
-------- TML Message #1657 --------

Archive-Message-Number: 1657
Date: Mon, 29 Oct 90 14:34:34 -0500
From: "T. L. Hayes" <al646@cleveland.freenet.edu>
Subject: MT I Computer Game


In response to the request for a review of the new MT II computer game
I can be of no help but I can offer my opinion of the MT I computer game.

Overall the game is good.  I liked the graphics.  The ship to ship combat
is fun and reasonably easy to do.  Exploring with the characters (there are
five characters) is also easy to do (ie nice, simple to use interface).
The big fault in the game is the combat (man to man) interface.  You can
only be one character at a time in combat mode and while switching between
them is not difficult it is not practical during combat.  So you attack 
with only one character while the other four stand still, don't fire, and
get killed.  This is particularly bad if your computer is especially fast.

This may sound like a BIG problem but thus far I have only encountered one
spot in the game where you really notice the problem.  Other places in the
game have required several attempts (save and restore) to get through with
out losing any characters but this one spot always kills off most or all
of my characters (grenade launchers are killers!).

A better interface, in my opinion, would be like the combat interface used
in Sentinel Worlds by Electronic Arts.  The leader selects a target and ALL
characters (even those not directly controlled) attack that target.

Any way with that one exception the game is fun and entertaining and very
much like playing Traveller.  The character generation system is exactly
like the basic system used by the game.

Hope this is somewhat useful/informative.  Sorry for the randomness of
this response but sometimes life is just a little chaotic...like now.

Later!

Tony L. Hayes - I'd rather be gaming!

- - --
T.L.Hayes                  |
MIT/Lincoln Laboratory     | "He IS a Borg!" - Worf
Lexington, MA              |

-------- TML Message #1658 --------

Archive-Message-Number: 1658
Date:     Mon, 29 Oct 90 16:32:19 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>

The follwoing four ships were adapted from The Traveller Adventure...so I won't
take the blame if they can't be run economically under the current rules.  :-)

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





  Oberlindes Lines Cargo Carrier Type CT TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
  
       The cargo carrier is a standard design commissioned by Overlindes, and 
  is reflective of its total fleet.  Originally, Oberlindes outfitted his fleet 
  using naval surplus vessels; when the cargo carrier was designed, it reflect-
  ed the Overlindes fleet's predisposition to extensive armament.  Overlindes 
  ships show no consistent system of naming.
  
    CraftID: Type CT Cargo Carrier, TL15, MCr265.59
       Hull: 900/2250, Disp=1000, Config=3SL, Armor=40G, Loaded=20704t,
             Unloaded=13481t
      Power: 9/18, Fusion=2430MW, Duration=30/90 
       Loco: 18/36, Maneuver=1, 36/72, Jump=3, 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=10
  
                 BeamLaser=x04
             Batteries       3
             Bearing         3
  
        Def: DefDM+3
    Control: Computer Mod3*3, 5*HeadsUpHoloDisplay, 300*HoloLink
      Accom: Crew=12 (2 bridge, 1 medic, 3 engineer, 5 gunners, 1 command),
             MidPassengers=12, LowPassengers=10, Staterooms=24,
             LowBerths=10, Env=basic env, basic ls, extended ls, grav plates,
             inertial comp
      Other: Fuel=3575kl, Cargo=6608kl (489t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*enclosed air/raft, ObjSize=Large,
             EmLevel=Moderate






  Tukera Long Liner Type RT TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
       The Tukera long liner is a proprietary design, and is operated on many 
  of Tukera's routes as a standard passenger liner.  Built sturdily and intend-
  ed to last in service for decades, the long liner maintains a standard of 
  quality that other lines try to match.  Tukera's long liners are named to 
  recall the worlds it serves: Pride of Vland, Deneb Express and Spirit of 
  Rhylanor, for examples.
  
    CraftID: Type RT Long Liner, TL15, MCr298.145
       Hull: 900/2250, Disp=1000, Config=4SL, Armor=40G, Loaded=19305t,
             Unloaded=14302t
      Power: 9/18, Fusion=2430MW, Duration=30/90 
       Loco: 18/36, Maneuver=1, 45/90, Jump=4, 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=10
  
                 BeamLaser=x02     Missile=x02
             Batteries       1               1
             Bearing         1               1
  
        Def: DefDM+4
  
                Sandcaster=xx3
             Batteries       1
             Bearing         1
  
    Control: Computer Mod4*3, 5*HeadsUpHoloDisplay, 180*HoloLink
      Accom: Crew=14 (2 bridge, 1 medic, 3 engineer, 1 gunner, 1 command,
             2 flight, 3 stewards), Passengers=24, MidPassengers=12,
             Staterooms=40, EmLowBerths=6, Env=basic env, basic ls, extended 
             ls, grav plates, inertial comp
      Other: Fuel=4250kl, Cargo=4586kl (339t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*Launch, ObjSize=Large, EmLevel=Moderate






  Tukera Freighter Type AT TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
       The Tukera freighter is a standard Tukera transport ship design, and 
  provides freight handling service along many Tukera routes in the Imperium.  
  Tukera's freighters sport a variety of names, often vaguely reminiscent of 
  advertising slogans: Golden Harvest, Safety First, and Star Lines, for exam-
  ples.
  
