HDTenEightyP/NetNews huggingface dataset:
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: Humble Pie.
Organization: Netcom; Renegade User
Date: Wed, 27 Jan 1993 06:53:40 GMT

In article <iVwwXB1w165w@shakala.com> yaotl@shakala.com (Dave Georgeson) writes:
>I just read through over 100 messages about mecha games and I can't 
>believe it...not one entry about Mecha!, the game from Seventh Street 
>Games.
>Ah, well. Admittedly the company's still pretty small, but I expected at 
>least some talk about what I think is one of the best japanese 
>anime-style mecha games available.
>I have to admit that I'm biased though -- I helped write it.
>My name is Dave Georgeson and I'll be checking these posts every day or 
>so. If you have any questions about Mecha!, I'd be glad to field them. 
>
>------------------------------------------------------------------
>Dave Georgeson  - yaotl@shakala.com 
>Shakala BBS (ClanZen Radio Network) Sunnyvale, CA 408-734-2289


    ]-[ey, glad to have you here!  Actually, one of the motovations
 behind why I ran the vote to create rec.games.mecha was so that we
 could get discussions of mecha games OTHER THAN the usual BattleTech
 posts going.  So, now we have MekTon and RoboTech discussions going,
 which wouldn't have fit in the original home of BattleTech discussions,
 rec.games.board.  With you here we can stir up more conversations of
 Mecha!, too!  You'll also get more exposure for the game to exactly
 the kinds of of people that would be interested in it.
     _
    (_
    __)o a hearty public welcome to rec.games.mecha!  I hope to run
 into you at DunDraCon and get a chance to play in any Mecha! games
 you may be sponsoring.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
From: dianysos@u.washington.edu
Newsgroups: rec.games.mecha
Subject: Re: B.O.T.S.S. (was Re: Questions about Mecha...)
Date: 28 Jan 1993 05:11:58 GMT
Organization: University of Washington
NNTP-Posting-Host: 128.95.56.203

E. Kontei writes
> In article <1993Jan22.074335.1@ulkyvx.louisville.edu>,  
tfpayn01@ulkyvx.louisville.edu writes:
> > 
> > 	I don't know what Atari was thinking when they created this  
monster,
> > but it's not worth the cash input.  The mech reactions are way too  
slow, the
> > whole thing has a sluggish feel to it, and...well i could go on  
forever.  
> 
> B.O.T.S.S. is a Microprose arcade game, not Atari.  I agree with your
> assessment of it.
> 
Well, if you want to travel all the way to Chicago (I think that's where  
it is), you can play the REAL video game (Btech) for about $5/game OR you  
can play BOTSS for about $.50/game (+ continues)

Gee, BOTSS sounds real good to me...
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.mecha
Subject: Btech Muse WHat happened?
Date: 27 Jan 93 16:36:03 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


  Anyoe know what happend to the battleTEch MUSE, I've been trying to
log in for a while and its not letting me in.  I've got work to do their
to.

DOn Shaffer AKA Aramus
dshaffer@andromeda.rutgers.edu
Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: Questions about BTech rules
Organization: Computer Science, Concordia University, Montreal, Quebec
Distribution: usa
Date: Wed, 27 Jan 1993 13:51:14 GMT

In article <busch006.728094829@staff.tc.umn.edu> busch006@staff.tc.umn.edu (Johnny R.) writes:
>Hiya,
>
>	I have a few questions about certain situations arising during
>a game I played lately.
>
>	First when are conciousness rolls made? before the piloting
>rolls for weapons phase or after. If someone fails thier Con. roll and
>they are required to take a pilot roll do they automatically fall? The
>confusing point is that the weapons phase everything is symotanious.

	Conciousness is check in the End-of Phase... thus AFTER the Fire
Phase. So, your pilot cluncks out at the end of a turn. If he is out
though, the 'Mech will fall. 

	Now the confusing part... Conciousness may be called at the end
of the Fire Phase, as an uncosious pilot cannot do physical ! :)

>Does a hex hit by an inferno with infantry in it automatically die?
>what if the inferno misses the hex? Supposedly the hex is on fire and
>the infantry would die anyways. That seems kinda powerful to me.

