TRAVELLER Digest 542

Topics covered in this issue include:

  1) TL F Planet Heavy Cruiser
by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  2) Re: Where Traveller is going...
by cyhiggin@usa.pipeline.com (Dragoness)
  3) Comments on Traveller's future
by Stefan Matthias Aust <sma@kiel.netsurf.de>
  4) TL F Starburst Light Cruiser
by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  5) TL F Rapier Destroyer Escort
by Alvin Plummer <alvin.plummer@sheridanc.on.ca>

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

Date: Tue, 09 Jan 1996 17:36:44 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL F Planet Heavy Cruiser
Message-ID: <Pine.OSF.3.91.960109165509.4631P-100000@hubble.sheridanc.on.ca>


NOTE: the 'Planet' class heavy cruser is the same ship as the 'Mercury'
in Battle Rider, and the 'Ghalalk' in Classic Trav's supplement 'Fighting
Ships'.  The 'Planet' name was used in Mega Trav's _Rebellion Sourcebook_.

The Planet is a somewhat atypical TL F heavy cruser. While maintaining the
typical 27,000 Mj gun of ship's in it's class, it's jump5 capasity gives
it rather longer reach than most vessels in it's class.  Also note it's
4-G max speed, a weakness that becomes quite costly in the heat of major
naval actions.

As a Naval ship, it's best employed as the 'big gun' of scouting parties
and unexpected rading parties: there, it's jump5 capasity is used to the
max while the less-than-max opposition allows it to 'get away with it's poor
maneuverability.

*****-----

Major differences between the Planet class ship here and the Battle Rider
Mercury vessel basically revolves around the slightly weakened spinal gun
and the drastically weakened meson screen.  For every ship built, the
meson screen is far below the BR level, due to the volume the screen demands.

*****-----*****
Brilliant Lances Statistic's


TL F Planet Heavy Cruser
Disp         49 000           Armour          600
Len          317.9 m          Volume      686 000 kl
Price    28228.221 MCr        Target            L
Config        Slab SL         Tech              F
Mass     495 990/463 894

Power Plant     Fusion 116 000 MW, 1 yr duration
                (300 MW/Hit, 19 MW shortfall)
Jump            5 (205 800 kl of fuel)
G-rating        4 (25 000 MW/G)
G-turns         30.8 G-hours (64.1 G-hrs w/jfuel), 6 182 kl each
Maint           15 772

Computer        3 x TL F fb (1.1 MW ea)
Commo           3 x Radio 1000 AU (20.0 MW ea)
                3 x Laser 1000 AU (  .3 MW ea)
                3 x Maser 1000 AU (  .6 MW ea)
                1 x Meson 10 hex  ( 3.0 MW ea)
Avionics        TL A+
Sensors         3 x P-EMS folding ( 8 hex,   .3 MW ea)
                3 x A-EMS         (16 hex, 25.0 MW ea)
               20 x Ladar         (10 hes,  2.5 MW ea)
ECM/ECCM        3 x A-EMS jammer  (16 hex, 50.0 MW ea)
                EM Masking  (686 MW)

Controls        Bridge x 2568, Engineer x 776

Offensive       TL F 27 000 Mj Spinal Meson, -2 Dif
                (Loc: Spinal, Arc:1, 7500 MW, 171 Crew)
Defensive       352 MW TL F Meson Screen
                (PV+750, Crew 11)

At Loc: 1       10 x Missile Barbettes
                (.15 MW, 0 Crew* ea)
                25 x TL F 150 Mj Laset Turrent, -2 Diff
                (Arc: 1-2, 42 Mw, 0 Crew* ea)
                25 x TL F Sandcasters
                (Arc: 1-2, 1 MW, 1 Crew ea, 2D10x5 per hit, 50 C)
                5 x TL F N. Dampers
                (Arc: 1-2, 1 hex range, 3 MW, 1 Crew ea)
At Loc: 10      As above, but all Arc:All
At Loc: 11      As Above, but all Arc:All

MFD's        30 x TL F Msl/Beam (-6 Dif, 10 hex, 10 hex, 1.7 Mw, 1 Crew ea)
             78 x TL F Beam (-6 Dif, 10 hex, 1.6 MW, 1 Crew ea)

-2 Dif  27 000 Mj Spinal Meson 10:821  20:520  40:260  80:131
-2 Dif  150 Mj Laser Turrent    10:1/10-31        20:1/10-31
                                40:1/10-31        80:1/10-31

