HDTenEightyP/NetNews huggingface dataset:
From: x90vanderkol@gw.wmich.edu
Newsgroups: rec.games.mecha
Subject: BTECH: Combat Sub
Date: 27 Dec 92 12:14:45 EST
Organization: Western Michigan University


	Following a discussion on Naval power and its moden uses a team at NAIS
decided to design an off shore command and control platform with off-shore
bombardment capabilities. This unit would have to be able to move undetected so
it would be a submarine. They also decided that using a 300 ton hull would
nessesitate useing 3 engines. This is what the team came up with:

Tonnage 300
Cruise 3
Flank 5
Engine Ratings & Weights: 290/17.5
                         290/17.5
                          290/17.5
Control comp 15
Dive equip: 30
IS 30
Heat Sinks 30
Armor 18.5
Armor Factor 296
Weapons		Tonnag		30
Long tom			30
Ammo 50				10
LB 10-X AC			11
LB 10-X AC			11
Ammo 40				4
LRM 15 (Torp)			7
LRM 15 (Torp)			7
Ammo 32				4
SRM 6 (Torp)			3
SRM 6 (Torp)			3
Ammo 30				2
ECM				1.5
Beagle Probe			1.5
CASE				.5

The LB 10-X ACs were intended to provide anti-air cover during surface
operations, in addition to providing surface support for ground troops. The
Torpedos are the subs only under water weapon. It was theorized that this
ammount of torpedos would cripple any attacking mechs. ECM was added so the sub
could slip past emeny sensors undetected, while the beagle gives the sub
extensive scouting abilities. 
	Presently there is a study group at NAIS looking at using subs as
guerilla units on Clan held worlds. Since the Clans do not deploy any naval
units or vehicles this should allow the subs to remain undetected while
underwater. The only problems with operations of this sort is resupply.

Ideas? Comments? 


John VanDerKolk
Newsgroups: rec.games.mecha
From: jmm0021@rigel.tamu.edu (MONTGOMERY, JASON MICHAEL)
Newsgroups: rec.games.mecha
Subject: Where is the B-Tech Muse
Date: 3 Jan 1993 03:16 CST
Organization: Texas A&M University, Academic Computing Services
Distribution: world
NNTP-Posting-Host: rigel.tamu.edu
News-Software: VAX/VMS VNEWS 1.41    

is it off of the internet.

Jason Montgomery

Newsgroups: rec.games.mecha
From: ewood@lonestar.utsa.edu (Eric S. Wood)
Subject: BTECH: Help with making maps
Organization: University of Texas at San Antonio
Date: Sat, 2 Jan 1993 03:24:56 GMT

    Me and couple of friends have started playing Battle Tech a couple of
weeks ago. We are getting tired of using the same maps every time and I was
wondering if anybody out thier has come up with a way to make maps. Any ideas
would be greatly appreciated.
From: taia_a@kosmos.wcc.govt.nz (Second Genyosha)
Newsgroups: rec.games.mecha
Subject: MEK: Ork         ORK-1T
Date: 22 Dec 1992 04:24:12 GMT
Organization: Wellington City Council (Public Access), Wgtn, Nz
Reply-To: taia_a@kosmos.wcc.govt.nz
NNTP-Posting-Host: kosmos.wcc.govt.nz


 Yet another old tek (3025) mek, but this time I crossed the Panther and
Wolfhound and got the Ork :) Or should I call it the Wolfther? :)

Ork         ORK-1T
35 Tons          Locations  Criticals Tons
IS                   -          -      3.5
Omni 175             -          -      7.0
 Walk  5
 Run   8
 Jump  5        2RT/1CT/2LT     5      2.5
Gyro & Cockpit       -          -      5.0
Heat Sinks  13  2RL/2RT/2LL     6      3.0
Armour     119       -          -      7.5
 H     3   9
CT    11 17/5
RT/LT  8 11/5
RA/LA  6  12
RL/LL  8  16

Large Laser          RA         2      5.0
Medium Laser         CT         1      1.0
Small Laser          H          1      0.5

Overview:
 Commissioned in response to the Canopus Goblin, the Ork is the lightest mek to
field a Large Laser in the Periphery. Designed to spend long periods of time
on the Battlefield, the Ork follows the Wolfhound design in fielding only
energy based weapons.