    CraftID: Type AT Freighter, TL15, MCr814.4
       Hull: 2700/6750, Disp=3000, Config=4SL, Armor=40G, Loaded=61307t,
             Unloaded=41503t
      Power: 27/54, Fusion=7200MW, Duration=30/90 
       Loco: 54/108, Maneuver=1, 135/270, Jump=4, 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=30
  
                 BeamLaser=x02     Missile=x02
             Batteries       2               2
             Bearing         2               2
  
        Def: DefDM+4
  
                Sandcaster=xx3
             Batteries       2
             Bearing         2
  
    Control: Computer Mod4*3, 16*HeadsUpHoloDisplay, 360*HoloLink
      Accom: Crew=23 (5 bridge, 1 medic, 8 engineer, 2 gunner, 3 command,
             3 flight, 1 stewards), Passengers=8, MidPassengers=2,
             Staterooms=33, EmLowBerths=5, Env=basic env, basic ls, extended 
             ls, grav plates, inertial comp
      Other: Fuel=12717kl, Cargo=18284kl (1354t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*Shuttle, ObjSize=Large, EmLevel=Moderate






  Akerut Hercules Class Freighter (Type AH) TL15
  
  <Ship adaptation and blurb from The Traveller Adventure>
       The Hercules is a heavy duty carrier used for both bulk cargo and con-
  tainerized shipments.  The ship is in service primarily in the Aramis subsec-
  tor, but several examples are also in service with Tukera.  Because its jump-
  1 drives makes travel over longer distances difficult, Akerut maintains a 
  supply of 10125kl demountable fuel tanks at its starport locations within the 
  Aramis subsector.  Ships in the Hercules class carry names suggesting immense 
  size or strength, such as Mammoth, Gigant, Titan, Brobdingnag, and Sampson.
  
    CraftID: Type AH Freighter, TL15, MCr864.88
       Hull: 4500/11250, Disp=5000, Config=4SL, Armor=40G, Loaded=112127t,
             Unloaded=62922t
      Power: 45/90, Fusion=12000MW, Duration=30/90 
       Loco: 90/180, Maneuver=1, 90/180, Jump=1, 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=50
  
                 BeamLaser=x04
             Batteries       4
             Bearing         4
  
        Def: DefDM+5
    Control: Computer Mod5*3, 13*HeadsUpHoloDisplay, 50*HoloLink
      Accom: Crew=17 (4 bridge, 5 engineer, 4 gunner, 2 command, 2 flight),
             Staterooms=17, Env=basic env, basic ls, extended ls, grav plates,
             inertial comp
      Other: Fuel=11070kl, Cargo=48020kl (3557t), Fuel Purifier (12hrs),
             Fuel Scoops, SubCraft=1*Pinnace, ObjSize=Large, EmLevel=Moderate

-------- TML Message #1659 --------

Archive-Message-Number: 1659
Date:     Mon, 29 Oct 90 16:29:13 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Message 1646, MT Weapons


>  Date: Fri, 26 Oct 90 12:28:56 PDT
>  From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
>  Subject: (1649) MT Combat Skills
>
>  I. HIGH TECH WEAPONS
> 
>  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.

I'd like to disagree with this slightly, and add one comment.  First the
disagreement: I think that combat handgun could be eliminated as well, leaving
you with only three skills to worry about.  Now the comment: As it stands
now, combat rifleman is only available under the cascade skill of "Special 
Combat", and I think it should be made available under "Gun Combat" for
military characters.

>  The Light Assault Gun should remain a separate skill....
>  The same unique-ness applies to the submachinegun...
>  The Machine Gun and VRF Gauss Gun are both crew-served
>  weapons.  Definitely separate skills.

     Personally, I have no problem lumping all the heavy weapons together, 
because I don't run games where they are readily available, and there would
be no point in adding unused complexity.  I might switch for a primarily
military campaign, but I might not.

>  And what about the Plasma and Fusion Guns?  Should they be combined into
>  a single weapon skill?

     By my reading of the rules, they are now...and that is good enough for
me, for the same reasons as mentioned under heavy weapons.  By the way, I
don't see immediately any career in which the energy weapons skill can be 
gained..which means it should probably be included under "Special combat."

