
-------- TML Message #761 --------

Archive-Message-Number: 761
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Type SN Scoutship
Date: Fri, 22 Dec 89 13:56:03 BST


Hans Rancke writes:

> In White Dwarf #70 there is an article about bounty hunting as
> a career in Traveller. Included is the floor-plans of a variant
> scoutship especially equipped for bounty hunters. It's a very
> nice, very professionally looking floorplan labeled "TYPE H
> HUNTER (SN VARIANT)". The explanations, however, are in terms
> of the differences from the standard model, and I've never seen
> the plans for that! Does anyone know if these plans have been
> published anywhere?

As so often happens, there are many standards!  If they're referring to their
own "standard" Type S, I can't help.  But a type S scout/courier is one of the
ships listed in the supplement "Traders and Gunboats".  This version doesn't
work without some changes to the plans; I know, I've built one.  For one thing,
they've left out such minor details as the power plant and the computer.  For
another, where they have put the cargo bay, there isn't room, due to the
tapering of the hull.  I put the forward undercarriage leg there instead, and
put the cargo bay just to port of the main engines.  The power plant now sits
in a little compartment just under the main engines.  I also enlarged the
bridge, and the computer and ship's locker now fit in there.

Happy Christmas, everyone!

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #762 --------

Archive-Message-Number: 762
Date: Sun, 24 Dec 89 16:03 EST
From: WRICKER@northeastern.edu



MegaT Tasks & GURPS

>  Scott Ellsworth   sellswor@jarthur.claremont.edu   SELLSWORTH@HMCVAX
>Archive-Message-Number: 742
>I was thinking of adapting the standard task system to the Gurps style rules, 
>then implementing most of the features of the travelller starships in gurps 
>terms and playing in the standard imperium. It could be very interesting.

Yes.  I paid the megaBucks for megaBox trav just to get the Tasks system,
and to bought the companion book just for the Insystem rules, to add to 
GURPS in general and GURPS Space respectively.

Haven't tried to integrate it yet, but it looks like it should work fine.

Wm ricker wricker@nuhub.acs.northeastern.edu wdr@wang.wang.com
see disclaimer in other article.  do not pass go.


All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #763 --------

Archive-Message-Number: 763
Date: Sun, 24 Dec 89 16:06 EST
From: WRICKER@northeastern.edu


>  Scott Ellsworth   sellswor@jarthur.claremont.edu   SELLSWORTH@HMCVAX
>Archive-Message-Number: 742
>  Has anyone looked at Gurps Space?  I like the traveller universe and the
>"feel" of it, but I dislike the ways skills are handled, as well as the
>horrendously inefficient fusion/AM plants. 

I bought GURPS Space, because I'm using GURPS for a fantasy campaign,
and I thought to loan it to my Traveller GM.  If I ever run a space
game, I'd either use very variant traveller (see Redden & Gazis
postings) or GURPS Space, possibly a mutant mix.  Or N. Shapiro's Other Suns,
formerly pub'ed by FGU, soon to reappear as share-ware or something.  (See
USENET rec.games.frp discussion; if someone's interested, I might be able
to post a digest from my unix account -- send to wdr@wang.wang.com)

What follows is my review of GURPS Space, followed by a copy of the self
promotional back cover blurb  therefrom. 

GURPS Space is a generalization of GURPS Humanx: it gives several taxonomies
(Chinese menus) for building an SF campaign: pick your technological future.
They list multiple different ways around the FTL problem, and give hints
as to how each affects a campaign.  Also menued: How is your galaxy/cluster/
known space ruled?  (campaign type, with references!)  What sort of
people go adventuring?  How do you navigate in space?  Power? Commo?
Weaponry?  Design your own race.

Default energy density of power-cells looks less whacky than most systems.
Weapons span many traditions, GM should pick sublist based on above
choices, and weapon-legality in culture (like TRAV LAW level).  But much
better variety: eg, electromag mortar, tanglers, vibroblades; power
holster.  Likewise, Armor pans more sub-genre.

