked and spluttered with mirth.
He started to collapse gasping for breath as Drert's touch
tickled him to helplessness.
	Jietlshaiepr looked on unbelievingly at the incongruously
bizarre scene.  But only for a moment when she realized Shtam
wasn't moving.  Shtam's leg looked bad.  The blast had cracked
the seals of his right leg piece.  The exposed flesh had third
degree burns, and large sections of the calf muscles had been
inexpertly and roughly removed exposing the tibia and shattering
the fibula.  She was in for a tough job later, but even
amputations could be regenerated.  She quickly injected a mixture
of fast drug and no-shock sending Shtam on a long ride up a
purple river under an orange sky.
	When she looked up, Drert was bending down holding out a
glowing blue crystal.  He picked up Shtam in one hand and
vanished.
	Malenkoviepr stood covering the entrance scanning.  Six life
forms coming...  Deafness...  Disorientation...  Panic...  A
psionic scream...  blackness as it became five forms coming.
	He waved over his remaining crew.  Niedrsha walked over
dazedly and knelt with his gauss rifle at the ready.
	Three forms in battle dress burst through the smoke and dust
thinking they had reached cover.  They dived for the floor in the
spider's parlor.
	Vole's bite is far worse than his bark.  His laser welder
focused on the neck piece of one marine, burning leaving a
smoking hole, while his gauss rifle widened the gap sending the
helmet and it's occupant spinning across the floor.
	Malenkoviepr fired into one of the cowering forms.  It
jumped and was still.
	Niedrsha took the third which had fallen at his knees.  The
shot was never felt: a brain has to be there to receive a
message.
	The remaining two:  a fusion gunner and a rifleman, jumped
in witnessing the carnage of their fellows.  They grabbed for
their weapons.
	A plasma bolt from Jietlshaiepr blew the legs out from under
the fusion gunner and out the door.  Miakr's gauss needles
smashed his helmet in as he fell where his feet had been.
	Malenkoviepr took the rifleman out with a well aimed blast,
but not before he had fired wildly.
	A stray needle caught Miakr in the abdomen, and he crumpled.
	Jietlshaiepr was on him in a flash.  Clean puncture wound
possible damage to the kidneys but far enough from the spinal
column.
	Miakr began a long, slow trip through a hot pink asteroid
belt.
	Suddenly, the thunder outside stopped.
	Silence... Ears ringing... It's over?
	Radio crackle:  "Hey, any youse guys order a pizza?
Oddball's delivers!"
	"Sausage and onions for me, Oddball." quipped Malenkoviepr.
	"Hey, hey, hey!  What's up Doc?"
	Malenkoviepr scanned for life.  "Looks like there are about
three of them:  Ninety meters north by northeast of the dome."
	"Gotcha!"
	An plasma bolt, explosion... another...
	"I tink dat wraps it up.  Yo Broadsword!  Adder!  All clear!
send down da cutters."
	"What ship is the Adder?"
	"Dat's dere's:  da battle cruiser."
	The grav tank came to rest outside the dome.  "Hey, ya all
right in dere?"  Oddball bounced over to the entrance and glanced
in at the carnage, "Hey, youse guys don't mess around.  Good
work.  Maybe dat shows ya something 'bout yer teacher."
	"Miakr!"  Gresha yelped as she recognized the recumbent form
of the Kliemoshie's steward.  She rushed forward.
	"My, my, Gresha, what big teeth you got..." mumbled Miakr
incoherantly.
	"All the better to... Oh, forget it.  He seems to be
allright." managed Gresha haughtily.
 	Jietlshaiepr activated a lock on Miakr's battle dress
locking all the joints so he could be transported easily.  "Vole,
take Miakr back to the ship.  Strip him and prepare the place for
surgery.  Gresha, go with them.  I'll follow in a moment."
	Vole and Gresha activated Miakr's grav belt and flew him
out.
	"All right, Niedrsha let me see that shoulder."
	Oddball turned to Malenkoviepr and guestured to the weapons
dropped by the marines.  "Nice work Doc, but I'll warn ya now, if
ya want any of these swell toys, you better hide 'em.  I got
orders to hand over any I find to the Ine Givar.  We got sixteen
minutes."
	"We may need replacement parts for the battle dress."
suggested Niedrsha looking at the hole in his own armor.
	"Viepchakl!  Stop moving, I'm examining you." growled
Jietlshaiepr.
	"How is he?" wondered Malenkoviepr remembering suddenly.
	"Disgustingly healthy.  Not even a blasted scar to teach the
bastard.  What did I tell you about getting in the way of a
bullet?  You're going to pay for this mister!" spat Jietlshaiepr.
"I'm off.  Grab me a fusion gun if you think of me."  She kissed
Niedrsha and flew off.
	"So, anything interesting around this dump Doc?" asked
Oddball.
	"Not much, but this should be interesting to examine."
Malenkoviepr shot off a piece of the Diamond glass.  "I want a
sample of this stuff though.  It is harder than diamonds but is
workable at high temperatures.  The rest appears to be just
junk."
	"Cool!  cool!"
	Niedrsha grabbed one of the suited marines that wasn't to
damaged, strapped a fusion gun onto it and flew off with it.
	"Da Ine Givar are gonna fire a nuke:  Scorched ground
policy."
	"Viepchakl."  "This idiocy is worthy of SORAG." he thought.
	"Hey, some of these marines are naked!"
	"Happened during the bombardment.  Explosion must have blown
their clothes off."
			- XXIV -
	They managed to grab enough equipment from the wreckage to
complete two suits of battle dress and repair their own suits.
Weapons total: one fusion gun, two tech fourteen plasma guns,
four gauss pistols, ammunition for their rifles including several
RAM grenades.
			- XXV -
	"Quite a little haul." commented Oddball appreciatively.
"Too bad about Gresha.  I hate filling out casualty reports.  I'm
gonna miss her."  He handed Gresha her pack.  "Here's your stuff
girlie, keep in touch.  I won't be workin' for those twits
forever.  Take good care of her Doc."
	"Why will you fill out a casualty report?" wondered
Malenkoviepr.
	"How else am I gonna explain how her armor, rifle and fusion
gun disappeared?"
			- XXVI -
	The Adder's pinnace landed next to the dome and it's crew
swarmed out.  The terrorists were a motley assortment of humans
armed with every thing from sub-machine guns to FGMP-15's.
Roland T. Gunner and his psi-shield stepped out and surveyed the
situation.  "Ok, Doctor, what have you got for us?" he asked in
his threatening monotone.
	"One hitherto unknown crystalline compound harder than
diamonds."
	"Interesting.  Any weapons?"
	"None."
	"Well, we'll take what we can get.  Men, start stripping the
corpses.  What sort of artifacts?"
	"Nothing, it is a pretty bare site for that sort of thing.
It would appear that the entire base was subjected to an enormous
amount of heat some time after the base was abandoned.  It melted
what was here."
	"Shit!  This operation cost us."
	"Yes, I'm disappointed to.  But there is nothing here of
value except the structure itself.  Just a bunch of fused and
slagged puddles of metals."
	"What kind of metals?"
	"Aluminum, copper, gold..."
	"Nothing of value?"
	"No, I am afraid we will learn little, but..."
	"Leave that for our science operatives.  I'm not interested
in what we learn.  How much gold?"
	"What do you mean, you're no... Oh, twenty or thirty
kilograms total, it is mixed in with other metals in puddles
inside the dome.  It is probably the remains of computers."
	"Good."
	"What do you mean you are not interested in what we learn?"
	"We're fighting a revolution.  Knowledge isn't my first
priority, weapons are.  This crystal, can you make armor out of
it?"
	"I doubt it, you would have to synthicize it first, then
there is the problem of the fact that it has a relatively low
melting point.  As protection, you could do better with stuff
more available.  But for special applications it might be
extremely useful, saws, cutting tools, or in this case, windows.
Right now we don't know enough about it to start thinking about
applications."
	"Bullet proof windows... I'll leave that for the science
operatives.  Where's the gold?"
			- XXVII -
	"How's the crew Jietlshaiepr?"
	"Well," she began, "Niedrsha is completely healed.  Miakr is
too, but he's not quite out of the drugs yet.  Shtam's leg had to
come off.  Regeneration should be no problem.  Actually, unless
I'm mistaken it has already started.  I know he is shielded, and
may know awareness, I never asked.  But, considering the shape he
is in, I would say he is not doing it himself.  I've got him
sedated.  Viepchakl!  If this continues, Drert is going to put me
out of a job.  Inducing regeneration is no mean trick."
	"Agreed." commented Malenkoviepr, "It requires advanced
knowledge of both awareness and telepathy.  And we all saw him
teleport.  What else can he do."
	"Well, when I came in, he was reading."
	"So?"
	"He had the ship's library tape running at fast forward.  He
sat there with a completely blank face holding that crystal.  Now
how did he get it."
	"He teleports..."
			- XXVIII -
	Malenkoviepr opened the safe in his stateroom.  Roland had
agreed to one hundred thousand compensation for Shtam's and
Miakr's wounds.  Two hundred and fifty thousand to be returned.
That stupid guerrilla, he didn't even want to learn anything...
Weapons!...  Ha!...  What does he know about science?...  No, if
you can't understand it, blow it up!...  What's...  that...
smell?...  Tranq!
	In one move he threw the money into the safe and whirled
around.  He stopped but the room continued to spin.
	A man in a filter...  Move it!...
	Malenkoviepr jumped for the door but his feet wouldn't
cooperate.  He slipped and crashed to the floor.  He struggled to
get up but his arms wouldn't hold him.  The last thing he
remembered someone was taking off his battle dress.
			- XXIX -
	The Adder's pinnace lifted off.
	Niedrsha hesitated.  Hold on, the doc was going to give them
some credits back...  Something's up.
	He punched the radio circuit in his battle dress, "Dr.
Malenkoviepr, come in... Doc?   Jiet, come in, the doc doesn't
answer, something is up."
	"He's in his stateroom."
	"Well, check on him will you?"  He waited anxiously.  "Vole,
can you run up the engines I think were going to have to move,
and fast.  They talked about nuking the place."
	"I'm on it." answered the robot.
	"Niedrsha!" shouted Jietlshaiepr, "The doc's been taken.
His room is full of tranq gas and his armor is on the floor."
	"Right.  Jiet, we need Miakr and fast.  Is he coherent?"
	"This is Miakr, I'm feeling closer to reality, I can see it
from here."
	"Get to the engine room and crank those engines.  We have to
leave five minutes ago."
	"Take off power will be up in four minutes ten seconds."
reported Vole.  "Full power about five minutes after that."
	Niedrsha turned to the ship's radio.  "Enoc Spaceport, this
is Kliemoshie, over... We are under attack...  come in..."
	"This is Enoc Spaceport," drawled a voice slowly, "Come in,
repeat, come in..."
	"This is Kliemoshie, we are under attack, repeat we are
under attack... the ancient archeological site is being over run.
we will be lifting off as soon as we have power... in five
minutes thirty seconds... Please give us clearance immediately."
	"Kliemoshie, this is spaceport control, repeat message..."
	"Well," thought Niedrsha, "at least they won't blame this
raid on us now."
			- XXX -
	"Ok, everybody hang on."  Niedrsha pushed the throttle up.
The Kliemoshie shook and lifted slowly.  Low power makes for long
lift offs.  Rock crags came up reaching for the fleeing courier.
She swung around them drunkenly.
	"Engine room, keep that power coming."
	"Point nine G's and climbing..."
	"We'll need more than that."
	It's coming... one G and climbing."
	The Kliemoshie limped clear of the surface and into the sky.
Now all we need is altitude and distance.
	Gresha looked up from the scanners.  "That pinnace has twice
our top speed. and a damn good head start:  range two thousand
kilometers."
	"Drert, get in the turret."
	"They've got missiles, and a battle cruiser with nuclear
missiles beyond that."
	"They also have Dr. Malenkoviepr.  Drert, commence fireing."
	The lasers fired.
	The pinnace flew on unhindered or hit.
	"They've fired their missiles."
	Miakr broke in on the intercom, "We have full power."
	"Good boy, Miakr!"
	"Missiles closing... ten seconds to intercept."
	"Hold on to your shorts, folks, here we go!" called
Niedrsha.  The Kliemoshie swung around in a waltzing corkscrew.
She responded slowly.  Creaks and groans ran through her frame as
she scrambled for her life.
	"Three... two... one... zero..."
	Three missiles streaked by and headed toward the surface of
Enoc.
	"Good work Niedrsha." Gresha sighed.  "The Adder is closing
in for rendezvous with the pinnace.  We'll be in range of their
guns in five minutes.  Range to pinnace now two thousand five
hundred kilometers.  Range to cruiser fifty five thousand
kilometers.  Rendezvous of pinnace and cruiser eighteen minutes."
	The lasers fired.  The pinnace continued to fly unhurt.
	"They've fired again.  Assuming we disabled her engines now
we couldn't intercept it for another nine minutes."
	"Drert, cease fire." ordered Niedrsha, "We can't intercept
now without taking on that fucking battle cruiser.  Sorry Doc,
but the battle's lost already.  We'll getcha back somehow."
	The Kliemoshie turned and ran at full acceleration.
- -----
We now return control of your TML to you, until next time when the control
cursor will take you to:  The 4.5th Frontier War.

The crew of the Kliemoshe will return in:
	The Search:  or Is there a Doctor in the Sector?

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

Archive-Message-Number: 3899
Date: Thu, 26 Mar 1992 13:16:06 -0500
From: mikey%oscar.dnet@gte.COM (Mike Hatz)
Subject: Traveller vs Megatraveller

Would some kind soul please enlighten me to the differences between Traveller (circa
1980) and MegaTraveller (1992).  I have only played Traveller and was wondering if it
was worth getting into the next generation so to speak.  What books/modules can you
TMLer's recommend.  Thanks.

==============================
^^	 Mike Hatz	    ^^
^^Colorado Springs, Colorado^^
^^ mikey%venus.dnet@GTE.COM ^^
==============================


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

Archive-Message-Number: 3900
Date:     Thu, 26 Mar 92 13:30:06 EST
From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (3871) More questions from a novice...

