
-------- TML Message #1646 --------

Archive-Message-Number: 1646
Date:     Thu, 25 Oct 90 17:03:39 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 19

Three days in a row.  I got a note from Jo Jaquinto yesterday about designs
entitled "Planes, Trains, and Automobiles" and decided there was really no
reason you couldn't do trains with Traveller.  There is a little summary of how
to figure out the speed of a train in the description of the locomotive.  I 
apologize for the inconvenience, but I could not see an easy way to do it.

Hopefully Part 18 will show up in the list.  I sent it yesterday and didn't see
it in this morning's post.

Good Gaming,

Rob Dean

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

Diesel Locomotive TL6

     The diesel locomotive can be found pulling trains on many low tech 
worlds in the Imperium.  Due to the extremely high ground pressure, this 
vehicle can only operate on a prepared route of steel rails.  P/W and result
ing speed must be recalculated for each train, but as an example, the locomo
tive below can pull 15 fully loaded frieght cars at a speed of 55kph, or a 
passenger train consisting of a combine, a diner car, ten coaches and four 
sleepers at a speed of 130 kph.  Locomotives can be hooked in multiple units 
to haul longer trains.


  CraftID: Diesel Locomotive, TL6, Cr182,907
     Hull: 9/23, Disp=10, Conf=4USL, Armor=6B, Loaded=139.3t,
           Unloaded=121.3t
    Power: 4/8, ImpIntComb=36MW, Dur=12hrs
     Loco: 1/2, Wheels=8, P/W=258, RoadSpeed=Special, Offroad=0
     Comm: Radio=Regional(500)
  Sensors: 2*Headlights
      Off: Hardpoints=1, No weapons
      Def: -
  Control: EnhancedMech*28
    Accom: Seats=Roomy*2, Env=basic env (Cab only)
    Other: Fuel=18kl, Cargo=0, ObjSize=Avg, EmLevel=Moderate

Freight Car TL6

     Given below is a typical freight car, the Traveller vehicle design 
system not being sensitive enought to distinguish between box cars, tank 
cars, stock cars, gondola, hoppers and flat cars.  In its variant forms it is 
suitable for transport of packaged goods, livestock, containerized cargo, 
bulk liquids or bulk solids.  Freight trains transport more cargo tonnage by 
land than any other form of transport at TL7 and below.

  CraftID: Freight Car, TL6, Cr10,967
     Hull: 9/23, Disp=10, Conf=4USL, Armor=4B, Loaded=139.6t,
           Unloaded=8.6t
    Power: None
     Loco: 1/2, Wheels=8, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*4
    Accom: None
    Other: Cargo=131kl, ObjSize=Avg, EmLevel=None

Passenger Coach TL6

     On worlds where individual tranposrtation is not practical or cost 
effective, railroads carry substantial numbers of passengers in coaches such 
as this.

  CraftID: Passenger Coach, TL6, Cr35,193
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=17.1t,
           Unloaded=17.1t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*11
    Accom: Passengers=55, Seats=Roomy*55, Env=basic env (.23MW from
           locomotive)
    Other: Cargo=0, ObjSize=Avg, EmLevel=None

Passenger Sleeper TL6

     On trips lasting two or more days by rail, use of a sleeper car is more 
comfortable for the passenger than attempting to ride in a coach for the 
entire journey.  Due to the lower number of passengers that can be carried, 
and the higher cost of the car, it can be expected that a sleeper ticket will 
be many times as expensive as a coach ticket for the same trip.

  CraftID: Passenger Sleeper, TL6, Cr109,603
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=24t
           Unloaded=24t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*11
    Accom: Passengers=16, Bunks*16, Env=basic env (.23MW from
           locomotive)
    Other: Cargo=0, ObjSize=Avg, EmLevel=None

Passenger Combine TL6

     The combine (combined passenger and baggage car) provides a convenient 
place for travellers to deposit their bags while travelling by train. Since 
few passengers carry more than a suitcase or two, one combine sohould be able 
to service several coaches.  

  CraftID: Passenger Combine, TL6, Cr32,963
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=116.6t,
           Unloaded=16.6t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*11
    Accom: Passengers=30, Seats=Roomy*30, Env=basic env (.23MW from
           locomotive)
    Other: Cargo=100kl, ObjSize=Avg, EmLevel=None

Passenger Diner TL6

     The diner car provides an opportunity for passengers to eat while trav
elling.  Seating 40 people, it is usually quite busy on a train that may have 
300 to 400 passengers.  Meals are not usually included in the price of a 
normal ticket.

  CraftID: Passenger Diner, TL6, Cr103,648
     Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=20.05t,
           Unloaded=20.05t
    Power: None
     Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*30
    Accom: Crew=10 (4 cooks, 6 waiters), Passengers=40, Seats=Roomy*50, 
           Env=basic env, basic ls (.46MW from locomotive)
    Other: Cargo=0, ObjSize=Avg, EmLevel=None

Curricle TL4

     Okay. So I did this one as a joke.  If you really wanted to do a horse 
drawn vehicle, the proper thing to do (in a Traveller sense) would be to haul 
out the horse drawn vehicle rules from volume 2 of Striker.
     Two rules expansions are needed for this...