Starships are computed in cubic YARDS.  (*yech* I guess metrics haven't
reached texas, or SJ was afraid of putting off the innumerate brats who
buy games at the corner store.)  Sidebar says 200Tonner is slang for 200
cubic-yard hull, not to be confused with component mass, ship mass, etc
which are weights at 1G.  They figure loaded mass = light mass + rated
cargo mass.  Ship design looks simpler & saner than MegaTrav, and more
flexible than 3-book trav.  (I don't know the supplements, since my GMs
use the Gazoid system.)  Subsection: required crew, getting a ship
without buying it, reaction mass for trips of different lengths, STL
colony ships, GravTech, Auxiliary Craft (pretty skimpy). 

Ship to ship combat looks reasonable for an RPG; it is *not* a war-game sub
game (although one might claim the melee rules are).  They are very
similar to the GURPS Horseclans mass-battle rules, in terms of supply
ways for significant characters' skills to affect the larger battle and
the larger battle and character skills to affect the character's
survival etc.  
     Phases: 1. tactics. 2. Assign firepower & target selection, based
in part on tactics result. 3. Point defense gunnery (if using missiles).
4. Attack Gunnery (affected by 1,2,3) 5. Compute ship damage (direct
results of 4); PC's in areas taking damage must make survival rolls. 6.
Damage Control.
	If still in range, Go To Phase 1:, but ignore Plans unless
regrouping occurs; in which case consider it a new battle.
	When out of range, "each PC and important NPC must make a
survival roll". Heroism and Caution options allow PCs to tradeoff succes
and survival on damage control and some other tasks. Failure of a
survival roll doesn't kill automatically (as it would in TRAV roll-up,
but results in some number of dice of damage.

- ------
 
The back cover of GURPS Space: (quoted without permission for purposes
of review) 

"The Future is Yours!
"At last .. the star-spanning sourcebook for the /Generic Universal 
RolePlaying System/.  In the 128 pages of /GURPS Space/, you'll find:
"* Detailed, scientifically correct rules for creating star systems and
planets ... [sic] either randomly, or to fit a specific campaign.
"* Descriptions of 21 character types ... [sic] and new advantages,
disadvantages, and skills for a far-future campaign.
"* Three variant human races -- heavy-worlders, light-worlders, and
Spacers -- and guidelines for creating new and different sorts of
genetically-enhanced humans
"* Four alien races.  Meet the ...
"* Science-fiction gadgets, weapons, and medical technology.
"* Starship construction rules from TL8 (just around the corner) to
TL15+ (science fantasy).
"* Quick but detailed /abstract/ ship combat rules -- no ship ocunters,
just roleplaying ... [sic] for a quick determination of fleet damage,
individual ship damage, and injury [and contribution of !] characters.

"/GURPS Space/ does not tie your game to a single background.  Rather,
it is designed for the creative GM who wants to develop his /own/
universe! This book presents a wide variety of choinces and background
information, to let you recreate your favorite science fiction
background -- or build your own, from the homeworld out.

"* Choose the scale of your compaign -- one star system, or a million.
"* Choose the type of campaign you want to run -- space pirates or Star
Patrol, hard-working merchangs or hard-bitten mercenaries, clever
smugglers or starry-eyed explorers, humans or aliens.
"* Choose the political background -- from scattered independet worlds,
through a loos Alliance or Federation, to a star-spanning Empire.  Or
perhaps you'd prefer a Corporate State, run by big business.  It's all here.
"* Choose the technological background -- from a wide variety of
startdrives, power plants, and weaponry -- to give the campaign the
scope and flavor you choose.

"Years in the making [ie years behind schedule], /GURPS Space/ is
essentially a survey of the whole space-adventure genre as it relates to
roleplaying.  If you're ready to create your own future ...[sic] it's yours.

[fine print] "This book is designed for use with the /GURPS Basic Set/,
but can be used as a sourcebook for any roleplaying game in outer space.

[credits]"

- ------

bill ricker
wricker@nuhub.acs.northeastern.edu wdr@wang.wang.com

Fine Print disclaimers 
@FONT(Helvetica-Narrow,6pt :-)
GURPS, GURPS HUMANX, GURPS SPACE etc are all trademarks of Steve Jackson
Games.  Traveller etc are trademarks of GDW. The  OtherSuns trademark is
reverting / has reverted to Niall Shapero.

