TRAVELLER Digest 545

Topics covered in this issue include:

  1) YARS: Inevitable? Needed? and HI! by farrarb@vnet.net (Bill Farrar)
  2) YARS by Bri <bri@teleport.com>
  3) Re: TRAVELLER digest 544 by library@babylon5.dss.gov.au (DSS Library)
  4) Patroit Class Light Cruiser by "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
  5) Let's Shoot Professor K. by angus.mclellan@almac.co.uk (ANGUS MCLELLAN)
  6) RSB Errata ? by angus.mclellan@almac.co.uk (ANGUS MCLELLAN)
  7) No Choice about New Rules? by Jo Grant/DUB/Lotus <Jo_Grant/DUB/Lotus.LOTUSINT@crd.lotus.com>
  8) New Rules by broussa@ConnectI.com (David C. Broussard)
  9) Re: TRAVELLER digest 544 by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
 10) TL F Sylea Battleship (version 2) by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
 11) Characters and Starships by "Lorenz E. Pogue" <lpogue@notes.cc.bellcore.com>

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

Date: Thu, 11 Jan 1996 00:30:52 GMT
From: farrarb@vnet.net (Bill Farrar)
To: traveller@MPGN.COM
Subject: YARS: Inevitable? Needed? and HI!
Message-ID: <30f456d2.2073702@email2.vnet.net>

I was glad a few months ago to re-discover the TML, I used to read it
ages and ages ago...I'm glad it is still around.

While everybody else was throwing their .02Cr in, I thought I'd let
everybody know my thoughts about TNE/MT/CT and what *I* want out of a
gaming system.

I'm mainly a GM, I play occasionally, but most of my focus is on game
play.  I don't mind a great deal of background, but I almost *never*
use it.  Especially when it is a broad overreaching background (aka
The Rebellion or The Virus). I don't *usually* run modules, but I *do*
buy them--for other gaming systems.  They give me good ideas for plot,
and occasionally i run into a good one that I can use just as it is.

Not so in traveller.  Let's face it, if you don't use the Virus, half
of the sourcebooks are useless, the campaigns too centered around
those ideas, and well, unless I use TNE's (or MT's) background, I
can't use the modules.

What do I want?  I liked Marc's ideas of several supported eras of
playing.  The idea of playing in Grandfather's time, or when the
imperium was being built *do* appeal to me. But just having more than
one background for modules makes it that much more likely that I'll
use/buy the modules/sourcebooks and so forth.

When I went out to get my first traveller books, I'd been playing for
years, but wanted to go find my own copies.  MT had just come out, so
I bought Players', Referee's and the Imperial sourcebook, when World
Builder's came out, I got that as well.  The first thing that I did
with my campaign was put it *somewhere else* than Spinward Marches.  I
like the Aslan, and going to Reaver's Deep looked a heck of alot more
interesting...of course there were little or no sources out there, so
I had to make it up out of whole cloth, nothing new, but it would have
been nice....of course, I didn't have a Rebellion either, so who knows
if there would have been anything?

MT was so error-ridden, that when TNE came out I bought it, just in
the hope that the bugs were fixed.  I felt like I'd been sold out, at
first...MT's super-simple combat and task resolution were gone,
replaced by something I felt was cumbersome and hard to use.  I never
cared that it was hard to create ships or was time consuming to roll
up worlds...because that was all pre-game stuff....when I am running a
game, I don't want to be bogged down with complex procedures and
combat wasting my 'story-telling' time.

That was always what I liked about MT and it was gone in TNE.  I was
also hoping that the rebellion would be replaced by some sensible
background....well, everybody knows what replaced it.  *sigh* back to
the drawing boards.  I've only bought FF&S (for the ship design),
Vampire Fleets (for the robot design rules *only*) and Survival Margin
(For the character translation rules *only*)

I'd like to see a simpler/more logical gaming system with better
background options.  I also liked someone's idea of an *alien*
generator.  I like that, if for no other reason than an idea-generator
for minor races...

well, I've rambled for long enough....

bill
Bill Farrar, C++Windows Programmer.
The Linking and Binding is the Important step...
"60 Million Gigabits can do alot.  It can even do Windows"
Fred Pohl, _Beyond_The_Blue_Event_Horizon_

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

Date: Wed, 10 Jan 1996 16:43:59 -0800 (PST)
From: Bri <bri@teleport.com>
To: traveller@MPGN.COM
Subject: YARS
Message-ID: <Pine.SUN.3.91.960110164240.29678A-100000@linda.teleport.com>

 To all who would say this, I just have one thing to point out.
In the time that it would create to make another rules set as
comprehensive as FF&S and T:NE, you could create _ALOT_ of background,
and background always won over rules.
 Just look at White Wolf and their WOD series.

