
-------- TML Message #1628 --------

Archive-Message-Number: 1628
Date: Thu, 18 Oct 90 13:31:27 +0100
From: Yngve Larsson <yngve@tigger.softlab.se>
Subject: Intercepted Azanian Secret Service Document (2300AD)

Begin included message:
- ---------------------------------------------------------------------------
SECRET		SECRET		SECRET		SECRET		SECRET


	This report is coded Orange, General Staff members only

	Report ZU.442, Intel division 4E, Azanian Shield of the Nation

DERFFLINGER CLASS BATTLESHIP


1 Concept:
projected German design benefitting from experience in the Kafer war.

2 Power:
2 300 MW Fusion Plants
	22000 m3	0 m2		22000 ton	400 MLv

3 Fuel:
- -

4 Thrusters:
- -

5 Drive:
New Military Drive (600 MW)
	182 m3		0 m2		214 ton		227.4 MLv

6 Crew and Workstations:

Bridge (96)
Captain:		1 WS	2 Crew
Navigation:		1	2
Communication * 10	10	20
Engineering * 12	12	24
Computer * 24		24	48

TAC (42)
Passive Sensor * 3	3	3
Active Sensor * 3	3	3
Fire Control * 22	22	22
Remote Pilot * 12	12	12
Flight Control * 2	2	2

Engineering (83)
Mechanical * 21		11	21
Electrical * 31		16	31
Engineer * 31		16	31

Ship's Vessel (2)
Maintenance * 2		2	2

Service (122)
Security * 20		1	20
Ship's Troops * 80	4	80
Science * 10		10	10
Medical * 12		12	12

Total of 162 Workstations and 343 Crew
	1296 m3		0 m2		810 ton		-

7 Accomodation and Life Support:
400 Staterooms
	10000 m3	0 m2		1010 ton	-
(8) Hamster Cage Spin Habitats (18 m diameter)
	100 m3		0 m2 		100 ton		-
6 months Life Support for 400 humans
	360 m3		0 m2		72 ton		- (?)
Total
	10460 m3	0 m2		1180 ton	-

8 Sensors:
Navigational	Navigation Radar * 2
		Deep System Scanner * 2
		Gravitational Scanner * 2
	80 m3		200 m2		122 ton		0.5 MLv
Military	Active * 3 (Range 16, CS 0, MW 6 each)
		Passive * 3 (Range 12, CS 10)
	20 m3		120 m2		2 ton		8.76 MLv
Total
	100 m3		320 m2		124 ton		9.26 MLv

9 Weapons:
20 double HD EA 122 External Mounts (Dam: 1, Target: +1, Double: +1)
	(140 m3)	600 m2		140 ton		4.4 MLv
10 HD EAA 1000 External Mounts (Dam: 2, Target: +1)
	(50 m3)		300 m2		50 ton		1.84 MLv
10 Allen BMZ 150MW PBWS Jack Turrets w/ UTES (Dam: 3, Target -2)
	340 m3		300 m2		340 ton		3.32 MLv
20 Hardpoints for LHH-637 Submunitions Dispenser (4 2x4 Det. laser each)
	-		700 m2		440 ton		2.0 MLv (+ 7.76 MLv,
							full load)
12 German SR-9/SR-10 Missile Bays (6 Missiles each)
	576 m3		24 m2		1152 ton	- (+ 16.78 MLv,
							all SR-10)
1 German LH-22 Sensor Drone Bay (2 Drone bay)
	200 m3		25 m2		400 ton		- (+ 10.04 MLv)
12 Target Tracking Arrays (TTAs)
	-		360 m2		24 ton		0.48 MLv
+2 Targetting Computer
	1 m3		0 m2		1 ton		-
Total
	1117 m3		2309 m2		2547 ton	12.04 MLv (+ 34.58
							MLv, full load)

10 Screens:
Current Military, Rating 6
	60 m3		30 m2		60 ton		15 MLv

11 Hangar:
Cramped hangar for 2 vessels of approximately 300 ton size.
	1800 m3		100 m2		360 ton		-

12 Hull Masking:
- -

13 Hull:
Main structure: 10 15 m diameter standard hull sections
Extrastructure: 8 18 m diameter standard hull sections

This provides 38100 m3 internal volume and 9230 m2 surface area. It
requires a material volume of 196 m3. Armor level 10 requires additional
1960 m3 if hull is made of Advanced Composites.

Advanced Composites Hull, Armor 10
	2156 m3		-		4312 ton	215.6 MLv

14 Streamlining:
- -

15 Cargo:
1075 m3 Cargo space + 11 m3 internal bracing
	1086 m3		-		55 ton		-

16 Pylons:
- -
EVALUATION

1 Mass:
31663 ton lightship, 33029 ton full ordnance and vehicles.

2 Drive Efficiency:
light, full maneuver: 4.666; light, active sensors, screens, weapons: 4.295
full,  full maneuver: 4.600; full,  active sensors, screens, weapons: 4.235

3 Fire Stats:
+2 Targetting computer
EA 122 double mounts hits at +4 (+2 computer, +1 integral, +1 double)
EA 1000 mounts hits at +3 (+2 computer, +1 integral)
PBWS jack turrets hits at +0 (+2 computer, -2 integral)