In your letter dated Fri, 20 Mar 1992 22:11 EST, you wrote:
> From: "Something wicked this way comes..." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
> Subject: (3871) More questions from a novice...
>
> 	I know this may sound like a very typically asked question, but what
> Traveller books are out there, specifically MegaTraveller?  I have the books
>from the boxed set and Rebellion, but do no know what other books there are to
>find. It is also difficult, when looking at the covers, to tell what books are
> adventures and what are sourcebooks, and what books are good for stats on the
> races and what books have good vehicles.  Could you please help me out?
>
> 	Lucifer >:}

You've got it.  Sorry for the delay:


MegaTraveller

     It  has been several days since someone requested a list  of
all  MT  products, so I figured I might as well take  a  shot  at
answering.  I'm in a bit of a bad mood today with a headache  and
all, so don't take some of these _too_ seriously.

Boxed Set: Player's Handbook
           Referee's Manual
           Imperial Encyclopedia

     I won't bother with a review of these, since I suspect  that
most of you have them.  They're a basic compilation of the  char-
acter generation, combat, trade, craft building, task  resolution
and  star system generation systems, plus some background on  the
Third  Imperium  and  it's spectacular collapse into  a  mass  of
warring  splinter states.  Why?  We don't know since there  isn't
really enough information.

From GDW:  Rebellion Sourcebook
           Referee's Companion
           Fighting Ships of the Shattered Imperium
           COACC
           Knightfall
           Hard Times
           Various Issues of Challenge

     The  Rebellion Sourcebook adds to the information  found  in
the Imperial Encyclopedia by telling us about fleet organization,
and  giving  us a thumbnail sketch of each of the  major  warring
factions.   In addition there are a few large space combat  vehi-
cles, not especially well designed, and a barebones outline of  a
decent  adventure that would send the characters  halfway  across
the Shattered Imperium in search of some parts for an  experimen-
tal weapon.

     The Referee's Companion tries feebly to make up for the lack
of a lot of material in the Referee's manual, giving you a  group
of  unrelated articles on such topics as communications,  aliens,
and robots without the necessary rules to use them, and a totally
inadequate  large  scale combat system  ultimately  derived  from
Striker.

     Fighting Ships of the Shattered Imperium is without a  doubt
the  worst Traveller product ever issued by GDW.  It is a  worth-
less collection of Imperial Navy vessels filled with bad designs,
typos,  and  rules violations, and most of the vessels,  even  if
properly  designed  would  be of little or no use  to  a  referee
running a 'typical' Traveller adventure.

     COACC  is a little better than Fighting Ships in that it  is
mostly  internally self consistent.  It presents a set  of  rules
for use in air combat (fighter on fighter and all that) which  is
usable  over  a very limited range of tech levels,  a  supporting
adventure  outline (fairly stupid) and design systems  for  fixed
wing, rotary wing and lighter than air flying vehicles.  Unfortu-
nately  it is not very compatible with the other design  systems.
Ask Scott Kellogg about the Indianapolis series.

***Spoiler  Warning??*** Knightfall is one of only two  published
adventure  supplements  for MegaTraveller.   Old  time  Traveller
aficionados  will  remember that we sat around waiting  for  many
years  to discover the "Secret of the Ancients".  Well, it  seems
that  the secret was really one layer deeper, since old  Grandfa-
ther raided the relics of an even more Ancient race, here  dubbed
the Primordials for many of his super-science miracles.  We  find
out  in this module that the Primordials eventually all  died  of
boredom.  So will you.

     Hard  Times is effectively a continuation of  the  Rebellion
Sourcebook,  describing the next five years of the rebellion  and
dealing with the immediate aftermath.  Various of the folks  here
have  done an adequate job of describing the flaws and  shortcom-
ings  in this book, so I won't repeat them here.  I think  it  is
still  the  best addition to MT to come  from  GDW...which  isn't
saying  much.   A design system for  pre-gravitic  spacecraft  is
included, which I think is kind of fun.

     Challenge started out life many years ago as the Journal  of
the  Traveller's  Aid Society, and it has evolved  to  the  point
today  where very little MegaTraveller material sees print.   I'm
still  buying it for sentimental reasons (and to keep my  collec-
tion  complete), but I think that I'll stop with #60 in the  next
month or two.

From DGP:  World Builder's Handbook
           Starship Operator's Manual
           101 Vehicles
           Flaming Eye
           Vilani and Vargr
           Solomani and Aslan
           Various Issues of The Traveller's Digest and
             MegaTraveller Journal


     World  Builder's Handbook expands on the material  on  world
creation  found  in  the Referee's Manual.   I  have  no  serious
complaints  with it, use it all the time, and consider it  to  be
the single most useful supplement for the game.

     Starship  Operator's Manual provides some interesting  back-
ground  color on ships.  If that appeals to you, it'll  be  worth
the  price.  There's nothing indispensable, though, if  the  idea
doesn't sound intriguing.

     101 Vehicles was one of the first MegaTraveller products  to
be released.  It contains completed designs for 101 ground, grav,
and  near  orbit  vehicles of various types, many  of  which  are
interesting,  and  many of which are silly or  badly  flawed,  or
designed  using  rules errors.  As the  resident  vehicle  design
expert (at 320+ designs, all done by hand <?!?>), I can do better
after years of fussing with the systems and can spot the  errors.
This is not necessarily a good thing, since most of these designs
_could_  be used without the players ever knowing  that  anything
was  wrong.   My overall opinion is that it  can  be  recommended
cautiously.

     Flaming  Eye  is a compilation of two medium  length  adven-
tures.   I didn't particularly like them, and wouldn't  use  them
myself, but it's better than Knightfall, and prepared  adventures
are in extremely short supply for this game.

     Vilani  and Vargr and Solomani and Aslan are excellent  sup-
plements  covering  the major races in and around  the  shattered
Imperium.  The worst part of these books is that the rest of them
will  never be released, leaving the Traveller fan high  and  dry
when  it  comes to running aliens either as players or  as  NPCs.
Those  with  money  and patience can find  the  Zhodani,  K'Kree,
Droyne, and Hiver alien books from 'classic Traveller'.

     The  Traveller's Digest started as an  independent  magazine
covering  Traveller.  When the editors and staff became  involved
in  the  MegaTraveller revision, the magazine  changed  gradually
into one covering mostly MegaTraveller.  In recognition of  this,
the name was changed to the MegaTraveller Journal, and two issues
were released before DGP gave up the Traveller business last fall
in the wake of the revision fever at GDW, and to pursue their own
game,  AI.  A third issue was planned, and may yet  be  released,
but if it is, it will be the last.  Sic transit gloria mundi.  It
was a good 'zine, and was essentially the 'flagship' of the whole
game as Challenge gradually dropped coverage.

    Anyway, those are _my_ opinions on a bleak day in March  when
my  mood is black.  Anyone want to start a good thread and  cheer
me up?

Rob Dean




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

Archive-Message-Number: 3901
Date: Thu, 26 Mar 92 23:10:21 PST
From: gwh@lurnix.lurnix.COM (George W Herbert)
Subject: Re: Challenge


Rob Dean commented that Challenge was slowly running less and less
useful MegaTraveller articles and that his interest in it was
dropping.

I can tell you why it's running less articles.
They aren't getting any.
I would heartily encourage _everyone_ here to write up their favorite
whatever for MT and send it to Michelle Sturgeon at GDW.

- -george william herbert
gwh@lurnix.com  gwh@ocf.berkeley.edu
"SysVr4: It's more than an OS, it's a way of life." "Shoot me Now."
	

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

Archive-Message-Number: 3902
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: Gender Differences for Battledress
Date: Fri, 27 Mar 92 9:17:52 GMT

[Guess whose catching up a *long* way on old TMLs :-]

	First a real-world example. My wife and I are both in the SCA
(Society for Creative Anachronism, medieval recreation). We both fight.
I.e. we wear suits of armour and hit each other with sticks. I am 5'10",
she is 5'4". I weigh #140, she weighs #xxx (acutal number ommited for
diplomacy, consider it to be considerably more than me :-). I.e. I am
"tall" and "thin" and she is "short" and "not-thin". However, we can
both fight effectively wearing each other's armour. Actually there are
suits of armour we have that people even taller than me (and shorter
than Lesley) can fight competantly in.
	My personal body armour was made by and for someone of Lesley's
proportion (and gender) and her's was made by and for someone of her height
and my build. I fought in Canada in armour for someone basically the same
height & weight but the other gender.
	So what I am saying is that, with regard to Medieval plate armour,
we have quite a degree of flexibility. Now custom shaped armour is always
better (I can't wear the new legs I've made for Lesley) but will not
greatly inhibit use. If you carry this over to Battle Dress and Traveller
game mechanics the worse I would apply is to increase any task by one
level.

	The second is a literary example. C.J.Cherry's "Rimrunners"
goes into some detail on Battle Dress. Since I beleive Traveller has been
a major influence on her works they bear particular relevance. Much of
the tension toward the end of the book is derived through the repair
and fitting of two damaged suits of Battle Dress by a technician/marine.
	It is quite clear in this that because Battle Dress acts as an
amplifier of your actions it must be fitted *precisely*. To do otherwise
sends the user jittering and shaking around the room.
	I reccomend the book to anyone interested in Battle Dress or for
thematic background for Traveller.

	There you go. Two opposite examples :-). Take you pick.


_______________________________________________________________________________
Jo Grant			| "Love is blind, or so it seems, to make me
jaymin@lanczos.maths.tcd.ie	| offer you my dreams. But after all is said and
44 Bancroft Ave., Tallaght,	| done, a blind man's dreams are not much fun."
Dublin 24, IRELAND		|		-- Horslips, "Blindman"

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

Archive-Message-Number: 3903
Date: Sat, 28 Mar 92 19:32:58 MST
From: rogopp@rogopp.Auto-trol.COM (Roger Opperman)
Subject: High Guard


While trying to work up my fleet for the TCS PBEM game, I tried to
game out some ship designs with High Guard.  I quickly came to the
conclusion that the system is a nightmare for "real" situations with
large numbers of opposing ships, fighters, etc.  I can easily imagine
a fight in the PBEM game with a thousand or so ships on a side.

Consequently, I think I'm gonna look into writing a High Guard combat
moderator.  It should read regular HG listings for ship stats (I'll
have to put in some extras for aux. bridge, backup computers and
such) and keep track of individual ships.

Any suggestions or features?  How about what machines/environments to
run it on?  Lowest common system is probably Unix text, with Unix
curses running second ...


Roger Opperman
rogopp@auto-trol.com
Auto-Trol Technology Corporation

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

Archive-Message-Number: 3904
Date: Mon, 30 Mar 1992 10:43 EST
From: "If I was to own both Texas and Hell, I'd rent out Texas and live in Hell."
Subject: A Rifts mailing list

	I know this may not be pertinent to this list (I'm sending this same
message to three different listserv and/or mailing lists), but I'm thinking
about starting a Rifts mailing list.  If there's any interest out there, please
E-mail me at the above address.  More information as I get more responses.
	Thanks.

	Lucifer >:}

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

Archive-Message-Number: 3905
From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Enhanced Classes
Date: Tue, 31 Mar 92 14:02:07 EST

Okay I have not recieved anything about the possibility that there is an
enhanced law enforcer and scientist class floating around . I am going to
assume now that some of you do know but felt that someone else would tell me .
NO ONE HAS !!!!!!! So I dont care how much email I get about it, if you know
anything at all about this MAIL ME . Dont just sit at your terminals and
shrug and say "Well someone else will tell him" because it wont happen !!!

I would just like to stop for a moment during this tirade and point out
that I am on very good terms with the grandfather of the ancients and I
will talk to him unless I get some information fast !!!!!

So if you have anything at all about this LEMMIE KNOW !!!!!

I would also like to point out that I have a level 4 skill in combat
rifleman and am armed with a gauss rifle so DONT FORGET

PS Anyone find my intelligence branch article useful ????

Edmund Siorskii

- - Edmund's blood preasure has just risen by 30 points and this can only
be bought down by a liver transplant from someone with AB- Blood or
information about the enhanced law enforcer and scientist

- - PS I am a very poor uni student and simply just cannot afford to
subscribe to challenge magazine .
- - Also has Journal 3# come out yet ????


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

Archive-Message-Number: 3906
Date: Tue, 31 Mar 1992 10:00 EST
From: "If darkness is the absence of light, then evil is the absence of good"
Subject: Barbarian Adventures

	I was thinking about starting my first Traveller campaign on a world
with a TL of 1 or 2.  I.E. a pseudo-medieval fantasy setting.  Technology is
considered to be magic that only a few can barely understand, etc.  I know its
a typical SciFi plotline, but I thought it would be an interesting twist.
	My question is: has anyone out there ever GMed a Traveller campaign like
this?  How did it work out?  What did you do to make up for the lack of
available equipment (I'm thinking about using the AD&D lists for items and
figuring up stats for them in Traveller).  Any suggestions from anyone?
(Yes, eventually the PCs will enter space the Traveller way...)
	Lucifer >:}


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

Archive-Message-Number: 3907
Date:     Tue, 31 Mar 92 10:26:24 EST
From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Traveller Classics?

(Hopefully this message means that I am starting to awaken from my apparent
winter hibernation...)

We've had two newcomers ask about the wisdom of investing in MegaTraveller
products in the past week.  As a result of this, I've been thinking that
we might want to put together two lists: One of MT product reviews, and one
of classic Traveller products that should be sought by new MT players.

The second category would certainly include things like Book 8: Robots, whose
rules have not yet been translated to MT (and probably will _never_ be),
The Traveller Adventure, and most of the Alien books.  What else would anyone
recommend as a 'must-have'?

Rob Dean
rsdean@crdec8.apgea.army.mil


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

Archive-Message-Number: 3908
Date: Tue, 31 Mar 1992 09:31 CST
From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Weekend Warrior

Howdy folks,

Anybody got the Weekend Warrior address handy?  I used to have it somewhere
but can't find it.

Thanks,
Scott Kellogg

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

Archive-Message-Number: 3909
Date: Tue, 31 Mar 92 10:21:33 CST
From: bonnevil@stolaf.edu (Steven Bonneville)
Subject: Re: (3905) Enchanced Classes


I don't know about law enforcement, but I do remember seeing errata for
an enhanced scientist/academic career in one of the last issues of the
JTAS before it became Challenge. :(  [Anyone else REALLY miss the JTAS?
Never mind, I already know.]  I haven't looked at the intel ministry
article that was recently posted closely yet -- the closest things in
generation I can think of would be IISS-expanded (Operations Office),
the Intel schools in the expanded-military, and that IRIS article that
was in Challenge way back when.  (Don't ask me for it, I don't have it
either!) :)

Off on a tangent, has anybody else noticed that since the PBEM started,
traffic on the TML has dropped further and further off?  Are ALL our
heavy posters busy playing multiple characters? :)

- --Steve
<bonnevil@stolaf.edu>

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

Archive-Message-Number: 3910
Date: 01 Apr 92 09:54:00 EST
From: Leonard Erickson <70465.203@CompuServe.COM>
Subject: High Guard

In V36 #10,  rogopp@rogopp.Auto-trol.COM (Roger Opperman) writes:

>Any suggestions or features?  How about what machines/environments to
>run it on?  Lowest common system is probably Unix text, with Unix
>curses running second ...

