
-------- TML Message #1689 --------

Archive-Message-Number: 1689
Date:     Mon, 5 Nov 90 16:24:35 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 23

Here's the latest, folks.

Rob Dean
- - ---------------------------------------------------------------------------


  Gryphon Grav Fighting Vehicle TL13
  
       The Gryphon is a general purpose grav fighting vehicle manufactured in 
  large quantities in the frontier regions of the Imperium.  A reliable design, 
  it was standard with the Imperial forces when they were equipped at TL13, and 
  the data package is now generally available.  With space rated armor and 
  computers, the Gryphon is capable of combat from a planetary surface out to 
  orbit, and can be launched from orbit for a planetary assault operation.
  Armament is laid out "over and under", with the pulse laser in a remote 
  turret on the upper surface of the vehicle, and the fusion gun in a turret on 
  the lower surface. The 2 5MW beam laser are mounted in side sponsons, and are 
  intended for antipersonnel use
  
    CraftID: Gryphon GFV, TL13, MCr8.17
       Hull: 6/14, Disp=6, Config=1AF, Armor=45F, Loaded=132.6t, Unload=130.9t
      Power: 2/4, Fusion=144MW, Dur=12/36
       Loco: 1/2, StdGrav=360t, Max Speed=1860, Cruise=1395, NOE=170,
             MaxAccel=1.7G
       Comm: Radio=FarOrbit, MaserComm=Planetary
    Sensors: EMM, EMS Active(Continental), EMS Passive(Substellar),
             ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
        Off: Hardpoints=1
  
                        Pen/          Max     Auto   Dngr
                        Attn    Dmg   Range   Tgts   Spc    Sig   ROF
           Fusion-Y Gun  71/5    30  VDist(21)  2     45     H     40
       50MW Pulse Laser  51/4    60   Reg(250)  3      -     L     80
       2*5MW Beam Laser  30/3    12  VDist(25)  2      -     L     40
  
        Def: Point Defense Targeting for 50MW pulse laser
    Control: Comp0*3, HeadsUpHoloDisplay*1, HoloLink*4
      Accom: Seats=ExtOccRoomy*3 (Commander, Driver, Gunner), Env=Basic env, 
             basic ls, extended ls
      Other: Fuel=24.7kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

  LSP Model 139 Combat Support Tanker TL13
  
       By tech level 13, almost all combat operations are performed by energy 
  weapon armed grav vehicles.  This makes the job of combat logistics support 
  much easier than at lower tech levels, because all that is needed during an 
  operation (and maybe not even then, given the high endurance of most fusion 
  powered vehicles) is food, fuel, and repair parts.  The tanker is intended to 
  refuel combat grav vehicles while moving, to reduce vulnerability to enemy 
  long range attacks as much as possible.  Almost all combat grav vehicles are 
  equipped with the necessary refueling probes.  The LSP Model 139 is equipped 
  with a capable sensor/communication suite to assist in coordinating the 
  refueling activities, and to enable the craft to avoid action as much as 
  possible.
  
    CraftID: Combat Support Tanker, TL13, Cr4,057,000
       Hull: 14/34, Disp=15, Config=1AF, Armor=30F, Loaded=77.9t, Unload=66.3t
      Power: 1/2, Fusion=27MW, Dur=230/690
       Loco: 1/2, StdGrav=200t, Max Speed=1770, Cruise=1327, NOE=170,
             MaxAccel=1.6G
       Comm: Radio=Planetary, LaserComm=Continental, MaserComm=Regional
    Sensors: EMM, EMS Active(VDist), EMS Passive(Continental),
             ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
        Off: Hardpoints=1
  
                        Pen/          Max     Auto   Dngr
                        Attn    Dmg   Range   Tgts   Spc    Sig   ROF
         5MW Beam Laser  30/3    12  VDist(25)  2      -     L     40
  
        Def: -
    Control: Comp0*2, HeadsUpDisplay*1, HoloLink*35
      Accom: Seats=ExtOccRoomy*2 (Driver, Gunner), Env=Basic env, basic ls, 
             extended ls
      Other: Fuel=165.8kl (all available for refueling), Cargo=0, 
             ObjSize=Small, EmLevel=Faint

  LSP Model 138 Combat Support Fuel Refiner TL13
  
       By tech level 13, almost all combat operations are performed by energy 
  weapon armed grav vehicles.  This makes the job of combat logistics support 
  much easier than at lower tech levels, because all that is needed during an 
  operation (and maybe not even then, given the high endurance of most fusion 
  powered vehicles) is food, fuel, and repair parts. While a planetary defender 
  is capable, at least in theory, of preparing caches of supplies prior to an 
  attack, an attacker has to be able to carry all required supplies.  To make 
  things easier, the combat support fuel refiner can process hydrogen out of 
  water where available at a rate of 142kl per hour, almost enough to fill a 
  Model 139 tanker.  Field commanders prefer to avoid this whenever possible, 
  because the fuel refiner is comparatively vulnerable in a high intensity 
  combat environment due to the requirement to stop while processing.  A vehi-
  cle large enough to carry the amount of water needed and process it on the 
  move was considered by most logisticians to be prohibitively large.  Again, 
  as a result of the limited onboard tankage, a tanker vehicle must be on hand 
  to receive the hydrogen as it is being processed. The LSP Model 13 is 
  equipped with a capable sensor/communication suite to assist in coordinating 
  the refueling activities, and to enable the craft to avoid action as much as 
  possible.
  
