
-------- TML Message #1299 --------

Archive-Message-Number: 1299
Date: Fri, 11 May 90 14:36:52 EDT
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: Re: (1297) I'm SOOO confused

<from Peter Berghold>
> I was once again trying to design a ship under the new MT design
> rules.  This time, (I thought) something simple.  A 20T (OT)
> fighter.
> 
> Under High Guard, this ship had a power plant with a rating of 12
> and needed 12% of the ship's volume for fuel, or 2.4T.  This
> roughly equates to 32.4 KL under the MT rules.  The fighter I am
> designing is to have a 6G manueverability rating.  When I tried to
> calculate the size power plant to accomplish this deed I came up
> with the following figures:
> 
>           Item                Units           Volume            Wt
>        Manuever 6              3.4             45.9             119
>        Power Plant            80                7.2             160

I don't know where you got this figure ------------^ it should be 80.

> 
> I arrived at the power plant figure by determining that the
> manuever drive would need 238 power units as input power for their
> survival.  I doubled that figure in the interest of maintaining
> excess power for agility.  SO far so good, but now comes the fuel 
> calculations:
> 
> 80 power plant units use 0.009 KL of fuel per hour.  I calculate a
> 30 day supply as 30 X 24 X 0.009 X 80 as 518.4 KL.  Not much, but
> the whole vessel only has a volume of 270KL!  
> 
> What am I doing wrong?   What kinds of guidelines do other folks
> use in this instance?
> 

What are you doing wrong? First you are not reading the power plant
chart correctly, and second, you are not designing the ship
for its intended use. 

I'll address the second one first. The fighter, without staterooms
(as the OT fighters, and any 20T fighter would be designed), cannot
support a pliot for 24 hours, never mind 30 days. Only use the fuel
storage that is required. I typically use 3-10 days for fighters.
(actually I typically put small staterooms in fighters (50T+) and
have them stay on station for several weeks).

The first part: I deduce from your design that the fighter is Tech 15
(this is the only TL case in high guard where the power plant rating, 
and PP volume are  identical).
You indicate you want 2x238 for the Power plant (to include agility),
noting at this point a laser (250Mw) cannot be installed - Missiles only.
(This doubling is a good starting estimate, but will have to be
revised after the ship is sketched out, as agility is a function of mass).

So 476 Mw of power, do not require 80Kl (units) of TL 15 power plant. You
forgot to account for scale efficiencies. Any PP over 14Kl, gets triple 
effieincy. ie. 18 Mw per "unit" of power plant. Thus you plant can be 
26.44Kl (round to 27, which gives 10Mw to power life support, computers, etc.)

(This is the problem with A-M power plants, as they don't get scale
efficiency, fusion power plants are quite often better at the higher techs)

Thus your fuel for 30days is .009*27*24*30= 175Kl within your volume
requirements, if you only go for 10 days this becomes just 59 Kl.

					-Dan Corrin
					
P.S. I am still	working on a C starship design package. (With Paul Dale, and
Jo Jaquinta) We are (essentailly) out of the design phase, and have
started coding.

-------- TML Message #1300 --------

Archive-Message-Number: 1300
Date: Fri, 11 May 90 17:21:03 -0400 (EDT)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Re: (1297) I'm SOOO confused

Peter L. Berghold writes:
[Describes building a 20T Fighter]
>          Item                Units           Volume            Wt
>       Manuever 6              3.4             45.9             119
>       Power Plant            80                7.2             160
>I arrived at the power plant figure by determining that the
>manuever drive would need 238 power units as input power for their
>survival.  I doubled that figure in the interest of maintaining
>excess power for agility.  SO far so good, but now comes the fuel 
[Fuel calculations]
>What am I doing wrong?   What kinds of guidelines do other folks
>use in this instance?

	Trying again - very brave :-)  Two problems with the design.
First - scale efficiency (from the same page as the powerplants, near
the bottom) will triple the output of any powerplant 14 kl or larger, giving
a total output of 18 Mw per kl of powerplant (assuming TL15).  Another
way of looking at it is that any TL15 power plant providing more than
252 Mw of power will have a size of Output/18.  This mistake has been
made by so many people (including whoever designed the fighter in the
Rebellion Sourcebook!) that I think they should either reformat the table
of powerplants or at least put asterisks by the numbers in the "Power Out"
column to refer people to the scale efficiency table.  Note that this does
not increase fuel usage, so this will reduce the fuel used in your fighter
by 2/3, as well as freeing up space formerly used by the plant.
	Second - the "30-day fuel supply" is a suggestion, not a
requirement, and I believe was meant to primarily apply to starships.
The fighter in the Rebellion book had a 5 day supply, and the one in
Fighting Ships even less.  It is also possible to run a powerplant at less
than full capacity, saving fuel.  Thus you could build a ship that has a
30-day supply of fuel for manuvering and life support, but only 3 days
for the weapons and agility. (I don't think many ships will fight more
than 3 full days before refuelling - especially not a fighter with no jump
drive.)

>Boy I miss High Guard!
Me too. :-)
	I hope this helps. Good luck.

					W. Dow Rieder

 	When the only tool you have is a hammer, all your problems
start to look like nails...

-------- TML Message #1301 --------

Archive-Message-Number: 1301
From: "Johnny B." <ccm007@deneb.ucdavis.edu>
Date: Fri, 11 May 90 16:01:18 -0700
Subject: 2300 A.D. Starships (3 New Designs)


Here is a list of 3 new starships;

the Patriot Class Frigate
the Tachyon Class Interceptor
the Wenton Class Drop-Boarding Ship

Please send or post any erata or improvements.
Thanks.

