
-------- TML Message #1605 --------

Archive-Message-Number: 1605
From: Hugh Schoenemann <hugh@pyra.co.uk>
Subject: DGP software - anybody ?
Date: Sun, 23 Sep 90 22:50:21 GMT-0:00

 Greetings TML,

 Does  anyone  know if Digest Group Publications (DGP) of Boise, Idaho still
 sell  their  "Computer Software for TRAVELLER" ? Whilst browsing through my
 local  gamestore  the  other  day,  I picked up a couple of old Traveller's
 Digests  (a  DGP publication). Inside the back cover was an advert for this
 software under the description "Disk 1 : WordGen/Bestiary".

 Has anyone tested it out ?

 Is it worth my getting hold of a copy (assuming it is still available).

 Have  they  added  to  their  list  of Traveller-approved computerised game
 aids, or is this a one-off ?

 All replies acknowledged by mail - honest !

 All the best,

 Hugh.
 -----B-{)

-------- TML Message #1606 --------

Archive-Message-Number: 1606
Date:     Wed, 3 Oct 90 13:29:09 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Mercenary Companies

There was quite a bit of discussion a few months ago about mercenaries in
the Imperium, and how much it would cost to maintain them.  In support of 
a test campaign I am setting up, I worked out the following group.  Vehicles
mentioned are all from my vehicle uploads.  Annual costs for maintenance and
personnel are taken from Striker.  

As an armored group, it will be quickly noticed that upkeep of vehicles is a
larger expense than payment of troops.  A middle passage repatriation bond
for this unit (abandoning vehicles, is that right?) would run just over MCr1.6,
which is less than the monthly break-even contract rate. I haven't yet gone on
and figured what kind of ammunition expenditures, etc, would be required to
keep this unit going.  I also am not yet sure what combat value a unit this size
will have.  It seems likely to be rather fragile, but that is what the campaign
is going to find out.  I'd be particularly interested in hearing from anyone
who has ever tried running large mercenary units in extended campaigns.

Good Gaming,

Rob Dean

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

BOSWELL'S COMPANY

Organization: 1st Platoon, Armored, 5 Archer Grav Tanks, 1 Pioneer Grav
                         Carrier, 22 men
              2nd Platoon, Armored Infantry, 4 Tiger Infantry Combat 
                         Vehicles, 1 Pioneer Grav Carrier, 46 men
              3rd Platoon, Identical to 2nd
              4th Platoon, Fire Support, 3 Cougar Fire Support Vehicles,
                         1 Pioneer Grav Carrier, 3 TL9 Cossack Grav APCs
                         used as cargo carriers, 19 men
              Headquarters Group
                   Commander and Staff, 2 Pioneer Grav Carriers, 10 men
                   Recovery and Maintenance Section, 2 Dromedary recovery
                        vehicles, 1 Pioneer Grav Carrier, 38 men
                   Medical Section, 1 Pioneer Grav Carrier, 4 men
                   Reconaissance Section, 2 Dart Combat Speeders, 2 men
                   Special Operations Section, 12 men (Intelligence)

Totals: 201 personnel
        5 Archer tanks
        8 Tiger ICV
        3 Cougar FSV
        2 Dart Combat Speeders
        2 Dromedary ARV
        8 Pioneer G-Carriers
        4 Cossack APC ammunition carriers

Annual Maintenance cost of existing vehicles: Cr15,025,800
Annual Maintenance/Salary cost of current personnel: Cr6,030,000
Minimum Maintenance Contract: Cr1,754,650 per month
Morale Grade of Company personnel (long service professionals):
     50 recruit, 80 regular, 50 veteran, 21 elite

-------- TML Message #1607 --------

Archive-Message-Number: 1607
Date: Wed, 3 Oct 90 14:29:25 PDT
From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
Subject: GDP, computer aids

  I just received one of their "catalogs" today.  Under the heading of to-be-
released-real-soon-now they have two computer programs. 
  One is star system data covering 37 sectors "in and around" the Imperium. 
The data is compatible with the second program.  They didn't mention how 
up-to-date the data is, ie pre vs post shattered Imperium.  Although they
do call it "Second Survey Data" and if this corresponds to the Imperium's
Second Survey then it is pre-shattering.
  The other program is a computerized version of the World Builder's 
Handbook.
  Both will be available in "Late 1990" for Mac and IBM.  The Mac version 
of the system data is in Hypercard format.

  Does anyone have any opinions on the following DGP products?
	Traveller's Digest Magazine
	101 Vehicles
	Starship Operator's Manual Vol. 1
	MegaTraveller Referee's Kit
	World Builder's Handbook (Although I think I will wait for the computer
				  version.) 
	The MegaTraveller Alien, Vol. 1: Vilani and Vargr: The Coreward Races
	Manhunt: Vol 1 of the Onnesium Quest Trilogy (an adventure, I Guess)

  Are they good, bad, useful, not useful?  Do they have lots of errors?  
That sort of thing.

Thanks for any info.

Andrew
salamon@sdbio2.ucsd.edu

-------- TML Message #1608 --------

Archive-Message-Number: 1608
Date:     Wed, 3 Oct 90 15:18:09 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  COACC Aircraft Designs, Part 1

I've been playing around with aircraft designs this week.  I won't guarantee 
that any of these are any good, but I thought somebody might make some use of
them.  Several have appeared in slightly different versions in previous posts.