	With the rules written ... yes. We INTERPRET them as such ... if
they stay there, the next turn they are MUSH.

>Another questio is if a pilot is unconcious and his mech fell does the
>mech adjacent to him have a -6 modifier to kick him? (-2 for adj.,-4
>for "shutdown")

	Yup. Ouch eh ?
>					Thanks in advance,
>
>					Johnnyb
>


+---------------------------------+   ___     ___       ___
| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
| "It Just Works..." - Steve Jobs |      \___/   
+---------------------------------+       Wolfnet Operative & NeXThead
From: Steve.Lamb@f1369.n203.z1.fidonet.org (Steve Lamb)
Newsgroups: rec.games.mecha
Subject: Robotech vs. ?
Date: 21 Jan 93 17:05:28 GMT

Edward,

Wednesday January 20 1993 17:17, Edward B Stokes wrote to All:

 EBS> weapon that has to be BORESIGHTED on a target.

    You forget one thing.  Did you see the first episode of Robotech.  Did you
see the main gun blast, um, change course to hit it's target?



Steve C. Lamb, SysOp of Abcb Cafe     | "Wherefore art thou Ushiko-san!?"
Abcb Cafe 1:203/1369@Fidonet.org      |                    -- Umao-san
    Data: (916) 363-1424              | "Wherefore art thou Umao-san!?"
cm644@cleveland.freenet.edu           |                    -- Ushiko-san
abcbcafe!foxx@csusac.ecs.csus.edu     |   From Kimagure Orange Road
Newsgroups: rec.games.mecha
From: iczer@feenix.metronet.com (Ted Uhlemann)
Subject: BTech over the net?
Organization: Tx Metronet Communications Services, Dallas Tx
Date: Mon, 25 Jan 1993 16:58:29 GMT

Has anyone out there thought of creating a computer BTech game playable over
the internet, where people from all over the world could simultaneously
participate in a real-time mech fight?  I assume nothing like this already
exists since I haven't seen any mention of it in this group.

Hum...

-- 
iczer@metronet.com	Ted Uhlemann	+1 214 352 2259
Newsgroups: rec.games.mecha
From: dpund@silver.ucs.indiana.edu (Tantor (Dennis Pund))
Subject: LAM story.
Organization: Indiana University
Date: Sun, 24 Jan 1993 08:36:42 GMT

    A few words of advice to all Gm's for Mechwarrior out ther, "NEVER give
a player character a LAM when he tells you that they have specialized in 
LAM's.  Why You ask?

	I will tell you.  I had just give a guy a LAM to usein the Campaign.
I led him into a fight on Solaris, I told him that he would be going agienst a 
Mech Much large than him.
	THe day of the Fight I showed him the mech, the Omega. Well to make 
a long story short, He took advantage of my kindness and preceded to beat the 
piss out of my rear armor.  After a Failed pioloting role and two Head hits
He had a virtualy untouched 100 ton mech.  To rub it in he added up the value
of the remaining parts, Ahem "8 mill" *snif* winper. 
	Well  I had to get that off my chest.  :)

			            -Tantor
                            (Next time won't be so Easy Sebation)
From: ender2@husc8.harvard.edu (Matt Ender)
Newsgroups: rec.games.mecha
Subject: Re: [Btech] Engines....Hmmmm.
Date: 24 Jan 93 18:24:42 GMT
Article-I.D.: husc3.1993Jan24.132444.19747
Distribution: world
Organization: Harvard University Science Center

In article <1jsa4jINNfma@cobra.cs.ubc.ca> edmonds@cs.ubc.ca (Brian Edmonds) writes:
>Seems to be a decent reason.  My question is:  is there a simple 
>formula that given the engine rating you can calculate the tonnage?  
>This would be very nice to work into the mech design spreadsheet (sc) I 
>made.  Also, is there a simple formula for the internal structure 
>points? 

