Traveller-digest      Tuesday, August 24 1999      Volume 1999 : Number 1006



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

GURPS Vehicles weapon design question...
Re: Thrust effects (was HEPlar lives!)
Re: Thrust effects (was HEPlar lives!)
Re: Odd Lights in the Sky!!!!
Re: Orion Drive Modules
Dune...Desert Planet...
Re: Dune...Desert Planet...
Re: Hudson-class Lander (GTL9)
Re: Low ship weight
Re: Will the real Strephon please stand up! (Re: Cloning)
Re: GURPS Vehicles weapon design question...
Re: GURPS Vehicles weapon design question...
re: Hard Times
Re: Thrust effects (was HEPlar lives!)
Re: Another look at aliens [long]
Re: Hard Times
Re: Another look at aliens [long]
Re: USL ships landing (was Thrust effects)
Re: Grav Pong
Re: Traveller-digest V1999 #1005

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

Date: Tue, 24 Aug 99 16:09:34 +0000
From: igor@truserve.com
Subject: GURPS Vehicles weapon design question...

I'm either missing something here, or there's a problem...

I'm designing my own weapons for a ship I'm building, and then comparing my design to 
the "standard" designs - and mine are coming out quite a bit more powerful. The reason, 
as I see it, is the power requirement.

Pow = kJ * 2.666 * ROF 

For a TL 10 360MJ laser (ROF 1/2)

Pow = 360,000 * 2.666 * 0.5 = 479,880kJ or 480MJ.

This is exactly half of what the "offical" design says - it has a 960MW power cell, not 
a 480MW. If you correct the design, you can get a bigger laser - around 584 MJ.

I'm including the weapon, universal mount, full stab, power cell, power plant that 
provides 1/60 the power of the cell (to recharge it in 60 seconds) and access space 
around the power plant. Am I missing something?

  Andy

+--------------------------------------------------------------------+
| Andrew Akins                                                       |
| Home: igor@ames.net - http://www.ames.net/igor/                    |
| Work: andya@cms-ia.com - http://www.cms-ia.com/                    |
+--------------------------------------------------------------------+
| IMTU: tc++(**) ru+ ge 3i+ jt- au+ ls+ kk+ hi+ as+ va+ dr+ so+ zh+  |
|       vi+ da+                                                      |
| Geek: GCS d- s+:+ a- C++ W++ w+++(-)$ PS+ PE t- 5++ X+ R+++ tv+    |
|       b+++ DI+ D-- G e+ h---- r+++ y++++                           |
+--------------------------------------------------------------------+

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

Date: Tue, 24 Aug 1999 12:18:24 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: Thrust effects (was HEPlar lives!)

Interesting however, If CG ONLY negates garvity then this leads to the
use of tugs to land ships. This brings the traveller universe even
closer to H. Beam Piper's. I remember a number of references to tugs
used to land CG ships in his stories.

Well, there goes one rewrite to MTU.

It also explains the small "vecotr thrust ports" seen on smaller Trav
ships (Jesse's Scout, Free Trader and Sub Merc come to mind). If CG and
Thruster plates provided vectored thrust why would you need these? But
if GC didn't provide vectored thrust they become quite resonable for
small ships designed to be independant of tugs.

*Scratches head* Lots of rewriting to do now!

Mike

Eris Reddoch wrote:
> 
> >Well, it can only get a limited fraction of local gravity
> >perpendicular to gravity.  Contragravity is like a thruster plate,
> >except that it can only be used close to a planet, since its thrust
> >is reduced proportional to the local force of gravity.
> 
> You two are talking different pseudo-sciences.  <g> Nick, you are
> correct for TNE CG and for GURPS Vehicles CG, too.  CG doesn't
> doesn't produce thrust, simply negates gravitational attraction by
> some amount (up to 99% for TNE).  CG in MT, T4 and maybe GT (I
> haven't checked the book) can produce directional thrust.  It can
> IMTU, too.  <g>
> 
> Eris
> 
> 
- -- 
Mike Peters
travelleri@home.com

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

Date: Tue, 24 Aug 1999 18:08:31 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Thrust effects (was HEPlar lives!)

>Um...wrong ;)  It provided 10-20% of gravitational force sideways in
TNE/FF&S.  In Striker it could provide any amount of sideways force.  I
don't know about T4 or MT.



