Let's Play Together: GMed Battletech via Megamek V

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gbasden
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by gbasden »

Run to 2818 facing N and fire on the Crusader.

I'm assuming the Archer isn't getting back up after last round, or is it just temporarily down?
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

He's got like a 9+ roll to get up and no center torso armor. He might change facing and fire at someone from the ground, but is unlikely to risk coring himself out.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

Stefan Stirzaker wrote: Tue Jun 19, 2018 2:26 am Run to behind crusader 2207 going near station so they cant shoot at me without upsetting that guy on the radio. Physical and other attacks on crusader
I'll need to adjust to 2208, since you can't reach 2207. Feel free to override before east coast morning.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Stefan Stirzaker »

Yep thats fine. I just cant count lol
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

El Guapo brings his groaning, creaking mech up to a knee as Isgrimnur flees the forming sandwich. The Orion is actually an easier shot with the PPC and LRM, with the same going for El Guapo's fire. Much easier to hit a walking mech than it is to hit a mech jumping into heavy smoke. The Stalker loses the armor on the left arm, along with an SRM launcher and a large laser on the right torso. All the creaking is very distracting, so his shots miss, even though that Orion wasn't even moving that fast. Some of Isgrimnur's shots connect, leaving very thin armor on the Orion's rear. The Grasshopper deftly avoids the kick from behind.

Stefan puts himself in between the Crusader and the HPG, kicking over a couple of inconsequential-looking pylons in the process, as Gbasden moves around the corner and levels his crosshairs at the Crusader. The Crusader's leg-mounted SRMs can't angle to reach the Hermes, a small favor.

Stefan's laser and autocannon impact the enemy mech, leaving very little torso armor, then one of Gbasden's PPCs takes the rest of the armor off the left torso. The Hermes kicks the Crusader in the right leg, messing up the mechwarrior's aim. Lasers and machine gun rounds gouge chunks out of the HPG.

Raw Data:
Spoiler:

Weapon Attack Phase
-------------------

Weapons fire for Vindicator VND-1R (1st Octopus Overlords)
    PPC at Orion ON1-K (Draconis Combine); needs 7, rolls 2 : misses


    LRM 5 at Orion ON1-K (Draconis Combine); needs 9, rolls 4 : misses


    Medium Laser at Orion ON1-K (Draconis Combine); needs 9, rolls 11 : hits (using Rear table) RTR
        Orion ON1-K (Draconis Combine) takes 5 damage to RTR.
            2 Armor remaining.


    Small Laser at Grasshopper GHR-5H (Draconis Combine); needs 10, rolls 10 : hits (using Rear table) LA
        Grasshopper GHR-5H (Draconis Combine) takes 3 damage to LA.
            10 Armor remaining.


Weapons fire for Crusader CRD-3R (Draconis Combine)
    Medium Laser at Hermes II HER-2S (1st Octopus Overlords); needs 7, rolls 8 : hits LL
        Hermes II HER-2S (1st Octopus Overlords) takes 5 damage to LL.
            7 Armor remaining.


    Medium Laser at Hermes II HER-2S (1st Octopus Overlords); needs 7, rolls 6 : misses


    Machine Gun at Hermes II HER-2S (1st Octopus Overlords); needs 7, rolls 4 : misses

    Machine Gun at Hermes II HER-2S (1st Octopus Overlords); needs 7, rolls 6 : misses

    LRM 15 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Hermes II HER-2S (1st Octopus Overlords)
    Medium Laser at Crusader CRD-3R (Draconis Combine); needs 7, rolls 7 : hits (using Right Side table) LT
        Crusader CRD-3R (Draconis Combine) takes 5 damage to LT.
            1 Armor remaining.


    AC/5 at Crusader CRD-3R (Draconis Combine); needs 10, rolls 10 : hits (using Right Side table) LA
        Crusader CRD-3R (Draconis Combine) takes 5 damage to LA.
            5 Armor remaining.


    Flamer at Crusader CRD-3R (Draconis Combine); needs 7, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

Weapons fire for Orion ON1-K (Draconis Combine)
    AC/10 at Awesome AWS-8Q (1st Octopus Overlords); needs 11, rolls 12 : hits RA
        Awesome AWS-8Q (1st Octopus Overlords) takes 10 damage to RA.
            2 Armor remaining.


    LRM 15 at Awesome AWS-8Q (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Crusader CRD-3R (Draconis Combine); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    PPC at Crusader CRD-3R (Draconis Combine); needs 9, rolls 9 : hits LT
        Crusader CRD-3R (Draconis Combine) takes 10 damage to LT.
            Armor destroyed.
             6 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.


