Subj:	#1(2) TRAVELLER digest 309
Date:	95-06-06 22:02:03 EDT
From:	traveller@mpgn.com
To:	traveller@mpgn.com
From:	traveller@mpgn.com
Sender:	traveller@mpgn.com
Reply-to:	traveller@mpgn.com
To:	traveller@mpgn.com (Multiple recipients of list)


			    TRAVELLER Digest 309

Topics covered in this issue include:

  1) Re: San Francisco Bay Area	by George Herbert <gherbert@crl.com>
  2) JumpSpace	by Hugh Foster <100326.446@compuserve.com>
  3) Ship weapon errors	by merrick@Rt66.com (Merrick Burkhardt)
  4) TL15 10,000MJ NPAW	by merrick@Rt66.com (Merrick Burkhardt)
  5) TL-15 BB (BattleRider design)	by merrick@Rt66.com (Merrick Burkhardt)
  6) Re: TL-15 BB (BattleRider design)	by merrick@Rt66.com (Merrick Burkhardt)
  7) Sensors <long>	by adou01@cs.auckland.ac.nz (Andrew Richard  Doull)

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

Date: Mon, 05 Jun 1995 18:57:21 -0700
From: George Herbert <gherbert@crl.com>
To: traveller@MPGN.COM
Cc: gherbert@crl.com
Subject: Re: San Francisco Bay Area
Message-ID: <199506060157.AA04333@mail.crl.com>


I'm around and have a campaign which started not too long
ago, and I know where to go to look for some others.
I live in Berkeley right now, and there's a great notices
board at Games of Berkeley for ongoing campaigns etc.

Of course, there is the disadvantage that I have been known
to test out things which end up in Challenge on innocent
players in my normal campaigns...

-george william herbert


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

Date: 06 Jun 95 17:03:27 EDT
From: Hugh Foster <100326.446@compuserve.com>
To: <traveller@MPGN.COM>
Subject: JumpSpace
Message-ID: <950606210326_100326.446_BHG45-1@CompuServe.COM>

>> [JumpSpace article]  . This was my first contribution to 
this Network,  so I would be very glad to recieve comments 
from You <<

I liked it. Nice scene painter and a good plausible 
approach to the questions folk tend to ask about J-Space.


-----------------------------------------------------------------
| Hugh Foster [100326,446]                                      |
|                                                               |
| Always do right.  This will gratify some people and astonish  |
| the rest. (Mark Twain)                                        |
-----------------------------------------------------------------



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

Date: Tue, 6 Jun 1995 16:32:42 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: Ship weapon errors
Message-ID: <9506062232.AA06226@Rt66.com>


Hi,

I was going through my TML weapons while making some ships, and I found a few
errors... just thought anyone plugging and chugging with them should know.

The TL-12 Heavy Laser Bay posted by Michael Llaneza is said to look like
this:

BL:	10:(-2) 735-1/235, 20: etc.

it should be 10:(-2) 71-1/something (I don't have my calculator handy).  The
I was calculated wrong... round to .01, but anything less than 1=1!!  (your
calculation is right, except for that (The note about discharge being
multiplied
doesn't happen).

I know i Jumped on the planetary mount, but I missed this one (I'm posting
some
BR designs you all can jump on soon, BTW :)

Also, Michael Bailey posted a TL-14 Meson Gun that he called a "Light Meson
Gun"
.. the 10,000 ton ship that carries it would *have* to be open frame to be
long
enough to carry this critter (just in case anyone describes the ship to some 
players :)

On a related note, it would be nice to see the discharge energy in the
designs,
since listing the power makes me wonder if that is for ROF=10, 50, or
whatever


-Merrick


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

Date: Tue, 6 Jun 1995 17:12:29 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: TL15 10,000MJ NPAW
Message-ID: <9506062312.AA11401@Rt66.com>


Here's one of mine to chew up/on/whatever.



