			    TRAVELLER Digest 90

Topics covered in this issue include:

  1) Re: PEMS Fixed/Folding Arrays	by merrick@RT66.com (Merrick Burkhardt)
  2) So Skire/Old Expanses	by Michael Llaneza <mllaneza@mercury.sfsu.edu>
  3) BR/BL questions, comments, etc. (LONG)	by merrick@RT66.com (Merrick Burkhardt)
  4) 	by gdw.support@genie.geis.com
  5) Re: TRAVELLER digest 89	by lakes!raven@galois.nscf.org (Knight Hawk)
  6) GAME SHOPS IN THE LOS A	by john.bogan@asb.com
  7) PEMS Fixed/Folding Arrays	by lewis@chara.gsu.edu
  8) Re: Cards in BR	by "Les Howie"  <lhowie@192.219.29.90>
  9) Re: Cards in BR	by merrick@RT66.com (Merrick Burkhardt)
 10) BL vs BR	by "Les Howie"  <lhowie@192.219.29.90>
 11) Behind the Black Curtain - A silly theory	by chrisb@MPGN.COM (Christopher Beattie)

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

Date: Wed, 2 Nov 1994 13:49:38 -0700 (MST)
From: merrick@RT66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: PEMS Fixed/Folding Arrays
Message-ID: <9411022049.AA25092@RT66.com>

> _Battle Rider_ oddness:
> 
> In _Battle Rider_, many of the ships have 8 hex (240 Mm) PEMS arrays
> that are fixed, including the 10,000 d-ton _Rapier_.
> 
> The 240 Mm PEMS has a diameter of 400 meters.  Using unmodified length
> from configuration, the first ship that can mount this array fixed 
> displaces 2.4 million d-tons!  Using modified length from configuration,
> without resorting to open frame the first ship that can mount this is 
> probably about 80,000 d-tons.  Only the BTs and BBs are this big in 
> _Battle Rider_.  However, according to FF&S, this is *illegal*; you
> use unmodifed hull length, so we're back to the first figure!  This is 
> a pain, especially since folding arrays may not be used under thrust.
> 
> This suggests that large warships should have a 6 hex fixed PEMS 
> array for use when maneuvering (7 on bigger ships or if you ignore 
> the nasty "unmodified configuration" part of the rule), and an 8 hex 
> folding PEMS array for fine work, if you have the surface area for 
> both of them.

I might note that any decent sized ship doesn't really need the passives
anyway  :)

A -3 -4 sized ship can be locked by damn near anyone near realistic
shooting range, so why not stay active all the time (if you can't hide,
don't bother).



On a related note, does anyone use passives at all in BR (or BL for that
matter)?  I really like the idea of them, but aside from low tech and/or
non-military ships, they seem to be pointless (at least in our games
(and I've bent over backwards to be "quiet"))


-Merrick

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

Date: Wed, 2 Nov 1994 14:07:31 -0800 (PST)
From: Michael Llaneza <mllaneza@mercury.sfsu.edu>
To: traveller@MPGN.COM
Cc: Multiple recipients of list <traveller@MPGN.COM>
Subject: So Skire/Old Expanses
Message-ID: <Pine.3.89.9411021446.A6744-0100000@mercury>

 I'm starting an RC based campaign and am looking Trailing for ground for 
adventures. I got the Old Expanses sector data via ftp. I would like to know:

1)	How much of the Old Expanses sector has been detailed by 
GDW/DGP/HIWG and where can I get that data.

2)	What is GDW planning on doing with Old Expanses subsectors not 
covered in Path of Tears. I note that both adventures in World Tamers are 
set in the So Skire subsector.

3)	If GDW won't be touching So Skire anytime soon (Loren?) are 
other's interested in my post-Collapse version of So Skire/Old Expanses?

