The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 541  6726 28-Jan-1994 "Anthony K. Bag  The Rebellion and more TNE strangeness
 541  6727 28-Jan-1994 Mike Basinger    two T:TNE questions << I have two quest
 541  6728 30-Jan-1994 psualum@aol.com  Course of the Rebellion (1 of 2) << Ant
 541  6729 30-Jan-1994 psualum@aol.com  Do what you want << In response to:
 541  6730 30-Jan-1994 psualum@aol.com  Course of the rebellion (2 of 2) << Ant
 541  6731 31-Jan-1994 pihlab@cbr.hhcs  B-Lances << A friend was complaining re
 541  6732 31-Jan-1994 pihlab@cbr.hhcs  FF&S << I just got my FF&S today and ha
 541  6733 28-Jan-1994 Shalom Zaidfeld  Nanotech in Traveller? << Hi TMLers,
 541  6735 31-Jan-1994 Mike Basinger    Traveller miniatures << Does anybody kn
 541  6736 31-Jan-1994 Curtis Peer      Diaspora Map << Thanks for the ordering
 541  6737 31-Jan-1994 Curtis Peer      Off the Beaten Path Results << This is
 541  6738 31-Jan-1994 Derek Wildstar   Re:  TL-7 Weapons << I thought I should
 541  6739 31-Jan-1994 "Susan M. Shock  Third Imperium << The recent survey res
 541  6740 01-Feb-1994 A.S.Lilly@bnr.c  Newspaper articles << Hi all,
 541  6741 01-Feb-1994 Keith Bowen      Vargr Capital Ships << I was checking t
 542  6743 01-Feb-1994 Bertil Jonell    Re: Off the Beaten Path Results << > No
 541  6734 31-Jan-1994 Derek Wildstar   Survey Says ... << A (relatively) recen

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

Bundle: 541
Archive-Message-Number: 6726
Date: Fri, 28 Jan 94 12:18:09 GMT
>From: "Anthony K. Baggaley" <MCDAPAB@cms.manchester-computing-centre.ac.uk>
Subject: The Rebellion and more TNE strangeness


  When I asked the question about how the Rebellion might have turned out I
 was a bit lazy and didn't make any suggestions of my own- mainly because I
 didn't have any strong opinions (of anything, ever).

  Thanks to those people who made suggestions, they were very interesting.
 Here are some other aspects of the Rebellion I was considering-

 1) The most likely result, as Jeff Zeitlin detailed, seems to be a lot of
    not-very-nice states who are eventually forced to cease attacking each
    other by economic collapse and internal dissent. The 'Very Short Night'
    falls. The Rebellion won't actually be 'over' for generations.
    Someone will eventually try to reclaim all the Wilds- probably Deneb or
    the Solomani. I can see a whole new war around 1200 with two basic power
    blocks- one including Deneb and one the Confederation.

 2) The Catastrophe Theory- things are more interesting if you assume that
    something unexpected happens to chuck a spanner into the whole business
    The virus did this- here's another option...

    1128- Lucan, unlike most mad dictators through history, is assasinated at
          a war meeting. The brothers of Varian claim responsibility

          An underground Moot reveals itself and once again declares itself
          as ruler until an Emperor is decided upon. A Military Coup is only
          just avoided (many military staff are afraid of court martial)
          when the Moot declare amnesty for those that support them.

          'The Real Lucan' appears- twice- one is shot by a fleet admiral and
          the other gets a fleet to join him and flees the Imperium.

    1129- After meetings between Core and Delphi it is agreed that Margaret
          will become Empress if it is proved her son is Strephon's

    1130- Core, Delphi, Deneb and what remains of Usdiki are now united under
          Strephons son.  The resulting alliance effectively ends the civil
          war since the combined force is able to rebuild it's economy much
          more effectively than any other and will *eventually* win
          There will still be years of fighting, and maybe the Imperium's
          problems are only dormant, but at least it will recover. What happens
          with the Confederation and the smaller states, and Dulinor, could
          not really br predicted.

    PS- Total deaths in the Rebellion where around 1% (calculated by HIWG)
        So much for Hard Times

   3)   The Aslan could decide to do something more than attack Deneb with
        TL12 Light Cruisers (Target Drones for TL15 Imperial ships)
        They could just be waiting for the right time to get the person who
        they REALLY have a grudge against- Dulinor.
         There is also the possibility at any time of the old Aslan-Solomani
        fight breaking out, considering how well the Solomani might do out of
        the Rebellion the Aslan may feel thay have to stop them now...

                           __________________________

      Minor TNE comment (or 'DID YOU KNOW THAT')
          In FF&S the Grav Tank has over a quarter of it's mass devoted to
         Fusion gun ammo. If the 'Reality' in TNE is that different to that
         in CT why bother using GDW rules at all? I may try GURPS now :)

                                   Thanks
                                     Anthony K.
                           (someone has been telling lies about me)

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

Bundle: 541
Archive-Message-Number: 6727
>From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: two T:TNE questions
Date: Fri, 28 Jan 1994 12:33:56 -0500 (EST)

I have two question about the T:TNE rules.

1. Are there any rules for radiation and taking damage from radiation?

2. How do you handle movement and combat in the same combat phase? I
figure you can only do direct fire, with a minus to movement ratio.

thanks,
mike
- --
D. Michael Basinger: Not speaking for Indiana University
dbasinge@nickel.ucs.indiana.edu
dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 541
Archive-Message-Number: 6728
>From: psualum@aol.com
Date: Sun, 30 Jan 94 13:16:59 EST
Subject: Course of the Rebellion (1 of 2)

Anthony K. Baggaley posed the following:
>    The question is- What would have been the course of the Rebellion
>    if the virus had never been created? (discuss)

The following may be way off the deep end but ...

  When Lucan claimed the Iridium Throne he prevented the Moot from
meeting for quite some time.  There were limits to the length of time he
could do so and eventually they did meet although nothing was decided.
No definite validation for any of the potential rulers of the Imperium
was made: not quite half the Moot was divided between Lucan and Dulinor,
Norris received the next largest support followed by Margaret and a few
backers sided with Strephon in addition to a number of abstentions.
  The Moot then broke down into arguing, shouted threats, and ultimately
several brawls.  Eventually enough order was restored to adjurn.  The
members of the Moot (and this meeting included one of the largest turn-
outs ever) then went their separate ways - seeking those whom they
supported to claim the Iridium Throne.

  Intense fighting among the four factions broke out and continued for
the better part of a decade.  Norris, for many varied reasons, did not
enter the fray.  During this period no one within the bounds of the
former Imperium if caught by those from a different faction ( and
travellers from outside the Imperium were attacked by all the factions).
  During this period of civil war Margaret's faction was reduced to the
point of continuing only as an underground liberation/terrorist
(depending on your point of view) movement.  Stephon's forces also took
a beating and was confined to a few systems and a handful of ships in
various states of disrepair.
  The remaining two factions each ended up controlling roughly half of
the remaining central Imperium.  No clear victor emerged and both
continued to claim the mantle of the Third Imperium.  Both factions
carry on limited actions against one another.
  The situation is not unlike Europe of the Dark Ages with petty nobles
attacking the other faction to prove their mettle.  Barons and Knights
often use this method to try to gain repute and ingratiate themselves
himself or herself with their superiors.

End part 1 of 2

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

Bundle: 541
Archive-Message-Number: 6729
>From: psualum@aol.com
Date: Sun, 30 Jan 94 13:21:39 EST
Subject: Do what you want

In response to:
>GDW owns Traveller, and they can of course do whatever they like with
>the published background-but once YOU buy the game, you can do whatever
>YOU want with it.

  Viva la freedom!  Although "Burning Bright" by Melissa Scott was a
well written book concerning virtual reality role-playing gaming the
only drawback to her idea of gaming was that everyone was restricted to
using the official universe.  We don't have that limitation although the
farther removed a game is from published material the more difficult it
is for a game master to use such material - obviously a balance must be
reached.

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

Bundle: 541
Archive-Message-Number: 6730
From: psualum@aol.com
Date: Sun, 30 Jan 94 13:28:56 EST
Subject: Course of the rebellion (2 of 2)

Anthony K. Baggaley posed the following:
>    The question is- What would have been the course of the Rebellion
>    if the virus had never been created? (discuss)

Part 2 of 2:
  The first part dealt with my hypothesis for the central Imperium while
this installment details the fringe zones and other empires.

  The four factions of the shattered Imperium concentrated their efforts
against one another and so not much was done to the seccessionists -
Antares, Daibei, and Vland.  What little was marshalled to return these
areas to the fold was ineffective; Antares wwas able to call upon the
Julian Protectorate for help, Vland was mostly overlooked as Dulinor
spent his efforts on Daibei, which was pushed toward the Aslan Heirate.
Daibei gained about as much in this direction as they lost to Dulinor.
Eventually they stiffened resistance to Dulinor's attacks as they
increasing came into conflict with the Aslan on their opposite border.

  Taking advantage of the Imperium's internecine wqarfare the Solomani
Confederation once again expanded to reoccupy the full Solomani Sphere
but went no further.  For reasons not well understood the Solomani left
the Vegan Autonomous District mostly intact.  The Aslan and vargr also
made small scale encroachments at this time.
  This had the most impact on the area "behind the claw."  After
initially meeting little resistance both the Aslan and Vargr met fierce
counterattacks from Norris' forces.  Initially Norris was slow to
respond because he was involved with diplomatic negotiations with the
aim of maintaining relations with the Zhodani.  He also had to contend
with an increasingly agressive Vilani Ziru Sirka which did severed
nearly all contact with the central Imperium, on top of communications
hampered by the effects of the civil war.  Norris, out of contact and
unsure of who really was the true Emperor, established the Archduchy of
Deneb nearly a decade after Dulinor's power play.

  The other interstellar governments (Zhodani, K'kree, Hivers, and even
the Solomani) saw the turmoil unleased within the Imperium.  The
consensus seemed to be that this was a symptom the the unwieldy size of
the Imperium.  They therefore refrained from seeking to greatly
enlarging their empires, especially at the expense of a impotent
Imperium.  Additionally the powers began to form various alliances which
were aimed at maintaining a balance of power - when one seemed to become
too strong alliances were made to reduce that threat.  Norris never
allied against either Dulinor or Lucan although at times he delayed in
assisting them in these alliances.
  Events continued in this manner even after the deaths of Dulinor,
Lucan and Norris.  Fifty years after the shattering of the Third
Imperium the known universe was a more diverse place with a number of
evenly sized empires, quite a nember of which were largely human in its
various forms: Solomani, Vilani, Zhodani, Denebians, and former Imperial
(Rimward Imperium and Spinward Imperium).

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

Bundle: 541
Archive-Message-Number: 6731
Date: Mon, 31 Jan 1994 11:13:24 +1000
From: pihlab@cbr.hhcs.gov.au
Subject: B-Lances


A friend was complaining recently that there is a table(s) missing
from Brilliant Lances.  In particular, one dealing with crew readiness
or quality (I can't remember which he said).

Is there an Errata sheet for Brilliant Lances?  How do I get it?

Does someone know what the missing table(s) are and what they should be?


Bruce...       pihlab@cbr.hhcs.gov.au


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

Bundle: 541
Archive-Message-Number: 6732
Date: Mon, 31 Jan 1994 10:59:55 +1000
From: pihlab@cbr.hhcs.gov.au
Subject: FF&S

I just got my FF&S today and had a look through the additional handbook
which contains the replacement weapon tables for TNE.

It must be a misprint but the best personal weapon now is

LAG-8 Flechette  damage 24  Pen 1     Short Range 210
                                Nil   Medium and beyond ranges

This baby will cut through Battle Dress.

It is THE ONLY item on the rifle table that will penetrate Armour Value 6+.

Does anyone know what the correct values should be for this weapon?

Bruce...                  pihlab@cbr.hhcs.gov.au


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

Bundle: 541
Archive-Message-Number: 6733
From: intacc!Shalom_Zaidfeld@web.apc.org (Shalom Zaidfeld)
Date: Fri, 28 Jan 1994 17:02:08 DST
Subject: Nanotech in Traveller?

Hi TMLers,

I didn't get FF&S or ROBOTS yet, so I was wondering  if, in the
Traveller Universe, can we design Nanotech robots/AI ?..

Is there any information about NanoTech in Traveller?

thanks,

-Shalom Zaidfeld
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Toronto, Canada
#*******************************************************************************
#This message was sent from MATRIX  ARTS  BBS                                  *
#The views expressed in this posting are those of the individual author only.  *
#*******************************************************************************

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

Bundle: 541
Archive-Message-Number: 6734
Date: Mon, 31 Jan 94 01:43:52 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: Survey Says ...


A (relatively) recent discussion on TML got me thinking about campaigns.
What do Traveller players and referees currently play?  So I asked that
TMLers who are currently in a campaign (as either players or referees) to
send me some e-mail saying which rules and what campaign background you are
using.

I got a total of 42 responses, describing 52 campaigns (two people were
involved in three campaigns at once, and six were involved in two campaigns
at once).  Several people described campaigns which had just ended (finished
and unlikeley to continue) or ones that they *would* run if an opportunity
presented itself - I didn't count either of these cases.

I can draw some interesting observations from the results.  First of all, 42
responses is a statistically significant sample of the TML population.
While I have no way of knowing if the sample is random or not (the sample
is those people who responded to my survey), there is also no reason to
believe that it is *not* representative of the TML as a whole.

I'm on more shaky ground when I try to extrapolate the results on TML to the
game-buying population as a whole.  I would suggest that TML is representative
of the older segment of the game market (college students and young adults),
while it virtually ignores the younger segment of the market (high-school-age
buyers).


SUMMARY:

The envelope, please:

The rule set with the most campaigns is _TRAVELLER: THE NEW ERA, with 50% of
the vote, and more than twice the number of the closest runner-up.

The background with the most campaigns is CLASSIC THIRD IMPERIUM, with 48%
of the vote, and slighly less than twice the number of the closest runner-up.


RULES:

RankTitlePercent

#1Traveller: The New Era50%
#2MegaTraveller21%
#3"Classic" Traveller19%
#42300AD 6%
#5GURPS 4%

I was suprised to see MegaTraveller get more votes than Classic Traveller,
although the result is quite close (one vote!).  From TML traffic, I would
have expected it to score significantly higher.


CAMPAIGNS:

RankEra or BackgroundPercent (*)

#1"Classic" Third Imperium48%
#2"New Era" Campaigns27%
#3Rebellion12%
#4Other10%
#52300AD 4%

(*) Does not sum to 100% due to rounding.

This result was suprising, particularly in light of the above.  I would have
expected that the New Era campaign background would have been more popular
with New Era purchasers, but only a small majority (54%) of those who use
T:TNE play in the official T:TNE universe.


RAW DATA COUNTS:

Responses:42
Campaigns:52
----- Campaign Settings ------------

3rdRebelNewOther2300TOTAL
Rules UsedImperEraAD

Classic Traveller 9---- 1--10
MegaTraveller 6 3-- 2--11
Traveller: The New Era 9 314----26
GURPS 1------ 1 2
2300AD------ 2 1 3

TOTALS25 614 5 252

What's interesting here is the depth of support for the "Classic" Third
Imperium.  No matter which rules set you are talking about, it seems that
there is a significant percentage of those people playing in a 3rd Imperial
background.  It would be interesting to compare sales to date of T:TNE with
total sales of Classic Traveller and MegaTraveller, I wonder if it
correlates with the numbers of campaigns currently being played?


CONCLUSIONS:

I note that the largest single segment of the Traveller campaign "space" is
the T:TNE rules and the "official" Post-Collapse background.  But this
is internally fractured, and (for example) RCES or Star Viking materials may
be of limited utility to people who are running a Pocket Empire or Regency
campaign.  These "New Era" campaigns also represent slightly less than 27%
of the Traveller campaigns currently being played.  While there's no larger
single rules/setting combination, there should be a way to reach a broader
part of the Traveller players.

If it were up to me, I'd certainly put some effort into a "Classic" Third
Imperium campaign supplement.  Potentially, such a supplement could be
impetus to cause new sales of the T:TNE rules, be "converting" people who at
present see no advantage to changing rules systems.

Again, IMHO (In My Humble Opinion) there's not a whole lot of point to the
other segments of the market.  There's no effective way to write for the
"other" segment - FF&S comes about as close as you can get to targetting this
population with it's alternative technology rules.  The Rebellion represents
a small market (11.5%), and in addition, "Third Imperium" materials may
still be useful in a Rebellion-era campaign.

The numbers for 2300AD may not be reliable.  TML is composed primarliy of
Traveller players, and discussion doesn't usually apply very well to 2300AD
topics; therefore the game and it's background may be significantly
under-represented in the survey.


NOTES:

"Traveller: The New Era" includes two rule sets: Traveller: The New Era and
Deluxe Traveller: The New Era (referred to elsewhere as T:TNE and DT:TNE,
respectively).

"MegaTraveller" is just that.

"Classic Traveller" is a number of rules sets and options: Traveller (the
original boxed set, Books 1-3), Deluxe Traveller, The Traveller Book, and
Starter Traveller.  Any or all of these rules, in combination with Books
4-8, Striker, and/or the DGP Task System (described extensively in The
Travellers' Digest prior to the publication of MegaTraveller) - these all
were aggregated under "Classic" Traveller, because they were effectively the
same game.

"2300AD" includes Traveller: 2300 and the revised edition, 2300AD.  No
respondents reported that they are using the original (Traveller: 2300)
edition.

"GURPS" is, of course, a Steve Jackson Games product; it was included
because I have heard considerable anecdotal evidence that it is a popular
choice for people who don't consider Traveller a viable game system, but
want to continue playing in a Traveller-like setting.  It is aparrently not
as popuar as word of mouth would have it.

The definitions of the campaign backgrounds are or course more subjective.
In general, I went with whatever label the respondent chose for his or her
campaign.  In a few cases it was a tough call, but I put the response in the
category that seemed to fit best.

"Classic Third Imperium" campaigns are those set in or around the
Pre-Rebellion Third Imperium.  Some referees indicated that they may implement
the Rebellion in their campaigns.  Just like hypothetical or future campaigns,
I categorized campaigns based on what is happening *now*, and not on
future plans which may or may not be realized.

"New Era Campaigns" are those set in a Post-Crash universe, whether it be
the official RCES and Star Viking setting, or referee-developed Pocket
Empire, Free Trader or even Regency campaigns.  I would like to provide a
breakdown of the different types, but in many cases there isn't enough
detail in the responses to say for sure which category is applicable.

"Rebellion" campaigns are those set anywhere in Imperial space in any time
after the assasination of Strephon to the Crash.

"Other" campaigns are those in original referee-generated universes, or
universes modified beyond recognition.

"2300AD" campaigns are those that use the Traveller: 2300 or 2300AD campaign
settings.  There don't seem to be many of these around anymore.


If anyone has additional questions about this, send me some E-mail and I
will be happy to answer questions about this survey.


Guy Garnett

wildstar@quark.qrc.com
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In the Far Future

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

Bundle: 541
Archive-Message-Number: 6735
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: Traveller miniatures
Date: Mon, 31 Jan 1994 09:09:08 -0500 (EST)

Does anybody know who makes a good set of sci-fi based miniatures. I
need them for a Traveller campaign. The only thing close are the Star
Wars and Cyberpunk figures. GDW has released some miniatures, but only
of the ships.

Thanks,
mike
- --
D. Michael Basinger: Not speaking for Indiana University
dbasinge@nickel.ucs.indiana.edu
dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 541
Archive-Message-Number: 6736
Date: Mon, 31 Jan 1994 17:01:11 -0500
From: curtis@sbcs.sunysb.edu (Curtis Peer)
Subject: Diaspora Map

Thanks for the ordering info, but that's not what I was asking about.

What does the map LOOK like?  Does it use New Era UWP's? Is it the
Hard Times map that I already bought?

I'm asking folks who already have a copy before I decide to send
away for my own.

Thanks,

John H Bogan

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

Bundle: 541
Archive-Message-Number: 6737
Date: Mon, 31 Jan 1994 18:57:23 -0500
From: curtis@sbcs.sunysb.edu (Curtis Peer)
Subject: Off the Beaten Path Results


This is going to both the GDW-Beta list and the TML, in case any
TMLers are wondering where these quotes came from:


>> Has anyone
>>else looked over the booklet vehicle designs,  or any of the
>>weapons designs?
>
> Glenn (plays "Ess", the Droyne engineer in the Pocket Empire playtest
> campaign) and I noticed some problems in the slug rifles table.  There are
> definitely two typos (we noted them, but I don't have it with me now) and a
> couple of other strange things in it.

One thing I've noticed in the "didn't consider the extremes" department
is in crewing ship PAWs and Meson Guns.

Unless you're giving it a range overcapacity for improved planetary
bombardment performance, ship PAWs only need to have an effective
range of about 50 hexes, since once range DiffMods are factored in
(+1 per 3 hexes), 50 hexes is the absolute maximum range you can
hit anything, given an 800 RoF and a Gigantic target.

Cruiser-sized PAWs with an effective range of 50 hexes may be
200+ meters long, but less than 2 meters wide. PAWs have a maximum
bore per length but no minimum (both rightly so, IMHO). However,
since the crew requirement is directly tied only to the volume, the
volume of a EffRng=50 PAW yeilds a crew of one or two at tech 15.

The crew of a Meson Gun of comparable energy will be in the hundreds,
since its bore is related to the discharge energy. If the PAW had
its bore close to 1/8th its length, it would also have a crew in the
hundreds.  But the minimum crew is only one, not per-length or
per-megajoule, so you wind up with widely differing crew levels.

This also shows up with lasers, since they seem to only to require
a crew of one if crewed at all, no matter how big it is.

That means if you build a laser spinal mount (a laser lance with
megajoules comparable to big PAWs or Meson Guns), it only requires
a crew of one, no matter how big.

In fact, they seem to have given no thought to lasers as anything
other than small secondary weaponry. But check this:

At 40,000 Mj, a PAW has a maximum PV of 1000.  However, if you're
willing to make the armor thick enough (and this is fairly cheap
and easy in terms of space and cost), you can stop it.

A Meson Gun of the same energy will have a maximum DV of 1000, but
due to the way they work will have an effective range far shorter
than a PAW. In addition, a sufficiently powerful Meson Screen will
make hitting an Impossible task.

Now get this.... A 40,000 Mj laser will have a maximum DV of 500,
but it will have an effective range out to whatever it can hit (50+hexs)
and will slice through armor like it almost wasn't there.
The penetration rating will be 1/160, so it will only lose 7 DV
chewing through 1000pts of armor. That leaves 493 to do internal
damage, and you don't even have to bother with any silly ole' screen...

Without some effective countermeasure, big lasers become the best
way to deliver damage to a target. Even with MFD-linked sandcasters,
you need a lot of them to stop this kind of damage.

What's needed is heavy-duty sancasters.

I disassembled the basic turret sandcaster into three components:
workstation, cannister magazine, and sensor/launcher package.

I don't have my "build your own sandcasters" list here, but
I simulated barbette and 50-ton bay sandcasters by using multiple
turret casters.

The barbette had two launchers, one crew workstation, and without the
need for the second workstation the magazine could hold an extra
seven volleys.  Whatever the number of dice rolled for a turret
sandcaster for DV reduction, you rolled twice that many dice.

The 50-ton bay worked out best with 18 launchers, one crew workstation,
and it worked out that this also produced room for an extra seven
volleys in the magazine (note that one "volley" is 18 cannisters for
this bay, or 2 canns for the barbette).
If I remember right, at TL-10 it would on the average stop the
40,000 Mj laser above completely, or at least mostly.

One thing that becomes important with this is how the laser sensor
works.  Does it just know that you're being targeted, or can you
determine which ship or how big a weapon is targeting you?
If the former, you might wind up blowing an awful lot of canns
on small lasers, lest you risk getting hit with a big one.



 John H Bogan

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

Bundle: 541
Archive-Message-Number: 6738
Date: Mon, 31 Jan 94 23:08:03 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: Re:  TL-7 Weapons

I thought I should forward this to TML:

rpiper@wri.com writes:
> BTW, the more I use FF&S, the more I question the supplement booklet.  I have
> started finding what I think are errors,  but I'm just not sure.  Has anyone
> else looked over the booklet vehicle designs,  or any of the weapons designs?

Glenn (a player in my campaign) and I noticed some problems in the Slug
Rifles and Carbines table (page 8 of the "Upgrade Booklet").

The 7mm Rifle (TL-5) is listed as having a magazine of 20/0.317, and an ammo
price of 0.44/9.8 but when we multiply it out, we get 20*0.44=8.8
(aparrently a typo).

The 7mm Civillian Rifle (directly below) is listed as having a loaded mass
of 4.967, an empty mass of 5.077, and an ammo mass of 0.44 (suspiciously,
the same ammo weight for 5 rounds that the military rifle has for 20
rounds).  The ammo weight when we calculate it works out to 0.11 (another
typo).

Are there any more errors in the errata?  We don't know, but I'm thinking
that there might be.  Stay alert!  Trust no errata!  Keep your laser handy!


wildstar@quark.qrc.com                             LUCANIC PARANOIA
- ------------------------------------------------------------------------------
                                                   Science-Fiction Adventure
                                                   in a Darkly Humorous Future

Oops, wrong game ;-)


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

Bundle: 541
Archive-Message-Number: 6739
Date:         Mon, 31 Jan 94 23:08:08 EST
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      Third Imperium

The recent survey results posted here show one thing rather powerfully, at
least in regards to the Traveller fans on this list; the Third Imperium still
holds a lot of interest for a lot of people.
  Knowing that the powers that be at GDW read this, I would like to address
this to them, and explain why I feel that a Third Imperium sourcebook would be
valuable at this stage in the development of TNE.
  1.) A lot of the older fans of Traveller still want to use the Imperium as a
backdrop for their adventures. Even I, as vociferous a supporter of the New Era
background as I have been, find myself wanting to run side adventures in the
"Classic Traveller" setting. I think this is more than just nostalgic longing;
the Imperium is a very compelling idea. You folks did a great job of making it
live as a setting for science-fiction roleplaying. Many people feel that there
are still stories to tell there. Traveller has a loyal fan base unlike any
other I've seen in gaming except AD&D; a third Imperium sourcebook would be an
acknowledgement of those long-time fans.

2.) By virtue of both Traveller's long absence from the forefront and the fact
that TNE is essentially a new game, a lot of people will be experiencing the
Traveller universe for the first time. Many of them will not be inclined to go
and ferret out the older materials to get a sense of the rich history of the
universe. I have found that understanding that history actually enhanced my
enjoyment of the current materials. A Third Imperium sourcebook could be
written as a history book; "this is the way things were; this is what we lost."
It would bring new players "up to speed" with the universe better than the well
written but neccesarily breif sections in the TNE rulebook do.
  I'm not asking that GDW support the Imperium setting beyond a sourcebook;
that isn't neccesary. Perhaps a licensee could be found that could do that.
Maybe they could even do the sourcebook. for that matter. But I really do feel
that it would be a good idea, and I'm fairly certain it would sell.
                                                       Allen

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

Bundle: 541
Archive-Message-Number: 6740
From: A.S.Lilly@bnr.co.uk
Date: Tue, 1 Feb 94 13:32:40 GMT
Subject: Newspaper articles

Hi all,

The following are just a few possible entries in the local starport news
files:

HEALTH WARNING
An outbreak of  Pharenaemia has occurred in the Garibad system. Travellers
intending to pass through the system should contact the starport pharmacy for
supplies of the latest innoculation. Anyone having visited Garibad within the
last twenty days should contact their personal medic for a check-up. The
symptoms of Pharenaemia are: stomach pains, followed by severe diarrhoea for
up to five days. The virus which causes the disease is easily transferred by
touch (sweat and other bodily fluids).

AIR POLLUTION WARNING
Air pollution levels have risen by 17% as the planet enters the summer cycle.
All off-planet visitors and persons of weak health are advised to wear their
face masks at all times. (Off-world visitors should check that their
accomodation has suitable filtering on its air-conditioning systems).

FUEL CONTAMINATION
The starport has been advised that a single tanker of starship fuel was
accidentally contaminated with metallic impurities during refinement. The
appropriate fuel bunker has been totally filtered but ships which have
refuelled in bays 19-48 will be visited by a port Technical Inspection team
within the next twelve hours. These ships should not, under any circumstances,
switch their power plant out of 'standby' mode until the team has checked
their fuel. Legal redress is already being sought with the fuel suppliers.

MISSING PERSON
Minor John Garlick Roberts, age 14, is missing, believed run-away. It is
thought that he may have gained entry to the starport in the hope of stowing
away on board a ship. Imperial edict 1032.6c prohibits the unauthorised
transport of minors; the crew of any ship discovering the minor is required
to hold him and contact starport security immediately. Aiding the minor in
any way is a criminal offence. The minor's parents have offered a reward of
CR5,000 (Nb$7,546) for his safe return. Stpt Dat Ref: 87623/NM2 for a full
description and holograph of minor.

TERRORIST WARNING (CUSTOMS SEARCHES)
Following the bombing of the Excelsior hotel (06:45am this morning) the
starport has been informed of the possible presence within the port of one or
more members of the Umis terrorist group (Red Soldiers of Death) believed
implicated in this monstrous attack. All starships due to leave port are
required to be searched by a starport security unit prior to leaving their
bay. Crews are warned to report any unauthorised personnel entering their
bays or observed in suspicious circumstances elsewhere in the port. Do not
attempt to restrain any such suspects - the terrorists are believed armed
and dangerous. Updates will follow. Please cooperate with the security teams.
The starport administrator would like to apologise for any delays this may
cause.

WANTED
Any details of the whereabouts of the "Violence is Golden" (std cls 8a Scout
shp) or any members of her crew. Reward for validated information. Call
0998-3231-967.

ADVERTISEMENT
Rip! PSSSS.... Oh no! PSSSss... AAAaargghhh! Psss... aarg!... psss.... ss...
This man wasn't carrying an Arco "Macropatch"*! Don't rely on sales claims
about suit integrity - buy a "Macropatch"* today. Also: special offers on
multi-packs of "Big Patch"*, "Little Patch"* and "Slapiton"* suit patches.
*Trademarks of Arco Star-suit Accessories Inc. (patents pending).

ADVERTISEMENT
PRoBle!ms Wi?th yOUR Dis*plays?
Can't see the planets for the asteroids?
Make the stars come alive! Upgrade your current navigation unit to a
Hyperlight(TM) holo-display. Models available for all makes and sizes of
ship. Compatible with most standard navcomps. Prices from CR50,000 (plus
installation, CPU interlinks, software support, sales tax, on-site maintenance
fees and accident insurance).

FOR SALE
Gravonix dual-pulse jump drive unit (two parsec rating) in VGC (scrapped
Scout ship). Registration markings intact. Full service record. Sold as seen.
Buyer must arrange transport. OIRO CR500,000.

Hope this gives you all some ideas (I can already see some potential
adventures in the articles above).

Andy
Commander, PITS Team (Political Intelligence Team, Scout)
Nothing I say or do here in anyway reflects the views of my very kind,
understanding and generally wonderful employers

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

Bundle: 541
Archive-Message-Number: 6741
From: Keith Bowen <bowen@ug.cs.dal.ca>
Subject: Vargr Capital Ships
Date: Tue, 1 Feb 1994 10:37:01 -0400


I was checking the vehicle archives and i noticed that there were no large
Vargr warship designs. If anyone out there has designs for large Vargr
warships (cruiser - battleship), please send them to me.

thanx

- -Keith
bowen@ug.cs.dal.ca

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 542  6742 01-Feb-1994 William White    Spam, Spam, Spam, Spam.... << AN ADVENT
 542  6744 01-Feb-1994 c_hamilton%W036  Traveller Navigator << One of my friend
 542  6745 01-Feb-1994 AMNUSS@delphi.c  miniatures <<  There is a series of min
 542  6746 01-Feb-1994 pierre-louis co  Darrian Psi & Miniatures << Howdy!  I s
 542  6747 01-Feb-1994 Jerry Sanders    The Power of the Past... << There is a
 542  6748 02-Feb-1994 Pauli            Re: Third Imperium << Allen wrote:
 542  6749 02-Feb-1994 Joni M Virolain  radiation << >I have two question about
 542  6750 02-Feb-1994 Adrian Hurt      Re: TL-7 Weapons << Derek Wildstar <wil
 542  6751 02-Feb-1994 Mister Slayer    Re: TML nightly: Msgs 6738-6745 V68#2
 542  6752 02-Feb-1994 "Susan M. Shock  Re: spam, spam, spam, spam << Very good
 542  6753 02-Feb-1994 Archduke Brzk o  FFS: Stutterwarp <<   I just got FFS...
 542  6754 02-Feb-1994 Derek Wildstar   Re: TL-7 Weapons << adrian@cee.hw.ac.uk
 542  6755 03-Feb-1994 Mike Basinger    Gurps Traveller << I keep hearing about
 542  6756 03-Feb-1994 Mike Basinger    Looking for old stuff << I just got int
 542  6757 04-Feb-1994 Bertil Jonell    RL version of classic Gaussrifle ammo <
 542  6758 04-Feb-1994 zonker@ihlpl.at  Re: Miniatures << Having just populated
 542  6760 04-Feb-1994 FELLOWS STEVEN   Brilliant Lances, Errata question << Ar
 542  6761 05-Feb-1994 William White    A Subspace Message << Someone noted tha
 542  6762 05-Feb-1994 Mike Basinger    T:TNE Referee's Screen << I just got my
 542  6763 07-Feb-1994 "Susan M. Shock  RE: A Subspace Message << According to

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

Bundle: 542
Archive-Message-Number: 6742
Date: Tue, 1 Feb 94 12:11:13 EST
From: William White <whitew@eden.rutgers.edu>
Subject: Spam, Spam, Spam, Spam....

AN ADVENTURE SHELL FOR THE NEW ERA:

The following is intended to provide some ideas and background
for referees running Star Vikings campaigns.  Is it of any use to
any body?

In 1115:

Quarry DI2933 B99A343-F    Ni Wa Lo Rs A      104 Im M9 V

     RS Alpha, on Quarry in Diaspora P (Khulam), was a large
underwater research facility investigating the diverse marine
ecology of the planet.  It also served as a test bed for a number
of advanced submarine craft and equipment designs -- non-military
in nature, of course, but high-tech and with potential
applications on other water worlds.  Additionally, the basic
research conducted here promised exciting payoffs in terms of
underwater techniques, technologies, and a better understanding
of water worlds in general.
     The pre-Collapse population of Quarry consisted primarily of
scientists, technicians, and starport personnel.  The planet
itself has a 98% water/water ice surface; its atmosphere has a
high oxygen content requiring protective equipment to prevent
oxygen intoxication.  A large moon exerts strong tidal forces on
the planet and, like most water worlds, the planet itself is
subject to violent, tsunami-like storms.
     It is assumed that the scientists of RS Alpha were evacuated
or departed Quarry sometime during the Hard Times.  The starport
is known to have been hit several times by corsairs.  The
possibility exists, however, that some equipment at RS A was left
behind, and, due to the underwater location of the station,
remains intact and available for recovery by RCES personnel.

     RCES administrators admit that this is not a very likely
possibility, but are willing to assign a small team to recon the
station, cold recover interesting (and portable) items of
equipment, and tag anything else for later extraction if such a
course seems worthwhile.  The PCs' team is given the mission,
such data as is available (the above notes), and some TL 8-12
SCUBA gear.

REFEREE'S BACKGROUND:

In 1200:

Quarry DI2933 X99A252-3    Ni Wa Lo         B 404 Wi M9 V

     The player info given above is incorrect in one respect:
the station was not completely evacuated, even in the face of a
nominal Solomani occupation, repeated corsair attacks on its
starport, and the Virus.
     Among the research endeavors here was a gene-mod program
intended to produce an amphibian human strain capable of extended
periods of underwater activity.  A small population of these
"mermani" exists, along with the descendants of their intended
"trainers" -- the intelligent dolphins genginereed by Terrans
during the Second Imperium.  The mermani now roam the seas in
small family groups, basing themselves around islands, reefs, or
on small boats; their dolphin partners serve as guides, scouts,
and occasionally "mounts" (actually, the "rider" merely holds on
to a set of reins and is pulled along behind the dolphin, if you
can believe that).  The mermani do not have gills, but can
somehow "hold their breath" for periods of up to 12 hours.  They
have large webbed feet and webbed hands, no external ear, and
flattened noses which reflexively "seal" when underwater.  They
otherwise resemble standard strain humans.  Their hearing extends
into the range utilized by their dolphin companions.
     Other communities of standard strain humans exist on some of
the scattered islands on-planet; the largest is at the ruins of
the starport.  These natives are somehow immune to the harmful
aspects of the atmosphere--PCs may chalk this up to adaptation,
but it is actually the work of self-replicating "scrubber"
nanomachines, living as symbiotes in the natives' bloodstreams.
A Quarrian blood sample might be the most valuable thing a Star
Viking team could recover from this world, as it would be
possible to breed the things for injection into other humans.
However, the nanomacs aren't 100% safe -- sometimes they cause
problems for their host (see Adventure Plots, below).
     The natives at Starport Village are the descendants of the
scientists who survived the Collapse here on-planet.  Realizing
their predicament, the original survivors emphasized establishing
a viable low-technology culture.  The present government relies
on "Consuls" selected by a consensus of the community (there are
no elections as such; a man or woman of sufficient experience or
talent is simply acclaimed or accepted as Consul, much as
Kentucky colonels were once appointed).  Education, in addition
to survival skills, provides most children with a grasp of basic
science.
     The Starport Villagers rely on a local seaweed to create
alcohol-based fuel for their generators and other equipment
(mostly fabricated from material scavenged from the starport) and
have a small cache of TL 15 sensor and commo equipment, including
a handheld densitometer and an NAS set.  They may be willing to
sell these, in exchange for items of real or practical value.
The decision to sell, however, will be made in council if at all,
and there will be a faction against the trade on principle.
As a community, the Starport Villagers are practical, honest, and
level-headed, with a great deal of pride in their heritage as
scientists and challengers of the unknown.  The referee can
either play it straight, or play 'em for laughs:  imagine
Gilligan's island where _everyone_ acts like the Professor.
     The site of RS Alpha is about 100 km from the small island
on which the starport existed.  It is on the sea floor, several
hundred meters beneath the ocean surface, near where the seabed
slopes abruptly downward into abyssal deeps.  It is essentially a
framework of cylindrical modules, each about 10 m in diameter and
50 m long, linked by elbow-, tee-, and cross-shaped connectors
and laid out in a haphazard, almost maze-like configuration.

UPON ARRIVAL

     Detecting the research station's location from orbit is very
difficult with standard sensors (Formidable: Sensors).  Reduce
the difficulty level by one if the crew uses a densitometer while
scanning.  However, the first pass over the planet will detect IR
signatures from the old starport consistent with a low tech
chemical power plant of some kind.  Apparently, this world has
survivors!
     If the PCs stay in orbit for more than a few hours, it is
possible that the Starport Villagers will use relic technology to
send a radio message to the PCs ship.

     "Come in, alien ship...come in...this is Romeo Sierra Alpha,
calling unidentified craft in orbit...how do you read, over?"

     The referee must decide how likely this is; the villagers
will have to detect the ship through a dense atmosphere using
only TL 3 telescopes (unless the referee decides that one of the
Consuls has a pair of relic binoculars).

GETTING TO THE STATION

     At this point, it is up to the players to decide what to do.
If they were unable to detect the station's location, they will
have to go the natives and ask.  If they have located the
station, they may or may not contact the natives, either before
or after investigating the station.  Possibilities:

1A)  The Starport Villagers know of the station, but not its
precise location.  However, they have contact with the mermani,
who trade with them, and will introduce the PCs and act as
translators and help them negotiate with the mermani.  They may
demand some form of consideration or remuneration, and it is
possible that the deal could include some of the high-tech cache
owned by the Starport Village.

1B) While negotiations are under way, the daughter of one of the
Consuls (as the leading men and women of the village are called)
falls very ill with the "lung sickness".  The disease is
mysterious and almost inevitably fatal.  Its symptoms are
consonant with oxygen shortage or hypoxia.  If the Arsies can
cure her, the Consul will be very grateful and help the team
however he can.

[This is a good way for the players to discover the nanomacs the
natives possess.  Apparently, the girl's symbiotes are not
releasing sufficient oxygen into her bloodstream; she is short of
breath and will eventually lapse into a coma.  Brain damage may
occur if a cure is not found.  Possible options include filtering
the girl's blood so that it is free of nanomacs (though this
would mean that the girl can no longer live on her world without
a filter mask) or giving her a transfusion of normal blood with
healthy nanomacs.  The referee must decide whether any of the
player's plans will work.]

1C)  The mermani will agree to lead the PCs to RS Alpha, but will
not enter, as they believe it to be cursed.  In exchange, they
will demand some "strong ocean medicine"; that is, an item of
technology which can be used underwater and which is truly useful
to an essentially sea-dwelling culture.  If the PCs can't think
of, or do not possess, such an item, the mermani will swim away,
muttering about starmen who will not share their magic.

                                    OR

2A)  The land-dwelling Quarrians know where the station is, due
to old maps and journals, and will provide transport to the site
(via a small but seaworthy sailing vessel).  Dangers en route
include hostile mermani attacks, large flying predators, and
mechanical difficulties with the Starport Villager ship.  Once at
the location, the Quarrians promise to remain on station as long
as possible, but (see those clouds?) a storm seems to be on its
way.

2B) During the dive, the PCs are attacked by either some sort of
marine predator (perhaps a marine filter that moves by hydraulic
jet propulsion, sucking in anything that happens to be in the
way) or a "vampire sub" -- use the stats for PR 317 robot on p.
262 of the TNE manual, but give it only tranq ammo and call it a
"remote piloted submersible".

     In any event, the PC team will eventually arrive at the site
of the research station.  They make their dive, and discover....

INSIDE RESEARCH ALPHA

     The following possibilities are presented for referees to
consider as examples of what might await the team inside Research
Alpha.  In most cases, the team will enter through an airlock or
a "diving chamber", in which divers enter an air-filled module
through a hole in the floor, which (from inside the module) seems
to be a pool of water.  In some cases, the team will be able to
enter through a hull breach.
     There are a few interesting and potentially recoverable
items here, including perhaps a TL 15 auto med, two or three hand
computers (Virus nests?), deep sea diving suits (as protective),
TL 15 vehicle batteries intended for submersibles (100 hr
duration), and whatever else the referee feels is reasonable.
     If the referee has any remnant NPCs he wishes to introduce,
the medical low berths in sick bay are a good place to put them.

1)  The station was hit by a Suicider virus which destroyed the
station's data stores and automated systems, but left everything
else largely intact.  The scientists were able to evacuate to the
planet's surface fairly easily; while the station is dank, dark,
and cold, there are no bodies or other signs of Virus-committed
mass murder.
     The team will have to find and restore power to the basic
environment and life support systems unless they prefer to rely
on flashlights.

2)  The station was hit by a Samson-strain virus which not only
scrambled data but flooded some modules, raised oxygen levels in
others in order that a spark would cause an explosion, and caused
remote submersibles to ram still others.  The team may be able to
enter through a hull breach.  There are bodies in most of the
modules and full life support cannot be restored to all modules.

3) The station was hit by an Empire Builder virus which is still
active and which will attempt to lure the PCs into a trap of some
kind -- generating a woman's voice over the intercom:  "My God,
is there somebody there?  Please come help us, we're trapped!"
Canny PCs will be put on guard, and the Virus will attempt to
kill or drive off the intruders by flooding chambers, raising and
lowering air pressure, or whatever else you can think of.  The
PCs should be able to find and destroy the Virus' location in the
main computer, but they should feel as if they're racing the
clock to get there.  The Virus may have other tricks up its
sleeve, as well, perhaps including labor droids now wired for
mayhem, so to speak.

WRAPPING IT UP

Once the PCs have finished exploring the station, they can take
what they want and head back to their ship.  The referee may
introduce complications as desired, including offended native
sensibilities and natural disasters.  Otherwise, they return to
base, where members of a rival NPC team make fun of them for
going on a "cakewalk mission".

