Subj:	TRAVELLER digest 313
Date:	95-06-10 21:43:15 EDT
From:	traveller@mpgn.com
To:	traveller@mpgn.com

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			    TRAVELLER Digest 313

Topics covered in this issue include:

  1) TRAVELLER-ROUND 5
	by Profwelks@aol.com
  2) flamethrowers,aliens, and the like
	by jmg141@email.psu.edu (john gardner)
  3) TL10 & TL11 Imperial Scout/Courier
	by ccjoe@showme.missouri.edu (Joseph Heck)
  4) Vampire Ships and Robots
	by "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>

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

Date: Fri, 9 Jun 1995 22:09:34 -0400
From: Profwelks@aol.com
To: traveller@MPGN.COM
Subject: TRAVELLER-ROUND 5
Message-ID: <950609220931_91971106@aol.com>

TRAVELLER AUCTION-ROUND 5 UPDATE	

1. This auction will continue until midnight of June 10.	
2. Bids should be in US funds in whole dollars.	
3. I reserve the right to not sell if bids are unjustifiably low.	
4. Buyer pays shipping. Also, if a winning bid doesn't respond, I will
inform the next highest bidder they are a winner (by default).

HERE ARE CURRENT BIDS:	
Clarification: these are booklets only...no counters, maps, etc.
The whole inventory of 38 booklets may be purchased for: 1 bid
@$350 fkiesche3@
Rules ($5 minimum bid)	
 1-Characters and Combat  NB	
 2-Starships   1 bid @$5 tab@	
 3-Worlds and Adventures  NB	
 4-Mercenary (1 bid @$6 Christopher_Griffen@)	
 5-High Guard (1 1979 ed., 1 1980 ed.)  1 bid @$10 for 79 ed. ppugliese@	
     1 bid @$5 for 80 ed. tab@	
Supplements: ($5 min bid) 	
  1-1001 Characters NB	
  2-Animal Encounters 1 bid@$4 postD%host@	
  3-The Spinward Marches 1 bid @$9 gxh8@@	
  4-Citizens of the Imperium NB	
  5-Lightning Class Cruisers (1 bid @$9 pd82495@)
  6-76 Patrons 1 bid @$7 gxh8@ 	
  7-Traders & Gunboats (1 bid @$8 jbudovec@)
  8-Library Data (A-M) 1 bid @$6 Christopher_Griffen@	
Adventures: ($5 min bid)	
  1-The Kinunir 1 bid @$5 74651.4575@	
  2-Research Station Gamma 1 bid @$5 74651.4575@
  3-Twilight's Peak 1 bid@$8	Christopher_Griffen@
  4-Leviathan NB 1 bid @$6 Christopher_Griffen@	
  5-Trillion Credit Squadron 1 bid@$15 wesley.esser@
  Double Adventure 4-Marooned/Marooned Alone NB	
Other:	
  Azhanti High Lighting (combat rules) 1 bid@$6 A.S.lilly@
Striker Basic Rules, Advanced Rules, & Equipment 1 bid @$20 mstiavel@
  Snapshot Rules 1 bid @$6 A.S.lilly@
  Journal of the Travellers' Aid Society-all are near mint	
     Numbers 1  (1 bid@$35)ecy@
      3 (1 bid@$40) ransom22@
      5 (1 bid@$40) ransom22@	
      8 (1 bid@$8) ted7@
      9 (2 bids@$4) Christopher_Griffen@/kthoms@
      10 (2 bids@$4) Christopher_Griffen@/kthoma@
      11 (1 bid @$4)	Christopher_Griffen@
Paranoia Press: ($5 min bid each) 	
  SORAG  1 bid @$10 E.D.Quibell@
  Scouts & Assassins  1 bid @$10 jbudovec@
  Merchants & Merchandise 1 bid@$12 jbudovecl@ 
FASA:	
  Action Aboard (2 copies) 2 bids@$5	A.S.lilly@/gem188@
       & 1 bid@$6 E.D.Quibell@
  Uragyad'n of the Seven Pillars 1 bid@6 E.D.Quibell@

Bids look like thay fetch a total of $319.  This is a last post prior to a
final heat on June 10, tomorrow afternoon or early evening. Remember, the
auction closes at midnight! If any item is in stiff competition I will send
e-mails to coordinate your bidding.

