Re: Slann Revision TRUE SLANN (LONG)

From: guildmaster_prime <eivind.borgeteien_at_...>
Date: Thu, 30 Oct 2003 09:10:21 -0000

Hi

Ive been at the recieving and of this units more than a couple of
times and have some thoughts concerning this army. There has been no
comments so far, and Im not surprised as we only have 3 or 4 members
on this list actually playing the army. Unless some changes are made
I would strongly advice against anyone bying this army bacause your
opponent will most likely go tired of playing against it. (I have...)
I will try to point out:

The backbone of this army is the mechs, and every game you play your
goal will be to take out 4-7 mechs. It is only ONE way to do that,
you must have very fast moving CC units, preferably skimmers. If they
can take the mechs, you might win. If you dont, you may as well pack
up because you dont stand a chance.

To me, a game of Netepic should not evolve round 4-7 enemyunits, that
belongs to a skirmishgame. However, if you where presented with some
more tactical flexibility, some more fun could come out of it. Here
are my suggestions:

The flamers are awsome. four of these mech anihilated (not broke but
anihilated, ANIHILATED!) a whole squat termite company. I would
strongly suggest replacing the flamers with an apropriate amount of
miniguns. 4-5 or something.

The neuro-disruptormissiles are not cumultave are they?? I dont think
we ever played with them being cummulative, but it should be stated
in the rules I think.

Further more, I think they should not work on units with active
shields. The only thing that hurts units with active shields are warp-
weapons, and some of them even provides a save. It is too cheesy to
loose the functionality of your warmongertitan for a lowly neuro-
disruptor. (worst-case scenario, I know:))

However, the most important thing is that the warpshield is far too
good. With a fixed save of 4+ in addition to the robust armorsaves,
you can forget about shooting at the mechs. You just wont take the
out. It should be lowered to 5+, that way it still is really
difficult to kill them out but not downright impossible.

To summarise:

1) Replace flamer with 4-5 miniguns
2) Neuro-disruptormissiles should not affect units with active shields
3) Most important; warpshield should be adjusted from 4+ to 5+

This 3 points are serious fun-spoilers and should be corrected. This
would also imply that the cost should be somewhat lowered for the
mechs. That might just be a good thing as it provides the Slann
player with more units. After all, a game of netepic should not
evolve round 4-7 enemy units.

This should also take some of the controverse out of the army. I
think that mutch of the reason why we dont have more players for this
army is that it has generated quite a few heated discussions. You
just dont spend 100$ ++ on an army people wont play against.