     First, I added a new armor material:

Wood  TL1  W  WeightModifer=x5 PriceModifier=x0.5

     Second, You need a couple of extra entries on the P/W table for rating 
speed:

P/W 1 = 5kph
P/W 2 = 10kph

     The curricle is an open topped vehicle suitable for sport and light 
transport use.  Motive power is provided by a team of two horses (cost in
cluded below, Cr300 each).
  
  CraftID: Curricle, TL4, Cr805
     Hull: 1/2, Disp=0.5, Conf=0USL, Armor=1W, Loaded=1.75t,
           Unloaded=0.75t
    Power: 7/5*2, 2*Horses=0.0015MW, Dur=Indeterminate
     Loco: 1/2, Wheels=4, P/W=0.85, RoadSpeed=30kph, OffRoad=5kph
     Comm: None
  Sensors: None
      Off: Hardpoints=1, No weapons
      Def: -
  Control: BasicMech*1
    Accom: Crew=1 (Driver), Passengers=1, Seats=Adequate*2
    Other: Fuel=0, Cargo=0, ObjSize=Small, EmLevel=None 
Type S Scout/Courier TL10

     This version of the Type S is the first to mount a full environmental 
suite.  The maneuver drive is still standard grav, which means that perform
ance falls off to 1G thrusts beyond deep gravity wells.  A Traveller air raft 
(from 101 Vehicles) is provided as an auxiliary (and the cost is included 
below), but other four displacement ton vehicles could be substituted. A fuel 
purifier is included, and fuel tankage is sufficient for two jumps.
<This is Version 2 of this design>


  CraftID: Type S Scout/Courier, TL10, MCr55.262 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40E, Loaded=1639t,
           Unloaded=1205t
    Power: 5/10, Fusion=450MW, Duration=30/90 
     Loco: 5/10, Maneuver=2, 2/4, Jump=1, Cruise=1590kph, Max=2120kph, 
           Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar),
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=1

                  Missile=x01
           Batteries        1
           Bearing          1

      Def: DefDM+4

               SandCaster=x03
           Batteries        1
           Bearing          1

  Control: Computer Mod2*3, 2*HeadsUpDisplay, 220*DynLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengersers=6, Staterooms=4,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=432kl (2 jump-1+30 days), Cargo=381kl, Fuel Scoops, Fuel 
           Purifier (12hr), SubCraft=1*4ton (Traveller air/raft), 
           ObjSize=Avg, EmLevel=Faint

Type S Scout/Courier TL9

     This is the earliest version of the venerable Type S design. The maneu
ver drive is standard grav, which means that performance falls off to 1G 
thrust beyond deep gravity wells.  No grav plates or inertial compensators 
are available at TL9, making this vessel uncomfortable for the crew. A bay 
for a four displacement ton vehicle is provided, but no vehicle is included 
in the cost below. A fuel purifier is included, and fuel tankage is suffi
cient for two jumps.

  CraftID: Type S Scout/Courier, TL9, MCr40.195 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40D, Loaded=1646t,
           Unloaded=1172t
    Power: 4/8, Fusion=360MW, Duration=30/90 
     Loco: 5/10, Maneuver=2, 2/4, Jump=1, Cruise=1590kph, Max=2120kph, 
           Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: Radar=FarOrbit, ActObjScan=Rout, ActObjPin=Rout
      Off: Hardpoints=1

                  Missile=x01
           Batteries        1
           Bearing          1

      Def: DefDM+3

               SandCaster=x02
           Batteries        1
           Bearing          1

  Control: Computer Mod1*3, 2*HeadsUpDisplay, 300*CompLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
           Env=basic env, basic ls, extended ls
    Other: Fuel=400kl (2 jump-1+30 days), Cargo=446kl, Fuel Scoops, Fuel 
           Purifier (12hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint

Leviathan class Merchant Cruiser TL15

<Adapted from Traveller Adventure#4>
<To adapt to MegaTraveller it was necessary to reduce the cargo capacity and 
the toal number of staterooms--fuel took up more space than it used to.Back-
up jump and maneuver systems were retained from the original design, despite 
being a questionable design feature in my opinion.  Since the Leviathans were 
built at Glisten, I also opted to make them TL15 rather than 13 as stated in 
the adventure.  Crew requirements under the new system were lower, so reduc
ing staterooms was not a problem.  Additional cargo space could be obtained 
by running with the shuttle and pinnace holds full.>

<Blurb from Adventure#4>

     Desgined jointly by Blistein Yards of Glisten and the Baracccai technum, 
the Leviathan was developed from previous designs and is primarily intended 
for cruising in undeveloped trade areas; hihg survivability is also a design 
factor.  The vessel is semi-streamlined, allowing gas giant refueling, as 
well as landing on atmosphere 0 or 1 worlds.  Other atmospheric operations 
are not possible, hence the large complement of ship's boats.  Bilstein made 
the design available for general sale in 1087, and nineteen vessels had been 
ordered by 1106.   

