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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I am the pilot C4621. 

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And, and today we are going to 
be looking at let me get let me 

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get the one of the three that I 
have here. 

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We are looking at. 
Flames of Orion by Steve Huffer 

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is a mechanized tabletop 
skirmish game set in a dark 

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future. 
I am. 

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I'm stoked by this one. 
You know, honestly, I'm so dark 

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on the inside that this just 
seems like a regular future to 

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me. 
Yeah, look. 

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At look at look at look at you 
look at look at us. 

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Yeah, yeah. 
Yeah, the world thing, 

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everything is nihilistic. 
That's just normal. 

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For me, you know? 
Yeah, right. 

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You know, we're both out here 
reading Sharon. 

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But one of us, one of us is I I 
got, I got one on the way to 

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you, buddy. 
You can get sad like I am. 

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Yeah. 
So I mean, we've seen each other

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like 4 times this week. 
I don't think there's anything 

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new that we don't know about 
each other. 

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Keep playing Flames over Ryan, 
man. 

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Yeah, so, so one thing we talk 
about on the show is in the 

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context of I'm gonna sound, I'm 
gonna get up my own ass a little

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bit here. 
Both of us, we have read and 

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played so many fucking TGRBGS. 
And honestly, like we can, we 

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can read it and and understand 
how a game plays. 

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And for the most part, unless 
there's like a brand new 

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mechanic, which we pretty much 
know where it came from, what 

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something's hacked from, right? 
So like we don't need a ton of 

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context to understand teach RB 
GS as much. 

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But I know for me, like being 
newer to the skirmish scene over

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the last like year ish, Fuck, I 
have no context. 

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There's shit where I'm talking 
to like Dylan, like white tiger 

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table crap. 
And I'll, I'll read a mechanic 

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and he's like, Oh yeah, that's 
how they do it in X&X&X&X&X. 

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I'm like, I get, I don't, I, I 
got to play more 3rd edition 

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this and 6th edition that and 
all the rest of it. 

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So because there's times I'm 
like, this mechanic feels weird.

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Is it normal? 
Is this how it normally is? 

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And they're like, yes, that is 
just how the game would work. 

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So, so before we review skirmish
games, which are doing a lot 

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more on the show, which feels 
great, which is great for my 

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mental health and my desire to, 
to, to interact with the 

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tabletop space. 
We play them all of them usually

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a couple of times. 
It's great because we played 

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Mech 28 I think 3 times before 
we reviewed that. 

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Something like that. 
We played Malagas like two or 

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three times we played. 
So we played Flames and what's 

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great about it is we didn't play
it and then a month later play 

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it again. 
We played it and like 4 days 

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later played it again. 
So all of our notes were still 

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there. 
Oh, I have notes written on my 

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board right here that I forgot 
to write into my notes. 

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I was wondering if you would put
ended up putting those into your

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notes, but I was going to leave 
it for you the. 

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You know, the best part of my 
notes on my board is I 

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absolutely cannot read my own 
handwriting. 

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So that's that's super fun. 
There's a couple rules we wanted

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clarification. 
Yes, I remember some of those, 

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but I'll try to let me see. 
I know I see core stabilizers 

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and heat sink. 
I see explosive reduced by AR 

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Remind me to talk about that. 
And then I see something about 

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OK, destinative, dusty. 
You're doing great buddy, 

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Welcome to the show. 
I'm going to send you a picture 

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of this and you're going to be 
like, I have no clue. 

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I have absolutely no clue. 
All right, we're doing this 

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live. 
Bucket. 

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We'll do it live. 
All right, we're doing it live. 

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All right, I'm sending that to 
you. 

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You tell me what the fuck the 
second one is. 

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So anyway, so we are, like I 
said, nothing is new. 

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We're playing the game a bunch. 
Obviously we like it. 

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Big fans, we're going to talk 
about it. 

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We're going to do that here on 
the show, right? 

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No idea, right? 
But you said the last one. 

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No, the the one above that looks
like starts with AD. 

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Anyway, as you try to decipher 
that, I'm going to go into, 

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we're going to get into the 
review. 

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So why don't we click over? 
I think you need to like throw a

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a still of this onto the YouTube
video right before right? 

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So people can see like what the.
Literally just squiggles like. 

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I'm going to have to go back. 
Yeah. 

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Anyway, so flames of Orion. 
This is Flames of Orion. 

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Let's give you some info about 
Flames of Orion. 

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Here we go. 
We're getting into it. 

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So Flames of Orion, a dark 
future at miniatures war game 

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where players pilot giant 
mechanized combat machines in 

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the Orion system. 
The planets of the Orion system 

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sit heavy with shadows and 
foreboding, and the sector is 

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littered with Renegades, 
outlaws, and mercenaries. 

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As I said before, the game is 
Steve Huffer. 

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They're the publisher of Under 
the Dice fanzine. 

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They are one of the hosts of the
High Scum podcast. 

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They do one of the dice Fest 
like all the stuff basically 

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I've talked about you know 
fucking high scum podcast pretty

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much every episode for the past 
like 6 months. 

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So watch it they're better than 
we are. 

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Flames of Orion or Foo Dash 01 
funded on Kickstarter June 5th 

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2025 with 1089 backers for 
$35,320 on a $5000 goal. 

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You know, just like 6 times so 
far, like so far there have been

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3 supplements released. 
There has been 10-02 Universal 

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Industries General Ordinance 
supplies an arm and material 

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catalog. 110-03 Universal 
Industries General Ordinance 

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supplies an arm and material 
catalog. 2 and 10-04 Guerrilla 

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warfare and Unconventional 
Operations. 

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These add new rules, upgrades, 
weapons, frames and factions. 

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They're very good. 
They're so good, Yeah. 

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Flames of Orion is available in 
print@underthedice.com, as well 

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as some cool merch on there like
character sheet pads, T-shirts. 

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There is like dice and stuff 
that they say coming soon on. 