The Kraken, the Manta, and the Sentinel are particularly intended as part of 
the air group for the aircaraft carrier that was posted a while ago.

All agilities were calculated with my suggested modification of speed/1000.
If you don't like that idea, the info is all there to recalculate them.

Good Gaming,

Rob Dean


Rocket Interceptor TL6
 
     The rocket interceptor is capable of flight beyond a planetary 
atmosphere, and thus provides some limited capability for planetary defense 
at fairly low tech level.  With no onboard radar, the pilot is completely 
dependent on ground based intercept instructions.  Usual operating mode is 
to use 70-80% of the fuel to reach a suborbital trajectory, retaining the 
remainder for final attack maneuvers.  The pilot then makes a deadstick 
landing upon reentry. 

  To land the rocket interceptor after a suborbital flight:
  Formidable, Pilot, Dex, Hazardous, Fateful, Time=Absolute 5 minutes
 
  CraftID: Rocket Interceptor, TL6, Cr2,927,000
     Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=20.05t,
           Airframe=Hypersonic, Armor=none
    Power: 1.56 MW from engines, Endurance=10 minutes
     Loco: 4/10, High Performance Rockets*2, Thrust=78tons

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    3.90     -      3200     2400    400     9

     Comm: Radio=Continental (5000km)
  Sensors: None (relies on ground based radar for interception)
      Off: 1 Light Hardpoint, typical external ordnance load=1 ship missile
           (usually imported)
      Def: -
  Control: Powered
    Accom: Crew=1, simple cockpit with rocket escape, oxygen tank and mask
    Other: Fuel=8370 liters

Heavy Attack Helicopter TL9
 
 
  CraftID: Heavy Attack Helicopter, TL9, Cr 830,280
     Hull: 100/250, Disp=111.1, CleanWt=16.2t, FullLoad=25t,
           Airframe=Simple, Armor=none
    Power: 2*0.6MW Gas Turbines
     Loco: 4/10*2, Main and tail rotor, Lift=26.4t, thrust=6.6t, 
           Endurance=2.2 hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.35     -     300        225    490     1
    Loaded    0.22     9     275        205    450     1

     Comm: Radio=Continental
  Sensors: none
      Off: 1 fuselage hardpoint, 4 inboard hardpoints, 4 outboard
           hardpoints, Typical external ordnance load=1 30mm 6-barrel
           autocannon pod, 4*1000kg ASM, 4*12cm rocket pods
      Def: -
  Control: Boosted
    Accom: Crew=2, Passengers=12, Simple cockpits*2, Passenger section*3,
           Env=Basic env
    Other: Fuel=7000l

Folding Wing Light Aircraft TL8

     This craft is designed to fit in the four displacement ton vehicle bay 
of a Type S scout ship with its wings folded.  It provides an economical 
alternative to the standard air/raft, and also can often be used on lower 
tech level planets where availability of local maintenance can be an 
advantage.
 
  CraftID: Utility Aircraft, TL8, Cr48,400
     Hull: 11/27, Disp=4(folded) 12(unfolded), CleanWt=2.7t,
           Airframe=Simple, Armor=none
    Power: 0.02 MW from engines
     Loco: 4/10, Light Propeller*1, Thrust=1ton, Endurance=10 hours

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.31     -     300        225   2250     0

     Comm: Radio=Continental (5000km)
  Sensors: None 
      Off: None
      Def: -
  Control: Simple
    Accom: Crew=2, simple cockpit*1, crew station*1, oxygen tank and mask*2
    Other: Fuel=816 liters, Cargo=1 ton

Folding Rotor Light Helicopter TL8

     Another IISS design intended to fit in the auxiliary vehicle bay of a 
Type S scout.  It has less endurance than the folding wing aircraft, but the 
ability to lift up to 2.8 tons of cargo (with external sling) occasionally 
offers a useful advantage.
 
  CraftID: Folding Rotor Helicopter, TL8, Cr148,700
     Hull: 11/27, Disp=4/12, CleanWt=2.7t, FullLoad=3.9t, Airframe=Simple,
           Armor=none
    Power: 1*Gas Turbine, Endurance=1.25hrs
     Loco: 4/10, Main and tail rotor, Lift=4t, thrust=1t, Max Speed=300kph,
           Cruise=225kph, Range=280km

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.31     -     300        225    280     0
    Loaded    0.22     5     250        187    234     0

     Comm: Radio=Continental
  Sensors: none
      Off: None
      Def: -
  Control: Simple
    Accom: Crew=2, Simple cockpits*1, Crew station*1, Env=none
    Other: Fuel=1028 liters, Cargo=0.5t, additional cargo can be slung, up to 
           2.2 tons with some loss in speed

Owl Medium Ground Attack Aircraft TL8
 
     The Owl is a typical attack aircraft employed against targets where 
active defenses are expected to be minimal.
 