  CraftID: Leviathan class Merchant Cruiser, TL15, MCr1123.04
     Hull: 1620/4050, Disp=1800t, Config=4SL, Armor=46G,
           Loaded=24272t, Unloaded=21982t
    Power: 74/148, Fusion=19800MW, Duration=30/90 
     Loco: 179/358, Maneuver=4, 81/162, Maneuver=2, 65/130, Jump=3,
           49/98, Jump=2, Cruise=750kph, Max=1000kph, Agility=3
     Comm: Radio=System*3 Laser=System*3 Maser=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit)*3,
           EMS Passive(Interstellar)*3, Neutrino Sensor (10kw)*3,
           High Pen Densitometer (1km)*3, ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
           PassEnScan=Simp, PassEnPin=Rout
      Off: Hardpoints=18

                Missile=x03     BeamLaser=xx5
           Batteries      1                 2
           Bearing        1                 2

      Def: DefDM+10
  Control: Computer Mod7fib*3, 1*LargeHoloDisplay, 3*HeadsUpHoloDisplay,
           120*HoloLink
    Accom: Crew=29 (3 bridge, 5 engineer, 3 gunners, 12 flight, 4 command,
           2 medical), Passengers=11, Staterooms=20, Env=basic env, basic ls,
           extended ls, grav plates, inertial comp
    Other: Fuel=11988kl (1 jump-3+30 days), Cargo=170.5, Fuel Scoops, Fuel 
           Purifier (48hr), SubCraft=1*95t shuttle, 1*40t pinnace, 2*20t 
           launch, ObjSize=Large, EmLevel=Moderate

Type A2 Far Trader TL12

     This version of the Type A@ Far Trader can be built at TL12.  Perform
ance is generally similar to the TL15 version given in the Imperial Encyclo
pedia, although the cargo capacity of this one is slightly larger.  Cost and 
weight for the Traveller TL10 air/raft from 101 Vehicles are included below.

  CraftID: Type A2 Far Trader, TL12, MCr62.33 
     Hull: 180/450, Disp=200t, Config=1SL, Armor=40F, Loaded=2728.6t,
           Unloaded=1584.8t
    Power: 6/12, Fusion=492MW, Duration=30/90 
     Loco: 4/8, Maneuver=1, 6/12, Jump=1, Cruise=750kph, Max=1000kph, 
           Agility=0
     Comm: Radio=System2
  Sensors: EMS Active(FarOrbit), ActObjScan=Rout, ActObjPin=Rout
      Off: Hardpoints=2

                  BeamLaser=xx1
           Batteries          1
           Bearing            1

      Def: DefDM+2

               SandCaster=x04
           Batteries        1
           Bearing          1

  Control: Computer Mod1bis*3, 3*HeadsUpDisplay, 290*DynLink
    Accom: Crew=3 (1 bridge, 1 engineer, 1 steward/medic), Passengers=7,
           Staterooms=10, Env=basic env, basic ls, extended ls, grav plates,
           inertial comp
    Other: Fuel=583kl (1 jump-2+30 days), Cargo=1080kl, Fuel Scoops, Fuel 
           Purifier (18hr), SubCraft=1*4ton (Traveller air/raft), 
           ObjSize=Avg, EmLevel=Faint

-------- TML Message #1647 --------

Archive-Message-Number: 1647
Date:     Fri, 26 Oct 90 16:20:37 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Quick Survey

I hope you will all bear with me for a minute, but I would greatly appreciate
it if those of you involved in active Traveller campaigns, as players, or as
GMs could take a minute to send me an answer to this one question survey.  If 
you know that other members of your local group are online, one answer per
group would be nice, but I'd rather have two than none.

I expect that most campaigns are centered around a single ship.  The question
is is that ship:

    1. A Type S Scout
    2. A Type J Seeker
    3. A Type A Free Trader
    4. A Type A2 Far Trader
    5. A Type R Subsidized Merchant
    6. A Yacht, Lab Ship, Corsair, or Safari Ship (please specify)
    7. Some other ship entirely (please describe briefly)
    8. Not Applicable-Campaign does not center around ships
    9. Not applicable-Campaign involves shipping line with
        multiple ships/types

The PBEM game need not apply...I think I already have a good handle on that.
(By way of example, my own only ongoing game revolves around a pair of 
characters pretty much permanently resident on a Type S Scout...by revolves
around, I mean that they don't ever buy passages on board commercial liners
although they may leave the ship in port for some adventures.)

Probably best if the answers are sent to me privately, as I doubt the details
would interest the list as a whole.

Many Thanks,

Rob Dean


-------- TML Message #1648 --------

Archive-Message-Number: 1648
Date:     Fri, 26 Oct 90 16:11:12 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 19.1

The following 400 ton packet was designed in memory of many amusing hours
whiled away in 1976 and 1977 playing the asteroid mining scenario of the
first edition of GDW's Triplanetary.  I always had a particular fondness for
those incredibly useful little 2-10 cargo carriers.

