HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.mecha,rec.games.board
Subject: More On Maps
From: parnell_p@kosmos.wcc.govt.nz (Pi-Rat)
Date: 4 Jan 1993 12:38:04 GMT
Reply-To: parnell_p@kosmos.wcc.govt.nz
Organization: Wellington City Council (Public Access), Wgtn, Nz
NNTP-Posting-Host: kosmos.wcc.govt.nz

Well I have a slight problem with the maps I have (apart from not having map
set 1 B-) ) FA$A in there inifinate wisdom...NOT... have started producing
paper thin map sets.
The problem is that there too flimsy so I would like to find the best way to 
'Back' them... A friend of mine says that some time ago there was a descicssion
on R.G.B about thisand thus my post... 

I welcome any replys, preffably mail.

Paul
	Ciao, May The Dice Be With You
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Newsgroups: rec.games.mecha
From: dpund@silver.ucs.indiana.edu (Tantor (Dennis Pund))
Subject: Re: Locust Question
Organization: Indiana University
Date: Tue, 12 Jan 1993 05:42:00 GMT

In <C0q5n3.56I@knot.ccs.queensu.ca> conner@qucis.queensu.ca (Mike Conner) writes:

>Could someone clear something up for me.  Why does the Locust have SRM
>pods on its left and right top leg yet they are not mentioned in
>the armament list.  If you look on the cover of some FASA novels you
>can see missles coming out of them.

>What gives?
>:) Mike

Simple, a SRM-3 pack does not exist and a SRM-6 would not fit.  Second the 
picture was not made with the mech in mind. Same reasons that the Pheonix
Hawk, Warhammer, Stinger, Wasp, etc do look so much like Robotech Mecha. :)

Just my 2,000,000 L-Bills worth.
 
-- 
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
__|__                         #*# Dennis Pund #*#
|  <_\                
|____|- - - - -      The Best life insurance a gamer can have.
Newsgroups: rec.games.mecha
Subject: Battletech: 'ere Comes the Dragon.....Again.
From: hamilton_p@kosmos.wcc.govt.nz
Date: 13 Jan 93 16:20:33 NZST
Organization: Welligton City Council, Public Access.
NNTP-Posting-Host: kosmos.wcc.govt.nz

  Well, I've recieved stuff all mail from anyone for the last post 'ere Comes
 The Dragon, I posted last week, so 'ere goes again.

  I am returning to the States on 'oliday on the 16th of Jan. and will be
 staying for five weeks.

  I will be in the San Antonio Texas area, and anywhere between Atlanta
 Georgia, and Washington D.C. So if you play Battletech send me some mail by
 tomorrow, 13th Jan (NZ), 12th Jan (USA). It would be nice to talk 'tech with
 another yank, besides Hollis Ross, as these bloody Kiwis can get to you after
 a while. 

  ->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->->
  \                                                                          \
  / 'I dont need to be able to spell for my AC/20 to rip your head off...'   /
  \                                                                          \
  /                        Sho-sa Peter Hamilton, 37th Dieron Regulars, DCMS /
  \                        (3025, our speciality)                            \
  /                        E-mail: HAMILTON_P@Kosmos.wcc.govt.nz             /
  \                                                                          \
  <-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-

Newsgroups: rec.games.mecha
From: mmaxim@.intel.com ()
Subject: Re: [Btech] Dual Engine *grin*
Organization: WCDP
Date: Mon, 11 Jan 1993 18:51:43 GMT


Hiya folks;

RE: dual engine mechs-  if you allow 'em, they will likely rip up anything else
onna field.  I devised a double engine marauder (called it the Mauler) back in
1988 (87?), used them to demolish my friends assault mechs, and I *still* get 
a hard time from them for "cheating".  Turned out that two engines was the most
you could reasonably use; put in three, and you have a charger (fast, but no
weapons).  If anyone is interested, I could try to find the specs on my old
mech, but it's actually pretty easy to figure out.  I think I just graphed the 
speed vs. weight(engine) and picked the minimum... I believe the 40 ton engines
were the optimum, but it's been a long time.  Wonder what you could make with
the clan tech?...

Another nice thing I remember- all those extra heat sinks!  You could load up
with energy weapons (no ammo explosions!), run like hell, and still not cook.

p.s. anyone know if they are gonna open one of the battletech centers here in 
San Francisco (like the one in chicago)?  I'd heard rumors, but nothing 
definite...

--
M.