John Banagan

PATRIOT CLASS FRIGATE


Power Plant:
2 New military MHD Turbines (3 MW):     60 m3     60 Tons     2 MLv
New Military MHD Turbine (5 MW):     50 m3     50 Tons     1.2 MLv
Power Plant Redundancy Factor 1.2:     22 m3     

Fuel:
Fuel (enough for 2 weeks of operation):     3630 m3     2200 Tons
Note: A 3 MW MHD Turbine uses 300 Tons per week, 
42.86 Tons a day, 1.786 Tons an  hour, and 0.029 Tons a minute.
 A 5 MW MHD Turbine uses 500 Tons a week, 71.43 Tons a day, 
2.976 Tons an hour, 0.0496 Tons a minute. When all Engines are 
on full (11 MW), they use 1100 Tons a week, 15701 Tons a day, 
6.548 Tons an hour, and 0.109 Tons a minute.

Thrusters:
Power Plant Modification:     13.2 m3     11 Tons     0.64 MLv

Stutterwarp:
New Military Drive (10 Power):     29 m3     34 Tons     36.2 MLv

Crew and Workstations:
Bridge-(10)
Captain:     8 m3     5 Tons
Navigation:     8 m3     5 Tons
Communications:     8 m3     5 Tons
Engineering (Helm):     8 m3     5Tons
Computer:     8 m3     5 Tons
Tactical Action Center-(5)
Passive Sensor:     8 m3     5 Tons
Active Sensor:     8 m3     5 Tons
2 Fire Control Stations:     16 m3     10 Tons
Remote Pilot Station:     8 m3     5 Tons
Engineering-(4)
Engineering (Power Plant):     16 m3     10 Tons
Ship's Troops-(5)
Station:     8 m3     5 Tons
Medical-(1)
Station:     8 m3     5 Tons
Total Crew and Workstations:     112 m3     70 Tons     25 Crew Members

Accomodations:
30 Staterooms (25m3 in volume, comfort= -2):     750 m3    85 Tons
Hamster Cage Spin Habitat (Comfort= +2):     7.5 m3     7.5 Tons    
Life Support for Personnel:    630 Man Days.     3.15 m3     0.63 Tons
Note: The Life Support is equivalent for 30 people for 3 weeks each person.

Sensors:     
Navigation Radar:     5 m3     1 Ton     0.02 MLv     20 m2
Deep System Scanner:     15 m3     20 Tons     0.1 MLv     30 m2
Gravitational Scanner:     20 m3     40 Tons     0.13 MLv     50 m2
Advanced Cartographic Sensors:     10 m3     10 Tons     0.06 MLv     10 m2
Advanced Life Sensors:     15 m3     15 Tons     0.8 MLv     30 m2
Active Sensors (Range= 13, CS=0, MW= 4):     10 m3     1 Ton     1.4 MLv     10 m2
Passive Sensors (Range= 5, CS=0):     10 m3     1 Ton     0.8 MLv     30 m2

Weapons:
2 Masked Turrets (Double Mounted):     12 m3     12 Tons     0.07 MLv    60 m2
4 Hyde Dynamic EA 122 Lasers (Double Mounted, MW= 4):     12 m3     12 Tons     0.42 MLv
4 Unified Target Engagement Systems (UTES):     8 m3     8 Tons     0.8 MLv

American SIM-14 Missle Bay (5-Missle Bay):     70 m3     70 Tons     4.2 MLv     2 m2

Hull Masking:
Advanced Hull Masking (11 MW Power Plant):     33 m3     66 Tons      0.11 MLv     132 m2

Hull:
Dimensions:          Diameter= 9 m          Length= 86.44 m
                              Volume= 5499.0752 m3     Area=     1119.9464 m2     MAT= 16

Advanced Synthetic Hull:     48 m3     96 Tons     3.96 MLv     

Streamlining and Thruster Fuel:
Fully Streamlined Hull:     549.90752 m3     0.396 MLv
Fuel To Orbit: 690.27167 Tons of Fuel to achieve planetary orbit.
Orbit Time: 132 minutes. (43.99 minutes spent in atmosphere, 
the rest is in low orbit.)
Note: The fuel requirements and the time to achieve orbit are 
based on Earth-like gravities. On planets where gravities are 
different, multiply the factors by the requirements to gain correct 
measures. Earth has a gravity factor of 1.  Using the take-off mode 
drains 4.39 days of operation.

Cargo:
Cargo Capacity:     64.664503 m3
Bracings:     0.65371768 m3     3.265884 Tons (add to Mass later)

Mass:

1) Vessel with 100% Fuel and all missles:     4145.7118 Tons
2) Vessel with 100% Fuel and no missles:     4075.7118 Tons
3) Vessel with 75% Fuel and no missles:     3595.7118 Tons
4) Vessel with 50% Fuel and no missles:     3045.7118 Tons
5) Vessel with 25% Fuel and no missles:     2495.7118 Tons

Drive Efficiency:
Drive at Full Power (10 MW) Escape Mode-
1) as above:     2.3469563
2) as above:     2.3603164
3) as above:     2.4609895
4) as above:     2.6010086
5) as above:     2.779542

Drive at Full Power (3MW) Engage Mode-
1) as above:     1.5711299
2) as above:     1.5800736
3) as above:     1.6474674
4) as above:     1.7412008
5) as above:     1.8607171

Fire Statistics:
Fire Rating=  +4     (+2 Computer, +1 Dual Mount, +1 Integral)