Eivind

--- In netepic_at_yahoogroups.com, nils.saugen_at_s... wrote:
> The Slann
>
> Introduction
> The Slann are, perhaps, the eldest of sentient spacefaring races in
the
> universe. What galaxy or planet spawned them is unknown even to the
Slann
> themselves, since this fact is lost in the staggering mists of
time. It is
> hypothesized that they may have emerged from a predominantly
aquatic planet
> with the sparse landmasses being very humid. All this is conjecture
and
> speculation however, since the Slann have never answered these
questions.
> What is unquestionable is their technology and mastery of the warp.
Amongst
> their greatest achievements is the warp web-way. Now mostly
abandoned by the
> Slann and the still functional portals controlled by the Eldar. It
is
> rumored that at the peak of their power they seeded life on many
planets,
> including Earth. Long ago the Slann slowly dwindled into stupor.
> Self-interest and introspection rose above curiosity and the care
of the
> universe. Over thousands of years their decline was steady and
relentless.
> Their favored children, the Eldar, became ascendant and claimed
much of what
> were their masters, although never fully understanding the
immensity of it.
> The Slann drifted away into uncaring oblivion. Then something in the
> recesses of the universe stirred. Slowly at first, but then it
quickened its
> pace as galaxies died. Even then the Slann did not care. What were
galaxies
> compared to the immensity of the universe? But also Slann worlds
died and
> the long stupor collapsed and realization set in. Here was a foe
equal to
> the might of the Slann. Unbending, unyielding and all consuming.
The enemies
> were the Tyranids. At first the Slann were contemptuous of the lowly
> bio-tech spawns and easily crushed them. It became rapidly clear
however
> that the foe had two enormous strengths. Numbers and adaptability.
Where
> force of numbers would not suffice the rapid evolution of the
Tyranid hordes
> made victories harder and harder. The wise amongst the Slann soon
knew that
> if other races did not commit to the war they would be doomed.
>
> The Slann have now entered the Imperium of Man and they demand that
these
> younglings submit to their makers will and fight the Tyranids. But
sometimes
> children can be rebellious
>
> Army construction
> The Slann represent a heterogeneous force that is composed of the
True Slann
> (those that have not lost their technology), the Exodite Slann
(those whom
> had lost contact and now have been drawn back into the Slann Empire
and
> their Dracon slaves), and the Necrons.
>
> As per standard rules every company card is entitled to add up to 5
support
> cards and one special card.
> There are restrictions to what support cards may be attached to
certain
> company cards. This is due to the inherent differences in command
and
> control from the different "arms" the make the Slann army.
Therefore the
> Slann player may only attach support cards to company cards of the
same
> type. This means:
>
> * Exodus (and Dracon) support cards may only be
attached to
> Exodus company cards
> * Necron support cards may only be attached to Necron
company
> cards
> * Any type support card may be attached to true slann
company
> cards (except that true slann support cards may ONLY be attached to
true
> slann company cards).
>
> Therefore you could not purchase a necron support card and attach
it a
> Exodus company card. By necessity you MUST purchase a Necron or
Exodus
> company card to attach a support cards (or special card) or the
appropriate
> type.
>
> Note that the True slann offer flexibility to the slann army since
they have
> no such restriction.
>
> True Slann
>
> Special rules
> The True Slann have many millennia ago shunned to do battle as most
races do
> with poorly armed and armored infantry. Since the Slann value life
and they
> are but a scant few millions to rule the galaxy they either ride
into battle
> in Mech battle droids or don "battlesuit" armor.
>
> Battlesuit armor has the following attributes:
>
> 1. They are equipped with jump packs and thus may leap over
terrain
> features.
> 2. An energy shield which provides a fixed armored save (the
exact
> value is in the units description)
> 3. May be armed with weapons usually reserved for vehicles
(specific
> types are listed under their individual description
>
> Units that have this armor will have it stated under the "notes"
section of
> their stat line.
>
> Morale
> The Slann NEVER check for morale when facing the Tyranids or Chaos
in battle
> and are immune to fear and terror. Note this refers to the standard
rules
> for units that cause fear or terror such as a greater demon. This
doesn't
> extend to using the morale characteristic as a save versus a
psychic power
> or attack. In these cases they DO roll for morale as per the
powers/attack
> rules.
>
> Battlesuit Infantry
>
> Vanguard
> Slann Nobles often form elite groups of battlesuit infantry to
oversee