Bri <bri@teleport.com>


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

Date: Thu, 11 Jan 1996 13:45:50 -0600
From: library@babylon5.dss.gov.au (DSS Library)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 544
Message-ID: <199601112345.NAA13702@babylon5.dss.gov.au>

Dear Folks -

Alvin mentioned it is very difficult to squeeze all of the required crew (under
FF&S) into large ship designs.

You could try using the HAIS house rules for pre-TNE ships (such as the Tigress
etc), and then convert these to a TNE ship by scrapping certain internal bits.
This would then give the feel of shipbuilders going thru old designs and
cutting up fuel tanks to add in accomodation, or putting in reduced j-drives
(Merrick's solution for the Tigress).

Yeah, I know, more work - its just a suggestion. Thank goodness that SOMEONE
was prepared to sit down and nut out the designs in the first place - thanks,
Alvin.

PS: is your return permanent or are they going to zap your address sometime?

- Hyphen


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

Date:         Wed, 10 Jan 96 21:34:59 EST
From: "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
To: TML <traveller@MPGN.COM>
Subject: Patroit Class Light Cruiser
Message-ID:   <960110.230500.EST.34TYHPE@CMUVM.CSV.CMICH.EDU>

 One again another fine Nelson Star yard product:

 From JANE'S FIGHT SHIPS OF THE GALAXY  1111
     The Patroit class light cruiser: The frist shipt of the patroit class was
laid down in 1088.  know as the braodsword cruiser by imperaial intelligence, l
ittle was know about these ship unitl 1093.  A shooting incident took place on
the edge of imperial space between a squadron of imperial destoryers and a patr
iot class ship the "Home Gurad", game the imperuim insiht into this class abli
ties.
   The Patriot class main 10000mj mason gun, is backed up by 2 forward fireing
3000mj paw and one 3000mj rear mounted paw.  10 10ton missle bay and 200 turret
 sockets round out the patroit's armament. 4 1000mj short range planetary bomba
rdment mason gun are also part of the ship armament.
    With J-5 and 40gs of manoever, it seams that solomani plans call this class
 to be used as a fleet intruder.  Driving deep into enemy territory, the patroi
t class will inflict damage on a emeny's worlds and shiping then escape before
reenfrocement can be brought to bare.
    The Patroit class is still known as the broadsword class in imperail navy
circlies so to its uniqure condifuration.  The long thin fore-section resemble
a blade of a sword, and the round engineering seciont resembles a hilt.


  Patroit class Light Cruiser

 General Data
Displacement:30000           Hull Armor: 280
Lenght: 276                   Volume:420000
price: 164121.4Mcr           Target size: L
Configuration: Needle (sl)   Tech Level:14
mass: 552625.9/531710.2  (loaded/unloaded)

Engineering Data
Power Plant: 73000wm Fusion PowerPlant (100mw/hit) 1.9 mounth duration
jump performance: 5 (25200m/persec)
G-Rating: 4g- (15000mw/g), contra-Grave lifters (93000mw)
g-turns: 49.52g, 117.2 using all jump fuel, (1875m each)
maint: 22786
fuel tanks: 220950m (15782.14 tons)

Electronics
Computer: 8xTl-14 Fb Mob computers (1mw each)
commo: 10 x 1000 Au laser (**,.3mw each); 4x10000 AU maser (**, .6mw each)
        3x 1000Au Radio (**,20mw each)
sensors: 6x 480000km actiem ems (16hex, 25mw each); 3x 240000km passive EMS
         folding array (8 hex, .3mw each) 3x 180000km passive EMS fixed array
         (6hex, .2mw each) 1x densitometers; 1x neutrion sensor
ecm/eccm: emm masking package (420mw), 300000km Emm jammer (10hex, 60mw)
controls: bridge with 165 bridge workstations, auxiliiary bridge work stations
           and 608 normal workstaions