Comfort:
Comfort Rating=  0

Expenses:
Total Vessel Cost=     52,550,000 Livres.  (or 52.55 MLv)

Reflected Signatures:
Radial Viewed Area:     63.617251 m2
Lateral Viewed Area:     777.96 m2
RVA with synthetics:     6.3617251
LVA with synthetics:     77.96

Fixture Points:     Masked Turrets (2)=     8
                            Active Sensor=     0
                            UTES=     8
                            Passive Sensor=     0
                            Deep System Scanner=     25  (when in use)
                            Cartographic Sensors=     25  (when in use)
                            Life Sensors=     25  (when in use)

Reflected Signatures-
Radial:     2, 3 with 1 sensor, 4 with 2 or 3 sensors.
Lateral:     4, 4 with 1 sensor, 5 with 2 or 3 sensors.

Radiated Signature:     2    (5 without masking)

Hull Hit Value:
Minor:     4
Major:     8
Destroyed:     16

Power Plant Hit Capacity:
Disabled:     6
Destroyed:     26
Note: Each 3 MW  Power Plant takes 2 hits to be disabled, 6 to 
be destroyed. The 5 MW engine needs 2 hits to be disabled and 
10 to be destroyed.

Target Profile:
Radial=  -2
Lateral= +1

Weapon Aspects:
Turret Number 1-
Port Starboard
Port Stern Quarter
Stern
Port Bow Quarter
Turret Number 2-
Starboard Bow Quarter
Starboard Broadside
Starboard Stern Quarter
Stern

Armor Value:
AV=  1


PATRIOT CLASS FRIGATE 

Warp Efficiency: 2.3469563, Power Plant: (2) 3 MW MHD 
Turbines and 5 MW MHD Turbine, Fuel: 2200 Tons, sufficient
 for 2 weeks of operations, Range: 7.7 Mass:4142.4459 Tons, 
Cargo Capacity: 64.664503 m3, Comfort: 0, Total Life 
Support: 30, Price: 52,550,000 Livres.
 

Ship Name: Patriot
Ship Type: Frigate
Owning Nation or World: North America
Ship Purpose: The Patriot was designed as a close escort to 
larger vessels. It has also seen service as a patroler and small 
time skirmisher. Its ability to land on and off worlds has greatly 
increased its popularity as a colonial parameter defense vessel. 
It has moderate speed and moderate armament, consiting of 2 
dual laser turrets and a remote missle bay. It's one drawback is 
its lightly armored hull.
Ship Date: August 15, 2295
Ship Constuction: Davis, California. Unitd States. Earth.
Ship Designer: Hugh L Beaumen


Ship Statistics:

Movement: 5
Screens: 0
Radiated Signature: 2 (5 without masking)
Radial Reflected: 2
Lateral Reflected: 4
Targeting Computer: +2
Radial Profile: -2
Lateral Profile: +1
Armor: 1

Hull Hits:
Minor: 0000
Major: 0000
Destroyed: 00000 000

Power Plant Hits:
Disabled: 00000 0
Destroyed: 00000 00000 00000 00000

Surface Fixture Hits:
Turret 1: x1 +2 00 PS-PSQ-S-PBQ
Turret 2: x1 +2 00 SBQ-SBS-SSQ-S
Active Sensors: (13) 00000 0
Passive Sensors: (5) 00000 0

Critical Hits:
Computer: 00000 00 Primary
Life Support: 00000 00
Drive: 00000 00
Missle Bay: 00000 00
Continuous: 00000 00
Active Operator: 0
Passive Operator: 0
Gunner 1: 0
Gunner 2: 0
Remote Pilot: 0
Captain: 0
Navigation: 0
Communication: 0
Engineer: 0
Computer: 0 

Damage Control:
Party: 1

Ordnance:
5 American SIM-14 Missles in bay.

Crew:
Comfort: 0
Quality: ?


TACHYON CLASS CLOSE SYSTEM INTERCEPTOR

Power Plant:
4 New Military MHD Turbines (5 MW):     200 m3     200 Tons     4.8 MLv
New Military MHD Turbine (10 MW):     100 m3     100 Tons     2.4 MLv
Power Plant Redundancy Factor  (1.4):     120 m3          

Fuel:
Fuel (24 Hours):     1425.6 m3     864 Tons
Note: 18 Tons of fuel used every hour and 0.3 Tons of fuel every minute.

Thrusters:
Power Plant Modification:     42 m3     42 Tons     1.44 MLv

Stutterwarp:
New Military Drive (25 Power):     40 m3     47 Tons     50 MLv

Crew and Workstations:
Pilot (Navigator):     3 m3     2 Tons     2 m2
Gunners (4):     12 m3     8 Tons     8 m2

Sensors:
Navigational Radar:     5 m3     1 Ton     0.02 MLv     20 m2
Active Sensors (Range= 10, CS= 0) (2 MW):     10 m3     1 Ton     0.6 MLv     10 m2
Passive Sensors (Range= 5, CS= 0):     10 m3     1 Ton     0.8 MLv     30 m2

Weapons:
4 Hyde Dynamic EA 122 Lasers:     (12 m3)     12 Tons     0.42 MLv
4 Masked Turrets:     (12 m3)     12 Tons     0.14 MLv
4 Unified Target Engagement Systems (UTES):     (8 m3)     8 Tons     0.8 MLv

Hull Masking:
Advanced Hull Masking (30 MW):     90 m3     180 Tons     0.3 MLv     360 m2

Hull:
Dimensions:          Diameter= 12 m          Length= 20.778562 m
                             Volume= 2350 m3           MAT= 11

Advanced Synthetic Hull:     33 m3      66 Tons     2.7225 MLv

Streamlining and Thruster Fuel:
Fully Streamlined Vessel:     235 m3

Fuel to Achieve Orbit:     275.37 Tons for Take-Off 
Orbit Time:     360 Minutes
Note: 120 minuts are spent in the planet's atmosphere and 
240 minutes are spent in low orbit. 275.37 Tons of fuel uses 
up 15.29 hours of flight time, which leaves 8.71 hours of operation.

