TRAVELLER Digest 551

Topics covered in this issue include:

  1) RE: FFS bashing, plug'n'chug by "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
  2) TNE:  Military game only? by Christopher_Griffen_at_DMC-SJ3@dmcwave.com (Christopher Griffen)
  3) Re: TRAVELLER digest 548 by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  4) RE: Rules & Tl stuff by That Computer Guy <darkstar@UDel.Edu>
  5) Reformation Coalition: the loose ends... by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  6) TNE, T2k, and FF&S by "Christopher Weuve" <caw@intercon.com>
  7) RE: Reformation Coalition: the loose ends... by That Computer Guy <darkstar@UDel.Edu>
  8) Re: Traveller Digest 550 by anwfh@acad2.alaska.edu (William F. Hostman)
  9) TL E Majesta MegaMerchant by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
 10) 20 Trav Products I'd buy. by E.Watters@Queens-Belfast.AC.UK

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

Date: Wed, 17 Jan 1996 10:39:58 MST7
From: "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
To: traveller@MPGN.COM
Subject: RE: FFS bashing, plug'n'chug
Message-ID: <10863B81092@tonic.pharm.Arizona.EDU>

I think we're onto something here, folks...I finally got my own copy
of FFS 'tother day, and between reading it, and listening to others
comments here, I'm rapidly getting the feeling that FFS is a sort of
'Object Oriented Design System' Now, of course, if you push it hard,
the analogy breaks into a million bits, but, collectively putting our
work together, I'll bet lots of people have pre-designed chunks we
can all just plug in. The hard part, like an OOP, is building the
$@#!##@ objects the first time. Net.Book anyone? (depending, of course on
whatever the copyright issues are for publishing designed based on
FFS...Have you gotten that far yet, Mark?)

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


As if this place HAD any opinions...

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

Date: Wed, 17 Jan 1996 10:41:40 -0800
From: Christopher_Griffen_at_DMC-SJ3@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: TNE:  Military game only?
Message-ID: <0fd441d0@MailXFER.DMCWAVE.COM>

>>The rules are just as capable of handling
non-military role-playing and are in many ways simpler than the earlier
systems.  A lot of it depends on what the GM and his players want in their
game.<<

You're right, Blair.  After all, the task system, based on a D20, is just as
good as, if not better than, that of MegaTraveller.  And furthermore, TNE has
more skill types to choose from for non-military TNE campaigns.  I think this is
why many people have chosen to convert to TNE rules, but conduct classic era
campaigns.

I find a great deal of ease in selecting difficulty levels and ascribing tasks
to the PCs in my group with the D20 system.  Checking out the scene of a murder?
Use Investigation asset, difficulty level difficult, and roll to determine the
success of a forensics test.  Trying to bust into an encrypted computer network?
Use Computer asset, formidable.  It's not _all_ guns and mayhem.  Especially not
in a Regency campaign.

The "military-based system" argument just doesn't hold water.

--Chris

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

Date: Wed, 17 Jan 1996 13:36:14 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 548
Message-ID: <Pine.OSF.3.91.960117132119.22087C-100000@hubble.sheridanc.on.ca>

On Mon, 15 Jan 1996 traveller@MPGN.COM wrote:

> Date: Fri, 12 Jan 1996 14:59:02 MST7
> From: "Bruce Johnson" <JOHNSON@tonic.pharm.arizona.edu>
> To: traveller@MPGN.COM
> Subject: Orrimot Class Owners
> Message-ID: <94B1AD61E0@tonic.pharm.Arizona.EDU>
>
> Had to get this out before Alvin goes 'poof' again, so he could see
> it.
>

Finally got to see it.  Wow!

> TT talks, in depth, to Dunstan Englebart, architect of the STI
> workstation interface.  How a renowned programmer/engineer dropped
> out of a high profile career with Starpoint Systems, found peace and
> happiness in a starfaring commune, and happened to free antique
> shipowners from the jump tapes forever.

A True Hero!

> Regular Features:
>
> 5Mail to the editors: Readers sound off on early Scout/Courier
> history, the Type Y debate...single class or artificial
> distinction?

Sound's like certain legendary TML debates...

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

> From: Phillip McGregor <aspqrz@sydney.DIALix.oz.au>
> To: traveller@MPGN.COM, xboat@MPGN.COM
> Subject: What's Wrong With Traveller

> So, what's wrong with it? Some of the things that *really* stick in my
> craw are --
>
> 1) The absolutely, completely, *inexcusibly* unworkable Technology Level
> system.

