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To: dan@engrg.uwo.ca (Dan Corrin), bfwong@ocf.berkeley.edu (Raven Blackburn),
        anthony@cs.pitt.edu (Michael Anthony Kapolka),
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Subject: TML Bundle #228: Msgs 2777-2793
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From: James T Perkins <jamesp@metolius.wr.tek.com>
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TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed Aug 21 21:00:14 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #228: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2777  15-Aug-91 "Robert S. Dean"  More...???? << Slow day. Rob Dean Is it a bir
2778  16-Aug-91 KELLOGG@ducvax.au RIP RE: Gyroscopic Stabalization Systems << H
2779  15-Aug-91 jhc@ulysses.att.C Re: Nobility in Traveller << Mike Metlay's co
2780  16-Aug-91 KELLOGG@ducvax.au Cessna Jump Trainer << Hi, I sent this in a f
2781  16-Aug-91 KELLOGG@ducvax.au Re: Please remove me... << John Kominetz want
2782  16-Aug-91 KELLOGG@ducvax.au Re: Agility << Unless, I read this wrong, we'
2783  16-Aug-91 James T Perkins   Re: Nobility << I had the rare occasion to ta
2784  16-Aug-91 Bob Koester       Thanks and Dukes << First of all, thank you T
2785  17-Aug-91 Richard Johnson   Re: Cessna/Piper Trainer << Excerpts from Sco
2786  17-Aug-91 "Alvin M. Chan"   tongue in cheek remarks (insert 8-) everywher
2787  18-Aug-91 KELLOGG@ducvax.au Merchant Cruiser: Adda Dubsar << "Adda Dubsar
2788  18-Aug-91 KELLOGG@ducvax.au X-Boat Flash: Scouts grounded! << FLASH FLASH
2789  19-Aug-91 Adrian Hurt       General Products << KELLOGG@ducvax.auburn.edu
2790  19-Aug-91 Bertil Jonell     Machinetools (introduction) << A little backg
2791  19-Aug-91 Bertil Jonell     Machinetools 1 << Machinetools1: Revolvers TL
2792  19-Aug-91 "Robert S. Dean"  Re: Machinetools (introduction) (fwd) << In y
2793  20-Aug-91 d9bertil@dtek.cha Re: Machinetools (introduction) (fwd) << > I 

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

Archive-Message-Number: 2777
Date:     Thu, 15 Aug 91 16:46:55 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  More...????

Slow day.

Rob Dean

Is it a bird?  Is it a plane?  No...it's the Horde!



Prince Norman class Light Cruiser TL12

     The three vessels of the Prince Norman class were built by the planetary 
navy of Bendor between 1107 and 1112 to replace three Aganar class light 
cruisers obtained from the Imperial Glisten Navy.  Obtaining parts for the 
aging Aganars was becoming difficult, and the planetary government finally 
approved the construction of the Prince Normans, a replacement plan which 
used local resources and provided a large number of jobs for the planet's 
shipbuilding industry, which was suffering somewhat as a result of the war.
     The Prince Norman and its sisters are typical of front line military 
equipment at this tech level, and closely resemble cruisers seen in Vargr and 
other planetary navies.

  CraftID: Prince Norman class Light Cruiser, TL12, MCr24700 
     Hull: 27000/67500, Disp=30000t, Config=1AF, Armor=40F, Loaded=540kt,
           Unloaded=526kt
    Power: 4334/8668, Fusion=390000MW, Duration=17.9 days at full power
     Loco: 2160/4320, Maneuver=3 (Thrusters=1.56mt), 1080/2160, Jump=3,
           MaxSpeed=2000kph, Cruise=1500kph, TrueAcc=2.9G, Agility=3
     Comm: Radio=System*3, LaserComm=System*3, MaserComm=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Jammer(Far Orbit)*3, 
           EMS Passive (Interstellar)*3, Neutrino Sensor (1MW),
           HighPenDens (50m), ActObjScan=Rout, ActObjPin=Rout, 
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Rout,
           PassEnPin=Form
      Off: Hardpoints=300

                  MesonGun=D00   Missile=x90   BeamLaser=xx9
           Batteries       1              20               1 
           Bearing         1              18               1   

      Def: DefDM+8

               SandCaster=x09
           Batteries        4
           Bearing          4

  Control: Computer Mod6fib*3, 20*LargeHoloDisplay, 210*HeadsUpDisplay,
           25000*DynLink
    Accom: Crew=240 (19 bridge, 122 engineer, 80 gunners, 14 command,
           5 medical), Staterooms=120, Env=basic env, basic ls, extended ls, 
           grav plates, inertial comp
    Other: Fuel=165000kl (1 jump-3+17.9 days), Cargo=263kl, Fuel Scoops, Fuel 
           Purifier (18hr), ObjSize=Large, EmLevel=Moderate
    Notes: 81000kl required for Jump-3, 195kl/hr for power plant.  Non-combat
           use of power is about 53% of full capacity, extending duration to
           over 33 days.

Mauritius class Bulk Freighter TL12

     The Mauritius class bulk freighter is designed to serve a cluster of 
civilized worlds.  It is not intended for planetary landings and is therefore 
dependent on the existence of orbital freight transfer facilities.  The basic 
operational pattern for a Mauritius is to dock, take on a load of unrefined 
fuel, process the fuel while unloading, load, and then make a leisurely 
transit to the safe distance to jump to the next port.  Fifteen triple beam 
laser turrets organized into three batteries constitute a reasonable deter-
rent to potential pirates. The total cargo capacity amounts to 7000 displace-
ment tons, with the preferred loading schemes involving either 700 ten ton 
cargo containers or 1750 four ton containers.