Now, down to business.  As noted in the fluff for the Packet design, there is
no way that this thing can pay for itself under the current rules.  However,
has anybody given any serious thought to the fact that the current game freight
and passenger rates are an artifact of Imperial regulation?  It seems to me
that in the unsettled conditions prevailing in the Shattered Imperium, those
rates are going to have to cut loose and follow the rules of supply and 
demand.  Of course, as governments always do so, there will be ships impressed
and otherwise forced to carry on uneconomically, but the general tendency will
be for haulage prices to rise.  Speculative goods prices should rise, too, 
particularly on marginal worlds where it could be assumed that there is a
greater dependence on imports to keep the vital machinery running.  The other
thing certain to rise, and I don't think I've ever seen a treatement of it in
the game, is insurance rates.  I suspect this may have something to do with the
fact that most campaigns are run around a single ship, which would pretty much
destroy the campaign if lost, without regard to insurance.

Any comments?

Rob Dean

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


   Packet TL13
   
     This armed merchant vessel is produced by LSP of Lunion, and is increas-
 ing in popularity due to the current troubles afflicting the Imperium.  Since 
 a quick economic analysis of the cargo/passenger capacity and the routine 
 monthly payments of a standard starship mortgage shows that there is no way 
 for this vessel to pay for itself, most of the examples presently flying are 
 under government subsidies.  Governemnts with off-world interests, or that 
 frequently transport valuable cargos, find that armed vessels can get through 
 situations which would result in the loss of less capable merchants.  A pri-
 vately owned packet would find it necessary to constantly engage in profita-
 ble speculative trade to make ends meet, and there would be every temptation 
 to resort to smuggling or outright piracy.  With armament equivalent to many 
 military vessels of similar size, the transition from fighting pirates to 
 piracy is an easy one.  
   
     CraftID: Packet, TL13, MCr188.54
        Hull: 360/900, Disp=400, Config=4SL, Armor=52F, Loaded=6891t,
              Unloaded=5698t
       Power: 15/30, Fusion=1980MW, Duration=30/90 
        Loco: 18/36, Maneuver=2, 11/22, Jump=2, Cruise=750kph, Max=1000kph
              Agility=0
        Comm: Radio=System*2
     Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
              ActObjPin=Rout, PassEnScan=Rout
         Off: Hardpoints=4
   
                  Missile=x03     BeamLaser=x04
              Batteries     1                 2
              Bearing       1                 2
   
         Def: DefDM+5
   
                  SandCaster=x04
              Batteries        1
              Bearing          1
   
     Control: Computer Mod4*3, 3*HeadsUpHoloDisplay, 60*HoloLink
       Accom: Crew=9 (1 bridge, 1 medic, 1 engineer, 3 gunners, 2 stewards,
              1 command), Passengers=16, LowPassengers=20, Staterooms=25,
              LowBerths=20, Env=basic env, basic ls, extended ls, grav plates,
              inertial comp
       Other: Fuel=1602kl, Cargo=1077kl (79t), Fuel Purifier (18hrs),
              Fuel Scoops, ObjSize=Average, EmLevel=Faint

-------- TML Message #1649 --------

Archive-Message-Number: 1649
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: MT Combat Skills
Date: Fri, 26 Oct 90 12:28:56 PDT

Today, students, we are going to discuss the merits (and demerits) of
the existing division of personal weapon and hand-to-hand combat skills
available to the PC in MegaTraveller.  The current skill breakdowns are
as follows:
                                 Table 1
_______________________________________________________________________________
ACR                       |Crossbow                  |Large Blade (includes)
Archaic Weapons (cascade) |Cudgel                    |        Broadsword
        Blowgun           |Cutlass                   |        Cutlass
        Bola              |Dagger                    |        Sword
        Boomerang         |Early Firearms            |Laser Pistol
        Bow               |Energy Weapons (includes) |Laser Rifle
        Crossbow          |        Fusion Gun        |Laser Weapons (includes)
        Early Firearms    |        Plasma Gun        |        Laser Pistol
        Sling             |Foil                      |        Laser Rifle
Assault Rifle             |Fusion Gun                |Light Assault Gun
Autorifle                 |Gauss Rifle               |Machine Gun
Axe (includes)            |Grenade Launcher          |Neural Pistol
        Battle Axe        |Gun Cbt. (cascade)        |Neural Rifle
        Hand Axe          |        Energy Weapons    |Neural Weapons (includes)
Battle Axe                |        Handgun           |        Neural Pistol
Bayonet                   |        Laser Weapons     |        Neural Rifle
Blade                     |        Neural Weapons    |Pike
Blade Cbt. (cascade)      |        Rifleman          |Pistol
        Axe               |        Submachinegun     |Plasma Gun
        Cudgel            |Halberd                   |Polearm (includes)
        Foil              |Hand Axe                  |        Bayonet
        Large Blade       |Hand Cbt. (cascade)       |        Halberd
        Polearm           |        Blade Cbt.        |        Pike
        Small Blade       |        Brawling          |        Spear
Blowgun                   |        +1 End            |Revolver
Body Pistol               |        +1 Str            |Rifleman (includes)
Bola                      |Handgun (includes)        |        Autorifle
Boomerang                 |        Body Pistol       |        Carbine
Bow                       |        Pistol            |        Rifle
Brawling                  |        Revolver          |Sling
Broadsword                |        Snub Pistol       |Small Blade (includes)
Carbine                   |Heavy Weapons (includes)  |        Blade
Cbt. Rifleman (includes)  |        Autocannon        |        Dagger
        ACR               |        Grenade Launcher  |Snub Pistol
        Assault Rifle     |        Light Assault Gun |Spear
        Carbine           |        Machine Gun       |Submachinegun
        Gauss Rifle       |        VRF Gauss Gun     |Sword
        Rifle             |                          |VRF Gauss Gun
__________________________|__________________________|_________________________

