			    TRAVELLER Digest 210

Topics covered in this issue include:

  1) 	by gdw.support@genie.geis.com
  2) Re: Travellers' Aid Society	by bonn0015@flipper.itlabs.umn.edu (STEVEN M BONNEVILLE)
  3) TL-10 Dirtside Transportation Motorcycle	by Shalom Zaidfeld <cs911408@red.ariel.cs.yorku.ca>
  4) Re: TRAVELLER digest 209	by count@easynet.co.uk
  5) Re: TRAVELLER digest 209	by "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com>
  6) Solomani Discussion...	by CyHiggin@aol.com
  7) TRAVELLER digest 209	by pete.burke@compudata.com (PETE BURKE)
  8) Re: TRAVELLER digest 209	by Mark Hughes <hughe881@uidaho.edu>

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

Date: Thu,  2 Mar 95 02:14:00 UTC
From: gdw.support@genie.geis.com
To: traveller@MPGN.COM
Message-ID: <199503020338.AA271425515@relay1.geis.com>

 traveller@mpgn.com
 
 From TRAVELLER Digest 194
 
 Jeff Zeitlin
 
 Re: On Copyrights and GDW...
 
 GDW will be responding to this query in a couple of weeks...
 
 From TRAVELLER Digest 199
 
 Alvin Plummer
 
 > Where would I go to get Striker II fixes?
 
 We don't have a formal eratta assembled just yet. The main fix
 is to substitute "cm" for "inch" in all measurements.
 
 From TRAVELLER Digest 204
 
 Boris Zaidfeld
 
 > How is the author of the novel?
 
 He's just fine, thanks for asking.
 
 > Could you post a brief discription of the novel?
 
 Sure...its about 5 inches wide, about 7 inches high and just
 over 3/4ths of an inch thick.
 
 [Sorry...I could't resist a pair of straight lines like
 those...: ) ]
 
 _ The Death of Wisdom_ is the first ever Traveller novel by
 GDW Press, first of a series of three by author Paul Brunette.
 
 The novel is set in the Reformation Coalition and involves the
 attempt to stop a plague that is killing the Hivers, the alien
 race which has been providing technological support for the human
 recovery.
 
 The heroes are the crew of the Reformation Coalition starship
 Hornet, which is led by Coeur "Red Sun" d'Esprit, a survivor of
 the collapsed Imperium, who survived for 70 years in suspended
 animation.
 
 The crew stumble across the early stages of the plague and
 attempt to trace it back to its source, and find that it involves
 a conspiracy from within the Coalition that is linked to the
 Mercantile Guild, a sort of interstellar Mafia which seeks to
 prevent any interstellar governments from rising again. The
 pursuit of this mystery takes them across a subsector to find the
 source of the plague at a Guild base, which they destroy.
 
 Coeur d'Esprit, as a former Imperial citizen, provides some
 perspective on the difference between the old self-destructing
 Imperial society and the society of the New Era to which she is
 committed. The crew also includes a Schalli navigator, "Deep
 Six," and a courageous Hiver technical advisor, "Scissor."
 
 This novel is very closely tied to the Path of Tears
 sourcebook, and displays a great deal of equipment that is
 detailed and illustrated in the Reformation Coalition Equipment
 Guide. In addition to the two follow-on novels, this trilogy will
 be supported by articles in upcoming issues of Challenge which
 present the characters as fully detailed TNE characters.
 
 Item #380, $5.95 plus $1.00 Shipping and Handling (overseas
 customers please enquire for a price, noting whether you prefer
 surface or air mail shipment).
 
 Loren K. Wiseman
      GDW,Inc.
 
 

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

Date: Thu, 2 Mar 1995 00:02:59 -0600
From: bonn0015@flipper.itlabs.umn.edu (STEVEN M BONNEVILLE)
To: traveller@MPGN.COM
Subject: Re: Travellers' Aid Society
Message-ID: <199503020602.AAA00859@landshark.itlabs.umn.edu>

Alvin Plummer <alvin.plummer@sheridanc.on.ca> wrote:

>No doubt, the actual scope of the Traveller's Aid society has been 
>documented elsewhere.  Any researchers out there?

You rang?  :)

Some things that are known about the Travellers' Aid Society:

The Travellers' Aid Society is a private organization that maintains
facilities and hostels at all class A and B starports in the Imperium,
which means about 3600 to 3800 systems have at least one TAS hostel,
judging by world generation.  (About 40% of all Imperial worlds.)
The TAS is as big as the megacorporations; its' worth is probably
measured in quadrillions of credits.