Extended Life Support (137 MW)
ArtiGrav            (6 476 MW)

Crew  1876
   Engineering    776  Maint       89
   Electrical      14  Stewards    63
   Maneuver         4  Command    458  Flight     18
   Gunnery        380  Troops      76  Medical    15

Accomo
   Sm. Strooms x 230 (double: .0005 MW ea)
   Lg. Strooms x 121  (quad @ 3 shifts: .001 MW ea)

Other Facilities
   3 x Electrical Shops (.6 Mw ea), 3 x Mechanical Shops (1.0 Mw ea),
   3 x Sickbay (.8 Mw ea)

Small Craft & Launch Facilities
  Spacious Hangar for 3 x 30 Disp ship's boats, 1 x 50 Disp mod. cutter,
                      1 x 10 Disp Skill, 4 x 15 Disp fighters
  Can launch all fighters in 1 turn
No Cargo
Airlocks: 490

Bridge, Aux Brige, Fire Control Centre

Fuel Scoops: jfuel in 3 hr 45 min, all fuel in 7 hr 25 min
Fuel Purif:  jfuel in 12 hr, all fuel in 23 hr 50 min

*****-----

Surface Area

1        1-7 Airlock
         8   Launch Port
2        Launch Port
4-5      1-16 Antenna
6-9      1-12 EMMR
10-16    Meson Screen

Damage Area            in all areas, 1-2 = Spinal Meson

1        3-18 Weapon
        19-20 Elect
2        3-20 Hold
3        3-20 Quarters
4-5      3-8  Quarters
         9-17 Elect
        18-20 Hold
6-9      3-20 Hold
10-11    3-4  Weapons
         5-20 Hold
12-16    3-20 Hold
17-19    4-13 Engineering
        14-20 Hold
20       3-20 Hold

System Damage

Electronics
   3 x Laser, Maser, Radar, Ladar    (1h)  Ant (1h) ea.
   3 x P-EMS                         (2h)       2H  ea.
   3 x A-EMS, A-EMS jammer           (2h)  ea.
   Meson Commo                         3H      (1h) ea.
   EMM                                67H      (686h)
   Meson Screen                       53H
Hold
   Hangar                             24H
   10 x Mech Shop, 10 x Elect Shop     1H  ea.
Quarters
   Sm. Stroom x  230                  (2h) ea.
   Lg. Stroom x  121                   1H  ea.
   ArtiGrav                          137H
   Life Support                    1 226H
   Emerg. Life Support               673H
Weapons
   Spinal Meson                      610H
   Laser Turrent x 75                  1H ea.
   Sandcaster Turrent x 75             1H ea.
   Nuclear Dampers Turrent x 15        1H ea.
   Missile Barbettes x 30              1H ea.
Engineering
   Jump Drive                        823H
   HEPlaR                            100H
   Power Plant                       388H
   Fuel Purif                        412H


NOTE: asterisks after some crew numbers means that these positions *can*
be manned in lieu of the MFD stations.

*****-----*****

Battle Rider Statstic's

          CA Planet
M(-2)10:11-10-7-4            -3
-                          TL F
-                        FC: -6
L(x25-2)10:1          M:30(150)
A:16 [P:8] J:16 Msk  (SP) J5 G4
AV:10 AuxB                    !
MS:11 SC:25 D:5             105

! 4 fighters

------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA
------------------------------------------------------------------------------






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

Date: Tue, 9 Jan 1996 17:31:15 -0500
From: cyhiggin@usa.pipeline.com (Dragoness)
To: FarFuture@aol.com
Cc: traveller@MPGN.COM
Subject: Re: Where Traveller is going...
Message-ID: <9601092231.AA12603@>

Roger Sanger was nice enough to forward your message to those of
us on the Traveller Mailing List.

As a player of Traveller since 1979, it's wonderful to hear that
you're going to be getting my favorite SciFi game back on track.
I have a comment, however.

>Comprehensive  Rules  System.  The  game  system  rules  will  be
>consolidated  based  on  the  original  Classic  Traveller  rules
>(revised  in light  of 20  years of  role-playing experience).  I
>envision adding  to the basic rules  a task system and  a vehicle
>design system.  The game rules will  concentrate on the vehicles,
>starships, and  equipment players will encounter  and use (rather
>than  covering every  possibility). The  key is  that these rules
>must be easy to use, easy to understand, and accessible.