Cargo:
Cargo Capacity:     24.156 m3
Bracings:     0.244 m3     1.22 Tons 

Mass:
Vessel at 100% Fuel:     1545.22 Tons
Vessel at 75% Fuel:     1189.82 Tons
Vessel at 50% Fuel:     832.42 Tons
Vessel at 25% Fuel:     480.02 Tons

Drive Efficiency:
Drives at Full Power (25 MW) Escape Mode
Vessel at 100% Fuel:     4.4261005
Vessel at 75% Fuel:     4.8290048
Vessel at 50% Fuel:     5.4396449
Vessel at 25% Fuel:     6.5352912

Drives at Full Power (24 MW) Engage Mode
Vessel at 100 % Fuel:     4.3662812
Vessel at 75% Fuel:     4.7637399
Vessel at 50% Fuel:     5.3661272
Vessel at 25% Fuel:     6.4469655

Fire Statistics:
Fire Rating= +3     (+2 Computer, +1 Integral)

Comfort:
Comfort Rating= 0

Expenses:
Total Vessel Cost:     61,967,500 Livres     (or 61.9675 MLv)

Reflected Signatures:
Radial Viewed Area=     113.09734
Lateral Viewed Area=     249.34274
RVA with synthetics=     11.309734
LVA with synthetics=     24.934274

Fixture Points:          Maskde Turrets=     12
                                 Active Sensors=     0
                                 UTES=     12
                                 Passive Sensors=     0
                                 Total=      24

Radial Reflected Signature=     3
Lateral Reflected Signature=     3

Radiated Signature:
New Military Power Plant (at full, 30 MW)=    2     (5 without Masking)
Note: Lower MW levels reduces the signature.

Hull Hit Value:
Minor=     3
Major=     6
Destroyed=     11

Power Plant Hit Capacity:
Disabled=     17
Destroyed=     84
Note: 5 MW engines take 2 to be disbled and 10 to be 
destroyed, 10 MW engines take 4 to be disabled and 20 
to be destroyed. The number given above is for a 
general shot, not specific hits.

Target Profile:
Radial Viewed Area=     -2
Lateral Viewed Area=     -1

Firing Aspects:
- -Turret Number 1-
Bow
Port Bow Quarter
Port Broadside
Port Stern Quarter
- -Turret Number 2-
Stern 
Starboard Stern Quarter
Starboard Broadside
Starboard Bow Broadside
- -Turret Number 3-
Bow
Starboard Bow Quarter
Starboard Broadside
Starboard Stern Quarter
- -Turret Number 4-
Stern
Port Stern Quarter
Port Broadside
Port Bow Quarter

Armor Values:
Armor Rating=     1




Tachyon Class Interceptor
Warp Efficiency: 4.3171205, Power Plant: (4) 5 MW MHD 
Turbines,10 MW MHD Turbine, Fuel: 864 Tons, sufficient 
for 24 hours of operation, Range: NA, Mass: 1665.22 Tons, 
Cargo Capacity: 24.156 m3, Total Life Support: 5, 
Price: 61,967,500 Livres.


Ship Status
Ship Name: Tachyon
Ship Type: Interceptor
Owning World or Nation: North America
Ship Purpose: The Tachyon class interceptor was designed as a
vessel with the ability to combat enemy ships at a moments notice 
from on world bases. The ship is mostly power plant, thrusters 
and drives which makes it very fast, and very difficult to hit or 
track. The armament is impressive, consisting of 4 Hyde lasers 
in single mounts around the ship. After take-off, the vessel has 
about 6 hours of use in which to combat enemy vessels. It is also 
good for close system escorts and as express boats for important 
documents or items. With advent of the Kafer Invasion, the 
Tachyon has seen much action as aretaliation vessel versus the 
Kafers when liners, merchants, as well as militarty vessels are 
under attack . The unfortunate drawback is the ship's limited range. 
Fortunately enough, if the victim is within the ship's range, the
ship is sure to arrive very quickly.
Ship Date: July 14, 2297
Ship Construction: San Jose, California. United States. Earth
Ship Designer: Louis N. Norwood


Ship Status:

Movement:     9
Screens:     0
Radiated Signature:     2   (5 without masking)
Radial Reflected:     3
Lateral Reflected:     3
Targeting Computer:    +2
Radial Profile:     -2
Lateral Profile:     -1
Armor:     1

Hull Hits:
Minor:     000
Major:     000
Destroyed:     00000 0

Power Plant Hits:
Disabled:     00000 00000 00000 00
Destroyed:     00000 00000 00000 00000 00000 00000 00000 00000 00000 
00000 00000 00000 00000 00

Surface Fixtures:
Turret 1:     x1 +1   00     B-PBQ-PBS-PSQ
Turret 2:     x1 +1   00     S-SSQ-SBS-SBQ
Turret 3:     x1 +1   00     B-SBQ-SBS-SSQ
Turret 4:     x1 +1   00     S-PSQ-PBS-PBQ

Active Sensors:     (10)     00000 0 Primary
Passive Sensors:     (5)     00000 0 Primary

Critical Hits:
Computer:     00000 00 Primary
Life Support:     00000 00
Drive:     00000 00
Hangar Deck:     NA
Missle Bay:     NA
Continuous:     00000 00

Pilot:     0
Gunner 1:     0
Gunner 2:     0
Gunner 3:     0
Gunner 4:     0

Damage Control:
Party:     NA

Ordnance:
Missle:      None carried.
Submunitions:     None carried.