4 Comfort:
25 m3 per crew member, spin habitat = Comfort Rating 0

5 Expense:
900.6 MLv + 34.58 MLv for full load of submunitions, missiles and drones.
Ship's vessels are not included.

6 Reflected Signature:
Radial points:	897 * 0.2 = 	179.4
Lateral points:	2650 * 0.2 = 	530
Fixture points:	external mounts	300
		jack turrets	140
		TTAs		120
		Active sensors	0
		Passive sensors	10
		DSS		25
		Dispensers	500
	total			1095

Radial reflected signature (1274 points):	10
Lateral reflected signature (1625 points):	11

7 Radiated Signature:
600 MW:	8

8 Hull Hit Value:
Minor breach:	539
Major breach:	1078
Destroyed:	2156

9 Power Plant Capacity:
Power Plant #1:	Disabled:	40
		Destroyed:	200
Power Plant #2:	Disabled:	40
		Destroyed:	200

10 Target Profile:
Radial:		+1
Lateral:	+3

11 Target Aspects:
EAA 122 double mounts: (x1 +1 dbl)
Turret 1-4 	S-PSQ-PBs-PBQ	(Note:	S   = Stern
Turret 5-8 	S-SSQ-SBs-SBQ		PSQ = Port Stern Quarter
Turret 9-14	PSQ-PBs-PBQ-B		SSQ = Starbord Stern Quarter
Turret 15-20	SSQ-SBs-SBQ-B		PBs = Port Broadside
EAA 1000 mounts: (x2 +1)		SBs = Starbord Broadside
Turret 21-22	S-PSQ-PBs-PBQ		PBQ = Port Bow Quarter
Turret 23-24	S-SSQ-SBs-SBQ		SBQ = Starbord Bow Quarter
Turret 25-27	PSQ-PBs-PBQ-B		B   = Bow)
Turret 28-30	SSQ-SBs-SBQ-B
PBWS jack turrets: (x3 -2)
Turret 31-35	PBs-PBQ-B
Turret 36-40	SBs-SBQ-B

12 Armor:
Armor Value 10
Ship Status Sheet

Movement:		9 (8 with screens and weapons active)
Screens:		6
Radiated Signature:	8
Radial Reflected:	10
Lateral Reflected:	11
Targetting Computer:	+2
Radial Profile:		+1
Lateral Profile:	+3
Armor:			10

Hull Hits:
Minor:		539
Major:		1078
Destroyed:	2156

Power Plant Hits:
Inoperable:	40/40
Destroyed:	200/200

Surface Fixtures:
- -Weapons-
Turret 1-4:	x1 +1 dbl 	S-PSQ-PBs-PBQ
Turret 5-8 	x1 +1 dbl	S-SSQ-SBs-SBQ
Turret 9-14	x1 +1 dbl	PSQ-PBs-PBQ-B
Turret 15-20	x1 +1 dbl	SSQ-SBs-SBQ-B
Turret 21-22	x2 +1		S-PSQ-PBs-PBQ
Turret 23-24	x2 +1		S-SSQ-SBs-SBQ
Turret 25-27	x2 +1		PSQ-PBs-PBQ-B
Turret 28-30	x2 +1		SSQ-SBs-SBQ-B
Turret 31-35	x3 -2		PBs-PBQ-B
Turret 36-40	x3 -2		SBs-SBQ-B

- -TTAs and Submunitions-
1-12 	TTA
13-24	Communicator
25-44	LHH-637

- -Active Sensors-	(16)
Primary			OOOOOO
Redundant		OOOOOO
Double Redundant	OOOOOO
- -Passive Sensors-	(12)
Primary			OOOOOO
Redundant		OOOOOO
Double Redundant	OOOOOO

Critical Hits:
- -Computer-
Primary			OOOOOO

- -Life Support-		OOOOOO
- -Drive-			OOOOOO
- -Hangar Deck-		OOOOOO
- -Missile Bay- (1-12)	OOOOOO
- -Continuous-		OOOOOO

- -Tactical Action Center-
Active Operator 1-3	O
Passive Operator 1-3	O
Fire Control 1-22	O
Remote Pilot 1-12	O
Flight Control 1-2	O

- -Bridge-
Captain			O
Navigator		O
Communications 1-10	O
Engineer 1-12		O
Computer 1-24		O

Damage Control:
Party 1-13		OOO
Party 14		O

Ordnance:
12 Missile bays, each with 6 SR-9 or SR-10 Missiles.
1 Drone bay with 2 LH-22 Sensor Drone.
20 LHH-637 Submunition Dispensers, each with 4 2x4 Detonation Lasers.
Hangar space for 2 vessels internally (less than 300 tons). 

Crew:
Comfort			0
Crew Quality		
DISCUSSION

The Derfflinger is the Kiel Sternskiffbau AG competitor for German
Naval Requirement WRFz-302-166. The specification calls for a
superheavy battleship capable of taking on future possible Kafer
battleships. Requirements include Warp 4+ capability and use of
missiles as the ship's main offensive weapon. This requirement was
issued in August 2302, and is based on experience gained in the Kafer
war.