I recommend against coming out with Yet Another Rules Set. The
TNE rules (based on T2K2) are a very nice, solid, well-thought
out, mostly debugged set of rules.  They work, and work well.

OTOH, by all means get the vehicle design rules consistant
with Reality(tm); put the Science back in Science Fiction
Roleplaying.  And this time around, don't leave the aliens as
an afterthought (as did Traveller/MegaT/TNE): Space Opera
should have aliens, to remind us this isn't 1996 with starships.

Are you on the Traveller Mailing List? If you are, you'll be
able to skim a lot of useful (and less-than-useful) suggestions,
recommendations and requests.  You've quite a resource there;
some of us have been playing since the 3 original Black Books,
some are new as of TNE, and can offer you quite a variety of
perspectives on the roleplaying aspects of Traveller. As for
the Science part of it, you've several engineers, programmers,
biologists, physicists, firearms enthusiasts, and at least one
rocketry engineer on the list.  Go ahead and pick our brains.

                   --Cynthia Higginbotham

-----------------------------------------------------------------
Publik cey on request ----------------- cyhiggin@usa.pipeline.com

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

Date: Tue, 09 Jan 1996 23:45:39 +0000
From: Stefan Matthias Aust <sma@kiel.netsurf.de>
To: xboat@MPGN.COM
Cc: traveller@MPGN.COM
Subject: Comments on Traveller's future
Message-ID: <m0tZmor-0001IIC@kiel.netsurf.de>

Hello.

GDW is dead but it seems that this isn't true for Traveller. Already three
people wrote that they would be interested in the Traveller license. Even
more people wrote about their opinion about the future of Traveller or made
offers to help in keeping this game alive. I would like to comment on some
topics too.

I bought the German edition of Classic Traveller 1985 (year of publishing).
I liked the overall idea of Traveller but was disappointed by the game
system. Some test games ended very unsuccessfully. 1988 the German edition
was actual dead. Fanpro, the licensee, lost interest (probably) because
Battletech and shortly thereafter Shadowrun sold better. My interest was
vanishing too. During university, I subscribed the (old) TML from time to
time, reading its articles with great interest. Especially the period from
the first announcement upto the publication of TNE was a time of great ideas
and great emotions. I experimented with an own system based on Cthulhu
rules. 1993 I bought TNE, curious because of all discussions. From that
time, I gathered more and more Traveller stuff.

I like and hate Traveller the same time. The background, especially all the
old stuff, is great. It's good enough to overlook all this little annoying
quirks. I hate the change with MT and TNE to more combat and military
oriented campaigns and I hate the slighty destruction of the background.
Probably I'm biased but I've the feeling that most Americans are weapon-fans
and like to play wars. This alignment towards military is probably one
reason that Traveller doesn't sell well in Germany. Well. Moral? Back to the
roots!

I know GURPS and SJG very well. I don't like the GURPS rules but the world
and source books are great. I own most of them. I wouldn't favor GURPS
Traveller rules because that wouldn't be Traveller anymore. However, a new
edition of Traveller by SJG would be a good solution (IMHO). (The same would
be true for Space 1889.)

But would a reprint of the current rules enough? I don't think so. It's a
difficult matter. A lot of old fans were driven away because of GDWs drastic
background changes. Some of them already disliked Rebellion. But could you
really turn back the wheel of time? Make it a general system without
background or with different parallel background? Better not. Another dead
system is RuneQuest. But its world, Glorantha is kept alive buy its fans
because that's the uniting common denominator. GURPS has tons of backgrounds
and there're a lot of GURPS fans. But they're not the same "family" as
Glorantha fans - or Traveller fans - are.

Marc Miller took back Traveller and made some suggestion how to save
Traveller. Rewriting rules is a good point but trading cards and all that
other merchandising stuff might keep a company alive but IMHO it gives that
company a very bad reputation. Do only one thing, but do that good. Don't
try to cover every market you can think of.

Someone expressed the idea to publish a free set of rules over the net to
keep Traveller (or SF games in general) in the mind of the people. I like
that idea! However, we would need the permission by the owner of Traveller
or do something similar without violation copyright laws (and American
copyright laws are strange). I'd have no problem with a new but similar
background - in fact, currently I use such a background for my own campaign.
But I see, that's not "Traveller."

