			    TRAVELLER Digest 451

Topics covered in this issue include:

  1) Added PF stuff by merrick@Rt66.com (Merrick Burkhardt)
  2) Re: Added PF stuff by merrick@Rt66.com (Merrick Burkhardt)
  3) Yay/Nay by Bri <bri@teleport.com>
  4) Re: TRAVELLER digest 448 by library@dss.gov.au (DSS Library)
  5) Re: High Tech Ship Designing by aswfh@acad2.alaska.edu (William F. Hostman)
  6) Undercrewing by aswfh@acad2.alaska.edu (William F. Hostman)
  7) Re: Undercrewing by merrick@Rt66.com (Merrick Burkhardt)
  8) TL13 4 ton LT by merrick@Rt66.com (Merrick Burkhardt)
  9) Re: Complaints about GDW fudges; & Starship commissions by CyHiggin@aol.com
 10) RFT: Leviathan by Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
 11) Transponders in TNE by "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
 12) Damn, did it again. by merrick@Rt66.com (Merrick Burkhardt)
 13) Crew Levels, HAIS system (fwd) by merrick@Rt66.com (Merrick Burkhardt)
 14) Re: RFT: Leviathan by merrick@Rt66.com (Merrick Burkhardt)
 15) Traveller miniatures, etc. by Christopher_Griffen@dmcwave.com (Christopher Griffen)
 16) Gushiken-Class Vincenzi Free Trader by Christopher_Griffen@dmcwave.com (Christopher Griffen)

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

Date: Sun, 15 Oct 1995 19:45:36 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: Added PF stuff
Message-ID: <9510160145.AA27866@Rt66.com>


Greetings once again.

I am working on the fuel shuttle/cutter/whatever you call it.  In the
mean time use a modular cutter, but make it a 2 g version.

Here are the BR stats.

Dliatsev Patrol Frigate

--			-1
---			TL13
L(x2[-2])10:2		FC:-4
L(x2[-5])1:1-0-0-0	M6(3)*
A:16 P:4 J:10 Msk	(P) J:4 g:2(3)**
AV:1			11***
SC:3			10****

Notes:

*	MFD controls 3, and ship has 2 laser comm.s
**	2 is with all craft aboard, 3 is with craft away.
***	1 Fuel Shuttle (50 tons), 10 8 ton Fighters
****	Value of PF alone.  Value with craft is 23.


Zhodani 8 ton Fighter

---			+1
---			TL13
---			---
---			M1(3)
A:6 P:2 Msk		(S)g:5
AV:2			---
---			1/1.5


PF Erata:
No errors, just forgot to note that the FPP takes 84 hours to do the
jump fuel---150kl in 6 hours.

-Merrick

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

Date: Sun, 15 Oct 1995 20:06:00 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: Added PF stuff
Message-ID: <9510160206.AA29025@Rt66.com>

Doh!  I forgot this one note...

 
> Dliatsev Patrol Frigate
> --			-1
> ---			TL13
> L(x2[-2])10:2		FC:-4
> L(x2[-5])1:1-0-0-0$	M6(3)*
> A:16 P:4 J:10 Msk	(P) J:4 g:2(3)**
> AV:1			11***
> SC:3			10****
> 
> Notes:
> 
> *	MFD controls 3, and ship has 2 laser comm.s
> **	2 is with all craft aboard, 3 is with craft away.
> ***	1 Fuel Shuttle (50 tons), 10 8 ton Fighters
> ****	Value of PF alone.  Value with craft is 23.
Add:

$	This is the second array on each turret.  They *must* fire at
the same targets as each 10:2 laser.  ie:targetA one 10:2, one
10:1-0-0-0, targetB, same.  *not* targetA 2x10:2 lasers, targetB
2x10:1-0-0-0 laers.