Let's approach this list in 3 parts: High Tech Weapons (firearms), Primitive
Weapons, and unarmed combat (Brawling).


I. HIGH TECH WEAPONS

This catagory includes all gunpowder, gauss, laser, and energy weapons, and
consists of the following skills:
                                 Table 2
_______________________________________________________________________________
ACR                      | Grenade Launcher         | Neural Rifle
Assault Rifle            | Handgun                  | Neural Weapons
Autorifle                | Heavy Weapons            | Pistol
Body Pistol              | Laser Pistol             | Plasma Gun
Carbine                  | Laser Rifle              | Revolver
Cbt. Rifleman            | Laser Weapons            | Rifleman
Energy Weapons           | Light Assault Gun        | Snub Pistol
Fusion Gun               | Machine Gun              | Submachinegun
Gauss Rifle              | Neural Pistol            | VRF Gauss Gun
_________________________|__________________________|_________________________

As a subset of table 1, table 2 omits the skill 'Gun Combat' since it cascades
to other explicit skills already listed.  Now, let's look at some of the
deficiencies of these skills breakdowns (IMHO :-)).

a) The 'Combat Rifleman' skill includes {ACR, Assault Rifle, Carbine, Gauss
   Rifle, Rifle}, while the 'Rifleman' skill includes {Autorifle, Carbine,
   Rifle}.  This makes no sense, since the assault rifle is defined (in the
   Imp. Enc.) as "a lighter and less-expensive military version of the auto-
   matic rifle".  If the Autorifle is a better built version of an assault
   rifle, why would a 'civilian' rifleman be trained to use it when a soldier
   isn't?  My reaction is 'add Autorifle to the Combat Rifleman skill and make
   it a pure superset of the Rifleman skill'.

b) Based on their definitions, a number of weapons are sufficiently similiar
   that they should probably not be treated as individual weapon skills.
   The ACR, Assault Rifle, and Autorifle should be lumped into a single
   'Automatic Combat Weapon' skill.  Similiarly, Carbine and Rifle should
   be collectively treated as a 'Semi-auto Rifle' skill.  Also, Body Pistol,
   Pistol, Revolver, and Snub Pistol skills should be eliminated and the
   broader 'Handgun' skill (which includes all these types) should be all
   that's neccessary.

Given these consolidations, we can reduce all the original mess to just 4
skills neccessary to provide the same capabilities within the game, but in
a more realistic fashion.  I propose that the skills should be:
  - Rifleman: Includes Carbine and Rifle.
  - Combat Rifleman: Includes ACR, Assault Rifle, Autorifle, Carbine, Rifle,
        and Gauss Rifle (more on gauss weapons later).
  - Handgun: Includes Body Pistol, Revolver, Pistol, and Snub Pistol.
  - Combat Handgun: Identical to Handgun, but includes Gauss Pistol.

Now, I know what you're asking yourself.  You're asking yourself "Did
he fire six shots, or only five?" [Oops!  Sorry.  Wrong movie.]  You're
saying,"Wait a minute.  Where does he get off, lumping gauss weapons into
this mess?"  Well, again IMHO, you can treat a gauss rifle as just another
extremely small caliber automatic rifle.  I'd be willing to wager that the
handling characteristics of a gauss rifle wouldn't differ much from, say, a
full-auto .17 caliber assault rifle (recoil, weight, etc.)  Hence, it's
inclusion.  Besides, the current MT skills already include the gauss
rifle in Combat Rifleman, anyway (although, maybe not for the right
reasons :-)).  As for the gauss pistol, well, the existing 'Pistol'
skill would conceivably allow a PC familiarity with an H&K VP70M or
VP70Z, which are existing 9mm pistols with full-auto burst capabilites.
So why not just throw in the gauss pistol?  The difference just isn't
significant enough to require a separate skill.

OK, now that I've insisted that gauss rifle and pistol be included with
the other slug-throwers, I'm going to reverse my position, slightly.
These two weapons (which should really be combined into a single skill,
let's call it Guass Weapon) generate so little recoil, that they
feel very different from large caliber slug-throwers, when fired.  Now,
firing a high recoil weapon should provide you with a reasonable amount
of familiarity with low recoil weapons, but the reverse in not true.
A person who's only rifle experience is with a .22 caliber rifle is in
for a serious shock the first time they fire a .30-06.  By this token,
a person who's only projectile weapon experience is with a gauss weapon
is not going to be skilled at using heavier recoil weapons like an
assault rifle or an ACR.  For this reason alone, I think that gauss
weapons should still be a separately available skill.