I no longer have any relatives at Steve Jackson Games; even though he
laid-off my sister-in-law, we still think nicely of SJ.





All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #764 --------

Archive-Message-Number: 764
Date: Tue, 26 Dec 89 11:56:07 -0500
From: (Chris Thompson) christ@sci.ccny.cuny.edu
Subject: Traveller computer program



Greetings![D[D[D[D[D[D[D[D[D[D  [D[DNOT FOR PUBLICATION AS[D[DON THE NETY[D!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Greetings!  I hop[D[D[Ddon't really know in[Df this is thr proper method of contacting
folks at GDW, but here itr [D[D[Dt is.  I have written a program in BASIC to generate
large blocks of star systems.  I am willing (eager) to distribute it on a
shareware basis.  The problem is, it (as you would expect) contains some
material copyrighted by GDW.  Is this OK?  Thanks in advance....

Chris Thompsom[Dn

(Above address, or:[D BITNET:

CBTCC@CUNYVM.CUNY.EDU


All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #765 --------

Archive-Message-Number: 765
From: ("45252-Peter L. Berghold") wrgate.wr.tek.com!uunet.uu.net!allegra!violin!plb@tektronix.TEK.COM
Subject: Re: Traveller computer program
Date: Tue, 26 Dec 89 15:05:30 EST


>> 
>> 
>> 
>> Greetings!  I hop[D[D[Ddon't really know in[Df this is thr proper method of contacting
>> folks at GDW, but here itr [D[D[Dt is.  I have written a program in BASIC to generate
Nope.  I think they are on Delphi or some such...  we are just Traveller 
enthusiasts.

>> large blocks of star systems.  I am willing (eager) to distribute it on a
>> shareware basis.  The problem is, it (as you would expect) contains some
>> material copyrighted by GDW.  Is this OK?  Thanks in advance....
>> 

My own personal experiences along those lines are that the folks at GDW do not 
have an understanding of what shareware is.  When I asked Marc Miller at 
GDW about this he quoted me a liscence that they issue for Traveller approved
playing aids for $1000.   If you are like me, you don't have $1000 to 
toss into the ring for a shareware program that 90% of the populace that takes
it will not even register anyway....

I am as you can gather a somewhat frustrated contributer to the shareware 
concept....

- -- 
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
/*		Peter L. Berghold					*/
/*		System Administrator					*/
/*		AT&T Red Hill Systems Administration Group		*/
/*		1F138	+1 (201) 615-4419				*/
/*		EMAIL (UUCP):	{uunet!allegra|att}!violin!plb		*/
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */


All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #766 --------

Archive-Message-Number: 766
Date: Tue, 26 Dec 89 23:54:37 EST
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Re: Traveller computer program



	Well, this is not really the place to contact GDW. As there is no one
present on the list that is connected with GDW/DGP. Well, not directly anyway.
You should either talk to a lawyer about this or talk to GDW by phone or
something.

			Sorry I can't be any more helpful,
				Mac

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #767 --------

Archive-Message-Number: 767
Date: Thu, 28 Dec 89 09:02:17 PST
From: (John Redden) redden@ttidca.tti.COM
Subject: cosmos 13




Cosmos 13

The third posting for a very variant system of space object and star
ship construction.

_____________________________________________________________________________

Starship and starobject construction.

Objects governed by starship parameters would not only include starships but
in system (non FTL) defense ships, planetary craft, spacestations, stationary
defensive modules (building complexes with screens).  For the non-starship 
objects, they are incomplete.  For example a moonbase may only have Eunits,
offensive and defensive combat values.  Message torps may have Eunits and only
capabilities for ship movement.

Also there is the vague concept of ship density that must be considered.
Roughly this is the proportion of mass devoted to energy production. Rough
estimates:

	merchants: 40% to 60% density to Eunits and equipment
	luxury liners: 20% to 50% density to Eunits and equipment
	naval vessel: 50% to 75% density to Eunits and equipment
	compact scout: 75% to 90% density to Eunits and equipment
	fighter: 90% to 95% density to Eunits and equipment
	missile: 95% to 99% density to Eunits and equipment

Designing a starship.

