       TRAVELLER Digest 11

Topics covered in this issue include:

  1) RAFM minatures by ccjoe@showme.missouri.edu (Joseph Heck)
  2) On Target a hit location and damage system for TNE by "J. Dixon" <J.Dixon@massey.ac.nz>
  3) Re: RAFM Miniatures by Muskrat500@aol.com
  4) Re: MFD Quantities by bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
  5) RAFM miniatures by "Glenn M. Goffin" <sudet@well.sf.ca.us>
  6) Smash and Grav by PR James <prj91@ecs.soton.ac.uk>
  7) Gauss Rifle Design by PR James <prj91@ecs.soton.ac.uk>
  8) TL9 Heavy Lifter by ccjoe@showme.missouri.edu (Joseph Heck)
  9) Star Vikings by Mike Basinger <dbasinge@nickel.ucs.indiana.edu>

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

Date: Tue, 16 Aug 1994 14:50:35 -0500 (CDT)
From: ccjoe@showme.missouri.edu (Joseph Heck)
To: traveller@MPGN.COM (TML Submissions)
Subject: RAFM minatures
Message-ID: <9408161950.AA51761@showme.missouri.edu>

Glenn Said:
----------------------------------------------------------------------
>Perhaps the TML can comment as to whether there is any truth in this
>shopowner's comments. I always thought that RAFM did a better than
>average job on fantasy roleplaying gaming miniatures. Did the
>Traveller miniatures not measure up?

I don't know about the figures, but the starships minatures are awfully
damn sharp. I haven't bought every one (yet), but I intend to just because
they're good looking.

>I would note that I have had difficulty in the past obtaining TNE items
>(FF&S in particular). I think these guys have a fear of new products.
>I'm also waiting for BattleRider. So far though, GDW products seem to
>sell pretty well.

Given that they just won another award...

But hey, our local gaming store is frightened of GDW... they only order
enough for the "local's who buy" (i.e. me & a few others). They're slowly
coming around, but GDW products just aren't as popular around here as I 
would hope they are.
-- 
 joe                          (314) 882-5000
 ccjoe@showme.missouri.edu    University of Missouri - Columbia  
 "with a little practice, writing can be an intimidating and
 impenetrable fog!" -- Calvin
 <A HREF="http://www.missouri.edu/~ccjoe">ccjoe</A>

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

Date: Wed, 17 Aug 94 09:20:58 +1200
From: "J. Dixon" <J.Dixon@massey.ac.nz>
To: traveller@MPGN.COM
Subject: On Target a hit location and damage system for TNE
Message-ID: <9408162125.AA12277@cc-server4.massey.ac.nz>

As requested here is the On Target hit location and damage system
we use for TNE.  This system was designed for CT but works well
in any roleplaying game.  The designer was Steve Cook and the
system was published in White Dwarf (I think) probably about 10
years ago.

The following is a incomplete version of the full system which
includes chances for broken bones and medical attention details.

My roleplaying group uses this system to replace the hit location
table and to assess the amount of damage a character or NPC has
taken.  We still use the hit points, task resolution, weapon
damage and armour effects on reducing damage as laid out in the
TNE basic rule book.  While there is more dice rolling for the
GM or players the atmosphere this system creates is worth it. 
Combats are shorter as they are deadlier but death of a player
is left to the GM i.e. when is a critical wound fatal.  I have
also found that as the damage is specified there is no question
of what players can and can't do once wounded as the type of
wound is clearly defined.

1) Determine the general area of wounding roll 2d6.