Check.  (Not my thing, but I get the picture)

> 2) The cost of items is ridiculous.

THIS hurts.  Please fix, Marc Miller!

> 3) Costs & Production: Think about it, we're talking about c5500 AD, right?

Actually, the 1970's view of c5500 AD.... with predictable clunkers.
This, aso needs serious changing. (I'm going to forward your comments to
MM: he really should look at them)

> 4) The Ship design rules, and FF&S in general, stink. I do *not* want to be
> in the position where you need a spreadsheet and hours of complicated
> tradeoffs as a requirement to be able to design a starship ... or anything
> else, for that matter. High Guard was good enough for me and, I suspect,
> for all the players that GDW must have lost over the years, as I presume
> that if Traveller was still a major money-spinner that Chadwick and his
> partner would not be winding up the company!

Understood.  Of course, I still like it, but I actually *like* making
complicated tradeoffs: more to the point, I buy Traveller for solo pleasure,
and one of the things I get a kick out of is designing ships.  Those who
actually USE the game in a role-playing envorinment may indeed demand
something a lot quicker.

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

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


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

Date: Wed, 17 Jan 1996 13:55:11 -0500
From: That Computer Guy <darkstar@UDel.Edu>
To: traveller@MPGN.COM
Subject: RE: Rules & Tl stuff
Message-ID: <199601171855.NAA13161@chopin.udel.edu>

In Reply to Your Message of Wed, 17 Jan 1996 11: 35:52 EST
Date: Wed, 17 Jan 1996 13:55:10 -0500
From: That Computer Guy <darkstar@chopin.udel.edu>

: >
: > You know, stuff like Roger Myhre's standard laser list (speaking of
: > which does anyone know where I can get another copy, mine's getting
: > worn out), premade MFD's with laser and ems sensors figured in, etc...
:
: One point about plug-in weapons...
:
: The problem with the plug-ins produced in BL, FFS, etc. was that they
: seemed to be arbitrary (in terms of DE, and size).  I never agreed with
: the approach that they should design the rules, then see what
: technologies get developed.  This is fine for a game that is just
: starting, but not for one with a rich history.  Since lasers don't ever
: get above factor 9 in HG (I would treat batteries as larger weapons, not
: groups of smaller ones at times in my HG designs) the TL*50 DE limit
: makes sense in this regard.

I'm sorry.  I did have the TL*50 limit in mind when I wrote the
previous statement.  I guess I'm just so used to thinking of lasers
with a TL*50 limit (it gets ingrained into you on gdw-beta), that I
forgot not everyone else does.

: I'm just harping on the lasers as an example, though. A decision needs
: to be made regarding what technologies are best for what.  The people
: living in the high TL society have had thousands of years to figure out
: what trechnologies work for what.  (Can't you just see a weapons
: designer in the Regency smacking his forehead and saying, "Hey, all we
: need to do is make a *big* laser and all other weapons are obsolete!  I
: wonder why nobody thought of it in the last few thousand years?" :-)

I agree.  I think you figured that at TL15, each laser on a CT/MT
turret could produce about 50Mj of firepower.  This would equal a TNE
150Mj manned turret, and just fall short of an unmanned 210Mj turret.

The only thing that won't fit well, but yet I really like are
unfocused x-ray lasers.  They're absolute killers at shorter ranges.
However, there was nothing like them in CT/MT.

And while we're at it, we should probably bring back beam lasers.  8)

: Back to my first point... they're arbitrary in FFS, but it only bothers
: me because the rules allow better ones.  All we need to do is make it so
: the rules duplicate the range of CT weapons (though I'm willing to give
: plasma/fusion weapons a miss for ships).
:
: -Merrick

There should be some rule limits to make the creations fit in with
established Traveller history.  As for range...  Hmm that's a tough
one.  I kind of like the range in BL.  I think that it makes sense,
but you're right, it does throw the ranges of other weapons off
kilter.  I think the best solutions would be to try and make the CT
ranges more in-line with BL.  Granted that may mean increasing the
range of some weapons.  Also, something I always wondered--why not use
gravitic focusing on weapons other than lasers?  For particle
acceleratos and meson guns it may not seem feasible, but why not for
plasma/fusion.  The amount of focusing doesn't have to be as powerful
as it is on lasers, just enough to give them a little range.  That
way, you could have the old Azhanti High Lightnings with plasma bays,
etc...

