			    TRAVELLER Digest 78

Topics covered in this issue include:

  1) Re: The Virus in TNE	by ehenry@Newbridge.COM (Ethan Henry)
  2) Looking For Clay...	by Muskrat500@aol.com
  3) Re:  PAW WARS	by Derek Wildstar <wildstar@qrc.com>
  4) Re: Dark Nebula, Imperium additions, 5th Front. War	by Derek Smith <Derek_Smith.LOTUS@crd.lotus.com>
  5) Re: Dark Nebula, Imperium additions, 5th Front. War	by Derek Smith <Derek_Smith.LOTUS@crd.lotus.com>
  6) Re: TRAVELLER digest 68	by Michael Llaneza <mllaneza@mercury.sfsu.edu>
  7) Re: Dark Nebula, Imperium additions, 5th Front. War	by PPUGLIESE@pimacc.pima.edu
  8) Re: The Virus in TNE	by PPUGLIESE@pimacc.pima.edu
  9) Spreadsheets to Help with Star Ship Design	by Paul Harris <100073.77@compuserve.com>
 10) Re: TRAVELLER digest 68	by merrick@RT66.com (Merrick Burkhardt)
 11) Supernova & Stutterwarp questions	by Glenn Myers <gem188@swanson.com>

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

Date: Fri, 21 Oct 94 17:11:04 EDT
From: ehenry@Newbridge.COM (Ethan Henry)
To: traveller@MPGN.COM
Subject: Re: The Virus in TNE
Message-ID: <9410212111.AA21709@Newbridge.COM>


OK, first of all I don't own TNE. I've never even seen TNE. The first
I heard of it was on this list (pretty hip to things, huh?).

>From what I've read on this list, there's something about a virus wiping
things out, etc. But in yesterday's digest, someone mentioned Signal GK.

Is the ENTIRE PREMISE behind TNE that the intelligent-chip-things from
Signal GK take over the universe??? Sheesh. What next, hivers posing as
SolSec agents???

Ethan

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

Date: Fri, 21 Oct 1994 18:47:09 -0400
From: Muskrat500@aol.com
To: traveller@MPGN.COM
Subject: Looking For Clay...
Message-ID: <941021184629180023@aol.com>

    Does anybody have Clay Bush's e-mail address?
    Thanks
    John Kovalic

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

Date: Fri, 21 Oct 94 22:11:27 -0400
From: Derek Wildstar <wildstar@qrc.com>
To: traveller@MPGN.COM
Subject: Re:  PAW WARS
Message-ID: <9410220211.AA02162@qrc.com>

john.bogan@asb.com writes:
> I'll just expand on what he [wildstar] said.

And here's some expansions on the expansions.

> [Breakdown of Classic Traveller weapons categories deleted for brevity]
> FF&S assumed only linear accelerators were feasable for weapons, so
> barbette and for the most part bay PAWs and MGs became useless.

I should note that, according to designers' notes for High Guard that were
published in a long-ago issue of _The Journal of the Travellers' Aid
Society_, "Classic Traveller" turret, barbette, and bay PA-Guns and Meson
Guns were assumed to be synchrotron (at the smallest sizes) or "racetrack"
circular or oval accellerators, thereby "folding" a long accellerator into a
smaller physical dimension.  Only the spinal mounts were linear
accellerators.

This also provided the rationale behind one of the High Guard game
mechanics: a linear accellerator has many individual accelleration stations,
each of which add some energy to the particle beam.  Enemy fire knocking out
one of the stations reduces the weapon's output, but does not knock it out.

In the circular accellerators, each accelleration stations both adds energy
to the beam and helps to pull it around in a circle.  Damage to any one
station can cause the weapon beam to hit the wall of the tube (which would
be very bad) unless the weapon is shut down.

> What I came up with was a limitation of 50 Mj * TL
> (not 25*TL that Wildstar mentioned earlier).
> This fits all lasers published in FF&S and BL.
> Battle Rider also fits, since the largest laser
> on those ships is identical to the barbette laser
> on a Gazelle.

