			    TRAVELLER Digest 460

Topics covered in this issue include:

  1) Interview/Interrogation by fcain@st6000.sct.edu (Franklin Cain)
  2) Fortuity class light fighter by "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
  3) DGP by rodge@cyberspace.com (Roger Sanger)
  4) Sorry for silence by "David J. Golden" <goldendj@whip.com>
  5) RE: DGP  by That Computer Guy <darkstar@UDel.Edu>
  6) Re: Dark Traveller by Wes Payne <n9548326@honeydew.cc.wwu.edu>
  7) Re: Nobles by "Glenn M. Goffin" <ggoffin@igc.apc.org>
  8) Naval Briefing / Vincennes & TL17 by "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
  9) Re: High Tech Ship Designing by PPUGLIESE@pimacc.pima.edu
 10) Fusion Grenade Launcher by broussa@ConnectI.com (David C. Broussard)
 11) Re: Imperiallines J-6 Frontier Transport by PPUGLIESE@pimacc.pima.edu
 12) "Dark' Traveller: The New Error by mitch@intersys.com (Mitch Schwartz)

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

Date: Mon, 23 Oct 1995 18:13:47 -0400 (EDT)
From: fcain@st6000.sct.edu (Franklin Cain)
To: traveller@MPGN.COM
Subject: Interview/Interrogation
Message-ID: <9510232213.AA05981@st6000.sct.edu>

re: Rob Prior's comments re: Interview/Interrogation

Check the rules in TNE.  They say that Interview "is IDENTICAL to
Interrogation skill" [emphasis mine] except for the attribute the skill is
based upon.  In Dark Conspiracy, a journalist uses Interrogation (as
does any other character in that game), but in Traveller he uses Interview
(while no one else does).  That's two ways that GDW is telling us these two
skills are the same.  Therefore, I stand by my previous recommendation --
kill Interview in favor of Interrogation.  

Thanks for the feedback.  --  Franklin W. Cain




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

Date: Sat, 21 Oct 1995 19:01:05 GMT
From: "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
To: traveller@MPGN.COM
Subject: Fortuity class light fighter
Message-ID: <110@odonovan.demon.co.uk>

Fortuity-class light fighter FF-24 & FF-25

This fighter is produced in two very similar variants.
The FF-24 carries a 300,000km AEMS system and is fitted with contra-grav.
The FF-25 uses a ladar set, relying on sensor handoffs from FF-24s or the 
carrier, and mounts a heavier laser.

General Data
----------------
Displacement: 8 tons			Hull Armour	:50
Length	    : 6.2m			Volume	        :114m^3
Price	    : FF-24: MCr22.744	        Target Size	:MC
	      FF-25: MCr22.138
Config	    : Sphere SL			Tech level	:15
Mass (L)    : FF-24: 146.56 tonnes
	      FF-25: 145.41 tonnes

Engineering Data
----------------
Power plant	: FF-24: 58.56MW (19.52MW/hit)
		  FF-25: 45.00MW (15.00MW/hit)
G-Rating	: 5 (7.5MW/G)
		  FF-24: Contra-Grav lifters (0.6MW)
G-Turns	        : FF-24: 38.7 (0.9375m^3 each)
		  FF-25: 40.6 (0.9375m^3 each)
Maint		: 4

Electronics
----------------
Computer	: 2 x TL-15 Mod St (0.55MW ea)
Commo		: 1000 AU MasComm (inf. ;0.6MW)
Avionics	: FF-24: TL-15 Terrain Following, TL 10 Flight Avionics
Sensors	        : FF-24: 300,000km ActEMS (10 hexes; 15MW)
		  FF-25: 300,000km Ladar (10 hexes; 0.6MW)
ECM/ECCM	: EM Masking (0.084MW)
Controls	: 1x Workstation

Armament
----------------
Offensive	: FF-24:640MJ Laser turret (Locs 6-11; Arcs:All; 4.2MW)
		  FF-25:740MJ Laser turret (Locs 6-12; Arcs:All; 4.9MW)

