Wildstar Here!

By Derek Wildstar ·

TML message #3078From bundle 254

RECENT TML DISCUSSION

Bertil's Tranq Rounds
~~~~~~~~~~~~~~~~~~~~
Interesting, and I like the idea very much, but perhaps too powerful to be let
loose in the hands of player characters.  For my own games, I'd make a few
changes.  First off, make combined add-ons have a minimum TL of one higher than
the highest TL of any of the add-ons singly.  Secondly, Coctail would be TL13
for two races, TL14 for three, TL15 for four, and so on.  By the way, Humaniti
and Vargr count as one race for my purposes.

The example given: DoseControl; Coctail vs Humaniti/Vargr, Aslan, Droyne,
Hivers, K'Kree, Ael-Yel, Prt', and Newts; and BroadSpectrum 90% would be a TL20
item (TL19 for Coctail vs 8 races, plus 1 for combined add-ons) and a price
modifier of x54.  A more reasonable round might be DoseControl, Coctail vs
Humanaiti/Vargr, Aslan and one other (Droyne?), and BroadSpectrum 50%, for a
TL15 round with a price modifier of x30.


Fleet Tactics
~~~~~~~~~~~~
Correct; Fleet Tactics is only available via the Enhanced Naval Characters
character generator.  It can be rolled on the "Staff Officer" or "Special
Assignment: Command College" tables.


Artificial Gravity
~~~~~~~~~~~~~~~~~
In my campaigns, there is a very complicated piece of equipment called a "Grav
Generator" (sort for Para-Gravitic Field Generator), which is connected to
"Grav Plates" (for Para-Gravitic Field Emitter Plates).  Logically enough,
these devices create and emit a Para-Gravitic field (or "Grav Field" for
short).  The design, operating parameters, and power of the generator and
plates determines the volume and shape of the resulting Para-Gravitic Field.

Within the field, a mass (anything from an air molecule to a starship) behaves
EXACTLY as if it were under the infulence of gravitation due to the presence of
a mass of finite size at some finite distance.  In Grav engineering, this mass
is known as the "Virtual Mass", and it is located at a "Virtual Origin"
relative to the grav plates; the virtual mass and virtual origin are also
determined by the design of the grav generator and grav plates.  Inside the
field, the gravitation produced by the virtual mass follows all known physical
laws (like the inverse-square law) that affect the gravitation of normal
masses.  Outside the grav field, there is no effect; the virtual mass is quite
literally not there.  The edge of the field is not precisely defined, and there
are some "fringe effects"; these fringe effects affect a relatively small
volume in comparison to the total volume of the field.  In most practical
applications of grav technology, the field is only as large as needed; within
or underneath the vehicle in question.

As far as removing the atmosphere of a planet, it could be done, I suppose, by
building a grav generator and installing plates such that a column of air would
be inside the grav field, and by arranging the virtual mass and origin such
that it experienced no net gravitational force.  On the other hand, this
approach would require a very large grav field with lots of power input to the
generator, and a large array of plates.  Not exactly the sort of thing you
could hide, and quite vulnerable to damage.  In theory, a grav field can be any
size, but in practice, the farther away from the plate, the more nebulous and
ill-defined the field becomes.  As a referee, I would say "It might work, but
it would probably be impractical.  Have you thought about dropping rocks on
them instead?  A couple of tons of rock moving at a good clip can make quite a
decent bang, you know." ;-)


Robert Dean's Random Encounters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Running a free-form game requires a good amount of direction from the players;
in my most recent game, the two primary players decided (all on their own, and
with no prompting from me, no less) that they wanted to cross the entire
Imperium (we were playing in a pre-Rebellion setting) all the way from Regina
to Terra!  I personally like free-form games, both as a player and as a
referee; but there are players who don't do well in this situation.

For players who can't (or won't) do this kind of goal-setting for themselves,
probably the best way to proceed is to get them accidentally swept up in a
large, intricate plot.  The Traveller Adventure is almost a textbook case of
how to do this; for me, I normally don't plot in that kind of detail, its
enough to stay a jump or two ahead of the players.  Some players seem to like
to sit around and wait for the universe to "do it to them"; in such cases I
have been known to do case-studies about why it is BAD to let the other folks
have the strategic initiative (in other words, construct scenarios in which
doing nothing is the worst possible action).  Making a NPC their commanding
officer or a NPC ship owner/captain is another good way to get things moving.

Retaining players: this is more of a problem in a pick-up game (like at a
convention or a game-store) than a regular game.  My best device for
stimulating out-of-play interest and conversation (not to mention a good bit of
anticipation for the next session) about the game is actually a very old one. I
simply arranged to have each session end on a cliffhanger.

Example: "Well we got what we came for; let's get out of this damn cave and get
back to the ship!" ... "OK by me, let's go!"
"OK, you make your way back to the clearing where you left the ship; the
inertial locator makes the task Simple, even in the dark.  Who's leading off?"
"OK, you arrive at the clearing, at least you think its the right clearing, but
the ship is gone!"
"I look for the indetations the landing gear would make in the forest floor."
"OK, you find them without too much trouble; the marks are relatively fresh.
Well, that's all we have time for tonight, I need to get my sleep.  See all of
you next week?"

Role-Playing: Perhaps the most effective way to get players to role-play is to
do it yourself.  If nothing else, adopt two different tones of voice, one for
giving game mechanics, and other mundane information, and another voice to act
as the "narrator" of the story that describes all of the scenes and action.
Even better (although I will be the first to admit that I can't do this all the
time) is to role-play as many NPC's as possible.  Judge the results by the
things the players say in response, instead of the die rolls (I frequently use
my judgement of the player's role-playing instead of the dice as the other half
of "uncertain" interpersonal tasks).

Another strategy is to get the players to talk about their characters right
after generation.  Ask questions like "How does your character feel about his
parents? ... the service he just left?  What does he want to do next?", and so
on.  If nothing else, questions like this will get players thinking about how
their characters feel about what they are doing.  I also like putting the
characters in a moral dilemma, and seeing how they react.

All in all, I don't think you did anything "Wrong"; you and your two regular
players should have been the center of the plotting for the game, and it sounds
like you are used to more player direction than you got.  I keep a notebook
with my current plot outline, and vague notes on what the players do and don't
know of it.  This way I can replot the game halfway through to create a plot
twist, and be sure I haven't changed anything the players already know.  I also
keep notes on the NPC's they have met, and a list of people from the
character's "past" (in general, one or two per term; these can be close friends
that have lost touch, ex-lovers, ex-spouses, professional rivals, or whatever).

Sergi Haut-Oberlindes
~~~~~~~~~~~~~~~~~~~~
Sergi is Marc's son; Marc Haut-Oberlindes is the owner of Oberlindes Lines at
the time of "Rescue on Ruie".  The below is from the Traveller Adventure
library data (Marc and Sergi figure prominently in that book).  The Traveller
Adventure happens over a period of approximately 1105 to 1107.