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We'll see. 
And it's also available 

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digitally at under the dice dot 
itch dot IO as well as all of 

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these supplements that I just 
said, which are pay what you 

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want. 
And you can find a trimmed down 

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version, like a free version of 
the game that is everything but 

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basically the campaign stuff and
some of the art for free also on

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the itch page. 
So you can get the all the rules

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you need to actually play the 
game and all three additional 

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supplements for pay what you 
want, AKA free or you don't give

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money to people. 
But that is basically the info 

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for Flames of Orion. 
And this is the the dope cover 

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for Flames of Orion. 
I'm going to go to zoom to page 

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level. 
You can see that incredible art.

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One thing we're going to talk 
about? 

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All the way through. 
One thing we're going to talk 

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about a bunch of this whole 
thing is just the incredible art

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I do. 
I don't have the down camera, 

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but I'll go through my Flames of
Orion collection here. 

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So I did get the Flames of Orion
Arcane CON version of the book. 

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Yeah, version, which actually is
a very nice version. 

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It's, it's actually like a 
little thicker, maybe a little 

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bit nicer than what ended up 
being the Kickstarter version, 

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but that very nice. 
And then I got the Kickstarter 

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version right here. 
And then somehow I ended up with

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the test printing, right? 
Thank you for that one. 

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That one's. 
Pretty cool test printing #5 of 

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20. 
Steve sent me to this with with 

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a bunch of extra shit too which 
was incredible just because I 

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was like getting a bunch of 
stuff from the website. 

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Also came with I don't remember 
if this is part of the 

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Kickstarter, the extra, but the 
cover art as a poster. 

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Dude what? 
I didn't know that. 

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Sick I also did get in print. 
These are still available. 

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You can get all three of the 
supplement pamphlets 10 O 

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410-0210 O 3 and 10 O 4 as 
pamphlets. 

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Those are available still on the
Under the Dice website. 

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I also did get the official 
Flames of Orion Mack. 

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Pretty cool. 
The flames of Orion dice which 

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are are dope as hell, aren't. 
Those the ones that are marked 

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coming soon. 
Yes, but this is was part of the

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extras that I got sent for no 
fucking reason just because you 

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know just because they're cool 
and then also from ramshackle 

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the original. 
I believe gardens of pack of tea

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modeled these. 
I do believe I could be wrong 

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that are available on 
Ramshackles website Ramshackle 

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minis and what I love about 
these is the minis come on a 

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base that is a destroyed version
of the miniature. 

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Very cool. 
Let me take it. 

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Out of the plastic. 
So it's not, it's so fucking 

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cool. 
So I need to paint these up. 

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These were going to be what I 
did for so you can see that it's

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the mini and then it's like a 
broken version of the mini on 

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the bottom so you can literally 
swap out and have terrain. 

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I still might do these up, but 
when I was building out my flame

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stuff I found I found Atlas mex.
I've never I've never got into 

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battle tech before and I think I
was talking about this. 

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I found the battle tech and I 
love their dumb little faces. 

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So I bought like 5 different 
kinds of Atlas model MEX and I'm

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just going to have my whole war 
band be those and I'm probably 

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going to at least paint these up
as metal and then repaint over 

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that later to bring like an 
extra war band in case somebody 

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doesn't have it. 
If I can finish all the rest of 

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the stuff I need to get printed,
but that is my flames 

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collection. 
I'm very, very happy to have all

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of it because I, I, as you'll, 
as you'll hear as we reviewed 

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the game, it fucks and I like it
a lot. 

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Yeah, I mean, we're, I'm going 
to, I'm going to really, you 

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know, talk about how much I love
this game. 

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A lot of this time too. 
So a lot. 

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Of the time, yeah, that's what 
we're going to do. 

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So let's get into the into the 
book into. 

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The show and tell is over. 
Now the show and tell, which 

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I'm, you know, I, you're welcome
everybody. 

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I will say, I will say I do 
believe I think maybe that the 

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field version, there was like 
150 of them on Kickstarter. 

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I do think it is like this. 
I know it was a wire bound book.

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I will say this is the ultimate 
edition. 

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Like the first of all, I love 
this this MEC art. 

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It's also the art that's on the 
cover of the like the graphic 

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for the soundtrack, which is 
incredible, but the wire bound 

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for table play so so fucking 
good. 

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And it also just looks like in 
world, you know, kind of like 

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like manuals anyway, so let's go
through the beginning of the 

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book a little bit and then we'll
do, I'll do rules breakdown, 

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you'll do character like we 
normally do, and then we'll do 

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the rest of what we normally do 
for 310 episodes. 

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So again, art is incredible. 
I've already talked about some 

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of the stuff. 
Flames of Orion's dark future 

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miniature set in the Orion 
system. 

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00:11:02,000 --> 00:11:05,840
And in the Orion system, 
basically Long story short, it 

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gets colonized and then the sun 
goes out and then everything 

202
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goes to shit because there's no 
sun. 

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So it starts out atmospheric 
listening, which I always love 

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when a game gives you the 
soundtrack that the person was 

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listening to when they when they
made the game. 

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00:11:22,720 --> 00:11:26,160
Some media basically this is 
their, you know, appendix and 

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00:11:26,160 --> 00:11:28,520
mech warrior Armored core Dark 
Souls pitch black. 

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00:11:29,160 --> 00:11:31,600
I will say that they they really
sold me immediately when they 

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00:11:31,600 --> 00:11:34,480
said liquid drum and bass on 
blown out speakers. 

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00:11:34,600 --> 00:11:37,480
I'm like, this is good for me. 
I like this this. 

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Is going to be the one and there
is OST there. 

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00:11:41,640 --> 00:11:45,240
Trey Grier did under the dice on
the under the dice band camp 

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00:11:45,360 --> 00:11:47,000
flames of Orion. 
It's it's incredible. 

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00:11:47,000 --> 00:11:50,280
Like it's what I put into 
tabletop simulator the whole 

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00:11:50,280 --> 00:11:52,000
time we were playing and it's, 
it's great. 