Dice roll

2  - Left arm                    Special Note:
3  - Left leg                    A: If the victim is unable to
4  - Head                        retaliate the attacker may 
5  - Chest                       choose where the wound
6  - Lower torso                 occurs.
7  - Chest
8  - Lower torso
9  - Chest
10 - Right leg
11 - Left Leg
12 - Right arm

Weapon types

In addition to different amounts of damage weapons do different
types of damage.  There are ten basic weapon types:

1: Bullet: A metal bullet at high velocity.
2: Energy: High energy bolts or plasma.
3: Pellet: A large number of small (3mm or less) projectiles.
4: Blade: Flat bladed cutting weapons with at least one cutting
edge and can include some throwing weapons.
5: Thrusting: Pointed weapons used to pierce the skin.
6: Blunt: Non piercing weapons that couse damage with a clubbing
action.
7: Hands: All parts of the body used for attack.
8: Teeth: Jaws of an animal used for biting.
9: Claws: Used in a slashing motion.
10: Explosives: Boom.

Some weapons do two or more types of damage types e.g. a Dagger
is both Blade and Thrusting GM's can choose how the weapon was
being used and assign a weapon type for that hit.

2) Specific areas and wounding.

To locate the specific area once the general area is known use
the following procedure.

A) Throw 1d6 on the specific area table.
B) Adjust wounding by cross referencing weapon type and specific
area.
C) Check for additional damage such as broken bones.

3) Specific area tables.

Arm Hit - both arms and shoulders.  Re roll 6's.

Die roll
1    Hand: chance to break by type 1=87%, 2=91%, 3=34%, 4=20%,
5=87%, 6=16%, 7=03%, 8=21%, 9=12%, 10=98%.  The chance for the
wrist to break instead is followed by the chance for the wrist
to break in addition to the hand 1=86%/02%, 2=91%/03%, 3=21%/34%,
4=58%/11%, 5=92%/09%, 6=42%/12%, 7=05%/01%, 8=75%/16%, 9=12%,
10=98%/67%.
2    Forearm: chance to break by type 1=75%, 2=86%, 3=21%, 4=54%,
5=62%, 6=30%, 7=04%, 8=64%, 9=21%, 10=87%.
3    Elbow: chance to break by type 1=94%, 2=97%, 3=42%, 4=89%,
5=96%, 6=62%, 7=05%, 8=85%, 9=32%, 10=99%.
4    Upper arm: chance to break by type 1=72%, 2=75%, 3=16%,
4=64%, 5=65%, 6=21%, 7=01%, 8=23%, 9=09%, 10=84%.
5    Shoulder: chance to break by type 1=86%, 2=89%, 3=23%,
4=680%, 5=76%, 6=76%, 7=0%, 8=53%, 9=21%, 10=93%.

A hit causes anything carried to be dropped, a broken bone
renders the arm below useless until healed, and there is chance
for amputation.

Arm Damage Multiplier

Weapon type   Hand  Forearm Elbow  Upperarm  Shoulder 
     2                                        x1 1/4
     4                                        x1 1/2
     6        x 1/2                x 1/2
     7        x 1/4 x 1/4  x 1/2   x 1/2
    10                                        x1 1/2

Chance of amputation - roll percentiles or less, anything below
is amputated and additional 2d6 points of damage with 1d6 per
hour for 1d6 hours unless attended to by a medic.

Weapon type   Hand  Forearm Elbow  Upperarm  Shoulder 
     1         01     01     01      01         01
     2         36     32     39      30         27
     3         17     06     12      11         07
     4         73     75     79      64         69
     5         64     54     63      49         58
     6                                            
     7                                            
     8         47     75     82      65         43
     9         19     09     13      05         05
    10         89     86     92      85         96

Leg hit - up to but not including the hip.

Die roll

1    Foot: chance to break by type 1=87%, 2=90%, 3=65%, 4=86%,
5=95%, 6=30%, 7=10%, 8=60%, 9=28%, 10=98%.  The chance for the
ankle to break instead is followed by the chance for the ankle
to break in addition to the foot 1=98%/02%, 2=97%/05%, 3=54%/65%,
4=89%/75%, 5=96%, 6=38%, 7=24%, 8=72%/17%, 9=13%, 10=99%/73%.
2    Shin: chance to break by type 1=98%, 2=99%, 3=45%, 4=89%,
5=95%, 6=40%, 7=06%, 8=53%, 9=32%, 10=99%.
3    Calf: flesh wound only.
4    Knee: chance to break by type 1=98%, 2=97%, 3=38%, 4=65%,
5=89%, 6=28%, 7=05%, 8=52%, 9=19%, 10=99%.
5    Upper leg: flesh wound only no additional damage.
6    Upper leg: chance to break by type 1=79%, 2=86%, 3=48%,
4=40%, 5=85%, 6=05%, 7=01%, 8=47%, 9=12%, 10=90%.