  CraftID: Mauritius class Bulk Freighter, TL12, MCr2536 
     Hull: 9000/22500, Disp=10000t, Config=4USL, Armor=40F, Loaded=540kt,
           Unloaded=526kt
    Power: 267/534, Fusion=390000MW, Duration=17.9 days at full power
     Loco: 180/360, Maneuver=1 (Thrusters=130kt), 180/360, Jump=1,
           TrueAcc=0.8G, Agility=0
     Comm: Radio=System*2
  Sensors: EMS Active(FarOrbit), EMS Passive (Interplanetary),
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=100

               BeamLaser=xx7
           Batteries       3
           Bearing         3

      Def: DefDM+4
  Control: Computer Mod6*3, 2*LargeHoloDisplay, 30*HeadsUpDisplay,
           2200*DynLink
    Accom: Crew=37 (9 bridge, 14 engineer, 1 maintenance, 12 gunners, 3
           command, 1 medical), Staterooms=37, Env=basic env, basic ls, 
           extended ls, grav plates, inertial comp
    Other: Fuel=22140kl (1 jump-1+30 days), Cargo=94500kl, Fuel Purifier 
           (24hr), ObjSize=Large, EmLevel=Moderate

Redspike class System Defense Boat TL9 

     The Redspike class takes its name from a spectacular flower of Trin, and 
is a standard SDB design dating back centuries.  Not all systems follow the 
convention of naming these vessels after flowers.  The Redspike exhibits no 
unusual design features.  It is a typical TL9 design, arranged as a tail-
stander due to the lack of artificial gravity.

  CraftID: Redspike class SDB, TL9, MCr304
     Hull: 360/900, Disp=400, Config=1SL, Armor=40D, Unloaded=5410t,
           Loaded=5800t
    Power: 42/84, Fusion=3720MW, Dur=75 days at full power
     Loco: 62/124, Maneuver=4 (StdGrav=28.6kt), MaxSpeed=1000kph,
           Cruise=750kph, TrueAcc=4.93G orbital/2.47G deepspace, Agility=5/2 
     Comm: Radio=System, LaserComm=System, MaserComm=System
  Sensors: EMM, Radar=FarOrbit, Ladar=FarOrbit, RadarJammer=FarOrbit,
           Radar Direction Finder, Laser Sensor, ActObjScan=Routine,
           ActObjPin=Routine, PassEnScan=Form
      Off: Hardpoints=4

       BeamLaser=xx3      Missile=x02
     Batteries     1                2
     Bearing       1                2

      Def: DefDm+9

       SandCaster=xx3
     Batteries      1
     Bearing        1

  Control: Computer Mod3fib*3, Heads Up Display*7, CompLink*690
    Accom: Crew=7 (2 bridge, 2 engineer, 2 gunners, 1 command),
           Staterooms=7, Env=basic env, basic ls, extended ls
    Other: Fuel=3350kl, Cargo=125kl, MissileMagazine=60kl (100b-r),
           Fuel Scoops, ObjSize=Average, EmLevel=Faint

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

Archive-Message-Number: 2778
Date: Fri, 16 Aug 1991 12:26 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: RIP RE: Gyroscopic Stabalization Systems

Hi,

OOPS!  Made an error...
the 1 ton 1 meter radius gyro has an energy of 1409.9 ktons (sorry)

Lets try a .1 meter gyro with a mass of 1 kg?
Well, that's much nicer... only 282 kg of TNT!

Centripetal acceleration at rim of gyro:  394.8 billion G's

Formula: 0.5*m*(2*r*Pi*1,000,000)^2
	--------------------------- = energy of gyro in kilotons
	1.4*10^13

Centripital Acceleration
Formula: (2*r*Pi*1,000,000)^2
	-------------------
		r
Where m is the mass of the gyro, the r is the radius.

Now, your going to turn a Battle ship with a 1 kilo gyro, and simultaneously
place a 282kg bomb at the center of the spinal mount, right alongside
the main structural members of the ship?

Frankly, the engineering problems of a gyro are much MUCH greater than the
possible computer control problems of balancing thrusters in such a manner
so that when you release the controls, an auto de-spin program runs to
stop your rotation.

Even the computer monitoring systems necessary for a gyro would dwarf the
computer systems needed to calculate the ship's torque and put a minus sign
in front of it!

Actually, one could get a better result out of a gyro, by decreasing
revolutions and increasing the mass of the gyro.  But still you are
going to end up with a ship that will "wallow like a garbage scow next to
a warp driven starship..."

Think about the torque to turn a battleship, Approx 1,350,000 metric tons
of mass, with a lever arm of .1 meters...
lets say we have a spherical battleship 10 meters in diameter (a rediculously
small number we are after order of magnatude here...)

Thus, to rotate the ship at one meter per second we need to exert a force on the
gyro of 135,000,000 neutons (the equivalent weight of 13,500,000 metric tons)
with that same force, you could move the same mass at 10 G's.

Sorry Folks, unless you use a physics nullifier, it's no good.

Scott Kellogg
Put your hands on the computer screen and say:
"I BELIEVE in the Power of the HORDE!"

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

Archive-Message-Number: 2779
Date: Thu, 15 Aug 91 11:55:14 EDT
From: jhc@ulysses.att.COM (Jonathan Clark)
Subject: Re: Nobility in Traveller

Mike Metlay's comments about *ruling* Dukes and other high nobles
are righ on the money, but there's another possibility, that of
the *children* of such nobility. For centuries it was traditional
in the British Empire for younger sons to make a career in the
armed forces (one younger son was expected to go into the military,
another into the church, and subsequent ones would frequently follow
their brothers into the army or navy).