Alas, neither of those will do me any good. I've had *very* mixed
results when trying to move unix source to the PC. (mostly because I am
*not* a C programmer, Pascal I could handle).

So I vote for PC compatible, with a "stock" ANSI driver loaded.



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

Archive-Message-Number: 3911
Date:    Wed, 1 Apr 1992 10:39:47 -0600 (CST)
From: A_COPEAB@CCSVAX.SFASU.EDU (Brandon Cope)
Subject: re: Barbarian Adventures

I've never run anything like what your trying to do, but I like the idea (I can
think of one GURPS module, "Unnight", that deals with a colony that has been
seperated for so long, and got off to such a bad start, it degenerated to a
TL2-3 society, except for a few, called the 'wizards', who possess some higher
technology). There was an issue of Challenge that had an article dealing with
using drugs, psionics, and other things to make things appear as if they were
done by magic. Can't remember the number offhand, but it was a special Horror
Issue.

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

Archive-Message-Number: 3912
Subject: Re: TML biweekly: Msgs 3904-3911 V26#2
Date: Wed, 01 Apr 92 23:27:47 -0800
From: bart@cs.uoregon.edu


> Off on a tangent, has anybody else noticed that since the PBEM started,
> traffic on the TML has dropped further and further off?  Are ALL our
> heavy posters busy playing multiple characters? :)

I used to send something once in a while, but haven't in a long
time.  The main reason being that, frankly, I don't own very
much Traveller stuff -- just the OT boxed set (which is why I'm
not currently trying to get into the PBEM :-) -- and while this
is fun on its own, I was just thinking about buying heavily
into MT stuff to "get current" and doing some things with it
when GDW managed to convince me the game's a dead end -- no
future.  No reflection on the typical reader of this group, who
seems to be able to support the game well with little or no
help!  The main reasons I still watch the list are for (1) the
fun physics, and (2) to watch the PBEM(s) (BTW, to the writers
who collate(d) that stuff -- *great job*!  I can imagine how
much work it must be...).  Let me know when some commercial
organization (not necessarily GDW) decides to support something
vaguely resembling OT or MT again, and my interest'll perk
right up...

Maybe we should buy the licenses and do it ourselves?  Anybody
interested in working on TDR (under some other name, obviously
:-) on a percentage basis?  The SPARC on my desk here at home
would make a fine desktop publishing station with just a little
work, and --

...Sorry, pipe dreaming again.  Pay no attention to the loony behind
the CRT.  We now return you to your regularly scheduled reality...

				Bart Massey
				bart@cs.uoregon.edu

"Set FGMPs on stun!"
"Yes sir -- if you'll just turn your back for a moment,
 I'll check that setting..."

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

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

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

Date: Mon Apr 13 11:27:09 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #328: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3913  02-Apr-92 d9bertil@dtek.cha CHAT: Gauss Tranq << Well, there isn't really
3914  02-Apr-92 MacGyver          re: activities drops << > Off on a tangent, h
3915  02-Apr-92 KELLOGG@DUCVAX.AU The Trokh Language |-> << A quick note on the
3916  02-Apr-92 KELLOGG@DUCVAX.AU Classic Trav Must Haves << Howdy, Well, maybe
3917  02-Apr-92 Adrian Hurt       Re: Weekend Warrior << KELLOGG@DUCVAX.AUBURN.
3918  03-Apr-92 Michael A. Surman Virtual Reality << This might have been broug
3919  03-Apr-92 "Anderson, Richar Philladelphia suppliers... << Does anyone kno
3920  03-Apr-92 metlay            Tranqs and Armor Penetration.... << Well, I d
3921  02-Apr-92 Anonymous         Re: TML nightly: Msgs 3910-3911 V36#13 << re:
3922  04-Apr-92 Adam Naylor       Grav Utility << Well another useless design f
3923  06-Apr-92 Adam Naylor       Changing Professions << I am not sure the TML
3924  06-Apr-92 "VSDEC::BARANSKI" Virtual Reality << Star Trek's Virtual Realit
3925  06-Apr-92 Robert S. Dean    Densitometers << I just received copies of Tr
3926  07-Apr-92 Robert S. Dean    New Ship Designs << Since I was inspired toda
3927  07-Apr-92 Steve Higginbotha careers and densitometers... << And you thoug
3928  07-Apr-92 "J.A.F.O."        Is there a problem? << I am unsure if this wi
3929  08-Apr-92 Adam Naylor       System Design << I have a question about star
3930  08-Apr-92 James T Perkins   Re: the sunburst icon << Mac Liaw asked me fo
3931  08-Apr-92 Robert S. Dean    Just when you thought you'd horde it all... <
3932  08-Apr-92 KELLOGG@ducvax.au Re: Just when you thought you'd horde it all.
3933  09-Apr-92 Steve Higginbotha system design answers << Adam Naylor: >I have

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

Archive-Message-Number: 3913
>From: d9bertil@dtek.chalmers.se
Subject: CHAT: Gauss Tranq
Date: Thu, 2 Apr 92 9:38:59 MET DST

  Well, there isn't really any MegaT rules for tranq, just classic Traveller
rules, and while I'd listen to the inventor of the tranq round for his idea
on how they works, this is how I run them in MegaT:

  All tranq rounds have penetration 1, attenuation 1, damage 1 and max range
Medium. I've already talked about 'cocktail' and 'broad spectrum' tranq so I
won't repeat that again.

  The damage inflicted when they hit are real physical damage (beware of
exceptional successes!), but in addition to this they give a certain fixed
number of extra chemical hits, one at the time. The exact number depends on
the strength of the tranq you are using. Most non-dose-control give 2 to 4
extra depending on the the type of weapon they are used for: Automatic weapons
use strength 2 tranq and single shot weapons give strength 4 tranq.
  If the total damage level (physical and chemical) reduces the character to
unconciousness he is unconcious. If it takes all his hits, he's dead.
  All chemical hits will wear off one per hour, or all at once if the victim
is injected with a antidote (in autoinjector form).

  Dose control on the other hand are typically high strength (8 or so) but
the chemical hits will stop to accumulate once the character is unconcious.
It is still possible to die from the physical damage resulting from multiple
tranq hits however.

- -bertil-
- --
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."

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

Archive-Message-Number: 3914
>From: MacGyver <macgyver@cis.ohio-state.edu>
Subject: re: activities drops
Date: Thu, 2 Apr 92 8:46:56 EST

> Off on a tangent, has anybody else noticed that since the PBEM started,
> traffic on the TML has dropped further and further off?  Are ALL our
> heavy posters busy playing multiple characters? :)

No, I think the activities dropped because no interesting topics has
come up lately...




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

Archive-Message-Number: 3915
Date: Thu, 2 Apr 1992 11:56 CST
>From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: The Trokh Language  |->

A quick note on the Aslan Language:  :-)





(Music, please maestro...)

"Oh it's hard to say
 Holimaketilookachecheche...
 But in Trokh that means...
			No!
 If I ever have the money
 'Tis to Kuysu I shall go
 For each lovely Aslan maiden there
 Will gladly make a date
 And by the time she says
 Holimaketilookachecheche...

 It is usually too Late!"  |->


Scott
Profuse apologies to Flanders and Swann |->

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

Archive-Message-Number: 3916
Date: Thu, 2 Apr 1992 12:26 CST
>From: KELLOGG@DUCVAX.AUBURN.EDU
Subject: Classic Trav Must Haves

Howdy,

Well, maybe not so much 'must haves' as 'it sure helps's'

The Alien Modules.
Now that DPG has left the new alien modules for good, the old ones are sorely
needed.  Probably the best of the missing ones is the Zhodani.  After that
Droyne and maybe Darrians.  DPG has covered the Vargr, Aslan, and Solomani of
the old series.  (Though I prefer the advanced character generations of the
old editions)  After that, K'kree and Hiver.  These last two are interesting
but not very useable.  I have never even heard of anyone using either 2 of the
modules except to provide a Hiver NPC.  IMHO, the two races are unplayable as
characters.

Book 8: Robots and 101 Robots.
You want robots?  This is the only place you can get them.  101 robots is less
crucial than Book 8, but the added design rules in there are helpful.
These two rank far above K'kree and Hiver.

With these and the MegaTrav stuff, I'd say you can get by pretty well.  Every
thing else is nice to have, but little of it is crucial.

*I* like Supp 9 fighting ships and Stiker, but that's because I'm a confirmed
VDN (Vehicle Design Nut).  But Fighting ships is not in MegaTrav format.  And
Stiker has very little in it that MegaTrav doesn't.

I *LIKE* the old Traveller Adventure.  That is probably one of the best
adventures they put out.  I wouldn't say it is a "Must have" but it certainly
is a "Damn! This is GOOD!"

I would say that just about everything in classic trav helps a bit.  But I
don't think that it is *necessary* to have them.

What do you guys think?

Scott Kellogg

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

Archive-Message-Number: 3917
>From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: Weekend Warrior
Date: Thu, 2 Apr 92 10:10:54 BST

KELLOGG@DUCVAX.AUBURN.EDU writes:
> Howdy folks,
>
> Anybody got the Weekend Warrior address handy?  I used to have it somewhere
> but can't find it.

Just in case no-one else beats me to it, I've consulted my TL8 hand computer
to find this:

	Weekend Warrior
	8116 Van Noord Avenue
	Hollywood, CA 91605

	Telephone 010 1 213 818 988-1441

(Non-U.K. readers can ignore the 010 1 part, which is how we dial the
outside world, and in particular the U.S.A.)

- --
 "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: 3918
Date: Fri, 3 Apr 92 07:48:56 -0600
>From: surman@vortex.lgs.lsu.edu (Michael A. Surman)
Subject: Virtual Reality

This might have been brought up before but I don't remember very well.
I went and saw The Lawnmower Man the other day and it caused me to
stop and think about the holodisplays in Traveller.

How much of a virtual reality system is a holodisplay? I know it is
customizable but that refers to  personal preferences in regards to
layout if I'm not mistaken.

Is there a capability as in Star Trek TNG for holodecks? Whole rooms
used as virtual reality systems.

When Traveller was created there wasn't much talk about virtual
reality systems but now it's quite the topic. Even the military is
getting involved in it. I remember coming across something where the
Army has recreated a battle from the Desert Strom action. Using a
warehouse like a holodeck where every detail is taken into account.

How does this fit into Traveller? Any Comments?

Mike



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

Archive-Message-Number: 3919
Date: Fri, 3 Apr 92 9:31:20 est
>From: "Anderson, Richard" <ANDERSOR%DICKINSN.bitnet@CUNYVM.CUNY.EDU>
Subject: Philladelphia suppliers...

Does anyone know if there are any really good suppliers in Philly?  I'm going
to be moving out there this summer and would like to know a little bit about
the scene there.  (Trav and MT are preferred, but other gaming systems are
also desirable.  After all, where there is one gaming system, there is a
wholesaler that supplies that shop, and thus, there is the possibility of
special order.)

Thanks,

RHA
Richard H. Anderson
ANDERSOR@DICKINSON.EDU

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

Archive-Message-Number: 3920
>From: metlay@minerva.phyast.pitt.edu (metlay)
Subject: Tranqs and Armor Penetration....
Date: Fri, 3 Apr 92 12:41:12 EST


Well, I don't post much because I'm RUNNING the damn PBEM, but every once in
a while....

> Date: Thu, 2 Apr 92 9:38:59 MET DST
> From: d9bertil@dtek.chalmers.se
> Subject: (3913) CHAT: Gauss Tranq
>
>   Well, there isn't really any MegaT rules for tranq, just classic Traveller
> rules, and while I'd listen to the inventor of the tranq round for his idea
                                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
...I get an oblique reference I CAN'T ignore. You rang, Mister Jonnell? |->

> on how they works, this is how I run them in MegaT:

My article on tranq rounds for MT never made it to print before MTJ went
belly-up.... in fact, I'll bet that Issue 3 never DOES come out, primarily
because it is supposed to have the one article I DID get to them in it. |-P

However, the ideas begun in crude form in my article in JTAS and carried over
(poorly and sloppily) into MT are worth elaborating upon, and I think I'll
write an article for CHALLENGE when my thesis defense is past. Until then....

>   All tranq rounds have penetration 1, attenuation 1, damage 1 and max range
> Medium. I've already talked about 'cocktail' and 'broad spectrum' tranq so I
> won't repeat that again.

This is probably an okay oversimplification. One thing I have a lot of trouble
with, though, is the idea of broad spectrum tranq. I have run, and hence the
PBEM runs, with the rule that one species' tranq is another species' poison.
A tranq made for a Vilani will work on all other humans without trouble, and
will knock out Vargr as well, but it will have no effect at all on a K'Kree,
kill a Hiver or Droyne dead in its tracks, and drive an Aslan psychotic.

This causes players to be a bit careful whom they shoot. |-\

>   The damage inflicted when they hit are real physical damage (beware of
> exceptional successes!), but in addition to this they give a certain fixed
> number of extra chemical hits, one at the time. The exact number depends on
> the strength of the tranq you are using. Most non-dose-control give 2 to 4
> extra depending on the the type of weapon they are used for: Automatic weapons
> use strength 2 tranq and single shot weapons give strength 4 tranq.
>   If the total damage level (physical and chemical) reduces the character to
> unconciousness he is unconcious. If it takes all his hits, he's dead.
>   All chemical hits will wear off one per hour, or all at once if the victim
> is injected with a antidote (in autoinjector form).

This sort of ruling is a necessary evil. That's why I invented dose-controlled
tranq (or MCA, metabolically controlled anaesthetic, as my original article
called it) in the first place. There are alternatives, in some cases, to the
amount of physical damage done. See below.

>   Dose control on the other hand are typically high strength (8 or so) but
> the chemical hits will stop to accumulate once the character is unconcious.
> It is still possible to die from the physical damage resulting from multiple
> tranq hits however.