Any hit that breaks a bone knocks the victim to the ground.

Arm Damage Multiplier
                                     Flesh
Weapon type   Foot  Shin  Calf  Knee   Upper Leg Upper Leg
     1                    x 1/4 x1 1/2 x 1/2
     2                          x1 1/2 x 1/4
     3                    x 1/2        x 1/2
     4                          x2          
     5                          x2
     6        x 1/4       x 1/2 x1 1/4 x 1/2
     7        x 1/4       x 1/2 x2     x 1/2
     8                          x1 1/2
     9        x 1/4       x 1/4 
    10                          x2 1/4

Head hit - everything from the shoulders up.

Die roll

1    Eyes: roll 1d6, 1-3=left eye, 4-6=right eye.  Blindness may
result consult additional damage table.
2    Mouth: chance to break jaw by type 1=40%, 2=48%, 3=10%,
4=24%, 5=34%, 6=16%, 7=02%, 8=14%, 9=18%, 10=65%.
3    Neck: chance to break by type 1=20%, 2=30%, 3=10%, 4=60%,
5=20%, 6=22%, 7=05%, 8=08%, 9=03%, 10=45%.
4    Ears: chance to break skull by type 1=20%, 2=35%, 3=10%,
4=60%, 5=20%, 6=40%, 7=02%, 8=08%, 9=03%, 10=45%.
5    Nose: chance to break by type 1=69%, 2=74%, 3=18%, 4=38%,
5=85%, 6=45%, 7=15%, 8=12%, 9=20%, 10=90%.
6    General: chance to break skull by type 1=50%, 2=65%, 3=10%,
4=34%, 5=30%, 6=50%, 7=10%, 8=70%, 9=20%, 10=85%.

Notes:
A hit on the head will stun victim for one turn, 15+ points
knocks the vicitim to the ground.
Apart from the neck, penetration to the brain is possible hence
the high damage multiplier.

Head Damage Multiplier

Weapon type   Eye(s)  Mouth   Neck   Ear   Nose  General
     1          x4       x3     x3    x3     x3     x3
     2          x6       x4     x3    x4     x4     x3
     3          x2       x5     x2    x2     x2     x2
     4          x4       x3     x6    x4     x3     x4
     5          x6       x4     x4    x3     x4     x3
     6          x2       x2     x3    x3     x2     x3
     7          x2       x2     x2    x2     x2     x2
     8          x3       x3     x6    x3     x3     x3
     9          x3       x2     x5    x2     x2     x2
    10          x6       x5     x5    x4     x4     x4

Chance to lose an eye by weapon type: 1=99%, 2=100%, 3=92%,
4=87%, 5=100%, 6=23%, 7=06%, 8=58%, 9=67%, 10=100%.

Lower torso - torso from the waist down including the hips but
not the legs from both the front and back.

Die roll

1   Backbone: same as chest area backbone see chest section.
2   Groin: 
3/4 Left/right hip: chance to break hip by type 1=92%, 2=90%,
3=35%, 4=85%, 5=95%, 6=28%, 7=12%, 8=20%, 9=10%, 10=98%.  If the
hip isbroken add 1d6 damage.
5/6 General: a flesh wound no damage multiplier.