Such a character might have a social status of D or E, and yet be
adventuring. The positive side of this might be the wide availability
of contacts and money, balanced with having the paparrazi taking
photos of you all the time and the need to go to all those formal
balls, just to be polite. Or the character could be going around
incognito, which opens up all sorts of possibilities.

And the there are the ``black sheep'', scions of nobility who did not
live up to their families hopes and expectations and drifted into
less-than-savoury activities. Plenty of examples of them in history.
pursuits.

Jonathan Clark
jhc@ulysses.att.com, attmail!jonathan

The Englishman never enjoys himself except for some noble purpose.

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

Archive-Message-Number: 2780
Date: Fri, 16 Aug 1991 13:04 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: Cessna Jump Trainer

Hi,
I sent this in a few days ago, but I haven't seen it appear yet, so
I am resending this.  (Hope I haven't repeated myself...)
(Hope I haven't repeated myself...)
(Hope I haven

Jump Trainer TL15 "Cessna 15-0" Class 

CraftID:	Light Jump Trainer, Type AL, TL15, MCr 11.8317
Hull:		(90/225) Disp=100, Config=6SL, Armor=40G,
		Unload=457.99, Load=1420.46
Power:		(1/2) Fusion=202.32MW, Dur=30/60
Loco:		(2/4) Maneuver=1, (2/4) Jump=1, MaxAccel=.99, NOE=190,
		Cruise=750, Max=1000, Agility=1
Comm:		Radio=System*2
Sensors:	A-EMS(Planet), P-EMS(InterPlanet)
		ActObjScn=Dif	ActObjPin=Dif	PasEnScn=Rout
Off:		HPt=1
Def:		DefDM+3
Control:	Computer Mod/1*3, HoloHUD*2, HoloLink*2
Accom:		Crew=1(Bridge/Engineer=1, Instructor=1) Stateroom=2,
		BasicEnv, BasicLS, ExtendLS, G-Plates
Other:		Fuel=207.83kl(1 jump-1+30dy), Cargo=947.93, Scoops,
		Fuel Pure=12hr, ObjSize=Avg, EmLevel=Faint
Remarks:	No Inertial Compensators.
	The Subsidiary of GSBag:  C&P Ltd has a longer history
than the that of the Imperium.  In 262, the Corporate
Headquarters was moved to Capitol, where they continued to build
their series of trainer ships and vehicles.  Cessna & Piper Ltd
has millenia of experience in the field of trainer design.
	Recently, the demand for new trainers has decreased due to
the fact that there are many many such craft still in service. 
The market is full, and while the demand for such craft is
strong, the economic factors come in.  Who will buy a Cessna
Model 15-0, built in 1121 when one built in 1102 can be bought
for substantially less?
	The ship normally does not carry cargo, but it can carry a
substantial amount if so desired.  Many models have had their
cargo bays modified with staterooms in its place.
	The Cessna is a tail sitter, this combined with the 1G
engines make the inertial compensators unnecessary.
	Two pilot's stations are installed.  Either one can take
full control of the ship.  The ship could be said to have an
auxillury bridge, were the pilots not side by side.
	Probably half the private pilots in the Imperium, and more
than a few military pilots first soloed in a C&P 15-0.

Scott Kellogg
Hasta La Viesta... Hordie...
- -Arnold ShartzenHorder, from the film H-2

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

Archive-Message-Number: 2781
Date: Fri, 16 Aug 1991 13:13 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: Re: Please remove me...

John Kominetz wants out...

The Horde must have got him...

Scott
Help!  The Horde!

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

Archive-Message-Number: 2782
Date: Fri, 16 Aug 1991 13:36 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: Re: Agility

Unless, I read this wrong, we've finally reached an agreement on the
value of the new agility calculations!

Ahh!  Diplomacy works across the pond!

Mike Melay asked for a consensus for TDR, well, I think we have one now.

Scott Kellogg
Heil Horde!

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

Archive-Message-Number: 2783
Subject: Re: Nobility
Date: Fri, 16 Aug 91 14:03:54 PDT
From: James T Perkins <jamesp@metolius.WR>


I had the rare occasion to talk to Gary Thomas this week.  I mentioned
some of the TML discussions lately, and the nobility topic in particular
interested him.  I thought I'd paraphrase a little of his personal
interpretation of Social Standing in Traveller.

Gary said that he always felt Social Standing was *always* a relative,
not absolute, measure.  He also suggested that Social Standing is
volatile (always changing) depending upon its scope of recognition and
where it is being applied.

That is, an Earl could be the Earl of Duckburg, or the Earl of Regina
Subsector.  In fact, in Traveller Digest #4 he said he wrote an
adventure about a Marquis that tended to overstate his importance,
leading to some comedy.  Or maybe back in the lineage of the character,
there was a very influential ancestor (Duke of a Sector) and over the
generations it has been whittled down to next-to-nothing, but the title
"Duke" still exists.

Consider the Governor of the State of New York (Soc up there somewhere).
In Buffalo, he's going to paid a lot of attention (Soc = ~D).  If he's
in Paris, he's for all practicable purposes just another tourist Kilroy,
and his influence probably depends on how much money he has, how he
dresses and talks (Soc = ~5).  Vargr are an even more volatile example
of the same changing degree of social recognition.

How important is the TML Admin title regarded on the TML (Soc = F)? In a
USENET newsgroup for mail admin discussion (Soc = 8)? At a local
restaurant (Soc = 5)?

So, I'd guess that the Referee and player ought to come to agreement on
how to interpret a character of high Social Standing.  It means they are
influential, but the influence is limited to something appropriate for
game purposes.  Outside of their sphere of influence, their Social
Standing is practicably moderate to low.

I'd also guess that the player has a degree of leeway as to their
character's personality, whether it be an isolated, concieted blueblood,
or a practical, down-to-earth, gun-toting Earl of Kearney from Britain
on Terra.