Armament
Offensive: TL-14 10000mj mason gun, loc:spine arcs: 1 mw:2777.8 (-2diff mods)
            crew:62
           TL-14 3000mj Paw, loc: spine, arcs: 1,1,6 mw: 833 (-2 diff mods)
            crew:3 each
           100 TL-14 105mj Laser turrets, locs: 10 at 1 arcs: 1,2; 4 at locs:
            2-5 arcs: 1,2,3,4; 4 at locs: 6-9 arcs: 1,2,3,4,5; 29 at locs: 14
            and 15 arcs: 2,3,4,5 crew: one (ussualy none fired From MFD)
            41.666mw each (-2 diff mods)
            10 100 ton missle bays (locs 6,6,7,7,8,8,9,9,14,15) crew:1 each
            4x1000mj mason gun, locs: 15,15,14,14 crew none (surface bombardmen
            t only) 277.7 mw each (-2 diff mods)
10000Mj mason gun    10:500  20:250   40:125    80:63
3000mj Paw           10:274  20:274   40:274    80:137
1000mj mason gun     4000km:158    8000km:79    16000km:39   30000km:19


Defensive: 100 TL-14 sandcasters: 20 at loc 15,14 arcs:2,3,4,5,6; 7 at locs: 2-
5 arcs:1,2,3 7 at locs: 6-9 arcs: 2,3,4,5, 4 at loc 1 arcs: 1,2. 1 crew each; 1
 mw each   2d6x5 per hit, 50 cans each.
1x TL-14 300 mw mason screen (pv=606) crew 11

Master Fire directores: 50 x Tl-14 missile/beam Mfd (5 diff mods/missles 10 hex
                        1.77mw each; 1 crew each)

Accommodations
Life support: extended (41.9mw) gravitic compensators (5g/1048.12mw) no life
              support for fuel tanks
Crew 1334: 608engineering, 6 electronice, 4 maneuvering, 236 gunnery, 6 flight
            crew, 96 maintenance, 320 command, 40 stewards, 10 medical
crew accommodatios: 3 large staterooms (caption), 17 large staterooms (single
                    occupancy, 151 small staterooms (double accupancy), 254
                     small staterooms (four crew each)
Passanger accommodaitons: None
Cargo: 431m eith 4 large cargo hatches, with storage for 50 missles.
small craft and launch facilities: 4 hangers (spacious) for 50 ton craft,
                      2 hangers (spacious) 10 ton craft
air locks: 300
Fuel purification plant: TL-14 fuel purification plant, 90000m in 6 hours
                         a full load in 14.73 hours
                                       Hit table
area           surface hit          internal explosion
 1              1-16 ant       (1-6) weapons   (7-20) hold
 2-7            1-12 ant       (1-2) weapons   (3-20) hold
 8-9            1  emmr        (1-3) weapons (4-9) elec (10-20) hold
 10-13          1-12 emmr      (1-15) hold (16-20) quarters
 14-15                         (1-10) weapon 11 elece (12-20) hold
 16-17                         (1-15) eng (16-20) hold
 18-20                         Eng

system hit capacity: MD: 60H; CG: 60H; JD 830M; FFP:450; PP: 730; MS 1M; E-SHOP
: 1M; HANGERS: 1M; AG: 41M; LS: 318M; ELS: 159M;  MEDICAL BAYS: 1M; SSR: 2m; LS
R 1M; EMM: 42m; EMMR: 420m; pemsa (folding array) 3M; mason gun 19M; Paws 9M; m
mason screen: 450M; Lt: 1M; sand: 1M small sason guns 1M; all other systems 1m
hit each.

Notes: this ship has a power short fall of 4070.871mw.  oncal all back system a
re shot down the ship has enought power to use all the system need for combat.
 Every one of the ships laser turret has a workstion which allows it to be fire
ed local, however the laser turrets are general fired from a MFD.