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00:11:52,120 --> 00:11:53,480
It's great to to play the game 
too. 

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00:11:53,760 --> 00:11:56,280
I I do wish it eventually would 
come out as a cassette because I

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00:11:56,640 --> 00:12:02,240
played the fuck out of that. 
All right, so flames of Orion in

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00:12:02,240 --> 00:12:04,240
the dark and distant future, the
stars have smouldered and 

220
00:12:04,240 --> 00:12:05,520
burned. 
Everything that once stood in 

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00:12:05,520 --> 00:12:07,400
the Orion sector has descended 
Into Darkness. 

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00:12:07,800 --> 00:12:11,680
Those who have not fled the 
sector or gone mad from the 

223
00:12:11,680 --> 00:12:14,280
emptiness around them now fight 
over what little remains and a 

224
00:12:14,280 --> 00:12:15,840
time and humanity should be 
united. 

225
00:12:16,160 --> 00:12:18,000
They become the greatest threat 
to themselves. 

226
00:12:18,040 --> 00:12:20,680
Thus, the age of man has ended. 
Left in the shadows of the 

227
00:12:20,680 --> 00:12:24,200
flames of Orion, all will trudge
forward into oblivion. 

228
00:12:24,200 --> 00:12:27,000
Inside the mechanical tombs. 
An age of darkness has begun. 

229
00:12:27,000 --> 00:12:30,360
I, I can only assume at least 
somewhere like the whole like 

230
00:12:30,720 --> 00:12:32,960
what is that line from Blade 
Runner about? 

231
00:12:32,960 --> 00:12:37,520
Like I've seen like burning some
things off the shoulders of 

232
00:12:37,520 --> 00:12:41,520
Orion like that has that has to 
be, this has to be a Blade 

233
00:12:41,520 --> 00:12:45,040
Runner reference, right? 
So there is a timeline here, 

234
00:12:45,040 --> 00:12:46,840
which is cool. 
So there's three parts of the 

235
00:12:46,840 --> 00:12:48,440
timeline. 
The age of light, basically 

236
00:12:49,280 --> 00:12:52,160
everything's good in the sector.
Corpos come in and make 

237
00:12:52,160 --> 00:12:54,240
everything corpo. 
The age of fire. 

238
00:12:54,240 --> 00:12:56,720
The sun starts to go out, 
everything starts getting dark, 

239
00:12:57,000 --> 00:12:59,280
and the mega corporations falter
in the face of escalating 

240
00:12:59,280 --> 00:13:01,360
anarchy and war sweeps through. 
And then there's the age of 

241
00:13:01,360 --> 00:13:03,760
darkness. 
The last days of light come. 

242
00:13:03,800 --> 00:13:07,680
Outlaws, religious and noble 
houses, state claims throughout.

243
00:13:08,160 --> 00:13:10,920
Everyone flees and anyone that 
doesn't end up as a rebel or a 

244
00:13:11,000 --> 00:13:13,120
renegade or a mercenary or 
something within the system. 

245
00:13:13,520 --> 00:13:16,240
And then eventually the 
civilization has crumbled and 

246
00:13:16,240 --> 00:13:17,760
everyone's just basically 
fighting over the wreckage of 

247
00:13:17,760 --> 00:13:20,440
what's left. 
Beautiful. 

248
00:13:21,160 --> 00:13:23,840
The the only, the only question 
I have about this lore wise is 

249
00:13:23,840 --> 00:13:26,760
the timeline feels very tight. 
Like very tight. 

250
00:13:26,840 --> 00:13:30,800
So like from the time that 
prosperity is predicted in the 

251
00:13:30,800 --> 00:13:36,040
sector, so people go out to it, 
it's 2377 and by the time the 

252
00:13:36,040 --> 00:13:40,280
sun is burnt out, you're only at
2454. 

253
00:13:40,480 --> 00:13:44,200
So you're less than 100 years 
from like discovering the sector

254
00:13:44,680 --> 00:13:47,800
to terraforming the sector to 
have it being like a bustling 

255
00:13:47,800 --> 00:13:50,480
sector to sun going out and 
sector being completely fucked. 

256
00:13:50,840 --> 00:13:53,360
They're moving quick. 
They're that's 70 years. 

257
00:13:53,360 --> 00:13:57,960
That's like one person that's 
like 2 generations and then but 

258
00:13:57,960 --> 00:14:01,720
where you're playing now is like
120 years after that. 

259
00:14:01,720 --> 00:14:07,240
So you you are almost twice as 
long in like everything being 

260
00:14:07,240 --> 00:14:10,320
shit as you were in the sector 
being good at all. 

261
00:14:10,560 --> 00:14:13,520
Yeah, that was really just good 
few good years, you know that's.

262
00:14:13,560 --> 00:14:15,800
All it had, and then it's been 
shit ever since. 

263
00:14:17,320 --> 00:14:20,320
And then again, like I love like
this is a great shot. 

264
00:14:20,320 --> 00:14:23,240
I know it's just like a like an 
eclipse, but incredible. 

265
00:14:23,360 --> 00:14:25,840
Yeah, getting into the content 
of the books. 

266
00:14:26,320 --> 00:14:29,600
There is a bunch of chapters, 
preparations, game structure, 

267
00:14:29,600 --> 00:14:32,600
building a combat unit, starting
a game after action, campaign 

268
00:14:32,600 --> 00:14:34,480
resources, and then the 
references. 

269
00:14:35,320 --> 00:14:37,040
And I love throughout the entire
book, we're going to talk about 

270
00:14:37,040 --> 00:14:38,200
the art a lot. 
We're not going to point out 

271
00:14:38,200 --> 00:14:41,800
every single piece, but every 
piece is labeled, which is cool.

272
00:14:41,800 --> 00:14:45,160
Like I love either when a when a
book has every piece labeled by 

273
00:14:45,160 --> 00:14:48,120
who the artist is or has an 
index reference to who all the 

274
00:14:48,120 --> 00:14:49,320
art pieces are, which is 
incredible. 