Next, let's discuss small energy weapons.  Lasers and neural weapons
fall into this catagory.  These are zero-recoil weapons (how much does
your flashlight kick :-)).  Some assumptions have to be made about
neural weapons, since there are no entries about them in the Player's
Manual.  Since it's an energy weapon, we can probably assume no recoil,
like lasers.  However, unlike lasers, it probably has no visible beam.
The following sentence (from the Imperial Encyclopedia, pg. 73)...

    "Neural weapon fire can be detected at a distance by individuals
     with psionic life sense ability."

 ... suggests that neural weapon fire is invisible to non-psionics.
This means that aiming a neural weapon is probably done in a different
fashion than aiming a laser.  This fact alone is sufficient to maintain
lasers and neural weapons as separate skills.

However, while lasers and neural weapons are different skills, the
rifle and pistol versions of each can probably be combined into simply
Laser Weapon and Neural Weapon skills.  The primary reason for different-
iating pistol and rifle fire for slug-throwers is the effect the recoil
has on the weapons and the differences in bracing them.  Since lasers
and neural weapons have no recoil, it's probably safe to assume that
skills in the rifle and pistol forms of each are similar enough to be
treated as a single skill.

The Light Assault Gun should remain a separate skill.  In current TL
terms, you can probably think of it as a .50 caliber sniper rifle (those
of you who've seen the movie "Navy Seals" know what I'm talking about).
The same unique-ness applies to the submachinegun.  It should also remain
a separate skill.

And what about the Plasma and Fusion Guns?  Should they be combined into
a single weapon skill?  Who knows?  We'll save that topic for another
time.

The Machine Gun and VRF Gauss Gun are both crew-served weapons.  Definitely
separate skills.

OK, rolling all of this back into a table, we now have a much smaller
skill set, which still provides adequate diversity at a much more realistic
level
                                 Table 3
_______________________________________________________________________________
Cbt. Handgun             | Handgun                  | Plasma Gun
Cbt. Rifleman            | Heavy Weapons            | Rifleman
Energy Weapons           | Laser Weapons            | Submachinegun
Fusion Gun               | Light Assault Gun        | VRF Gauss Gun
Gause Weapons            | Machine Gun              | 
Grenade Launcher         | Neural Weapons           |
_________________________|__________________________|_________________________

I have deliberately left Early Firearms out of this discussion, since, in
all fairness, it should actually be multiple catagories (percussion firearms
differ sufficiently from flintlock and wheellock firearms, from a reloading
standpoint, to make them separate skills).  Again, let's save this topic
for another time.


II. PRIMITIVE WEAPONS
                                 Table 4
_______________________________________________________________________________
Axe (i)                   |Broadsword                |Large Blade (i)
Battle Axe                |Crossbow                  |Pike
Bayonet                   |Cudgel                    |Polearm (i)
Blade                     |Cutlass                   |Sling
Blowgun                   |Dagger                    |Small Blade (i)
Bola                      |Foil                      |Spear
Boomerang                 |Halberd                   |Sword
Bow                       |Hand Axe                  |
__________________________|__________________________|_________________________

As a subset of table 1, table 4 omits the skills 'Archaic Weapons' and
'Blade Combat' since they cascade to other explicit skills already listed.

There aren't nearly as many surprises here as there were in the HIGH TECH
weapons list.  Primitive weapons tend to require skills radically different
enough that they are not easily transferrable.  Samples of the fighting
styles used in the Coliseum in Rome tend to bear this out.  However, some
of the weapons are similar enough that, in a number of cases, a "serves
as weapon [mumble] -1" is probably advised.  Groups for this type of treatment
are as follows: Polearms, Large Blades, and Small Blades.  Each of these
is an 'includes' skill.  Due to the similarity of the individual weapon
types grouped in these skills, if a PC has proficiency in one of the
weapons in a given group, then that PC should be able to use any other
weapon in the same group at a '-1' skill level.  For example, if Bob the
Barbarian has Broadsword-3 skill, but no formal skill in cutlass, he
would be able to use one anyway as if he had a Cutlass-2 skill.

The only other quibble I have with these primitive weapons is that, in the
Player's Manual, on pg. 74 (COMBAT CHARTS) they list the following data
for Spear and Bayonet:
                                Pen     Block   Damage
                ______________|_______|_______|________
                bayonet       | 3     |   1   |   3
                spear         | 3     |   1   |   2

I just can't believe that a bayonet does more damage then a spear.  One
look at an illustrations (under the entry 'spear') from G. C. Stone's "A
Glossary of the Construction, Decoration and Use of Arms and Armor in All
Countries and in All Times" is pretty convincing.  the values should be
reversed.