  CraftID: Owl Medium Ground Attack Aircraft, TL8, Cr351,200
     Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=27t, 
           Airframe=Fast Subsonic, Armor=cockpit, engines
    Power: 0.256MW drawn from engines
     Loco: 4/10, HighPerformanceProp*2, Thrust=12.8t, Endurance=6hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.57     -     684        513   3078     3
    Loaded    0.42    10     453        340   2040     2

     Comm: Radio=Continental(5000)
  Sensors: AdvActIR, ImageEnhancement, AllWeatherRadar=VDist(50km),
           ActObjScan=Diff, ActObjPin=Diff
      Off: 4*Triple Bomb Racks, 2*Outboard Hardpoints, 1 20mm 6-barrel 
           autocannon w/2500rds, Typical external ordnance load=14 12cm
           rocket pods
      Def: -
  Control: Boosted
    Accom: Crew=1, Armored complex cockpit with ejection seat*1,
           Env=oxygen tanks and mask 
    Other: Fuel=3600liters, ManeuverEnhancement=36%

Moth Trainer/Light Attack Aircraft TL7

     The Moth is primarily intended for ground attack training and pilot 
training.  However, it can also be employed in a light attack role in 
counter-insurgency and other low intensity warfare.
 
  CraftID: Moth Trainer/Light Attack Aircraft, TL7, Cr90,300
     Hull: 24/60, Disp=26.7, CleanWt=6t, FullLoad=8t, 
           Airframe=Fast Subsonic, Armor=none
    Power: 0.08MW drawn from engines
     Loco: 4/10, LightTurboprop*1, Thrust=4t, Endurance=3hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.60     -     720        540   1620     2
    Loaded    0.45     4     518        388   1164     2

     Comm: Radio=Regional(500)
  Sensors: none
      Off: 4*Outboard Hardpoints, Typical external ordnance load=2*8cm
           rocket pods, 2 single 2cm autocannon pods
      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Trainee--pilot only for combat), Simple cockpit*2,
           Env=oxygen tanks and mask 
    Other: Fuel=1200liters, ManeuverEnhancement=51%

Ibis Medium Bomber TL6
 
     The Ibis is a typical medium bomber produced from pre-imperial era data 
packages on scores of low tech worlds throughout the Imperium. 
 
  CraftID: Ibis Medium Bomber, TL6, Cr206,000
     Hull: 64/160, Disp=71.2, CleanWt=16t, FullLoad=16t, 
           Airframe=Fast Subsonic, Armor=none
    Power: 0.256MW drawn from engines
     Loco: 4/10, HighPerformanceProp*2, Thrust=12.8t, Endurance=8.5hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.72     12     760       570   4845     1

     Comm: Radio=Regional(500)
  Sensors: none
      Off: 5 ton bomb bay, no external ordnance
      Def: 3 turrets (chin, tail, top) with 6 heavy machine guns, 4800rds
  Control: Simple
    Accom: Crew=5 (Pilot, Copilot/Bombardier, 3 gunners), Simple cockpit*2,
           Crew Stations*3, Env=oxygen tanks and mask 
    Other: Fuel=5100liters

Courier Passenger Aircraft TL5
 
     The Courier is typical of light passenger aircraft available for 
charter or scheduled passenger service on low-tech worlds. With no 
environmental controls of any sort, flights are likely to be made at low 
altitudes, and passengers are advised to dress warmly.
 
  CraftID: Courier Passenger Aircraft, TL5, Cr27900
     Hull: 16/40, Disp=17.8, CleanWt=4t, FullLoad=4t, 
           Airframe=Simple, Armor=none
    Power: -
     Loco: 4/10, LightProp*1, Thrust=1t, Endurance=6hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.21     -     252        189   1130     0

     Comm: none
  Sensors: none
      Off: none 
      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Steward), Passengers=8, Simple cockpit*1,
           crew station*1, Env=none 
    Other: Fuel=460liters, Cargo=2tons

Typhoon Light Attack/Fighter Aircraft TL6
 
     The Typhoon is a typical single-engine multipurpose aircraft.  It 
performs substantially better as an attack plane than as a fighter, but is 
often forced into the latter role in the absence of anything better.
 
  CraftID: Typhoon Light Attack/Fighter, TL6, Cr42,750
     Hull: 16/40, Disp=17.8, CleanWt=4t, FullLoad=5.08t, 
           Airframe=Fast Subsonic, Armor=cockpit
    Power: 0.04MW drawn from engines
     Loco: 4/10, BasicProp*1, Thrust=2t, Endurance=4hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.45      -    540        405   1620     1
    Loaded    0.35     18    344        258   1030     0

     Comm: Radio=VDist(50)
  Sensors: none
      Off: 18*launch rails, 4*20mm autocannons w/1200rds,
           Typical external ordnance load=18 12cm rockets
      Def: -
  Control: Simple
    Accom: Crew=1, Armored simple cockpit*1, Env=oxygen tanks and mask 
    Other: Fuel=600liters, ManeuverEnhancement=8.5%

Kraken Carrier-based Fighter TL8
 
     The Kraken is a fighter/interceptor equipped for operations from a 
water-borne aircraft carrier.  It also has limited utility as an attack 
aircraft, but it should be noted that the triple missile racks are 
specialized for air-to-air missiles and may not be used to carry bombs.