-merrick

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

Date: Sun, 15 Oct 1995 20:51:38 -0700 (PDT)
From: Bri <bri@teleport.com>
To: traveller@MPGN.COM
Subject: Yay/Nay
Message-ID: <Pine.SUN.3.91.951015205033.19882A-100000@linda.teleport.com>

Change minimum armor (to 10, say?): Yay, make it GsX5. For purposes of 
"structial integrity"

Have pre Virus crews for old ships, or non-RC use: No, but be creative 
about what jobs people can do.

bri


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

Date: Mon, 16 Oct 1995 17:33:32 -0500
From: library@dss.gov.au (DSS Library)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 448
Message-ID: <199510170032.RAA08707@babylon5.dss.gov.au>

Dear Folks -

Re: THE LONG NIGHT

In digest 448, bri asked:
>	According to the published Imperial timelines, there was a period 
>from -1526 to 0 which was called the "Long Night".
> I was wondering if anyone out there had any information they'd be 
>willing to share?

There is almost no info on what happened during the Long Night. You
would need to scratch around and gather it in from many and varied
sources. Off the cuff, I can think of the following:
   - brief references to the Sylean Federation, pre-Third Imperium (MT
     Encyc et al, possibly some old Lib Data);
   - various articles about pocket empires for MT and TNE
     contain some info about how the area fared during the Long Night.
     Specifically, I think that there are sketchy details available
     for the Duchy of Oasis, the Old Expanses, the Hinterworlds,
     that mob that the RCES has just contacted (can't remember their
     name, sorry), and the Geonee (Challenge and Digest articles).

There is actually less info about what happened during the Long Night
than there is background DM info about the future of the RCES. ;-)

- Hyphen
  (David Jaques-Watson)
- Hyphen
  (David Jaques-Watson)


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

Date: Mon, 16 Oct 1995 01:15:54 -0800
From: aswfh@acad2.alaska.edu (William F. Hostman)
To: traveller <traveller@MPGN.COM>
Subject: Re: High Tech Ship Designing
Message-ID: <v01530501aca750ac7d4f@[137.229.100.59]>

Alvin Plummer:
        Maybe they should go ahaead and do FF&S part deux: the REST of the
design Sequences. Only via TML have I heard much about Challenge at all.

I haven't seen a new issue of challenge at the local game store in over a
year... and haven't purchased one in over 2. No one I know gets it locally.
We all purchase the new materials, and so far the emphasis shown has all
been towards TL=BE13, and a distinct shying away from TL>15.

I feel it's about time for GDW to wake up and smell the coffee: we want the
WHOLE RANGE of material, not just "dark traveller".

As a side note, I was seriously DISSAPOINTED by RSB: it adds one usefull
bit of rules, and treats the Darriens, Aslan, Vargr, and Zho's in the same,
useless manner that Hiver and Ithklur treats the Hivers: they are just "Man
in Suit" aliens. Not So! And as for the lack of Proles in the Gen Sequence
for Zho's: Follow the old rules: proles are only elevated to intendant if
their Psi is 9+, and lessers are not allowed training.

Also, I expected to see a correction or two to the carreer list, and an
addition or two... NONE of these were there. What do I feel is wrong?

        1) Merchants cannot get steward except as a hobby.
        2) the Scout carreer does not accurately reflect the IISS (Has the
           RISS changed so much?)
        3) There is no carreer for Serving Nobles... Wealthy Traveller isn't
           quite right for them, although for terminal nobles and titular no=
bles
           it works.
        4) there was no RQS CGen. Do they Use Navy, Scout, or something uniq=
ue?

Also, they mention the X-Web, but give no real data.


-Wil

William F. Hostman

EMail:          ASWFH@Orion.Alaska.EDU
HomePage:      down due to access problems.

"History is the story of the life of societies; geography is the study of
what they evolved in."