		Short	      Medium	  Long		Extreme
	640MJ	10:1/20-63    20:1/10-32  40:1/5-16	80:1/3-8
	750MJ	10:1/22-68    20:1/11-34  40:1/5-17	80:1/3-9

Accommodations
----------------
Life Support	: Basic (0.0084MW), G-Compensators (6G; 0.42MW)
Crew		: 1 (pilot/gunner)
Crew Accom.	: 1 x Workstation

----------------------------------------------------------------
System Damage: ELS 3h, LS 1H, PP 3h, LT 1H, All others 1h

Surface hits
Loc 
FF-24
1 1-20 Ant
2 1-2 Ant, 3-5 EMMR
FF-25
1 1-5 Ant, 6-8 EMMR

Internal Damage
FF-24
1-4	Elec
5 	1-3 Elec, 4-5 Eng, 6-20 Quarters
6-10	LT
11	1-19 LT, 20 Eng
12-17	Hold
18	1-8 Hold 9-20 Eng
19-20	Eng

FF-25
1-2	Elec
4	1-10 Hold, 11-20 Elec
5	1-15 Quarters, 16-20 Elec
6-11	LT
12	1-5 Hold, 6-20 LT
13-18 Hold
19-20 Eng

Notes
-----
TL*50 lasers
G-Rating computed on actual mass/thrust
Not costed as a standard design
Non-GF X-Ray lasers
No airlock - vessel cannot maintain pressure integrity while pilot leaves. This 
requires either a pressurised hangar, or a Vacc suit.

History
-------
The design was commissioned in the Regency in 1190 after the discovery that the 
designer of the Cuspid gunboat had accepted massive bribes from particle 
accelerator manufacturers. The Fortuity-class mounts a laser capable of 
inflicting critical hits on ships where the Cuspid's particle accelerator would 
be blocked by armour. In particular, this allows the deployment of the design 
against virally infected close escorts and patrol cruisers from the wilds. In 
addition, the high penetration performance allows the fighters some success in 
engaging larger vessels.
Squadrons of these fighters are found in carriers and orbital spaceports 
throughout the Regency, normally in a ratio of one FF-24 for every four VF-25s.

-- 
Brendan 


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

Date: Mon, 23 Oct 95 16:11:44 PDT
From: rodge@cyberspace.com (Roger Sanger)
To: traveller@MPGN.COM
Subject: DGP
Message-ID: <9510232311.AA05647@armitage.cyberspace.com>



Digest Group Publications is alive and well.



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

Date: Mon, 23 Oct 1995 17:41:42 -0600
From: "David J. Golden" <goldendj@whip.com>
To: traveller@MPGN.COM, xboat@MPGN.COM
Subject: Sorry for silence
Message-ID: <199510232341.AA06476@ns-1.csn.net>

        For everybody who's been sending me mail, I apologise for not
responding. I've been offline for a week and a half, but I'm back. I'll try
to respond as soon as possible (200+ messages pending ...).
 ___________________________________________________________________
  Dave Golden                              PGP Public Key available
  goldendj@whip.com        http://www2.csn.net/~goldendj/index.html

 "He that would make his own liberty secure must guard even his
  enemy from oppression; for if he violates this duty, he establishes
  a precedent that will reach to himself" -- Thomas Paine


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

Date: Mon, 23 Oct 1995 22:32:19 -0400
From: That Computer Guy <darkstar@UDel.Edu>
To: traveller@MPGN.COM
Subject: RE: DGP 
Message-ID: <199510240232.WAA29680@chopin.udel.edu>

In Reply to Your Message of Mon, 23 Oct 1995 19: 14:32 EDT
Date: Mon, 23 Oct 1995 22:32:19 -0400
From: That Computer Guy <darkstar@chopin.udel.edu>

: 
: 
: Digest Group Publications is alive and well.
: 
: 

Then what the hell are they doing?  Didn't they promise us AI like four
years ago?