TL-15 10,000 MJ NPAW

Length:	100m		Leff.:	100m
Dia.:	4m		FA:	12.57m^2
			FAeff.:	50.27m^2

Discharge Energy:	10,000 MJ
Effective Range:	5,027,000 km (167.57 hexes)

Tunnel Volume:	1257 kl	  Tunnel Mass:	942.74 tonnes	Cost:  125.7MCr

HPG Volume:	1750 kl	  HPG Mass:	3500 tonnes	Cost:  17.5 MCr

WkStation:	7 kl	  WkSt. Mass:	.2		Cost:    .002 MCr

Beam Pointer:	3 kl	  BP Mass:	3		Cost:    .3 MCr


Here is the data for various rates of fire (Note that I've included a place
for
the Powerplant (PP) volume required (to fire at the given ROF):

ROF	Power		Vol.	Mass		Cost	Crew	PPVolume
	(MW)		(kl)    (tonnes)	(MCr)		(kl)
-------------------------------------------------------------------------

10	277.8		3031	4446.4		143.5	3	46.3	
50	1388.9		same	same		same	3	231.5
100	2777.8		same	same		same	3	463
200	5555.6		3407.1	4729.14		181.52	3	925.9
400	11111.2		3917.9	5106.5		231.5	4	1851.9
800	22222.4		4560.4	5577.7		294.35	6	3703.7

Stats:

BL:	10:500	20:500	40:500	80:500

BR:	P(-2)10:10 or P[-2]10:10  (assuming you haven't included a dedicated
				     powerplant to fire at ROF=100)

	P(-3 to -5)10:10	  (depending on ROF)




You may wonder why I bothered to include the PP volume... I've been working
out
a "make a quick BR ship" setup, and by lumping the PP volume with systems
that
aren't a percentage of total volume, I can get the basic overhead volume
(jump,
mdrive, fuel, armor, LS, quarters, etc) in 2 or 3 steps, and just add
weapons, 
etc.---I made the ships in the next post in less than an hour (I leave a fair
bit of slop just in case, but BR is sloppy too, so I think the designs would
work out in FFS (doing a large number of 10 kton+ ships isn't what I feel 
like doing right now).

-Merrick


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

Date: Tue, 6 Jun 1995 17:51:53 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: TL-15 BB (BattleRider design)
Message-ID: <9506062351.AA16682@Rt66.com>


TL-15 100,000ton BB

Spherical Hull (almost--slightly squared on the back)
Armor	500
Jump	3
Man.	6g
Fuel for 50 gturns + jump 3 (106 w jump fuel)
Powerplant (PP) for Mdrive
Life support, quarters, etc.

All of this takes up 75,000 tons or so.

Sensors (listed in BR specs):

	AEMS 16
	Jam. 16
	PEMS 6(8)    (6 all the time, and a folding shortrange 8 array)
	EMM Msk
	Various other sensors (densitometer, ladars, etc)
	
Commo:
	1000AU maser, radio, etc.

I gave myself these out of the 7211 tons left over (all the sensors'd fit in
something like 15 tons)

Weapons:

	1xTL-15 22,500MJ Meson Gun (PP vol. included)		5,000 tons

		BR stat: M(-2)6:12-10-7-4
	
	8xTL-15 8,100MJ NPAW (PP vol. inc.)			1,500 tons
		
		BR stat: P(x2-2)10:9

	100xTL-15 50 ton Missile Bay (w/MFDs, PP vol.)		5,000 tons

		BR stat: M:3600(3600)

	140xTL-15 700MJ Laser Bay (w/MFDs,& PP for rof=800)	4,375 tons

		BR stat: L(x35-5)10:2	

	1200xTL-15 16MJ Laser turret (rof=800, PP vol inc.)	1,800 tons	

		BR stat: L(x300-5)10:0   (BL damage is 10-1/3)

Defensive systems:

	200xTL-15 Sandcaster turrets				600 tons

		BR stat: SC:50

	1xTL-15 PV=15 Meson Screen (PP vol. inc.)		5,514 tons


The remaining volume is for ships boats, and slop.