Thanks to all.

btw, I'll fix my Battle Rider file and repost it shortly. If anyone has 
an interesting BL design send it my way and I'll put it in the list 
(credited of course, Megacredited for really good designs)

Michael Carter Llaneza
Conceptual Design Services             The Worse it gets,
Pi Kappa Phi                           The more I get used to it.
"I am the NRA"			       Duty Now For The Future


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

Date: Wed, 2 Nov 1994 20:24:41 -0700 (MST)
From: merrick@RT66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: BR/BL questions, comments, etc. (LONG)
Message-ID: <9411030324.AA15853@RT66.com>



Howdy, 
	we've been jotting down various BR/BL comments idea, etc., for a
while now, and I thought I'd bounce 'em off you folks. Any comments,
house rules etc. would be great.  Well, here goes (sorry if the format
stinks, but I didn't have time to mess with it after I uploaded it)...


Battle Rider questions:
-----------------------

1. Why are some ships not calculated using the conversion
rules (aside from typos :-) ?

	eg: CVM Valor lists missiles as 20(40), but it has 
	4 Barbettes(5 msl each) which gives a conversion using 
	their rules of 4(20) *and* to be more accurate it should 
	use the absolute value of the FC rating times the number 
	of missile MFDs for the control rating-- M:24(20). There 
	are several others...


2. Do the rules for converting ships suggest that ships 
that have enough MFDs to avoid suffering penalties in 
terms of fire control have 1 MFD per 2 beam weapons?

	ie: What is the maximum number of separate targets 
	that can be engaged by a single vessel while using its FC 
	rating? A Sylea-BB has 120 laser turrets, can it engage 
	120 targets and use its FC rating for each, or 60 targets 
	with 2 each (but only 30 bear at a time)?


3. Why do the big ships have so few missiles? A BB would 
typically have several 50 ton missile bays, a Tigress, 
for example has 430 50 ton bays... this represents some 
21500 missiles. Would this be listed as M:430(21500)?


4. If the M:430(21500) above were true, then doesnt the 
control limit of 430 seem *very* low (see #1 above)?


5. What about the card turning thing? When should you 
shuffle? Ditto for damage chits. (we roll dice, it's much faster)


6. When missiles get outstanding success, do they do 
double damage? (we don't allow double damage for 
missiles, they get way too powerful (they already made 
them nastier than BL))


7. The rules suggest that missile spreads of x missiles 
are detected as a group... should firing locks be done 
the same way? What about normal laser attacks on 
missiles, roll once for detection of all x missiles in 
spread A, roll for x locks, then x attacks?



Comments/ideas:
---------------

1. Use missile bays, but all weapons from a given bay 
*must* be directed at the same target (also, the missile 
spread may not be split). The Tigress above would be 
listed M:430(430[50]) ... the "ready missiles" section 
read as "430 spreads of 50 available". Note that this 
creates a reason for a mixture of smaller and larger 
missile arrays so that a capital ship might engage 
smaller targets with missiles efficiently.


2. Converting *old* Traveller ships (including 
MegaTraveller stuff) is non-trivial, but I hate the TNE 
ships (Aurora, kludge Gazelle/Scout things, etc.(just my 
CT bias, ignore if youre an RC person)). I tried 
converting a High Guard meson gun, factor T to BL/BR, it 
was weak. The largest meson gun in BR is on the Sylea-BB, 
and it is some 35,000 displacement tons (vs the Ts 7000) 
using FFS. I like this, because I always thought there 
was too much junk on ships, but it makes conversion 
tough. Anyone who converts a ship, or makes a good weapon 
should throw it out on the net 'til there's a library of 
plug-ins. 


3. When converting FFS/BL ships, allow dedicated missile 
MFDs to control the amount they really can control... ie: 
the Valor would convert as  M:24(20).