Lower Torso Damage Multiplier

Weapon type   Groin         Left/Right Hip 
     1          x1 1/2          x1 1/2
     2          x1 3/4          x1 1/2
     3          x2
     4          x1 1/2          x2
     5          x1 1/4          x1 1/2
     6          x1 1/2
     7          x1 1/2
     8          x2              x1 1/4
     9          x1 1/2
    10          x2 1/2

Chest - the torso from the waist up to the shoulders from both
the front and the back.

Die roll

1    Heart: chance to break 1-3 ribs by type 1=30%, 2=42%, 3=25%,
4=60%, 5=35%, 6=42%, 7=10%, 8=70%, 9=20%, 10=85%.
2    Lungs: chance to break 1-3 ribs by type 1=30%, 2=42%, 3=25%,
4=60%, 5=35%, 6=42%, 7=10%, 8=70%, 9=20%, 10=85%.
3    Backbone: chance to break by type 1=85%, 2=90%, 3=20%,
4=82%, 5=90%, 6=65%, 7=05%, 8=89%, 9=25%, 10=99%. Chance of
paralysis by type 1=20%, 2=30%, 3=07%, 4=20%, 5=27%, 6=26%,
7=02%, 8=19%, 9=01%, 10=54%.  Medical skill (Trauma aid etc) will
reduce this chance at GM's discretion.
4    Organs: roll 1d6 - 1=kidney, 2=liver, 3=stomach, 4=digestive
tract, 5=artery, 6=general as below. Kidney or liver 10% chance
of permanent damage, stomach and digestive tract 30% chance of
death in 1d6 days unless hospitalised, artery 1d6 damage for 3d6
turns due to internal bleeding.
5/6  General: a wound in any other area.  Chance to break 1-2
ribs by type 1=30%, 2=42%, 3=25%, 4=60%, 5=35%, 6=42%, 7=10%,
8=70%, 9=20%, 10=85%.

Chest Damage Multiplier

Weapon type   Heart    Lungs  Backbone  Organs   General
     1          x6       x3      x3       x3       x3
     2          x6       x4      x3       x2
     3          x5       x4      x2       x3
     4          x5       x4      x4       x3
     5          x6       x4      x4       x2
     6          x2       x1 1/2  x1 1/2   x1 1/2
     7          x1 1/2   x1 1/4  x1 1/4
     8          x3 1/2   x3      x2       x2
     9          x3       x3               x1 1/2
    10          x6       x5      x4       x3

Burns are assesed as in the TNE referees guide.

Jonathan Dixon
J.Dixon@massey.ac.nz

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

Date: Tue, 16 Aug 94 20:13:23 EDT
From: Muskrat500@aol.com
To: traveller@MPGN.COM
Subject: Re: RAFM Miniatures
Message-ID: <9408162013.tn35450@aol.com>

    RAFM's Traveller miniatures are fine and dandy. The best models are the
yachts, while the far traders (unfortunately) have a fairly thick, awkward
tail that puts them lower on my list. Most of the others fall in between the
two. I got my first batch last GenCon, and was awed. It's not Games Workshop,
detail-wise, but all the ships save the tiny ship's boats and pinnaces, are
superb. And boy, do they look good painted up! I'd love to see more. There
are few of ANY starships available, let alone Traveller ones.
    John Kovalic


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

Date: Tue, 16 Aug 1994 22:42:53 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
To: traveller@MPGN.COM
Subject: Re: MFD Quantities
Message-ID: <199408170342.WAA15037@walrus.micro.umn.edu>

Roger Myhre <myhre@oslonett.no> writes:

>>field. Except for the ships listed on p. 25 (most of the _Brilliant
>>Lances_ ships, actually), the assumption is that these ships have one
>>MFD per meson gun, PAWS, and every two lasers, in addition to the ones
>>for missiles.  This is all from the conversion notes on pages 26-7.

>But not everyone does include that many MFD's in a design. If you got
>120 laser turrets or barbettes, it would mean that it is 60 MFD's just
>for lasers. This by it selves are 180 crew.

