HDTenEightyP/NetNews huggingface dataset:
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: Robotech and Paladium combinations
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Keywords: Robotech, Mutants, Hand to Hand
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sun, 13 Dec 92 07:00:07 GMT

In article <11DEC199212253104@venus.tamu.edu> tap2368@venus.tamu.edu (PYE
 TOMASO ANTHONY) writes:
>Hey guys, 
>Anyone out there ever try combining the Hand to Hand forms from
>Ninjas & Superspies with Robotech Mecha Combat? I've had bad
>experiences with it, anyone found something successful?
>
>What about using Mutant animals as pilots for the Robotech Mecha?
>Any ideas there?
>
>Tomaso Pye
>tap2368@venu.tamu.edu


Yes, I have tried combining the Ninjas and Superspies martial arts
with Robotech mecha combat.  In point of fact, I've even written a
30-35K supplement on how to play Ninjas and Superspies characters 
in the Invid Invasion campaign setting.  Organizations, too. 

I had to do some quick skill system conversions--there were a lot
of redundant skills in Ninjas and Superspies which have to be con-
verted to their Invid Invasion counterparts, and other stuff like
that.  I also invented new skills programs for mecha piloting that
are available to certain classes...

I'll post it here one o'these days...

--
Chris Meadows // CHM173S@SMSVMA // CMEADOWS@NYX.CS.DU.EDU
   "If blood be the price of admiralty, then I've just bought me 
    a naval commission."  -- Corwin, SIGN OF THE UNICORN, Roger Zelazny

Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: Appleseed/MEKTON II/CP2020
Organization: Computer Science, Concordia University, Montreal, Quebec
Date: Fri, 18 Dec 1992 17:50:34 GMT

From: tbpho@mailbox.syr.edu (Lazarus Churchyard)

> Greetings, 'NetRunners. I'm working on adapting the LandMates from Masamune
> Shirow's manga/anime _Appleseed_ for a Cyberpunk setting. RTal's Cyberpunk
> is superficially similar to MEKTON II as far as rules go. 

Superficially ? ... pretty good for superficial... Heck, even TFOS is
similar ... like "close dude".

> What I'd like to know is whether or not this has been done by anyone out 
> there, or if anyone has any suggestions. Let's hear from you!

Sure it has been done. Heck, we have all kinds of junk from Mekton rules
in CPunk games. But, with recent Chrome 2, I don't know about survival
rates on those equipment anymore. Full bode replacements (read
"boomers") can be a pain to deal with. And man portable gauss rifles are
a pain in the butt too! 

> Thanks,


		> Lazarus Churchyard,
		> Lacking Any Real Originality ;)
 
		-----^
	Oh ... okay...

+---------------------------------+   ___     ___       ___
| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
| "It Just Works..." - Steve Jobs |      \___/   
+---------------------------------+       Wolfnet Operative & NeXThead 
Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: BTECH: high-speed hovertanks
Organization: Computer Science, Concordia University, Montreal, Quebec
Date: Sun, 20 Dec 1992 04:49:19 GMT

From: a2chao@undergrad.math.waterloo.edu (Allen Chao)

	> When one sees the cost of training an infantry platoon, one wonders
> how much it costs to train a mechwarrior...

	Well I don't have that kind of info handy, but I can tell you
that a Regular infantry man (foot /rifle) cost roughlly 20K C-Bills to
train, based on 6500 C-Bills per year salarry, which during tarining
would go thoward the his recude pay and the trainers.

	Mechwarrior, using this same routine ... would cost (Reg)
roughlly double that. Of course,, the infantryman spen between 2-3 years
in training until he hit Reg... the Mechwarrior spent 3-4 years.

> -- 
> Allen Chao : a2chao@undergrad.math.uwaterloo.ca : Netriding at ~3:00a!
 > -----You know, this lack of sleep might be why I'm so tired...------
> 

+---------------------------------+   ___     ___       ___
| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
| "It Just Works..." - Steve Jobs |      \___/   
+---------------------------------+       Wolfnet Operative & NeXThead 
Newsgroups: rec.games.mecha
From: flindholm@mta.ca
Subject: Maurader vriant 3025
Reply-To: flindholm@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada 
Date: Sat, 12 Dec 1992 23:26:17 GMT

  Good design. I play with a MAD that is virtualy the same except
I have an SRM-6 instead of the lasers.
  A fantastic field upgrade is to get double heatsinks. With the 
tonnage saved from all the extra heatsinks another SRM-6 can be put
in. I prefer the SRM-6 for it's close in power as the Mad can still
fire a PPC, both med lasers and the SRM-6 while walking towards the enemy.