> important battles. Vanguards count as command units and thus never
receive
> orders (they move on charge orders and fire on first fire orders).
Due to
> their scarcity it is only available as a special card. Vanguards
have a
> psychic save of 4+.
>
> Model: Ral Partha's Clan Elementals
>
> Gravguard
> These troops represent Slann citizens that have joined the ranks of
the
> Slann to face its foes. They are armed with heavy weapons and
provide a
> support element. Their main weapon is a compact laser cannon.
>
> Model: Ral Partha's Clan Elementals
>
> Spawnguard
> The typical slann citizen who wishes to defend the empire joins the
> spawnguard. They are less heavily armed but more capable of assault
actions.
>
> Models: Ral Partha's Clan Elementals
> Summary
> Vanguard 15cm 4+ fixed +6 Heavy Minigun 25cm
        2
> 5+ -1 Battlesuit, command
> Missiles 50cm 1 4+
        -2
> unit, psy save
> Gravguard 15cm 5+fixed +2 Conversion gun 75cm 2
        4+
> -1d3 Battlesuit, infantry
> Spawnguard 20cm 5+fixed +4 Hwy Minigun 25cm 2
        5+
> -1 Battlesuit, infantry
>
>
>
> Slann Mechs
>
> Introduction
> Every Slann is expected to live its life according to a strange,
mystic and
> largely unfathomable ritual, as part of which the individual passes
through
> life stages. The calling to a life stage would seem a real and
almost
> unstoppable thing to a Slann, and can happen at any time, so that a
peaceful
> technician may become a wanderer, a hermit, a warrior, etc. Once a
Slann
> feels the call to become a warrior it goes through a surgical
operation. A
> cyber link is graphed onto the brain allowing the Slann to be
connected into
> all the functions of the giant war machines they call Mechs or the
smaller
> battlesuits. The link does more than just tie the Slann into the
machine;
> The Slann actually becomes the machine they are as one. The Slann's
body,
> implanted deep in the armor of the Mech, is frozen in time. Being of
> amphibian stock, it is very easy to cytogenetically freeze all
Slann. The
> mind is the only thing actually awake and functioning at this
point.
>
> All Mechs are considered to be Knight Class by the Net epic rules.
>
> Special Rules
>
> Warp jump
> Slann Mech technology has been developed throughout many millennia
across
> countless galaxies. During these millennia the Slann developed
their Warp
> Jump generator technology. All Slann Mechs and some infantry have
this
> technology, which enables them to move in and out of, warp space
only to
> emerge closer to their enemy. The Mech is able to do this by
creating a
> miniature web pathway through warp space. In order to warp jump a
Mech must
> choose the point on the battlefield he wishes to jump to and
measures the
> distance to it. Once the distance is determined roll a d6 and
consult the
> following table:
>
> 0 or less: a horrible miscalculation
has
> occurred
> and the unit is lost in the
warp!
> Remove
> the model and it counts as
> destroyed.
>
> 1-2 the warp jump has deviated
from the
> proper path leaving the pilot
> confused.
> The unit may not move or
shoot this
> turn
> and will deviate 2d6 cm from
its
> intended
> target. Special bonuses
regarding
> warp jumps
> are lost.
>
> 3-4 A minor miscalculation has
thrown
> the unit
> off course. Unit deviates d6
cm
> from its target
> but may still fire weapons
(not
> move). Special
> bonuses regarding warp jumps
are
> lost.
>
> 5-6 Perfect jump. Right on
target. May
> enter close
> combat or fire weapons.
>
> Roll once for EACH model in the detachment making the jump. Also
apply any
> eligible bonuses to each roll as outlined below.
>
> The warp jump roll may be modified as follows:
>
> * Warp jump bonuses from designated commander units.
> * Subtract -1 from the roll for each 10 cm (or fraction
> thereof) beyond 40 cm. Jumps of 40 cm or less incur no penalty.
>
> Bonuses from designated units can ONLY be awarded if the unit that
confers
> the bonus is in unit coherency with the detachment or model that is
the
> target of the bonus. Bonuses are NOT cumulative. If several
eligible units
> can confer a bonus only the unit with the highest bonus can be
applied.
>
> A single unit that confers a warp jump bonus may only impart its
bonus to
> one model or detachment at a time. It CANNOT do so to multiple
units at the
> same time.
>
> All warp jump capable units that warp jump and do not deviate
(perfect
> jump) get these bonuses for surprise:
>
> 1. Opponents cannot snap or first fire at the advancing
Mech.
> Defensive fire from units on first fire orders receiving a charge
MAY fire
> at them normally.
> 2. Enemy units charged by a warp jump capable unit
appearing
> from a warp jump receive a -1 to their CAF value for that turn
only. Units
> that join the combat against the warp jump capable unit do not
receive this
> penalty, only the originally charged unit.
>
> These bonuses are lost if there is any deviation (any result other
than a
> perfect jump).
>
> A warp jump capable unit deciding to Warp Jump does so instead of