By the time you're high-tech enough to have MCA, you're high-tech
enough to avoid this sort of thing in most cases. Instead of requiring
intramuscular injection, just mix the tranq with DMSO or something
like it and suffuse it into the bloodstream through the skin. Thus,
*I* have written up items like snub pistol or gauss weapon tranq
rounds as being capsules of this liquid, which spatters into a fine
mist on impact. If a drop gets on exposed skin, you're out cold.  Even
better, but requiring a larger round like a shotgun shell or a
grenade, is tranq-gas, a fine suspension that liberally coats a danger
space of a hex or two and can work its way into any clothing that's
not air- and watertight. (Footnote: is there any interest in a standard
for grenades that are smaller than the 40mm RAM? Like a 10mm or 20mm?)

For armor, the only alternatives are non-mushrooming DS rounds with a tranq/
DMSO load in them. They get through armor, leave as small a hole as possible,
and ablate anaesthetic as they go through. I think that it would be difficult
to design a round that could get through armor yet be stopped by skin with
only a welt, and as noted above, if a person's not in airtight armor like a
combat environment suit, combat armor, or battle dress, then regular mist
rounds can do the job.

Comments?

- --

Mike Metlay
metlay@minerva.phyast.pitt.edu
Atomic City, P.O. Box 81175, Pittsburgh, PA 15217-0675

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

Archive-Message-Number: 3921
Date: 02 Apr 92 22:04:26 EST
>From: Anonymous <76234.2216@CompuServe.COM>
Subject: Re: TML nightly: Msgs 3910-3911 V36#13

re: Barbarian adventures

Two Challenge articles/adventures might be helpful.

Just Like Magic, in C# 46, and the BEHIND BLUE EYES adventure that was
spread over C# 48-51/2?  Special combat and armor rules were in C#49 (WHEN
IT'S LANCES NOT LASERS).  It's my understanding that these various articles
were the results of actual playtesting in a TL 1 techno-magic environment.

Anon.
/exit


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

Archive-Message-Number: 3922
>From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Grav Utility
Date: Sat, 4 Apr 92 17:59:20 EST

 Well another useless design from edmunds house of usless vehicles . But who
knows, you might actually find a use for it . If you do think its useful
please massage my ego and write back and tell me how useful you thought it
was (or even what uses you thought up for it) . If you delte this speal from
the author (this paragraph I mean) then It will fit nicely onto one sheet
of paper . Have Fun !

Edmund Siorskii - Edmund is know very happy that lots of people write back
telling him where to find those enhanced character occupations he asked for
last week . This means he wont have to tell the Grandfather that everyone
was naughty !

                              GRAV UTILITY 2#

     CraftID: Grav Ultralight, TL 10, Cr 5,000 (6200)
        Hull: 1/2, Disp=0.250, Config=0USL, Armour = 1B
              Unloaded=0.5 Tons, Loaded=0.85 Tons
       Power: 1/2, FuelCell=0.12MW, Duration=45/135
              Special = Emergency Batteries give 5 Minutes Power
        Loco: 1/2, StdGravThrust=1.0 Tons, NOE=40 kph,
              Cruise=142.5 kph, Top=190 kph . Unloaded Top = 300 kph
       Commo: Radio=Very Distant.
     Sensors: Headlights.
     Off/Def: None.
     Control: Panel=Electronicx4, Environ=basic env
      Accomm: Crew=1 (Operator=1), Seats=Crampedx1
       Other: Cargo=0.22 kliters, Fuel =0.648kliters, ObjSize=small,
              EMLevel=Faint . Has Intake Compressor . Max Alt 1000 Feet .

              This vehicle is basically an ultralight of the 1990's but has
              no wings . It seats 1 person in a cramped seat at the front
              of the craft . It is really just a steel frame with engine and
              seat mountings . It has a 200 liter cargo 'bin' just behind the
              operators seat . There is a small 20 liter 'glove compartment'
              just under the operators seat . The cargo bin could be removed
              and two people stand in its place (very preceiously in
              emergencies) with no subtraction to speed and the like . The craft
              has a very long duration in relation to other vehicles . A saftey
              attachment has been made in the area of a small emergency power
              supply should the engine for some reason give out . The batteries
              have enough power to supply the craft for 5 minutes (enough time
              for the pilot to land the craft safely) . It is unenclosed .

              This vehicle can be found on Tarsus . The population there make
              great use of grav vehicles despite their relitvily low tech (10) .
              It is a small 'spotter' craft which is used in the business of
              farming Noble herds (Rhinocerous type herbivores that run around
              at 50 kph) . The craft 'buzzes' the herd into moving in certain
              directions . So in away it is roughly the equivilent of a motor-
              bike used for cattle mustering today . The craft looks like a
              terran ultralight of the 1990s save it is a bit bigger and has
              no wings .

              Editors Note : The emergency Supply of batteries has the cost at
              100 times cheaper than the listed book price . However it runs
              at the same output listed in the book . My other designs which
              are tech 9 + and have batteries usually are 10 times the listed
              book price, but due to a suggestion from Scott Kellogg (in this
              design anyway) it is not .  The Maximum Altitude is taken from
              the referees companion on the description of tech 10 grav vehicles
              (ie the max altitude is about a thousand feet) . This is not
              from sea level, but from the ground it is flying above . The
              intake compressors enable it to fly in mountainous areas and
              planets with thin atmosphere . It cannot be used in vaccum unless
              a tank of oxygen is added . It is concevible that someone could
              mount rockets or other weaponary on the craft but thats up to the
              GM I guess .




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

Archive-Message-Number: 3923
>From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Changing Professions
Date: Mon, 6 Apr 92 17:19:32 EST

I am not sure the TML has looked at this, or if they had, what decisions
they made, but this is what I allow, but I would like peoples opinion on it .

Changing Professions

If a character wishes to change professions, he must make an enlistment
roll for that new profession . The following DM's are applied . - 1 for
each term before attempting enlistment . - 2 if previous occupation
'unrelated' . Brownie Points from the old profession are allowed to be used
on the enlistment procedure, but never again after that (ie once enlists
loose all brownie points) .

Ranks . If previous profession was related, then the rank is Traveller rank
minus two . If caused to go 'below' rank 1, assume at rank 1 . If previous
profession unrealated then start at the bottom .

Mustering out : The three cash rolls max applied to  total amount of rolls.
Roll for mustering out benefits 'after' character generation .

Use the above system wisely . For example no characters having escaped from
jail attempting to enlist in the navy .

Related professions would be like a naval character going to the merchant
service, or an army character enlisting in the marines . Any 'Space' character
going to another'Space' profession could be considered related . Also with
the discharge table, a dishonourably discharged character could attempt
to enlist in a criminal profession and count it as 'related' . Unrelated
professions are like 'Bureacrat to Pirate' and so forth . Note alot of retired
military personal enter the private sector after service into companies
and the like . So GM's might consider extra bonuses for that (for example) .

Many people get anoyed when generating a character only to have him 'die'
half way through . In cases in my campaign when this happens I do the following
. If the character 'dies' in the first assignment of the term, round his
career up half a term (say he spent it in hospital) . If dies in 2nd year
dont adjust it . If in third, round it up to a full term (once again say he
spent it in hosptial) if in the fourth leave it where it is . For those
characters who spent that 'extra' year in hospital optionly allow them to
roll over 7, and get a 'skill' roll on their 'Life' Table in their porfession .

Now the medically discharged character wishes to enlist in another service .
This is fine and dont count the term the character was 'wounded' in as
a DM on enlistment . The reason the character 'adjusted' his career up above
if for ease in bookkeeping .

Eg Tim the scout has served two terms, but in the first year of term three
fails his survival roll . He spends a year in hospital then attempt to
enlist in the merchant service . The DM's are - 2 (Terms) . The profession
of scout and merchant are related enough to ignore the other DM .

Any Comments ??????????

Edmund


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

Archive-Message-Number: 3924
Date: 6 Apr 92 09:24:00 EST
>From: "VSDEC::BARANSKI" <BARANSKI%VSDEC.decnet@nl.nusc.navy.mil>
Subject: Virtual Reality

Star Trek's Virtual Reality on the Holodeck's requires not only Holograms, but
also  Transporter technology matter replicators, as well as mighty
sophisticated software.

It's pretty far beyond Traveller technology.

I even have trouble swollowing it in Star Trek.  Picard sez people choose the
'challenge' of developing new planets, not out of any need...  Ha!

Jim Baranski


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

Archive-Message-Number: 3925
Date:     Mon, 6 Apr 92 16:58:34 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Densitometers

I just received copies of Traveller's Digest #2, #3 and #4 in today's mail,
and was reading through them.  I found something interesting in #3, which
was the first discussion of densitomters as far as I know.

It was the intention of the original system to limit densitometers to
scanning an area of 1% of the distance to the area at one time, with a
maximum resolution of 1% of the scan width.  Or, to put it directly in
the terms we are interested in the smallest object that can be discerned
is .0001 times the distance away.  Thus, at 500,000km, no object smaller
than 50km across can be resolved.  In an example from the PBEM game, a
missile turret, perhaps 1m across, could not be resolved from the
background at a distance of more than 10,000m (10km).  The penetration
depth number that has been carried on through the MegaTraveller referee's
Manual (e.g. 1km at TL15) is independent of this other limitation, so that
at TL15 you could get a 3D picture of an object to a depth of 1km with
a resolution limited by the range as described above.  To make out a
10m object underground (such as a grav tank bay, for example, drawing on
last summer's planetary invasion thread) at a depth of 1km, you would have
to be within 100km of the object.  Thus, you couldn't really look 'through'
a whole planet even without the depth restriction.

Thought I'd mention this, since getting a copy of TD #3 is probably a little
difficult...

Rob Dean


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

Archive-Message-Number: 3926
Date:     Tue, 7 Apr 92 16:34:27 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  New Ship Designs

Since I was inspired today, I thought I might as well send these out for the
rest of you.

Have fun,

Rob Dean




Marjoram class 400 ton Merchant TL12

     The Marjoram class merchant is a standard Imperial Data Package design,
which has been slightly modified by the inclusion of an upgraded weapon and
sensor suite to reflect the current unsettled conditions in Imperial space.
This version of the Marjoram includes two double beam laser turrets, a triple
missile turret and a triple sandcaster turret for self-defense.  Fuel scoops
are carried for emergency use, but the usual operating practice would be to
purchase unrefined fuel immediately upon landing at a starport, and process
it while cargo loading and unloading is going on. With a jump-3 drive and 2.2
maneuver Gs, the Marjoram can provide ground-to-ground service between most
Imperial starports.  Common variations on the design include removing state-
rooms in favor of additional cargo space, and adding a berth for some sort of
subsidiary craft.  In addition, it is not uncommon for crewmembers to double
up on duties or to run slightly shorthanded, which allows additional state-
rooms for passengers.

  CraftID: Marjoram class Merchant, TL12, MCr188.18 (MCr150.54 discount)
     Hull: 360/900, Disp=400t, Config=4SL, Armor=40F, Loaded=5876t,
           Unloaded=4169t
    Power: 20/40, Fusion=1800MW, Duration=30 days
     Loco: 18/36, Maneuver=2 (Thrusters=13000t), 15/30, Jump=3,
           MaxSpeed=1000kph, Cruise=750kph, TrueAcc=2.21G, Agility=0
     Comm: Radio=System*2, LaserComm=FarOrbit*1
  Sensors: EMS Active(FarOrbit), EMS Passive(Interplanetary), Neutrino
           Sensor(1MW), ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout,
           PassEnPin=Form
      Off: Hardpoints=4

               Missiles=x02     BeamLaser=xx2
           Batteries      1                 2
           Bearing        1                 2

      Def: DefDM+4

               SandCaster=x04
           Batteries        1
           Bearing          1

  Control: Computer Mod3*3, 7*HeadsUpDisplay, 470*DynLink
    Accom: Crew=9 (2 bridge,  2 engineer, 1 steward, 3 gunners, 1 medic,
           1 command), Passengers=7, Staterooms=16, Env=basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=1730kl (1 jump-3+30 days), Cargo=1584kl (117.3dt),
           MissileMagazine=4.5kl(15b-r), Fuel Scoops, Fuel Purifier (24hr),
           ObjSize=Avg, EmLevel=Faint






IDP-12116 class Utility Landing Craft TL12

     The IDP-12116 class utility landing craft is intended as a multi-purpose
small craft suitable for use by merchant vessels desiring an independent
landing capability.  Passengers and cargo can be shuttled from a starport or
spaceport other than the one being used by the main vessel. The design is
available as an Imperial Data Package, and the craft is built on numerous
worlds throughout the Imperium.

  CraftID: IDP-12116 class Utility Landing Craft, TL12, Cr3,654,000
     Hull: 9/23, Disp=10t, Config=4SL, Armor=40F, Loaded=203t,
           Unloaded=119t
    Power: 1/2, Fusion=40MW, Duration=10 days
     Loco: 1/2, StdGrav=300t, MaxSpeed=560kph, Cruise=420kph, NOE=40kph,
           TrueAcc=1.47G (close orbit), Agility=1 (close orbit)
     Comm: Radio=FarOrbit*2
  Sensors: EMS Active(Planetary), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1
      Def: DefDM+3
  Control: Computer Mod0*3, 2*HeadsUpDisplay, 12*DynLink
    Accom: Crew=2 (pilot, copilot), Passengers=4, Seats=Adequate*6,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp,
           airlock
    Other: Fuel=7.2kl, Cargo=83.5kl (6.1dt), ObjSize=Avg, EmLevel=Moderate-

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

Archive-Message-Number: 3927
Date: Tue, 7 Apr 92 11:19:17 CST
>From: Steve_Higginbotham@agwbbs.new-orleans.LA.US (Steve Higginbotham)
Subject: careers and densitometers...

And you thought you had gotten rid of me for good.

Edmund:

>Changing Professions
{ discussion }

I like it.  We have been allowing pretty much unlimited switching of
professions, but your system is rather better and more consistent
with reality ( both as we know it, and as GDW/DGP know it ).

Rob Dean:

>It was the intention of the original system to limit densitometers to
>scanning an area of 1% of the distance to the area at one time, with a
>maximum resolution of 1% of the scan width.  Or, to put it directly in
>the terms we are interested in the smallest object that can be discerned
>is .0001 times the distance away.  Thus, at 500,000km, no object smaller
>than 50km across can be resolved.  In an example from the PBEM game, a
>missile turret, perhaps 1m across, could not be resolved from the
>background at a distance of more than 10,000m (10km).  The penetration
>depth number that has been carried on through the MegaTraveller referee's
>Manual (e.g. 1km at TL15) is independent of this other limitation, so that
>at TL15 you could get a 3D picture of an object to a depth of 1km with
>a resolution limited by the range as described above.  To make out a
>10m object underground (such as a grav tank bay, for example, drawing on
>last summer's planetary invasion thread) at a depth of 1km, you would have
>to be within 100km of the object.  Thus, you couldn't really look
'through'
>a whole planet even without the depth restriction.