Bill White
whitew@eden.rutgers.edu

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

Bundle: 542
Archive-Message-Number: 6744
Date: Tue, 01 Feb 94 14:29:13 EST
>From: c_hamilton%W036_NW@mwmgate1.mitre.org
Subject: Traveller Navigator

One of my friends purchased the Traveller Navigator program for
Windows, and I got a chance to play around with it for a few minutes.
Basically, it's a Windows helpfile of information and tables from the
TNE rulebook, plus sector data for Diaspora.

I hope GDW develops a different type of program next: One that
automates the *procedures* in the rules, not just reproducing them in
electronic format.

I'd like to see automated design sequences for Fire, Fusion and Steel.
I'd like to see character generation.  I'd like to see Brilliant
Lances starship combat, having the computer keep track of what's going
on so each player can control more than a couple of ships.

In summary, I like the interface for the Navigator, but I wish GDW
would push something for which the real power of a computer can be
utilized.


Chuck Hamilton                                           clh@mitre.org

"Crew or frozen watch casualties are replaced free at any naval base."

                                     - Trillion Credit Squadron, p. 35


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

Bundle: 542
Archive-Message-Number: 6745
Date: Tue, 01 Feb 1994 18:49:18 -0500 (EST)
>From: AMNUSS@delphi.com
Subject: miniatures

 There is a series of minitures distributed by Stone Mountain Miniatures,
 Inc.  Most of these are troops in combat armor, slug rifles, missle
 launcher.  All are quite good.  The helmets on the Ventauran  troops
 remind me of Zhodani.  There is a pack of police, a pack of starship
 crew, and a pack of Hitchhikers.  The Hitchhikers are a takeoff (ripoff)
 of the Hitchhikers Guide to the Galaxy.  The robot bears a *strong*
 resemblance to Marvin from the British TV series.

 If you have or have seen the old 2300AD minitures then you have an idea
 on the quality of these minitures.

 There are supposed to be some aliens but I haven't seen them.

 These are Denizen miniatures distributed by:
     Stone Mountain Miniatures, Inc.
     P.O. Box 594
     Broomfield, CO
     80038
 I have no idea how much a catalog might cost, you'll have to ask.

 Alan

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

Bundle: 542
Archive-Message-Number: 6746
>From: pierre-louis constantin <constanp@DMI.USherb.CA>
Subject: Darrian Psi & Miniatures
Date: Tue, 1 Feb 1994 22:01:09 -0500 (EST)

Howdy!  I said I would post this, oh, about 6 months ago? :)

Darrian 'psionics':
        The Traveller alien module 8 on Darrians has very little
(read no)
information on Darrian psionics.  But it seems to me that the
Darrians
should have advanced knowledge of psionics for the following reasons:

1) They have a very advanced brain physiology, having a thicker
'corpus calloseum' than other species of humaniti.
2) They are close to the Zhodani Consulate.
3) The Solomani settled Darrian space before the times of Psionic
Suppression came.  Also, the Aslans settlers are capable of psionics.
(there is a table for this in Darrians, go figure)
There are 2 chirper worlds close by.
4) Darrians are curious by nature, and would certainly submit
something
like psionics to scientific study.

        For all these reasons, it should be easy to find a psionic
institute using the Darrian's research networks.  I would give a DM
+2 to
find an Institute over there.

5) Darrians are allies of the Imperium and share some of the same
views.
6) Darrians consider anything as difficult to control as Psionics to
be
dangerous to their society.  (Remember the Maghiz? :)

        For these reasons, Psionics in Darrian society would be
regarded
with very extreme disgust.  Psionic researchers and especially
research
subjects must submit to many controls and gain many licenses, before
they can go on with the experiments.  Psionicists without a license
may
be subjected to emprisonment pending investigations on their past
activities and psionic talents.

Special talents:
Because of their metabolic adaptibility, Darrians should get a DM +1
when rolling to see if they get the Awareness skill.
There is a rumour that Darrians can mask their infrared emanations by
manipulating their metabolism.

        Mmm, also, is it possible that except for their headdress,
Darrian women can be mistaken for men unless they are pregnant and
milking?  Just a thought. :)  It might explain somehow why the Aslans
got along well with the Darrians.

        ***
        On another note, I received the Subsidized Merchant and
Patrol
Cruisers figurines.  I had to wait for at least a month because no
distributors keeps them in stock (here in eastern Canada anyway), but
the
Akkigish-class Merchant (4.50$) was worth the wait.  It's
well-detailed and
has a good size.  The cruisers were a bit flimsy for my taste.
Rafm should come up with various 3-character packs soon.
- ---(Send all comments to constanp@dmi.usherb.ca)
Pierre-Louis Constantin, graduate student, Universite de Sherbrooke
Le Griffon Feerique, 178 Wellington #4,Sherbrooke,Quebec,Canada
566-0036

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

Bundle: 542
Archive-Message-Number: 6747
>From: Jerry Sanders <xminusjs@indirect.com>
Subject: The Power of the Past...
Date: Tue, 1 Feb 1994 22:59:20 -40962758 (MST)

There is a T:TNE article in White Wolf magazine issue #39. It is called
"The Powers of the Past". The author is John W. Vogel and it is 6 pages
in length.

Has anyone else read it yet?  What did you think? Although it is sort of
off-beat, I liked it. Anyways - just thought I'd mention it...

Strephon Lives,
Paul Sanders

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

Bundle: 542
Archive-Message-Number: 6748
Subject: Re: Third Imperium
Date: Wed, 02 Feb 94 17:57:39 +1000
>From: Pauli <grue@cs.uq.oz.au>

Allen wrote:

>  Knowing that the powers that be at GDW read this, I would like to address
>this to them, and explain why I feel that a Third Imperium sourcebook would be
>valuable at this stage in the development of TNE.
[...]
>enjoyment of the current materials. A Third Imperium sourcebook could be
>written as a history book; "this is the way things were; this is what we lost."

Along the same lines as this would there be enough interest in Third Imperium
historical sourcebooks?  There are lots of periods of interest present in what
is known about the Third Imperium's past and I for one would happily purchase
sourcebooks detailing this history.





        Pauli

Paul Dale                       | grue@cs.uq.oz.au
Department of Computer Science  | +61 7 365 2445
University of Queensland        |
Australia, 4072                 | Did you know that there are 41 two letter
                                |     words containing the letter 'a'?


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

Bundle: 542
Archive-Message-Number: 6749
>From: Joni M Virolainen <jonimv@evitech.fi>
Subject: radiation
Date: Wed, 2 Feb 1994 09:45:35 +0200 (EET)

>I have two question about the T:TNE rules.
>
>1. Are there any rules for radiation and taking damage from radiation?
>
>2. How do you handle movement and combat in the same combat phase? I
>figure you can only do direct fire, with a minus to movement ratio.
>
>thanks,
>mike

The radiation rules can be found from the Twilight:2000 2nd Edition. In the
T:2000 is also the rules for the diseases and sample diseases. I haven't used
these rules myself yet, but I am going to.

I have understood that movement reduces the character's strenght value
for recoil handling purposes.

Joni


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

Bundle: 542
Archive-Message-Number: 6750
>From: adrian@cee.hw.ac.uk (Adrian Hurt)
Subject: Re: TL-7 Weapons
Date: Wed, 2 Feb 94 8:53:00 WET

Derek Wildstar <wildstar@quark.qrc.com> writes:
>
> The 7mm Civillian Rifle (directly below) is listed as having a loaded mass
> of 4.967, an empty mass of 5.077, and an ammo mass of 0.44 (suspiciously,
> the same ammo weight for 5 rounds that the military rifle has for 20
> rounds).  The ammo weight when we calculate it works out to 0.11 (another
> typo).

The ammo weight works out to -0.11 if the above figures are used.  Is this
anti-matter, GDW's typo or Derek's typo?
:-)

- --
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt     |JANET:  adrian@uk.ac.hw.cee
 UUCP: ..!uknet!cee.hw.ac.uk!adrian  |  ARPA:  adrian@cee.hw.ac.uk

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

Bundle: 542
Archive-Message-Number: 6751
Subject: Re: TML nightly: Msgs 6738-6745 V68#2
Date: Wed, 02 Feb 94 12:12:19 GMT
>From: Mister Slayer <u9019138@athmail1.causeway.qub.ac.uk>


This is in response to the Quarry adventure last nights list
presented...


Most recently I was at WARPCon and though I fully intended to play
the Traveller:TNE competition..I was approached by the organiser Rob
Cosgrove (see the T;TNE credits for helpful comments and kibbitzing)
and asked to RUn the adventure.

In this adventure we (RCES) were investigating Kiepes which was a
dictatorship and the rulers nephew was kidnapped and brought to
Quarry....to the USS Montana, a 30 000 ton staship which since has
been renamed FREEPORT.
It was a very good adventure IMHO though my hasty rendition of it
didnt do it justice and it was a wee bit linear...but what the hey.

Just added that as it was last weekend and there was a quarry
adventure listed last night.....

- --A real problem I found with running a competition game is that for
those of us who really wish to try out THE NEW ERA there is the
problem of those Classic 'travellers' who rather than being the new
starfarers on the brink of glory prefer to mull about how life was
better before they spent 80 years in coldsleep or whatever. At every
opportunity the 'oldsters' griped about not having reactionless
drives, about how you cant mine space...(for details of this last
arguement ask me later), about how the new era is tacky and crap....

Now I wouldnt mind so much if these individuals were playing
characters from the old days but they were playing brand new
hopefuls.

I admit, when Megatraveller came out I ignored it and used my old
black and red basic set and a few A5 books which i had managed to
pick up for exorbitant prices wayback then. Traveller didnt have
background then...just pretty pictures that gave hints. The most hi
tec weapon we used was the Laser Rifle...but we had fun.

On a new subject...read this months RPI for an interview with Dave
Nilsen..line manager for the New Era...and if there are GDW people
out there...they should do a Space 1899 sourcebook in the vein of
the Cadillacs and Dinosaurs sourcebook....it may not be mainstream
but there IS interest out there and its an untapped market
especially seeing as S1899 is gone now. Besides...the hokey drive
systems from FFS could be used...ie the ones that dont really work...

This was my first post to this list this time around.

Matt.





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

Bundle: 542
Archive-Message-Number: 6752
Date:         Wed, 02 Feb 94 11:07:17 EST
>From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      Re: spam, spam, spam, spam

Very good! Thanks, Bill, for posting that excellent adventure idea! I plan on
using it for my Star Vikings campaign! I encourage you to post any similar
ideas you may have in the future; it's a great help to those of us who are
trying to run campaigns on short time. A Classic Traveller-era idea or two
would be great as well.
  I have one I'll be posting myself as soon as I finish running it and get it
written down. It's called "Twilight 1201". Three guesses where I got the idea!
 .                                     Allen Shock

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

Bundle: 542
Archive-Message-Number: 6753
Subject: FFS: Stutterwarp
Date: Wed, 02 Feb 1994 15:14:24 CST
>From: Archduke Brzk of Antares <arakins@iastate.edu>


  I just got FFS...cool :)
  I am in the process of designing a MEGA-spreadsheet that
encapsulates all of the rules necessary to build space/starships.
  Either I'm blind...or stoopid. Becuase I cannot seem to find
the formula for the weight of Stutterwarp Drives...can anyone
point them out?

+---------------------------------+-----------------------------------+
| Andrew Akins                    | Iowa State University             |
| Applications Programmer         | Center for Agricultural and       |
| arakins@iastate.edu             |     Rural Development             |
+---------------------------------+-----------------------------------+

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

Bundle: 542
Archive-Message-Number: 6754
Date: Wed, 2 Feb 94 23:54:36 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: Re: TL-7 Weapons

adrian@cee.hw.ac.uk (Adrian Hurt) writes:
> Derek Wildstar [hey, that's me!] <wildstar@quark.qrc.com> writes:
> > The 7mm Civillian Rifle (directly below) is listed as having a loaded mass
> > of 4.967, an empty mass of 5.077, and an ammo mass of 0.44 (suspiciously,
> > the same ammo weight for 5 rounds that the military rifle has for 20
> > rounds).  The ammo weight when we calculate it works out to 0.11 (another
> > typo).
>
> The ammo weight works out to -0.11 if the above figures are used.  Is this
> anti-matter, GDW's typo or Derek's typo?

Well, my problem is that I can't tell an unloaded weapon from a loaded one
(the above *should* read: "... an empty mass of 4.967, a loaded mass of
5.077 ..."), while GDW's problem is that they can't subtract (they get
5.077-4.967=0.44).

Does that help?

All I can say in my defense is that when I get tired, my tang gets all
tungled up, my finigers camr tripe, and I spoon in speakerisms.  And I did
warn you --- didn't I say: "Stay no laser handy!  Trust alert!  Keep your
alert!" ... or something like that?  ;)


wildstar@quark.qrc.com
- ------------------------------------------------------------------------------
                              Hostes alienigeni me abduxerunt.  Qui annus est?


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

Bundle: 542
Archive-Message-Number: 6755
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: Gurps Traveller
Date: Thu, 3 Feb 1994 13:14:47 -0500 (EST)

I keep hearing about Gurps Traveller. DId someone write up the rules
for this, and where can I find them?

mike
- --
D. Michael Basinger: Not speaking for Indiana University
dbasinge@nickel.ucs.indiana.edu
dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 542
Archive-Message-Number: 6756
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: Looking for old stuff
Date: Thu, 3 Feb 1994 22:31:24 -0500 (EST)

I just got into Traveller since the release of Traveller:The New Era.
What supplements and adventure for Classic and Mega Traveller for
people suggest I pick up, if I can find them.

mike
- --
D. Michael Basinger: Not speaking for Indiana University
dbasinge@nickel.ucs.indiana.edu
dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 542
Archive-Message-Number: 6757
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: RL version of classic Gaussrifle ammo
Date: Fri, 4 Feb 1994 12:18:53 +0100 (MET)

Found this on talk.politics.guns of all places:
 One of the former Soviet-block allies is exporting something called the
 "Strike-Force" bullet intended for law-enforcement, but not restricted, yet.
 Apparently, the bullet has a "fluted jacket" design that allows the jacket
 to "peel" off the bullet (similar to the Black Talon) as the center portion
 of the projectile (heaviest "harder-lead" portion) continues into the target.
 Thus, you have several razor-sharp "slivers" peeling off in different
 directions while the main portion of the bullet (which is a patented alloy,
 with "unique physical properties that allow unequaled penetration", according
 to the manufacturer) does the most damage.

  This is almost exactly the way the gauss rilfe ammo in Classic Traveller
was supposed to act. A soft hollow point jacket with an interior heavy metal
penetrator.


  I've been thinking on how to model them but so far I've only reached
a conclusion for 3G3 and not FF&S: The bullet is treated as a combination
of normal hollowpoint and saboted round, it has in effect two concurrent
DV's. One is the straight DV from the bullet, it behaves like a hollowpoint
DV, ie 0.7 before armour and 1.5 or whatever behind armour.
  In addition there is the DV from the penetrator, this is computer as if
the penetrator was a ds penetrator (sg18 probably) and the rest of the
bullet a sabot with sg11. Divide the energy between these two components.

- -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."

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

Bundle: 542
Archive-Message-Number: 6758
From: zonker@ihlpl.att.com
Date: Fri, 4 Feb 94 09:18 CST
Subject: Re: Miniatures

Having just populated a space station worth of characters I can give
a few other miniatures suggestions:
Ral Parthas 25mm battle tech infantry are good military types
and there are a number of decent pilots and mechanics.  Like most
Partha 25s these are slightly small when compared to other
manufacturers (but the larger packs like the Steiner Laser unit
match better).
Star Wars figures make good civilians, military and police.  The
disadvantage is that most of the figures are recognizable as being
from the movie and this detracts from the Traveller feel.
The Battlelords line has some good figures, but many are way too
overdressed for use in Traveller.
The Aliens line has a number of very good military types and
I couldn't resist getting a loader for the station.
    Finally figures are where you find them.  With the new era many fantasy
and historical figures can be very useful for doing lower tech planets.
We use a number of fanatasy and horror line figures in the station as well.
Our cantina has a german feel cause we liked the barmaid from one of the
horror line.  We even used Teenage Mutant Ninja Turtles (they run the
sewer system).
Tom Harris

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

Bundle: 542
Archive-Message-Number: 6759
Date: Fri, 4 Feb 1994 17:02:27 -0600
From: Craig Jones <cjones@ux1.cso.uiuc.edu>
Subject: Re: TML biweekly: Msgs 6730-6730 V40#19



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

Bundle: 542
Archive-Message-Number: 6760
Date: Fri, 4 Feb 1994 23:43:02 -0700
From: sfellows@slate.Mines.Colorado.EDU (FELLOWS STEVEN B)
Subject: Brilliant Lances, Errata question



Are there any problems withthe Player Cards that come with the Brilliant
Lances game?  I want to laminate mine, but would prefer to correct the
problems first.

Thanks,

Steve
sfellows@slate.mines.colorado.edu

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

Bundle: 542
Archive-Message-Number: 6761
Date: Sat, 5 Feb 94 21:19:28 EST
From: William White <whitew@eden.rutgers.edu>
Subject: A Subspace Message

Someone noted that the subspace velocity formula in FF&S doesn't give units.
They're sort of implied on the next page, but they're goofy, if my analysis is
correct:

A vessel in subspace moves at 200 .01-parsec wide hexes per turn X its
subspace velocity from the formula.  That means that a ship with a velocity of
1 can move 400 hexes per hour--that is, 4 parsecs.  So the units for the
subspace velocity formula turns out to be parsecs per quarter-hour.  Do we
call this Warp One?

Now for my real question:  What volume should be used for the fuel pellets
used by the Daedalus-type STL ship in FF&S?  Liquid hydrogen, or hydrogen
rocket fuel?  Since the fuel usage is based on mass rather than volume, it
would be nice to be able to go with the denser of the two, but the book
implies that "normal" liquid hydrogen values are used, except for the higher
cost.

It's not really important, but I can't seem to get a single stage craft that
can get anywhere in less than a millenium or so.  Anybody out there remember
"Starlost"?

Billwhitew@eden.rutgers.edu

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

Bundle: 542
Archive-Message-Number: 6762
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: T:TNE Referee's Screen
Date: Sat, 5 Feb 1994 22:35:01 -0500 (EST)

I just got my copy of the T:TNE Referee's Screen in the mail. I would
rate it as a good supplement. It contains 4 pages of charts from the
book (mostly combat), a book of charts (including an errata for T:TNE
2nd printing), two green sheet with the career and skill charts (this
was included in Deluxe T:TNE), and a mini adventure.

I thought it was a good buy for $8.00.

mike
- --
D. Michael Basinger: Not speaking for Indiana University
dbasinge@nickel.ucs.indiana.edu
dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 542
Archive-Message-Number: 6763
Date:         Mon, 07 Feb 94 10:55:38 EST
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      RE: A Subspace Message

According to a conversation I had with GDW over the phone before Christmas,
the units represented by the formula in FF&S for subspace drive velocities
is supposed to represent parsecs per hour. Also, you are supposed to multiply
by 50 rather than 200 to obtain hexes per turn. Since this value is about one-
fourth of what Bill figured out by the rules, this makes sense.

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 543  6764 07-Feb-1994 Peter H. Brento  CT materials: Mike Basinger Req. << >Mi
 543  6765 08-Feb-1994 Adrian Hurt      Re: CT Materials << Peter H. Brenton <p
 543  6766 08-Feb-1994 Joni M Virolain  jump << I have a little problem consern
 543  6767 08-Feb-1994 "Anthony K. Bag  Traveller Products <<
 543  6768 08-Feb-1994 psualum@aol.com  traveller newspaper << RE: Traveller Ne
 543  6769 08-Feb-1994 "Phelps, John"   More CT materials << Hi, I recently joi
 543  6770 08-Feb-1994 Rodney W. Morri  Concerning F,F&S... << Greetings!
 543  6771 09-Feb-1994 langsl@cbr.hhcs  Traveller Newspaper <<
 543  6772 09-Feb-1994 "Pedro A.C. Tav  2300ad list << Finally an update of the
 543  6773 09-Feb-1994 mgood@MIT.EDU    Name that Minor Race (A Game for CT alu
 543  6774 09-Feb-1994 Britta B. Damwi  Name that Minor Race << Bingo!
 543  6775 09-Feb-1994 Derek Wildstar   Re: Name that Minor Race (A Game for CT
 543  6776 09-Feb-1994 Ed Sharpe        Name that minor Race << The Virushi:
 543  6777 10-Feb-1994 Sebastien PERKI  credits !!! << Hey, this may sound sill
 543  6778 10-Feb-1994 Stewart Eyres    Re: TML biweekly: Msgs 6763-6773 V41#3
 543  6779 10-Feb-1994 Arthur Green     Re: TML nightly: Msgs 6771-6773 V68#10
 543  6780 10-Feb-1994 A.S.Lilly@bnr.c  CT Adventures << Hi,
 543  6781 10-Feb-1994 "Anthony K. Bag  Gun of the Day. <<
 543  6782 10-Feb-1994 JOT@CU.NIH.GOV   Re:  TML nightly:  Msgs 6771-6773 V68#1
 543  6783 10-Feb-1994 ubte30e          FF&S questions << Greetings to all...
 543  6784 10-Feb-1994 "Marc A. Volovi  PBeM game opening, 2300AD (modified) <<

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

Bundle: 543
Archive-Message-Number: 6764
Date: Mon, 7 Feb 94 11:01:03 CST
From: Peter H. Brenton <pete@biochem.uchicago.edu>
Subject: CT materials: Mike Basinger Req.

>Mike Basinger Writes;

>I just got into Traveller since the release of Traveller:The New Era.
>What supplements and adventure for Classic and Mega Traveller for
>people suggest I pick up, if I can find them.

Good Luck finding them!

Much of the info in the basic books (1: Characters & Combat, 2:Wolds and
adventures, and 3:    ) is simply straight rules: all are also contained
in The Traveller Book.  (I should explain that I see the value in the CT
materials as adventure background material and rules not included in the
current rules).

Other Books: Mercenary (book 4) containes "extended" traveller character
development rules (for army, marines) plus rules (sketchy ones) for large
scale combat.  Also some long-awaited (by some) heavy weapons specifications.

 High Guard (book 5) is for large scale ship to ship combat and extended
character development for Navy Characters.  Also rules for design and
construction.

Book 6: scouts has ext. character info for, you guessed it, scouts.  Also
extended world detail generation stuff (further extended by Grand Survey
and Grand Census, Third party products).

All of the above seem IMHO to be of limited use to a TNE or MT player, but
are essential if you wish to play CT.  Now for some more useful stuff.

Book 7: Mercenary Prince: lots of trade and commerce info.  Very useful for
its "Cargo Contents" charts to a MT or TNE player.

Book 8: Robots:  I was so excited when this first appeared.  I wasn't
disappointed either.  Rules here for creating any robot you wish and
the costs associated with them.  I have not checked compatibility with
TNE (I don't think I want to know) but to me the rules seem to stand
perfectly well on their own two feet (or however many feet you wish to
add).  Volume is expressed in liters and weight in Kg, so adding TNE
equipment to a CT generated robot shouldn't be a problem.  (the problem
actually is lack of reactionless drive in TNE for CT robots using grav
as motive power).

Supplements:  of course I do not remember all of these; There were something
 like 20 of them.  I will break them up by usefulness.

Useful;

76 Patrons: Quick adventure ideas with introductions and a character sketch
for each Patron, plus 3-4 possible outcomes.

Traders & Gunboats: Deck Plans for several standard trading vessels, a System
Defense Boat (with a jump module) Close Escort (Gazelle) and scout service
vessels (X-Boat, X-Boat Tender, Scout/Courier).

Azhanti High Lightning contains Supplement 5 and is an excellent source
for adventure and has detailed, large deckplans for a 60,000 ton cruiser.
(a pretty good MT adventure called Arrival Vengence uses the same ship and
also provides _some_ of the deck plans in a much smaller format).  I have
also heard that the AHL boxed set is very expensive when it is available
at all.

The Spinward Marches : starmaps for said sector

The Solomani Rim : as above; both are, of course, pre-rebellion but are
perfectly serviceable in MT and TNE.

Library Data A-M
Library Data N-Z  : one is diminished in value without the other, lots of
data is simply good source material for adventures.  Some is voided by
the MT and TNE history.


Not so useful (Unless you're playing CT)

Citizens of the Imperium : character generation for several non- or
para- military careers.

Fighting Ships : lots of military vessels in High Guard format.  Some neat
some silly.

Animal Encounters : I didn't use this too much when I _was_ playing CT.  That
may be my fault though.

Veterans :  A list of characters with their stats in CT format.  Good for
off-the-shelf heavies.

That's all I can remember at the moment; I have probably missed at least one
important one; perhaps others can fill in my memory.

Adventures;

I have not found a single adventure that _could_ not be useful.  Every one
of them had either deck plans or maps which could be adjusted to some other
venue.  Here are a few tested ones;

Adventure 1: Kinunir : setting is a 1000 ton frontier cruiser.  An excellent
vessel with drop tubes, several subcraft (including a fusion armed G-carrier)
two particle accelerator barbettes.  Good ship.  Unfortunately a bit too
good for characters to use.  Makes a great setting, however, and if you
do a bit of damage and allow a substandard character engineer to do repairs
everything can malfunction constantly-restoring some game balance.
Incidentally inserting quite a measure of amusement (at least for the GM).

Nomads of the World Ocean : the cultures in this one seemed to play
especially well.  It included specs for a few water-craft too.

Signal GK : contains deck plans

Research Station Gamma : deck plans for lab ship.

Annic Nova : good aventure ideas, deck plans and ideas for a totally
alien vessel

I'm sure other people can review other products so I'll stop now

Hope this helps...Pete

"The opinions expressed certainly have nothing whatever to do with
the University of Chicago or the Department of Biochemistry (I just
work there and use their toys)."

Peter Brenton   (312) 702-0030
Biochemistry & Molecular Biologypete@biochem.uchicago.edu
The University of Chicago

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

Bundle: 543
Archive-Message-Number: 6765
From: adrian@cee.hw.ac.uk (Adrian Hurt)
Subject: Re: CT Materials
Date: Tue, 8 Feb 94 9:36:41 WET

Peter H. Brenton <pete@biochem.uchicago.edu> writes:
>
> Book 7: Mercenary Prince: lots of trade and commerce info.  Very useful for
> its "Cargo Contents" charts to a MT or TNE player.

Merchant Prince.

> Book 8: Robots:  I was so excited when this first appeared.  I wasn't
> disappointed either.  Rules here for creating any robot you wish and
> the costs associated with them.

I believe this included power plants which burned hydrogen, producing
waste water and giving us the first robots in SF history which had to
stop and take a leak. :-)

> Adventure 1: Kinunir : setting is a 1000 ton frontier cruiser.  An excellent
> vessel with drop tubes, several subcraft (including a fusion armed G-carrier)
> two particle accelerator barbettes.  Good ship.  Unfortunately a bit too
> good for characters to use.  Makes a great setting, however, and if you
> do a bit of damage and allow a substandard character engineer to do repairs
> everything can malfunction constantly-restoring some game balance.
> Incidentally inserting quite a measure of amusement (at least for the GM).

Especially if you bear in mind the computer's limited artificial intelligence
which, in the hands of a creative GM, should also provide some game balance.

"Computer!  Lock all weapons onto that merchant ship and vapourise it!  It's
great having a battlecruiser to play with!"
"I'm sorry, I can't do that."
"You do it or I reprogram you with a chainsaw!"
"Do you really want me to self-destruct this ship?"
"Er, no, sorry, er, let's all be friends, shall we?"
:-)

- --
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt     |JANET:  adrian@uk.ac.hw.cee
 UUCP: ..!uknet!cee.hw.ac.uk!adrian  |  ARPA:  adrian@cee.hw.ac.uk

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

Bundle: 543
Archive-Message-Number: 6766
From: Joni M Virolainen <jonimv@evitech.fi>
Subject: jump
Date: Tue, 8 Feb 1994 12:20:13 +0200 (EET)

I have a little problem conserning the jump drive system. I have understood
that the malfunction check has to be made for every 8 hour period in which
the star ship is constantly used (am I right?). In that case it is very
propable that the ship would have at least one malfunction per jump.
T:TNE says that if the malfunction occurs, it can cause the jump drive to
malfunction. Now, if the jump drive malfunctions it usually ceases to work
and shuts down.

The real problem I have is: what happens next? Does the ship need constant
output from the jump drive, then the ship would drop out from the jump space
in the middle of nowhere. If the ship only needs the start boost and then
drops out from the jump space according the course, then the ship would
return from the jump space normally at the destination and is not able to
jump before the repairs are made.

I think that the ship only needs the star boost or there would be lots of
wrecks between the stars and star travel would not be very cost effective.
But I hope somebody can tell me how the jump drive -officially- works.

Thanks,

Joni Virolainen

jonimv@evitech.fi


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

Bundle: 543
Archive-Message-Number: 6767
Date: Tue, 08 Feb 94 10:02:03 GMT
From: "Anthony K. Baggaley" <MCDAPAB@cms.manchester-computing-centre.ac.uk>
Subject: Traveller Products


 Re; Mike Basinger, who wants  to know which books of old lore to look for.
             (Sorry-new mailer with copy command coming soon!)

   Well it's good to see that T-TNE has gotten at least one person interested
  in Traveller. I haven't actually met any of the hordes of them GDW keep
  telling us exist- maybe it's better in the colonies :)

   Now- which books you might want to look at depends on what you want to
  know (wow- what a profound statement).  If you wanted to see what the old
  Traveller rules were like, then you would have to check out a lot of the
  old Classic Traveller books Peter Brenton mentioned yesterday, and most of
  MegaTraveller, and then you would probably find that Classic Traveller had
  the best rules and end up playing with rules written 15+ years ago...
  (ha ha only serious)
   However, I assume that what you want is information on what the Imperium
  was like before Skippy the Virus reduced it to dust, to help you actually
  play the game, so I'm just going to mention a few books that may help

  1) Anything by Digest Group Publications, ie
     MT Aliens Books 1+2            - info on 2 important races per book
     The MegaTraveller Digest 1-4   - big magazines
     The Flaming Eye                - Rebellion Era adventure book
     World Builders Handbook        - more world details and survey rules

     This stuff is probably your best bet, since it's fairly recent, DGP did
    some of the best stuff ever written for Traveller, and it is unlikely to
    be republished by GDW soon. Not many superceded rules in them either.

  2) For a guide to the Imperium, look for either the CT Supplements 8+11
     that Pete mentioned, or it could well be easier to find the MegaTraveller
     book 'The Imperial Encyclopedia' - one of the books in the MT box but
     available seperately. Basically a revised reprint of the earlier Library
     Data Supplements.

  3) For a guide to the Rebellion, try the MegaTraveller book 'The Rebellion
     Sourcebook'. Not perfect but lots of background, and it's better if you
     don't have the piles of older material it repeats. And Survival Margin
     of course....
  I'll stop there before the list gets too big. It really does depend on what
  you want, and how much effort you are prepared to spend finding it.
  Really, except for the old adventures it's probably not worth getting
  any CT material (even if it hurts me to say it). MT gives you most of the
  same information but is easier to find. Peter Benton gave a good guide to
  what's worth getting from the good old dsys if you are able.
  WARNING- There is a dangerous product still on the loose, called
  'Fighting Ships of the Shattered Imperium' for MT. This product should not
  be approched. Not a single ship design is error-free, and it is of course
  useless for TNE. Report to the Errata-Police if found.
   Finally- If you have any general Traveller questions don't forget that the
  TML is full of old Traveller players for whom the phrase 'GET A LIFE' means
  rolling up a new Traveller character- what more background do you need?

        Anyone else got 'I'd even murder the previous owner' books?

                             Anthony K.
                              (someone has been telling lies about me)

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

Bundle: 543
Archive-Message-Number: 6768
From: psualum@aol.com
Date: Tue, 08 Feb 94 09:02:37 EST
Subject: traveller newspaper

RE: Traveller Newspaper

Alistair Langsford said:

>I have been thinking of producing a 'newspaper' as a prop for my Traveller
Campaign.


Regarding the format of classified advertisements I recently browsed through
a copy of
"BOAT/U.S. REPORTS" which devoted a few pages to classifieds.  The categories
used
are :
Sale or Trade - Sail
Sale or Trade - Power
Equipment
Wanted
Flotsam & Jetsom
Waterfront Properties
Yacht Charters.

The following are some example ads:

Sale or Trade - Power:    55' HATTERAS Sportfish 1980. Twin GM 12/71 TI, new
                                    upgraded electrics, marlin tower, tourn
winner.  Asking $385,000.
                                    Will consr dsl trade up to $90,000.  N.
PeeCee FL (407)123-
                                    4567.

                                    55' CHRIS CRAFT Constellation 2 - 671
Detroit dsls, 3 staterms,
                                    3 hds, all new - A/C, 12.5 kW gen, feul &
wtr tanks, frig/frsr, plus
                                    much more new; btm completely redone. A
lot of boat for
                                    $89,500.  FL (813) 555-5555, FAX (813)
555-4444.

Equipment:                    SOLAR PANELS 1' x 4' Arco model #52. Alum
framed for
                                     charging batts, etc. Used, good cond.
$150. CA (415) 987-6543.

Flotsam & Jetsam:        FREE SOFTWARE! Join THE NEW BBS computer bulletin
                                    board. Boats for sale, marine flea
market, personal, E-mail, files
                                    library, games & more! FL (813)369-0427
MODEM, 369-6520
                                    voice.

                                    YOUR BOAT NAME IN 23K GOLD LEAF.  Solid
mahogany
                                    quarterboards.  Hand carved letters (no
router used).  Free
                                    brochure.  George, P.O. Box 1, Anywhere,
NY. (516)123-4567

Yacht Charters:             BRITISH VIRGIN ISLANDS.  Select, owner-operated
fully
                                    crewed sail & power yachts 45'-105'.  The
ultimate relaxing &
                                    personalized vacation!  D M Charters,
(800) 666-6666.

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

Bundle: 543
Archive-Message-Number: 6769
Date: 8 Feb 1994 09:39:04 -0800
From: "Phelps, John" <jphelps@msgate.corp.apple.com>
Subject: More CT materials

Hi, I recently joined this mailing list and I am still reading bundles -
being unwilling to ask any questions until I am sure that the question hasn't
already been discussed/answered.

However, I saw an opportunity to add to the discussion of the CT materials:
books, supplements, and adventures...

Peter Brento covered several things to answer Mike Basinger's request, here
are my thoughts/additions:

I have almost all of the supplements and rule books for CT.  I also have
almost all of the JTAS up through about 18 or thereabouts, and the bulk of
the Challenge mag that replaced it.  I am still using deck plans from those
resources in my TNE campaign I'm running now (and will until GDW publishes
new deckplans).

I agree with Peter that just about all of the adventure books have useful
things.  The Double Adventures had a bunch of neat things:

Mithril/Bright Face described the basic ATV very well and had some
interesting environments to travel through.

Marooned/Marooned Alone had some good survival stuff and described the
survival kit.

Death Station/Argon Gambit had some deckplans - don't remember if a lab ship
or an interdiction station.

full Adventure Broadsword gave deckplans for the 800 ton mercenary cruiser,
and had some scenarios suitable for Striker (the miniatures rules -
predecessor of FF&S).

Also, there have been a ton of stuff from 3rd parties for CT.  Judges Guild
and FASA both put out a lot.  FASA had some excellent supplements with
Striker vehicle designs and equipment books, and their Scouts and Assassins
book came out before Book 6 and includes a different outlook on Scouts (you
gotta love the "Tin Hemorrhoid").  They had a couple of really good
adventures: the Sky Raiders trilogy and another with an odd title where the
characters are basically Lawrence of Arabia on a alien planet (train the
desert nomads with their vaguely Muslim religion and fight the oppressors- TL
5 and 6 mostly).  The only I ever purchased from Judges Guild was a
supplement of starport maps, but it was kinda neat.  Also, there was some
alternate mags - High Traveller for example - that had either a world or a
adventure detailed in each...

I guess that is enough for now - have fun!

************************************************************************
John Phelps  ****      preferred address - jphelps@msgate.corp.apple.com
"TazMan"     ****      alternate address - gundichow@aol.com
************************************************************************
Apple backs my paycheck, but they don't back my statements.
************************************************************************
Three things to remember in combat:
1) Incoming fire has the right of way.
2) When in doubt, empty the magazine.
3) Never forget your equipment was made by the lowest bidder.
************************************************************************

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

Bundle: 543
Archive-Message-Number: 6770
From: csc3rwm@cabell.vcu.edu (Rodney W. Morris)
Subject: Concerning F,F&S...
Date: Tue, 8 Feb 94 18:44:37 EST

Greetings!
I recently picked up Fire, Fusion & Steel and it's GREAT!
I'm trying to write a program from windows through it, but I have
one question (for now).  How are the numbers on the Hull Size tables
determined?  I can figure out the relationship between tonnage and
volume, but the rest of it confuses me.  Any ideas?

Lucifer >:} 'tis good to be back...

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

Bundle: 543
Archive-Message-Number: 6771
Date: Wed, 09 Feb 1994 16:19:26 +1000
From: langsl@cbr.hhcs.gov.au
Subject: Traveller Newspaper


                  I N T E R O F F I C E   M E M O R A N D U M

                                        Date Sent:09-Feb-1994 04:17pm
                                        From:     Alistair Langsford
                                                  LANGSFORD ALISTAIR
                                        Dept:     Information Services
                                        Tel No:   289 7870

TO:  Remote Addressee                     ( _traveller@engrg.uwo.ca )


Subject: Traveller Newspaper

Traveller Newspaper Update:
- ---------------------------
I've gotten several more submissions for the newspaper. Thanks to all those
who have provided articles and ideas so far. More items gratefully
accepted. It will be a little while yet before I get it all together for a
publication though - life has become a bit busier just recently.

Advertisements for new & used equipment have been useful extras I have
received. Anyone doing an FF&S design might like to include some sales
blurb in their submission to the list, and I'll include in the paper.


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

Bundle: 543
Archive-Message-Number: 6772
Date:         Wed, 09 Feb 94 12:32:45 PRT
From: "Pedro A.C. Tavares" <FTAVARES%PTEARN.BITNET@FRMOP11.CNUSC.FR>
Subject:      2300ad list

Finally an update of the 2300ad list.  Sorry for the long delay.  I'll be
posting this list to the members also with a short explanation of how the
list is suppose to work.
This list is however incomplete.  I just received request for subscription
from 3 people that I included in the mailing list but not in this text one.


John Banagan <jvbanagan@ucdavis.edu>
John H. Bogan <jbogan@ic.sunysb.edu>
Steve Camp <hobbes@spacemanspiff.den.mmc.com>
Palmer Davis <ptd2@po.cwru.edu>
Michael C. Foy <his3mwf@cabell.vcu.edu>
John Gonzalez <gonzalez@athena.mit.edu>
Steven Gott <sgott@u.washington.edu>
Valerie Hall <val@marsh.cs.curtin.edu.au>
Kerry Harrison <harrisok@ccmail.us.dell.com>
Daniel P. Hejlik <dph2@po.cwru.edu>
Leif Magnar Kj|nn|y <leifmk@kari.fm.unit.no>
C. Harald Koch <chk@utcc.utoronto.ca>
Lord Krieg <cvadsaav@csupomona.edu>
Yngvr Larsson <yngve@softlab.se>
Tommi Lehtinen <tle@butler.cc.tut.fi>
Kin Ming Looi <ming@cix.compulink.co.uk>
Muir MacPherson <muirmac@ocf.berkely.edu>
Joao Martins <fjmom@ptearn.bitnet>
Sven Munther <sven.munther@copenhagen.ncr.com>
Bruce Pihlamae <pihlab@cbr.hhcs.gov.au>
Dudi Rippel <s2961427@techst02.technion.ac.il>
Olle Sundblad <d90-osu@nada.kth.se>
Pedro Tavares <ftavares@ptearn.bitnet>
<Ted7@world.std.com>


- ---------------------------------------------------------------------
Pedro A.C. Tavares

Faculdade de Ciencias - Universidade de Lisboa

Email: ftavares@ptearn.bitnet
       ftavares@ptearn.fc.ul.pt
       ftavares@scosysv.cc.fc.ul.pt
       pedro@eltn.utwente.nl
- ---------------------------------------------------------------------

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

Bundle: 543
Archive-Message-Number: 6773
From: mgood@MIT.EDU
Date: Wed, 9 Feb 94 11:38:30 EST
Subject: Name that Minor Race (A Game for CT alums)

Hi!

I'm sure someone out there can answer this:

What was the name of the minor race that looked like big rhinos with
arms?  They were good medics, and a small pic of them was featured in
every medical section of the Traveller Digest.  The Travellers Aliens
boxed set also had one, along with an Ael Yeal (sp??), another
"popular" alien race.

Where is the original material on them?  I think it's in An Issue of
TAS that I don't have...

Thanks!

Matt

P.S. I'd like to incorporate them into my campaign, which is why I'm
interested.

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

Bundle: 543
Archive-Message-Number: 6774
From: bdamwitz@lonestar.utsa.edu (Britta B. Damwitz   )
Subject: Name that Minor Race
Date: Wed, 9 Feb 94 21:25:41 CST

Bingo!

Ael Yael appeared in JTAS #15.  (Winged alien beasties and one of
my personal faves.)   Resurfaced in Best of the Journal #4.
Virushi appeared in JTAS #12.  (Rhino medics.)  reappeared in
Best of the Journal #3.

Scott 2G Kellogg
- --
"Bummer.
 I mean *I* would have joined you in your self-destructive madness :)"
                                                      -- Donovan Cantu


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

Bundle: 543
Archive-Message-Number: 6775
Date: Wed, 9 Feb 94 22:43:53 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: Re: Name that Minor Race (A Game for CT alums)

Matt asks:
> What was the name of the minor race that looked like big rhinos with
> arms?  They were good medics, and a small pic of them was featured in
> every medical section of the Traveller Digest.  The Travellers Aliens
> boxed set also had one, along with an Ael Yeal (sp??), another
> "popular" alien race.

They were the Virushi; and are detailed in _The Journal of the Travellers'
Aid Society_ (Issue #12) and were written by J. Andrew Keith.  They are
native to Virshash, an Imperial world in Reavers' Deep.


wildstar@quark.qrc.com
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In the Far Future

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

Bundle: 543
Archive-Message-Number: 6776
Date: Wed, 9 Feb 94 22:00:30 PST
From: Ed Sharpe <esharpe@hsc.usc.edu>
Subject: Name that minor Race


The Virushi:
   "With a length of nearly three meters, standing close 1.8 meters at the 
shoulder, and massing close to 1000 kilos, the Virushi are amount the largest
  intelligent races known to the Imperium."

     They are detailed JTAS #12.  Strength and endurance are rolled on 1D+10
and can be increased to 20.  Dexterity is 2D+2. Social Level is 2D-2.

I hope this helps.


//
// esharpe@phad.hsc.usc.edu
//  You keep using that word.
//  I do not think it means what you think it means
//                           - Inigo Montoya

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

Bundle: 543
Archive-Message-Number: 6777
Date: Thu, 10 Feb 1994 08:50:08 +0100
From: perkins@ensinfo.uvsq.fr (Sebastien PERKINS)
Subject: credits !!!


Hey, this may sound silly, but does someone out there have a list of common 
items with their value ? for example food, drinks, hotel prices etc...
Having browsed through Megatraveller and TNE, this seems to be totally missing !

Thanks,

 Seb

PS: I've just bought FF&S, great concept, but one small question has come out 
of it : what happens to the Imperial Data Package concept ??? OK maybe it's
obsolete it the Wilds, but SURELY they are still OK in the Regency AND in 
pocket empires !