Thanks,	

Mike:) Profwelks@aol.com


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

Date: Sat, 10 Jun 1995 17:18:20 -0400
From: jmg141@email.psu.edu (john gardner)
To: traveller@MPGN.COM
Subject: flamethrowers,aliens, and the like
Message-ID: <199506102138.RAA25374@genesis.ait.psu.edu>

        I am not sure what the official rules for the design of flame
throwers would look like (if there is one), but i use the following
guidelines:

1.      flamethrowers do not do any sort of impact or penetrative damage.  
        there are essentialy two types of streams which could be used in
these devices: thickened and unthickened napalm or similar fuel compound.
the unthickened version acts like a giant bic lighter on its side.  this
version is used for suppression and harassment of enemy troops and will
ignite exposed flamibles.  i assign a damage of 2D on contact with
unprotected skin surfaces, and 1d per second of contact durring the attack;
and 1D for protections of rigid armor.  (allow 1 turn per armor level for
the reduced heat damage levels.)  if the target is ignited, the rules say 1D
per second (p286 TNE)
        the thickened fuel version throws a thick flaming liquid at the
target, and covers it on contact.  this version has a longer range but uses
much more fuel per attack.  i assign 2D on contact plus the customary 1D per
second for as long as the target is covered with the flamable liquid.  the
same penetration rules apply.
2.      flamethrowers are deadly to the users.
in world war II the highest casulaties were in the ranks of those who used
the flamethrowers.  this is for several reasons:
        the weapon has miserable range
        there is a huge fuel tank straped to your back waiting to explode or
burn when it gets shot
        the enemy tends to hate geting hot under the collar against his/her
will.  the psychological effects of this dictate that they will concentrate
fire on the operator.
3.      flamethrowers are psychologicaly devisataing on troops.  apply the
appropriate morale factors.

i hope this helps.

john.

"Any society which is willing to surrender liberty for security . . . shall
have neither."
                                                           - Benjamin
Franklin.
"A simple man believes anything, but a prudent man gives thought to his
steps."
                                                           - Proverbs 14:15
"No matter where you go, there you are . . ."
                                                           - Albert Eienstien
"A chicken is nothing but an egg's way of producing more eggs"
                                                           - unknown



  


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

Date: Sat, 10 Jun 1995 16:49:27 -0500 (CDT)
From: ccjoe@showme.missouri.edu (Joseph Heck)
To: traveller@MPGN.COM (TML Submissions)
Subject: TL10 & TL11 Imperial Scout/Courier
Message-ID: <9506102149.AA51228@showme.missouri.edu>

I've been mostly working on early TL designs of the Scout/Courier for 
re-emerging systems. Here are the designs for the TL10 and TL11 Scout
Courier. I didn't create a TL9 Scout/Courier because at that TL, it's
impractical to use a ship for both Jump transport and surface to orbit.

-enjoy!

TL10 & TL11 100ton Scout/Courier

TL10 was when the soon-to-be ubiquitous Imperial Scout/Courier was
first developed. Now the most common ship in Regency Space, the
TL10 Model is still being produced on smaller worlds and in Jump1
Clusters for light duty and long lasting service.

Early variations of the Scout/Courier were made for exploration
that included removing the cargo hold to expand the fuel tankage,
allowing for 4 consecutive Jump-1's and still allow 25.6 G-Turns
for manuever.

TL10:

GENERAL DATA 
Displacement: 100 tons            Hull Armor: 32 
Length: 35 meters                 Volume: 1400 kl 
Price: MCr 57.07                  Target Size: S 
Configuration: Wedge AF           Tech Level: 10 
Mass (loaded/empty): 

ENGINEERING DATA 
Power Plant: 130 MW Fusion (130 MW/hit), 1 year duration 
Jump Performance: 1 (280 kl fuel for two consecutive Jump-1) 
G-Rating: 2 (50 MW/G), Contra-Grav Lifters (20 MW) 
G-Turns: 48 (92.8 using jump fuel), 6.25 kl of fuel each 
Maint: 24

ELECTRONICS 
Computer: 2 x TL-10 Mod St Computers (0.3 MW ea.)
          1 x TL-10 Mod Fb Computers (0.6 MW ea.)
Commo: 300,000 km radio (10 hex; 10 MW) 
       1000 AU maser (*; 0.6 MW) 
Avionics: TL-10+ Avionics 
Sensors: Ladar 60,000 km (2 hexes, 1 MW) 
         Passive EMS 120,000 km (4 hexes, 0.25 MW)
         EMM (1.4 MW)
Controls: 3 x Workstation, Dynamic Link

ARMAMENT 
Offensive: 1 x Turret Fitted(Loc:10; Arcs:1,2,3) 
Master Fire Directors: None 

ACCOMODATIONS
Life Support: Extended (0.28 MW), Gravitic Compensators (1G; 7 MW) 
Crew: 3 (2x Maneuver, 1x Electronics, 1x Engineering)
Crew Accomodations: 2x Large Staterooms (0.001 MW) 
                    2x Small Stateroom (0.0005 MW) 
Cargo: 140 kl (10 tons), 1x Large cargo hatches
Small Craft and Launch Facilities: Air/Raft with Minimal Hanger and Launch
Port
Air Locks: 1

Notes: Total fuel capacity is 599.5 kl.  Fuel scoops can 
      collect 560 kl/hr (ie. total fuel can be replenished 
      in 1 hour, 5 minutes).  Fuel processing plant can refine 
      up to 191 kl/hr.  The entire fuel load can be refined in 
      3 hours, 8 minutes).