    CraftID: Combat Support Fuel Refiner, TL13, Cr9,768,000
       Hull: 27/68, Disp=30, Config=4SL, Armor=30F, Loaded=794.6t
      Power: 2/4, Fusion=144MW, Dur=4.6/13.8
       Loco: 2/4, StdGrav=1400t, Max Speed=912, Cruise=684, NOE=170,
             MaxAccel=0.76G
       Comm: Radio=Planetary, LaserComm=Continental, MaserComm=Regional
    Sensors: EMM, EMS Active(VDist), EMS Passive(Continental),
             ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
        Off: Hardpoints=1
        Def: -
    Control: Comp0*2, HeadsUpHoloDisplay*1, HoloLink*30
      Accom: Seats=ExtOccRoomy*2 (Driver, Operator), Env=Basic env, basic ls, 
             extended ls
      Other: Fuel=9kl, Fuel Purifier(142kl/hr), Cargo=0, ObjSize=Avg,
             EmLevel=None

  Pilum Class Close Escort TL13
  
       The Pilum is designed to meet the Imperial Navy standard requirements of 
  Jump-4 and 4-G acceleration.  A substantial number of Pilum class escorts 
  remain in Imperial service, although almost all new construction is for 
  various planetary navies.
  
    CraftID: Pilum Class Close Escort, TL13, MCr725.2
       Hull: 720/1800, Disp=800t, Config=1AF, Armor=55F, Loaded=17947t,
             Unloaded=17072t
      Power: 64/128, Fusion=8550MW, Duration=30/90 
       Loco: 80/160, Maneuver=4, 36/72, Jump=4, Cruise=2550kph, Max=3400kph, 
             Agility=2
       Comm: Radio=System, Laser=System, Maser=System
    Sensors: EMS Active(FarOrbit), EMS Jammer (FarOrbit),
             EMS Passive(Interstellar), Neutrino Sensor (100kw),
             High Pen Densitometer (100m), ActObjScan=Rout,
             ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
             PassEnScan=Rout, PassEnPin=Diff
        Off: Hardpoints=8
  
                    Missile=x03     BeamLaser=xx4
             Batteries        4                 2 
             Bearing          4                 2
  
        Def: DefDM+10
  
                 SandCaster=x04
             Batteries        2
             Bearing          2
  
    Control: Computer Mod7*3, 5*HeadsUpHoloDisplay, 190*HoloLink
      Accom: Crew=14 (2 bridge, 2 engineer, 1 maintenance, 3 gunners,
             3 flight, 2 command, 1 medical), Staterooms=7, Env=basic env,
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=6120kl (1 jump-4+30 days), Cargo=0, Missile Magazine=30kl
             (25b-r), Fuel Scoops, Fuel Purifier (18hr), SubCraft=1*20t Armed
             Launch, ObjSize=Large, EmLevel=Moderate

  Aramis Class Light Fleet Escort TL13
  
       The Aramis is designed to meet the Imperial Navy standard requirements 
  of Jump-4 and 4-G acceleration.  Named for worlds in the Spinward Marches, 
  there was a certain amount of public outcry from the planetary populations so 
  recognized when the class was unveiled, as many didn't think that having such 
  a small vessel named after their planet was much of an honor.  The Imperial 
  Navy still engages in limited production of Aramis class escorts at shipyards 
  on TL13 planets.  When active defenses such as meson screens and dampers (not 
  usually installed on vessels in this size class anyway) are not considered, 
  there is not much difference in performance between TL13 and TL15 vessels.  
  The model 7 computer set up on these vessels is sufficient to be superior to 
  that carried by most small raider and corsair vessels.  Thus, Aramis (and 
  similar) class vessels can be used to perform rear and low threat area escort 
  duties enabling more capable ships to be maintained in the front lines.
  
    CraftID: Aramis Class Light Fleet Escort, TL13, MCr1647.2
       Hull: 1800/4500, Disp=2000t, Config=1SL, Armor=55F, Loaded=43524t,
             Unloaded=40692t
      Power: 154/308, Fusion=20700MW, Duration=30/90 
       Loco: 198/396, Maneuver=4, 90/180, Jump=4, Cruise=750kph, Max=1000kph, 
             Agility=2
       Comm: Radio=System*2, Laser=System*2, Maser=System*2
    Sensors: EMS Active(FarOrbit)*2, EMS Jammer (FarOrbit)*2,
             EMS Passive(Interstellar)*2, Neutrino Sensor (100kw)*2,
             High Pen Densitometer (100m)*2, ActObjScan=Rout,
             ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
             PassEnScan=Rout, PassEnPin=Diff
        Off: Hardpoints=20
  
                    Missile=x05     BeamLaser=xx4
             Batteries        3                 4 
             Bearing          3                 4
  