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

Bundle: 543
Archive-Message-Number: 6778
Date: Thu, 10 Feb 1994 09:17:22 +0000 (GMT)
From: Stewart Eyres <spe@jb.man.ac.uk>
Subject: Re: TML biweekly: Msgs 6763-6773 V41#3

> Bundle: 543
> Archive-Message-Number: 6773
> From: mgood@MIT.EDU
> Date: Wed, 9 Feb 94 11:38:30 EST
> Subject: Name that Minor Race (A Game for CT alums)
>
> Hi!
>
> I'm sure someone out there can answer this:
>
> What was the name of the minor race that looked like big rhinos with
> arms?  They were good medics, and a small pic of them was featured in
> every medical section of the Traveller Digest.  The Travellers Aliens
> boxed set also had one, along with an Ael Yeal (sp??), another
> "popular" alien race.
>
> Where is the original material on them?  I think it's in An Issue of
> TAS that I don't have...
>
> Thanks!
>
> Matt
>
> P.S. I'd like to incorporate them into my campaign, which is why I'm
> interested.

They were called Virushi, and my copy of the Contact! where they first
appeared  is in Best of the JTAS 3, which means it was originally
published in one of JTAS 9 to 12.  Great minor race, big as a K'kree in
battle dress, and v. gentle; also v. stubborn, there is no way you are
going to easily make one of these things do something they don't want
to.   The article says they originate in Reaver's Deep, so maybe whoever
was creating the T:TNE pocket empire in that region will know more.  Did
DGP re-publish the information in the Traveller's Digest?

Stewart


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

Bundle: 543
Archive-Message-Number: 6779
Date: Thu, 10 Feb 1994 09:26:05 +0000 (GMT)
From: Arthur Green <ARTHUR@cclana.ucd.ie>
Subject: Re: TML nightly: Msgs 6771-6773 V68#10

>
>Bundle: 543
>Archive-Message-Number: 6773
>From: mgood@MIT.EDU
>Date: Wed, 9 Feb 94 11:38:30 EST
>Subject: Name that Minor Race (A Game for CT alums)
>
>Hi!
>
>I'm sure someone out there can answer this:
>
>What was the name of the minor race that looked like big rhinos with
>arms?  They were good medics, and a small pic of them was featured in
>every medical section of the Traveller Digest.  The Travellers Aliens
>boxed set also had one, along with an Ael Yeal (sp??), another
>"popular" alien race.
>
>Where is the original material on them?  I think it's in An Issue of
>TAS that I don't have...
>
>Thanks!
>
>Matt
>
They are (were?) the Virushi. Home planet in Reaver's Deep sector, as
far as I recall. They appeared in a Contact: article in JTAS #16 or
thereabouts -- I don't know if it ever got reprinted elsewhere.

They were interesting as NPCs and to add colour to a campaign, but
nobody in the campaigns I was involved in ever made use of them as PCs
- -- they were extreme pacifists and not too maneouvrable to boot. Hope
this helps ...
 -  Arthur Green
    University College Dublin Computing Services
    Email: arthur@cclana.ucd.ie     Tel: +353 1 706 2456
                                    Fax: +353 1 283 7077


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

Bundle: 543
Archive-Message-Number: 6780
From: A.S.Lilly@bnr.co.uk
Date: Thu, 10 Feb 94 10:51:35 GMT
Subject: CT Adventures

Hi,

Just to add to the CT adventure list, I have used the Divine Intervention
(double) scenario to teach players how to do a military infiltration job
_without_ blowing away everyone (if the bad guys know the players have been
there then the mission will fail). Also the Night of Conquest (I think that
was the name; might be the other half of the Divine Intervention booklet) is
the opposite: the players get caught between two TL5-6 warring nations and
probably HAVE to blow their way out.

I cannot rate highly enough a combination of 76 Patrons (CT) and the small
adventures from the original (A5-size) Travellers' Journal; in total a huge
number of adventures, all of which can be played as minor sidelines and
distractions or fleshed out into complete scenarios.

I agree with the FASA Scouts & Assassins comment: Tin Haemhorroid awards
are a favourite, and you get the extended Scout ship design and deckplans.

When mentioning supplements (CT), I would add 1001 Characters (pregenerated
NPC stats) although stats is all you get. Still useful for those '1d6 Thugs'
random encounter rolls.

Did anyone mention the Traveller Digest magazine? It's an extortionate price
over here but the material inside is good. :)

Our White Dwarf magazine used to have a few Traveller articles (good one
on starports) but that was years ago when it used to do AD&D; before it
became a flagship for Warhammer 40k and Space Crusade.

Andy Lilly

Commander, PITS Team (Political Intelligence Team, Scout)
"We are never out-gunned..."
Nothing I say or do here in anyway reflects the views of my very kind,
understanding and generally wonderful employers

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

Bundle: 543
Archive-Message-Number: 6781
Date: Thu, 10 Feb 94 10:50:21 GMT
From: "Anthony K. Baggaley" <MCDAPAB@cms.manchester-computing-centre.ac.uk>
Subject: Gun of the Day.


  First, my entry in the 'name the minor race' game- the big rhino things
 are Virushi, from Virshash/Urlaqquash  (Reaver's Deep 2724). I think they
 were in one of the first four JTAS, and the first 'Best of'- unfortunately
 I have none of them. I think there was a short article on them in one of the
 later Digests, but it may just be memory playing tricks on me again...

 Next, for the person who asked about Maintanence Points on Starships- don't
 try and use the rules as written-  I mean they were intended for Twilight
 2000 (...washes mouth out....)  so you could work out if your Jeep would
 break down as you fled across Europe shooting commies. They have no relevance
 to Starship Ops at all- GDW, as usual nowadays, wrote a naff rule. It will
 (probably has) been fixed in the Errata (boxed set available soon :) or you
 could just wing it- ie ignore it unless the ship is undermanned or behind for
 overhaul, if so then roll only once per week of system use- it depends on how
 dangerous you think worn-out equipment should be. Warn you players :)
                       ------------------------
 Oh no another gun...

  Advert Blurb....

     "Is that a VRF Gauss gun in your pocket, or are you just pleased to see
      me?"

    Well now it can be BOTH!
    Join the cutting edge of self-defence technology with the 'SILVER MIST'TM
    VRF Gauss pistol from Federated Medurma Arms. The PERFECT choice for any-
    one from the skilled shooter to the concerned citizen!
    Available in limited quantities this specially imported marvel is
    genuinely pisol size, but holds 100 ROUNDS!!!
    For more details contact SILVERMIST.A2LUCKYJIM.DOWNPORT2.REGINA

  Notes-
     FMA is a major weapons maker on Medurma (Dagudashagg Sector), and as well
     as the usual military equipment produces toys like this- Medurma has a
     freer availability of weapons than most Hi-Pop worlds due to the presence
     of a duelling code, even if most weapons are intended to be non-lethal
     (the code is partly a result of assimilation of Aslan culture). For more
     detail see Signal-GK the fanzine.

                    FMA- VRFGP100   TL 16 VRF Gauss Pistol.
                             Weights (kg)            Price
 Calibre     TL Ammo    Empty Loaded Clip   Mag     Wpn.  Ammo
 1.4mmGauss  16 1.4*7mm 1.528 1.632  0.104 100/.14  950Cr .0025/1.35Cr

                                      Recoil
  Calibre     ROF Dam Pen Bulk  Mag  SS  Bst.  Rng.
 1.4mmGauss  10/50 1  Nil  1    100  1   1/7    7   ball
                  -1                            5   tranq


  Notes-  Includes optic sight, Gyro, Laser sight, and silenced option (for
          which ball ammo goes to Dam= -1, Range= 1, burst Recoil 1/1- ie its
          a melee weapon. Tranq is unaffected) Normal Muzzle Energy=150J

          And if you think TL16 items shoud be rare, looking at the UPP files
          shows about 10% of Imperial industry is/was on TL16 worlds- maybe
          they put in a few too many...

                                Yes I know it's silly
                                Anthony K.
                             (someone has been telling lies about me)

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

Bundle: 543
Archive-Message-Number: 6782
From: JOT@CU.NIH.GOV
Date:     Thu, 10 Feb 1994  11:54:40 EST
Subject:  Re:  TML nightly:  Msgs 6771-6773 V68#10

I believe the minor race who resembled rhinos were called
Virushi.  As I recall, they were pacifists (vegetarians, too?)
who were skilled in medicine.  They reminded me somewhat of
Adzel in Poul Anderson's Trader Team novels.

Andy St. John
Andy_stjohn@nih.gov


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

Bundle: 543
Archive-Message-Number: 6783
From: ubte30e <ubte30e@ucl.ac.uk>
Date: Thu, 10 Feb 1994 16:55:54 GMT
Subject: FF&S questions


Greetings to all...

I've just recently subscribed to the list, so please forgive me if these
questions have been addressed before.

(1) I join my voice to Lucifer's in asking for equations for the Hull
Size table.  I have a pretty good idea of how they SHOULD be worked out,
but some of the figures don't seem to match.  For example: a rate 1 hull
has a volume of 14 m^3.  Given V=4/3 x PI x r^3, this gives r = 1.495 m
or so, so the diameter ought to be 2.99 m.  Taken against the 3.2 m
given in the book, this is a 7% error - too high for implementation.
What gives?  Similar problems arise for the material volume
calculations; I'm assuming you take the volume of a (x) metre sphere,
and subtract it from the volume of a (x + 0.01) metre sphere, but again
it doesn't seem to work.

(2) Thermonuclear pulse drives.  Fuel efficiency is not "one order of
magnitude higher".  It's 0.000333 tonnes per tonne-hour of thrust,
just a little better than the fusion rocket's 0.0005 tonnes per
tonne-hour.  Is there a standard erratum for this?

(3) AZHRAE.  Has anyone managed to design a tech 9 AZHRAE ship that can
reach orbit?  My assumptions:

* I'm using the ramjet fuel consumption figures, since the turbojet mode
isn't used for long, and the rocket mode consumes a LOT more fuel.
* I'm ignoring such things as hull mass and controls, and just working
out whether the engine can get itself into orbit, given that it has to
accelerate all the fuel it'll be using.
* I'm assuming I need 0.64 G-hours to reach orbit (p.71).
* Rather than integrate a fuel consumption equation, I'm splitting the
burn time into tenths (p.71 again).

Variables

mf = mass of fuel (tonnes; assumed HCD @ 1 tonne/m3)
me = mass of engine (tonnes)
T  = thrust evolved (tonnes)
   = 6 x me
FC = fuel consumption per hour
   = 2 x T
   = 12 x me
BT = burn time (hours)
   = mf / FC
   = mf / (12 x me)

So far, so good.

m* = fuel mass remaining at time t
   = mf - FC x t

A  = acceleration (g) at time t
   = T / (me + m*)
   = 6 x me / (me + mf - (12 x me x t))

So if I integrate this from t = 0 to BT, I should get the total g-hours
of thrust.  Right?  Well, taking specific cases, I've found that the
total thrust seems to peak at 0.614371 g-hours, when mf/me = 7.23 or so.
(Note that the ratio seems to be the only important part - well, that's
fair enough.)  Also, this thing can only burn for 0.6 hours, making it
pretty much useless for long-distance flights.  What I'm aiming for is a
NASP as in Dark Con; I realise that I'm never going to get Mach 25
performance under the existing rules, but this problem seems very odd.

Any thoughts?

Roger

- --
Roger Burton-West <> Reality hacker <> Economics student <> The Last Romantic
ubte30e@ucl.ac.uk      : main account, finger for PGP public key block
ubte30e@ccs.bbk.ac.uk  : small account, limited utility
rburtonw@nyx.cs.du.edu : if you can't reach the others

Strip mining prevents forest fires.

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

Bundle: 543
Archive-Message-Number: 6784
Subject: PBeM game opening, 2300AD (modified)
From: "Marc A. Volovic" <marc@shum.cc.huji.ac.il>
Reply-To: marc@shum.cc.huji.ac.il
Date: Thu, 10 Feb 1994 21:42:52 +0200


I am about to start a 2300AD PBeM and need some players (about 5).
If you interested in a 2300AD universe (with heavily modified
ship-design rules), drop me a line...

- ---MAV

  Internet: Marc A. Volovic (marc@shum.cc.huji.ac.il)
 Snailmail: P.O. Box 23114, 91230 Jerusalem, Israel

                   Linguists do it cunningly

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 544  6785 10-Feb-1994 Scott M Thede    Questions about T:TNE << Hello.  This i
 544  6786 10-Feb-1994 John Phelps      The Virushi << From: mgood@MIT.EDU  in
 544  6787 11-Feb-1994 Joni M Virolain  jump << TNE says:
 544  6788 11-Feb-1994 Joni M Virolain  JD << TNE says:
 544  6789 11-Feb-1994 Mark Urbin       answers << Scott Thede writes:
 544  6790 11-Feb-1994 Derek Wildstar   FF&S Starship Hull Construction << Sinc
 544  6791 11-Feb-1994 Derek Wildstar   Starship Breakdowns and Wear Value << T
 544  6792 11-Feb-1994 john991@tampa.r  << thede@ecn.purdue.edu (Scott M Thede)
 544  6793 11-Feb-1994 john991@tampa.r  << perkins@ensinfo.uvsq.fr (Sevastian P
 544  6794 12-Feb-1994 mgood@MIT.EDU    Traveller Referee's Screen Review << Co
 544  6795 12-Feb-1994 mgood@MIT.EDU    Address for TNE Errata Booklet << From
 544  6796 12-Feb-1994 KHALESS@delphi.  101 Vehicle guide << My question is thi
 544  6797 12-Feb-1994 KHALESS@delphi.  101 Vehicle guide << I lost the first p
 544  6798 12-Feb-1994 Jeff Zeitlin     68:11 Price for lunch << Subject: 68:11
 544  6799 13-Feb-1994 pierre-louis co  Ship ram damage << Starship combat ques
 544  6800 13-Feb-1994 "Susan M. Shock  MT Computer Games for sale/trade << OK,
 544  6801 14-Feb-1994 langsl@cbr.hhcs  Flechette in FF&S <<
 544  6802 13-Feb-1994 "msgate"         Undeliverable Mail << Unknown Microsoft
 544  6803 13-Feb-1994 George Herbert   Re: KE Weapon Ships << >From: pierre-lo
 544  6804 13-Feb-1994 WADDELL@delphi.  Space Collisions << 1.  As to ships hit
 544  6805 14-Feb-1994 A.S.Lilly@bnr.c  Basic Costs in Traveller << Hi,
 544  6806 14-Feb-1994 Mark Urbin       Gyrojets <<  I saw a GyroJet carbine on

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

Bundle: 544
Archive-Message-Number: 6785
Date: Thu, 10 Feb 94 15:56:13 -0500
From: thede@ecn.purdue.edu (Scott M Thede)
Subject: Questions about T:TNE


Hello.  This is my first post to the mailing list, so forgive any etiquette
problems.  I have been reading the list for a couple weeks now, and have a few
questions for all the Traveller players out there.

1. I own a decent amount of CT (Books 1-6, some adventures, etc) and
   a fair amount of MT as well.  I am considering buying T:TNE, and
   was wondering if it is worth it.  I would buy the Deluxe box, and
   would just like to know if it is worth the money.  (The local store
   is having a sale :-)).

2. Is the Fire, Fusion, and Steel book good?  I like tech stuff, and
   like to design things, so from what I have read it sounds
   interesting, but I'd like to hear a first hand opinion.  How big
   is the book (pagewise), etc.

3. Is the game system in T:TNE similar to CT and/or MT, or will I have
   to learn a whole new system?

4. Are there any sourcebooks available for the system?  Also, what
   sourcebooks are planned for the near future?

5. Lastly, are there any Traveller campaigns in the Purdue area that
   are looking for players?  Because I'm dying to actually play...

That should be about all for now.  Thank you in advance to all those who reply.
I appreciate the help.

- Scott Thede
  thede@en.ecn.purdue.edu

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

Bundle: 544
Archive-Message-Number: 6786
Date: Thu, 10 Feb 94 16:36:21 CST
From: jphelps@spock.austin.apple.com (John Phelps)
Subject: The Virushi

From: mgood@MIT.EDU  in last night's digest...

>I'm sure someone out there can answer this:
>
>What was the name of the minor race that looked like big rhinos with
>arms?  They were good medics, and a small pic of them was featured in
>every medical section of the Traveller Digest.  The Travellers Aliens
>boxed set also had one, along with an Ael Yeal (sp??), another
>"popular" alien race.
>
>Where is the original material on them?  I think it's in An Issue of
>TAS that I don't have...

Again, another question I can comment on!

The Virushi were described in JTAS #10.  They are very large centauroid
aliens that resemble rhinos to some degree.  They are described as
"centaurs with tank blood" or "intelligent bulldozers", but are very
pacifistic.

I can try to scan in the article if you really need it.

(and yes, I remembered the name before I went back and found the article!)

John
************************************************************************
John Phelps      **** preferred address - jphelps@spock.austin.apple.com
"TazMan"         **** alternate address - jphelps@msgate.corp.apple.com
OIC, Gundi's Gang     ****  America Online - "Gundichow"   ****
************************************************************************
Apple backs my paycheck, but they don't back my statements.
************************************************************************
Three things to remember in combat:
1) Incoming fire has the right of way.
2) When in doubt, empty the magazine.
3) Never forget your equipment was made by the lowest bidder.
************************************************************************


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

Bundle: 544
Archive-Message-Number: 6787
From: Joni M Virolainen <jonimv@evitech.fi>
Subject: jump
Date: Fri, 11 Feb 1994 09:14:06 +0200 (EET)

TNE says:
> Each piece of equipment has the potential to break down each time it
> spends an 8 hour period in use.

Every jump takes about a week. In that time a starship can have about 21
potential breakdowns. A starship with wear value of 6 have a 60% chance
of actual malfunction 21 times per jump. So it suffers averagely 1.26
malfunctions every time it jumps from one system to another.

TNE als says:
> A starship can malfunction. The two major malfunctions are drive failure and
> misjump.

Because misjump usually occurs when using unrefined fuel, I think that most
malfunctions occur in (jump) drives. If the malfunction occurs in jump drive,
what happens next? A malfunctioned jump drive propably shuts down and ceases
to work and drops down from jump space (if jump needs constant output from
the jump drives). In that case the poor ship (and its crew) ends up somewhere
in space and can't jump because nobody knows where they are and don't have
enough jump fuel. Have you ever considered how many starships are out there
ended up in space between stars because their jump drives malfunctioned?

Anyway I'd like to know how the jump drive works -officially- in TNE and
how to handle the malfunctions.

********************
* Joni Virolainen  *
* jonimv@evitech.fi*
********************


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

Bundle: 544
Archive-Message-Number: 6788
From: Joni M Virolainen <jonimv@evitech.fi>
Subject: JD
Date: Fri, 11 Feb 1994 11:00:13 +0200 (EET)

TNE says:
> Each piece of equipment has the potential to break down each time it
> spends an 8 hour period in use.

Every jump takes about a week. In that time a starship can have about 21
potential breakdowns. A starship with wear value of 6 have a 60% chance
of actual malfunction 21 times per jump. So it suffers averagely 1.26
malfunctions every time it jumps from one system to another.

TNE als says:
> A starship can malfunction. The two major malfunctions are drive failure and
> misjump.

Because misjump usually occurs when using unrefined fuel, I think that most
malfunctions occur in (jump) drives. If the malfunction occurs in jump drive,
what happens next? A malfunctioned jump drive propably shuts down and ceases
to work and drops down from jump space (if jump needs constant output from
the jump drives). In that case the poor ship (and its crew) ends up somewhere
in space and can't jump because nobody knows where they are and don't have
enough jump fuel. Have you ever considered how many starships are out there
ended up in space between stars because their jump drives malfunctioned?

Anyway I'd like to know how the jump drive works -officially- in TNE and
how to handle the malfunctions.

********************
* Joni Virolainen  *
* jonimv@evitech.fi*
********************


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

Bundle: 544
Archive-Message-Number: 6789
Date: Fri, 11 Feb 1994 14:35:45 -0500
From: mju@ftp.com (Mark Urbin)
Subject: answers


Scott Thede writes:
>1. I own a decent amount of CT (Books 1-6, some adventures, etc) and
>   a fair amount of MT as well.  I am considering buying T:TNE, and
>   was wondering if it is worth it.  I would buy the Deluxe box, and
>   would just like to know if it is worth the money.  (The local store
>   is having a sale :-)).
  The Deluxe box is pretty good bang for the buck.  It includes a *BIG*
main book, which covers a lot of ground.  It can't however cover over 10
years of previously printed Traveller material.  One of the biggest lacks
is details on Alien PC generation.  It does however have a good character
generation section.  Explaination of skills, three mini-adventures, a
decent equipment section, some common vehicles and spacecraft.
  The box also includes errata for the book.  The book needs errata, but
it's a lot cleaner than the old MT books.

>2. Is the Fire, Fusion, and Steel book good?  I like tech stuff, and
>   like to design things, so from what I have read it sounds
>   interesting, but I'd like to hear a first hand opinion.  How big
>   is the book (pagewise), etc.
The book is good.  There are some holes but in all it's fairly good.  I've
designed a TL 5 cargo Zeppelin and small arms from TL 5 to 9.  I've seen
some good grav vehicles come out of it (posted here).  I've heard some
complaints on designing small helos though.

>3. Is the game system in T:TNE similar to CT and/or MT, or will I
>           have to learn a whole new system?
  The mechanics are the same GDW's TW2K/Merc2000/DarkCon/C&D.  What they
call the `House Rules'.  I've seen a lot worse (Space:1889 springs to mind).
The system isn't overly complex.  You should be able to pick it up quickly
if you understood the MT rules.

>4. Are there any sourcebooks available for the system?  Also, what
>   sourcebooks are planned for the near future?
  FF&S is the basic source book out now.  GDW has posted a release
schedule here and in Challenge.  You sound in good shape with all the CT
and MT stuff you have anyway.

- ----------------------------------------------------------------------------
Mark Urbin -- ftp Software, Inc.| A rose by any other name would likely be
North Andover, MA               | "deadly thorn-bearing assault vegetation."
These opinions are mine. - Hostes alienigeni me abduxerunt.  Qui annus est?
- ----------------------------------------------------------------------------

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

Bundle: 544
Archive-Message-Number: 6790
Date: Fri, 11 Feb 94 22:03:49 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: FF&S Starship Hull Construction


Since there were some questions about FF&S starship designs in recent issues
of the TML, I thought the following might help.  This is a complete and
detailed, step-by-step guide to building FF&S hulls.


OK, let's get unconfused on this hull issue.  Going into FF&S, I see:

"As indicated above, the base values for hulls assume a spherical shape.  As
all hulls of the same rate have the same interior volume, hulls in less
space-efficient shapes than spheres will have more surface area, greater
length, and require more hull material to achieve an equivalent volume.  The
Hull Form and Configuration Table (pp.12) indicates the various hull forms
available and the effects on length and material volume."  --- FF&S pp.10

"Note also that the hull form will affect the surface area of the hull.
Note at this time how much surface area is available.  Surface area is used
for the attachment of weapons, sensors, communicators, launch ports, etc.
Keep a running record of how much sirface area is used as the ship is
designed." --- FF&S pp.11

Unfortunately, the explicit formula for surface area *isn't* included, which
makes things confusing.  Here's my take on the whole thing:

Hull Plating:

AVmin = (Gmax * 10)
where AVmin is the minimum armor value for the hull, and
Gmax is the maximum allowable accelleration in Gs

Hpv = (AV / Thm) * Mv * Mvm
Hpva = (AV / Thm) * Mv * Mvm * 1.3
whereHpv is the hull plating volume (in m^3)
Hpva is the hull plating volume (in m^3) for airframe hulls
AV is the desired armor value (but not less than AVmin)
Thm is the toughness of the selected hull material
Mv is the hull material volume from the Hull Size table
Mvm is the MV modifier from the Hull Form & Configuration table

Hpm = Hpv * Mhm
Hpma = Hpva * Mhm
whereHpm is the mass in tonnes of the hull plating
Hvm is the hull plating volume in m^3
Mhm is the mass of the selected hull material
Hpma is the mass of the hull plating for airframe hulls
Hpva isthe hull plating volume in m^3 for airframe hulls

Hpc = Hpv * Sm * Phm
Hpca = Hpva * Sm * Phm
whereHpc is the hull plating cost in MCr
Hpv is the hull plating volume in m^3
Sm is the streamlining modifier from Hull Form & Config table
Phm is the price of the selected hull material
Hpca is the cost in MCr for airframe hulls
Hpva is the volume in m^3 for airframe hulls

Hsa = Mv * Mvm * 100
Hsaof = Mv * 100
whereHsa is the hull surface area in m^2
Mv is the hull material volume from the Hull Size table
Mvm is the MV modifier from the Hull Form & Configuration table
Hsaof is the hull surface area in m^2 for open frame hulls

Hl = L * Lm
whereHl is the hull length in meters
L is the length of a spherical hull form the Hull Size table
Lm is the length modifier from the Hull Form * Config table


Interior Structure:

Isv = (Mv * Mvm * Gmax) / Thm
whereIsv is the interior structure volume in m^3
Mv is the hull material volume from the Hull Size table
Mvm is the MV modifier from the Hull Form & Configuration table
Gmax is the maximum allowable accelleration in Gs
Thm is the toughness of the selelected hull material

Ism = Isv * Mhm
where Isv is the interior structure mass in tonnes
Mhm is the mass of the selected hull material

Isc = Isv * Phm
whereIsc is the interior structure cost in MCr
Phm is the price of the selected hull material


The total available interior volume of a hull is given on the Hull Size
table.  The volume of the hull and the internal structure are subtracted from
the available interior volume (both the hull and the interior structure take
up space inside the vehicle).  The mass of the hull and the interior structure
are added to the total mass of the vehicle.  The cost of the hull and the
interior structure are added to the cost of the vehicle.  The surface area
of the hull plating is the available surface area for mounting weapons,
electronics, and other components that require surface area.  The length of
the hull is used to determine characteristics of certain sensors, defenses,
and weapon systems.


Does this help clear things up?


wildstar@quark.qrc.com
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In the Far Future


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

Bundle: 544
Archive-Message-Number: 6791
Date: Fri, 11 Feb 94 23:07:12 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: Starship Breakdowns and Wear Value

There are actually two problems with the wear and breakdown rules as
presented in T:TNE.  The first, as someone on the TML noticed, is that even
a wear 1 starship has an extremely high chance of generating a fatal
breakdown at some point during a week-long jump.

The following entries from my T:TNE errata file should help the situation:


NIT: pp.241, Potential Breakdowns
The wear and potential breakdown rules are presumably to be applied to
starships as well as other types of equipment.  However, there is a rather
sticky problem: consider a starship in jump space.  If the ship's power
plant fails, life support will stop, and everybody aboard the ship will die
in a number of hours.

Fix: Unlike vehicles, starship systems are be designed for 24 hour a
day, 7 day a week performance.  Roll for potential breakdowns twice per
week (once on leaving orbit, and once on exit from jump space) instead of
once per 8 hours.

Alternate fix: Assume the starships vital systems (power plant and life
support as a minimum) have integral multiply-redundant internal backups, so
that breakdowns are not life-threatening unless ignored for more than a
week.

Commentary: There are 21 8-hour periods in a typical 7 day jump; for a
power plant with a wear value of 1, this is a 74.5% chance that a potential
breakdown will occur within the first 4 days of the jump.  Assuming that
the engineer has a relevant asset of 10, there is an 87.5% chance that
there will be an actual breakdown sometime during the next day.  Overall
about a 65.2% chance of a power failure sometime during the jump.
--- GG

NIT: pp.242, Increasing Wear; last paragraph in the section suggests
generating wear values for individual components of a vehicle.  When
keeping separate track of the wear value individual components separately,
care must be taken to keep the combination under control.

Fix: When tracking the wear value of components separately, the referee
should assign wear values that are no greater than the overall wear value
of the vehicle.  Each period, only one die roll is made.  It the number
rolled is greater than the overall wear value of the vehicle, no potential
breakdown occurs.  If a potential breakdown does occur, the referee must
randomly choose one component from all those components with a wear value
less than or equal to the number rolled.  As component wear values change,
the vehicle's overall wear value is the same as the highest wear value of
any of the components.

Commentary: For example, a vehicle with wear value of 5 is broken down into
4 components, each of which are given a wear value of 5.  If 4 rolls, one
for each of the components, are made each period, there is a 93.75% chance
that at least one of the components will have a potential breakdown each
period; effectively a wear value of 10.  With the fixed rules, potential
breakdowns still occur only 50% of the time.
--- GG


wildstar@quark.qrc.com
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In the Far Future

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

Bundle: 544
Archive-Message-Number: 6792
From: john991@tampa.relay.ucm.org
Date: Fri, 11 Feb 1994 19:39:13 CST

thede@ecn.purdue.edu (Scott M Thede) asked in Msg# 6785 TML 68-11 if the TNE
boxed set is worth it. I would say yes. The background given in the TNE
rulebook is interesting. The TNE universe is much more mysterious and
dangerous than before. The boxed set should also have the newer rulebook with
all the corrections.  FF&S is a book I enjoyed a lot also. I haven't gone
over all the design rules so I can't comment on the faults others may have
found. I used Brilliant Lances for Starship construction with no problem.

The one thing I did notice is that Plasma and Fusion guns as starship weapons
are gone.  Read the articles in Challange 71 to see why laser and starships
are the way they are now.

One question for everyone out there. What do you all think of the Starship
miniatures by RAFM. I've liked what I've see so far.

John Bucsek        -- JOHN991@tampa.relay.ucm.org

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

Bundle: 544
Archive-Message-Number: 6793
From: john991@tampa.relay.ucm.org
Date: Fri, 11 Feb 1994 19:46:54 CST

perkins@ensinfo.uvsq.fr (Sevastian Perkins) asks about prices of common items
in the traveller TNE universe in TML 68-11.

I didn't even notice the omission.  What I would use as a guide are either CT
or MT items or check out Cyberpunk by R. Talsorian Games.  I've tried a few
weapons conversions and the stats are converted easily enough with a little
though. for example a traveller armor value of 1 AV1 is roughly equivilent to
a Cyberpunk SP of 20.  Other Cyberpunk supplements might be very useful also.
Deep Space would be a good depiction of TL8-9 space hardware. And Maximum
Metal has some awesome armor esp. the powered armor.

I've noticed that FF&S's cyberware chapter conforms closely to Cyberpunk
equipment.

I hope this helps.

One last comment.  Games like Cyberpunk give the GM's a lot of specific info
(like manufacturer, model number) where Traveller has always left that up to
the GM to devise.  I prefer the Traveller method.

John Bucsek     --     JOHN991@tampa.relay.ucm.org

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

Bundle: 544
Archive-Message-Number: 6794
From: mgood@MIT.EDU
Date: Sat, 12 Feb 94 15:07:25 -0500
Subject: Traveller Referee's Screen Review

Contents:Ref. Screen, Booklet of Handy Charts, two green cardstock
sheets, adventure booklet.

Detail of Contents:
Ref. Screen Charts:
The Ref. Can see:
Terrain Effects on Movement
Travel Movement
Combat Movement Rates
Personal Hit Location
Shotgun and Flechette Characteristics
Automatic Fire Range Attenuation and Recoil Penalties
NPC Stats
Psionic Base Difficulty Levels
Stages fo Psionic Sucess
Telempathy Stage of Sucess Reductions
Task Difficulty Levels
Indirect Fire Deviation
Submunitions Attack Table
Fragmentation Attack Table
Target Movement Difficulty Modifiers
Spotting Task Short Ranges
Spotting Modifiers
Target and Spotting Size Table
Sample Burst Diagrams
Burn Damage Table
Armor Equivalency Table
Vehicle Hit Location
Water Vessel Damage
Vehicle Damage Resolution
Vehicle Damage
Aircraft Damage

The Player Can See:
Unarmed Melee
Armed Melee
Thrown Weapon
Direct Fire Combat
Indirect Fire Combat
Task Difficulty Levels
Fatigue Effects on Fire

A section of whimsical advertising
Some Artwork.

The Green Sheets Contain:
Skill List by Controlling Attribute
Career Entry Requirements
Skills by Skill Cluster

The Adventure Outline is interesting.

The Booklet of Handy Charts Contains:
Some Rule Mods to make TNE compatible with FF&S:
Fatigue Effects on Fire
Indirect Fire Deviation
Submunitions Attack Table
Shotgun and Flechette Characteristics
Spotting Tasks

How to get the TNE Upgrade booklet in FF&S (next post)

Some minor Erratta for TNE 2nd Printing!

Planetary Travel
Animal Encounters (Several Charts)
Space Travel (Several Pages, including travel times)
Starship Encounters
Trade (Several pages)
Psionics
More Planetary Combat

Analysis:
Overall, worth $8, if you haven't made your own already.



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

Bundle: 544
Archive-Message-Number: 6795
From: mgood@MIT.EDU
Date: Sat, 12 Feb 94 15:10:50 -0500
Subject: Address for TNE Errata Booklet

From the booklet in the TNE Ref's Screen:

TNE Upgrade Booklet
Owners of the first printing  do not need to buy the second printing.  The
Ref's Screen packet contains revised tables as noted above.  Other changes,
including new rating for the TNE small arms and vehicles udated in accordance
with the FF&S design rules, are available in the TNE Upgrade Booklet included
in FF&S or from GDW with a SASE (29 cent postage).

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

Bundle: 544
Archive-Message-Number: 6796
Date: Sat, 12 Feb 1994 16:07:39 -0500 (EST)
>From: KHALESS@delphi.com
Subject: 101 Vehicle guide

My question is this:  How do you figure the speed of a vehicle that is use in 
the water?  The book shows the Haas Mini sub (sp).  but if I use the book to
  build one iI get a higher speed.  Can some one help me?

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

Bundle: 544
Archive-Message-Number: 6797
Date: Sat, 12 Feb 1994 16:09:49 -0500 (EST)
>From: KHALESS@delphi.com
Subject: 101 Vehicle guide

I lost the first page of the book that list some weapons stats.  could someone 
pleas post them.  If not to much trouble that is.  Hate to buy another book
  just to get one page.
Z

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

Bundle: 544
Archive-Message-Number: 6798
Subject: 68:11 Price for lunch
>From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: Sat, 12 Feb 94 20:05:00 -0500

Subject: 68:11 Price for lunch

T::>Hey, this may sound silly, but does someone out there have a list of common
 ::>items with their value ? for example food, drinks, hotel prices etc...
 ::>Having browsed through Megatraveller and TNE, this seems to be totally miss
 ::>!

 Actually, all I ever did was convert then-current NYC metro prices
 to Pounds Sterling at the then-current exchange rate, and called
 it Credits.  As I recall, the published prices for "big-ticket"
 items like ground cars and so on seemed to hang around in that
 neighborhood.
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
- ---
 ~ QMPro 1.52 ~ "This is not a tagline." -- Magritte


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

Bundle: 544
Archive-Message-Number: 6799
>From: pierre-louis constantin <constanp@DMI.USherb.CA>
Subject: Ship ram damage
Date: Sun, 13 Feb 1994 10:56:19 -0500 (EST)

Starship combat question:

How would you handle the damage caused by a ship hitting
another ship using maneuver drives and speeds?   It seems to me that
a 10-ton fighter moving at 42 km/s would cause a HELL of a lot of
damage to even 10,000-tons cruisers.  I haven't seen references to
this anywhere.

The on-the-spot rule call I made during the battle was to
divide the mass of the ship by the mass of a missile and make that
many damage rolls, but that is obviously not very good. :)

BTW, do fighters have ejection seats? :)  I think I've been
way too generous with players who pull extremely stupid stunts. :)


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

Bundle: 544
Archive-Message-Number: 6800
Date:         Sun, 13 Feb 94 13:41:36 EST
>From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      MT Computer Games for sale/trade

OK, I've had enough! I'm no good at computer games anyway. I have copies of
MegaTraveller 1: Zhodani Conspiracy and MegaTraveller 2: Quest for the Ancients
and I'd like to sell them to an interested party OR will trade both games
straight up for a copy of DGP's Solomani and Aslan OR the Alien Modules for the
Aslan and the Hivers. My e-mail address is 34zbtxq@cmuvm.csv.cmich.edu (let's
not clutter up the TML with this!). I'd like to get $15 apiece if I sell them,
but I'm willing to take a loss on them to get the Solomani & Aslan book.
                                                    Allen
 P.S. Both games are in mint condition; MT 1 has never been used.

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

Bundle: 544
Archive-Message-Number: 6801
Date: Mon, 14 Feb 1994 08:39:51 +1000
>From: langsl@cbr.hhcs.gov.au
Subject: Flechette in FF&S


                  I N T E R O F F I C E   M E M O R A N D U M

                                        Date Sent:14-Feb-1994 08:38am
                                        From:     Alistair Langsford
                                                  LANGSFORD ALISTAIR
                                        Dept:     Information Services
                                        Tel No:   289 7870

TO:  Remote Addressee                     ( _traveller@engrg.uwo.ca )


Subject: Flechette in FF&S

Our gaming group has only recently had access to FF&S and the new weapon
tables. Someone noticed the stats for a 2cm LAG firing Flechette:

                                                _Recoil_
                          ROF  DAM  Pen Blk Mag  SS  Brst   Rng
                          -------------------------------------
2cm LAG Flechette(Short)  SA    24   1   6   5    2    -    210
    Medium-Long           SA     1  Nil


Is this for real. If so, this will toast people in battle dress! I didn't
think flechette rounds were quite this effective.

Is this a mistake?

Any helpful comments from the list appreciated.

Alistair,
langsl@cbr.hhcs.gov.au


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

Bundle: 544
Archive-Message-Number: 6802
Date: 13 Feb 1994 17:51:21 -0800
>From: "msgate" <msgate@msgate.corp.apple.com>
Subject: Undeliverable Mail

Unknown Microsoft mail form. Approximate representation follows.

Message: TML nightly: Msgs 6790-6797 V68#13
Sent: Sat, Feb 12, 1994 5:50 PM
To: Phelps, John
On Server: AST- Powerbook Server
Date: Sun, Feb 13, 1994 5:51 PM
Reason: Could not be delivered because the destination Microsoft Mail server
could not be found.

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

Bundle: 544
Archive-Message-Number: 6803
Subject: Re: KE Weapon Ships
Date: Sun, 13 Feb 1994 18:19:56 -0800
From: George Herbert <gwh@crl.com>


>From: pierre-louis constantin <constanp@DMI.USherb.CA>
>Subject: Ship ram damage
>Starship combat question:
>
>How would you handle the damage caused by a ship hitting
>another ship using maneuver drives and speeds?   It seems to me that
>a 10-ton fighter moving at 42 km/s would cause a HELL of a lot of
>damage to even 10,000-tons cruisers.  I haven't seen references to
>this anywhere.
>
>The on-the-spot rule call I made during the battle was to
>divide the mass of the ship by the mass of a missile and make that
>many damage rolls, but that is obviously not very good. :)

Well, a 10-ton fighter massing abt 75 tonnes or so and moving 42 km/sec
is about 7E13 joules, 70 terajoules.  Around 10 megatons.  Even assuming
a very glancing blow that only delivers about 10% of that energy to
the target ship, that's having a megaton class explosion on your outer
hull, which puts even the far end of most midsized space stations within
the total destruction radius.  I don't think a bunch of rolls quite
covers the scenario; more like "Set the Character Sheets on Fire".

>BTW, do fighters have ejection seats? :)  I think I've been
>way too generous with players who pull extremely stupid stunts. :)

Mine do, for various reasons.  These little tiny 2 ton escape capsules,
in fact...

- -george william herbert


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

Bundle: 544
Archive-Message-Number: 6804
Date: Sun, 13 Feb 1994 22:32:32 -0500 (EST)
From: WADDELL@delphi.com
Subject: Space Collisions

1.  As to ships hitting each other at 42 km/sec I think you could pretty
much consider each vessel to be pretty well totaled.  Considering the
distances this would be a difficult collision to bring off.

2.  As to ejection seats I see no reason why fighters wouldn't have them.
However, you should consider the difficulty in tracking down all the
pilots who rocketed out of the battle and are now on who knows how many
different vectors going no particular place at a high rate of speed.  Hope
their side won the battle and has time to track them all down.

later,

Allen Waddell

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

Bundle: 544
Archive-Message-Number: 6805
From: A.S.Lilly@bnr.co.uk
Date: Mon, 14 Feb 94 16:40:00 GMT
Subject: Basic Costs in Traveller

Hi,

In answer to the query about costs of basic items in Traveller (i.e. food,
accomodation, etc.) I definitely advocate the pound/dollar to credit
algorithm. If you set a credit value at about 50 UK pence or 1 UK pound per
credit (in the US: 50 cents or a dollar) then you have a very easy
conversion rate that both yourself and the players can use.
It means you don't have to get out a calculator (either to convert from
dollars to pounds, or from our currency to credits) and thus the players
can instinctively get a feel for whether a planet seems expensive (or if
they're being ripped off).

I see no point in making up a big list of items with prices. This _is_
required for a game like Dungeons and Dragons where the relationship between
cash and items is not so clear to player or referee. But in Traveller, you
ought to be able to make do with a direct 1:1 conversion of local (UK/US)
currency to credits. To add spice, either consult the trade tables in the
MT Players (or TNE equivalent) or just roll 2D for a price variation:
Roll Price Adjustment
 2   -50%
 3   -40%
 4   -30%
 5   -20%
 6   -10%
 7     0
 8   +10%
 9   +20%
10   +40%
11   +60%
12   +80%
13+  +100%
For the player who's buying, ADD any reaction adjustment by the seller (if
he doesn't like the character, add between 2 and 4 points to the roll; if
he is enchanted by the player, deduct a couple of points); then DEDUCT any
appropriate player skill (bribery, liaison, carousing, possible admin, legal,
broker, etc.).
Note that just like the real world, the table is biased towards getting as
much money as possible out of the characters. The seller will never drop
his price below 50% unless he's selling you something which doesn't work and
isn't even worth its value in scrap - he's no fool (unless he has a
particularly low Intelligence, in which case... well that's up to you!)

Andy Lilly

Commander, PITS Team (Political Intelligence Team, Scout)
"We are never out-gunned..."
Nothing I say or do here in anyway reflects the views of my very kind,
understanding and generally wonderful employers

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

Bundle: 544
Archive-Message-Number: 6806
Date: Mon, 14 Feb 1994 18:09:13 -0500
From: mju@ftp.com (Mark Urbin)
Subject: Gyrojets


 I saw a GyroJet carbine on display at the Cody Firearms Museum in Cody,
Wyoming over the summer.  It was listed as a 13mm and was build back in
the late 60's (67 I think).
 It was really slick looking.  Had the basic `barrel, magazine,grip,stock'
layout but had squarish angles and wood finishing.

- ----------------------------------------------------------------------------
  \      oo    Mark Urbin  mju@ftp.com
   \____|\mm   "Vouf, Vouf!"These opinions are mine, no one
   // //\ \_\  "Good Dog!"will claim them...
  /K-9/  \/_/  "Put down the Gauss pistols!"
 /___/_____\   eclipse@world.std.com
 -----------   Where am I going and what am I doing in this handbasket?
- ----------------------------------------------------------------------------

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 545  6807 14-Feb-1994 mgood@MIT.EDU    Large Ship Design Sequnce/Example pt. I
 545  6808 14-Feb-1994 mgood@MIT.EDU    Large Ship Design Sequence/Example pt.
 545  6809 14-Feb-1994 mgood@MIT.EDU    Azhanti High Lightning Design Evaluatio

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

Bundle: 545
Archive-Message-Number: 6807
From: mgood@MIT.EDU
Date: Mon, 14 Feb 94 18:24:51 -0500
Subject: Large Ship Design Sequnce/Example pt. I (Terribly Long)


I've made a stab at converting my Campaign Ship to FF&S/TNE format.
So here it is, the whole design sequence just the way GDW likes if: it
shows each calculation, and can serve as a guide for others.

This ship is an attempt at converting the Azhanti High Lightning Class
Cruiser, originally presented in Azhanti High Lightning (808), with
Suppliment 5, Lightning Class Cruisers by Frank Chadwick and Marc
Miller.  A MegaTraveller conversion was presented in Arrival Vengance
by Greg Videll w/ Dave Nilsen.