Crew:
Comfort:    0
Quality:     ?


Wenton Class Military Dropship

Power Plant:
New Military MHD Turbine (3 MW):    30m3     30 Tons     1 MLv

Fuel:
Fuel  (24 hours) :    71.28 m3     43.2 Tons
Note: Uses 1.8 Tons of fuel per hour and 0.03 Tons of fuel per minute.

Thrusters:
Power Plant Modifications:    3 m3     3 Tons     0.2 MLv

Stutterwarp:
New Military Drive (2 Power):    17 m3     20 Tons     21.2 MLv

Crew and Workstations:
Pilot:     3 m3     2 Tons     2 m2
Copilot:     3 m3     2 Tons     2 m2
Troopers:     60 m3     40 Tons     40 m2
Gunner:     3 m3     2 Tons     2 m2

Sensors:
Navigation Radar:     5 m3     1 Ton     0.02 MLv     20 m2
Standard Cartographic Sensors:     8 m3     8 Tons     0.03 MLv     10 m2
Standard Life Sensors:     15 m3     15 Tons     0.3 MLv     30 m2
Passive Sensors (Range=5, CS=0):     10 m3      1 Ton     0.8 MLv     30 m2

Weapons:
Hyde Dynamic EA 122 Laser:     (3 m3)     3 Tons     0.105 MLv
Masked Turret for Laser:     (3 m3)     3 Tons     0.035 MLv     30 m2
Unified Target Engagement System (UTES):     (2 m3)     2 Tons     0.2 MLv

Hull Masking:
Advanced Hull Masking:     9 m3     18 Tons     0.03 MLv     36 m2

Hull:
Dimensions:     Diameter= 4 m          Length= 23.873241 m
Volume= 300 m3     MAT= 4
Advanced Synthetic Hull:    No Volume     8 Tons     0.33 MLv

Streamlining and Thruster Fuel:
Fully Streamlined Vessel:     27 m3      0.033 MLv
Fuel Requirements for Lift-Off and Reentry:     32.397667 Tons
Note: This amount of fuel is equivalent to 17.998704 hours of flight. 
Using this amount of fuel leaves 6.001296 hours of flight.
Orbit Time: 36 minute to obtain maximum orbit, 12 minute are spent 
in the atmosphere while 24 minutes are spent in low orbit.
Note: These times as well as fuel requirements are based on Earth-like 
gravities (Earth=1). Multiply the figures by the appropriate gravity for 
non Earth-like planets.

Cargo:
Cargo Capacity:    35.3628 m3
Bracings:     0.3572 m3     1.786 Tons

Mass:
Vessel at 100% Fuel:       202.986 Tons
Vessel at 75% Fuel:       192.186 Tons
Vessel at 50% Fuel:       181.386 Tons
Vessel at 25% Fuel:       170.586 Tons

Drive Efficiency:
Vessel at 202.986 Tons:       3.751682
Vessel at 192.186 Tons:       3.8206812
Vessel at 181.386 Tons:       3.8950538
Vessel at 170.586 Tons:       3.9755777

Comfort:
Comfort Rating:   0

Fire Statistics:
Fire Rating:  +3     (+2 Computer, +1 Integral)

Expenses:
Total Vessel Cost:     24,283,000 Livres   (or 24.283 MLv)

Reflected Signatures:
Radial Viewed Area:    12.566371 m
Lateral Viewed Area:     95.492964 m
RVA times signature multiplier:     1.2566371 m
LVA times signature multiplier:     9.5492964 m
Fixture Points:     Masked Turret= 4
UTES= 4
Passive Sensors= 0
Cartographic Sensors= 25 (when in use)
Life Sensors= 25 (when in use)
Total Reflection:     RVA=      9.2566371
Total Reflection:     LVA=      17.5492694
Reflected Signature:     RVA=     2  (3 with one sensor, 4 with both)
Reflected Signature:     LVA=     2  (3 with one sensor, 4 with both)

Radiated Signature:
New Military Power Plant (3 MW):     0  (3 without Hull Masking)

Hull Hit Value:
Minor Breach:     1
Major Breach:     1
Damage Capacity:     2

Power Plant Hit Capacity:
Power Plant Disabled:     4
Damage Capacity:     6

Target Profile:
Radial:     -3
Lateral:     -2

Firing Aspects:
Turret 1):     
Port Bow Quarter
Bow
Starboard Bow Quarter
Starboard Broadside

Armor Value:
No armor carried
AV:     0


Wenton Class Dropship
Warp Efficiency: 3.751682, Power Plant: 3 MW MHD Turbine, 
Fuel 43.2 Tons, sufficient for 24 hours of operation, 
Range: NA, Mass: 202.986 Tons, Cargo Capacity: 35.3628 m3, 
Comfort: 0, Total Life Support: 23, Price: 24,283,000 Livres.