275
00:14:49,520 --> 00:14:52,400
But this piece right here, like 
this, this Martin McCoy piece at

276
00:14:52,400 --> 00:14:53,640
the beginning. 
And if you don't know Martin 

277
00:14:53,640 --> 00:14:56,640
McCoy, go look at their art. 
They're insane. 

278
00:14:58,120 --> 00:15:00,440
But this piece right here from 
Martin McCoy right off the bat 

279
00:15:00,440 --> 00:15:03,200
is fucking insane. 
Like it? 

280
00:15:03,200 --> 00:15:06,440
It just slides. 
Really enjoy that piece. 

281
00:15:06,440 --> 00:15:11,560
It also just feels really like, 
like a wartime, like bloody 

282
00:15:11,560 --> 00:15:13,760
atmosphere piece. 
You know, there's just like this

283
00:15:13,840 --> 00:15:16,800
Reds in it. 
Yeah, they feel very ominous. 

284
00:15:17,200 --> 00:15:19,240
Yeah, if you in in podcast 
world, if you happen to be 

285
00:15:19,240 --> 00:15:24,760
listening, it's in the front is,
you know, a guy, a pilot behind 

286
00:15:24,760 --> 00:15:27,560
them is a person who might be 
like a mechanic based on just 

287
00:15:27,560 --> 00:15:29,920
like the the tablet in their 
hand, probably an engineer of 

288
00:15:29,920 --> 00:15:34,800
some kind. 
And way in the back is A2 legged

289
00:15:34,800 --> 00:15:37,160
neck. 
But everything is bathed in this

290
00:15:37,160 --> 00:15:39,600
like red light except for a 
little bit of blue popping up in

291
00:15:39,600 --> 00:15:41,520
front of the two figures in the 
front. 

292
00:15:41,520 --> 00:15:43,360
So it's just an absolutely 
incredible piece. 

293
00:15:46,720 --> 00:15:48,560
And then we continue on more 
dope art. 

294
00:15:48,640 --> 00:15:51,280
I mean, a lot of the artists in 
here, you got let you got Hodag,

295
00:15:51,280 --> 00:15:52,840
you got Martin McCoy. 
We'll go through the list of 

296
00:15:52,840 --> 00:15:55,000
artists at the end, the credits 
pages all the way at the back. 

297
00:15:55,120 --> 00:15:56,600
You know what, no, let's do that
right now. 

298
00:15:56,600 --> 00:15:58,440
Let's just roll back to the 
bottom because I want to make 

299
00:15:58,440 --> 00:16:00,920
sure we we we address that 
because one thing that we want 

300
00:16:00,920 --> 00:16:04,360
to talk about or give credit to 
and and everything is the the 

301
00:16:04,360 --> 00:16:07,000
artist that make all of these 
visions come to life. 

302
00:16:10,200 --> 00:16:12,600
Word. 
Steve Huffer copy yeah. 

303
00:16:12,600 --> 00:16:15,000
Mike Hutchinson as a copy 
editor. 

304
00:16:15,000 --> 00:16:20,800
Insane cover by Jan Burgay. 
Interior are Nico lucido, Martin

305
00:16:20,800 --> 00:16:25,920
McCoy, Lett Morrison Hodag, Ryan
Walker and Tyler Russo layout 

306
00:16:25,920 --> 00:16:27,400
and design work and combat unit 
sheets. 

307
00:16:27,400 --> 00:16:30,120
Dylan Molesko and game photos. 
Dylan Ryan because there are 

308
00:16:31,400 --> 00:16:34,920
insane photos of painted 
Mexican, which is incredible. 

309
00:16:35,280 --> 00:16:37,200
There are all those artists, 
yeah. 

310
00:16:37,560 --> 00:16:39,760
And we, we've seen art from a 
lot of the people like let. 

311
00:16:39,960 --> 00:16:41,840
We obviously seen so much 
fucking hodag on this. 

312
00:16:41,840 --> 00:16:45,000
Everyday shout out Hodag. 
You know, shout out fucking 

313
00:16:45,000 --> 00:16:48,520
Hodag. 
So all right, so that's getting 

314
00:16:48,520 --> 00:16:51,160
into the book, so let's get into
the game. 

315
00:16:51,160 --> 00:16:54,520
So I'm gonna go over the rules 
breakdown of the game. 

316
00:16:54,520 --> 00:16:59,320
So the gist of this game? 
What is this game in few words? 

317
00:16:59,880 --> 00:17:02,640
Now, Flames of Orion is a model 
agnostic tabletop miniature 

318
00:17:02,640 --> 00:17:05,319
skirmish game where players 
control combat units composed of

319
00:17:05,319 --> 00:17:08,640
four giant mechanized combat 
machines fighting over the 

320
00:17:08,640 --> 00:17:14,000
devastated Orion system. 
That is Flames of Orion in a 

321
00:17:14,000 --> 00:17:16,560
fucking nutshell, right? 
So how does that work? 

322
00:17:16,560 --> 00:17:22,880
So getting started, players 
build combat units of four mechs

323
00:17:22,880 --> 00:17:25,000
each. 
Usually there are some factions 

324
00:17:25,000 --> 00:17:27,480
to change that. 
Did you see that faction in the 

325
00:17:27,480 --> 00:17:30,120
Guerrilla Warfare 1? 
Which one? 

326
00:17:30,120 --> 00:17:35,120
There's there's two. 
There's a bunch of factions 

327
00:17:35,120 --> 00:17:36,160
added. 
Which one was the one in the 

328
00:17:36,160 --> 00:17:38,520
guerrilla warfare? 
One, the guerrilla warfare, one 

329
00:17:38,520 --> 00:17:41,240
that has the 1A dead or alive 
mercs in the back, but it's the 

330
00:17:41,240 --> 00:17:43,760
one that has Inner Sphere 
militia, where you can only have

331
00:17:43,760 --> 00:17:46,520
two mechs and then all the rest 
of your stuff is like infantry 

332
00:17:46,520 --> 00:17:47,920
and like Garrison forces and 
stuff. 

