       TRAVELLER Digest 37

Topics covered in this issue include:

  1) Re: Fighters in BR by MDURRAN@aol.com
  2) DNI & Virus by PETER MCNAE <pmcnae@ozemail.com.au>
  3) Survey Cruiser; DECKPLANS for TNE Ships by rodge@cyberspace.com (Roger Sanger)
  4) Fighters & Missiles by Caffein Achiever! <fok@chaph.usc.edu>
  5) TRAVELLER digest 36 by Hugh Foster <100326.446@compuserve.com>
  6) Re: Multi-Hex dampers by "Les Howie"  <lhowie@cpx.Prograph.Com>
  7) commentary on recent topics by Ted7@world.std.com (Mitchell K Schwartz)
  8) games stores in sf area by "Glenn M. Goffin" <sudet@well.sf.ca.us>
  9) techies by "Glenn M. Goffin" <sudet@well.sf.ca.us>

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

Date: Sun, 11 Sep 94 02:36:07 EDT
From: MDURRAN@aol.com
To: traveller@MPGN.COM
Subject: Re: Fighters in BR
Message-ID: <9409110236.tn717939@aol.com>

Rampart conv to BR from BL

L(x1)10:1-1-0-0
Snsr A:10 P:2 Msk
AV 2
No Screens
Size 0
TL 15
FC 0
4 Missles (SIM)
6G
Pts 6/10 (7/11 with SIMs)

I use the fighters in groups like missiles but 2 hits to destroy (1st hit
disables) and unlike missiles any group can be attacked.
The 4 missiles they carry are the sting average DV 3 Max 6.  Figue sand and
AV 1 they will on average damage any ship smaller than 999 tons, at max any
smaller than 999,999 tons.


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

Date: Sun, 11 Sep 94 12:19:33 +1000
From: PETER MCNAE <pmcnae@ozemail.com.au>
To: traveller@MPGN.COM (Traveller Mailing List)
Subject: DNI & Virus
Message-ID: <1994SEP11.7251@ozemail.com.au>

I've read with interest the debate rage over can it be done or can't it. It 
seems the only
thing you should consider is do you want to have it in your campaign. As Hans

Rancke said;

> So instead of arguing about the difference between chemical and electronic
> reaction times I'd simply ask one question: What is the most fun? A virus 
> that makes decking totally impossible or one that makes decking dangerous,
> but survivable?

> Assuming you agree that the second option has considerable more appeal
> than the first, I'd suggest that we turn the argument around and approach
> it from the other direction: Given that we want human deckers to have a
> fighting chance against the Virus, what rules and assumptions do we have
> to make? 

Taking that attitude means asking a couple of questions. How does Virus
infect 
and operate?
My own assumption is using an analogue  of todays computer. It has fast
memory 
(RAM) and slow memory (Disk). When Virus infects it writes onto disk but does

not use announce this new area to the operating system. For it to be
activated 
that area of disk must be accessed, it then loads itself into RAM and runs 
amok. Thus when you shut down the computer the Virus is still there waiting
to 
be reactivated. A smart Virus would of course make sure that it's hooked up
to 
run almost immediately the machine is re-started. But this can be stopped, or

how else would people be able to disinfect computers.

If that first assumpution is accepted then it is feasible to stop Virus
running 
in RAM. Thus making it very slow. As it has to etch it's new circuits to cope

with whatever the player is doing. Let's face it, Virus normally plants an
egg. 
Not a complete copy of itself. This would make Virus slow, unable to respond 
well to new situations and vulnerable. As if Virus can etch itself onto
circuit 
boards, surely a player can erase this part of the circuit board.

It then comes down to an SOP for deckers;
1. Switch off the compter.
2. Reboot the computer with your program to stop Virus getting into RAM.
Could 
be as simple as a memory hog (my own preference is Word Perfect for Windows).
3. Deck in and start hunting for Virus. I imagine this like a dungeon  
adventure. The decker explores down strange corridor (circuits) and
encounters 
dangerous monsters (Virus).

This would make decking very much a role playing setting, rather than a 
technical one.

----------------------------------------------------------------------
Peter McNae, Sydney, Australia
Internet: pmcnae@ozemail.com.au
"Now it's green button to send and red to destroy the world. Whoops!"