Ship Status:
Ship Name: Wenton Class
Ship Type: Dropship
Owning Nation or World: North America
Ship's Purpose: The Wenton Class Dropship was designed 
for the purpose of creating a craft that would be able to drop 
troopers behind enemy lines or for boarding actions, and to 
deploy troopers throughout the colonies as a fast reaction 
vessel. The ship is lightly armed and is not even armored. 
This ship has seen most action after a battle has ensued where 
boarding parties are needed to detain free floating ships with 
hostile crew. The ship is also very fast which keeps it out of 
trouble, and makes it an excellent blockade runner, or when 
troops have to be sent to a specific hot spot in a hurry, covertly 
or otherwise.
Ship Design Date: October 19, 2288 A.D.
Ship Construction: Cape Canaveral, Florida. United States. Earth.
Ship Designer: Swen P. Anderson

Ship Status:
Movement:     8
Screens:     0
Radiated Signature:     0   (3 without Hull Masking)
Radial Reflected:      2
Lateral Reflected:     2
Targeting Computer:     +2
Radial Profile:     -3
Lateral Profile:     -2
Armor:     0

Surface Fixture Hits:
Hull Hits:   0 Minor     0 Minor and Major and Destroyed
Power Plant Hits:   00 Disabled     0000 Destroyed
Active Sensors:   Not Applicable     00000 0 Primary
Passive Sensors:   (5)     00000 0 Primary

Critical Hits:
Computer:     00000 00 Primary
Life Support:     00000 00 
Drive:     00000 00 
Hangar Deck:   Not Applicable     00000 00
Missle Bay:   Not Applicable     00000 00
Continuous:     00000 00
Pilot:     0
Copilot:     0
Gunner:     0
Passenger:     00000 00000 00000 00000

Damage Control:
Party:    Not Applicable

Ordnance:
No missles or submunitions carried. 

Crew:
Comfort:     0
Quality:     ?


Note:

	m= meters
	m2 = square meters
	m3 = cubic meters

	;-)

-------- TML Message #1302 --------

Archive-Message-Number: 1302
Date: Sat, 12 May 90 03:51:19 EDT
From: Jim W Lai <jwtlai@watcgl.waterloo.edu>
Subject: Re: Laser sniping attacks

>Date: Fri, 11 May 90 12:08:03 +0100
>From: Jim Cheetham <is_a063%ux.kingston.ac.uk@nsfnet-relay.ac.uk>
[writes in part]
>Subject: (1298) Laser sniping attacks
>
>	Just a quick thought -
>	A visible laser, operating on one frequency (which is, I
>	understand, what they normally do), can have it's effect
>	diminished by wearing clothes/armour that reflect that
>	frequency light (i.e. a green-light laser's effect will
>	be much less on green objects, because colour is, after
>	all, a radiating of light of a specific frequency ...)

It's not quite that simple.  Any color can be represented as a combination
of spectral frequencies.  Because human vision relies on three distinct
color photoreceptors, it's possible for two colors to look the same while
having different spectra.  So unless you know which frequency you wish to
reflect, caveat emptor.

>	So how about a universal laser armour that reflects low-
>	power lasers ? It could be any colour on the outside (to
>	prevent human detection) but a "super-white" colour underneath.

I've always wondered how effective a reflective, mylar-like layer underneath
a dress uniform would be.

>	The right sort of "super-white" would be effective against
>	all lasers near the visible spectrum, but whould have to be
>	made of lead to stop X-ray lasers ...

What tech level would white globe body armor be???

-------- TML Message #1303 --------

Archive-Message-Number: 1303
Date: Sat, 12 May 90 16:18:35 EDT
From: Chris Bartlett (Mouser) <cdba_ltd@uhura.cc.rochester.edu>
Subject: Re: "super-white" armor


That's what reflec armor is, in MegaTraveller.  A thin, super-reflective
bodysuit that you wear under your clothes or under your combat environment
suit.  

Chris


-------- TML Message #1304 --------

Archive-Message-Number: 1304
From: "Johnny B." <ccm007@deneb.ucdavis.edu>
Date: Mon, 14 May 90 23:11:55 -0700
Subject: Races in the Imperium 


How many races are catalogued according to Travellers' Digest
and perhaps Challenge Magazine ? If they are not a lot, could
someone send me the race name and a one or two word desciption
or if there an FTP site that I can get a hold of. Thanks in
advance.

John Banagan
ccm007@deneb.ucdavis.edu
	or
jvbanagan@ucdavis.edu

-------- TML Message #1305 --------

Archive-Message-Number: 1305
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: RAces
Date: Wed, 16 May 90 1:26:53 EDT

	What do you want a list of ? Major races or minor races?

	For major races, there are only five or six of them. 
	For minor races, there is A TON.

				Mac

-------- TML Message #1306 --------

Archive-Message-Number: 1306
From: Mark F. Cook <wrgate.wr.tek.com!hpcvss!markc@hp-pcd.UUCP>
Subject: Alternative Combat Systems
Date: Mon, 21 May 90 10:44:27 PDT

I've have some quibbles with the MT combat system ever since I started
playing the game and I've wondered if any of you feel the same way.
Enclosed below is a response I posted to rec.games.frp on Usenet notes.