"Oberlindes Lines: Imperial trade and transport corporation of the Spinward
Marches.  Founded in 487 in the Regine subsector, and still strongest there,
Oberlindes has recently expanded its service into many other portions of the
Marches and the Vargr Extents."

"Emissary: Ex-Imperial Navy Fleet Intruder of the Azhanti High Lightning class
(60,000 tons) currently in Oberlindes Lines service in the Vargr Extents.
Somehow, Oberlindes managed to purchase the ship with its weaponry intact,
which violates Imperial regulations.  Thus, the ship is unable to return to the
Imperium.  However, the Emissary has operated successfully as an Oberlindes
flagship in the Extents and has proven effective, by the implied threat of its
presence, in protecting Oberlindes shipping from piracy.  The Emissary is armed
with a large spinal mount particle accellerator and considerable secondary
weaponry."

At the time of the Traveller Adventure, Serti was the commander of the
Emissary.  It was mentioned in the NPC bio data that several months agoSergi
was injured when the Kforuzeng attempted to capture the ship.  This action is
described in one of the scenarios for the Azhanti High Lightning game.  In the
scenario notes for Azhanti High Lightning, it is mentioned that Sergi and his
wife were rescued from a prison camp several years previously by a group of
adventurers.  While it is certainly possible for Sergi to have taken his
father's place by the "current" Imperial date, it seems unlikely to me
(although I may have missed Marc's obituary, though).