As always, Traveller is a guidebook, not a rulebook.  In their own
games, Referees have a local Social Standing equal to The Almighty, and
players that of Demigods.  :-)

James "Duke of Debuque" Perkins :-)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
    "How many ancients can dance on the head of a pin?" - Scott Kellogg

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

Archive-Message-Number: 2784
Date:    Fri, 16 Aug 91 18:05 CDT
From: Bob Koester <ASTRJKPA@UIAMVS.BITNET>
Subject:  Thanks and Dukes

   First of all, thank you TML for the errata and FTP instructions.  My
Megatraveller set is suddenly something I can actually use.
   Concerning nobles, in my campaign they stand as something of a cross
between the United States Senator (representing the planet to the Imperium)
and the French prefect (representing the Imperium to the planet).  The
advantage of this is that both the Imperium and the planet can (and
probably would like to) operate without the noble intermediary, and thus
although the noble's title is hereditary, his power is based in large part on
personal effort.  Thus on one planet the baron may be a recluse who
stays in orbit most of the time and whose minnions are only seen when there is
piracy to be battled, while in another the noble may have managed to become
the ruler of the planetary government, while another might be a frightened
weakling willing to play nice with the local megacorp officials in exchange
for a sumptuous lifestyle, and yet another (say, in the pre-rebellion Solomani
Rim) may be the direct executor of Imperial authority over the populace.
   A player-noble in my milieu _ALWAYS_ starts out as an heir.  They are also,
coincidentally, always involved in a succession conflict, as this leads to
fun play and make loyal followers (other players) indispensable to the
noble PC.  I see nothing wrong with a PC being an heir sewing his wild oats.
I always pictured the Navy officer corps as the place where the children of the
gentry learn discipline and skill (replacing squiredom and knighthood, perhaps)
and a little Travelling might be seen as teaching self-reliance.
   As for fears that the heir might be considered so valuable that he would
never be allowed to Travel, I assume that the more noble families keep there
nurseries well stocked for just such a purpose.  The world of traveller, unlike
that of Dune, for example, seems to have no big qualms about artificial
conception making one child families such as the Atredies not only unnecessary
but downright unwise.  In other words, munch all you want, we'll make more!
   Once bonnie prince mercenary inherits, of course, the campaign MUST be
transformed.  For me, this is no problem.  My players were getting tired of
the worms-eye-view of the universe anyway, and were glad to hit the big
leagues.  And there's still plenty of adventure to be had, even in a non-
rebellion setting.  The Travellers have simply become there own patrons.
And a former merchant, now become a Count's chancellor, can use those trade &
commerce rules like nobody's business.  And for the especially ambitious there
is always the way of Dulinor (the years of secrecy and planning leading to
an attempt like his would make great play), and in the time of the Rebellion
the situation is wide open.

   An alternative, for those who wish to keep the traveller's relatively
poor and desperate, could be the Pendragon(tm) Noble's book approach, which
is twofold:  the new noble becomes GM (and occasional patron) of the others
(the former GM getting a rest) until that noble's child comes of age.  This is,
of course, only suitable for adventures on a pretty sweeping time-scale.


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

Archive-Message-Number: 2785
Subject: Re: Cessna/Piper Trainer
Date: Sat, 17 Aug 91 18:15:23 PDT
From: Richard Johnson <richard@agora.rain.COM>

Excerpts from Scott Kellog's C-15-0 trainer:

:Power:		(1/2) Fusion=202.32MW, Dur=30/60

  'bout time they did away with that old Lycoming/Pratt&Whitney
  thing they used to power 'em with.  What's the MTBO?


: C&P Ltd has a longer history than the that of the Imperium.

  It was tough going for a while there, during the "litigiousness
  era" when liability insurance costs put Piper into bankruptcy 
  allowed the buyout by Cessna.  Some historians claim that it
  was only the advent of interplanetary flight that saved the
  Terran aerospace industry.



:Who will buy a Cessna
:Model 15-0, built in 1121 when one built in 1102 can be bought
:for substantially less?

   Someone who doesn't want ot pay for all that *rented* time
   on the hull?
   
:	Probably half the private pilots in the Imperium, and more
:than a few military pilots first soloed in a C&P 15-0.

   Can the new models still do low-altitude atmospheric spins?
   
- -- 
Lucan is a Pansy!                                     Richard Johnson
The TML is a joke.                             richard@agora.rain.com


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

Archive-Message-Number: 2786
Date: Sat, 17 Aug 1991 05:06 EST
From: "Alvin M. Chan" <CHAN93%SNYBUFVA.BITNET@CUNYVM.CUNY.EDU>
Subject: tongue in cheek remarks (insert 8-) everywhere

>James T Perkins <jamesp@metolius.WR>
>Subject: (2783) Re: Nobility
>Reply-To: traveller-request@metolius.WR.TEK.COM (TML Administrator)

...some preceeding info about Gary Thomas and his comments on soc. standing
        deleted...

Sorry folks, but I cant resist responding to this!

>Consider the Governor of the State of New York (Soc up there somewhere).
>In Buffalo, he's going to paid a lot of attention (Soc = ~D).  If he's
>in Paris, he's for all practicable purposes just another tourist Kilroy,
>and his influence probably depends on how much money he has, how he
>dresses and talks (Soc = ~5).  Vargr are an even more volatile example
>of the same changing degree of social recognition.

oh, i dont know... around here Cuomo may be often mentioned with an
introductory clause such as "There's that *&^%($#@!! Cuomo %(^*$^*!!" 8-)
or else, the apathy level around here is so high that he MAY rate a
"ho hum, yawn, who did you say that was?"  heck, a number
of presidents rolled on thru here (Reagan for sure, I think Ford also,
I did attend a guest lecture by Jimmy Carter in 1989.  I dont think these
were situations where the city shut down to 'ooh and ahh'.  It was funny
to watch the secret service people hovering around like bees, even in the
arena where Carter spoke, there were about 40 of them looking alert, although
they weren't swivel-heading like rotating fans.