Capabilities:
 Unlike the Wolfhound the Ork also fields jump jets that allow the rapid
traversement of difficult terrain. The loss in speed is of a minor issue,
but the additional heat produced due to the jump jets is not. Heat sinks
were added to allow the mek the freedom to purse the Goblin without
regard to heat. The extend range of the large laser verses the medium of the
Goblin and its' damage makes the weapon a wise choice. The lack of speed
isn't a serious concern as trials have proven that the Ork is able to destroy
the Goblin due to its superior firepower and armour.

Battle History:
 In a rare engagement, the Ork faced off with a Wolfhound in 3029. The pilot
of the Wolfhound thought that the Ork was not jump capable and fell victim
to a devasting attack from the rear. Crippled the Wolfhound fought on and
was only saved by the quick thinking of a Hatachetman that forced the Ork
to retire from the combat undamaged.
 A raid into Liao space brought the Ork face to face with a Panther. Though
the Panther was damaged, it managed to force the Ork to retire. The power
of the Lord's Light PPC was determained the decisive factor in this encounter.
This is also a problem faced by Wolfhounds.

Variants:
 The Taurian Concordant has no plans to field any variants of the Ork. Since
their limited mek facilities are not equipped to provide variant meks.

 Now let someone complain that I don't post old tek (3025) meks. I have
several more to come too :) or is that :( ?
This has been....
 Tony Taia                                    (Chu-sa of the Second Genyosha)
 TAIA_A@kosmos.wcc.govt.nz  **Join the DCMS see the Inner Sphere and kill it**
3055-3067: So little time, so many Clan meks to kill! :)
**Noone knows what I know, so you know that what I know is only mine to know**
Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: BCK-5R Backstabber
Organization: Computer Science, Concordia University, Montreal, Quebec
Date: Fri, 25 Dec 1992 20:13:22 GMT

From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)

> BCK-5R Backstabber
> 
> Chassis: 30 Tons w/ Endo Steel II
> Engine: 330XL
> MPs: 11/17/6
> Armor: 3 tons Ferro-Fibrous
> Weapons: 2 Medium Pulse Lasers (CT)
> Standard Armor Configuration:
	> Head: 5
	> CT-R: 10 - 5
	> R/LT-R: 5 - 2
	> R/LA: 4
	> R/LL: 6
> Variants:
	> #1: Replace one pulse laser w/ an Anti-Missile Laser and a
> half-ton of armor.
	> #2: Replace one MPL w/ Guardian ECM and a half-ton armor
	> #3: Replace one MPL w/ TAG and a ton of armor
	> #4: Replace the Jump Jets w/ armor

> The cost of the 'mech is 5,685,160 C-Bills, quite expensive for a 'mech
> it's size, but if used with skill, it is as effective as any other design
> at the same price.

	First, the 'Mech is over 0.75 ... then cost is more like
6,289,790 ...


> 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
> 
> 
+---------------------------------+   ___     ___       ___
| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
| "It Just Works..." - Steve Jobs |      \___/   
+---------------------------------+       Wolfnet Operative & NeXThead
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Newsgroups: rec.games.mecha
Subject: Re: IS THERE A BTECH SIMULATOR IN EXISTENCE? ( like BOSTON )
Date: 23 Dec 92 20:33:08 GMT
Organization: Netcom; Renegade User

In article <Dec.21.13.52.46.1992.11683@gauss.rutgers.edu> din@gauss.rutgers.edu (dragoon) writes:
>Yes there is.  Battletech Center's in Chicago.  What you do basically is sit in
>a cockpit and run around and kill people.  Free for alls or team play.  Teams
>usually consist of 4 people so you can have 2 lances going at it against each
>other.  Lots of fun really.  There are 4 or 5 different variants of 4 Clan 
>mechs that you can choose from:  Thor, Loki, Madcat, and Vulture.  Graphics
>are excellent and there's even infra-red.  Each game lasts 10 minutes and costs
>$6-$8 depending on when you go.  After each battle, you can watch the whole 
>thing from a top view on a monitor outside.  So far there's only like 2 of 
>these places in existence.  The other one's in Japan I think.
 