  CraftID: Kraken Carrier Fighter (STOL), TL8, Cr1,707,040
     Hull: 96/240, Disp=106.7, CleanWt=24t, FullLoad=32.4t, 
           Airframe=Supersonic, Armor=cockpit, engines
    Power: 1MW drawn from engines
     Loco: 4/10, HighBypassTurboFan*1, Thrust=50t, Endurance=1hr,20min

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    2.08     -     2080      1560   2080     8
    Loaded    1.54    17     1406      1054   1405     7

     Comm: Radio=Continental(5000)
  Sensors: AdvActIR, ImageEnhancement, AllWeatherRadar=VDist(50km),
           ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Plumbed Fuselage Hardpoint, 2*Plumbed Inboard Hardpoints, 
           2*Triple Missile Racks, 4*Outboard Hardpoints, 2*Launch Rails,
           1 20mm 6-barrel autocannon w/1200rds, Typical external ordnance
           load=1*2000liter tank, 2*1500liter tank, 10*Radar homing ATA 
           missiles, 2*IR homing ATA missiles (5000liters of externally 
           carried fuel adds 1 hour, 10 minutes to endurance)
      Def: -
  Control: Fly-by-Wire (4mp)
    Accom: Crew=1, Armored complex cockpit with advanced ejection seat*1,
           Env=basic env, basic ls
    Other: Fuel=5120liters, ManeuverEnhancement=5%

Intruder High Speed Recon Aircraft TL8
 
     The Intruder is a specialized reconaissance aricraft usually built in 
very small numbers.  Its normal mode of operation is to cruise on its 
turbofan engine using fuel from external tanks as close as practical to its 
objective.  The tanks are then jettisoned, the ramjets ignited, and the 
aircraft makes a very speed pass over the target, using radar or 
photographic equipment.

  CraftID: Intruder High Speed Recon Aircraft, TL8, Cr1,388,430
     Hull: 48/120, Disp=53.4, CleanWt=12t, FullLoad=15t, 
           Airframe=Hypersonic, Armor=none
    Power: 0.42MW drawn from engines
     Loco: 4/10, BasicTurboFan*1, Thrust=21t, Endurance=10min(internal
           fuel), BasicRamjet*2, Thrust=60t, Endurance=6min

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
Clean(Ramjet) 5.0      -     3750      2813    281     10
Clean(Turbo)  1.75     -     1925      1444    235      5
    Loaded    1.4      2     1509      1131   2205      4

     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=Regional(500), ActObjScan=Diff, ActObjPin=Diff
      Off: 2*Plumbed Inboard Hardpoints, Typical external load=2*1500liter
           tank, (3000 liters of externally carried fuel adds 1 hour,
           50 minutes to endurance, calculated above under loaded data)
      Def: -
  Control: Powered (2mp)
    Accom: Crew=1, Complex cockpit with rocket escape pod*1,
           Env=basic env, basic ls
    Other: Fuel=2258liters, Cargo=0.3tons (photographic equipment)

Sentinel Early Warning Aircraft TL8
 
     The Sentinel is designed to fly from an aircraft carrier and to provide 
extended radar coverage for a naval task force.
 
  CraftID: Sentinel Early Warning Aircraft, TL8, Cr767,720
     Hull: 160/400, Disp=177.8, CleanWt=40t, FullLoad=40t, 
           Airframe=STOL Fast Subsonic, Armor=none
    Power: 0.48MW drawn from engines
     Loco: 4/10, BasicTurboprop*2, Thrust=24t, Endurance=15.8hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.54      -     600       450   7110     1

     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=Continental, ActObjScan=Diff, ActObjPin=Diff
      Off: none
      Def: none
  Control: Simple
    Accom: Crew=6 (Pilot, Copilot, Flight Engineer, Radar operator, 2 relief
           crew), Complex cockpit*3, Crew Station*3, Env=basic env,
           basic ls 
    Other: Fuel=30500liters

Cormorant Seaplane Fighter TL5
 
     The Cormorant is a typical naval auxiliary aircraft from the earliest 
tech level for practical aviation.  Ordinarily land-based, it could also be 
launched from a catapult aboard a medium or large naval vessel.
 
  CraftID: Cormorant Seaplane Fighter, TL5, Cr30,900
     Hull: 20/50, Disp=22.3, CleanWt=5t, FullLoad=6t, 
           Airframe=simple seaplane, Armor=none
    Power: -
     Loco: 4/10, LightProp*1, Thrust=1t, Endurance=4hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.17      1    202        151    600     1
    Loaded    0.14      3    163        122    480     1

     Comm: none
  Sensors: none
      Off: 2*outboard hardpoints, 2*fixed medium machine guns w/800rds,
           Typical external ordnance load=2 500kg bombs
      Def: 1*flexible medium machine gun w/400 rds
  Control: Simple
    Accom: Crew=2 (pilot, gunner), Simple cockpit*1, Crew station*1,
           Env=none 
    Other: Fuel=300liters, ManeuverEnhancement=67%

Hornet VTOL Fighter/Attack TL9
 
     The Hornet VTOL fighter/attack craft is built locally from standard 
data packages by the Griffin Island government.  Production has ceased with 
the occupation by the Sea League.
 
  CraftID: Hornet VTOL Fighter/Attack, TL9, Cr2,405,600
     Hull: 100/250, Disp=111.1, Loaded=31.3t, Unloaded=24t, 
           Airframe=Supersonic, Armor=none
    Power: 1.6 MW drawn from engines, Endurance=3.25hrs
     Loco: 4/10, High performance turbofans*2, Thrust=43.68t, Max 

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    1.82      -    1980       1485  4800      5    
    Loaded    1.40      9    1400       1050  3400      4   

     Comm: Radio=Continental
  Sensors: Radar=Regional, ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Plumbed Fuselage hardpoint, 2*plumbed inboard hardpoints,
           4*outboard hardpoints, 2*launch rails, Typical external ordnance
           load=1*2000liter tank, 2*1500liter tank, 4*radar homing missiles,
           2*IR homing missiles (5000liters external fuel adds 2hrs, 30min
           to endurance)
      Def: -
  Control: Powered
    Accom: Crew=1, Complex cockpit with adv ejection seat*1, Env=basic env, 
           basic ls
    Other: Fuel=12,000liters

Manta STOL Medium Attack Aircraft TL8
 
     The Manta is a typical medium attack aircraft, built from standard data 
packages on scores of low-tech worlds throughout the Imperium, and capable 
of operations from an aircraft carrier.
 