        Def: DefDM+10
  
                 SandCaster=x04
             Batteries        4
             Bearing          4
  
    Control: Computer Mod7fib*3, 1*LargeHoloDisplay, 4*HeadsUpHoloDisplay, 
             330*HoloLink
      Accom: Crew=30 (4 bridge, 5 engineer, 2 maintenance, 8 gunners,
             6 flight, 4 command, 1 medical), Staterooms=15, Env=basic env,
             basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=15030kl (1 jump-4+30 days), Cargo=15kl, Missile 
             Magazine=180kl (50b-r), Fuel Scoops, Fuel Purifier (24hr),
             SubCraft=2*50t Wasp Fighters, ObjSize=Large, EmLevel=Moderate

  Enkidu Class System Defense Boat TL16
  
       The Enkidu is typical of the system defense boats being constructed by 
  the high tech worlds at the Imperial core.  Comparatively lightly armored, 
  the Enkidu depends on its high agility and screens for defense.  Its high 
  output power plant can be run at reduced levels: maintaining acceleration 
  power and life support consumes about 51% of the total power, so endurance 
  could be extended to 53 days if no weapons power were used.
  
    CraftID: Enkidu Class System Defense Boat, TL16, MCr508.4
       Hull: 360/900, Disp=400t, Config=1AF, Armor=52G, Loaded=5390t,
             Unloaded=5173t
      Power: 32/64, Fusion=10080MW, Duration=26/78 
       Loco: 62/124, Maneuver=6, MaxSpeed=4200kph, Cruise=3150, NOE=200,
             Agility=5
       Comm: Radio=System*2, Laser=System*2, Maser=System*2, Meson=FarOrbit
    Sensors: EMS Active(FarOrbit)*2, EMS Jammer (FarOrbit)*2,
             EMS Passive(Interstellar)*2, Neutrino Sensor (1kw),
             High Pen Densitometer (25km), ActObjScan=Rout,
             ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
             PassEnScan=Simp, PassEnPin=Rout
        Off: Hardpoints=4
  
                    PartAcc=003     BeamLaser=xx5
             Batteries        2                 2 
             Bearing          2                 2
  
        Def: DefDM+15, OptimizedNuclearDamper-1, OptimizedMesonScreen-1
    Control: Computer Mod10*3, 1*HeadsUpHoloDisplay, 68*HoloLink
      Accom: Crew=7 (1 bridge, 1 engineer, 7 gunners, 1 command), 
             Staterooms=5, Env=basic env, basic ls, extended ls, grav plates, 
             inertial comp
      Other: Fuel=3096kl, Cargo=0, Fuel Scoops, ObjSize=Average,
             EmLevel=Faint

-------- TML Message #1690 --------

Archive-Message-Number: 1690
Date:     Mon, 5 Nov 90 16:36:47 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Knightfall

I went shopping this weekend and came home with a copy of the new Traveller
adventure, KNightfall, by Joe Fugate, published by GDW.  I thought that I
might as well put up an initial thumbnail review for those considering buying 
it.

  m   The cinematic nugget format is still a little strange to me.  It looks
like it ought to work, the main objection from me at the moment (please note:
At The Moment) is that the flow is too defined.  However, I can see where the
players would not necessarily know that, or feel that they are being manip-
ulated more than usual, by the time you overlay the usual random events on
top of the skeleton of the adventure.

     The background material is good...I definitely got the feel that I would
be able to describe what a planetary assault looked like with confidence,
and the "flavor" of the descriptive material was right.

     SPOILER WARNING:  I am about to discuss the great secret of the adventure.
If you don't want to know, abort the message here.

     I realize that the secret of the ancients has been common knowledge for a
while.  However, personally, I don't care for "artifact technology" games (even
though it is a subplot in my current game), and I'm not sure I like the addition
of an even more Ancient race--the Primordials, to the stew.  However, that 
objection aside, what was there was handled adequately.  I thought the rogue
android to be a bit contrived, and I thought the reward a bit paltry, but like
the matter of the primordials, it's all taste.

Total product Rating: 6 out of 10.  I'd probably still buy it if I'd read
it first.

(Still 6 out of 10 is a lot better than Shattered SHips, which I'd have to
rate as a 1.)

Rob Dean


-------- TML Message #1691 --------

Archive-Message-Number: 1691
Date: Tue, 6 Nov 90 09:45:42 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg, part 14

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          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
*********************************************************
 
      The Wolf class carrier operates in large squadrons, nessecary so
that the firepower of the Indianapolis interceptor can be brought to
bear.  Operating as such, they can often destroy much heavier ships. 
The cost of the ship however is much lower than heavier ships and this
allows the construction of vast fleets.
 
      Typical tactics used by Wolf packs are to hang way back out of
range of the opposition's guns.  The 10G+ capable Indianapolis
fighters
scream in and unleash their heavy missile loads from long range.  The
fighters never close with the target, instead using their superior
speed to break off back to the carrier to reload.  With enough
concentration, the fighters can overwhelm the defensive batteries
wearing down the largest of ships.  Even heavily armored ships will
eventually have the weapons scrubbed off their hulls, allowing more
heavily armed ships to close with the target to finish it off.
 