       --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8 
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Mon, 23 Oct 1995 21:30:16 -0700 (PDT)
From: Wes Payne <n9548326@honeydew.cc.wwu.edu>
To: traveller@MPGN.COM
Subject: Re: Dark Traveller
Message-ID: <Pine.ULT.3.91.951023212206.7907B-100000@honeydew.cc.wwu.edu>

Thus spake Christopher Griffen (Christopher_Griffen@dmcwave.com):

> Responding to Susan Shock:
> 
> >>Don't get me wrong; I enjoy and appreciate Traveller's unique history and
> rich background. I just think TNE is about HOPE, not despair.
>   "Dark" games, such as Vampire, Werewolf etc. and pretty much all 
> Cyberpunk games, are set in worlds where this is no hope; this is what 
> makes them so dark.
> I simply do not see this in TNE.  It is not my intent to slam anyone; I 
> just would like to know why so many people think TNE is so "dark". <<
 
> Comparatively speaking, TNE _is_ "dark."  The complaining you're picking up 
> is predominantly old guard Traveller players who wanted the status quo to 
> continue.  I can't exactly say as I entirely disagree with them, but I'm 
> willing to accept what GDW has done and go with it.  Traveller has perhaps 
> the richest background in all of RPGaming and I get a lot of enjoyment out 
> of participating in each and every level of history.

Well, compared to CT, TNE is "dark."  In CT, the only wars were with 
other people.  The only Civil War that had occurred in the Third 
Imperium prior to the Big Oops of 1116 hadn't disrupted normal functioning 
much -- it wasn't a far step from 'business as usual,' apparently.  TNE's a 
bit of a ray of sunshine compared to MT, though.  Gosh, that Civil War.  Talk
about a hopeless situation...

"I don't want the Imperium -- I just want your half." -- Every Final War 
 faction

----------------------------------------------------------------------
Wes Payne, known to you as:  n9548326@cc.wwu.edu
Western Washington University -- Bellingham, WA -- The Great Northwet!  
"What is FUN?  Why is it usually colored BRIGHT PINK, and where does
 it go when JESSE HELMS comes around?" 
----------------------------------------------------------------------


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

Date:          Sun, 22 Oct 1995 20:56:28 +0000
From: "Glenn M. Goffin" <ggoffin@igc.apc.org>
To: traveller@MPGN.COM
Subject: Re: Nobles
Message-ID: <199510240502.WAA10165@igc3.igc.apc.org>

> From: "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>

> It did carry over to Megatraveller. I think the point is
> that any interesting Noble would actually have a career,
> and this is recognised in TNE. After all, if he's not a
> naval officer, he isn't a rich interstellar tourist and
> he isn't a diplomat, then what exactly does he do? - Not
> very much, so he's hardly likely to get involved in
> anything more adventurous than organising a social
> function. -- Brendan

Exploring strange, new worlds for fun and profit, and then
reporting the results to the Imperial Astrographical
Society? Exploring more thoroughly worlds that IGS has
already mapped and surveyed, and reporting to IAS?

Managing the fief, including establishing trade and
diplomatic contacts with neighbors, putting down insurgents
(one of the reasons fiefs are given is to have someone
other than the Imperial military quash insurgencies), 
raiding the neigbors (under the guise of putting down local 
insurgents, maybe)?

Attending court, whether the Emperor's or just the 
subsector duke's, and becoming involved in -- or initiating 
-- various intrigues to benefit one's own faction at the 
expense of one's enemies?

I think nobles have plenty of adventuring opportunities 
just by virtue of being nobles.

--Glenn

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

Date: Mon, 23 Oct 1995 09:58:59 GMT
From: "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
To: traveller@MPGN.COM
Subject: Naval Briefing / Vincennes & TL17
Message-ID: <111@odonovan.demon.co.uk>

Regency Naval Briefing - 116-1198
Security Clearance level 7
Subject : New fighter variants

Field trials of the FF-24(R) and FF-25(R) fighters have been completed and the 
unit has been approved for an initial production run. The new fighters are 
based closely on the Fortuity class. However, the new designs have been fitted 
with advanced robotic pilots. The volume savings allow greater fuel endurance, 
and the lack of any life support requirements allows the fighters to remain on 
station indefinitely, subject only to fuel endurance. Advanced programming 
routines and a direct data link from the robotic pilot to the craft allow 
performance which is far superior to all but the very best human pilots.
In testing, the data structure of the robotic brain proved resistant to 
infection by 98% of virus strains. However, as a backup, a small nuclear device 
is fitted with its trigger linked to a laser communicator and independent power 
supply. On transmission of a million digit code the device can be activated, 
neutralising any infected units.
The fighters work superbly as a unit, each capable of taking command if 
necessary, and all aware of their exact role in an attack. Battle readiness can 
be maintained permanently, and fighters deployed in a defensive role can be 
scrambled within seconds.
First production units should be received within the year.