Maybe we need to get out more often?

       --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Wed, 17 Jan 1996 13:58:15 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Reformation Coalition: the loose ends...
Message-ID: <Pine.OSF.3.91.960117134510.22087H-100000@hubble.sheridanc.on.ca>


A) Those referees who are playing in the New Era in the RC framework may
want to totally ignore the Regency, or raze it down with Virus also.  It
seems too powerful a foe for the RC to deal with. (See comments below
regarding the Solee Empire)

B) The New Era (RC viewpoint) seems to stress the
         - gritty, realistic
         - grim yet optimistic
         - tight resources, limited budget's
         - 'make-do'
aspect's of space exploration.  While not my cup of tea, (I myself
favouring heroic, star-spanning space opera) these are
worthy issues to consider, and it would be a pity if the gifts the New
Era campagin brings to Traveller is lost.

C) From what I know, the threats to the RC were
         - Virus ships         - The Guild
         - TED's
   ...and now, the Emperess of Solee.  Apprently, her ship'sinflicted a
hard loss on the Coalition Navy in one of GDW's hosted BR sessions.  If
RC ref's want to make this part of the offical RC history, how do they
want to deal with it?
   Also, in Vampire Fleet's, the possibility is presented that Virus may
not be dwindling away, but resurging.  If you want to really stress out
your PC's, this is the way to do it, I suspect!
   Finally, we *still* don't know what's in the Black Sphere.  What if it
start's to grow?

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

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


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

Date: Wed, 17 Jan 1996 14:02:29 -0500
From: "Christopher Weuve" <caw@intercon.com>
To: traveller@MPGN.COM
Subject: TNE, T2k, and FF&S
Message-ID: <9601171402.AA29272@caw.intercon.com>

Considering that one of the main gripes about FF&S is that it did not contain
enough pre-generated equipment, I am surprised that nobody has mentioned one
benefit from GDW switching to the T2K ruleset for TNE: All the T2k (and Dark
Conspiracy) source material became available for Traveller.  Between all the
sourcebooks for T2k and DC, the low tech end of the spectrum was pretty much
covered.

Christopher Weuve  [caw@intercon.com]
Through sheer random chance, my employer may
someday agree with something I say.



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

Date: Wed, 17 Jan 1996 14:31:53 -0500
From: That Computer Guy <darkstar@UDel.Edu>
To: traveller@MPGN.COM
Subject: RE: Reformation Coalition: the loose ends...
Message-ID: <199601171931.OAA15237@chopin.udel.edu>

In Reply to Your Message of Wed, 17 Jan 1996 13: 59:14 EST
Date: Wed, 17 Jan 1996 14:31:53 -0500
From: That Computer Guy <darkstar@chopin.udel.edu>

:
: A) Those referees who are playing in the New Era in the RC framework may
: want to totally ignore the Regency, or raze it down with Virus also.  It
: seems too powerful a foe for the RC to deal with. (See comments below
: regarding the Solee Empire)
:
: B) The New Era (RC viewpoint) seems to stress the
:          - gritty, realistic
:          - grim yet optimistic
:          - tight resources, limited budget's
:          - 'make-do'
: aspect's of space exploration.  While not my cup of tea, (I myself
: favouring heroic, star-spanning space opera) these are
: worthy issues to consider, and it would be a pity if the gifts the New
: Era campagin brings to Traveller is lost.
:
: C) From what I know, the threats to the RC were
:          - Virus ships         - The Guild
:          - TED's
:    ...and now, the Emperess of Solee.  Apprently, her ship'sinflicted a
: hard loss on the Coalition Navy in one of GDW's hosted BR sessions.  If
: RC ref's want to make this part of the offical RC history, how do they
: want to deal with it?
:    Also, in Vampire Fleet's, the possibility is presented that Virus may
: not be dwindling away, but resurging.  If you want to really stress out
: your PC's, this is the way to do it, I suspect!
:    Finally, we *still* don't know what's in the Black Sphere.  What if it
: start's to grow?