 
    \_/
     |ep, the only other currently operating BT Center is in Yokohama,
 Japan.  They're putting another one in at Osaka, Japan, and the
 license has been signed for on in the San Francisco Bay Area.  I'm
 really stoked for the Bay Area one, as that's where I live.  (:

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Newsgroups: rec.games.mecha
From: foregone@stein.u.washington.edu (Carl Chavez)
Subject: Re: Mech Design Theory
Organization: University of Washington, Seattle
Date: Tue, 22 Dec 1992 23:54:21 GMT

In article <1992Dec19.172249.2608@ns1.cc.lehigh.edu> sjb5@ns1.cc.lehigh.edu (STACY JOHN BEHRENS) writes:

>
>No, I'm talking 20-45 tons and moving 6-9-6+.  Much different mech than a
>Huchback.  Used properly, much more effective too.
>

Well, there's always my Commando variant. Strip out everything and put in
either a PPC, jump jets and 4 mls, or 5 mls and 2 heat sinks...(3025)

Or a smaller, cheaper Panther: 30 tons, 6 tons armor, large laser, SRM-6
with 15 shots, goes 6/9/0. (3025)

Or in the city: 35 tons, 6.5 tons armor, AC/20 with 10 shots, 2 mls,
goes 2/3/2. (3025)




Newsgroups: rec.games.mecha
From: malloy@crash.cts.com (Sean Malloy)
Newsgroups: rec.games.mecha
Subject: Re: Realism vs. Mechs
Date: 24 Dec 92 23:39:06 GMT
Organization: CTS Network Services (crash, ctsnet), El Cajon, CA

In article <seablade-231292104211@128.95.123.173> seablade@u.washington.edu (Sigfried Allen Trent) writes:
>	I always thought a good explination was this.  They do have
>hight tech targeting and guidence systems, but all they can all
>be effectively blocked my ECM systems and the like.  Thus the 
>guidence systems yield unreliable results, and the pilots must
>assist in aiming these systems.  This of course is contradicted
>by the mere existance and function of things like targeting computers
>and C3 systems but its not a bad explination.  

The problem with this is that, while _active_ targeting systems are
(relatively) easy to jam, _passive_ targeting is harder to fool, and
image-recognition targeting is _much_ harder. For example, while you can
fool a radar tracking system by feeding it spurious signals outside of its
primary search lobe, you have to give an IR tracking system real (but
worthless) targets to 'see' by dropping heat sources around. With image
recognition, however, you have to be able to change the signature of your
vehicle enough to fool the oncoming missile -- and you don't know _what_
the missile's seeker is going to decide is a 'significant feature' of your
vehicle.

And once you go back to the basic truism of weapons systems -- "You can't
confuse a sensor system that doesn't exist" -- you can easily go back to
relatively primitive targeting systems that will essentially _guarantee_ a
hit at the ranges you find in Battletech. Take a WWI-vintage device, the
stereo-coincidence rangefinder. This operates by having two telescopes
separated by a known distance, with an adjustable angle on one of the
telescopes. When you point the rangefinder at a target, the angle of the
movable scope is adjusted until both images line up; the range is
determined by a simple calculation (either mechanically, or through analog
or digital computation). Once you have the range, an unguided ballistic
projectile aimed using this range datum will, failing some _extreme_ wind
conditions, strike very close to the target; the accuracy depends on the
size of the 'base leg' -- the width of the rangefinder -- and the weather
conditions, but at Battletech ranges, the aiming error shouldn't be more
than a couple of feet.

And you don't have to do the adjustments manually; look at all of the
autofocus cameras now on the market, which can give range measurements in a
second at most. Put a targeting sensor on each shoulder of a 'mech, link
them in a stereo-coincidence rangefinder system, and there should be no
reason why _any_ ballistic projectile you fire at ranges up to four or five
miles should be off more than 10 feet from your aim point.


-- 
random sig #67:
 Sean Malloy        Navy Personnel R&D Center | 
                    San Diego, CA 92152-6800  | It's ten o'clock. Do you know
 malloy@nprdc.navy.mil        < different     | where _your_ karma is?
 crash!malloy@nosc.navy.mil   < systems       |
From: jamiller@kuhub.cc.ukans.edu
Newsgroups: rec.games.mecha
Subject: Looking for game host or mailing-list
Date: 30 Dec 92 12:10:30 CST
Organization: University of Kansas Academic Computing Services

Is there a mailing-list or host somewhere where I can play a game over
internet?  I haven't played for a while and would like to play some
before school starts.  

e-mail welcome...
-- 
jamiller@kuhub.cc.ukans.edu
James Miller

_chicchai .sig no ho ga ichiban iin janai ka..._
             Enlightenment Happens?
From: tdunn@ecst.csuchico.edu (Stress Kitty)
Newsgroups: rec.games.mecha
Subject: Re: "Mek"...?
Date: 22 Dec 92 16:31:18 GMT
Organization: California State University, Chico
NNTP-Posting-Host: erasure.ecst.csuchico.edu

Sparkl McWarkl writes:
>From time to time, I notice people using the term "mek" in place of "mech".
>Mekton players, these types, or what?