Hmmm... That will change a lot of planetary assault scenarios for sure.
It disagrees with some of the Referee's Manual, though.  The "Passive
Object Pinpoint" is supposed to be done entirely with a densitometer, and
under the above guidelines, a densitometer is pretty much useless for
detecting a ship much beyond 1000Km.  Even so, it makes a lot of the
picture
fit better than before, so I think we will have to use that particular gem
from DGP.

Anything else good in TD's three and four?


- -- Via DLG Pro v0.991

Steve_Higginbotham@agwbbs.new-orleans.LA.US

I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun

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

Archive-Message-Number: 3928
Date: Tue, 7 Apr 92 15:57 GMT
>From: "J.A.F.O." <BSU646@VAXA.BANGOR.AC.UK>
Subject: Is there a problem?

I am unsure if this will reach you as my local site mailer has been erratic
I f you could send me the new updated address for TML I would be grateful
(just to keep things all nice and tidy)
  Yours wondering if you're still out there
	JAFO


	A definition of trust......
			
	Not having a contingency plan lined up in case someone betrays you.

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

Archive-Message-Number: 3929
>From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: System Design
Date: Wed, 8 Apr 92 17:27:38 EST

I have a question about star system design ??????

1) When you roll for the number of orbits a system has is the result
the total number (ie roll 7, orbits 0 - 6 are used) or the number (Roll 7
0-7 orbits used) .

2) When rolling for primary star, if the plaent has a pop of 8, and
and atmos of 4-9, chances are the star will be dwarf, thus the world
have a breathable atmos of -200 degrees . This is stupid, how do I change it ?

3) When placing the companion star, what does the book mean . EG I rolled a
10, the result being (I think) 5 + 1D6 . I rolled a 5 . So the companion
star is in orbit 10???????? . The book then said Star A will have orbits 0-4,
Star B + orbit 12+, Star B orbits 0-5 . Does this mean orbits 0-4 around
A will be used, then at orbit 10 the companion star exists, around it, it
has its own orbits of 0-5 . WHAT DOES THAT MEAN, can someone please explain
this system to me ??????

4) When rolling up other worlds in the system, I get these strange paradox's
Ie A world (not the main world) oftens ends up having a pop anywhere up to
6 levels higher than the mainworld . ie mainworld has pop of 4, another
world in the system has a pop of 8, and its not the mainworld ????? . This
happens alot when the mainworld is orbiting a large gas giant in a habitible
zone . Should I assume that the mainworld has the highest pop, so any rolls
I get the pop of those planets can never exceed the mainworld pop by more
than mainworlds pop - 1 level ????????

5) Using the world builders handbook I have yet to actually get a world
(with standard atmos) with a comfy temp range . Its usually either -50 degs
of 70+ .


Pulease can I have comments on this . I dont care how many people respond
but please respond if you have a way of solving it .

Edmund



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

Archive-Message-Number: 3930
Subject: Re: the sunburst icon
Date: Wed, 08 Apr 92 13:52:45 PDT
>From: James T Perkins <jamesp@metolius.WR.TEK.COM>


Mac Liaw asked me for my imperial sunburst icon I use on my Sun
sparcstation. Here they are converted to gif (uuencoded). imperium1 is
the unshattered sunburst, imperium2 is shattered. They aren't 100%
accurate as I drew them from memory. I thought the PBEM and TML
communities might be interested in them too.

begin 666 imperium1.gif
M1TE&.#=A0 !  (       /___RP     0 !    "_HR/J<OM#Z.<M-J+L]Z\
M^P\R !"6QDB:6)J@HZ@Z;^LN<ZRX;*"S.F[K\7HD(1!!W.5^)M3RQHL6D<Y<
MIW:Z3;?2 W2HS!B[W'*4^M48S>PNN.K!MN=G9GQ&SV?3FY1>/Z2VAT=6^'?2
MQW1X&)A5\;-H*$GTZ!1YB57I-\E)]Q8FL7G96<=',8IY18JJNNK:=F;QPIIZ
M6D7K^OE B;MH)Z+X*CSU-E'3^PH*08@,:[H\'$TLAM@LR2$J3=IX,:OMJ[S+
M_,U9K)EM[9<9>DR>][L,Z7X]%I&6'BNFC,]]A4X.YH.<>>;\W0)8$%NP49^>
MG6L1S0L\?3YV $*$)IRQ,R_KS$ATV"?(NB<CCRCB-=$DG$%X2JH,,\8ECI49
8:6AL$HZFHR,;><;Q"32HT*%$BQHH   [

end

begin 666 imperium2.gif
M1TE&.#=A0 !  (       /___RP     0 !    "_HR/J<OM#Z.<M-J+L]Z\
M^P\R !"6QDB:6)J@HZ@Z;^LN<ZRX;*"S.F[K\7HD(1!!W.5^)M3RQCL4D<Y<
MIW:Z3;=1G[+*,7;'IVCY"PXSN>SQ=(CU8-L^LSN;5J?H4GL;KA1V=C=8QS6D
ML3=W9TC&6):X]LC7^*85^, TV??6$J0I45.Y.8CD%D=AR6GCMWH(FEKJB4E)
MEF?!)WNX682)2PA<NYM8R+M:_+I2BVQ,Y]NPN/OGN S[)!J<W9D+"/59)6S,
M+'4+[30=ODV-B+O7W#KLR?Z+3KK>2/PXSLJ='P_3:9RW5/4@B9LT, (X>/?T
M$4(5:N&R@Y8@0OCQQ6&Z:B[69&@*QPR?&(6!-NX+J R@O7J*0,S86+"<LI<K
M'0+Z( DF-9D7C'#+141.'IT[1D;R8DI=0#0)*PQ-@P_/,T'7FDKEJ6)-4*-'
B;E*98_'(+3%A<<B$B+7)LW)6NRYQ>P6NW+ETZ]J56P  .T'7

end

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Beaverton, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@metolius.wr.tek.com

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

Archive-Message-Number: 3931
Date:     Wed, 8 Apr 92 16:52:45 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Just when you thought you'd horde it all...

In a fit of increasing Traveller activity in the last couple of days (including
doing three new designs and a world/system map and profile), I finished editing
the Horde of small craft which has been languishing on my disk for many months.

I'll put it out in a few rather large chunks tomorrow, in its entirety, so be
prepared.

Rob Dean

I've been trampled by the Horde....


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

Archive-Message-Number: 3932
Date: Wed, 8 Apr 1992 21:17 CST
>From: KELLOGG@ducvax.auburn.edu
Subject: Re: Just when you thought you'd horde it all...

Welcome Back Rob,

We'll all soon be drowning in a horde of puns.

Scott
A Horde!  A Horde!  My Imperium for a Horde!

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

Archive-Message-Number: 3933
Date: Thu, 9 Apr 92 08:53:56 CST
>From: Steve_Higginbotham@agwbbs.new-orleans.LA.US (Steve Higginbotham)
Subject: system design answers

Adam Naylor:

>I have a question about star system design ??????
>
>1) When you roll for the number of orbits a system has is the result
>the total number (ie roll 7, orbits 0 - 6 are used) or the number (Roll 7
>0-7 orbits used) .

I use the number rolled as the highest orbit number.  roll7, orbits 0 - 7.

>2) When rolling for primary star, if the plaent has a pop of 8, and
>and atmos of 4-9, chances are the star will be dwarf, thus the world
>have a breathable atmos of -200 degrees . This is stupid, how do I
>change it ?

Pick a star type you like off the list.  We (Cynthia & I) assume that any
low tech or Ag world has a comfortable temperature, so a lot of stars from
the standard lists get changed to types V and IV when someone actually
visits a world.

>3) When placing the companion star, what does the book mean . EG I rolled
a
>10, the result being (I think) 5 + 1D6 . I rolled a 5 . So the companion
>star is in orbit 10???????? . The book then said Star A will have orbits
0-4,
>Star B + orbit 12+, Star B orbits 0-5 . Does this mean orbits 0-4 around
>A will be used, then at orbit 10 the companion star exists, around it, it
>has its own orbits of 0-5 . WHAT DOES THAT MEAN, can someone please
explain
>this system to me ??????

B is in orbit 10.  A has as available orbits for planets orbits 0-4 and
12+.
B itself has a planetary system with orbits 0-5.

>4) When rolling up other worlds in the system, I get these strange
paradox's
>Ie A world (not the main world) oftens ends up having a pop anywhere up to
>6 levels higher than the mainworld . ie mainworld has pop of 4, another
>world in the system has a pop of 8, and its not the mainworld ????? . This
>happens alot when the mainworld is orbiting a large gas giant in a
habitible
>zone . Should I assume that the mainworld has the highest pop, so any
rolls
>I get the pop of those planets can never exceed the mainworld pop by more
>than mainworlds pop - 1 level ????????

We limit such cases to mainworld pop, but pop multiplier must be less than
mainworld pop multiplier.  Except when secondary worlds have lower TL, in
which case I let them have the same pop digit, and a higher pop multiplier
if that's the way the dice fall.

>5) Using the world builders handbook I have yet to actually get a world
>(with standard atmos) with a comfy temp range . Its usually either -50
degs
>of 70+ .

Too true.  You can twiddle the albedo quite a lot if you try.  Use Scouts
book if you have it (old Traveller), or just adjust the albedo by up to 20%
in a favourable direction to get a favourable result.  We have a world that
was developed with old Scouts, that has an ice cap covering 60% of the
planetary
surface.  The albedo of the ice keeps world temperature low enough for the
ice cap to exist.  If the ice cap were removed, the world temperature would
rise to 70C+, but the ice cap keeps it at 5C (a little cold, but the
tropics
are nice)

>Pulease can I have comments on this . I dont care how many people respond
>but please respond if you have a way of solving it .

OK.  That's one.

Later...

- -- Via DLG Pro v0.991

Steve_Higginbotham@agwbbs.new-orleans.LA.US

I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun

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

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

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

Date: Mon Apr 13 11:27:24 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #329: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3934  09-Apr-92 Robert S. Dean    The Horde: Background (repost) << -----------
3935  09-Apr-92 Robert S. Dean    The Horde: 20 and 30 ton craft << CraftID: La

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

Archive-Message-Number: 3934
Date:     Thu, 9 Apr 92 10:06:02 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  The Horde: Background (repost)


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

THE HORDE

The Horde may be the most effective marketing ploy in the history of
human civilization. It is the only known instance of a single coordinated
advertising/marketing/manufacturing campaign turning a large but
unremarkable company into an Imperially recognized megacorporation,
and its fruits are seen and accepted every day by literally trillions
of people across the entirety of known space. To date, the profits it
has netted its originators have been calculated as being enough to
purchase the fifty most populous and prosperous worlds in the Imperium
and everything on them... and the cashflow shows no signs of slowing down.

In the early centuries of the Third Imperium, starship travel was both
risky and rare, as the regrowing nation strove, often unsuccessfully,
to assure travellers of easy access to the materials and parts they needed
to keep their ships, which represented their lifelines, in working order.
It was not uncommon (as it is now, in the Rebellion, again becoming
common) for a ship to be grounded many parsecs from home because a single
part that could not be replaced by local manufacturers was lost or broken.
Even worse, this situation extended to the much more common nonstarships
that were relied upon in every system even when Jump travel was a lost
art, and forgotten until they broke down and caused trouble by their absence.
Imperial military contractors had some degree of standardization in their
gear, but this suffered from sector to sector as Solomani designers in
firms like GSbAG locked horns with Vilani designers at Sharurshid and refused
to compromise on various design points. This made waging war relatively
straightforward when the ships fought and were built in the same area, as
in the Frontier Wars, but when ships had to be moved across wider ranges
of the Imperium itself, such as in the chaos of the Civil War in the early
600s, the problems of resupply became hellish. There was no guarantee
that a naval fleet could resupply from a depot of the same Navy! The
situation was ripe for change, technological advances into the realm of TL 12
coming at the same time as turmoil and unrest in the political arena,
and it was only a matter of time before someone saw an opportunity to
make money, and leaped on it in a big way. That someone was a tiny company
on a planet with unremarkable characteristics but a fair amount of
historical import, only recently reintegrated into the Third Imperium.
The company was called General SpaceCraft, Inc., and the planet was Terra.

The Horde was conceived of by three young executives working in various
branches at the General home office on Terra. Their names have been
forgotten now, except where reverent design engineers and marketing
strategists have engraved them on their hearts while still in college.
They were led by Peter Broom, an advertising trainee who was already
showing a killer instinct suitable for a Crested Jabberwock. His two
compatriots were Stewart Provost, an Assistant Technician in R&D, and
Shannon Mills, a newly-employed manager in the Shipwrights' Division, where
actual ship construction took place. The two hardware men were constantly
harangued by their fellow employees for their shared and rather uncommon
penchant for outlandish schemes for making the firm rich. Broom, however,
knew talent when he saw it, and risked the jeers of his superiors in
Marketing when he began sitting with the pair at lunch in the Executives'
Cafeteria and listening, first with feigned interest and later with genuine
enthusiasm, as The Twins (as they were usually called) sketched out
weird profitmaking ideas on placemats and napkins. Broom's business aplomb
flattened most of those ideas in the birthing stages, but the others
didn't mind: there was a good, WORKABLE idea in there somewhere, and
sooner or later they'd find it. And when they did, the Imperium's newest
member world was going to give it one hell of a shock.

Their first major breakthrough was the discovery of certain properties of
Tevlac, a plastic recently developed on Warinir and enjoying a fair degree
of popularity among industrial chemists for its sturdiness and easy
machinability. Tevlac, Provost discovered, developed a strong affinity
for temporary molecular rebonding upon fracture lines when stimulated with
a trickle of electric current: it would be broken into pieces, and stick
together along the breaks as long as it was connected to a battery. The
adhesion wasn't much, but it was enough to solve one of the starship
industry's biggest headaches-- how to get the little hole that always
remains when an Iris Valve closes up to seal airtight every time. Soon,
Tevlac valve-seats were in use all over known space, and the patent money
and licensing fees began flowing in. People took notice of Provost's
inventiveness, of the risks Mills took in trying the new technology on the
line, and Broom's aggressive marketing of the idea, and lights began
turning green at higher levels of management.