4. We've been playing around with the following rule: 

When multiple temporary damage hits occur from a *single* 
attack (all attacks by a single task force), a ship can 
take a number equal to the absolute value of its size 
modifier before they become permanent hits. Size class 0 
is treated the same as -1, all hits (even temporary hits) 
on a size +1 craft are permanent, and *any* hit 
*destroys* a +2 size craft 

	eg: a Fiery (size -1) takes 5 Temporary hits. 1 NE, 
	1 Jump, 1 Fire Control, 1 NE, and 1 more FC. The 
	second FC hit makes the FC damage permanent. A Sylea (-4) 
	could take 4 temporary hits in an attack and it would 
	still be a temporary hit, but if it took 5 in one attack
	then it would be a permanent hit.

	We have mixed feelings about this rule, but it is
	interesting.


5. Ability to do appropriate damage would drive weapon 
design. FFS/BL neglects this with the plug-ins they list. 
Why would you build a laser that almost, but doesn't 
quite do enough damage to do a critical hit if the 
price/size/weight wasn't that far off the given plug-in? 
Why would TL-14 naval architects fix turret size at 3 
tons when an additional few kl (less than 2kl, if I 
remember) would allow them to have a short range of 10 
instead of 2 (create the lower tech plug-ins in FFS, then 
optimize them and you'll see what I mean)? At lower 
techs, given traditional higher tech enemies (Zho/Imp) 
the tech level penalty would be that weapons that did 
similar damage would be bigger, *not* that they would be 
the same size and less effective. Smaller short range 
means the other guy shoots first, and you lose a multi-
MCr ship for a couple of kl volume. Why use turrets if 
you could use barbettes (under certain circumstances)? 
Etc., etc..

Standardize, but *by* tech levels/governments, not across them.


6. Unlimited g-turns should be a basic rule, but the 
total (w/jump) g-turns should be on the counters for 
advanced play. Not having to deal with it is nice, but 
the limits on fuel work well to make course 
changes/evasion seem costly enough to be important.


7. Everything about the both games makes me want to have 
my ships be passive like submarines (or anything with 
radar, for that matter), but unless you are playing 
double-blind under special circumstances, it is silly 
when using military ships. The active sensors are *much* 
better than the passives. To see this look at the chances 
of detection for capital ships... even with and 
Outstsanding evasion by the target we're talking about 
Diff Levels of 2, 3 at a range of 128, and impossible for 
passives. Regardless, with dummy task forces you already 
know the other guy is coming, so why hide? How could this 
be changed to get the quiet, quiet, quiet... firing 
solution! Shoot! feel?

We've tried a few house rules for this (with an attempt 
to make it simple and playable):

	At the begining of each scenario, no task forces 
	are placed on the board (write down the present and 
	future positions). During the initiative phase of each 
	turn, each player draws a card for each of his task 
	forces, on a 4 or better, the task force is placed on the 
	board normally---5 or better if the task force is powered 
	down. Detection attempts may be made against any task 
	force on the board by any task force, even hidden ones.

	Use of Active sensors results in the active task 
	forces' counters being placed on the board immediately, 
	as does firing weapons, although launching craft does not.

	Missiles are never considered powered down.

	Missiles/craft launched from detected task forces 
	are always placed on the map. If the enemy has any active 
	sensors within their extreme range of your hidden task 
	force, then the task force is placed on the map on a 3 or 
	better. Successful jamming can add +1 DiffMod, 
	outstanding success has no improved effect on this.

	This continues each turn if needed.

	Alternately, keep doubling the passive sensors 
	range bands, and increase the DiffLevel by one each time. 
	Then allow ships to use all the DiffMods they can to get 
	it to a possible chance of success (5 or less, no 
	bullseyes for ranges over extreme).

8. What about tiny battle riders in BR (fighters)? The 
trick is to keep the record keeping down. We allow 
fighters to operate in squadrons of 10 regardless of FT 
skill level, and squadrons may be grouped into task 
forces based on FT skill. 



Tactics, etc.:
--------------

1. Even if using hidden damage, you will have a good idea 
if a ship appears powered down (it'll have a big +DiffMod 
on passive, *and* won't be using any g-turns).