>How important is the TML Admin title regarded on the TML (Soc = F)? In a
>USENET newsgroup for mail admin discussion (Soc = 8)? At a local
>restaurant (Soc = 5)?

pretty damn high in my book, encyclopedia galactica etc..someone
wipe out those snooty maitre d's!!

    _________________________________________________________________________
   // Alvin M. Chan -Buffalo State College (Graduated! Summa Cum Laude 4.0)//\
  // Information Systems Management     BITNET == CHAN93@snybufva.BITNET  //  \
 // Computer Information Systems       DECNET == SBUFVA::CHAN93          //   /
//______________________________________________________________________//   /
\\  .. .  .   .    .     .      .       .        .         .          . \\  /
 \\______________________________________________________________________\\/

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

Archive-Message-Number: 2787
Date: Sun, 18 Aug 1991 19:10 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: Merchant Cruiser:  Adda Dubsar

"Adda Dubsar" Class Merchant TL 15

CraftID:	Merchant Cruiser Type QCA, TL15, MCr 266.446
		(Carried Craft not included)
Hull:	(1192/2980) Disp=1250, Config=2SL, Armor=40G,
		Unload=5090, Load=14601
Power:	(19/37) Fusion=4872.23MW, Dur=30/60
Loco:	(23/45) Maneuver=1, (45/90) Jump=3, MaxAccel=1.2,
		NOE=190, Cruise=750, Max=1000, Agility=1
Comm:	Radio=System*2
Sensors:	A-EMS(FarOrb), P-EMS(InterStel),
		Densiomter=250m, Neutrino=10kw
		ActObjScn=Rout	ActObjPin=Rout
		PasObjScn=Rout	PasObjPin=Rout
		PasEnScn=Simp	PasEnPin=Rout
Off:		HPt=1
		BLaser=xx4
		Batt		3
		Bear		3
Def:		DefDM+4
Control:	Computer Mod3*3, LrgHoloDisp, HoloLink*14
Accom:	Crew=16(Cmd=2, Bridge=2, Engineer=3, Gunner=4, Medic=1,
		Flight=2, Steward=1, Maintain=1) Stateroom=16,
		BasicEnv, BasicLS, ExtendLS, G-Plates, I-Comps
Other:	Fuel=5129(1 jump-3+30dy), Cargo=9153Kl, Scoops,
		Fuel Pure=48hr, Subcraft=40ton Pinnace,
		ObjSize=Lrg, EmLevel=Mod
Remarks:  The Adda Dubsar was a Kinunir class cruiser first laid
down in 292-1087.  The ship was ordered scrapped in 1087, and the
ship lay rusting as an animal habitat in General Shipyards scrap
heap until Oberlindes lines began showing an interest in the
completed hull in 1105.
	In 1106 Oberlindes made a bid of 1 million Cr for the
scrapped hulk.  The offer was taken as General had no plans for
the hulk.  The 63 MCr hull was then referbished as a merchant
ship.  Some of its fuel tanks were converted into cargo capacity,
but if left empty of cargo can easily be filled with fuel for an
additional 4167Kl of fuel.  This can increase the range of the
ship to 2 jump-3+43 days endurance.
	The cruiser is armed as most of Oberlindes Lines ships are,
but its armament has never been tried in combat.  It seems that,
faced with an Imperial cruiser, most corsairs tend to run. 
Though there has been a case where the Imperial Cruiser Luuru was
attacked by a lone corsair.  It seems that they mistook the Luuru
for the Adda Dubsar.

Classified:  Since this incident, all Kinunir class cruisers have
had their transponders adjusted so that they may broadcast that
of the Adda Dubsar.  Oberlindes Lines obtained a profitable
freight contract from the Navy in exchange for permission to use
the Adda Dubsar's code.  In the bargain the Adda Dubsar has
permission to use the code of the Imperial Colonial Cruiser
Agidda.  (The code is slightly modified for proper identification
to Naval Vessels).  The Adda Dubsar's freight contract calls for
it to only call upon systems with Naval Bases, thus appearing to
suppliment the Naval forces in the area.  The ship lands at the
base and has it's cargo delivered there.  Thus no one knows of
the merchant's true presence.

The MegaTrav plans to the Kinunir class are in Challenge 38 p28

Scott Kellogg

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

Archive-Message-Number: 2788
Date: Sun, 18 Aug 1991 19:11 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: X-Boat Flash:  Scouts grounded!

FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH

Regina/Spinward Marches							190-1121
The Imperial Scout Service has grounded all Type S scouts
manufactured by General Shipyards.  All ships are to have their
spaceworthiness certificate removed and placed in the custody of
Starport Control wherever they may be.  Scouts have been found to
have been constructed with substandard hull materials.
	This hull deficiency has resulted in a 2% increase in cancer
in ship crews due to radiation exposure.  Gas giant
skimming has caused hull failures in many ships after repeated
exposure to pressures.  The armor has been found to be
substandard in its ability to withstand damage in combat.  The
hull will not stand up to it's rated depth of 495 meters of water
at 1G and has been known to collapse if taken to that depth
repeatedly.
	The numbers of the affected scouts is not known.  But serial
numbers are being analyzed by personnel from the Scout Service.
	Dr. Hloch, a naval architect for the Scout Service has
stated that the hull defects were found by modelling the ships
stated top acceleration of 3G's against known structural Scout
models.  The Scout ships in question are much lighter than any
Scout has a right to be.  In addition, the added acceleration has
been known to cause buckling in the hulls plates.