III. UNARMED COMBAT

Now we come to my major beef with MT skills.  The only official unarmed
combat skill provided is Brawling.  Further, damage for a barehanded
attack is 1 damage point for 'hand', but nothing for a 'foot/kick' attack.
This means that without a critical success, it's virtually impossible to
kill (or even knock out) a person with a single strike.  Not only is this
not very realistic for a trained combatant, but it greatly reduces the
chance for a player's PC to "steal up behind the security and quickly
render him unconscious with a lightning-swift chop to the neck".  IMHO,
this type of oversight needs to be remedied. 

First, I suggest adding a 'foot/kick' attack, as follows:

                                Pen     Block   Damage
                ______________|_______|_______|________
                hand          | 1     |   1   |   1
                foot/kick     | 1     |   1   |   2

Second, add another unarmed combat skill: Martial Arts.  This skill
encompasses most FORMAL forms of unarmed combat, and includes (but is
not limited to) boxing, Judo, Karate, Savate, Tai Kwan Do, and Kung Fu.
This skill is run exactly the same way as Brawling, with 2 exceptions:
all attacks have an automatic DM of +2, and penetration for hand and
foot attacks is 2, not 1.

There.  Now I'm happy with the system. :-)

        "NO!! Put down that pickle!"
                - Melanie Haber?  Audrey Farber?  Susan Underhill?
                  ...how about.... BETTY JO BEOLOSKI!!!
                        (Nick Danger - Third Eye)

        Mark F. "Gee, Dad.  When I grow up, I
                 want to be a vicious psychopath!" 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 #1650 --------

Archive-Message-Number: 1650
Date: Thu, 25 Oct 90 10:37:25 -0600
From: FELLOWS STEVEN B -5 CR <sfellows@slate.mines.colorado.edu>

Subj:  Letter to Metlay

Sorry to burden the list with this private letter but.....

Metlay,

   You sent me a letter a few days ago asking me why I had not posted
anything to the PBEM, or where I was.   
   My reply to you bounced twice.  We (the sysop and I) checked the 
pitt server and your machine was not listed.  So, I think I had a wrong
address.

   Unfortunately, at this time I cannot play in the PBEM.  I just don't have
the time.   
   I am finally in a Traveller/MegaT game.  Before I had only played it 
thrice: at three conventions .  Well, now that I have a regular group I 
am getting a Traveller fix.  I probably was the only one on the list who 
had never , ever played the game (when I joined last summer).

Steven B. Fellows
sfellows@slate.mines.colorado.edu.



-------- TML Message #1651 --------

Archive-Message-Number: 1651
Date:     Fri, 26 Oct 90 10:43:34 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Third Edition of MegaTraveller

Is there anybody out there who has a copy of the Third Edition of MegaTraveller?
I would greatly appreciate it if someone could look at it and send me a copy
of the Seeker/Type S descriptions from the Imperial Encyclopedia.  My first
printing has a major error in these two designs (fuel capacity of 1500kl,
which exceeds to volume of the ship) and I'd like to know if they ever corrected
it.

Rob Dean


-------- TML Message #1652 --------

Archive-Message-Number: 1652
Date: Fri, 26 Oct 90 15:33:49 EDT
From: Dave Allen <dallen@viewlogic.COM>
Subject: A new PBEM game

Hi.  I want to run a Play-by-Email game which is quite unlike the Trav
PBEM going on now.  Each player in the game will take command of a
small scoutship voyaging into an unknown part of the galaxy.  Players
will probably never encounter other players, but will, er, seek out new
life forms and new civilizations, to boldly go... etc.  The main purpose
for this game is to try out my universe-generating software.  Some
long-time readers on this list may remember the Universe Simulation
Mailing List from 1988; I have written enough software to generate 90%
of the information needed for this type of game automatically.  The other
10%, generated by hand, contains probably 90% of the most interesting
material to a player.  I will be using the game to improve the software;
I may make available some reader-type programs.  The best players for this
game will be those who have an interest in world building and SFRPG, and
can program in C.  Assuming I'm not the only one in the world, of course :->

If you are interested, send me e-mail with your address.  Tell me a little
about why you are interested in the idea.  I will send you 400 lines
or so of ship / crew design info and universe background, along with an
example of play.  If I get a lot of interest, I will post the whole thing
to the list.  However, due to limits on my time, I will probably only
pick three players at a time and keep the others on a waiting list.

Thanks for your time!
Dave Allen (note new address) dallen@viewlogic.com

-------- TML Message #1653 --------

Archive-Message-Number: 1653
From: d9bertil@dtek.chalmers.se
Subject: Not really list stuff, but GDW all the same.
Date: Sun, 28 Oct 90 13:04:25 MET

  I got a email from a friend some days back, where he asked me to ask a
question on the TML on whether GDW has discontinued their Europa series.
  He figured that since both Europa and MegaT are GDW stuff, someone on the
list might know.
  All I know is that Mark Miller wears a 'Europa' t shirt on viritually every
photo of him that I have seen. :-)

  Answers in Email please.

- -bertil-
PS. Yes, I asked James before posting :-)
- -- 
"Words on the net isn't usually worth the paper they are written on."