There's one big disadvantage with a CDROM based Traveller rules book - you
can't read it everywhere, say, at rest room.  Collecting and rewriting all
information about Traveller is probably a year's work, or even more. I don't
think that's something we would need now. Again, you can't compare reading a
book with reading some online documents. The second is less desirable.

A nice idea, I would suggest, would be a (free?) computer RPG game that
could also be used to generate characters, world and starships for a normal
table-based game. A little bit like the old Traveller games by Paragon
Software. But don't try to hide the game behind great sound and graphics
effects! (Okay, Paragon didn't. Both graphics and game play wasn't better
than average.) And don't make it an action game. Even combat should be
tactical.  The game would be something like a tutorial for the future game
master and you could play it to learn the rules and the background.

If I had three wishes for a future edition of Traveller I would wish:

* Keep rules and character generation simple. (Simpler that TNE or MT)

I use currently a variant of the Forgotten Futures rules (a shareware RPG by
Marcus L. Rowland set in the future of 1900 scientific fantasy novels.  More
information at http://www.tierzucht.uni-kiel.de/~sma/forgottenfutures/)
because they are very similar to the classic Traveller rules but more
workable. Perhaps one could license these rules.  Combat in this rules is
very deadly. Most weapons have a good change to instant kill a character.
But I like it that way...

Give players more control at character generation. Use both a random and a
point-buy system. I would suggest to lower terms from 4 to 2 years. Don't
emphasize combat oriented occupations. Use about 60 skills as a maximum.
Don't distinguish PC and NPCs. Make PC as simple as NPCs. I made the
observation that the less numbers the player has for her character, the more
she thinks about the character and develops a better background and surrounding.

Provide a lot of archetypes (at least 4-6 pages) players could use for
character generation and inherit their character from and the master could
use for contacts and encounters.

* Simplify the vehicle construction rules. (Complexity as in Space 1889
would be fine)

The original starship generation system was IMHO sufficient. I've three
expectations from that rules. Speed and endurance of the starship, crew and
maintenance costs, layout (deck plans) and form. Only the forth point is
costs (most ships the characters can't buy anyway). Combat values are nearly
unimportant for me.  Being able to construct other vehicles is cool but
starships are the most essential vehicles. I've absolutely no need for
design rules for ammunition or weapons. If you would like to add some
"design rules," then add some for alien creatures! All construction rules
should be usable without a computer.

Starsystem and world construction rules are okay. However, Law Level should
be more than only a weapons restriction law. I would add 3 to Law Level in
non-frontier regions. I would add some modifiers to population based on
physical world datas. I would rework Tech Tevels.

* Put more importance on spacetravel! (Sometimes I want more rules, too :-)

Travel between the stars gave Traveller its name. However, the one week
j-space stay isn't detailed at all. First, I feel uncomfortable with that
length. I currently use a system where a jump lasts 69 (don't ask me how I
got that number :-) hours at minimum. The larger the ship volume, the longer
the jump field needs to fade away. An 100.000t ship needs about 150 hours.
Larger ships probably can't jump at all (at current TL which defines an
upper volume).

During the jump, a lot of things could happen. Detail the effects of jumps
and misjumps. Describe starship routine. Include rules for improvised or
tuned machines - somethink you'll probably find on any character's ship.

As an example, my ships have to include a special kind of super conductors
to establish the jump field. These conductors have to be distributed over
the surface of the ship. Of course, damage to the ship could also damage the
jump-field conductors so it's wise to have more than needed. If not, jump
calculation becomes more difficult and misjump probability raises. You have
to overload existing jump conductors. You can use a calculated jump window
1D6 minutes. After this time, you've to recalculate, a process of hours,
depending on computer power. The jump field has to include the ship,
including propulsion mass. This makes simultaneous accelerating and jumping
more difficult. To establish the field the ship as to spend a lot of energy.
At lower TL, ships include capacitors to accumulate the needed energy. Half
of jump fuel will be used to generate the field, the other half is needed to
cool the jump drive, engines and converter.

Well, just to say it. All this concerns rules issues because I'm content
with the overall background. I'd wish a little bit more "sense of wonder" as
included in the old adventures and articles, however. This was lacking in
the recently published books.