Could you please give a page ref for that? All I can find in FFS is a
statement on page 75:

"CG Lifters do not provide thrust and so cannot physically lift a craft or
vehicle. Instead, they neutralise most of the gravitational attraction of a
world (approx 99%, after which point power usage becomes prohibitive). This,
combined with atmospheric pressure, will provide bouyancy in very dense
atmospheres and so allow the craft to float at low altitudes, but usually CG
is used only as an adjunt to the ship's thrusters."

As far as I can figure, that would be directly contadicted by a statement
that force can be redirected sideways.

Nick

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

Date: Tue, 24 Aug 1999 11:46:09 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Odd Lights in the Sky!!!!

Diespamer@aol.com wrote:
> 
> Greetings:
> 
> --begin paste--
> 
> Any thoughts on that odd light? A new type of quasar the guy said? And only
> one? Odd, very very odd.
> 
> --end paste--
> 
> It's a Dyson Sphere! It's a Dyson Sphere! Oh! Oh! Oh! We found one!
> 
> (It would be great, would it not?)

Well, here's what they say about it on the Brunching Shuttlecocks site:

http://www.brunching.com/features/feature-celestialwhatever.html

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Tue, 24 Aug 1999 10:56:45 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Orion Drive Modules

Kurt Feltenberger wrote:
> 
> At 11:18 PM 08/23/1999 -0400, you wrote:
> 
> >Still, it would be interesting to see a group of PCs' faces when they see an
> >Orion launch into orbit and park next to them.  <grin>
> 
> An interesting description of an Orion drive was in "Footfall" and then one
> was shown in "Deep Impact".

Or, for a less spectacular (non-nuclear) variant, there's the
explosive-shell craft in _King David's Spaceship_.

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Tue, 24 Aug 1999 12:16:22 EDT
From: Diespamer@aol.com
Subject: Dune...Desert Planet...

Greetings:

Recently it was typed:

- --begin paste--

Date: Mon, 23 Aug 1999 12:15:54 -0400
From: Michael Peters <travelleri@home.com>
Subject: OT but interesting Keith Bro. note

Just thumbing through Cinescape magazine and noticed an article about a
new Dune novel. It's being written by Brian Herbert (son of Frank) and
Kevin J. Keith. Since this book (actually first of a trilogy) is a
prequel to the classics, it might have some further insight into the
classic Dunes Imperial politics, maybe fodder for 3I politics?

- --end paste--

Close, but no cigar. The co-author is Kevin J. Anderson, author of several 
Star Wars novels, several solo novels, and several novels (in the 
technothriller mode) with Doug Beason.

A recent (probably the current) issue of Amazing Stories has a short story by 
the duo set during the battle in Dune where Baron H. and the Emperor's 
personal troops attack Duke Leto...

Fred Kiesche
(e-mail: Diespamer@aol.com)

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

Date: Tue, 24 Aug 1999 13:19:02 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: Dune...Desert Planet...

Whoops! That'll teach me to haunt BArnes and Nobles late at night and
NOT buy the magazine! I appologize to all fo the mis-inforamtion,



Diespamer@aol.com wrote:
> 
> Greetings:
> 
> Recently it was typed:
> 
> --begin paste--
> 
> Date: Mon, 23 Aug 1999 12:15:54 -0400
> From: Michael Peters <travelleri@home.com>
> Subject: OT but interesting Keith Bro. note
> 
> Just thumbing through Cinescape magazine and noticed an article about a
> new Dune novel. It's being written by Brian Herbert (son of Frank) and
> Kevin J. Keith. Since this book (actually first of a trilogy) is a
> prequel to the classics, it might have some further insight into the
> classic Dunes Imperial politics, maybe fodder for 3I politics?
> 
> --end paste--
> 
> Close, but no cigar. The co-author is Kevin J. Anderson, author of several
> Star Wars novels, several solo novels, and several novels (in the
> technothriller mode) with Doug Beason.
> 
> A recent (probably the current) issue of Amazing Stories has a short story by
> the duo set during the battle in Dune where Baron H. and the Emperor's
> personal troops attack Duke Leto...
> 
> Fred Kiesche
> (e-mail: Diespamer@aol.com)

- -- 
Mike Peters
travelleri@home.com

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

Date: Tue, 24 Aug 1999 12:41:08 -0400 (EDT)
From: Robert Prior <robert_prior@sympatico.ca>
Subject: Re: Hudson-class Lander (GTL9)

>Nah... I can think of some much more twisted ideas for the theme
>music.

