Subj:	TRAVELLER digest 311
Date:	95-06-08 21:49:46 EDT
From:	traveller@mpgn.com
To:	traveller@mpgn.com

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			    TRAVELLER Digest 311

Topics covered in this issue include:

  1) Re: TRAVELLER digest 310
	by chriscox@ix.netcom.com (Lawrence Christopher Cox)
  2) Sensor Data
	by Bri <bri@teleport.com>
  3) Some more BR ships
	by merrick@Rt66.com (Merrick Burkhardt)
  4) Snapshot in TNE
	by ccjoe@showme.missouri.edu (Joseph Heck)
  5) Re: Sensors <long>
	by merrick@Rt66.com (Merrick Burkhardt)

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

Date: Wed, 7 Jun 1995 19:51:21 -0700
From: chriscox@ix.netcom.com (Lawrence Christopher Cox)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 310
Message-ID: <199506080251.TAA22900@ix4.ix.netcom.com>

Mike,

    I would like to make a bid

$7 for Adventure 1-The Kinunir

    Thanks

    Chris Cox (chriscox@ix.netcom.com  or
               MrKosmos@aol.com)  

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

Date: Wed, 7 Jun 1995 20:43:53 -0700 (PDT)
From: Bri <bri@teleport.com>
To: traveller@MPGN.COM
Subject: Sensor Data
Message-ID: <Pine.SUN.3.91.950607204317.12765D-100000@linda.teleport.com>

 Has been answered a few journals back..... Very extensivley
check out the last 50 or so tml's. That should get all that you want and 
more.

bri


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

Date: Thu, 8 Jun 1995 11:26:23 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: Some more BR ships
Message-ID: <9506081726.AA06791@Rt66.com>


I made a few ships for BR, so I thought I'd post 'em.

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

	9000ton DD

P(-5)10:10			-2

---				TL-15

L(x10-5)10:2			FC:-6

L(x100-5)10:0			M:72(72)

A:16 P:5(8) J:16 Msk		(SP) J:3 G:6

AV:10 AuxB			*		*misc small craft

MS:10 SC:25			45


This guy is designed to stay in the same taskforce as the ship it screens so
that it may use its L(-5)10:0 anti-missile lasers against missiles attacking
itself, or others in the TF.

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

	900 ton DE

---				-1

---				Tl-15

L(x2-5)10:2			FC:-6

L(x60-5)10:0			---

A:16 P:4(8) J:16 Msk		(SP) J3 G6

AV:5				---

SC:4				15


Another, smaller anti-missile screening ship.

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


I did the stats (or close enough, anyway) for an old favorite:


	BB Tigress-1

M(-2)10:16-12-10-7		-3

P(x10-5)10:7			TL-15

L(x100-5)10:2			FC:-6

L(x2000-5)10:0		M:14,400(14,400)

A:16 P:7(8) J:16 Msk		(SP) J4 G6

AV:20 AuxB			300 50ton fighters

MS:18 SC:100 D:10		336 (no fighters)


I think I saw a 50ton fighter done on here before, if not, I'll make one in
FFS
and convert it (it's small enough to bother with a BL design).


NOTE: any PEMS listed as P:X(Y) have a nonfolding array with short range X,
and
      a folding array of short range Y.

      All these have 50 gturns fuel in addition to jump fuel (94 with)---the
      intentional slop in the designs could increase the fuel by up to 15
gturns
      depending on the ship, and how tight a design you want.  Crew quarters
      assume HAIS (closer to old High Guard stuff), but I added *a lot* of
slop
      to crew areas (6% of hull, vs. 2.5% for MT designs).

      Also, the L(-5)10:0 anti-missile lasers only have 2 MFDs per battery 
      (there are 3 batteries of 2000 on this ship)--they use overfiring
instead.



-Merrick

	

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

Date: Thu, 8 Jun 1995 17:39:12 -0500 (CDT)
From: ccjoe@showme.missouri.edu (Joseph Heck)
To: traveller@MPGN.COM (TML Submissions)
Subject: Snapshot in TNE
Message-ID: <9506082239.AA81949@showme.missouri.edu>

For those of you who remember (and enjoyed) Snapshot, I worked to 
combine the rules into the new TNE setup. I playtested it a couple of 
times and it seems to work pretty well. I did make a couple of modifications
to the basic rules for it:

Deckplans are 1m x 1m (because you can't really fit any detail into a 
2m grid), and the combat round was reduced to 5seconds instead of 15.