Regina/Spinward Marches							190-1121
A spokesneut for General Shipyards denied all responsibility for
the grounding of the Scout ships of their manufacture. They
claimed that the Scout hulls were manufactured by the
subcontractor:  Spinward Superdense, and that the sole
responsibility for the hull warrenty is their problem.  Ship
owners are directed to Spinward Superdense for recompense for the
grounding of their ships.  Spinward Superdense could not be
contacted for comment, but it was found that the company filed
for bankruptcy five hours before the official notice went out
grounding the Scout ships.

Regina/Spinward Marches							191-1121
An unidentified source in the Scout Service has said that there
have been talks at high levels concerning the purchase of the
substandard Scouts produced by General/Spinward Superdense at
1/10th manufacturing cost for use as spares by the Scout Service.

These rumors were denied by a spokesvargr for the Scout Service.

Scout/Courier TL15

CraftID:	Scout/Courier Type S, TL15, MCr 37.46279
Hull:	(90/225) Disp=100, Config=2SL, Armor=39G,
		Unload=457.99, Load=1420.46
Power:	(2/4) Fusion=426.63MW, Dur=30/60
Loco:	(5/9) Maneuver=2, (3/6) Jump=2, MaxAccel=3, NOE=190,
		Cruise=750, Max=1000, Agility=3
Comm:	Radio=System
Sensors:	EMM, A-EMS(FarOrb), P-EMS(InterStel),
		Densiomter=1km, Neutrino=10kw
		ActObjScn=Rout	ActObjPin=Rout
		PasObjScn=Rout	PasObjPin=Rout
		PasEnScn=Simp	PasEnPin=Rout
Off:		HPt=1
Def:		DefDM+5
Control:Computer Mod/1bis*3, HoloHUD, HoloLink*46
Accom:	Crew=1(Bridge/Engineer=1) Stateroom=4,
		BasicEnv, BasicLS, ExtendLS, G-Plates, I-Comps
Other:	Fuel=356kl(1 jump-1+30dy), Cargo=497, Scoops,
		Fuel Pure=12hr, ObjSize=Avg, EmLevel=None

Scott Kellogg

PS
Was it Metlay that mentioned 'A Vargr Kind of Love'?

When I'm feelin' blue,
All I have to do
Is bark a bit at you.
Then I'm not so blue.

When I bite your (...)
Nothing seems to matter.
If the worlds would shatter
I don't care.

Wouldn't you agree,
Baby, you and me
Got a Vargr kind of Love...

Recorded in 1115 by Turez and the Horde
{Apologies to Wayne Fontana and the Mindbenders...}
{Young philistines know the cover by Phil Collins}

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

Archive-Message-Number: 2789
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: General Products
Date: Mon, 19 Aug 91 9:59:18 BST

KELLOGG@ducvax.auburn.edu writes:
> The Imperial Scout Service has grounded all Type S scouts
> manufactured by General Shipyards.  All ships are to have their
> spaceworthiness certificate removed and placed in the custody of
> Starport Control wherever they may be.  Scouts have been found to
> have been constructed with substandard hull materials.

I wonder how long General Shipyards will remain in business?  After this
incident, and their participation in the Kinunir class (four ships, none
satisfactory), if I were in charge of Naval procurement I'd refuse to
have anything to do with them.  Does the president of G.S. have high-ranking
connections?  (Such as a brother in Sirius Cybernetics.)

Perhaps General Shipyards were responsible for the Type S scout/courier whose
deck plans appeared in Supplement 7, Traders and Gunboats, in the Classic
Traveller series.  Those plans were lacking a few minor details, such as
computer and power plant.

- -- 
 "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

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

Archive-Message-Number: 2790
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Machinetools (introduction)
Date: Mon, 19 Aug 91 13:33:46 MET DST

  A little background: This is the first installment of a series longer than
I dare think about:) containing MegaTraveller weapons redone in 3G and converted
to MegaTraveller. 
  One thing that should be expected is that the penetration figures will be
superior for high-powered weapons, which I hope will offset the 'My weapon
won't penetrate my own armor' syndrome.

  On the conversion: I arrived at the penetration figures by computing the 
thickness of armor quality steel that a certain weapon should penetrate and 
then converting this to MegaTraveller penetration by using the table in Striker.
(The amount of armor plate steel that a certain armor factor represents is
 equal to the weight and price mod of that armor factor as found in point 9,
 Refs Handbook, page 63. In Striker that table had the heading cm where it now
 has 'mod' but the article on radiation in TD#14 (?) supports that it still
 means cm.
 The penetrations in DV are randomly determines, and I have based the MegaT
 penetration figures on 1/3rd between exact average and the maximum, to 
 reflect that the weapon often should penetrate this armor factor.)

  The Table below lists what 3G Damage Value the various armor values
correspond to:

ARMOR	DV		ARMOR	DV
1	14		61	11197
2	27		62	12225
3	41		63	13360
4	54		64	14550
5	68		65	15849
6	81		66	17309
7	95		67	18878
8	108		68	20609
9	122		69	22448
10	135		70	24503
11	149		71	26721
12	162		72	29101
13	176		73	31751
14	191		74	34618
15	209		75	37755
16	227		76	41163
17	248		77	44895
18	270		78	48952
19	295		79	53388
20	322		80	58418
21	351		81	63286
22	382		82	69236
23	417		83	75727
24	455		84	82218
25	496		85	89791
26	541		86	97905
27	590		87	106559
28	644		88	116295
29	703		89	127114
30	763		90	138473
31	833		91	150914
32	909		92	164436
33	990		93	179582
34	1082		94	195809
35	1179		95	213659
36	1287		96	233132
37	1396		97	254227
38	1531		98	276945
39	1666		99	301827
40	1785		100	329414
41	1985		101	359164
42	2164		102	391618
43	2358		103	427318
44	2575		104	465723
45	2807		105	506291
46	3062		106	551727
47	3337		107	605818
48	3640		108	659909
49	3970		109	659909
50	4327		110	784318
51	4717		111	784318
52	5144		112	930364
53	5625		113	930364
54	6112		114	1108864
55	6653		115	1108864
56	7302		116	1319818
57	7951		117	1319818
58	8655		118	1568636
59	9412		119	1568636
60	10277		120	1860727