      Should the attackers manage to close on the carrier, the beam
laser would almost never be used.  A directive to all captains went
out
advising them to make use of emergency agility for the protection of
the carrier.  Indeed if the carrier were to come under fire it would
almost certainly jump rather than brave the fire, provided the
fighters
are aboard.  Basically the carriers rely on carrier tactics of the
pacific theater of WWII.
 
      The inexpensiveness of these ships (534.5 Mcr in quantity) is
their main attribute.  The say a battle ship costs 1 trillion Cr or a
cruiser 100 billion, (very conservative estimates) so a cruiser would
have to handle 1,870 fighters, and a battleship would have to handle
18,700 fighters each with a factor 6 missile battery.  Against armored
hulls maybe I can't kill, but I'll be damned if I won't shave the
weapons off you hull!
 
      In addition, on page 100 of refs manual you have the listed
damage for hull penetration by explosives.  Ok, assuming the missiles
do penetrate they cause 15 points damage; if they don't 1.5 right? 
Now, say only 1/2 actually connect with the hull. 1/2*1870 fighters*30
missiles*1.5=42075 hull damage points per battery round.  This will
put
47000 displacement tons of vessel out of action per shot.
 
      Admittedly, throwing several squadrons at a battle cruiser is
going to destroy quite a few fighters, But as the old line goes:    
 
"Where ever you send your subs and planes,
       you're bound to mark up lots of gains,
             and losses too, but what the hell!
The planes are just flown by young studs,
       and Lieutenant Commanders run the subs."
 
Scott Kellogg
 
Light Carrier TL11 "Wolf" Class
 
CraftID:    Light Carrier, TL11, MCr642.409 (Sisters=534.5373) (Prices
            include carried ships)
Hull: (891/2228) Disp=990, Config=7USL, Armor=40E, Unloaded=9260.62,
            Loaded=12024.43 
Power:      (53/106) 4722.174 Mw, Dur=30/90
Loco: (45/90), Manuver=2G, (27/54) Jump=2, NOE=150, Cruise=225kph,
            Top=300kph, Agility=0
Commo:      Radio=System, Maser=System*10
Sensors:    EMM, P-EMS=Interstel*2, A-EMS=FarOrb*2, Neutrino=1Gw*2,
            Densitometer=1m*2, ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Form,   PasObjPin=Form, PasEnScn=Rout,
            PasEnPin=Form
Off:        HPoints=10
            BLasers=xx3
            Batt        1
            Bear        1
Def:        DefDM=+6
            SCaster=xx4
            Batt        9
            Bear        9
Control:    Computer=5/Fib*3, HUD*22, DynLink*22
Accom:      Crew=22, (Command=4, Bridge=1, Eng=1, Gunner=2, Flight=12,
            Steward=1, Medic=1) Env=Basic Env, Basic is, Extend is,
            Inertial Comp, Grav Plate, Subcraft=22ton Indianapolis
            Fighter*10, 50ton Fuel Barge*1
Other:      Fuel=3704.7Kl, Cargo=543.9Kl, Magazine=1800Kl, (30 Fighter
            Loads,), PurePlant=18hr, HvyRobotArm*20, Objsize=Avg,
            EMlevel=Faint
Remarks:    The robot arms allow rapid armament of the fighters. 
Often
times multiple missile racks are loaded as the fighters are returning
to the ship.  When the fighters dock, the empty racks are removed, and
the full racks bolted on the hardpoints for rapid redeployment.  The
ships irregular configuration allows the multiple launch of all craft.
 
      The class is named for famous commerce raiders:  Wolf, Emden,
Mowe, Atlantis, See Adler, Von Muller, Von Luckner, Virginia, Florida,
Arkansass, Golden Hind, Wahoo etc.
 
Scott Kellogg
 
*****End Part 14*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1692 --------

Archive-Message-Number: 1692
Date: Tue, 6 Nov 90 09:51:26 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg, part 15 (the last)

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          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
*********************************************************
 
Indianapolis TL11 Orbital Interceptor
 
CraftID:    VTOL Orbital Interceptor, TL11, MCr14.31
Hull: (60/150) Disp=66 (22 with wings folded) Unload=14.78 (Weight
            w/standard load HE=17.95, nuclear=19.15),
            Airframe=Hypersonic VTOL
Power:      1.024275 Mw (drawn from engines), Dur=48hr
Loco: (4/10), Fusion Rocket, Thrust 198.9 tons, NOE=150,             
Cruise=3750kph, Top=5000kph, Accel Unload=13.5G, (W/std HE
            load=11G, nuclear=10.4G) Agility=6
Commo:      Radio=System, Maser=System
Sensors:    A-WeatherRADAR=FarOrb, P-EMS=Interstel ActObjScn=Rout,
            ActObjPin=Rout, PasEnScn=Rout,
Off:        Fusilage HPoint,
            Fusilage Launch Rails*4,            Missile=x06
            Inboard HPoints*4,                  Batt Rnds=2
            Outboard HPoints*4,
            Wing Tip Launch Rails*2,
            (Standard load=60 Anti-Ship Missiles)
Def:        DefDM+13
Control:    Powered, 2 Manuver Points, Computer=5
Accom:      Crew=1, Basic life supp, sealed cockpit w/vac suit backup,
            Inertial comp, Complex cockpit w/rocket escape pod
Other:      Fuel=.24Kl, ObjSize=Small, EMLevel=Faint
 