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

Date: Mon, 16 Oct 1995 01:31:27 -0800
From: aswfh@acad2.alaska.edu (William F. Hostman)
To: traveller@MPGN.COM
Subject: Undercrewing
Message-ID: <v01530500aca7d597bd7f@[137.229.100.64]>

In my campaigns, a person holding two positions hass all task difficulties
raised by +1 DifMd. This works really well, especially with the maintenance
rules (avoidance check for a potential breakdown becomes Formidable!!!).

With holodynamic linked control panels (or even computer linked) the
controls are easily reconfigurable to handle most any function from most
any station. Just remember that the ability to access any given data set it
lessened.

-Wil

William F. Hostman

EMail:          ASWFH@Orion.Alaska.EDU
HomePage:      down due to access problems.

"History is the story of the life of societies; geography is the study of
what they evolved in."



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

Date: Mon, 16 Oct 1995 08:19:26 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: Undercrewing
Message-ID: <9510161419.AA03083@Rt66.com>

Hi,
 
> In my campaigns, a person holding two positions hass all task difficulties
> raised by +1 DifMd. This works really well, especially with the maintenance
> rules (avoidance check for a potential breakdown becomes Formidable!!!).

Good idea.  Of course maintenance is a bit kooky anyway regarding
breakdowns.  I think if I designed my Honda in FFS it'd spend a lot more
time not running :-)
 
> With holodynamic linked control panels (or even computer linked) the
> controls are easily reconfigurable to handle most any function from most
> any station. Just remember that the ability to access any given data set it
> lessened.

Yeah, but take the electronic crew as an example... why a different
guy for each sensor?  I'd rather see an integrated display, that way a
bunch of "bogey" type detections might paint a better picture of the
target.  And the new engineering crew levels make me think they're
stoking the HEPlaR drive with shovels.

> -Wil

-Merrick

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

Date: Mon, 16 Oct 1995 08:32:20 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: TL13 4 ton LT
Message-ID: <9510161432.AA03648@Rt66.com>


The turret stats I dropped in my PF post were from an old saved version
of my spreadsheet.  I noticed as soon as I saw it (it's a hybrid of the
TL13 and the TL14 I was in the process of making).

		Volume		Mass		Area		Cost	
 
Total		55.952		83.583		7.447		1.85	

The area is of the arrays themselves.  the area on the hull is 12m^2.
 
MW @ ROF:10	4.25078889	MW @ROF:100	42.5078889

Damage at Reff (array 2)	60	Penetration:	19
Damage at Reff (array 1)	31	Penetration:	10
DE for a gf array 1	153.0284			
IE	765.142			
 
 
650MJ X-Ray laser

10:1/19-60	20:1/10-30	40:1/5-15	80:1/2-7
 

153MJ laser	

1:1/10-31	2:1/5-15	4:1/2-8		8:1/1-4



Drop this in instead of the other one, or call the other one a TL14
turret variant (you'll see the full TL14 version in the PC design soon).

-Merrick

I said it in the posts before, but the ship I posted used a reduced crew
level.  As the crew levels are in the designs they are higher than CT,
but a crew 14 ship having 39 crew made it damn hard to live with.  I'll
post the "real" FFS crew levels if you want.  They'll just have to be
really friendly and hot-bunk.

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

Date: Mon, 16 Oct 1995 11:21:45 -0400
From: CyHiggin@aol.com
To: traveller@MPGN.COM
Subject: Re: Complaints about GDW fudges; & Starship commissions
Message-ID: <951016112144_125037049@emout06.mail.aol.com>

In a message dated 95-10-15 21:48:18 EDT, you write:

>
>Since it'll be the people on the list who use any of this, I'd like to
>see a yeas and nays on trashing the gs*10 minimum armor rule, and what
>the group thinks about pre-virus crew levels (I use the HAIS levels, but
>without equipment, and assume that they'd be pushovers for the virus).
>
>I'll compile results if people wanna vote on this...
>
>Change minimum armor (to 10, say?): Yes or No
>	If yes, then what level? (10, 20, etc.)