    Cyrus
Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: ECM effects (Was: Re: C3 Network Questions......)
Organization: Netcom; Renegade User
Date: Thu, 17 Dec 1992 00:21:09 GMT

In article <BzB8tI.HqG@undergrad.math.waterloo.edu> a2chao@undergrad.math.waterloo.edu (Allen Chao) writes:
>In article <1992Dec14.213327.28017@netcom.com> lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:
>>    ][MHO, ECM should only affect the electronics of mechs within its
>> field.  Mechs with special electronic systems that are firing INTO
>> or THROUGH an ECM field should not be affected.  Additionally, ECM
>> SHOULD affect TAG and Targeting Computers, when the mech with that
>> equipment is INSIDE the field.  So, [It's more effective!]
>
>Well, by the same token, then ECM should also affect mechs' motor control
>systems, life support, communications, even enemy missile volleys (er, well
>perhaps missiles aren't that advanced here...)  That's a little too much for
>something called electronic COUNTERmeasures.  But then, this is FA$A we're
>dealing with, so you never know.
>
>>    ]-[aving ECM effect Clan Targeting Computers would be a little bit
>> of a help against the general Clan munchkinitis.  
>>
>True enough.... 8)
 
 
    \/\/ell, one could argue that all the extra weight a Clan Targeting
 Computer takes up is partially for additional special active electronic
 sensors, etc.  They never actually say what all that extra weight is
 for.  You certainly don't need more than a ton for just a COMPUTER,
 even including special cooling systems.  Having ECM affect TAG is just
 thrown in to help make ECM more worthwhile.  <grin>

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
From: thantos@runic.via.mind.org (Paul Williams [SysOp])
Newsgroups: rec.games.mecha
Subject: Mekton _MTS_ Movement Platforms
Date: Fri, 18 Dec 92 19:00:08 EST
Organization: Runic Writings / Lawrenceville, GA


   Has  anyone  come up with a good way to handle movement platforms under
        _MTS_?  How about just wheeled or treaded vehicles?  I'm not  sure
        how  to  handle  them,  except  by  going  by GM fiat, but I'm not
        really comfortable.

   If you  couldn't  tell,  this  is  all  pretty  related  to  my  recent
        questions on  Roadstrikers  under  _MTS_.    :)  Anyone  got RTG's
        E-Mail address?


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thantos@runic.via.mind.org (Paul Williams [SysOp])
Newsgroups: rec.games.mecha
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: BTECH: high-speed hovertanks and suicide vehic'ls.
Organization: University of North Carolina Extended Bulletin Board Service
Date: Fri, 18 Dec 1992 22:50:12 GMT

Well, one of the dispensible 5-tonners that I used once was designed for
city fighting... Wheeled, IC engines, 2 MGs. C-H-E-A-P. I could buy 100
for the cost of a light 'mech, and they were SO much fun to use.

I called them City Assault Vehicles, Anti-Personnel (since they were more
effective against infantry), or CAVAPs. They were nicknamed VAPes, or
cannon fodder...

CAVAP
Wheeled, 5 tons.
MPs: Cruise 9 Flank 14
ICE engine
Armor 2/1/2
2 turreted MGs.
Ammo (1/2 ton)

cost - 28700 C-Bills, not counting the money to get the
sucker...er...pilot drunk before battle.

GAWD, but it was funny to see these things in battle. We used a variant
battle format where our force size was determined by cost, not mass (more
realistic, we thought). Yeesh, I had 'bout 300 of those suckers, plus a
lance of medium 'mechs. The enemy advanced into the city (which contained
a rather valuable factory) and we set upon them with these lil' buggers
from all sides. Sometimes we sat infantry on the roofs with Infernos.
Sometimes we had the pilots drive them down hills toward the enemy and
bail out at the last moment. Sometimes we threw them like footballs, or
lifted them to the tops of buildings where they could be driven off onto
the heads of mecha walking below, or, if the building was low, so that the
could get head shots. They were fast enough that they could get behind, or
very close to the enemy before they were vaped, and small enough to drive
out of alleyways or basement parking lots. They'd get REALL close, and
plink away. If the enemy 'mech tried to blow it up, the MG ammo went off
at close range, for even more damage! :) ( PS- you can tell someone's a
newbie when they STOMP a vehicle with MG's. WhaBOOOM!!!:)

We were nice, though, and built ejection seats for the crew of the CAVAPs.

It was a one-shot deal, but it was *beautiful*...