Weapons fire for Grasshopper GHR-5H (Draconis Combine)
    Large Laser at Stalker STK-3F (1st Octopus Overlords); needs 5, rolls 7 : hits LA
        Stalker STK-3F (1st Octopus Overlords) takes 8 damage to LA.
            0 Armor remaining.


    Medium Laser at Stalker STK-3F (1st Octopus Overlords); needs 7, rolls 8 : hits LL
        Stalker STK-3F (1st Octopus Overlords) takes 5 damage to LL.
            15 Armor remaining.


    Medium Laser at Stalker STK-3F (1st Octopus Overlords); needs 7, rolls 7 : hits RT (critical)
        Stalker STK-3F (1st Octopus Overlords) takes 5 damage to RT (critical).
            15 Armor remaining.
            Critical hit on RT. Roll is 10; 2 locations.
            CRITICAL HIT on SRM 6.
            CRITICAL HIT on Large Laser.


    Medium Laser at Stalker STK-3F (1st Octopus Overlords); needs 7, rolls 11 : hits LT
        Stalker STK-3F (1st Octopus Overlords) takes 5 damage to LT.
            10 Armor remaining.


    Medium Laser at Vindicator VND-1R (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Archer ARC-2K (Draconis Combine)
    Large Laser at Hermes II HER-2S (1st Octopus Overlords); needs 7, rolls 10 : hits (using Right Side table) CT
        Hermes II HER-2S (1st Octopus Overlords) takes 8 damage to CT.
            9 Armor remaining.


Weapons fire for Stalker STK-3F (1st Octopus Overlords)
    Large Laser at Orion ON1-K (Draconis Combine); needs 6, rolls 5 : misses


    LRM 10 at Orion ON1-K (Draconis Combine); needs 6, rolls 5 : misses


    LRM 10 at Orion ON1-K (Draconis Combine); needs 6, rolls 5 : misses




Crusader CRD-3R (Draconis Combine) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 7 : succeeds.

Physical Attack Phase
-------------------

Physical attacks for Vindicator VND-1R (1st Octopus Overlords)
    Kick (Left leg) at Grasshopper GHR-5H (Draconis Combine); needs 7, rolls 2 : misses.

Physical attacks for Hermes II HER-2S (1st Octopus Overlords)
    Kick (Left leg) at Crusader CRD-3R (Draconis Combine); needs 5, rolls 11 : hits (using Right Side Kick table) RL
        Crusader CRD-3R (Draconis Combine) takes 8 damage to RL.
            9 Armor remaining.


Vindicator VND-1R (1st Octopus Overlords) must make 1 piloting skill roll(s) (missed a kick).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (missed a kick)); needs 3, rolls 9 : succeeds.

Crusader CRD-3R (Draconis Combine) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked)); needs 4, rolls 8 : succeeds.

Heat Phase
-------------------
Awesome AWS-8Q (1st Octopus Overlords) gains 22 heat, sinks 22 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 18 heat, sinks 16 heat and is now at 3 heat.
Hermes II HER-2S (1st Octopus Overlords) gains 9 heat, sinks 9 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Stalker STK-3F (1st Octopus Overlords) gains 20 heat, sinks 20 heat and is now at 4 heat.
Crusader CRD-3R (Draconis Combine) gains 13 heat, sinks 10 heat and is now at 5 heat.
Orion ON1-K (Draconis Combine) gains 10 heat, sinks 10 heat and is now at 5 heat.
Grasshopper GHR-5H (Draconis Combine) gains 22 heat, sinks 22 heat and is now at 4 heat.
Archer ARC-2K (Draconis Combine) gains 13 heat, sinks 12 heat and is now at 6 heat.
Enlarge Image

"This is uh, Adept, uh, Johnson to all combatants. You have, uh, violated the sacred grounds of the uh, blessed hyper pulse generator, and uh, are showing blatant disregard for the uh, holy facility's structural, uh, integrity. I uh, have no choice but to uh, order your, uh destruction. Devastator Lance, uh, deploy immediately. And, uh, shoot that, uh, signal jammer in the woods to the northwest, too."

Sensors detect the tell-tale signs of the promised lance of mechs powering up in the complex. And we're probably not talking a light scout lance, either.

The Kurita lance suddenly seems to lose their taste for continuing the battle. The Orion and Grasshopper break southwest, while the Crusader heads northeast. The Archer is still firmly stuck on the ground, propping itself up with one arm. Orion is at mod 1, Grasshopper is at mod 3, Crusader is at mod 1.
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El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

So...it's get out of dodge time, then? I'll get up and limp towards the exit, then.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Isgrimnur »

We leaving the way we came in, or do we need to head East?
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

Also, why is the Comstar rep saying "uh" so much?
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

It's like a stutter.