Ah, but wait Alvin, there's more!  Don't forget that after Vampire
Ships it now appears that the RC will begin to use Virus aided ships.
Not much, but then again, a smartship may end up being quite a match.
I think that they will be able to take on The Guild and maybe even the
Solee Empire.  Plus, the pocket empire that appeared in both the Ref's
screen and an issue of Challenge seems like a very good ally for the
RC (once they meet each other).  Together, they seem like they could
stand up to The Guild and Solee.

As for the Regency.  They've got enough problems worrying about the
Empress Wave and about their bursting britches.

And the Black Sphere.  It will start to grow.  Why, well here's my
take.  The Black Sphere is controlled by Emperor Strephon.  Well, not
the real one.  One of his robot doubles now infected by Virus sits on
the Iridium Throne.  He's planning on taking back his empire.  But two
things stand in his way.  First, he's been taking time out to rebuild
his forces.  Second, he's been playing with his favorite toy.  What's
that?  Lucan.  Or at least what's left of him.  Lucan is now a brain
in a metallic body that cannot die.  All he can do is be tortured and
survive.  Excruciating pain.  Strephon plans to kill him once for each
of his murdered subjects.  (Okay, I'll lay off the sugar cookies and
jolt).

       --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Wed, 17 Jan 1996 11:28:38 -0900
From: anwfh@acad2.alaska.edu (William F. Hostman)
To: traveller@MPGN.COM
Subject: Re: Traveller Digest 550
Message-ID: <v01530501ad2309a58138@[137.229.100.58]>

Blair Monroe Spake thusly:
>I agree with you.  In general the TNE rules are better written and have
>benefited from years of "playtesting" through CT and MT.  I know some people
>feel that TNE is little more than a military game, but it does not have to be
>that way.  The "crawling your way out of the dark ages" setting will tend to
>lend itself to more military campaigns and TNE has a lot of work invested
>into those type of rules and suggestions, but there is no reason that a TNE
>game has to concentrate there.  The rules are just as capable of handling
>non-military role-playing and are in many ways simpler than the earlier
>systems.  A lot of it depends on what the GM and his players want in their
>game.

To which I rebut:
        The TNE Rules WEREN"T PLAYTESTED!!!!!! I found more bugs in my
First Ed TNE book than ANY other game I own (My collection is rather large,
in the several hundred game systems). So bad in fact, that a second edition
was out in 6 months.
        The mechanics have only those few areas grafted in that define
traveller and have been unchanged since CT: Worlds, Trade, and Snimal
Encounters. The rest are a lift of t:2k and Dark Conspiracy, NOT
TRAVELLER!!!!!!!

What you are claiming is that a system which had been developed over 10
years smoothed out a totally different system. Sorry, just ain't so. Yes,
it's a passable system. Yes, it was a nice try. But see below:


And upon some other TNE Matters:

As for TNE Being more successful than MT: I have yet to see any proof of
that. My friendly neighborhood game store couldn't keep MT stocked
sufficiently; they can't get rid of TNE. Peter had to order 35 copies or
more of MT items; He orders 5 each for TNE, and still has half a dozen 1st
printing TNE Ruleboooks in the warehouse... That no one will buy. I ask you
Merrick, is THAT the success you talk about for TNE? (figures provided by
Peter Neuman of Bosco's Comics and Games, the only store in anchorage that
carries more than TSR and WWG)

Keep TNE ALIVE YOURSELVES -- but let the REAL TRAVELLER come back.

-Wil

William F. Hostman

EMail:          ANWFH@Orion.Alaska.EDU
HomePage:       http://orion.alaska.edu/~aswfh/index.html



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

Date: Wed, 17 Jan 1996 15:49:34 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL E Majesta MegaMerchant
Message-ID: <Pine.OSF.3.91.960117135844.22087J-100000@hubble.sheridanc.on.ca>


The MegaMerchants of the Imperium - merchant's over 100,000 Disp tons -
is the mainstay of Imperial Commerce.  Owned and controlled by either the
Imperial Government or the Megacorporations, these vessels are the
lifeblood of the Imperium, transporting billion's of tons of goods from
one Hi-pop world to another.

Practically all MegaMerchants are only to be found in the main body of
the Imperium: only a handful exist in the Spinward Marches, none over
200,000 disp tons.