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

Date: Thu, 11 Jan 96 09:18:00 +0100
From: angus.mclellan@almac.co.uk (ANGUS MCLELLAN)
To: traveller@MPGN.COM
Subject: Let's Shoot Professor K.
Message-ID: <8B8A22E.140001635C.uuout@almac.co.uk>


I'd like to canvass opinion on the status of Professor Ililek Kuligaan,
soi-disant hero, savant and free-thinker but IMHO a monster.

A quick read of Survival Margin suggests that there is enough dirt to be
dug on on IK to build a prima facie case for treason.

Firstly, we know IK supported Dulinor's assassination of 'Strephon'-
call me a hairsplitting legalist, but that's treason.

Further we know that IK was left in charge of Dulinor's main intelli-
gence agency while D and the head of the agency betook themselves
to Capital to start the Final War. Circumstantially, this suggests that
IK was in on the plot beforehand. Star Vikings says otherwise, but I
have serious doubts whether a prospective usurper would leave a man in
charge of his spook service who knew nothing about what was going on. A
trawl through archives on Dlan would necessary to provide proof of IK's
guilt or innocence, but we'll make that one and a half strikes so far.
One and a half to go an he's out.

We also know that IK was Dulinor's head of intelligence when D. started
his Black War operations. 'Just following orders' didn't prove a good
defence in -3000-odd at Nuremberg, so I don't suppose that IK would do
well to use it in 1200-odd. Strike two-and-a-half (treason, crimes
against humanity). By this point all you'd need to do is make the news
public and IK is a walking corpse - some disgruntled remnant will kill
him sooner or later.

Half a strike more ? How about IK's anti-Imperial gushings in Conspiracy
of Fools (sedition ?, treason ?, incitement to rebellion ?).

Personally I think that GDW were doing with IK what DGP did with
Margaret; puffing up a monster to make them look good.
IK might not be Stalin (Lucan) or Napoleon (Dulinor), but he bears a
considerable similarity to Speer: a monster still, just a more
presentable one. As for IK's heroic flight, I am unconvinced. If he had
truly wanted to bring peace he had only to do to Dulinor what Dulinor
did to Strephon, kill him. What, after all, would be the loss of two
monstrous beings compared to the trillions who died as a result of their
actions. Cowardice, hypocracy, indifference to the suffering he caused
(for it is not just any callous unfeeling brute who is a major
contributor to the deaths of trillions of people).

This is how I see it going ....

************************************************************************
>From the closing prosecution statement at the trial of Professor Ililek
Kuligaan, Mora, Spinward Marches, 061-1208, RMOJ Senior Prosecuter Sir
Ahwaz Shah Vahamaar OBS, OSD :-
<<
..  [H]e stands condemned by his own words. Professor  Kuligaan has
said "You should examine what it is that you serve , on a daily basis".
Either the Professor is indulging his taste for impressive-sounding
verbiage or he singularly failed to follow his own good advice...
[H]e is no paragon of virtuous sagacity; he is of the same banal breed
of beings that made Auschwitz, Gulag, Kemegaa, Tsalmer and Uruughr names
which will forever summon images of horror. The good may take ten
thousand faces but evil is ever the same...
Esteemed Lords Justices, there can be only one verdict in this terrible
case: guilty; guilty of treason, guilty of genocide; guilty as charged.
>>
************************************************************************

Thus endeth the case for the prosecution. Anyone out there like to
defend IK's past and tell the world why he deserves to weasel his way
out from justice like Speer rather than being punished like Saur ?

