Traveller-digest     Tuesday, October 12 1999     Volume 1999 : Number 1197



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

The following topics are covered in this digest:

Re: Battledress/Battlesuit Protection (GT)
Re: Does anyone play these games?
Tplate v Heplar
Re Gauss Tracer
RE: Traveller Versions
Re: Traveller-digest V1999 #1182
Re: Traveller-digest V1999 #1183
Re: Spraying near-c-rocks-B-gone liberally
RE: Feudal Technocracy
Re: Starports in the 21C
RE: Traveller Versions
GT task systems (RE: Traveller Versions)
Re: Does anyone play these games?
Re: Traveller resource
Re: GT task systems (RE: Traveller Versions)
RE: Traveller Versions
Bean Counting Ammo
Re: Jump Technology
GTL10 5 dTon Passenger Shuttle

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

Date: Tue, 12 Oct 1999 12:23:49 -0700
From: Evyn MacDude <wmacdude@worldnet.att.net>
Subject: Re: Battledress/Battlesuit Protection (GT)

Pete wrote:

> On Mon, 11 Oct 1999 09:02:55 -0700 (PDT), Anthony Jackson
> <ajackson@molly.iii.com> wrote:
>
> >Terry Carlino writes:
> >
> >> ObTrav:(Yes there is something)If missiles are better anti-BD weapons than
> >> FGMP's will BD troops have integrated missile launchers for use against
> >> other BD troops?
> >
> >The problem with missiles is that they're quite heavy and expensive per shot.
> > A grenade launcher is quite possibly more effective here; you can build nice
> >lightweight 60mm electromagnetic grenade launchers which will toast BD as well.
>
> The problem with grenade launchers (and most ballistic weapons) is the
> launch point can be discovered using counter battery radar.

Cool, and while that radar is lighting up the grenade, we can fire a Harm
down it's track.

- --
Evyn...

Get six jolly cowboys to carry my coffin
Get six pretty maidens to bear up my pall
Bunches of roses all over my coffin
Roses to deaden the clods as they fall
 Laredo

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

Date: Tue, 12 Oct 1999 15:54:07 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re: Does anyone play these games?

>Subject: Re: Does anyone play these games?
>
>I've played "Invasion Earth" and "Azhanti High Lightning" with
>face-to-face opponents--just not recently.
>
I've done AHL, Imperium, Snapshot, Mayday, and Invasion Earth FTF...
likewise, it's been a while...

I used to use AHL/Striker with CT for damage and hit determinations... I
used a modification of the Striker/AHL table  converting from surplus pen
to dice of damage.

William F. Hostman  |  "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+

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

Date: Tue, 12 Oct 1999 15:54:08 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Tplate v Heplar

>Objection:  Velocity relative to what?  Absolute velocity is meaningless,
>thanks to Uncle Albert.  If it's velocity relative to a nearby big mass
>(the "grab and push" model), t-plates end up working unrecognizeably
>differently from the canon description (though it does solve the runaway
>energy problem, in much the same way HEPlaR does).  I get the sense this
>latter is what you're suggesting.  If so, why not just bite the bullet and
>go to HEPlaR instead?
>
Heplar, with it's relativistic exhaust streams, is as bad for breaking the
OTU...You can;t use it near populations, it'll cut concrete, etc...


I use the "Push off local masses" version myself.

William F. Hostman  |  "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+

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

Date: Tue, 12 Oct 1999 15:54:07 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re Gauss Tracer

>> So it should pentrate as normal. With a slight chanche of igniting
>> anything flammable it lodges in (like a kevlar vest :-)
>
>Hmmm ... what about gauss weapons: could they have tracer ammo?

They'd need some ignition source... IMTU, for an extra Cr 100, you can add
a tracer ignition laser to it...

William F. Hostman  |  "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+

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

Date: Tue, 12 Oct 1999 15:00:32 -0500 ()
From: "Joseph R. Dietrich" <yikes@evansville.net>
Subject: RE: Traveller Versions

>I think we are heading towards terminology differences here...

[snip]

>'Task' based systems are games like: Traveller (not CT), Faded Suns, T2k,
>James Bond, Cyberpunk 2020 etc which either have a different target to
>achieve for different situations or a number of successes to achieve.
>
>'Skill roll' based systems are games like CoC, CT, AD&D2nd, GURPS. These
>modify a skill level or a target number dependent on the situation,
>generally with no common structure between skills or situations. This is
>very different to a task based system.