Lateral View:

 +--------+        +--------+
 |        |  ----  |        |  ---- 
 +--------+/      \+--------+/      \+++++++
  [       |   <>   |        |   <>   |      ]   (Approximate sketch)
 +--------+\      /+--------+\      /+++++++
 |        |  ----  |        |  ---- 
 +--------+        +--------+           ^
     ^        ^        ^       ^        |
      \       |       /       /         |
        Hamster Cage Habitats      Main structure 
				  extending forward
 
Radial View:

         +--------+
      +--|        |--+
      |  +--------+  |	Hamster Cage Spin habitats
      |   |/    \|   |	surrounding a main core.
      |   |\    /|   |
      |  +--------+  |
      +--|        |--+
         +--------+

The layout of the ship is a cylindrical main core surrounded by 8
external spin habitats, arranged perpendicular to the main axis in a
staggered fashion.

Two linked 300 MW fusion plants supplies power to the experimental 600
MW Hochkessle-Osaka drive, a drive of previously untried dimensions.
The succes of this arrangement is critical to the acceptability of
this design, and will be extensively tested by the German Navy.

The main offensive striking power of this vessel is the 12 remote
pilot stations, coupled with the 12 missile bays. The ship can volley
launch 12 missiles per minute, and carries a total of 72 missiles. In
extreme cases, the 20 submunition dispensers could be substituted for
SR-9, SR-10, Ritage-1 or SIM-14 Standard Missile Packs on a one for
one basis, or Ritage-2 Standard Missile Packs on a one for two basis.
Thus, in a maximum missile configuration the Derfflinger could carry a
total of 312 SR-9 or SR-10 missiles (72 in internal bays and 240 in
external missile packs.) 

The tactical idea behind the Derfflinger is to disable the main enemy
elements with missile attacks, close with the enemy fleet and dispatch
the those still capable of combat with Particle Weapons and Detonation
Laser submunitions. A very high armor value and redundancy in critical
systems heightens the ship's survivability. 20 double turrets provide
point defense fire, and 10 heavy laser turrets have a dual capability
of anti-missile and anti-boat fire. 

Of the 22 Fire Control stations, 12 control their fire through the 12
TTAs, and the other 10 controls the UTES mounted on the PBWS jack
turrets. This arrangement couples the all-aspect engagement capability
of the TTAs with the high survivability of the jack turrets.

Critics of this vessel has but a few points on their agenda:

 * The high-cost-low-profile passive sensor system included could
probably be substituted for a cheaper system with similar capability
with little or no detrimental effect, given the high profile already
presented by this class.

 * The omission of hull masking seems to be a glaring mistake. Even if
the reflected signature of the ship is very large, a radiated
signature considerably less would force the enemy to commit their
active sensors at an earlier stage.

 * At least the 20 point defense laser turrets should have been mounted
on pylons for a better field of fire.

 * The high cost of this system have caused opponents to suggest that
the missions intended for this ship could be resolved more efficiently
by 2-3 cruisers of the French Suffren class, or 4-5 cruisers of the
American Kennedy class. Purchase of such ships seems unlikely though,
given the French and American governments unwillingness to sell
cutting-edge technology to Germany.

At the moment, German Naval High Command is wargaming and simulating
this vessel against all known Kafer forces in order to find the
optimum tactics involved in deploying this ship. Currently, the
Derfflinger is to form the core of a Strike Force, including the
Derfflinger, 2-3 Frigates, 2-3 supply vessels and a number of
fighters. The fighters could be carried aboard the supply vessels or
on a small carrier (but Germany has no carrier at this date). The
Derfflinger and the fighters would make a sweep or attack together,
leaving the supply vessels (protected by the frigates) at a safe
range. 


Date of design:	March 12, 2303
Laid down:	August 22, 2303
Delivered:	Juli 31, 2305 (projected)

Another ship of the class is on order, but not yet laid down.

This report is coded Orange, General Staff members only.
- ---------------------------------------------------------------------------
End included message.

This document is offered for sale by Random Randolph, a deskjockey &
netrunner operating out of Northern Europe.


	;-)
	Yngve Larsson		yngve@softlab.se

-------- TML Message #1629 --------

Archive-Message-Number: 1629
Subject: Gamemaster '90
Date: Thu, 18 Oct 90 09:20:41 PDT
From: James T Perkins <jamesp@metolius.WR>


Here's a correction on Gammaster '90 from Ron Abramson.

James

- ------- Forwarded Message

To: traveller-request%metolius.wr.tek.com@RELAY.CS.NET
Subject: Gamemaster '90 
Date: Wed, 17 Oct 90 13:24:19 MDT
From: rona@hpdml92.boi.hp.COM

James Perkins writes:
> 
> I also suspect that some Digest Group Publications folks will be there
> that we can install as honorary TML members.  Mark, Richard, and I will
> be carpooling the 400-odd miles to attend the event (thanks, Mark!).

Yes!  Gary Thomas and Joe Fugate of DGP will be our guests of honor.  I
believe that the MT tournament will now be "The Flaming Eye" instead of
"Antares Down"  Gary and Joe will personally run this event.