      Robert Dean (who's designs are first rate by the way!)
criticized
the above saying it had insufficient protection in the way of armor. 
Well, I must point out that it is not intended for long durations
outside the hull of it's mother ship.  The flight controls are not
linked with the computer (servoes w/gymbaled thrust of fusion rocket
for outside atmosphere) so computer damage would only affect
targetting
systems.  (Be reminded that while Pioneer 10, 11, and Voyager 1 and 2
have been out for years only one computer, (Voyager 2's) has been
damaged.  Also, Challenge 45 includes rules for micrometeoroid damage
P.37, 1/6 chance for a strike of penetration 8*1d6.  This is patently
stupid.  Consider the LDEF Long Duration Exposure Facility, 2 meteor
strikes in 2+ years!  In Earth's junk filled orbit no less!
 
      Admittedly, this doesn't cover possible radiation damage.  But
on the other hand I've heard and seen things about cosmic radiation
that tell me that any armor is going to be useless.  (Cosmic radiation
detected in a covered system's optics in total darkness.)
 
      Supposedly, NASA considers the secondary radiation generated by
cosmic rays hitting an armored hull to be more deadly than the cosmic
radiation itself.  An interview I saw recommended having 2 habitats
one
armored and the other unarmored.  The armored section was supposed to
have a slightly dangerous radiation level inside it due to secondary
radiation.  It would be used when lower level radiation 'storms'
passed
over the ship.
 
      If you like, you could use this to defend against the fighters: 
Hide the opposing fleet close to an asteroid belt or near a gas giants
rings.  But those hazards will affect those hiding too.  Even armor
won't stop an asteroid with orbital velocity, and ring systems are
quite well defined.
 
Scott Kellogg
 
Gunned Barge TL11 "Wolfchen" Class
 
CraftID:    Gunned Barge Type WG, TL11, MCr112.34
Hull: (45/113) Disp=50, Config=1AF, Armor=40E, Unload=796.82,
            Load=831.65
Power:      (6/12) 990.06 Mw Fusion, Dur=5/15
Loco: (4/8), Manuver=3G, Agility=0 NOE=150, Cruise=2138kph,
Top=2850kph
Commo:      Radio=System, Maser=System
Sensors:    EMM, A-EMS=FarOrb, P-EMS=Interstel, EMS-Jam=FarOrb
            ActObjScn=Rout, ActObjPin=Rout, PasEnScn=Rout
Off:        HPoints=1
            PLaser=x01  Missile=x01 SCaster=x03
            Batt        1                 1                 1
            Bear        1                 1                 1
Def:        DefDM=+7
Control:    Computer=5*3, HUD*2, DynLink*2
Accom:      Crew=2, Seat=Roomy*2, Adequate*7, Env=Basic Env, Basic is,
            Inertial Comp, Grav Plate,
Other:      Cargo=4, Fuel=194.5, Scoops=2hr, Fuel Cargo=339.7,
            ObjSize=Avg, EMlevel=None
Remarks:    The Wolfchen requires 11 runs for fuel to top the Wolf's
tanks.
 
Scott Kellogg
 
 
Recently Robert Dean (who's designs I very much admire and appreciate)
sent in one not quite up to his normal standards. Repeated below.
 
40 ton Spaceplane TL8
CraftID:    40 ton Spaceplane, TL8, MCr10.54
Hull: 36/90, Disp=40, Config=1AF, Armor=40C, Unloaded=341.7t,
            Loaded=500t
Power:      10MW from turbofan engines
Loco: 1/2, High Bypass turbofan=500ton, Duration=3hr, 1/2, High
            Performance Rocket=585t, Duration=5min
Comm: Radio=Dist*3
Sensors:    None
Off:        Hardpoint=1
Control:    Computer Mod1*3, ElecLink*170
Accom:      Crew=2 (Pilot, Copilot), Passenger=6, Seat=8*Room,
            Env=basic env, basic ls
Other:      AviationFuel=115.2kl, RocketFuel=30kl, CargoBay=290kl
            (32.4ton load limit at full fuel load), ObjSize=Avg,
            EmLevel=Mod
 
      This vehicle is capable of taking off from a size A planet with
a standard atmosphere.  For more advantageous conditions, fuel weight
can be traded for cargo weight.  Optimum takeoff weight of the vehicle
is 500 tons. Modular attachment fittings are provided.
 
      Think about it.  This thing weighs roughly two times as much as
a B-52 long range strategic bomber, and has an airframe smaller than
an F-4 Phantom II.  I am reminded of what they used to say about the
old B-26 Marauder:  'The Flying Prostitute' She has no visible means
of support.  Never get it off the ground.  Even the Space Shuttle
Orbiter only weighs 84.8 metric tons loaded.  In COACC an aircraft may
lift 35% of it's clean weight in cargo. 
 
      If you want something to fly it comes out that the aircraft
displacement volume is 3.3 (displacement tons) per metric ton.  And
that is a heavily loaded aircraft.  An aircraft weighing 500metric
tons, would displace at least 1600 displacement tons.
 
