HDTenEightyP/NetNews huggingface dataset:
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: BTECH: Help with making maps
Organization: Netcom; Renegade User
Date: Sat, 2 Jan 1993 20:33:06 GMT

In article <1993Jan2.032456.14603@ringer.cs.utsa.edu> ewood@lonestar.utsa.edu (Eric S. Wood) writes:
>    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.


    ]-[ave you ever tried using Geo-Hex?  It's expensive, but very
 nice.  You put the map pieces together in a variety of ways to
 create your own 3D terrain.  They have an ad at the back of the
 MechWarrior Second Edition rulebook, and usually have ads in
 BattleTechnology magazine.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
From: kstclair@atlantis.CS.ORST.EDU (Kelly St.Clair)
Newsgroups: rec.games.mecha
Subject: Re: Mekton MTS Roadstrikers
Summary: Included in new form?
Date: 24 Dec 92 05:10:43 GMT
Organization: You haven't seen my room, have you?
NNTP-Posting-Host: atlantis.cs.orst.edu

In article <F5s9VB1w165w@runic.via.mind.org> thantos@runic.via.mind.org (Paul Williams [SysOp]) writes:
>
>kstclair@atlantis.CS.ORST.EDU (Kelly St.Clair) writes:
>
>> Something which worked well for me, and came out pretty close to Roadstriker
>>   and real vehicle weights, was to scale everything except weight by 5 as
>>   normal.  Weight is scaled by 20.
>> Result - cycles have an unscaled weight in the 2-5 ton range (you'll probably
>>   want to use wt. efficiency), cars are 20 to 40 tons, and so on up to vans
>>   and small trucks at 60+ tons.
>
>   Question:  How did you handle wheels?  Buy a movement platform?

Well... *blush*  To be honest, I didn't.  I looked at the costs for the
  new forms (Cycle and Auto) and, noting that they included bonuses to
  Movement Allowance, assumed that wheels came with the form. 

If one bought a platform, one would assume the Mekton (or Roadstriker,
  whatever) would be able to use it in humanoid mode.  However, in all
  the sources I've seen, the wheels are tucked away - on the back for
  cycles, part of the arms and legs for cars, etc.


>thantos@runic.via.mind.org (Paul Williams [SysOp]) |  PGP 2.0 Key avail
>-----------------------------------------------------------------------
> 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.

Plus, they look keen.  *grin*  One of the more interesting quotes from the
  Techbook.  And, it's as likely a reason as any.

I have this strange fantasy of seeing, someday, a story in which invaders
  using mecha attack Earth, and destroy the conventional defenses.  When
  asked to explain how vehicles which are more efficient, better armored,
  and in general more soundly designed are so easily defeated by the
  aliens, the human scientists can only offer that something about the
  inherent 'coolness' of the mecha concept allows them to win, despite all
  common sense to the contrary.

It's part of the genre.  

-----------------------------
Kelly St.Clair (Daydreamer) 
kstclair@atlantis.cs.orst.edu
From: Paul James <prj91@ecs.soton.ac.uk>
Newsgroups: rec.games.mecha
Subject: BTECH: Battleforce with Clan tech
Date: 1 Jan 93 12:17:52 GMT
Originator: prj91@titian

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.
================================================================================
Paul James                                  ____________________
prj91@ecs.soton.ac.uk                      /  __________________O
kraken@mail.soton.ac.uk                   /  /|________________
                                         /  /_/________________O
"Beware the many tentacled one."        /_____________________
                                       |______________________O
Newsgroups: rec.games.mecha
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: MECH: Heavy Hammer
Organization: University of Illinois at Urbana
Date: Sun, 3 Jan 1993 21:00:55 GMT

kgnome@cs.concordia.ca (MATIS stephane) writes:

>	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

IS Endo Steel takes up too much room. 
26 Heat won't let you fire all those Medium Lasers.
CASEing the AMS is a waste of time as it runs out of ammo long before
Torso Vulnerability becomes an issue.