I always heard "The Generals Are Born Again" in the background whenever I
read Rebellion Era TNS stories.

Then there's always "When Johny Comes Marching Home": the real version, not
the bastardized 'we'll have a big parade' version.

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

Date: Tue, 24 Aug 1999 12:39:42 -0400 (EDT)
From: Robert Prior <robert_prior@sympatico.ca>
Subject: Re: Low ship weight

>I regard the space issue as a bigger problem.  I don't need all the design
>nuts and bolts spelled out in the final text of a non-Vehicles supplement.
>I'd be perfectly happy with short descriptions that include key
>performance data, electronics and other key systems, and armor/hit point
>values.  I don't need the nitty gritty on how it was designed to use it in
>a game.
>
>Perhaps future GT books can use the compact format being worked up for the
>Vehicle Companion.  Based on the current books, this could free three or
>four pages for, IMO, higher-value content.

What's that?  Email me some samples and I'll make that an output option.


>> Anyway, I've decided to write GT Infini-V: a GURPS version of Infini-V,
>> initially aimed at GURPS Traveller but with enough hooks to include other
>> technologies. This is more
>[snip]
>> As usual, BITS will have a free downloadable demo available once the
>> software is ready.
>
>This is very good to hear.  Did you have any luck scaring up a PC for
>Windows development work?  Or will I have to set it up on one of the old
>Macs at work?

I borrowed a laptop to tinker with, but haven't had much luck actually
making Delphi work. Part of the problem, i suspect, is that I keep trying
to use Mac user-interface elements when Windows doesn't have the equivalent
(or when what I think is the equivalent behaves differently).

In any case, my workload next semester precludes learning another platform.
I have two courses I've never taught before, one that I have taught before,
and my schedule doen't have a lunch break. (In fact, given that I am
supposed to be in the lab continuously while class is in session, I run
slightly over five hours without even a pee break.)


>Regards
>Tom Schoene

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

Date: Tue, 24 Aug 1999 12:38:15 -0400 (EDT)
From: Robert Prior <robert_prior@sympatico.ca>
Subject: Re: Will the real Strephon please stand up! (Re: Cloning)

>At 11:54 PM 8/21/99 -0400, you wrote:
>>
>>> The Strephon who appears after the assassination was in fact a clone.
>>> In is explicitly mentioned in _Survival Margin_, where IIRC (all my
>>> Trav books are still boxed up after moving) he laments his clones fate
>>> in his private dairy.
>>
>>Um, not *quite*, Rupert.  The Strephon that Dulinor whacked was the clone.
>>The guy writing the diary in SM was the *real* Strephon.
>
>That was my understanding as well.
>
>However, I just picked up Hard Times and read that Strephon refused to be
>tested by IRIS to confirm if he really was the Emperor.  After he refused,
>IRIS publicly stated that "Strephon" wasn't a contender and backed Margaret
>as the highest ranking noble eligible for the Iridium Throne.  Despite the
>fact that IRIS holds no significant power during the Rebellion, it has to
>be PR that is extremely damaging to Strephon's cause.
>
>If he was the real Strephon, why the heck didn't he go along with the test?
> Was this written up anywhere else?

In game terms, because he didn't recognize IRIS as having any legitimacy.
From page 28 of Survival Margin:

     "Who are these IRIS people?
     "You'd think that I might have heard of them once or twice.
     "Who owns them, and what are they getting at? Besides the obvious, or
course, attempting to place themselves as the Emperor brokers. Perhaps
someone should explain the Moot to them. For that matter, perhaps someone
should explain the Moot to the Moot.
     "So why is Lucan playing along? Unless he assumes that they are real,
and if he admits ignorance he'll somehow undercut his claim?
     "Perhaps IRIS is onto something after all, if this insecurity about
revealed knowledge affects even the claimants themselves. Certainly I'd
undercut my miserable, pyrrhic claim if I stood up and said I'd never heard
of them before.
     "It's fascinating, though, how they've pulled this off. Their story
has not been questioned in the slightest: this elite gang of undercover
bermenschen who can tell claimants to the throne where to get off in the
name of some higher, all-powerful string-pulling force of order and
predicatbility in the universe. Not a bad idea after all."



In real-life terms, I've heard it was because IRIS was a variant that Chuck
Gannon kept writing into all the stuff he was doing for GDW, and that after
he left they remaining writers didn't like the idea, so this was a way of
cutting IRIS down to size. I could believe this story, but really don't
care whether it's true or not after all these years.