Lifetime, non-transferable membership in the TAS costs MCr 1.  The 
TAS then invests this money to operate the organization.  In some
cases, memberships are sponsored by the Navy, Marines, or Ministry of
State (Diplomats).  Belters and Nobles (TNE "Wealthy Traveler") also
often obtain memberships.  Occasionally the TAS awards a membership.
If you are applying as an individual, a "blackball" must be avoided
which culled 3% or so of the applicants in CT/MT (maybe 10x worse
in TNE).  Many ordinary citizens are members.

Services:

The High Passage ticket every eight weeks would require the Society to
make 6.5% interest annually on the membership fee.  Of course, as old
members die, their fees can go to the endowment, so the Society gets
richer and is able to do more things....  

Members have access to the Society's hostels, and can invite guests.
They get reduced rates on first-class lodging and meals from the TAS
for all.  (TAS gets some income here, but probably have to cover part
of the cost with other income streams.)

   "Traveller News Service is another Imperium-wide benefit 
    of membership in the Travellers' Aid Society." 
	                                     -- TNS blurb, JTAS.  
The Society owns and operates the largest independent news service in 
the Imperium, with news offices and correspondents virtually *everywhere*.  
While it's public, I get the impression that they operate like the 
Associated Press, letting the local news service pick up their stories 
off the wire.  Members get full, free access to read the news wire at 
any Society hostel.

Travellers' Aid does have an agenda.  It wants to encourage safe 
interstellar tourism.  It discourages low passage travel.  It also
operates the travel zone service to warn members and the public 
about potential hazards on the planets of the Imperium.  It has
declared worlds red zones before the Imperial government has been 
able to place the Interdict in order to protect members.  This sort
of Red Zone is a strong advisory.  Actually, similar services exist
today, in the real world.  Usually, such an advisory would be
accompanied by text explaining why.

We got a lot more information from the TAS ad in MTJ #1 and the 
interview with Jeramii Boden (TAS spokesbeing from 1105-1120s) in 
MTJ #3.  TAS was founded some time in the early 700s (before 720).
So at about the same time as the Solomani Autonomous Region.

We also learned that it provides these additional benefits for members:
  * reasonable prices on local planetary tours
  * free legal counsel at all TAS hostels
  * full medical coverage and insurance on baggage

MTJ #3 revealed that the Society helps sponsor holoshows and travellogues, 
something like National Geographic.  It has a "TAS Junior Explorers Club" 
open to kids, even non-member kids as an educational tool, to recruit 
potential new members, and promote the Society's point of view and agenda.
Travellers' holds special lectures, sometimes impromptu, open only to
members and their guests, at the hostels.

An article in JTAS #24 on the ISCC (Imperial Standard Credit Card) adds
that for a "modest" Cr 10000 lifetime fee, the Travellers' Aid Society
will issue a "TAS Services Card".  To put it simply, it's a "portable
bank account" that is encoded with the holder's DNA and also serves as a
proof of identification and a guarantee of unlimited reliability of 
credit.  If lost, the balance would need to be verified, but since these
cards would get used frequently at TAS hostels, and members travel at
a leisurely pace, it might not be so bad getting the correct balance and
issuing a new card. (Trying to lose a card with a big debt on it won't
work, because TAS gets a report of the transactions eventually from the
other end.  Assume some complex tracking going on here to keep all this
straight, they've got the experience and I don't.)
  
Any other neat convenient service that the members might like would be
appropriate to add for a campaign.  For instance, I let players of 
members send very brief xmail messages to the hostels in the subsector
for a nominal charge (or free) since TNS needs to maintain fast, maybe
jump-4 courier service to the xboat net all the time anyway, and those
ships may have extra room available for more data.  Some limits were
made and adjusted from time to time.  And of course the hostel post
office could also handle first-class physical interstellar mail, which
would be about Cr 0.25 or Cr 0.5 per 25 grams or fraction per jump,
judging by interstellar mail shipping costs and adding in some cover
for planetary delivery; that's a typical mass for a letter.  I felt
free to have local Postal Unions send most mail on jump-1 "Fat Traders"
though, which slows the mail and increases postage.

In my opinion, the TAS membership should be something that the average
PC just *lusts* after. :)  Even one party member with a membership can
make life interesting.  All sorts of fun adventures can be spun off 
starting at the Travellers' Aid Society complex....