Okay, enough said. This were my 2/100 units of local currency,
bye
--
Stefan Matthias Aust  //  But it's gonna be really happening to ya


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

Date: Tue, 09 Jan 1996 18:05:29 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL F Starburst Light Cruiser
Message-ID: <Pine.OSF.3.91.960109173723.4631Q-100000@hubble.sheridanc.on.ca>


NOTE: the Starburst was known as the SEH (Starburst for Extreme Heroism)
in Mega Trav.

The Starburst is a common TL F light cruiser, often seen in regions that
don't require heavy warship's.  Rather undistinguished, the vessel is
most commonly seen on patrol, but can aquit itself fairly well against
other light cruisers.  Ship's in this class are named after reciepients
of the SEH.

Excepting sixe, the Starburst closely resembled the Planet-class heavy
cruisers.

*****-----*****
Brilliant Lances Statistic's


TL F Starburst Light Cruiser
Disp         25 000            Armour          500
Len           236.5 m          Volume      350 000 kl
Price    16 821.761 MCr        Target            L
Config         Slab SL         Tech              F
Mass   242 800/227 065

Power Plant     Fusion  86 000 MW, 1 yr duration
                (300 MW/Hit, 47 MW shortfall)
Jump            3 (70 000 kl of fuel)
G-rating        6 (12 100 MW/G)
G-turns         44.8 G-hours (67.9 G-hrs w/jfuel), 3 022 kl each
Maint           7442

Computer        3 x TL F fb (1.1 MW ea)
Commo           3 x Radio 1000 AU (20.0 MW ea)
                3 x Laser 1000 AU (  .3 MW ea)
                3 x Maser 1000 AU (  .6 MW ea)
                1 x Meson 10 hex  ( 3.0 MW)
Avionics        TL A+
Sensors         3 x P-EMS folding ( 8 hex,   .3 MW ea)
                3 x A-EMS         (16 hex, 25.0 MW ea)
               10 x Ladar         (10 hes,  2.5 MW ea)
ECM/ECCM        3 x A-EMS jammer  (16 hex, 50.0 MW ea)
                EM Masking  (350 MW)

Controls        Bridge x 241, Engineer x 573

Offensive       TL F 20 000 Mj Spinal Meson, -2 Dif
                (Loc: Spinal, Arc:1, 5 556 MW, 94 Crew)

Defensive       100 MW TL F Meson Screen
                (PV:400, Crew 3)

At Loc: 1       4 x Missile Barbettes
                ( .15 MW, 0 Crew* ea)
                12 x TL F 150 Mj Laset Turrent, -2 Diff
                (Arc: 1-2, 42 Mw, 0 Crew* ea)
                12 x TL F Sandcasters
                (Arc: 1-2, 1 MW, 1 Crew ea, 2D10x5 per hit, 50 C)
                6 x TL F N. Dampers
                (Arc: 1-2, 1 hex range, 3 MW, 1 Crew ea)

At Loc:10       24 x 150 Mj Laser T (As above, but Arc: All)
                 8 x Msl Barbettes  (As above)
                24 x Sandcasters (As above, but Arc: All)
                12 x N Dampers (As above, but Arc: All)

MFD's        30 x TL F Msl/Beam (-6 Dif, 10 hex, 10 hex, 1.7 Mw, 1 Crew ea)
             63 x TL F Beam (-6 Dif, 10 hex, 1.6 MW, 1 Crew ea)

-2 Dif  20 000 Mj Spinal Meson 10:577  20:333  40:167  80:84
-2 Dif  150 Mj Laser Turrent    10:1/10-31        20:1/10-31
                                40:1/10-31        80:1/10-31

Extended Life Support (70 MW)
ArtiGrav            (1750 MW)

Crew  1 084
   Engineering    573  Maint       45
   Electrical       6  Stewards    22
   Maneuver         2  Command    150  Flight      8
   Gunnery        270  Medical    79

Accomo
   Sm. Strooms x 76 (double: .0005 MW ea)
   Lg. Strooms x 51  ( 6 @ 3 shifts: .001 MW ea)

Other Facilities
   3 x Electrical Shops (.6 MW ea), 3 x Mechanical Shops (1 MW ea),
   3 x Sickbay (.8 MW ea)

No Cargo
Small Craft & Launch Facilities
  Minimal Hangar for 2 x 30 Disp ship's boats

Airlocks: 250

Bridge, Fire Control Centre

Fuel Scoops: jfuel in 2 hr 30 min, all fuel in 7 hr 40 min
Fuel Purif:  jfuel in 24 hr, all fuel in 73 hr 20 min