2. Destroy the ship, not the missiles it controls! 20x10:1 
lasers fired at 20 missiles from a Valor might 
destroy the entire swarm, but the same 20 lasers will 
trash the Valor (at least for the next turn... but if the 
missiles are close enough to shoot, them they'll probably 
fire in the next turn anyway).

3. Really big ships have to be attacked with hordes of 
missiles, or an *outstanding* hit with the spinal mount, 
the latter is good reason to select (and pay the premium 
for) a crack crew.

4. Missiles can be exploded between your ships and the 
enemy's to create a jamming effect due to the white 
out... note that a small portion of a decent spread can 
produce a lot of jamming.

5. Without double damage missiles, big ships can still be 
wreaked by a missile swarm. On a size -4 ship, a DV of 1-
4 is NE (unless the AV is below 10), a 5 is a temporary 
hit, and a 6 is a permanent hit. The tactical/strategic 
implication is the need for screening vessels, which is 
good in that the game design  creates the need for ships 
already in the role-playing universe. For close-in 
defense, any screening ships need to be in the same task 
force, so BBs would be under the control of commanders 
with higher Fleet Tactics levels... just what would be 
expected.

Along these lines, we designed an escort cruiser (CE) 
with 600 lasers (L(x200 -2)10:1 and size -3) to escort a 
BB. The separate ship had the advantage that a bad hit on 
the BB wouldn't make it a sitting duck for missiles 
unless the CE was hit too.



Blah, blah, blah  :-/

Whatcha think?  



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

Merrick Burkhardt 	 		Ants Inc. - engaging natural history

email: merrick@rt66.com        		"Lifting things 20 times our weight
phone: (505) 255-0653 (home)		 for almost 3 years now..."
phone: (505) 842-8409 (Ants)


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

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

Date: Thu,  3 Nov 94 03:45:00 UTC
From: gdw.support@genie.geis.com
To: traveller@MPGN.COM
Message-ID: <199411030404.AA236305478@relay2.geis.com>

 traveller@mpgn.com
 
 From TRAVELLER Digest 82
 
 Shalom Zaidfeld
 
 > Loren, could you please describe what Alien Of Rim will
 > contain?
 
 Primarily, Hiver and Ithklur character generation (including
 skills and careers) under the TNE, plus enough background to
 enable players and referees to include them in RC campaigns. It
 will not be everyting you always wanted to know about the Hive
 Federation, sadly...isn't enough room for that, so it'll have to
 wait for another forum...perhaps another book, or a few articles
 in Challenge.
 > About the Long ships, the product will cover Aurora type
 > ships plus other RC ships?
 
 Nope...just Aurora- and Maggart-class clippers and their
 modules, plus associated small craft (Mantas, maybe 50-ton
 cutters and modules, etc.). My original plan was to present it
 as a crew orientation booklet, using an approach similar to the
 _Mars One Crew Manual_, but the art department rebelled. I am
 still negotiation over the final form of the product.
 
 > Hey, you can always ask around the TML for a contest to see
 > who can design Aurora's Deck plans.
 
 I have found it takes about as much time to check outside
 designs as it does to create them myself. Besides, I _want_ to do
 this solo.
 
 > Death of Wisdom, 1st Traveller Novel
 > (C)ould you tell us more about the novel (Author, etc.)?
 
 Author's name is Paul Brunette, and he's a long-time Traveller
 fan. The plot hinges around the discovery of a virus that is
 incredibly lethal to Hivers, and associated alarums and
 excursions.
 
 Jerry
 
 > Okay, I have just one question of GDW. When are you going to
 > release Vampire Fleets and The Regency Sourcebook?
 