Angus

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

Date: Wed, 10 Jan 96 20:33:00 +0100
From: angus.mclellan@almac.co.uk (ANGUS MCLELLAN)
To: traveller@MPGN.COM
Subject: RSB Errata ?
Message-ID: <8B894D1.140001635B.uuout@almac.co.uk>



This is quite possibly old hat, but here are a few obvious (?) errata
contained in the sector listings of the RSB.

p41, Vilis Subsector, UPP Listing
Tanoose (1118) should have the trade classification <In> added.
p44, Daryen Subsector, Map/UPP Listing
There appears to be some confusion as to whether Darrian Confederation
bases are represented as (Club symbols) or as (5-Pointed Star symbols)
on the map. Likewise, the UPP listings vary between M and N for naval
bases. Perhaps this is deliberate, but probably not.
p45, Sword Worlds Subsector, Map/UPP Listing.
I suspect that the SW Military Bases (Club symbols) shown on the map
inside the Regency border (at Colada, Joyeuse, Hofud and Sting) should
either be Regency military bases (5-pointed star symbols) or eliminated.
Likewise the M base type at those worlds on the UPP Listing, should
either be N or omitted.
p46, Lunion Subsector, Map.
Spirelle (1927) should be in upper case as it is a high population
world.
p48, Five Sisters Subsector, Map.
Mirriam (0333) should be upper case as it is a high population world.
p49, Plankwell Subsector, Map.
Pagaton (1634) should be upper case as it is a high-population world.
p50, Glisten Subsector, Map.
Callia (1836) should be upper case as it is a high population world.
p56, Sabine Subsector, Map/UPP Listing.
Amirante (0713) should be upper case as it is a high-population world.
On the UPP Listing Amirante (0713) should have the trade classification
<In> added (Pop 9+, Atmosphere 0-2,4,7,9 per Book 6:Scouts and every UPP
listing I've ever seen and not Pop 9+, Atmosphere 2-4,7,9 as per MT and
TNE).
p57, Inar Subsector, UPP Listing.
I am unconvinced that Ashasi (1618) is a <Fluid> world. I suggest the
trade classification <Fl> should be (Atmosphere A-C, Hydrosphere 1+).
There is a thin case to be made for including a D atmospehere due to the
possibility of non-water oceans (cf. 2300AD Colonial Atlas entry for
Cold Mountain, probably a 'D' atmosphere world - although it is more
probably a 'B'). (N.B. This is a DGP-ism which only dates from the
publication of MT, even Book 6:Scouts had no <Fl> classification). Note
that Ashasi is NOT shown as a Desert World (Kubishush (0917), a real
<Fluid> world, is shown as having no water) supporting my point. Suit
yourself.
p61, Vincennes Subsector, Map.
Dekha (1128) should have startport type A as per the UPP Listing and not
B as shown on the map.
p62, Usani Subsector, Map.
Liran (1923) should be upper case as it is a high-population world.
p64, Gulf Subsector, Map/UPP Listing.
Tuwayk (0339) should be upper case as it is a high-population world.
Lucifer (0436) should be shown as having a D starport, not X.
The UPP Listing for Tuwayk (0339) should be <Hi> (Pop 9+), <In> (Pop 9+,
Atmosphere 0-2,4,7,9).
p65, Zeng Subsector, Map/UPP Listing.
Atab (1433) should be upper case as it is a high-population world.
The comments on Ashasi/Deneb(1618) above apply to Storm (1035). Storm is
not shown on map as a desert world.
p67, Gazulin Subsector, UPP Listing.
On the assumption that the map showing Peridot as high-population and
the <Hi> trade calssification shown in the UPP Listing are correct, the
UPP statistic for population must be 9 (or A) as opposed to the 8 shown.
I would guess that the correct UPP is A989994-C, all other details
unchanged.
p68, Tobia Subsector, UPP Listing.
The comments about Ashasi/Deneb(1618) on <Fluid> worlds apply equally to
Scaladon (2616). Note that Scaladon is shown on the map as a desert
world - for what it's worth.
p70, Macon Subsector, UPP Listing.
Ulnert (1002) should not have the trade classification Ni (Pop 0-6
only).

Caution : the above is probably worth a little bit less than you paid
for it.

Angus

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

Date: 11 Jan 96  9:59:35 EST
From: Jo Grant/DUB/Lotus <Jo_Grant/DUB/Lotus.LOTUSINT@crd.lotus.com>
To: traveller <traveller@MPGN.COM>
Subject: No Choice about New Rules?
Message-ID: <9601111153.AA09672@internet1.lotus.com>

Yo Folkes,
  One wrinkle I haven't seen discussed:
  TNE uses the GDW house rules. Who owns the GDW
house rules now? If they are a seperate entity
from the "Traveller" trademark can Marc still
use them? Say someone else buys Dark Conspiracy.
(which also uses the house rules?) Who has a
right to change them?
  Does this mean that Marc will *have* to use
a new system?