John's correct here; I mis-remembered the decision.  John's (TLx50)Mj cuts
the largest possible lasers off at more than double the largest published
laser weapon (ignoring for a moment the Kinunir's 700Mj laser barbette - in
the "Classic" design of the ship, these were PA-Gun barbettes), and a few
hundred Mj below the smallest published PA-Guns.

My (TLx25)Mj suggestion cuts the largest possible lasers off only slightly
larger than the largest currently published designs, with the exception of
the TL-10, 450Mj 50-ton bay laser in BL (however, no published ship designs
that I am aware of use this weapon) and again the Kinunir's laser barbettes
for the reasons noted above.  This opens up the possibility of having to
make use of bay-mounted PA-Guns and Meson Guns to get higher power levels.

Either "house rule" will work for our purposes, choose the one that suits.
The (TLx50)Mj is probably the best general-purpose solution.

> Arbitrary?  YUP.  Based on anything physical? NOPE.
> But it does fit the "interesting game" and "Imperial History" test.

And, I should point out, the designers notes published a while back in
Challenge, admit that the existing laser rules are arbitrary, deliberately
ignore known physics with the "gravitic focussing" rule, and were chosen
with an eye towards creating an interesting game.


wildstar@quark.qrc.com

------------------------------------------------------------------------------
                                   "A shining New Era is tiptoeing nearer
..."
                                                "... and where do we
feature?"


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

Date: 20 Oct 94 11:30:38 ES
From: Derek Smith <Derek_Smith.LOTUS@crd.lotus.com>
To: traveller <traveller@MPGN.COM>
Subject: Re: Dark Nebula, Imperium additions, 5th Front. War
Message-ID: <9410220127.AA08853@internet1.lotus.com>

erich @ bush.cs.tamu.edu (Erich Schneider) asks:

>What is "Dark Nebula"? An Imperium-like game involving the Solomani
>and Aslan?

Exactly.  It's slightly abbreviated (a smaller game), and has no
"Imperial Appeals", but does have some rules for tech advancement
during the course of the game.  Essentially though, it uses the
Imperium rules, the units are comparable, etc.


>How does _Imperium_ compare in mechanics to _5th Frontier War_, which
>I've never played but have heard good things about?

Apples and Oranges.  The mechanics are completely different.  (If you
have ever played _Invasion:  Earth_, FFW's mechanics for combat and
units is similar.)

Whereas in Imperium, you have TL 11 ships fighting it out against
other TL 11 ships, in FFW you have varied levels of technology, which
eliminates the possibility of using a simple "warpline" movement
system like Imperium uses.  Some of the squadrons are Jump-1, some
are Jump-2, etc all the way up to some Jump-5 (Zhodani) and Jump-6
(Imperial) squadrons.  (In Imperium everything was Jump-2 if it could
jump at all, hence the "warplines" indicating all possible destinations
from a given starting point)

Everything is on somewhat of a larger scale as well-  A larger volume
of space is represented, more squadrons are involved, etc.  So
different mechanics are mandated.  Ground combat is done by 
percentages, and is affected by tech level as well (so a ground
unit might have factors of 5c-15, meaning 500 combat factors, TL 15.
This might further be modified by whether or not it is "elite",
and whether or not it is "armor".  Then, in combat, it might receive
a 20 result, meaning that it is 20% destroyed).  In _Imperium_, the
combat just determines whether or not a unit is "hit".  If it's hit,
it's history.  (Implication that all units of same type are roughly
the same size).

Logistics, however, is probably the biggest difference between the
two systems.

In _Imperium_, you move your units when it's your turn, and you move
them where you like, subject to two restrictions:  The destinations
made available by the warplines, and the presence of enemy combat ships
(which force you to stop moving).  Within those restrictions, you could
move your ships from anywhere on the map to anywhere else on the map
in a single turn (each turn obviously represented months).  Carrying
capacity was simple - one ground unit per Dreadnought, Battleship, or
transport.  (Transports could carry one "item", be it an "outpost" a
Planetary Defense System, a fighter, or a ground unit)  That's it.