Okay, here's our house rule: 
    - Minimum external armor is AV 1; (enuff to hold the air in). 
    - Internal structure uses (G*10) rule, as per book, because 
that's the bracing for acceleration.
    - It is advisable to put some kind of Meteor Screen (ESA) on
ships that have thin armor, or the maintenance requirement goes
up from micrometeorite damage and dust erosion...

>Have pre Virus crews for old ships, or non-RC use: Yes or No
>	If yes, then what levels?  (.25xEng., Elec., and Maint. crews,
>	then recalulate dependant crews (command, stewards, etc.)

Haven't worked this one out yet, but some considerations we have
already adopted:

   -- small interface craft (orbiters, etc) can use Aircraft crewing rather
than
spaceship crew rules.
  -- Anything with a ground crew, (e.g. ground- or carrier-launched
fighters),
that ground crew is most of your maintenance and engineering crew. They 
don't need to be accomodated in the craft.
  -- need some provision for figuring skeleton crew sizes; the ship can
operate
with this size crew, but can't fight worth spit, and maintenance goes to hell

in a handbasket.

                              -- Cynthia


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

Date: 16 Oct 1995 15:57:16 GMT
From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
To: traveller@MPGN.COM
Subject: RFT: Leviathan
Message-ID: <151379869.56949426@nynet.nybe.north-york.on.ca>

I'd like to see an FFS version of the Leviathan Merchant Cruiser (Adventure
4).  I'm more concerned about compliance with the deckplans than with exact
matching of the CT specs, as long as it can do the CT mission.  (Basically
trade exploration.)

Full FFS compliance would be nice.  Extra crew shouldn't be a problem, as the
ship was slightly overcrewed to begin with (when you're on an exploratory
cruise, you want backup crewsophonts).

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

Date:          Mon, 16 Oct 1995 09:10:34 MST7
From: "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
To: traveller@MPGN.COM
Subject: Transponders in NE
Message-ID: <11D4F2561E1@tonic.pharm.Arizona.EDU>


> Date: Fri, 13 Oct 95 12:29:00 PDT
> From: David Elrick <Dave.Elrick@ps.co.uk>
> Subject: Transponders

> A question. What is the status of transponder use in TNE?  Are the same 
> chips and that still used, but completely isolated from the rest of 
>the ship-net?


	As we've covered before, I think, most likely ALL ship's systems are 
disconnected, but most certainly all communications systems are. In 
fact, they're probably off in a separate, shielded compartment in the 
ship, a la the old radio rooms on ships, because I'm sure there was a 
virus out there that learned it could infect nearby systems by the 
proper modulation and induction of signals in nearby systems. 

	Transponders have almost certainly fallen into disfavor...what goes 
on now is more like a "Talk or I'll shoot" scenario, where Uhura 
opens a hailing frequency, and if the other ship doesn't respond, 
they get shot at as probable hostile.

	Leads to a lot of chattiness, but this is almost certainly how those 
lonely free traders managed to survive...it'd be hard for a Virus to 
emulate a human, and almost certainly a human that the other person 
knows.

	This brings to my mind an interesting speculation on Free Trader
society. Since various sources have mentioned that the ships are run
in a clan-like atmosphere, there's a LOT of fostering; sending young
clan members to live on other ships.

	If you have a relative on board the other ship A) you're a lot less
likely to shoot at it, and B) there'll also be someone on board yopu
can talk to, to confirm that the ship isn't a virus.

	This also leads to lots of chances to cement bonds between clans, 
via intermarriage, plus it tends to increase rather than decrease 
diversity in the gene pool.

	Of course, then you could always have the Capulets and Montagues 
going at it.