  Steve Bonneville
  <bonn0015@gold.tc.umn.edu>


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

Date: Thu, 2 Mar 1995 01:24:13 -0500 (EST)
From: Shalom Zaidfeld <cs911408@red.ariel.cs.yorku.ca>
To: GDW-Beta List <gdw-beta@quark.qrc.com>
Cc: TNE-Pocket Project <tne-pocket@ocf.Berkeley.EDU>,
Subject: TL-10 Dirtside Transportation Motorcycle
Message-ID: <Pine.SUN.3.91.950302010807.19587A-100000@blue>

Here is my first attempt in designing a motorcycle using FF&S.  I added 
my design notes, if anyone wants to check them out.  Comments, etc are 
welcome...

	-Shalom Zaidfeld
========================================================================
TL 10 Dirtside Transportation Motorcycle                              
 
Price:          10,499 Credits                        
Size:           7 Cubic meters = 0.5 Displacment Tons              
Mass:           1.99 Tonnes Empty, 2.11 Tonnes Loaded             
Power:          0.125 MW Improved Internal Combustion Engine             
Maint:          1                        
Controls:       TL-9 Computer Linked Ground Vehicle Controls
Commo:          300km TL-10 Radio Communication Suite               
Sensors:        1x Front HeadLight                       
Life Support:   Light, Heat                    
Cargo:          75kg               
Crew:           1                        
Passnegers:     1 [Restricted seat]                       
Armament:       None                   
 
Max Speed:         161 kph Road Speed/64 kph Cross Country Speed     
Travel Move:       322/129 [kilometers per 4 hours]

Combat Move:       75/30 m/s                            
Fuel Capacity:     Fuel Tank: 500 Liters  
                   Fill up:   18 Credits
                   Fuel Type: Liquid Hydrogen
Fuel Consumption:  31 Liters Per Hour (16 Hours Endurance)
 
Combat Stats:                                                    
Config: Open Frame      HF:     0.5                       
Susp:   W (1.5)         HS:     0.5                       
                        HR:     0.5                       
                        Belly:  0.5                       
 
---------------------------------------------------------------------
 
DESIGN NOTES:
 
General Info:
 
Rate:   0.5     Config: Open frame      Material:  Fiberglass       
Volume: 7                               Though.:   0.25     
MV      0.3     MVM     0.6             Thickness: 2.00 cm     
                                        AV:        0.50     
                                        Mass:      1.20 Tonnes     
                                        Price:     1200.00 Credits
                                        Volume:    1.20 Cubic meters     
                                                                
Suspension:                      Controls                       
Type:    Restricted Wheel        Type:   Computer Linked       
Volume:  0.7 Cubic meters        TL:     9                        
Mass:    0.14 Tonnes             Volume: 0.007 Cubic meters
Price:   175 Credits             Mass:   0.0007 Tonnes    
Surface: 490 Square meters       Price:  500 Credits      
                                 Power:  0.00025 MW          
 
Comm:
Range:   300 meters
Type:    Radio Communicator
Volume:  0.001 Cubic meters
Mass:    0.002 Tonnes
Price:   5,000 Credits
Antenna: 0.1 Square meters 
Power:   0.01 MW
 
Crewstations:                   Sensors:
Type:   Cramped Crewstation     Type:   1xHeadLight                       
Volume: 2.5                     Volume: 0.002 Cubic meters        
Mass:   0.2                     Mass:   0.001 Tonnes                   
Price:  1500                    Price:  50 Credits
                                Power   0.0001 MW
                                Range:  30 meters                      
 
                                Power Plant:
Type:   Restricted Seat         Type:   Improved Internal Combustion
Volume: 1.5                     Volume: 0.25 Cubic meters
Mass:   0.02                    Power:  0.125 MW
Price:  100                     Mass:   0.25 Tonnes    
                                Price:  500 Credits     
                                Duration:   16.00 Hours    
                                Fuel Tank:  0.5 Cubic meters
                                Fuel:   Liquid Hydrogen
                                Fuel Price: 17.5 Credits     
                                Fuel Mass:  0.035 Tonnes   
Transmission:                                                           
Type: Wheeled Transmission                                   
Volume: 0.0375 Cubic meters                                           
Mass:   0.0375 Tonnes                                          
Price:  56.25 Credits                                           
                                                                