NOT THE HORDE, THE HOARD!

What follows is the contents of my hoard of materials; all items that were
otherwise ready to go, but for one reason or another I have not sent to the
list.  As always, comments and critizism are welcome.


Patrol Cruisers
~~~~~~~~~~~~~~
These are my best design for the hypothetical opponent ships that the combat
efficency calculations of the frigates (Oh, no!  Not the frigates again!  Run
Away!) were based on.  Can anyone improve on these designs?


CraftID:	PA-Gun Patrol Cruiser, Type=CPP, TL=15, MCr=9,499.670.
Hull:		8550/21375, Disp=9500, Config=1SL, Armor=40G (ArmorDM=0).
		UnloadedMass=150,064 tons, LoadedMass=152,250 tons.
Power:		1721/3442, Fusion=464,430Mw, NominalDuration=20/60.
Locomotion:	1454/2908, Thrusters=6, Agility=6.
		257/514, Jump=2.
		NOE=190kph, Cruise=750kph, Max=1,000kph.
Communications:	MesonComm=3xSystem, RadioComm=3xSystem, LaserComm=3xSystem,
		MaserComm=3xSystem, RadioJam=3xSystem.
Sensors:	Densitometer=3xHighPen-1km, Neutrino=3x10kw,
		ActiveEMS=3xSystem, PassiveEMS=3xInterstellar,
		EMSJam=3xSystem.
		ActObjScan=Simple, ActObjPin=Simple, PassObjScan=Routine,
		PassObjPin=Routine, PassEngScan=Routine, PassEngPin=Routine.
Offense:	PartAccel=H00, Missiles=xx7
		Batteries 1               3
		Bearing   1               3
Defense:	DefDM=-15.
		SandCaster=xx9
		Batteries    4
		Bearing      4
Control:	BasicEnv, BasicLS, ExtLS, AirLocks=9, Gravity, InertialComp.
		(BasicLS and ExtLS include Accomodations and Controls only).
		Computer=3xMod-9/Fib, Panel=14xHoloDynamic,
		Special=7xLargeHolo, HUD=7xHoloHUD.
Accomodations:	Sections=10, Crew=108, (12xBridge, 23xEngineer, 15xCommand,
		1xMaintainance, 3xSteward, 52xGunner, 2xFlight).
		Bunks=93, SmallStateroom=15.
		Subcraft=2xAir/Raft.
Other:		Cargo=145kl, Fuel=29,166kl, Scoops, Purifier=24 hours.
		ObjSize=Large, EMLevel=Moderate (EM Masking).
		Magazine=30 bty-rnds.
Endurance:	14 days Cruise (MDrive=1, Agility=0, Consumption=11.301 kl/hr);
		6 more days On-Station (No Maneuver, Consumption=4.651 kl/hr);
		1 more day at full combat power (Consumption=232.215 kl/hr);
		and 1 Jump-2 (Consumption=19,238kl for Jump-2).
		One hour at full thrust uses 5.41 hours of Cruise Duration.
		One hour of Combat Power uses 20.55 hours of Cruise Duration.
Notes:		Cost is for Prototype, and includes architect's fees (but not
		the cost of the subordinate craft.  Production cost would be
		MCr 7,524.412 (without subordinate craft).  The cost of
		subordinate craft have not been included, because standard
		craft are assumed to be procured locally.  Note that all areas
		of the ship, including the cargo bay, and except the controls
		and crew accomodations, are maintained in a hard vacuum; no
		provision for life support has been made.


CraftID:	Meson-Gun Patrol Cruiser, Type=CP, TL=15, MCr=10,889.802.
Hull:		8550/21375, Disp=9500, Config=1SL, Armor=40G (ArmorDM=0).
		UnloadedMass=157,886 tons, LoadedMass=160,966 tons.
Power		1953/3906, Fusion=527,173Mw, NominalDuration=30/90.
Locomotion:	1454/2908, Thrusters=6, Agility=6.
		257/514, Jump=2.
		NOE=190kph, Cruise=750kph, Max=1,000kph.
Communications:	MesonComm=3xSystem, RadioComm=3xSystem, LaserComm=3xSystem,
		MaserComm=3xSystem, RadioJam=3xSystem.
Sensors:	Densitometer=3xHighPen-1km, Neutrino=3x10kw,
		ActiveEMS=3xSystem, PassiveEMS=3xInterstellar,
		EMSJam=3xSystem.
		ActObjScan=Simple, ActObjPin=Simple, PassObjScan=Routine,
		PassObjPin=Routine, PassEngScan=Routine, PassEngPin=Routine.
Offense:	MesonGun=J0x, Missiles=x07, BLaser=xx7
		Batterys 1               4           1
		Bearing  1               4           1
Defense:	DefDM=-15.
		SandCaster=xx9
		Batteries    4
		Bearing      4
Control:	BasicEnv, BasicLS, ExtLS, AirLocks=9, Gravity, InertialComp.
		(BasicLS and ExtLS do not include the Cargo Bay or Hangars).
		Computer=3xMod-9/Fib, Panel=15xHoloDynamic,
		Special=8xLargeHolo, HUD=7xHoloHUD.
Accomodations	Sections=10, Crew=112 (12xBridge, 25xEngineer, 15xCommand,
		1xMaintainance, 3xSteward, 54xGunner, 2xFlight).
		Bunks=97, SmallStateroom=15.
		SubCraft=(Launch, Air/Raft).
Other:		Cargo=343kl, Fuel=39,096kl, Scoops, Purifier=24 hours.
		ObjSize=Large, EMLevel=Moderate (EM Masking).
		Magazine=60 bty-rnds.
Endurance:	27 days Cruise (MDrive=1, Agility=0, Consumption=11.437 kl/hr);
		3 more days On-Station (No Maneuver, Consumption=4.788 kl/hr);
		2 more days at full combat power (Consumption=263.587 kl/hr);
		and 1 Jump-2 (Consumption=19,238kl for Jump-2).
		One hour of full thrust uses 5.36 hours of Cruise duration.
		One hour of Combat Power uses 23.05 hours of Cruise duration.
Notes:		Cost is for Prototype, and includes architect's fees (but not
		the cost of the subordinate craft.  Production cost would be
		MCr 8,625.586 (without subordinate craft).  The cost of
		subordinate craft have not been included, because standard
		craft are assumed to be procured locally.  Note that the cargo
                bay and vehicle hangars are maintained in a hard vacuum; no
		provision for life support has been made.


Package Power Plants
~~~~~~~~~~~~~~~~~~~
Package power plants are are available in a wide range of ouptut capacities at
all tech levels.  These packages are self-contained, consisting of a fusion
power plant, fuel tankage capable of  sustaining the plant for 24 hours of
maximum output, a control computer with custom software for operating the power
package, and a full set of control panels for manual operation of the plant, or
diagnostic use.  All of the components are mounted on a rugged open frame for
durability and ease of shipping and handling.  All of the units have lifting
rings, forklift slats, and hold-down attachment points for easy handling.