______________________________________________________________________________

Ron Abramson   email: rona@hpdml92.hp.com       HEWLETT-PACKARD
               or:    rona@hpdmd48.boi.hp.com   Disk Mechanisms Division
               uucp:  hplabs!hpdml92!rona       P.O. Box 39
               phone: (208) 323-4293            Boise, ID.  83707-0039
               HPDesk: ron_abramson@hp4800      MS. 213
______________________________________________________________________________


- ------- End of Forwarded Message
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 #1630 --------

Archive-Message-Number: 1630
Date: Fri, 19 Oct 90 16:10 EDT
From: METLAY@vms.cis.pitt.edu
Subject: PBEM: I LIED! I LIED! HA HA HAAAAA!!!


I said I wasn't going to bother the TML any more, and I LIED! Skip this message
if you're not a TMLer; I promise I'll do some REAL posting soon, honest!

I have not yet heard from Gary Schrieber, Steve Owens, Jim BAranski, Chris
Bartlett, Chris Olson, Rob Miracle, Peter Berghold, Gerry Williams, Ron
Abramson, Hans Rancke, Alan Huscroft, or Malcolm Campbell. If you only
check your mail once a week or so, or you're a new daddy |->, or something,
I understand you don't have a lot of time to get back to me. But a reply
if you got my original message, or a note saying you didn't, would be nice.
Thanxaheap!

I have gotten bounces from the following folx: F. Joshua Krage, Rory Reynoldson
, Derek MacColl, Eric Halil, Helena Borjeham, Robert Harris, and Steven Fellows
- -- if you read this, gang, try to contact me at metlay@vms.cis.pitt.edu, or
metlay@pittvms.bitnet, or even (ugh) mpmst1@unix.cis.pitt.edu. I may have typos
in my addresses for you. But I'll keep trying.

I am waiting to hear from Alan Clegg, "ajgreen", John Banagan, Mr. Sergienko,
and Kevin McFadden. I don't need to know about your characters if you're not
being introduced yet: just let me know that the mail is reaching you.

For the rest of you guys: This Bud's for you. Thanks for your prompt replies,
and if anyone has a working parse of any of the above people's addresses, 
please send them to me.

Thanxagain. We now return you to our regularly scheduled Traveller stuff....

metlay

-------- TML Message #1631 --------

Archive-Message-Number: 1631
Date:     Fri, 19 Oct 90 17:21:57 PDT
From: Scott Ellsworth <sellswor@jarthur.claremont.edu>
Subject:  Jo Jaquinta & the latest version of the sector maker.

  Howdy list.  My mailer does not recognize Jo's address.

  Are you out there?  Is the latest version working yet?
(The last I heard, you were testing it for possible September release)

  Scott
  sellswor@jarthur.claremont.edu
  SELLSWORTH@HMCVAX.BITNET

-------- TML Message #1632 --------

Archive-Message-Number: 1632
Date: Mon, 22 Oct 90 16:10:12 BST
From: Lesley Grant <lgrant@maths.tcd.ie>
Subject: sysgen4

	Sysgen 4 has been 98% ready since September. I've been using it
myself quite a lot. With the total lack of feedback from the mailing
list I assumed no one out there was interested. Unfortunately my company
has decided to send me to Canada for two weeks (right in the middle
of Ireland biggest games convention... which I am running!). If anyone
interested in sysgen4 please mail me in the meantime saying what sort of
machine you wish to run it on.
	For a recap, sysgen4 extends the other sysgens up to World-Builder-
Handbook level. It includes all the nitty gritty details and will map the
surface of the planet down to 7680 hexes around the equator (It gets a bit 
fractal like the closer you get so the practical resolution is several hundred).
There are several support programs for printing the wealth of information
in a variety of ways and includes a timetable generator (for the whole 100
trillion planet galaxy), language tables, and insystem travel times.
	The Devnaree Collective (Cumann Damh na Righ) is producing a series
of "Planetary Packs" containing the information given expanded with textual
background data. We are always looking for people willing to take system
details and add history. In our MegaTraveller range we have two adventures,
a really advanced scout character generation system, and a vehicle
compendium (by our own rsdean). I'd have to talk with the rest of the colective
about making it available free to TML members electronically but it really
loses a lot without the illustrations.
	Sumbissions always welcome and if we sell enough we'll even pay 
you :-).

				Jo Jaquinta
				jaymin@maths.tcd.ie
	or try			jaymin%maths.tcd.ie@cunyvm.cuny.edu

-------- TML Message #1633 --------

Archive-Message-Number: 1633
Subject: "All Vargr who have grey fur are unintelligent..."
Date: Mon, 22 Oct 90 8:25:02 PDT
From: Richard Johnson <richard@agora.UUCP>

(Line eater - I hope you get indigestion)

That (the subject line) was the initial code phrase, by which we were
to recognize Loda Linnaker, the girl we were to rescue from the clutches
of those nasty Vilani.  We never made it :-)  Mark, our glorious engineer
talked the CO into taking the scenic route, and really messing with Joe's
well thought-out adventure.  It was really a lot of fun.  Ever been pulled
over by a 30,000 ton traffic cop with a spinal mount?