-------- TML Message #1654 --------

Archive-Message-Number: 1654
Subject: Traveller computer games, Aslan
Date: Sun, 28 Oct 90 15:19:38 EST
From: Robert P Poole <tarquin@athena.mit.edu>

I was at Egghead Software the other day and noticed the new MegaTraveller
computer game had come out.  It's called _MegaTraveller II_ and is subtitled
something to do with the Zhodani.  I didn't read the packaging in-depth, but
it seems to be some kind of limited adventure game with lots and lots of
details from the MT rules set -- i.e., once you complete it, that's it.  Not
sure how different it is each time you play it.  Anyone out there care to give
a review?  Also, what was the first MT computer game like?

Other question: When will DGP come out with the Solomani/Aslan module?

Robert P. Poole                       tarquin@athena.mit.edu
46 Massachusetts Avenue               MIT Course VIII
311B Bexley Hall                      "We make Idols of our concepts, but
Cambridge, MA  02139                   wisdom is born of wonder."
                                         -- St. Gregory the Illuminator

-------- TML Message #1655 --------

Archive-Message-Number: 1655
Subject: Traveller's Digest
Date: Mon, 29 Oct 90 16:06:32 W
From: Iain Fogg <iain@batserver.cs.uq.oz.au>


Could some kind soul in the US tell me the latest issue of the
Traveller's Digest? The latest I can find in Australia is #17 and that
was published late last year! I assume GDW and DGP do mail orders. What
address to I write to?

We now return you to normal service.

Regards, Iain.

-------- TML Message #1656 --------

Archive-Message-Number: 1656
Date: Mon, 29 Oct 90 13:45:29 -0500 (EST)
From: William Dow Rieder <wr0k+@andrew.cmu.edu>
Subject: Re: (1648)  Vehicle Designs, Part 19.1

Rob Dean writes about an armed merchant, a type of ship near and dear to
my heart -

>This armed merchant vessel is produced by LSP of Lunion, and is increasing
>in popularity due to the current troubles afflicting the Imperium.  Since
>a quick economic analysis of the cargo/passenger capacity and the routine 
>monthly payments of a standard starship mortgage shows that there is no way 
>for this vessel to pay for itself, most of the examples presently flying are 
>under government subsidies.
[...]
>A privately owned packet would find it necessary to constantly engage
in profitable
>speculative trade to make ends meet, and there would be every temptation
>to resort to smuggling or outright piracy.

Captain Grant, my merchant character in Metlay's game, could make a profit
with it legally (at least in the Solomani Rim.)  The key here is to constantly
engage in spec trade - take on whatever passengers happen by, but don't
let the hope of carrying a full load of passengers influence where you go next.
Don't even think about freight, it isn't worth it.

Some quick sample numbers:
Monthly payment is price/240 = Cr785,583

>Passengers=16, LowPassengers=20, Staterooms=25, LowBerths=20
>Cargo=1077kl (79t)

Assume an average of 10 high or mid passages and ignore low berths
for the moment - Life support = ~80,000 per month (2 jumps)
Crew Salaries ~30,000; Layaway for annual maint ~20,000
Docking is cheap, and fuel is free.
So total expenses per month = ~916,000 Credits

For trade, find a route with good trade mods and many cargos -
example: 2 Starport A, Hi pop worlds 1 jump apart (such as Suliman and
Vanefa in Concord/Solomani Rim) You also need someone with
Broker (so he can consult the cargo table twice), and Trader (to
determine the first die on the sale price table in advance).

Now 79 tons is small enough that on High pop worlds with 2 rolls on the
table you can usually fill most of your hold with cargo that has a prerolled
"6" on the sale table, giving an average multiplier of 270% with a Broker-4
= 216% after fees.  For these worlds, the buy price is 3,500/ton, and the
base sale price is 6,000 * 2.16 = 12,960 - 3,500 = 9460/ton net * 79 tons
* 2 trips per month = 1,494,680 Credits. An average of 10 Middle passages
adds another 160,000 Credits/month for a total of ~1,655,000 per month
giving a comfortable margin of ~739,000 credits profit per month if all goes
well.  There is enough slack to be able to survive some non-optimal trips,
so things would have to get pretty bad before a skilled merchant would
be forced to break the law just to meet payments.  Of course, these days
many areas have gotten pretty bad, but hey, thats what adventurers are
for...

>However,
>has anybody given any serious thought to the fact that the current game
freight
>and passenger rates are an artifact of Imperial regulation?

The current game freight and passenger rates are an artifact of the old
Traveller
book 2, which was written without any real comprehension of economics.  For
some insane reason, they didn't change them in MT, so that you pay the same
price for a Jump-1 as a Jump-6 passage.  What this means is if you use them,
you should only sell passages on Jump-1 ships, and only buy them on Jump-6
ships...:-)  I have been thinking about trying to rework the economic
rules (in my
copious free time), so one of these weeks I'll probably send in some of
my ideas
to see how they float.
	Anyway, I like the ship.  Have fun,

					W. Dow Rieder

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

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