Axly
From: jrob@ecst.csuchico.edu (Gillis the Humble)
Newsgroups: rec.games.mecha
Subject: Re: MECH:HSR 300-S Hussar
Date: 1 Jan 93 21:45:19 GMT
Organization: California State University, Chico
NNTP-Posting-Host: psycho.ecst.csuchico.edu

I also found the XL technology to be useful, but went along a slightly different route.
I don't really see the need for MASC, seeing as how the Hussar moves pretty darn fast anyway.  
  I call it thee HSR 205-F Hussar.  

Here's the big differences from the 300.

Armor Factor		116(FF)			6.5

	Head		9
	CT		22
	CT(R)		5
	R/LT		13
	R/LT(R)		4
	R/LA		8
	R/LL		15

WEAPONS+SUCH:

   ER Large Laser	CT      2      5
   Medium Pulse Laser			RA      1      2
   Cargo                                --      -     .25

Well, that's my .02.

BTW:  in the 2750 readout, aren't the engine weights of the vehicles to heavy?

(And now that you can have XL's in vehicles, I see major improvements, besides the gained space from the errors in the engine weights.)

						Pvt. Cable
Newsgroups: rec.games.mecha
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Vehicle rules and munchkinism (was Re: high-speed hovertanks REDUX!)
Organization: University of Illinois at Urbana
Date: Wed, 30 Dec 1992 00:01:21 GMT

lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:

>     _
>    (_
>    __)ounds a bit like BattleForce, to me.  Ever play it?  I've had a
> copy for years, but never found anyone who was interested in playing.
> Comes with a couple nice maps, at least.  (:


Nah..I played it, and hated it. It was too unlike BattleTech. Running damaged
you permanently. If you ran for 4 turns, your lance was destroyed. Tres
realistic, no?

Nice large maps, but I would prefer something more on the style of the Solaris
maps. How about some map packs where you could assemble all the maps in the
Pack to form one huge playing area, with one sheet showing the layout of them?


Axly

*******************************************************************************
*                         Star Captain Axly                                   *
*                         Alpha Second Nova                                   *
*                         Supernova  Second                                   *
*                        341st Assault Cluster                                *
*                            Clan Wolf                                        *
*******************************************************************************
Newsgroups: rec.games.mecha
From: deitrich@ux1.cso.uiuc.edu (Dave Deitrich)
Subject: RIFTS: Question about the CAN Samurai/Mikado
Organization: University of Illinois at Urbana-Champaign
Date: Wed, 23 Dec 1992 05:59:25 GMT

Happy Holidays, everyone!

Quick question: while designing new mecha I took a quick look at the stuff 
from _Mutants in Orbit_ and noticed that the giant vibro-sword of the 
Samurai and Mikado have a "maximum effective range" of 6000 feet, triple
in space.  (Rather impressive for a 14-foot sword, huh? ;)

Any reason why I shouldn't assume this is just an error?  Just want to make
sure I'm not missing something in the rules, or that the vibro-sword has some
incredible power I just haven't noticed till now.

Thanks much!  Merry Christmas!

--
Dave Deitrich                             Manager, CCSO Oregon Computing Site
deitrich@ux1.cso.uiuc.edu                and One o' the Guys in charge of JACK
------------------------------------------------------------------------------
  CCSO and I have this deal; I don't represent them and they don't fire me.

Newsgroups: rec.games.mecha
From: saruman@cats.ucsc.edu (Nicholas Patrick Popoff)
Newsgroups: rec.games.mecha
Subject: Realism vs. Mechs
Date: 23 Dec 1992 09:42:51 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: si.ucsc.edu


>In article <1992Dec20.173113.1343@samba.oit.unc.edu> Jesse.Taylor@launchpad.unc.edu (Jesse Taylor) writes:
>>
>>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.
>>

	Hmm...I have a question that has little to do with this topic,
but came from Jesse's question above, and here it is:  If the IS can
build 100-ton stomping battle machines, why the hell cant they just
make some missiles that actualy beat 20th century tech, that will actualy
HIT their target, regardless of the pilot.  I mean, why cant you have smart
weapons that far in the future.  I mean, you have a HUGE target, and yet
your weapons actually MISS?  Does this make sence in any way, given that
Btech is about 1000 years down the road of smartweapons?  Why couldnt
they just make a lazer that aims itself at that 100 ton mech.  If realism
were the point, I cant see why every single shot wouldnt be dead on on
the limb joints or head, accurate to the foot, atleast.  And thats another
thing - why the hell would you wanna fight in a humanoid shape instead
of a tank shape?  Maneuverability might be an issue, but with any sort of
hover technology, that would be gone.  Tanks would have much better armor
and payload capabilities, with no weak spots like the dozens of joints
and such things that come with a human shape.
	I realize that nitpicking realism isnt a bit important in most
games, but I was just wondering if there was a logical reason behind
btech rules and robots and such, besides the fact that auto-aiming weapons
would be booring as hell.....8-)