>  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. 

     I think I would wing it if this was necessary...Disabling a not very
alert sentry would be a Difficult task, an alert sentry Formidable, two
alert sentries standing back to back with radar, IR, and NAS--Impossible.
(-:  (Ok, so that might be going a little too far, but you get the idea.)

>  First, I suggest adding a 'foot/kick' attack, as follows:
>  
>                                  Pen     Block   Damage
>                  ______________|_______|_______|________
>                  hand          | 1     |   1   |   1
>                  foot/kick     | 1     |   1   |   2

Needed and noted.

-------- TML Message #1660 --------

Archive-Message-Number: 1660
Date:     Tue, 30 Oct 90 10:12:31 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Message 1655, Traveller's Digest

Iain Fogg asks whatthe latest issue of TD is:

     I have #21 (the last issue, to be replaced by MT Journal) in my hot
little hands.  The DGP address is 8979 Mandan Ct, Boise ID 83709-5850 USA.
Supposedly, youre Australian supplier is Jedko Games Co. Pty., 134 Cochranes
Road, PO Box 164, Moorabbin, Victoria 3189, Australia.  If that doesn't help,
send me a message and I'll see what the local games distributor still has in
stock.

Rob Dean

[The current - and last -- issue of The Traveller's Digest is issue #21.
It is going through a transformation to The MegaTraveller Journal issue
#1, which will be produced late this fall.  One year subscriptions of TD
were $18 ($4.95 each), $26 yearly for addresses outside the US and
Canada that are not FPO/APO addresses.  I would assume the prices on the
MTJ will be the same.  For subscriptions, write to the address Rob
lists, or phone to the USA: (208)362-3094.  Funds must be in US dollars
drawn on a US bank, or VISA/Mastercard.  Hope this helps -- James]

-------- TML Message #1661 --------

Archive-Message-Number: 1661
Subject: TML Digest Format
Date: Tue, 30 Oct 90 09:27:39 PST
From: James T Perkins <jamesp@metolius.WR>


TMLers,

There has been a slight change to the digest format prepared by the
Traveller Mailing List message digestifier.  Now, any line in the body
of a digested message which begins with a dash "-" character, has the
sequence dash-space "- " prepended.  This practice makes it easier to
burst the digests correctly, because you can be assured that any line in
the digest beginning with "--" delimits two seperate messages in the
digest.

This practice was modeled on the behavior of the MH "forw -digest" and
"burst" programs.  Bursters and other undigestifying programs should be
sure to strip the leading "- " from lines in the internal messages once
the messages are seperated out from the digest.

Thank Bob Suckling for this suggestion.

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 #1662 --------

Archive-Message-Number: 1662
Date: Tue, 30 Oct 90 16:24:35 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More forwarded from Scott Kellogg Part 1

To: uunet!metolius.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
Subject: More forwarded from Scott Kellogg part 1
Organization: personal mailbox at The Next Challenge
 
Hello all,
      I've been passing along the replies to Scott Kellogg's ship
designs (Vol 9 Issue 3) since he doesn't have net access. He's been
*VERY* busy again, and here are some new designs, ideas, and even a PC
he's come up with. I'm still reading through the material as I edit it
for my local mailer, (theres's ~100k  worth of stuff), and it can only
handle a max of 250 lines per message. I'll break Scott's stuff into 
parts and post them over the next several days to avoid a glut.
 
      I'll recap in each message how to contact Scott, (we only get
together every 2-3 weeks), in case you REALLY need to reach him.
Please
feel free to reply either directly to him,  or me.
 
Thanks, and I hope you find this of interest.
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
I have no access to e-mail so you will not be able to 
reach me very easily and there will be long gaps between
my having access to any comments to any designs or ideas
you might have but I would appreciate it
 
      Scott Kellogg      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Catalina PBY-6A TL6 Amphibian Patrol Bomber
CraftID:    Amphibian Bomber, TL6, MCr 0.587
Hull: (64/160) Disp.=23.7 Weight Loaded=16, Airframe=Simple,
            Armor Crew=8
Power:      0.266 Mw (Drawn from engines) Endurance=29 hrs
Loco: 4/10, Basic Propeller*2, Thrust=4 tons
            Min=150 kph, Clean Cruise=188 kph, Clean Top=288 kph,
            Loaded Cruise=180 kph, Loaded Top=276 kph, Agility=1
Commo:      Radio=Regional-6
Sensor:     Radar(Dist), Magnetic Sensor
Off:        Inboard Hardpoints*4,
            HMG*2 Turret Front mounted,
            HMG*2 Flexible mount sideward firing,
            HMG Flexible mount rearward firing,
            All guns 600 rounds
            Maximum external stores=5600 Kg
Control:    Simple
Accom:      Crew=8 (Pilot, Copilot, Engineer, Gunner*3, Bombadier,
Radio) Oxygen
            tank and mask, Armor=8
Other:      Fuel=8700 liters, Cargo=1.53 tons
Remarks:    Sub hunter, extrordinaire
Scott Kellogg
 