333
00:17:48,400 --> 00:17:50,840
I thought of you right away. 
That sounds like a fun way to 

334
00:17:50,840 --> 00:17:52,360
play that's. 
What I'm saying, that's why I 

335
00:17:52,360 --> 00:17:54,240
thought of you right away. 
I thought the guerrilla warfare,

336
00:17:55,000 --> 00:17:56,280
excuse me, the guerrilla warfare
stick. 

337
00:17:57,280 --> 00:18:00,360
I love the inventory so. 
Yeah, yeah, that's cool. 

338
00:18:02,160 --> 00:18:06,120
So anyway, so players build 
their combat units of Form X 

339
00:18:06,120 --> 00:18:08,720
Hunter is going to go over 
combat units and all that kind 

340
00:18:08,720 --> 00:18:09,680
of stuff. 
So I'm just going over the 

341
00:18:09,680 --> 00:18:13,040
rules. 
The models are roughly 6mm scale

342
00:18:13,960 --> 00:18:17,920
so minis are that are roughly on
a 28 to 40mm base in scale. 

343
00:18:17,920 --> 00:18:21,760
So they're still big but small 
like versus mech 28 which was it

344
00:18:22,200 --> 00:18:24,760
has to be at least 4 inches 4. 
Fucking inches. 

345
00:18:24,960 --> 00:18:27,720
Yeah, most of the mechs here 
that they list like Catalyst, 

346
00:18:27,720 --> 00:18:31,840
Paddle Tech, Reaper calves, I 
will say that over Knuckle Bones

347
00:18:31,840 --> 00:18:33,960
minis, I did buy some of the 
Knuckle Bones minis I have. 

348
00:18:34,080 --> 00:18:37,040
I have so many mechs now, but if
you look at the original under 

349
00:18:37,040 --> 00:18:40,920
the dice minis versus the new 
under the dice mini, you'll 

350
00:18:40,920 --> 00:18:43,680
notice that it is a very 
different size scale. 

351
00:18:44,040 --> 00:18:47,800
You can see like this little guy
versus the guy next to it. 

352
00:18:47,800 --> 00:18:54,640
It's almost like twice as big. 
OK, so I'm curious if this was 

353
00:18:54,640 --> 00:18:56,760
like originally thought of as 
like the scalar think it were 

354
00:18:56,760 --> 00:18:58,600
just a little bit smaller, but 
this? 

355
00:18:58,600 --> 00:19:00,760
Is kind of the big guys and some
are little guys, you know. 

356
00:19:00,920 --> 00:19:03,680
Yeah, this is kind of the scale 
of like all the battle tech and 

357
00:19:03,680 --> 00:19:05,640
stuff too. 
They're like 28mm bases and 

358
00:19:05,640 --> 00:19:07,680
stuff, which I think is a great 
size. 

359
00:19:07,680 --> 00:19:10,160
Like they're like 2-2 inches, 
maybe a little bit more. 

360
00:19:13,480 --> 00:19:17,120
The board is generally 2 by 2 up
to a four by four and can have 

361
00:19:17,120 --> 00:19:20,920
destructible terrain. 
Lots of, you know, mech shit on 

362
00:19:20,920 --> 00:19:23,560
it, right? 
The game uses mostly D sixes. 

363
00:19:24,560 --> 00:19:27,680
You can pre measure all that 
kind of stuff. 

364
00:19:27,680 --> 00:19:29,520
There's activation tokens. 
There's tokens all over the 

365
00:19:29,520 --> 00:19:35,400
craze for for a bunch of stuff. 
So quick intro to MEX again 

366
00:19:35,400 --> 00:19:37,680
honey, we'll go over that a 
little bit more, but Mex have 6 

367
00:19:37,680 --> 00:19:42,640
stats, whole points or HP, 
armor, AR, combat skill or CS, 

368
00:19:42,920 --> 00:19:47,880
speed or S, heat limit, HL and 
platforms for PF. 

369
00:19:48,720 --> 00:19:52,680
And at base you start with just 
a standard MEC frame, which is 

370
00:19:52,680 --> 00:19:55,000
what's on the board here, which 
I don't know for some reason 

371
00:19:55,480 --> 00:19:58,120
honestly might be my favorite 
piece of art in this entire 

372
00:19:58,120 --> 00:19:58,880
game. 
It is. 

373
00:19:59,000 --> 00:20:00,400
Again, it is what's on the 
field. 

374
00:20:01,760 --> 00:20:05,520
The field press, it's what was 
on the soundtrack and for I 

375
00:20:05,520 --> 00:20:08,560
don't know what about it, the 
isometric view something about, 

376
00:20:08,560 --> 00:20:11,200
but the the squatness of it. 
I don't know. 

377
00:20:11,280 --> 00:20:12,280
It's dope as fuck. 
I love. 

378
00:20:12,280 --> 00:20:14,760
It cannons it's got on both 
arms. 

379
00:20:14,920 --> 00:20:17,320
I love it. 
Baseline chassis, a good mix of 

380
00:20:17,320 --> 00:20:19,880
speed, Harmer and efficiency. 
So you can see the base Mac. 

381
00:20:19,880 --> 00:20:24,640
So speed 6, combat skill 4 plus 
armor 6 plus whole .6 heat limit

382
00:20:24,640 --> 00:20:27,840
10 platforms 4. 
That is your standard base Mac 

383
00:20:28,000 --> 00:20:32,040
Artwork by Nico Lucido. 
Standard, right? 

384
00:20:32,920 --> 00:20:35,000
You can get different stuff with
optional rules and add-ons, but 

385
00:20:35,000 --> 00:20:37,480
that's generally what it is. 
The way that the game is 

386
00:20:37,480 --> 00:20:40,600
structured is you play 5 rounds 
across three different three 

387
00:20:40,600 --> 00:20:42,280
different phases across 5 
rounds. 