Area       Surf Hits             Internal Explosion 
1          Ant                     Elec 
2-3        1-10:Ant,11-20:Scoops   1-5:Elec, 6-20:Qtrs 
4-5        1-10:Ant,11-20:Scoops   1-10:Elec, 11-20:Hold 
6-7        1-4:Ant                 Hold 
8-9        1-4:Ant                 Hold
10         1:AirLock               1-10:Turret,11-20:Qtrs
11         1-2:Launch Port         Hold
12-13      1-4:Ant                 Hold 
14-15      1-4:Ant                 Hold 
16-17                              1-10:Engr,11-20:Qtrs
18-19      1-4:Ant                 Hold
20                                 Engr

SYSTEMS

JD-1H          FPP-1H 
PP-1H          AG-1H
MD-(2h)        LS-1H
CG-(4h)        LSR-1H
ELS-1H         SSR-(2h)
All Others-(1h)

The TL11 Model was the first to commercially integrate the Jump2
Technology with it's reduced fuel usage, and some upgraded
electronics.

Again the extended range variation of the Scout/Courier was made for
exploration. Removing the cargo hold to expand the fuel tankage
allowed for 2 consecutive Jump-2's and 48 G-Turns for manuever.

TL11:

GENERAL DATA 
Displacement: 100 tons            Hull Armor: 32 
Length: 35 meters                 Volume: 1400 kl 
Price: MCr 56.07                  Target Size: S 
Configuration: Wedge AF           Tech Level: 10 
Mass (loaded/empty): 

ENGINEERING DATA 
Power Plant: 130 MW Fusion (130 MW/hit), 1 year duration 
Jump Performance: 2 (210 kl fuel) 
G-Rating: 2 (50 MW/G), Contra-Grav Lifters (20 MW) 
G-Turns: 59.2 (92.8 using jump fuel), 6.25 kl of fuel each 
Maint: 24

ELECTRONICS 
Computer: 2 x TL-11 Mod St Computers (0.35 MW ea.)
          1 x TL-11 Mod Fb Computers (0.7 MW ea.)
Commo: 300,000 km radio (10 hex; 10 MW) 
       1000 AU maser (*; 0.6 MW) 
Avionics: TL-10+ Avionics 
Sensors: Ladar 120,000 km (4 hexes, 1.2 MW) 
         Passive EMS 120,000 km (4 hexes, 0.25 MW)
         EMM (1.4 MW)
Controls: 3 x Workstation, Dynamic Link

ARMAMENT 
Offensive: 1 x Turret Fitted(Loc:10; Arcs:1,2,3) 
Master Fire Directors: None 

ACCOMODATIONS
Life Support: Extended (0.28 MW), Gravitic Compensators (1G; 7 MW) 
Crew: 3 (2x Maneuver, 1x Electronics, 1x Engineering)
Crew Accomodations: 2x Large Staterooms (0.001 MW) 
                    2x Small Stateroom (0.0005 MW) 
Cargo: 140 kl (10 tons), 1x Large cargo hatches
Small Craft and Launch Facilities: Air/Raft with Minimal Hanger and Launch
Port
Air Locks: 1

Notes: Total fuel capacity is 599.5 kl.  Fuel scoops can 
       collect 560 kl/hr (ie. total fuel can be replenished 
       in 1 hour, 5 minutes).  Fuel processing plant can refine 
       up to 191 kl/hr.  The entire fuel load can be refined in 
       3 hours, 8 minutes).

Area       Surf Hits             Internal Explosion 
1          Ant                     Elec 
2-3        1-10:Ant,11-20:Scoops   1-5:Elec, 6-20:Qtrs 
4-5        1-10:Ant,11-20:Scoops   1-10:Elec, 11-20:Hold 
6-7        1-4:Ant                 Hold 
8-9        1-4:Ant                 Hold
10         1:AirLock               1-10:Turret,11-20:Qtrs
11         1-2:Launch Port         Hold
12-13      1-4:Ant                 Hold 
14-15      1-4:Ant                 Hold 
16-17                              1-10:Engr,11-20:Qtrs
18-19      1-4:Ant                 Hold
20                                 Engr

SYSTEMS

JD-1H          FPP-1H 
PP-1H          AG-1H
MD-(2h)        LS-1H
CG-(4h)        LSR-1H
ELS-1H         SSR-(2h)
All Others-(1h)
-- 
 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:         Sat, 10 Jun 95 17:50:20 EDT
From: "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
To: traveller@MPGN.COM
Subject: Vampire Ships and Robots
Message-ID:   <950610.175530.EDT.34TYHPE@CMUVM.CSV.CMICH.EDU>

Some questions regarding the robot design system in VAMPIRE SHIPS:
  1.) How does one figure out what the volume of a robot's arm should be?

  2.) Why are there no rules for creating human-looking robots such as the
  one featured in the adventures in Traveller Digest? (And, presumably, the
  ones Strephon used as stand-ins).

  3.) Could we see a detailed example of the construction of one of the 'bots
  in the back of the book? Examples can help illustrate things which rules
are
  sometimes unclear on.

    Thanks!

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

End of TRAVELLER Digest 313
***************************


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