I never liked IRIS when it first appeared, so had to edit the TNS to cut
out all references to what I saw as a silly variant. After Survival Margin
came out I restored the references, because I could accept IRIS as a con
job -- just not a superspook agency.

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

Date: Tue, 24 Aug 1999 10:23:30 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: GURPS Vehicles weapon design question...

igor@truserve.com writes:
> I'm either missing something here, or there's a problem...
> 
> I'm designing my own weapons for a ship I'm building, and then comparing my
> design to  the "standard" designs - and mine are coming out quite a bit
> more powerful. The reason,  as I see it, is the power requirement.
> 
> Pow = kJ * 2.666 * ROF 

That's power requirement per turn.  To determine power requirement per _shot_,
just use kJ * 2.666.  If you want to fire a RoF 1/2 laser, you need to give it
power for 2 turns...

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

Date: Tue, 24 Aug 1999 10:23:30 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: GURPS Vehicles weapon design question...

igor@truserve.com writes:
> I'm either missing something here, or there's a problem...
> 
> I'm designing my own weapons for a ship I'm building, and then comparing my
> design to  the "standard" designs - and mine are coming out quite a bit
> more powerful. The reason,  as I see it, is the power requirement.
> 
> Pow = kJ * 2.666 * ROF 

That's power requirement per turn.  To determine power requirement per _shot_,
just use kJ * 2.666.  If you want to fire a RoF 1/2 laser, you need to give it
power for 2 turns...

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

Date: Tue, 24 Aug 1999 08:04:47 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: re: Hard Times

Mark Watson <markw@antares.demon.co.uk> writes:
>For MT Knightfall is also pretty good (though the most of the best MT material
>was published by DGP).

Knightfall = Produced by DGP

>For TNE, um, Regency Sourcebook and, depending how you count it as MT or TNE,
>Survival Margin, though it's more of a spin-off novel than a supplement.

Survival Margin is a wonderful resource for running the 2nd Civil War ....

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

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

Date: Tue, 24 Aug 1999 10:26:06 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Thrust effects (was HEPlar lives!)

Nick Bradbeer writes:
> 
> Could you please give a page ref for that? All I can find in FFS is a
> statement on page 75:

Sorry, suspect I was mixing up TNE and T4.  Ok, I guess all the grav vehicles in TNE are impossible, since using HEPlaR in atmosphere is suicide.

However, every version of traveller other than TNE had CG providing manuever capabilities (well, GT doesn't, but it doesn't strongly distinguish between contragravity and reactionless thrust anyway).

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

Date: Tue, 24 Aug 1999 10:33:47 -0700
From: Bruce Johnson <johnson@pharmacy.arizona.edu>
Subject: Re: Another look at aliens [long]

Christopher B. Thrash wrote:
> 
> I am always interested in conceptual tools that will give me a better
> handle on aliens in a campaign. When my wife, Monkey Girl, mentioned a
> principle of evolutionary theory I hadn't heard before, I realized that it
> has implications for Traveller. Herewith is my understanding of what she said:
> 
> "Complete co-competitors cannot co-exist." (C4, for short.)
> 
Except this is the same ttrap all those social darwinists fall into; in
fact what you are describing _is_ textbook social darwinism.


> So what has this got to do with aliens? Suppose that "interstellar
> technological civilization" is a niche. The C4 idea implies that you will
> not have a peaceful, egalitarian coexistance. Within about 10 generations
> of first contact some other kind of accommodation would be reached. Either:
> 
> (1) Each species would maintain its own, distinct territory. This is the
> situation among the major races in Traveller (except the Droyne; see next).

The territories in Traveller are political, not ecological in nature.
Socioeconomic and political competition is _not_ the same as the
'competition' as used by evolutionary biologists, as it is rarely driven
by reproductive fitness.
 
> (2) Each species would adapt to specific (good word!) roles, perhaps even
> become castes of a sort. This is the fate of most minor races in Traveller,
> and most major-race exclaves in other states: Bwaps as diplomats, Dolphins
> as fish-herds and wet-navy scouts, etc.

This is dangerous, extrapolating from a monospecies sterotypic game role
to something in the real world. 'Bwaps as bureaucrats' is a dangerous
oversimplification, both from a real-world standpoint (were Bwaps to
exist in the real world) and from a game universe standpoint. They too
rapidly become Trek  'humans-with-bumpy-foreheads-an-funny-noses'
aliens. They may _culturally_ be suited for a bureacratic role, but they
will be found doing just about anything else.

