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To: dan@engrg.uwo.ca (Dan Corrin), bfwong@ocf.berkeley.edu (Raven Blackburn),
        anthony@cs.pitt.edu (Michael Anthony Kapolka),
        mcknight@f104.n170.z1.fidonet.org (Chuck McKnight),
        fantasci!traveller@engrg.uwo.ca (Joseph "Jo" E Poplawski),
        jamesp@metolius.wr.tek.com (James T. Perkins)
Subject: TML Bundle #235: Msgs 2861-2868
Reply-To: traveller-request@metolius.wr.tek.com (TML Administrator)
Precedence: bulk
Date: Wed, 18 Sep 91 21:00:16 PDT
From: James T Perkins <jamesp@metolius.wr.tek.com>
Status: R


TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Wed Sep 18 21:00:12 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #235: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2861  12-Sep-91 d9bertil@dtek.cha Machinetools Special Edition << I got tired r
2862  12-Sep-91 James T Perkins   New Sector Data on Sunbane << Through the eff
2863  14-Sep-91 Richard Johnson   PBEM -Admin and Status << Well the PBEM seaso
2864  15-Sep-91 KELLOGG@ducvax.au The Horde << Hi folks, Now that the word is o
2865  16-Sep-91 d9bertil@dtek.cha Zhodani?! << > From: KELLOGG@ducvax.auburn.ed
2866  16-Sep-91 Adrian Hurt       Re: Happy 4th birthday! << James T Perkins <j
2867  16-Sep-91 "Robert S. Dean"  The Horde, Part 2...30 tonners << Ship's Boat
2868  17-Sep-91 d9bertil@dtek.cha Names << This is not about weapons or ships o

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

Archive-Message-Number: 2861
From: d9bertil@dtek.chalmers.se
Subject: Machinetools Special Edition
Date: Thu, 12 Sep 91 9:34:21 MET DST

I got tired remaking real-world weapons after a while so I tried something new:)
- -bertil-

   THE SEVEN TOP REASONS NOT TO VISIT THE KATERI SYSTEM.

   Featured Weapons: 20mm Pistol
                     20mm SMG
                     20mm Assaultrifle
                     10mm Caseless Assaultrifle
                     10mm Caseless 6-barrel Gatling Gun
                     21000Joule Laser "Rifle"
                     38000Joule Laser "Rifle"

   In Challenge #31, F L Cain wrote about the various troubles a 55cm long 
race would have with weapons technology as compared to the standard 180cm 
Humaniti. In essence the conclusion was that 'small arms' is a variable term 
when applied to different races, and smaller mass means that all weapons has 
to be lighter and with lower stopping power.

   A larger race would thus have an advantage over Humaniti, and an extreme 
example on this is the Brinn of Kateri (Corridor 2238 C8C0885-8. It's most 
notable feature is it's cyanide polluted methane-hydrogene atmosphere). The 
Brinn are ten-limbed, 1.2ton spider-like sophonts about as militant as the 
Virushi are pacifistic. They are currently engaged in a genocidal war against 
all neighbours. And the fact that their weapons can weight ten times as much 
as the comparable standard weapon isn't exactly helping the Humaniti side...
   (Brinn: Traveller Digest 12, pg 18-24)

   On Lasers: The DV of a laser is multiplied by two in a manner similar to 
that used for plasma and fusion guns (although their DV was multiplied by ten) 
in Greg Porters article. The multiplier for lasers is not in that article, but 
it is essential to make laser weapons similar to those in Traveller.

   On Smartguns: All smartguns has enough batteries to power all electronics 
in them for 4 hours. Recharge cost is neglible.