Mills's invention of gravitationally-induced hull fitting, where hulls
were friction-fit for spotwelding by the application of tight antigrav
fields, sped up spaceship hulling by 3%-- not much until one considers the
long haul, where it added up to substantial increases in productivity.
This was adopted over pin-fitting by all Imperial Navy contractors by
order of the Navy in 597. But the real boon, and the discovery that
got the corporate gears turning, was the development of the RAMKS by Provost
and Mills in 601. Up until that time, the welding and fitting of superdense
hulls was considered an expensive luxury, due to the difficulties in
getting the impenetrable materials to bond together easily. The RAMKS (an
acronym for Robo-animechaniakatasthyser) was a man-portable device
incorporating fusion and grav technology to induce superfluid states in
confined areas of superdense hullmetal, allowing smooth joins as easily
as two copper pipes could be soldered together with a brazing torch.
The explosion outward of this technology removed the last vestiges of
resistance from the Board of Directors-- what Broom, Provost and Mills
wanted, by God they got it.

The stage was set for the Horde.

In early 604, the three men, now division directors of a rapidly-expanding
company, politely asked to meet with the President and Board in a closed
session. They had, Broom said mildly, an idea. With the dollar signs
barely hidden by their contact lenses, the Board set up the meeting. It
lasted over fourteen hours, and the written records of the session were
kept sealed for nearly two hundred years. But when the meeting let out,
the President looked twenty years younger, the Board were sweating
profusely, and the Three Amigos were grinning like the cats that had just
eaten the canary. The next day, things started moving.

R&D shifted over to component design optimization. Overnight, virtually
all of the R&D division's time went into designing structured-modular
avionics and engine control circuitry-- the essential idea being an
interlocking design for electrical and mechanical subsystems with a
stepped degree of throughput based on the Tech Level of each component,
the lowest one in a given subsystem being its least common denominator.
These components were strictly standardized in easily-made forms, and
optimized at Tech Levels ranging from 9 to 13 (the maximum available
at the time). What this meant was that if a module blew, a TL 11 design
could use a replacement fabricated on a TL 9 world with a positive,
documented understanding of exactly which functions would be limited
and how. This degree of centralization was unheard of, except perhaps
among the Vilani megacorporations, whose designs were standardized
by default but uniform by Tech Level with little or no crossreferencing.

At the same time, the Shipwrights began building prototype hulls using
techniques easily available over the same spread of Tech Levels. The
main manufacturing areas were divided into a dozen sample field ship
construction areas, with spotwelders hobnobbing with fusioncutters
and RAMKSers and cable-trays next to fiberbundles and infralinkups.
A microcosm of ship construction techniques under one roof, carefully
hidden from the press by a normally-talkative company, began to get
tongues wagging.

Marketing used the firm's past history and future prospects with surgical
precision. Investors eager to cash in on the fledgling firm's latest
breakthrough went anywhere from buying shares on speculation to writing
blank development checks. Some of these, like Hortalez et Cie and Antares
Holdings, would later be rewarded with shares in the new company; others,
like Beechcraft Interstellar, would resist going the way of their old
rivals like Cessna and Piper (now a division of GSbAG, which watched the
proceedings with some interest and much discomfort) by merging with General
to profit more directly in what was to come. These were great risks, but as
it turned out, this early risk-taking paid back in incredible measure. The
chaos of the Civil War, which caused a great deal of damage to the Navy and
the Core sector but had little effect elsewhere, merely served as cover
for what happened next.

In 609, ships began leaving Terra for parts unknown. Properties were bought
at starports on many worlds, and carefully sealed off from public view,
first hundreds and then thousands of them. The planning had been meticulous--
each property was tiny, and raised little or no speculation on its own.
No one saw the larger pattern until it was far too late to do anything
about it. By 615, there were worlds from Jewell to Spica with these small
properties on them, and supplies were flowing from local factories to
stockpiles nearby. The only places deliberately avoided were worlds where
the Sharurshid shippers had a stranglehold on the industry-- the Vilani
weren't even given a whiff of what was about to happen.

In that same year, advertisements began to be posted on thousands of different
worlds, each bearing the same words: "The Horde is Coming." Public speculation
ran riot, and the overtaxed investors, certain that their long wait was about
to bear fruit, held their breath.

On Holiday of 616, the Horde was unveiled simultaneously on every planet
in the campaign. Local investors took one look at the degree of local
capital involved in the project, and began shoveling money into the
company's gaping maw. Shipping firms read the specs, watched the promo
films, conducted tests of their own, and began buying. The project built
up momentum and never stopped. Its first major victory came in 620, when
Tukera Lines began replacing old craft with the Horde. Soon after that,
the first Tech Level Boost Program, a system for upward compatibility
as the Imperial TL climbed, was announced, and the Imperial Navy and
Scout Service began using the Horde for non-critical tasks in thousands
of backwater bases and fringe areas. The final victory came over twenty
years later, when Sharurshid purchased the license fees to begin building
the Horde itself, and the Vilani megacorporation completed what is now
taken for granted as the base standardization of non-milspec ship parts
in the Imperium and surrounds. Broom, Provost and Mills were rather older
by then, but they were present on Vland when the agreement was signed,
and they were present before the throne of Arbellatra a year later when
the Limited Imperial Charter was granted to the new megacorporation of
General Products, LIC.

And what, precisely, WAS the Horde? Let me give as an explanation the words
of Peter Broom, taken from that first board meeting:

"Gentlemen, people are sick and tired of being strangled by the inability
to rely on standardizations when they travel. No one will agree to a set
of standards-- they have to be RAMMED down the shipping industry's
collective THROAT. What we are proposing here is not a glamorous action,
or even one that will be remembered, oh, five hundred years from now. What
we are about to do will lay so basic a foundation for the construction
and support of starships and orbital-support spacecraft along accepted
and standardized lines, that our designs and parts will not only be a
household word in a decade or two, but in a century the Vilani will have
caved in as well, and in TWO centuries people will have largely forgotten
that there ever WASN'T a standard! When people of the year 1100 pick up
a copy of "Traveller: Science-Fiction Gaming in the Distant Past," and
read about the spaceship designs that were just becoming standard when
the Imperium was cracking under its own inertia and those upstarts from
Earth who'd been in the Imperium for less than twenty years were turning
things on their collective EAR.... I want them to read about OUR designs."

And so it has been. Although General Products has taken a lot of flak
recently for its starship designs, its spacecraft, now manufactured
under subcontract by every shipping firm in the Imperium to some degree
or another, are so standard as to have been forgotten... and the industry
has upgraded them as the Tech Level advances, so that they are now on
the market from TL9 to TL16, with TL17 designs on the way.

Or, in game-design terms--

We the designers (Scott Kellogg and Rob Dean) and the storyteller/historian
(metlay his-SEFF) are proud to ceremoniously dump upon the TML community
a collection of standardized and Imperially accepted "norm" designs for
non-Jumping support craft of every type, guaranteed to work better at
all TLs than the designs written up in the MT rules and to serve in each
and every campaign that requires a TL-appropriate "vanilla ship" for
any purpose at all....

THE HORDE!



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

Archive-Message-Number: 3935
Date:     Thu, 9 Apr 92 10:10:23 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  The Horde: 20 and 30 ton craft


  CraftID: Launch Type QL, TL9, MCr5.23
     Hull: 18/45, Disp=20, Config=4SL, Armor=40D, Unloaded=201t, Loaded=260t
    Power: 1/2, Fusion=27.5MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (StdGrav), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light
           Amplification, ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*1, CompLink*46
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, airlock
    Other: Fuel=9.89kl, Cargo=190/172kl (Max wt=58.93t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL10, MCr7.59
     Hull: 18/45, Disp=20, Config=4SL, Armor=40E, Unloaded=205t, Loaded=260t
    Power: 1/2, Fusion=46.6MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (StdGrav), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*1, DynLink*75
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=12.6kl, Cargo=183/165kl (Max wt=53.8t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL11, MCr6.62
     Hull: 18/45, Disp=20, Config=4SL, Armor=40E, Unloaded=210t, Loaded=280t
    Power: 1/2, Fusion=47.8MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (Thrusters), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*1, DynLink*75
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=12.91kl, Cargo=183/167kl (Max wt=63.4t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL12, MCr5.49
     Hull: 18/45, Disp=20, Config=4SL, Armor=40F, Unloaded=190t, Loaded=280t
    Power: 1/2, Fusion=47.5MW, Dur=15
     Loco: 1/2  Maneuver=1 (Thrusters), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*1, DynLink*63
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=12.82kl, Cargo=183/165kl (Max wt=89.4t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL13, MCr5.04
     Hull: 18/45, Disp=30, Config=4SL, Armor=40F, Unloaded=171.4t, Loaded=280t
    Power: 1/2, Fusion=60MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (Thrusters), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=18kl, Cargo=181/263kl (Max wt=107t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL14, MCr5.14
     Hull: 18/45, Disp=20, Config=4SL, Armor=40G, Unloaded=145t, Loaded=280t
    Power: 1/2, Fusion=60MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (Thrusters), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=18kl, Cargo=181/163kl (Max wt=134t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL15, MCr3.97
     Hull: 18/45, Disp=20, Config=4SL, Armor=40G, Unloaded=107t, Loaded=280t
    Power: 1/2, Fusion=54MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (Thrusters), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=19.44kl, Cargo=183/165.kl (Max wt=172t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL16, MCr3.89
     Hull: 18/45, Disp=20, Config=4SL, Armor=40G, Unloaded=100t, Loaded=280t
    Power: 1/2, Fusion=63MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (Thrusters), MaxAccel=1G, NOE=40kph, Cruise=750kph,
           Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=21.6kl, Cargo=181/163kl (Max wt=178t), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Launch Type QL, TL17, MCr 4.29
     Hull: 18/45, Disp=20, Config=4SL, Armor=40H, Unloaded=100t,
           Loaded=252/234t
    Power: 1/2, Fusion=63MW, Dur=15 days
     Loco: 1/2, Maneuver=1 (Thrusters), MaxAccel=1.12G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1 (Pilot), Seats=Roomy*10, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=21.6kl, Cargo=181/163kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL9, MCr17.6
     Hull: 27/68, Disp=30, Config=4SL, Armor=40D, Unloaded=569t,
           Loaded=773t/755t
    Power: 4/8, Fusion=333.4MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (StdGrav=3315t), MaxAccel=4.40G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder,
           Light Amplifcation, ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, CompLink*252
    Accom: Crew=1 (Pilot), Seats=Roomy*2, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, airlock
    Other: Fuel=60kl, Cargo=200/182kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL10, MCr20.2
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=580t,
           Loaded=764/746t
    Power: 4/8, Fusion=358MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (StdGrav=3315t), MaxAccel=4.45G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*269
    Accom: Crew=1 (Pilot), Seats=Roomy*2, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=64.51kl, Cargo=179/161kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL11, MCr12.76
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=419t,
           Loaded=696/678t
    Power: 5/10, Fusion=383MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=4.50G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*290
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=68.91kl, Cargo=171/153kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL12, MCr19.75
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=609.4t,
           Loaded=786t/768t
    Power: 5/10, Fusion=383MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=4.66G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*278
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=68.86kl, Cargo=171/153kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL13, MCr15.37
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=479t,
           Loaded=674/656t
    Power: 3/6, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=5.45G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=5
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+7
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=76.34kl, Cargo=190/172kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL14, MCr15.11
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=415t,
           Loaded=610/592t
    Power: 3/6, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=6.03G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=76.31kl, Cargo=190/172kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL15, MCr10.88
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=331t,
           Loaded=554/536t
    Power: 2/4, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=6.60G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=68.78kl, Cargo=218/200kl, ObjSize=Avg, EmLevel=Faint







  CraftID: Ship's Boat Type QB, TL16, MCr10.20
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=306t,
           Loaded=536/518t
    Power: 2/4, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=6.67G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=65.54kl, Cargo=225/207kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Ship's Boat Type QB, TL17, MCr10.71
     Hull: 27/68, Disp=30, Config=4SL, Armor=40H, Unloaded=264t,
           Loaded=493/475t
    Power: 2/4, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6G (Thrusters=3315t), MaxAccel=7.24G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=65.54kl, Cargo=225/207kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL9, MCr10.34
     Hull: 27/68, Disp=30, Config=4SL, Armor=40D, Unloaded=380.5t,
           Loaded=681/663t
    Power: 2/4, Fusion=158MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (StdGrav=1560t), MaxAccel=2.36G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light
           Amplification, ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, CompLink*91
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, airlock
    Other: Fuel=28.43kl, Cargo=299/281kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL10, MCr13.02
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=393t,
           Loaded=673/655t
    Power: 3/6, Fusion=185MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (StdGrav=1560t), MaxAccel=2.39G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*138
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=33.32kl, Cargo=277/259kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL11, MCr12.76
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=419t,
           Loaded=696/678t
    Power: 3/6, Fusion=196MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=2.48G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*134
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=35.31kl, Cargo=274/256kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL12, MCr11.6
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=392t,
           Loaded=669/651t
    Power: 3/6, Fusion=196MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=2.59G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*122
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=35.26kl, Cargo=274/256kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL13, MCr9.39
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=326t,
           Loaded=612/594t
    Power: 2/4, Fusion=195MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=2.84G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=39.09kl, Cargo=283/265kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL14, MCr9.13
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=415t,
           Loaded=610/592t
    Power: 2/4, Fusion=195MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=3.18G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=39.06kl, Cargo=283/265kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL15, MCr7.58
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=223t,
           Loaded=512/494t
    Power: 1/2, Fusion=252MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=3.28G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=45.36kl, Cargo=286/268kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL16, MCr7.37
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=209t,
           Loaded=494/476t
    Power: 1/2, Fusion=195MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=3.54G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=50kl, Cargo=281/263kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Boat Type QW, TL17, MCr7.88
     Hull: 27/68, Disp=30, Config=4SL, Armor=40H, Unloaded=166t,
           Loaded=451/433t
    Power: 1/2, Fusion=195MW, Dur=15 days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxAccel=3.89G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=50kl, Cargo=281/263kl, ObjSize=Avg, EmLevel=Faint




