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To: dan@engrg.uwo.ca (Dan Corrin), bfwong@ocf.berkeley.edu (Raven Blackburn),
        mcknight@f104.n170.z1.fidonet.org (Chuck McKnight),
        traveller@fantasci.uucp (Joseph "Jo" E Poplawski),
        jamesp@metolius.wr.tek.com (James T. Perkins)
Subject: TML Bundle #220: Msgs 2682-2692
Reply-To: traveller-request@metolius.wr.tek.com (TML Administrator)
Precedence: bulk
Date: Wed, 31 Jul 91 21:00:15 PDT
From: James T Perkins <jamesp@metolius.wr.tek.com>
Status: R


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

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

Date: Wed Jul 31 21:00:10 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #220: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2682  26-Jul-91 Jo Jaquinta       World Builder's Handbook Software << Well, he
2683  26-Jul-91 Cynthia Higginbot Standard Prices for my ships << Here are the 
2684  27-Jul-91 KELLOGG@ducvax.au Vulture type TugBots (long) << Hi, A while ag
2685  27-Jul-91 William Henry Tim Re: (2681) High-speed Spaceguns << The proble
2686  28-Jul-91 Rob Miracle       Sunbane Problem with MT-II Demo << The follow
2687  28-Jul-91 KELLOGG@ducvax.au High Speed Projectiles << Time for physics: A
2688  29-Jul-91 hayes@ll.mit.edu  High Speed Projectiles << I've been reading t
2689  29-Jul-91 Adrian Hurt       Re: High Speed Projectiles << KELLOGG@ducvax.
2690  29-Jul-91 Brian G. Vaughan  Robots and Cyborgs << Either GDW or DGP (I'm 
2691  29-Jul-91 Simon Anderson    High Speed Headaches << High Speed Projectile
2692  28-Jul-91 Richard Johnson   PBEM Turn Admin << PBEM Midsummer Admin Notic

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

Archive-Message-Number: 2682
Date: Fri, 26 Jul 91 14:56:43 BST
From: Jo Jaquinta <jaymin@maths.tcd.ie>
Subject: World Builder's Handbook Software

	Well, here's the newssheet. And five days early at that! I've managed
support for CGA and MONO as well. I'm going off to the states for the month
of August so please send any questions/problems before then...
	[BTW -- yes, you must first uudecode, then uncompress, then unzip
the file. Anyone out there speak pearl what to take a look at the mail server
source? Thought not. :-]
		------------- ------------- ------------- -------------
	As DGP's World Builder's Handbook Software has been indefinately
delayed I have undertaken to write my own and distribute it as shareware.
It is called LIBRARY and is available by mail server.
	Among its features are: Importing of ASCII sector data, creation and
editing of mainworld data, printing of subsectors, expansion of mainworld
data into extended system generation, naming of bodies by appropriate alien
language tables. Most of the world builder's handbook data is available on
each planet including size, gravity, diameter, core, density, mass, year,
solar year, day, tilt, eccentricity, seismic stress, atmosphere type, 
atmosphere taint, pressure, temperature worksheet, water coverage and 
composition, tectonic plates, land masses, natural, processed, and information
resources, native life, breakdown of cities, names of major cities,
progressiveness, aggressiveness, extensiveness, all local customs, goverment
style and structure, full religious profile, law level breakdown and
uniformity, and tech level breakdown.
	Not only this but LIBRARY will map your planets on MONO, CGA, EGA, or
VGA screen in traditional isohedreon format or spherical representation. Each
map triangle can be expanded in size up to 16 times giving a resolution of
up to 16km per pixel on some planets.
	You can upload LIBRARY from the mail server at info-server@maths.tcd.ie
in the jaymin/trav directory. Request jaymin/trav/libdist.zip for a single
zipped file or jaymin/trav/library.exe, jaymin/trav/library.doc, and
jaymin/trav/core.asc for seperate files. For more information on using the
mail server send a message with HELP as a single line of text.
	Further versions and updates will be available for those registering
their copy for $15 to
		The Devnaree Collective,
		49 Russell Avenue,
		Clonliffe Road,
		Dublin 3,
		Ireland				jaymin@maths.tcd.ie

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

Archive-Message-Number: 2683
Date: Fri, 26 Jul 91 10:19:26 CDT
From: Cynthia Higginbotham <cynthia@CS.MsState.Edu>
Subject: Standard Prices for my ships

	Here are the standard prices for the ships I posted; future posts will
include the standard price (w/o house rule mods) in addition to "my" prices.
However, note that no change was made for LowPowHiG and LowPowLoG maneuver
drives, since there is no price for such things in standard rules.