The basic design peramerters were as follows for the Frontier Cruiser
config:

TL 14, 60,000 ton Hull, Jump 5, Manuever 2, a TL 15 Spinal Meson Gun,
24 TL-15 50-ton Partical Accellerator Bays, 100 triple laser turrets,
100 triple sandcaster turrets, 80 Fusion Guns, Nuclear Dampeners, A
Black Globe, Meson Screens, 2 launch tubes for 20-ton craft, hanger
space for 60 fighters and 6 gunboats, and 4 400-ton fuel shuttles.
Various Docking capibilites were specified in the CT version, but did
not appear in Arrival Vengence.  I've gone with the CT version.

The Fusion Guns are no longer a space combat weapon (the plasma/fusion
bolts don't travel at close to light speed: please don't ask me about
this one, physicks = magick to me ;-) )

I would LIKE to have a Large Nuclear Dampener that can stop all
incoming missles, but since FF&S doesn't contain clear rules for this,
I went with a number of Dampener Turrets. I'd replace them at the drop
of a hat ;-)

About the 50 ton bays: Even if you can pack multiple Partical
Accelerators into one bay, they don't really have the penetration to
effect big ships.  I would, to make the ship more survivable (as
opposed to being true to the old design).  A TL 15 50 ton Laser Bay
would have a DV of 125, and would be able to penetrate an AV of 5000.
This type of bay would be a MUCH better ship killer than the Particle
Bays.  But hey, my players think they have Particle Bays.

I've tried to indicate where the formulas diverge from FF&S, and where
the errata came from.

PLEASE if you find any errors in this design sequence, please let me
know.  I hope that others can use this to make ship design easier of
new designers.

All items TL 14 unless noted otherwise in the text.

{Azhanti High Lightning conversion decisions will be placed in
brackets: if you don't care why I picked a certain feature to match
the AHL, you can skip these.}

1. Hulls
Hull Size: 60,000 rate, 840,000 vol,
Material Volume (MV)=420, 116 lenght (l)
Hull Form: Slab MVM:1.5
{ The CT form was "Close Structure", and the MT form was "Box"
I chose Slab because it matched the picture on the box ;-) }
Hull Configuration: Streamlined (Streamline Modifier (Sm)=0.7
{The AHL was not designed for planetary landing}
Hull Plating: 80 cm (This will result in a AV of over 2,240)
{Chosen to match the Hull Volume of 6% from CT}

Hull Material: Bonded SuperDense Toughness: 28Mass:15
Price: .028 Mcr

Hull Plating Volume: HPV=MVxMVMxHt 50,400=420x1.5x80
Hull Plating Mass (in tonnes): HPM=HPVxMaterial Mass 756,000=50,400x15
Hull Plating Costs (in MCr): HPC=HPVxSmxPrice 987.84=50,400x0.7x0.028

Internal Structure Volume: ISV=(MVxMVMxGMax)/Toughness 45=420x1.5x2/28
Internal Structure Mass: ISM=ISVxMass of Material 675=45x15
Internal Structure Price: ISP=ISVxPrice of Hull Material 1.26=45x0.028

Surface Area: Surface Area=MVxMVMx100 63,000=420x1.5x100

(Note Well: the Surface Area is dependent on the Material Volume from
the Table, NOT the Final Material Volume as indicated in the
Traveller's Player Forms. This has been confirmed by either Dave
Nilsen or Loren Wiseman in e-mail to a member [who??] of the gdw-beta
list.  If it WERE based on the FMV, it would be essentially free,
volume-wise).

Hull Length=LengthxLM=116x2.75=319

Target Size: Large

Hull Summary:
Item   VolumeMassPower PriceSurface Area
1. Hull
Rating TL 14   (840000)
Slab SL               42063000
Hull Plating, 80 Cm  50400756000987.84
Internal Structure      45   675          1.26
- ---------------------------------------------------------
Subtotals     50865756675989.163000
- ---------------------------------------------------------
Remaining/Total 789555756675989.163000

Step 2. Faster-than-Light Drive

For the desired Jump-5, it will require 5+1 % of the total volume, or
6%.     .06x840,000=50,400.


Vol=50,400Mass=2.5x50,400=126,000 Price=50,400x0.3=15,120
Surface Area=50,400/3

Jump Fuelfor one Jump: Jump Fuel=Vol of Jump Drive machineryx5/Jump
number 50,400=50,400x5/5 Total Jump Fuel: 50,400x (Jump) 5=252,000

Summary:

2. FTL DriveVolumeMassPower PriceSurf. Area

Jump Drive504001260001512016800
Jump Fuel f/ 1-Jump504003528
Jump Drive f/5-Jump25200017640
- ----------------------------------------------------------------
Subtotals3024001436401512016800
- ----------------------------------------------------------------
Remaining/Totals48715590031516109.146200

3. Control Systems
These are pretty straight-forward
Item VolumeMassPower PriceSurf. Area
TL 10 Flight Avionics0.0010.0010.10.25
TL 14 Terr. Foll. Avion.0.050.020.020.0160.2
Computer/TL 14/fibx3489.6330
- -------------------------------------------------------------------
Subtotal48.0519.6213.1230.2660.2
- -------------------------------------------------------------------
Remaining/Total     487106.9  900324.63.1216139.446199.8

4. Eletronics
These are pretty straight-forward too.
A. Communicators
Item VolMassPower  PriceSA
Maser Com 1000AU0.10.20.6    0.181
Maser Com 1000AU x80.81.64.8    1.448
Radio Com 1000AU0.10.2    20      0.15   200
Radio Com 1000AU x40.40.8    80      0.6    800
B. Sensors
AEMS 480,000 km, DF510     25      15      10
AEMS 480,000 km x42040     1006040
Densitometer920.5150
Densitometer x218412100
Neutrino Sensor550.53
Neutrino Sensor x2101016
Passive EMS 210,000360.036
Passive EMS Antenna454545900
Passive EMS Total48510.0351900
Passive EMS x21861920.061921800

{For the PEMS antenna, I kept the range to 7 hexes so that the antenna
would not be a folding array}

C.ECM
EMSJam.480,000 km102050301
EMSJam.480,000 kmx4     40802001204
EMM     16800840084042008820
- -----------------------------------------------------------
Electronics Subtot.17075.28728.41226.864582.0411572
- -----------------------------------------------------------
Remaining/Subtot.  470031.79090531229.9820721.434627.8

5. Weaponry -- Some of it is obvious, some isn't.

These are the standard TL-14 Laser barbettes (LB) and Missle Launcher
Barbettes (MLB).  I assumed a triple turret in CT=Barbette in TNE

Item VolumeMassPower PriceSurface Area
300-Mj LB841318.32.1616
300-Mj LB x1008400131008302161600
MLB8470.40.150.1116
MLB x100840070400.150.111600

TL-15 Spinal Mount

{I selected 15,000 Mj so that the cross-sectional area would fit into
the size of the space on the deckplans in AHL and AV}

1A. Spinal Mounts: Designed to fire dead ahead.
2.Discharge Energy: 15,000 Mj
3.Meson Tunnel Characteristics

I used interpolation to find the values for TL-15.  If interpolation
between TL is illegal, than the values are wrong and will need to be
recalculated. I basically took the average between the two values.

TLLength MultiplierVol MultiplierMass Multiplier
151.3.0075.55

3A. Tunnel Effective Length
Effective Length=actual tunnel length (in meters)xlength multiplier
414.7=319x1.3 (Actual Tunnel Length=Ship Length=319)

3B. Tunnel Volume
Tunnel Volume (cubic meters)=actual length (meters)xdischarge
energy x volume multiplier 35,887.5=319x15,000x.0075

3C. Tunnel Cross-Sectional Area
Cross-Sectional Area=Tunnel Volume/Actual Length 112.5=35,887.5/319

3D. Tunnel Mass
Tunnel Mass (tonnes)=tunnel vol (cubic meters)x mass multiplier
19,738.125=35,887.5x.55

3E. Tunnel Price
Tunnel Price (MCr)=Tunnel Volume (Cubic Meters) x 0.1 at all TL
3,588.75=35,887.5x0.1

4. Performance
Effective Range=effective tunnel length x 1000 414,700=414.7 x 1000 or
13.82 hexes

5. Define Short Range
300,000 km or 10 hexes.  Why? Limit of beam pointers.

6. Combat Ratings
6A.Combat Range Bands in Hexes:
Short=10 Medium=10x2=20 Long=10x4=40 Extreme=10x8=80.
Maximum Range=8.5x1000xEffective Length=8.5x1000x414.7=3524950
or 117.5 Hexes

6B.Damage Value
Damage Value (DV)=5x(Intensity(I)^.5)
I=Dischage Energy/(Range/1000/Effective Length)^2
For Short Range (R/EL)^2=(300,000/1,000/414.7)^2=.52 (Rounds up to 1)
I=15,000/1=15,000DV=5x(15,000^.5)=613
For Medium Range (R/EL)^2=(600,000/1,000/414.7)^2=2.09 (Rounds to 2)
I=15,000/2=7,500DV=5x(7,500^.5)=433
For Long Range (R/EL)^2=(1,200,000/1,000/414.7)^2=8.37 (Rounds to 8.5)
I=15,000/8.5=1,765DV=5x(1,765^.5)=210
For Extreme Range (R/EL)^2=(2,400,000/1,000/414.7)^2=33.49 (Rounds to
33.5)
I=15,000/33.5=447.8DV=5x(447.8^.5)=106

7. Power Requirements
7A. Input Energy
Input Energy (IE)=Discharge Energy (DE)/.2  75,000=15,000/.2

7B. Homopolar Generator
Vol. of HPGs=IExHPG value (TL 15)2,625=75,000x0.035
Mass of HPGs=volx2=5250Price of HPGs=26.25

7C. Rate of Fire
I selected 100.

7D. Power Input
ROF per 30 MinutesxIE=Mj per 30 minute turn.
MW= Mj per 30/1,8004166.67 MW=75,000x100/1800

8. Gun Crew and Workstations
Crew =(Tunnel Volume/100)xComputer Control Point Modifier
89.72=(35,887.5/100)x.25 Rounds to 89.
This requires 90 regular workstations (7 kl each, 630 kl total)

9. Meson Gun Carriage
N/A

10. Physical Characteristics
All are carry down, except for Surface Area,
which = 2xCross Sectional Area

Summary:
ItemVolumeMass Power     PriceSA
HPG26255250    26.25
Workstations63018     0.225
Beam Pointer1212     0.121.2
Meson Tunnel35887.5 19738.13 4166.67  3588.75225
- -------------------------------------------------------------
MesonGun SubTot39154.525018.13 4166.79  3616.43225

TL 15 50 ton Partical Accellerator Bay
1C. Bay Mount
SizeCubic MetersLong Dim. Short Dim.Surface Area
50 ton70012m   7.5m91.2 m^2

Accelerator Tunnel Length: 12m (Long dimension of Bay)
For Tunnel diameter, used Max: Tunnel Length x .125=12x.125=1.5 diameter
Surface Area of Tunnel Mouth (Cross Sectional Area) radius =1.5/2=.75
Cross Sectional Area=3.1416*.75^2=1.767

3. Discharge Energy
Max Discharge Energy=length^2=12^2=144 Mj

4. Accelerator Tunnel Characteristics
TL 15 N-PAW Length Multiplier: 1.0,  FA Multiplier 4,
Mass Multiplier .75

4A. Tunnel Effective Length
Eff. Length = actual tunnel length x length multiplier  12=12x1

4B. Effective Focal Area
EFA=actual cross-sectional areax FA multiplier7.0686 = 1.767 x 4

4C. Tunnel Volume
Tunnel Volume=actual length x actual cross-sectional area
21.20=12x1.767

4D. Tunnel Mass
Tunnel Mass=tunnel volume x mass multiplier15.9=21.20x.75

4E. Tunnel Price
N-PAW Price = tunnel volume x .1   2.12=21.20 x 0.1
But, the price may need to be refigured after increases in size due to
higher rates of fire.

5. Performance
Effective Range in kilometers = effective tunnel length x effective
focal area x 1000 84,823=12x7.0686x1000
Effective Range in Hexes = Eff. Range in Kilometers/30,000
2.83=84,823/30,000

5A. Atmospheric Performance
(Skipped)
5B. Magnetic Fields
(Mostly a comment)

6. Define Short Range
90,000 km.  Design Decision.

7. Combat Ratings
7A. Combat Range Bands
Medium Range=2x90,000=180,000 or 6 Hexes
Long Range=4x90,000=360,000 or 12 Hexes
Extreme Range=8x90,000 or 24 Hexes

7B. Damage Value
Penetration Value=5*(Intensity^0.5)
Intensity=Discharge Energy x (1/(R^2))
R=Actual Range/Effective Range rounded to nearest 0.01

Short Range
R=90,000/84,823=1.06 I=144x(1/(1.06^2))=128.16 PV=5x(128.16^0.5)=57

Medium Range
R=180,000/84,823=2.12 I=144x(1/(2.12^2))=28.30 PV=5x(28.30^0.5)=28

Long Range
R=360,000/84,823=4.24 I=144x(1/(4.24^2))=8.01 PV=5x(8.01^0.5)=14

Extreme Range
R=720,000/84,823=8.49 I=144x(1/(8.49^2))=2.00 PV=5x(2.00^0.5)=7

8. Power Requirements
8A. Input Energy
Input Energy (IE)=Discharge Energy (DE)/0.2 IE=144/0.2=720 MW

8B. Homopolar Generator
HPG Volume =IE x HPG value  HPG Vol=720x0.035=25.2
HPG Mass=HPG Volx2 =25.2x2=50.4
HPG Price=HPG Volx0.01=0.252

8C. Rate of Fire
I selected the highest rate: 800 shots per 30-minute turn
RateBenefit (in Diff Mods)Vol. Mod
800-5 Diff. Modsx2.2
New Volume=2.2x21.20=46.64
New Mass=2.2x15.9=34.98
New Price=2.2x2.12=4.664

8D. Power Input
Power Input in MW=ROF/30 Minutes x IE / 1800=800x144/1800=64 MW

9. Gun Crew and Workstations
Crew = (Tunnel Volume/100) x CP = (46.65/100) x .25 = Less Than 1,
rounds to 1.
Crew fen requires normal workstation:
Vol: 7Mass: .2 Price: .0025

Beam Pointer (3 Hexes) Vol: 1.8  Mass: 1.8  Price: 0.18

I threw in a Master Fire director and a full sensor as well, because I
had PLENTY of space.

MFD (3 Hexes) Vol: 3.6 Mass: 3.6 Power: 0.036 Price: 3.6
MFD Act. EMS (4 Hexes) Vol:1.8 Mass: 3.6 Power: 0.9 Price: 1.8 SA:
0.36
Active EMS, DF Capable (12 hexes) Vol:5 Mass:10  Power:25  Price:15
SA:10

Summary:      Vol  Mass   Power   PriceSA
50 ton 144 Mj-Particle Bay    700  104.59  89.936  25.5091.2
x24    16800 2510.15 2158.46 611.9952188.8
(SA and Vol. are based on Bay Size. Actual Volume  each: 91.05, Actual
SA: 13.87.  This leaves over 600kl of dead space in each bay.)

b. Defensive Systems
These are off the shelf:
VolMass PowerPriceSA
Sancaster Turret425010.910
Sandcaster Turret x10042005000100901000

{I would replace the turrets with Barbettes, but that is not possible
at this time, and I wanted the disign to be as "Legal" as possible
without too many assumptions on my part}
VolMassPowerPrice SA
Nuclear Dampener Barbette       8460.26416
Nuclear Damp. Barbette x2420161444.814496384

Meson Screens
Designer Specifies MW: 500 MW
Vol. = MW x 20 = 500 x 20 = 10,000
Mass = Vol x 0.75 = 10000 x 0.75 =7500
AA: MW x 10 = 500 x 10 = 5000
MCr= Vol x .1 = 1000

Performance.
Protection Value = Tech Level Modifier x (MW/Target Size Modifier)^0.5
TLM= 70TSM= 4  Protection Value = 70 x (500/4)^0.5 = 783
Crew=Mass/100*Computer Control Multiplier=7500/100*.25=18.75
rounds to 19
Crew Stations= 19 standard.

Summary:VolMassPowerPriceSurface Area
Meson Screen10000750050010005000
Crewstations1333.80.038
Total101337503.8500    1000.038 5000

Black Globe
These values are from the Force Field Generators table

TL 15, Flicker 20%, Power 20 MW, Vol 200, MCr 600, Mass 200

Power Requirements increase based on ship size and largest antenna
array: For this ship, both are Large. 4 x 20MW=80 MW HPG Bank: I
decided the dedicated HPG bank should absorb 60,000 Mj.
Volume=Mj x.035 (for TL 15)=60000 x .035=2100 Mass=2xVol=2x2100=4200
Price=Vol x 0.01= 21 The Globe can also use the HPG in the Jump Drives:
They comprise 35% of the total Jump Drive Volume.
Capacitor Volume=50,400 x .35=17,640 Capacitor Capacity
(Vol mod for TL 14 is 0.040)=17,640/0.040=441,000Mj
Total 30 minute Black Globe Capacity = 501,000 Mj

No crew requirements are listed, but I assumed at least one crew fen
would keep an eye on this device.

SummaryVolMassPowerPriceSurface Area
Black Globe Generator20020080600
HPG for Generators2100420021
Black Globe Workstation  70.20.002

c. Fire Control
{From the way the original batteries were set up, I would say that
there were 10 MFDs each for the Lasers, Sandcasters, and Missles,
1 MFD for each Particle Accelerator, 1 MFD for the Meson Gun.  Nuclear
Dampeners weren't arranged in batteries before, but since I assume you'd
want to be SURE you'd hit with one, I gave each one a MFD as well.
Also, I couldn't see anything that indicated that Sandcasters could
use MFDs.   Because I have multiple fire control decks, I multiplied
the number of MFDs x4, (except for the Nuc. Damp. MFDs) for redundancy.}

Pencil beam sensors for MFDs multiply the power requirements and antenna
size by 0.1 and the cost by 0.5.  The volume and mass remain the same.

MFD for Beam/MisslesVolMassPowerPriceSurface Area
MFD for Beam 300,000 km12120.1212
AEMS Sensor for MFD361.530.6
MFD Maser Commo, 1000AU0.10.20.60.181
- ------------------------------------------------------------------------
Totals15.118.22.2215.181.6
x4060472888.8607.264

MFD for Beam (Lasers)VolMassPowerPriceSurface Area
MFD for Beam 300,000 km12120.1212
AEMS Sensor for MFD361.530.6
- ------------------------------------------------------------------------
Totals15181.62150.6
x44       660     792     71.28660    26.4

MFD for Partical Accelerator
MFD for Beam 90,0003.63.60.0363.6
MFD Sensor, Active EMS1.63.20.81.60.32
- ------------------------------------------------------------------------
Totals5.26.80.8365.20.32
x72374.4489.660.192374.423.04
(There are another 24 of these in the PA Bays)

MFD for Nuclear Dampeners
MFD for Nuc Damp 60000  2.42.40.0242.4
MFD for Active EMS 60000  1.42.80.71.40.28
- ------------------------------------------------------------------------
Totals  3.85.20.7243.80.28
x2491.2124.817.37691.26.72

Summary for Weapons, Defensive Systems, and Fire Control
VolMass Power   Price   SA
300-Mj laser barb x100840013100 830   216   1600
Missle Launch. barbx10084007040 0.15   0.11   1600
15,000 MJ Sp. Mnt. Msn Gn 39154.5 25018.13 4166.79   3616.43 225
50 ton 144 Mj-PA Bay x24  168002510.15 2158.464  611.995 2188.8
Sandcaster Turret x10042005000100   90   1000
Nuclear Damp. Barbette x24      20161444.8144   96   384
500 MW Meson Screen100007500500   1000   5000
Crew Workstations for MS191333.8   0.038
Black Globe L20%20020080   600
HPG for Black Globe21004200   21
Black Globe Workstation70.2   0.002
MFD for Beam,300,000km x 4466079271.28  660   26.4
MFD for Beam, 90,000 kmx72374.4489.660.192374.4   23.04
MFD f/B/Miss. 300,000km x4060472888.8607.2   64
MFD for Nuc Damp 60000 x2491.2124.817.37691.2   6.72

        VolMass  Power        Price Surface Area
Subtotal92765.767661.87  8156.856677609.97 12094.92
Remaining/Subt.377266976714.9  9386.8366728331.4 22532.88

6. Optional Features
Fuel Scoop: 10% of Surface Area = 63,000 x .1=6,300.
Price=SAx.000075MCr
Price=6300x0.000075=0.4725   Can Scoop 40% of Volume per hour.

Fuel Purification Plant

I designed the Fuel Purification Plant to process the amount of fuel
the shuttles could bring in in 6 hours.  I'll cover this info in more
detail in the ops notes.

Volume of Fuel to process in 6 hours: 47,040 kl
Vol of Fuel Processing Equipment:vol of fuel x 0.25=47040 x 0.25=11,760
Mass: vol of fuel x 0.5=47040 x 0.5=23,520
MCr: vol of fuel x 0.00014=47040 x 0.00014=6.5856
MW: vol of fuel x 0.005=47040 x 0.005=235.2

The Shops, Labs, and Sick bays are straight-forward:
Vol Mass PowerPrice
Electronics Shop x184400.61
Electronics Shop x4    336     1602.44
Machine Shopx1       140     12012
Machine Shop x4      1344     6409.616
Labx1       112500.85
Lab x4       448     2003.220
Sick Bay x1       112500.85
Sick Bay x8       8964006.440

20-ton Internal Minimal Hanger for 66 craft:
Vol=craft volx number of craft x 2= 280 x 66 x 2= 36960
Mass of Hanger= Vol. of installation x 0.2 = 36960 x  0.02 = 7392
Price= Vol. of installation x .0002= 36960 x 0.0002= 7.392

Fighter Launch Tubes for 20 ton Craft
Vol=Vol. of Craft x 25 = 280 x 25 = 7,000
Mass= Tube Vol. x 0.5= 3,500
Price= Tube Vol. x .00015 = 3,500 x 0.00015 = 70
Power= Tube Vol. x .01 = 7,000 x 0.01 = 700
Surface Area= 2 x L^2 = 2 x 8.0^2 = 128 m^2
(L = Basic Length from Hull Table)

Summary:VolMassPowerPriceSurface Area
Launch Tubes x21400070001402.1256

External Grapple (SL) for Fuel Shuttles
Grapple Type should match the launching ship, not the carried ship.
Vol: carried craft volume x 0.3 = 5,600 x 0.3 = 1680
Mass: Grapple vol. x 1 = 1680
Price: Grapple vol. x 0.002 = 3.36
Surface Area: Final Length of Carried Craft^2=44^2=1936

Summary:    Vol MassPowerPriceSurface Area
Ext. Grapples x4    6720 672013.447744

The Rest of the Docks are self explanitory:
                Vol  Mass PowerPriceSurface Area
Docking Ring for Fuel Shuttlex156001.12
Launch Port for Shuttlex10.484484
Docking Ring for 30 Ton Craftx416800.336
Docking Ring for 40 ton Craftx15600.112
Docking Ring for 50 ton Craftx17000.14
Launch Port for 30 ton Craftx41.35424338.56
Launch Port for 40 ton Craftx10.10816108.16
Launch Port for 50 ton Craftx10.12544125.44
Cargo Bays2800
Missle Lockers for 1500 Missles10500  10500
Large Cargo Hatch x20.00240

Summary for Optional Features:
Vol MassPowerPriceSurface Area
Fuel Scoop 5%0.23633150
Fuel Purification Plant470401176023520235.26.5856
Electronics Shop x43361602.44
Machine Shop x413446409.616
Lab x44482003.220
Sick Bay x88964006.440
66 x 20 ton Internal
Min.Hanger3696073927.392
Fighter Launch Tubes x21400070001402.1256
SL Ext. Grap. for
Fuel Shuttlesx46720672013.447744
Actual Displacement
of Shuttles22400
Docking Ring for
Fuel Shuttlex156001.12
Launch Port for Shuttle x10.484484
Docking Ring for 30 Ton Craftx416800.336
Docking Ring for 40 ton Craftx15600.112
Docking Ring for 50 ton Craftx17000.14
Launch Port for 30 ton Craftx41.35424338.56
Launch Port for 40 ton Craftx10.10816108.16
Launch Port for 50 ton Craftx10.12544125.44
Cargo Bays2800
Missle Lockers for 1500 Missles10500  10500
Large Cargo Hatch x20.00240
- --------------------------------------------------------------------------
Subtotal        116704 56532396.8113.53612246.16
- --------------------------------------------------------------------------
Remaining/Subtotal260562 10332479783.6428444.910286.72

7. Power Supply

I arrived at a power need of 73,775 MW through my spreadsheet.  You
should actually perform this step AFTER the Manuever Drive step,
unless you want to allocate Power Plant specifically for the drives.

Vol= MW of Desired Output/ MW of Output per Cubic
Meter=73,775/3=24,591.67
Mass=Vol. of Plant x 3 = 24,591.67 x 3 = 73,775
Price=0.2 x Vol. of Plant = 0.2 x 24,591.67 = 4918.33
Fuel= MW of Output x 0.1 = 7,377.5 kl/year

Summary: Vol    MassPowerPriceSurface Area
Power Plant 24591.67   737754918.33
Power Plant Fuel 7377.5    516.425
- ----------------------------------------------------------------------
Subtotal31969.17    74291.434918.33
- ----------------------------------------------------------------------
Remaining/Subt. 228592.9    11075389783.6433363.210286.72

8. Sublight Drive
The Players Forms are quite helpful for this section.
Thrust Megawatts = 0.5 x Hull Displacement (tons) x manuever Gs
60,000=0.5 x 60,000 x 2
Acceleration Rating Gs = (ThMW x 2)/Hull Displacement Rating
2=60,000 x 2/60,000
Reaction Mass = ThMW x 0.25 m^3 per hour = 60,000 x 0.25 = 15,000 m^3
G-Turns=maneuver Gs for 21 hours x 2= 42 G-Turns.
Volume= 21 x 15,000 = 315,000 m^3

Recombustion Chamber for HEPlaR
Vol= 0.1 x MW of Power devoted to Thrust=0.1 x 60,000 = 6,000
Mass= 1 x vol = 1 x 6,000 = 6,000
Price= vol x 0.001= 6,000 x 0.001 = 6 MCr
Surface Area = thrust (tonnes)/200 = 20 x 60,000 / 200 = 6,000

Summary:     Vol    Mass  Power PriceSurface Area
Heplar 2G     6000   6000  60000 66000
1 G-Turn of Fuel     3750   262.5
G-Turns of Fuel42  157,500 11,025
- --------------------------------------------------------------------
Subtotal     163500 17025 60000 66000
- --------------------------------------------------------------------
Remaining/Subtotal   65092.8 1124563 69783.6 33369.2 4286.72

9. Crew and Life Support
Engineering: Ce=(PxCp)/30 Ce=(73755 x .25)/30= 614.8 rounds to 614
Electronics: Cl=(C+S)xCp  Cl=(12+38) x .25 = 12.5 rounds to 12
Manuever: Cm=D Cm=2
Gunnery: Cg=(for MFDs)44 +72 + 40 + 24 (for Meson Gun) +90
+ (Meson Screen) 19+ (Black Globe) 1 + 100 (Sandcasters)
+ 24 (Particle Accelerators)=425
Maintenence Crew: Cr= Mp/50  Mp=(Jm+Em+Wm+Pm+Mm+Sm)x(0.1xCp)
Mp=(126,000+8728.4+67661.87+73775+6000+(183*60)+(2000*4)+(378*6))
x(0.1x.25)
Mp=7585.33Cr=7585/30=151.7 rounds to 151
Ships Troops: 150
Flight Crew: Cf=QxRCf=(1x60)+(11x4)+(4x6)=128
Command: Cc=Z/6= (614.8+13+2+425+152+150+128)/6 = 247.5 rounds to 247
Stewards: Cs = [(Cc+Ph)/8] + {[(Z+Pm)/50]xCp}
38.42 = (248+0)/8 + {[(1485+0)/50]x.25}
rounds to 38
Medical: Cd= Everybody/120 + Low Passengers/20 = 1772/120 + 320/20 = 30.7
rounds to 30
Total Enlisted: 1550Total Officers: 247Total Crew: 1797
Air Locks: 1 per 100 tons
VolMassPowerPriceSurface Area
Air Lock x60018001200.63 1200

Artficial Gravity
Volume of Enclosed Space=840,000-(Armor Displacement+Volume of Shuttles)
767,155=840,00 - (50,445 + 22400)
Vol= Vol Covered x 0.010 = 767,155 x 0.010 = 7671.55
Mass=Vol Covered x 0.020 = 767,155 x 0.020 = 15343.1
Power=Vol Covered x 0.005 = 767,155 x 0.005 = 3835.775
Price=Vol Covered x 0.0005=383.578

Extended Life Support
Vol= Vol Covered x 0.008 = 767,155 x 0.008 = 613.72
Mass=Vol Covered x 0.008 = 767,155 x 0.008 = 613.72
Power=Vol Covered x 0.0002 = 767,155 x 0.0002 = 153.43
Price=Vol Covered x 0.0005=3.8357

Accomodations:
320 Low berths (from original plans).  Quadruple Occupancy in Large
Staterooms for Enlisted, double occupancy in Small Staterooms for
Officers.  Enlisted/4= # 0f Large Staterooms. 1550/4=387.5
Officers/2=# of Small Staterooms. 247/2=123.5.
I rounded to 390 and 130.
VolMassPowerPrice
Low Berth x32044801600.3216
Small Stateroom x13036402600.0655.2
Large Stateroom x3902184015600.3939

Summary:VolMassPowerPriceSurface Area
Air Locks x60018001200.631200
Artificial Gravity7671.5515343.13835.83.83578
Ext. Life Support613.724613.724153.431383.578
Low Berth x32032044801600.3216
Sm. Stateroom x13036402600.0655.2
Lrg. Stateroomx3902184015600.3939
- ------------------------------------------------------------------
Subtotal     40045.27  18056.823990.6 450.6131200
- ------------------------------------------------------------------
Remaining     25047.61 1142620 73774.2 33819.93086.72

10. Workstations and Bridge.  These are straight-forward
VolMassPowerPriceSA
Engineering Workstation70.20.0025
Engineering Workstation
x6144298122.801.535
Bridge Workstation140.20.002
Bridge Workstation x261365452.200.522
Fire Control Workstation  140.20.002
Fire Control Workstation
x204285640.800.408
Auxillary Bridge
Workstations365452.200.522
Space for Aux Bridge3654
- -----------------------------------------------------------------------
Subtotal1811626802.987
Remaining/Subtotal6931.6 114288873774.2 33822.83086.72

I used the remaining volume, 6931.6, for fuel: 1.848 G-turns

Overall Summary:

Item                 VolumeMassPower PriceSurface Area
1. Hull
Rating TL 14-60000   (840000)
Slab SL1.5      420            63000
Hull Plating,in Cm-80 50400    756000           987.84
Internal Structure    45675               1.26
- ------------------------------------------------------------------------
Subtotals      50445756675   989.163000
- ------------------------------------------------------------------------
Remaining/Totals     789555756675   989.163000

2. FTL Drive
Jump Drive5      50400  126000         1512016800
Jump Fuel for Jump 5  252000  17640
- ------------------------------------------------------------------------
Subtotals          302400  143640         1512016800
- ------------------------------------------------------------------------
Remaining/Totals          487155   900315       16109.146200

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

Bundle: 545
Archive-Message-Number: 6808
From: mgood@MIT.EDU
Date: Mon, 14 Feb 94 18:27:34 -0500
Subject: Large Ship Design Sequence/Example pt. 2

Design Summary

Item                 Volume   Mass    Power   Price   Surface Area
1. Hull
Rating TL 14-60000   (840000)
Slab SL       1.5             420                             63000
Hull Plating,in Cm-80 50400    756000           987.84
Internal Structure     45     675               1.26
- ------------------------------------------------------------------------
Subtotals           50445     756675          989.1   63000
- ------------------------------------------------------------------------
Remaining/Totals     789555   756675          989.1   63000

2. FTL Drive
Jump Drive    5          50400  126000         15120  16800
Jump Fuel for Jump 5    252000  17640
- ------------------------------------------------------------------------
Subtotals               302400  143640         15120  16800
- ------------------------------------------------------------------------

Remaining/Totals          487155   900315       16109.1       46200

3. Control Systems
Controls
TL 10 Flight Avionics   0.001  0.001   0.1   0.25
Terrain Following Avionics 0.05    0.02   0.02   0.016   0.2
Computer/TL 14/fibx3    48    9.6   3      30
- ------------------------------------------------------------------------
Subtotal                    48.051  9.621  3.12   30.266   0.2
- ------------------------------------------------------------------------
Remaining/Totals     487106.9     900324.6       3.12   16139.4   46199.8

4. Electronics
A. Communicators
Maser Com 1000AU x8   0.8      1.6      4.8   1.44   8
Radio Com 1000 AU x4    0.4      0.8      80   0.6   800
B. Sensors
AEMS 480,000 km, DF x4   20      40      100   60    40
Densitometer x2          18      4       1     2     100
Neutrino Sensor x2       10      10      1     6
Passive EMS 210,000       3      6       0.03   6
Passive EMS Antenna      45      45             45     900
Passive EMS Total        48      51      0.03   51     900
Passive EMS x2          186      192      0.06   192   1800
C.ECM
EMS Jammer 480,000km x4   40      80      200   120   4
EMM                     16800   8400      840   4200   8820
- ------------------------------------------------------------------------
Electronics Subtotal   17075.2     8728.4   1226.86    4582.04   11572
- ------------------------------------------------------------------------
Remaining/Subtotals   470031.7  909053   1229.98    20721.4   34627.8

5.Weaponry
a) Offensive
300-Mj laser barb x100   8400    13100      830        216     1600
Missle barb x100    8400    7040       0.15     0.11      1600
Sp. Mnt. Meson Gun TL15  39154.5 25018.13   4166.79   3616.43   225
50 ton 144 Mj-PA Bayx24   16800   2510.15   2158.46   611.995   2188.8
b. Defensive
Sandcaster Turret x100   4200     5000      100      90   1000
Nuc. Damp. Barbette x24  2016   1444.8      144      96   384
Meson Screen            10000   7500        500      1000   5000
Crew WS for MS             19   133         3.8     0.038
Black Globe L   20%       200   200         80      600
HPG for Black Globe      2100   4200                21
Black Globe Workstation     7   0.2                 0.002
c. Fire Control
MFD for Beam 10 Hex x44   660    792      71.28   660     26.4
MFD for Beam 3 Hex x72   374.4   489.6    60.192 374.4   23.04
MFDBeam/Msl 10Hex x40    604     728      88.8   607.2   64
MFDNuc Damp 2Hex x24      91.2   124.8   17.376   91.2   6.72
- --------------------------------------------------------------------------
 Subtotal              92765.7   67661.87   8156.85667  7609.97 12094.92
- --------------------------------------------------------------------------
Remaining/Subtotal     377266     976714.9  9386.83667  28331.4 22532.88

6. Optional Features
Fuel Scoop   5%                    0.23625   3150
Fuel Purification Plant   47040   11760   23520   235.2   6.5856
Electronics Shop x4         336   160      2.4      4
Machine Shop x4            1344   640      9.6      16
Lab x4                      448   200      3.2      20
Sick Bay x8                 896   400      6.4      40
20ton Int. Min. Hanger    36960   7392             7.392
SL Ext.Grpls f/Shuttles    6720   6720             13.44   7744
Shuttles Disp.            22400
Fighter Launch Tubes x2   14000   7000      140      2.1   256
400 ton Docking Ring x1   5600                 1.12
Launch Port 4 Shuttle x1                 0.484   484
30 ton Docking Ring   x4   1680                      0.336
40 ton Docking Ring   x1   560                       0.112
50 ton Docking Ring x1     700                       0.14
30 ton Launch Port x4                               1.35424   338.56
40 ton Launch Port x1                               0.10816   108.16
50 ton Launch Port x1                               0.12544   125.44
Cargo Bays                2800
Missle Lockers 4/1500    10500   10500
Large Cargo Hatch x2                                   0.002   40
- ------------------------------------------------------------------------
Subtotal        116704   56532     396.8     113.536   12246.16
- ------------------------------------------------------------------------
Remaining      260562   1033247   9783.64   28444.9   10286.72

7. Power Supply    Vol        Mass    Power  Price
Power Plant        24591.67   73775          4918.33
Power Plant Fuel   7377.5     516.425
- ------------------------------------------------------------------------
Subtotal          31969.17   74291.43         4918.33
- ------------------------------------------------------------------------
Remaining/Subtotal 228592.9   1107538   9783.64   33363.2   10286.72

8. Sublight Drive
Heplar 2G            6000     6000    60000     6          6000
1 G-Turn of Fuel     3750     262.5
43.84 G-Turns Fuel   164400   11508
- ------------------------------------------------------------------------
Subtotal             170400   17508                 6           6000
- ------------------------------------------------------------------------
Remaining/Subtotal   58192.88   1125046   69783.64   33369.2   4286.72

9. Crew & Life Support
600 Air Locks            1800       120      0.6       3          1200
Artificial Gravity   7671.55   15343.1   3835.775   3.83578
Ext. Life Support        613.724   613.724   153.431   383.578
Low Berth x320           4480        160      0.32       16
Small Statermx130        3640        260      0.065     5.2
Large Statermx390       21840       1560      0.39      39
- ------------------------------------------------------------------------
Subtotal               40045.27   18056.82   3990.581   450.613   1200
- ------------------------------------------------------------------------
Remaining              18147.61   1143103   73774.21   33819.9   3086.72

10. Workstations and Bridge
Engineering WS x614     4298   122.8   0      1.535
Bridge WS x261          3654   52.2   0      0.522
Fire Control WS x204    2856   40.8   0      0.408
Auxillary Bridge WS     3654   52.2   0      0.522
Space for Aux Bridge    3654
- ------------------------------------------------------------------------
Subtotal                18116   268      0      2.987
- ------------------------------------------------------------------------
Remaining/Subtotal     31.60   1143371   73774.22   33822.8    3086.72

Maintenence Points:
(Total Weight Loaded + Weight of Cargo - Weight of Hull)/ TL Mod / 4
   = Maintenence Points
(1143371 + 2800 - 756675)/6/4 = 16,229

I have calculations for the to hit areas and system damage values, but
I didn't see the value in posting them.

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

Bundle: 545
Archive-Message-Number: 6809
From: mgood@MIT.EDU
Date: Mon, 14 Feb 94 18:30:06 -0500
Subject: Azhanti High Lightning Design Evaluation


Azhanti High Lightning Class Frontier Cruiser General Data
Displacement:58400/60000 tonsHull Armor:1008
Length: Main Body: 319m, 367m with Gooseneck
Volume: 817,600
Price: 33,822.8 MCr (without craft)
Target Size:L Configuration: Slab SLTech Level:14/15
Mass (Loaded/Empty):1,146,171/1,113,706

Engineering Data Power Plant: 73,775 MW Fusion Power Plant, 1 year
duration
Jump Performance: 5 (252,000 m^3 of fuel, 50,400 m^3 of fuel per jump)
G-Rating: 2 (30,000 MW/G), no Contra Grav
G-Turns: 43.83 (111.53 with Jump Fuel), 3750 m^3 of fuel each
Maint:16,229

Electronics Computer: 3xTL-14 Mod Fib Computers (1 MW each) Commo:
8x1000AU
Maser (?,0.6 MW), 4x1000AU Radio (?,20 MW)
Avionics:TL 10 Flight Avionics, TL14
Terrain Following Avionics
Sensors:2xPassive EMS 210,000 Fixed Array (7 Hexes; .03 MW ea.),
28xActive EMS 480,000km (DF Capable, 12 Hexes, 25 MW ea.),
2xDensitometer (.5 MW ea.), 2xNeutrino Sensor (.01 MW ea.)
ECM/ECCM:4xEMS Jammer 480,000km (12 hexes; 50 MW ea.), EMM (840 MW)
Controls:Bridge with 261 Bridge Workstations and 51 MFD Bridge
Workstations
Auxillary Bridge, same as Main Bridge. Space for third aux. bridge,
no workstations. 2 Fire Control Decks with 51 MFD Bridge Workstations

Armarment
Offensive:
    1xTL-14 15,000-Mj Meson Gun (Loc: Spinal; Arcs:1; 4,166.78 MW; 90 Crew)
    24xTL-15 50-ton Bay 144-Mj Particle Accelerator
(Loc:6,7,8,9,12,13,14,15 -Arcs:2,3,4; Loc:10-11 -Arcs:All;
89.94 MW ea.,1 crew ea.)
    100xTL-14 300-Mj Laser Barbette (Loc:2-5 -Arcs:1,2,3; Loc:6-9
-Arcs:2,3,4; Loc:10-11 -Arcs:All; Loc:12-15 -Arcs:2,3,4;
Loc:16-19 -Arcs:3,4,5; 8.3 MW ea.,1 crew ea.)
    100xMissle Barbette (Loc:6-15 ;5 ready missles ea.; .15 MW ea.; 1 crew
each. Total 500 ready missles plus 1500 in cargo)

Defensive:
TL-14 500 MW Meson Screen Generator (PV=782, 500 MW, 19 crew)
100xTL-14 Sandcaster Turrets (1 MW ea., 40 cann., 1 crew ea.)
24xNuclear Dampener Barbettes (6 MW ea., 1 crew ea.)
Black Globe Generator, 20% flicker (80 MW, 60,000 Mj of HPG,
501,000 Mj  with Jump Drive, 1 crew)

Master Fire Directors:
44xTL-14 Beam MFD (5 Diff. Mods, no msls, 10 hexes, 1.62 MW ea.,
1 crew ea.)
40xTL-14 Beam/Missle MFD (5 Diff. Mods, Msls 10 hex, Commo ?, Beam 10
hexes, 2.22 MW ea., 1 crew ea.)
96xTL-14 Beam MFD (5 Diff. Mods, no msls, 3 hexes, .836 MW ea., 1 crew
ea.)
24xTL-14 Beam MFD (5 Diff. Mods, no msls, 2 hexes, .724 MW ea., 1 crew
ea.)

    Short    MediumLongExtreme
15000 Mj Meson Gun  10:613    20:43340:21080:106
ROF 100, -2 Diff. Levels
144 Mj 50ton bay PA 3:57    6:2812:1424:7
ROF 800, -5 Diff. Levels
300 Mj Laser Barb.   10:1/14-43    20:1/14-4340:1/8-2680:1/4-13

Accommodations
   Life Support:Extended (153.43 MW), Gravitic Compensators (5G;3,835.775 MW)
Crew:2,080: 614xEngineering, 12xElectronics, 2xManeuvering,
425xGunnery, 151xMaintenance, 120xFlight Crew, 247xCommand,
38xStewards, 30xMedical, 150xShip's Troops

Crew Accommodations: 130xSm. Staterm (double-occupancy;.0005MW ea.)
390xLarge Stateroom (quad-occupancy; .001 MW ea.),
320xLow Berth (.001 MW).

Passenger Accomodations:None.
Other Facilities: 4xElectronics Shop(.6 MW), 4xMachine Shop(1 MW),
4xLab(.8 MW), 8xSick Bay (.8 MW)
Cargo: 5,600m^3, missles 10,500m^3, 2 large cargo hatches
Small Craft and Launch Facilities:Internal Hanger (Minimal)
for 66x20 ton craft, 2 Launch Tubes for 20 ton craft, 4xSL
External Grapples for 400 ton Fuel Shuttles, Docking Ring
& Launch Port for 400 ton Fuel Shuttle, 4x30 ton Docking Ring
& Launch Port, 1x40 ton Docking Ring & Launch Port, 1x50
Docking Ring & Launch Port.
Air Locks:600

Notes: Fuel Scoop, can collect 168,000 kl/hour, but no Contra-Grav, so
it's risky. Fuel Purification Machinery (235.2 MW),6 hours to refine
47,040 kl/6 hours.