388
00:20:43,000 --> 00:20:45,920
Your phases are the initiative 
phase, the your activation 

389
00:20:45,920 --> 00:20:52,200
phase, and then the heat phase. 
The way those work is when you 

390
00:20:52,440 --> 00:20:58,600
like when you roll initiative it
is just a I got lost my notes. 

391
00:20:58,600 --> 00:21:02,360
It's AD 6 and you can add +1 if 
you finished first in the 

392
00:21:02,360 --> 00:21:04,920
previous round. 
So if you have less mex or 

393
00:21:04,920 --> 00:21:06,720
whatever for any reason, you can
do that. 

394
00:21:07,000 --> 00:21:09,200
I love this whole page here 
specifically about the Rule of 

395
00:21:09,200 --> 00:21:10,480
Cool. 
We'll take a break real quick. 

396
00:21:10,760 --> 00:21:12,240
Probably the most important rule
in this book. 

397
00:21:12,240 --> 00:21:15,040
Sometimes the rules don't 
exactly fit the situation, or a 

398
00:21:15,040 --> 00:21:16,720
disagreement comes up over their
application. 

399
00:21:16,720 --> 00:21:18,800
Whenever this happens, the best 
outcome is typically found by 

400
00:21:18,800 --> 00:21:20,920
rolling a dice to decide and 
simply moving on. 

401
00:21:21,280 --> 00:21:23,480
If something sounds or looks 
cool but the rules obstruct your

402
00:21:23,480 --> 00:21:24,880
vision, bend the rules around 
it. 

403
00:21:24,880 --> 00:21:27,200
If there is a rule for what you 
want to do, it's OK to make one 

404
00:21:27,200 --> 00:21:29,240
up. 
This is one of my favorite lines

405
00:21:29,240 --> 00:21:30,240
ever. 
That has now become part of my 

406
00:21:30,240 --> 00:21:32,720
vernacular. 
Always be strict with yourself 

407
00:21:32,720 --> 00:21:35,480
and lenient with your opponent. 
Yeah. 

408
00:21:35,480 --> 00:21:37,640
And just in general, as like a 
life lesson, be strict with 

409
00:21:37,640 --> 00:21:39,920
yourself and lean with others. 
That's really in. 

410
00:21:40,040 --> 00:21:42,920
General for everything, yeah. 
Like the world forgot like the 

411
00:21:42,920 --> 00:21:45,400
the golden rule that we all 
learned as kids, which was like 

412
00:21:45,400 --> 00:21:47,640
treat others as you would like 
you know yourself to be treated.

413
00:21:47,840 --> 00:21:50,080
I'm good with this. 
Be strict with yourself and and 

414
00:21:50,080 --> 00:21:51,920
and leaning with other people. 
I fucking love that shit. 

415
00:21:51,960 --> 00:21:55,480
It's great. 
OK, so activations, how does 

416
00:21:55,480 --> 00:21:58,280
this work? 
There are you can take 2 actions

417
00:21:58,600 --> 00:22:01,320
per activation per model and the
model you go back and forth. 

418
00:22:01,320 --> 00:22:04,160
It's a fucking war game. 
There are five actions you can 

419
00:22:04,160 --> 00:22:07,760
take which are move, ranged 
attack, a race attack, melee 

420
00:22:07,760 --> 00:22:10,760
attack, disengage, and purge. 
Heat. 

421
00:22:11,120 --> 00:22:13,480
We purged a lot more heat, or at
least I did in the second game 

422
00:22:14,840 --> 00:22:17,720
and then all blew up anyway. 
But. 

423
00:22:19,800 --> 00:22:21,920
Yeah. 
When you're activating. 

424
00:22:21,920 --> 00:22:23,240
You know. 
Yeah, right. 

425
00:22:23,240 --> 00:22:26,000
Well, I did right. 
I purposely like jacked my heat 

426
00:22:26,000 --> 00:22:27,320
up and then ran into you and 
blew up. 

427
00:22:27,960 --> 00:22:34,200
So you generate heat anytime you
do a second action or just in 

428
00:22:34,200 --> 00:22:36,640
the heat phase, which we'll get 
to or a bolstered action. 

429
00:22:36,640 --> 00:22:40,240
So if you just do like 1 action 
flat, you don't generate heat 

430
00:22:40,240 --> 00:22:42,040
that that round until the heat 
phase. 

431
00:22:42,360 --> 00:22:44,440
But if you do a second action or
bolster. 

432
00:22:44,440 --> 00:22:48,080
So really you could do, you 
could generate 0 heating around,

433
00:22:48,080 --> 00:22:51,680
or you could generate up to 
three heat per round. 

434
00:22:52,120 --> 00:22:54,480
Yeah, because you could bolster 
a move, you could bolster an 

435
00:22:54,480 --> 00:22:57,080
attack. 
And then there might be special 

436
00:22:57,080 --> 00:22:59,680
stuff that like makes you do 
extra heat, but you can generate

437
00:22:59,960 --> 00:23:03,080
at base basically zero or three 
heat before you even get to the 

438
00:23:03,080 --> 00:23:04,840
heat phase. 
And I like that. 

439
00:23:04,840 --> 00:23:06,520
I like that there are things 
that you can do without 

440
00:23:06,520 --> 00:23:10,880
generating heat in this game, 
like in MEC 28. 

441
00:23:10,880 --> 00:23:13,160
I love that game is built around
like your heat management. 

442
00:23:13,680 --> 00:23:14,920
This one's definitely a bit 
different. 

443
00:23:17,240 --> 00:23:18,600
I just talked about bolstered 
actions. 