This is all true. But since it would be fairly easy to bolt a task system
onto GURPS, why is this such a big deal? Simply use standardized modifiers,
and go for it.

For example:

Simply assign a task a difficulty and apply the following modifier to skill:

Difficulty       DM
- -------------------
Simple ........  +6
Routine .......   0
Difficult .....  -6
Formidible .... -12
Impossible .... -18

Then make the normal GURPS skill roll.


Or you could do this:

Roll 3d6 + Skill + DMs v. Difficulty of Task. If the roll is equal to or
greater than the Difficulty rating, the task succeeds. If not, the task
fails.

Difficulty ratings (from MegaTraveller):

Difficulty   Rating
- -------------------
Simple ......... 16
Routine ........ 20
Difficult ...... 26
Formidable ..... 32
Impossible ..... 38

Then go on to make a simple list of what is simple, routine, difficult,
formidable, and impossible with each skill.

You'll have to reverse the critical results, of course (now rolls of 3, 4,
and 5 are bad, and rolls of 16, 17, and 18 are good). But it's really not
all that tough. Difficulty ratings are really only DMs in disguise, anyway.

Tschuess,

Joseph R. Dietrich
yikes@evansville.net

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

Date: Mon, 11 Oct 1999 22:07:53 -0400
From: Ethan Henry <egh@klg.com>
Subject: Re: Traveller-digest V1999 #1182

Someone wrote:
> > That reminds me of Scott Adams'(of Dilbert fame) article a few years
> > ago titled "Men who use computers are the new sex symbols of the
> > nineties" I still have it on my refrigerator.

Hah. I have the rebuttal... As amusing as Scott Adams can be, he
has always pandered to his audience.

Stammbach, Eduard. (1988). "Group responses to specially skilled
individuals in a Macaca fascicularis." Behaviour, 107 (December 1988),
241-266
 
Does the staggering wealth of particular engineers and programmers
mean that there is any chance for nerds to rise socially?
 
Stammbach worked with a colony of longtailed macaques. In the paper
cited above, the running header is "Responses to Specially Skilled
Java Monkeys." Stammbach took the lowest-ranking macaque out of the
society and taught him to operate a complex machine and obtain food.
When the trained monkey was reintroduced to the society, the higher
ranking macaques stopped kicking him out of the way long enough for
him to complete operation of the machine and obtain food for the
community. I.e., society cooperated to create the conditions under
which the nerd could toil for them. However, the monkey who acquired
these special skills and provided for the society did not achieve any
rise in his dominance status.
 
- --
Ethan Henry                                            egh@klg.com
Java Evangelist, KL Group                       http://www.klg.com

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

Date: Mon, 11 Oct 1999 22:20:38 -0400
From: Ethan Henry <egh@klg.com>
Subject: Re: Traveller-digest V1999 #1183

"Terry Carlino" <carlino@home.com> wrote:
> 
> I inquired once before, but received no response: Can a Black Globe absorb
> enough energy from sunlight at the 100 diameter limit to charge jump
> capacitors thereby allowing a ship with a black globe to dispense with fuel
> tankage?

Poof. The globes work both ways you know. Just wait until the ship emits
enough waste heat from the crew, etc. Very environmentally friendly, recycling
energy that way you know.

- --
Ethan Henry                                            egh@klg.com

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

Date: Tue, 12 Oct 1999 13:17:03 -0700 (PDT)
From: Craig Berry <cberry@cinenet.net>
Subject: Re: Spraying near-c-rocks-B-gone liberally

> Date: Tue, 12 Oct 1999 12:31:08 -0500
> From: ehenry@newberlin.org (Eric Henry)
> 
> Why is Heplar considered biting the bullet?  Is there a technical flaw in
> heplar or is it just an unwillingness to give up thruster plates.

The latter.  HEPlaR is unrealistically efficient -- above 100% depending
on how you model it -- but at least it acts like a physically consistent
drive system.  On the other hand, t-plates as written violate conservation
of energy, which is why you can use the 'free' energy obtainable from them
to crack planets easily.  Any patch to t-plates that closes this loophole
ends up making them behave like HEPlaR, or worse.

However, an important part of the Traveller 'feel' (IMHO, and excluding
TNE) is what I call the "magic carpet" model of normal-space ship
operations.  Moving around in a solar system basically consists of aiming
the nose where you're headed and thrusting, flipping over halfway, and
decelerating to the target.  Considerations of gravity, orbits, and so
forth disappear when you can thrust at 1 g or above for a month at a time.