Area Surface Hits          Internal Explosion
1*1-7 Ant,7 AL,8-10 Rad,11 LT,12 AL   1 MG 2-12 Elec 13 Qtrs 14-20 Hold
2*1 Ant, 2-5 Rad, 6 AL      1 MG 2-3 Qtrs 4 Elect 5 LB  6-20 Hold
3*1 Ant, 2-5 Rad, 6 AL      1 MG 2-3 Qtrs 4 Elect 5 LB  6-20 Hold
4*1 Ant, 2-5 Rad, 6 AL      1 MG 2-3 Qtrs 4 Elect 5 LB  6-20 Hold
5*1 Ant, 2-5 Rad, 6 AL      1 MG 2-3 Qtrs 4 Elect 5 LB  6-20 Hold
6*1 Ant, 2-5 Rad, 6 AL      1 MG 2-3 Qtrs 4 PA 5 LB 6 MB 7 Elect
8-20 Hold
7*1 Ant, 2-5 Rad, 6 AL      1 MG 2-3 Qtrs 4 PA 5 LB 6 MB 7 Elect
8-20 Hold
8*1 Ant, 2-5 Rad, 5-14 EG,15 AL      1 MG 2-3 Qtrs 4 PA 5 LB 6 MB 7 Elect
8-20 Hold
9*1 Ant, 2-5 Rad, 5-14 EG,15 AL1 MG 2-3 Qtrs 4 PA 5 LB 6 MB 7 Elect
8-20 Hold
10*1 Ant, 2-4 Rad, 5 CH, 6 AL1 MG 2-4 Eng 5 SC 6 ND 7 Qtrs 8 LB 9 MB
10 MScr 11 PA 12-20 Hold
11*1 Ant, 2-4 Rad, 5-14 EG, 15 AL1 MG  2-4 Eng 5 SC 6 ND  7 Qtrs  8 LB
        9 MB  10 MScr 11 PA  12-20 Hold
12*1-4 Rad, 5 AL1 MG  2 Eng 3 PA  4 LB 5 MB
6 Elect  7-20 Hold
13*1-4 Rad, 5 AL1 MG  2 Eng 3 PA  4 LB 5 MB
6 Elect  7-20 Hold
14*1-4 Rad, 5-14 EG, 15 AL        1 MG  2 Eng 3 PA  4 LB 5 MB
6 Elect  7-20 Hold
15*1-4 Rad, 5-14 EG, 15 AL1 MG  2 Eng  3 PA  4 LB 5 MB  6 Elect
7-20 Hold
16*1 AL1 MG  2-5 Eng  6 LB 7-20 Hold
17*1 AL1 MG  2-5 Eng  6 LB 7-20 Hold
18*1 AL1 MG  2-5 Eng  7 LB  8 Qtrs  9-20 Hold
19*1 AL1 MG  2-5 Eng  7 LB  8 Qtrs  9-20 Hold
20*1-7 LP, 8 AL1-18 Eng  19-20 Hold

Systems
Jump Drive1260H
TL 10 Flight Avionics1h(1h)
Terrain Following Avionics1h(1h)
Computer/TL 14/fibx33x1h
Maser Com 1000AU x88x1h(8x1h)
Radio Com 1000 AU x44x1h(4x1h)
Active EMS 480,000 km x44x2h(4x2h)
Densitometer x22x1h(2x1h)
Neutrino Sensor x22x1h(2x1h)
Passive EMS x22x2h(2x1H)
EMS Jammer 480,000 km x44x4h(4x1h)
EMM84H(840h)
300-Mj laser barbette x100100x2M
Missle Launcher barbette x100100x1H
Spinal Mount Meson Gun TL 15250H
50 ton 144 Mj-Particle Bay24x1H
Sancaster Turret100x1H
Nuclear Dampener Barbette24x1H
Meson Screen75H
Black Globe L2H
HPG for Black Globe42H
MFD for Beam 10 Hex44x4h44x(1h)
MFD for Beam 3 Hex96x2h96x(1h)
MFD for Beam/Missle10 Hex40x4h40x(1h)
MFD for Nuc Damp 30000 x2424x1h24x(1h)
Fuel Purification Plant235H
Electronics Shop x4x1H
Machine Shop x4x1H
Lab x44x1H
Sick Bay x8x1H
20 ton Internal Min. Hanger4H
SL External Grapples f/Fuel Shuttles4x17H
Fighter Launch Tubes2x35H
Cargo Bays
Missle Lockers for 105H
Power Plant738H
Heplar 2G60H
Air Locks600x1H
Artificial Gravity77H
Extended Life SupportMain 5,060HELS 2,530H
Low Berth320x1h
Small Stateroom130x2h
Large Stateroom390x1H

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 546  6810 14-Feb-1994 mgood@MIT.EDU    AHL Fuel Shuttle << Design Notes: I'm t
 546  6811 14-Feb-1994 mgood@MIT.EDU    AHL Class Gun Boat << Azhanti High Ligh
 546  6812 14-Feb-1994 Thomas Potter    LAN Mail sent via M-Bridge << Text item
 546  6813 14-Feb-1994 john991@tampa.r  << Subject: Ship Ram damage
 546  6814 15-Feb-1994 mgood@MIT.EDU    More Survivable in a BL World AHL Cruis
 546  6815 15-Feb-1994 William White    Second-guessing GDW <<
 546  6816 15-Feb-1994 William White    Back to the New Era <<
 546  6817 15-Feb-1994 Steve Owens      Gyrojets << Mark Urbin (mju@ftp.com) sa
 546  6818 15-Feb-1994 mgood@MIT.EDU    Lightning Class Cruisers Ops Notes  <<
 546  6819 15-Feb-1994 Gregg Giles      Security Leak Magazine <<    Just in ca
 546  6820 15-Feb-1994 Gregg Giles      Wanted: JTAS, Best of JTAS << WANTED:
 546  6821 15-Feb-1994 Mary-Patricia W  RTalent for War << Talent For War was w
 546  6822 16-Feb-1994 Roger Sanger     release info:  CH72, etc. <<
 546  6823 16-Feb-1994 Keith Thoms      Aslan modules <<   Anyone willing to pa
 546  6824 17-Feb-1994 A.S.Lilly@bnr.c  Re: MT Char Prog << Hi,
 546  6825 17-Feb-1994 mgood@MIT.EDU    Aslan Module << HI!
 546  6826 17-Feb-1994 Roger Sanger     For Sale or Trade (Aslan, etc.) <<
 546  6827 17-Feb-1994 Roger Sanger     open letter to Paul Sanders <<
 546  6828 17-Feb-1994 Roger Sanger     RCES <<
 546  6829 17-Feb-1994 Roger Sanger     RCES vs. the Third Reich <<

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

Bundle: 546
Archive-Message-Number: 6810
From: mgood@MIT.EDU
Date: Mon, 14 Feb 94 18:41:43 -0500
Subject: AHL Fuel Shuttle

Design Notes: I'm thinking about putting on external grapples for the
Rampart Fighters so they can refuel away from the Cruiser.

Azhanti High Lightning Class Fuel Shuttle
General Data
Displacement:400 tonsHull Armor:28
Length: Main Body: 44mVolume: 5,600
Price:MCr 185.417Target Size:S
Configuration: Cylendar AFTech Level:14
Mass (Loaded/Empty):1530.583/1255.832

Engineering Data
Power Plant: 560 MW Fusion Power Plant, 1 year duration
Jump Performance: 0
G-Rating: 2 (200 MW/G), Contra Grav (40 MW)
G-Turns: 32, 25 m^3 of fuel each
Maint:64

Electronics
Computer: 3xTL-14 Mod Fib Computers (1 MW each)
Commo: 2x1000AU Maser (?,0.6 MW), 1x1000AU Radio (?,20 MW)
Avionics:TL 10 Flight Avionics, TL 14 Terrain Following Avionics
Sensors:1xPassive EMS 180,000 Folding Array (6 Hexes; .02 MW ea.),
2xActive EMS 300,000km (DF Capable, 10 Hexes, 15 MW ea.),
1xDensitometer (.5 MW ea.), 1xNeutrino Sensor (.01 MW ea.)
ECM/ECCM:1xEMS Jammer 300,000km (10 hexes; 30 MW ea.), EMM (5.6 MW)
Controls:Bridge with 6 Bridge Workstations and 5 Engineering
Workstations

Armarment
None.
Accommodations
Life Support:Extended (1.116 MW), Gravitic Compensators (5G;27.912 MW)
Crew:11: 5xEngineering, 3xElectronics, 1xManeuvering,1xMaintenance,
1xCommand (Maintenance Crewmem. Stays on Cruiser)
Crew Accommodations: None
Passenger Accomodations: 10 in Fuel Shuttle mode, Up to 1120 Adequate
Seats, 3.5 m^3 each, in Passenger Mode. Stored seats stack so
that they only take up 1.75 m^3 each.
Other Facilities: None
Cargo: 3920 m^3,fuel or cargo, 1 large cargo hatch
Small Craft and Launch Facilities:None
Air Locks:4

Notes: 35% of SA Fuel Scoop, can collect 7,840 kl/hour, or 3,920 kl/30 Minutes

Damage Tables
AreaSurface HitsInternal ExplosionsSystems
11-3:AntElectLS:3H, ELS:2H, Avionics:1h
2-3Hold        Comp:2x1h, Maser 2x1h, 2x(1h)
4-51:Rad 2:AL1:Eng 2-20:HoldRadio: 1h, (1h),
AEMS 2x1h, 2x(1h)
6-71:Rad1-20:HoldDens:1h, (1h) Neutrino: 1h,
8-91:Rad1:Eng 2:Qtrs 3-20:HoldPEMS:1H, (4h), Jammer:1h, (1h)
101:RadHoldEMM: 1H, (6h), PP: 6H, Drive:1H
111:Rad1:Eng 2-20: HoldCG:1H, AL:4x1h, AG:1H
12-13Hold
14-151:AL1:Eng 2:Qtrs
16-17Hold
18-191:Elect2:Eng 3-20:Hold
201:CH1-2:Hold 3-20: Eng

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

Bundle: 546
Archive-Message-Number: 6811
From: mgood@MIT.EDU
Date: Mon, 14 Feb 94 18:45:35 -0500
Subject: AHL Class Gun Boat


Azhanti High Lightning Class Gun Boat
General Data
Displacement:20 tonsHull Armor:42
Length: Main Body: 16mVolume: 280 m^2
Price:MCr 26.0197 (With Both Packages)Target Size:VS
Configuration: Cylendar AFTech Level:14
Mass (Loaded/Empty):227.1478/217.3068 (Laser Package)

Engineering Data
Power Plant: 63 MW Fusion Power Plant, 1 year duration
Jump Performance: 0
G-Rating: 4 (10 MW/G), Contra Grav (2 MW)
G-Turns: 60, (90 with Laser package, 1.25 m^3 of fuel each)
Maint:9

Electronics
Computer: 2xTL-14 Mod Computers (0.5 MW each)
Commo: 1x1000AU Maser (0,0.6 MW)
Avionics:TL 10 Flight Avionics, TL 14 Terrain Following Avionics
Sensors:1xPassive EMS 120,000 Folding Array (4 Hexes; .01 MW ea.),
1xActive EMS 240,000km (DF Capable, 8 Hexes, 13 MW ea.),
ECM/ECCM:EMM (.28 MW)
Controls:Bridge with 3 Bridge Workstations and 1 Engineering Workstation

Armarment
None/Laser Turret
Accommodations
Life Support:Extended (.22 MW), Gravitic Compensators (5G;1.38 MW)
Crew:4: 1xEngineering, 1xElectronics, 1xManeuvering,1xMaintenance,
1xCommand (Maintenance Crewmem. Stays on Cruiser)
Crew Accommodations: None
Passenger Accomodations:None/20 Adequate Seats (Depending on Package)
Other Facilities: None
Cargo: 5 m^3 in laser config., 82 m^3 in cargo config, 12 m^2
in passenger config., 1 large cargo hatch
Small Craft and Launch Facilities:None
Air Locks:1

Notes:The Gunboat has three configurations: Cargo, Passenger, and Laser.  The
Passenger config has adequate seats for an additional 20 passengers.  The
Laser Config has a custom designed TL-14 150 Mj Laser Turret.  When installed,
the Laser mechanism extends out the cargo hatch.  It takes 1 hour to change
configurations.


Damage Tables (Cargo Config)
AreaSurface Hits     Internal Explosions  Systems
11-3 Rad     Elect  Avionics:1h
2-31-12 Ant 13-15 Rad   Elect  Comp:2x1h
4-51-3 Rad     1-19:Elect 20:Qrts          Maser 1h,(1h)
6-71-3 Rad     1-5:Elect 6:Qrts 7-20:Hold   AEMS 1h,(1h)
8-91-3 Rad     1:Qtrs 2-20:Hold  PEMS:1h, (4h)
101-3 Rad     Hold  EMM: 1h, (1h)
11      1-3 Rad              Hold  PP: 1H,
12-131-3 Rad     Hold  LS:2H, ELS: 1H
14-151-15:CH 16-18 Rad    1:Qtrs 2-20:Hold          Drive: 1h
16-171-2 Rad     1-6:Eng 7-20:Hold  CG:1h, AG:1h
18-191-2 Rad     1-6:Eng 7:Qrts 8-20: Hold
20      1 Rad      Eng


For Laser Version, substitute
12-131-3 Rad       1-10:LT  LT:1H
14-15 1-15:CH 16-18 Rad     1:Qtrs 2-20:LT

I'm also considering a Grapple Version (a la Babylon 5) for small craft
recovery (fighters?).  I'll post it once I work it out.


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

Bundle: 546
Archive-Message-Number: 6812
Date: Mon, 14 Feb 94 13:43 EST
From: Thomas Potter <TPotter_+a_DYNAMAC-_+lThomas_Potter+r%Dynamac@mcimail.com>
Subject: LAN Mail sent via M-Bridge




Text item: Text_1

TNE says:
> Each piece of equipment has the potential to break down each time it
> spends an 8 hour period in use.

>>Every jump takes about a week. In that time a starship can have about 21
>>potential breakdowns. A starship with wear value of 6 have a 60% chance
>>of actual malfunction 21 times per jump. So it suffers averagely 1.26
>>malfunctions every time it jumps from one system to another.

TNE als says:
> A starship can malfunction. The two major malfunctions are drive failure and
> misjump.

I have not seen TNE rules YET.  When I ref a CT/MT game all of the
starships have triple redundancy (three of every critical components).  That
means they can have system failures without possible leaving the party in an
irrecoverable position.   Sometime the backup system might not be 100% so the
system might have to be 'tweaked' or 'babied' until they can repair the primary
system that has failed.  This way I can keep my players busy without possible
endangering the game itself.

  Thomas L. Potter

        Dynamac do not back my statements.


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

Bundle: 546
Archive-Message-Number: 6813
From: john991@tampa.relay.ucm.org
Date: Mon, 14 Feb 1994 20:26:07 CST

Subject: Ship Ram damage
pierre-louis constantine <constanp@DMI.USherb.CA> was asking how to handle
ship to ship collisions.
My suggestion would be to simplify the physics into a two body collision at
right angles. In that case the 10 ton fighter would have about 8,820,000,000
kilo Joules of Kinetic energy to disperse. Compare with equivilent laser
damage and you're right. That would hurt!

for the curious: Kinetic Energy = .5*m*v*v
               m=mass in Kg  1 ton = 1000Kg
               v=velocity in m/s
               also 1 Joule = 1 kg * m * m / ( s * s)
               thats 1 kilogram meter squared per second squared.

Overly simplified but should give a ball park figure.

Also missiles are now X-ray laser weapons not kinetic kill weapons. (see
reasoning in Challange 71 )
Maybe a particle beam is a better model for distributing collision damage?

John Bucsek                  John991@tampa.relay.ucm.org


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

Bundle: 546
Archive-Message-Number: 6814
From: mgood@MIT.EDU
Subject: More Survivable in a BL World AHL Cruiser
Date: Tue, 15 Feb 94 11:12:26 EST

This is the version of the Lightning Class Cruiser that my players
will actually be using.  It's been modified by a Hive in the Spica
Sector.

This "version" of the Lightning Class includes some modifications
to make it more survivable in a Brilliant Lances System.  I've
replaced 20 of the PA Bays with TL14 Laser Bays, and moved the
fuel shuttles from external to internal docks so that they can
enjoy the protection of the ships thick armor.

The ship also sports TL16 computers.  I can't say why the ship has
these, because one of my players reads this list.

Azhanti High Lightning Class Frontier Cruiser General Data
Modified by the "Six Hexed" Nest

Displacement:60000 tonsHull Armor:2240
Length: Main Body: 319m, 367m with Gooseneck
Volume: 840,000
Target Size:L
Configuration: Slab SL
Tech Level:14/15
Mass (Loaded/Empty):1,173,250/1,139,904

Engineering Data Power Plant: 82,651 MW Fusion Power Plant, 1 year
duration
Jump Performance: 5 (252,000 m^3 of fuel, 50,400 m^3 of fuel per jump)
G-Rating: 2 (30,000 MW/G), no Contra Grav
G-Turns: 46.96 (114.66 with Jump Fuel), 3750 m^3 of fuel each
Maint:17,357

Electronics Computer: 3xTL-16 Mod Fib Computers (1.2 MW each)
Commo: 8x1000AU Maser (?,0.6 MW), 4x1000AU Radio (?,20 MW)
Avionics:TL 10 Flight Avionics, TL14 Terrain Following Avionics
Sensors:2xPassive EMS 210,000 Fixed Array (7 Hexes; .03 MW ea.),
8xActive EMS 480,000km (DF Capable, 12 Hexes, 25 MW ea.),
2xDensitometer (.5 MW ea.), 2xNeutrino Sensor (.01 MW ea.)
ECM/ECCM:4xEMS Jammer 480,000km (12 hexes; 50 MW ea.), EMM (840 MW)
Controls:Bridge with 199 Bridge Workstations and 51 MFD Bridge
Workstations Auxillary Bridge, same as Main Bridge. Space for
third aux. bridge, no workstations. 2 Fire Control Decks with
51 MFD Bridge Workstations

Armarment
Offensive:

1xTL-14 15,000-Mj Meson Gun (Loc: Spinal; Arcs:1; 4,166.78 MW;
54 Crew)
4xTL-15 50-ton Bay 144-Mj Particle Accelerator (Loc:10-11 -Arcs:All;
89.94 MW ea.,1 crew ea.)
20xTL-14 50-ton Bay 2,750-Mj Laser(Loc:6,7,8,9,12,13,14,15-Arcs:2,3,4;
Loc:10-11 -Arcs:All 154.4MW ea.,1 crew ea.)
100xTL-14 300-Mj Laser Barbette (Loc:2-5 -Arcs:1,2,3;
Loc:6-9 -Arcs:2,3,4;
Loc:10-11 -Arcs:All;
Loc:12-15 -Arcs:2,3,4;
Loc:16-19 -Arcs:3,4,5; 83 MW ea.,1 crew ea.)
100xMissle Barbette (Loc:6-15 ;5 ready missles ea.; .15 MW ea.; 1 crew
each. Total 500 ready missles plus 1500 in cargo)

Defensive:
TL-14 500 MW Meson Screen Generator (PV=782, 500 MW, 11 crew)
100xTL-14 Sandcaster Turrets (1 MW ea., 40 cann., 1 crew ea.)
24xNuclear Dampener Barbettes (6 MW ea., 1 crew ea.)
Black Globe Generator, 20% flicker (80 MW, 60,000 Mj of HPG,
501,000 Mj  with Jump Drive, 1 crew)

Master Fire Directors:
140xTL-14 Beam MFD (5 Diff. Mods, no msls, 10 hexes, 1.62 MW ea.,
1 crew ea.)
40xTL-14 Beam/Missle MFD (5 Diff. Mods, Msls 10 hex, Commo ?, Beam 10
hexes, 2.22 MW ea., 1 crew ea.)

    ShortMediumLongExtreme
15000 Mj MesonGun  10:61320:433       40:21080:106
ROF 100, -2 Diff. Levels
144 Mj 50ton bay PA  3:576:2812:1424:7
ROF 800, -5 Diff. Levels
2300Mj 50ton Laser Bay 10:1/42-131  20:1/42-131  40:1/42-131 80:1/35-110
ROF 100, -2 Diff. Levels
300 Mj Laser Barb.  10:1/14-4320:1/14-43   40:1/8-26  80:1/4-13
ROF 100, -2 Diff. Levels

Accommodations
Life Support:Extended (153 MW), Gravitic Compensators (5G;3,835.8 MW)
Crew:1,413: 413xEngineering, 3xElectronics, 2xManeuvering, 369xGunnery,
100xMaintenance, 128xFlight Crew, 194xCommand, 27xStewards,
27xMedical, 150xShip's Troops
Crew Accommodations:
130xSmall Stateroom (double-occupancy;.0005 MW ea.)
390xLarge Stateroom (quad-occupancy; .001 MW ea.),
320xLow Berth (.001 MW).
Passenger Accomodations:None.
Other Facilities: 4xElectronics Shop(.6 MW), 4xMachine Shop(1 MW),
4xLab(.8 MW), 8xSick Bay (.8 MW)
Cargo: 5,600m^3, missles 10,500m^3, 2 large cargo hatches
Small Craft and Launch Facilities:
 Internal Hanger (Minimal) for 66x20 ton craft, 2 Launch Tubes for 20
 ton craft, 4 Docking Rings & Launch Port for 400 ton Fuel Shuttle,
 4x30 ton Docking Ring & Launch Port, 1x40 ton Docking Ring & Launch
 Port, 1x50 Docking Ring & Launch Port.
Air Locks:600

Notes: Fuel Scoop, can collect 168,000 kl/hour, but no Contra-Grav, so
it's risky. Fuel Purification Machinery (235.2 MW),6 hours to refine
47,040 kl/6 hours.

Area Surface Hits      Internal Explosion
1*1-7 Ant,7 AL,8-10 Rad,    1 MG 2-12 Elec 13 Qtrs 14-20 Hold
11 LT,12 AL
2*1 Ant, 2-5 Rad, 6 AL            1 MG 2-3 Qtrs 4 Elect 5 LBb 6-20 Hold
3*1 Ant, 2-5 Rad, 6 AL    1 MG 2-3 Qtrs 4 Elect 5 LBb 6-20 Hold
4*1 Ant, 2-5 Rad, 6 AL    1 MG 2-3 Qtrs 4 Elect 5 LBb 6-20 Hold
5*1 Ant, 2-5 Rad, 6 AL    1 MG 2-3 Qtrs 4 Elect 5 LBb 6-20 Hold
6*1 Ant, 2-5 Rad, 6 AL    1 MG 2-3 Qtrs 4 LBy 5 LBb 6 MB 7 Elect
8-20 Hold
7*1 Ant, 2-5 Rad, 6 AL    1 MG 2-3 Qtrs 4 LBy 5 LBb 6 MB 7 Elect
8-20 Hold
8*1 Ant, 2-5 Rad, 5-14 EG,15 AL    1 MG 2-3 Qtrs 4 LBy 5 LBb 6 MB 7 Elect
8-20 Hold
9*1 Ant, 2-5 Rad, 5-14 EG,15 AL    1 MG 2-3 Qtrs 4 LBy 5 LBb 6 MB 7 Elect
8-20 Hold
10*1 Ant, 2-4 Rad, 5 CH, 6 AL    1 MG 2-4 Eng 5 SC 6 ND 7 Qtrs 8 LBb 9 MB
10 MScr 11 PA 12 LBy 13-20 Hold
11*1 Ant, 2-4 Rad, 5-14 EG, 15 AL   1 MG  2-4 Eng 5 SC 6 ND  7 Qtrs  8 LBb
9 MB 10 MScr 11 PA 12 LBy 13-20 Hold
12*1-4 Rad, 5 AL    1 MG  2 Eng 3 LBy  4 LBb 5 MB
6 Elect  7-20 Hold
13*1-4 Rad, 5 AL    1 MG  2 Eng 3 LBy  4 LBb 5 MB
6 Elect  7-20 Hold
14*1-4 Rad, 5-14 EG, 15 AL    1 MG  2 Eng 3 LBy  4 LBb 5 MB
6 Elect  7-20 Hold
15*1-4 Rad, 5-14 EG, 15 AL    1 MG  2 Eng 3 LBy  4 LBb 5 MB 6 Elect
7-20 Hold
16*1 AL    1 MG  2-5 Eng  6 LBb 7-20 Hold
17*1 AL    1 MG  2-5 Eng  6 LBb 7-20 Hold
18*1 AL            1 MG  2-5 Eng  7 LBb  8 Qtrs  9-20 Hold
19*1 AL    1 MG  2-5 Eng  7 LBb  8 Qtrs  9-20 Hold
20*1-7 LP, 8 AL                     1-18 Eng  19-20 Hold


Systems
Jump Drive504H
TL 10 Flight Avionics1h(1h)
Terrain Following Avionics1h(1h)
Computer/TL 14/fibx33x1h
Maser Com 1000AU x88x1h(8x1h)
Radio Com 1000 AU x44x1h(4x1h)
Active EMS 480,000 km x44x2h(4x2h)
Densitometer x22x1h(2x1h)
Neutrino Sensor x22x1h(2x1h)
Passive EMS x22x2h(2x1H)
EMS Jammer 480,000 km x44x4h(4x1h)
EMM84H(840h)
300-Mj laser barbette x100100x2H
Missle Launcher barbette x100100x1H
Spinal Mount Meson Gun TL 15250H
50 ton 144 Mj-Particle Bay4x1H
50 ton 2750 Mj-Laser Bay 20x13H
Sancaster Turret100x1H
Nuclear Dampener Barbette24x1H
Meson Screen75H
Black Globe L2H
HPG for Black Globe16H
MFD for Beam 10 Hex44x2h44x(4h)
MFD for Beam 3 Hex72x2h72x(1h)
MFD for Beam/Missle10 Hex40x4h40x(1h)
MFD for Nuc Damp 30000 x2424x1h24x(1h)
Fuel Purification Plant236H
Electronics Shop x4x1H
Machine Shop x4x1H
Lab x44x1H
Sick Bay x8x1H
20 ton Internal Min. Hanger4H
Fighter Launch Tubes2x35H
Cargo Bays
Missle Lockers for 105H
Power Plant827H
Heplar 2G60H
Air Locks600x1H
Artificial Gravity77H
Extended Life SupportMain Main 5,060H  ELS 2,530H
Low Berth320x1h
Small Stateroom130x2h
Large Stateroom390x1H

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

Bundle: 546
Archive-Message-Number: 6815
Date: Tue, 15 Feb 94 11:55:53 EST
From: William White <whitew@eden.rutgers.edu>
Subject: Second-guessing GDW

                          LIFE'S LITTLE MYSTERIES

     I was reading through some of the old bundles and I noticed
that a few people were as puzzled as I was by the cryptic
reference in _Survival Margin_ to "Meridian 78, Prime Radial".
     What, pray tell, could that be?  Let's see:  It's obviously
a *place* (nice work, Bill) -- referred to in terms of some
coordinate system that you and I have never heard of before.  The
word "radial" seems to indicate some sort of polar system, and
therefore "meridian" must be the distance along the radial.
     Given that this is true, we have three problems.  1) What
units do we measure meridians in?  2) What is the prime radial?
and 3) What is the point of origin?  [Note that we don't care
whether radials are measured in degrees, mils, or percent of pi;
we just need to know what 0 is in this system].

Three Assumptions:
1)  That meridian 78 is 78 parsecs from the origin.
2)  That the prime radial is the direction to the galactic core.
3)  That the origin is Capital/Core.

     That means that meridian 78, prime radial is....Meshan 2120.
Does this tell us anything?  I don't know.  I don't even know if
there's a _planet_ in that hex.
     Of course, any one of my three assumptions could be wrong.
Meridian 78 may be 78 ly from the origin.  The prime radial may
be in a different direction.  The origin may be somewhere other
than Capital/Core.
     Of these three assumptions, the one that seems the least
firmly grounded is the point of origin.  Suppose the origin is
Kaggushus (that is, _Hub_/Ershur -- this coordinate system is an
old Second Imperium convention) or even Reference (as in point of
reference -- get it? :) )  These are closer to the "center" of
the Imperium, and meridian 78 in either case would be right on
the border in Lishun sector.
     This actually makes more sense than if Capital is the center
of this coordinate system.  The message then becomes:  "Heads up,
Strephon!  That thing you and I were talking about before is due
to arrive on your doorstep in 90 years."
     But you can be damn sure that Norris' heirs are going to
launch a mission to intercept whatever's coming (There's a New
Era adventure idea for free --  "Arrival Vengeance II:  Into the
Wilds").  And whoever's running the show in the Black Sphere
might know about it as well, and think it a real good excuse to
come out and play.
     So the question is:  what will the crew of this Arrival
Vengeance mission find at Rad 0, Mer 78?  I'm voting for Lishun
0305 as its location...any other candidates?
     Couple of other questions:  Why has the Black Sphere gotten
bigger (and messier) from Survival Margin to the T:TNE rulebook?
And what the hell is Humphrey Bogart doing dressed up as a Star
Viking (p. 244)?

Bill White (whitew@eden.rutgers.edu)

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

Bundle: 546
Archive-Message-Number: 6816
Date: Tue, 15 Feb 94 11:59:30 EST
From: William White <whitew@eden.rutgers.edu>
Subject: Back to the New Era

                 IT'S MY PARTY, AND I'LL PSI IF I WANT TO

     I've been thinking about a New Era pocket empire that uses
psionics...and I mean _really_ uses them.  Picture, if you will:

     After the Collapse, the Psionics Institute on the central
world came out of hiding and took over, aggressively recruiting
and developing the psionic potential of the younger generation as
well as inculcating them with a sense of mission and/or manifest
destiny.
     The psions, by virtue of a breakthrough in the research
they'd been conducting for the Imperial Navy, then constructed a
few of those psionic-transfer drives from the alternate tech
section of FF&S, installing them in some relic hulls.
     After seventy years, they've managed to conquer or
assimilate most of the worlds in a four or five parsec radius
(why, that's practically a *subsector*)...and now they're ready
to expand.  They've got psionic idiots-savant instead of
computers, they ain't afraid of no Virus, and they think they're
the _real_ heirs of the Third Imperium.
     Perfect for the nemeses in your Star Vikings campaign, since
the Zhodani are just too darn far away.  The RCES just wants to
recover old technology...but these guys are the former Imperium's
version of the Butlerian Jihad, for one, and they want young,
talented minds to train as sort of interstellar janissaries.
Rather a cross between the Zhodani and the Borg.
     Center this pocket empire on Terra, and you again have
Solomani that you can love to hate.  Call them Nusolomani, or
Solomani Nuevo, if you like.

     [Note that, as written, PT drive ships spend one hour per
parsec in jump...which makes them much more strategically
manueverable than their opponents.  This is a neat idea, with
interesting ramifications, even if you change the formula to 1
day per parsec jumped (as I suspect is a good idea).
     However, PT users have a much tougher time crewing these
ships with psipilots than standard shipowners have with regular
pilots.  Therefore, the psions would have a greater tendency
towards "smash and grab" tactics of the "hit 'em where they
ain't" variety than even the Star Vikings... because they have to
warm up the drives for hours before they can jump, and once in
normal space they're evenly matched with their opponents (at
best).
     So they're tough, and _spooky_ --  "How the hell did that
ship get here?  Last we heard..."  (See _A Talent for War_, the
author of which I disremember, for some ideas about this) -- but
not invincible.]

     Or, hell, make 'em Droyne.  I don't know if Grandfather
would approve, but you could do it.
     Or you can use the Psionic Pocket Empire as your campaign
background to run that Adventure on Arrakis ("...the only source
of naturally occurring psi booster in all of known space...")
you've been thinking about.

     [BTW, you can say that the PT drive doesn't really break the
"one stardrive per universe" law, since you can call it a version
of psionic teleportation, albeit amplified, which already exists
in a standard Imperial campaign.  On the other hand, if such is
the case, then why haven't the Zhodani discovered it?  Maybe they
have, but don't use it because jump is more economical from the
standpoint of resources and personnel availability...but then why
does it make sense for our pocket empire?  Maybe the Zhodani just
weren't desperate enough.  Oh, well; if you like the idea, you
can justify it.  If you don't, than you don't _need_ to justify
it.]

Speaking of psionics:

     Q.   How fast do telepathic signals travel?  Speed of light?
     A.   Check out _Survival Margin_ p. 7 and tell me if it
          implies what I think it implies.

Bill White
whitew@eden.rutgers.edu

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

Bundle: 546
Archive-Message-Number: 6817
Date: Tue, 15 Feb 1994 09:38:33 +0700
From: uso01%eagle@unidata.com (Steve Owens)
Subject: Gyrojets


Mark Urbin (mju@ftp.com) says:
> I saw a GyroJet carbine on display at the Cody Firearms Museum in Cody,
> Wyoming over the summer.  It was listed as a 13mm and was build back in
> the late 60's (67 I think).

I remember reading about the first gyrojet firearms.  They
were supposedly developed for situations similar to France and other
occupied countries during WWII.  Light, cheap, easy to parachute-drop
into occupied countries for the resistance fighters, but also easy to
control, since they used a unique type of ammo only available from a
single source (the U.S.).

This was in a generally nifty book about the future of weapons
technology - although I think it had a quote in the front of the book,
from Einstein that runs "World War III will be fought with atomic
bombs; World War IV will be fought with sticks and stones." (I'm probably
mangling this horribly - I read it back in 1985).

Steven J. Owens
uso01@unidata.com


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

Bundle: 546
Archive-Message-Number: 6818
From: mgood@MIT.EDU
Date: Tue, 15 Feb 94 14:15:08 -0500
Subject: Lightning Class Cruisers Ops Notes

Hi!

First, I need to also credit the gdw-beta list for help on the
Lightning design, especially Guy Garnett and John Bogan for their
helpful suggestions, and Allen (Shock?) for his encouragement.

Peter Brenton asked if I was using 20 ton fighters instead of
Ramparts.  The ship was designed so that it can carry 20 ton fighters.
I figured this would be more flexible, and also it would fit the
original concept of the gunboats being fired out the launch tubes.  My
concept was that the ship would carry 9 ton Ramparts like those in
Brilliant Lances.

The Gunboats are designed to be flexible craft: transport, troop and
fighter recovery, recon, and occasional heavy space support (the
turret in the gunboat is about twice as dangerous as the laser lance
on the Rampart).  The Gunboats are not meant to be primarily fighters.
I think of them as being similar to a large helo for a surface ship.

I will post soon the operational aspects of the Lightning Class,
although essentially I've tried to make them as much like the CT
versions as possible.

If all my posts are annoying you, please let me know:

mgood@mit.edu

and I'll stop ;-)

although I don't anticipate any more huge posts anytime soon.

Matt



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

Bundle: 546
Archive-Message-Number: 6819
Date: Tue, 15 Feb 94 12:59:58 PST
From: so!ggiles@efn.org (Gregg Giles)
Subject: Security Leak Magazine


   Just in case anyone was wondering about the Security Leak Magazine
(printed 1987-1989), you can now address any inquiries to me directly at:

                              ggiles%so@efn.org

   Also, is there any active HIWG activity taking place on the mailing list?
I've not been able to keep up with the traffic, so I don't know. Maybe it's
time somebody started an alt newsgroup? (alt.games.rpg.traveller?)


- --

- -----------------------------------------------------------------------------
Gregg Giles                                           UUCP: ggiles%so@efn.org
Sysop, Sensory Overload BBS (US Robotics HST DS)   FidoNet: sysop>1:152/18
Anime, Virtual Reality, Techno, Digital Highway       Data: 503/484-1281

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

Bundle: 546
Archive-Message-Number: 6820
Date: Tue, 15 Feb 94 12:57:14 PST
From: so!ggiles@efn.org (Gregg Giles)
Subject: Wanted: JTAS, Best of JTAS

WANTED:

"Journal Of The Travellers' Aid Society": Issues 1, 2, 3, 9 and 10
"Best of the Journal of the Travellers' Aid Society": Issues 4+.

Please reply directly to ggiles%so@efn.org.


- --

- -----------------------------------------------------------------------------
Gregg Giles                                           UUCP: ggiles%so@efn.org
Sysop, Sensory Overload BBS (US Robotics HST DS)   FidoNet: sysop>1:152/18
Anime, Virtual Reality, Techno, Digital Highway       Data: 503/484-1281

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

Bundle: 546
Archive-Message-Number: 6821
From: his3mwf@cabell.vcu.edu (Mary-Patricia W. Foy)
Subject: RTalent for War
Date: Tue, 15 Feb 94 23:39:57 EST

Talent For War was written by James McDivitt (McDivett..sp-5).
Fantastic book...Try ToolMaker Koan also by same author.
                                   Mike Foy for American Space

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

Bundle: 546
Archive-Message-Number: 6822
Date: Wed, 16 Feb 94 01:53:52 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: release info:  CH72, etc.



Hi, Rodge here:

In reply to Allen Shock's query about various Traveller products,
I've learned a little that might interest you:

In a phone call to GDW about their Imperial Lines newsletter (it
has been cancelled as of issue #2), I also learned that Challenge
#72 should be hitting stores by the end of February.

The ref's screen should have hit the shelves by now.

As of Aug. 31, 1993, GDW's release calendar looked something like this
(source: AAB Proceedings #22):

   Path of Tears                Jan 1994
   Smash and Grab               Jan 1994
   Vampire Fleets               Feb 1994
   Vehicles Book                Mar 1994
   Brilliant Lances Express     Apr 1994
   The Longships                May 1994
   Striker II                   Jun 1994
   Vampire Ship                 Jul 1994
   Free Trader                  Aug 1994
   Aliens of the Rim            Oct 1994
   TNE Armory                   Nov 1994
   World Tamer's ________ ??    Dec 1994

According to the person I talked to, they're about 2 or 3 months behind.

                     Roger, Over and Out.


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

Bundle: 546
Archive-Message-Number: 6823
Date: Wed, 16 Feb 1994 07:37:37 -0400 (EDT)
From: Keith Thoms <kthoms@nooster.navy.mil>
Subject: Aslan modules


  Anyone willing to part with an Aslan Aliens Module or JTAS 20?
Thought I'd at least ask before resorting to a copying machine.

Keith Thoms
kthoms@nooster.navy.mil

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

Bundle: 546
Archive-Message-Number: 6824
From: A.S.Lilly@bnr.co.uk
Date: Thu, 17 Feb 94 09:12:08 GMT
Subject: Re: MT Char Prog

Hi,

I have written most of a PC Windows-based MT character generator.
It will generate Army, Marine or Navy characters using the _advanced_ MT
rules. I'm hoping it's a bit more advanced than anything previously seen:
each 'random' event - assignments, resolution, etc. - you get to roll
the dice but you can also opt for automatic success or failure, 'high' rolls,
use of Brownie points, etc. On assignments, skill rolls, etc. you can ignore
the dice roll and just pick the option you want.

What I wanted to do was to upload this simple version to TML and, if people
like it I might do some more work on it. If GDW liked it, perhaps they'd like
to pay some nominal sum (I'd settle for a few thousand dollars or c. 40 pounds;
the latter would allow me to buy TNE & FF&S) :) to do a complete program
including all the basic character types and possibly the racial specialities
(as detailed in the Vilani/Vargr and Solomani/Aslan supplements). If they
sent me a free copy of the deluxe TNE (including the 1 mod 1 updated rule
books, of course) I might consider writing an equivalent program for TNE ;)

I don't know how many people out there use Windows on PCs but I'd be very
grateful if anyone who is interested, and downloads the program, could give
me some feed-back (directly rather than filling up TML) on errata, usefulness,
etc. The program is TCH.EXE (a self-extracting ZIP v2 file) and is found as
follows (thanks for the info James):

Host Symbolic:ftp.engrg.uwo.ca
     Numeric:129.100.100.12
     Alias:sunbane.engrg.uwo.ca
Directory:/pub/traveller/software
File:tch.exe

I must emphasise it is only an _alpha_ test program intended to get feedback.
However, any comments are appreciated. One last point, I could only fit
everything on the screen if run in 800x600 mode (16 or 256 colours). If this
really mucks things up for a lot of people I'll try to squeeze the next
version into 640x480.

TO CAT USERS/MEMBERS:
I did send off to join you guys and got two confirmatory messages back but
I can't remember where to mail or anything. If any of you are watching this
space, please contact me! Obviously this program may be more appropriate to
yourselves and I'd like to get in touch again.

If there's anyone from GDW out there, I'd appreciate your comments as well.
Are you looking for an equivalent TNE character generator?

See ya round,

Andy Lilly

Commander, PITS Team (Political Intelligence Team, Scout)
"We are never out-gunned..."
Nothing I say or do here in anyway reflects the views of my very kind,
understanding and generally wonderful employers

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

Bundle: 546
Archive-Message-Number: 6825
From: mgood@MIT.EDU
Date: Thu, 17 Feb 94 08:59:52 -0500
Subject: Aslan Module

HI!

You can actually BUY the Aliens Module #1, Aslan, from GDW!  In October,
they had over 1000 in stock, and I doubt they've sold them all ;-)

They're selling them at the cover price.  If you need contact info,
let me know, and I can dig it up.  You can order them through the
normal GDW channels, though.

Matt

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

Bundle: 546
Archive-Message-Number: 6826
Date: Thu, 17 Feb 94 10:16:04 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: For Sale or Trade (Aslan, etc.)


I have some spares, if anyone is interested (in purchasing or
trading for them, that is).

Specifically, I have:

    MegaTraveller Rebellion Sourcebook
    Alien Realms (CT)
    Alien Module 1 -- Aslan (CT)
    Alien Module 7 -- Hivers (CT)
    Adventure  1 -- The Kinunir  (CT)
    Adventure  2 -- Research Station Gamma (CT)
    Adventure  3 -- Twilight's Peak (CT)
    Grand Census  (Digest Group Publications) (CT)
    Ley Sector (Judges Guild) (CT)
    Starship Operator's Manual (Digest Group Publications) (MT)

[CT = Classic Traveller, MT = MegaTraveller]


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 546
Archive-Message-Number: 6827
Date: Thu, 17 Feb 94 10:17:33 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: open letter to Paul Sanders



Paul Sanders:

I tried your email address, and got a "User Unknown" reply.

Please contact me.


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 546
Archive-Message-Number: 6828
Date: Thu, 17 Feb 94 10:19:31 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: RCES


Hi, Rodge here.


Ron Dawson said:

>As for the Star Vikings.. I don't like these guys.
>They feel like both pawns of a Hivers game, plus
>their economy is based on piracy and stealing from
>other cultures/societies wealth.. very much like

I agree!

Bad boys.

Mean mothers.

Self-justified marauders.

Not much better than the Sky Raiders of Far Frontiers fame.

Not much better than...

Hitler.

                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 546
Archive-Message-Number: 6829
Date: Thu, 17 Feb 94 10:22:51 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: RCES vs. the Third Reich


Hi, Rodge here.

A Nazi-based empire would work well in TNE.  You could have the homeworld of
the players invaded.  Or better yet, give the Star Vikings a bit of their own
medicine -- or much worse.  But who's the "Adolf Hitler" behind it all?  How
about a mutant strain of the Virus that became fascinated with the history of
Germany and the Hitlerian regime, and then went power crazy.  Sig Heil!  Who
would be the jews?  Aliens of course (hivers, etc.), their allies (RCES
agents), and anybody else who got in the way!

Long live the Virus!


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

P.S.:  I hate the nazis and everything they stood for.  My father was from
London, England, and had Hitler won WWII, I probably wouldn't have been
born.  So I never let PC's play nazis -- If I did, they wouldn't survive
the referee's wrath!