  CraftID: Manta STOL Medium Attack Aircraft, TL8, Cr785,830
     Hull: 48/120, Disp=53.3, Loaded=16t, Unloaded=12t, 
           Airframe=Fast Subsonic, Armor=none
    Power: 0.18 MW drawn from engines
     Loco: 4/10, Light Turbojet*2, Thrust=12t,  Endurance=5.2hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.90      -     800      600    3120      3    
    Loaded    0.68      5     684      513    2660      3   

     Comm: Radio=Regional(500km)
  Sensors: Radar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Fuselage hardpoint, 4*outboard hardpoints, 1 20mm autocannon
           with 800 rds, Typical external ordnance load=1 2000kg bomb,
           4*500kg bombs
      Def: -
  Control: Powered
    Accom: Crew=1, Complex cockpit with ejection seat*1, Env=basic env, 
           basic ls
    Other: Fuel=7338liters

Patrol Dirigible TL5
 
     This lighter than air craft is used as a naval auxiliary, primarily for 
scouting.  Three complete crew shifts are provided for, so the craft may 
remain away from base for the full 105hrs possible with the onboard fuel 
supply.

  CraftID: Patrol Dirigible, TL5, Cr3,281,700
     Hull: 72/180, Disp=4444.4, Rigid Gasbag=60000kl, Envelope Weight=48t,
           Usable lift=19.8t (helium)
    Power: -
     Loco: 4/10, Diesel*4, Thrust=8t, Endurance=105hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.11      -     120       90    9450      0    

     Comm: Radio=Regional(500km)
  Sensors: none
      Off: none
      Def: none
  Control: Simple
    Accom: Crew=30 (6 pilots, 3 navigators, 3 flight engineers, 12 engine 
           technicians, 6 command), Crew Stations*30, Env=basic env
    Other: Fuel=6330liters

Lightning VTOL Fighter TL9
 
     The Lightning can be built on any TL9 planet from a standard data 
package.  It is primarily intended for air-to-air combat, and the outboard 
wing hardpoints are limited to carrying missiles.  Some ground attack 
capability can be obtained by carrying bombs or missiles in lieu of drop 
tanks on the fuselage and inboard hardpoints.

  CraftID: Lightning Fighter (VTOL), TL9, Cr1,600,360
     Hull: 80/200, Disp=88.9, CleanWt=20t, FullLoad=26.2t, 
           Airframe=Supersonic, Armor=engine
    Power: 1MW drawn from engines
     Loco: 4/10, HighBypassTurboFan*1, Thrust=50t, Endurance=40min (+1hr,
           10min on external fuel)

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    2.5      -     2500      1875   1250     9
    Loaded    1.54    11     1770      1328   2435     7
        (Loaded range includes drop tanks)

     Comm: Radio=Continental(5000)
  Sensors: AllWeatherRadar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: 1*Plumbed Fuselage Hardpoint, 2*Plumbed Inboard Hardpoints, 
           4*Outboard Hardpoints, 4*Launch Rails, 1 20mm 6-barrel
           autocannon w/1200rds, Typical external ordnance load=1*2000liter
           tank, 2*1500liter tank, 4*radar homing ATA missiles,
           4*IR homing ATA missiles (5000liters of externally carried 
           fuel adds 1 hour, 10 minutes to endurance)
      Def: -
  Control: Fly-by-Wire (4mp)
    Accom: Crew=2 (Pilot, Weapons officer), 2*Complex cockpit with 
           advanced ejection seat, Env=basic env, basic ls
    Other: Fuel=2670liters

Hummingbird Light Fighter TL7
 
     The Hummingbird is strictly intended for air to air combat at short 
ranges.  Every attempt was made to keep the aircraft as small and as light 
as possible.  Hummingbirds are typically used as point defense aircraft, 
maintained in a ground alert status until required, because of their low
endurance.

  CraftID: Hummingbird Light Fighter, TL7, Cr268,330
     Hull: 12/30, Disp=13.4, CleanWt=3t, FullLoad=3.4t, 
           Airframe=Supersonic, Armor=none
    Power: 0.12MW drawn from engines
     Loco: 4/10, LightTurbojet*1, Thrust=6t, Endurance=1hr

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    2.0      -     2000      1500   1500     6
    Loaded    1.76     4     1858      1393   1390     5

     Comm: Radio=Regional(500)
      Off: 4*Launch Rails, Typical external ordnance load=4*IR homing
           ATA missiles 
      Def: -
  Control: Powered (2mp)
    Accom: Crew=1, Complex cockpit with advanced ejection seat*1, Env=basic
           env, basic ls
    Other: Fuel=718liters

Roc Long Range Bomber TL8
 
     The Roc is a long range bomber fitted with almost every useful 
electronic device available at TL8.  The extremely powerful radar jammer 
accounts for over half the cost of the aircraft, and can be omitted for a 
reduction in cost of MCr6.