True, that's a problem.  But it seems to turn out that on a ship big 
enough to put that many weapons on it, the crew and equipment that you
set aside to operate the MFDs are fairly small in comparison to the 
crew you'll need to operate the rest of the ship.  And on smaller or
non-military ships, you wouldn't put so many MFDs on it.  For example,
on the fleet escort design I was working on, a 5000-ton ship needed
15 crew (plus commanders) for it's laser MFDs...but it had a crew of
over 200 total.  On a ship that big, that's a handful of g-turns for
the MFDs, maybe two or three total lost at most.


  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>

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

Date: Tue, 16 Aug 1994 23:25:56 -0700
From: "Glenn M. Goffin" <sudet@well.sf.ca.us>
To: traveller@MPGN.COM
Subject: RAFM miniatures
Message-ID: <199408170625.XAA26253@well.sf.ca.us>

Glenn Meyers "was informed that RAFM's miniature quality was poor."  Glenn,
you've been grossly misinformed.  RAFM's Traveller miniatures -- actually,
all the RAFM product that I've seen this year -- are of excellent quality,
highly detailed, of good metal that takes paint well.  I've bought one or
more of each blister pack that they've produced, except for a few that sold
out.  

RAFM has used as its models the starship pictures in the back of MT Imperial
Encyclopedia, and has been faithful to those images.

I don't have RAFM's addres.  I don't know if my local retail stores do mail
order, but it can't hurt to call them:  
Gamescape (415) 621-4263
Games of Berkeley (800) GAMERS-1 or (510) 540-7822

Good luck!  Your perseverance will be rewarded if you value well crafted
miniatures.
--Glenn Goffin

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

Date: Sat, 13 Aug 1994 19:38:32 +0100 (BST)
From: PR James <prj91@ecs.soton.ac.uk>
To: traveller@MPGN.COM (Travller mailing list)
Subject: Smash and Grav
Message-ID: <19919.9408131838@cezanne.ecs.soton.ac.uk>

Anyone seen the TNE supplement Smaash and Grab and care to email me a
review? Also Can someone mail me a list of all the TNE products
currently available?

Cheers

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

Date: Sat, 13 Aug 1994 19:37:24 +0100 (BST)
From: PR James <prj91@ecs.soton.ac.uk>
To: traveller@MPGN.COM (Travller mailing list)
Subject: Gauss Rifle Design
Message-ID: <19910.9408131837@cezanne.ecs.soton.ac.uk>

This is a gauss rifle I designed, to be used to take out targets with
very good armour (upto and including TL14 battledress which has an
armour value of 8).

TL 13
Ammo 11*55mm Gauss
Weapon Weight 21.67 kg loaded 21.62 kg with empty magazine
Magazine Weight 4.25 kg loaded 4.20 kg unloaded
Weapon Cost 3014.15 Cr
Magazine Cost 10 Cr
Ammo Cost dart 0.42 Cr HE & Tranq 0.84 Cr HEAP 1.25 Cr

      ROF Dam Val Pen Rating Bulk Mag Recoil Short Range
Dart  SA    19     2-2-2           5    3      300
HE    SA    20      Nil            5    3      300
HEAP  SA    20     2-2-2           5    3      300
Tranq SA    -1      Nil            5    3      300

The rifle comes with an electronic sight.

Due to the weapons length (1.85m) the barrel and stock are removeable
to improve portability.

The weapon does not have a bipod because using the formula in FF&S
(pg105) a bipod would weigh 41kg! (Does this seem silly to anyone
else?)

I envision this weapon being used by a squad of four troops, 1 sniper,
1 spotter and 2 riflemen equiped with the standard 7mm ACR.

Any comments appreciated.