TOTAL:                                                          
 
Volume:                                                         
Used:   Left:
6.70    0.30
Mass:                                                           
Loaded  Empty
2.11    1.99
Power:  Systems Power:  Engine Power:                            
0.125   0.01035 =       0.11465                                 
Price:                                                          
10,498.75                                                      
SDR:    1.5                                                     
Movement:                                                               
Road:   161.11 kph                                   
Cross:  64.44 rph                                           
Combat : 74.59/29.84                                    
Travel: 322.25/128.90
Maint:  1

                -Shalom Zaidfeld
----
Student, Newtonbrook Secondary School
Toronto, CANADA
Internet: cs911408@ariel.cs.yorku.ca


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

Date: Thu, 2 Mar 1995 11:30:03 +0000 (GMT)
From: count@easynet.co.uk
To: traveller@MPGN.COM
Cc: xboat@MPGN.COM
Subject: Re: TRAVELLER digest 209
Message-ID: <Pine.SUN.3.90.950302111626.8295C-100000@master>

---2147468665-1837680572-794143613=:8295
Content-type: TEXT/PLAIN; CHARSET="US-ASCII"
Content-ID: <Pine.SUN.3.90.950302112705.8295E@master>


in Traveller@mpgn.com, Hugh Foster mentioned the following in his post:

> >> Sir, there are quite a number of ship's our there with 
> armour of 1700, last time I heard! <<
> 
> There you are, you see. The system which creates designs 
> like this is not compatible with previous designs. Fixing 
> rules is OK. This is a completely different game! TNE IS 
> NOT TRAVELLER!

Thankyou Hugh, I'm glad to see that someone has finally spotted the 
difference.  MT was simply an inclusion of all the Traveller books, with 
extrapolation and some new bits (not many in total, quite a few in pages), 
most of the latter appear as if they were done in isolation to the rest of 
the universe as stated or created - hence the loopholes/conflicts (High 
Guard damage tables and Damage Points for weapons and ships!!!).

TNE is a totally new game, built from the ground up using T2000 (not 
Arnie), and Dark Conspiracy (all TM/c GDW).  Hence it is a distinct 
possibility that those who enjoyed CT and/or MT will not enjoy TNE.  If 
however you enjoyed T2000 2nd _AND_ CT/MT then you would very possibly 
love TNE!!  However I'm one of the former.  I enjoyed CT and to a lesser 
degree MT, but not Tw2000 etc.  Hence I'm disappointed to say that I 
think GDW and I have gone our separate ways to a significant degree.

Shame really, considering Frank Chadwick's excellent games such as the 
Third WW series (if somewhat fictional now in setting and scope) and 
Marc's superb vision of the future of science fiction RP genre by 
creating Traveller (TM/c GDW) along with all of those who had input.

I would like to take this opportunity to go on record to say a BIG (HUGE, 
Tigress sized) _THANKS_ to all those involved in the creation and 
development of the first edition of Traveller.

Thanks guys for giving me the best 12 years of my life and yet more to 
come (over 50% of my life has been dedicated to reffing Traveller - CT/MT).

Just my bit guys.

//count@easynet.co.uk

---2147468665-1837680572-794143613=:8295--

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

Date: Thu, 02 Mar 1995 11:29:38 -0500
From: "Harold D. Hale" <hdhale@smtpwpo.dayt.tasc.com>
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 209
Message-ID: <sf55abde.016@smtpwpo.dayt.tasc.com>

Andrew Boulton says regarding the Second Solomani Rim War:

>   Firstly, the war took them by surprise - rather that having a year or
>more to prepare, suddenly *wham!* the opportunity is there, and either
>they take it or lose the chance. Secondly, they had to integrate the
>captured worlds into the Confederation, and/or pacify/garrison them,
>which takes time. Thirdly, they didn't want to extend the supply
>lines/communication times too far. The 2nd Imperium shows the problem
>of grabbing too much, too quickly.

   The Solomani had war plans for invading the Imperium, just as every
General Staff and Joint Chiefs of Staff on 20th century Earth has some
of their people working on contingency plans for invading their 
neighbors (I'd be very interested in seeing Canada's plans for invading
the U.S.--and under what conditions they would be implemented).
Whether any of the admirals and generals in the Solomani armed forces
took these plans seriously would be a point of debate.  I would argue
that most didn't--if anything they were worried that the Imperium might
finish the job they started a century before (the First Solomani Rim War).