  CraftID: Roc Long Range Bomber, TL8, Cr11,847,150
     Hull: 400/1000, Disp=444.5, CleanWt=100t, FullLoad=100t, 
           Airframe=Transonic, Armor=none
    Power: 2MW drawn from engines
     Loco: 4/10, HighBypassTurboFan*2, Thrust=100t, Endurance=5hrs,40min

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.95     -     1100       825   4675     4

     Comm: Radio=Planetary(50000)
  Sensors: AllWeatherRadar=Regional(500km), RadarJammer=Continental(5000),
           RadarDirectionFinder, LaserSensor, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Form
      Off: 20 ton bomb bay 
      Def: -
  Control: Powered (2mp)
    Accom: Crew=5 (Pilot, Copilot, flight engineer, bombradier, navigator),
           2*Complex cockpit with ejection seat, 3*Crew station with 
           ejection seats, Env=basic env, basic ls
    Other: Fuel=44000liters

Medium Attack Helicopter TL8
 
 
  CraftID: Medium Attack Helicopter, TL8, Cr432,160
     Hull: 32/80, Disp=35.6, CleanWt=8t, FullLoad=13.2t,
           Airframe=Simple, Armor=cockpit*2
    Power: 1*3.3MW high performance gas turbine
     Loco: 4/10*2, Main and tail rotor, Lift=13.2t, thrust=3.3t, 
           Endurance=1.5hrs

            MaxAccel  Drag  MaxSpeed  Cruise  Range  Agility 
     Clean    0.34     1     297        223    334     0
    Loaded    0.22     9     224        168    250     0

     Comm: Radio=Regional(500)
  Sensors: Radar=VDist(50), AdvActIR, Image Enhancement, ActObjScan=Diff,
           ActObjPin=Diff
      Off: 2*inboard hardpoints, 4*outboard hardpoints, 2*Launch rails,
           Remote turret (chin) with 1 6 barrel 2cm autocannon and 1200rd,
           Typical external ordnance load=2*1000kg ASM, 4*12cm rocket pods,
           2*12cm rockets
      Def: -
  Control: Simple
    Accom: Crew=2 (Pilot, Gunner), Complex armored cockpits*2, Env=Basic env
    Other: Fuel=2540liters


-------- TML Message #1609 --------

Archive-Message-Number: 1609
Subject: Re: (1607) GDP, computer aids 
Date: Wed, 03 Oct 90 21:09:57 PDT
From: James T Perkins <jamesp@metolius.WR>


> I just received one of their "catalogs" today. Under the heading of to-be-
> released-real-soon-now they have two computer programs. 

Yeah, RSN.  It was supposed to be last Christmas.  I can find out from
some contacts just what held them up, if you like.

In general DGP products are better and more useful than GDW products.
This seems to be true of MT anyway, as GDW became far too busy with
other projects to spend much time on MT after the initial boxed set.
DGP products seem to well exceed the quality of many of the "Approved
for use with [Classic] Traveller" publications of times past.

> 	Traveller's Digest Magazine

Good, they really care about what the readers like.  The name of this
will be changing to the MegaTraveller Digest with, I believe, the
October issue.

> 	Starship Operator's Manual Vol. 1

There is a review of this somewhere on line in the archives.  Really
good material, although it does raise some questions for physics types.
Good layout and illustration of a Trader ship, really makes it come to
life.  There is a Vol 2 in the works, but it hasn't been announced.  I
really ate this material up.

> 	MegaTraveller Referee's Kit

There is a review of this somewhere on line in the archives.  I think it
was described as a ref's screen with useful tables on it.

> 	World Builder's Handbook (Although I think I will wait for the computer
> 				  version.) 

There is a review of this somewhere on line in the archives.  It's a
little buggy, but I find it somewhat useful.  Generation is quite
time-consuming, unless it is done by computer! One of the listees (I can
find out who) has a program on line which does something like the WB
program advertised by DGP, but last I heard it needed to have all the
copyrighted material built-in, stripped out, to avoid possible copyright
conflictsas a "derived work".

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

-------- TML Message #1610 --------

Archive-Message-Number: 1610
Date:         Thu, 04 Oct 90 00:33:35 EDT
From: Nick Sylvain <NPSYLV%WMVM1@vtvm2.cc.vt.edu>
Subject:      Review of Starship Operator's Manual

Since I recently purchased DGP's Starship Operator's Manual (Volume 1), I'll
provide a brief review of it.

Ever since the venerable Book 5: High Guard came out, I've always wondered
about the hows and whys of starship operation. Since most campaigns are closely
involved with starships, it never hurts to know some of the details. Besides,
it adds to the flavor and enjoyment of a game to have a clear picture of the
location.

In my opinion, the SOM fits the bill perfectly. It covers all the major ship
systems, from jump drive to stateroom accomodations. I found the handwaving
explaining the theory behind jump drives and reactionless thruster plates of
particular interest, as well as the details on starship security.

The flowcharts of shipboard systems should be of particular interest to
referees and players alike. Now you have a number of ways that something can
go wrong. The pictures and brief blurbs of various areas aboard ship are also
enlightening.

So, I'd give it a thumbs up... I'd be interested to know a couple of things
about other DGP items: When will the next volume in the SOM be out and what
will it cover? When will more alien modules be out?