The ability to construct a starship is dependent on a number of variables.
First the tech level of the construction site limits the tech level of the 
ship.  Second is time of construction.  More ships can be constructed in 
more time.  Third is the availability of Technological Economic Units
(see history of the first human federation for a brief discussion of TEUs, 
League Cosmos economics and culture for a more in depth discussion of TEUs).
for construction.  Through social and cultural mechanisms TEUs often translate
into currency or Credits of some kind.  This is all associated to starship
political economy.  But ultimately these three variables determine the
upper limit to the starships characteristics.

Also these rules ar designed to allow smart ([non]player character
machine) lifeforms for those very bizzare scenarios.

                               - *  *  * -

1. Determine Emass.  This is the heart of the ships power source.
   It may make sense because of ship topology and modularity to have 
   more than one Emass that can become a Emass-net.  It still counts
   as a single Emass unit.  High emass units don't exists below tech
   level 9.  Starships at TL8 are very very slow (like Voyager).   
   Emass will greatly determine the offensive and defensive capability
   of the ship.

2. Determine INTcomp.  This is the intelligence of the ships computer(s).
   It is very common to have a number of computer systems in a INTcomp-net.
   This is because INTcomp must be divided among a number of the starship
   subfunctions.  Typically a starship will have a subnet of five INTcomps:

	a.  hyperspace jump control
	b.  library and active data
	c.  combat and defense
	d.  skill simulation
	e.  observation, scanning and communications

   Computer systems can be dedicated to any number of tasks.  The number 
   of computer systems is limited by the economics the star ship was
   constructed and the architecture of the design.

   Combining INTcomps into a INTcomp-net does NOT automatically increase the
   INT of the computing system.  This is tied directly to the tech level
   of machine intelligence.

   The INT of the computer systems will directly influence the psionic
   and skill level of the computer.

   INTcomp is determined for each computer system on the starship.

   Computers with INT greater than three are considered lifeforms and act
   as player or non-player characters.

3. Determine OCVbase.

4. Determine NOW (Number of energy weapon systems the ships has).

5. Determine DCVbase.

6. Determine DSCbase.

7. Determine SCsum that the ship will optimally support.

8. Determine the SCsum that you want the cryogenics system to support. 

9. Determine SCsbase.

10. Determine the FLmass (Floor mass of the ship)
    When considering the floor mass of the ship a number of
    attributes are determined.  A cargo ship must have
    ample floor mass as must a luxury liner.  Unless missiles
    are extremely mounted they are considered cargo.

11. Determine the HUmass, HUdv, HUpips (Hull mass, Hull defensive value
    and Hull primary damage hit points; see combat).

12. Determine type of ships maneuver drive (optional depending on tech level):
    MADGcurr and/or CGunits.

13. Determine DENS (ship density).

14. Next determine BSM (minus JUmass) of the ship.  This is an accrual of

	a. FLmass
	b. ISYSmass
	c. DSCmass
	d. OCVmass
	e. Emass
	f. HUmass
	g. DCVmass
	h. ODVENmass
	i. CRYmass
        j. MADmass
        h. CGmass

15. Determine type of ship jump (depending on tech level)
 
16. Determine JUbase from first accrual of BSM.  

17. Determine basic TSM.

18. Determine the EXPL capability of the ship (for self destruct sequence
    or if your are designing a missile)

19. Determine maneuver drive base.

20. Determine free Eunits.

21. Determine psionic capabilities of the computer systems (if it
    exists).

22. Determine ODVen at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

23. Determine OCV at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

24. Determine short, middle and long range scans at scalars 0%, 5% 10%, 12%, 
    15%, 20%, 23%, 25%, 30%, 35%, 40%, 45%, 50% and 90% of free Eunits.

25. Determine DCV at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

26. Determine DSC at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

27. Determine CG at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

28. Determine CGrange at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

29. Determine JU at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

30. Determine MADG at scalars 0%, 5% 10%, 12%, 15%, 20%, 23%, 25%, 30%,
    35%, 40%, 45%, 50% and 90% of free Eunits.

31. Determine ship configurations (see starship operation) for green,
    yellow, red, black, white, gray and blue modes.  Round (up) results
    to interger 10 values, for these are the scalars that will actually
    be used in the game run.