Let's see...
James won a trophy for best Battle Tech player, even though he'd never played
before.  Mark won best role-player in Ron's "Total Recall" adventure, and
I won a whole bunch of Ace-of-Aces campaigns.  

We arrived Friday night and spent until the wee hours at Joe Fugate's
house, where he showed us his wall-sized map of the imperium and home
videos of the DGP offices.  

Saturday we failed to make contact with the organizers of the con for
breakfast, and then played until 11:30 pm or so.  Afterwards we went
to a local dive and talked with the organizers, Joe, and Gary, until
about 1:30.

Sunday we dragged ourselves out of bed and woefully made our way back
to Portland.

After about 60 straight hours of persuasive techniques, we've talked
James into joining the PBEM.  Joe asked for an occasional update of
the PBEM; apparantly no one else (other than me) is stupid enough to
try an open-ended campaign with this many people.  DGP has a survey they
want us to get from Genie and provide for you guys (Mark is doing/will
do this), and they both said they are always desparate for material
for "The Journal" (no longer "digest") and "Challenge" (Gary is now
editor of Challenge).

I'd do it again tomorrow, given half a chance.  :-)

Richard

[Richard -- I fixed two small typos in your mail, but left the contents
otherwise unaltered.  All I'll say is that I had a ton of fun this
weekend, and that Cherry Starr thought Larry Trump was kinda cute.  :-)
- -- James]

-------- TML Message #1634 --------

Archive-Message-Number: 1634
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Gamemaster '90 Trip Report
Date: Mon, 22 Oct 90 10:41:07 PDT


                ROAD-TRIP REPORT FROM GAMEMASTER '90

Well, as mentioned in last week's TML Digest, James Perkins (our beloved
TML moderator), Richard Johnson (our beloved PBEM GM) and I (nobody in
particular) spent a 3-day weekend in Boise, ID ("The Nightlife Mecca of
the Pacific Northwest" :-)) to attend the Gamemaster '90 gaming convention.
The Con was well-attended.  There ~150 gamers (IMHO) engaged in all matter
of role- and war-gaming (more on this later).  Needless to say, Joe D.
Fugate Sr. and Gary Thomas were the 2 star attractions for all the die-
hard Traveller players in attendance.

We left Portland early Friday morning and (after a monotonous drive across
eastern Oregon with nothing for entertainment but each other) we arrived
in front of Ron Abramson's house about 5:15 PM, mountain time.  Ron had
graciously offered to let us stay with him for the weekend (Thanks again,
Ron!), which is a mistake I'm sure he won't make again.  However, since
we told him we wouldn't arrive until 6 PM, and since the driveway was
empty when we arrived, we stood around in front of his house for 15 minutes
before he noticed us and came out to invite us in (you see, to Jame, Richard,
and myself, a garage that's actually clean enough to hold cars is a sure
sign of a sick mind!).

That evening we when downtown to help the con organizers fold still-wet
convention programs and then Ron took the three of us to our first big
thrill: we went over to Joe Fugate's house where we met Joe, his wife
(who's name I've forget, embarassingly enough), and Gary Thomas.  We
spend probably two hours talking role-playing non-stop and just generally
"basking in the presence of greatness" (although Joe and Gary will be
the first to tell you that they HATE being celebrities).

The next morning, we were all up at five to meet the rest of the Con
organizers at a local pancake house at 6 AM.  We arrived 15 minutes late,
only to discover that everybody had overlooked one critical factor: the
restaurant WASN'T OPEN at 6 AM!!  Ron, James, Richard, and I eventually
settled for an Elmer's Pancake house, after about 20 minutes of futilely
searching the streets of Boise for signs of a familiar car.

we arrived at the Boise State University Memorial Union (the location of
the Con) about 7:45 AM and at 8 AM the festivities started.  There were
games of BattleTech, CarWars, Champions, World Conquest, Buck Rogers,
Sky Galleons of Mars, Battle for Moscow, Marvel Superheroes, and on,
and on.  The two big ongoing games during the day were multi-session,
multiple elimination games of AD&D ("It's alive - Kill it!") and a GURPS
Sci-Fi adaption of the movie "Total Recall" (which was excellently crafted
and GM'ed by Ron Abramson)  The big finish was a session of the MegaTaveller
adventure "The Flaming Eye" at two tables, referee'ed by Gary and Joe.
(This was actually additional playtesting for the adventure module, which
should come out late next year, so Richard, James, and I feel especially
privileged to have been included.)  One of the wonderful features of most
of the game sessions was that you needed no prior experience in the game
to play.

Prompted by that fact, the three of us immediately plopped down to play
"BattleTech" (Jame and I had never played it, and Richard had only played
once, a long time ago).  After a frustrating 2 1/2 hours battling crummy
dice-rolls, two teen-age "munchkins", and a squad CO with a distinct lack
of tactical ability, we were finally forced (due to session time limitations)
to abort our mission.  (Richard and I were privately wishing that Peter
Berghold, Rob Dean, and a few of the other TML'ers with military experience
had been there so we could have REALLY kicked some 30-meter, cybernetic ass!)
The high point of the game was the end, when the GM awarded James the first-
place trophy for "Best Player" (a decision that Richard and I both agree was
the only correct one to make.  I'll leave the gory details of that particular
battle to James.  C'mon James, don't be modest!!)