If you're on a spreadsheet, I'd recommend using table lookup -- just
put the values off on the side somewhere, and use sc's equivalent of
123's @VLOOKUP to nab the appropriate values.  There is a formula that
someone posted a long time back, but I don't remember it, and I think
a few weights come out half a ton off.

-- Matt
Newsgroups: rec.games.mecha
From: jrcrum@arapahoe.ucs.indiana.edu (Jonathan "Fred Angle" Crum)
Subject: [Btech]  The fastest Light Mechs.
Reply-To: jrcrum@arapahoe.ucs.indiana.edu
Organization: Indiana University
Date: Wed, 27 Jan 1993 20:37:38 GMT


	Hey there, how many out there have followed the time-honored  
tradition of designing mechs under the "If they can't catch me, they can't  
hurt me." theory?  And what are your best fast-mech designs?  
	The absolute fastest mech I've designed (or seen) moved 15-23-0-30  
(MASC) and packed a ML (Inner Sphere).  The most dangerous mech design  
I've seen yet was cooked up by one of my friends; it moved 13-20 and  
carried 5 MLs, an SL, and decent armor (Inner Sphere).  This thing took on  
two medium mechs and a light (I forget which types, but one was a  
wolverine) and destroyed the light before the rest of the group it was  
with arrived to help.
Newsgroups: rec.games.mecha
From: jhan@debra.dgbt.doc.ca (Jerry Han)
Subject: Re: Btech to Rifts
Organization: Communications Research Centre, Ottawa
Distribution: na
Date: Fri, 22 Jan 1993 21:10:04 GMT

In article <C19qxq.1rB@ccu.umanitoba.ca> umlee182@ccu.umanitoba.ca
(Siu-fung Lee) writes: 

| Hell, that's what Cyclones are for.  Anyhow, the shadow fighters would fly
| in so fast, never get detected, and nuke a place before anyone would
| realize it. 

I'm sure that in a hostage situation, the hostages would appreciate being
nuked!  (;-)

Even a cyclone can create problems at times.  Mecha is wonderful, but
there are times when you have to get out of your armour and do it the old
fashioned way.

>If you have an open mind, you should see my points...
>Someone must not like conforming to Palladium's stupidity...
>
>Someone?
>:/

Getting a little tired of the discussion?  Look, I'm just trying to
present my POV.  No need to get personal about it!  I'm basing my opinions
given my understanding of what's going on.  You're basing your opinions on
your understanding of what's going on.  If they don't agree, so what?  

Truce?


-- 
Jerry Han-CRC-DOC-Div. of Behavioural Research-"jhan@debra.dgbt.doc.ca"
/////////////////////////////////////////////////////////////////////// 
/   The opinions expressed are my own and do not reflect the opinions /
/         of the DOC or any branch of the Federal Government. 	      /
Newsgroups: rec.games.mecha
From: stephen@cs.uow.edu.au (Stephen Lance Rogan)
Subject: Re: Engines
Organization: Dept of Computer Science, Wollongong University, Australia
Date: Wed, 27 Jan 1993 03:21:13 GMT

fannicm@wkuvx1.bitnet (Master Hawk) writes:


>   OK.  I have read the posts given here in response to my engine problem,
>and while I do not agree with you, I am not in the mood to get into a big
>Inter-Net arguement.  Suffice it to say that I realize the nearly
>logrithmic curve of engine-weight to size is intentional, and I understand
>that using a linear system to determine engine weights will drastically
>change the effectiveness of heavier mechs (85+ tons) which, IMHO, suffer
>now from a lack of mobility (which stems from a few sources).  Even more
>important, it will lower the effectivenes of mechs of about 20-55 tons
>because those engines that they spend just a few tons for will now, in some
>cases, increase in weight.
>   My problem is not with the non-linear system in and of itself, but with
>its lack of justification and logic.  It seems to support that
>semi-mythical beast (which FASA doesn't believe in anyway) "game balance". 

>--Master Hawk--(25-JAN-1993 12:47)--

??????

I fail to see the justification and logic behind the fact that an AC/20
shell cannot travel as far as an AC/2 shell. I know the AC/20 shell is
heavier, but surely you could just pack more explosives in it to
launch it !!