Antonym: The opposite of the word you're trying to think of.
 `-_-'
  'U`  Have a day.
From: cb401@cleveland.Freenet.Edu (William Scott Carlson)
Newsgroups: rec.games.mecha
Subject: Re: BTech Chronology
Date: 8 Jan 1993 03:20:23 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: cb401@cleveland.Freenet.Edu (William Scott Carlson)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, plt@wasp.eng.ufl.edu (Pete Taylor) says:

>Hi all you BTech enthusiasts.  I need a little help.  I have some but not all
>of the BTech novels (some I enjoy, some are so so).  I was wondering if some
>kink soul could post a chronologically correct listing of all of the novels
>that FASA has published.
>
>Thanx.
>
>Pete
>--
>Peter Taylor                    |Paintgun:  68Automag
>plt@wasp.eng.ufl.edu            |Martail Art:  Cuong Nhu Oriental Martial Arts
>worldmage@maple.circa.ufl.edu   |              Cypress School, U of F
>

Ah, my favorite part of BattleTech.

Decision at Thunder Rift
Mercenary's Star
The Price of Glory
Heir to the Dragon (begins 3004, ends 3040)
Wolves on the Border (begins 3021, ends 3028)
Warrior: Engarde (begins 3022, ends 3027)
Warrior: Riposte (begins 3027, ends 3029)
Warrior: Coupe   (begins 3029, ends 3029)
Lethal Heritage  (begins 3030, ends 3051)
Blood Legacy     (begins 3051, ends 3052)
Lost Destiny     (begins 3052, ends 3052) beginning of Clan/IS truce

Way of the Clans
Blood-Name
Falcon Guard
Wolf Pack
Natural Selection





Interesting how many of us play Paintball and BattleTech...


-- 
William Scott Carlson             cb401@cleveland.Freenet.Edu
Battle Tech Player, Paintballer, and Honorable Gentleman.
Alias Kael at bbs.isca.uiowa.edu...come on in and visit.
From: mandos@hardy.u.washington.edu (Marvin Crippen)
Newsgroups: rec.games.mecha
Subject: Character creation in Mechwarrior
Date: 12 Jan 93 02:42:51 GMT
Article-I.D.: shelley.1itb7bINNnsl
Reply-To: mandos@u.washington.edu
Followup-To: rec.games.mecha
Distribution: world
Organization: University of Washington, Seattle
NNTP-Posting-Host: hardy.u.washington.edu

I'm starting up a local playing group and I wanted to creat some mechwarriors
to be used mostly in Mech battles, but occasionally in hand to hand/weapons/
roleplaying situations.  However I'm pretty sure that my copy of Mechwarrior
is outdated.  I was wondering if someone could post (or email) current 
information about character creation.  Or tell me what I need to buy to get 
those rules.
From: thantos@runic.via.mind.org (Paul Williams[SysOp])
Newsgroups: rec.games.mecha
Subject: Re: Mercenary force looking for work
Date: Mon, 11 Jan 93 20:04:52 EST
Organization: Runic Writings / Lawrenceville, GA

wongrr@NeXTwork.Rose-Hulman.Edu (Ryan R Wong) writes:

>        \ \ | |        "Mechs have neither photons nor shields, Phil!"

   Maybe *your* mechs have neither photons or shields, but *mine* are
   somewhat better equiped...


-----------------------------------------------------------------------
thantos@runic.via.mind.org (Paul Williams [SysOp]) |  PGP 2.0 Key avail
...!emory!uumind!runic!thantos                     |      upon request.
-----------------------------------------------------------------------
 Mecha: It is said that these metal giants were shaped like men, so the
    alien servants of evil would know it was Man who defeated them.
Newsgroups: rec.games.mecha
From: arp2@ellis.uchicago.edu (andrew robert polis)
Subject: Re: BTECH:Song
Keywords: Battletech
Reply-To: arp2@midway.uchicago.edu
Organization: University of Chicago
Date: Wed, 13 Jan 1993 04:20:22 GMT

In article <1itb9eINN902@jhunix.hcf.jhu.edu> probe@jhunix.hcf.jhu.edu (Prabal Nandy) writes:
>    Mecha of the Clan! (Heh, heh, heh!)
>    Mecha of the Clan! (Hah, hah, hah!)
>    Gosh-darned clanners can't build a stinking LAM!
>    Strike off yer helmets for the Mecha of the Clan!
Actually...

After the invasion that situation is reversed, since in 3055 Clan Nova Cat
owns the only LAM factory in the inner spere.  I just thought I'd mention that.
Not that I like the clans or anything (deformed bastards ).  All they're good
for is if I need a challrenge in a fight :).

Say this must be my first post on rgm.  We finally got it here after break.
So , 

Hi again everybody.  Merry Whatever Holiday Or Lack Thereof You Celebrate!