Dolphins, otoh, _would_ be restricted to a great extent, simply because
of their physical requirements, but any race that can exist comfortably
in human 'shirtsleeves' environments will not.

> (3) Where possible, as in the case of long-separated populations descended
> from the same species, the species would intermix until there is no
> noticeable difference left. This is very probably the fate of most Human
> races in Traveller, minor or major: remain isolated (like the Zhodani) or
> be assimilated (like the Vilani and Solomani).

_Cultural_ assimilation is a very real possibility; but I don't think
that would necessarily result in genetic assimilation. Some minor races
would blend into the main population, but most, I suspect, would not.

The aftereffects of 5000 years of the Vilani caste system may segregate
some races into specific roles, but the explosive effect that the Rule
of Man had upon the Vilani system would have wiped out most traces of
that long ago, to the extent that though your name might be, say,
Miller, that would hardly mean you ground flour for a vocation. ;-)

One thing that is missed in all the Ttraveller discussions, is that
people who actually _leave_ their homeworlds regularly are a minority;
Travellers are rare.

The OTU is clearly depicted as very heterogenous, so I don't think
biological _or_ cultural convergence is an issue in the Imperium.

- -- 
Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

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

Date: Tue, 24 Aug 1999 12:39:45 -0500
From: Eris reddoch <eris@pcola.gulf.net>
Subject: Re: Hard Times

Legate Legion wrote:

> >HT is the best ever Traveller supplement and background, IMO.

Hum, I liked HT a lot (when I finally got a copy), but I don't know if
I'd go as far as saying it's the best ever.

> >it has more of a feeling of hope, of turning back the tide, than TNE did.
> >There are opportunities for the players to do something that matters, to be
> >heroes or villains. The fact that Virus snuffs out these efforts just
> >heightens the candles against the night feel.

That's true. I set the TU I'm GMing several thousand years after TNE
and a long, *long*, long night, but I think my second choice would be
during a "long twilight" during/after HT.

BTW, and not just to be different, I use a lot more of TNE's mechanics
than I do it's setting...with considerable tinkering, of course.

Eris

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

Date: Tue, 24 Aug 1999 14:49:25 -0300 (ADT)
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Another look at aliens [long]

On Tue, 24 Aug 1999, Bruce Johnson wrote:
> 
> One thing that is missed in all the Ttraveller discussions, is that
> people who actually _leave_ their homeworlds regularly are a minority;
> Travellers are rare.
> 

	In my TNEC game, I actually note what generation "spacer" the
character is...  professional spacers are considered a bit odd by
dirt-siders...  who'd want to work and live somewhere that death was just
a bad seal away?  Or the myriad other unpleasant things that can happen?

	--Michel

	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
		Michel R. Vaillancourt
		misha@atlantic-online.ns.ca

	   Dad, Hubby, MIS Manager, Gamer, Author, SCAdian....
		"Who the heck has the time to have a LIFE?"
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
		Into Cyberpunk?  Check Out:
		"http://www.atlantic-online.ns.ca/cp2020"
		Into Traveller?  Check Out:
		"http://www.atlantic-online.ns.ca/traveller"
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-

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

Date: Tue, 24 Aug 1999 10:45:58 -0400 (EDT)
From: Charles Collin <charles@hebb.psych.mcgill.ca>
Subject: Re: USL ships landing (was Thrust effects)

One of the things that came up last time we debated this topic (it was
_mostly_ pretty civil :-) was that in CT it mentions somewhere that USL
ships can land on worlds with no atmosphere.  They therefore must have the
landing gear and bracing to do this.

Charles C.

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

Date: Tue, 24 Aug 1999 10:47:58 -0400 (EDT)
From: Charles Collin <charles@hebb.psych.mcgill.ca>
Subject: Re: Grav Pong

<Walt>
While I have no problems with boarding parties waving aroung cannons
indiscriminately, HG only says you have to disable the maneuver
drives and offensive weapons. Granted, a power plant critical will
do for the maneuver drive and most of the offensive weapons in
one shot...
</Walt>

Oops.  My mistake, right you are.  Of course, once a ship has no offensive
weapons or maneuver drives, taking out the plant will be pretty trivial...

Charles C.