The importance of MegaMerchants cannot be overestimated.  When the
Imperium speaks of 'protecting interstellar commerce', they are not
talking of protecting 200 ton Beowolf free traders, but 5,000,000 ton Titan
transports.  A major task of the Imperial navy is protecting these
ships.  Even membership within the Imperium is related to the
MegaMerchants: these ships are not permitted to visit nonImperial worlds
(except,in special cricumstances, Imperial client states).  When
politicans talk of the Imperium being a 'trade confederation', they mean
a confederation tied together partly by MegaMerchants.

There are less than 8,000 MegaMerchants within the Imperium.  Most, like
the 'George Bolme' 200,000 ton class ships, are under the million-ton
limit.  Of the 600 ships over the million-ton limit, over 2/3's are
single jump, 5,000,000 disp ton Titan ships, devoted to a single large
main like the Vilani or Core Main. Only about 200 ships are Majesta's:
Jump4, 2G modular transports of over 2 million disp tons, these
ships are of great importance to GSbAG (the MegaCorp who builds them),
Tukera Lines LIC (The MegaCorp who runs them) and the Imperium.

These are the largest ships which follow the xboat routes, and thus the
ships needed for 'long-haul, huge cargo' situations.  They have been used
to transport mile-long buildings from Vland to Capital, segments of grav
cities from Solomani Rim to Antares, and entire fleets of smaller ships
from Daibei to their Vargr buyers in the Marches.

An entire strain of Tukera Line corporate culture surrounds the
Majestas'. It was Majesta crews that started the Great Merchant Strike of
904, (still the only Imperium-wide labour action in history) which froze
the entire Imperial economy for two years and sent entire sectors into
a decade-long depression. It was Majesta crews that were the first
MegaMerchants allowed to carry a (limited) number of dependents onboard,
for their 3-6 year runs across the Imperium.  It was Majesta ships that
were the first MegaMerchants to get enough lifeboats for the entire crew
(after the famous _Dragon's Trove_ disaster, which struck a mere 15 parsec's
from Capital).

For MegaCorp personnel, Majesta crews are a breed apart. Outspoken, vocal
and fully aware of their own importance, they take nothing from nobody,
be they Archduke, Administrator or Admiral.  Solomani-dominated, they have a
vigourous rivalry with the Vilani lines that dare challange their
dominance on the xboat routes.  (Nevermind free traders, who they view as
figures of fun).  Of course, Majesta crews recieve special care from
Tukera Lines, who are careful of crossing swords with them and aware of
their irreplaceable skills and experience.

*****-----

Majesta's carry up to sixteen 50,000 disp Sekio Modules.  The cargo
version is nothing but a hull and a powerplant to power the control
systems.  It's entire hull is a clam-shell cargo door.  Of course, it has
no crew, but is controlled remotely by RCV workstations.

The passenger version is as above, but with basic life support and 49,900
low berths installed.  As there is still no crew, 2495 x TL 13a robot
brains are built-in (with a selection of robots) to service the medical
needs of the low passengers.

The 560 x 95-disp ton shuttles were originally to be used as lifeboats, but
are more often used as cargo haulers, on-loading and off-loading items
for the 200,000 kl internal cargo hold.  They are manned by built-in
robot brains for crew.

*****-----

P.S. Yes, I know I should have installed some missiles on this ship, but
the problem is, it's _civilian_!  Installing the number of missile
turrents the ship deserves would make it very, *very* dangerous.
Better to invoke some 'Imperial Regulation' forbidding missile
emplacements on MegaMerchants.

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

TL E Majesta MegaMerchant
Disp  2 000 000/2 800 000      Armour           20
Len         1 506.8 m          Volume   28 000 000 kl
Price   920 497.746 MCr        Target            G
Config   Open Frame USL        Tech              E
Mass  11 198 209 mt unloaded
      12 054 737 mt loaded with 16 low berth modules & internal cargo
      24 429 703 mt loaded with 16 full cargo modules & internal cargo


Power Plant     Fusion 3 510 000 MW, 1 yr duration (100 MW/Hit; 61 172 MW
                surplus)
Jump            4 (9 800 000 kl of fuel)
G-rating        2 (1 221 485 MW/G w.cargo modules)
                  (  641 093 MW/G w/berth modules)
G-turns
      w/cargo   30.0 G-hours (62.1 G-hrs w/jfuel), 305 107 kl each
      w/berths  60.7 G-hours (125.8 G-hrs w/jfuel), 150 794 kl each
Maint           462 611