Thanks.

-------- TML Message #1611 --------

Archive-Message-Number: 1611
Date: Thu, 4 Oct 90 14:05:27 CDT
From: Chuck McKnight - Law <mcknight@tusun2.mcs.utulsa.edu>
Subject: Ship design generators


This is probably a silly question, but has anyone written a ship design
generator?  (A deckplan generator would be a plus but I guess you can't
have everything ;-)).  I'm preparing a rather large campaign that will be
dealing with a LOT of ship to ship combat from varying Tech levels and it
would be EXTREMELY helpful not to have to reinvent the wheel.

Thanks in advance.

Chuck

-------- TML Message #1612 --------

Archive-Message-Number: 1612
Date: Thu, 4 Oct 90 14:17 EST
From: "Bruce T. Ritchie, P.S.C." <BRUCER%PSC.PLYMOUTH.EDU@mitvma.mit.edu>
Subject: DGP books

>From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
>Subject: (1607) GDP, computer aids
   (lots of stuff left out)
>  Does anyone have any opinions on the following DGP products?
>       Traveller's Digest Magazine
>       101 Vehicles
>       Starship Operator's Manual Vol. 1
>       MegaTraveller Referee's Kit
>       World Builder's Handbook (Although I think I will wait for the computer
>                                 version.)
>       The MegaTraveller Alien, Vol. 1: Vilani and Vargr: The Coreward Races
>       Manhunt: Vol 1 of the Onnesium Quest Trilogy (an adventure, I Guess)
>
>  Are they good, bad, useful, not useful?  Do they have lots of errors?
>That sort of thing.

     In our campaign we use most of these (except for `Manhunt'). As a
humble PC (8-))I feel I can comment of a couple of them.

                           >101 Vehicles<

     Very helpful, as much player time is spent getting around on a
variety of planets. The illustrations (with scale) are most helpful.
The groupings seem to be a little chaotic, but managable. Very few
obvious errors.

                 >Starship Operator's Manual Vol. 1<

     As our group uses a modified `Beowulf' class ship, this has
become one of our most used manuals. The illustrations are great, the
flowcharts are acceptable, and the anecdotal comments by the `Old
Timer' add color to what otherwise could be a dry operators guide. The
operations tasks listed in the back seem to be consistant, but may be
a bit overwhelming. The index is one of the best in DGP history.....

                     >World Builder's Handbook<

     A massive amount of information which, depending on how you run
your campaign, may or may not be useful. It may be worth the cost if
you purchase it for no other reason than the Survey Equipment listed
in the middle. As far as the actual `World Building', Whew!! I would
only go into the detail that this generates if the group were going to
spend a looong time in one spot (can you say Overkill?). And I don't
believe it takes into account Really Alien worlds (what ARE the mating
habits of a race that enjoys living on Neptune....).

     Hope this sheds a little light!
```````````````````````````````````````````````````````````````````````
        Bruce T. Ritchie (Brucer@PSC.Plymouth.EDU) AKA: Zben Blaine
        Plymouth State College
        Plymouth, N.H. USA
``````````````````````````````````````````````````````````````````````
"If you don't know where you're going, you may wind up somewhere
                               else."

-------- TML Message #1613 --------

Archive-Message-Number: 1613
From: wrgate.wr.tek.com!oresoft.com!richard@reed.UUCP (Richard Johnson)
Subject: PBEM Turn 10.1
Date: Thu, 4 Oct 90 13:17:00 PDT


Here it IS!  The long-awaited return of the MT PBEM.
Turn 10.1
(I'm calling this season 10, I guess just to be binary.)

====================================
Nishu Neriika, navigator and second in command of the Transport team,
  raises his head from the smooth surface of his console and looks
  around at the mess that the jumpspace-entry party has left of the
  Alcyon's bridge.  He seems to be alone - at least, no one else is
  stirring yet.

Groaning, he stands.  One foot crushes the few Cheezies left in the
  crumpled bag lying on the deck.  The undulating gray of jumpspace,
  visible through the forward windows, does unpleasant things to his
  stomach until he turns away.

"Yo!  Anyone else on watch here?"


There are a few moments of dead silence.


The Alcyon's ship-wide intercom blares to life (and way too loud for many
of the party-goers) with a really horrible trumpet fanfare, followed by
this announcement:
    "Bishop to crew.  For those of you that missed to party last night,
and for those of you that attended but don't remember any of it, I'm
done splicing and dubbing.  We'll be showing 'The Imperium's Funniest
Home Videos' in the crew lounge at 1400 hours.  Be there to defend your
honor.  And for those of you that don't believe it, 'Vouf really can
play that thing.  I have proof on tape.  That is all."


The noxious blarings of Bishop's trumpet fanfare slowly drift into silence.
After a decent pause (out of respect for the party casualties), the shipwide
communicator is again activated, but now at a more tolerable volume level.

"Doctor Van Der Merwe speaking. SynthaholFlush (tm) tablets are now available
 at the Alcyon medic station and the main medical facilities aboard the Aurora.
 TAKE ONLY ONE with plenty of fluid. Physical and mental disabilities will be
 cured within 15 minutes. Any additional mental problems are caused by reality
 and are thus your problems.

 Suggestions for Mr. Bishop's next physical examination will be accepted from
 the party casualties on a volunteer basis. The person with the most creative
 entry wins a stylish "INS SUCKS" button in several galactic languages. That
  is all."