   New Ammo: Flechette ammo is a large number of metal arrows. Cannister is a
fancier name for shotgun ammo:)

Pistol 20mm

   This pistol has a very heavy grip and coarse trigger that enables it to be 
used by the taloned second set of limbs. The ammunition it is called 
20x54mmBr-8 by the Imperium but it's certainly not sold anywhere - the only 
way to get it is to go to Kateri and 'liberate' some, but here are the data 
for it anyhow: Cases hold 1000 rounds, (Lead: 40liters 186kg Cr646) (HP: 
40liters 186kg Cr646) (AP: 40liters 135kg Cr1292) (HE: 40liters 85kg Cr1938) 
(HEAP 40liters 85kg Cr3876) (Canister: 40liters 186kg Cr1297) (Flechette: 
40liters 135kg Cr1938)
   DS and APDS are experimental TL9 ammunition that is issued on a limited 
basis to the officers of those elite units that have recieved the new TL9 
weapons. (DS: 40liters 85kg Cr1938) (APDS: 40liters 85kg Cr3876)

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
8  Gun   30  5/3  4  VLg  -   -  Hi  Hi/R  Hand 0.58 11.07 1316 0.50 -2  2 1/1
   Clip  30                                           0.93 72
   Lead  30  5/3  4                                   4.66 19
   HP    30  4/3  5                                   4.66 29
   AP    30  8/3  4                                   3.40 38
   HE    30  2/-  6           3                       2.14 57
   HEAT  30  9/-  6          1.5                      2.14 114
   Cann  30  2/1  4          1.5                      4.66 29
   Flch  30  3/2  4          1.5                      3.40 57
  [DS    30 12/3  3                                   2.14 57]
  [APDS  30 17/3  3                                   2.14 114]


SMG 20mm

   Using the same ammunition as the 20mm pistol, this SMG is the primary 
weapons of lightly armed Brinn militia units. Grip and trigger are done 
similarly to the pistol. Ammunition data is found above. Since this weapon is 
used by the militia, no TL9 DS or APDS have been issued to it, but it would 
presumably work with it.

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
8  Gun   50  5/3  4  VLg  3   -  Hi  Hi/R  Hand 0.58 13.83 1975 0.75 -2  2 1/1
   Clip  50                                           1.60 140
   Lead  50  5/3  4                                   7.76 19
   HP    50  4/3  5                                   7.76 29
   AP    50  8/3  4                                   5.67 38
   HE    50  2/-  6           3                       3.57 57
   HEAT  50  9/-  6          1.5                      3.57 114
   Cann  50  2/1  4          1.5                      7.76 29
   Flch  50  3/2  4          1.5                      5.67 57


Assaultrifle 20mm

   "It's like looking into the barrel of an autocannon. Our guys was decked 
out in combat, but they shot right through it, with tech-8 small arms!" one 
marine that fought during the storming of Divad Starport said about the 
mainstay of the regular Brinn forces: the 20mm Assaultrifle. The stock of this 
weapon is concave and designed to fit around the front of the dorsal sensor 
cluster while the weapon is suspended by one of the clawed arms, manipulated 
by the first pair and the user sights over it. This means that the Brinn only 
can fire within the front quarter and at an elevation of less than 30 degrees. 
The ammunition is called 20x115mmBr-8 and comes in cases of 500, (Lead: 
43liters 186kg Cr759) (HP: 43liters 186kg Cr1138) (AP: 43liters 135kg Cr1518) 
(HE: 43liters 85kg Cr2277) (HEAP 43liters 85kg Cr4554) (Canister: 43liters 
186kg Cr1518) (Flechette: 43liters 135kg Cr3036)
   DS and APDS is issued to certain elite units that hasn't yet recieved the 
new TL9 weapon. (DS: 43liters 85kg Cr2277) (APDS: 43liters 85kg Cr4554)

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
8  Gun   50  9/4  4  Dst  2   -  Hi  Hi/R  Rifl 1.22 25.42 4225 0.75 -4  2 1/3
   Clip  50                                           2.88 298
   Lead  50  9/4  4                                  14.42 76
   HP    50  6/4  6                                  14.42 114
   AP    50 13/3  4                                  11.06 152
   HE    50  4/-  8           3                       7.71 228
   HEAT  50  9/-  6          1.5                      7.71 456
   Cann  50  2/1  4           3                      14.42 152
   Flch  50  7/4  4          1.5                     11.06 304
  [DS    50 18/4  3                                   7.71 228]
  [APDS  50 22/4  3                                   7.71 456]