This isn't all that tight a design.  It would be safe to add about 5 gturns
to
this guy (a few more if the mdrive is a fusion rocket).  It could be jump 4,
but
it's really tight (only 1211 tons left as slop).


Here it is as a BR counter:

	BB Alkhalikoi-1

M(-2)6:12-10-7-4		-4
P(x2-2)10:9			TL-15
L(x35-5)10:2			FC:-6
L(x300-5)10:0		M:3600(3600)
A:16 P:6(8) J:16 Msk	(SP) 	J3 G6
AV:10 AuxB			*		*(misc small craft)
MS:15 SC:50			150



Whatcha think?


-Merrick


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

Date: Tue, 6 Jun 1995 18:10:40 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: TL-15 BB (BattleRider design)
Message-ID: <9506070010.AA18657@Rt66.com>


Ooops, the fuel should read 94.8 gturns with jump fuel.
-Merrick


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

Date: Wed, 7 Jun 1995 12:30:57 +1200 (NZST)
From: adou01@cs.auckland.ac.nz (Andrew Richard  Doull)
To: traveller@MPGN.COM
Subject: Sensors <long>
Message-ID: <199506070030.MAA18005@cs26.cs.auckland.ac.nz>

I have a number of files detailling the various house rules that I use for 
Traveller: the New Era, that I intended to make available on a home page
for the consumption of other players and GMs.  However, my Univsersity has
decided to not allow undergraduate students to have home pages any longer.
As a result I have a useful resource with no where to put it, so I am mailing
this requent to the Traveller mailing list in the hope that someone else will
offer a home page site on which I can make them available.

Heree is a list of the files so far.

total 103
-rw-------   1 adou01   ugrad       1700 May  1 14:42 aircraft.html
-rw-------   1 adou01   ugrad       8425 May 26 04:03 armour.html
-rw-------   1 adou01   ugrad      24348 May  1 14:42 cyber.html
-rw-------   1 adou01   ugrad       6075 May  1 14:42 dmg.html
-rw-------   1 adou01   ugrad       7168 May  1 14:42 drugs.html
-rw-------   1 adou01   ugrad       8576 May  1 14:42 gravity.html
-rw-------   1 adou01   ugrad       1644 May 15 16:33 index.html
-rw-------   1 adou01   ugrad      14053 May  1 14:42 intcp.html
-rw-------   1 adou01   ugrad       6441 May 26 03:58 material.html
-rw-------   1 adou01   ugrad      16804 May 15 16:33 sensors.html
-rw-------   1 adou01   ugrad       5471 May  1 14:42 space.html

The following is the sensors.html file in text format.  I am wary of trying
to establish copyright on a file which is so extensively dependent on a prior
work.  Insert  std.disclaimer here, but note that any ideas that are not
GDW's or Merrick Burkhardt's are mine.







Sensors in Space Combat

I have incorporated the following deviations from Traveller: The New Era.

   *  Stealth,  EMM and black globe have no effect on the detection task if
the target uses active sensors or expends G turns.
   *  White globe has the effect of black globe against active sensors only.
   *  A  ship  which  relies on batteries or fuel cells to provide power is
always treated as in cold mode.
   *  Sensor difficulty increases are expanded to include crossing movement
and heading across the sun.
   *  The  base  difficulty  to hit a target is never better than the final
difficulty to detect the target.
   *  Ships  which  do  not expend G turns are easier to hit, especially if
they cannot or will not expend G turns.