444
00:23:18,840 --> 00:23:23,000
Bolstered actions are cool. 
Like every all 5 actions can get

445
00:23:23,000 --> 00:23:26,520
a bolstered option. 
Like for example, a bolstered 

446
00:23:26,520 --> 00:23:29,960
range attack, you could have 
focused fire and it adds that 

447
00:23:29,960 --> 00:23:32,640
plus one to your combat skill 
and we'll all get over how to do

448
00:23:32,640 --> 00:23:35,840
combat rolls in a second. 
But there's bolstered melees, 

449
00:23:35,840 --> 00:23:37,960
bolstered range, there's 
bolstered purge, there's 

450
00:23:37,960 --> 00:23:40,720
bolstered disengage. 
Even like all 5 actions have a 

451
00:23:40,720 --> 00:23:42,720
way to bolster it and increase 
it, which is cool. 

452
00:23:42,720 --> 00:23:45,080
I love that. 
I'd love the trade off of I want

453
00:23:45,080 --> 00:23:47,600
to do something more. 
I'll just get heat with it. 

454
00:23:47,920 --> 00:23:50,160
Yeah, which it's a funny, of 
course, of course that's how it 

455
00:23:50,160 --> 00:23:54,120
works, but it's still cool. 
That's still attacking. 

456
00:23:54,120 --> 00:23:57,200
Four of the of each mech is like
pretty generous as compared to 

457
00:23:57,200 --> 00:23:59,560
like mech 28 which is more of a 
heat focused game. 

458
00:23:59,840 --> 00:24:02,400
Like yes, you can push heat for 
quite a while before you go. 

459
00:24:02,400 --> 00:24:04,320
Like OK, well I really need to 
purge now, you know? 

460
00:24:04,680 --> 00:24:09,000
Yeah, well the thing too though 
with mech, with mech 28 is part 

461
00:24:09,000 --> 00:24:11,640
of every round is ending purging
heat. 

462
00:24:11,640 --> 00:24:14,160
So you can purge every round 
versus this one where you have 

463
00:24:14,160 --> 00:24:17,680
to like choose to purge heat. 
So we're going to talk about the

464
00:24:17,680 --> 00:24:20,360
comparisons between Flames of 
Orion and MEC 28 for multiple 

465
00:24:20,360 --> 00:24:23,320
reasons, one being they're the 
two MEC games we played 

466
00:24:23,320 --> 00:24:25,600
recently. 
But also I think at least in the

467
00:24:25,600 --> 00:24:30,000
skirmish kind of circle ish that
I'm roughly on the outskirts of,

468
00:24:30,480 --> 00:24:32,640
they're kind of like the two 
preeminent like more indie 

469
00:24:32,640 --> 00:24:34,840
skirmish MEC games versus like 
battle check or something like 

470
00:24:34,840 --> 00:24:36,760
that. 
So there's a lot of comparison 

471
00:24:36,760 --> 00:24:41,120
that you can have between those.
So anyway, attacks, how do you 

472
00:24:41,120 --> 00:24:42,720
fucking attack in Flames of 
Orion? 

473
00:24:42,720 --> 00:24:48,000
So basically, I hate when this 
little fucking thing comes up 

474
00:24:48,000 --> 00:24:51,160
that way. 
To attack, you make AD 6 roll 

475
00:24:51,160 --> 00:24:55,040
higher than your CS value. 
As I said before, base CS across

476
00:24:55,080 --> 00:24:57,320
all models across all frames is 
4 plus. 

477
00:24:57,640 --> 00:25:00,600
So you roll AD 6, and if you get
a four roll higher, you hit. 

478
00:25:00,800 --> 00:25:04,640
Boom, good job, you do an amount
of damage whether it's one or 

479
00:25:04,640 --> 00:25:07,120
two. 
Let's say it's 2 and I'm 

480
00:25:07,120 --> 00:25:12,760
shooting my Mac at Hunter. 
Hunter then gets an armor roll 

481
00:25:12,760 --> 00:25:15,640
to defend against the damage and
he rolls a number of D sixes 

482
00:25:15,640 --> 00:25:19,280
equal to the damage. 
So if I roll and get a four plus

483
00:25:19,320 --> 00:25:22,280
with on A2 damage thing. 
Let's say I have a heavy long 

484
00:25:22,280 --> 00:25:25,200
range weapon and. 
Your armor score. 

485
00:25:25,840 --> 00:25:27,920
Let's say you do. 
Let's say that all my mechs 

486
00:25:27,920 --> 00:25:29,960
didn't have that. 
No a medium, a medium, a medium,

487
00:25:30,240 --> 00:25:34,320
heavy as 4. 
You would then get to roll on a 

488
00:25:34,320 --> 00:25:39,600
your armor roll 1 armor roll per
damage and that base 6 plus is 

489
00:25:39,600 --> 00:25:42,520
generally the armor unless you 
get MK1 or MK2 armor or you have

490
00:25:42,520 --> 00:25:46,560
a heavy frame. 
So 100 would roll AD 6 for each 

491
00:25:46,560 --> 00:25:50,480
point of damage and on a six on 
a six they would negate one 

492
00:25:50,480 --> 00:25:52,960
point of damage. 
And if it's A5 or A4 whatever. 

493
00:25:52,960 --> 00:25:56,000
Let's say you have MK2 armor, 
which knocks your armor to A4 

494
00:25:56,000 --> 00:25:59,280
plus and you roll A4 and A5. 
You take no damage your armor 

495
00:25:59,280 --> 00:26:01,560
eats at all. 
So it's it's armor soaked with a

496
00:26:01,560 --> 00:26:07,000
roll, which is cool. 
And then six are always critics.

497
00:26:07,000 --> 00:26:14,320
Once are always misses and then 
critical hits add 1 automatic 

498
00:26:14,320 --> 00:26:17,280
damage. 
And then if if I hit you with a 

499
00:26:17,280 --> 00:26:20,080
crit, I would roll on the 
catastrophic, I would roll to 

500
00:26:20,080 --> 00:26:21,680
see if you get catastrophic 
damage. 