its normal
> movement, it may not move a few cm and decide to jump, it can
either move
> its normal rate or Warp jump. A warp jump capable unit may not move
after it
> warp jumps, but upon entering normal space can be positioned facing
any
> direction. Orders must still be placed as normal. A warp jump
capable unit
> warp jumping may not be given First Fire orders. A warp jump
capable unit
> must be given charge order to enter Close Combat as usual. A warp
jump
> capable unit may be given Advance Movement order and can fire in the
> Advanced Fire phase as normal.
>
> If a warp jumps capable unit materializes on or in a solid object (a
> building, bunker, or impassable terrain) the warp jump capable unit
should
> be placed as close to the missed jump point as possible. If the
warp jump
> capable unit hits a model the model hit makes armor save with a -3
penalty.
> The "warp jump capable unit" itself also makes armor save at -2.
>
> Normally warp jump capable units can only warp jump to a place in
LOS of
> their original position. Any units jumping with a Great Magus (see
below)
> can jump to any point including those not in LOS. This can provide
the
> opportunity to warp jump to places that normally a warp jump
capable unit
> could not jump to without line of sight like the center of a wooded
area.
>
> Warp Jump fields are very fragile mechanisms and require exact
measurements
> of weight in addition to distance. Thus if a warp jump capable unit
tried to
> warp jump with any mass around it would cause a catastrophic
miscalculation
> which would almost always cause the warp jump capable unit to be
swallowed
> by the warp. A warp jump capable unit may never use the warp jumps
if any
> unit is in close combat with a unit that is capable of pinning it.
>
> Some units have great knowledge of the warp and as such will not be
> surprised when a Mech emerges from Warp Space. The Units that fall
into this
> category are: Grey Knights, Inquisitors, Librarians, Adeptus
Psykers,
> Astropaths, Farseers, Warlocks, Warp Spiders, Harlequin, Ancestor
Lords,
> Greater Daemons, Primarchs, Chaos Magi, and Dominatrixi. These
units do not
> incur the penalties listed above.
>
> Warp displacement fields
> All Mechs are equipped with a Warp Displacement generator, which
phases a
> Mech in, and out of reality much the same as a Warp Missile. All
shot fired
> at a Mech with this type of shield technology have a chance to
seemingly
> pass right through the Mech as it blinks in and out of the Warp.
Thus all
> hits on the Mech receive an additional saving roll of 4+. This roll
is fixed
> and not modifiable no matter what type of weapon is used. If a hit
> penetrates the shield then the normal modifiable saving throw must
be taken,
> all modifiers for side and back shots count too. Note also that
these
> shields include protection from template attacks also.
>
> Some enemy units weapons are able to pass right through the shield,
as they
> employ forces that use the Warp as well. Thus a Mech struck by any
of the
> following weapons cannot use its Warp Displacement Shields to
protect it
>
> 1 All non physical psychic attacks
> 2 Shokk Attack Gunz
> 3 Warp Missiles and Vortex Missiles
> 4 Triple Vibro Cannon Attacks
>
> Mechs
>
> Mech Vanguards
> A member of Slann royalty called a Vanguard leads each Slann Mech
Pod; all
> these individuals are slightly psychic and thus have the ability to
> communicate directly with the Great Magus.
>
> A Vanguard is considered a command unit and follows all the rules
for
> command units in Net epic. Mech vanguards add a +1 bonus to warp
jumps to
> the detachment or model they are in coherency with.
>
> The Vanguard Mech is equal to the type of Mech's in the unit it
commands.
> Vanguards have a psychic save of 4+.
>
> Tadpole Mech
> Tadpoles are light Mechs equipped with Plasma Flamers and Heavy
Minigun.
> The Plasma Flamer uses the Inferno Gun template (long teardrop
shaped) for
> range and damage purposes.
>
> Models: Battletech mini Uller, Pouncer, or Flea
>
> Frog Mech
> Frogs are medium sized Mechs equipped with three weapons systems:
Conversion
> Beamer Cannon, Heavy miniguns, and a Neuro-Disruptor Missiles
Launcher
>
> Models: Battletech mini Fire Falcon, or Ryoken
>
> Neuro-disruptor missiles
> The Slann long ago walked away from the path of ever more
destructive
> weapons realizing that winning a battle where the objectives were
totally
> useless and the landscape barren was no victory. The Slann have
developed
> many weapon systems that incapacitate the enemy and permit the
Slann to
> eliminate them in a controlled, efficient manner. The Neuro-
disruptor
> missiles are a combination EMP pulse and electrical defragmenter.
In case of
> organic beings it attacks the terminals of nervous conduction
paralyzing the
> unit. In case of vehicles the EMP pulse wreaks havoc on all
circuitry
> rendering it temporarily uncontrollable.
>
> Rules for disruptor missiles
> 1 The missiles may only be fired every other turn; it
takes