      I have checked out the displacement volume equations (against a
few jet aircraft)  The displacement figure calculated in COACC roughly
approximates a box capable of enclosing the aircraft with wings
unfolded.  Obviously, an aircraft's hull is going to be smaller than
this amount.
 
      If you want to design an space plane use COACC and build an
orbital hanger to store it in for protection.
 
      Otherwise you will end up digging your nose right in the dirt. 
The above design probably has a stall speed somewhere around MACH 1 if
that.  I wouldn't care to try to land it.  It would have the glide
angle of a crowbar.
 
      I include a possible substitute for use with the rest of his TL
8 space craft.  See the Orion TL8 Space Plane.
 
Scott Kellogg
 
*****End Part 15*****.

From: Stephen D Smith
Well that's the end of Scott's postings. Hope it was of interest
to the rest of the TML. Scott's probably busy doing something else, 
but I probably won't seen for the next few weeks. Thanks for the 
patients.
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1693 --------

Archive-Message-Number: 1693
Date:     Tue, 6 Nov 90 9:10:39 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Fission Plant Disclaimer

In a recent message Scott Kellogg quoted my aircraft carrier design as a 
justification for building a couple of fission powered spacecraft.  While
I am flattered that people remember what I write,  I need to point out that 
that was a "quick fix" ruling, intended to make a particular class of vehicles
fit my conception of TL8 reality a little closer.  Before I started doing
cost/benefit analyses using those fuel consumption figures to decide whether
a starship should have a fission plant, I'd want to be a little more sure of my
numbers.  (As soon as I get around to it, I'll get the fuel volume and refueling
rate for a nearby commercial nuclear powerplant from a friend of mine who works
there, and see what that works out to in kl/hour per megawatt of power output.

I also want to comment on the current nuclear damper controversy raging as a
result of Scott's post.  While I will not comment on the rationalization of
dampers in the game, I think there is a problem with using your damper to
increase the prodcution of your power plant.  I'm originally a chemical engineer
by training, and that was a while ago, BUT, I suspect that if you intended a 
fission (or any other steam generating) plant to be a certain size, that is,
have a certain heat flux and boil a certain amount of water, operate at a fixed
pressure, etc...you could not easily "overload" it to prodcue more power.  This
means that if you really wanted to do that, you would need to have the plant
sized for the largest power output that you intended to squeeze out of it, and
run it at a lower efficeincy the rest of the time.  In game terms, you could
"burn your fuel faster" in a nuclear power plant, and thus carry less fuel for
a given power output (with correspondingly lower endurance).  I'm not sure I
see the advantage of this.

Now, I said I wasn't going to comment on damper rationalization, but if you
really focussed a beam on a nuclear pile that caused extra neutrons to be shed
(which is *not* the same as normal radioactive decay for uranium...which decays
by alpha emission, I think) and more fissions to take place, the temeprature
in the pile would rise until it would eventually melt down...unless you shoved
the damper rods in to slow the reaction, which wouldn't help your power output.

Anyway, an innovative idea, but I don't think it will work.


PS  Fission power vs. Fission warheads: about 4% U235 vs. 95+% U235 if memory
serves me correctly.  You wouldn't have to completely destroy the U235 to
render a fission warhead unusable...just get it below 90(??)%.  (I don't
know the real crtitical limits, and if I did they'd be classified.)


-------- TML Message #1694 --------

Archive-Message-Number: 1694
Date: Tue, 6 Nov 90 11:11 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Gnu Traveller: a modest (hah) proposal


I have an idea. It's a BAD idea. Why? Because it's the kind of thing that
may well end up costing me many man-hours of time that could be spent on
physics, music, or sex. But hell, I put in my time at work, my studio's
not always where I'm in the mood to be, and my wife is going to the South 
Pole for three months in about a week and a half and I won't see her again
until around Valentine's Day, so what the hell.

I wish to propose, to the TML, a truly sweeping bit of obnoxiousness that 
could get us all arrested on one trumped-up charge or another. I call it
"Gnu Traveller."

For those of you who aren't UNIX-heads, "Gnu" is a set of public-domain
programs, shells, and compilers designed by civically-minded hackers to
fix what they regard as the broken aspects of UNIX. Ideally, one should
be able to use Gnu on any UNIX machine, for free, and get more utility 
out of it. (And for those of you who ARE UNIX-heads, don't jump all over
me and send me copies of the Gnu Manifesto with annotations as to where
I got it all wrong-- I really don't care. It's a useful concept, and if
I made a mistake in the details, well, go misjump.) Anyone at all can 
write Gnu stuff, but it needs to be thoroughly checked for workability
before it's distributed, etc. 

It occurs to me that for those of us who aren't satisfied with the incredible
idiocies of the holes in the MegaTraveller rules, it might be worthwhile to
fix them ourselves, for free, and make them available to interested parties.
A sort of Gnu Traveller, you see? Rob Dean and Steven Kellogg have essentially
overrun the DGP 101 Vehicles book, and Rob and Dow Reider have made some much-
needed corrections and simplifications to the vehicle rules. Dow and I are
looking into replacing the utterly worthless and nonsensical trade and commerce
rules with better ones, and I'm rolling up my sleeves (with the possible 
assistance of Dow and Paul Reilly, a General Relativist in my Trav group who
will probably join the TML soon) and fixing the glaring physics errors that
make so much of Traveller starship design difficult to swallow, without harming
the game balance too badly. (no Jump-7's folx) I'm probably going to see if I
can talk Iain Fogg and Mark Cook into helping me redo the weapons skills system
in a convincing manner, and I'd like to tackle the combat system at some point
and add a bunch more weapons to the canonical list....