> This came up in a discussion between Liam McCauley and myself. I've 
>always assumed that `normal' transponder units were sealed units which 
>transmitted a message on a loop. The unit had two settings - on and off.
>I also recallprogrammable transponders (from the Traveller Adventure I think, 
>but it's been a while since I read it).
> 
> Liam seems to be of the opinion that the transponders were always 
>hooked into the internal ships net (and now he comes to mention it, I 
>think I've seen mention somewhere in TNE of Virus passing from ship to ship 
>via transponders).

	There's an extensive explanation of the transponders in Survival 
Margin...a handy little guide once you get your 'between the lines 
reading' up to speed..if, of course, GDW doesn't disown everything 
they said in it. Basically the boxes were doing a lot more than just 
saying 'Hi! I'm the Free Trader Beowulf. My registration number is 
6574872GTr7734-0032!' over and over again, but was actually 
monitoring the entire ships behavior to the point where it would say, 
on it's own initiative: 'Hi! I'm the Free Trader Beowulf, and Captain 
Bligh here stole me!'

	Of course, this is only if you accept the kind of stuff GDW writess 
about computers.

	But, since there was so much traffic going back and forth between
ships all the time, and since the transponders were comparing notes
on the universe as they knew it, that the extra bandwidth and
storage to allow Virus to get in and take over were built in as a
normal feature.

	The transponders were behaving a bit like domain name servers, 
always chatting about who they know, who's moved, who's not around 
any more...Yeesh  I'd better look into the back of that DEC for a 
little black box...;-)


Bruce Johnson
Information Technology/College of Pharmacy
The University of Arizona
johnson@tonic.pharm.arizona.edu 


As if this place HAD any opinions...

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

Date: Mon, 16 Oct 1995 10:20:52 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: Damn, did it again.
Message-ID: <9510161620.AA13044@Rt66.com>


DAMN!  the damage values are wrong.

I need to not post before having my cup-o-joe :-)

Use the second values for each...
 
> 650MJ X-Ray laser
> 
> 10:1/19-60	20:1/10-30	40:1/5-15	80:1/2-7

10:1/20-64	20:1/10-32	40:1/5-16	80:1/3-8

  
> 153MJ laser	
> 
> 1:1/10-31	2:1/5-15	4:1/2-8		8:1/1-4

1:1/10-31	2:1/5-15	4:1/2-7		8:1/1-4


Sheesh.  I really, really need to clean out all the in-progress saves I
did on these things and trash the unused ones.  This stupid version of
the spreadsheet isn't even the one smart enough to do all the damage
calcs alone.  Ugh.

-me again

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

Date: Mon, 16 Oct 1995 10:37:28 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: Crew Levels, HAIS system (fwd)
Message-ID: <9510161637.AA17681@Rt66.com>

Hi,

I got this off the gdw-beta list, and it seems to work pretty well for me. I
haven't been using the integration systems because it didn't seem like I needed to.  I might be inclined to use it on bigger ships, with a modifier for having
more than 3 computers installed.  Maybe the volume of the computers includes
enough control linkages to cover a size Small ship, and bigger ones either
need another set of 3 computers or pay for the HAIS equipment.


> From curtis@sbcs.sunysb.edu Wed Jan  5 16:30:16 1994
> Date: Wed, 5 Jan 1994 16:17:27 -0500
> From: curtis@sbcs.sunysb.edu (Curtis Peer)
> To: gdw-beta@quark.qrc.com
> Subject: Crew Levels, HAIS system
> 
> I've done some work on the crew level problem myself (haven't had time
> to read through the recent posts on the subject though).
> 
> My solution was to use what Wildstar outlined, but with some modifications.
> 
> (obligatory dopey acronym:)
> 
> HAIS  (High Automation Integrated Systems)
> 
> volume= vol of (powerplant+J-drive+M-drive+sensors+weapons)*0.01
>    (maybe change to something less, this needs design testing)
> mass  = volume (in tonnes)
> cost  = MCr/14kl
> 
> Minimum Size: TL9-: 5 (displacement) tons. TL10-12: 2tons, 13+: 1ton
> 
> Engineering Crew: FFS formula * 0.25 (round fractions up)
> Electronics Crew: FFS* 0.25 (round down)
> Maneuver Crew: no change
> Gunnery Crew:  see below
> Maintainence :  FFS * 0.25 (round down)
> Ship's troops: no change
> command : no change (FFS based on modified numbers above)
> stewards (no Change)
> medical  (no change)

I would add that the stewards and med crew should be based on the new numbers, 
not just using the FFS ones (why have stewards for a crew of 40 on a ship with
a crew of 20?).