Assaultrifle 10mm Caseless

   This is the top reason never to go to to Kateri: The 10mm Assaultrifle 
issued in 1119. It fires 10x101mmClsBr-9 ammunition of several types, but the 
big difference between it and it's large caliber TL8 cousin is that it is a 
smartweapon. Togeather with the long barrer and the innovative design it gives 
a +5 to hit versus humans (+3 from the sensors, +2 from design/barrel). It 
also incorporates gyrostabilization and electronic sights. The IMC (Real 
Strephon) first encountered an example of it in an destroyed ship and evaluated
it as "Suffering from severe featuritis, will probably develop glitches in a 
real combat environment.". This evaluation was changed to "Extremely effective 
for it's techlevel." when it was encountered in combat. It's mounting is 
superficially similar to that of the 20mm Assaultrifle, but it really is more 
advanced by far. The gun back end is coupled to a ring around the armor cupola 
over the sensor cluster where it can be traversed 90 degrees to each side and 
elevated up to 80 degrees. The ammunition comes in cases of 5000 rounds, 
(Lead: 102liters 187kg Cr10750) (HP: 102liters 187kg Cr16125) (AP: 102liters 
137kg Cr21500) (HE: 102liters 87kg Cr32250) (Cannister: 102liters 187kg 
Cr21500) (Flechette: 102liters 137kg Cr42000) (DS: 102liters 87kg Cr32250) 
(APDS: 102liters 87kg Cr64500).

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
9  Gun  100  8/3  3  Dst  2   -  Hi  Hi/R  RSG5 1.02 31.13 7510 1.25 -4  2 1/2
   Clip 100                                           0.62 476
   Lead 100  8/3  3                                   3.12 215
   HP   100  5/3  6                                   3.12 322
   AP   100 12/2  3                                   2.29 430
   HE   100  4/-  8          1.5                      1.45 645
   Cann 100  2/1  3          1.5                      3.12 430
   Flch 100  6/3  3          1.5                      2.29 860
   DS   100 15/3  3                                   1.45 645
   APDS 100 20/3  3                                   1.45 1290

Note: Difficulty: RSG5 means Rifle w/ Scope+Gyro and +5 to hit, not that it is 
as difficult to use as ReadySetGo!5.0 :)


Gatling Gun 10mm Caseless

   Not very widely issued, the 10mm caseless Gatling was an experiment with 
caseless ammunition on techlevel 8. The Imperium calls the ammunition 
10x88mmClsBr-8. In usage, the weapon is mounted on a suspended arm from the 
body and manipulated with both of the first pair of arms. The ammunition comes 
via a chute from a box on the body. A case consists of 5 complete loaded feed-
boxes (5000 rounds), (Lead: 81liters 166kg Cr10765) (HP: 81liters 166kg
 Cr13775) (AP: 81liters 139kg Cr16785) (HE: 81liters 79kg Cr22805) (Cannister: 
166kg Cr16785) (Flechette: 81liters 139kg Cr28825).
   DS and APDS hasn't been issued except on a purely experimental basis. The 
only place they should be encountered is on proving ranges on Kateri. (DS: 
81liters 79kg Cr22805) (APDS: 81liters 79kg Cr40865).

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
8  Gun   1k  5/3  3  Dst  -   -  Md  Hi/R  Rifl 1.16 48.72 3001 1.25 -4  1 1/3
   Box   1k                                           5.53 949
   Lead  1k  5/3  3                                  27.64 1204
   HP    1k  4/3  4                                  27.64 1806
   AP    1k  8/2  3                                  19.26 2408
   HE    1k  2/-  6          1.5                     10.88 3612
   Cann  1k  1/1  3          1.5                     27.64 2408
   Flch  1k  4/3  3          1.5                     19.26 4816
  [DS    1k 11/3  3                                  10.88 3612]
  [APDS  1k 16/3  3                                  10.88 7224]


21000Joule Laser "Rifle"

   This is the primary weapon for the Brinn space force boarding and security 
crews. It has aquired a nasty reputation because of the Brinn practice of 
using the beam setting to cut down defending troops and non-combatants alike. 
Each round of fire on the beam setting is equal to 3 shots. The pack is worn 
on the body and the squat gun is mounted on one of the second pair of 
appendages in a manner similar to the arm-mounted laser rifle used on many 
Imperial battledresses.