-nick

AKA Major Tick, C.O. 2nd Royal Guards, House Steiner


Newsgroups: rec.games.mecha
From: nsmca@acad3.alaska.edu
Subject: MECHA Ideas..
Organization: University of Alaska Fairbanks
Date: Sat, 2 Jan 1993 14:27:36 GMT

Does anyone have good trainer versions of Battletech Mecha?
I designed some mods to the rules to allow for them.
After all if there is normal aircraft in the "modern" world, why not in the
future. And have "trainers" basically two person mecha.

Also another idea is a Armored Personnel Mecha. Basically MEcha designed to
transport and dispense a Infantry Squad/Platoon Subunit.. Basically have 3 or
more Personnel Carrier MEcha carry part of a Infantry Platoon.

I liek to design..


Michael Adams
Alias: Morgoth/Ghost Wheel 
nsmca@acad3.alaska.edu
Raven Design Works, New Alaska.
From: dhiga@aludra.usc.edu (Darold Higa)
Newsgroups: rec.games.mecha
Subject: Re: Mekton: Mekton Mecha
Date: 27 Dec 1992 14:38:24 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

Hehe.  I posted one of my adaptations of the RGM-79C (from Gundam 0083:
Stardust Memory), and then I was called away to other boards.  I don't know
if anyone responded to my posts (since I missed about a hundred posts) and
haven't had the time to post the rest.  If anyone is interested, I'll go
ahead and post most of the data for my 0084 Gundam campaign, including stats
for an Improved White Base (Albion class), and enhanced character generation
for the post "One-Year War" Gundam universe.

But I don't know how many people here are anime fans and I don't want to waste
bandwith (RecArtsAnime is bad enough), so I won't do it unless someone tells
me.

Darold "Godai" Higa of Ikkoku-kan
(spending all of his time on anime, RPGs and netrek...I love being a grad 
student!)
Newsgroups: rec.games.mecha
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Kaytusha vehicle
Organization: University of Illinois at Urbana
Date: Mon, 28 Dec 1992 19:00:47 GMT

james@cs.UAlberta.CA (James Borynec; AGT Researcher) writes:


>For those of you who like vehicles, here is one that will 
>survive the new FASA rules:

>The Kaytusha (KL and KR).  3025
>80 Ton Wheeled vehicle
>140 ICE 10 tons (speed 2/3)
>6 * LRM 15 with 6 * LRM15 ammo
>Armor 10 tons (65 F, 48 L, 26 R, 21 Rear - Kaytusha KL)  
>              (65 F, 26 L, 48 R, 21 Rear - Kaytusha KR)


Just curious, is that 6 shots of LRM 15 ammo, or 6 tons?

Axly
Newsgroups: rec.games.mecha
Subject: MEK: The Goblin  GOB-5M
From: taia_a@kosmos.wcc.govt.nz (Second Genyosha)
Date: 22 Dec 1992 00:52:59 GMT
Reply-To: taia_a@kosmos.wcc.govt.nz
Organization: Wellington City Council (Public Access), Wgtn, Nz
NNTP-Posting-Host: kosmos.wcc.govt.nz


 Just when you thought old tek (3025) was dead, here's a little munchkin mek:)

The Goblin    GOB-5M
20 Tons              Locations  Criticals Tons
IS                       -          -      2.0
Leenex 140               -          -      7.0
 Walk  7
 Run  11
 Jump  7            3RT/1CT/3LT     7      3.5
Gyro & Cockpit           -          -      5.0
Heat Sinks    10    2RL/1CT/2LL     5      0.0
Armour        56         -          -      3.5
 H    3   8
 CT   6  8/2
RT/LT 5  7/2
RA/LA 3   5
RL/LL 4   5

Medium Laser             RA         1      1.0

Overview:
 The Goblin is a standard training mek of the Draconis Combine. Used to
educate future mekwarriors into learning the uses and advantages of
jumping. The whole mek works on the zero-heat principle and is known for
it's simplicity and speed. No longer made in the Combine, the design is
found extensively in Magistracy of Canopus as they have copied its design.