   The war of 1117 represented their best hope for retaking Terra (and
possibly securing the other worlds they lost) in their lifetimes.  What
ever the outcome of the civil war in the Imperium, the new emperor
was probably not going to be in any shape in launch an offensive
to retake territory seized by the Solomani (first order of business
at any rate would have probably been to drive back the Vargr--a job that
would have tied the Imperium up for several years).  At any rate,
the Solomani were in a much better position to win than they were in the
first war.

   The Solomani war plan probably talked to the "fact" that local
populations would welcome the them with open arms.  While this may
have happened in some locations (particularly in the Old Expanses),
many worlds the Solomani didn't expect to fight their "liberation" did.  This
undoubtedly threw the time tables off in their plans and was a
major factor in their getting bogged down (add this factor to the list of
three I posted yesterday).

   Logistically speaking, the Solomani had less of a bad time of it thanks
to the integration of their navy.  Their Army, however, wasn't particularly
well integrated (I'm not even sure they standardized the calibre of
their weapons, although I would hope they did).  This lack of
integration was probably a deciding factor in more than one crucial
planetary invasion.  Certainly it figured prominently in the initial Lagash
campaign of 1118-19.

Additionally he says:

>  > > how long should a ship design to work with a fleet take to purify
>  > > it fuel? 
>  >  
>  > No offical doctrine here, but I recomment keeping the number below
>  > five hours: three may be idea. 
>
>T*THREE HOURS?* How much space are you devoting to purifiers?! I'd
>say 6-12 rs would be better.

   Even a 6-12 hour purifier may take up too much space unless you
are talking about a dedicated tanker.  As currently designed, fuel
purification plants are volume hogs.  The current design system places
greater emphasis on tankers and starports for quick refueling.

>   Depends on your deployment strategy. If the fleet is always going to
>be used as a single force, then it's reasonable to have dedicated
>tankers and no purification gear on the warships; there should be
>enough escorts to protect them from enemy attack. 

   The problem with this strategy is that the tanker escorts have to
be used as just that--tanker escorts.  They could never be "pulled"
from that duty for other activities.  All tactical deployments would have
to be centered on defending the tankers.  What happens if you are
forced to withdraw under pressure and are low on fuel? Are you
going to lead the enemy back to your only way of getting home?  I don't
think so.  Having a minimal refining capability would allow you to go
hide out in a gas giant for a while and wait for things to cool down.
Later you can sneak back to the tanker, top off your tanks, and get the
hell out of there.

Hugh Foster says:

>>> Sir, there are quite a number of ship's our there with  armour of
>1700, last time I heard! <<
>
>There you are, you see. The system which creates designs  like this is
>not compatible with previous designs. Fixing  rules is OK. This is a
>completely different game!

   I'm not convinced that he's taking about a valid design.  I'd like to
see the stats for one of these "interstellar tanks" posted, in particular
the hull design calculations.  After all, under the old system it was
possible to design 15,000 ton jump-6, maneuver-6 starship
with a spinal mount meson gun if certain rules were ignored.

>TNE IS  NOT TRAVELLER!

   TNE is Traveller, just as much as MegaTraveller was Traveller, and
"classic" Traveller was Traveller.  Attitudes like that are best
expressed in the alternative to this mailing list.  

Harold


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

Date: Thu, 2 Mar 1995 13:26:37 -0500
From: CyHiggin@aol.com
To: traveller@MPGN.COM
Subject: Solomani Discussion...
Message-ID: <950302132632_37136669@aol.com>

From: Alvin Plummer

>[Does anyone here know why the Solomani didn't conquer much mopre than 
>'border regions'?  Apparently, GDW consider's them to be military 
>incompetents - after all, due to tech level's and population alone, they 
>should have never lost the Solomani Rim in the Rim War.]

1. They didn't lose the Solomani Rim War... they lost Terra, which would
have been like the Union losing Washington D.C. in the Civil War -- a 
devastating blow to morale to lose the Capital, but doesn't imply a very
deep penetration of the borders...  As it was, the Solomani fleets broke
the back of the Imperial Navy; that's why they STOPPED at Terra.