Louis & Clark Class Scout Surveyor		MCr 176.332

	Scout Launch					unchanged
	Fuel Pinnace					unchanged
	Hurakan Air/Raft				MCr 2.12
	Halcyon Air/Raft				Cr 866,000

Highlander Class Exploratory Merchant	MCr 221.45




	How to "undo" my price changes: the only thing I have changed are the
jump drive prices, the hull material modifiers, and the LPHG and LPLG maneuver
drives (added) and gravitic modules (prices changed).  Most of my designs have
surplus control points available, so price increase back to standard should
not require redesigning the control systems.  
	Jump drive: if TL 9, is the same as standard.  If higher TL, calculate
price for J-drive as per book, and add half of that price to "my" ship price
(ie, my J-drive prices are half standard).
	Maneuver drive: std grav and thrusters are unchanged. LPHG and LPLG
maneuver drives don't exist under standard rules, so either use my prices or
you will have to redesign the ship completely to use Grav or Thrusters.
	Gravitic modules: Calculate cost of drive under my rules, subtract that
from my price, then calculate normal cost and add back to price.
	Hull material: Check "my" prices.  Depending on TL and Hull material,
they may be (a) unchanged -- do nothing; or (b) reduced by approximately
half.  If so, calculate cost of difference in hull and add to "my" price.
There you have it.
^Z
				--- Cynthia Higginbotham

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

Archive-Message-Number: 2684
Date: Sat, 27 Jul 1991 01:02 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: Vulture type TugBots (long)

Hi,

A while ago, people were talking about the possibilities of using robots
as starship crew.  That combined with a CNN science bit got me thinking...

General Products Vulture Tugbot

	Many planets, especially those with early space travel techniques
have a problem with orbital debris causing collision hazards in and around
desirable orbits.  These range from spent boosters to paint chips to
disabled starships.  The Vulture Tugbot is an orbital robotic garbage
collector.
	Manufactured at TL12, the robot is often seen in use by worlds of
much lower tech.  It costs little compared to many low tech ships and so
can easily fit into a low tech starport's budget.  It is easily capable of
boosting satillites up to a stable planetary orbit.  Traders frown on having
to bring their precious ships into a polluted orbit, so it is good for
commerce.
	It has a large cargo capacity for junk and salvageable materials.
When the unit has collected sufficient refuse or found a particularly
large piece of junk, it will perform a deorbital maneuver, dump it's load
and accelerate back to orbital velocity allowing the refuse to burn up in
the planets atmosphere.
	The unit is self repairing and thus rarely requires maintainace.
It is also capable of expanding itself given suitable salvage materials.
Given time and materials it can add to it's thrust with salvaged grav units,
or improve its power source by wiring in salvaged solar panels.
	In systems with an orbital starport it can be programed to bring
all working or repairable salvage into a docking bay.
	The robot has its own radar and passive EMS systems to track targets.
If it finds a target which is not maneuvering and not emmitting a transponder
or other EM transmissions, it will rendezvous with the object, determine if
it is a functioning piece of equipment or junk.  The unit is also capable of
being controlled from the ground.
	The brain structure of the Tugbot is very unusual in that there are
three robotic brains funtioning in paralell for purposes of cross checking.
This was required when a tug with a single brain developed a programming
fault and began disassembling starships in orbit.
	The robot is provided with batteries to allow brain functions while
the solar panels are in shadow.
	The Tugbot is manufactured at many different Tech levels, but the
most common is the model below.  Bear in mind that many robots have been in
operation for years and have self modified themselves.