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

Date: Sun, 11 Sep 94 11:36:12 PDT
From: rodge@cyberspace.com (Roger Sanger)
To: traveller@MPGN.COM
Subject: Survey Cruiser; DECKPLANS for TNE Ships
Message-ID: <9409111836.AA01895@case.cyberspace.com>

 
 
Dear Hugh Foster and TML'ers:
 
 
SURVEY CRUISER
--------------
 
A design including deckplans for a larger-than-a-scout-courrier
Survey Cruiser was published by fasa (Freedonian Aeronautic and
Space Administration) in Adventure Class Ships, Volume II.
 
Explorer Class Survey Cruiser  LC-86313E2-000000-20000-0 MCr435.09  800 tons
                               Batteries bearing  8      Crew = 19
                               Batteries          8      TL = 14
Passengers = 20  Low = 4  Troops = 8  Cargo = 60  Fuel = 264  EP = 24
Agility = 1  2 cutters, 2 air/rafts, 1 ATV
 
800 tons or 11,200 cubic meters, Jump-3, 1-G, Power Plant-3, EP 24, Agility
1.
8 hardpoints, each with a dual laser turret, each firing independently.
Fuel scoops and on-board purification plant installed.
 
 
 
CONCERNING DECKPLANS FOR TRAVELLER: TNE SHIPS
---------------------------------------------
 
I ran a game session not too long ago where the pirate PC's
assaulted just such a vessel as described above.  The deckplans
proved to be essential in playing out the firefight that ensued
after they boarded the ship.  It is unfortunate that the New Era
does not provide this level of development support for its ships,
but since most of its ships are carry-overs from earlier versions
of the Traveller game system, the deckplans are floating around
out there somewhere, generally as out-of-print collectibles.
 
The following starships, which were included in the main
TNE rulebook, also had their deckplans originally published by
fasa:
 
    The Lurushaar Kilaalum Class Type T Patrol Cruiser (Adv.
    Class Ships Vol. II), and the
 
    Lord Somerset Class Type M Subsidized Liner (Adv. Class Ships
    Vol. II).
 
    Both came with illustrations, stats, background, and
    deckplans.
 
 
MORE TNE STARSHIP DECKPLANS
---------------------------
 
Deckplans for the other starships included in TNE's main rule book
(and very similar alternate ship designs), can be found in the
following Traveller or MegaTraveller publications (company
initials are in parentheses; DGP=Digest Group Publications,
fasa=Freedonian Aeronautic and Space Administration,
PP=Paranoia Press, GDW=Game Designer's Workshop,
SGS=Seeker Game Systems):
 
    Type S Scout/Courier
        Standard Design         Introductory Adventure - Imperial Survey
(GDW)
                                    (part of Deluxe Traveller boxed set)
                                Snapshot (GDW)
                                Supplement 7 - Traders and Gunboats (GDW)
                                Express Boat, Tender, and Scout Ship (SGS)
 
        Serpent Class Scout     JTAS #2 (GDW)
                                Scouts & Assassins (PP)
 
    Type A2 Far Trader
        (Empress Marava)        Supplement 7 - Traders and Gunboats (GDW)
                                Empress Marava (SGS)
        (Garu Class)            MegaTraveller Journal 4 (DGP)
 
    Type A Free Trader          Snapshot (GDW)
 
    Type Y Yacht
        Lady of Shallot Class   Adventure Class Ships, Vol. II (fasa)
 
    Type CE Close Escort
        Gazelle Class 300 ton   Supplement 7 - Traders and Gunboats (GDW)
          (identical) 400 ton   JTAS #4 (GDW)
                                Gazelle Class Close Escort (SGS)
 
        Fiery Class             MegaTraveller Journal #2 (DGP)
 
    Type L 400 ton Lab Ship     Double Adventure 3 - Death Station (GDW)
                                Lab Ship (SGS)
 
    Type T Patrol Cruiser
    (Lurushaar Kilaalum Class)  Adventure Class Ships, Vol. II (fasa)
 
    Type SB System Defense Boat
        Standard design         Supplement 7 - Traders and Gunboats (GDW)
                                System Defense Boat and Jump Shuttle (SGS)
 
        TL 15 Freedonian SDB    Adventure Class Ships, Vol. I (fasa)
 
    Subsidized Merchant         Supplement 7 - Traders and Gunboats (GDW)
                                The Traveller Adventure (GDW)
                                Subsidized Merchant (SGS)
 
    Denosev-Class Survey Ship   Grand Survey (DGP)
                                World Builder's Handbook (DGP)
 
    Subsidized Liner (Type M)   Adventure Class Ships, Vol. II (fasa)
    (Lord Somerset Class)
 
    Mercenary Cruiser (Type C)  JTAS #8 (GDW)
    (Broadsword Class)          Adventure 7 - Broadsword (GDW)
 
 
I hope the above information helps.
 