Lockheed YF-22 (TL9) Fighter/Interceptor
CraftID:    Fighter/Interceptor, TL 9, MCr 18.50082
Hull: (113/281) Displacement=102.6 (wings can not fold) Weight
            Unloaded=17.695, Loaded=30.7, Airframe=Hypersonic STOL,
            Armor(Cockpit, Engines)=8
Power:      1.3885 Mw (drawn from engines), Endurance 2 hrs 57 min
Loco: (4/10)*2, High Performance TurboFan w/Afterburner, 
            Thrust=67.44 tons(87.44 w/AB), Cruise=1800kph,
Top=2400kph,
            ABTop=3034kph, Agility=6
Commo:      Radio=Regional
Sensors:    A-Weather RADAR=Regional, RDF, Laser Sensor, Radar
Jamm=Regional
            Passive IR, AdvImageEnh,
Off:        6 barrelled 20mm Autocannon 950Rds,
            200kg Internal missile bay*4,
            100kg Internal missile bay*4,
Def:        -
Control:    Computer Enhance Fly By Wire, 6 Manuver Points,
Computer=3,
HUD
Accom:      Crew=(Pilot), Basic life support, sealed cockpit with
            vac suit backup, Complex armored cockpit w/ rocket
            escape pod*1
Other:      Fuel=11339 liters, Refeuling Probe
 
Remarks:    The Lockheed version of the ATF, I have fudged the thrust
to get the correct cruise speed as predicted by Aviation Week.  The
displacement value is that of the actual aircraft.
 
Note this is a pure air superiority fighter "Not a pound for air to
ground", But I can find no way to add the passive radar deception of
the real thing.
 
Refs: make your own rules on this one.
Scott Kellogg
 
Northrop YF-23 (TL9) Fighter/Interceptor
CraftID:    Fighter/Interceptor, TL 9, MCr 18.91832
Hull: (116/290) Displacement=85.7 (wings can not fold) Weight
            Unloaded=18.114, Loaded=30.7, Airframe=Hypersonic STOL,
            Armor(Cockpit, Engines)=8
Power:      1.429 Mw (drawn from engines), Endurance 2 hrs 50 min
Loco: (4/10)*2, High Performance TurboFan w/Afterburner, 
            Thrust=67.44 tons(87.44 w/AB), Cruise=1725kph,
Top=2300kph,
            ABTop=3005, Agility=6
Commo:      Radio=Regional
Sensors:    A-Weather RADAR=Regional, RDF, Laser Sensor, Radar
            Jamm=Regional, Passive IR, AdvImageEnh
Off:        6 barrelled 20mm Autocannon 950Rds,
            200kg Internal missile bay*4,
            100kg Internal missile bay*4,
Def:        -
Control:    Computer Enhance Fly By Wire, 6 Manuver Points,
Computer=3,
HUD
Accom:      Crew=(Pilot), Basic life support, sealed cockpit with vac
suit
            backup, Complex armored cockpit w/ rocket escape pod*1
Other:      Fuel=10886 liters, Refueling probe
Remarks:    The Northrop version of the ATF, I have fudged the thrust
to get the correct cruise speed as predicted by Aviation Week.  The
displacement value is that of the actual aircraft.
 
Note this is a pure air superiority fighter "Not a pound for air to
ground", But I can find no way to add the passive radar deception of
the real thing.
 
Refs: make your own rules on this one.
Scott Kellogg
 
M1A1 Abrams (TL8) Main Battle Tank
CraftID:    Main Battle Tank, TL 8, MCr 3.8660752
Hull: (4/9) Displacement=3+Turret Unloaded=53.35, Loaded=55.458,
            Config=4USL, Armor=35C
Power:      (1/2) 1.2 Mw Gas Turbine, Endurance=7 hrs
Loco: (1/3), Tracks, P/W=15, Road=73 kph, Off Road=43 kph
Commo:      Radio=Continental*2
Sensors:    LADAR=VDist(50), Image Enhancement*4, AdvAct IR,
            Passive IR*4, Headlight*2 ActObjPin=Diff
Off:        Hardpoint=1 Weapon Stabalilize=80kph
                          Pen/                 Auto  Dng
            Ammo    Rnds  Attn  Dmg Range   Fire  Spc  Sig  ROF
12cm HiV    HE        40    19   16 Dist(22)   -   35    H    7
            HEAP       -    37   12 Dist(22)   -    -    H    7
            KEAP       -    34   12 Dist(22)   -    -    H    7
            KEAPER     -    34   14 Dist(22)   -    -    H    7
         Flechette     -    14    3 Dist(22)   -  150    H    7
HMG         -        300   6/3    3 VLong(.5)  3    -    H   80
MMG*2       -        300   3/3    3 VLong(.5)  3    -    H   80
Main Gun and 1 MMG coaxially mounted
Def:        Smoke*12
 