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

Date: Wed, 17 Aug 1994 09:44:57 -0500 (CDT)
From: ccjoe@showme.missouri.edu (Joseph Heck)
To: traveller@MPGN.COM (TML Submissions)
Subject: TL9 Heavy Lifter
Message-ID: <9408171444.AA16536@showme.missouri.edu>

Here's the design for the TL9 Heavy Lifter (600 Tons):

Tsuga Heavy Lifter    TL-9          Rate:600       Size: 25 meters (dia)
Sphere Hull (SL)                    Manuever: 0.67G

Hull: Composite Laminate, 7cm        14,000 sq meters surface area
Armor Rating: 42                     Internal Structure Rating: 1G
Life Support: Extended               Air Locks: 6

Jump Drive: N/A                      Jump Fuel: N/A
Power Plant: 200MW Fusion Reactor    Reactor Fuel: 30kl (hydrogen)
2250Tons Thrust: AZHRAE Rocket       1125kl/hour HRF
TL-9 ContraGrav Lifters              Engineering Workstations: 3
G-turns: 1                           

4320kl Cargo hold                    13 Large cargo hatches
8 Small Staterooms (crew)            

TL9 Computer Linked Controls
3 x TL9 STD computers
3 x 30,000km Radio                   1 x 30,000km Maser Comm.
30,000km Radar                       60,000km HRT (fixed array)
Flight Workstations: 4

3 Engineering Crew                   2 Electronics Crew
1 Drive Crew                         1 Maintanence Crew
1 Command Crew

Mass Loaded:   3346.6 Tonnes         Acceleration G's: 0.672
Mass Unloaded: 3038 Tonnes           G-Turns: 1
Price: 171.984 MCr                   Maintenance Points: 35
Reaction Fuel: HFR - 843.75 tonnes
Fuel Price: (HRF) 2.813 MCr          Cargo: 308 Tons

Area:        SURFACE HITS            INTERNAL EXPLOSION
1                                    Hold
2-3          1: Air Lock             Hold
4-5          1-2: Cargo Hatch        Hold
6-7                                  1-5: Quarters
8-9                                  Hold
10           1-2: ANT                1-12: Engineering
                                     13-18: Electronics
                                     19-20: Hold
11           1: Cargo Hatch          Engineering
12-15                                Hold
16-19        1: Air Lock             Hold
20                                   Engineering

Damage Tables:
Sensor (HRT)       1h                Sensor Ant (HRT)   1H
Sensor (Radar)     4h                Sensor Ant (Radar) 1H
Commo (Maser)      1h                Commo Ant (Radio)  1h
Commo (Radio)      1h                Commo Ant (Maser)  1h
Comp (STD)         3 x (1h)
SSR                6 x (2h)          LSR                1H
Life Support       8H                Ext Life Support   4H                
Power Plant        4H                ContraGrav Lifters 3H
AZHRAE Rocket      3H

Notes:
This ship was designed to make maximum use of the new technologies
available at TL9 - Fusion Power plants and contra-grav lifters. The
maximum amount of CG Lifters available to a 200MW Power Plant was a
600Ton hull. All crewmembers have cabins on board the ship, although the
lifter isn't mean for interplanetary transits. It's total fuel allows
for 1 G-Turn of accelleration - enough to get it into orbit and back
again (slowly - multiply times for 1G acceleration by 2).

The quarters are placed along the hemisphere and the ship is spun in
flight to produce gravity as needed.

Given the price of HRF, each ton costs approximately 10,000Cr to lift
into orbit.  (2.813MCr/308 Tons = 9114 Cr/Ton)

joe
ccjoe@showme.missouri.edu
-- 
 joe                          (314) 882-5000
 ccjoe@showme.missouri.edu    University of Missouri - Columbia  
 "with a little practice, writing can be an intimidating and
 impenetrable fog!" -- Calvin
 <A HREF="http://www.missouri.edu/~ccjoe">ccjoe</A>

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

Date: Wed, 17 Aug 1994 11:15:05 -0500 (EST)
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
To: traveller@MPGN.COM (Traveller Mailing List)
Subject: Star Vikings
Message-ID: <199408171615.MAA21593@Mithril.MPGN.COM>

According to my gaming store Star Vikings should be out today. I will
give a review when I pick it up.

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

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

End of TRAVELLER Digest 11
**************************