Sincerely,
Roger Sanger

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

Date: Sun, 11 Sep 94 12:28:36 PDT
From: Caffein Achiever! <fok@chaph.usc.edu>
To: traveller@MPGN.COM
Subject: Fighters & Missiles
Message-ID: <CMM.0.90.2.779311716.fok@phakt.usc.edu>

Fellow sentients-

Rather interesting thread on fighters in BR.  It'll be interesting to see
what GDW comes up with on their fighter supplement to BR.

On the other hand I've been toying with the idea of the Kinetic energy weapon
for use in space combat.  Using a stock TL-12 semi-independent missile as a
base, I replaced its nuclear detonation warhead (400 kg) with 400 1 kg dumb
shots.  Assuming the missile were able to utilize all 8 G-turns (w/o losses
for maneuvering, dogleg profile, etc) any projectile that hits will
have a peneteration value of about 508 (see FF&S pg 140).  

If this penetration value can be treated as a particle beam
penetration value it make this type of weapon exteremely
effective in BL.  Some additional considerations:

1. Due to the lack of maneuverability of the shots, missiles carrying
this type of warhead will have to approach very close to their target.
But what about a heavily armored fighter?  What are it's chances?

2. In an attack where four such missiles are ripple fired and were
able to release their payload before intercept.  There will be 1600
targets heading towards the target.  Depending on the range of
release, there will be dispersion due to the bursting charge and
target motion.  How many of these shots can be expected to hit?  Will
the onboard fire control be able to determine fast enough how many of
these are on a likely intercept course, compute firing solutions and
perform a successfull intercept?

3. Okay, with the same situtation as (2.) but triple the mass of each
shot by adding a smart seeker warhead and course correction thrusters
(a.k.a.  brilliant pebble).  This reduce the number inbound to about
466 but a much higher percentage will be within the intercept basket.
How will this affect the ability to intercept or evade?
 
4. Above scenario decribes an attack from a single platform.  How
can a defense be set up against a coordinated attack from multiple
platforms?  (Three ships/fighters ripple firing 4 missiles each can
put 4800 dumb shot or 1600 brilliant pebble inbound!)

Incidentally the penetration value is a function of the vector of the
target.  A tail chase approach will reduce the effective penetration
value while a headon approach will increase it.

Comments, opinions, suggestions?
-Ed Fok
(sucking on caffeine on a fine sunday morning)

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

Date: 11 Sep 94 16:11:31 EDT
From: Hugh Foster <100326.446@compuserve.com>
To: "INTERNET:traveller@mpgn.com" <traveller@MPGN.COM>
Subject: TRAVELLER digest 36
Message-ID: <940911201130_100326.446_BHB23-1@CompuServe.COM>

>> The best kind of rpgs give the illusion of being
realistic, but PCs need to be able to survive making heroic choices.
Not always, and not automatically, but certainly more often than real life
people survive making heroic choices. Make it 9 chances in 10 to survive
and you have the making of a fun game. But spare me anything approaching
true realism. <<

<Clap, clap, clap.> I agree 100%. GURPS describes this principle well when
describing the differnce between "realistic" and "cinematic" campaigns. And I
think Paranoia used to say "Be bold, exciting, inventive and entertaining and
you might survive. Be boring and your dead". The same applies to game
masters...
All together, "It's a _game_".

  - The War Dog.


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

Date: Sun, 11 Sep 94 22:18:02 ADT
From: "Les Howie"  <lhowie@cpx.Prograph.Com>
To: traveller@MPGN.COM
Subject: Re: Multi-Hex dampers
Message-ID: <9409120118.AA05469@Prograph.Com>

John Bogan writes.
>       2) using FF&S, you can make dampers with whatever range you want,
>          say, for example, ten hexes.  However, in neither BL nor BR are 
> there
>          any rules for actually USING dampers with that kind of range.
> 
> <gnash, gnash>
> 

When it comes to the multi-hex damper, why not use one to shut down, say, a 
target's main engine.  "And his engines are .. off line" "Stand by for 
boarding!" ... make a great pirate weapon.  I suspect that the damper is 
something that seemed like an answer to "just nuke the ******" when they
wrote 
Mercinary, but which just has too many implications when you start applying
it 
to "real" problems.