-Andrew Polis

NO SIG.  (hey ya get what ya pay for)
Newsgroups: rec.games.mecha
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: A really Stupid Idiot
Organization: University of North Carolina Extended Bulletin Board Service
Date: Sun, 10 Jan 1993 00:00:51 GMT

In article <C0M1L7.DE@newsflash.concordia.ca> kgnome@cs.concordia.ca (MATIS stephane) writes:
>>JT "Just my 2,000,000 House Laio Credits!"
>
>	Ahem ... let's see, with exchnage and inflation ... that's
>	0.007892 $ US. Hmmm ... pretty cheap opinion (-:
*rimshot* Yeesh, ol' Laio's gone down since I worked there last...

>+---------------------------------+   ___     ___       ___
>| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
>| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
>| "It Just Works..." - Steve Jobs |      \___/   
>+---------------------------------+       Wolfnet Operative & NeXThead 

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: conty@cbnewsl.cb.att.com (E. Kontei)
Subject: Re: Gundam Videos? Where in Toronto?
Organization: AT&T Bell Laboratories
Date: Mon, 4 Jan 1993 06:08:56 GMT

In article <1993Jan3.221030.13565@gn.ecn.purdue.edu>, gavigan@gn.ecn.purdue.edu (Ryan P. Gavigan) writes:
> In article <1993Jan2.173447.12194@camaro.uucp> tfoley@camaro.uucp (Tim Foley) writes:
> >
> >Does anyone know of any stores in Toronto or Mississaga that carry the 
> >Gundam series?  
> > 
> in a word.  NO.

Not legally, that is (some stores sell bootleg import anime tapes,
unfortunately).

Also, You may want to add that any good anime club (don't know if there's
one in Toronto) should be able to lend you some episodes (in Japanese,
natch).

[Funny.  Last time I had this conversation, I was writing what Gavigan
just did...]
-- 
			    E n r i q u e  C o n t y
			       Master of Science!
			      jester@ihlpm.att.com
		    Disclaimer: You're not dealing with AT&T
From: etlsal@etlxd30.ericsson.se (sukhwant atwal xd/gkg GH 4623)
Newsgroups: rec.games.mecha
Subject: Questions on XL Engines.
Keywords: XL
Date: 6 Jan 93 14:06:19 GMT
Reply-To: etlsal@etlxd30.ericsson.se
Organization: Ericsson Telecom AB

Q1:If a Inner Sphere mech with a XL engine has a side torso completely 
   destroyed, i.e. all armour and internal structure gone, is the mech 
   destroyed?
	 
   In the BattleTech Rules Manual, there's a rule stating that if a 	
   side torso is destroyed then all equipment mounted in that torso
   is also destroyed. This would mean that all the XL engine slots	
   in that location would go and thereby destroy the mech.	  

Q2:If the answer to question 1 is YES, then what happens to a Mech	
   with a XL engine, a side torso that suffers a ammo explosion (a big	
   one) but is protected with CASE? 

   Back to the BT manual, it states that in the event of an ammo
   explosion in a location protected by CASE, all the damage is applied
   to the internal structure of that location first and the rest is vented 
   out the back. Cool, the Mech survives the ammo explosion but is
   destroyed because the XL side slots are all gone.
 
   I've also seen Mech Designs from FASA books that have Mechs with 
   Ammo in Centre Torso locations protected by CASE. What for? 	
    
   I'm new to this group and I haven't seen any FAQs so I don't know if
   this problem been sorted out. Could anybody give me a workable
   set of CASE/XL rules.

   
   Name:  Rasta Billy Skank
   Class: Mechwarrior
   Unit:  Fire Titan Mercenary Battalion
From: st1pn@jane.uh.edu (Tan hat, gray coat, black Converse....)
Newsgroups: rec.games.mecha
Subject: Re: Looking for optional rules.
Date: 12 Jan 1993 10:09 CST
Organization: University of Houston
Distribution: world
NNTP-Posting-Host: jane.uh.edu
News-Software: VAX/VMS VNEWS 1.41    

In article <C0q8A8.MvF@usenet.ucs.indiana.edu>, dpund@silver.ucs.indiana.edu (Tantor (Dennis Pund)) writes...
>	I was wondering if anyone out there has any house rules for takeing
>into account power drain by energy weapons.  I'm hopeing this might balance
>out the clan weaponry so that they won't unballance the game when I introduce
>them in the game I am about to start.