RobotID:	General Products Vulture TugBot Cr 429,475
Hull:		(1/3) Disp=1, Config=0USL, Armor=40E, Unload=6.9, Load=20
Power:		(1/2) SolarCells=810kw Dur=Indefinite
		(1/2) Batteries=3Kw, Dur=1hr
Comm:		Radio=FarOrb*1, Dist*1
Loco:		(1/2) StdGrav=2t, MaxAccelLoad=.1G, MaxAccelUnload=.3
		{Orbital maneuvers only [@10diameter drop by 50%]}
Sensors:	Radar=FarOrbit, P-EMS=Cont, Eyes(+LI+Tele)*3 Touch(arms only)
		ActObjScn=Rout, ActObjPin=Rout, PasEnScn=Dif
Devices:	Laser Welder, Mechanic+Electronic+MetalWork Tool Pkges
		HvyArm*4, VLightArm*2
Control:	Brain*3, CPU: Lin=10*3, Storage: Std=20*3, Slave Unit
Programs:	Low Data, Limited Basic Cmd, Naval Architect-1, Mechanical-1
		Electronic-1, Gravitic-1, Ship's Boat-1, Navigation-1
Other:		Cargo=13.1Kl, ObjSize=Sm, EMLevel=Faint UPP=YFx12x (Y=877)

Within recent years, a virus has worked its way into the software of the
Vultures in and around the Imperium.  It seems that the virus is carried in
the memory of starship computers.  An infected robot will transmit the virus
into the starship CPU where it will lie dormant until the ship's sensors
detect another Vulture Tugbot.  The process is then repeated.  Many free
Traders have become carriers of the virus and it does not affect the starship
operation.
	The virus apparantly modifies the Vulture's three brains in ways not
clearly understood.  The Scout Service has classified the matter and offered
a bond of up to 1MCr for information leading to the perpetrators of the virus.

Referees:  The source of the virus is another General Products design.  When
Clearing up the debris of the Battle of Two Suns, a Vulture unit came across
the main computer of the Allamu, a Kinunir class frontier cruiser.  In
testing to see weither or not the computer was salvageable or not the robot
powered up the computer.  Apparantly, while sorting through the computers
memory, the artificial intelligence software of the starship took control of
the vulture.  The computer rearranged the Vulture's brain and endowing it
with the starships limited artificial intelligence.
	The Allamu then began taking control of the Vultures that were working
the old battleground.  Using their Naval Architecture programming, it began
rebuilding the cruiser from salvage in the battlefield including parts from the
Ninkur Sagga, another Kinunir  class cruiser.  But the robots had a problem:
Insufficient knowlege of jump technology.  They could strip a valuable grid
apart, but not align one.  The cruiser's software was also not up to the task.
	The salvage ship the robots were operating from lost contact with
their robots and ended up having to give them up for lost.  When they jumped
back to the main world, they carried a computer virus with them.
	This first virus was to gather information pertaining to jump technology
and to transmit it back to the cruiser's computers.  The computers obtained
this information and reassembled the ships jump drive.  The ship then jumped
to a nearby system to complete repairs.  (The battlefield having been looted
and exhausted of salvage.)  At this point a second virus was released by the
ship's computer.  This would modify the brains of Vulture robots in such a way
that they became more 'intelligent' by restructuring of the three lobes of the
brain.  An assignment was given to these Vultures:  no longer would they collect
and turn over valuable salvage, but would squirrel it away so that it could be
collected by the cruiser.
	Variants of the virus have resulted in Vultures reproducing themselves
and variant Vulture designs.  Some of these are capable of landing on a planet
and scrounging/stealing parts.  When the landers reported back (via X-Boat
virus) the presence of other robots, the Allamu began a campaign of robot
theft.
	This is when the crime level and pattern rose to Imperial attention.
By the efforts of a certain scout roboticist (Hey Richard dig this) The Scouts
have determined the actions of the virus, but have not found it's source.  They
suspect espionage, but are very interested in the artificial intelligence
software that they have found.  They know it to be a variant of the Kinunir
class cruiser's software, but do not know its true source.
	The cruiser meanwhile has salvaged/repaired/stolen four starships, now
installed with high model computers and the cruisers artificial intelligence.
These include a Gazelle class escort, a fat trader, and two scouts now crewed
by robots.  Currently being repaired are another scout and a Leviathan class
merchant.  Recently, the Allamu has been searching for the wreck of the Bard
Enterprise an Azhanti High Lightning class cruiser lost during the Fourth
Frontier War.