Computer        2 x TL E st (.5 MW ea), 2 x TL E fb (1 MW ea)
Commo           3 x Radio 1000 AU (20.0 MW ea)
               10 x Laser 3000 km (  .04 MW ea)
Avionics        TL A+
Sensors         3 x P-EMS fixed (6 hex, .2 MW ea)
                3 x A-EMS      (10 hex, 15.0 MW ea)
               20 x Ladar         (10 hes,  2.5 MW ea)
ECM/ECCM        None

Controls        Bridge x 6157, Engineer x 29 250

Offensive       100 x TL E 150 Mj Laset Turrent
                (Loc: 1-20, Arc: All, 4.2 Mw, 0 Crew* ea)
                400 x empty turrent sockets (Loc: 1-20)

Defensive       500 x TL E Sandcasters
                (Loc: 1-20, Arc: All, 1 MW, 1 Crew ea, 2D6x5 per hit, 40 C)

MFD's           100 x TL E Beam (-5 Dif, 2 hex, 0.9 MW, 1 Crew ea)

-0 Dif  150 Mj Laser Turrent    2:1/10-31        4:1/10-31
                                8:1/10-31        16:1/10-31

Extended Life Support (5 600 MW)
ArtiGrav            (140 000 MW)

Complement      87 618

   Engineering  29 250  Maint    4 616  Line Admin     102
   Electrical        5  Stewards 1 546  RCV Control     30
   Maneuver          2  Command  5 918  Dependents  43 809
   Gunnery         600  Troops   1 000  Medical        730

[NOTE: one dependent per crew: optional.  Also, 14 RCV's are strictly
unneccessary, and 636 stewards are 'surplus' (they may be still needed:
after all, the Majesta has a population greater than many worlds...)

Accomo
   Sm. Strooms x 37 789 (double: .0005 MW ea)
   Lg. Strooms x  6 020 (double: .001 MW ea)

Other Facilities
   30 x Electrical Shops (.6 MW ea), 30 x Mechanical Shops (1 MW ea)
   30 x Sickbay (.8 MW ea)

Small Craft & Launch Facilities
   Minimal hangar x 28.  Each hangar holds 20 x 95 disp
   shuttles/lifeboats.  Ten shuttles can launch at one time.  NOTE: crew
   has been replaced by robot brains.

   External grapples for 16 x 50 000 disp modules

Airlocks: 20 000
Cargo:   200 000 kl

Bridge, Fire Control Centre

No fuel scoops, purification

*****-----

Surface Area

1        Launch Port
2-19 Ext. Grapples for modules (If loaded, see module damage chart)

Damage Area

[Important note: weapon volume is so small compared to ship volume as to
be meaningless.  Weapons cannot be hit without serious targeting]

1-15   Hold
16-17      1-3  Electrical
           4-10 Hold
          11-20 Engineering
18-19      1-15 Quarters
          16-20 Engineering
20     Engineering

System Damage

Electronics
  10 x Laser, 3 x Radio              (1h)  Ant (1h) ea.
   3 x P-EMS                         (1h)      (2h)  ea.
   3 x A-EMS                         (2h)  ea.
Hold
   28 x Hangar                       107H  ea.
   30 x Mech Shop, 30 x Elect Shop     1H  ea.
   Cargo                          [2 000H ]
Quarters
   Sm. Stroom x 37 789                (2h) ea.
   Lg. Stroom x  6 020                 1H  ea.
   ArtiGrav                        5 600H
   Life Support                   12 805H
   Emerg. Life Support             6 403H
Weapons
   Laser Turrent x 100                 1H ea.
   Sandcaster Turrent x 500            1H ea.
Engineering
   Jump Drive                     49 000H
   HEPlaR                          3 300H
   Power Plant                    35 100H


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

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

Battle Rider Statstic's           MM = MegaMerchant

          MM Majesta
-                            -5
-                          TL E
-                        FC: -5
L(x20)2:1                     -
A:10 P:6                  J4 G2
AV:1                          -
SC:100                      741

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

TL E Sekio Module - Cargo
Disp         50 000            Armour           20
Len             224 m          Volume      700 000 kl
Price       157.527 MCr        Target            L
Config     Cylinder USL        Tech              E
Mass       703 800/4 912

Power Plant     Fusion 50 MW, 1 yr duration (50 MW/Hit; 0 MW surplus)
No Jump
No G-rating
No G-turns.  No CG's.
Maint           116 575 (Practically all due to cargo: done at port)

RCV controls.  No computer.
Commo           2 x Laser 3000 km (0.04 MW ea)
No Avionics
Sensors         1 x P-EMS fixed  3000 km (0 hex (use very long range),
                .008 MW ea)
No ECM, ECCM

No Life Support.  No ArtiGrav.  No Crew.  No Airlocks.
Cargo:   698 888 kl.  Entire hull is a clam-shell cargo hatch.