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
8  Gun   50 17/3* 3  VLg  -   -  Hi  Lo    Rifl 0.30  9.42 12k  0.50 -1  2 1/1
    beam 16  4/3* 3  VLg  3+
   Pack  50                                         123.75 13k

* Before the attenuation is modified for corrossive atmosphere. With the 
  atmosphere in mind, it becomes 2.
+ When used as a beam laser, one pack will be enough for 100 seconds of fire. 
  Each target will actually be hit 1d10 times.


38000Joule Laser "Rifle"

   A more powerful and advanced version of the 21000 Joule laser, this weapon 
has not yet been encountered by the Imperium. Sofar, it has only been used on 
an experimental basis in a few boardings of isolated ships leaving no 
survivors. A decision to start producing it in numbers for elite boarding 
crews was taken by the Council of Valor in 256-1121. The weapon has electronic 
sights and uses the same smartgun sensor suite as the 10mm Caseless 
Assaultrifle, giving a +3 to hit versus Humans. Each round of fire on the beam 
setting is equal to 2 shots. The pack is worn on the body and the squat gun is 
mounted on one of the second pair of appendages in a manner similar to the arm-
mounted laser rifle used on many Imperial battledresses. The "scope" is really
a HUD.

TL Item Rds  P/A Dmg Rng Aut Dng Sig Recl  Diff Len   Wt   Prc  Fail In  A I/D
9  Gun   50 19/3* 3  VLg  -   -  Md  Lo    RS3  0.30 15.16 19k  0.50 -1  2 1/1
    beam 24  4/3* 3  VLg  3+
   Pack  50                                         124.36 20k

Note: Difficulty RS3 means Rifle w/ Scope and +3 to hit.
* Before the attenuation is modified for corrossive atmosphere. With the atmosphere in mind, it becomes 2.
+ When used as a beam laser, one pack will be enough for 144 seconds of fire. Each target will actually be hit 1d10 times.

- -- 
"Det a"r en Svensk grej. Du skulle inte fo"rsta^..."

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

Archive-Message-Number: 2862
Subject: New Sector Data on Sunbane
Date: Thu, 12 Sep 91 15:17:45 PDT
From: James T Perkins <jamesp@metolius.WR>


Through the efforts of Joe Heck, metlay, and Mark Cook, we now have some
relatively new, updated DGP Imperium Sector Data on the sunbane ftp site
(129.100.100.12).  I reorganized the sectors directory so that there is
now a dgp-original directory containing the old sector data (26
sectors), and a dgp-updated directory containing largely updated and new
material (35 sectors).  The updated data is freely distributable and
originated from the offices of DGP.  Of course, it is getting more and
more out of date with each new MT release.  Here's the README from the
pub/traveller/sectors directory:

MEGATRAVELLER SECTOR DATA

This directory contains sector data for the Traveller Imperium.  There
are two subdirectories in the sector data directory:

dgp-original    26 Sectors; this is the original sector data as
                submitted to GEnie by Digest Group Publications.  It
                contains a mixture of pre- and post-rebellion data.

dgp-updated     35 sectors; this is updated sector data provided by
                Digest Group Publications via a torturous route through
                the hands of several TML members.  While it still has
                some out-of-date material, it is largely more complete
                and up-to-date than the original data.  Thanks to Joe
                Heck, Mike Metlay, and Mark Cook for providing this
                data.

The TML administrator would appreciate a more detailed description of
the data than the above.  Send this information, if you have it, to
traveller-request@metolius.wr.tek.com.