Control:    Computer=2, HUD*2, ElectronicLink*4
Accom:      Crew=4, (Commander, Driver, Gunner=2), Seats=Roomy*4,
            Env=Basic env, Basic Is
Other:      Fuel=1.26 Kliters, Magazine=1.648 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Here it is, as best as I can guess.  Some of it is a bit
fudged to get the performance right.  Mind you I have no way to
calculate armor values except by weight.  The book I got the data out
of said  "Armour: Classified."  If anyone out there has better data
than I do, I'd appreciate any corrections you can give.
Scott Kellogg
 
T80 (TL8) Main Battle Tank
CraftID:    Main Battle Tank, TL 8, MCr 2.194451
Hull: (3/7) Displacement=2+Turret Unloaded=40.453, Loaded=42.913,
            Config=4USL Armor=34C
Power:      (1/2) .8 Mw Gas Turbine, Endurance=4 hrs
Loco: (1/2), Tracks, P/W=15, Road=73 kph, Off Road=43 kph
Commo:      Radio=Continental*2
Sensors:    LADAR=VDist(50), Image Enhancement*3, AdvAct IR,
            Passive IR*3, Headlight*2 ActObjPin=Diff
 
Off:        Hardpoint=1 Weapon Stabalilize=80kph
                          Pen/                 Auto  Dng
            Ammo    Rnds  Attn  Dmg Range   Fire  Spc  Sig  ROF
12cm HiV    HE        50    19   16 Dist(22)    -     35    H     7
            HEAP       -    37   12 Dist(22)    -     -     H     7
            KEAP       -    34   12 Dist(22)    -     -     H     7
          KEAPER       -    34   14 Dist(22)    -     -     H     7
         Flechette     -    14    3 Dist(22)    -     150   H     7
HMG          -       300   6/3    3 VLong(.5)   3     -     H     80
MMG          -       300   3/3    3 VLong(.5)   3     -     H     80
Main Gun and MMG coaxially mounted
Def:        Smoke*12
 
Control:    Computer=1, HUD, ElectronicLink*3,
Accom:      Crew=3, (Commander, Driver, Gunner), Seats=Aedequate*3,
            Env=Basic env, Basic Is
Other:      Fuel=0.42 Kliters, Magazine=2.039 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Anyone care for a Front line Russkie MBT?  Again all specs
            approximate.
Scott Kellogg
 
M2 Bradley Fighting Vehicle (TL7) Armored Personel Carrier
CraftID:    Armored Personnel Carrier, TL 7, Cr 141,083
Hull: (4/8) Displacement=3+Turret, Unloaded=21.2298, Loaded=22.59,
            Config=4USL, Armor=19C
Power:      (1/2) .405 Mw Improved IC, Endurance=7 hrs 33 min
Loco: (1/3), Tracks, P/W=18, Road=66 kph, Off Road=40 kph
Commo:      Radio=Continental*2
Sensors:    PassAud=(Dist), Active IR, PassIR*3, Light Amp=3,
Headlight*4
 
Off:        Hardpoint=1
                              Pen/                    Auto Dng
               Ammo Rnds  Attn Dmg Range     Fire Spc  Sig     ROF
Launch Rail*2  HE      7    18  16 VLong(1.5)   -  25    H       2
            Flechette  -     4   4 VLong(1.5)   - 150    H       2
3cm AutoCan    HE    900     2   6 VLong(3.5)   4  35    M     200
               HEAP    -     5   4 VLong(3.5)   4   -    M       7
               KEAP    -     4   4 VLong(3.5)   4   -    M       7
MMG            -    1340   3/3   3 VLong(.5)    3   -    H      80
Main Gun and 1 MMG coaxially mounted
Def:        Smoke*8
 
Control:    Electronic*17
Accom:      Crew=3, (Commander, Driver, Gunner, Troops=7),
            Seats=Aedequate*10,Env=Basic env, Basic Is,
Other:      Fuel=.17 Kliters, Magazine=1.4902 Kliters, ObjSize=Small,
            EMlevel=Faint
Remarks:    Magazine carries five additional TOW missiles, these
require being reloaded on the rails before being fired.
 