In the next session, James and I proceeded on to the first round of the
GURPS "Total Recall" game.  Richard attended a "How to Get Published"
talk by Gary Thomas, and then proceeded to take command of  a "Heart of
Oak" game (naval battles with square-riggers).  In the GURPS game, James
ran a sexy, young (female) rock star (and outstandingly, too) while I ran
a MAJOR NETWORK REPORTER (my karma, I guess :-)).  These characters were
pre-generated for the game, but that didn't lessen the enjoyment at all.
After 2 full, gruelling sessions (with a quick dash out to a MacDonalds,
in between) we got stomped by the bad guys.  Our only con- solation was
that the other table (did I mention there were two tables running this
adventure?) didn't get much further.  The real shock at the end was when
I got handed the 1st place award for Best role-playing!  You had to have
been there to see the field of talent we were up against.  I have NEVER
been in the company of that many outstanding RPG'ers at once in my life.

The 8 PM (and final) session rolled around, and we settled into the
ultimate reason for our road-trip in the first place, the chance to
play MegaTraveller with two of the guys responsible for making it what
it is today.  James played with a group at Gary's table, while Richard
and I (along with 3 other really good players) sat at Joe's table.
Both MT tables were deliberately moved as far away as possible from
the "Clay-o-Rama" table, since we couldn't hear ourselves think (let
alone, talk) anywhere near them.  Our (economic) mission for that
evening was to rescue a scientist, and her proto-type invention, from
deep inside Vilani space.  Our table didn't get nearly as far along
as Gary's table, but the role-playing and characterizations were
unbelievable!!  Joe is the kind of GM that you hope you get in role-
playing heaven when you die.11 PM arrived much too soon (sigh).  

After the Con ended, we joined Gary, Joe, and the rest of the Con
organizers for a TGIO (Thank God It's Over!) get-together at Denny's,
which went on until 2 AM.  As tired as we were, all the gaming just
didn't seem to last long enough.

Well, in a nutshell, we had a ball!!  We're definitely going back again
next year.  ...And I'm sure that James and Richard will have plenty more
to tell about the parts that I've left out.

Later,

        "Laura, take a spray-hypo full of sterile water up to the bridge
         and tell the Captain it's time for his next shot."
                                - Tori Chimal, engineer for "The Last Gasp",
                                  a type-A2 free trader.

        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 #1635 --------

Archive-Message-Number: 1635
Date:     Mon, 22 Oct 90 17:09:28 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, part 16

The latest stuff.  Have fun.

Rob Dean

Draft Imperial 20000ton Light Cruiser TL15

     This draft design was produced on 19 October 1990.  Endurance given 
below is for no combat use of power.  Combat power consumes 2 days of non-
combat power per day. Cost of subcraft is included in the total design 
cost.  (4 Lance fighters, 6 Type 1112 landing boats) Probably not really 
intended for independent operations, but does have limited capability for 
planetary intervention with approximately one company of marines carried.

  CraftID: Imperial Light Cruiser, 20000 tons, TL15, MCr14528
     Hull: 18000/45000, Disp=20000t, Config=1SL, Armor=61G,
           Loaded=392924t, Unloaded=362893t
    Power: 1267/2534, Fusion=342000MW, Duration=30/90 
     Loco: 1980/3960, Maneuver=4, 900/1800, Jump=4, Cruise=750kph,
           Max=1000kph, Agility=0
     Comm: Radio=System*5, Laser=System*5, Maser=System*5
  Sensors: EMS Active(FarOrbit)*5, EMS Jammer (FarOrbit)*5,
           EMS Passive(Interstellar)*5, Neutrino Sensor (10kw)*5,
           High Pen Densitometer (1km)*5, ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=200

               MesonGun=J0x     Missile=x90     BeamLaser=xx9
           Batteries     1               10                 5
           Bearing       1               10                 5

      Def: DefDM+8, Meson Screen-9*3, Nuclear Damper-9*3

               SandCaster=x09
           Batteries        4
           Bearing          4

  Control: Computer Mod9fib*3, 4*LargeHoloDisplay, 50*HeadsUpHoloDisplay,
           760*HoloLink
    Accom: Crew=287 (13 bridge, 27 engineer, 12 maintenance, 52 gunners,
           30 flight, 135 troops, 15 command, 3 medical), Staterooms=144,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=130140kl (1 jump-4+30 days), Cargo=14071, Missile Magazine=
           1250kl (50b-r), Fuel Scoops, Fuel Purifier (12hr), SubCraft=
           10*40ton (6*Type 1112 Landing Boats, 4*Lance fighters),
           ObjSize=Large, EmLevel=Strong

ConTech_MicroFighter_TL15

     The MicroFighter is designed to fit the standard starship four ton 
vehicle bay, and to provide its parent vessel with a limited additional space 
combat capability.  Originally developed to a scout service experimental 
specification, the MicroFighter has since been licensed for non-government 
procurement.  Pilots frequently complain about the cramped extended duration 
accomodations, and some of the extending equipment is typically removed to 
provide a roomy seat for shorter patrols.