Capabilities:
 The Goblin is one of the few jump capable meks that doesn't overheat. This
feature makes it ideal for training as many novice pilots find it difficult
to watch their mek's heat levels. Though this does produce some reckless
habits into new mekwarriors when they step up to Phoenix Hawks and learn that
not all meks are equal. The mek runs so cold that at times, mekwarriors are
known to be fully clothed when piloting the Goblin.

Battle History:
 The Goblin is noted in numerous Canopus-Taurian clashes due to the import
and construction of this mek by the Magistracy. Since 3019 Canopus has started
it's own construction of this simple, but very effective mek.
 In 3026, the Taurians raided the small city of Vertex to try and capture
one of several Goblin there for training. The students using this agile mek,
soon had four kills to their credit and the Taurians were forced to retreat.
Proving the success of the design, though a Taurian Warhammer did disable a
Goblin with a PPC shot to a leg.

Variants:
 There are no variants worthy of note as it would interfere with the original
specifications.

****
 Hope you enjoyed it, even though it looks like a very thin Ostscout to me.
  
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: james@cs.UAlberta.CA (James Borynec; AGT Researcher)
Subject: Invader: The Mini-Mechs
Organization: University of Alberta, Edmonton, Canada
Date: Tue, 22 Dec 1992 02:47:41 GMT


This is the third of a series detailing the invaders military technology.
The invaders are an offshoot of the clans.  Rules governing their behavior
were posted earlier.  

Mini-mechs.  

Because the Invaders are so small, they cannot organize into either 
elementals or even regular infantry.  (although they have been known to
use non-invader infantry).  In response, they have built miniature mechs.
These mechs are based on a cross between elemental technology and standard
mech tech.  The biggest of these mechs are around 20 tons.   Most
are around 5-10 tons.  They are organized into points of 5 mechs.  
A light point sums to less than 40 tons (or so).  A medium point is between
40 and 60 tons.  A heavy point is less than 80.  It has been rumoured that
there exist assault points.  They would be less than or equal to 100 tons
total!

Mini-mech chassis are mass produced.  They then are fitted with
weapons.  While, mini-mechs are not "true" omni-mechs, as they are not able
to change the weapons once outfitted, this manufacturing style does allow
economies of scale.  It also allows them to produce mechs with whatever
weapon systems are available at that time.  During long trips, an invader
fleet might take a number of "empty" mini-mech chassis along, hoping to 
fit them with weapons taken from "salvage".  This allows invaders to 
"live off the land" so to speak. 

A typical 5 ton (Light) mini-mech would have the following:
1 ton for cockpit/IS (20%)
.5 ton 45 FE/XL engine - speed 9/14/0
1.5 tons fer-fib armour (30pts)
2 tons weapons +ammo
 (some combination of MG,Hvy MG, LRM,SRM, Med laser, Small laser)
 (say 3 Hvy MG + 1/2 ton ammo, or 2 med laser, or 6 MG + 1/2 ton ammo)
Depending on equipment, this mech costs around $150,000

A typical 7.5 ton (light) mech would look like this:
1.5 tons for cockpit/IS
1 ton 75 FE/XL engine speed 10/15/0
2 tons Fer-fib armour (40 pts)
3 tons weapons + ammo
 (some combination of MG,Hvy MG, LRM,SRM, Med laser, Small laser)

A typical 10 ton (med) mini-mech looks like:
2 tons cockpit/IS
1.5 tons 100 FE/XL speed 10/15/0
2.5 tons fer-fib armor (50 pts)
4 tons weapons + ammo
 (some combination of MG,Hvy MG, LRM,SRM, Med laser, Small laser)

A typical 15 ton (hvy) mini-mech looks like:
3 tons cockpit/IS
1.5 tons 75 FE  with double hs  (speed 5/8/5)
1 ton mini-mech jump jets 
3.5 tons fer-fib armor (70 pts)
6 tons wpns + ammo