  Who says life should be simple,
            Jo

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

Date: Thu, 11 Jan 1996 07:40:50 -0600
From: broussa@ConnectI.com (David C. Broussard)
To: traveller@MPGN.COM
Subject: New Rules
Message-ID: <199601111340.HAA14411@ConnectI.com>

Just wanted to throw in my 0.02Cr...

On
Date: Tue, 09 Jan 1996 21:49:44 -0900
William F. Hostman talked about Character Gen.

[snipped stuff about detail vrs simplicity]
I agree wholeheartedly here.  The beauty of CT and MT CGen was that the
player could CHOOSE detail or simplicity (read quick).  I could help a
player gen a char in about 5 min using basic gen, it took longer (30 min) to
do advanced, but we also had a feel for what that character really
experienced duting CGEn.

AS for FF&S.  All of us will agree that it needs improvement, perhaps a
little simplification (I personally like it the way it is).  But it IS
better for detail than High Guard.

My biggest problem with Cgen in TNE is the hard and fast 4 year term.  There
is never any variation, and characters lose some of their individuality.

David C. Broussard (broussa@connecti.com)
Home page: http://www.connecti.com/~broussa/
-----------------------------------------------------------------
The opinions represented herein are the sole responsibility of
the proclaimer, and should not be interpreted as dogma, doctrine
philosophy, or anything else other than blabber.  However, if you
REALLY like it, then gimme a dollar!
-----------------------------------------------------------------


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

Date: Thu, 11 Jan 1996 10:26:34 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 544
Message-ID: <Pine.OSF.3.91.960111101012.3410A-100000@hubble.sheridanc.on.ca>

From: Scott and Vivian Nolan <nolan@DGS.dgsys.com>
>
> On Tue, 9 Jan 1996 Alvin Plummer wrote:
>
> > Marc Miller apparently want's to create a brand new ruleset for
> > Traveller.  Please, please convince him not to: Traveller already has
> > three set's of game rules, and yet another rule set (Traveller's
> > fourth) would only exhaust the patience and good will of Traveller fans
> > and the general public.
>
> While I wholeheartedly share Alvin's enthusiasm for Traveller's 11th hour
> reprieve, I am diametrically opposed to this post.
>
> If there is one thing that Traveller DESPERATELY needs, it is a better
> rule system.  Yes, TNE is very recent.  I love the setting, hate the
> rules.

"Different strokes for different folks", indeed!

>
> It is number-heavy and cumbersome.  It plays like some ponderous WWII
> simulation from the 70's.  It is about as much fun as a two-wheeled
> tricycle.

Hmm.  This is definitely a valid complaint.

Merrick Burkhardt later recommends that a "quick and dirty" varient of
FF&S be used to generate starships (and maybe vechiles) quickly and easily.
Worth further exploration, Marc (hint, hint)

From: merrick@Rt66.com (Merrick Burkhardt)

> BTW, her's my Tigress (BR terms only):
>
> BB-Tigress
>
> M(-2)10:16-12-10-7-4
> P(x10-5)10:7TL-15
> L(x75-5)10:2FC:-6
> L(x1500-5)10:0M:14,400(14,400)
> A:16 P:7(8) J:16 Msk(SP) J3 G6
> AV:18 AuxB300xhvy ftr
> MS:18 Sc:75 D:8336

Fear and trembling, anyone?
Of course, if you plan to actually use this flying terror in BR, you
should also generate some decent adversaries.  (Maybe the Sylea...)

One of the things that GDW's successor should do is provide a much needed
'booster pack', containing a variety of Zhodani, Aslan , Vargr and
Solomani warships.  A Traveller Admiral's dreams come true!

> BTW - Alvin, many thanks for the battleships.  About the only thing I
> might add would be to increase the troop complement on the
> Dreadnaught.  I seem to recall something about that ship carrying  a
> large complement (like a  division; 10,000 troops) of Marines, but I
> don't have Fighting Ships with me just now.