Stephen.
Newsgroups: rec.games.mecha
From: jhan@debra.dgbt.doc.ca (Jerry Han)
Subject: Re: Robotech vs. ?
Organization: Communications Research Centre, Ottawa
Date: Thu, 21 Jan 1993 18:30:28 GMT

In article <Jan.20.21.00.13.1993.5303@andromeda.rutgers.edu>
dshaffer@andromeda.rutgers.edu (Donald A Shaffer) writes: 

>i have one, what about  the SDF-1 against a couple of Shiva class battleships
>from FASA's Leviathan? :) Who do think would win in that contest.  

The SDF-1.  Main Gun, better fighters, better firepower at close ranges. 
(The Shiva maneuvers like a stuck pig!  (;-) )

-- 
Jerry Han-CRC-DOC-Dept. of Behavioural Research-"jhan@debra.dgbt.doc.ca"
/////////////////////////////////////////////////////////////////////// 
/   The opinions expressed are my own and do not reflect the opinions /
/         of the DOC or any branch of the Federal Government. 	      /
Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: [Btech] Engines....Hmmmm.
Organization: Netcom; Renegade User
Date: Wed, 27 Jan 1993 06:19:37 GMT

In article <1juvr3INNgsd@cobra.cs.ubc.ca> edmonds@cs.ubc.ca (Brian Edmonds) writes:
>lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) wrote:
>>    |\|ope.  There's no formulas for either, you have to use lookup
>> tables.  A pain, isn't it?  Wouldn't be the same game if it were
>> truly based on formulas, though.
>Well, I did manage to come up with linear formulas (with a few special 
>cases) for the IS points based on tonnage.  I graphed the engine rating 
>vs. tonnage function, and the curve looks very familiar, but I haven't 
>been able to fit it quite right yet.  Note that a few (<10) special 
>cases where a formula is off by 1/2 ton or so is ok, as I can easily 
>accomodate them.  Any curve fitting mavens out there? :)
 
 
    \/\/ell, it's been stated before, though not here:  What FASA did
 for the engines table was use a formula to get some basic values, then
 bumped them around a bit to get the final values.  The engine ratings
 were never supposed to fit on a specific curve, by design.  Like I
 said before, the point was to get some variety in the game.
 
    \/\/hat's even worse are the existing dropship and jumpship engines.
 Those are TRULY random.  The upcoming BattleSpace will "fix" that,
 though.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Newsgroups: rec.games.mecha
From: news@magnus.acs.ohio-state.edu
Subject: Re: Robotech vs. ?
Organization: The Ohio State University
Date: Sun, 24 Jan 1993 04:47:30 GMT

This article was probably generated by a buggy news reader.
Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: Btech to Rifts
Organization: Computer Science, Concordia University, Montreal, Quebec
Distribution: na
Date: Thu, 21 Jan 1993 17:12:04 GMT

In article <1993Jan21.081634.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisville.edu writes:
>In article <C14vy2.Ks6@newsflash.concordia.ca>, kgnome@cs.concordia.ca (MATIS stephane) writes:
>	Inaus?  A model supplier?  Inquiring minds wanna know!
>-- 

	Not! What I menat was that Ianus orders a LOT of models ... it's
	a general hobby of the guys who work there. That's all!

	BTW, this whole thing should be obvious, why do you think they
	even publish Mecha*Press ?

>/  /  ________|\_______________________________________________   /  /  // / /
>/ // |\_\_\_\_| |_____________________________________________/   / / / / / / /
>// / / /      |/  / / //  // /  / / / //  /  /  / /  /  /  / /  /  / / / /// /
>/  / /  /  ///  / /  /  Tom Payne *** Louisville, KY	 / //  /  /  /  / / / /
> /  //TFPAYN01@ULKYVX.LOUISVILLE.EDU   /  / INFTECR1@ULKYVM.LOUISVILLE.EDU /// /