In FFW, Fleets (made up of BatRons and CruRons in the same hex) can
only move if assigned an _Admiral_.  Admirals have two ratings
(I forget what they're called, let's call them Strategic and Tactical).
The Admiral's STRATEGIC rating is the number of turns IN ADVANCE that
the movement of his/her fleet must be PLOTTED.  Some Admirals had
Strategic Ratings of ZERO.  No plotting required.  These were highly
prized.  Turns represent about two weeks.  (One jump plus refuelling)

(The Tactical rating decided who got a tactical bonus in combat (the
Admiral with the higher rating got a DM of +1, regardless of the actual
difference between their ratings).

Ground units could be carried according to the carrying capacity of
the given squadron(s).  The carrying capacity was expressed in ground
combat strength points.  Thus an Assault squadron might have a capacity
of 6c (600) ground combat strength points.

Fleet combat goes with both sides adding up their space combat factors,
rolling the die, and consulting the fleet combat table.  DMs are
as follows:
  Imperial Regular vs Zhodani Regular -  Imperials get +1  Zho get +0
  Imperial Regular vs Zho Colonial, Sword Worlder, or Vargr - Imperials
  get +2 (I think), other guys get +0.  Imperial Colonial vs. Zho
  Regular - Zhodani get +1, Imp Colonial get +0,  Imperial Colonial
  vs. Zho Colonial, SW, or Vargr - Imp. Colonial get +1, other guy gets
  +0.  Commanding Admiral with Superior Tactical rating gets +1.

Combat proceeds in rounds until one (or both) sides are destroyed,
break off, or have no squadrons left with space combat factors.  To
break off, you undergo a round of combat during which you cannot fire.
(And it screws up your movement plots, if any, so you have to start
over...)  (The Fleet combat table yields the number of defense factors
the opponent must lose, at a minimum, for that round).

There are also rules in FFW for System Defense Boats, the effect of
PAWS on airless worlds (they surrender), tanker squadrons, refuelling
based on Water/Gas Giants/Bases/Tankers, (plot moves carefully) Imperial
Warrants (Norris returns with one in the CT history and assumes
command...  sacking Vice Admiral Elphinstone in the process:  this
is because Elphinstone is represented as a 4:+1 (I think) Admiral
(4 turns plotting required), whereas Norris is a 0:0), etc. etc.

I like FFW very much, but playing it is a serious undertaking.  It
takes a _long time_.  It is much more complicated than Imperium, but
the extra complication is worth it.

-----------------------------------------------------------------
Derek Smith - Lotus Development Corporation - Release Engineering

Alas, I don't remember who first used this either...

   ___&___     
  /       \    "I am Homer of Borg. You will be assimilated. Resistance
 |         |    is futile.  Preparation is...Oooohhh...doughnuts!"
 ^^  (o) (o)
 C    ,---_)   
  |  |,___|    
  |   \__/     
 /_______\     
/_______/ \

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

Date: 21 Oct 94 14:20:48 ES
From: Derek Smith <Derek_Smith.LOTUS@crd.lotus.com>
To: traveller <traveller@MPGN.COM>
Subject: Re: Dark Nebula, Imperium additions, 5th Front. War
Message-ID: <9410220036.AA02272@internet1.lotus.com>

I am resending this because I don't think it made
it to the list the first time...  Apologies if everyone
but me got it...

erich @ bush.cs.tamu.edu (Erich Schneider) asks:

>What is "Dark Nebula"? An Imperium-like game involving the Solomani
>and Aslan?

Exactly.  It's slightly abbreviated (a smaller game), and has no
"Imperial Appeals", but does have some rules for tech advancement
during the course of the game.  Essentially though, it uses the
Imperium rules, the units are comparable, etc.


>How does _Imperium_ compare in mechanics to _5th Frontier War_, which
>I've never played but have heard good things about?

Apples and Oranges.  The mechanics are completely different.  (If you
have ever played _Invasion:  Earth_, FFW's mechanics for combat and
units is similar.)