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 547  6830 17-Feb-1994 Roger Sanger     Getting in and out of the Regency in TN
 547  6831 17-Feb-1994 Burton Choinski  Traveller stuff for sale << I have a wh
 547  6832 17-Feb-1994 bc80076          psi <<  Bill White talked about heavy u
 547  6833 17-Feb-1994 john991@tampa.r  Starship collision damage << Traveller:
 547  6834 18-Feb-1994 Joni M Virolain  Nazis << I liked the TNE Nazi idea, but
 547  6835 18-Feb-1994 Goldman of Chao  Other virus mutations... << Rager Sange
 547  6836 18-Feb-1994 b.borich@genie.  Looking for designs <<     Looking for
 547  6837 18-Feb-1994 Peter H. Brento  More Hitlerian Regime ideas << Another
 547  6838 18-Feb-1994 Dave Kennard     TNE (FF&S) TL8 cross-country wheeled va
 547  6839 18-Feb-1994 Glenn Myers      Genie FoCT swap      << Hi,
 547  6840 18-Feb-1994 Muir Macpherson  G-tanks << I'm working on a campaign th
 547  6841 18-Feb-1994 WADDELL@delphi.  G-Tanks << For a good description of G-
 547  6842 19-Feb-1994 John Phelps      Re: G-Tanks << >From: Muir Macpherson <
 547  6843 19-Feb-1994 Lionheart |/     GEETANKS << G-Tanks....hmmm..well my fi
 547  6844 19-Feb-1994 Leonard Erickso  Starship collision damage <<
 547  6845 19-Feb-1994 "Stuart C. Squi  G-Tanks << For an interesting descripti
 547  6846 19-Feb-1994 "Stuart C. Squi  MT errata << I've seen various referenc
 547  6847 19-Feb-1994 William White    G-Tanks << Muir McPherson asks:
 547  6848 19-Feb-1994 Mary-Patricia W  ReG-Tanks Reference << "Forever War" by
 547  6849 19-Feb-1994 Jeff Zeitlin     PsiJump and Zhodani << Subject: PsiJump
 547  6850 20-Feb-1994 Bruce E Johnson  G-Tanks, fluorocarbons << jphelps@spock
 547  6851 20-Feb-1994 b.borich@genie.  Looking for designs <<     I've been as

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

Bundle: 547
Archive-Message-Number: 6830
Date: Thu, 17 Feb 94 10:26:22 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Getting in and out of the Regency in TNE


Hi, Rodge here.

Previously, from LA LAW.  Uh, er, I mean Jerry Alexandratos
(Dec 31, 1993):

>But now, I feel that I need to burn some bandwith on story line.  I
>think the reason that so many people concentrate on pocket empires is
>because they don't want the galaxy to be as drastically different as
>what GDW has made it.  Think about it, the game centers around Star
>Vikings and the Wilds.  My idea of Sci-Fi is not coming from some
>backwater world, where we all look like cavemen.  And the RCES seems a
>little too military oriented for any to really like.  But by
>concentrating on these campaigns, GDW changed the focus of game.  Think
>about it, what type of character's do we usually play?  And in what type
>of world do we try to adventure and come from?  That's right, I bet that
>there are a lot of TL15 Han Solo's out there on this list.  So, the only
>way to play these characters now is to either create pocket empire that
>kept a high TL, or come from the Regency.  But the Regency has one
>problem.  You can't get in, and if you find a way to get out of it, you
>can't get back into it without sacrificing your ship (perish the
>thought).  So, pocket empires seem the only way to go.

My reply to that was:

:I strongly disagree with your claim about playing New Era in the Regency.
:Playing in the Regency is indeed a viable option, and for die-hard Imperium
:fans, offers the best environment for roleplaying in the New Era.
:
:As for venturing into the wilds from there, getting into and out of the
:Regency is not that hard.  The border blockade is only 6 or 7 systems deep,
:and patrolling the deep space (empty hexes) between occupied systems is not
:only NOT easy, it is near impossible, meaning that by stockpiling fuel in deep
:space, you could easily cross back over into the Regency after leaving it. I
:assume black marketeers and pirates do it all the time.  Even the Virus could
:use this method, which means that very strict contact protocols would have to
:be mandatory throughout the entire Regency.

Jerry, again:

>I don't recall saying that the Regency wasn't a viable option.  If I
>did, then I'm sorry, I gave you the wrong impression.  Hell, what am I
>saying, my campaign is starting out in the Regency.

>But, the impression that I get from reading Survival Margin, and the
>background of the Regency in the TNE rulebook is that this is definitely
>a *closed* system.  I mean, the way everything is written, I get the
>impression that Norris has ships covering every literal inch of his
>border.  Also, the problem that I forsee is venturing to Regency worlds.
>How is one suppossed to be able to land on them, if their ship doesn't
>pass inspection?  Granted, a ship could start in the Regency, venture
>out into the Wilds, and then sneak back into the Regency, but that isn't
>the "closed" Regency that I'm talking about.

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

Like I said previously, getting in and out of the Regency ain't that big 'a
deal.

If I'm not mistaken, the sensors on starships can only scan a few light
seconds at best in every direction.  Even if sensors could "see" light MINUTES
away, it would take many thousands of ships to canvas the 3+ light years in a
single hex (there are 525,600 minutes in a year).  And that's just with a
linear defense strung out across a 2-dimensional plane.  If you take into
account the 3 dimensions of space, well, then your blockade would need to take
the shape of a planar grid, so square the previous number of ships needed.
And if you take into account that alerts must be sent by ship, then you need
more ships to man the front while the reporting ships travel to and fro.

Now, let's say our ships have super sensors that can detect up to light years
away.  The data received is still only travelling at the speed of light and
will therefore be as old as the distance the data travelled.  Any data on an
intruder received from over a few light days away would probably be useless
(as the vamp would likely be long gone by the time you even detected it, and
you wouldn't know where the detected intruder jumped in from, or where it
jumped out to).

And if by some magic, you've aquired sensors that can detect objects faster
than the speed of the light emitted or reflected by objects detected, then
you've just developed a non-starship FTL communications system, and have
blown the main underlying premise of the game (that there is no communication
faster than the mode of travel).

Inorder for any "blockade" of the Regency's space to work, extremely strict
protocols and quarantine procedures would need to be in effect throughout ALL
of Regency space, not just along its edges.  A smart virus (I assume some of
them are much smarter than humans) could theoretically figure out what the
defenses of the Regency were, fly right in, sneak past or fool the guards, and
wreak havoc.  (Hey, not a bad adventure idea!)

As for inspections, well, what if the vampire ship couldn't care less about
inspections?  It might never land, but could still attack!  You'd have a very
dangerous corsair on your hands.  With properly orchestrated supply lines
(deep space fuel caches), a vampire ship would be hard to stop from getting
in, and once in would be hard to stop period.  A vampire FLEET could be
devastating.

Then there are the "listening stations".  If strategically located, such as
near gas giants to prevent vampire ship refuelling and near stars to prevent
solar re-energizing, ambush patrols could prevent blatant attempts to
cross-over into the Regency.  But when you take into account the alternate
methods of refueling, such as taking water from ice asteroids or comets, or
transforming matter into energy with a black globe, point defense becomes
infeasible for protecting against these methods of entry, and you have the
problem of scale (the number of ships needed to canvas the area concerned
being to great) once again.

I assume the Regency has held up so well over the past 80 years because it has
been lucky enough not to be in the vicinity of the really dangerous virus
mutations, such as the "Empire Builders".


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 547
Archive-Message-Number: 6831
Date: Thu, 17 Feb 94 14:27:52 EST
From: burt@ptltd.com (Burton Choinski)
Subject: Traveller stuff for sale

I have a whole bunch of classic traveller books for sale.  Rather then spam
the list with it, email me if you are interested and I will reply back
with the list.
      -- Burton (burt@tonto.ptltd.com)

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

Bundle: 547
Archive-Message-Number: 6832
From: bc80076@bingsuns.cc.binghamton.edu (bc80076)
Subject: psi
Date: Thu, 17 Feb 1994 15:29:22 -0500 (EST)

Bill White talked about heavy use of psionics in his campaign
I have also done this one thing that helped was the use of the
empathic handbook for dark conspiracy. There are a few good ideas in
it that can realy surprise a player.
Leigh O'Neil
bc80076@bingsuns.cc.binghamton.edu

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

Bundle: 547
Archive-Message-Number: 6833
From: john991@tampa.relay.ucm.org
Date: Thu, 17 Feb 1994 20:59:04 CST
Subject: Starship collision damage

Traveller:TNE does carry information on colliosions between
starships/aircraft. It is located on pages 301-302 in the Planetary Combat
section. The collision damage is equal to the tonnage times the net speed. A
random roll is used to determine hit location. The damage value is used as a
penetration value versus the hit location's armor value, the result being
used on the vehicle damage resoulution table.

So A Rampart fighter travelling at 42kps and hitting a stationary cruiser
will have a penetration factor of 38,503,500. 42 kps = 210 km per 5 second
combat turn and the mass of a Rampart being 183.35 tons unloaded. At any
rate, 38 million points of damage should wipe out almost any ship.

Also looking if FF&S. Couldn't we also consider the colliding ship to be the
projectile of a Mass Driver?  This approach might have some merits as it will
give the ship a penetration value of it's energy in Mj times 4 (PV=Mj x 4)
646,858,800 = 161,714,700Mj x 4. About 17 times more damage that the
collision procedure given in the rulebook. So I guess that the rulebook take
into account the loss of energy through structural collapse.

Sorry if I beat this topic to death :-}

John Bucsek    John991@tampa.relay.ucm.org

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

Bundle: 547
Archive-Message-Number: 6834
From: Joni M Virolainen <jonimv@evitech.fi>
Subject: Nazis
Date: Fri, 18 Feb 1994 11:49:51 +0200 (EET)

I liked the TNE Nazi idea, but I would twist it a little bit more.
I would fuse it with a 'Borg idea so the Nazis would be cybernetic "race"
which breed like humans or are grown in cloning tanks and their genome
altered my means of genetics. Individual's training and brain washing starts
at very young age and when one has reached maturity (physically) it's time for
a confirmation which is of course cybernisation.

The first implant would be naturally a brain implant. Its function is to
communicate with the Leader and to make sure the individual (or unit) is
loyal to the Leader. Other cybernetical implaments would be added later
depending one's duty.

The Leader is of course Virus which also controls the brain implaments.

Well how about that ?

********************
* Ho, ho, ho !     *
* Joni Virolainen  *
* jonimv@evitech.fi*
********************



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

Bundle: 547
Archive-Message-Number: 6835
Subject: Other virus mutations...
Date: Fri, 18 Feb 94 8:14:55 CST
From: goldman@orac.cray.com (Goldman of Chaos -- postmaster CRI-US)
Reply-To: goldman@orac.cray.com

Rager Sanger said the following:
> I assume the Regency has held up so well over the past 80 years because it has
> been lucky enough not to be in the vicinity of the really dangerous virus
> mutations, such as the "Empire Builders".

Or the "Rail Barons" mutation ;-).

Matt 'ducking even as he types' Goldman

- --
Matthew Goldman  E-mail: goldman@orac.cray.com Work: (612) 683-3061

My day today? Nothing major, just Xenon base gone, Scorpio gone,
Tarrant dead, Tarrant alive and then I found out Blake sold us out.

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

Bundle: 547
Archive-Message-Number: 6836
From: b.borich@genie.geis.com
Date: Fri, 18 Feb 94 12:56:00 BST
Subject: Looking for designs

    Looking for designs for inclusion in some traveller fanzines.
    Ships, vehicles, weapons, equipment for use with TNE rules.
    Also, Alien races, world write-ups, sector write-ups.
    Also interested in variant design sequences and equipment.
    The chances for seeing the vehicles, starships or weapons in print
are relatively good (unless a flood of such is recieved). The rest
depends on some things I don't know yet (though it depends probably
in part on the quantity and quality of the material recieved.
    Rewards, aside from seeing your name in print, I don't yet.

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

Bundle: 547
Archive-Message-Number: 6837
Date: Fri, 18 Feb 94 10:17:59 CST
From: Peter H. Brenton <pete@biochem.uchicago.edu>
Subject: More Hitlerian Regime ideas

Another possibility for including a hitlerian regime
in TNE;

The orders the RCES players are getting are becoming
more and more Imperialistic and violent.  Pretty soon
(or eventually-depending on how the GM plays it) they
begin to realize that the gov't of the RCES has changed
due to the machinations of the charismatic president.

After awhile the "President" declares herself
"President for life" or somesuch.  The rest, as they say, is
history (or herstory).

The players may react in one of several ways;  Altruistic
or goody-goody players will somehow express outrage over
the atrocitys being committed (not to mention their own
orders) and will, in the end, divorce themselves from the
RCES, presumably hijacking some equipment along the way.

Other players (the normal characters) will need to be 'pushed'
out of the RCES.  The point being to make the PCs Anti-Coalitionists.
This could be difficult in some of the campaigns I have played.
I have known *Characters* (as opposed to those who played them)
who would have done almost anything to become 'personal assistants'
to leaders like the one described above.  Although this also has
adventure opportunities, I wouldn't want to give Traveller the
reputation D&D got when it was found that 'Devil Worship' was an
important possible aspect of the game.

To me this opens up a LOT of possibilities.  How about an
anti-smash & grab????  Prop up a democratic leadership
that the RCES (now Nth Reich or somesuch) is trying to
topple.  Run arms to planets taken over by the RCES to feed
rebellion.

I think under any of these circumstances the PCs will need a 'base'
to work from, and some NPC support; traders in the wilds, a gov't
on a threatened planet, etc.

I think I would probably use a blasted hulk of a large warship as
a base to work from (probably Matt's Azhanti High Lightning update).
This would give an overall goal (scrounging parts to make the thing
operational) a good defensive, but somewhat mobile base (keep 20% of
the weapons and 1/2 G manuver).  Besides, I have the deck plans.

btw   Hitler was BAD.  He was evil, but playing a game with a similar
person as a _character_ is not a bad thing to do.  Exception: I would do
nothing to idealize the evil leader if there were an immature person
playing the game (i.e. 16 yr old or less).

- -Pete


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

Bundle: 547
Archive-Message-Number: 6838
Date: Fri, 18 Feb 1994 16:04:30 -0500
From: d_kennard@unhn.unh.edu (Dave Kennard)
Subject: TNE (FF&S) TL8 cross-country wheeled van

Just your basic off-road capable van...

TL:8
price:Cr6805
size:28 m^3
mass:2.86 tonnes empty
3.37 tonnes (driver, fuel, base cargo)
3.97 tonnes (above plus 6 passengers or equivalent cargo)
    (this is nominal "loaded weight" used for speed calc)
6.5  tonnes (replace 5 seats with cargo)
(note also there exist roof racks and trailer hitch)

power: .25 MW liquid hydrogen turbine (TL 7) (uses 100 liter fuel/hour)
fuel: 2 kiloliter (20 hour endurance)
controls: basic mechanical
life support: light and heat
electronics: radio receiver, headlight
cargo: .27 tonne (1.08 m^3) (3.125 tonnes if seats are removed)
(plus external racks)
crew: 1 (open crewstation)
passengers: 6/1 (cramped) (5 seats are removable)
maintenance: 1 or 2 (higher maintenance needed if van is used for heavy loads)

cross-country wheels, plus auxiliary water propulsion

base road speed ranges from 225 kph loaded with just fuel and driver,
down to 112 kph fully load to 7 tonnes gross vehicle weight.

"nominal" loaded weight of 3.97 tonnes gives:
base road speed 180 kph
off-road speed 72 kph
water speed 18 kph
this works out to a combat move of 85/35/10 and travel move of 365/150/45

armor value: 1 (1/6 cm TL8 composite laminate)

- -----------------------
Dave Kennard
dave@unh.edu

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

Bundle: 547
Archive-Message-Number: 6839
From: Glenn Myers <gem188@swanson.com>
Subject: Genie FoCT swap
Date: Fri, 18 Feb 94 16:28:15 EST

Hi,

I've been trying to get in touch with Kevin Knight but the Genie
Postmaster keeps rejecting my email. If you are out there, start
my TTC subscription with the earliest issue you have in stock.
I also wanted to send a list of CT items for swap.
So, anyone who wants to buy/sell/swap CT items contact me by email.


- ----------------------------------
| Glenn E. Myers                 |
| gmyers@swanson.com             |
| QA software engineer           |
| Swanson Analysis Systems, Inc. |
| (412) 746-3304 x188            |
- ----------------------------------

Rejected message follows
- --------------------------------------------------------------------

Hello,

As I mentioned a few days ago, I am looking to swap originals or
photocopies of out of print traveller stuff. If you or someone you
know is interested, contact me. I'm willing to swap anything by
photocopy, just offer me something useful in return. I am not eager
to get rid of anything, but everything has its price. Originals will
only be traded for other originals or sold if an acceptable offer is
made. Very few items are in mint condition but everything is in
(at least) good condition.

I am looking for the following items:

     Game 3:        Azhanti High Lightning
     Adventure 2:   Research Station Gamma
     Adventure 5:   Trillion Credit Squadron
     Book 5:        High Guard
     Book 7:        Merchant Prince
     Book 8:        Robots
     FASA Adventure Ships Vol I & II
     FASA Merchant Ships

And probably lots of other stuff I don't even know about yet.
Make an offer if it doesn't appear on the list below.

My CT collection includes the following items:

322  Book 0         Introduction to Traveller
     Book 1         Characters and Combat
     Book 2         Starships
     Book 3         Worlds and Adventures
304  Book 4         Mercenary
     Book 6         Scouts

318  Supplement 7:  Traders and Gunboats
324  Supplement 9:  Fighting Ships
329  Supplement 10: The Solomani Rim
336  Supplement 13: Veterans

306  Adventure 1:   The Kinunir
314  Adventure 3:   Twilight's Peak
316  Adventure 4:   Leviathan
325  Adventure 6:   Expedition to Zhodane
326  Adventure 7:   Broadsword
330  Adventure 8:   Prison Planet
333  Adventure 9:   Nomads of the World-Ocean
338  Adventure 10:  Safari Ship
339  Adventure 11:  Murder on Arcturus Station

312  Double Adventure 1: Shadows/Annic Nova
313  Double Adventure 2: Mission on Mithril/Across the Bright Face
321  Double Adventure 3: The Argon Gambit/Death Station
323  Double Adventure 4: Marooned/Marooned Alone
327  Double Adventure 5: Chamax Plague/Horde
331  Double Adventure 6: Divine Intervention/Night of Conquest

     Striker miniatures rules

     Alien Module 4: Zhodani
     Alien Module 5: Droyne
     Alien Module 8: Alien Realms

317  Best of the JTAS 1
     JTAS 11-15, 17-19, 21-23
     The Travellers Journal 16-21
     The MegaTraveller Journal 2,4

     FASA Adventure: The Legend of the Sky Raiders
     Paranoia Press: Vanguard Reaches


Thanks,

Glenn

- ----------------------------------
| Glenn E. Myers                 |
| gmyers@swanson.com             |
| QA software engineer           |
| Swanson Analysis Systems, Inc. |
| (412) 746-3304 x188            |
- ----------------------------------

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

Bundle: 547
Archive-Message-Number: 6840
Date: Fri, 18 Feb 1994 14:58:39 -0800
From: Muir Macpherson <muirmac@ocf.Berkeley.EDU>
Subject: G-tanks

I'm working on a campaign that doesn't use gravitics so was intrigued
by FF&S's description of G-tanks as an alternative form of G-compensation.
For those not familiar with the idea, G-tanks are fluid filled tanks
that one climbs into.  The fluid provides enough buoyancy to compensate
1-G.  What I'm hoping to get help with is how to scale this up
for higher tech levels.  Could you use different fluids to get better
g-comp?  Or how about layers of increasingly dense fluids that the
person sinks down through as G's increase?  I'm assuming you'd have
to wear a vacc suit or something while you're in this thing.  But if
the Gs get high enough would your suit have to be pressurized to
more than one atmosphere?
And just for descriptive purposes, does anyone have any idea
what this thing would look like?
Thanks in advance. :)

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

Bundle: 547
Archive-Message-Number: 6841
Date: Fri, 18 Feb 1994 22:35:52 -0500 (EST)
From: WADDELL@delphi.com
Subject: G-Tanks

For a good description of G-Tanks, their appearance, and some of the things
that can go wrong check out Joe Haldeman's _Forever_War_.  He has some good
info on how they work.

Later,
Allen Waddell

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

Bundle: 547
Archive-Message-Number: 6842
Date: Sat, 19 Feb 1994 01:45:56 -0600
From: jphelps@spock.austin.apple.com (John Phelps)
Subject: Re: G-Tanks

>From: Muir Macpherson <muirmac@ocf.Berkeley.EDU>
>Subject: G-tanks
>
>I'm working on a campaign that doesn't use gravitics so was intrigued
>by FF&S's description of G-tanks as an alternative form of G-compensation.
>For those not familiar with the idea, G-tanks are fluid filled tanks
>that one climbs into.  The fluid provides enough buoyancy to compensate
>1-G.  What I'm hoping to get help with is how to scale this up
>for higher tech levels.  Could you use different fluids to get better
>g-comp?  Or how about layers of increasingly dense fluids that the
>person sinks down through as G's increase?  I'm assuming you'd have
>to wear a vacc suit or something while you're in this thing.  But if
>the Gs get high enough would your suit have to be pressurized to
>more than one atmosphere?
>        And just for descriptive purposes, does anyone have any idea
>what this thing would look like?
>        Thanks in advance. :)


The Forever War (by Joe Haldeman) included a fairly detailed description of
G-Tanks.  His ships accelerated at extremely high G rates (like 25 G's),
and the troops and crew were protected from this in a couple of ways.  They
wore pressure suits in a chamber that filled up with fluid.  The chamber
itself was pressurized up to the equivalent pressure of 2 nautical miles
under sea, and the people wore suits that countered this pressure (included
pumping a fluid INTO them).  The only problem here was that while in the
chamber, they weren't interacting/controlling the ship.  The computer ran
the ship during high G maneuvers.  There were a limited amount of crawling
units that were 1 man acc-chambers, but they were only mentioned, not
described.  One of the weird things was that the fluid that was pumped into
you was a fluorocarbon mix, and it filled up your lungs and every thing.  I
guess you basically "died" to some degree??

A couple of other short stories had G-tanks of sorts, typically water or a
denser fluid, and you required life support equipment.  However, these were
intended for lower G tolerances (like 4 to 6 sustained).

One of the interesting things I see is that the standard G-comps just
reduce to 1 G.  Several things I have seen in studies and pseudo-science
novels (those with large basis in fact) is that people can endure and work
in higher G settings for extended periods of time.  So, if you had 3 Gs of
compensation, you could accelerate at 5 or 6 Gs and not lose any ability to
work at a workstation (seated, manipulating controls).  Now, of course, you
wouldn't want to move around too much, and you would get fatigued faster,
but you could do it.

Just some thoughts!

John



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

Bundle: 547
Archive-Message-Number: 6843
Subject: GEETANKS
Date: Sat, 19 Feb 94 10:28:48 GMT
From: Lionheart |/ <u9019138@athmail1.causeway.qub.ac.uk>

G-Tanks....hmmm..well my first thought was...if you have ever
watched ROBOTECH...the Sentinels.....well the invid travelled in
thier pods didnt they and they were filled with fluid...although it
was more of a nutrient bath....another idea would be a bulky self
contained suit like the pressure suit in The Abyss....

What a GTank would look like.....basically a jacuzzi with a lid.
Scaling the densities of the liquids would be easy enough even using
salt solutions and substances such as CsCl....but to get the sort of
densities you are looking for then you are talking about heavy metal
salts and those are toxic..I can see it now....

"help Medic...the Pilots drunk his G-Tank dry and we're entering the
gravity well...."

A full-body suit would be advisable for two reasons.

1 When the pilot got out he would be covered in the gunk and
although salt crystals look great on tanned skin (oooer) they can be
a serious health hazard.

2 His skin would be all wrinkly and he'd look like a prune all
over...bleah.

Now I personally like this idea as its the sort of hokey thing that
a few lower tech worlds would use. Again I'm not sure of the exact
physics of it but it works for me as a concept and I'm waiting to be
shot down by all those experienced Travellers out there who have
degrees in fluid mechanics and suchlike. Sci_Fi for me isn't THAT
much of an exact science and if the rules say something doesnt
work...but I _want_ it to work....Guess who wins?

The rules?

No.

Anyway...I'm off for a spiffy weekend and I'd like to say Hello to
Rob at UCC and Roger somewhere in england who I met at WARPCon.


BYEEEEEEEE

Spaceman Spiff (Calvin&Hobbes)
The Dancing RCES (sounds rude)

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

Bundle: 547
Archive-Message-Number: 6844
Date: Sat, 19 Feb 94 02:48:21 PST
From: Leonard.Erickson@f51.n105.z1.fidonet.org (Leonard Erickson)
Subject: Starship collision damage


john991@tampa.relay.ucm.org writes:

>Also looking if FF&S. Couldn't we also consider the colliding ship to be the
>projectile of a Mass Driver?  This approach might have some merits as it will
>give the ship a penetration value of it's energy in Mj times 4 (PV=Mj x 4)
>646,858,800 = 161,714,700Mj x 4. About 17 times more damage that the
>collision procedure given in the rulebook. So I guess that the rulebook take
>into account the loss of energy through structural collapse.

A quick calculation gives the kinetic energy of the ship as equivalent to
a 38 kiloton nuke!! I'd certainly *hope* that'd ruin any ship!

161,714,700/4.2e15 = .0385035 Megatons or 38.5035 kilotons :-)
- --
uucp: uunet!m2xenix!puddle!51!Leonard.Erickson
Internet: Leonard.Erickson@f51.n105.z1.fidonet.org

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

Bundle: 547
Archive-Message-Number: 6845
Date: Sat, 19 Feb 94 10:33:52 GMT
From: "Stuart C. Squibb" <scs@vectis.demon.co.uk>
Reply-To:
Subject: G-Tanks


For an interesting description of the pros and cons of G-Tanks, I recommend
the SF Novel 'The Forever War' by Joe Haldeman, especially 'Sergeant Mandela'
chapters 2 and 4 for low tech G-Tanks, and 'Major Mandela' chapter 3 for how
they might develop.

- --
scs@vectis.demon.co.uk


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

Bundle: 547
Archive-Message-Number: 6846
Date: Sat, 19 Feb 94 16:14:43 GMT
From: "Stuart C. Squibb" <scs@vectis.demon.co.uk>
Reply-To:
Subject: MT errata


I've seen various references to the number of mistakes in 'Fighting Ships of
the Shattered Imperium'. Was an errata sheet (book?) ever published?. Also, are
there any known errors in GDW's COACC for MT? Am I the only one who finds it
difficult to reproduce published designs using the rules? I'd appreciate a
(small) worked example of the craft design rules for MT if anyone can point me
in the right direction.

Thanks In Advance

Stuart.
- --
scs@vectis.demon.co.uk


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

Bundle: 547
Archive-Message-Number: 6847
Date: Sat, 19 Feb 94 14:00:43 EST
From: William White <whitew@eden.rutgers.edu>
Subject: G-Tanks


Muir McPherson asks:

>And just for descriptive purposes, does anyone have any idea
>what this [g-compensation tank] thing would look like?

     Joe Haldeman's novel _The Forever War_ relies pretty heavily
in one section upon g-tanks as a plot device, and so he describes
their workings in some detail.  Essentially, all passengers are
fitted with a valve in their hip.  They strip down, enter the g-
tank, and both the tank and their innards fill with a spongy,
oxygenated foam that somehow cushions them from the stresses of
high-g accelerations while not preventing them from breathing.
The things can malfunction, however; apparently if not properly
"fitted".

     Haldeman mentions that, while passengers are essentially
cocooned within their shells, the crew's tanks are mobile or
possess waldos that enable them to control the ship while in the
tanks.

     Getting in and out of the tanks is a big deal, so most of
the time his ships coast or thrust under constant acceleration.

     Some indication is also given of how the tanks get better at
higher "tech levels", but you'd probably have to make the numbers
up yourself.

Bill White
whitew@eden.rutgers.edu

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

Bundle: 547
Archive-Message-Number: 6848
From: his3mwf@cabell.vcu.edu (Mary-Patricia W. Foy)
Subject: ReG-Tanks Reference
Date: Sat, 19 Feb 94 22:43:15 EST

"Forever War" by Joe Haldeman has a excellent example of
g-compensation in which characters in the novel have a valve built
into their bodies through which a fluid/gas is pumped in to equalize
internal body pressures with outside acceleration while they lie in a
g-tank of sorts. The science in this book is very hard and plausible.

                                             Mike Foy for AMSpace

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

Bundle: 547
Archive-Message-Number: 6849
Subject: PsiJump and Zhodani
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: Sat, 19 Feb 94 21:51:00 -0500

Subject: PsiJump and Zhodani

  I'd been thinking about the recent article on psi-based
  interstellar travel, which ended with the question of why the
  Zhodani don't use it.  I've come up with a hypothetically
  plausible explanation of the phenomenon:

  PsiJump, although not _apparently_ different from a high level of
  teleportation, is in fact qualitatively different.  There are no
  definite conclusions as to why, but the currently "accepted"
  hypothesis has to do with the involvement of other psionically
  aware minds interacting over interstellar differences.  This
  explanation is not considered adequate at this time, and research
  is continuing.

  Because of some quirk in the general psychological makeup of
  humanity (and quite likely all known sapients), teleportation and
  psijump talents never appear in the same individual.
  Furthermore, psijump is extremely rare; the typical planet at the
  height of the Imperium's power could be expected on average to
  produce one psijump talent in a generation.

  Worse, psijump is more stressful, even proportionally, to the
  individual than any other psionic activity.  Heavy use of the
  talent (regular commercial use - once per month or once per
  two weeks) has been shown to have severe detrimental effects on
  life expectancy even under ideal circumstances, and any kind of
  psionic mishap during a psijump attempt has a high probability
  of being fatal to the individual.

  There are no recorded instances of any psijump going to a
  destination other than the intended one.  Even when a mishap
  kills the individual, the psijump, if initiated at all, completes
  without error.  More often, the mishap prevents initiation of the
  psijump, and the ship goes nowhere.

  It is because of the high cost in life that the Zhodani do not
  routinely use this method.  However, the Consulate Military does
  in fact utilize this technique in capital flagships, as a
  last-ditch measure to get flag officers out of an otherwise lost
  situation.  This is _not_ known to the general public, nor even
  to crew members of the affected ships.

  Just my take on the idea...
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
- ---
 ~ QMPro 1.52 ~ CyberSpace - The Final Frontier

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

Bundle: 547
Archive-Message-Number: 6850
Date: Sun, 20 Feb 1994 10:38:14 -0700 (MST)
From: Bruce E Johnson <bej@gas.uug.arizona.edu>
Subject: G-Tanks, fluorocarbons

jphelps@spock.austin.apple.com (John Phelps) says

> One of the weird things was that the fluid that was pumped into
>you was a fluorocarbon mix, and it filled up your lungs and every thing.  I
>guess you basically "died" to some degree??

Actually, the fluorocarbon mixture was based on current technology
as a replacement for air.  The mixture is used to carry oxygen and CO2
into/out of the lung.  I know they've kept rats alive for periods of time
using this technique, and I think they'v e even done dogs, as well.  The
research has lots of implications for things like smoke inhalation injury,
since the fluorocarbon mix allows a higher O2 concentration to pass the
membrane (I think, it's been a while since I've read anything about it)
allowing the damaged lung tissure a chance to heal without drying up and
scarring.  The advantage in the tanks in _The Forever War_ was that this
equilibrated the pressure inside and out, without having nasty things like
N2 dissolving in the bloodstream.  Even helium will cause the bends at such
pressures.  The book describes that the people in the ship as sedated
during transit, as this kind of treatment would produce some SERIOUS
claustrophobia and sensory deprivation while under way.

This would, though, make a neat premise for a really alien
world...fluorocarbons instead of nitrogen as the major component of the
atmosphere. This'd be a gas giant that humans could nonetheless walk
around on with no pressure gear.  Heck, we could probably fly by
strapping on wings and flapping. :-)  It would be LOTS of fun, from a
sadistic GM viewpoint (is there ANY other?): crash your party on the
planet, tell em their pressure gear failed.  Then wait till they're
halfway through rolling up new characters to say "Oh, yeah, I forgot.
You're all still alive!" <GRIN>  The inhabitants of this planet probably
couldn't survive outside of the atmosphere, though.

Bruce Johnson
The University of Arizona
bej@gas.uug.arizona.edu play
johnson@tonic.pharm.arizona.edu work

My opininons, Mine, Mine, all Mine!  Bwahahahaha!

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

Bundle: 547
Archive-Message-Number: 6851
From: b.borich@genie.geis.com
Date: Sun, 20 Feb 94 17:12:00 BST
Subject: Looking for designs

    I've been asked in what publication these designs might appear.
    The answer to that I can't honestly say yet. I publish(ed) a
fanzine that did articles and presented designs for starships,
vehicles and aliens (but these zines have been in a sort of limbo
for the past year because of TNE). I am considering ressurecting
these zines in possibly another form for TNE material.
    The other possibility is for use in AAB which is a traveller
newsletter for HIWG members.
    Other possibilities include The Traveller Chronicle or Challenge
(in which case payment would be recieved from them). Because maybe
I know a writer that could use your material or I know the magazine
might be interested in that material.

    Also, I would like permission to make these designs and articles
available on disk to other traveller players. (these disks are provided
at cost to interested traveller GM's and players).

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 548  6852 21-Feb-1994 James Dening     Stresses << As regard's William White's
 548  6853 21-Feb-1994 Mark Urbin       FF&S confusion <<   On page 96, in the
 548  6854 21-Feb-1994 Jeff Zeitlin     An idea with a bug... << Subject: An id
 548  6855 21-Feb-1994 Edward Swatsche  re: FF&S confusion << > Mark Urbin wrot
 548  6856 21-Feb-1994 Roger Sanger     << repairs and breakdown checks in TNE
 548  6857 22-Feb-1994 Roger Sanger     Extreme Gravity Situations <<
 548  6858 22-Feb-1994 Roger Sanger     GDW backstocks <<
 548  6859 22-Feb-1994 Roger Sanger     Security Leak Magazine <<
 548  6860 22-Feb-1994 Derek Wildstar   Re: FF&S confusion << eclipse@world.std
 548  6861 22-Feb-1994 Roger Sanger     Equipment malfunctions and break-checks
 548  6862 22-Feb-1994 Roger Sanger     TNE worth the price... <<
 548  6863 22-Feb-1994 Roger Sanger     Humphry Bogart <<
 548  6864 22-Feb-1994 Roger Sanger     Any Seattlelites out there? <<
 548  6865 22-Feb-1994 Roger Sanger     Map from FFW <<
 548  6866 22-Feb-1994 psualum@aol.com  Starship Breakdowns << I don't see anyt
 548  6867 23-Feb-1994 Timothy Little   Gas Giant gravity << I just have a coup


Bundle: 548
Archive-Message-Number: 6852
From: James Dening <james@camscan.co.uk>
Date: Mon, 21 Feb 94 13:28:58 GMT
Subject: Stresses


As regard's William White's somehow...


>>      Joe Haldeman's novel _The Forever War_ relies pretty heavily
>> in one section upon g-tanks as a plot device, and so he describes
>> their workings in some detail.  Essentially, all passengers are
>> fitted with a valve in their hip.  They strip down, enter the g-
>> tank, and both the tank and their innards fill with a spongy,
>> oxygenated foam that somehow cushions them from the stresses of
>> high-g accelerations while not preventing them from breathing.
>> The things can malfunction, however; apparently if not properly
>> "fitted".


The whole point of these things is that the human body, being basically
a sack containing squishy things, which are relatively loose, (rather than
being a solid chunk of flesh with organs embedded in it) is very susceptible
to damage caused by *uneven* pressure - i.e. where external pressure is much
greater/less than the internal pressure. So, all these devices work along the
principle of raising the internal pressure of the body, expecially in spaces
like the lungs (c.f The 'liquid air' mixture in The Abyss), to counteract the
external pressure of the cushioning medium. Then damage can only result from
squashing actual chunks of tissue, rather than hollow objects (hearts, lungs,
small Czechoslovakian traffic wardens etc.) which are much more liable to
crumple, implode etc. The cushioning medium (which should be classed as the
internal and the external stuff) can then be raised to a high pressure to
counteract the inertia shifting of organs under high Gs. As for breathing, see
'oxygenated foam' above - seems to make sense. Maybe, for greater efficiency,
blood could be replaced with something that could still oxygenate tissue at high
pressures. (*NOT* the same problem as cryogenic freezing!)

Anyone figured out how to prevent damage to the brain? (Fill the inter-cranial
space with Jello perhaps? - Yuk!)



James. (apologising for an initial post with too many Brit references....)

" There's an old android saying which I feel is particularly relevant to this
  situation. It goes: '00101010110100101101001111001010101001011011000101010'
  which, roughly translated, means 'Don't stand around jabbering when your life
  is in dang...hey, wait for me, you guys!"

- Kryten, Red Dwarf Series V, episode 3 "Terrorform".




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

Bundle: 548
Archive-Message-Number: 6853
Date: Mon, 21 Feb 1994 11:08:48 -0500
From: eclipse@world.std.com (Mark Urbin)
Subject: FF&S confusion


  On page 96, in the small arms design section, the Configuration
Modifier table.  Why is bolt action treated differently?  According to
this table, a bold action rifle has less range than a lever action,
pump, semi-auto or breach loading rifle (cm of 1.1 vs cm of 1.3).  A
bolt action pistol becomes the target shooters dream (cm of 1.1 vs a
cm of 0.4).
  What's the story here?

  Page 52, "Visable and Infraed Light Sensors" box.  Check out the TL
8 PIR goggles.  They cost MCr0.00050 or Cr0.5.  A nice cost drop from
the TL 6 Infrared goggles listed on page 343 of the main TNE book.
Those pups cost Cr500 a pop.
  Not really a question, just pointing out a damn good deal.

- ---------------------------------------------------------------------------
Mark Urbin -- eclipse@world.std.com -- These opinions are mine.
"We can't be so fixated on our desire to preserve the rights of ordinary
Americans.." -- President William Jefferson Clinton,USA TODAY 11 Mar 93
- ---------------------------------------------------------------------------

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

Bundle: 548
Archive-Message-Number: 6854
Subject: An idea with a bug...
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: Mon, 21 Feb 94 17:05:00 -0500

Subject: An idea with a bug...

  I was reading Piers Anthony's _Triple_Detente_ today, and thought
  it would be a neat idea for a pocket polity.  I started to
  "translate" it, and quickly realized that if it's ever actually
  _used_ in a campaign, there are some severe problems.

  For those of you who haven't read the book, it starts off with a
  space battle about to come off.  The commander of the Human fleet
  discovers an alien spy in his crew, and without letting on that
  he knows, makes it known to the spy that he is amenable to
  working out their differences.  We don't see the actual
  resolution of the battle, but the next scene occurs on Earth,
  where the alien fleet has landed.  The aliens establish a regime
  that is on the surface cruel and genocidal, but turns out to be
  beneficial to the planet later on - in comparatively short order.
  At this point, an apparent rebel movement starts its small
  annoyance, which quickly flops.  In the process, one of the
  revolutionaries, the son of the commander of the destroyed Human
  fleet, is approached by the chief of the alien overlords, and
  asked to show an alien female around.  At about the time that the
  revolutionary realizes that the revolution has flopped, he is
  recruited by the aliens to govern _their_ world.  It is
  explained to him that fifteen years ago, at the time of the
  defeat of the Human fleet, the two fleets instead declared
  peace on each other, met, and came to an agreement that
  resulted in the Human fleet governing the alien world, and
  vice-versa.  Outside of the two "occupation governments",
  nobody knows the truth - not even the native bureaucracy.

  The book does not end there, but that's not important.  The dual
  occupations was the idea that intrigued me.  I had pictured
  putting these worlds in the Great Wilds, one parsec apart, in an
  area that was off the pre-Collapse trade routes because of being
  at least jump-2 from the nearest other stars.  Both worlds
  clawed their ways out of the ruins that they were left in due to
  the Rebellion and the subsequent attacks by Virus, and have
  made it back to jump-1 capability, with jump-2 visible on the
  horizon.  Shortly after they achieved jump-1 (in an amazing
  coincidence, almost simultaneously), they met and went to war.  A
  farsighted captain from one planet managed to open up a
  discussion that resulted in the kind of secret arrangement
  described above, and the result has been peace and prosperity for
  both planets.  The occupation governments have not allowed
  development of interstellar flight beyond the jump-1 level,
  because they only too clearly perceived my problem.  Other than
  that, this polity is at a solid tech-11 to tech-12.

  The problem:  The PC's ship is capable of jump-3.  This pair of
  planets sits across a great shortcut for their travels.  They're
  bound to come in for fuel, and see much in-system activity.
  Contact is almost inevitable.  No matter which planet they come
  into, they will come into contact with members of both races.  If
  they choose to visit the second planet, or if one of the
  occupation soldiers lets something slip, the PCs will quickly
  figure out just what the situation is.

  The polity's problem:  How to prevent the secret from being
  blown?  How do we salvage the situation if the secret does get
  blown anyway?  Can we afford the risk of not blowing away
  outsiders?  Can we guarantee that we _can_ blow away any
  outsiders?  If we can't guarantee that we can blow away any
  outsiders, what can we do to make it in the outsiders' best
  interests to keep quiet?

  Other problems for the Referee to consider:  What happens when
  the RCES come calling?  Is this a government that they will like,
  or will it be "necessary" to overthrow it?  If this world is
  placed in, say, Coreward Corridor, what will be the reaction (on
  both sides) when the Regency comes calling?  Or the Ziru Sirkaa,
  if it manages to resurrect itself?

  Certainly a lot of grist for the campaign, but I need ideas on
  how to handle it.  If anyone wants the "Encyclopedia Galactica"
  entries for these, let me know, and I'll finish fleshing them
  out, and post them here.
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
- ---
 ~ QMPro 1.52 ~ The road to to success is always under construction..


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

Bundle: 548
Archive-Message-Number: 6855
Date: Mon, 21 Feb 94 19:37 PST
Subject: re: FF&S confusion
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)

> Mark Urbin wrote:
> Subject: FF&S confusion
>
>   On page 96, in the small arms design section, the Configuration
> Modifier table.  Why is bolt action treated differently?  According to
> this table, a bold action rifle has less range than a lever action,
> pump, semi-auto or breach loading rifle (cm of 1.1 vs cm of 1.3).  A
> bolt action pistol becomes the target shooters dream (cm of 1.1 vs a
> cm of 0.4).
>   What's the story here?

   The bolt action has better range than the lever-action - all the modifiers
on that table are cumulative.  Thus, a bolt-action rifle would have a range
modifier of 1.1x1.3 or 1.43.  A lever action rifle would only get the 1.3 mod
for being two-handed.


>   Page 52, "Visible and Infraed Light Sensors" box.  Check out the TL
> 8 PIR goggles.  They cost MCr0.00050 or Cr0.5.

MCr0.0005 is Cr500 (multiply by 1 000 000).


- --
               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK


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

Bundle: 548
Archive-Message-Number: 6856
Date: Mon, 21 Feb 1994 20:38:51 -0800
From: rodge@cyberspace.com (Roger Sanger)

repairs and breakdown checks in TNE


Hi, Rodge here:

I have some comments about the equipment breakdown rules in
T:TNE.

If a check for equipment failure must be made every 8 hours, then
the device can't have been constructed very well.  I can see how
the 8-hour rule would apply to equipment that has been sitting
around on a dead world for 80 years (due to general oxidization,
rust, and corrosion, etc.), but not for equipment from worlds
that have rebuilt their industrial base.

Put a good machine shop aboard a starship, and a skilled
technician could have the ship purring like a kitten in no time.
A dedicated mechanic wouldn't rest until the ship was in tip-top
condition.

I have minor repairs done to my truck only about twice per year,
and its over 20 years old!


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6857
Date: Tue, 22 Feb 1994 10:08:02 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Extreme Gravity Situations



To: Bruce E Johnson <bej@gas.uug.arizona.edu>


Hi, Rodge here:

One comment about your ideas concerning gaming on the surface of
a gas giant:

The gravity on the surface of a gas giant would be sufficient to
literal crush a human, or even a starship.  They are typically
MANY thousands of times greater mass than the earth.

Theorhetically, you could build something that could withstand
that kind of environment, but humans wouldn't be able to go,
because the maximum G-level that can be nullified is 6 g's.