+---------------------------------+   ___     ___       ___
| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
| "It Just Works..." - Steve Jobs |      \___/   
+---------------------------------+       Wolfnet Operative & NeXThead
From: arp2@ellis.uchicago.edu (andrew robert polis)
Newsgroups: rec.games.mecha
Subject: Re: Robotech vs. ?
Date: 25 Jan 93 06:35:01 GMT
Reply-To: arp2@midway.uchicago.edu
Organization: University of Chicago

In article <yBisXB5w165w@runic.via.mind.org> thantos@runic.via.mind.org (Paul Williams[SysOp]) writes:
>ebstokes@uncc.edu (Edward B Stokes) writes:
>
>> Worf: missile launch from threat vessel. Chemical powered, nuclear warhead.
>>        Swarms of fighters approaching.
>> Piccard: Fire phasers at missiles. Tractor the fighters.
>
>  One problem.  No way in Hell does the Enterprise have enough power to
>  fire continuous phasers, keep the shields up, and tractor the 2000 or
>  so space-worthy mecha released by a ship the size of a city+.
>
>  All they'd have to do is keep harassing the shields, keeping them
>  flickering and then send Cyclones into the hull-area to drop on some
>  plastique and breach the hull.
>
>  Instant gutted Enterprise.
>
>
In Edward's defense (although he's wrong), he was talking about the SDF-1,
which has neither 2000+ mecha of any sort, nor Cyclones.  That would be the
SDF-3.

-Andrew Polis
Newsgroups: rec.games.mecha
From: swaim@owlnet.rice.edu (Michael Parks Swaim)
Subject: Re: Robotech vs. ?
Organization: Rice University
Date: Tue, 26 Jan 1993 06:49:30 GMT

In article <1993Jan23.083203.25031@ncsu.edu> bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE) writes:
>
>    When has the Enterprise ever fired more than one phaser?

"Best of Both Worlds" and "Yesterday's Enterprise" both come to mind.

-- 
Mike Swaim            | "101 Dalmations? Yeah I saw that."
swaim@owlnet.rice.edu | "You Did! REALLY? The same film?
Disclamer: I lie      | Let's stop driving! We must get out and jump
up and down and up and down and dance around and around!" Matt and Delerium
From: yaotl@shakala.com (Dave Georgeson)
Newsgroups: rec.games.mecha
Subject: Re: Mecha!
Date: Tue, 26 Jan 93 22:12:21 PST
Organization: Shakala BBS (ClanZen Radio Network) Sunnyvale, CA 408-734-2289

> The design limits use points which are implied to be linked to 
> tonnage (i.e. big heavy mechs get more design points) however one 
> can make an extremely fast, maneuverable super-heavy unit that is
> faster and more maneuverable than the fastest light mech possible.
> I would suggest playing it if you have lots of models to use and 
> aren't too tight-assed to use substitute figures for your mecha 
> (I use Ral Partha Marauders for my MAC II designs...).
> -- 

Howdy, Gary.
The extremely fast, super-maneuverable super-heavy you mentioned SHOULD 
be an extremely expensive option. Have you noticed that the AP ratio cost 
for the different weight classes (Slave, Light, Mid, Heavy, and 
Super-Heavy), all have different AP ratio costs for movement. Since the 
S-H is paying 10 points for every additional base allotment of AP ratio 
(convoluted sentence, but it makes sense if you know the system) :), that 
speedy Super-Heavy should have paid a LOT of points on movement. If so, 
well, more power to him...there's probably a lot of heavies and 
super-heavies out there with a lot more firepower than him.
 
P.S., Thanks for the glowing report on the game! I'm glad you like it. If 
you've got questions, ask away! I'll try to answer.