Whereas in Imperium, you have TL 11 ships fighting it out against
other TL 11 ships, in FFW you have varied levels of technology, which
eliminates the possibility of using a simple "warpline" movement
system like Imperium uses.  Some of the squadrons are Jump-1, some
are Jump-2, etc all the way up to some Jump-5 (Zhodani) and Jump-6
(Imperial) squadrons.  (In Imperium everything was Jump-2 if it could
jump at all, hence the "warplines" indicating all possible destinations
from a given starting point)

Everything is on somewhat of a larger scale as well-  A larger volume
of space is represented, more squadrons are involved, etc.  So
different mechanics are mandated.  Ground combat is done by 
percentages, and is affected by tech level as well (so a ground
unit might have factors of 5c-15, meaning 500 combat factors, TL 15.
This might further be modified by whether or not it is "elite",
and whether or not it is "armor".  Then, in combat, it might receive
a 20 result, meaning that it is 20% destroyed).  In _Imperium_, the
combat just determines whether or not a unit is "hit".  If it's hit,
it's history.  (Implication that all units of same type are roughly
the same size).

Logistics, however, is probably the biggest difference between the
two systems.

In _Imperium_, you move your units when it's your turn, and you move
them where you like, subject to two restrictions:  The destinations
made available by the warplines, and the presence of enemy combat ships
(which force you to stop moving).  Within those restrictions, you could
move your ships from anywhere on the map to anywhere else on the map
in a single turn (each turn obviously represented months).  Carrying
capacity was simple - one ground unit per Dreadnought, Battleship, or
transport.  (Transports could carry one "item", be it an "outpost" a
Planetary Defense System, a fighter, or a ground unit)  That's it.

In FFW, Fleets (made up of BatRons and CruRons in the same hex) can
only move if assigned an _Admiral_.  Admirals have two ratings
(I forget what they're called, let's call them Strategic and Tactical).
The Admiral's STRATEGIC rating is the number of turns IN ADVANCE that
the movement of his/her fleet must be PLOTTED.  Some Admirals had
Strategic Ratings of ZERO.  No plotting required.  These were highly
prized.  Turns represent about two weeks.  (One jump plus refuelling)

(The Tactical rating decided who got a tactical bonus in combat (the
Admiral with the higher rating got a DM of +1, regardless of the actual
difference between their ratings).

Ground units could be carried according to the carrying capacity of
the given squadron(s).  The carrying capacity was expressed in ground
combat strength points.  Thus an Assault squadron might have a capacity
of 6c (600) ground combat strength points.

Fleet combat goes with both sides adding up their space combat factors,
rolling the die, and consulting the fleet combat table.  DMs are
as follows:
  Imperial Regular vs Zhodani Regular -  Imperials get +1  Zho get +0
  Imperial Regular vs Zho Colonial, Sword Worlder, or Vargr - Imperials
  get +2 (I think), other guys get +0.  Imperial Colonial vs. Zho
  Regular - Zhodani get +1, Imp Colonial get +0,  Imperial Colonial
  vs. Zho Colonial, SW, or Vargr - Imp. Colonial get +1, other guy gets
  +0.  Commanding Admiral with Superior Tactical rating gets +1.

Combat proceeds in rounds until one (or both) sides are destroyed,
break off, or have no squadrons left with space combat factors.  To
break off, you undergo a round of combat during which you cannot fire.
(And it screws up your movement plots, if any, so you have to start
over...)  (The Fleet combat table yields the number of defense factors
the opponent must lose, at a minimum, for that round).

There are also rules in FFW for System Defense Boats, the effect of
PAWS on airless worlds (they surrender), tanker squadrons, refuelling
based on Water/Gas Giants/Bases/Tankers (plot moves carefully), Imperial
Warrants (Norris returns with one in the CT history and assumes
command...  sacking Vice Admiral Elphinstone in the process:  this
is because Elphinstone is represented as a 4:+1 (I think) Admiral
(4 turns plotting required), whereas Norris is a 0:0), etc. etc.