> 
> HAIS ships divide their maintainence points by 4, after all other
> MP calculations are done (round fractions up)
> 
> Gunnery Crew: on ships with HAIS, weapons fire can be conducted
>     completely from MFD's, and due to the combat advantages of 
>     doing so, it usually is.  Many (if not all) local weapons
>     crewstations are left unmanned, serving as emergency backup
>     only.  When the ship is designed, the designers figure "usual"
>     battery arrangements, install MFD`s to suit, and base gunnery
>     crew levels on that.
> 
> Specific requirements:
> 
> Black Globes: BG's are always fully manned
> Meson Screens: Meson screens are always fully manned
> Damper turrets and screens: Always fully manned
> Turret weapons: May be left unmanned, and controlled by MFD, within
>                 MFD limits (only like weapons at one time, etc)
> Larger weapons: any weapon with a crew greater than 2 may not be left 
>                 unmanned.(ie: crew of 3+ means no leaving it alone)
> 
> Note that larger weapons, like a spinal mount with a crew of one,
> may be left unmanned locally, but likely will have an MFD unofficially
> dedicated to its exclusive use.
> 
> Crew is the number of MFD's, plus the number of local weapons crews 
> the designers feel necesary to include.
> 
> I tried this with the Midu Agaaaawhatever 3000 ton destroyer,
> and got the crew down to 46, with the ability to lose a few more,
> depending on how many gun crew I want.  CT crew was 33, MT was 47.
> 
> Pre- Virus:
> 
> HAIS is common in all Vilani, Zhodani, and Solomani-influenced regions.
> Among aliens: 
> 
> Aslan do not commonly use HAIS in ship designs.
> K'Kree never leave home without it.
> Hivers use it
> Vargr usage varies widely (did you expect any different?)
> Droyne: ? maybe yes, maybe no, ref's discretion.
> 
> HAIS ships are highly vulnerable to becoming Vampire ships in the
> event of Virus infection, due to the high level if connectivity
> and automation.
> When non-HAIS ships are infected, the Virus is limited to only the
> infected sub-system.
> 
> The Imperial Navy and Zhodani Navy designs presented in Brilliant Lances
> are actually the post-Virus refits of those designs, eliminating the
> HAIS systems.  The volume gained using HAIS is mostly devoted to
> extra fuel. Weapons load remains unchanged
> 
> Thoughts?
> 
> John H Bogan



Good stuff this.  Unless there is massive support against it, I'd like to see 
this used.  I gives results about like MT.  Vampire ships will frequently be
HAIS designds since they were the original ships, and they are easier to
infect anyway.

With bigger ships the quarters could just be assumed to be packed with more
crew than designed for (adding bunks to singles, etc.).  You can have a NPC 
talk about how nice it would've been to be on the DD in the old days with 
your own room, etc.---or the nice tennis courts on the BBs that're now used
as a mess hall.

The smaller ships are really tight to design without HAIS if you want them to
be close to the CT/MT designs you know and love.

-Merrick

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

Date: Mon, 16 Oct 1995 10:43:39 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: RFT: Leviathan
Message-ID: <9510161643.AA18103@Rt66.com>


Hi,

this had been talked about before once...  it made me think about fusion rockets
again.  I'd think that once dampers are common, then fusion rockets should
have some kind of improvement.  Didn't Cynthia post a fix for this at some 
point?  The thrust should go up per drive volume, IMO.  The gturns could stay as
they are.  It'd help the Leviathan to no end.  It'd still do a lot of micro-
jumping.  Maybe the craft could be fitted with Jdrives as well.