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

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

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

Date: Mon Apr 13 11:27:43 PDT 1992
>From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #330: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
3936  09-Apr-92 Robert S. Dean    The Horde: 40, 50, and 95 ton craft << CraftI
3937  09-Apr-92 Robert S. Dean    Re: (3929) System Design << Adam Naylor asks:
3938  09-Apr-92 Robert S. Dean    Type R, TL13 << Type R Merchant TL13 The Type
3939  10-Apr-92 Adam Naylor       Command Crew << First a thankyou to the peopl
3940  10-Apr-92 Robert S. Dean    Rumors found on GEnie << This is off topic, b
3941  10-Apr-92 Mark F. Cook      Who'll be at GenCon '92? << The reason I'm as
3942  10-Apr-92 George W Herbert  The April Fool's Issue << Challenge 59 1/2: T
3943  10-Apr-92 Richard Johnson   Who'll be at GenCon '92? << Mark Cook asks: :
3944  10-Apr-92 metlay            Re: Who'll be at GenCon '92? << > > Mark Cook
3945  11-Apr-92 Jeff Setzer       Who'll be at Gen Con? << Who will be at Gen C

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

Archive-Message-Number: 3936
Date:     Thu, 9 Apr 92 10:15:41 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  The Horde: 40, 50, and 95 ton craft




  CraftID: Pinnace Type K, TL9, MCr19.48
     Hull: 36/90, Disp=40, Config=4SL, Armor=40D, Unloaded=674t,
           Loaded=994/976t
    Power: 5/10, Fusion=366.5MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (StdGrav=3640t), MaxAccel=3.74, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light Amp,
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, CompLink*286
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, airlock
    Other: Fuel=65.96kl, Cargo=315/297kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL10, MCr22.3
     Hull: 36/90, Disp=40, Config=4SL, Armor=40E, Unloaded=689t,
           Loaded=982/964t
    Power: 5/10, Fusion=400MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (StdGrav=3640t), MaxAccel=3.78, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, DynLink*302
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=72kl, Cargo=288/270kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL11, MCr23.2
     Hull: 36/90, Disp=40, Config=4SL, Armor=40E, Unloaded=752t,
           Loaded=1036/1018t
    Power: 5/10, Fusion=427MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=3.86, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, DynLink*329
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=77kl, Cargo=279/261kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL12, MCr22.1
     Hull: 36/90, Disp=40, Config=4SL, Armor=40F, Unloaded=716t,
           Loaded=1000/982t
    Power: 5/10, Fusion=426.8MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=4.00, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*316
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=76.9kl, Cargo=279/261kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL13, MCr17.2
     Hull: 36/90, Disp=40, Config=4SL, Armor=40F, Unloaded=570t,
           Loaded=876/858t
    Power: 4/8, Fusion=426MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=4.48, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=85.2kl, Cargo=300/282kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL14, MCr16.9
     Hull: 36/90, Disp=40, Config=4SL, Armor=40G, Unloaded=484t,
           Loaded=790/772t
    Power: 4/8, Fusion=425.9MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=4.96G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=82.2kl, Cargo=300/282kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL15, MCr12.2
     Hull: 36/90, Disp=40, Config=4SL, Armor=40G, Unloaded=390t,
           Loaded=728/710t
    Power: 2/4, Fusion=426.5MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=5.49G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=5
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+7
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=76.8kl, Cargo=332/314kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL16, MCr11.4
     Hull: 36/90, Disp=40, Config=4SL, Armor=40G, Unloaded=364t,
           Loaded=708t/690t
    Power: 2/4, Fusion=426.5MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=5.49G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=5
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+7
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=73.2kl, Cargo=339/321kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Pinnace Type K, TL17, MCr11.9
     Hull: 36/90, Disp=40, Config=4SL, Armor=40H, Unloaded=306t,
           Loaded=651/633t
    Power: 2/4, Fusion=426.5MW, Dur=15 days
     Loco: 6/12, Maneuver=5 (Thrusters=3640t), MaxAccel=6.02, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=73.2kl, Cargo=339/321kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL9, MCr9.83
     Hull: 36/90, Disp=40, Config=4SL, Armor=40D, Unloaded=423t,
           Loaded=871/852t
    Power: 2/4, Fusion=123.5MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (StdGrav=1300t), MaxAccel=1.53G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light Amp,
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*2, CompLink*66
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, airlock
    Other: Fuel=23.9kl, Cargo=446/428kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL10, MCr12.8
     Hull: 36/90, Disp=40, Config=4SL, Armor=40E, Unloaded=440t,
           Loaded=861/843t
    Power: 2/4, Fusion=169.2MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (StdGrav=1300t), MaxAccel=1.55G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*2, DynLink*129
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=30.5kl, Cargo=419/401kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL11, MCr12.4
     Hull: 36/90, Disp=40, Config=4SL, Armor=40E, Unloaded=462t,
           Loaded=881/863t
    Power: 2/4, Fusion=178.4MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=1.63G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+1
  Control: Computer=0*3, HUD*2, DynLink*122
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=32.1kl, Cargo=416/398kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL12, MCr11.2
     Hull: 36/90, Disp=40, Config=4SL, Armor=40F, Unloaded=426t,
           Loaded=845/827t
    Power: 2/4, Fusion=178.2MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=1.70G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HUD*2, DynLink*132
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=32kl, Cargo=416/398kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL13, MCr9.09
     Hull: 36/90, Disp=40, Config=4SL, Armor=40F, Unloaded=365t,
           Loaded=793/775t
    Power: 2/4, Fusion=177.7MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=1.77G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=1
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+3
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=35.5kl, Cargo=425/407kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL14, MCr8.82
     Hull: 36/90, Disp=40, Config=4SL, Armor=40G, Unloaded=280t,
           Loaded=708/690t
    Power: 2/4, Fusion=177.6MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=2.01G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=35.5kl, Cargo=426/408kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL15, MCr 7.766
     Hull: 36/90, Disp=40, Config=4SL, Armor=40G, Unloaded=248t,
           Loaded=672/654t
    Power: 1/2, Fusion=252MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=2.14G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=45.4kl, Cargo=422/404kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL16, MCr7.31
     Hull: 36/90, Disp=40, Config=4SL, Armor=40G, Unloaded=232t,
           Loaded=658/640t
    Power: 1/2, Fusion=176.8MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=2.19G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=45.5kl, Cargo=423/405kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Slow Pinnace Type KW, TL17, MCr7.91
     Hull: 36/90, Disp=40, Config=4SL, Armor=40H, Unloaded=175t,
           Loaded=601/583t
    Power: 1/2, Fusion=176.8MW, Dur=15 days
     Loco: 2/4, Maneuver=2 (Thrusters=1300t), MaxAccel=2.4G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=45.5kl, Cargo=423/405kl, ObjSize=Avg, EmLevel=Faint







  CraftID: Modular Cutter Type QY, TL9, MCr 19.58
     Hull: 45/113, Disp=50, Config=4SL, Armor=40D, Unloaded=727t,
           Loaded=1141t
    Power: 5/10, Fusion=360.32MW, Dur=26 days
     Loco: 5/10, Maneuver=4, (StdGrav=3375t), MaxAccel=3.20G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light Amp,
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, CompLink*282
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls, airlock*2
    Other: Fuel=112.41kl, Cargo=1.84kl, CargoBay=405kl (30ton), Fuel Scoops,
           ObjSize=Avg, EmLevel=Faint






  CraftID: Modular Cutter, Type QY, TL10, MCr22.76
     Hull: 45/113, Disp=50, Config=4SL, Armor=40E, Unloaded=749t,
           Loaded=1163t
    Power: 5/10, Fusion=403MW, Dur=17 days
     Loco: 5/10  Maneuver=4 (StdGrav=3375t), MaxAccel=3.14G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, DynLink*307
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls, inertial
           comp, grav plates, airlock*2
    Other: Fuel=82.24kl, Cargo=3.80kl, CargoBay=405kl(30ton), Fuel Scoops,
           ObjSize=Avg, EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL11, MCr24.08
     Hull: 45/113, Disp=50, Config=4SL, Armor=40E, Unloaded=812t,
           Loaded=1226t
    Power: 5/10, Fusion=430MW, Dur=15 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=3.19G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, DynLink*333
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls,
           inertial comp, grav plates, airlock*2
    Other: Fuel=77.44kl, Cargo=3.54kl CargoBay=405kl(30ton), Fuel Scoops,
           ObjSize=Avg, EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL12, MCr22.49
     Hull: 45/113, Disp=50, Config=4SL, Armor=40F, Unloaded=768t,
           Loaded=1182t
    Power: 5/10, Fusion=430MW, Dur=15 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=3.31G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HUD*2, DynLink*345
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls,
           inertial comp, grav plates, airlock*2
    Other: Fuel=77.39kl, Cargo=3.46kl, CargoBay=405kl(30ton), Fuel Scoops,
           ObjSize=Avg, EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL13, MCr17.48
     Hull: 45/113, Disp=50, Config=4SL, Armor=40F, Unloaded=618t,
           Loaded=1034t
    Power: 4/8, Fusion=427MW, Dur=19 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=3.73G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls,
           inertial comp, grav plates, airlock*2
    Other: Fuel=108.26kl, Cargo=3.65kl, CargoBay=405kl(30ton), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL14, MCr17.22
     Hull: 45/113, Disp=50, Config=4SL, Armor=40G, Unloaded=514t, Loaded=930t
    Power: 4/8, Fusion=427MW, Dur=19 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=4.17G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2,
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls, inertial
           comp, grav plates, airlock*2
    Other: Fuel=108.23kl, Cargo=3.73kl, CargoBay=405kl(30ton), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL15, MCr12.42
     Hull: 45/113, Disp=50, Config=4SL, Armor=40G, Unloaded=416t,
           Loaded=834t
    Power: 2/4, Fusion=425MW, Dur=26 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=4.67G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls,
           inertial comp, grav plates, airlock*2
    Other: Fuel=123.72kl, Cargo=3.89kl, CargoBay=405kl(30ton), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL16, MC11.66
     Hull: 45/113, Disp=50, Config=4SL, Armor=40G, Unloaded=389t,
           Loaded=808t
    Power: 2/4, Fusion=425MW, Dur=26 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=4.88G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls, inertial
           comp, grav plates, airlock*2
    Other: Fuel=136kl, Cargo=4.09kl, CargoBay=405kl(30ton), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Modular Cutter Type QY, TL17, MCr12.25
     Hull: 45/113, Disp=50, Config=4SL, Armor=40H, Unloaded=319t, Loaded=738t
    Power: 2/4, Fusion=425MW, Dur=26 days
     Loco: 5/10, Maneuver=4 (Thrusters=3375t), MaxAccel=5.35G,  NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=5
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+7
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, basic env, basic ls, extended ls,
           inertial comp, grav plates, airlock*2
    Other: Fuel=136kl, Cargo=4.09kl, CargoBay=405kl(30ton), ObjSize=Avg,
           EmLevel=Faint






  CraftID: Shuttle Type QY, TL9, MCr28.19
     Hull: 86/214, Disp=95, Config=4SL, Armor=40D, Unloaded=1065t,
           Loaded=2045/2027t
    Power: 6/12, Fusion=499.41MW, Dur=15 days
     Loco: 7/14, Maneuver=3, (StdGrav=4940t), MaxAccel=2.44G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light Amp,
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, CompLink*435
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, airlock
    Other: Fuel=89.89kl, Cargo=973/955kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL10, MCr32.25
     Hull: 86/214, Disp=95, Config=4SL, Armor=40E, Unloaded=1119t,
           Loaded=2040/2022t
    Power: 7/13, Fusion=583MW, Dur=15 days
     Loco: 7/14, Maneuver=3, (StdGrav=4940t), MaxAccel=2.42G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*456
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=105kl, Cargo=913/895kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL11, MCr34.02
     Hull: 86/214, Disp=95, Config=4SL, Armor=40E, Unloaded=1187t,
           Loaded=2095/2077t
    Power: 7/14, Fusion=620MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=2.45G,  NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*525
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=111.58kl, Cargo=900/882kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL12, MCr32.65
     Hull: 86/214, Disp=95, Config=4SL, Armor=40F, Unloaded=1139t,
           Loaded=2047/2029t
    Power: 7/14, Fusion=620MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=2.63G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*516
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=111.52kl, Cargo=900/882kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL13, MCr25.65
     Hull: 86/214, Disp=95, Config=4SL, Armor=40F, Unloaded=929t,
           Loaded=1866/1848t
    Power: 5/10, Fusion=618MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=2.90G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*143
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=123.7kl, Cargo=928/910kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL14, MCr25.39
     Hull: 86/214, Disp=95, Config=4SL, Armor=40G, Unloaded=773t,
           Loaded=1710/1692t
    Power: 5/10, Fusion=618MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=3.15G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*142
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=124kl, Cargo=928/910kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL15, MCr18.43
     Hull: 86/214, Disp=95, Config=4SL, Armor=40G, Unloaded=634t,
           Loaded=1620/1602t
    Power: 3/6, Fusion=619MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=3.33G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*34
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=111.4kl, Cargo=978/960kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL16, MCr17.37
     Hull: 86/214, Disp=95, Config=4SL, Armor=40G, Unloaded=595t,
           Loaded=1591/1573t
    Power: 2/4, Fusion=619MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=3.39G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*34
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=106.2kl, Cargo=988/970kl, ObjSize=Avg, EmLevel=Faint






  CraftID: Shuttle Type QY, TL17, MCr18.38
     Hull: 86/214, Disp=95, Config=4SL, Armor=40H, Unloaded=490t,
           Loaded=1488/1470t
    Power: 2/4, Fusion=619.32MW, Dur=15 days
     Loco: 7/14, Maneuver=3 (Thrusters=4940t), MaxAccel=3.63G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*34
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=106.2kl, Cargo=988/970kl, ObjSize=Avg, EmLevel=Faint

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

Archive-Message-Number: 3937
Date:     Thu, 9 Apr 92 13:48:14 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  (3929) System Design

Adam Naylor asks:

> I have a question about star system design ??????
>
> 1) When you roll for the number of orbits a system has is the result
> the total number (ie roll 7, orbits 0 - 6 are used) or the number (Roll 7
> 0-7 orbits used) .

I usually use the first method, but one planet more or less shouldn't really
matter.

> 2) When rolling for primary star, if the planet has a pop of 8, and
> and atmos of 4-9, chances are the star will be dwarf, thus the world
> have a breathable atmos of -200 degrees. This is stupid, how do I change it?

Well, you could always stick to detailing worlds from the official sectors,
where I haven't observed this particular problem.  However, I suspect that
you should probably just use the +4 modifier on type, rather than on both
type and size.  This will make most 'good' worlds planets of FV stars, but's
that's better than dwarfs.