I like FFW very much, but playing it is a serious undertaking.  It
takes a _long time_.  It is much more complicated than Imperium, but
the extra complication is worth it (IMANHAAO)

-----------------------------------------------------------------
Derek Smith - Lotus Development Corporation - Release Engineering

Alas, I don't remember who first used this either...

   ___&___     
  /       \    "I am Homer of Borg. You will be assimilated. Resistance
 |         |    is futile.  Preparation is...Oooohhh...doughnuts!"
 ^^  (o) (o)
 C    ,---_)   
  |  |,___|    
  |   \__/     
 /_______\     
/_______/ \

IMANHAAO - In My Admittedly Not Humble At All Opinion

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

Date: Sat, 22 Oct 1994 00:37:24 -0700 (PDT)
From: Michael Llaneza <mllaneza@mercury.sfsu.edu>
To: traveller@MPGN.COM
Cc: Multiple recipients of list <traveller@MPGN.COM>
Subject: Re: TRAVELLER digest 68
Message-ID: <Pine.3.89.9410220053.A19180-0100000@mercury>

AS promised a while ago, here are Battle Rider stats for the ships from 
Brilliant Lances and World Tamers. I also attached the AHL stats done by 
another gentleman.


	Zhodani Vlezhdatl-Class Strike Cruiser Battle Rider Stats
	
P10:6-6-4-2		-2
-			TL-14
-			FC: -5(1)
L(x2)10:2-2-1-0		M:4(20)
A:10 P:5 J:6 Msk	(SP) J2 G4*
AV:3			-
MS:6			20
	
	Note that BL gives 300-Mj laser stats but lists them as 150-Mj lasers
on  the weapon spec sheets.
	
	
	Zhodani Zhdits-Class Destroyer Escort
	Battle Rider Stats

-			-1
-			TL-14
-			FC: -5
L(x4) 2:1		-
A:10 {P:5} Msk		(SP) J2 G6*
AV:2			-
-			8

	The point value is 8.855 I rounded down in this case as (judgement
call) this ship is meat for a Valor-Class missile boat, and might never 
damage the Valor at all. The Vlezhdatl rounded up.

Zhodani Chatl-Class Leader Scout
	Battle Rider Stats
-			-1
-			TL-14
-			FC: 0
L(x1)2:1		-
A:10 {P:5}		J5 G2*
AV:1			-
-			5

Zhodani Ninz-Class Scout
	Battle Rider Stats 
	
-			-1
-			TL-14
-			FC: 0
L(x1)2:1		-
A:10 {P:5} Msk		(SP) J2 G2
AV: 2			-
-			4

Note that 3 of 4 of the Zhodani ships I have stats for have limited maneuver
fuel in BR terms. Poor ship design. I expect that their larger classes 
are better designed or I'll have to wonder how the Imperium did so poorly 
against the Zhos.

Vargr Ueknou-Class Corsair
Battle rider Stats

-			-1
-			TL-14
-			FC: 0
L(x4) 2:1		M:2(4)
A: 10 P: 4 J: 8 Msk	(SP) J2 G3
AV: 1			-
-			8

Scout/Courier (Standard)
-			-1
-			TL-15
-			FC: 0
L(x1)10:1		-
A: 10 {P:5}		(P) J2 G2
AV: 1			-
-			4

Scout/Courier (old-stlye mixed weapons)

-			-1
-			TL-15
-			FC: 0
L(x1)10:1		M:1(2)
A: 10 {P:5}		(P) J2 G2
AV: 1			-
SC:1			4

This version is for the folks who still miss the CT tripple turrets with the
missile/laser/sandcaster option. Ship may guide a missile, fire lasers, or
use
sandcasters in a single turn due to a lack of MFDs.