20 ton mini-mechs have been rumored but not verified.  They might
look something like:
4 tons cockpit/IS
3 tons 100 FE with double HS  (speed 5/8/5)
1 ton mini-mech jump jets
5 tons fer-fib armor (100 pts)
7 tons wpns and ammo

j.borynec
Newsgroups: rec.games.mecha
Subject: Re: high-speed hovertanks REDUX!
From: taia_a@kosmos.wcc.govt.nz (Second Genyosha)
Date: 21 Dec 1992 22:45:27 GMT
Reply-To: taia_a@kosmos.wcc.govt.nz
Organization: Wellington City Council (Public Access), Wgtn, Nz
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <1992Dec20.192346.7046@gw.wmich.edu>, 997vanderkol@gw.wmich.edu writes:
>In article <BzKu3p.DMG@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>> Jesse.Taylor@launchpad.unc.edu (Jesse Taylor) writes:
>>>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.

 YES! YES! There is Justice in the Universe!

>>>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.

 Standard mek feature for city fighters: Big guns or jump jets or both :)
But infantry and vehicles are nasty in cities even with this rule change.

>>>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.

 Sounds good to me. Means that fighting the munchkins isn't so bad now.
Look at all those Savannah Masters, I hope I have enough infernoes :)

>> Well, the real reason for the change is not any new insight into 
>> neurohelmets, but rather the desire on FASA's part of make 'Mechs
>> more powerful as regards vehicles. So, if you don't want things
>> that way, don't play with the new rules. 
>> The rule change still doesn't change the fact that fast hovercraft
>> still make the best Arrow IV platforms. After all, the weapon is
>> fired so far away from the 'Mechs it doesn't matter who moves first.
>> Axly

 Stephane and Peter have the right idea with 30 ton Helos with Arrow IV,
but we know that the Arrow IV is a very rare weapon. I have 4 Crossbow
meks in my reinforced battalion of the Second Genyosha and that's it!
The Clan Arrow is nasty for it's "Thunder" rounds of 30 points damage.

>	In addition having vehicles move first moves the game back to "mech
>superiority. Plus it also removes a BIG munchkin temptation. No more suicide
>hovercrafts, awwwwwwwww too bad.....
>John VanDerKolk

 We used morale rules for Btek that made all meks, vehicles and LAMs take
a morale test before charging, death-from-above etc. Vehicle commanders
thought twice of kamikazing a mek and LAMs didn't want to damage their
rare and valuable components. It worked for us, but this new rule makes it
nice and easy. Anyway this is Battletech with meks and not Carwars :)


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**
From: x91reid@gw.wmich.edu
Newsgroups: rec.games.mecha
Subject: Re: BTECH: Archive?
Date: 23 Dec 92 22:30:48 EST
Organization: Western Michigan University

In article <1992Dec23.055354.21313@jhunix.hcf.jhu.edu>, probe@jhunix.hcf.jhu.edu (Prabal Nandy) writes:
>    Merry Christmas, Mechwarriors! I shall be out of this local star system
> until the 11th for a quick jumpship leap to the local worlds of Daytonis
> Ohiois Sector. 
>    By the way, is anyone saving these new mechs that appear on this system
> in an archive? They are pretty good and would be neat to have around, even
> for just 'historical' purposes...
> 
>    Also, I have some quasi-battletech prose fiction for you all... The
> stories are from 8-12 pages long, and are loosely set in the Post-clan
> invasion IS Universe (circa 3050's)... Anyone want me to put them somewhere
> or post them somewhere?
> 
> 
> -- 
>       /| ________________   |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

i am holding on to the posted mechs... don't know for how long....
and sure [i believe i speek for all of us .... err maybe not] post the stories
Newsgroups: rec.games.mecha
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri)
Subject: Re: "Mek"...?
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
Reply-To: ratinox@meceng.coe.northeastern.edu
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: Tue, 22 Dec 1992 16:26:03 GMT

>>>>> On 21 Dec 1992 22:25 CST, st1pn@jane.uh.edu (Sparkl McWarkl) said:

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

Look at the word "Mekton". Now look at the first syllable. Any more questions?

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
I'm the best there is at what I do.  Trouble is, what I do isn't very nice.
Newsgroups: rec.games.mecha