32. If ship will be carrying massive amounts of cargo, determine amounts
    in metric tonnage and their effect on movement.  (Example 1 ton,
    10 tons, 50 tons, 100 tons, 500 tons, 1000 tons effect on  JU
    and MADG).  The amount of cargo possible is varies on the density
    of the cargo and the ship.

33. Determine the number of enuits equivalent to 1% of ships power (for
    rapid calculation of combat).

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #768 --------

Archive-Message-Number: 768
Date: Fri, 29 Dec 89 07:33:04 -0500
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Happy New Year!


	Happy New Year, everyone!!! May your coming year be filled with 
MegaTraveller Adventures, or 2300 AD adventures. (whichever you prefer)

				Mac
Wilson "Mac" Liaw                    |Don't fall in love, it's too complicated.
Internet:macgyver@cis.ohio-state.edu |                    - Molly Ringwald  
===============================================================================
Disclaimer:Nobody knows what I am talking about, including myself.

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #769 --------

Archive-Message-Number: 769
Date: Fri, 29 Dec 89 07:44:29 -0500
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: News Update



	A while ago I posted a message about a MegaTraveller based computer
game. Well, the title of the game is called "The Zhodani Conspiracy" by MicroProse. More details later.

	Also, there will be novels based on MegaTraveller universe. Stay tune
for more information.

				Mac
Wilson "Mac" Liaw                    | If you put your mind to it, you can 
Internet:macgyver@cis.ohio-state.edu | acomplish anything. 
=====================================|      - Marty McFly, Back To The Future 
Disclaimer:All opinions are mine only|-----------------------------------------

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #770 --------

Archive-Message-Number: 770
Date: Fri, 29 Dec 89 13:53:11 -0500
From: wrgate.wr.tek.com!uunet.uu.net!att!ihlpf!zonker@tektronix.TEK.COM
Subject: Re: Traveller Computer Programs


I doubt if anyone at GDW even knows what shareware is much less understands
the concept.  There are no computer jocks (at least that I know of) with
the company.  Almost all their software comes out of house.  Oh they write
a few small programs for their PCs, but that is the extent of it.  The office
PCs are used for standard business programming (mainly text processing). A
few of them may even have a PC at home.  GDW as an business is not currently
on any computer network (although I am told that one of the staff is
privately).

If approached correctly you should have no problem, but shareware is not a 
concept that is easy for non computer programming types to understand.  You have
to stress that this is a simple playing aid that anyone could write for themselves
and all you are doing is saving them the trouble.  You should minimize 
the profit side of it, but not hide the fact that you are asking money.
They have been pretty liberal in the past about giving permission to zerox
out of print games, etc..

At any rate, I'll be seeing Frank and Loren next week and if a get a chance
to talk to him and I remember (note we will be quite busy with other things
so this is very doubtful) I'll try to bring up the subject.

					Non Cuniculus Est,
					    Tom Harris

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #771 --------

Archive-Message-Number: 771
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Addendum: The Implications.
Date: Sun, 31 Dec 89 15:51:50 MET DST


I just discussed the supply problem with Ronny Wikh (ex listee here at
Chalmers) and he agrees in the probable conclution that interstellar
war on a major scale between two roughly equal adversaries is next to
impossible in the Traveller universe.
The most glaring example is the interstellar wars between Terra and Vland
where terran forces was halfway to core! A supplyline that stretches across
several sectors is nearly unusable.
And regarding planetary invasions: forget it! Devastating a planet is easy,
it is conquering it in relatively whole shape that won't be done by purely
military means. (Nuclear blackmail is probably the easiest way)
Any planet that has been conquered by a military invasion would probably
look like Germany 1946, but on a planetary scale: a planetwide disaster area
that won't do the conquerer any good until after several decades, if ever.

The only strategy for conquering the galaxy that would work is the Aslan
variant: Continous Colonization without any central authority and
Overwhelming by sheer numbers.

About the rebellion: My personal bet is that if the major contenders for the
throne continue the war for more than 10 years they will have burned so
much of their resources in the war the interstellar trade will stop and
a second "long night" will begin.