Designed for temporary or semi-portable use in various environments, these
plants are typically used by industrial or mining concerns, construction firms,
for emergency response or disaster relief, and by exploratory teams.  The
computer automatically adjusts the power output to the demand, providing fuel
efficency and trouble-free operation.  The sizes listed here are the largest
in production; many smaller units (from about 100kW on up) are also available.

These power systems are being installed in an increasing number of starships as
auxiliary power systems; typically to provide additional power for weapons
systems.  The shipping hardware allows easy installation in a standard cargo
bay.  Once connected to the ship's power grid, maintainance and operation is
easy.  The self-contained computer and controls do not burden the ship's
control systems.

                            TL 09
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    46.693   170.330     8.610
                500    94.401   340.611    17.363
                750   140.590   510.285    26.109
               1000   186.769   679.863    34.766
               1250   232.938   849.491    43.379
               1500   279.037  1019.105    51.295
               1750   323.067  1188.905    60.214
               2000   368.906  1358.069    68.672
               2250   414.755  1527.729    77.135
               2500   462.275  1698.448    86.636
               3000   553.964  2037.691   103.556
               3500   643.776  2377.709   122.365
               4000   735.144  2716.908   139.275
               4500   826.512  3056.095   156.189
               5000   916.481  3394.819   173.037
               6000  1098.837  4071.922   206.854
               7000  1281.394  4750.070   243.300
               8000  1463.491  5427.223   277.112
               9000  1645.598  6104.902   310.924
              10000  1827.704  6782.581   344.736