That wan't the Tigress or the Sylea, but another ship. (Who'se name
escapes me right now.

>  It may have been one of the other big ships.

Yep.

> ------ End of Forwarded Message
>
> Christopher Weuve  [caw@intercon.com]
> Through sheer random chance, my employer may
> someday agree with something I say.

You never know...

From: "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
> To: traveller@MPGN.COM
> Subject: Traveller rules on the net
> Message-ID: <155@odonovan.demon.co.uk>
>
>    I think a few people misunderstood what I meant when I suggested putting
> Traveller rules on the internet. Instead of producing a full rules set
> which of course would damage any republication, what I was suggesting
> was some kind of taster version that would let people try Traveller,
> increasing their desire to buy the actual product.

OK, *THIS* I can live with.

From: lewis@chara.gsu.edu
> Subject: A Vampire NPC
> Message-ID: <9601102231.AA01482@chara.gsu.edu>
>
> I came up with this Vampire, while ago, finally got around to writing it
> up.  I was trying to come up with a vampire, that the players wouldn't
> have to kill.  The White Star is fairly pleasant, though a bit eccentric.

A BIT eccentric?

You know, if the RC/New Era guys keep on being this creative, I might
be forced to take a second look at the Offically Detested New Era...

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

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

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

Date: Thu, 11 Jan 1996 10:42:02 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL F Sylea Battleship (version 2)
Message-ID: <Pine.OSF.3.91.960111103150.7257B-100000@hubble.sheridanc.on.ca>


I badly messed up on the power plant.  While I penciled in power for
700,000 MW, I had inadvertantly built a powerplant for 70 000 MW.  BAD.

Putting in the proper plant bit deeply into G-fuel, killed any
possibility of hitting G7, and added over 20,000 MCr to the cost (that
is 20 Billion Credits!)  As I had computed crew based on 700,000 MW
originally, only additional maintenence crew has needed. To save time, I
just switched troops over to maintenance, rather than go through the
massive process of recalculating the officers needed, adding more rooms
and adding more workstations.

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


TL F Sylea Battleship
Disp        196 000            Armour        1 000
Len           416.5 m          Volume    2 774 000 kl
Price   153 053.993 MCr        Target           VL
Config       Wedge SL          Tech              F
Mass  1 926 488/1 795 523

Power Plant     Fusion 700 000 MW, 1 yr duration
                (300 MW/Hit, 36 288 MW excess)
Jump            3 (548 800 kl of fuel)
G-rating        6 (86 126 MW/G)
G-turns         30.0 G-hours (52.8 G-hrs w/jfuel), 24 081 kl each
Maint           49 426

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)
                3 x Meson 1000 AU ( 5.0 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  (2 744 MW)

Controls        Bridge x 2522, Engineer x 4667, Other x 20 (7 kl)

Offensive       TL F 160 000 Mj Spinal Meson, -2 Dif
                (Loc: Spinal, Arc:1, 44 444 MW, 1333 Crew)
                40 x Missile Barbettes
                (Loc: 12-15, .15 MW, 0 Crew* ea)
                120 x TL F 150 Mj Laset Turrent, -2 Diff
                (Loc: 12-19, Arc: All, 42 Mw, 0 Crew* ea)

Defensive       160 x TL F Sandcasters
                (Loc: 12-19, Arc: All, 1 MW, 1 Crew ea, 2D10x5 per hit, 50 C)
                60 x TL F N. Dampers
                (Loc: 1-20, Arc: All, 1 hex range, 3 MW, 1 Crew ea)
                1953 MW TL F Meson Screen
                (PV 1250, Crew 59)

MFD's        40 x TL F Msl/Beam (-6 Dif, 10 hex, 10 hex, 1.7 Mw, 1 Crew ea)
            140 x TL F Beam (-6 Dif, 10 hex, 1.6 MW, 1 Crew ea)

-2 Dif  160 000 Mj Spinal Meson 10:2000  20:1635  40:816  80:417
-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 (259 MW: does not cover fuel area)
ArtiGrav            (6 476 MW: as above)