Seeing as FASA has seen fit to copyright "mech", Mekton decided to use mek
instead.  FASA still filed intent to sue paperwork, but has since dropped
the suit when faced 1) with the RTG lawyer's response that they are assured
RTG will win, and 2) the fact that the lawsuit of this magnitude compared
to the size of the companies will destroy both companies (again from the
POV of RTG's lawyers.)

-- 
Future looks spotty.  You will spill soup in late evening.
Newsgroups: rec.games.mecha
From: miracle@sctc.com (Barry Miracle)
Subject: Re: Clans ... and their nicknames
Organization: SCTC
Distribution: rec
Date: Mon, 21 Dec 1992 23:44:32 GMT


I like anchovies for the Diamond Sharks.

For the Steel Vipers:
	Rusty Pipes
	Worms
	Snakes

Barry
From: sjb5@ns1.cc.lehigh.edu (STACY JOHN BEHRENS)
Newsgroups: rec.games.mecha
Subject: A request to some kind soul...
Date: 21 Dec 92 23:34:12 GMT
Organization: Lehigh University


If it isn't too much trouble, could someone please mail me the stats for
creating clan level mechs.  (weapons statistics mostly)  I am currently short
of funds which I can use to purchase the proper manuals and currently have to
make do until then.  I have all the old stuff, (circa 3025) but would like to
make some more advanced mechs.  Thanks.

-- 
Stacy John Behrens
*===)-------------
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The only justification for our concepts and systems of concepts is that they
serve to represent the complex of our experiences; beyond this they have not
legitimacy.                                  [Albert Einstein]
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: MECH: Heavy Hammer
Organization: Computer Science, Concordia University, Montreal, Quebec
Date: Sat, 2 Jan 1993 19:43:50 GMT

From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)

> Type: IS WHM-6X Heavy Hammer                Mass
> Tonnage:                                   70.00
> Internal Structure:                         7.00
> Engine:               280XL                 8.00
> Walking MP's:      4
> Running MP's:      6
> Jumping MP's:      0                     0.00
> Gyro & Cockpit                              6.00
> Heat Sinks:           18                    8.00
> Armor Factor:         216                  13.50


	What's wrong with this picture ? Eh ?

	here goes the optimisation process. Remove those 8 tons of pesky
	single heat sinks, and put an old fashioned Engine in the sucker
	if you intend to fight Clanners... or just like to have most of
	the engine criticals in ONE place.

	Of course... now you need double heat sinks, wich will cost you
	more ... but a lot less then what an XL does. 

	$13,750,733 is the C-Bills on WHM-6X Heavy Hammer at 4029 Combat
	Value. Efficiency is 3.41.

	$ 7,161,533 is the C-Bills on WHM-7X Heavy Hammer at 3959 Combat
	Value. Efficiency is 1.81.

	Now, you can make this that much more munchkin by making the
	internal structure Endo steel, having 13 Double Heat sinks and
	CASEing the AMS system. This would be the final WHM-7X that I'd
	build

	$ 7,419,933 is the C-Bills at 4506 Combat Value. Efficiency is
	1.65.

	Eff is measured by Total Custom Cost / Combat Value / 1000.

	Case Closed.


+---------------------------------+   ___     ___       ___
| 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: Gone with the Lemming <ratinox@meceng.coe.northeastern.edu>
Subject: Re: Mekton _MTS_ Movement Platforms
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
Date: Fri, 25 Dec 1992 20:00:03 GMT

>>>>> On Fri, 18 Dec 92 19:00:08 EST, thantos@runic.via.mind.org (Paul
>>>>> Williams [SysOp]) said:

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

It's kind of a pain that RTG didn't include any kind of hover-based
Movement Platform. But they're easy to figure in. To use a Movement
Platform, treat it like any other servo and ignore the Mass column
entirely. Here's a modified version of the table I came up with:

                Cost/  Hover  Wheel  Tread
Servo Size      Space  Kills  Kills  Kills
Superlight        2      4      6       8   Hover: +2 Ground MA, all Terrain
Lightweight       3      6      8      10   Costs 1, +3 difficulty to all
Striker           4      8     10      12   control Piloting rolls. Each
Medium Striker    5     10     12      14   3 points of Flight System (fan,
Heavy Striker     6     12     14      16   thruster, grav) adds +1 MA.
Mediumweight      7     14     16      18
Light Heavy       8     16     18      20   Wheels: +1 Ground MA, normal
Medium Heavy      9     18     20      22   Terrain Costs.
Armored Heavy    10     20     22      24
Super Heavy      11     22     24      26   Treads: -1 Ground MA, -1 all
Megaheavy        12     24     26      28   Terrain Costs (minimum 1).