*****-----

Surface Area

1-20 Hatch

Damage Area            (Power plant is so small compared to ship, it's
                        pratically impossible to hit)
1-20 Hold

System Damage

Hold
 Cargo          [7016 H]
Engineering
 Power              1 H

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

Battle Rider Statstic's         Didn't even bother.

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

TL E Sekio Module - Low Berth
Disp         50 000            Armour           20
Len             224 m          Volume      700 000 kl
Price     3 845.537 MCr        Target            L
Config     Cylinder USL        Tech              E
Mass      58 445 (+1 if loaded: for fuel)

Power Plant     #1 Fusion 50 MW, 1 yr duration (50 MW/Hit; 0 MW surplus)
                #2 Fusion 120 MW, 1 yr duration (120 MW/Hit; 2 MW shortfall)
No Jump
No G-rating
No G-turns.  No CG's.
Maint           9 016

RCV controls.  No computer. Robot brain x 2495

[NOTE: Each brain is programmed with Medical (Diagnosis) - 10 (14)
                                     Medical (Trauma Aid) - 6 (10) ]

Commo           2 x Laser 3000 km (0.04 MW ea)
No Avionics
Sensors         1 x P-EMS fixed  3000 km (0 hex (use very long range),
                .008 MW ea)
No ECM, ECCM

Basic Life Support (70 MW)
No ArtiGrav.  No Crew.
No Airlocks (connector tube, with built-in airlock is needed to board)
Low Berths x 49 900

*****-----

Surface Area

1-20 Hull

Damage Area            (Power plant is so small compared to ship, it's
                        pratically impossible to hit)
1-20 Quarters

System Damage

Quarters
 Low Berths x 49 900     (1h) ea.
Engineering
 Power Plant #1           1H
 Power Plant #2           1H
*****-----*****

Battle Rider Statstic's         Didn't even bother.

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

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

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

Date: Wed, 17 Jan 1996 20:59:28 +0000
From: E.Watters@Queens-Belfast.AC.UK
To: Traveller@MPGN.COM
Subject: 20 Trav Products I'd buy.
Message-ID: <0099C8A7.27A2BA80.3@v2.qub.ac.uk>



Here's my list of the 20 Traveller probucts I'd like to see over the next
two years.

TNE: Reformation Coalition -

1) A book continuing the Virus Redux adventure. **

2) The Long Ships (RC Clipper sourcebook). *

3) The Player's Guide to the RC. **

4) Adventure book detailing RC's expansion into Massilla sector. **

5) Adventure book on RC dealings in Hiver space. **

6) G-Carriers, TNE vehicle combat game. *

7) Book of adventures dealing with the Empire of Solee. **

TNE: Regency -

8) Book of Regency adventures. **

9) Adventure book on Regency's first explorations in the Wilds. **

10) Book detailing other Spinward States. **

TNE: Generic -

11) Starship/ Spaceship book. How they work, deckplans, deck layout
on larger ships. Would include ships of the major Aliens. **

12) Simplified rule set for Brilliant Lances. *

13) Equipment/ Relic Equipment guide. **

14) Book on main TNE Pocket Empires. **

15) Second edition TNE rulebook, with the combat rules better explained
or changed. Might include history section detailing CT and MT eras. **

All Traveller -

16) Zhodani and Droyne. **

17) Vegans and minor humans/ aliens in the RC area. **

18) Darrian and minor humans/ aliens in the Spinward States. **

19) Solomani and Aslan. *

20) Vilani and Vargr. *

The ** means I'd really want to see this, * means it wouldn't ruin my year if
it didn't appear - but I'd still like to see it.

I wouldn't mind seeing the completion of the TNE novels that GDW were producing.

On the subject of Challenge:- How will we get the Traveller News Reports? At
the start of a book, as in Vampire Fleets? Maybe Traveller Chronicle Can carry
them.

Eamon.


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

End of TRAVELLER Digest 551
***************************