Comments, anyone?

- -bertil-

PS. Happy new year everyone!
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"GOOD DEEL ON SLIGHTLY USED CRANE" Orson Scott Card 'The Abyss'

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #772 --------

Archive-Message-Number: 772
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: SUPPLY & SUPPLY SHIPS
Date: Sun, 31 Dec 89 14:52:21 MET DST


SUPPLY AND SUPPLYSHIPS FOR MEGATRAVELLER FLEET OPS

1. SUPPLYFIGURES
	Some calculations gives the following average figures for supply:

	1 batron in 1 major battle will use up 82,000 kl of ammo (missiles &
	cannisters of sand). This will be modifyed upwards if the batron is
	large, consists of extra-heavy battlerships or ships with a larger than
	normal number of missilebays. The opposites of all this will tend
	to make it significantly less.

	1 batron in 1 major battle will require 432,000 kl of repairs.
	(provided all ships survive)

	1 batron will require 21,600 kl of repairs per week of skirmishing.

	1 batron will require 1260 kl of provisions per week.
	(I used the figures from Beltstrike, ie: 150 man-weeks take up 13.5 kl)

2. SUPPLY USAGE
	1 batron will use up 798,500 kl of supply during one month of hard
	fighting including one major battle (supply is for the batron and
	some extra ships)

	1 batron will during a month of skirmishing use up 155,000 kl of supply
	(also for the batron and some extra ships)

3. SUPPLY RESERVES
	   According to Imperial naval doctrine every batron should bring with 
	it a reserve capable of supplying it during one month of skirmishing 
	and through one major battle.
	This is roughly equivalent to two Shugliiki class fleet supply ships. 
	If the fleet are to operate on its own for a longer time more supply 
	will have to be carried.

	   If the fleet will employ standard resupply procedures (ie transports
	to the nearest source of supply.) it will have to have a large number
	of 20,000 ton transports running back and forth.
	A batron requires 155,000 kl of supply per month. With 50% to 100%
	capacity this means that 2 or 3 Relief class armed supply ships will 
	have to reach it per month.

	   A batron operating one sector from it's sources of supply will thus
	have to have tonnage equal to *half the tonnage of the batron itself*
	dedicated to bringing it supplies.

	(No wonder then that the Consulate never win any frontier wars. They
	are fighting one half sector from home and their supplyships are
	TL14 with jump3. This would also explain their preference for hoarding
	large chaches of supply inside the Imperium!)

	(I wonder how the Solomanis managed to conquer the ZiruSiirka. They
	were fighting several sectors away from their sources of supply and
	their ships were at most TL12 and jump2!)  

4. ALTERNATE SUPPLY SOURCES
	   The trouble of bringing supplys to the fleets at the front means 
	that an integral aspect of a succsessful interstellar war is the 
	ability to rapidly integrate conquered industrial worlds and use them 
	as sources of supply.
	   This affects planetary invations in may ways. The attacker must,
	for example, hold back to insure that the planets industrial base is
	left untouched, but at the same time that industrial base is producing
	forces for the defence of the planet! (Bombing a planet back to TL0 is 
	very stupid if one wants to repair ones jumpdrives there later :-)
	   
	   The best solution is to make the planet capitulate, either through
	propaganda or through coercion (Threatening to nuke, or actually nuking
	the capitol or other civilian targets.) A rebellious supplyworld
	with sabotaged supplies is however even worse than no supplyworld at
	all.

	   Captured enemy shipping may be used as a source of supply, 
	*provided the enemy uses the same types of ships*. Otherwise it can
	at most provide missiles and provisions.

	(A situation like the present one, with the same types of ships on
	both sides, is rare. It has not occured since the end of the civil war.
	This means that commanders may overlook this possibility at first, but 
	after a month or so and the first major battle, cannibalization of 
	enemy ships for spare parts etc will become the norm.  