The end result of all of this is going to be a parallel rules set that may
bear little resemblance to Traveller in places but will at least work in a
relatively consistent fashion. As all of physics is constrained within the
single rule, "Thou shalt not exceed c," we will constrain our rules in the
Miller Principle, "Thou shalt not allow news to go faster than Jump-6." It
may even turn out that the existing Traveller Universe will be no good for
the resulting rules, in which case (sigh) I'll just have to create a new
one. But hopefully the end result will be a rules set that one can use and
not feel vaguely cheated by in one respect or another. 

Keep in mind that this is not a going project yet! It's a proposal, to
organize and coordinate the work that other people are doing elsewhere
anyway. It may well be decided that people don't want to go to the extra
effort. Most people may like MT as it is; I certainly can make it work
in its current form. I may hand off the directorship of this idea to 
someone else. Or whatever. But I wanted feedback. Please post to the TML
if you'd like to see a Gnu Traveller, and if so what rules you'd like
to see fixed, whether you'd be willing to write or help write new rules,
and whether or not you'd be interested in a new Universe to run them in.
(Also, the Gnu people will probably get mad if we keep using that term,
so we could use a catchy title for this... GigaTraveller? Nah.)

Looking to see if anyone's interested,

metlay

-------- TML Message #1695 --------

Archive-Message-Number: 1695
Date: Tue, 6 Nov 90 10:48 EDT
From: METLAY@vms.cis.pitt.edu
Subject: Knightfall: another view


I'd like to add a few thoughts to Rob Dean's commentary on Knightfall.

First, let's get my major gripes out of the way-- the underlying premise

SPOILER WARNING!

of the game is just plain silly. "Oh, yeah, there was ANOTHER race BEFORE
the Ancients that made them look PITIFUL and they all died 600,000 years
ago...from boredom!" Literally. The rules state that the Primordials died
of boredom. And so can you, too, gentle reader. The flow of the game is
not open at all in critical junctures: at more than a half dozen points,
the possible scenaria squeeze together into a rigid set of events that MUST
occur if the adventure is to "work." I realize that this is true of most
if not all adventure modules, but I find the multiple-hourglass nature of
Knightfall to be a bit dizzying. "In Chapter 1, this and this and this
MUST happen. In Chapter 2, here's a whole bunch of random mini-scenarios
(most of them not terribly interesting) for people to putz around with. In
Chapter 3, though, you must get the players to here, so this and this and
this can happen. Then we have more random adventures...." And so on. There's
relatively little choice on the part of the players; I much prefer the 
Traveller Adventure, whose structure was much less predictable and whose 
bones were meatier. There are a number of areas in which the ref is told 
to fudge rolls; this is OK as a tactic when necessary, but should not be
an integral part of the adventure: it leaves the players feeling railroaded.

On a less sour note, there are some interesting points made in terms of
general campaign color, not all of which I agree with... the manufacture 
of TL11 Gauss weapons on a mining world where smuggling of TL12 guns would
have been better and cheaper. The attempted patching of the Trade and
Commerce system, which Dow Rieder and I are preparing to rebuild from 
scratch. The tremendously anti-Lucan, pro-Margaret slant of the story...
yes, Lucan's a scumbag. We KNOW Lucan's a scumbag! But I'm sorry, folx,
as the Travellers' Digest has made abundantly clear, Margaret's no Joan
of Arc either, and it bugs me that the players aren't given enough data
to make an informed decision. In any campaign I ran, the players would 
look at me en masse about 70% of the way through the module and say, "Oh,
come off it, Metlay. What are you trying to sell?" But your mileage may
vary: this is a great campaign for idealistic parties, and I may simply
suffer from an overly cynical bunch of players. (Nah.)

So do I consider this a wasted $10? NO! BY NO MEANS! I'm the TML historian,
and I pride myself on knowing more about the Traveller Universe than just
about anyone outside of DGP or GDW (interesting, the order I chose to name
those two...Freudian slip), and Knightfall is a thick book, full of really
worthwhile information. In the old days, we paid $6 and were very happy to
get books with sector maps: well, here's another one, the Massilia sector
in all its glory with full world data! There's a ton of good background 
information on the politics and social structures of dozens of worlds, and 
hints at all sorts of nifty groundwork for a campaign in one of the more
dangerous and risky parts of the Imperium these days. Combine this with 
Trav Digest 11 (on the Geonee and more Massilia stuff) and you've got the
strong basis for a good campaign. The artwork, unlike that of recent GDW
MT releases, is almost uniformly excellent, and there are a number of small
adventure bits that could be spliced out of Knightfall and used in any
campaign that needs a quick adventure in a hurry. So I give Knightfall a
dual rating: 

As an adventure:  Fairly Limiting
As a data module: Quite Worthwhile

Make your own choices, based on what your game needs. I consider it the
first truly worthwhile GDW MT book since the Rebellion sourcebook or
MAYBE the Referee's Companion. MAYBE.