Conversely, in the HEPlaR model one is constantly watching the fuel gauge,
and getting from A to B must be done in the JPL way (though hopefully
without help from LockMart), using a a few burns and a lot of coasting on
a transfer orbit.  Needless to say, this is both harder to model and takes
a lot more (in-game) time.

- -- 
   |   Craig Berry - cberry@cinenet.net
 --*--    Home Page: http://www.cinenet.net/users/cberry/home.html
   |      "There it is; take it."  - William Mulholland

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

Date: Tue, 12 Oct 1999 16:52:22 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: Feudal Technocracy

Jory Earl writes:
>>in the second "Deathworld" book by Harry Harrison.  Society is 
>>divided into exclusive factions, each of which controls certain
>>technology.
>Unfortunately, each society-faction barely even understood its 
>own "specialty".  Remember Jason Din'Alt's derision everytime he 
>saw the "holy of holies".  :)

	I particularly liked the electrical generators.  :)

Peez

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

Date: Tue, 12 Oct 1999 16:52:20 -0600
From: "David J. Golden" <goldendj@pcisys.net>
Subject: Re: Starports in the 21C

At 09:26 PM 10/11/99 -0700, you wrote:
>> Date: Mon, 11 Oct 1999 10:55:54 PST
>> From: shadow@krypton.rain.com (Leonard Erickson)
>> 
>> Actually, the Shuttle does *not* have an ablative skin. Just one
that
>> can withstand high temps *and* is a superb insulator, so that the
heat
>> doesn't leak inward and fry the crew. 
>
>I don't know whether the process is technically ablation or not, but for
>whatever reason most (all?) of the shuttle's tiles get replaced after each
>flight.  That was my point.

	Huh?!?!?  A *few*, if they've been damaged. The early shuttle
flights had trouble with the adhesives, but other than that they've
gotten it fixed.

>> Interesting data point. The Chinese use *oak* for such disposable
heat
>> shields. 

	Early US ICBM warheads used balsa, IIRC.

- -- "Conscience is the inner voice that warns us somebody may
   be watching" 
   -- H. L. Mencken

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

Date: Tue, 12 Oct 1999 14:46:14 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: RE: Traveller Versions

>From: "Joseph R. Dietrich" <yikes@evansville.net>
>
>Simply assign a task a difficulty and apply the following modifier to 
>skill:
>
>Difficulty       DM
>-------------------
>Simple ........  +6
>Routine .......   0
>Difficult .....  -6
>Formidible .... -12
>Impossible .... -18
>
>Then make the normal GURPS skill roll.

I'd tone this down a bit:
Simple +4
Routine +0
Difficult -4
Formidable -8
Impossible -16

Note that a Formidable task can't succeed at skill-10 or less and an 
Impossible skill can't succeed at a skill-18 or less (effective skill would 
be 2, and your best roll is a 3).

A generous and sadistic GM,

Brandon Cope

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Tue, 12 Oct 1999 14:46:27 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: GT task systems (RE: Traveller Versions)

>From: "Joseph R. Dietrich" <yikes@evansville.net>
>
>Simply assign a task a difficulty and apply the following modifier to 
>skill:
>
>Difficulty       DM
>-------------------
>Simple ........  +6
>Routine .......   0
>Difficult .....  -6
>Formidible .... -12
>Impossible .... -18
>
>Then make the normal GURPS skill roll.

I'd tone this down a bit:
Simple +4
Routine +0
Difficult -4
Formidable -8
Impossible -16

Note that a Formidable task can't succeed at skill-10 or less and an 
Impossible skill can't succeed at a skill-18 or less (effective skill would 
be 2, and your best roll is a 3).

A generous and sadistic GM,

Brandon Cope

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Tue, 12 Oct 1999 14:45:37 -0700
From: "Luther Martin" <martin@ksarul.com>
Subject: Re: Does anyone play these games?

A <em>house</em> in the Bay Area with a game room? I also live in the Bay
Area, but am still in shock from the price I had to pay for a house with
enough room for me, my wife, and two sons. To afford a <em>game room</em>
you must make an incredible amount of money. Or at least more than I do.

Luther Martin
- ----- Original Message -----
From: Kristian Miller <travellerne@3rd-imperium.com>
To: <traveller@lists.imagiconline.com>
Sent: Monday, October 11, 1999 10:59 PM
Subject: Re: Does anyone play these games?