			Snapshot (TNE) Actions
Total Action Points = AGL + CON + INITIATIVE, Minimum = 8
Traveller Combat Round = 5 seconds, Deckplans: use 1m x 1m grid

                Action Point Chart

Draw Gun or Blade                       1AP
Holster Gun                             2AP
Sheath Blade                            6AP
Sneaking Movement                       x3AP
Evasion                                 x3AP
Aiming Attack                           8AP
Snapshot Attack                         4AP
Aiming Attack (burst)                   12AP
Snapshot Attack (burst)                 6AP
Hand Grenage Attack                     2AP to arm
                                        4AP to throw
                                        10AP to wait
Pick up object                          1+d6AP (1 to abort)
Move forward                            1AP/2 meters
Move sideways or back                   2AP/2 meters
Turn 90!                                1AP
Run (human)                             2AP/6 meters
Run (Vargr)                             2AP/8 meters
Give Signal                             2AP
Give Command                            8AP
Stairs Up                               2AP/2 meters
Stairs Up (run)                         3AP/6 meters
Stairs Down                             1AP/2 meters
Stairs Down (run)                       2AP/6 meters
Open Sliding Door                       1AP, Wait 3AP
Open Iris Valve                         1AP, Wait 3AP
Open Hatch                              8AP
Move through portal (normal)            1AP
Move through Door/Iris Valve (bulky)    1AP
Move through Hatch (bulky)              3AP
Open Access Panel                       1AP to access
                                        6AP to cross
ZeroG hand-crawl                        4AP/2 meters
ZeroG jump                              3AP+2AP/2 meters until landing
ZeroG walk                              6AP/2 meters
Regain control in ZeroG (wall)          6+d6AP
Regain control in ZeroG (floor/ceiling) 6+2d6AP
Break down sliding door                 6AP/attempt
Activate Swtch/Stud                     1AP

                Wound Effects
Scratch
    Lose 8AP this round (only once/combat)
    d6 days to heal
Slight
    Lose 3+d6AP each round (-1 Init)
    5+2d6 days to heal
Serious
    Lose 3+2d6AP each round (-3 Init), STR/2
    20+d10 days to heal to Slight
Critical
    Unconciousness/Death = 0AP, STR/2
    2d6 weeks to heal to Serious
If damage > AGL, lose all AP that turn (knockdown)
If damage to head + d6 >  CON, stunned
    Regain conciousness:
        If dam+d6 < 2 x CON Difficult
        If dam+d6 > 2 x CON Formidable
    Landing in ZeroG:
        Average vs. ZeroG for routine tasks,
        +2 Diff for using Slug weapons
    Regain control in ZeroG:
        Difficult vs ZeroG

    Burn Damage
Type        Damage
WP          2d6/second
Thermite    2d6/second
Plasma      2d6/second
Fuel        d6/second           
Structure   d6/5seconds         

    Automatic Fire
Burst Size      dice lost per           dice lost per 
                range beyond short      extra point recoil
    3                   1                       1
    5                   2                       1
    10                  3                       2

Fragmentation Attack Table
Burst Radius    Range       d6 hits 1 hit   0 hits  Damage  Pen
Primary         1x Burst    1-3     4-6     7-10    2d6     1
Secondary       2 x Burst   1-2     3-4     5-10    d6      Nil


-- 
 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: Thu, 8 Jun 1995 16:53:46 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: Sensors <long>
Message-ID: <9506082253.AA20697@Rt66.com>

Hi,

I was thinking some more about this, and one point was very interesting to
me...
 
[snip]
 
> Sensors in Space Combat
> 
>    * 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.

Think about a fully independant missile, with a tiny (short range 30,000km or
less) PEMS... the AEMS on that BB is looking like an attractive target :)

Ah, excellent, the ARM is on the prowl.

>    * Active sensors and area jammers may be detected from any range.

Ditto above :)


-Merrick

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

End of TRAVELLER Digest 311
***************************


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