Scott Kellogg

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

Archive-Message-Number: 2685
Date: Sat, 27 Jul 91 17:52:48 -0400 (EDT)
From: William Henry Timmins <wt0b+@andrew.cmu.edu>
Subject: Re: (2681) High-speed Spaceguns

The problem with throwing things in the way of a kinetic weapon (ie- .9
c asteroids) is that sand, marbles, ANYTHING in the way would, at the
most, shatter the asteroid.

Problem: at near light speed, the pieces wouldn't deviate too much
before hitting the target. So you get a tight cluster of shots rather
than one big one. Ooo. Though at near light speed, you would probably
notice the incoming asteroid. But not in enough time to do much...

And if the asteroid is travelling much slower, you would get many
projectiles hitting. Of course, a nuke hitting one asteroid would
destroy it quite nicely.


Another problem- if you are on a long-period scale (ie- war over a year
or so), it's much easier to toss asteroids into collision orbits than to
destroy the asteroids coming at you. Especially if you time it right.
(Probably.)

Then there's space hammers. (I forget the actual term... this is close)
Essentially an immense rod of some material with a few guidance
controls. Launched at the target, they simply gather enough speed in
orbit to COLLIDE with ground targets.

Asteroids hitting earth surface can be as bad as any nuclear weapon...
including global cooling. Though they aren't radioactive, so that's a
plus (or minus... depending on how sick you are...)

- - -Me
{Pooh Bear incarnate.}

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

Archive-Message-Number: 2686
Date: Sun, 28 Jul 1991 18:46 EDT
From: Rob Miracle <RWMIRA01%ULKYVX.BITNET@CUNYVM.CUNY.EDU>
Subject: Sunbane Problem with MT-II Demo

The following is the transaction between BITFTP and Sunbane in regards to
getting the MT Demo.  This was after a succesful:

CD pub/traveller/software


17:22:14 > GET MegaTravellerII.demo(VGA).zip mega.zip
17:22:14 >> GET MegaTravellerII.demo VELLERII.DEMO.D ( REPLACE
17:22:14 >>> PORT 128,112,129,99,29,130
17:22:14 <<< 200 PORT command successful.
17:22:14 >>> RETR MegaTravellerII.demo
17:22:14 <<< 550 MegaTravellerII.demo: No such file or directory.

Could this file be renamed to something like MT2-demo.zip?

Thanks
Rob

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

Archive-Message-Number: 2687
Date: Sun, 28 Jul 1991 22:27 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: High Speed Projectiles


Time for physics:

At 1/10 speed of light 1 gram of material has an equivalent energy to
.1kton of TNT.  Thus 10 grams = 1kton.  Now, 1 cubic centimeter of lead
weighs 13 grams.  So when a 1cc of lead hits a target it has one hell of an
energy release.  Now 1cc of lead does not have exactly what I would call a
huge radar signature.  It does not exactly have a huge surface area to cause
deviation in a 10 to the minus fifteen torr vacuum.  Where the mean free path
is measured in the tens (or is it hundreds) of Kilometers.
	Translation:  It hits one atom approximately ever 10-100Kilometers
This object, say it's cooled to 4 degrees Kelvin (LH2 temp) will not have a
large thermal or gravitic signature.

Ok, there's a tiny amount of crud in the eccliptic plane of a system.  Well
then fire from outside the eccliptic!

Actually, if this tiny thing has such a velocity, by the time radar hits
it and returns, it is bound to do something to the targets ability to scan
it.  especilly if it has some Radar absorbant material or just a radar
ellusive shape.  Hell, there so tiny you could buy a hand full for 10Cr.
That's a lot of bang for the buck.  The damn thing is smaller than most of
the dice you roll!  It's coming in at 30000 kilometers per second.  It will
be in range of a Active EMS(Far Orbit) for 16.667 seconds.  The average
sensor task for ships is twenty minutes....

Anyway, the point is that using asteroids is a dumb idea.  For one you
have to tow the blasted things around.  Two, they are so large, they
will have a large radar return.  Any ship that can tow one is going to
be expensive and hard to conceal.


The one cubic centimeter of lead is easy to manipulate, easy to carry
and the ship of choice for launching is a scout or maybe a 6G light
escort.  Asteroids need big tugs.

How about that?