The main problem with pulling too many G's on the human body is
when the pull of gravity is greater than the heart's ability to
pump the blood against it to the brain.  This results in not
enough blood reaching the brain, and results in the subject
blacking out.

In extreme gravity situations, providing oxygen would be a moot
issue, because the various mechanisms of cellular metabolism
would be hampered too greatly by the force of gravity to function
properly.  Just as you wouldn't be able to move due to your own
incredible weight, neither would your mitochondria.

As for the flourocarbon fluid... When cells receive either too
much or too little oxygen, free radical molecular activity
increases.  Free radicals are atoms or molecules which have an
unpaired electron in orbit, making them highly reactive and prone
to pulling an electron off of an adjacent atom or molecule
inorder to re-establish an even number of electrons.  The
molecule which just lost its paired electron has thus become a
free-radical, and the cycle of electron stealing repeats itself
in a harmful chain reaction.  Oxidation, rancidity, and
autoxidation (oxidation occuring in liquid, from the oxygen
molecules contained therein).  Free-radical activity can damage
cells, and has been linked as a cause to cancer, heart disease,
acne, dandruff, hair loss, and many other illnesses.

When a person stops breathing for so long that they are in danger
of sustaining permanent brain damage, the reason is because
free-radical activity has increased due to the lack of oxygen (a
condition known as hypoxia).  The drug Hydergine, which is a
powerful anti-oxidant, prevents autoxidation and thus can prolong
the amount of time you can go without air before sustaining
permanent brain damage to as much as 10 to 15 minutes (rather
than the usual 7 minutes).  It is used by paramedics in Europe to
reduce the risk of complications caused by circulatory failure
and trauma (insufficient blood to deliver the necessary amount of
oxygen to the body).


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125


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

Bundle: 548
Archive-Message-Number: 6858
Date: Tue, 22 Feb 1994 10:30:11 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: GDW backstocks


Hi, Rodge here:

I called GDW about their back stocks, and they reported that
they don't have any CT stuff left.

You can call them yourself to check, if you'd like.  Their
customer service phone number is (309) 452-3632.


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6859
Date: Tue, 22 Feb 1994 10:38:01 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Security Leak Magazine


To: so!ggiles@efn.org (Gregg Giles)


Hi, Rodge here:

You wrote:

 >   Just in case anyone was wondering about the Security Leak Magazine
 >(printed 1987-1989), you can now address any inquiries to me directly at:
 >                              ggiles%so@efn.org

I have some open statements, and some questions for you, Mr.
Giles:

Glad to see your name once again.  I thought The Security Leak
was dead.

To the limits of my knowledge on the subject, you put out
Security Leak as a Traveller newsletter first, then as a magazine
dedicated solely to Traveller, where the newsletter ran from
issue #1 to issue #3, and the magazine ran from issue #1 to issue
#5.  Is this correct?

I admit this next question may be motivated by wishful thinking,
but can we look forward to seeing your publication revived, with
forthcoming new issues?

Here's hoping,

                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

cc:   so!ggiles@efn.org (Gregg Giles)
      traveller@engrg.uwo.ca (TML)

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

Bundle: 548
Archive-Message-Number: 6860
Date: Tue, 22 Feb 94 13:49:07 -0500
From: Derek Wildstar <wildstar@quark.qrc.com>
Subject: Re: FF&S confusion

eclipse@world.std.com (Mark Urbin) writes:
>   On page 96, in the small arms design section, the Configuration
> Modifier table.  Why is bolt action treated differently?  According to
> this table, a bold action rifle has less range than a lever action,
> pump, semi-auto or breach loading rifle (cm of 1.1 vs cm of 1.3).  A
> bolt action pistol becomes the target shooters dream (cm of 1.1 vs a
> cm of 0.4).
>   What's the story here?

I doubt that you're the only one who is confused about this part of the FF&S
weapons design rules, so let me help straighten things out here.  First,
let's take a look in FF&S, and see what the rules say:

FF&S pp.96, first column, reads: "Cm: Configuration Modifier, as shown below.
If two configuration descriptions apply to the same weapon, multiply them
together to determine the total configuration modifier."

OK, that helps.  Since the design sequence is for small arms, either the
"one-handed" or the "two-handed" modifier will *always* apply.  The other
modifiers, for "bullpup", "bolt action", and "smoothbore" may or may not
apply.  This results in 8 canonical configurations for weapons:

configurationtotal cmcomment
rifle1.3
rifle, bullpup1.17
rifle, bolt-action1.43
shotgun0.65all 2-handed, smoothbore small arms
pistol0.4
pistol, bullpup0.36not a very likeley combination
pistol, bolt-action0.44the Remington XP-100 is an example
shot-pistol0.2a 1-handed "sawed-off" shotgun?

The following combinations are not "offically" allowed (because the rules
say "two configuration descriptions", making any weapon with more than two
applicable configuration descriptions un-official).  The bullpup shotgun
in particular sounds reasonable to me for a semi-auto or full-auto
military design (sufficiently so that I'd be suprised if it's never been
tried in Real Life).

configurationtotal cmcomment
shotgun, bullpup0.585reasonable for a military shotgun
shotgun, bolt-action0.715

In addition, various other unlikeley combinations are probably "possible",
but I doubt that they'd be used.  Combining bullpup and bolt-action doesn't
make much sense, because this would move the handle of the bolt back to a
location that would make it very incomvenient to operate the action.
Bullpup pistols also don't make much sense to me, nor do bolt-action
shotpistols, so I won't list the cm values for these combnations.

A good, well-explained example would have helped; unfortunately, the one
that's in FF&S not only has very little explanatory text, but it also has
an error in this calculation.  The designer of the example has performed
the "cm" calculation correctly, but then rounded the value before using it
in the formula for short range.  This is incorrect; the "cm" value should
not be rounded before use, but the final short range should be rounded to
the nearest meter.

Corrections to FF&S: pp.155, top of the first column, the "SR" line should
read: SR = Sqrt(E)CmBlm = 69.303679 * 1.17 * 1 = 81.0853 = 81m.  This
correction changes the short range from 83m to 81m, and will affect the
other short ranges comuted in subsequent lines.

In general, this also points out a question that many non-engineers will
have trouble with.  How many significant figures should you keep in your
calculations.  As a rough rule of thumb (and the the engineers out there
will probably cringe), keep one more digit than the number of significant
digits in your answer.  This will keep any rounding or truncation errors out
where they won't change the results of your calculation.

For small arms ranges, our answer will be in the tens, or sometimes hundreds
of meters.  This is two or three significant figures in the answer; so we
should use three or four significant figures in our calculations.

For example, in the SR calculation above, the figures could have been kept
to three significant digits: 69.3 * 1.17 * 1.00 = 81.1, which rounds to 81.
Two significant digits (which is what the designer of the example used when
using a value of 1.2 for cm) won't work: 69 * 1.2 * 1.0 = 82.8, which rounds
to 83.  More significant figures that the "rule of thumb" suggests will only
increase the amount of work you have to do, and won't improve the accuracy
of your answer.  Fewer and you will get bad results as in the example above.

Other computations will have answers with different numbers of significant
figures.  However, for Traveller, we should never need more than about 4
significant figures in our answers; accuracy greater than this is probably
irrellevant to the game.  So keep the first 4 or 5 digits that your
calculator displays, and ignore the rest.  Going back to the above example
from FF&S, we can get by with SR = 69.304 * 1.17 * 1 = 81.086, which rounds
to 81m.  Note that this is slightly more punching on your calculator to
achieve the same results as when we kept only 3 digits, illustrating the
point I made earlier: more significant figures only adds work, and doesn't
increase the accuracy of your answer.

>   Page 52, "Visable and Infraed Light Sensors" box.  Check out the TL
> 8 PIR goggles.  They cost MCr0.00050 or Cr0.5.  A nice cost drop from
> the TL 6 Infrared goggles listed on page 343 of the main TNE book.
> Those pups cost Cr500 a pop.

Check your math again.  MCr is an abbreviation for MegaCredits - millions of
credits.  MCr1 == Cr1,000,000; therefore MCr0.00050 == Cr500.  Expressed in
millions of credits, Cr0.5 is MCr0.0000005.


wildstar@quark.qrc.com
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In the Far Future


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

Bundle: 548
Archive-Message-Number: 6861
Date: Tue, 22 Feb 1994 10:43:56 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Equipment malfunctions and break-checks



Hi, Rodge here:

I have some comments about the equipment breakdown rules in
T:TNE.

If a check for equipment failure must be made every 8 hours, then
the device can't have been constructed very well.  I can see how
the 8-hour rule would apply to equipment that has been sitting
around on a dead world for 80 years (due to general oxidization,
rust, and corrosion, etc.), but not for equipment from worlds
that have rebuilt their industrial base.

Put a good machine shop aboard a starship, and a skilled
technician could have the ship purring like a kitten in no time.
A dedicated mechanic wouldn't rest until the ship was in tip-top
condition.

I have minor repairs done to my truck only about twice per year,
and its over 20 years old!


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6862
Date: Tue, 22 Feb 1994 10:49:20 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: TNE worth the price...



To: thede@ecn.purdue.edu (Scott M Thede)


Hi, Rodge here:

Scott, you wrote:

>    1. I own a decent amount of CT (Books 1-6, some adventures, etc) and
>       a fair amount of MT as well.  I am considering buying T:TNE, and
>       was wondering if it is worth it.  I would buy the Deluxe box, and
>       would just like to know if it is worth the money.  (The local store
>       is having a sale :-)).

Yes, T:TNE is worth the money.  The rule system is well done.
Though the campaign (New Era) is very sketchy.  Time will likely
solve the latter problem.

>    2. Is the Fire, Fusion, and Steel book good?  I like tech stuff, and
>       like to design things, so from what I have read it sounds
>       interesting, but I'd like to hear a first hand opinion.  How big
>       is the book (pagewise), etc.

I couldn't stand it.  I don't have time to design jack.  I was
hoping there would be a collection of vehicles and equipment, but
we'll only have to wait until March (theoretically) for vehicles,
and until late '94 for GDW's planned weapons sourcebook.

>    3. Is the game system in T:TNE similar to CT and/or MT, or will I have
>       to learn a whole new system?

Traveller for the most part is modular.  T:TNE upgrades all of
the subsystems of the game rules, such as task resolution,
character generation, etc.  You can substitute just about any of
the rules subsystems in place of those used in CT or MT.  T:TNE
is quite compatible with the Traveller universe, and I use many
of the rules for my CT Spinward Marches campaign.

>    4. Are there any sourcebooks available for the system?  Also, what
>       sourcebooks are planned for the near future?

Unfortunately, if you want to run a campaign in New Era space,
you're virtually forced to start from scratch, unless you run a
Regency campaign.  Only a small region of space is presented in
T:TNE, and so your players' characters could easily go off the
map unless you rigidly control their movements by giving them
orders through the RCES chain of command.

As for upcoming sourcebooks, this was GDW's production schedule
as reported in AAB Proceedings #22:

   Path of Tears                Jan 1994
   Smash and Grab               Jan 1994
   Vampire Fleets               Feb 1994
   Vehicles Book                Mar 1994
   Brilliant Lances Express     Apr 1994
   The Longships                May 1994
   Striker II                   Jun 1994
   Vampire Ship                 Jul 1994
   Free Trader                  Aug 1994
   Aliens of the Rim            Oct 1994
   TNE Armory                   Nov 1994
   World Tamer's ________ ??    Dec 1994

I talked to someone at GDW over the phone, and he said they're
running about 2 or 3 months behind.

Hope my answers and opinions help.


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6863
Date: Tue, 22 Feb 1994 10:53:48 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Humphry Bogart



To: William White <whitew@eden.rutgers.edu>

Hi, Rodge here:


I got a such a kick out of your comment:

 >And what the hell is Humphrey Bogart doing dressed up as a Star
 >Viking (p. 244)?

(It made me go into giggle fits for some reason) so I just had to
look it up.  Somehow, Traveller just doesn't evoke images of
Bogart, as I tried to visualize good ole' Humphry in his stock
and trade overcoat and broad-rimmed hat, sporting a Machiavelli
ZZT laser cannon like it was a tommy gun and wearing a pair of
light intensification goggles, saying "Pal, this is the end of a
terrible relationship."  *ZZZZZZZZZT*

I don't think he looks all that much like Bogart, but thanks for
the laugh, I needed that.

In answer to your question, I'd say he's looking up into the sky
at another ship that has just taken off, and that the reason for
his grim expression is that it's his ship, and it's left him
behind!

Though I think he looks more like Marlon Brando (especially when
you cover up his RCES head sheath with your left hand).


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6864
Date: Tue, 22 Feb 1994 10:57:39 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Any Seattlelites out there?



Are there any Traveller players on the TML from SEATTLE?

There are some openings in my Saturday Traveller campaign, and I
also hold an occasional Friday night gaming session.

I run a Classic Traveller campaign, heavily customized, set in
the Spinward Marches.  I'm also preparing to run adventures in
The Far Frontiers, Foreven, and Deneb Sectors.

The meetings are held in North Seattle (Northgate area).

If you are interested, drop me a note.


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6865
Date: Tue, 22 Feb 1994 11:00:52 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Map from FFW


Hi, Rodge here:

I have recently aquired a copy of Fifth Frontier War.  Problem
is, it's got everything except the map.

If anyone out there has FFW and was willing to make me a color
copy on sturdy paper at the local Kinko's, I have a sizeable
collection of Traveller collector's items (450+ items) from which
I would gladly return the favor.


                             o o
                            \___/

                      Roger, Over and Out

                      Roger Sanger
                      rodge@cyberspace.com
                      (206) 363-1094
                      POBox 75472, Seattle, WA  98125

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

Bundle: 548
Archive-Message-Number: 6866
From: psualum@aol.com
Date: Tue, 22 Feb 94 18:03:54 EST
Subject: Starship Breakdowns

I don't see anything unreasonable with the probability of possible breakdowns
for starships in TNE.  I have the Mark I, Mod 1 edition which has potential
breakdown rolls for heavy equip once per 24 hours.  I am an operator of a
wastewater treatment plant which TNE would consider "heavy equipment" and it
is very realistic for breakdowns of one form or another to occur at least
once
per day.  Many of these are easily repaired by our maintenance crew
(essentially the task roll to avoid an actual breakdown was successful).

  With regards to jump drives I rule that they function by generating
sufficient power to open the J-Space tunnel which the ship is then inserted
into to permit ftl travel.  Once the ship is in J-space the drive unit is no
longer running.  Under this system if the drive malfunctions the ship is
still
in N-space.  This may not be the "official interpretation" but it certainly
simplifies a potentially sticky problem.

P.B. Juzyk



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

     "The world is an imperfect place, things are falling apart all the
time."
                                                -  The Breakfast Club

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

Bundle: 548
Archive-Message-Number: 6867
Date: Wed, 23 Feb 1994 13:09:59 +1100
From: t_little@postoffice.utas.edu.au (Timothy Little)
Subject: Gas Giant gravity

I just have a couple of minor points of contention in Roger's informative
posting...

Roger Sanger (rodge@cyberspace.com) writes:
>The gravity on the surface of a gas giant would be sufficient to
>literal crush a human, or even a starship.  They are typically
>MANY thousands of times greater mass than the earth.

I think you mean the *pressure* is immense on the surface of a gas giant,
rather than the gravity.  Though gas giants may bethousands of times more
massive than earth, they are typically also much larger.  Surface gravity
increases linearly with mass, but decreases with the square of the radius.
So, a planet 1000 times more massive and 20 times larger would have a
surface gravity only 2.5 times that of Earth.  This a high gravity
situation, but not beyond all help from technology.

>In extreme gravity situations, providing oxygen would be a moot
>issue, because the various mechanisms of cellular metabolism
>would be hampered too greatly by the force of gravity to function
>properly.  Just as you wouldn't be able to move due to your own
>incredible weight, neither would your mitochondria.

Gravity becomes practically insignificant at such small scales.  The
square-cube law comes into play (gravitational force is proportional to the
cube of the length, while strength is proportional to the square).  For a
cell-sized structure the strength/weight ratio is about 1 000 000 times
greater than for a complete human body.

>Free radicals are atoms or molecules which have an
>unpaired electron in orbit, making them highly reactive and prone
>to pulling an electron off of an adjacent atom or molecule
>inorder to re-establish an even number of electrons.  The
>molecule which just lost its paired electron has thus become a
>free-radical, and the cycle of electron stealing repeats itself
>in a harmful chain reaction.

Where does the energy come from in this chain reaction?  I would expect
that only molecules with lower binding energies would be susceptible to
free radical damage, and hence less able to remove electrons from further
molecules.
Certainly free radicals damage biological molecules, but is it really a
chain reaction?

- --
Tim Little



------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 549  6868 22-Feb-1994 John Phelps      Grenade Launcher(TL10 RAM AutoGL) << Go
 549  6869 23-Feb-1994 Shane Thomas     Re: FF&S confusion << Derek Wildstar <w
 549  6870 23-Feb-1994 Dave Kennard     small starship << A ship's boat, with F
 549  6871 23-Feb-1994 Mark Urbin       another FF&S question... <<   Thanks fo
 549  6872 23-Feb-1994 Roger Sanger     What magazines contain Traveller materi
 549  6873 23-Feb-1994 Roger Sanger     Traveller Fanzines <<
 549  6874 24-Feb-1994 Peter H. Brento  Psi-jumps << After reading the article
 549  6875 24-Feb-1994 Glenn Myers      Technic search << Hi All,
 549  6876 24-Feb-1994 David Johnson    Alternate Campaign Newsletter << Earth
 549  6877 24-Feb-1994 Muir Macpherson  G-tanks <<  Thanks for the overwhelming
 549  6878 24-Feb-1994 Jeff Zeitlin     69:4/6857 Gravity and Gas << Subject: 6
 549  6879 25-Feb-1994 James Dening     Various << Re: Magazine FAO Roger Sange
 549  6880 25-Feb-1994 Orpheus23        "Classic" Traveller Books Auction/Sale
 549  6881 25-Feb-1994 WADDELL@delphi.  Gaming on the Surface of a Gas Giant...
 549  6882 25-Feb-1994 Thomas Potter    RE: Psions &  Psi-jumps << Text item: T
 549  6883 26-Feb-1994 john.bogan@asb.  CLASS B PORTS << Here's another NEW ERA
 549  6884 26-Feb-1994 gdw.support@gen  <<  The GEnie connection to Internet ha
 549  6885 28-Feb-1994 rancke@diku.dk   Rogues in space << I was idly browsing

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

Bundle: 549
Archive-Message-Number: 6868
Date: Tue, 22 Feb 1994 21:37:00 -0600
From: jphelps@spock.austin.apple.com (John Phelps)
Subject: Grenade Launcher(TL10 RAM AutoGL)

Good evening.  I am still catching up on the last bundles before I signed
on, so if this is duplicating someone's previous post, I apologize.  I used
an Excel sheet to crunch this, and if anyone is interested, I can email to
James to have it uploaded.  I am almost finished with my small arms
spreadsheet.

El Armero Viejo (EAV - in Galangic, The Elderly Gunsmith) is a company
incorporated on Aubaine (Old Expanses 0738) a few years back that recently
completed some contract deals for the RCES.  Their weapons include a
replacement for the old snub pistol design, and a SMG using the same round,
and also a heavier variant of the popular LAG.  Recently, they have
branched out into support weapons, and this RAM AutoGL is a fine design to
expand their line.
It uses the standard 4cm RAM grenades, and their own 4cm grenade line is
shown at the bottom.

Grenade Launcher Design   (EAV Mdl-2 AutoRAM)
- --> For comparison, a 4cm TL8 Low Velocity AutoGL was also designed, and
where it differs, the values are shown in []. It uses the same munitions as
the shoulder-fired GL.

A. Specs
   1. Ammo
        Diameter(cm)                 4
        Velocity                     RAM
   2. Config:                        Mounted
   3. Action:                        Full Auto
   4. Feed:                          Belt
   5. Barrel
        Calibers                     6              [9]
        Actual(cm)                   24             [36]

B. Ratings
   1. Direct Fire Range            225 m            [105]
   2. Indirect Fire Range         3375 m            [420]
   3. Length (full weapon)          61 cm            [73]
   4. Bulk                           4
   5. Recoil Reduction         Gyroscopic Compensator   [none]
   6. Empty Mass                   6.1 kg               [5.6]
   7. Loaded Mass                  n/a (belt-fed)
   8. Muzzle Energy               1350                  [675]
   9. Recoil
         Single Shot                 1        (SEE NOTE)
         Burst of 5                  2
  10. Price                        895 Cr               [545]
  11. Field Mount
         mass                        2 kg
         cost                      120 Cr

NOTE - this is usually mounted on a vehicle, and as such, has neglible
recoil in that mode. These recoil numbers are for when fired from the field
mount. If anyone is curious, removing the gyroscope reduces the weight by
0.5 kg, lowers cost by Cr300, and raises recoil numbers to 2/5.

I made the assumption that the receiver length mod for RAM was the same as
LV, since the muzzle velocity of the two was the same(and RAM wasn't on the
chart!).

EAV 4cm RAM (TL-10)
   HE    Damage - Contact 4, Burst Radius 15m (primary), Pen Nil, Cost Cr 48
  HEAP   Damage - Contact 3, Burst Radius 15m (primary), Pen 41C, Cost Cr 72
Each grenade weighs 0.48 kg.

Low Velocity 4cm grenades (for those without FF&S)
   HE    Damage - Contact 3, Burst Radius 15m (primary), Pen Nil, Cost Cr 2.4
  HEAP   Damage - Contact 2, Burst Radius 5m (primary), Pen 33C, Cost Cr 3.6
Each grenade weighs 0.24 kg


*** ERRATA NOTE ***
The grenade info on the back cover of the little pamphlet included in FF&S
shows 4cm RAM shoot-through grenades as weighing 0.24 kg.  I believe this
to be incorrect, and that the 0.24kg weight is for Low Velocity Propelled
Grenades, not RAM.  If someone can prove me wrong or show me where RAM
shoot-throughs get their weight divided by 2, please show me!!  This would
also throw off the cost, which would jump to the same costs as my grenades
above. Also, the HEAP-9 round should have a Pen = 41C, not 33C.
*******************


Again, if this is old stuff, I apologize, and promise to catch up on my
reading REAL SOON NOW!

Have a great one!

John


******************************************************************************
* John Phelps         *** Primary Address *** jphelps@spock.austin.apple.com *
* OIC, Gundi's Gang   *** Second  Address ***        gundichow@aol.com       *
******************************************************************************
* "Apple signs my paycheck, but they don't endorse my statements"            *
*  Remember, if in doubt, empty the magazine and run like hell...            *
****************************************************************************
**

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

Bundle: 549
Archive-Message-Number: 6869
Date: Wed, 23 Feb 94 10:06:28 GMT
From: shane@nuclear-medicine.ucl.ac.uk (Shane Thomas)
Subject: Re: FF&S confusion

Derek Wildstar <wildstar@quark.qrc.com> writes:

>................................  Combining bullpup and bolt-action doesn't
>make much sense, because this would move the handle of the bolt back to a
>location that would make it very incomvenient to operate the action.

You just extend the handle forward to a more convenient location.  I've used
on a number of occasions a bolt-action bullpup ( converted from an old .303
Mk IV Enfield for anyone who's interested ) which is a lovely gun to fire.

Shane

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Shane N Thomas                      Internet:  s.thomas@nucmed.ucl.ac.uk

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

Bundle: 549
Archive-Message-Number: 6870
Date: Wed, 23 Feb 1994 10:36:56 -0500
From: d_kennard@unhn.unh.edu (Dave Kennard)
Subject: small starship

A ship's boat, with FTL capability. MCr 23.2151

30 ton (420 m^3) streamlined cylinder(empty weight: 225.746t)

hull plating: 4.455 m^366.825tMCr 0.0988
(1.5 cm bonded super-dense, giving AV 42)
internal structure: 0.424 m^36.364tMCr 0.0188

TL13 fusion power plant26.0 m^378tMCr 5.2
(78 MW capacity)
(approximately 5 MW excess)

CG lifters 9 m^36tMCr 0.93 MW
4G Heplar Maneuver 6 m^36tMCr 0.0660 MW
(consumes 1.875 m^3 fuel per gturn, and uses 15 MW/g)

Jump/212.6 m^337.8tMCr 3.78
(consumes 31.5 m^3 fuel per parsec)

fuel tankage171 m^3(11.97t)
(4 parsecs plus 24 gturns, or equivalent combination)
(no scoops or purification)

extended life support 3.36 m^33.36tMCr 0.21.084 MW
3 small staterooms84 m^36tMCr 0.12.0015 MW
airlock 3 m^3.2tMCr 0.005.001 MW
artificial grav (3G) 4.2 m^38.4tMCr 0.212.1 MW
cargo (small hatch)15 m^3MCr 0.012

3x workstations21 m^3.6tMCr 0.006
holo-link controls 0.42 m^3.42tMCr 0.06.03 MW
2x TL14 st computers16 m^33.2tMCr 101 MW
TL10+ avionics 0.001 m^3.001tMCr 0.025.1 MW
TL14 NOE avionics 0.05 m^3.02tMCr 0.016.02 MW
TL14 nav aids 0.001 m^3.001tMCr 0.0025.01 MW
30,000 km radio 0.01 m^3.02tMCr 0.031 MW
3,000 km maser 0.06 m^3.12tMCr 0.056.3 MW
30,000 km passive EMS 0.215 m^3.415tMCr 0.4.02 MW
3,000 km active EMS 1 m^32tMCr 25 MW

turret socket42 m^3MCr 0.005
(if nothing is installed, this space is usually used for cargo)

notes:

This is basically a TL14 craft, but I used a TL13 power plant for
maintenance reasons, since it was just as good for the purpose. The TL15
equivalent power plant is 13 m^3, 26t, and MCr2.6 so is definitely
worthwhile, unless used where maintenance of TL15 will be a problem.

The TL15 version of this craft costs approximately the same, but the
power plant, the computers and other electronics are smaller, so it has
an additional 15 m^3 or so of space available for cargo or other use
(fuel purification machinery for example). Also, at TL15 the control
points are sufficient that an electronics crewman is unnecessary.

This design is intended to be launch-bay interchangeable with the
standard ship's boat. (The standard ship's boat is considerably heavier,
due primarily to its TL12 power plant.)

It's fairly common to run this with two crew. It's also fairly common
for double occupancy staterooms, so up to six (including crew) can travel.

Higher jump capability actually works out to about the same overall
space, due to increased fuel efficency. for a jump/4 version the jump
drive becomes 21 m^3. Reducing the fuel capacity to 150 m^3 still allows
four parsecs of jump plus 24 gturns, plus we've gained 12.6 m^3 of space.

Summary of TL15 version: jump/4, fuel scoops & purification, slight
increase in cargo space, increased flexibility in crewing.


Enjoy,

Dave Kennard
dave@unh.edu

p.s. I'm open to suggestions for good names for this "class" of vessel.

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

Bundle: 549
Archive-Message-Number: 6871
Date: Wed, 23 Feb 1994 12:17:04 -0500
From: mju@ftp.com (Mark Urbin)
Subject: another FF&S question...


  Thanks for the answers to my first questions.  I should RTFM more and put
my math degree to actuall use.

  Next on the agenda, size of internal magazines.  I found how to determine
the size of grip magazines, box magazines and how many rounds a revolver
cylinder can hold.  What I haven't found is the max size for a rifle's
internal magazine.  Could someone please point me in the right direction?

- ----------------------------------------------------------------------------
  \      oo    Mark Urbin  mju@ftp.com
   \____|\mm   "Vouf, Vouf!"These opinions are mine, no one
   // //\ \_\  "Good Dog!"will claim them...
  /K-9/  \/_/  "Put down the Gauss pistols!"
 /___/_____\   eclipse@world.std.com
 -----------   Where am I going and what am I doing in this handbasket?
- ----------------------------------------------------------------------------

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

Bundle: 549
Archive-Message-Number: 6872
Date: Wed, 23 Feb 1994 19:25:48 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: What magazines contain Traveller material?



The following magazines are known to have published Traveller-related articles
at one time or another:

                                                              issues
                       current                                contaning  I
Name of publication    status       publ. coverage            trav       have:
- ------------------------------------------------------------------------------
-
JTAS                   defunct      GDW   almost exclusive   #1 - 24     all
(Journal of the Travellers' Aid Society)
High Passage           defunct      fasa  exclusive          #1 - 5      all
Far Traveller          defunct      fasa  exclusive          #1 - 2      all
Challenge              active       GDW   non-exclusive      #26 - 71    all
Travellers' Digest     defunct      DGP   almost exclusive   #1 - 21     all
MegaTraveller Journal  defunct      DGP   exclusive          #1 - 4      all
Adventure Gaming       ?            ?     ?                   ?
Ares                   defunct      TSR   occasional          ?
Different Worlds       ?            ?     occasional          ?
Dragon                 active       TSR   occasional         to #120     #30+
Dungeoneer             ?            ?     ocassional          ?
Far and Away           ?            ?     ocassional          ?
Gryphon                ?            ?     ocassional         #1 - 3?     #1-3
Pegasus                ?                  ocassional         #1 - 9?     #9
The Space Gamer        ?            ?     ocassional          ?
Voyages                defunct  Starlance non-exlusive       #1-14 +?    #7-14
White Dwarf            ?            ?     occasional         to #99
White Wolf             ?            ?     ?                   ?
- ------------------------------------------------------------------------------
-

Do you know of any others?

I need help in completing this table!

For those publications listed as "occasional", I need to know
which specific issues contained traveller material (I already
know the answer for Dragon magazine).

And if you haven't already guessed, I'm after those issues which
I do not already have.  Perhaps we can work out some kind of
trade?  I have an extensive Traveller collection of about 450
published items to draw from.

            Any help you could provide would be appreciated.

            Roger Sanger

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

Bundle: 549
Archive-Message-Number: 6873
Date: Wed, 23 Feb 1994 19:30:09 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Traveller Fanzines



I'm trying to track down the names of all the fanzines ever published for
Traveller.  So far, the list includes the following:

    Fanzine name:                             Status:     Issues:     I have:
    ------------------------------------------------------------------------
    AAB Proeedings (HIWG)                     active      #1 - 23     all
    Adjutant, The                             ?           ?
    Alien Realms                              active      #1 - 7      all
    Alien Star                                defunct     #1 - 8?     6 - 8
    Backspacer  ?                             ?           ?
    Between Worlds                            defunct     #1 - 6?     1 - 6
    Cerebretron (Traveller 2300)              ?           ?
    Continuum                                 ?           #1 - 3?
    Coreward                                  defunct     #1 - 2      all
    Dark Star                                 ?           #1 - ?      1
    Fanzine Reader, The                       ?           ?
    Imperial News Service                     defunct     #1 - 2      all
    Imperium Staple                           defunct     #1 - 12?    1 - 12
    Jumpspace                                 ?           #1 - 6?     1 - 6
    Jumpspacer ?                              ?           ?
    Melbourne Times                           active      ?
    North Coast Role Playing                  ?           ?
    PARASEC                                   defunct     #1 - 2      all
    Queskania                                 ?           #1 - 6?     2 - 6
    Rimshots  (HIWG)                          ?           ?
    Security Leak Magazine                    defunct     #1 - 3?     1 - 3
    Security Leak Newsletter                  defunct     #1 - 5?     1 - 5
    Signal-GK                                 active      #1 - 7+     1
    Sanctuary                                 ?           ?
    Spinward Times                            ?           ?
    Starburst (HIWG)                          active      #1 - 23+    1-5, 12
                                                                      16-18, 20
                                                                      21, 23
    Starships, Starports and Vehicles         on haitus   #1 - 16     all
    Third Imperium                            ?           #1 - 11?    1 - 11
    Tiffany Star newsletter                   ?           #0 - 29?    0 - 9
    Terra Traveller Times (chg'd from Tidewater)          #1 - 39?    21, 23
                                                                      27-37, 39
    Tidewater Traveller Times (ch'd to Terra) name change ?
    The Traveller's Aide                      ?           #1 - 44?
    Traveller Chronicle                       active      #1 - 3      all
    T-Tech                                    ?           ?
    Variant                                   ?           ?
    Working Passage                           defunct     #0 - 11     5 - 11
    ------------------------------------------------------------------------

Do you know of any others not listed above?

I need help on filling in the above chart!

I'm also looking for information on the current status, publishers,
number of issues published, issue # of the last issue published, date
of publication, # of pages, etc.  Ordering addresses for active
fanzines would be a blessing.

And If you actually HAVE any of the above that I don't have, I'd like
to talk to you -- perhaps we can work out some sort of trade, for
originals (or photocopies of out-of-print issues).  My Traveller
collection is extensive, containing about 450 printed products, mags,
and fanzines.

                      Looking high and low,

                      Roger Sanger


P.S.:  I will gladly post the charts again when they are more complete.

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

Bundle: 549
Archive-Message-Number: 6874
Date: Thu, 24 Feb 94 09:38:33 CST
From: Peter H. Brenton <pete@biochem.uchicago.edu>
Subject: Psi-jumps

After reading the article from b.borich I remembered a series of novels
by Anne McCafferty (which have nothing to do with Dragons) about psionic
interstellar transport.  One novel was called "The Rowan" and all
of them were quite good.

The psionic travel was accomplished by a stationary psion who used some
kind of energy turbine (mechanical!) to give her or him enough energy
to "hurl" vessels between stars.

I seem to recall that it was necessary for there to be a psion at the other
end of the journey to "catch" the vessel.  My subconcious may be making this
up, however, since I think it may be a good idea.  Of course if there is no
psion at the other end then the vessel has no way of returning!

I envision a small interstellar culture (ie pocket empire) who haven't
developed a "real" interstallar drive (due to lack of need), but occupy
several planets.  Should make a fun culture.  One way of introducing
such a culture would be for RCES scavengers to find a "driveless" ship
crashed on an abandoned planet-how did such a ship get there if it had
no jump drives?  Characters are sent to recover useful parts and investigate.

Other details from the book(s)
Psions powerful enough to throw ships were very very rare (say 20 in a
society of 10 billion).
Less powerful psions were employed as assistants to the more powerful ones
or as other kinds of specialists (including planetary teleportation)
Psionic interstellar travel took _time_ (weeks between planets)
Psions had an "allergy" to travelling that made such an event very traumatic
more so for more powerful psions (read the book if you want to know
why)


Someday I'm going to have my own campaign and will stop giving away all
my best ideas...

Pete

Peter Brenton   (312) 702-0030
Biochemistry & Molecular Biologypete@biochem.uchicago.edu
The University of Chicago

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

Bundle: 549
Archive-Message-Number: 6875
From: Glenn Myers <gem188@swanson.com>
Subject: Technic search
Date: Thu, 24 Feb 94 13:50:31 EST



Hi All,

I was just wondering....

Does anyone know if Poul Andersons Technic series is still in print?
I remember reading an old library copy as a teenager, but I've never
seen it in stores.

I know that Trader to the Stars is not in print in the United States.
(I checked). For a long time I've looked in used book stores, but
no luck yet.


TTFN

Glenn

(Trying to recapture my youth)

- ----------------------------------
| Glenn E. Myers                 |
| gmyers@swanson.com             |
| QA software engineer           |
| Swanson Analysis Systems, Inc. |
| (412) 746-3304 x188            |
- ----------------------------------


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

Bundle: 549
Archive-Message-Number: 6876
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Alternate Campaign Newsletter
Date: Thu, 24 Feb 1994 13:02:15 -0600 (CST)

Earth Colonies Development League (ECDL)

Contact: David Johnson, PO Box 891403, Houston TX 77289-1403 USA.
ECDL membership costs US$6.50 (US$13 overseas) for four issues of
*Melbourne Times* (single issue US$2, US$4 overseas).  Send SASE
for subscription and submission information (overseas include
three International Reply Coupons).

*Melbourne Times* is the newsletter of the ECDL, which provides
background material for a completely new, non-Imperium Traveller
setting with a 3D campaign area based upon system hex locations
from the 2300AD Near Star Map.  Features news service, world briefs,
character sketches, sophont descriptions, corporate portfolios,
political analysis, cultural events and more.

Specific questions can be directed to me at:

<johnsodj@ucsu.colorado.edu>

or

<djohnson@mms403.jsc.nasa.gov>

Long live Iphegenia!

David Johnson

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

Bundle: 549
Archive-Message-Number: 6877
Date: Thu, 24 Feb 1994 12:52:47 -0800
From: Muir Macpherson <muirmac@ocf.Berkeley.EDU>
Subject: G-tanks

Thanks for the overwhelming response to my question on G-tanks.
So many people made reference to "The Forever War" that I went out
and bought it.  The valve-in-hip level of g-compensation seems a
little extreme for Traveller.  My hope was to find something that would
allow for some G-compensation at the tech level 9-11 range that wouldnot
too radically change the nature of space travel.  Having people
immersed in oxygenated flurocarbos doesn't seem too bad, but fitting
everyone with a valve does.
FF&S also makes reference to worksation G-tanks.  How much mobility
would someone in a G-tank have?  The Forever War indicates that even
in the lower-tech "clamshell" model they were essentially immobile, though
concious.  What would a workstation be like under these circumstances?
The U.S. Army Apache helicopter has a special helmet for the gunner
that uses small lasers or some such to sense the direction the gunner
is looking and automatically aims the guns in that direction.  Combined
with some armrest controls and a VR or HUD type environment, would
this be sufficient for performing normal ship functions while still
getting around the mobility problems in G-tanks?
Also, what about waldo-controlled robots for damage control
and the like.
What pressure do you need to compensate for each G and at
what pressure would you have to start worrying about gasses dissolving
in your blood and other pressure related problems.  How long would
it take to depressurize enought that you could safely leave the tank?
Basically, I'm trying to get an idea of what these things might
be like in play.
Thanks in advance. :)

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

Bundle: 549
Archive-Message-Number: 6878
Subject: 69:4/6857 Gravity and Gas
From: jeff.zeitlin@execnet.com (Jeff Zeitlin)
Date: Thu, 24 Feb 94 22:43:00 -0500

Subject: 69:4/6857 Gravity and Gas Giants

Roger Sanger writes...

T::>One comment about your ideas concerning gaming on the surface of
 ::>a gas giant:

T::>The gravity on the surface of a gas giant would be sufficient to
 ::>literal crush a human, or even a starship.  They are typically
 ::>MANY thousands of times greater mass than the earth.

 Not necessarily.  The "archetypical" gas giant is in our own solar
 system, named Jupiter, and has an (estimated) surface G of 2.65.
 Larger gas giants would have higher surface Gs, but remember that
 gas giants are much less dense than your typical terrestrial
 planet, and surface G increases as the radius does; mass increases
 as the cube of the radius, assuming constant density.  Atmospheric
 pressure seems to be a different issue; we are talking about
 hundreds if not thousands of standard atmospheres.

T::>Theorhetically, you could build something that could withstand
 ::>that kind of environment, but humans wouldn't be able to go,
 ::>because the maximum G-level that can be nullified is 6 g's.

 ... which, see above, is well above what a Jupiter-type planet
 will offer.  Saturn, if I recall, has a surface G of 1.17, and
 Uranus and Neptune are slightly lower than Saturn.  Again, we're
 looking at a pressure problem rather than a gravity problem.

T::>The main problem with pulling too many G's on the human body is
 ::>when the pull of gravity is greater than the heart's ability to
 ::>pump the blood against it to the brain.  This results in not
 ::>enough blood reaching the brain, and results in the subject
 ::>blacking out.

 Which can certainly be a problem even in 2.64g, as the body is
 acclimated to 1g.  A person on Jupiter _could_ work, but only for
 short periods, and would have to spend a lot of time lying down,
 and get up or lie down _slowly_, to avoid fainting.

T::>In extreme gravity situations, providing oxygen would be a moot
 ::>issue, because the various mechanisms of cellular metabolism
 ::>would be hampered too greatly by the force of gravity to function
 ::>properly.  Just as you wouldn't be able to move due to your own
 ::>incredible weight, neither would your mitochondria.

 Again, see above.  In 2,64g, this is probably not going to be too
 much of a problem, though extended exposure is clearly not
 recommended.

 The stuff on free radicals and fluorocarbons was interesting; I do
 want to note that I have seen (on TV, for what it's worth)
 information that seems to indicate that they have had small
 mammals survive quite nicely for "long" periods breathing
 fluorocarbons.  For game purposes, I wouldn't rule it out totally.
 It's plausible enough.
==========================================================================
Jeff Zeitlin                                      jeff.zeitlin@execnet.com
- ---
 ~ QMPro 1.52 ~ Spindle & Mutilate. See if I care.



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

Bundle: 549
Archive-Message-Number: 6879
From: James Dening <james@camscan.co.uk>
Date: Fri, 25 Feb 94 11:21:04 GMT
Subject: Various


Re: Magazine FAO Roger Sanger,

White Dwarf is still around, but is now exclusively devoted
to Games Workshop material, namely Warhammer in all its guises.
You'd have to go back at least 3-4 years to find any non-GW stuff.
(Come to think of it, who does publish Traveller in the UK? Answers
on a e-postcard please...)

There is (or was) an new(ish) independant magazine in the UK
called GM. It was of excellent quality, covering all aspects
of roleplaying, with articles on many systems, including Traveller.
I've got #2-30 at home. I'll have a look.....


James.

"Stay Alert!
 Trust No-one!
 Keep your laser handy!.....oops, sorry, wrong system...

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

Bundle: 549
Archive-Message-Number: 6880
Date: Fri, 25 Feb 1994 20:27:34 -0500 (CDT)
From: Orpheus23 <orpheus@knuth.mtsu.edu>
Subject: "Classic" Traveller Books Auction/Sale


I have a whole slew of Classic Traveller books I'm ready to sell
to the highest bidder . . . I was going to post my list of available
books directly to the list, but I figured I might as well save those of
you who aren't interested the hassle of reading through it.  So, if
you're in the market for some used Traveller A5's, send email to me at
<orpheus@knuth.mtsu.edu> and I'll send you a list of what's available.

Jeremy Dickens
orpheus@knuth.mtsu.edu

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

Bundle: 549
Archive-Message-Number: 6881
Date: Fri, 25 Feb 1994 22:19:29 -0500 (EST)
From: WADDELL@delphi.com
Subject: Gaming on the Surface of a Gas Giant...

It may be possible to design a number of scenarios around gaming on a
gas giant.  An issue of Analog last year did the science fact article
about constructing habitats suspended above the Jovian surface.  It
described some of the engineering and materials needed as well.

You could use a gas giant as an ultra high population world under such
a circumstance.  Granted your players would be a might spooked when they
saw the population code in the UPP.  (You could set it to virtually any
letter above 'A' in the alphabet)

I'll see if I can find which issue and post it in a couple of weeks when
I return.

Later,

Allen Waddell

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

Bundle: 549
Archive-Message-Number: 6882
Date: Fri, 25 Feb 94 14:04 EST
From: Thomas Potter <TPotter_+a_DYNAMAC-_+lThomas_Potter+r%Dynamac@mcimail.com>
Subject: RE: Psions &  Psi-jumps




Text item: Text_1

         From: Peter H. Brenton <pete@biochem.uchicago.edu>

     > I remembered a series of novels by Anne McCafferty (which have
     >nothing to do with Dragons) about psionic interstellar transport.
     >One novel was called "The Rowan" and all of them were quite good.

     >The psionic travel was accomplished by a stationary psion who used
     >some kind of energy turbine (mechanical!) to give her or him enough
     >energy to "hurl" vessels between stars.

     The term "hurl" is a close description, what the psion does is use
     both telekinesis AND teleportation to throw the "cargo" toward their
     destination.  Most of the time it is only half way.  They get an
     energy boost by mentally tapping the 'field' of the 'generators' (the
     electromagnetic field energy is uniquely compatible with human
     bio-elctrical energy, thereby convertible by the psion into psionic
     energy)

     >I seem to recall that it was necessary for there to be a psion at the
     >other end of the journey to "catch" the vessel.

       the "hurled" ships and cargo pods being pushed as far as the first
     psion could push it, was then pulled by the catcher insystem.

     >  Of course if there is no psion at the other end then the vessel has
     > no way of returning!