Scott Kellogg
*****End Part 1*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1663 --------

Archive-Message-Number: 1663
Date:     Tue, 30 Oct 90 16:17:34 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Revised Vehicle Designs, Part 20

Sorry to resent these, but I looked at my design sheets from yesterday and
realized that the armor weight had not been calculated correctly.  Revised 
weights and agilities are included in the copies below.  Also appended are
two new designs...

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


 Oberlindes Lines Cargo Carrier Type CT TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
 
      The cargo carrier is a standard design commissioned by Oberlindes, and 
 is reflective of its total fleet.  Originally, Oberlindes outfitted his fleet 
 using naval surplus vessels; when the cargo carrier was designed, it reflect-
 ed the Oberlindes fleet's predisposition to extensive armament.  Oberlindes 
 ships show no consistent system of naming.
 
   CraftID: Type CT Cargo Carrier, TL15, MCr265.59
      Hull: 900/2250, Disp=1000, Config=3SL, Armor=40G, Loaded=11907t,
            Unloaded=5043t
     Power: 9/18, Fusion=2430MW, Duration=30/90 
      Loco: 18/36, Maneuver=1, 36/72, Jump=3, 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=10
 
                BeamLaser=x04
            Batteries       3
            Bearing         3
 
       Def: DefDM+3
   Control: Computer Mod3*3, 5*HeadsUpHoloDisplay, 300*HoloLink
     Accom: Crew=12 (2 bridge, 1 medic, 3 engineer, 5 gunners, 1 command),
            MidPassengers=12, LowPassengers=10, Staterooms=24,
            LowBerths=10, Env=basic env, basic ls, extended ls, grav plates,
            inertial comp
     Other: Fuel=3575kl, Cargo=6608kl (489t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*enclosed air/raft, ObjSize=Large,
            EmLevel=Moderate

 Tukera Long Liner Type RT TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
      The Tukera long liner is a proprietary design, and is operated on many 
 of Tukera's routes as a standard passenger liner.  Built sturdily and intend-
 ed to last in service for decades, the long liner maintains a standard of 
 quality that other lines try to match.  Tukera's long liners are named to 
 recall the worlds it serves: Pride of Vland, Deneb Express and Spirit of 
 Rhylanor, for examples.
 
   CraftID: Type RT Long Liner, TL15, MCr298.145
      Hull: 900/2250, Disp=1000, Config=4SL, Armor=40G, Loaded=10508t,
            Unloaded=5505t
     Power: 9/18, Fusion=2430MW, Duration=30/90 
      Loco: 18/36, Maneuver=1, 45/90, Jump=4, Cruise=750kph, Max=1000kph
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=10
 
                BeamLaser=x02     Missile=x02
            Batteries       1               1
            Bearing         1               1
 
       Def: DefDM+5
 
               Sandcaster=xx3
            Batteries       1
            Bearing         1
 
   Control: Computer Mod4*3, 5*HeadsUpHoloDisplay, 180*HoloLink
     Accom: Crew=14 (2 bridge, 1 medic, 3 engineer, 1 gunner, 1 command,
            2 flight, 3 stewards), Passengers=24, MidPassengers=12,
            Staterooms=40, EmLowBerths=6, Env=basic env, basic ls, extended 
            ls, grav plates, inertial comp
     Other: Fuel=4250kl, Cargo=4586kl (339t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*Launch, ObjSize=Large, EmLevel=Moderate

 Tukera Freighter Type AT TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
      The Tukera freighter is a standard Tukera transport ship design, and 
 provides freight handling service along many Tukera routes in the Imperium.  
 Tukera's freighters sport a variety of names, often vaguely reminiscent of 
 advertising slogans: Golden Harvest, Safety First, and Star Lines, for exam-
 ples.
 
   CraftID: Type AT Freighter, TL15, MCr814.4
      Hull: 2700/6750, Disp=3000, Config=4SL, Armor=40G, Loaded=35765t,
            Unloaded=15961t
     Power: 27/54, Fusion=7200MW, Duration=30/90 
      Loco: 54/108, Maneuver=1, 135/270, Jump=4, Cruise=750kph, Max=1000kph
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=30
 
                BeamLaser=x02     Missile=x02
            Batteries       2               2
            Bearing         2               2
 
       Def: DefDM+5
 
               Sandcaster=xx3
            Batteries       2
            Bearing         2
 
   Control: Computer Mod4*3, 16*HeadsUpHoloDisplay, 360*HoloLink
     Accom: Crew=23 (5 bridge, 1 medic, 8 engineer, 2 gunner, 3 command,
            3 flight, 1 stewards), Passengers=8, MidPassengers=2,
            Staterooms=33, EmLowBerths=5, Env=basic env, basic ls, extended 
            ls, grav plates, inertial comp
     Other: Fuel=12717kl, Cargo=18284kl (1354t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*Shuttle, ObjSize=Large, EmLevel=Moderate