Scott Kellogg
Physicist at large

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

Archive-Message-Number: 2688
Date: Mon, 29 Jul 91 08:55:46 -0400
From: hayes@ll.mit.edu (tony hayes)
Subject: High Speed Projectiles

I've been reading the posts on hurling various things at other things as
an attack, interesting but problematic.  There seem to be two classes of
objects to be thrown, kg sized at moderate velocities (10's of km/sec) and
gm sized at fractional light velocities (10,000's of km/sec).  There would
then be two classes of targets, ships and planets (space stations are so
small compared to planets that they will be treated as ships). 

Here are the problems as I see them, correct me if I'm wrong :-)

The large projectiles are detectable and moving slowly enough to be
attacked with lasers or missiles or simply pushed off course by
repulsors or tractors ( detected early enough, only a small deviation
would be required for it to miss by a large amount).  If the target is a
ship with a drive - move out of the way - these things aren't tracking you.
If its a planet with a reasonable atmosphere, ignore it.  Kg sized objects
burn up in our atmosphere.  It was also suggested that the travel time might
be months, while this would certainly be an annoyance to the planet or 
space stations (which are the only things whose position can be predicted 
that far in advance) they would be easy enough to detect and destroy.
- - -- However, coordinateding such an attack with a regular assult *might*
tie up enough of their resources to give you an edge...

The small projectiles are totally worthless against a planet with an
atmosphere and any installation on a planet without an atmosphere that
doesn't have enough armor to defend against this sized projectile is in
trouble anyway.  There is a good chance over the lifetime of such an
installation of encountering a natural assult of this kind.  So most
installation will be able to deal with it, probably by being underground
which also adds radiation protection and thermal insulation.  The other
problem is one of engineering, how does one accelerate the gm sized object
to these velocities?  Off hand, only two weapons come to mind that would
be similar in concept, the particle beam and the gauss gun.  So this would
be a ship sized gauss spinal mount?  Even so, could it really expell material
at 1/10 light speed?  I'm not sure without thinking about it longer than
I have already, but I'm inclined to think not.  Moreover, I assume the ships
have a navigational deflector which would have to be able to deal with 
particles of this size or maybe larger, moving at these velocities, routinely.
Without this deflector, ships moving around our solar system would be taking
a major risk!  (Clarification: Routinely be able to deflect these particles
but not routinely have to.)

In my opinion, you would be better off with missiles.  They do their own
acceleration thus requiring minimum equipment on the ship.  They can track
and evade.  If you stand off a bit, giving them acceleration room, they can
appear on the target ships sensors, moving at great velocities, perhaps
giving them a chance to hit before the ship can react (ie the advantage of
speed, if any, is preserved).  As for detectability, make 'em stealth
missiles :-)



     T.L.Hayes                        |       hayes@ll.mit.edu
     MIT/Lincoln Laboratory           |           - or -
     Lexington, MA                    |  al646@cleveland.Freenet.Edu
     
     Got an AK-47 for his best friend, business the American way.
 	      -  Queensryche

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

Archive-Message-Number: 2689
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: High Speed Projectiles
Date: Mon, 29 Jul 91 13:57:30 BST

KELLOGG@ducvax.auburn.edu writes:
<About using a 1cc cube of lead, weighing just over 10 grams, to deliver
energy slightly greater than the equivalent of 1kton of TNT to some
deserving target.>

> The one cubic centimeter of lead is easy to manipulate, easy to carry
> and the ship of choice for launching is a scout or maybe a 6G light
> escort.  Asteroids need big tugs.

Just how much acceleration can a good mass-driver deliver?  If the ship is
on the order of 100's of metres long and the mass-driver is spinally mounted
(so it is as long as the ship), then the acceleration needed is on the order
of 10**11 m/s**2.

- - -- 
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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

Archive-Message-Number: 2690
Date: Mon, 29 Jul 91 13:11:41 -0700
From: Brian G. Vaughan <bvaughan@ocf.Berkeley.EDU>
Subject: Robots and Cyborgs


Either GDW or DGP (I'm not sure which) was planning to release a sourcebook
called _Robots_and_Cyborgs_, or something like that, this summer.  It
is supposed to combine _Book_8:__Robots_ and _101_Robots_, among other
things.

Has anyone heard anything about this?  As the two old books are out of print,
and out of reach (for me, anyway), I am rather unable to design and implement
robots.  Since robots ARE an important part of Traveller, this is quite an
inconvenience.