     > One way of introducing such a culture would be for RCES scavengers
     > to find a "driveless" ship crashed on an abandoned planet.

       One minor point, the manned ships had some form of _insystem_ drive.
     those ships 'hurled' past the range of nearest Psion had to use the
     insystem drive to get back in range in order to be 'picked up' and
     returned to base.

     one other point is, in that world all children are tested to see what
     "talents" they posses and at what level. the combined results are given
     a number. This becomes their 'T rating'.  The hurlers are T1's.  They
     posses at least 3 talents (telepathy,telekinesis, and teleportation)
     and a very high mental strength (even in traveller that combination is
     very very rare), and they go down from there to those with the barest
     "trainable" talents receiving a "T10" rating.

     My players have enjoyed their encounter with a culture like this (but
     that was MT date 185-1116).  They have yet to reestablish contact
     (Current MT/T:TNE date 010-1201)

     Thomas Potter     (tpotter%dynamac@mcimail.com)


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

Bundle: 549
Archive-Message-Number: 6883
From: john.bogan@asb.com
Date: Sat, 26 Feb 94 02:10:50
Subject: CLASS B PORTS


Here's another NEW ERA point that's come to mind:

Exactly what distinguishes a class B starport from a class A?

Previously, the answer was obvious-- class A's could build jumpships
while class B's could only build non-jump ships.

What complicates things is the fuel limitations of HEPlaR ships.
Previously, with thruster plates or some unspecified "maneuver drive",
in-system travel times were in most cases short enough that most
in-system travel could be done with non-jump ships.  Sure, you needed
microjumps to get to the outer system quickly, but even there, if
time wasn't critical, multi-week journeys were only for the longest
of trips.

That's not the case now (and this "now" includes all 10,000 years of
star travel in Imperial space).  Under BL/FF&S, normal-space in-system
travel times are much, much longer.  The most timely way to get
around systems in almost every case will be to use microjumps.
It's not even feasable to send low-priority cargos by mass-driver
sling, because they're too vulnerable to theft:  A jump-capable ship
jumps in near the cargos' trajectory somewhere deep in interplanetary
space.  Match vectors, take it aboard, and jump away!  The odds of
any ship being close enough to intercept in time is vanishingly
small, even provided the sling-route is patrolled at all.

So, what has been traditionally thought of as "in-system" ships
will actually be capable of microjumps (using a jump number of "0"
for building its drive). Ships that are not jump-capable will
at a practical level be limited to planetary interface roles and
subordinate craft to a mother(jump)ship.  Under the traditional way
of viewing starports, this means the bulk of ALL insystem craft
have to be made at class A starports.

This _REALLY_ doesn't sit well with me.

Here's a modified starport classification that seems reasonable to me:

A:  Capable of building starships with 1+parsec-jump drives.

B:  Capable of building ships with microjump-only drives.  There
    is some (unspecified) engineering hurdle that class A ports are
    equipped to deal with but class B's are not.  THIS HURDLE IS
    _INDEPENDENT_ OF TECH LEVEL.  Note that this works well with
    class B ports' ability to do the annual maintainence on starships.

C:  Given the greatly reduced utility of normal-space-only ships,
    I think class C's of sufficient tech level should be able to
    build non-jump ships.  This also works well with class Cs'
    ability to do the annual maintainence on "non-starships".

Like I said, it seems reasonable to me.  Your milage may vary.
Opinions?

John H Bogan

now appearing at john.bogan@asb.com
get your tickets today!

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

Bundle: 549
Archive-Message-Number: 6884
From: gdw.support@genie.geis.com
Date: Sat, 26 Feb 94 17:35:00 BST
Subject:

 The GEnie connection to Internet has been freaky lately, so if
 there is anything in the last two weeks that people really want
 my (or GDW's) opinions on, let me know. Otherwise, I'm going to
 start from scratch and not try to respond any of the backlog.

 As for current stuff:

 Roger Sanger: (rodge@cyberspace.com)

 Regarding The Reconstruction Coalition and Hitler, be so kind
 as to wait until you see Path of Tears before making any
 comparisons.

 > I called GDW about their back stocks, and they reported that
 > they don't have any CT stuff left.

 You misunderstood what you were told. We don't have any in
 regular stock, because we don't have enough to offer through
 normal distribution channels (distributors are not interested in
 carrying things they cannot get in large quantities). However, we
 do make some items available via mail order, but quantities vary
 almost daily, and we cannot guarantee the availability of any
 item listed below. List follows (an asterisk preceding the title
 means we have less than 100):

 #0202     The Traveller Adventure                      $10.00
 #0252     Tarsus                                        $8.00
 #0253     * Beltstrike                                  $8.00
 #0254     Aslan                                         $7.00
 #0264     * Darrians                                    $7.00
 #0304     * Mercenary                                   $5.98
 #0305     Animal Encounters                             $3.98
 #0311     Research Station Gamma                        $4.98
 #0312     Shadows/Annic Nova                            $4.98
 #0321     Argon Gambit/Death Station                    $4.00
 #0322     * Book 0: Introduction To Traveller           $4.98
 #0326     * Broadsword                                  $4.00
 #0327     * Chamax Plague/Horde                         $4.98
 #0328     Best of the Journal Vol 2                     $6.00
 #0335     Best of the Journal Vol 3                     $6.00
 #0342     Best of the Journal Vol 4                     $6.00
 #0331     Divine Right/Night of Conquest                $4.00
 #0338     Safari Ship                                   $4.00
 #0339     Murder on Arcturus Station                    $4.00
 #JTAS6    Journal of the Traveller's Aid Society #6     $2.50
 #JTAS15   * Journal of the Traveller's Aid Society #15  $2.50
 #JTAS16   Journal of the Traveller's Aid Society #16    $2.50
 #JTAS17   Journal of the Traveller's Aid Society #17    $2.50
 #JTAS19   * Journal of the Traveller's Aid Society #19  $2.50
 #JTAS24   * Journal of the Traveller's Aid Society #24  $2.50

 All prices in US Dollars. Payment can be by international money
 order, a check in US funds drawn on a bank with a US branch, or
 via Visa or Mastercard.

 Shipping and Handling, US and Canadian Customers (Including APO
 & FPO): Add 10% for shipping and handling, minimum $1.00, maximum
 $4.00).

 Shipping and Handling, Other Nationalities: Send us a list of
 your requirements and whether you prefer air or surface mail. We
 will get back to you with an exact price and place the products
 you order on reserve.

 Also, the production schedule as listed in AAB Proceedings #22
 is over 6 months old, and things have changed considerably (some
 items have been combined, some have changed names, and some been
 replaced).

 Here is the most recent listing (Traveller products
 only...magazines and other game lines not included) Month shown
 is when they will be shipped to distributors:

 #309  Path of Tears              $18  Star Viking Sourcebook    Early March
 The above is currently (24 Feb) at the printers
 #305 Smash & Grab                $14  Adventures                 Late March
 #310 RC Equipment Guide          $20  Vehicles, Guns, Et al.     Late April
 The above are currently (24 Feb) in the final stages of design or
 production.
 #?   Star Vikings: Personalities $13  Pre-Generated NPCs                May
 #308 Battle Rider                $30  Renamed from BL Express          June
 #311 World Tamer's Guide         $14  Terraforming worlds              July
 #312 Vampire Fleets              $16  The name says it               August
 #313 Striker II                  $36  CD mechanics                September
 #314 The Long Ships              $18  Clipper Sourcebook            October
 #?   Aliens of the Rim           $TBA Hivers, Schalli, et al.      November
 #?   Free Trader                 $TBA How to be a Tech 10 Han Solo December

 John Phelps (aka Gundi, aka Gundichow):
 The grenade stuff is corrected in the second printing of the
 FF&S Upgrade booklet (the little booklet that comes with FF&S).
 Send me your land address and I'll send you one.

Mark Urbin:
Wildstar seems to have dealt with your FF&S question correctly.
Derek Wildstar (wildstar@quark.qrc.com)

> the rules say "two configuration descriptions", making any
> weapon with more than two applicable configuration
> descriptions un-official).

This is not Frank's intention. Any number of configuration
descriptions can apply to the same weapon (you multiply them all
together for a final Cm value). Clearly, there are some
combinations which are mutually exclusive, such as two-handed and
one handed. There are others that are not likely, but we leave
that up to the individual to determine. BTW, I believe both bolt
action and bullpup shotguns have been created, although they are
not very common. There is even a lever action shotgun, as
observant viewers of the film _Terminator 2_ will be aware. I am
unaware of a bolt action bullpup weapon, but I see no reason why
one could not be made.
           A GENERAL ANNOUNCEMENT
If anyone wants any designs posted here to be considered
for inclusion in the RCEG, you must specifically inform me so by
Email. Anything that's gonna go in has to be in my hands (or the
electronic equivalent thereof) by 1 March (preferably before).

           Loren Wiseman

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

Bundle: 549
Archive-Message-Number: 6885
From: rancke@diku.dk
Subject: Rogues in space
Date: Mon, 28 Feb 1994 01:21:35 +0100 (MET)

I was idly browsing through some old gaming magazines the other day, when I
noticed an advertisement in an old _Space Gamer_ for a Gamelords module
called _Letter of Marque_, the first of a series of modules about pirates
in Reavers' Deep. I've never heard of this module before, though the advert
seems to indicate that _Letter..._ was already available. The issue was
_Space Gamer_ #70 from July/August 1984.

Does anyone know if _Letter of Marque_ was ever published? Was any other
module in the series? Does anyone have copies?



      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8

------------------------------
The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 550  6886 27-Feb-1994 john991@tampa.r  << Gas Giants and Starports
 550  6887 27-Feb-1994 "Alexander W. H  What better? << Has a new subscriber to
 550  6888 27-Feb-1994 Steven Gott      Ancient Sites and the Virus << Anyone c
 550  6889 28-Feb-1994 DTESTERM@charli  RE: TML nightly: Msgs 6885-6885 V69#9 <
 550  6890 28-Feb-1994 psualum@aol.com  T:TNE Questions <<   I have only just b
 550  6891 01-Mar-1994 "Upton, Django"  Re Traveller Fanzines << Hi there,
 550  6892 28-Feb-1994 David Johnson    Who's Avery? << Maybe I'm behind the ti
 550  6893 01-Mar-1994 Edward Swatsche  T:TNE Questions (Advanced steller) << P
 550  6894 01-Mar-1994 Wilcox David T   Psionic Drive <<  After reading the GUR
 550  6895 01-Mar-1994 Isaac Ojeda      NYC traveller groups << Are there anyon
 550  6896 01-Mar-1994 john.bogan@asb.  STARPORTS AGAIN << john991@tampa.relay.
 550  6897 02-Mar-1994 Leonard Erickso  archives access << Is there any way to
 550  6898 02-Mar-1994 Jerry Sanders    Future issues of TTC... << Just thought
 550  6899 02-Mar-1994 Gino Lucrezi     Classic Traveller Products list! << I h
 550  6900 02-Mar-1994 Roger Sanger     Letter of Marque and Caledron Subsector
 550  6901 02-Mar-1994 john.bogan@asb.  ANCIENTS AND VIRUS << We had some discu
 550  6902 03-Mar-1994 langsl@cbr.hhcs  Traveller 90210 <<                   I
 550  6903 03-Mar-1994 psualum@aol.com  equipment & errata << Not long ago some
 550  6904 03-Mar-1994 Grant Sinclair   starport B shipping << john.bogan@asb.c
 550  6905 03-Mar-1994 Joni M Virolain  tello << Somebody asked about cash base
 550  6906 03-Mar-1994 Joni M Virolain  hello << Have you ever thought what hap
 550  6907 03-Mar-1994 S_DMOODY@pstcc.  Microjumps and M Drives << john991@tamp
 550  6908 03-Mar-1994 Mark Urbin       Challenge 72 <<   Has anybody seen it?

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

Bundle: 550
Archive-Message-Number: 6886
From: john991@tampa.relay.ucm.org
Date: Sun, 27 Feb 1994 16:50:10 CST

Gas Giants and Starports
I seem to remember that part of the Azhanti High Lightning supplement was an
adventure set in the atmosphere of a gas giant.  A High Lightning class ship
was ambushed while refueling and was now disabled and floating at the point
in the atmosphere where it was boyant.  The adventure part was to get down to
a deck where a special cargo was stored and then make it back up to the
gooseneck for retrieval. The enemy was these blob like creatures that had
entered through breaches in the hull. It was a simple intro to the system.

As for the questions about starports. As far as I understand the
classification system is still the same as with CT/MT.  In the Unity of
Suffren module in with the referees screen, they make an exception of
Suffren's Class A port. Stating that it has repair capability only.

As far as a short jump to make insystem travel quicker, GDW changed the
M-drive mechanics in order to make the game more realistic. I agree with that
viewpoint.  But then using 2300 style stutter warp drives would solve that
problem.

Just my 2c.

John Bucsek           John991@tampa.relay.ucm.org


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

Bundle: 550
Archive-Message-Number: 6887
Date: Sun, 27 Feb 1994 22:37:34 -0500 (EST)
From: "Alexander W. Holt" <awh2@crux4.cit.cornell.edu>
Subject: What better?

Has a new subscriber to TML, I have the following initial questions:

1) Which one of the Traveller rules sets is the best in term of playability?
2) Do people enjoy playing in space (ie from world to world) vs.  on a
single world?

Please e-mail me at awh2@cornell.edu.  I am just trying to a get a feel
for what basis of opinions people are posting.  Thanks.


Alex

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

Bundle: 550
Archive-Message-Number: 6888
Date: Sun, 27 Feb 1994 22:18:06 -0800 (PST)
From: Steven Gott <sgott@u.washington.edu>
Subject: Ancient Sites and the Virus


Anyone care to speculate on how the Virus would interact with Artifacts
from the Ancients?

Was the Ancient site at Shelagyote (1620 Diaspora) ever formally described?

Has anyone else noticed that Ililek Kullgaan and the Hivers a.k.a. the
Imperial History Club of Manchus were BOTH at Vaward/Old Expanses on
122-1127?  This is the most suggestive evidence that the Hivers were
already laying the foundation for recovery from a second long night.
Notice that the only frontiers listed on the TNE map are in the Old
Expanses.  This is the same sector where the I. H. C. of M. was
distributing "small quantities of high quality Hiver-made goods"

Coincidence or Manipulation?

Suspicious in Seattle


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

Bundle: 550
Archive-Message-Number: 6889
Date: Mon, 28 Feb 1994 1:59:34 -0600 (CST)
From: DTESTERM@charlie.usd.edu
Subject: RE: TML nightly: Msgs 6885-6885 V69#9

Having been in contact with the individual who currently owns the rights to and
all remaining stock of the the outstanding Gamelords material, both for
Traveller and a fantasy setting that shames any on the market today, I can say
with authority (having seen the list of every item in his store of misc items)
that _Letter_of_Marque was never published. Gamelords sold out unexpectedly
with some items still in line for release... which  subsequently never were. I
assumed this is one of those ill-fated books.

Hope this helped a bit.

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

Bundle: 550
Archive-Message-Number: 6890
From: psualum@aol.com
Date: Mon, 28 Feb 94 07:59:09 EST
Subject: T:TNE Questions

  I have only just begun to read through the TNE rules
book within the last week.  Possibly some or all of
the following has been covered before but I have
noticed the following omissions/ambiguities in my book
(the Mark I, Mod 1 version):

  -- The CASH BASE VALUES table in the Starting Money
section of character generation only has five tech
levels: Pre-Industrial, Industrial, Pre-stellar, Early
Stellar, and Advanced Stellar; Average Stellar seems
to be skipped over - was this intentional?  What cash
base do characters from Average Stellar homeworlds
use?

  -- In the Effects of Damage of Space Combat crew
hits are taken as a number of "casualties."  Is a
Space Combat casualty the same as a Vehicle Combat
crew hit or does casualty in this instance mean death?


  For those interested in my opinion TNE is a much
improved Traveller and while I may not have a gaming
group to actually run the game it is a very welcome
addition to my gaming library.  Not only is the
character generation and task resolution improved but
I believe the spacecraft maintenance and combat rules
have the right amount of detail for a sci-fi rpg.
  I am somewhat disappointed that the melee weapons
are still left in the dark ages (the highest Tech
Level being 3).  Where are the high tech weapons:
collapsible batons, plastic knives (from the
MegaTraveller computer game), and even vibro knives
and laser swords a la "Space Opera".  After all even
the Millenium Falcon made it to page 81 of the
MegaTraveller Imperial Encyclopedia!

Peter B. Juzyk

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

Bundle: 550
Archive-Message-Number: 6891
From: "Upton, Django" <DUpton@VTRNNTOV.TELECOM.com.au>
Subject: Re Traveller Fanzines
Date: Tue, 01 Mar 94 10:45:00 EST


Hi there,
     The 'Backspacer' that I know of was not a fanzine as such. It was a
newsletter sent to participants in the CLUSTER series of PBM TCS games.
I have issues 1 to about 7. There were probably a few more.
     One fanzine not mentioned is Streetwise, which only ran to two issues.
I have examples of each as well as the Streetwise convention supplement.
Streetwise #1 was produced in three different versions of which I only have
one.

     -Django

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

Bundle: 550
Archive-Message-Number: 6892
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Who's Avery?
Date: Mon, 28 Feb 1994 20:24:02 -0600 (CST)

Maybe I'm behind the times, but do we ever find our who Avery is?  You
know, the boy sent back with Seldrian on the *Arrival Vengeance* by
Strephon.

David Johnson

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

Bundle: 550
Archive-Message-Number: 6893
Date: Tue, 1 Mar 94 01:27 PST
Subject: T:TNE Questions (Advanced steller)
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)

Peter B. Juzyk (psualum@aol.com) wrote:
>
>   -- The CASH BASE VALUES table in the Starting Money section of character
> generation only has five tech levels: Pre-Industrial, Industrial,
> Pre-stellar, Early Stellar, and Advanced Stellar; Average Stellar seems to
> be skipped over - was this intentional?  What cash base do characters from
> Average Stellar homeworlds use?

Replace the reference to Advanced Stellar with Average Stellar+.


- --
               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK


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

Bundle: 550
Archive-Message-Number: 6894
Date: Tue, 1 Mar 1994 11:33:56 -0600 (CST)
From: Wilcox David T <dtw754s@nic.smsu.edu>
Subject: Psionic Drive

After reading the GURPS Vehicles book, I thought of a new idea
for a psionic transfer drive. This drive would require a special
convertor/generator that would convert electrical energy into psionic
energy. The development of this convertor would require that a society
have a fairly extensive understanding of psionics.
The psionic energy created by the convertor would then need to be
controlled and processed by several psions, all of whom would have to
have the teleportation skill at an advanced level. The psions would also
need to be very familiar with each other since they would have to be able
to work as one. This requirement would more than likely mean that they
trained and developed their psionic skills together also.
I haven't worked any significant details out concerning this idea
because it would have different effects on each individual GM's campaign.

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

Bundle: 550
Archive-Message-Number: 6895
Date:         Tue, 01 Mar 94 09:59:31 EST
From: Isaac Ojeda <ISOCC@CUNYVM.CUNY.EDU>
Subject:      NYC traveller groups

Are there anyone on the list that live in NYC?
I am trying to get my compaign back alive but my old players have
gone off to college out of state.

Isaac
isocc@cunyvm.cuny.edu

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

Bundle: 550
Archive-Message-Number: 6896
From: john.bogan@asb.com
Date: Tue, 01 Mar 94 14:38:31
Subject: STARPORTS AGAIN



john991@tampa.relay.ucm.org (John Bucsek) says:

>As for the questions about starports. As far as I understand the
>classification system is still the same as with CT/MT.

>As far as a short jump to make insystem travel quicker, GDW changed
>the M-drive mechanics in order to make the game more realistic.
>I agree with that viewpoint.

I think you misunderstand my point.  I'm not griping about the change
in maneuver drive mechanics, I'm trying to square a major problem
that emerges from the change at the system strategic level.

To illustrate the point: under CT/MT, a Dragon-class SDB could
be reassigned from Earth to Neptune, and take up station within
a week.  Under BL rules, even if it burned every last gram of fuel
accelerating and decelerating, it would take the same ship about
2.5 MONTHS to make the same transit.

Merchants need to move ships to generate revenues in excess of
their expenses.  The Military needs to be able to redeploy ships
quickly.  To move things around in a timely fashion, especially
outside of orbit #4, in-system ships NEED to be able to microjump.

Under the "standard" starport classification, most merchant ships
that operate in the outer system, as well as virtually ALL
military boats and monitors will have to be made at class A starports.
Not just in the New Era, but during the Rebellion, the Frontier Wars,
the Interstallar wars, at the dawn of Vilani star travel, during ALL
of the history of Charted Space.

That means most of the sorts of ships that class B ports built now
have to be handled by A-class ports.  Like I said, that doesn't sit
well with me.  My solution was to redefine the capabilities of
starports slightly to shift the relations between ports and
in-system craft back to what it used to be:

Class A's build _starships_ (ships with a jump number if 1+)
Class B's Buils _non-starships_ (ships with a jump number of 0)
and slightly different but it seems to be a natural progression:
Class C's can build non-_jump_ ships

in all cases provided the technical base exists.

John H Bogan



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

Bundle: 550
Archive-Message-Number: 6897
Date: Wed, 02 Mar 94 01:33:23 PST
From: Leonard.Erickson@f51.n105.z1.fidonet.org (Leonard Erickson)
Subject: archives access


Is there any way to acess the archive (especially the back issues) via email
requests or some such?
- --
uucp: uunet!m2xenix!puddle!51!Leonard.Erickson
Internet: Leonard.Erickson@f51.n105.z1.fidonet.org

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

Bundle: 550
Archive-Message-Number: 6898
From: Jerry Sanders <xminusjs@indirect.com>
Subject: Future issues of TTC...
Date: Wed, 2 Mar 1994 08:57:30 -40962758 (MST)

Just thought I post a bit of excellent news for those of you who suscribe
to The Traveller Chronicle...


THINGS TO COME!
Just arrived in the mail from J. Andrew Keith:

the manuscripts for the unpublished

LETTER OF MARQUE
A PILOT"S GUIDE TO THE CALEDON SUBSECTOR

Both are huge, and will take several issues to print. They are both set
within the Reaver's Deep sector. Not sure which issue we will start
printing these in, but just thought I'd pass on the good news :)


TTC #4 & 5
Work on TTC #4 is going well, and should be at the printers next
week....look for it in your mailbox (or your local gaming store) the
first week of April. Be prepared for a new look - TTC #4 will have a full
color cover! The price will increase to $3.75 per issue (subscription
prices will remain the same).TTC #4 will contain a couple of adventures
dealing with the Vargr...I will post the table of contents shortly.

TTC #5 will introduce an excellent new minor race; the Mermani, from
the keyboard of fellow TMLer Bill White.


NEW ADDRESS
For those of you wishing to contact Kevin Knight via email, please be
aware that his internet address has changed. His new address is:

SWORD.KNIGHT@genie.geis.com

I will be leaving home due to work related activities March 8th, and will
not be back until eraly May - you can still send me email, just
don't expect a speedy reply :) Please write Kevin at the above address for
matters urgent.

Anyways - enough for now :)

Pax Imperium,
Paul Sanders
( xminusjs@indirect.com )

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

Bundle: 550
Archive-Message-Number: 6899
From: lucrezi@dsiaq1.ing.univaq.it (Gino Lucrezi)
Subject: Classic Traveller Products list!
Date: Wed, 2 Mar 1994 18:48:48 +0000 (WET)

I have tried to collect a list of (Classic) Traveller material.
I don't think it is complete, although I think the GDW part should be quite correct.
Please let me know of any inconsistencies.
Also, since this list started mainly as a collecting tool, feel free to
write me if you have any CT stuff you wish to sell. :-)

- -->Rules:
Basic Traveller (Books 1-3)
Deluxe Traveller (Books 0-3+??)
Starter edition
The Traveller Book
Book 0: Introduction to Traveller
Book 1: Characters & Combat
Book 2: Starships
Book 3: Worlds & Adventures
Book 4: Mercenary
Book 5: High Guard
Book 6: Scouts (due copie)
Book 7: Merchant Prince
Book 8: Robots

- -->Alien Modules:
1: Aslan
2: K'Kree
3: Vargr
4: Zhodani
5: Droyne
6: Solomani
7: Hivers
8: Darrians

- -->Adventures:
1: Kinunir
2: Research Station Gamma
3: Twilight's Peak
4: Leviathan
5: Trillion Credit Squadron
6: Expedition to Zhodane
7: BroadSword
8: Prison Planet (?)
9: Nomads of the Ocean World
10: Safari Ship
11: Murder on Arcturus Station
12: Secret of the Ancients
13: Signals GK
The Traveller Adventure
Alien Realms

- -->Double Adventures:
1: Shadows/Annic Nova
2: Across the Bright Face/Mission on Mithril
3: The Argon Gambit/Death Station
4: Marooned/Marooned Alone
5: Chamax Plague/Horde
6: Divine Right/Night of Conquest

- -->Supplements:
1: 1001 Characters
2: Animal Encounters
3: The Spinward Marches
4: Citizens of the Imperium
5: Azhanti Class Cruisers (?)
6: 76 Patrons
7: Traders and Gunboats
8: Library Data (A-M)
9: Fighting Ships
10: Solomani Rim
11: Library Data (N-Z)
12: Forms & Charts
13: Veterans (?)

- -->Games:
[I included all GDW SF games I know of, irrespective of Traveller Contents]
Azhanti High Ligthning
Asteroid
Belter
Bloodtree rebellion
Dark Nebula
Double Star
Fifth Frontier War
Imperium
Invasion: Earth
Mayday
Snapshot
Striker
Triplanetary

- -->Boxed Modules:
1: Tarsus
2: Beltstrike

- -->Miscellanea:
Atlas of the Imperium
Spinward Campaign



- -->Digest Group Publications:
Grand Census
Grand Survey
101 Robots


- -->Judge's Guild:
105: Dra'k'ne Station
350: Darthanon Queen
940: Wasp Winter
1232: Tancred
Marooned on Ghostring
Rogue Moon of Spinstorme
Simba Safari
Amycus Probe
Doom of the Singing Star
Tancred


- -->Gamelords:
The Undersea Environment
The Drenslaar Quest
The Mountain Environment
Ascent to Anekthor
The Desert Environment
Duneraiders

Lee's Guide to Interstellar Adventure, Vol. 1
Pilot's Guide to Drexilthar Subsector
Pilot's Guide to Caledon Subsector
Wanted: Adventurers
Wanted: Veterans
Startown Liberty
Starport Planetfall
Rogues in Space: Letter of Marque (never published)


- -->Games Workshop:
The Trojan Reach vol.I
The Trojan Reach vol.II
IISS Ship Files Vol. I

Personal Data Files
Starship Layout Sheets


- -->Fasa
Adventure Class Ships Vol. I
Starport Module I: Hotel Complex
Aslan Mercenary Cruiser
Merchant Class Ships
Freedonian Consumer Report
ISCV King Richard
ISCV Leander
ISPMV Fendris & SFV Valkyrie
ISPMV Tethys
ZISMV Vlezhadatl

Ordeal by Eshaar
Action Aboard
Uragyad'n of the Seven Pillars
Legend of the Sky Raiders
Piracy/Stardust


- -->Paranoia Press
Merchants & Merchandise
Scouts & Assassins
SORAG

Beyond
Vanguard Reaches

Ship's Papers
System Data Sheets


- -->Steve Jackson Games
Cardboard Heroes: Soldiers of Fortune

Astrogator's Chartbook
Crucis Margin
Glimmerdrift Reaches
Ley Sector
Maranatha-Alkhest
Navigator's Starcharts
Fifty Starbases
Starships & Spacecraft
Traveller Logbook


- -->Gpl (?)
Geptorem
Hydronaut
Lomodo IV
Mission to Zephor
Nithus
Nystalux
Pen-Lathol's World
Port Xanatath
Sapies
Wabor-Parn

Encounters in the Corelian Quadrant
Encounters in the Phoenix Quadrant
Encounters in the Ventura Quadrant


- -->Grenadier Models
1: Imperial Marines
2: Adventurers
3: Alien Animals
4: Alien Mercenaries


- -->Martian Metals
2001: Figures (?)
2002: Spacesuit Figures
2003: Thugs & Ruffians
2008: Robots
2021: Strike Force

- -->Magazines:
JTASM: 1-24
Best of JTASM: 1,2,3,4
Traveller's Digest: ??

- --
Gino Lucrezi @ Universita` "V. Rivera" - L'Aquila - Italy
INTERNET: lucrezi@dsiaq1.ing.univaq.it
FIDO:     2:335/602.1  2:335/601.4
Collect 1.000 of these signatures and you'll win a free trip to Cyberspace!

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

Bundle: 550
Archive-Message-Number: 6900
Date: Wed, 2 Mar 1994 18:58:46 -0800
From: rodge@cyberspace.com (Roger Sanger)
Subject: Letter of Marque and Caledron Subsector



I was overjoyed to read Paul Sanders' announcement that
Sword of the Knight Publications has aquired the manuscripts
for the never before published adventure Letter of Marque and
the cancelled Gamelords supplement Pilot's Guide to the Caledron
Subsector.

It looks like they plan to run each of them as a series of articles
in the fanzine The Traveller Chronicle.

I was wondering what everyone's opinion was on the form of presentation
they would prefer most:

Would you rather read them as a series in a magazine, or would you
rather purchase them as complete stand-alone products?


Just curious,
Roger Sanger

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

Bundle: 550
Archive-Message-Number: 6901
From: john.bogan@asb.com
Date: Wed, 02 Mar 94 19:02:45
Subject: ANCIENTS AND VIRUS



We had some discussion on this topic on TNE-Pocket.  Without going into
too much detail, we figured that the tech 25-35+ Ancients' sites would
_almost_ always defeat the TL-16 Virus.

HOWEVER, the times where it DIDN'T defeat it would prove VERY interesting.

Design what ever you want for the adventure, just make sure it isn't either
too powerful for your players or isn'r
able to get into their hands


John H Bogan



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

Bundle: 550
Archive-Message-Number: 6902
Date: Thu, 03 Mar 1994 17:21:42 +1000
From: langsl@cbr.hhcs.gov.au
Subject: Traveller 90210


                  I N T E R O F F I C E   M E M O R A N D U M

                                        Date Sent:03-Mar-1994 05:20pm
                                        From:     Alistair Langsford
                                                  LANGSFORD ALISTAIR
                                        Dept:     Information Services
                                        Tel No:   289 7870

TO:  Remote Addressee                     ( _traveller@engrg.uwo.ca )


Subject: Traveller 90210

REQUEST FOR ASSISTANCE:
- -----------------------

Recently I agreed to run a filler campaign to help out a friend whose own
campaign had to be put on hold for a while. The group decided to try some
SF.

So I chose Traveller 2300, at least 'officially'. There might be a
Traveller crossover later on - just to fool the guy who knows all about
Kafers. Maybe they'll meet the First Imperium!

The players then decided during character generation that they were going
to base their characters on personalities in the series Beverly Hills
90210, which I have never seen. They are playing Brandon, Andrea, and
Dillon.

If any TMLer is familiar with the series and has any suggestions for
adapting the characters to 2300 I'd be most grateful. Also, deep dark
secrets from the characters in the series past, a synopsis or two of a plot
they've been involved in in the series, who their friends and enemies are,
etc would be helpful. The characters will be starting on the island of
Madagascar off the coast of Africa.

Meanwhile, I may have to watch an episode or two, just for background.

Any help appreciated.

Thanks,
Alistair.
EMAIL to: langsl@cbr.hhcs.gov.au







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

Bundle: 550
Archive-Message-Number: 6903
From: psualum@aol.com
Date: Thu, 03 Mar 94 04:44:03 EST
Subject: equipment & errata

Not long ago someone asked about prices for food and
overhead.  Not only is this info not present in the
New Era rules but a host of other equipment (ranging
from flare guns to climbing equipment and underwater
equipment to handcuffs) has not made the transition.
I have cut and pasted over four pages of such items
from the MegaTraveller rules.  The following data is
from Traveller Book 3, Worlds and Adventures:

FOOD AND OVERHEAD

  The following are indications of the prices for food
and basic survival:

   Basic Cuisine on a Daily Basis: Food is available
in a variety of forms and qualities.  Prices indicated
are per person.
  Restaurant meals of ordinary quality cost Cr10 per
day.  Excellent qualtiymeals range in price from Cr20
to Cr50 per person.  Travellers" Aid Society
facilities provide excellent quality meals to members
and guests for Cr20.
  Food purchased from vendors for preparation at home
costs about Cr5 per day and weighs about 1 kg.
  Preserved foods for rations on expeditions may be
canned or packaged (Cr20 per day, weighs 0.5 kg) or
dehydrated (Cr25 per day, weighs 0.2 kg, dependent on
locally supplied water).

  Subsistence on a Long Term Basis:  In situations
where time passes quickly, personal survival or
subsistence costs can be assumed to be the values
given below:
  Starvation Level - bare minimum of food, Cr60 per
month.  Dismal lodging, Cr60 per month.
  Subsistence Level - reasonable food, Cr120 per
month.  Acceptable lodging, Cr180 per month.
  Ordinary Level - good food, Cr200 per month.  Good
lodging, Cr200 per month.
  High Living - excellent food, Cr600 per month.
Excellent lodging, Cr300 per month.

  Ship Crews - Individuals living on ship-board have
ordinary lodging and food taken care of, but generally
spend much of their salary for expenses and other
costs.

- ------------------------------------------------------
In partial answer to my previous grubling about the
lack of high tech melee weapons here are the stats for
the plastic knife from the MegaTraveller 1 computer
game extrapolated by me to TNE standards:

Plastic Knife: This knife is similar to a regular
dagger, but constructed of a dense hydrocarbon
plastic.  After the weapon has been melted or
misshaped, it can return to its normal shape by
tapping it sharply against a firm base.  This plastic
weapon cannot be discovered at starport weapon
detection areas.

TL  Vol        Weight  Price  Range   Hit Mod   Damage
- ------------------------------------------------------
9   0.2 liters 0.1 kg  Cr300  S       +2        1D6


- ------------------------------------------------------
I also have found some more suspicious items in the
T:TNE rules.  In the Autoguns weapon listings for the
VRF Gauss guns I have the following stats which seem
to be slightly transposed:

                        -----Weight----
Caliber              Empty    Loaded Ammo  Magazine
- ------------------------------------------------------
VRF Gauss gun (veh)   26.68   41.68  15    30000C/2
VRF Gauss gun (mp)   162.68  162.43  0.25  500C/137

                     Price      Price
Caliber              Weapon     Ammo
- ---------------------------------------
VRF Gauss gun (veh)  4213     0.01/320
VRF Gauss gun (mp)   5103     0.01/915


Somehow it just seems counter-intuitive that the
vehicular weapon weighs less.  It seems that most of
the above numbers for the veh model with the exception
of ammo wt. and magazine cap. should be switched with
the mp model and vice-versa.

Another item: what is the mass of a sand cannister and
what is its volume?  I assume the improvement in beam
reduction by sand casters is a result of the electro-
magnetic field generated and not because of different
types of sand.

Peter B. Juzyk

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

Bundle: 550
Archive-Message-Number: 6904
From: Grant Sinclair <grant@cleese.apana.org.au>
Subject: starport B shipping
Date: Thu, 3 Mar 1994 21:28:46 -40962758 (CST)

john.bogan@asb.com suggested that to solve the problems caused by loss of
thruster technology:

> Class A's build _starships_ (ships with a jump number if 1+)
> Class B's Buils _non-starships_ (ships with a jump number of 0)
> and slightly different but it seems to be a natural progression:
> Class C's can build non-_jump_ ships

I agree with the problem John identified, but in order to avoid changing
the way that starport B's and C's have always been, why not just have the
companies on starport A worlds export jump drives to the companies of
starport B worlds.  The starport B takes care of the rest (as they have
always been able to do).

In a small way, it adds to adventure possibilities (pirates want to hijack
a shipload to repair damaged ships, lower-tech rivals like the Zhodani
or even TEDs want to steal higher tech Imperial or Regency or Hiver
drives, some merchant captain disappears with them and the party are hired
to get them back, or whatever).

This also avoids having to come up with all the stats for a jump-0 drive
(unless it is in Brilliant Lances, which I don't have).  Have GDW ever
shown support for micro jumps, incidentally?  I know it is "official"
(DGP, wasn't it?) but I can't remember ever seeing GDW using them.  If not
in Brilliant Lances, maybe Loren could give a ruling.

- ----------------------------------------------------------------------
Grant Sinclair                  "Cream rises to the top...
grant@cleese.apana.org.au        but so does scum..."
- ----------------------------------------------------------------------


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

Bundle: 550
Archive-Message-Number: 6905
From: Joni M Virolainen <jonimv@evitech.fi>
Subject: tello
Date: Thu, 3 Mar 1994 14:42:46 +0200 (EET)


Somebody asked about cash base value for Average Stellar TL.
In Traveller Players' Forms it is handled like Advanced Stellar i.e.
Cr5000. In fact as a mean GM I used Cr1000 base value before I got TPF.

Thank's to those who answered to my Starship malfunction problem but I
would like to know how the jump drive works officially. Whether it uses
constant output to stay in jump space or does it just open a window to the
jump space and then shuts?


***********************************
* Ho, ho, ho!!! / Joni Virolainen *
*       jonimv@evitech.fi         *
***********************************

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

Bundle: 550
Archive-Message-Number: 6906
From: Joni M Virolainen <jonimv@evitech.fi>
Subject: hello
Date: Thu, 3 Mar 1994 14:43:18 +0200 (EET)

Have you ever thought what happens to the planet which joins to RC?
I have thought that it have to pay somekind of a tax or membership fee to the
RC or to the world which have made the contact. It must probably give up
it's rights to the relic technology.

In return the new "colony" world's population would receive education.
It is also possible that the planet would have regulated rights to it's
relic technology or imported technology to rise it's TL.

Maybe the planet would be at first a client state to the planet which made
contact (conquered it). After certain period of time it would be granted
full membership of the RC.

I'd like to know if anybodys Star Viking campaign has reached this point
and if so, what happened. My players have played only The Once and Future
Emperor.

Could somebody also tell me what kind of status is Client State.

If there is somebody who wants scenario ideas, here is some.
- - Tosaga corporation from Aubaine is planning to scavenge Seliga and hires
  PCs to help and transport their Tosaga's agent. Tosaga doesn't have a
  starship of it's own at the moment.

  Schall is also interested in Seliga and has hired a scavenger team to loot.
  When these two teams meet there is high possibility of conflict.

- - Before collapse there used to be a Naval base in Keipes. There is even
  now B class starport so I believe that the Naval base have survived at least
  partly. That's good news. The bad news is that it still have nukes.
  Maybe local party or some terrorist or criminal group is investigating
  the site and finds those nukes and starts to blackmail. PC's job is of
  course to disable those nukes and neutralise the bad asses.

I haven't used neither of these ideas yet, but thet Seliga thing is next on
the list. If you use these ideas I'd like to know what happened and how you
modified them.

***********************************
* Ho, ho, ho!!! / Joni Virolainen *
*       jonimv@evitech.fi         *
***********************************

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

Bundle: 550
Archive-Message-Number: 6907
Date: Thu, 03 Mar 1994 09:03:19 -0400 (EDT)
From: S_DMOODY@pstcc.cc.tn.us
Subject: Microjumps and M Drives

john991@tampa.relay.ucm.org (John Bucsek) says:
>>As far as a short jump to make insystem travel quicker, GDW changed
>>the M-drive mechanics in order to make the game more realistic.
>>I agree with that viewpoint.

My only problem with this change (and it is a DRASTIC change when your
players move about a system) is how to explain the transmogrification of the
starship to the players when they finally thaw from their 60+ year sleep.
Telling them it takes weeks to travel a distance a distance it only took days
to travel in the old system does not contribute to campaign realism and
consistency (not to mention the disappearance of the triple-beams).
Of course, according to Mr Nilsen's rant from january, were should all just
throw pixie dust out the back of our ships.

Mr John H. Bogan states:
>To illustrate the point: under CT/MT, a Dragon-class SDB could
>be reassigned from Earth to Neptune, and take up station within
>a week.  Under BL rules, even if it burned every last gram of fuel
>accelerating and decelerating, it would take the same ship about
>2.5 MONTHS to make the same transit.

This severly undercuts the usefulness of SDBs and other non-jump
capable ships.  Even with microjumps, the micro-jdrive and fuel (for at least
two microjumps) cuts into their efficiency.

>Merchants need to move ships to generate revenues in excess of
>their expenses.  The Military needs to be able to redeploy ships
>quickly.  To move things around in a timely fashion, especially
>outside of orbit #4, in-system ships NEED to be able to microjump.

Since the microjump takes you out of the picture for a week, the
situation will certianly change by the time you get there.  There will be no
n-space chases, piracy will be curtailed, and the planets in a system will be
more isolated from each other than from neighboring systems.
What this also does is almost completely eliminate the strategic
usefulness of gas giants for military operations.  No longer will a system have
to scatter its now-crippled SDBs amongst the system covering gas giants, they
can orbit a primary planet shoulder to shoulder and wait for the enemy to come
to them.  But, when the enemy gets there, they'll be short on fuel.
This really cuts down on planetary invasions (difficult already) while
changing the strategic movements of a fleet.  Why show a system has a gas giant
when its going to take you a month out of the way?

>Under the "standard" starport classification, most merchant ships
>that operate in the outer system, as well as virtually ALL
>military boats and monitors will have to be made at class A starports.
>Not just in the New Era, but during the Rebellion, the Frontier Wars,
>the Interstallar wars, at the dawn of Vilani star travel, during ALL
>of the history of Charted Space.

Why not? Since the physics of the universe has change for TNE, why not
the history of it as well?  This time, GDW has shown that it doesnt care about
the established history of Traveller, much less my TL13 'just add water'
mercenary unit. (Fusion gun *ammo*? Geeeze..)
(Personally, I often wonder how Mr Nilsen can stand to berate
reactionless drives as being unrealistic while giving us the 'fudge factor' of
gravitic focusing then telling us to 'get over it'.)  Realism? Ha.)

>That means most of the sorts of ships that class B ports built now
>have to be handled by A-class ports.  Like I said, that doesn't sit
>well with me.  My solution was to redefine the capabilities of
>starports slightly to shift the relations between ports and
>in-system craft back to what it used to be:
>Class A's build _starships_ (ships with a jump number if 1+)
>Class B's Buils _non-starships_ (ships with a jump number of 0)
>Class C's can build non-_jump_ ships

Have you noticed the cost increase of an SDB if microjump drives are
added?  Less SDBs per system, but no problem, sice all you have to
patrol/defend now is the primary. Given the drastic changes in the universe of
the New Error, your change seems to be the easiest and most sensible change.
As for me, our gaming group is keeping the MT ship rules, heavilly modified to
use weaponry as designed in Striker.  We'll probably change the weapon design to
FF&S, but with different damage/pen ratings (weve already changed the slug
throwers).  As a quick change to keep the 'feel' of the game similar, I've
contimplated dividing the fuel use of HEPLAR by 10, therefore multiplying the
g-turns of a ship by 10.  This gives the SDB boat from BL (112*10=)1120 g-turns,
or (1128/48=) 23 days of thrust.
(Interestingly, this also changes the g-turns of the sub merchant to
600 turns, or 12.5 days, the far trader 10 days, and the free trader 11.7 days,
all close to the 2 week duration I used to design into my MT merchants.)
If I can convince myself of this change, *then* I'll get rid of reactionless
drives. Of course, IMHO, TNE would have been a better game if it hadn't been
called Traveller.  (Does that mean I'm stuck in my ways?:))

Still In Service to the Imperium,
                                        -Vanya


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

Bundle: 550
Archive-Message-Number: 6908
Date: Thu, 3 Mar 1994 17:59:20 -0500
From: eclipse@world.std.com (Mark Urbin)
Subject: Challenge 72


  Has anybody seen it?  I remember Loren saying that it was due back
from the printers "soon", but that was weeks ago?


------------------------------