Thanks to Merrick Burkhardt <merrick@Rt66.com> for ideas with the following
changes (v1.1):

   * The base difficulty to hit a target is now never better than the final
difficulty  to  scan  the  target.   This  makes active sensors more useful
again.
   *  Tech level is now only known with a outstanding success on the target
detection.
   * Active signature is now dependent on active sensor short range.  This
allows ships to vary their active sensor range to increase or reduce their
active signature.
   * Active sensors and area jammers may be detected from any range.
   * In line with this, active sensors may be varied in terms of tech level
and  headings.   The  hex  facings  on  which  active  sensors are used are
nominated when the ship declares itself active.
   * Within short range and beyond maximum range, diff mods halve or double
effective range, so that detection is always possible if sufficiently
close, and sometimes possible beyond extreme range.


Sensory Information

	What  types  of  sensory  information does a sensor pick up about a
target?   There  are  five  significant  ways  of detecting another ship in
space:   occulation, radiant energy, reflected energy, active emissions and
exhaust.  Information about ship heading and velocity which is required for
targetting solutions is built up by multiple detections through any and all
of  these methods.  Occulation occurs when the target obstructs the passage
of  light  from  a  background  star.   This can give information about its
displacement  and  shape  if  sufficient  occulations  occur.  Black globe,
stealth  and EMM may not prevent occulations from occuring.  Radiant energy
occurs  when the ship uses power.  The target radiates heat and radio waves
from  the  generation of power by the powerplant, and the operation of ship
systems.   Stealth  and  EMM  are  effective  in  dampening and redirecting
radiant  energy  to  disguise  the  target,  and black globe, but not white
globe,  prevents  them  being  radiated  at  all.   Radiant energy provides
additional  information  about  the  powerplant,  tech  level,  and  vessel
disposition and function.  Reflected energy occurs when active sensors pump
energy  at  the  target  and  attempt to detect reflections of this energy.
Reflection  energy gives information about target displacement, density and
shape.   Reflected energy also occurs from indirect reflections of sunlight
and  starlight,  at  a  much  lower  level.  Stealth and EMM technology are
designed  to  absorbed and minimise reflection of these energies, and black
and white globes absorb them completely.
	Active emissions from the active sensors themselves are much easier
to  detect then their reflections, as are the emissions of area jammers and
radio.   Higher  technology  active  sensors can minimise the bandwidth and
leakage  of  their sensor emissions, or use more exotic frequencies, making
them  harder to detect by lower technology ships.  Active emissions provide
information  about the sensor type and technology.  Active emissions cannot
however  be  effectively  masked by stealth or EMM technology at the ranges
required  in  space combat.  Exhaust from the ship's provides a much larger
target  to detect, typically up to 200 km long.  Although the energy of the
ship's  exhaust even after expelled into space is a lot greater than active
sensor  emissions,  it  does  not  radiate  this  energy  in all directions
equally.   The  exhaust  is  much easier to detect to the rear of the ship,
especially  stern  on  when changing velocity or heading.  Exhaust provides
information about the target's maneovour drive type and power.  Stealth and
EMM does not effectively mask the exhaust signature.


Signature

	The  signature  of  a  target  ship  gives  the  primary difficulty
modifier  to  the  detection task.  Use the easiest signature to detect for
each  sensing task, provided that the sensing player fulfills the necessary
requirements.
	The  ship's passive signature is always present.  It is detected by
radar, active EMS, ladar, HRT and passive EMS.  The passive signature maayy
vary for each kind of sensor, especially if the ship is equipped with
stealth or EMM.
	The  ship's active signature is present if the ship has gone active
this  turn.   It is detected by direction finder-equipped sensors including
passive EMS.
	The  ship's  area  jammer signature is present if the ship is using
its  area  jammer.   It  is  detected  by direction finder-equipped sensors
including passive EMS.
	The  ship's exhaust signature is present if the ship has expended 1
or more G turns this turn.  It is detected by HRT and passive EMS.