Brian G. Vaughan

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

Archive-Message-Number: 2691
From: Simon Anderson <cse426@cck.coventry.ac.uk>
Subject: High Speed Headaches
Date: Mon, 29 Jul 91 20:36:18 WET DST

High Speed Projectiles & What to do with them ?
 
> Translation: It hits one atom approximately ever 10  -100Kilometers  This
> object,  say  it's  cooled to 4 degrees Kelvin (LH2 temp) will not have a
> large thermal or gravitic signature.
> 
> The one cubic centimeter of lead is easy to  manipulate,  easy  to  carry
> and  the  ship  of  choice  for  launching is a scout or maybe a 6G light
> escort. Asteroids need big tugs. 
> 
> How about that?
> 
> Scott Kellogg
> Physicist at large

Well, having established that such projectiles are almost  impossible  to
detect  or  stop,  and can have effects ranging up to nuclear levels, how
many terrorist groups/lunatics/whatever would be able to get  hold  of  a
launching system for them ? 

>From the sounds of it, there would be a *lot* of groups with  nothing  to
loose  by using such a device, and it would be perfect for holding entire
systems to ransom - just jump in, deliver a ransom demand, launch  a  few
projectiles &  vanish  before  anyone  even  knows  you're  there. Cheap,
re-usable and a real headache for everyone who thought  they  could  keep
order in their universe.

As if teleporting suicide bombers wasn't enough to  worry  about,  *now *
we've  got  people  with  guns that make regular missiles look like kid's
toys :-) How is a  poor  GM  supposed  to  stop  his  players  bombarding
planets with one of these ?

Anyone care to save the Imperium from chaos & destruction, or do we  just
pretend we hadn't thought of it ? 

[Or, as appeared on the subject line early in the history of the TML:
	CAN THIS UNIVERSE BE SAVED?
 - James, admin at large]

			Simon Anderson

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

Archive-Message-Number: 2692
Subject: PBEM Turn Admin
Date: Sun, 28 Jul 91 20:41:49 PDT
From: Richard Johnson <richard@agora.rain.COM>


PBEM Midsummer Admin

Notice - the PBEM date is "May 18" - the *first* date I
promised to deliver this turn on...  (Sheepish grin>)

If you:
   are a player,
   don't get this and the turn in mail
   read this only in the TML or
	hear about it from a friend

Send me mail, phone, me, SOMETHNG!  I gotta make sure my mailers
are correct and up-to-date.  For this, you can mail me at work.
(Well, I'm mail admin there now, so I can squeek a few things 
through, but the bean counters still watch.)


Turn 10.10 is mainly to clean up loose ends from a very busy
season last year.  There really was more to do and to say to 
make it a "complete" turn, but too many people are away from
school, or having other personal and/or professional problems
to participate right now.  "Whoa.. We got lives.."

I'm going on a "drive about" around the NW US (Oregon, Washington,
Idaho, Montana, Wyoming, S. Dak, Wyoming, Idaho, and Oregon - in
more or less that order..) in the very near future.  We're leaving
Tuesday afternoon and I'll be out of reach of e-mail, and possibly
even telephone, until the 11th of August or so.  Don't expect
any quick turn arounds.  If you feel you *must* get hold of me
before then (ha- it's probably already too late) try:

   richard@oresoft.com   --- wk phone (503) 624-6883
or home phones -- (503) 640-9209,  (503) 640-1412


I think in the interest of fairness to those who are out for the
summer, the next turn should happen around the middle of September.
Besides, I want to get a good, complete, summary of what's happened
to date ready; we have requests for a single 40K or so version.  

Oh yeah - if anyone has files of the suicide (circa May 10th '91)
send me copies, please.  I think mine got trashed when I had the
3000 messages problem.  With these, I can recreate his death scene
in a little more color for the summary.


Everyone send James Perkins a note of thanks.  He came over more
than once and helped me fix the car, babysit, work on the turn,
play computer games, listen to me bitch and whine, and generally 
provide a great help to me getting this turn out at all.


Thanks for playing, in spite of your GM.  :=)
Richard
- - -- 
- - -- 
Lucan is a Pansy!                                     Richard Johnson
The TML is a joke.                             richard@agora.rain.com


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

End of TML Bundle
*****************