                            TL 10
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    47.433   170.907     8.617
                500    95.871   341.927    17.377
                750   142.820   512.254    26.069
               1000   189.729   682.582    34.657
               1250   236.658   852.880    43.230
               1500   283.467  1023.176    51.326
               1750   326.527  1191.893    60.230
               2000   372.856  1361.534    68.693
               2250   419.185  1531.619    77.160
               2500   467.215  1702.745    86.660
               3000   559.874  2042.877   103.594
               3500   648.956  2382.025   122.392
               4000   741.054  2721.792   139.308
               4500   833.172  3061.640   156.228
               5000   922.391  3399.496   173.063
               6000  1105.927  4077.658   206.886
               7000  1288.294  4755.559   243.321
               8000  1471.371  5433.557   277.136
               9000  1654.468  6112.032   310.951
              10000  1837.544  6790.498   344.766


                            TL 11
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    47.593   170.990     8.621
                500    96.211   342.103    17.385
                750   143.320   512.512    26.082
               1000   190.409   682.932    34.675
               1250   237.498   853.312    43.252
               1500   284.487  1023.700    51.352
               1750   327.307  1192.294    60.249
               2000   373.756  1361.995    68.716
               2250   420.205  1532.142    77.186
               2500   468.335  1703.319    86.688
               3000   561.234  2043.574   103.628
               3500   650.136  2382.629   122.421
               4000   742.414  2722.489   139.342
               4500   834.692  3062.418   156.266
               5000   923.751  3400.192   173.097
               6000  1107.547  4078.486   206.927
               7000  1289.874  4756.364   243.361
               8000  1473.191  5434.484   277.182
               9000  1656.488  6113.061   311.002
              10000  1839.804  6791.648   344.822


                            TL 12
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    47.773   170.929     8.625
                500    96.551   342.013    17.393
                750   143.840   512.426    26.075
               1000   191.089   682.837    34.663
               1250   238.338   853.214    43.236
               1500   285.507  1023.600    51.373
               1750   328.107  1191.988    60.264
               2000   374.656  1361.713    68.733
               2250   421.225  1531.822    77.206
               2500   469.455  1702.959    86.710
               3000   562.574  2043.135   103.655
               3500   651.316  2381.968   122.443
               4000   743.754  2721.732   139.368
               4500   836.212  3061.565   156.295
               5000   925.091  3399.123   173.121
               6000  1109.167  4077.372   206.956
               7000  1291.454  4755.181   243.388
               8000  1474.991  5433.215   277.212
               9000  1658.528  6111.643   311.037
              10000  1842.064  6790.070   344.861


                            TL 13
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    33.518    86.544     5.817
                500    68.054   173.063    11.775
                750   101.055   259.150    17.457
               1000   134.087   345.170    23.302
               1250   167.118   431.216    29.066
               1500   200.120   517.203    34.816
               1750   229.764   601.074    40.951
               2000   262.256   686.747    46.667
               2250   294.717   772.421    51.940
               2500   328.835   858.897    58.631
               3000   393.848  1029.946    69.961
               3500   455.711  1199.723    83.123
               4000   520.244  1370.765    94.438
               4500   584.747  1541.844   105.751
               5000   646.840  1710.835   116.966
               6000   775.336  2052.540   139.576
               7000   902.900  2393.489   164.754
               8000  1030.976  2734.356   187.352
               9000  1159.052  3074.969   209.953
              10000  1287.128  3415.304   232.554


                            TL 14
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    33.638    86.297     5.821
                500    68.294   172.742    11.783
                750   101.385   258.674    17.469
               1000   134.537   344.663    23.317
               1250   167.688   430.634    29.085
               1500   200.810   516.565    34.840
               1750   230.274   600.180    40.969
               2000   262.886   685.784    46.689
               2250   295.377   771.320    51.962
               2500   329.585   857.677    58.656
               3000   394.778  1028.695    69.992
               3500   456.491  1198.060    83.149
               4000   521.144  1368.886    94.468
               4500   585.767  1539.723   105.786
               5000   647.770  1708.445   116.997
               6000   776.416  2049.657   139.613
               7000   903.950  2390.083   164.789
               8000  1032.176  2730.714   187.392
               9000  1160.402  3071.209   209.998
              10000  1288.628  3411.553   232.604