		Target Passive Signature	Target
		Radar, Ladar	HRT		Exhaust
Target Size	& Active Ems	& Passive Ems	Signature
SM		+2 Diff mod	+3 Diff mod	+2 Diff mod
Mc		+1 Diff mod	+2 Diff mod	+1 Diff mod
VS		+0 Diff mod	+1 Diff mod	+0 Diff mod
S		-1 Diff mod	+0 Diff mod	-1 Diff mod
M		-2 Diff mod	-1 Diff mod	-2 Diff mod
L		-3 Diff mod	-2 Diff mod	-3 Diff mod
VL		-4 Diff mod	-3 Diff mod	-4 Diff mod
G		-5 Diff mod	-4 Diff mod	-5 Diff mod

	Target		Target
	Active Sensor	Active
	Short Range	Signature
	   300 km	+1 Diff mod
	  3 000 km	+0 Diff mod
	     1		-1 Diff mod
	     2		-2 Diff mod
	    3-4		-3 Diff mod
	    5-8		-4 Diff mod
	    9-16	-5 Diff mod
	    etc.

	Active  sensor  short  range  includes radio short range.  Use a -5
Diff mod for area jammer signature.

	The  signature  table  incorporates  target  size  and  no  G turns
expended  modifiers.   Active  sensors have been redefined, but include the
gone active modifier.  If the target has as passive EMS array extended this
turn,  or socket extenders, or an external spinal mount, add -1 Diff mod to
the  passive signature against Radar and Active EMS only.  If the target is
in  cold mode or operating solely from batteries or fuel cells, add +1 Diff
mod to the passive signature against HRT and passive EMS only.
	For  passive  signature,  also incorporate target stealth or EMM or
black  globe.   The  best  difficulty modifier for the target player may be
chosen  from  this  table if both black globe or white globe and some other
form of ECCM is used.

		Target Passive Signature
				Ladar &
Target ECCM	Radar		Active EMS	HRT		Passive EMS
None		+0 Diff mod	+0 Diff mod	+0 Diff mod	+0 Diff mod
Stealth		+1 Diff mod	+0 Diff mod	+1 Diff mod	+0 Diff mod
EMM		+2 Diff mod	+1 Diff mod	+2 Diff mod	+1 Diff mod
Black globe:20+	+1 Diff mod	+1 Diff mod	+0 Diff mod	+0 Diff mod
Black globe:50+	+2 Diff mod	+2 Diff mod	+1 Diff mod	+1 Diff mod
Black globe:80+	+3 Diff mod	+3 Diff mod	+2 Diff mod	+2 Diff mod
Black globe:100	+5 Diff mod	+5 Diff mod	+2 Diff mod	+2 Diff mod
White globe	+5 Diff mod	+5 Diff mod	+0 Diff mod	+0 Diff mod

	Reduce the effectiveness of black globe against HRT and Passive EMS
only  by  1  Diff  mod if the ship is in cold mode or operating solely from
batteries  or  fuel  cells.   Below  an 80% flicker rate, black globe gives
little advantage over conventional EMM.

	For  active  signature,  give  +1 Diff mod per sensing TL below the
target  TL.   The  active  signature  on  a  ship may be varied by reducing
effective  short range, TL and headings used of the active sensor or radio.
This  must  be  determined  when  the active sensor or radio is used.  If a
reduced  short  range  is  used,  the  reduced short range must be used for
detection  tasks.   If  a  reduced TL is used, only the reduce TL has to be
announced,  allowing  a  ship  to  understate its TL when going active.  If
reduced  headings are used, the headings used should be marked.  The active
sensors  may  only  detect  ships  along those headings, and radio may only
communicate  along  those headings.  The active signature has a +1 Diff mod
per  heading  difference  between  the sensing ship and the nearest heading
used by the active sensor or radio.
eg
		      active
			\_/
			 A     B
			
			 C

	Ship  A goes active on headings 11-1 (imagine a clockface).  It can
only detect targets in these headings.  Ship B is on heading 3 from ship A.
Ship  B  detects the active signature of ship A by using the active sig mod
with  an  additional  +2  Diff mod.  Ship C detects the active signature of
ship  A  by  using  the active sig mod with an additional +5 Diff mods.  Of
course,  it  is likely the passive or exhaust signature of ship A is easier
to detect for ship C.