Broadsword-Class Mercenary Cruiser

-			-1
-			TL-15
-			FC: -6(1)
L(x8)10:1		-
A:10 {P:5} J:10 Msk	(P) J3 G2*
AV: 1			-
-			13

Covenanter-Class Scout Cruiser
Battle Rider Stats

-			-1
-			TL-12/14
L(x1) 10:2-2-1-0	FC: -5(1)
L(x3) 2:1		M:(1(5)
A: 10 {P:5} J:10 Msk	(P) J2 G3*
AV: 2			-
-			9
This ship has TL-14 sensors. The armor value was averaged from the scout
hull's 1 and the Gazelle rear two third's 2.

Khtukhao-Class Aslan Clan Transport
Battle Rider Stats

-			-1
-			TL-14
-			FC: -5(1)
L(x6) 2:1		-
A: 10 P: 4		(P) J2 G2*
AV: 1			95 ton shuttle
-			6

Tukera Freighter
Battle Rider Stats

-			-2
-			TL-14
-			FC: 0
L(x1)2:1		-
A: 8 P: 5		J4 G1
AV: 1			-
-			12


Frontier Transport
Battle Rider Stats


-			-2
-			TL-14
-			FC: -5(1)
L(x5) 2:1		-
A: 8 {P:6)		(P) J2 G2
AV: 1			-
-			10


Hercules-Class Bulk Carrier
Battle Rider Stats

-			-2
-			TL-14
-			FC: -5
L(x2) 2:1		-
A: 8 P: 5		(P) J1 G1
AV: 1			-
-			15

This ship is from World Tamers and is included for convoy scenarios. The PV
was
calculated and then divided in half, as given in BR pp22 Blue Scenario 6.

And now one that someone else did, that belongs in this collection

Date:         Mon, 15 Aug 94 19:32:04 EDT
From: Allen Shock <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject: BATTLE RIDER stats for Azhanti High Lightning

These stats are based on the FF&S version of AHL designed by Matt Goodman and
posted to the old TML awhile back. I have also included stats for the Rampart
fighter which, at least in CT, the AHL carries.

                       CF Azhanti High Lightning

                   M 10:10-9-6-3             -3
                   P(x8 ___)3:2-1-0-0        TL: 14/15
                   -                         FC:-5
                   L(x33)10:2-2-1-0          M:40 (500)
                   A:12 P:7 J:12 Msk         (SP) J5, G2*
                   AV:12 AuxB                -
                   MS:11 SC:33 D:8           112


                    Rampart Fighter

                   -                         +1
                   _                         TL:15
                   _                         _
                   L 10:1-1-0-0              M0 (4)**
                   A:10 P:2 Msk              G6
                   AV:2                      _
                   -                         1
              ** The fighter has no MFD's, but can carry four missles in
grapples. These are presumably controlled by MFD's on the mother ship.

      The AHL carries no Battle riders, but it does carry 66 ramparts, as
well as a number of fuel shuttles, etc. BR doesn't seem to have rules for
fighter squadrons (perhaps they could be based on the rules for missle
groups, rather than dealt with individually).
     We took 7 Aurora class clippers up against the AHL, without using
fighters. The AHL was defeated, but there were only two Auroras left at
the end, and the HL's final death was due to a "Ship Explodes" result.s
                     Enjoy!

And that concludes this edition of Maserati's Fighting Ships

Next time: A few of my own designs.
Anybody want to sell me a copy of Fighting Ships of the Shattered 
Imperium, cheap?


Michael Carter Llaneza
Conceptual Design Services             The Worse it gets,
Pi Kappa Phi                           The more I get used to it.
"I am the NRA"			       Duty Now For The Future


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

Date: 22 Oct 1994 03:39:25 -0700
From: PPUGLIESE@pimacc.pima.edu
To: traveller@MPGN.COM
Subject: Re: Dark Nebula, Imperium additions, 5th Front. War
Message-ID: <01HIK9PF0PR699KE9L@pimacc.pima.edu>

From:	IN%"traveller@MPGN.COM" 19-OCT-1994 14:56:42.97
To:	IN%"traveller@MPGN.COM"  "Multiple recipients of list"
CC:	
Subj:	Dark Nebula, Imperium additions, 5th Front. War



Upton Django writes:

>Imperium is a 2 player boardgame which uses the same system as the later 
>Dark Nebula. There is no special problem in playing it solo ( no move 
>plotting etc. ) but 2 players would provide a better game. It tends towards 
>the playable end of the spectrum to the extent that a full campaign can get 
>boring after a while.
>If you are interested I could post some info on additional units and rules 
>that I have.