Evaluation and testing continue on the FF-25(M) and FF-26.

MESSAGE ENDS

To add to FF-24 or FF-25:
All Quarters hits should be replaced with Hold hits.
Power Plant duration increases to 60 days (and can be increased by 
approximately 50 days per G-turn spent)
Both designs gain 8 G-Turns
Life Support/Grav Compensators are deleted
Loaded/Empty Weight decreases by 2 tons
Price increases by MCr2.96

Robotic Brain
High autonomous b
Intelligence:	6

Assets:
Astrogation	12
Ship's Tactics	16
Fleet Tactics	16
Gunnery (energy)16*
Sensors		16*
Communications	16*

Fitted with Data Jack

All tasks using skills marked * are one level easier.

-------------------
Vincennes:
Sorry I'm a bit late on this discussion, but I just found an interesting 
reference in the MT referee's companion:
'Tech levels over 16 are alomst never encountered in the Megatraveller universe 
except as artifact tech levels. There is only one exception to this in the 
entire Imperium: Sabmiqys (Antares 2117). Sabmiqys possesses an active, 
developingtech 17 culture, but because of social reasons the population of 
Sabmiqys is planetbound. Their space transport tech level is 8, they are 
without jumpdrive........'
It seems that prototype Vincennes TL17 might replace the hard to get technology 
from this planet (assuming Sabmiqys got blown to pieces in the war - finding 
out could be an interesting adventure). 

-- 
Brendan 

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

Date: Tue, 24 Oct 1995 02:39:16 -0700
From: PPUGLIESE@pimacc.pima.edu
To: traveller@MPGN.COM
Subject: Re: High Tech Ship Designing
Message-ID: <01HWSV1U79UQ8Y6GSC@pimacc.pima.edu>

From:	IN%"traveller@MPGN.COM" 17-OCT-1995 08:09:48.19
To:	IN%"traveller@MPGN.COM"  "Multiple recipients of list"
CC:	
Subj:	RE: High Tech Ship Designing

In Reply to Your Message of Mon, 16 Oct 1995 05: 03:03 EDT
Date: Tue, 17 Oct 1995 11:03:33 -0400
From: That Computer Guy <darkstar@chopin.udel.edu>

: ASWFH@Orion.Alaska.EDU wrote:

:         3) There is no carreer for Serving Nobles... Wealthy Traveller isn't
:            quite right for them, although for terminal nobles and titular 
:            nobles it works.

Being a noble was never a career.  Nobles and their advisors have
always had another career.  For example, how many Dukes and Archdukes
were in the Navy.  How many were bereaucrats?  Their advisors are
likely to come from the same walks of life, or had a career in what
their function is (Norris' proctologist was a Doctor, Craig's
strategists were probably Navy, Brzk's maid was a kennel owner, etc...)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Well, as I recall, back in CT, there was an expanded character generation
booklet put out that had one career where the only qualification was a
Social Standing of sufficient rank. On the other hand I pretty much with
you otherwise.

Phil

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

Date: Tue, 24 Oct 1995 07:17:23 -0500
From: broussa@ConnectI.com (David C. Broussard)
To: traveller@MPGN.COM
Subject: Fusion Grenade Launcher
Message-ID: <9510241217.AA15200@ConnectI.com>

Follwing is a weapon I designed right after the Putting the Fire back into
Plasma article came out.  It is a underbarrel one shot Fusion gun.  It is
designed to replace a grenade launcher to give troops a small energy weapon
that still packs one heck of a punch.  Perfect as a bunker buster or to blow
down that pesky bulkhead.  It is designed a TL-15, but could easily be
redesigned for any other TL, just a little heavier, and not as much damage.
Well with out further adieu...