                            TL 15
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    19.308    29.887     2.934
                500    36.407    58.287     5.815
                750    55.859    87.772     8.930
               1000    73.793   116.778    11.771
               1250    91.727   145.772    14.612
               1500   109.661   174.776    17.453
               1750   127.655   203.833    20.429
               2000   145.619   232.828    23.332
               2250   163.554   261.829    26.215
               2500   181.518   290.862    29.100
               3000   214.030   346.602    35.241
               3500   249.358   404.235    40.950
               4000   284.596   461.805    46.244
               4500   321.462   519.964    52.922
               5000   356.790   577.420    58.582
               6000   424.156   690.628    71.719
               7000   494.242   805.506    83.028
               8000   564.298   920.393    94.335
               9000   631.824  1033.230   105.540
              10000   701.551  1147.881   116.834


                            TL 16
             Power
             Output    Volume      Mass     Price
               (Mw)      (Kl)    (Tons)     (MCr)
                250    16.996    13.664     2.525
                500    31.933    26.024     5.005
                750    49.162    39.295     7.713
               1000    64.844    52.143    10.147
               1250    80.557    65.022    12.583
               1500    96.269    77.900    15.019
               1750   111.952    90.742    17.454
               2000   127.724   103.659    20.025
               2250   143.437   116.495    22.519
               2500   159.150   129.357    24.993
               3000   190.575   155.080    29.924
               3500   218.400   178.382    35.243
               4000   249.315   203.759    40.135
               4500   280.110   229.055    44.618
               5000   312.585   254.915    50.485
               6000   374.355   305.469    60.191
               7000   432.669   353.911    71.699
               8000   493.929   404.285    81.388
               9000   555.189   454.688    91.077
              10000   613.889   503.024   100.662

Referee's Notes on the Above

Normally, players would encounter these units at a construction site, during
disaster relief efforts, or as part of the equipment for an exploratory mission
or mining colony.  They are not normally produced at shipyards.

The characters can learn that these "industrial" power units are adaptable for
shipboard use in a number of ways.  One of the most obvious is to see such a
unit installed on someone else's ship.  They could also find out from an
aggressive heavy-equipment salesman (perhaps when they go to purchase a
replacement for that gravitic load-lifter that the rookie deckhand totaled) or
by hearsay.

Unless helped by someone with experience in integrating these things into
starship power systems, the characters will have to figure out installation on
a trail and error basis.  Mechanically, it is trivial (no task roll is
required) simply load the unit into the ship's hold, and secure it to the deck
like any other cargo.  Connecting it to the ship's power distribution system is
time consuming, however.

        To Install an Industrial Power Unit in a Starship:
        Routine; Engineering, Int (uncertain); 2 hours.

Referee:  On a result of No Truth, the unit is not connected and obviously will
not work.  Have the characters check their determination, and try again (it is
possible that they may never be able to get it to work).  On Some Truth, the
unit is connected, but the automatic load sensing feature will not work right.
In this case, the unit will appear to operate normally if under manual control;
under automatic control it will not reliably self-start when power demand
increases, and will power down randomly when it is operating.  The problem is
minor, and once diagnosed will be relatively easy to fix.  If the result is
Total Truth, the unit is installed properly, and will correctly operate in
manual or automatic modes.

The unit is relatively maintainance-free, although it should receive annual
maintainance (usually when the rest of the ship undergoes annual maintainance).
Damage and repairs should be handled in the same way as the ship's main power
plant.