	For exhaust signature, give -3 Diff mod if sensing player stern on.

	Record  the  signature  in  the  following form.  The target active
signature should be rated at the maximum active sensor range.

		Target Passive Signature
			Ladar
			Active		Passive
Diff Mods	Radar	EMS	HRT	EMS	Target		Target
Target size					Active		Exhaust
Target ECCM					Signature	Signature
--------------- ------- ------- ------- -------	---------	---------
Total								    /

	If necessary, include the modifier for using only batteries or fuel
cells  in  target size, and include variable levels of black globe in ECCM.
Include a seperate value for stern on exhaust signature.

eg  The  following table gives the signatures for a 100 ton scout.  It is a
Small ship (Passive Signature -1 Diff mod vs active sensors, +0 Diff mod vs
passive sensors, Exhaust Signature -1 Diff mod), equipped with a 300 000 km
Active  Sensor  (Range  10  hexes:   Active  Signature  -5  Diff  mod), a
folding passive array and electro-magnetic masking (EMM:  Passive Signature
-1  Diff  mod vs active and passive EMS, -2 Diff mod vs radar and HRT).  If
the  EMM  system  is damaged, the target ECCM should be lined out, and only
target size mods applied.

		Target Passive Signature
			Ladar,
			Active		Passive
Diff Mods	Radar	EMS	HRT	EMS	Target		Target
Target size	-1/-2	-1/-2	+0	+0	Active		Exhaust
Target ECCM	+2	+1	+2	+1	Signature	Signature
--------------- ------- ------- ------- -------	---------	---------
Total		+1/+0	+0/-1	+2	+1	-5		-1/-4

	The  values  after  the  slash under passive signature are with the
folding passive array deployed.
	The  scout  is quite stealthy when it is not moving or using active
sensors.   If  the  scout  is using G turns, it may safely power its active
sensors out to a short range of 1 (-1 Diff mod) without comprimising itself
unnecessarily.   Using  its active sensors to their full capacity gives the
scout  a signature equivelent to the exhaust signature of a 1 000 000 tonne
+ ship, or a 1 000 tonne + ship seen stern on.

eg  The  following  table  gives  the  signatures  for  a  10 000 ton cargo
freighter.   It  is  a  Large ship (Passive Signature -3 Diff mod vs active
sensors,  -2  Diff  mod vs passive sensors, Exhaust Signature -3 Diff mod),
equipped  with a 30 000 km Active Sensor (Range 1 hex:  Active Signature -1
Diff mod) and not masked.

		Target Passive Signature
			Ladar,
			Active		Passive
Diff Mods	Radar	EMS	HRT	EMS	Target		Target
Target size	-3	-3	-2	-2	Active		Exhaust
Target ECCM	+0	+0	+0	+0	Signature	Signature
--------------- ------- ------- ------- -------	---------	---------
Total		-3	-3	-2	-2	-1		-3/-6

	The  cargo  freighter  is  alot easier to detect.  A designer could
note  that  the  range of the active sensors could be doubled without their
use comprimising the ship's signature at all when it goes active.


eg  The  following table gives the signatures for a 100 000 ton battleship.
It  is  a Very Large ship (Passive Signature -4 Diff mod vs active sensors,
-3  Diff  mod  vs passive sensors, Exhaust Signature -4 Diff mod), equipped
with  a 600 000 km Active Sensor (Range 20 hexes:  Active Signature -6 Diff
mod),  a  black  globe  capable  of a 10% flicker rate and electro-magnetic
masking  (EMM:  Passive Signature -1 Diff mod vs active and passive EMS, -2
Diff mod vs radar and HRT).