 Akerut Hercules Class Freighter (Type AH) TL15
 
 <Ship adaptation and blurb from The Traveller Adventure>
      The Hercules is a heavy duty carrier used for both bulk cargo and con-
 tainerized shipments.  The ship is in service primarily in the Aramis subsec-
 tor, but several examples are also in service with Tukera.  Because its jump-
 1 drives makes travel over longer distances difficult, Akerut maintains a 
 supply of 10125kl demountable fuel tanks at its starport locations within the 
 Aramis subsector.  Ships in the Hercules class carry names suggesting immense 
 size or strength, such as Mammoth, Gigant, Titan, Brobdingnag, and Sampson.
 
   CraftID: Type AH Freighter, TL15, MCr864.88
      Hull: 4500/11250, Disp=5000, Config=4SL, Armor=40G, Loaded=69557t,
            Unloaded=20352t
     Power: 45/90, Fusion=12000MW, Duration=30/90 
      Loco: 90/180, Maneuver=1, 90/180, Jump=1, Cruise=750kph, Max=1000kph
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=50
 
                BeamLaser=x04
            Batteries       4
            Bearing         4
 
       Def: DefDM+6
   Control: Computer Mod5*3, 13*HeadsUpHoloDisplay, 50*HoloLink
     Accom: Crew=17 (4 bridge, 5 engineer, 4 gunner, 2 command, 2 flight),
            Staterooms=17, Env=basic env, basic ls, extended ls, grav plates,
            inertial comp
     Other: Fuel=11070kl, Cargo=48020kl (3557t), Fuel Purifier (12hrs),
            Fuel Scoops, SubCraft=1*Pinnace, ObjSize=Large, EmLevel=Moderate

 Type S Scout/Courier TL14
 
      The TL14 Scout Courier is nearly as capable as the TL15 version.  Vast 
 quantities of them were built for the IISS and private owners.  Probably the 
 majority of IISS surplus scouts that are in Detached Duty service are the 
 TL14 version. The cost given below does not include an auxiliary vehicle, but 
 provision for carrying something in the 4 ton class is made. An onboard fuel 
 purifier gives the vessel the capability for extended wilderness missions, 
 and its high capacity facilitates rapid rejumps when the vessel is assigned 
 as a courier.
 
   CraftID: Type S Scout/Courier, TL14, MCr42.85 
      Hull: 90/225, Disp=100t, Config=1AF, Armor=40G, Loaded=1255t,
            Unloaded=888t
     Power: 4/8, Fusion=459MW, Duration=30/90 
      Loco: 5/10, Maneuver=2, 3/6, Jump=2, Cruise=1590kph, Max=2120kph, 
            Agility=0
      Comm: Radio=System, Laser=System, Maser=System
   Sensors: EMS Active(FarOrbit), EMS Jammer (FarOrbit),
            EMS Passive(Interstellar), Neutrino Sensor (10Kw),
            High Pen Densitometer (250m), ActObjScan=Rout,
            ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
            PassEnScan=Simp, PassEnPin=Rout
       Off: Hardpoints=1
 
                BeamLaser=x02     Missile=x02
            Batteries       1               1
            Bearing         1               1
 
       Def: DefDM+2
 
               Sandcaster=xx3
            Batteries       1
            Bearing         1
 
   Control: Computer Mod1bis*3, 1*HeadsUpHoloDisplay, 110*HoloLink
     Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
            Env=basic env, basic ls, extended ls, grav plates, inertial comp
     Other: Fuel=390kl (1 jump-2+30 days), Cargo=339.3kl, Fuel Scoops, Fuel  
            Purifier (6hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint

 Type A3 Far Trader TL13
 
      This version of the Type A2 Far Trader can be built at TL13 when the 
 anticipated trade route needs that little bit of extra jump capability. This 
 version is intended for cargo transportation.  Two extra staterooms are pro-
 vided which may be used to carry middle passengers or extra crew members (or 
 removed to provide eight additional tons of cargo space at a cost saving of 
 0.8MCr).  A Reliable light ATV is carried as an auxiliary vehicle.  The type 
 A3 is known jokingly as the "Real far trader", or the "Even further trader" 
 among free traders.
 