metlay


-------- TML Message #1696 --------

Archive-Message-Number: 1696
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Black globes and gravity
Date: Tue, 6 Nov 90 10:09:48 BST

Scott Kellogg writes (via Stephen D Smith):

>       As a dedicated high guard vessel, an experiment in jump
> technology has been tested in the prototype:  the 'ANNIC NOVA' jump
> technique.  This drive does not use liquid hydrogen, but...
>  
> **********CLASSIFIED*********CENSORED**********
>  
> *...influx from the black globe.  As all energy is absorbed by the
> globe, the ship would use this energy for jump.  The ship would dive
> into a planets gravity well and turn the globe on.  Light, heat, and
> gravitation are converted into usable energy and this is dumped into
> the jump drive.

If a black globe can absorb gravity and turn it into usable energy, does
this violate the law of conservation of energy?  How's this for a
perpetual motion machine: a craft fitted with a black globe, a laser,
and anything needed to control it.  The craft activates the globe,
absorbs the gravity, and rises.  (I assume the gravity can't be pulling
the craft down and be absorbed by the black globe at the same time.)  At
a given height, the craft deactivates the globe, falls, and discharges
the globe's capacitors via the laser, which is pointed at an energy
collection device on the ground.  (We're not talking about laser weapons
here! :-)  When the craft has fallen far enough, it activates the black
globe again and goes back up, absorbing energy again.  And so on.

Also, what happens to a piece of matter which hits a black globe?  Does
it bounce off, or get converted to usable energy too?  If it "bounces",
what happens to its kinetic energy?

- - -- 
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

-------- TML Message #1697 --------

Archive-Message-Number: 1697
From: "Brent L. Woods" <woodsb@zoo.ecn.purdue.edu>
Subject: Re: (1696) Black globes and gravity
Date: Wed, 7 Nov 90 5:27:12 EST


 In nessage 1696, adrian@cs.heriot-watt.ac.uk (Adrian Hurt) writes:
 >
 >Scott Kellogg writes (via Stephen D Smith):
 >
 >>       As a dedicated high guard vessel, an experiment in jump
 >> technology has been tested in the prototype:  the 'ANNIC NOVA' jump
 >> technique.  This drive does not use liquid hydrogen, but...
 >>  
 >> **********CLASSIFIED*********CENSORED**********
 >>  
 >> *...influx from the black globe.  As all energy is absorbed by the
 >> globe, the ship would use this energy for jump.  The ship would dive
 >> into a planets gravity well and turn the globe on.  Light, heat, and
 >> gravitation are converted into usable energy and this is dumped into
 >> the jump drive.
 >
 >If a black globe can absorb gravity and turn it into usable energy, does
 >this violate the law of conservation of energy?

     I wondered about this myself.  I first heard about Black Globes
when I first bought _High Guard_ about nine years ago.  I've tried to
keep relatively current since.  ;-)  I've never heard that a Black
Globe had any effect on gravity at all.  Electromagnetic energy and
physical projectiles, sure, but gravity?

 >Also, what happens to a piece of matter which hits a black globe?  Does
 >it bounce off, or get converted to usable energy too?  If it "bounces",
 >what happens to its kinetic energy?

     I always assumed that the Black Globe was modeled on the Langston
Field from Jerry Pournelle's Co-Dominium series.  It was black,
absorbed all electromagnetic energy that struck it and stopped fast
projectiles cold.  There are differences between the Langston field and
the Black Globe, though.  When the Langston Field had absorbed lots of
energy (from the lasers, nuclear explosions and other dangerous whatnot
of space combat), it would start to radiate it back out into space in
all directions (black body radiation, I assume).  If, however, it had
to absorb too much energy, it bled through to the ship inside the
field, and the whole shootin' match blew up (sound familiar?).  Another
difference is that material objects *can* pass through the Langston
field, if they are moving slowly enough (very slowly--like molasses
running uphill in winter).  Also, the ship inside the field can poke
antennae and such through the field so that they can have a look around
(of course, once they're outside the field, the bad guys outside can
shoot them off--minor drawback).  Couldn't maneuver, though--they used
reaction drives, and it could ruin your day to have your exhaust trapped
inside the field with you.  :-)

     Okay, where has this taken us?  To the issue of material objects
(missiles, asteroids, planets, old beer cans, etc.) striking the
surface of a Black Globe, I hope.  I'd say that, upon striking the
Globe, the object loses its kinetic energy to the Globe (relative to
the ship, of course), and stops.  It could then drift off, I suppose,
or have an entirely new vector applied to it by whatever way the ship
happened to be heading at the time.  In short, it "bounces off," in a
manner of speaking, having its original kinetic engergy absorbed by the
field, and then getting a brand new batch from the field.  This could
possibly be described as a conservation-violating collision.  Of
course, if you use a sufficient amount of handwaving, you can violate
physics all you want.  ;-)
 >
 >- -- 
 > "Keyboard?  How quaint!" - M. Scott
 >
 > Adrian Hurt                         |  JANET:  adrian@uk.ac.hw.cs
 > UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk
 >


- - --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


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