		Target Passive Signature
			Ladar,
			Active		Passive
Diff Mods	Radar	EMS	HRT	EMS	Target		Target
Target size	-4	-4	-3	-3	Active		Exhaust
Target ECCM	+2/+5	+1/+5	+2/+2	+1/+2	Signature	Signature
--------------- ------- ------- ------- -------	---------	---------
Total		-2/+1	-3/+1	-1/-1	-2/-1	-6		-4/-7

	The  values  after  the  slash under passive signature are with the
black globe 100% on.  The battleship gains no advantage from flickering the
black globe at 10%.
	The  battleship  has  a  number  of  tactical options.  When silent
running,  it  switches on the black globe fully which makes it very hard to
detect,  scan  and  get fire control locks on.  When not silent running and
not  using  G  turns, it may usefully use its active sensors out to range 2
(-2  Diff  mods), without a noticeable increase in signature.  This mode is
typically  used  while conducting boarding actions and orbital bombardment.
If  the ship starts to use G turns, it may increase its active sensor usage
to range 8, without any increase in signature, above the exhaust signature.




Detection

	The  quality  of  detection  can  be  broken  up  into four levels,
candidate detection, target detection, target scan and fire solution.  Each
progressively  provides  more  information  about the target.  The target's
signature and range generally determines the level of information provided.
Candidate  detection  indicates  something  is  out  there.   The target is
minimally detectable, but there is not necessarily sufficient data to build
up  any further information.  Candidate detection is primary in determining
the  initial range of the encounter.  A ship detects the target at a number
of  light  seconds  equal  to the sensor short range, halved or doubled for
each  +/-  signature  diff mod.  In Brilliant Lances, use a range of sensor
extreme  range  +  2D6 hexes, halved or doubled for each +/- signature diff
mod.   Use  the passive signature if the target is not changing its vector,
or  the  exhaust  signature if the target is conducting in-system transfer.
Include the -3 diff mod for exhaust signature if the target is accelerating
away  from  or  decelerating  towards the sensing ship.  If one side in the
encounter  detects  the  other  first,  it may attempt surprise.  Candidate
detection  also  determines the minimum range at which a ship with equal or
greater  acceleration  can successfully escape the other, provided that the
ships are on an opening vector.  Use the exhaust signature including the -3
diff  mod,  to  determine  the escape range.  Escape range is 0 if the ship
jumps.
	Target  detection  occurs  during the Sensing Phase of ship combat.
On  a  successful  target detection, reveal displacement, maneovour Gs used
this  turn,  heading  and  velocity  of the target ship.  On an outstanding
success  against  the  target's  passive  signature, the sensing player may
examine  the  specifications  of  the enemy ship if it is known to them, or
general  type  and  relevent  capabilities (ie tech level, maneovour drive,
powerplant,   ECCM,   configuration,  weapons  and  sensors  already  used)
otherwise.   Target scan may be attempted immediately upon target detection
and allows the sensing player to use any and all available sensors with the
handoff  advantage  against  the  target  passive  signature  to attempt to
achieve  the  above outstanding success result.  If active sensors are used
by  the  sensing  ship  and  they  had not previously gone active, they are
treated  as  having  gone  active  by  the target only.  If this causes the
active  signature  of  the sensing ship to be higher than the signature the
target used, it may attempt to redetect the sensing player.
	Fire  solutions  occur during the fire phase and represent attempts
to  generate  a  fire control solution against the target using master fire
directors  and  beam  pointers.  Although a ship may have been detected and
scanned,  this  will  not  necessarily have provided sufficient heading and
velocity  information for beam weapon hits.  The fire solution and the beam
weapon  hit  are  not divided further because the fire solution implies the
beam  weapon  hit except where absolute range causes significant delays (of
tenths  of  a  second  or  more)  between determination of the fire control
solution and the beam generated hitting the target.


The Detection Task

	The  detection task should be determined from the range between the
target  and the sensing player, based on the short range of the sensor.  If
the  target  is  beyond  maximum  range or within sensor short range, apply
+diff  mods  as  doubling  of effective range, and -diff mods as halving of
effective range.
	Use  the  detection  difficulty unless the target had been detected
the  previous  turn,  or  the  sensor lock is being handed off from another
sensor  or  the  target  has  not maneovoured since being last detected, in
which case use the hand off difficulty.