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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: 2863
Subject: PBEM -Admin and Status
Date: Sat, 14 Sep 91 6:54:43 PDT
From: Richard Johnson <richard@agora.rain.COM>

Well the PBEM season is *ALMOST* upon us.  I guess it never
left the sleepy berg of Hillsboro.  Here's a quick synopsis
of what to expect in the next few weeks.

1.  ***ALL***, I repeat  ALL  PBEM address will be different
    this year.  Dan Corrin has graciously consented to use
    uso.ca as a combination broadcast/forward/archive site.
    James Perkins has agreed to monitor address aliases (since 
    I so thoroughly proved my incompetence).

    Installation of the list is scheduled for next week, with
    testing to follow.  With luck, we should have a list of
    usable character names and lists for you to use by about
    the beginning of October.  Additionally, we will probably
    have a "pbem911@somesite" adress for pbem-related out-of-
    game (e-mail type) emergencies.

    When testing is done, we'll probably broadcast something
    and request a reply, to verify a complete circuit.

2.  With the amount of additional time I now have (and it is
    quite a lot -- thanks, guys), I'm actually working on the
    historical recap of the game to date that I promised
    as an intro to turn 91.0.

3.  Turns now have (yet) another official numbering scheme.
    This one will probalby stick around a while.  First
    two digits are season of play, in Gregorian year (i.e.
    the turn starting this fall begins 91.  The trun starting
    next fall begins 92.)  All succeeding numbers are
    non-negative intergers, in increasing order, beginning
    with 0.  If we have to amend a turn it will become some
    thing like "BPEM turn 91.13a".    Trivial stuff, I know.
    But necessary.

4.  If you have any comments, complaints, or suggestions for
    improvements or changes, let me know right away.  If you
    want to play, let me know right away and cc James, so 
    we can more quickly verify your address.

Happy playing.
- -- 
Richard Johnson     richard@oresoft.com      richard@agora.rain.com
Pax Electronica.                                         Propogate.

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

Archive-Message-Number: 2864
Date: Sun, 15 Sep 1991 21:08 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: The Horde

Hi folks,

Now that the word is out on what the Horde actually is I thought I should
say a few things about the design.

I tried to get the flavor of the old book 2 small craft into the Horde.
Thus there will be appearing (when Rob is finished editing my designs)
all of the small craft from that ancient text with the exception of the
standard fighter.    (If there is a request for one I will make one up)

All the craft have sufficient controls for the mounting of a turret.

I allowed sufficient controls for a triple turret installation.
Please note that installing a laser will severely reduce the maximum thrust
]
available because the laser is drawing power normally allocated to the
engines.  In most cases there is sufficient power output in the fusion
plant to power only one laser, where there is a 500MW reactor, there are
sufficient controls for two beam lasers and a missile rack.
In cases where there is less than 250MW the installation may not mount lasers
but may mount up to three missile racks.

In the majority of the cases there is only sufficient power for one laser
in these cases a triple turret may be mounted with a beam laser and two
missile racks.  (A pulse laser and sandcasters require fewer controls so
they are no problem.)

In all cases the addition of a laser will reduce the engine performance
rather drastically.  But if a single laser is installed, no design's engine
performance will fall below 1G.

The exception to this is the shuttle.  If 2 lasers are put in the shuttle,
the engines will NOT funtion.

As to the agility of the craft.  Well in almost all cases, there is No
power left over after all the systems are powered.  (Much to Rob's
annoyance I specified the engine output to eight significant figures which
means the engine size was accurate down to the cubic centimeter level)
He has since edited out this little practical joke)

If you believe that agility comes from "excess" power then all the designs
have agility zero.  But of course in combat, the pilot will use the
emergency agility and the agility goes back to the listed figure.
(Historical note:  The agility debate of a month ago or so started when Rob
and I began trying to agree on how to calculate the agilities for the
Horde.  Our concencus was sent to the TML, and that is what I used in the
designing of the Horde.)