   Ironmongery: The weapons below has been done for each of the TLs where they
appear. I have assumed that a certain technology (for example cased rounds as
opposed caseless ammo) will linger on for one TL after the new technology has
appeared. Certain TL's are duplicated in 3G (for example, MegaT TL 7 and 8 are
both represented by the 3G TL 11) and won't be included.

  The data given are the standard MegaTraveller data for weapons, plus lenght,
weight and price (Prc) figures. I assume that 1kg is equal to 1liter in volume.
The weights given for the weapons are without ammunition and clips, but 
revolvers include the weight of the drum, but not the individual rounds.

  Data on separate drums are given if additional drums are to be purchased.

  Ammunition data are for the various different types. 'Lead' is standard
jacketed lead projectiles. 'AP' is solid steel armor piercing rounds. 
'DS' is sub calibre discarding sabot rounds, 'APDS' is the latter combined with
a solid steel or tungsten core. 'HP' is hollow point soft/nosed bullets.

  Additional data after price is data that is not normally used in the 
standard MegaTraveller combat system. I'll get back to this in an subsequent
installment.

  Ammunition is *not* compatible across TL lines, and most probably not between
systems either. Standaridized weapons *of a certain TL* that are compatible
between systems can be bought for 1.5 the cost at the large outlets for 
Interstellarms or similar companies, or at 3 times the cost if bought at
the starport shops. 

  This first installment includes 5mm, 7mm, 9mm, and 9mm Magnum revolvers for
the TLs 5-9. I have assumed that a caseless revolver is a silly idea, so
no revolver designs for TLs above 9 will be forthcoming. If anyone disagrees
with this: mail me.

  Comments are always welcome.

- -bertil-
- -- 
"Med ett sjyst ja"rnro"r sla^r man va"rlden med ha"pnad!"

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

Archive-Message-Number: 2791
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Machinetools 1
Date: Mon, 19 Aug 91 13:36:19 MET DST

   Machinetools1: Revolvers TL 5-9

Revolver 5mm

TL Ammo Rds P/A Dmg Rng Aut Dng Sig Recl  Diff Len Wt   Prc  Fail In  A I/D
5  Lead  6  0/-  3  Lng  -   -  Med Med/R Hand 0.1 0.35 58   0.50 +4  2 1/1
   Drum  6                                         0.06 14
   Lead  6  0/-  3                                 0.01 0.7
6  Lead  6  0/-  3  Lng  -   -  Med Med/R Hand 0.1 0.35 60   0.50 +4  1 1/1
   Drum  6                                         0.07 15
   Lead  6  0/-  3                                 0.01 0.7
   AP    6  1/1  2                                 0.01 1.4
7  Lead  6  0/-  3  Lng  -   -  Med Med/R Hand 0.1 0.35  62   0.50 +4  1 1/1
   Drum  6                                         0.07 15
   Lead  6  0/-  3                                 0.01 0.7
   AP    6  1/1  2                                 0.01 1.4
9  Lead  6  0/-  3  Lng  -   -  Med Med/R Hand 0.1 0.35  66   0.50 +4  1 1/1
   Drum  6                                         0.06 16
   Lead  6  0/-  3                                 0.01 0.7
   AP    6  1/1  2                                 0.01 1.4
   APDS  6  2/1  2                                 0.01 4.2


Revolver 7mm

TL Ammo Rds P/A Dmg Rng Aut Dng Sig Recl  Diff Len Wt   Prc  Fail In  A I/D
5  Lead  6  1/2  3  Lng  -   -  Med Med/R Hand 0.1 0.75 69   0.50 +3 2 1/1
   Drum  6                                         0.17 17
   Lead  6  1/2  3                                 0.04 0.8
6  Lead  6  1/2  3  Lng  -   -  Med Med/R Hand 0.1 0.65 69   0.50 +3 2 1/1
   Drum  6                                         0.14 17
   Lead  6  1/2  3                                 0.04 0.8
7  Lead  6  1/2  3  Lng  -   -  Med Med/R Hand 0.1 0.55 69   0.50 +3 1 1/1
   Drum  6                                         0.12 17
   Lead  6  1/2  3                                 0.04 0.8
9  Lead  6  1/2  3  Lng  -   -  Med Med/R Hand 0.1 0.45 68   0.50 +3 1 1/1
   Drum  6                                         0.08 17
   Lead  6  2/2  3                                 0.03 0.7
   APDS  6  2/2  3                                 0.01 4.2