>From: markc@hpcvlx.cv.hp.com (Mark Cook)
>Date: Mon, 21 May 1990 16:10:41 GMT
>Subject: Re: Alternate combat system for (Mega)Traveller?
>Organization: St. Vitus Hospital for the Terminally Amused
>Newsgroups: rec.games.frp
>
>>      is there anywhere a good combat system for travaller? In the
>>rulebooks of traveller there are several systems but I don't like them
>>either. Or is there a general combat system which can be adapt to this
>>RPG?
>>
>>              Thanks in advance, U//i
>>---
>>Ulrich Dessauer, +49 89 841 78 11, ud@nitmar.ddt.sub.org, ud@nitmar.uucp
>
>I've been playing MegaTraveller for some time and, while I love the game,
>the combat system has always bothered me.  My main complaint is separate
>values for penetration and damage.  My gripe is that a person wearing no
>armor is (statistically) going to take the same amount of damage as a person
>wearing armor that the weapon is JUST BARELY CAPABLE of penetrating.
>
>However, I have found an acceptable alternative.  I now use the Friday Night
>Fire Fight (FNFF) combat rules from the Cyberpunk RPG.  I've already converted
>all the the MT slugthrower and laser weapons over to the FNFF system.  I don't
>think the rest will be too hard.
>
>Under the FNFF system (to paraphrase their own rule book) "a large caliber
>handgun is something to be truely respected!".
>
>Anyway, it works well for me.  If you're interested, drop me E-mail and I'll
>forward you the 9 or so pages of conversions I've got on line.  One word
>of warning: the material I've converted is incomplete without the Combat
>Tables from FNFF.  You'll need to buy the boxed game set to get those. I
>think it's worth it, but you'll have to judge for yourself.

Since I posted this response, I've finished converting the man-portable
energy weapons, the grenades, and the grenade launchers.  The entire
document is about 9 pages long.  The down side to this system is that 
it requres one or two 10-sided dice in addition to the standard D6's,
it doesn't use the standard MT task format for everything, and it is
incomplete without the combat tables from Cyberpunks Friday Night Fire
Fight.  However, the combat is fast and deadly.  This is how it should
be.  Speaking as an ex-marine, I can state catagorically that no one in
their right mind WANTS to be shot at, and this system certainly reinforces
that frame of mind.

Later,

        "Remember, once you pull the pin, Mr. Hand Grenade is no longer
         your friend!"
                        - Phoenix Command Small Arms Combat System

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1307 --------

Archive-Message-Number: 1307
From: Mark F. Cook <wrgate.wr.tek.com!hpcvss!markc@hp-pcd.UUCP>
Subject: Re: Races
Date: Mon, 21 May 90 10:56:27 PDT

Well, since you're offering, Mac (:-)), I'd like to see a list of the
minor races.  I wouldn't neccessarily want a comprehensive description,
but planets of origin and a pointer to where each race is documented 
would sure be nice.

Later,

        "Look, Osborne, I don't care if this is how the Solomani USED to
         do it.  We've got passengers throwing up all over the lounge.
         NOW TURN THE INERTIAL DAMPERS BACK ON!!"

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1308 --------

Archive-Message-Number: 1308
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: Minor Races
Date: Thu, 24 May 90 13:33:16 EDT

Well, I'd give you a list if I could. But I don't have a list myself. I'll
ask DGP or GDW and see if they have a list. (chances are, they probably don't)

			Mac, me and my big mouth. (grin)

-------- TML Message #1309 --------

Archive-Message-Number: 1309
Date: Sat, 26 May 90 16:04:04 -0500
From: christnp@acc.stolaf.edu
Subject: List subscription.


James:

As I am graduating from St. Olaf tomorrow, I think it would be a good idea
to remove my name from the mailing list.  When I get to grad school next
fall, I'll drop you a line to resubscribe.  Thanks much for the service,
it's been a real pleasure.  Best of luck!

Nick Christenson
christnp@thor.acc.stolaf.edu

-------- TML Message #1310 --------

Archive-Message-Number: 1310
From: "Johnny B." <ccm007@deneb.ucdavis.edu>
Date: Tue, 29 May 90 20:58:30 -0700
Subject: New Megatraveller stuff 


Has anyone purchased the new supplement Fighting Ships of the Shattered 
Imperium ? How good is it. Let's hear a review.

John

-------- TML Message #1311 --------

Archive-Message-Number: 1311
From: "Johnny B." <ccm007@deneb.ucdavis.edu>
Date: Tue, 29 May 90 21:06:25 -0700
Subject: Additional Address


This summer, my employer has chosen to lay off several of the lower class
student consultants (I'm only level 2 compared to the alimighty level 4s).
As a result, I will be leaching off my friend's account so in addition to
my address, I will use his as well it is:

anderson@dewdrop.ucdavis.edu

This is effective June 15, 1990

Please use both mailing addresses to ensure that I get your messages. I will
try to get a public account and will notify you if I succeed. Thanks in
advance.

John Banagan

-------- TML Message #1312 --------

Archive-Message-Number: 1312
Date:     Thursday 31st May 1990 10:13:13 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject:  Re: Minor Races List

 
I'd like to see a list of minor races, too.  If there isn't one already
available, I'll volunteer to wade through my collection of Traveller
literature and compile one.  As a matter of fact, being a devoted xenophile
I was already considering such a project even before the subject was raised.
 
My Traveller collection is quite extensive, though not entirely complete.
I think the best idea is for me to start off by posting a first draft of
the list, and then inviting everyone to send me additions and corrections
to cover any material that I don't have, after which I will post a revised
version.
 
Before I start, let me ask for some opinions about what people want to see:
 
1. Content.  Do you want me to include races that have featured in "approved"
   products, e.g. those published by FASA or Paranoia Press?
 