> I've played "Invasion Earth" and "Azhanti High Lightning" with
> face-to-face opponents--just not recently.
>
> Is anyone in the San Francisco Bay Area interested in face-to-face
> play?  I have a house with a fully stocked game room if we need a
> place to play.
>
> Kristian
>
> Luther Martin wrote:
> >
> > You are probably not alone in having no group to play with. What we need is
> > a volunteer to either attempt running a play-by-email version of a Traveller
> > adventure or one on the GDW Traveller games (preferably Fifth Frontier War -
> > the best of them all as well as being easy to adapt to email). This could be
> > very challenging, since you would need to make major changes in *stuff* to
> > make it work by e-mail. Is anyone out there up to this challenge?
> >
>

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

Date: Tue, 12 Oct 1999 18:18:37 -0400
From: Jeff Zeitlin <jzeitlin@cyburban.com>
Subject: Re: Traveller resource

On Mon, 11 Oct 1999 19:42:31 -0400 (EDT),
dadams@parracity.nsw.gov.au wrote:

>Jeff wrote:

>>Ditto. Whattaya think "Traveller? Resource" means in my >subtitle?

>Something to be stripped mined , exploited, left a desolate wasteland.....oops,
>sorry, thats Sweatpea Produtions

<grin> <sorta...> And shouldn't that have been "Sweat Pee" - as
in two moderately unpleasant waste products?

EBADSEMANTICS - you're thinking of "Traveller _as_a_ resource".
Funny sort of "exploitation" when _Traveller_ is what's
benefiting...

- --
Jeff Zeitlin
jzeitlin@cyburban.com

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

Date: Tue, 12 Oct 1999 17:16:38 -0500 ()
From: "Joseph R. Dietrich" <yikes@evansville.net>
Subject: Re: GT task systems (RE: Traveller Versions)

>I'd tone this down a bit:
>Simple +4
>Routine +0
>Difficult -4
>Formidable -8
>Impossible -16
>
>Note that a Formidable task can't succeed at skill-10 or less and an
>Impossible skill can't succeed at a skill-18 or less (effective skill would
>be 2, and your best roll is a 3).

I was using MT as a guide. Difficult tasks were 11+, Formidible tasks 15+,
and Impossible tasks 19+ (on 2d6). Impossible tasks were really impossible,
without big DMs.

I admit that I just threw it together as a demonstration piece. But if
anything, I thought I was being a little generous. ;-)

Tschuess,

Joseph R. Dietrich
yikes@evansville.net

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

Date: Tue, 12 Oct 1999 23:26:13 +0100
From: John Wood <John@elvw.demon.co.uk>
Subject: RE: Traveller Versions

SD Mooney <dom@cybergoths.u-net.com> wrote (in a different order),
>'Task' based systems are games like: Traveller (not CT), Faded Suns, T2k,
>James Bond, Cyberpunk 2020 etc which either have a different target to
>achieve for different situations or a number of successes to achieve.
>
>'Skill roll' based systems are games like CoC, CT, AD&D2nd, GURPS. These
>modify a skill level or a target number dependent on the situation,
>generally with no common structure between skills or situations. This is
>very different to a task based system.

Well, maybe THAT explains why I'm having trouble understanding your
point! I've played all the games in your 'skill roll' list and none in
the 'task' list.

Hopefully this post will make clear what it is I don't get.

>>The only difference is that the DM aren't given desciptive names like 
>>"easy", "routine", etc.  This is easily fixed but is generaly 
>>unimportant to everyone I've ever met.
>
>No. There is no common system for rating difficulty or modifiers across 
>all task situations in GURPS Basic that I can see. This is important to 
>a lot of people I know.

Compare the following:

  To make yourself understood on the net:
  Formidable, Liaison, 5 min (fateful, unskilled OK)
  [David rolls 6 on 2D, adds his Liaison-1 and compares with 15. Oops!]

and

  GM: "Roll against Diplomacy at -6."
  [John subtracts 6 from his Diplomacy-9 and compares with a 3D roll of 
   12. Rats!]
  GM: "There's a flamewar a-brewing..."

The only difference I can see is that MT has a convenient shorthand for
writing down the task definition. Since (like most non-combat tasks)
this probably wasn't defined in a supplement somewhere, that doesn't
seem a vital feature. The MT Referee probably thought something like "I
don't rate his chances - let's make it a Formidable task", while the
GURPS GM thought "wow, that's tricky - let's give him a -6".