Revolver 9mm

TL Ammo Rds P/A Dmg Rng Aut Dng Sig Recl  Diff Len Wt   Prc  Fail In  A I/D
4  Lead  6  2/2  3  Lng  -   -  Med Med/R Hand 0.2 1.80 246  0.50 +1 2 1/2
   Drum  6                                         0.60 60
   Lead  6  2/2  3                                 0.13 1.6
5  Lead  6  2/2  3  Lng  -   -  Med Med/R Hand 0.2 1.60 250  0.50 +1 2 1/2
   Drum  6                                         0.50 61
   Lead  6  2/2  3                                 0.11 1.5
6  Lead  6  2/2  3  Lng  -   -  Med Med/R Hand 0.2 1.45 255  0.50 +2 2 1/2
   Drum  6                                         0.40 63
   Lead  6       3                                 0.09 1.3
   AP    6  3/2  3                                 0.07 2.6
7  Lead  6  2/2  3  Lng  -   -  Med Med/R Hand 0.2 1.20 250  0.50 +2 2 1/2
   Drum  6                                         0.30 61
   Lead  6  2/2  3                                 0.08 1.2
   AP    6  3/2  3                                 0.06 2.4
9  Lead  6  2/2  3  Lng  -   -  Med Med/R Hand 0.2 1.00 251  0.50 +2 2 1/2
   Drum  6                                         0.26 62
   Lead  6  2/2  3                                 0.08 1.1
   AP    6  3/2  3                                 0.05 2.2
   DS    6  4/2  3                                 0.05 3.3
   APDS  6  5/2  3                                 0.03 6.6


Revolver 9mm Magnum

TL Ammo Rds P/A Dmg Rng Aut Dng Sig Recl  Diff Len Wt   Prc  Fail In  A I/D
5  Lead  6  3/2  3  Lng  -   -  Med Med/R Hand 0.2 1.73 815  0.75 +1 2 1/2
   Drum  6                                         0.80 199
   Lead  6  3/2  3                                 0.16 2.7
6  Lead  6  3/2  3  Lng  -   -  Med Med/R Hand 0.2 1.52 825  0.75 +1 2 1/2
   Drum  6                                         0.65 202
   Lead  6  3/2  3                                 0.14 2.5
   HP    6  2/2  4                                 0.14 3.8
   AP    6  4/2  3                                 0.11 5.0
7  Lead  6  3/2  3  Lng  -   -  Med Med/R Hand 0.2 1.38 846  0.50 +2 2 1/2
   Drum  6                                         0.56 207
   Lead  6  3/2  3                                 0.12 2.2
   HP    6  2/2  4                                 0.12 3.3
   AP    6  4/2  3                                 0.11 4.4
9  Lead  6  3/2  3  Lng  -   -  Med Med/R Hand 0.2 1.18 847  0.50 +2 2 1/2
   Drum  6                                         0.45 207
   Lead  6  3/2  3                                 0.10 2.0
   HP    6  2/2  4                                 0.12 3.0
   AP    6  4/2  3                                 0.08 4.0
   DS    6  5/2  3                                 0.06 6.0
   APDS  6  6/2  3                                 0.06 12

- -bertil-
PS: Does anyone of the ftp sites want this? If so, which one?
- -- 
"Med ett sjyst ja"rnro"r sla^r man va"rlden med ha"pnad!"

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

Archive-Message-Number: 2792
Date:     Mon, 19 Aug 91 14:22:58 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Re:  Machinetools (introduction) (fwd)

In your letter dated Mon, 19 Aug 91 13:45:19 MET DST, you wrote:
> 
>   Well, here it is. Greg Porter mentioned that each average DV (ie DV/5.5)
> corresponds to 4/17 mm of armor quality steel, and I computed the table below 
> from that. 

> > ARMOR	DV		ARMOR	DV
> > 1	14		61	11197
> > 2	27		62	12225
> > 3	41		63	13360
> > 4	54		64	14550

I just checked BTRC's TimeLords game to see what kind of values they assign
to personal armor.  The best currently available personal armor runs about 
AV40--which means that our basic 'cloth' armor ought to be a 2, military
cloth a 3, and a flak jacket a 1...using numbers like that would make things
a little more reasonable for the machine gunners, don't you think?

At those sorts of numbers, a TL10 combat environment suit might be worth
a 3 or a 4, a set of early combat armor worth a 5, and a set of TL15
battledress worth maybe 7 or 8.

Rob Dean


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

Archive-Message-Number: 2793
From: d9bertil@dtek.chalmers.se
Subject: Re:  Machinetools (introduction) (fwd)
Date: Tue, 20 Aug 91 14:55:12 MET DST

> I just checked BTRC's TimeLords game to see what kind of values they assign
> to personal armor.  The best currently available personal armor runs about 
> AV40--which means that our basic 'cloth' armor ought to be a 2, military
> cloth a 3, and a flak jacket a 1...using numbers like that would make things
> a little more reasonable for the machine gunners, don't you think?

  Well, either method should be ok, but I wouldn't use them togeather, because
I was forced to up the powder load in some pistol shells to reach the stated
minimum penetration (according to Vanilla MegaT). The trouble with changing the
armors is that it is hard to predict what armor value the various hitech ones
would get, since we don't have any 3A (Armors! Armors! Armors!) :)

  I think that the relation between the MegaT armors and the 'Machinetools'
guns are close to what I think is realism: All variants of the 9mm and heavier
revolvers will penetrate heavy cloathing (jack and mesh) but will be stopped
by a flak jacket (factor 3). AP rounds will penetrate a flak jacket but will
be stopped by cloth (factor 5) which I've always interpreted as roughly
equivalent to modern body armors with cheramic plates inlayed.

  The TL9 magnum will penetrate that with DS or APDS rounds, but I'm not aware
of *any* modern revolver or pistol round that use discarding sabots (but there
might be, since I havent read the Janes Infantry Weapons for a number of years:(

> At those sorts of numbers, a TL10 combat environment suit might be worth
> a 3 or a 4, a set of early combat armor worth a 5, and a set of TL15
> battledress worth maybe 7 or 8.
 
> Rob Dean

- -bertil-
- -- 
"Med ett sjyst ja"rnro"r sla^r man va"rlden med ha"pnad!"

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

End of TML Bundle
*****************