  CraftID: MicroFighter, TL15, Cr8,162,660
     Hull: 4/9, Disp=4, Conf=1AF, Armor=40G, Loaded=75.3t,
           Unloaded=75.1t
    Power: 1/2, Fusion=306MW, Dur=16hrs
     Loco: 1/2, Std Grav, Thrust=400t, TopSpeed=3544kph, Cruise=2658kph, 
           NOE=40kph, MaxAccel=4.3G, Agility=2
     Comm: Radio=System,Laser=System
  Sensors: EMSActive=FarOrbit, EMSPassive=Interstellar, ActObjScan=Routine,
           ActObjPin=Routine, PassEnScan=Routine
      Off: Hardpoints=1

           BeamLaser=xx2
           Batteries   1
           Bearing     1

      Def: DefDM+5
  Control: Comp Mod1*3, HeadsUpHoloDisplay*1
    Accom: Seats=ExtendedOccupancyCramped*1, Env=basic env, basic ls,
           ext ls, grav plates, inert comp
    Other: Fuel=2.58kl, Cargo=0, ObjSize=Small, EmLevel=Moderate  

Chameleon Grav Tank TL10

     The Chameleon is an unusual grav tank design, based on a customer 
requirement for low observability.  To reduce the vehicle signature power is 
provided by an MHD turbine rather than a more typical fusion plant, and the 
main armamament is a hull mounted 20cm mass driver gun. No active sensors, 
and no broadcast communications are installed.

  CraftID: Chameleon Grav Tank, TL10, Cr5,674,000
     Hull: 5/12, Disp=5, Config=4SL, Armor=35E, Loaded=66.5t,
           Unloaded=53.4t
    Power: 1/2, MHD Turbine=5.6MW, Dur=12hrs
     Loco: 1/2, LP HGrav=100t, Max=600kph, Cruise=450kph, NOE=140kph 
     Comm: LaserComm=Regional(500), MaserComm=Regional(500)
  Sensors: EMM, EMSPassive=Continental(5000), PassEnScan=Formidable
      Off: Hardpoints=1

                             Pen/          Max     Auto   Dngr
                 Ammo  Rds   Attn    Dmg   Range   Tgts   Spc    Sig   ROF
  20cm MD Gun    KEAP  170    42     20   Dist(45)   -     -      L     3
                 HEAP   -     54     20   Dist(45)   -     -      L     3
                  HE    -     28     28   Dist(45)   -     50     L     3
              Flechette -     28      4   Dist(45)   -    150     L     3
                 CBM    -    10/7     6   Dist(45)  +6     50     L     3

      Def: -
  Control: Comp Mod1*2, HeadsUpDisplay*3
    Accom: Crew=3(Commander, Gunner, Driver), Seats=Roomy*3, Env=basic env,
           basic ls
    Other: Fuel=2.94kl, Cargo=0, ObjSize=Small, EmLevel=Faint

Dependable Orbital Air Raft TL15

     The Dependable is sold as an all-purpose grav vehicle capable of making 
a planetary landing from orbit.  It is sized to fit the standard 4 ton 
vehicle bay found on numerous starships, and can be used for extended travel 
on unimproved worlds.  The only problem in this application is the lack of 
onboard long term accomodations.

  CraftID: Dependable Orbital Air Raft, TL15, Cr1,379,600
     Hull: 4/9, Disp=4, Conf=4SL, Armor=40G, Loaded=34.4t,
           Unloaded=26.9t
    Power: 1/2, Fusion=12MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=70t, TopSpeed=1000kph, Cruise=750kph, 
           NOE=40kph, MaxAccel=1.0G
     Comm: Radio=System
  Sensors: EMSActive=Regional, EMSPassive=Interplanetary, 
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Comp Mod0*3, HoloLink*24
    Accom: Seats=ExtOccRoomy*3, Env=basic env, basic ls, ext ls, grav
           plates, inertial comp, airlock
    Other: Fuel=12.96kl, Cargo=6.6kl, ObjSize=Small, EmLevel=Moderate  

Tiremese Mule TL11

     The Mule is a common vehicle on Tirem, a high population planet with a 
corrosive atmosphere.  The heavy armor is necessary for the vehicle to resist 
the long term, effects of atmospheric exposure, and the rather expensive 
extended life support capability is mandated by most local governments on the 
planet, to ensure that passengers will be safe if an emergency vehicle is 
delayed in responding to a breakdown. Power plant duration includes the need 
to supply oxygen as well as hydrogen to the fuel cells.

  CraftID: Tiremese Mule, TL11, Cr149,200
     Hull: 5/12, Disp=4, Conf=4USL, Armor=25E, Loaded=26.0t,
           Unloaded=20.2t
    Power: 1/2, 30*FuelCell=2.7MW, Dur=6/18
     Loco: 1/2, Wheels=4, P/W=103, RoadSpeed=217kph, Offroad=43kph
     Comm: Radio=Continental(500)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*41
    Accom: Seats=ExtOccRoomy*4, Env=basic env, basic ls, ext ls, 
           airlock
    Other: Fuel=15.55kl, Cargo=4.7kl, ObjSize=Small, EmLevel=Moderate

Swift Light Air Raft TL13

     The Swift is a low cost grav vehicle intended for the general market.  
Most of its popularity stems from the fully enclosed, streamlined design, 
enabling comparatively high speed travel.
  