		Detection	Hand Off
	Range	Difficulty	Difficulty
	Short	Average		Easy
	Medium	Difficult	Average
	Long	Formidable	Difficult
	Extreme	Impossible	Formidable

	Apply  the appropriate signature diff mod based on the sensors used
and the target disposition.  Use the easiest signature to detect.
	Interference  occurs  from a number of sources.  Add up the sources
of  interference  and  apply  as  a  positive  difficulty  modifier  to the
detection  task.   Candidate  detection  is  unaffected by any interference
except from planets, asteroids and the sun.
	If  line  of sight passes through a hex with a white out counter in
it.
	If  line of sight passes through the movement of another ship which
expends G turns.
	If the target moved through a hex with a planet or asteroid.
	If the target popped enough decoys.
	If the target moved across the heading (1-12) which the sun lies on
(Determine or roll randomly at the start of the scenario).
	If the target made a successful evasion attempt (+2 Diff mods if an
Outstanding Success).

	Ladar only
	If the target has sand up or elects to expend a cannister.

	Radar and Active EMS only
	If  a  successful jamming attempt was made against the sensor.  (+2
Diff mods if an Outstanding Success)
	If line of sight passes through an Area Jamming area of effect.


	Candidate  detection  is  automatic  if  the  final  sensor task is
Impossible or better.

	Target  scan  difficulty  uses  the hand off difficulty against the
targets passive signature.

	Fire  solution  is  the higher difficulty of a detection based on a
target scan and the difficulty based on the absolute range of the weapon or
master  fire  director (Whichever is less).  Fire solution is also modified
by the target size, evasion and absolute range diff mods, which are reduced
by  master fire director diff mods and weapon overpowering.  Also apply one
of the following diff mods.

	Target expended no G turns		-1 Diff mod
	Target cannot maneovour			The fire solution task
						is always Easy.

	If  the  target  has  expended no G turns but has been detected, it
must  expend  G  turns  the  following turn to avoid being treated as if it
cannot  maneovour.   This  expenditure  of  G  turns  represents  immediate
response  to  a successful detection of the target, through changing vector
or heading or evading to render the course of the ship unpredictable again.


Division of Responsibility

	In  combat,  the target player determines the target signature, and
announces  the  tech  level  of  the  active  signature  if using an active
signature.   The  sensing  player  determines base difficulty and all other
diff  mods.   The target player must provide the necessary information on a
success or outstanding success on the detection task.

Opinions are welcome.
 
A.D.Venturer (aka Andrew Doull).


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

End of TRAVELLER Digest 309
***************************



----------------------- Headers --------------------------------
From traveller@mpgn.com Tue Jun  6 22:00:56 1995
Received: from Ambassador.MPGN.COM by mail05.mail.aol.com with ESMTP
	(1.37.109.11/16.2) id AA299160455; Tue, 6 Jun 1995 22:00:56 -0400
Return-Path: <traveller@mpgn.com>
Received: from  (localhost [127.0.0.1]) by Ambassador.MPGN.COM (8.6.9/8.6.9)
with SMTP id VAA19242; Tue, 6 Jun 1995 21:39:08 -0400
Date: Tue, 6 Jun 1995 21:39:08 -0400
Message-Id: <199506070139.VAA19242@Ambassador.MPGN.COM>
Errors-To: traveller-request@mpgn.com
Reply-To: traveller@mpgn.com
Originator: traveller@mpgn.com
Sender: traveller@mpgn.com
Precedence: bulk
From: traveller@mpgn.com
To: Multiple recipients of list <traveller@mpgn.com>
Subject: TRAVELLER digest 309
X-Listprocessor-Version: 6.0c -- ListProcessor by Anastasios Kotsikonas
X-Comment: Traveller Mailing List