 Dave decided to do World Tamer's Handbook instead of Vampire
 Fleets (a decision he was not completely happy with). This meant
 that Vampire Fleets had to find a new position in the schedule
 (as we could not delay Striker II for reasons I will not go
 into). I'd say late spring '95, but that depends on how quickly
 Dave finishes Striker II and Armor 21. Regency material will be
 several booklets, not just a single sourcebook, and released
 throughout 1995. A TL-15 Beowulf-class Free Trader appears in
 Challeng #75, as part of the first effort to get Regency stuff
 out and available.
 
 From TRAVELLER Digest 85
 
 Tariq M. Rashid
 
 > I know this isnt Traveller related but is Armor 21 what I
 > think it is. A game about 21st century armoured combat?
 >
 > Oh please say yes..please, please
 
 OK...Yes, it is. Ca. 2030 or so, next couple of generations of
 armored combat. It will use the TNE/Twilight/House vehicle combat
 system, so it is (after a fashion) on topic for TML..
 
 
 The following is from a letter recently sent from Michelle
 Sturgeon, Editor of Challenge magazine to all current Challenge
 authors:
 
 "It's no secret that the gaming marketplace is changing in a
 big way. We at GDW have had to take some hard looks at what we do
 and how we do it, and we're making some changes to ensure that we
 survive. Most of these changes are internal, but one of them
 affects you.
 
 Effective with issue 77, we will no longer be able to pay for
 articles published in Challenge magazine. For articles published
 prior to issue 77, payment will be made based upon the acceptance
 terms in as timely a manner as possible.
 
 Articles published starting with issue 77 will be published on
 a first American publication rights basis. This means that after
 publication, all rights revert to you (the author) instead of
 staying with GDW as the currently do. (Obviously, any material in
 the article which was originally GDW's material, such as rules,
 charts, characters, etc., remains GDW's.)"
 
 Now for some personal comments from Loren Wiseman:
 
 First, my suspicion has always been that Challenge authors do
 not write articles because of the money, but for other reasons,
 and I do not anticipate that we will see any great reduction in
 the quantity or quality of articles contained in the magazine. We
 certainly hope to resume payment for articles at some time in the
 future, but at the present time, we cannot state when this will
 happen.
 
 Second, this announcement is certain to start another batch of
 "GDW is about to fold" rumors...it seems every time we do
 anything rumors start flying. I would appreciate it if anyone who
 runs into such a rumor elsewhere in electron-land will do me the
 favor of saying it isn't true.
 
 This announcement is not evidence that we are about to go out
 of business. If anything, it should be taken as evidence that we
 are taking steps to stay in business. Personally, I will do
 whatever it takes to see that GDW continues.
 
 Loren K. Wiseman
      GDW,Inc.

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

Date: Wed, 02 Nov 94 22:25:06 EST
From: lakes!raven@galois.nscf.org (Knight Hawk)
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 89
Message-ID: <Jc47uc1w165w@lakes.trenton.sc.us>

I have a question is there any design sheets to help with the designing 
of ships in FF&S.  I am having some trouble with designing ships from 
what is written in FF&S and was wondering if there is any kind of helpful 
text files to compliment it.  

Also as a twist to the Virus I have 3 Alien Crafts which I am planning on 
using as soon as I can get them finished that have both a Human and 
Computer part of the control systems.  The control systems are more or 
less CYBORGS in nature I took the Idea from a Sci Fi book I read which 
had Ships called B&B's (Brains & Brawns) the Brains is a Human component 
of the Ship and Can't leave since it is built as part of the ship.  While 
the Brawn does all the work the Brain can't.  Any Ideas as to how the 
Virus would react to this combination since the computer is already 
Inteligent in Nature?