-Merrick

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

Date: Mon, 16 Oct 1995 10:01:07 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: Traveller miniatures, etc.
Message-ID: <0828fdd0@MailXFER.DMCWAVE.COM>

Rob Prior wrote:

>>On another note: Rafm will not be producing any new 25mm figures for
Traveller.  If you know a manufacturer that does a decent job of science
fiction miniatures could you post me their address (or post it here)?  I've
got the Rafm figures, and have been using some Star Wars and Shadowrun
figures, but I'd like to get a greater selection.  <<

I recommend Metal Magic's Space Lords figures.  They've got some terrific 
troop figures and several really nice ship's crew figures.  The best troops 
are the Cybertechs.  These are armored in what could pass for flak jackets 
or combat armor.  The only problem with Metal Magic is, I've been told, 
that most distributors aren't carrying them anymore.  MM is a German 
company that was beginning to request that distributors place huge orders 
for their figures.  The distributors balked.  You can still find MM figs at 
many stores, however.

Simtac also has an extensive line of sci-fi figs, but from the photos of 
them, they look pretty mediocre in quality.

Steve Bonneville wrote:

>>Same data.  Some GEnie TMLers were kind enough to get permission to 
download it and put it up on the Internet quite a while back.<<

Actually the data is vastly different from that on Genie.  It may be the 
same as the data on the web site, but it's been greatly modified from that 
on file at Genie.

--Chris

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

Date: Mon, 16 Oct 1995 10:09:21 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: Gushiken-Class Vincenzi Free Trader
Message-ID: <08291dc0@MailXFER.DMCWAVE.COM>

Let's try this again.  I sent a bunch of virus-speak last week when I tried 
to send this because I hadn't put it through the crucible of mailing it to 
myself first.  I don't know if anyone else has this problem, but I have to 
mail text stuff to myself, then cut and paste it into a new message to the 
TML.  This seems to prevent any offending text from screwing up my message. 
At any rate, here's the ship...


To accompany my Vincennes RICE paper, I've written up the following 
description of the Gushiken Free Trader, operated primarily out of 
Vincennes, which was mentioned in the RICE paper text.  The ship uses the 
cube-bonded superdense armor (essentially a slight improvement on BSD 
armor) presented in the Univ. of Missouri Traveller web site.


Gushiken-Class Free Trader

GENERAL DATA
Displacement:  300 tons         Hull Armor:  10 
Length:  55 meters              Volume:  4,200 m3
Price:  MCr82.05 (85.89 armed)  Target Size:  S 
Configuration:  Wedge/SL        Tech Level:  16 
Mass (Loaded/Empty):  2603.10/583.43 tonnes
                      2762.30/743.83 tonnes (armed)

ENGINEERING DATA
Power Plant:  243 MW Fusion Power Plant (243 MW/hit), 1 year duration 
Jump Performance:  1 (420 m3 fuel)
G-Rating:  1G (150 MW/G), Contra-Grav Lifters (30 MW) 
G-Turns:  48 (70.4 using jump fuel), 18.75 m3 each 
Maint:  17 (20 if armed)

ELECTRONICS
Computer:  3 x TL-16 Mod Std Computers (0.6 MW each)
Commo:  300,000km radio (10 hexes; 10 MW), 1000AU maser (inf.; 0.6 MW) 
Avionics:  TL-10 Flight Avionics
Sensors:  Passive EMS Fixed Array 30,000km (1 hex; 0.01 MW), Active EMS  
3,000km (0 hexes; use long-range for task difficulty in same hex; 5 MW), if 
armed Active EMS 300,000 (10 hexes; 10 MW)
ECM/ECCM:  None
Controls:  Bridge with 3xbridge workstation plus 1 other workstation

ARMAMENT
2 turret hardpoints, socket fitted (Locs: 8,9; Arcs: 1,2,3).  When weapons 
package is fitted, characteristics are as follows:
Offensive:  2xTL-16 250-Mj laser turrets (Loc:  8,9; Arcs:  1,2,3; 6.9   MW 
ea.; 1 crew ea.)
Master Fire Directors:  1xTL-16 Beam MFD (6 Diff Mod; 10 hexes; 1.56 MW; 1 
crew).  MFD always installed, armed or not.