2. Format.  What information should the list have in it?  IMHO, I think
   it would be best to keep it brief so that each record can fit on an
   80-character line.  Perhaps something like this:
 
NAME               HOMEWORLD                               REFERENCES
 
Ael Yael           Jaeyelya [location not available]       jtas15
Darrian (H)        Darrian/(0627)Spinward Marches          am8, jtas14
Vegan              Muan Gwi/(1717)Solomani Rim             sup10, sup11
Virush             Virshash/(2724)Reavers' Deep            jtas12
 
Name: The (H) after Darrian indicates a human race.
 
Homeworld: Full details are not always available.  In these cases we
will have to settle for whatever scraps of information we can get.
 
References: These would be very abbreviated in the list, with a key
given afterwards.  In the examples above, "jtas" is the Journal of
the Travellers Aid Society, "am" is an Alien Module and "sup" is a
Traveller Supplement.  I will only give page numbers for particularly
short and/or obscure references.
 
Any comments?
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:
 
"Hey! turn the @#$%&* lights back on -- I can't find the Jump button!"

-------- TML Message #1313 --------

Archive-Message-Number: 1313
Date: Thu, 31 May 90 13:12:17 BST
From: Lesley Grant <lgrant@maths.tcd.ie>
Subject: What do you do during jump?

	My group are all avid role-players. For example their characters
were all drafted (they claimed kidnapped) into the Scout service under some
obscure rule and we have spend the last three months playing out the six
week basic training. Anyway...
	Jump takes a week. A ship usually dieters around for up to another
week and jumps again. So about half a full-time spacefarer's life is spent
in jump. Jump is boring. I mean, you can't even look out the windows. Great
if you're travelling a high-tech luxary liner with holo-vision (tm) 
entertainment &c but your average Subsidised Merchant or Scout is just a bare
TL9 (?). Entertainment facilities = pack of cards.
	So what do your characters do to entertain themselves in jump? Most
referees I imagine just skip over jump declaiming you character spends the
time reading an improving book. But how a character spends its recreation
time says a lot about a character. There's only so much maintenence you can
do to a starship.
	In my group there was eight of them packed onto an elderly scout ship.
In theory a scout ship (Snapshot plan) can take eight. But we all know about
the life support. Being different nationalities, religions and being cooped
up in a ship where half the available room was taken up with "cargo" and the
smell getting worse does not lead to domestic peace. In fact is was probably
their unifying hatred of their draft officer/captor that kept them coming to
blows.
	Their relief from boredrum involved constructing a complicated game.
They locked the door between the corridor and the day room open and welded
a ramp over the lintel. Then one person would get into a shopping cart (one
of their few momentos from their home planet) and starting at the bridge
another would push them full speed up the corridor and onto the ramp. The 
trick then was for the passenger/payload to leap from the cart, pass above
the table welded to the floor and below the pipe running across the ceiling
and land on the other side before crashing into the engineering door. Points
were scored for sucess, style, and finesse.
	I'm not sure I'll ever understand how the TL4 imagination works.

				Jo Jaquinta
				lgrant@maths.tcd.ie

P.S. sysgen4 -- planetary mapping is well on the way. I would greatly 
appreciate it if all those how have uses the sysgen suite of programs can
write to me commenting on them so I can put them together for the next
release. Target date -- 1 July.

-------- TML Message #1314 --------

Archive-Message-Number: 1314
From: "Johnny B." <ccm007@deneb.ucdavis.edu>
Date: Thu, 31 May 90 09:20:24 -0700
Subject: Summer address 


In case you didn't get my summer e-mail address, it's :

anderson@dewdrop.ucdavis.edu

This address is effective June 15th 1990 and will be in effect until
late September unless otherwise noted. Thanks for your patience.

John Banagan

-------- TML Message #1315 --------

Archive-Message-Number: 1315
From: SULAIMAN <asulaima@orion.cair.du.edu>
Subject: Fighting Ships
Date: Thu, 31 May 90 11:40:03 MDT


	Fighting Ships of the Imperium... Overview.


Biggest ripoff in GDW history. Proofreading is miserable and the ships 
do not follow any of the rules in the book. Battleships are built at TLs
where the max comp does not have the CPs to control them. Armor is plated
in excess of all rules to the point of making the ships TOTALLY impervious
to damage. By Totally I mean you need a die roll of 15+ straight witha spinal'
mount on 2D6 to do damage!

Somebody appears to have gone Spreadsheet crazy on the ships as designs are
almost identical. Other flaws abound . No launch tubes for any ship even
though they are carrying 300+ fighters. Launch 1 fighter per turn.......

In my opinion save the $10.00 and build your own ships.

	Ameer Sulaiman.

-------- TML Message #1316 --------

Archive-Message-Number: 1316
Date: Thu, 31 May 90 17:21:46 -0400 (EDT)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Re: (1310) New Megatraveller stuff

Johnny B. writes:
>Has anyone purchased the new supplement Fighting Ships of the Shattered 
>Imperium ? How good is it. Let's hear a review.

I was not impressed by it.  One big bug (or feature; it may have been intended)
is that most of the designs ignore the TL restrictions on armor - the
battleships
have armor between 100 and 120.  If this is permitted, it is not neccesarily
a bad idea, since it makes the ships virtually invulnerable to everything
except meson guns.  Another problem is that some of the ships have PA's
as spinal mounts. There is no excuse for this, since many of the ships
have armor that would make such weapons completely useless.  The one
design I liked was the 20 ton fighter with agility 6 and a type 9 computer -
it has a Def DM of 17.  The text on the organization and history of the
Imperial Navy may or may not be useful to you.
In short, don't buy it before taking a close look to see if it is worth it
to you.

					W. Dow Rieder

 	When the only tool you have is a hammer, all your problems
start to look like nails...

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