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

Date: Tue, 24 Aug 1999 11:20:38 -0500
From: "Bont" <felix@felixcafe.com>
Subject: Re: Traveller-digest V1999 #1005

> Can any GURPS-heads out there check this over and make sure I 
> made no mistakes (using Vehicles, 2nd ed)?
>
> EW Module (TL 10)
> 
> The EW module contains equipment to allow a ship to perform electronic
> warfare. It contains:
>   An extreme-range, very sensitive radio direction finder.
>   Advanced radar/laser detector.
>   An extreme-range radio jammer.
>   A factor 12 area jammer.
>   A factor 12 deceptive jammer.
>   Blip enhancer.
>   Hardened complexity 8 computer.
>   Computer terminal.
>   Roomy crew station.
>   Power plant and access space.
>   Weight: 9377lbs, 4.7tons
>   Vol: 248.06 cf.
>   Cost: $3,078,979
>   Spaces: .5
> 
> 
> Construction stats:
>                               Weight   Volume       Cost     Power
> Radio DF (extreme, very sen.) 5000.0   100.00     $7,500     0.005
> Adv. Radar/Ladar Finder         15.0     0.30     $1,500     0.000
> Radio Jammer (extreme)         250.0     5.00     $1,500     0.400
> Area Jammer (rating 12)        250.0     5.00    $50,000  1250.000
> Deceptive Jammer (rating 12)   500.0    10.00   $500,000    50.000
> Macroframe, Hardened          3000.0    60.00 $2,500,000    10.000
> Blip Enhancer                   50.0     1.00     $5,000     2.500
> Computer Terminal               10.0     0.50       $250     0.000
> Crew Station                    40.0    40.00       $100     0.000
> 1,312.905 kw Fusion Power      262.6     5.25    $13,129     0.000
> Power Access Space               0.0    21.01         $0     0.000
> 
> TOTALS                        9377.6   248.06 $3,078,979  1312.905
> 

Here is what I got:
EW Module (TL 10)

The EW module contains equipment to allow a ship to perform 
electronic warfare. It contains:

  An extreme-range, very sensitive radio direction finder, Rec Only
  Advanced radar/laser detector.
  An extreme-range radio jammer.
  A factor 12 area jammer.
  A factor 12 deceptive jammer.
  Blip enhancer.
  Hardened complexity 8 computer.
  Computer terminal.
  Roomy crew station.
  Power plant and access space.
  Weight: 9838lbs, 4.9tons
  Vol: 237.56 cf.
  Cost: $3,084,488
  Spaces: .5


Construction stats:
                              Weight   Volume       Cost     Power
Radio DF (ext,vsen,rec only)  5000.0   100.00     $1,500     0.200
Adv. Radar/Ladar Finder         15.0     0.30     $1,500     0.000
Radio Jammer (extreme)         250.0     5.00     $1,500     0.400
Area Jammer (rating 12)        250.0     5.00    $50,000  1250.000
Deceptive Jammer (rating 12)   500.0    10.00   $500,000    50.000
Macroframe, Hardened          3000.0    60.00 $2,500,000    10.000
Blip Enhancer                   50.0     1.00     $5,000     2.500
Computer Terminal               10.0     0.50       $250     0.000
Crew Station                    40.0    40.00       $100     0.000
1,313.1 kw Fusion Power        262.6     5.25    $13,131     0.000
Power Access Space               0.0    10.50         $0     0.000
Structural Weight (Med, Std)   460.3     0.00    $11,507     0.000
Empty Space                      0.0    12.45         $0     0.000

TOTALS                        9837.9   250.00 $3,084,488  1313.100

The only differences I saw were in your Radio Direction Finder 
(which you forgot to mention receive only) and the total KW (though 
it was close enough to be considered round off error).  Also, you 
only need to multiply the RX cost by 3, not 4 for access space.

I also am not sure if you would calculate the Structural Weight and 
Cost.  I would think so because you can make a section of the ship 
a little more damage resistant than the rest.

All in all, I would say this is a good design:  Small enough to go in a 
Courier, cheap enough that small governments can afford one and 
sneaky enough for PCs.

Thanks for the addition!


- - - -
FELIX (Thomas L Bont)

- - Encrypt your messages!
  That way only the government knows what you wrote!

- - It is truly the wise man that knows what he doesn't!

- - With your shield or on it ... (Old Spartan Blessing)

- - Fidelitas super omnia, honore excepto

- - Help Stop Forest Fires.  Outlaw Matches.

Be sure to visit The FELIX Cafe at
     http://www.felixcafe.com/

- - - -

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

End of Traveller-digest V1999 #1006
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