To use, purchase appropriately sized Movement Platform (based on Main Body
size). Apply appropriate Transformation costs and equipment space. Figure
modified MA/MV for the vehicle type. Scale as required.

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

I have no idea if they have one, or if anyone in the company does. If they
do, it's prolly on Compu$erve.

-----BEGIN PGP PUBLIC KEY BLOCK-----
Version: 2.1

mQBNAis7LJoAAAECALJb6PLoiKBs2QuGz2VUlZzMqABj22ZCq2WroJoC4rGCrgcU
DRG45sLa+hXwHHzUOndCvhWcH9lGflSYJCmOgIMABRG0I3JhdGlub3hAbWVjZW5n
LmNvZS5ub3J0aGVhc3Rlcm4uZWR1
=3MWp
-----END PGP PUBLIC KEY BLOCK-----

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
I ran all night and day/I just ran/I ran so far away/I couldn't get away
                                                   --A Flock of Seagulls, I Ran
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Newsgroups: rec.games.mecha
Subject: On the thread of realistic 'mech weapons... (sorta)
Date: 24 Dec 92 14:56:48 GMT
Organization: University of North Carolina Extended Bulletin Board Service

Wire-Guided Short Range Missiles (WGSRMs)

	Wire-Guided STM launchers are similar to Streak SRMs, except that
the missiles are somwhat bulkier. To work, WGSRM launchers must be linked
to a Beagle Probe for accurate telemetry data, and include a
flight-control computer. These two components together take up .5 tons and
1 critical space. If the 'mech using WGSRMs has a valid Line-Of-Sight with
it's target, and it makes a to-hit roll at -2 using the ranges for normal
SRMs, all the missiles hit. Otherwise, the missile load is expended, but
no damage occurs to any unit. During the course of flight, if the WGSRMs
pass through any hex with light woods, a 'mech, a VTOL, a level 2 or
higher building, or a hovertank, there is a 2 in 6 chance of the wires
being cut, causing the missiles to attack the unit that cut the wires
(making to-hit and # of missiles rolls as if they were attacking at short
range). If the WGSRMs are launched at a target protected or in the radius
of Guardian ECM, their roll to-hit loses the -2 bonus, and they get a +4
on the missile to-hit table instead of all automatically hitting. If the
launching 'mech is also in the radius of the ECM feild, the WGSRMs are
fired like normal SRMs, though wire-cutting restrictions still apply. Hits
to the link or the beagle probe cause the WGSRMs to function as normal
SRMs. WGSRMs cost twice as much as the normal SRMs and there are 10% less
of them in an x-ton magazine (thus 1 to of WGSRM-6 ammo is 13 shots). The
link and targetting computer together cost 25,000 C-Bills.

Like, whoa.

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: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: BTECH: Battleforce with Clan tech
Organization: Netcom; Renegade User
Date: Sat, 2 Jan 1993 20:09:28 GMT

In article <14047@ecs.soton.ac.uk> Paul James <prj91@ecs.soton.ac.uk> writes:
>I saw the recent posting mentioning Battleforce and thought I'd tell
>poeple about something I have which is produced by MEchfroce UK. It
>is called Clan Force, and updates battleforce with 3050 tech. It also
>has rules for clan warships and all the 3055 clan aerospace fighters
>(but none of the mechs unfortunately, but you can work out these coz
>the costs for new technology are listed). It also intorduces the
>concept of 'resilience', i.e. mechs withg energy weapons or case last
>longer etc. If anyone is interested I can email more details, or if
>there is enough demand post.
 
     _
    (_,o ahead and post the details, there's probably enough interest.
 It may even make some people more interested in BattleForce itself.
 
     _
    (_)ne of the big problems I have with BattleForce is the way the
 unit counters are set up.  Practically everything is pre-set, and it's
 difficult to make your own counters, or adapt them to new technology,
 like MechForce UK did.  I would have much preferred if they had made
 the counters more generic and then put some simple stats on record
 sheets, with multiple units per sheet (like infantry or battlearmour).

     _
    (_
    __)peaking of the less-played FASA BTech games...  Has anyone here
 ever played "The Succession Wars?"  I've never even known anyone who
 bought it.  What are the opinions of people who've played it?  Even
 though it's probably out of print, now, anyway....

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