  The various personal commdots and transmitters that the persons in the
engineering department are(?) wearing suddenly (and loudly, those who were at 
The party probably think) beeps and comes alive:

  "Ehhh, good morning. Johann here. I assume that everyone is awake and
at least slightly mentally present. If you arn't, call me.... Eh no, those who
*are* present, call me <slight pause with the sound of something running>
keep away from my anti-hangover pills, bit! NO! put it down now! come back
here you bloody rat!.... <the transmission ends>"



<click!>
Awwwwwright! (damn that hurts!)  Just becuase we had a great time
last night don't mean we gotta skimp on the physical fitness!   PT
happens on the 'Talisman's cargo deck in 5 minutes!
<click>


Seemingly, only half the crew have managed to awaken.  Those who made
it through morning PT, with the help of one of the engineering robots,
put all the rest in their cabins.  The doctor places medical sensors
on each in turn, and the doors are locked.  (now, if you wake up you
have to call  the GM, the doctor, and the CO before you can go on duty.)

A final announcement before duties/play resume:
<click>  (why do they still click after all these centuries?)

You all, of course, still remember the lilting harmony of your
beloved Captain's Darrian accent:
"All hands not actually on duty muster in the recreation area
at 14:00 hours.  All hands to muster at 14:00 hours.  Department
heads perform equipment and personnel checks and report to
me on the Bridge by 12:00 hours.  That is all."

(and somebody fix that click - Richard :-)
<click>


At 1400 hours, Doc Werner wanders the corridors seemingly lost.  No, 
make that LOST.  At 1410 he still hasn't found the crew quarters and 
is about to give it up and head back to his 4 dimensional communications
relay compensation simulation.  At 1420, unable to find his quarters, 
Doc Werner walks into the darkened crew lounge unaware that he's standing 
right in the middle of the holo projection.  He is at once happy to have 
found his fellow crewman and baffled about their apparent irritation with
him... 



[end of turn 10.1]

- -- 
Richard

-------- TML Message #1614 --------

Archive-Message-Number: 1614
Date: Fri, 5 Oct 90 00:09:45 -0400
From: Christophe J Niziol <cjnst@unix.cis.pitt.edu>
Subject: New player need help with Fire Combat


Greetings!

      I hope I have these time-space coordinates correct.......

Anyway I hope that someone can straighten my notions of weapon combat
out before I run my first game. (NEVER played before- ME THE GM!)

    1)  Some of the weapons can shoot more than one shot per round.
       If a gun can release five bullets per pull of the trigger, does
       he have to attack the same target?

    2)  If the above player wants the five bullets to hit one target,
       Does the player roll once for all slugs or is it 1 roll per
       slug?

    3)    When it comes down to whittling away the amount of damage
        any weapon does, what happens to fractions?  Dropped, saved
        till they equal a point or WHAT? 

            ( A nice detailed report of this one would be helpful )

I suppose that is all for now!         

Thanks.         Chris Niziol      (CJNST@UNIX.CIS.PITT.EDU)

-------- TML Message #1615 --------

Archive-Message-Number: 1615
Date: Fri, 5 Oct 90 14:35:13 EST
From: grue@batserver.cs.uq.oz.au
Subject: Ship design aid programs

hiya,

>From: Chuck McKnight - Law <mcknight@tusun2.mcs.utulsa.edu>
>Subject: (1611) Ship design generators
>
>
>This is probably a silly question, but has anyone written a ship design
>generator?  (A deckplan generator would be a plus but I guess you can't
>have everything ;-)).  I'm preparing a rather large campaign that will be
>dealing with a LOT of ship to ship combat from varying Tech levels and it
>would be EXTREMELY helpful not to have to reinvent the wheel.
>
>Thanks in advance.

Well, I'm glad you asked...

Currently I'm writing a MegaTraveller ship design program (with help
from Dan Corrin) and it has reached the stage of being able to produce
designs.  It has a few problems with calculating totals for the ship
(power, volume, price, weight) which I'm working on at present (I think the
problems lie in incorrect data tables rather than bad code).

Apart from that, it needs a nice final output routine that matches the
MT format (currently, it lists the totals for the design and the entire
list of things that the design includes).  A nicer user interface would
also be a big plus.

When the program finally gets finished (it's been kind of a long project),
I expect it will become public domain.  At the very least it will go into
the traveller archive and might also be sent here. (these are admin details
which I'm not much good at processing).

More details should follow when the thing is ready!

The people doing the redesign of Fighting Ships will also greatly
appreciate this program.  For those interested, the program is written
in reasonably portable C and uses a HUGE data table (100k+) to keep all
MT specific info (except for a couple of exceptions :-),  at present the
thing is loosly menu driven.




							Pauli
seeya

Paul Dale               | Internet/CSnet:            grue@batserver.cs.uq.oz.au
Dept of Computer Science| Bitnet:       grue%batserver.cs.uq.oz.au@uunet.uu.net
Uni of Qld              | JANET:           grue%batserver.cs.uq.oz.au@uk.ac.ukc
Australia, 4072         | EAN:                          grue@batserver.cs.uq.oz
                        | UUCP:           uunet!munnari!batserver.cs.uq.oz!grue
f4e6g4Qh4++             | JUNET:                     grue@batserver.cs.uq.oz.au

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