> one full turn to reload the missile rack.
>
> 2 If {1} Mech is firing missiles use the 6cm blast
template,
> if all {3} from the unit are firing at the same location then use
the 12cm
> blast template, this is to show how when the missiles are
concentrated at
> one spot they can shower a bigger area.
>
> 3 All models must roll to see if they can move. On a
1D6 roll
> of 3 or less the unit cannot move. On a roll of 4 or more the
models can
> move at half their normal rate for the remainder of that turn. For
every
> field the models move through they must make this test.
>
> 4 All models in this area suffer a -1 to hit
>
> 5 All models in this area suffer a -2 to their CAF
>
> 6 All Slann, Exodite Slann, Necron and Dracons are
immune to
> this effect
>
> The roll to hit is made only once regardless of how many models are
under
> the template. If the roll to hit is failed there is no effect. When
the roll
> to hit is made place the template on the table under the models
hit, roll
> 1D3 and mark the template with the result (use die or markers).
This is the
> amount of turns the missiles will be effective. Remove the template
in the
> end phase of the last turn in that it is effective.
>
> Example: A model is hit, the 1D3 result is 2, and the template is
placed
> under the model and left in that spot till the End Phase of the
following
> turn. If the model has failed the role and may not move, it may how
ever
> still fire at the -1 penalty. In the following turn it must roll
again to
> see if it may move, therefore it maybe possible to pin a model in
place (it
> may still shoot in first and advanced fire phase) for up to 3 turns.
>
> Bull Frog Mech
> These are the heavy Slann Mechs. Each is equipped with 2 Conversion
Beamer
> Cannons, a Plasma Flamer, 2 plasma Burners, and 2 Neuro-Disruptor
Missile
> Launchers. See the above section on the Frog Mech for details on the
> Neuro-Disruptor Missiles.
>
> Models: Battletech mini Black Lanner, or Madcat
>
> SUMMARY
> Vanguard As per Mech type Knight
> Tadpole 25cm 3+ +4 Twin Turbo minig. 25cm
           6 5+
> -1 Knight
> Frog 20cm 2+ +3 Twin Multi
> Knight
> Conversion Beamer 50cm 4
> 5+ -1d3
> Disruptor Missl. 75cm 1
> 4+ -
> Bullfrog 15cm 1+ +2 2 Conversion can. 75cm
        2
> 4+ -1d6 Knight
> Plasma Flamer special Templ 4+
        -
> Flamer (template weapon)
> Heavy Minigun 25cm 2 5+
        -1
> ignore cover modifiers
> 2 Disruptor miss. 75cm 1
> 4+ -
>
>
> Special Units
>
> Great Magus
>
> The most potent psyker in the Slann Empire, also known as the Great
Magus or
> High Priest, is the greatest and most respected individual in Slann
society.
> The Great Mage remains aloft from society, although the social
leaders
> constantly seek their advice. Their aid would be sought in battle,
for their
> knowledge of Magic, philosophy and the arcane sciences are
formidable.
>
> Special rules
> 1 There may only be one Great Magus per army regardless
of
> points played.
> 2 The Great Magus moves by Warp Teleportation like a
Mech, but
> does not roll for deviation unless he warps more than 40cms, and
can warp to
> any point, even if its not in LOS. A Slann Great Magus can even
Warp Jump to
> a point within a section of woods although the unit must exit the
woods by
> Warp Jump.
> 3 When a Great Magus is on the battlefield the Slann
army
> receives a tactical advantage, for the Great Magus is in psychic
contact
> with all his unit leaders. When rolling for Initiative adds +1 to
the roll
> as long as the Great Magus is still alive. This bonus is one per
game and
> may be used at the beginning of any turn.
> 4 The Great Magus is a command stand and follows all
the rules
> from Net epic apply.
> 5 The Great Magus wears battlesuit vanguardarmor when
he is
> not in a Mech.
> 6 Counts as Greater Demon when it comes to psychic
checks
> (where applicable), and has a psychic save of 3+.
>
> The Great Magus also has the following psychic powers that can be
chosen
> from and used once per turn:
>
> * * ENERGY SHIELD * The Great Magus conjures a shield of
> Psychic energy to protect himself. This shield protects him even in
> closecombat , and will negate any such attacks on a 3+.
>
> * * SEE WARP GATE * Can help any warp capable unit determine its
> destination when Warp Jumping. With this ability the Great Magus
can tell
> any warp capable unit within 25 cm how to get to it's warping
destination.
> This also allows a Mech unit to Warp Jump to a place not in LOS. If
a unit
> is within cohesion (6cm) of the Magus and makes the jump together
with the
> Magus, The Great Magus confers a +2 bonus to all warp jumps,
including
> himself.
>
> * * WARP HOLE * with this power the Great Magus opens a
small
> area to Warp Space around a target. That portion of the target is
sucked
> into Warp Space and usually this causes the destruction of the
target in
> normal reality.
>
> The Warp Hole is fired like a normal weapon of the following
properties
>
> Weapon Range Attack Dice To hit roll Save modifier
        