You can leave the board from any edge.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Stefan Stirzaker »

I thought the crusader would of shown restraint. North it us at all good speed. Any need to fire at anything?
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Isgrimnur »

Northwest with all possible speed.
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

Why is my hull down? Didn't I stand up last turn?

In any event, I'll head to the southwest. If we don't have an "escape Comstar" truce with Kurita, I'll fire off some LRMs or what have you, and this time I will aim at the ground, so that I will miss and hit the mechs.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Isgrimnur »

El Guapo brings his groaning, creaking mech up to a knee
You're not up quite yet.
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

Isgrimnur wrote: Wed Jun 20, 2018 10:07 am
El Guapo brings his groaning, creaking mech up to a knee
You're not up quite yet.
Ah, gotcha.

So, finish getting up, and start to the southwest. Fire LRMs and large lasers and whatnot at everything that is not a mech.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by gbasden »

I'll move at a run towards the eastern map edge making sure I run past 3519 just in case.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

The battlefield grows silent briefly as both our and the Kurita mechs cease fire. El Guapo gets to his feet and creaks westward, and even the Archer manages to struggle upright, limping away.

Then, the Comstar mechs emerge from their HPG complex's bay doors. These guys are some serious business. A Lancelot, a Guillotine, and two Marauders. The Kurita guys book it, even the signal jammer from the woods to the northwest of the HPG that nobody had spotted.

Enlarge Image

Rules for leaving the battlefield are as follows:
If you are on an edge hex at the end of the movement phase, you may leave the battlefield at the beginning of the following turn.

Additionally, remember that you can sprint. It allows you to move at 2x walking speed, but you can't shoot, and it's slightly easier to hit you (-1 or -2 to the target number, I believe).

Updated objective:
Escape as intact as possible.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Isgrimnur »

Well, I have two spaces to move, so I think I'm good. I assume the Stalker can make it as well and doesn't need assistance.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

Due to a peculiarity of the Megamek engine, you'll have exactly one round of possibly getting shot at. So you'll want to choose your final position with some care.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

Since I'm now at 2/3, I believe that I need to Sprint in order to make it to the edge in one round. So I'll do that, and the only space I can reach in 4 movement is 0115.

Why does sprinting make it *easier* to hit you? Shouldn't going faster make it harder?
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

According to the rulebook, you're apparently concentrating on running really fast because you're really pushing those actuators and gyros, so you're not making the usual evasive maneuvers and being more predictable.

There's also an optional rule for evasive movement, where you give up your shooting to make yourself harder to hit. Very situational, I have to say. Kind of like sprinting, actually.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Isgrimnur »

0113 seems like a winner to me.
It's almost as if people are the problem.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

NickAragua wrote: Wed Jun 20, 2018 11:01 pm According to the rulebook, you're apparently concentrating on running really fast because you're really pushing those actuators and gyros, so you're not making the usual evasive maneuvers and being more predictable.

There's also an optional rule for evasive movement, where you give up your shooting to make yourself harder to hit. Very situational, I have to say. Kind of like sprinting, actually.
What kinds of evasive maneuvers do mechs normally do? I don't remember being able to like sidestep or duck in any of the Mechwarrior games.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by gbasden »

I believe my only chance to get to a map edge is 3518. That rubble ahead of me in 3215 takes extra movement to go through, right?
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by Stefan Stirzaker »

Im at edge so will exit map
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

Our mechs book it as well. Isgrimnur and El Guapo turn out to be out of range of the Comstar mechs.

The Orion and Grasshopper exchange fire with the southern Marauder, while the southeastern Marauder splits fire between the Orion and Gbasden. The Lancelot fires on the Crusader and Gbasden as Stefan zooms out of range. The Archer gets ignored for now. Gbasden takes a PPC shot to the right leg, while delivering a parting shot of his own (which hits the hangar doors rather than the mech) but manages to get clear otherwise.

Raw data:
Spoiler:

Hermes II HER-2S (1st Octopus Overlords) flees the battlefield.

Crusader CRD-3R (Draconis Combine) must make a piloting skill check (used more MPs than at 1G possible).
Needs 6 [4 (Base piloting skill) + 2 (Sprinting) + 0 (used more MPs than at 1G possible)], rolls 7 : succeeds.