5. SUPPLY SHIPS
        PRICES INCLUDES WEAPONS, SUBCRAFTS, ARCHITECTS FEES, AND LONG SERIES

FLEET SUPPLY SHIP
	CraftID:Fleet Supply Ship, Type QF, TL15, MCr 24,302.458
	Hull:	90,000/225,000, Disp=100,000, Config=7USL, Armor=40G, 
		Unloaded=483,324tons, Loaded=1,058,870tons
	Power:	4500/6000, Fusion=809,118MW, Duration=30/90
	Loco:	6700/9000, Manuever=2, 5400/7200, Jump=3, Cruise=750, Top=1000,
		Agility=0
	Commo:	Radio=System x 3, Laser=System x 2, Maser=System x 2
	Sensors:PassiveEMS=Interstellar x 2, ActiveEMS=FarOrbit, 
		Neutrino=10kW, Densitometer=LoPen/250m, ActObjScan=Routine, 
		ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine, 
		PasEngScan=Simple, PasEngPin=Routine
	Off:	Missiles=x07, Batt=5, Bear=4, w/ 40 battery rds, BLasers=x09, 
		Batt=45, Bear=32
	Def:	DefDM=+7, NukeDamper=8, BlackGlobe=1, SCasters=xx9, Batt=50, 
		Bear=35
	Control:Computer=9fibx3, Panel=Holodynamic link x 1438, 
		Special=HoloHUD x 100, LgHoloDisplay x 10, Environ= basic env, 
		basic ls, extended ls, grav plates, inertial comp, AirLocks=20
	Accomm:	Crew=2 x 100 (Bridge=15, Engineering=77, Maint=1, Gunnery=55, 
		Flight=30, ShipTroops=25, Command=33, Steward=8, Medic=2), 
		Staterooms=150, Subcraft=Shuttles x 10, Pinnace x 1
	Other:	Cargo=537,458kl, Fuel=561,600kl, PurificationPlant=81h, 
		ObjSize=Large, EMLevel=Strong

	   The "Shugliiki" class fleet supply ship is an old standard design 
	that has been around for a long time. It's purpose is to travel with 
	the fleets (two Shugliiki per Batron) to provide long term supply 
	during patrol and combat operations. The Black Globe is a late addition
	(post 5FW) and has been fitted to about 20% of the fleet. During actual
	combat the Shugliiki holds back and is protected by several cruisers.
	   This ship is never found alone. The only instance when it can be 
	encountered without a batron is when it is ferrying supply in support
	of a planetary invasion. Even then it will be escorted by cruisers.
	   The hull is shaped as seven connected cylinders laying side bu side.
	Aft of this is the engine assembly and in front is a sphere containing
	the livingquarters and the bridge. All subcraft is docked to the
	outside of the ship.
 
ARMED SUPPLY SHIP
	CraftID:Armed Supply Ship, Type QM, TL15, MCr 7,144.309
	Hull:	18,000/45,000, Disp=20,000, Config=5SL, Armor=40G, 
		Unloaded=113,359tons, Loaded=223,523tons
	Power:	710/950, Fusion=128,754MW, Duration=30/90
	Loco:	1300/1800, Manuever=2, 1100/1400, Jump=3, NOE=190, Cruise=750, 
		Top=1000, Agility=0
	Commo:	Radio=System x 3, Laser=System x 2, Maser=System x 2
	Sensors:EMMask, PassiveEMS=Interstellar x 2, ActiveEMS=FarOrbit, 
		EMSJamm=FarOrb, Neutrino=10kW, Densitometer=HiPen/1km, 
		ActObjScan=Routine, ActObjPin=Routine, PasObjScan=Routine, 
		PasObjPin=Routine, PasEngScan=Simple, PasEngPin=Routine
	Off:	Missiles=xA0, Batt=5, Bear=5, w/ 40 battery rds, BLasers=x09, 
		Batt=5, Bear=5
	Def:	DefDM=+8, OptimumNukeDamper=1, BlackGlobe=4, SCasters=xx9, 
		Batt=10, Bear=10
	Control:Computer=9fibx3, Panel=Holodynamic link x 361, 
		Special=HoloHUD x 28, LgHoloDisplay x 3, Environ= basic env, 
		basic ls, extended ls, grav plates, inertial comp, AirLocks=5
	Accomm:	Crew=8 x 20 (Bridge=15, Engineering=15, Gunnery=53, Flight=20, 
		ShipTroops=40, Command=23, Steward=5, Medic=2), 
		SmallStaterooms=100, Subcraft=Shuttles x 2, ModularCutters x 5,
		Launch x 1
	Other:	Cargo=96,850kl, Fuel=100,300kl, Scoops, PurificationPlant=24h, 
		ObjSize=Large, EMLevel=Moderate