Another note if you wish to arm your small craft:  There is no volume set
aside for a turret.  Any turret would presumably be added on to the ships
total volume, while fixed mounts would be subtracted from the cargo space.
Since Hangers for small craft are 130% the size of the craft I wouldn't see
much of a problem in dockin arising out of the increase in volume.
Pop turrets would of course be subtracted from interior volume (cargo space)

Fuel notes:  Most craft have a duration of 15 days.  That should be sufficient
for most interplanetary operations.  If you want more, use the rules in the
ref's manual for installing collapsable or demountable fuel tanks.

Sensors:  At TL9 EMS is not available.  Thus I tried to make up for it with
what I thought an interplanetary craft might require as a minimum.  All
weather radar (planetary range)  A radar direction finder for tuning in on
another planets navigation beacons during interplanetary flights, And (since
there are no telescopes in the sensor section) I put in a light Amplification
sensor to allow you to track your destination (presumably a planet)
At TL 10 and 11 EMS systems are so large (read expensive) I put in a
continental range Passive system.  If you can't see a PLANET with a continenta
l range system well... The haven't described a continental system very well
have they?  (For heavens sake you can see em with binoculars!)  Anyway, I don't
see this sub stitution as being a problem.

The prices on the ships do not include architects fees (It is a standard craft
after all)  But neither do they contain the 20% discount for the large
number of craft produced.  Players buying it out of the showroom will be
(or might be) subject to this discount.  They have after all been produced in
LARGE numbers therefore the discount will normally apply.

TL 16?  TL 17?  Well, that was kind of a joke...  I just wanted to see what would happen.  I briefly played with the anti-matter powerplants, but they would
have made the craft enormously expensive to fuel.  (Not to mention difficult)
Stick with fusion, if you get a fuel hit, your ship doesn't vaporize!

>From what I see a TL 21 small craft should perform virtually identically as the
TL 17 one.  The weight and volume of the electronics is the only thing that changes in the craft (as they are set up)  {NO I DON'T PLAN TAKING THESE THINGS UP
TO TL 21!!!}

I hope they are useful to you all.

Scott Kellogg
(one of the three Hordesmen of the apocolypse)

"Society is now one polish'd Horde,
 Formed of two mighty tribes,]
 The Bores and Bored."
	Don JJuan canto XIII st 95
	George Noel Gordon
	Horde Byron...

By the way, now that we have admitted the source of our mysterious
signatures and Hordendous puns, perhaps Bertil wil be so kind as to translate
the Zhodani that appears after his signature...?

"He's mad that trusts the tameness of a wolf, a Horde's health, a boy's love,
or a Horde's oath"
	King Lear

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

Archive-Message-Number: 2865
From: d9bertil@dtek.chalmers.se
Subject: Zhodani?!
Date: Mon, 16 Sep 91 9:05:55 MET DST

> From: KELLOGG@ducvax.auburn.edu
> By the way, now that we have admitted the source of our mysterious
> signatures and Hordendous puns, perhaps Bertil wil be so kind as to translate
> the Zhodani that appears after his signature...?

  Zhodani?!?!

  The only Traveller language it might be remotely similar to would be 
Sworldworldian (Swordworldsron? Sworldworldish? Swordish? Swordfish? :)

  "So, what does your .sig mean?"

  "It's a Swedish thing, you wouldn't understand."

  "Try me!"

  "It's a Swedish thing, you wouldn't understand."

  "How do you know before you tell me?!"

  "But I've already told you, it means *literally* 'It's a Swedish thing, you 
wouldn't understand':)"

- -bertil-
- -- 
"Time to get a new .sig"

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

Archive-Message-Number: 2866
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: Happy 4th birthday!
Date: Mon, 16 Sep 91 10:01:23 BST

James T Perkins <jamesp@metolius.WR> writes:

> June 16, 1991 marks the fourth anniversary of the Traveller Mailing
> List.

See the comment marked * .