Crew  9 597
   Engineering  4 667  Maint      380
   Electrical      27  Stewards   612
   Maneuver         4  Command  2 320
   Gunnery      1 798  Troops      14  Medical    79

Accomo
   Sm. Strooms x 1160 (double: .0005 MW ea)
   Lg. Strooms x 404  ( 6 @ 3 shifts: .001 MW ea)

Other Facilities
   5 x Electrical Shops, 5 x Mechanical Shops, 5 x Sickbay

Small Craft & Launch Facilities
   None

Airlocks: 1 960
Cargo:  5 200 missiles, 686 kl other, 111 large cargo hatches

Bridge, Aux Brige, Flag Bridge (100 ships), Fire Control Centre

Fuel Scoops: jfuel in 2 hr 30 min, all fuel in 6 hr 35 min
Fuel Purif:  jfuel in 12 hr, all fuel in 31 hr 40 min

*****-----

Surface Area

5-9      EMMR
10       1-14 Antenna
11       1-6  LCHatches
12-15    1-14 Meson Screen Ant.
16-19    1    Airlock

Damage Area            in all areas, 1-5 = Spinal Meson

1-9     Hold
10       6-20 Elect
11       6-10 Hold
        11-15 Elect
        16-20 Hold
12-15    6-10 Quarters
        11-19 Hold
           20 Weapons
16-19    6-15  Engineering
        16-20 Hold
20       Engineering

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.
   3 x Meson Commo                    10H      (1h) ea.
   EMM                               275H      (2744h)
   Meson Screen                      293H
Hold
   10 x Mech Shop, 10 x Elect Shop     1H  ea.
   Cargo                           [ 433H ]
Quarters
   Sm. Stroom x 1160                  (2h) ea.
   Lg. Stroom x  404                   1H  ea.
   ArtiGrav                          259H
   Life Support                    5 059H
   Emerg. Life Support             2 523H
Weapons
   Spinal Meson                    3 651H
   Laser Turrent x 120                 1H ea.
   Sandcaster Turrent x 160            1H ea.
   Nuclear Dampers Turrent x 40        1H ea.
   Missile Barbettes x 40              1H ea.
Engineering
   Jump Drive                      2 159H
   HEPlaR                            600H
   Power Plant                     2 334H
   Fuel Purif                      1 098H


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

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

Battle Rider Statstic's

          BB Sylea
M(-2)10:16-14-11-9           -4
-                          TL F
-                        FC: -6
L(x30-2)10:1          M:40(200)
A:16 [P:8] J:16 Msk  (SP) J3 G6
AV:12 AuxB                    -
MS:13 SC:40 D:15            210

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

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






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

Date: Thu, 11 Jan 1996 11:40:24 -0500
From: "Lorenz E. Pogue" <lpogue@notes.cc.bellcore.com>
To: "traveller" <traveller@MPGN.COM>,
Subject: Characters and Starships
Message-ID: <199601111640.AA02195@notesgw2.cc.bellcore.com>

I am confused some what by new material I see on the web and on these emails.
I am well grounded in CT and hard science.  My players like the light
simplicity of the game  and the lack of a need to know complex science and
equations in order to play.  The starships seem to have advanced dramatically
and character generation has gone out of control.

 - How do two term characters get things like Pistol 14 and streetwise 12 (in
addition to other skills)
 - Is there a way to translate these new skill systems to the CT system (either
direction)
 - Where can I find descriptions of all the new skills I see (eg. History,
Language, etc.)
 - What ever happened to the rule: Skills <= Int + Edu?
 - I am opposed to investing yet more time and money into the game and then
have to change all I have    developed through CT not to mention my PCs.
 - What is a Fusion Drive and how does it relate to CT.
 - What is a G-turn?
 - Whatever happened to Model a/b with x storage and y programs?
 - other questions to numerous to list along these same lines.

I only have a passing knowledge of TNE and MT and that has been picked up from
these web sites and email.  I have been out of the traveller circle for over
seven years and have recently begun running a standard old CT campaign, but
would like to use these new fresh sources of info.  HELP?

Lorenz Pogue (lep@cc.bellcore.com)

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

End of TRAVELLER Digest 545
***************************