-- 
raven@lakes.trenton.sc.us
Lakes Access

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

Date: Wed, 02 Nov 94 23:38:03 
From: john.bogan@asb.com
To: uunet!mpgn.com!traveller@uunet.uu.net
Subject: GAME SHOPS IN THE LOS A
Message-ID: <9411022338.A1306wk@asb.com>


I know they've moved, so you'll have to look in a phone
book for their current address, but try:

Change of Hobbit


(and since you're looking in the phone book anyway,
give them a call to find out if they still have any 
old Traveller stuff left)

John Bogan

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

Date: Thu, 03 Nov 94 09:09:47 -0500
From: lewis@chara.gsu.edu
To: traveller@MPGN.COM
Subject: PEMS Fixed/Folding Arrays
Message-ID: <9411031409.AA12838@chara.gsu.edu>

	Last night Steve Bonneville wrote about PEMS and folding
arrays.  Well I was playing around with converting the Fer-de-Lance
Destroyer Escort from HARD TIMES to FFS and then to Battle Rider stats,
and I noticed something similiar.  
	(This is all from memory, but I think it is right)  First you
get a array diameter, this determines if you need a folding array or
not. Then you determine the area, by looking at the value for a given
range, then multiplying by a tech level modifier.  But when you change
the area, you are also changing the radius.  Shouldn't it be the final
radius that determines if you need a passive array. I'll look at this
tonight, and see if it makes sense with the given ships.

Lewis Roberts

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

Date: Thu, 3 Nov 94 11:58:06 AST
From: "Les Howie"  <lhowie@192.219.29.90>
To: traveller@MPGN.COM
Subject: Re: Cards in BR
Message-ID: <9411031558.AA07867@Prograph.Com>

> From: merrick@RT66.com (Merrick Burkhardt)
> As for BR, what do you folks do with the cards?  We decided to just use
> dice because reshuffling all the time was a pain (and not reshuffling
> every draw changes the odds).  

We use the cards straight, and lets the odds fall where they may.  That is, 
sfter all, how you use most card based results systems (including Seastrike,
for
that matter); one would like to pretend occasionally that the designer knows 
what he is doing :-)

Just how do you use the dice?



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

Date: Thu, 3 Nov 1994 09:33:04 -0700 (MST)
From: merrick@RT66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: Cards in BR
Message-ID: <9411031633.AA14517@RT66.com>


Les Howie writes:

> > From: merrick@RT66.com (Merrick Burkhardt)
> > As for BR, what do you folks do with the cards?  We decided to just use
> > dice because reshuffling all the time was a pain (and not reshuffling
> > every draw changes the odds).  
> 
> We use the cards straight, and lets the odds fall where they may.  That is,

> sfter all, how you use most card based results systems (including
Seastrike, for
> that matter); one would like to pretend occasionally that the designer
knows 
> what he is doing :-)
> 
> Just how do you use the dice?

Just use the TNE task rolls (as in the conversion to TNE stuff in the
back of BR). 

I forgot to add that we roll for damage, as well... since BR was
designed for fleet type actions, how come they included so few damage
chits.  There is no way to play with more than a couple of task forces
with so few counters.

BTW, is it just the new TNE universe, or does it seem odd that we get a
fleet based combat system, but no Zhodani ships to trash  :)

Later,
	Merrick

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

Date: Thu, 3 Nov 94 14:06:25 AST
From: "Les Howie"  <lhowie@192.219.29.90>
To: traveller@MPGN.COM, Multiple@192.219.29.90, recipients@192.219.29.90,
Subject: BL vs BR
Message-ID: <9411031806.AA08153@Prograph.Com>

Sablemane <HAYDENDJ@udavxb.oca.udayton.edu> writes
> I'm going to start up a T:TNE campaign based from the RC and was wondering 
> which of the two space simulations would be best.  The local hobby shop I
> go to has both of them in stock and I'd figure it would be best to ask here
> first for suggestions.

Battle Rider (BR) is a fleet action game with abstracts out a lot of the detail 
of damage effects and movement.  Brilliant Lances (BL) is far closer in level to
the rules in the TNE book.  I think that this is the game you would want for use
in a campaign.