> Top 20 posters by volume, KB (1 Jul 90 to 1 Jul 21):
> 
>     Rob Dean 716	    Dave Boddie 103	    Jo Jaquinta 57
>     Richard Johnson 421	    Adrian Hurt 100	    Dan Corrin 53
>     Mark Cook 244	    T L Hayes 90	    Paul Dale 43
>     Bertil Jonell 231	    Burton Choinski 85	    James Baranski 40
>     metlay 145		    Brent Woods 73	    Peter Berghold 38
>     Stephen Smith 120	    Marc Volovic 70	    Joel Lovell 34
>     James Perkins 112	    George Herbert 70

Hm, with a little more effort I could be in the top 5.  ;-)

*
> If you can think of any way to make this list more useful, I'd like to
> hear your suggestions (even if they are "be more prompt, James!").

No complaints normally, but celebrating a June event in September?  Imagine
celebrating your Independence day on October 4.  :-)

- -- 
 "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: 2867
Date:     Mon, 16 Sep 91 13:45:44 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  The Horde, Part 2...30 tonners

Ship's Boat TL9-17

     The Ship's Boat provides a larger ship with the capability of
landing on any inhabitable world, and making rapid intrasystem journeys,
with a moderate load of cargo and/or passengers. With added weapons, it
has a secondary role as a space fighter.

  CraftID: Ship's Boat Type QB, TL9, MCr17.6
     Hull: 27/68, Disp=30, Config=4SL, Armor=40D, Unloaded=569t, 
           Loaded=773t/755t
    Power: 4/8, Fusion=333.4MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (StdGrav=3315t), MaxAccel=4.40G, NOE=40kph, 
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, 
           Light Amplifcation, ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, CompLink*252
    Accom: Crew=1 (Pilot), Seats=Roomy*2, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, airlock
    Other: Fuel=60kl, Cargo=200/182kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL10, MCr20.2
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=580t, 
           Loaded=764/746t
    Power: 4/8, Fusion=358MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (StdGrav=3315t), MaxAccel=4.45G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*269
    Accom: Crew=1 (Pilot), Seats=Roomy*2, FoldingCramped*10, Env=basic env,
           basic ls, extended ls, inertial comp, grav plates, airlock
    Other: Fuel=64.51kl, Cargo=179/161kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL11, MCr12.76
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=419t, 
           Loaded=696/678t
    Power: 5/9, Fusion=383MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=4.50G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*290
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=68.91kl, Cargo=171/153kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL12, MCr19.75
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=609.4t, 
           Loaded=786t/768t
    Power: 5/9, Fusion=383MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=4.66G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=4
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+6
  Control: Computer=0*3, HUD*2, DynLink*278
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=68.86kl, Cargo=171/153kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL13, MCr15.37
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=479t,
           Loaded=674/656t
    Power: 3/6, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=5.45G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=5
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+7
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=76.34kl, Cargo=190/172kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL14, MCr15.11
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=415t, 
           Loaded=610/592t
    Power: 3/6, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=6.03G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=76.31kl, Cargo=190/172kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL15, MCr10.88
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=331t, 
           Loaded=554/536t
    Power: 2/3, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=6.60G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=68.78kl, Cargo=218/200kl, ObjSize=Avg, EmLevel=Faint




  CraftID: Ship's Boat Type QB, TL16, MCr10.20
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=306t, 
           Loaded=536/518t
    Power: 2/3, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6 (Thrusters=3315t), MaxAccel=6.67G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=65.54kl, Cargo=225/207kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Ship's Boat Type QB, TL17, MCr10.71
     Hull: 27/68, Disp=30, Config=4SL, Armor=40H, Unloaded=264t,
           Loaded=493/475t
    Power: 2/3, Fusion=382MW, Dur=15 days
     Loco: 5/10, Maneuver=6G (Thrusters=3315t), MaxAccel=7.24G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=6
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+8
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=65.54kl, Cargo=225/207kl, ObjSize=Avg, EmLevel=Faint

Slow Boat TL9-17

     The Slow Boat is a smaller and cheaper version of the Ship's Boat,
and provides a larger ship with the capability of landing on any inhabitable
world, and making intrasystem journeys, with a moderate load of cargo and/or
passengers. With added weapons, it has a secondary role as a space fighter.