What is "Dark Nebula"? An Imperium-like game involving the Solomani
and Aslan?

I would like to see your additional Imperium material.

How does _Imperium_ compare in mechanics to _5th Frontier War_, which
I've never played but have heard good things about?
--
Erich Schneider  erich@bush.cs.tamu.edu  http://tamsun.tamu.edu/~ers0925

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

Date: 22 Oct 1994 04:09:56 -0700
From: PPUGLIESE@pimacc.pima.edu
To: traveller@MPGN.COM
Subject: Re: The Virus in TNE
Message-ID: <01HIKAOIAY3C99KE9L@pimacc.pima.edu>

From:	IN%"traveller@MPGN.COM" 21-OCT-1994 14:22:15.93
To:	IN%"traveller@MPGN.COM"  "Multiple recipients of list"
CC:	
Subj:	RE: The Virus in TNE


OK, first of all I don't own TNE. I've never even seen TNE. The first
I heard of it was on this list (pretty hip to things, huh?).

>From what I've read on this list, there's something about a virus wiping
things out, etc. But in yesterday's digest, someone mentioned Signal GK.

Is the ENTIRE PREMISE behind TNE that the intelligent-chip-things from
Signal GK take over the universe??? Sheesh. What next, hivers posing as
SolSec agents???

Ethan

============================================

You should've heard the howls of dismay/incredulity that greeted the
news of Virus on this list? As far as the hivers are concerned, it
wouldn't surprise me one bit. GDW's consolidation of offices/warehouse
seems a sign of financial trouble to me. No telling what they'll pull
when/if they get really desperate.


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

Date: 22 Oct 94 09:08:53 EDT
From: Paul Harris <100073.77@compuserve.com>
To: traveller <traveller@MPGN.COM>
Subject: Spreadsheets to Help with Star Ship Design
Message-ID: <941022130853_100073.77_BHJ23-1@CompuServe.COM>

Could any body help me with locating a spreadsheet which will help with the
amount of work which goes into starship designs


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

Date: Sat, 22 Oct 1994 09:38:30 -0600 (MDT)
From: merrick@RT66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 68
Message-ID: <9410221538.AA01683@RT66.com>

First off, great work, and thanks for the effort!

I did some of these myself, and have a couple of comments, lets see what
you/everyone interested thinks...


> AS promised a while ago, here are Battle Rider stats for the ships from 
> Brilliant Lances and World Tamers. I also attached the AHL stats done by 
> another gentleman.
> 
> 
> 	Zhodani Zhdits-Class Destroyer Escort
> 	Battle Rider Stats
> 
> -			-1
> -			TL-14
> -			FC: -5
> L(x4) 2:1		-
> A:10 {P:5} Msk		(SP) J2 G6*
> AV:2			-
> -			8
> 
> 	The point value is 8.855 I rounded down in this case as (judgement
> call) this ship is meat for a Valor-Class missile boat, and might never 
> damage the Valor at all. The Vlezhdatl rounded up.


I think the short range of 2 on these lasers is crap.  Even if you
assume that the Zhos standardize on Imperial turret sizes, there is room
in this weapon for fire control for a short range of 5 with .6 kl left
over for good measure... if we allow it to waste 1.3 kl above the
"normal" turret size, it can have SR=8  a *huge* improvement (actually,
though, I would use the SR=5 (and do) because it produces the most
damage at a range where it has a chance of hitting)

The same applies to all TL14 150 MJ lasers.
Which should be--- 5:1-1-1-0

	
> Note that 3 of 4 of the Zhodani ships I have stats for have limited
maneuver
> fuel in BR terms. Poor ship design. I expect that their larger classes 
> are better designed or I'll have to wonder how the Imperium did so poorly 
> against the Zhos.