Shops and Labs
~~~~~~~~~~~~~
The following are estimates of the volume, mass, and power requirements for
various types of labs or shops.  These are just estimates, based on what seems
about right to me, and are not really based on any real-world figures (well,
almost; the prices are based on the average real-world price per square foot
for that general type of scientific research lab).  I came up with these
numbers because a group of players was very interested in medical research.
Rather than figure out all of the different kinds of equipment they would need,
I simply gave them a "Large and Well-Equipped" general medical research lab,
and a bunch of smaller special-purpose labs.

For game effects, any lab over the minimum size has all of the absolutely
critical equipment and supplies needed for a particular type of work; certainly
enough to avoid any negative DM for equipment or supplies.  A "Large" lab has a
larger variety of specialized or labor-saving supplies and equipment.  Large
labs make any type of work easier; the referee should work out a positive DM or
other bonus which will apply.  In my campaign, a "Large" lab made all tasks one
entire level of difficulty easier (in other words, Impossible became
Formidable, Routine tasks became Simple, and so on).

For example, a minimum-sized technical lab has all kinds of small hand tools,
electronic and electrical assembly equipment (like soldering irons and
wire-wrap guns), basic test equipment (meters, scopes, and the like) and a
store of spare parts.  A large technical lab probably has a circuit design
workstation with an attached automated fabrication machine, lots of specialized
parts and replacement modules, and all types of special-purpose test equipment
not found in smaller labs.

Type of                  Power    Mass      Price      Min    "Large"
  Lab or Shop            Mw/Kl    Tons/Kl   KCr/Kl     Vol    if over
~~~~~~~~~~~~~~~~~~~     ~~~~~    ~~~~~~~   ~~~~~~     ~~~~   ~~~~~~~
Scientific Labs
  Engineering or R&D     0.001    0.080     11.000     54.0   216.0
  Physical Science       0.005    0.090      8.750     27.0   432.0
  Biological Science     0.002    0.100      8.250     54.0   324.0
  Social Science         0.001    0.075     11.250     27.0   216.0
  Other Sciences         0.002    0.080      9.750     40.5   216.0

Technical Shops
  Vehicle/Equipment      0.003    0.125      9.000     54.0   324.0
  Machine Shop           0.005    0.250     11.500     40.5   108.0
  Electronic Shop        0.001    0.090     10.250     27.0   108.0

Find the type of lab or shop on the chart which most closely matches the
desired facility.  The values on the chart are per kiloliter of lab or shop
installed.  A lab may not be smaller than the minimum volume (in kiloliters)
given in the "Min Vol" column.  The power requirement is in addition to any
environment or life-support costs; it represents the power required to run the
equipment installed in the facility.  A minimum-sized facility can accomodate a
single worker (two could use it, but the crowded conditions would reduce
productivity).  To find out how many workers could use a larger facility,
divide its volume by the minimum (drop fractions), and subtract one; the
minimum is always one worker.

A brief guide to type types of work is presented below.  This list is by no
means exhaustive.  The exact purpose of a lab, and its Tech Level should be
mentioned in the description when it is purchased or installed.  In general, a
lab can be used only for that field, or for closely related fields (referee's
judgement always applies).  In the case of Technical Shops, the supplied
equipment is typically Tech Level specific; again, the referee should judge
when the shop can no longer aid (typically at +/- one Tech Level).

Type of Lab or Shop    Suitable For
~~~~~~~~~~~~~~~~~~    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Engineering or R&D     Engineering Design and Research, Materials Analysis,
                       Standards, Testing, Quality Control, R&D, etc.
Physical Science       Physics, Chemistry, Geology, Meterology, Astronomy, etc.
Biological Science     Biology, Zoology, Botany, Medicine, Genetics, etc.
Social Science         Anthropology, Archaeology, Economics, Psychology, etc.
Other Sciences         Most other sciences which do not seem to fit above.
Vehicle/Equipment      Vehicles, Spacecraft, and their components.
Machine Shop           Build, Modify, or Repair Mechanical equipment.
Electronic Shop        Build, Modify, or Repair Electrical/electronics.

In addition, to be considered "Large and Well-Equipped" a technical shop must
be large enough to accomodate the vehicle or equipment to be worked on.  This
is usually not a problem with hand computers, but could be for starship repair
bays.  Although this gets expensive, it is certainly convenient to have a shop
with an overhead crane capable of lifting the power plant bodily out of a
scoutship.

T R A V E L L E R
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
"I think we'd better stop playing."
"Why, Mike?"
"Because I'm so tired I can't read the dice anymore ..."
"How long have we been playing, anyway?"
"Oh, let's see ... about 18 hours."
"Great!  The dealer's room should be open; I can by my own Traveller set!"
"Yeah, right ... see ya later ..."

Wildstar --------------------------------------------- [email removed]