*****-----

Surface Area

1        1-10 Antenna
        11-17 Airlock
2        1-10 Antenna
           11 Launch port
3-5      1-10 Antenna
6-9      1-10 EMMR
10       1-12 Meson Screen

Damage Area            in all areas, 1-3 = Spinal Meson

1        4-5  Wpns
         6-20 Hold
2-3      4-14 Elect
        15-20 Hold
4-5      4-20 Hold
6-7      4-14 Quarters
        15-20 Hold
8-9      4-20 Hold
10-11    4-7  Wpns
         8-20 Hold
12-17    4-20 Hold
18-19    4-18 Eng
        19-20 Hold
20       4-20 Hold

System Damage

Electronics
   3 x Laser, Maser, Radar, Ladar    (1h)  Ant (1h) ea.
   3 x P-EMS                         (2h)       2H  ea.
   3 x A-EMS, A-EMS jammer           (2h)  ea.
   1 x Meson Commo                     3H      (1h)
   EMM                                35H      (350h)
   Meson Screen                       15H
Hold
   3 x Mech Shop, 3 x Elect Shop       1H  ea.
Quarters
   Sm. Stroom x 75                    (2h) ea.
   Lg. Stroom x 51                     1H  ea.
   ArtiGrav                           70H
   Life Support                      646H
   Emerg. Life Support               323H
Weapons
   Spinal Meson                      354H
   Laser Turrent x 60                  1H ea.
   Sandcaster Turrent x 60             1H ea.
   Nuclear Dampers Turrent x 30        1H ea.
   Missile Barbettes x 20             1H ea.
Engineering
   Jump Drive                        280H
   HEPlaR                             75H
   Power Plant                       287H
   Fuel Purif                         70H


NOTE: asterisks after some crew numbers means that these positions *can*
be manned in lieu of the MFD stations.

*****-----*****

Battle Rider Statstic's

          CL Starburst
M(-2)10:10-8-5-3             -3
-                          TL F
-                        FC: -6
L(x20-2)10:1          M:20(100)
A:16 [P:8] J:16 Msk  (SP) J3 G6
AV:10                         -
MS:9 SC:20 D:10              75

------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA
------------------------------------------------------------------------------






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

Date: Tue, 09 Jan 1996 18:37:00 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL F Rapier Destroyer Escort
Message-ID: <Pine.OSF.3.91.960109180540.4631R-100000@hubble.sheridanc.on.ca>


The Rapier is typically used as convoy escorts and radiers by the
Imperial Navy.  Among the smallest ships with a 'useful' meson gun, it
can also be used to destroy minor vessels of opposing navies, and handily
outgun most vessels in the same size range.  The major cost is loss of
accuracy in the spinal gun: it's simply two power hungry to fire at
greater than 10 shot's per turn without powering down other ship's systems.

The Rapier is among the larger Navy vessels equipped with a ContraGrav
system, allowing it to hide in a world's (or gas giant's) ocean, obtain
repairs in ground ports, etc.

NOTE: Despite what the Kinunir says (BLances, p. 38), you can't fit a 700
Mj laser in a 84 kl barbette.  Thus, it's a 700 Mj Laser *Bay*

*****-----*****
Brilliant Lances Statistic's


TL F Rapier Destroyer Escort
Disp          9 000            Armour          500
Len             155 m          Volume      126 000 kl
Price     6 496.619 MCr        Target            M
Config        Wedge SL         Tech              F
Mass     108 312/103 088

Power Plant     Fusion 28 380 MW, 1 yr duration
                (300 MW/Hit, 19 MW shortfall)
Jump            4 (31 500 kl of fuel)
G-rating        4 ( 5 416 MW/G). CG (900 MW)
G-turns         26.9 G-hours (50.1 G-hrs w/jfuel), 1 353 kl each
Maint           2 744

Computer        3 x TL F fb (1.1 MW ea)
Commo           1 x Radio 1000 AU (20.0 MW ea)
                2 x Maser 1000 AU (  .6 MW ea)
Avionics        TL A+
Sensors         1 x P-EMS folding ( 8 hex,   .3 MW ea)
                1 x A-EMS         (16 hex, 25.0 MW ea)
                4 x Ladar         (10 hes,  2.5 MW ea)
ECM/ECCM        1 x A-EMS jammer  (16 hex, 50.0 MW ea)
                EM Masking  (126 MW)