2. A closer examination of the Solomani Confederation reveals that it
has all the unity of the U.S. under the 1781 Articles of Confederation; it
is almost fatally divisive.  The supposedly monolithic nature of the
Confederation under the unifying control of the Solomani Party zampolits
is almost certainly a fiction; an artifact of Imperial propaganda or Party
propaganda, or both.  Solomani Navy command probably thank heaven
when they *don't* have internavy squabbling similiar to that which crippled
human efforts in the 2300AD setting -- where the Earth nations were so
busy squabbling about who got the prestige of beating the Kafers that 
they almost gave the whole thing to the Kafers.  (Which, btw, seems to
be modeled on Anglo/American/Free French/Soviet squabbling during
WWII... )  Using the example of WWII, all the Solomani need to throw
a monkey wrench into the works is a Montgomery, someone who is 
allowed to run operations beyond his ability for reasons of national 
prestige and amity among allies.  Anyone remember Market Garden? 
(aka "A Bridge Too Far").




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

Date: Thu, 02 Mar 95 09:57:00 -0400
From: pete.burke@compudata.com (PETE BURKE)
To: uunet!mpgn.com!traveller@uunet.uu.net
Subject: TRAVELLER digest 209
Message-ID: <8A4B255.01F4028B43.uuout@compudata.com>


I have some questions about TNE:

1) Challenge 76 had an errata list to beef up the energy weapons. Is 
there a central repository of errata sheets for TNE products? I think I 
have three different ones for TNE and I want to get them right.

2) I know this has probably been asked before (and might be on an errata 
sheet somewhere) but what is the correct calculation for figuring out 
the size of a satellite of a planet? I dont have the book in front of 
me, but I think it says (World Size - d6). This is a hold over from 
World Builder's Handbook. I don't think a Size 9 planet can have a size 
8 moon and be stable. In the past I have used the formula
 (World Size/2) - (d6) + 1  (round down any fractions). 
This allows for worlds to have satellites no bigger than half of their 
size.

3) Has Aslan society collapsed as well as the Imperium? What about the 
K'kree?  Have the K'kree disappeared from the official universe?

Thanks
Pete Burke
(I promise to be less of a lurker and more of a participant!)
 
 * RM 1.3 01608 * RoboMail -- Version 1.3 -- Available now!

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

Date: Thu, 2 Mar 95 13:47:32 PST
From: Mark Hughes <hughe881@uidaho.edu>
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 209
Message-ID: <199503022147.NAA16505@goshawk.csrv.uidaho.edu>

Pete Burke spake: 
> 1) Challenge 76 had an errata list to beef up the energy weapons. Is
> there a central repository of errata sheets for TNE products? I think I
> have three different ones for TNE and I want to get them right.

  Ditto.

> 2) I know this has probably been asked before (and might be on an errata 
> sheet somewhere) but what is the correct calculation for figuring out 
> the size of a satellite of a planet? I dont have the book in front of 
> me, but I think it says (World Size - d6). This is a hold over from 
> World Builder's Handbook. I don't think a Size 9 planet can have a size 
> 8 moon and be stable. In the past I have used the formula
>  (World Size/2) - (d6) + 1  (round down any fractions). 
> This allows for worlds to have satellites no bigger than half of their 
> size.

  Sounds reasonable to me.  I've been wondering the same thing, after
generating
a size 6 planet with a size 5 moon.  There should be a slim chance for this
kind
of thing, and shared orbits and trojans too, but that's what GM fiat is for. 
The tables should normally prevent this kind of thing, IMO.

> 3) Has Aslan society collapsed as well as the Imperium? What about the 
> K'kree?  Have the K'kree disappeared from the official universe?

  Aslan are perfectly fine, AFAIK.  The only part of the Hierate left is that
next to the Spinward States.  Seems the rest were hit by Virus as hard as the
Imperium else (what a surprise, with as cautious and forethinking as the
Aslan
are... |-)  Of course, that could change, if they got some assistance.  A
more-
or-less restored Hierate would give the Regency a hard time.

  K'Kree seem to have been all but phased out of TNE.  I'm not terribly
pleased
by this; I like the K'Kree (as a referee, anyway).

  This information may be completely and utterly wrong, as I've only had TNE
a
little while (*) and I only have the main rules so far (any purchase
recommend-
ations, anyone?  I know I want FF&S, BR, and Striker II, but I've no clue
which
sourcebooks are any good...)

 -Mark Hughes
 * I thought I'd probably be returning it immediately - instead I'm very
   impressed by most of it.  It's much more true to the spirit of early CT
than
   the later "two-thousand-rulebooks" games or MegaErrata.

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

End of TRAVELLER Digest 210
***************************