What more general system can you have? Tasks don't generally match the
examples in the books, do they? If they don't, it's always going to come
down to GM fiat. Either you're choosing the task difficulty or the
modifier (and you can use a naming scheme if you want - remembering
'formidable' as a -6 modifier is no harder than remembering it as a 15
target number).

If tasks *did* generally match something in a long list laid down by the
game authors, I'd ignore it - although GURPS lists modifiers for just
about everything to do with combat I can't be bothered to keep track of
it all, so I just wing it. But I admit that's just my personal style.

Sorry to waffle on. I'm genuinely interested in the difference, I just
can't see it yet.

Regards,

John
 
John G. Wood            <john@elvw.demon.co.uk>
Oxford, United Kingdom  http://www.elvw.demon.co.uk/Traveller/

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

Date: Tue, 12 Oct 1999 06:14:20 -0400
From: "Daniel Phelps" <phelpsd@gate.net>
Subject: Bean Counting Ammo

Was writ:

>That is not good.  A troop dead 'cause some bean counter doesn't want to
>replace a magazine.  It'd almost be funny if it weren't so f'ing true. Bean
>counters'll be the death of civilized man yet...


It has happened, read "The Washing of the Spears", Queen Vicky's lads
getting shish-k-bobed while they were trying to bash open ammo boxes with
their rifle butts.

History keeps repeating itself, like bad chilli.

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

Date: Mon, 11 Oct 1999 22:31:41 -0400
From: Thom Jones-Low <tjoneslo@together.net>
Subject: Re: Jump Technology

Thanks, 
	I am always looking to expand my traveller links bookmarks. While this
is a good bit of techno-babble, It still doesn't feel right to me. I'm
still working on "Thom's Answer to where the LHyd goes during a jump"
paper.

	
- --
	Thomas Jones-Low
	tjoneslo@together.net

> 
> Date: Mon, 11 Oct 1999 10:23:54 -0700
> From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
> Subject: Re: Jump Technology
> 
> > Do you have an URL for where this is posted?
> Sure! The base URL is:
> http://www.atlantic-online.ns.ca/traveller/
> 
> Under the Library Data I snagged this:
> 
> Bakarov-Turner Hyperdrive
>

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

Date: Tue, 12 Oct 1999 17:45:41 -0500
From: "Bont" <felix@felixcafe.com>
Subject: GTL10 5 dTon Passenger Shuttle

Based along the same lines as the Cargo Shuttle, this little ship has 
completely filled all but 159 cf her cargo hold with 35 Normal 
Passenger Couches.  It can make a round trip to orbit about once 
every hour.

TL10 5 dTon Passenger Shuttle

  Statistics : TL10, HP 1200, PD 4, DR 100, HT 12, Size Mod 6, 
Sealed, 51,803.88 lbs, $ 3,597,894, 2,499.69 cf, 5,369.4 kW 
Used, 5,369.4 kW Produced, 4,000 kW Motive Power, 80,000 lbs 
Motive Thrust, 100,000 lbs Aerostatic Lift, Vehicle Features : 
Computerized Controls, Very Good streamlining

  Components
    - Structure Profile: TL10 Medium Frame Standard Materials 
    - Armor Profile: TL10 DR 100 Standard Metal (TURLFB) 

    Module - Body, Front (PD 4 DR 100), Rear (PD 4 DR 100), Left 
(PD 4 DR 100), Right (PD 4 DR 100), HP 1800, 51,803.88 lbs, $ 
1,007,394, 2,404.69 cf, 5,369.4 kW Used, 5,369.4 kW Produced, 
4,000 kW Motive Power, 80,000 lbs Motive Thrust, 100,000 lbs 
Aerostatic Lift

    Components
      - Airlock, TL7, HP 150, PD 4, DR 100, 2 Person at a time, 1,000 
lbs, $ 2,000, 100 cf 
      - Passage Tube, Armored, TL7, HP 75, PD 4, DR 20, 1 100' 
Increments, 2,000 lbs, $ 3,000, 40 cf 
      - Normal Seat, HP 800, PD 4, DR 100, 35 Occupants, 8,050 
lbs, $ 3,500, 1,050 cf Occupied
      - Cargo, HP 200, PD 4, DR 100, 159 cf, 3,180 lbs, 159 cf 