Controls        Bridge x 100 (1 extra), Engineer x 189

Offensive       TL F 10 000 Mj Spinal Meson,
                (Loc: Spinal, Arc:1, 42 MW, 30 Crew)
Defensive       50 MW TL F Meson Screen
                (PV: 400, Crew 2)

At Loc: 6       5 x Missile Barbettes
                (.15 MW, 0 Crew* ea)
                5 x Laser Bay
                (Arc: 1-3, 19 MW, 0 Crew*)
                8 x TL F 150 Mj Laset Turrent, -2 Diff
                (Arc: 1-3, 42 Mw, 0 Crew* ea)
                8 x TL F Sandcasters
                (Arc: 1-3, 1 MW, 1 Crew ea, 2D10x5 per hit, 50 C)
At Loc: 7      As above, but one additional sandcaster

MFD's        10 x TL F Msl/Beam (-6 Dif, 10 hex, 10 hex, 1.7 Mw, 1 Crew ea)
             33 x TL F Beam (-6 Dif, 10 hex, 1.6 MW, 1 Crew ea)

     10 000 Mj Spinal Meson 6:500  12:354  24:250  48:183
-2 Dif  150 Mj Laser Turrent    10:1/10-31        20:1/10-31
                                40:1/10-31        80:1/10-31

Extended Life Support (25 MW)
ArtiGrav              (630 MW)

Crew  383
   Engineering    189  Maint       18
   Electrical       1  Stewards     8
   Maneuver         2  Command     83
   Gunnery         89  Troops      20  Medical    3

Accomo
   Sm. Strooms x 27 (double: .0005 MW ea)
   Lg. Strooms x 27  (quad @ 3 shifts: .001 MW ea)

Other Facilities
   1 x Electrical Shops (.6 Mw ea), 1 x Mechanical Shops (1.0 Mw ea),
   1 x Sickbay (.8 Mw ea)

Small Craft & Launch Facilities
   None

Cargo: 300 kl, 50 missiles.  Tlree large cargo hatches
Airlocks: 90

Bridge, Fire Control Centre

Fuel Scoops: jfuel in 12 hr 30 min, all fuel in 28 hr
Fuel Purif:  jfuel in 24 hr, all fuel in 53 hr 50 min

*****-----

Surface Area

4-5      1-14 Antenna
8-9      1-14 EMMR
10       1-11 Meson Screen
        12-15 Airlock

Damage Area            in all areas, 1-3 = Spinal Meson

1-5      4-8  Elect
         9-12 Quarters
        13-20 Hold
6-7      4-10 Weapons
        11-20 Hold
8-10     4-20 Hold
11       4-20 Eng
12-17    4-20 Hold
18-19    4-15 Engineering
        16-20 Hold
20       4-20 Eng

System Damage

Electronics
   Laser, Maser,4 x Ladar            (1h)  Ant (1h) ea.
   1 x P-EMS                         (2h)       2H  ea.
   1 x A-EMS, A-EMS jammer           (2h)  ea.
   EMM                                13H      (126h)
   Meson Screen                        8H
Hold
   1 x Mech Shop, 1 x Elect Shop       1H  ea.
Quarters
   Sm. Stroom x  27                   (2h) ea.
   Lg. Stroom x  27                    1H  ea.
   ArtiGrav                           25H
   Life Support                      334H
   Emerg. Life Support               167H
Weapons
   Spinal Meson                      143H
   Laser Bay x 10                      1H ea.
   Laser Turrent x 10                  1H ea.
   Sandcaster Turrent x 17             1H ea.
   Missile Barbettes x 10              1H ea.
Engineering
   Jump Drive                        126H
   HEPlaR                             25H
   Power Plant                        31H
   Fuel Purif                         18H


NOTE: asterisks after some crew numbers means that these positions *can*
be manned in lieu of the MFD stations.

*****-----*****

Battle Rider Statstic's

          ED Rapier
M(-2)10:10-8-7-5             -2
-                          TL F
l(x5)10:2                FC: -6
L(x10-2)10:1           M:10(50)
A:16 [P:8] J:16 Msk  (SP) J4 G4
AV:10                         0
MS:9 SC:7                    45


------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA
------------------------------------------------------------------------------







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

End of TRAVELLER Digest 542
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