>__|__                         #*# Dennis Pund #*#

So, does this mean you think the introduction of the Clans was supposed to
make it a fair fight between them and the IS?  <glancing around>  What planet
are you from?:)

[Well, you have to keep in mind the Clan like to send the smallest number of
mecha necessary to do the job.  Meaning, basically, tonnage-wise if not
number-wise, the IS has the advantage....]


R@:  "What next?  'Make dropships weaker so we have better odds'? :)  "
--
"Why not nip into McDonalds just to use the
toilet?  It's a good symbolic gesture."
     --Deadline
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: Good House Rules Wanted for B.
Date: 11 Jan 1993 21:39:41 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
NNTP-Posting-Host: jhunix.hcf.jhu.edu
Keywords: Battletech

   Perhaps because other locations are composed mostly of armor, structure,
and mynomer, and therefore areless likely to suffer damage due to being
'dislodged', unlike the CT where there are moving parts (engine and gyros
for instance) which could be knocked loose by an impact.

-- 
      /| ________________   |probe@jhunix.hcf.jhu.edu|  Lord of the Flies 
O|===|* >________________>  |probe@jhuvms.hcf.jhu.edu|  1st MPC Division
      \|                    | nandy@scivax.stsci.edu |  Colony Mechworks
  Velox - Durus - Infestus  |  nandy@fos.stsci.edu   |  Colony World Myops
From: wongrr@NeXTwork.Rose-Hulman.Edu (Ryan R Wong)
Newsgroups: rec.games.mecha
Subject: A really Stupid Idiot
Date: 7 Jan 1993 06:06:07 GMT
Organization: Computer Science Department at Rose-Hulman
Reply-To: wongrr@NeXTwork.Rose-Hulman.Edu (Ryan R Wong)
NNTP-Posting-Host: g222-21.nextwork.rose-hulman.edu

Get this, 

	My friends and I are playing BattleTech with 3025 stuff.
We grudgingly let one of my friends roommates play because he
always says he knows so much about BattleTech....blah,blah,blah...
So the game is in the third round and the kid has his Archer with a 
1-1 pilot and declares a called shot on a moving mech. "What the
hell do you think you're doing?!?" we all say.

"Well, my 1-1 pilot can do that and the modifier is only +3 you morons,
I know, I played this so much, I know the rules inside out!" he says.

Obviously this Phil Hochgesang kid doesn't know what the hell he
is doing. The stupid F**K insists that he is right despite printed proof  
from the Compendium.

Since my friend has to put up with the kid for the rest of the year,
he won't tell the kid off( Phil's ego extends into everyday life )
because the kid is the type who'll do something psychotic. The same reason  
none of the rest of us will tell him off. Unfortunately, on a
small campus like Rose-Hulman, its hard to always avoid the kid.

Any suggestions on how to get rid of Phil would be welcome.
Just e-mail them to me.

And if you want to anonymously flame him, here's HIS e-mail address:

		hochgegp@nextwork.rose-hulman.edu

Any suggestions and/or 'evil' letters to him will be appreciated by
all seventeen of us.
Newsgroups: rec.games.mecha
Subject: Dragon Rulz.... [B-)
From: parnell_p@kosmos.wcc.govt.nz (Pi-Rat)
Date: 6 Jan 1993 11:26:39 GMT
Reply-To: parnell_p@kosmos.wcc.govt.nz
Organization: Wellington City Council (Public Access), Wgtn, Nz
NNTP-Posting-Host: kosmos.wcc.govt.nz

I have access to the Mech Rules (as much as you can call them rules) that
appared in Dragon magazine.
These are the ones that give different capabilitys(sp) for different mechs
and tells you how to use them in a game of Tech.... as in
Rifleman: The Rifleman has a -2 bonus on it's to-hit number against aircraft
	  because of its tracking system.
This artical has notes on all 3025 mechs, aerospace fighters and 3027 vehicles.

Any way is there any problem with me posting them? If there is not then I will
post the mech part at least later this week. 

One last thing incase there is a problem with posting them the artical is in
the february 1991 issue of Dragon.

Paul
	Ciao, May The Dice Be With You
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From: wolfone@ccwf.cc.utexas.edu (Nobody of Importance)
Newsgroups: rec.games.mecha
Subject: Mekton Techbook Questions
Date: 11 Jan 93 12:55:13 GMT
Reply-To: wolfone@ccwf.cc.utexas.edu (Nobody of Importance)
Distribution: na
Organization: The University of Texas at Austin, Austin TX
Originator: wolfone@dumbo.cc.utexas.edu

A few questions on the Mekton Techbook:

  1) When scaling up, do you have to scale everything on the
     mecha up? I.e., if I wanted a 1Kill beam weapon to stay
     at 1x scale instead of 100x could I make it into 100
     weapons when I raise it all to 100x? 10 weapons at
     10x scale while I leave the rest at 100x? Same for 
     missiles since I like having a mix of destructive
     power on my warships (capital missiles to light anti-Mekton
     missiles)
   
  2) What is the maximum level for MegaHeavy? 110+ is 
     somewhat vague...

