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User Review: Strider SR1-OG, or Pistols at Dawn
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mud
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PostPosted: 02-Feb-2006 20:19    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

Doesn't it always suck when you it turns out you don't have options you always thought you had

I'd just like to know how SD has enough time to actually look at the crit charts of all of those 'mechs. I never even glance at them.


[ This Message was edited by: mud on 2006-02-02 20:19 ]
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Nightmare
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PostPosted: 02-Feb-2006 23:09    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

Quote:

On 2006-02-02 15:01, Sleeping Dragon wrote:
Quote:

On 2006-02-02 05:15, ralgith wrote:
Well, just to drop my nonsense of no 2 cents in here... moving ES and FF is forbidden in the rules because it IS a FIXED item. Period. There really is no question here fellas



Rules state that the type can't be changed but there is nothing written about moving them, or did I miss something?



That would depend on how you define "fixed", wouldn't it? The rules say you have to assign those crits to certain hit locations, where they have to stay. It's not stated that you can't move the slots up and down within the location, but I'd not do it.

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Sleeping Dragon
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PostPosted: 03-Feb-2006 01:55    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

TROs are here, but I usually have my TROs and RSs at hand.

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Sleeping Dragon
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PostPosted: 03-Feb-2006 02:07    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

I usually ignore moving anything within the same location. Some designing programs even force you to do so. For example the Drawing board will always install CASE to the last position in side torso, so you must move everything upward. I usually mark all FF and ES to the bottom of each location (like here) to ease me the work with already created RS (I fill them by hand).

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ralgith
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PostPosted: 03-Feb-2006 13:33    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

Well I've looked at a fair number of them in my RS books.... namely ALL of them

I read every single mech in my RS books at one time to familiarize myself with them.

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PostPosted: 03-Feb-2006 13:39    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

Quote:

On 2006-02-02 23:09, Nightmare wrote:
That would depend on how you define "fixed", wouldn't it? The rules say you have to assign those crits to certain hit locations, where they have to stay. It's not stated that you can't move the slots up and down within the location, but I'd not do it.



Well, except you are allowed to move ES and FF up and down in their location, as per stock RS books.

Yet other fixed items you cant. Yet another FASA booboo hehe. But yeah, odd isn't it?

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PostPosted: 03-Feb-2006 13:43    Post subject: RE: User Review: Strider SR1-OG, or Pistols at Dawn Reply to topic Reply with quote

Quote:

On 2006-02-02 13:42, McBride wrote:
As I interpret it, the crits taken up by FF isn't the armour itself, but more by extra mounting points and the like, which would in turn explain why they're fixed.



Yes, and Yes. But to respond to ICER's question, the same way you replace other fixed items, like a fixed laser, heat sink, or active probe. You park the 'mech in a repair bay and open her up and do it the hard way like IS techs do to standard mechs

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