JT

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Newsgroups: rec.games.mecha
Subject: Re: Battletech: The Great Debate.
From: taia_a@kosmos.wcc.govt.nz (Second Genyosha)
Date: 14 Dec 1992 01:40:51 GMT
Reply-To: taia_a@kosmos.wcc.govt.nz
Distribution: world
Organization: Wellington City Council (Public Access), Wgtn, Nz
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <10DEC199211443395@jane.uh.edu>, chem7l@jane.uh.edu writes:
>Personally, I like having the option of using Clans/Clanteck.  In general,
>though, I like to run campaigns with small units fighting in or near the 
>periphery.  That way, most of the tech is 3025, there is a wide variety of
>'Mechs, vehicles, and troops, and there are infinite possibilities...but very
>few regiments running around, so a lance of 'Mechs is a formidable force.  I
>also like giving my players better 'Mechs than the opposing forces--like 
>letting my players have 3050 IS 'Mechs to attack a garrison force of 3025
>vintage tech.  That way, I can throw all kinds of stuff at them, including
>'Mechs, vehicles, infantry, conventional fighters, aerospace, fortifications,
>etc., and they can't complain.  (They even have a chance to win if they make
>use of their advantages.)  

 While the Clans have the technological advantage, the IS has the numerical.
I use larger 3025 forces verses Clan units all the time, though a true
"balance" is never achieved. There are always surprises in war.

>In short, you can use the new tech to add variation, surprise characters, 
>and give the characters goals (like finding weapons and spare parts for new/
>rare equipment) without letting it dominate your game, and without losing the
>flavor of the original game.  I personally like having that flexibility.
>Jim Corbit, Chem7l@Jetson.UH.edu

 Flavor is an interesting word, since everyone doesn't have the same tastes.
It is a matter of taste if one plays Clan batchalls or IS battles. For the
beginner throwing them into the deep end with Clan meks is great, but they
soon become drunk with the power of Clan tek and are unable to return to a
more simplier age when meks were meks (3025). It's interesting to note that
most of my group are old tekers and IS, while the newer players are Clanners.
The difference between tradition and progress maybe?

This has been....
 Tony Taia                                    (Sho-sa of the Second Genyosha)
  TAIA_A@kosmos.wcc.govt.nz
3055-3067: So little time, so many Clan meks to kill! :)        `|'Disclaimer!
**Noone knows what I know, so you know that what I know is only mine to know**
Newsgroups: rec.games.mecha
From: ratinox@kappa.coe.northeastern.edu (Richard Pieri)
Subject: Re: BTECH: high-speed hovertanks
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Reply-To: ratinox@meceng.coe.northeastern.edu
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Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
	<BzB9v0.J27@undergrad.math.waterloo.edu>
	<RATINOX.92Dec15211309@splinter.coe.northeastern.edu>
	<BzD2H6.MHK@undergrad.math.waterloo.edu>
Date: Wed, 16 Dec 1992 18:48:04 GMT

>>>>> On Wed, 16 Dec 1992 16:43:53 GMT, a2chao@undergrad.math.waterloo.edu
>>>>> (Allen Chao) said:

>Allen> But the paperwork, the paperwork! 8)
>I didn't throw them all at once. Just wave after wave after wave of
>hovertanks :-).

Allen> I guess that would make things a bit easier - how many did you lose?

Not many, supprisingly. They're awfully hard to hit. I completely lost
about 30% of them, and another 40-50% were damaged to some degree or
another by light fire, at which point I had them retreat.

Ah, but the salvage! :-)

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
Shape shift/Nose to the wind/Shape shift/Feeling I've been
Move swift/All senses clean/Earth's gift/Back to the meaning of wolf and man
                                                   --Metallica, Of Wolf and Man
From: rhardcor@csd4.csd.uwm.edu (Randy Hardcorn)
Newsgroups: rec.games.mecha
Subject: Btech MUSE
Date: 11 Dec 1992 22:55:53 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Distribution: world
NNTP-Posting-Host: 129.89.7.4

Hi all,

Could someone please E-Mail me some info on how to play the BTECH MUSE? I
have the address/telnet port, but I do not know how to play it. I looked
around and got lost REAL quick. I know about Btech rules,etc. 
All help appreciated!

  Thanx

  --Randy

rhardcor@csd4.csd.uwm.edu   University Of Wisconsin - Milwaukee
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From: taia_a@kosmos.wcc.govt.nz (Second Genyosha)
Newsgroups: rec.games.mecha
Subject: Re: Compendium versions (Was: Re: C3 Network Questions......)
Date: 16 Dec 1992 02:25:35 GMT
Organization: Wellington City Council (Public Access), Wgtn, Nz
Reply-To: taia_a@kosmos.wcc.govt.nz
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <1992Dec15.092246.6977@gw.wmich.edu>, 997vanderkol@gw.wmich.edu writes:
>In article <1992Dec14.221746.1473@netcom.com>, lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:
>>      _
>>     (_ould you tell us what the actual differences are between the two
>>  versions?  I'm sure I've got the first version, as I got it when it
>>  first came out.  Maybe you could look in the copyright and credit info
>>  on p.3 and tell us if there's a "Second Edition" put in there anywhere.

 It's in very small print on page 3, you have to LOOK for it.