  3) Related to #2: Is it possible to have more than
     one main body servo (i.e. torso) for non-human/beastnoid
     mecha? I ask this because I've found that there isn't enough
     room to put all the equipment a 500 or 1000 ton mecha can
     carry into the Main body and the maximum 12 servos that
     can attach to one. This is mainly because I want to
     design heavy warships/space stations on a HUGE scale
     (say, the SDF-1 ;) I would add limitations to it
     though, like:
           
             a) you must purchase a powerplant
                for each Main Body servo, though
                they can be in the same one for 
                the effect of having one main
                powerplant 
      
             b) it costs 4 attachment locations
                to hold it all together.

             c) the max number of servos to attach
                to the main body(-ies) is reduced
                by 4
                  
             d) do this *then* scale to 100x....

  4) Has anyone kludged up a fold or hyperdrive system
     with these rules? A gate drive? Just wondering.
     had an idea combining a global teleport system 
     and an extra powerplant but it isn't working
     out....

Later, all.


Hit 'n' now to avoid an obnoxious sig thingie.

Subject: Patrick Chester            |Words to live by:
Age: NOYB                           |"Military action is important to the     
Address: A place                    |nation--it is the ground of death and     
Email:wolfone@ccwf.cc.utexas.edu    |life, the path of survival and destruction
Political Views: Somewhere in orbit |so it is important to examine it."    
Blackmarks: Politically Incorrect   |Famous Last Words:                        
(hobbies)   Anime Otaku/Trekker     |--If you cut me down, I will only become
            Technophile             |more powerful...  
            Netrekker (claypigeon)  |--Shhh!! There it is again....           
Recommendation: Ignore              |--Use the bazooka to open the door...
   (not worth shoot-on-sight orders)|--I cut the red wire...
-- 
<***** INSERT LAWSUIT DEFLECTION TEXT*****> 

I speak (type actually) for myself only. Even if I did decide to 
speak for UT, no one would listen. 

Flame away, I don't bleedin' care...
From: mfcdbarn@ubvmsb.cc.buffalo.edu (Darryl K. Barnes)
Newsgroups: rec.games.mecha
Subject: RE: MechWarrior Version 2.0 for the PC.
Keywords: RE: Mechwarrior Version 2.0 for the PC.
Date: 12 Jan 93 22:07:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Hello 

    Not too long ago I posted a note regarding the possible production of 
MechWarrior Version 2.0 by Activision.  Well after some work with directory
assistance in California and a little luck I finally located the company.

    I just got off the phone with a Mr. Brian Poole and Activision sales
rep. and he has indicated that MechWarrior version 2.0 will be available
for IBM and compatibles by the end of 1993.  The company is shooting for a
pre-Christmas release date and initial development work has been in progress
for quite a while.

    Mr. Poole indicated the game will definitely have a 386 minimum            
requirement and VGA graphics.  He was not able to indicate what kind of
sound board compatibility was going to be developed but he hinted that 
we would not be stuck with anything close to the old sound effects.  On the 
question of Mech availability, Mr Poole indicated that we will have more 
options but since different mechs require a lot of program memory per mech
he didn't want fans to think the sky would be the limit.

    So there you have it, I know that I have been waiting a long time for
version 2, I hope the wait will be justified.  Only time will tell.

Darryl K. Barnes 
Newsgroups: rec.games.mecha
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: [Btech] Dual Engine *grin*
Organization: University of North Carolina Extended Bulletin Board Service
Date: Mon, 4 Jan 1993 19:17:38 GMT

[text of message deleted 'cuz I'm too lazy to go through it for the bits I
might want to quote - in brief, it was an idea for using double engines.]

Well, dude, the idea was allready written up by some guy (I can't remember
his name) on the GMAST-L mailing list (do NOT ask me how to get on
it...oh, ok, ok, stop that....ok, you can ask me...:) and I stored it in
my battletech archive 'o stuff... I'll repost it (I don't think he'll
mind...) as soon as I can dig it out and find some time. It was basically
an idea to place the engines in the torsos, thus freeing the CT for only
the gyro and move the cockpit down (making the head a darn hard-to-hit
turret).

Arrgh! I'm rambling. Well, anyway, I'll see if I can dig the stuff out ASAP.

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