> 3) When placing the companion star, what does the book mean . EG I rolled a
> 10, the result being (I think) 5 + 1D6 . I rolled a 5 . So the companion
> star is in orbit 10???????? . The book then said Star A will have orbits 0-4,
> Star B + orbit 12+, Star B orbits 0-5 . Does this mean orbits 0-4 around
> A will be used, then at orbit 10 the companion star exists, around it, it
> has its own orbits of 0-5 . WHAT DOES THAT MEAN, can someone please explain
> this system to me ??????

Sure.  No need to shout. (-:  You are correct in your example: Star A would
have planets at orbits 0-4 and 12+ (if necessary), and Star B would be in
Star A's orbit 10, with orbits 0-5 of its own.  Just imagine Jupiter as a
star, and all those moons as its planets and you're all set.

> 4) When rolling up other worlds in the system, I get these strange paradox's
> Ie A world (not the main world) oftens ends up having a pop anywhere up to
> 6 levels higher than the mainworld . ie mainworld has pop of 4, another
> world in the system has a pop of 8, and its not the mainworld ????? . This
> happens alot when the mainworld is orbiting a large gas giant in a habitible
> zone . Should I assume that the mainworld has the highest pop, so any rolls
> I get the pop of those planets can never exceed the mainworld pop by more
> than mainworlds pop - 1 level ????????

Sounds like a reasonable solution.  In practice, I would expect that mainworlds
which are also gas giant moons should be fairly scarce.  In any other situation
the -5 and -3 modifiers for inner and outer zone planets will tend to reduce
populations below the mainworld.  Every once in a while you could allow an
assymetrical situation such as you describe as long as you can come up with a
good explanation, but generally, I'd adjust or reroll.

> 5) Using the world builders handbook I have yet to actually get a world
> (with standard atmos) with a comfy temp range . Its usually either -50 degs
> of 70+ .

Yes, this is a bit of a problem.  Sometimes you can adjust the temperature
a bit by moving the world a little closer to the fire, or pulling it back
out a bit, but 'jungle planets' or 'iceballs' do seem to outnumber temperate
planets.  Temperate planets only stay temperate, you've noticed, if they have
a nice dense atmosphere.  Otherwise nighttime cooling can cause summer night
frosts, which I expect could be a problem for many food crops of Terran origin.

Rob Dean
(who just created a planet with nasty weather _again_ just yesterday...)


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

Archive-Message-Number: 3938
Date:     Thu, 9 Apr 92 14:15:54 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Type R, TL13


Type R Merchant TL13

     The Type R merchant is a standard Imperial design, suitable for servic-
ing a cluster of closely spaced civilized worlds.  Fitted with a minimal
maneuver drive, the Type R may not land or take off from a planet with a
local gravity of more than 0.9Gs while fully loaded, and is frequently de-
pendent on the use of orbital facilities.  A launch is carried to provide
some capability for servicing worlds where landing is not practical.  No
weapons are shown in the ship below, although 54kl of volume have been re-
served for the installaion of up to four turrets, and the basic control
system can handle any weapons installation of up to MCr12 base cost.
     In the current unsettled conditions prevailing in the Imperium, Type R
merchants such as this are frequently found carrying both a substantial
weapons array and improved sensor systems.

  CraftID: Type R Merchant, TL13, MCr87.54 (MCr70.03 discount)
     Hull: 360/900, Disp=400, Config=4SL, Armor=40F, Loaded=5401t,
           Unloaded=2445t
    Power: 8/16, Fusion=963MW, Duration=30days
     Loco: 8/16, Maneuver=1 (Thrusters=5200t), 8/16, Jump=1, TrueAcc=0.96G,
           Agility=0
     Comm: Radio=System*2
  Sensors: EMS Active(Planetary), EMS Passive(Interplanetary),
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=4
      Def: DefDM+2
  Control: Computer Mod1*3, 4*HeadsUpHoloDisplay, 160*HoloLink
    Accom: Crew=6 (2 bridge, 1 medic, 2 engineer, 1 steward), Passengers=6,
           LowPassengers=9, Staterooms=12, LowBerths=9, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=926kl, Cargo=2702kl (200t), Fuel Purifier (24hrs),
           Fuel Scoops, SubCraft=1*20t Horde launch, ObjSize=Average,
           EmLevel=Faint

Type R2 Merchant TL13

     The Type R merchant is a standard Imperial design, suitable for servic-
ing a cluster of closely spaced civilized worlds.  However, many worlds are
not located in such favorable positions, and ships with more capable jump
dirves are needed to service them.  Thus jump-2 and jump-3 versions of stand-
ard jump-1 vessels are frequently encountered in the Imperium.  This R2 can
be built using many of the same standard assemblies used by the basic Type R.
Like the basic Type R, the R2 shown below is fitted with a minimal maneuver
drive, and may not land or take off from a planet with a local gravity of
more than 0.9Gs while fully loaded, and is frequently dependent on the use of
orbital facilities.  A launch is carried to provide some capability for
servicing worlds where landing is not practical.  No weapons are shown in the
ship below, although 54kl of volume have been reserved for the installaion of
up to four turrets, and the basic control system can handle any weapons
installation of up to MCr12 base cost.
     In the current unsettled conditions prevailing in the Imperium, Type R2
merchants such as this are frequently found carrying both a substantial
weapons array and improved sensor systems.

  CraftID: Type R2 Merchant, TL13, MCr100.92 (MCr80.74 discount)
     Hull: 360/900, Disp=400, Config=4SL, Armor=40F, Loaded=5229t,
           Unloaded=2599t
    Power: 8/16, Fusion=963MW, Duration=30days
     Loco: 8/16, Maneuver=1 (Thrusters=5200t), 11/22, Jump=1, TrueAcc=0.99G,
           Agility=1
     Comm: Radio=System*2
  Sensors: EMS Active(Planetary), EMS Passive(Interplanetary),
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=4
      Def: DefDM+3
  Control: Computer Mod1bis*3, 3*HeadsUpHoloDisplay, 130*HoloLink
    Accom: Crew=5 (1 bridge, 1 medic, 2 engineer, 1 steward), Passengers=7,
           LowPassengers=9, Staterooms=12, LowBerths=9, Env=basic env,
           basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=1196kl, Cargo=2356kl (174.5t), Fuel Purifier (24hrs),
           Fuel Scoops, SubCraft=1*20t Horde launch, ObjSize=Average,
           EmLevel=Faint

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

Archive-Message-Number: 3939
>From: anaylor@mihi.une.oz.au (Adam Naylor)
Subject: Command Crew
Date: Fri, 10 Apr 92 16:42:21 EST

First a thankyou to the people who responded to my earlier questions
on system design, it was very helpful ........

What is the opinion of people about the command crew in Megatraveller
The book says (basically) 1 for every 6 crew . Now This has probably been
discussed before, but as I can no longer get access to the TML provided
by James Perkins, I dont know what the ending result was .

I think (as someone already pointed out, rob dean I think) that the
command crews are awfully bloated . I mean it really does not take
1 officer just to oversee the actions of 6 people . Another thing is, is
the command crew the officers . That is only command crew are the officers .
So according to the Imp Encyclopedia, The amount of officers is 1  (As in
one command personel) . Or is this the amount of officers on command duty ???

If we take a look at Star Trek the series (the old, not the new generation),
It is porbably the closest thing we have in modern film that ressembles the
navy . Now on the bridge we had Captain James T.Kirk (Commander of vessel),
Spock (Commander, Science/Computer Officer), Sulu (Lt Cmmdr (?) Pilot),
Chercov (Pilot or navigator, Lieutenant ?), Uhura (Lieut, Comm Officer) . Now
all of these people were officers, and all of them were bridge crew and
acted in Bridge areas . How does thios fit into MT ?

The old High Guard book said the average vessel had a commanding officer,
an executive officer, a pliot (officer) a navigator (an officer), a
Comm officer, oh another nav officer, a medical officer . It then goes on to
list officers needed for the other areas of the vessel such as engineering
and gunnery .

So we could have this as solution (By converting High Guard guidelines to
fit MT) .

Bridge : 75% Officers, 25% Ratings/NCOs
Engineering :  10% Officers, 20% NCO's, 70% Ratings
Gunnery : 10% Officers, 30% NCO's, 60% Ratings
Flight Crew : All pilots officers, all others are NCO's/Ratings
Ships Troops : Use military guidelines
Maintenance : Usually just NCOs'/Ratings
Medical : Not sure, I would say same proportions as the Bridge .
Stewards : Not sure, proably the same as gunnery .

To convert MT ships to this, I would simply divide the command personel
amongsnt the above 'duties' (but rationly) then work out officers as above

Officers probably would have their own staterooms (But small) .

What do people think about that ????????

Make sense etc .

BTW I would remove the maintenance section and stewards section and use the
old High Guard guidelines for service crew (ie 2 or 3 per 500 tons) .

Officers for service crew would be 5%, NCO's 20%, and ratings 75% .

If anyone has their own guidlines for this please, could you give me a copy ?

Edmund


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

Archive-Message-Number: 3940
Date:     Fri, 10 Apr 92 13:03:24 EDT
>From: Robert S. Dean  <rsdean@crdec8.apgea.army.mil>
Subject:  Rumors found on GEnie

This is off topic, but I zipped through the games section of GEnie last night
to find that Lester Smith had opened discussion in the GDW category on:

DANGEROUS DIMENSIONS

A new roleplaying game by E. Gary Gygax, to be released at Gencon by GDW.

Hmm....it's supposed to be a 'generic' system which is more like Runequest
than GURPS (not an exact quote but close), and the fantasy segment will be
the initial release.

I wonder if GDW knows that EGG is not exactly the revered father of it all
and that the mere mention of his name starts USENET flame wars....

Rob Dean

No new news on the Traveller revision, by the way.



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

Archive-Message-Number: 3941
>From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: Who'll be at GenCon '92?
Date: Fri, 10 Apr 92 10:24:36 PDT

The reason I'm asking is that I'm seriously considering blowing
the cost of a plane ticket and attending it myself this year.  I'm
especially interested if any of the folks from the TML PBEM will
be there (I think I remember Bertil saying something about going).

If possible, I think it'd be nice to plan an informal get-together.
I, for one, would really like to meet some of the faces behind the
electrons. :^)

	- Mark

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

Archive-Message-Number: 3942
Date: Fri, 10 Apr 92 17:55:11 PDT
>From: gwh@lurnix.COM (George W Herbert)
Subject: The April Fool's Issue

Challenge 59 1/2:

TRAVELLER NEWS SERVICE

Date: SOT-HERE
Dlan/Ilelish
*Responding to a number of recent public statements in which
Lucan has compared himself with his uncle Strephon, Dulinor
took a moment in a public appearance to open a new pizze
joint to issue the following rebuttal:
*"Now Lucan, I know you've been talking about how much you're
like Strephon and how much your rule will be like Strephon's.
Well let me tell you something.  I knew Emperor Strephon,
I shot Emperor Strephon.  You're no Emperor Strephon."

{that's one of the better parts.  I hope you like "Surprise Party",
though.  8-) }

- -george william herbert
gwh@lurnix.com  gwh@ocf.berkeley.edu
	"So, You're claiming that your client did not realize that
	running the car over with a steamroller would hurt the inhabitants?"
	"He'd never done it before, your honor, and besides, there
	was no warning label on the Steamroller..."
		

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

Archive-Message-Number: 3943
>From: richard@agora.rain.COM (Richard Johnson)
Subject: Who'll be at GenCon '92?
Date: Fri, 10 Apr 92 18:47:34 EDT

Mark Cook asks:
:Subject: Who'll be at GenCon '92?
:
Ooh.   Temp me.  Temp me.  (Like we can afford it.)  Anyway...
When and where is it?  Still Lake Geneva WI in August?  (Mosquito
season)

:If possible, I think it'd be nice to plan an informal get-together.
:I, for one, would really like to meet some of the faces behind the
:electrons. :^)

Me too.  Maybe I'll get lucky and find a way to wing the time off work
(and away from home).
- --
Richard Johnson      richard@agora.rain.com
"DOS is to machines like low blood sugar is to people."

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

Archive-Message-Number: 3944
>From: metlay@minerva.phyast.pitt.edu (metlay)
Subject: Re: Who'll be at GenCon '92?
Date: Fri, 10 Apr 92 22:10:17 EDT


> > Mark Cook asks:
> > :Subject: Who'll be at GenCon '92?
> > :
> > Ooh.   Temp me.  Temp me.  (Like we can afford it.)  Anyway...
> > When and where is it?  Still Lake Geneva WI in August?  (Mosquito
> > season)
>
> Well, I corrected Andrew earlier, but it seems he was right in the
> first place.  It's in Milwaukee, WI. (at the MECCA Convention Center)
> from August 20th to the 23rd.  Anyone interested in the pre-registration
> brochure can write for it at:
>
> 		GEN CON/ORIGINS
> 		Game Fair Headquarters
> 		P.O. Box 756
> 		Lake Geneva, WI 53147
>
> Who knows who you'll meet?

URK! Probably NOT me! It's THAT late in August?! Man, I'm likely to
be up to my eyeballs in music right about then-- I have a recording
session planned, for my band's second CD.

Those fat bloated EEDIOTS! Since when did they ever have a GenCon
AFTER the fifteenth?! Grrrrrr.......


- --

Mike Metlay
metlay@minerva.phyast.pitt.edu
Atomic City, P.O. Box 81175, Pittsburgh, PA 15217-0675

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

Archive-Message-Number: 3945
>From: Jeff Setzer <jset_cif@uhura.cc.rochester.edu>
Subject: Who'll be at Gen Con?
Date: Sat, 11 Apr 92 0:42:13 EDT

Who will be at Gen Con?  *I* will...I live just over 20 miles north of
Milwaukee and I go every year now :-).

If we are to have a get-together, may I suggest MacAuthur Square?  It's
directly across the street from MECCA, right in front of the County
Courthouse.  Dunno when a good time to meet would be...<shrug>.

We can take this to direct e-mail if you'd like...I'm new to this, and
mailing lists in general, so I dunno.  But you see my e-mail address below.

- --
ASTROSETZ            | Internet: jset_cif@cc.rochester.edu (U of Rochester, NY)
- -------------------------------------------------------------------------------
"The Heavens Declare | ...but it's hard to tell with those  |   CONTEXT IS
The Glory Of God..." | seven waves of spherical aberration! |   EVERYTHING

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

End of TML Bundle
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