  CraftID: Swift Light AirRaft,TL13, Cr39,205
     Hull: 1/3, Disp=1, Conf=4SL, Armor=4F, Loaded=3.86t,
           Unloaded=1.46t
    Power: 1/2, FuelCell*5=0.675MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=6t, TopSpeed=660kph, Cruise=495kph,
           NOE=40kph, MaxAccel=0.55G
     Comm: Radio=Continental(5000km)
  Sensors: Radar=VDist(50km), ActObjScan=Diff, ActObjPin=Diff
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*10
    Accom: Seats=Cramped*4, Env=basic env
    Other: Fuel=1.44kl, Cargo=2.3kl, ObjSize=Small, EmLevel=Moderate 

Small Bulk Freighter TL15

     This small bulk freighter is a fairly standard TL15 design, and can be 
found in fairly large numbers anywhere there is bulk cargo traffic to 
justify their presence.  The weapons suite consumes approximately the same 
amount of power used for the grav plates and inertial compensators, which 
are powered down for combat.  The shuttle provides a certain amount of 
cargo transfer capacity at unimproved or high grav starports where the ship 
would not be able to land.

  CraftID: Small Bulk Freighter, TL15, MCr1466.6
     Hull: 4500/11250, Disp=5000t, Config=4SL, Armor=40G,
           Loaded=64208t, Unloaded=29424t
    Power: 84/168, Fusion=22500MW, Duration=30/90 
     Loco: 225/450, Maneuver=2, 180/360, Jump=3, Cruise=750kph,
           Max=1000kph, Agility=3
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Jammer (FarOrbit),
           EMS Passive(Interstellar), Neutrino Sensor (10kw),
           High Pen Densitometer (1km), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout     
      Off: Hardpoints=50

               BeamLaser=xx4
           Batteries       6
           Bearing         6

      Def: DefDM+12

               SandCaster=x04
           Batteries        4
           Bearing          4

  Control: Computer Mod9*3, 1*LargeHoloDisplay, 120*HoloLink
    Accom: Crew=14 (3 bridge, 4 engineer, 3 flight, 2 command), 
           Staterooms=14, Env=basic env, basic ls, extended ls, grav 
           plates, inertial comp
    Other: Fuel=21600kl (1 jump-3+30 days), Cargo=32642kl, Fuel Scoops, 
           Fuel Purifier (24hr), SubCraft=1*95t Shuttle, ObjSize=Large, 
           EmLevel=Moderate

-------- TML Message #1636 --------

Archive-Message-Number: 1636
Date: Tue, 23 Oct 90 02:19:21 -0700
From: George William Herbert <gwh@ocf.berkeley.edu>
Subject: Anon FTP for the Vehicles, and Good News!


First; thanks to Robert Dean and the fact that my site supports anon FTP,
we now have free access to a (I think) complete set of the vehicles.
FTP to ocf.berkeley.edu (128.32.184.254) login:anonymous password:your name

the files are in pub/Traveller

Second; Good News! One of my continuing projects was a set of rules for
a legal system for MegaTraveller, and Challenge just accepted it!  8-)
It only took managing editor Michelle Sturgeon four working days to send
the acceptance letter back, too.  8-)  [ <= happy george 8-) ]  I don't yet
know _when_ it will show up, but it will.  (alas, as it's going to be published,
I can't tell ya what's in it, but hope you enjoy when you see it....)

- -george william herbert
gwh@ocf.berkeley.edu   OCF Staff

-------- TML Message #1637 --------

Archive-Message-Number: 1637
Date:     Tue, 23 Oct 90 10:08:21 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Recent Trips


>From Yesterday:

***************************************************************************





****************************************************************
From: Richard Johnson <richard@agora.UUCP>
Subject: (1633) "All Vargr who have grey fur are unintelligent..."

Prompted  by that fact, the three of us immediately plopped  down 
to play "BattleTech" (Jame and I had never played it, and Richard 
had  only played once, a long time ago).  After a  frustrating  2 
1/2  hours battling crummy dice-rolls, two teen-age  "munchkins", 
and a squad CO with a distinct lack of tactical ability, we  were 
finally  forced  (due to session time limitations) to  abort  our 
mission.  (Richard and I were privately wishing that Peter  Berg-
hold,  Rob  Dean, and a few of the other  TML'ers  with  military 
experience had been there so we could have REALLY kicked some 30-
meter,  cybernetic ass!) The high point of the game was the  end, 
when the GM awarded James the first-place trophy for "Best  Play-
er"  (a decision that Richard and I both agree was the only  cor-
rect one to make.  I'll leave the gory details of that particular 
battle to James.  C'mon James, don't be modest!!)
****************************************************************

Thanks for the vote of confidence, but I hate to tell you that my 
military experience consists of twenty years of being a  military 
buff, eighteen years of being a wargamer, and nine years of being 
an  Amry civilian engineer who never even gets to touch  anything 
vaguely resembling a weapon.  All theoretical, you know...

Rob Dean




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