TL-15 Fusion Fire Suport Weapon
.5 Mj FGMP  35mm PFC

Firing Unit             1Kg 1000Cr
Support HW              1Kg 1000Cr
Compensation Equip      1Kg 1000Cr
Totals                  3Kg 3000Cr

Ammunition
TL-15 .5 Mj PFC
Vol .0001 m^3 Cr 4 Mass .4 Kg
radius = .0174m = 1.75cm
diameter = 3.49cm
length = 10.47cm

Range Short 75m   Medium 150    Long 300m    Extreme  450m

Damage Value = 21
Penetration  21  21  10  2
Weight(Loaded) = 3.4 Kg

Recoil  Bulk   
14      3       Alone
7               on 4Kg Weapon like 3cm Gauss Rifle
5               on 8Kg Weapon like CMWS Carbine or Rifle
6               on 6Kg Weapon like ACR
4               on 12Kg Weapon like 2cm LAG
3               on 31Kg Weapon like 4cm Gauss SAW

Let me know what you think of this design.  If there is interest, I will
post some similar designs for Tl-12 stuff.  I have used this weapon as a
relic once, and then once in the hands of the Dronye adventure in Smash and
Grab.

The weapon is single shot, and reloads similar to a M-203 Grenade Launcher
or a pump shotgun by sliding the barrel assemble upwards then inserting one
round directly into the chamber.

DCB
David C. Broussard (broussa@connecti.com)
-----------------------------------------------------------------
The opinions represented herein are the sole responsibility of
the proclaimer, and should not be interpreted as dogma, doctrine
philosophy, or anything else other than blabber.  However, if you
REALLY like it, then gimme a dollar!
-----------------------------------------------------------------


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

Date: Tue, 24 Oct 1995 05:49:47 -0700
From: PPUGLIESE@pimacc.pima.edu
To: traveller@MPGN.COM
Subject: Re: Imperiallines J-6 Frontier Transport
Message-ID: <01HWT34DG2T28Y6NY2@pimacc.pima.edu>

From:	IN%"traveller@MPGN.COM" 17-OCT-1995 12:08:46.14
To:	IN%"traveller@MPGN.COM"  "Multiple recipients of list"
CC:	
Subj:	Imperiallines J-6 Frontier Transport

Date: Tue, 17 Oct 1995 15:04:43 -0400
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
Subject: Imperiallines J-6 Frontier Transport

The following is my conversion of the Frontier Transport, presented in the 
World Tamer's Handbook, into the Jump-6 version used in the Rebellion 
Sourcebook adventure, "Nail Mission," or at least some facsimile thereof, 
in TNE stats.  The basic purpose of the top-secret J-6 transport was 
missions of utmost importance to the Imperium.  J-6 transports were used to 
carry the news of the Rebellion, for instance, across the galaxy to the 
edges of the Imperium as fast as possible.  Several of these ships survive 
today in the service of the Regency Navy.

NOTES
The Frontier Transport was originally built as a multi-purpose cargo vessel 
used for trade in undeveloped areas.  The design was a proprietary design 
belonging to Imperiallines, that primarily served worlds situated off the 
main trade routes.

This variant of the Frontier Transport was built for exclusive use by 
Imperial officials in the days of the Third Imperium.  Equipped for Jump-6, 
the ship was used to carry equipment, personnel and information over great 
distances in a short period of time.  Many Regency governments maintain 
secret use of these ships and contain them in clandestine orbital 
facilities.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

I never could understand this big "secrecy" thing when it was well-known,
according to CT Supp.6 "Fighting Ships..." that the Imperial Navy had
numbers of J6 Fleet Couriers. If the Imperial Navy was using them it
only seems logical that other Imp. gov. branches were too.

Phil
 
------------------------------

Date: Tue, 24 Oct 1995 09:55:01 -0400
From: mitch@intersys.com (Mitch Schwartz)
To: traveller@MPGN.COM
Subject: "Dark' Traveller: The New Error
Message-ID: <95Oct24.095528edt.20483@gateway.intersys.com>

Susan M Shock (or someone abusing his wife's account, perhaps?) writes:
>  I'm having a hard time understanding where people are getting this idea that
>Traveller: The New Era is so dark!