   CraftID: Type A3 Far Trader, TL13, MCr70.464 
      Hull: 180/450, Disp=200t, Config=3SL, Armor=40F, Loaded=2728.6t,
            Unloaded=1584.8t
     Power: 4/8, Fusion=495MW, Duration=30/90 
      Loco: 4/8, Maneuver=1, 8/16, Jump=3, Cruise=750kph, Max=1000kph, 
            Agility=1
      Comm: Radio=System*2
   Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
            ActObjPin=Rout, PassEnScan=Rout
       Off: Hardpoints=2
 
                   Missiles=x03
            Batteries         1
            Bearing           1
 
       Def: DefDM+5
 
                SandCaster=x04
            Batteries        1
            Bearing          1
 
   Control: Computer Mod3*3, 1*HeadsUpHoloDisplay, 65*HoloLink
     Accom: Crew=3 (1 bridge, 1 engineer, 1 gunner), MidPassengers=2,
            Staterooms=5, Env=basic env, basic ls, extended ls, grav plates,
            inertial comp
     Other: Fuel=738kl (1 jump-3+30 days), Cargo=1205kl (89t), Fuel Scoops,
            Fuel Purifier (18hr), SubCraft=1*3ton (Reliable light ATV),
            ObjSize=Avg, EmLevel=Faint

-------- TML Message #1664 --------

Archive-Message-Number: 1664
Date:     Tue, 30 Oct 90 16:18:32 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 21

C
More stuff. 
  Electric Car TL8
  
       This vehicle was designed sheerly for experimental purposes with the 
  rule system. If anyone actually wants to use it, you can invent your own 
  description of what it is for...at the cost of it, I can't imagine why anyone 
  would buy one, even if electricity were virtually free.  
  
    CraftID: Electric Car, TL8, Cr20,623
       Hull: 1/2, Disp=0.5, Conf=4USL, Armor=1B, Loaded=0.46t
      Power: 1/2, 0.024MW-hr battery (0.009MW draw), Dur=2hrs 40min
       Loco: 1/2, Wheels=4, P/W=13, Road=92kph, Offroad=23kph
       Comm: none
    Sensors: 1*headlight
        Off: none
        Def: none
    Control: Electronic*4
      Accom: Seats=Cramped*3
      Other: Cargo=0, ObjSize=Small, EmLevel=Faint

  Electric Motorcycle TL8
  
  Actually, more like an electric bicycle.  Given the fact that the empty 
  vehicle weighs 34 kilograms, this design points out the fact that for very 
  small vehicles, the weight of the people should figure into the total loaded 
  weight. 
  
    CraftID: Electric Motorcycle, TL8, Cr812
       Hull: 1/2, Disp=0.007, Conf=0USL, Armor=1B, Loaded=0.034t
      Power: 1/2, 0.0008MW-hr battery (0.0002MW draw), Dur=4hrs
       Loco: 1/2, Wheels=2, P/W=5, Road=72kph, Offroad=10kph
       Comm: none
    Sensors: none
        Off: none
        Def: none
    Control: Electronic*0.1
      Accom: Seats=Open*1
      Other: Cargo=0, ObjSize=Small, EmLevel=Faint

  Myrmidon Grav Tank TL15
  
       The Myrmidon is a heavy grav tank.  It sacrifices mobility for protec-
  tion, and is equipped with armor that will prevent penetration by anything 
  short of a starship weapon.  Its large size permits long endurance.  Its 
  sensor and communication suite is equal to that carried by most Imperial 
  warships, which enables it to be readily integrated into any sort of combined 
  arms operation.
  
    CraftID: Myrmidon Grav Tank, TL15, MCr26.21
       Hull: 8/18, Disp=8, Config=4SL, Armor=80G, Loaded=960t, Unload=958t
      Power: 1/2, Fusion=252MW, Dur=11/33
       Loco: 2/4, StdGrav=1400t, Max Speed=540, Cruise=405, NOE=190,
             MaxAccel=0.45G
       Comm: Radio=System, LaserComm=System, MaserComm=System
    Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit),
             EMS Passive(Interstellar), High Pen Densitometer(1km), Neutrino
             Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine,
             PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple,
             PassEnPin=Routine
        Off: Hardpoints=1
  
                        Pen/          Max     Auto   Dngr
                        Attn    Dmg   Range   Tgts   Spc    Sig   ROF
           Fusion-Z Gun  79/5    30  VDist(30)  2     45     H     40
         50MW BeamLaser  57/4   120   Reg(250)  2      -     H     40
  
        Def: Point Defense Targeting for both weapons
    Control: Comp1bis*2, HeadsUpHoloDisplay*1, HoloLink*30
      Accom: Seats=Roomy*3 (Commander, Driver, Gunner), Env=Basic env, basic 
             ls, extended ls, grav plates, inert comp
      Other: Fuel=33.5kl, Cargo=0, ObjSize=Avg, EmLevel=Moderate

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