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

Date: Thu, 3 Nov 1994 14:54:12 -0500
From: chrisb@MPGN.COM (Christopher Beattie)
To: traveller@MPGN.COM
Subject: Behind the Black Curtain - A silly theory
Message-ID: <199411031954.OAA29795@Central.KeyWest.MPGN.COM>


My own (silly) pet theory as to what is behind the curtain.

I  made this remark as a jest to someone a few days ago  and
much  to  my surprise, he said, "Hey that's funny,  why  not
post it to the TML."  So here it is, with a sample scenario.

Behind the curtain is ... Alpha Complex!

"The Computer is your friend!"
"You trust the computer!"
"The computer says, 'two plus two equals five'!"

Talk about paranoia!  No wonder no one has returned alive.

It was a strange feeling.  They had finally gotten the nerve
to  cross into the certain death curtain and they were still
alive.   As they scanned around they found no sign of  enemy
craft.    The  planet  seemed  to  be  filled  with   energy
signatures  but they could detect no outbound transmissions.
With  caution  they  landed on the  planet's  landing  bays.
Somehow the entire planet seemed to be one complex building.

"Halt  citizen," a voice boomed as they entered the hallway,
"Your identification badges are clearly faulty, please state
your code and your security clearance or else be prepared to
die as the filthy commie mutants you are."

"Filthy  what?",  said one of the crew  before  the  captain
could speak.

"I'm  the captain," replied the captain, (Did you think  I'd
spend  the time to give these almost certainly doomed people
names?) "We are an exploration ship from far away.  We  come
from ..."

"Since you are not citizens, you must be aliens.  Since  you
are  aliens you must be commie spies.  Since you are  commie
spies you must be exterminated.  Please remain where you are
until a squad can be dispatched to exterminate you."

"This  is worse than the time when we had to go and pick  up
the  cargo of Vimen," replied the member of the crew who was
known to say such things.

Suddenly  from  both  sides  of the  corridor  came  several
guards.   The guards quickly threw grenade devices down  the
hall  towards the crew which after a few minutes  still  did
nothing.  As the guards grumbled and speculated on  how  the
commie  spies  could  disarm the grenades  so  quickly,  the
captain  noticed  that  the pins of the  grenades  were  not
pulled.   "You  know, these might work  if  you  pulled  the
pins," he mentioned to the guards.

The  crew member who was known to say odd things simply gave
the captain a dirty look.

The  guards grabbed a second set of grenades and pulled  the
pins.   However, since they did not throw the grenades  this
time, thinking all they had to do was to pull the pins,  the
result was not a pretty sight.  The crew managed to get past
the mangled guard bodies and down another painted corridor.

After a rather boring chase scene they managed to dart  down
a  different corridor that was painted in a different color,
as the first guard entered the hallway the computer sounded,
"Citizen!   You are not authorized to enter this zone.   All
guards are now instructed to kill citizen kane!"

With a flurry of fire the poor guard was killed on the spot.
Unfortunately  with  the amount of firepower  used  a  power
conduit  was ruptured and the entire section of the  complex
exploded, killing everyone including the crew.

The captain awoke from his slumber, "was this a dream?",  he
asked  to  himself.  Unfortunately the voice which  followed
seemed horribly familiar.

"Welcome  citizen," the voice spoke, "you are  clone  number
two.   Please  be  ready to resume your assigned  duties  as
commie mutant spy traitor.  Have a nice day!"

"You  know  captain,"  the crew member commented,  "I  don't
think we are in Kansas anymore."

End transmission.

|     _____         |Christopher Beattie |Tantalus Incorporated|
|  ___ |[]|_n_n_I_c |Tantalus @ Key West |        P.O. Box 2310|
| |___||__|###|____)|Development Division|   Key West, FL 33045|
|  O-O--O-O+++--O-O |chrisb@mpgn.com     |Phone: (305) 293-8100|
| Opinions expressed here belong to me!  |  Fax: (305) 292-7835|

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End of TRAVELLER Digest 90
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