	   In 1112 the Imperial Navy put out mission reqirements for a new
	class of supplyships. The specifications was for a armed and armored
	supply ship capable of penetrating long stretches of disputed territory
	in order to bring supply to an fleet operating on or beyond the
	frontier. This controversial design was designed by the indepent 
	shipyard "Metric Yards LIC". 
	   The controversy was about the Black globe generator and the
	detractors ridiculed the decision of using it on a supply ship. It can
	be suspected that the real reason behind the debate was the fact that
	none of the designs submitted by the megacorporations had been
	accepted. The Blackglobe is in fact both cheaper, smaller and lighter
	then an equivalently armored hull, which in any case won't offer any
	protection agains mesonguns.
	   Viritually the entire production of "Relief" class ships is by LSP 
	who has bought the rights to the design from Metric Yards for a 
	percentage of the profit. 
	   The first of the "Relief" class armed supply ships is expected to 
	be commissioned around mid-1117. They are used by all ex-imperial
	fractions of the rebellion.
	   The "Relief" ships will be encountered together with its escort of
	destroyers plying the spacelanes between a fleet and its sources of 
	supply. 
	   The hull is shaped as a sphere with the manuverdrive at the bottom
	and the high-value components (bridge, computer, screens) about halfway
	above the centre. The missilebays and hangars all lie at the sphere's 
	equator and 100% of the missile load is nuclear. All the decks are 
	parallel to the equator.

LIGHT SUPPLY SHIP
	CraftID:Light Supply Ship, Type QL, TL15, MCr 4,470.270
	Hull:	9,000/22,500, Disp=10,000, Config=2SL, Armor=49G, 
		Unloaded=79,280tons, Loaded=129,609tons
	Power:	340/450, Fusion=61,002MW, Duration=30/90
	Loco:	680/900, Manuever=2, 680/900, Jump=4, NOE=190, Cruise=750, 
		Top=1000, Agility=0
	Commo:	Radio=System x 3, Laser=System x 2, Maser=System x 2
	Sensors:EMMask, PassiveEMS=Interstellar x 2, ActiveEMS=FarOrbit, 
		Neutrino=10kW x 2, Densitometer=HiPen/1km, ActObjScan=Routine, 
		ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine, 
		PasEngScan=Simple, PasEngPin=Routine
	Off:	Missiles=x07, Batt=3, Bear=3, w/ 40 battery rds, BLasers=x07, 
		Batt=4, Bear=4
	Def:	DefDM=+8, OptimumNukeDamper=1, BlackGlobe=1, SCasters=xx9, 
		Batt=5, Bear=5
	Control:Computer=9fibx3, Panel=Holodynamic link x 332, 
		Special=HoloHUD x 8, LgHoloDisplay x 3, Environ= basic env, 
		basic ls, extended ls, grav plates, inertial comp, AirLocks=5
	Accomm:	Crew=12 x 10 (Bridge=9, Engineering=8, Maint=2, Gunnery=52, 
		Flight=12, ShipTroops=20, Command=17, Steward=4, Medic=2), 
		SmallStaterooms=75, Subcraft=Shuttles x 1, ModularCutter x 3
	Other:	Cargo=45,011kl, Fuel=55,686kl, Scoops, PurificationPlant=24h, 
		ObjSize=Large, EMLevel=Faint
	   
	   The "Nova" class light supply ship is tailored for supplying 
	cruiser and destroyer operations and patrols. It has good sensors and
	is resonably well armed and armored for its own self defence. If it is 
	employed alone it probably will be escorted by a handful of destroyers 
	or destroyer-escorts.
	   The hull is shaped like two cones put together base-to-base with
	the engines in one end and the bridge in the other.


- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"GOOD DEEL ON SLIGHTLY USED CRANE" Orson Scott Card 'The Abyss'

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- End of TML Messages --------