> Warp Hole 25cm 1 3+ -4
>
> This power down one shield against shielded targets.
Resolve
> damage normally against unshielded targets.
>
> The Great Magus can also be mounted in a mech of any type.
>
> Models: Clan Elemental infantry from Ral Partha
>
> Time Magus
>
> At hatching, some female Slann show signs of psychic powers. They
can see
> through time, though they need help and training, eventually they
gain the
> ability to manipulate time in small ways. They learn to freeze
thing in
> stasis with there minds, though only for short periods of time.
During times
> of war they are mounted in special Mechs that amplify this power.
The
> purpose of the Time Mage is to locate and freeze large enemy
threats in
> stasis, to make them easy targets for the other Mechs.
>
> A Time Mage is the only member of the Slann Empire that will stay
on one
> life stage her entire life. She know well however, that this
dedication
> comes with a price. Every time a Time Mage goes to war there is a
small
> ceremony of death preceding the battle. A Time Mage makes her peace
with
> those around her, gives her belongings away and prepares to die.
She knows
> that a Mech caught in stasis is a perfect target for enemy fire.
She has
> been trained since birth to give her life for the Slann Empire, and
her
> mission will almost always end in her death. After the ceremony of
death she
> performs a death song and dance, which is broadcast for all in the
army to
> see. The dedication inspired by a Time Mages' performance alone has
won the
> Slann many of battles.
>
>
> Time Magus Mech
>
> The Stasis Beam is the main armament on all Time Magus Mechs. These
weapons
> can freeze any model in stasis. After the Mech fires its beams it
is also
> caught in stasis and can only generate the field affecting its
enemies. At
> the end of the turn the affected model has to make a roll of 4+ to
escape
> the beam. To escape 2 beams a roll of 5+ is needed (models of
Praetorian
> class or above only need roll a 4+ to break the beam). If it fails
the model
> remains frozen for another turn and can do nothing till the end of
the turn
> were it tries to escape the beam again. This continues till the
model breaks
> free.
>
> A Time Magus who has fired 2 beams and looses her grip on one target
> continues to hold the other until it escapes. She cannot however,
fire her
> free beam as she is locked in stasis until her other beam is broken.
>
> All models effected by the stasis beam (including the Time Magus)
can be
> fired at as normal. All shot directed at a model in stasis are
stopped just
> outside any shields that that model may have. Thus weapons striking
shields
> are stopped by them as normal, and all hits are saved at as normal,
but, the
> effect is not felt until the model released from the beam. Thus a
Titan hit
> in the reactor will not blow up until it is released from the beam.
Also a
> Mech destroyed that is holding an enemy in a beam will only be
removed after
> the enemy is released from the beam.
>
> Once a beam is generated it can only be shut down if the enemy
escapes the
> beam. Any model smaller than Praetorian class can be held with one
beam.
> Focusing both the Mech's beams can only hold any model of
Praetorian class
> or titans. If an enemy Praetorian or titan is targeted with both
beams and
> any one of the beams fail to hit, both beams are considered to have
failed
> and are ignored.
>
> If a unit attacks any model held in stasis in close combat the
attacking
> unit is automatically placed in stasis until the original model is
released
> from stasis. A unit attacking a Time Magus not in stasis is slowed
slightly
> by the Time Magus' temporal powers. This is already factored into
the Time
> Magus' CAF rating.
>
> A Time Magus has all the Warp Jump and Warp Displacement shield
ability as
> other Mechs do. A Time Magus is considered a command unit, though
not able
> to control other units, she may move as charge, and fire as first
fire.
> Models: Battletech mini Behemoth or Daishi
>
> SUMMARY
> Great Magus As per Mech type, command unit, special rules
> Time Magus 15cm 1+ +4 2 Stasis beam can. 75cm
        1
> 4+ No save Command unit, special
> Mech Conversion can. 75cm 2 4+
        -1d6
> Rules, knight
> Heavy Minigun 25cm 2 4+
        -1
Received on Thu Oct 30 2003 - 09:10:21 UTC

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