Weapon Attack Phase
-------------------

Weapons fire for Marauder MAD-1R (Comstar)
    PPC at Grasshopper GHR-5H (Draconis Combine); needs 8, rolls 3 : misses


    PPC at Grasshopper GHR-5H (Draconis Combine); needs 8, rolls 4 : misses


Weapons fire for Awesome AWS-8Q (1st Octopus Overlords)
    PPC at Marauder MAD-1R #2 (Comstar); needs 6, rolls 5 : misses


Weapons fire for Orion ON1-K (Draconis Combine)
    AC/10 at Marauder MAD-1R (Comstar); needs 11, rolls 7 : misses


    LRM 15 at Marauder MAD-1R (Comstar); needs 9, rolls 6 : misses


Weapons fire for Grasshopper GHR-5H (Draconis Combine)
    Large Laser at Marauder MAD-1R (Comstar); needs 9, rolls 8 : misses


    LRM 5 at Marauder MAD-1R (Comstar); needs 7, rolls 8 : 4 missile(s) hit.


        Hardened Hangar Building #226963924 absorbs 4 points of damage.
            76 CF remaining.
        Marauder MAD-1R (Comstar) suffers no damage.


Weapons fire for Guillotine GLT-3N (Comstar)
    Large Laser at Grasshopper GHR-5H (Draconis Combine); needs 10, rolls 4 : misses


Weapons fire for Archer ARC-2K (Draconis Combine)
    LRM 15 at Marauder MAD-1R (Comstar); needs 7, rolls 7 : 9 missile(s) hit (using Left Side table).


        Hardened Hangar Building #226963924 absorbs 5 points of damage.
            71 CF remaining.
        Marauder MAD-1R (Comstar) suffers no damage.


        Hardened Hangar Building #226963924 absorbs 4 points of damage.
            67 CF remaining.
        Marauder MAD-1R (Comstar) suffers no damage.


Weapons fire for Marauder MAD-1R #2 (Comstar)
    PPC at Orion ON1-K (Draconis Combine); needs 8, rolls 3 : misses


    PPC at Awesome AWS-8Q (1st Octopus Overlords); needs 6, rolls 4 : misses


Weapons fire for Lancelot LNC25-01 (Comstar)
    PPC at Awesome AWS-8Q (1st Octopus Overlords); needs 10, rolls 10 : hits (using Rear table) RL
        Awesome AWS-8Q (1st Octopus Overlords) takes 10 damage to RL.
            12 Armor remaining.


    Large Laser at Crusader CRD-3R (Draconis Combine); needs 11, rolls 12 : hits (using Right Side table) RL
        Crusader CRD-3R (Draconis Combine) takes 8 damage to RL.
            1 Armor remaining.


    Large Laser at Crusader CRD-3R (Draconis Combine); needs 11, rolls 6 : misses


Heat Phase
-------------------
Awesome AWS-8Q (1st Octopus Overlords) gains 12 heat, sinks 12 heat and is now at 0 heat.
Vindicator VND-1R (1st Octopus Overlords) gains 1 heat, sinks 1 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Stalker STK-3F (1st Octopus Overlords) gains 4 heat, sinks 4 heat and is now at 0 heat.
Crusader CRD-3R (Draconis Combine) gains 3 heat, sinks 3 heat and is now at 0 heat.
Orion ON1-K (Draconis Combine) gains 10 heat, sinks 10 heat and is now at 0 heat.
Grasshopper GHR-5H (Draconis Combine) gains 11 heat, sinks 11 heat and is now at 0 heat.
Archer ARC-2K (Draconis Combine) gains 13 heat, sinks 12 heat and is now at 1 heat.
Marauder MAD-1R (Comstar) gains 20 heat, sinks 16 heat and is now at 4 heat.
Guillotine GLT-3N (Comstar) gains 8 heat, sinks 8 heat and is now at 0 heat.
Marauder MAD-1R #2 (Comstar) gains 20 heat, sinks 16 heat and is now at 4 heat.
Lancelot LNC25-01 (Comstar) gains 26 heat, sinks 26 heat and is now at 0 heat.
The OO lance clears the battlefield, as does the Kurita lance. Except for the Archer, whose mechwarrior makes the decision to power down and surrender. The Comstar lance seems content with that, and does not pursue. It takes some time for our lance to disentangle from the Kurita forces, but we manage, then limp back to base. It looks like we'll have to wait for the pre-scheduled rendezvous after all - no early pickup, and, more importantly, we'll be stuck with reruns for the next two months.
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El Guapo
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by El Guapo »

We should have just broken into the Comstar facility. They probably have a TON of episodes available there.
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Re: Let's Play Together: GMed Battletech via Megamek V

Post by NickAragua »

They do, but they're jerks. They'd probably have made you watch reruns of "Worst Mechtechs on Solaris" and "Pain Threshold", starring your mechs and you respectively.
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