Short       Medium       Long         Extreme
250-Mj Laser Turret   10:1/13-40  20: 1/13-40  40: 1/13-40  80: 1/13-40

ACCOMMODATIONS
Life Support:  Extended (0.84 MW), Grav Compensators (7G; 21 MW)
Crew:  4 (1xEngineering, 1xElectronics [doubles as Steward], 2xManeuver  
[Pilot or Astrogator doubles as Command], 0-2xGunnery, 0-1xMFD         
Gunner).
Crew Accommodations:  3xSmall Stateroom (single-occupancy, double if armed; 
0.0005 MW ea.), 1xLarge Stateroom (single-occupancy; 0.001 MW ea.) 
Passenger Accommodations: 10xSmall Stateroom (single-occupancy; 0.0005
MW ea.)
Cargo:  1802.71 m3, 6 large cargo hatches
Small Craft and Launch Facilities:  3-ton Enclosed Air/Raft with internal 
hangar (minimal) and launch port
Air Locks:  3

NOTES

The Gushiken-Class Free Trader was designed by Ling Standard Products for 
operation in the Vincennes Cluster.  The Vincennes Trade and Commerce 
Commission (VTCC) sponsored the design for sale to traders who operate in 
the 11-system Vincenzi Jump-1 route.  The VTCC has configured a network of 
far traders to operate as interface traders at Irumunu, Achemedon, HRD and 
Perez systems for shipment of goods beyond the reaches of the Vincennes 
Cluster.

Most Gushiken-Class traders do not carry armament as the level of stability 
in the region does not warrant it.  However, many traders travelling the 
HRD route, which approaches Usani Subsector and the frontier, choose to arm 
their ships against possible Vampire incursions or pirates.

The Gushiken is designed for maximum cargo capacity for shipments of 
popular Vincenzi communications, computer and novelty technology to the 
other worlds of the Vincennes Cluster.  Though the Jump-1 region is small 
by Regency standards, Gushiken traders frequently find they still don't 
have the space to accommodate the amount of cargo and freight available.

Approximately a dozen Gushiken traders have converted their drives to 
Jump-2 for operation beyond the Vincennes Cluster.  The reason for doing 
this is to cut the losses incurred by interface far trader freight costs. 
Most find, however, that the cost of refitting the ship and the lost 
cargo capacity do not justify the modification.

Fuel Scoops, 47.1 min. to scoop jump and maneuver fuel.  Fuel purification 
machinery (1.65 MW), 24 hours to refine 1320 m3 (92.4 tons)

DAMAGE TABLES

Area(1D20)  Surface Hits      Internal Explosion           Systems
1           1-5: Ant          1-6: Elec, 7-20: Qtrs        AG-1H  LT-1H 
2-3         1-8: Ant          Qtrs                         JD-2H  LSR-1H 
4-7         1: AL, 2-14: Ant  Hold                         PP-1H  LS-10H 
8-9         1-10: CH          1-4: TS (or LT), 5-20: Hold  CG-1H  MD-(3h) 
10-18       1-2: LP, 3-8: CH  Hold                         ELS-1H MFD-(2h) 
19          1-10: CH          1-2: Eng, 3-20: Hold         FPP-1H SSR-(2h) 
20                            Eng                          Hangar-1H
                                                           All others-(1h)


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End of TRAVELLER Digest 451
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