------------------------------------------------------------------
Dave Georgeson  - yaotl@shakala.com 
Shakala BBS (ClanZen Radio Network) Sunnyvale, CA 408-734-2289
From: demented+@pitt.edu (Scott E Berry)
Newsgroups: rec.games.mecha
Subject: Re: MacII vs Daishi
Summary: MacII design in btech
Date: 21 Jan 93 17:24:55 GMT
Distribution: usa
Organization: University of Pittsburgh


The most accurate design for a MACII would be four Long Toms and 6 ER PPCs
and a lot of armour.  Also sophisticated communications and targeting
equipment.   The armour would be alot but not as much as the size of
the mech would suggest.  The punch dammage would also not be as much
as normaly computed due to the mechs extreme slowness.  Kicking would not 
be possible.  You could design the mech as having two sets of torsos with
an engine, gyro, and cockpit for each.  Only enough ammo for 10 rounds per 
long tom. All guns firing must fire at one target. This would match the
Robotech RPG description of a 2-3 crew artilery mech with primary and 
secondary  reactors.  They way I envision the mech one memeber of the 
crew pilots and fires the arm mounted weapons and a second crew person
would  handle the artilery weapons and extra communications gear neccessary
to maintain reliable contact with the target designator.  


  Some possible rules for use with such a mech is that it would only
be able to spend one MP every other turn for forward movement but could
spend one MP per turn turning.  Some special movement rule would be necessary
to reflect the extreme slowness of this mech.  It will be the slowest thing on
the board.  Due to the massive recoil of the artillery guns a piloting role is
required if they move and fire in the same turn.

I could work up a very non standard mech design if any one is interested.
 
        


-- 
-------------------------------------------------------------------------------
                                 Scott E. Berry
                               demented+@pitt.edu
From: miurad@prism.CS.ORST.EDU (D. Miura)
Newsgroups: rec.games.mecha
Subject: Re: ARROW IV
Date: 25 Jan 93 01:51:31 GMT
Article-I.D.: flop.1jvh33INNohh
Organization: Oregon State University, Computer Science Dept.
NNTP-Posting-Host: prism.cs.orst.edu

In article <1993Jan20.133749.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisville.edu writes:
>In article <1jcq4mINNffa@flop.ENGR.ORST.EDU>, miurad@prism.CS.ORST.EDU (D. Miura) writes:
>> In article <16JAN199300552478@elroy.uh.edu> st1y2@elroy.uh.edu (Gray, William W.) writes:
>>>Ahhh, now after a talk with a friend  I have this to post an
>> 
>>>As for a ARROW system, I have on numerous ocassions used the syste,
>>>to destroy large amount of mechs.  A properally supported
>	[...]

>>>As for Gravdigger tyoeI It is a 100 tone mech
>>>With 2 Arrow systems, C3 master and max armour. I also beleive
>>>it has an antimissle system . Movement is 2/3
 
>> :) Obviously his opponents haven't realized the best use of Arrow IVs...
>> not against slow targets, but to Direct fire on small, fast targets with little
>> armor.
 
>> FoeHammer1: Arrow1 direct hit! 1..2... no 3! I repeat 3 Savannah Masters
>>  destroyed! ECM has foiled C3 lock... target Arrow2 on the launcher!
 
>> (70Ton, 2 AIVs, 4/6)

>	Oh PUH-LEEEEESE!  You'd waste a HUGE missile on some puny Savannah
>Masters?  They don't even register on a weight scale!

Heh... I sure would, and I'm not even that paranoid about 'em. Arrow is good
for hitting stuff that normally has a 3+ target modifer for movement so you
can use your other weapons on slower stuff... that probably won't die from a
single Arrow hit anyway.

>	That's what Elementals/Infantry or Vehicles are for!   Com'n, that'd be
>like taking out a VW with a cruise missile!

Hm? Infantry can't catch a Savannah master, and it could even take some
Elemental fire even if it did close. Not that I could muster many Elementals
anyway...

>	No, not for fairness sake.  You'd end up needing that missile later
>when the 3 Assault 'mech locate YOUR launcher and decide it's number's up!

Ah... but I have lots of ammo to waste on little stuff. Besides, you see the
Assault company backing it up? Also... this is a 4/6 Mech, not a dinky 1/2 or
2/3 platform like the other Arrow Mechs talked about have been. And for your
faster Assaults, the light 'Mechs and Savannah masters your Arrow launcher
ignored...

MUSE Sgt, 15th Lyran Guards
(FHM post to be posted after... site arrival is another thing entirely!)


-- 
-miurad@prism.cs.orst.edu
If there is a method to my madness, then I must be mad.