  CraftID: Slow Boat Type QW, TL9, MCr10.34
     Hull: 27/68, Disp=30, Config=4SL, Armor=40D, Unloaded=380.5t,
           Loaded=681/663t
    Power: 2/4, Fusion=158MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (StdGrav=1560t), MaxAccel=2.36G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: AllWeatherRadar=Planetary, RadarDirectionFinder, Light
           Amplification, ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Imp
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, CompLink*91
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, airlock
    Other: Fuel=28.43kl, Cargo=299/281kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL10, MCr13.02
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=393t, 
           Loaded=673/655t
    Power: 3/5, Fusion=185MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (StdGrav=1560t), MaxAccel=2.39G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*138
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=33.32kl, Cargo=277/259kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL11, MCr12.76
     Hull: 27/68, Disp=30, Config=4SL, Armor=40E, Unloaded=419t,
           Loaded=696/678t
    Power: 3/5, Fusion=196MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=2.48G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Continental, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*134
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=35.31kl, Cargo=274/256kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL12, MCr11.6
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=392t, 
           Loaded=669/651t
    Power: 3/5, Fusion=196MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=2.59G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HUD*2, DynLink*122
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=35.26kl, Cargo=274/256kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL13, MCr9.39
     Hull: 27/68, Disp=30, Config=4SL, Armor=40F, Unloaded=326t, 
           Loaded=612/594t
    Power: 2/3, Fusion=195MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=2.84G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=2
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+4
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=39.09kl, Cargo=283/265kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL14, MCr9.13
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=415t,
           Loaded=610/592t
    Power: 2/3, Fusion=195MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=3.18G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*2, HoloLink*2
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=39.06kl, Cargo=283/265kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL15, MCr7.58
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=223t,
           Loaded=512/494t
    Power: 1/2, Fusion=252MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=3.28G, NOE=40kph, 
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls, 
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=45.36kl, Cargo=286/268kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL16, MCr7.37
     Hull: 27/68, Disp=30, Config=4SL, Armor=40G, Unloaded=209t,
           Loaded=494/476t
    Power: 1/2, Fusion=195MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=3.54G, NOE=40kph,
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=50kl, Cargo=281/263kl, ObjSize=Avg, EmLevel=Faint



  CraftID: Slow Boat Type QW, TL17, MCr7.88
     Hull: 27/68, Disp=30, Config=4SL, Armor=40H, Unloaded=166t,
           Loaded=451/433t
    Power: 1/2, Fusion=195MW, Dur=15 days
     Loco: 3/5, Maneuver=3 (Thrusters=1560t), MaxAccel=3.89G, NOE=40kph, 
           Cruise=750kph, Top=1000kph, Agility=3
     Comm: Radio=System
  Sensors: ActEMS=Planetary, PassEMS=Interplanetary, ActObjScan=Diff,
           ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoint=1
      Def: DefDM=+5
  Control: Computer=0*3, HeadsUpHoloDisplay*1, HoloLink*1
    Accom: Crew=1, Seats=Roomy*2, FoldingCramped*10, Env=basic env, basic ls,
           extended ls, inertial comp, grav plates, airlock
    Other: Fuel=50kl, Cargo=281/263kl, ObjSize=Avg, EmLevel=Faint

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Archive-Message-Number: 2868
From: d9bertil@dtek.chalmers.se
Subject: Names
Date: Tue, 17 Sep 91 9:18:41 MET DST

  This is not about weapons or ships or combat or any other of those hard
subjects I'm usually commenting, it's about last names.

  On real-world terra there is a profusion of last names in many languages.
Most of them means something but most of the time the name is treated like a
label which only meaning comes from what it indicates. The names Smith, 
King, and Thatcher comes to mind, because most people don't think "Aha, one
that makes horseshoes, a monarch, and one that fixes roofs." when they hear 
those names.

  It seems that, if given time, titles (even job-related) transforms into names.
Witness all the 'Baron' and 'Kahn' running around as some kind of proof of this.
My question is: Does this trend continue? Will the last names 'Chairman', 
'Manager' and 'President' make their appearance some time?

- -bertil-
- -- 
"C News and then die"

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