      Module - Engineering, HP 400, PD 4, DR 100, 10,933.88 lbs, $ 
492,694, 400.16 cf, 4,118 kW Used, 5,369.4 kW Produced

      Components
        - GT Contragrav, TL9, HP 7, PD 4, DR 100, 100,000 lbs Lifts, 
60 lbs, $ 1,000, 1.2 cf, 100 kW Used 
        - GT Vectored Thruster, TL10, HP 250, PD 4, DR 100, 40 
sTons of Thrust, 6,000 lbs, $ 120,000, 240 cf, 4,000 kW Used 
Short Term Access
        - Limited Life Support, TL10, HP 75, PD 4, DR 100, 1 Day, 36 
People, 1,800 lbs, $ 18,000, 36 cf, 18 kW Used 
        - Fusion Reactor, TL10, HP 150, PD 4, DR 100, 5,369.4 kW, 
3,073.88 lbs, $ 353,694, 122.96 cf, 5,369.4 kW Produced Lasts 
200 years, Short Term Access

      Module - TL10 Cockpit Bridge, HP 200, PD 4, DR 100, 6,240 
lbs, $ 326,200, 174.6 cf, 1,251.4 kW Used

      Components
        - Full Fire Suppression, TL7, HP 16, PD 4, DR 100, 200 lbs, $ 
5,000, 4 cf 
        - Roomy Crew Station, HP 75, PD 4, DR 100, 1 Crewmen, 240 
lbs, $ 100, 40 cf Occupied

        Module - Instruments and Electronics, HP 175, PD 2, DR 2, 
5,800 lbs, $ 321,100, 130.6 cf, 1,251.4 kW Used

        Components
          - Precision Navigation Instruments, TL7, HP 4, PD 2, DR 2, 1 
Units, 20 lbs, $ 5,000, 0.4 cf 
          - Armor Profile: TL1 DR 2 No Quality No Material (TURLFB) 
          - IFF, TL8, HP 2, PD 2, DR 2, 1 Units, 5 lbs, $ 1,000, 0.1 cf 
          - Flight Recorder, TL8, HP 4, PD 2, DR 2, 10 lbs, $ 200, 0.5 
cf 
          - VLR Laser Communicator, TL10, HP 18, PD 2, DR 2, 250 
lbs, $ 6,025, 5 cf, 1 kW Used 1,000,000 mi
          - Microframe Computer, TL10, HP 13, PD 2, DR 2, 3 Units, 
150 lbs, $ 30,000, 3 cf, 0.3 kW Used Complexity 6
          - Advanced Radar/Ladar Detector, TL10, HP 4, PD 2, DR 2, 2 
Units, 30 lbs, $ 3,000, 0.6 cf 
          - Radscanner, TL10, HP 20, PD 2, DR 2, 100 mi, 300 lbs, $ 
275,000, 6 cf Passive IR, Thermograph, Passive Radar, Scan 
Rating 23/29
          - VLR Communicator, TL10, HP 4, PD 2, DR 2, 25 lbs, $ 625, 
0.5 cf, 0.1 kW Used 500,000 mi, Scrambled
          - Computer Terminal, TL10, HP 4, PD 2, DR 2, 1 Terminal, 10 
lbs, $ 250, 0.5 cf 

          Module - Sensor Pop Turret, Pop Turret, Full Rotation, Front 
(PD 2 DR 2), Rear (PD 2 DR 2), Left (PD 2 DR 2), Right (PD 2 DR 
2), HP 188, 5,000 lbs, $ 2,590,000, 95 cf, 1,250 kW Used

          Components
            - PESA, TL10, HP 50, PD 2, DR 2, 1,000 mi, 1,000 lbs, $ 
1,200,000, 20 cf Scan Rating 29/35
            - Radar (AESA), TL10, HP 125, PD 2, DR 2, 5,000 mi, 
3,750 lbs, $ 1,375,000, 75 cf, 1,250 kW Used Scan Rating 34/40

  Air Performance : Motive Thrust 80,000 lbs, Stall Speed 0 MPH, 
Top Speed 1,670.5 MPH, aAccel 30.9 MPH/s, aMR 2.5, aSR 5, 
aDecel 10 MPH/s, Take off 0, Landing 0, Lifting Body

  Space Performance : sAcc 1.544 g, sDec 1.544 g, sMR 1.544

- - - -
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 #1197
***********************************

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