Hear, hear!  :)

> 
>                        CF Azhanti High Lightning
> 
>                    M 10:10-9-6-3             -3
>                    P(x8 ___)3:2-1-0-0        TL: 14/15
>                    -                         FC:-5
>                    L(x33)10:2-2-1-0          M:40 (500)
>                    A:12 P:7 J:12 Msk         (SP) J5, G2*
>                    AV:12 AuxB                -
>                    MS:11 SC:33 D:8           112

What is the deal with missle fire control numbers, anyway?

With FC:-5, each dedicated MFD should control 5 missles, right?  I have
no idea how many MFDs the AHL would have, but this is way off on most BR
designs.  The valor as listed is M:20(40), but from BL it should be
M:24(20)... even if we assume auto loaders, it would still be
M:24(40)... how many more are screwy?


>                     Rampart Fighter
> 
>                    -                         +1
>                    _                         TL:15
>                    _                         _
>                    L 10:1-1-0-0              M0 (4)**
>                    A:10 P:2 Msk              G6
>                    AV:2                      _
>                    -                         1
>               ** The fighter has no MFD's, but can carry four missles in
> grapples. These are presumably controlled by MFD's on the mother ship.
> 
>       The AHL carries no Battle riders, but it does carry 66 ramparts, as
> well as a number of fuel shuttles, etc. BR doesn't seem to have rules for
> fighter squadrons (perhaps they could be based on the rules for missle
> groups, rather than dealt with individually).

Good idea.

> Next time: A few of my own designs.

Cool, can't wait :)


We have assumed a feature on our BR counters (ones of our own design),
when a weapon shows a diffMod standard, it assumes power to shoot that
way (eg L(x10 -2)10:1... they have some listed as P[-2]10:12, we assume
that the square brackets indicate that while the weapon can be fired to
the improved DiffMod with no penalties, the power is not included (no
chance of trashing the weapon, but maneuver is curtailed to provide
power).


-Merrick

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Date: Sat, 22 Oct 94 13:06:17 EDT
From: Glenn Myers <gem188@swanson.com>
To: traveller%MPGN.COM@swanson.com
Subject: Supernova & Stutterwarp questions
Message-ID: <9410221703.AA14454@fea1.swanson.com>



Hi All, 

My thanks to all who responded to my questions on Twilight TL
and supernovae as plot devices.

Les Howie (lhowie@cpx.Prograph.Com) wrote:
>  2nd, how about collision with a fast transisting cloud of
    extragalactic matter?

Stewart (spe@jb.man.ac.uk) wrote:
>  All this assumes that when you say `nova' you mean
>  a supernova.  If you simply mean a nova (which is a much less dramatic
>  and destructive event) then all the above s aplicable, only more so!  Of
>  course, a nova may be the alternative to supernova you are looking for.

Stuff Deleted...

>  I've always thought dwarf novae, symbiotic
>  stars, and other cataclysmic variables provide possibiilities for
>  interesting disaster effects

So many very interesting and creative ways to destroy a civilization...
Based on the comments from the list I think I'll leave the stellar
event as a supernova. It seems to fit best with what I wrote when I was
young and stupid. My question now is..




How long will the nova last before it collapses to a white dwarf.
Years? Decades? I need to know how long jump travel will be impossible.
Would it prohibit space travel in nearby systems? If so, for how long?




On another thread entirely, why is stutterwarp used in Trav2300 but not 
in CT, MT, and TNE. Has a plausible reason been published for why SW
technology disappeared? I don't have 2300 but I've been playing with
FF&S. None of my homebrewed designs converted very favorably to TNE.
I figure TNE really is a new background so why not add a few more retcons.

TIA

Glenn


-------------------------------------
| Glenn E. Myers   gmyers@ansys.com |
| Numerical Verification Group      |
| ANSYS, Inc.  (412) 873-2913       | 
-------------------------------------

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End of TRAVELLER Digest 78
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