Let's see... 
o  The once mighty civilization is dead; it killed itself and BILLIONS
   of other people, including other races. Scrabbling through ruins of 
   things you can no longer build seems a bit dark to me.

o  Technology, if you run across it elsewhere, may be infected by an 
   intelligence that will try to kill you. It may also be better than anything
   you can muster.  Seems hopeful.

o  The RC campaign seems to consist (for most of the published 
   adventures) of simply bringing superior technology in the form of
   higher firepower against a problem (usually a 'TED" defined as 
   someone who has a higher technology they won't share with the RC).
   Perhaps if less violent adventures were available I might have a 
   different opinion, but they are not.  I have sufficient other reasons I
   do not like the TNE setting to not bother writing any myself, mostly 
   having to do with historical and logical  disconnects that I have 
   written about in the past and won't bore you with now.

>In the TNE universe, the darkness is LIFTING. 
At the point of a gun.  And "lifting" is relative.   I prefer reasonably
realistic effects, so:

o  It takes more than 5 RC (or Regency)  administrators with a few pocket 
   computers working for a few months to restore a planet to civilization. 

o  It  takes years, thousands of teachers, advisors, engineers, tons of 
   equipment, parts, supplies, overcoming prejudice, putting down rebellion 
   against outsiders.  The RC (or the Regency) will not realistically "bring 
   civilization back' to many places in a five-year (game) time frame.  
   Certainly not in the RC, where so much effort (and spoils from beyond) 
   is spent trying to raise the home planet economies and  technology base.
  
I will even admit that GDW has toned down their original "Ravening wolf Space
Viking" approach they originally espoused (mostly in response to TML/TNE
howls), but they lost part sof their audience.  Including me.

>Facing the unknown and conquering it is much
When you get to the unknown, let me know.  Everything I have seen so far,
the players are not the first ones there; they get accurate intelligence
briefings.
yawn.

>more interesting than smuggling or fighting the Nth Vargr Corsair this week.
Is knocking over the Nth TED really that different?

> I just think TNE is about HOPE, not despair.
>  "Dark" games, such as Vampire, Werewolf etc. and pretty much all Cyberpunk
>games, are set in worlds where this is no hope; 

I will certailny agree that TNE is not as dark as these choices.  But I
don't find it a
particularly sweetness and light game either.  Especially if played with
minor realism,
like the opinions of the locals after you smash the best items they have.
"We have destroyed the evil TED in his lair.  You are free."
"You also destroyed the only defenses this planet had against intrusion from
space,
and 80% of the nation's power generating equipment."

>   It is not my intent to slam anyone; I just would like to know why so many
>people think TNE is so "dark".        

It is not my intent to slam you. It is not my intent to change your opinions of 
Traveller:TNE. Some people see the game differently. I hope I answered your
question.
   
                                                                        Ted7

If a different BB played Captain Sheridan on Baylon 5....

Sheridan: Ivanova?
Ivanova:  Yes, Captain?
Sheridan: I like the ... skillful way
          you beat those ships           chorus: (with whips and chains!)
          into the docking bay.
Ivanova:  Oh, Captain...

		- From "Rocky Babylon Picture Show"



Delenn:  Have you seen Captain Sheridan lately?
Ivanova: No, not since I told him about that ship asking for him.
Delenn:  What ship?
Ivanova: From an unknown race from a planet called Transexual. Their
         captain, named Raff, told him he had a Dr. Furter aboard to
         meet with him.  Sheridan turned white, muttered something about
         a 'wild and untamed thing,' and ran out of Ops.  Haven't seen
         him since.

		- From "Rocky Babylon Picture Show"
                                                                     
Remember not only to say the right thing in the right place, but far more
difficult still, to leave unsaid the wrong thing in the tempting place.
                    -- Benjamin Franklin (1706-1790)

Official:                                                Unofficial:
mitch@intersys.com                     Ted7@world.std.com
                                                     http://world.std.com/~Ted7


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

End of TRAVELLER Digest 460
***************************