Les Howie
Technical Architect (Database)
Prograph International


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

Date: Sun, 11 Sep 1994 21:46:52 -0400 (EDT)
From: Ted7@world.std.com (Mitchell K Schwartz)
To: traveller@MPGN.COM (Traveller:TNE mailing list)
Cc: xboat@MPGN.COM (CT/MT Traveller mailing list)
Subject: commentary on recent topics
Message-ID: <199409120146.AA02158@world.std.com>

1>

The listing I put together came from all sources I (I and not an 
avenging angel; I and not a library angel) had available.  While
considerable, these are not inexhaustible.  I own no DGP products, 
and had borrowed Gogs & Dogs and Cats & Rats; While I have all
JTAS/Challenges from 6 on, I own no Trav Digest or MegaTrav Journals.
I have Ley Sector and Glimmerdreft Reaches, Beyond, & Vanguard 
Reaches. I do not have the Hiver or Droyne Alien modules.

Those I did not have include are those I did not know of.  Those that
do not have much information or much of a description or no sources
cited are those I don't know about.

I have been adding them as they have come in.

Re: Cultural/Ethnic Diversity in the Imperium

I think it is there.  I believe that in various planets, you have 
more of an Ethnic concentration of one sort or another. Note: that's 
concentration, not sole example. For example, on Zhonguo, ethnic chinese
features probably dominate - but not entirely.  Do remember
that a  major chunk of the Imperium's population are ethnic Vilani 
(who look a lot like caucasians).  Some have galanglicized names - 
done as a way to get ahead in a Terran/Sylean dominated Imperium. 
Given a few centuries and some interbreeding, who would know the
difference?

For that matter, I'd wager that further back, during Terra's 
expansion into the second Imperium, an amount of Anglicizing took 
place among those who wanted their parents to get ahead within the
(apparently) US or British dominated administration. So, a chunk of
the "Smith", "Jones", or "McIntyre" families, if you go far enough
back into the past (3000 years or so) may have been named Schmidt, Zhong, or
Makatira.

I'd imagine that the color issue kind of pales a bit when you start
dealing with "We of Terra vs all those others."  Or, at least, 
that's the face turned to others... To my mind, the lack of ethnic
description and the lack of religious discussion at all are ways of 
not stepping on toes or getting cultural statements in the way of 
the adventuring.  Makes a good marketing decision.

Re: Power armor

Output: I'd believe that the output would be a set number for each
suit. The owner's strength would merely operate the waldos.  
Consistent output allows any average set of men to become supermen.
It also provides the commander of a unit of battledress troops with
constant, known troop capabilities.

Stopability: BD is stopable.  Why else would there still be vehicles
at TL14/15 if BD was unstopable? BD is an advantage, but only that.
BD troops hurt by TL6 weapons (or TL2 catapults)? Certainly. However,
they have a number of advantages that allow them to hurt the lower
tech opponents before thay can be hurt. They take casualties in minisule
proportions.  But none? Nope.  They are not invulnerable.
And remember that your PCs invariably fight in small unit actions...

      Ted7

  <)      G
\3 o Nh$
g ( 

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

Date: Sun, 11 Sep 1994 21:49:54 -0700
From: "Glenn M. Goffin" <sudet@well.sf.ca.us>
To: traveller@MPGN.COM
Subject: games stores in sf area
Message-ID: <199409120449.VAA04398@well.sf.ca.us>

Les Howie asked about shopping in the San Francisco area:
Gamescape
333 Divisadero (between Oak and Page)
San Francisco
(415) 621-4263
new and used and out of print

send me an email and maybe we can do lunch

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

Date: Sun, 11 Sep 1994 21:53:46 -0700
From: "Glenn M. Goffin" <sudet@well.sf.ca.us>
To: traveller@MPGN.COM, xboat@MPGN.COM
Subject: techies
Message-ID: <199409120453.VAA05375@well.sf.ca.us>

Alvin Plummer asked about whether we on the tmls were mostly techies on the
one hand and history/political science people on the other.  I think so.
Most of the people I've played Traveller with have been one or the other.
I have a history degree (and most of an advanced degree) and now practice
law.  My main player has a PhD in physics, and is pursuing a post-doc at
Princeton.  I guess we're classic examples.

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

End of TRAVELLER Digest 37
**************************