>Okay here are the diffs. For Thunder LRM ammo it sayss (in the 2nd version
>I've found) that you can not have more than a 20pt minefield in a hex. One
>Shot launchers (in ver 2) weigh the weight of the launcher plus .5 tons.
>Those are the two descrepencies we've found so far. I would send the question
>to FASA, but they have been less than responsive in the past.
>John VanDerKolk

 This of course means that the Clan Arrow "Thunder" round is very nasty with
it's 30 point minefield. For Thunder we use the following little rule

 Optional Rule!

-Each side has four coloured plastic counters (like those tiddley-wink ones).
  They must be different for each side, so you can tell who mined what etc.

-Each side selects a colour for 5pt, 10pt, 15pt and 20pt minefields. They
can keep this information secret :) Though mining with an Archer is fairly
easy to work out it's value (15 or 20).

-When you fire the "Thunders" you place the counter on the hex. This way the
other player doesn't know the value/danger of the Thunders. Both players can
land Thunders on the same hex, though the damage done to a mek can only be a
max of 20 from both sides.

-A mek in a mined hex cannot preform physical attacks and cannot be physically
attacked. Why? 30 metre hexes and you want to walk up to the enemy and kick it
and not suffer from the Thunders? Get real! Tiptoe thru the minefield?

-Finally jumping out of a mined hex means no damage :)

This has been....
 Tony Taia                                    (Sho-sa of the Second Genyosha)
  TAIA_A@kosmos.wcc.govt.nz
3055-3067: So little time, so many Clan meks to kill! :)        `|'Disclaimer!
**Noone knows what I know, so you know that what I know is only mine to know**
Newsgroups: rec.games.mecha
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: high-speed hovertanks REDUX!
Organization: University of North Carolina Extended Bulletin Board Service
Date: Sun, 20 Dec 1992 17:31:13 GMT

Yesterday (well, that's the time that the post arrived here), someone
posted a message about FASA's new rule that 'mechs now move AFTER all
vehicles.

Bummer. I liked the Amputator, too. Sigh. That new rule cancels every
cannon fodder MG vehicle, and most of the non-MG ones, except for in
cities, where you can back 'mechs into corners 'n such.

However, FASA's rule said that 'mechs move after vehicles b'cuz of the
neurohelmets, which make the mechwarrior able to move like his 'mech.

Hmmm...

WHAT IF (aiii! not the dreaded whatif!!) you mounted something in a
vehicle similar to the Rigger Controls in ShadowRun, or perhaps a Virtual
Reality control suit for the pilot. It is technologically feasible for the
IS (the can build 100-ton stomping battle machines. and you're telling me
they can't build VR?!) and the system needn't be as complex as the
neurohelmet, since it doesn't have to do the stuff with the myomers. It
would give the pilots every bit as good a reaction as the 'warriors.

Of course, it would be more expensive, and possible (probably) more
massive than the current controls, meaning that the current style of
suicide vehicles wouldn't work in a cost-based system, and tonnage-based
vehicles would be less kick-rear.

However, it does mean that you can still use them...

Anybody have any thoughts on this idea? (c'mon, I know it's Christmas, but
dredge out that Btech knowledge, guys!) :):):)

JT

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Newsgroups: rec.games.mecha
From: jpole@world.std.com (Jamie C Pole)
Subject: Problems with MECH111 & MECH112 ZIP's...
Organization: The World Public Access UNIX, Brookline, MA
Date: Sat, 12 Dec 1992 18:45:13 GMT

Hos anyone actually been able to use the MECHxxx.ZIP archives from
131.188.1.43?  They are all corrupted, and while certain parts will work,
most of the executable modules will not...  Does anyone have a good
archive or a good copy which they can archive for me?




								Jamie



jpole@world.std.com


Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: Lego mechs (was Re: Set a Standard)
Organization: Netcom; Renegade User
Date: Sat, 19 Dec 1992 23:08:44 GMT

In article <1gr338INNoa5@gap.caltech.edu> rspangle@celaeno.uucp (Randy Spangler) writes:
>In article <1992Dec11.221304.15882@mnemosyne.cs.du.edu> mhatz@nyx.cs.du.edu (Mike Hatz) writes:
>
>%Mike
>%Master of the Lego Mechs!  :-)
>
>I once built a Veritech fighter out of lego - about 15" long, and it could
>transform, without being disassembled, into all 3 modes.  I've got pictures
>somewhere...
>
>Anyone else build mechs out of something interesting?  How about radio
>control mechs?  (Yeah, yeah, with real guns and lasers, and model rocket
>engines for jump jets...)
 
    ___
     |here used to be this Play-Doh "factory" that let you make little
 Play-Doh robots to play with.  It was pretty neat to use those for
 BattleMechs, as you could do real damage to them!  Lose an arm?  Well,
 simply tear it off!  It could get a little messy, though.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/