501
00:26:22,680 --> 00:26:26,120
So I would roll and if I meet or
exceed my CS again, basically 

502
00:26:26,120 --> 00:26:28,800
it's kind of like confirming A 
crit, kind of like if if I if I 

503
00:26:28,920 --> 00:26:31,480
hit you, I get a six and then I 
quote UN quote hit you again, 

504
00:26:31,680 --> 00:26:33,840
I'll roll 2D6 on a catastrophic 
damage table. 

505
00:26:33,840 --> 00:26:35,880
Why don't you hit me with the 
2D6 real quick and we'll roll on

506
00:26:35,880 --> 00:26:40,880
the catastrophic damage table. 
Yeah, should have had dice with 

507
00:26:40,880 --> 00:26:43,440
me. 
You always got to have dice. 

508
00:26:43,440 --> 00:26:44,480
You never know what I'm going to
ask. 

509
00:26:45,640 --> 00:26:51,880
I rolled A5 and A6 so 11. 
All right, so you got a weapon 

510
00:26:51,880 --> 00:26:54,360
disabled. 
A random weapon is disabled. 

511
00:26:55,040 --> 00:26:56,400
Perfect. 
That sucks. 

512
00:26:56,440 --> 00:26:57,880
Yeah. 
If you roll a 12 it's cockpit 

513
00:26:57,880 --> 00:26:59,840
fire in your model is 
automatically reduced to 0, 

514
00:27:00,000 --> 00:27:01,360
which means you roll an explode 
check. 

515
00:27:02,280 --> 00:27:03,800
I love that we didn't have any 
of that happened. 

516
00:27:03,800 --> 00:27:06,280
I honestly don't even remember 
if we would if we even noticed 

517
00:27:06,280 --> 00:27:10,280
every when we rolled sixes on 
our CS rolls cuz at some point 

518
00:27:10,280 --> 00:27:11,880
in two games we had to have, you
know, we. 

519
00:27:11,880 --> 00:27:14,920
Had to have yeah, yeah, we, but 
also through forgetting that I 

520
00:27:14,920 --> 00:27:16,920
had the armor piercing on hard 
javelin. 

521
00:27:17,680 --> 00:27:20,320
And for for half of the first 
game we were shooting our 

522
00:27:20,320 --> 00:27:24,120
weapons twice per per activation
before we realized that no, you 

523
00:27:24,120 --> 00:27:27,040
only get one. 
Which makes sense what else we 

524
00:27:27,040 --> 00:27:30,360
have here. 
Whenever you attack melee or 

525
00:27:30,360 --> 00:27:33,920
range, you only get I literally 
specifically wrote in the notes,

526
00:27:33,920 --> 00:27:36,040
whenever you attack mainly or 
range, you only get one attack 

527
00:27:36,040 --> 00:27:38,240
per round with each weapon 
because we, we did that for like

528
00:27:38,240 --> 00:27:40,120
3 rounds. 
We, we kept being like, I fired 

529
00:27:40,120 --> 00:27:44,800
my weapon twice. 
All right, there's basic game 

530
00:27:44,800 --> 00:27:46,960
mechanic stuff here that I'm not
going to go over movement 

531
00:27:47,520 --> 00:27:49,240
falling. 
I just talked about all the 

532
00:27:49,240 --> 00:27:52,120
combat stuff. 
Long range is important. 

533
00:27:52,120 --> 00:27:55,000
So anything greater than 10 
inches, there is no range. 

534
00:27:55,000 --> 00:27:57,440
For the most part you can shoot 
anywhere on the board, but 

535
00:27:57,440 --> 00:28:00,120
anything greater than 10 inches 
you automatically reduce your CS

536
00:28:00,120 --> 00:28:03,840
by 1. 
Line of sight is important. 

537
00:28:04,080 --> 00:28:07,080
Cover which is interesting. 
I love the way this works 

538
00:28:07,080 --> 00:28:09,840
actually. 
Cover doesn't reduce your CS, it

539
00:28:09,840 --> 00:28:13,680
adds to the other persons armor.
So instead of having to roll A6 

540
00:28:13,680 --> 00:28:15,560
to reduce damage, they would 
roll A5 instead. 

541
00:28:15,560 --> 00:28:18,360
Because it reduces it gives them
a + 1, which is cool. 

542
00:28:19,160 --> 00:28:21,720
Engaged is interesting, which 
interesting too. 

543
00:28:21,720 --> 00:28:24,920
In the FAQs in the back it does 
say you have to disengage from a

544
00:28:24,920 --> 00:28:27,560
cable whip if you're within 3 
inches of it because you are now

545
00:28:27,560 --> 00:28:29,760
considered engaged because that 
is its engagement range, which 

546
00:28:29,760 --> 00:28:30,480
is fucking cool. 
That's cool. 

547
00:28:31,080 --> 00:28:32,760
Yeah. 
Yeah, but if you're engaged, you

548
00:28:32,760 --> 00:28:35,680
can't move away, you can't fire 
a range weapon, you can't do 

549
00:28:35,680 --> 00:28:37,040
anything. 
You have to disengage or 

550
00:28:37,040 --> 00:28:39,400
basically go melee. 
I already talked about crit. 

551
00:28:39,400 --> 00:28:41,000
We already talked about 
catastrophic damage. 

552
00:28:41,480 --> 00:28:44,000
Let's talk about heat. 
So there's two ways to have heat

553
00:28:44,000 --> 00:28:45,720
in the game. 
I already talked about the ways 

554
00:28:45,720 --> 00:28:48,560
you can generate heat in a turn.
But one of the three phases of 

555
00:28:48,560 --> 00:28:52,000
the game is the heat phase. 
So basically mix, generate a 

556
00:28:52,000 --> 00:28:55,240
shit load of heat. 
So at the end of every round, 

557
00:28:55,240 --> 00:28:59,000
once everyone's gone, there's a 
heat check that everyone goes 

558
00:28:59,000 --> 00:29:04,320
through in the game. 
So basically you roll the D6 and

559
00:29:04,320 --> 00:29:06,160
there is a a table for how much 
heat. 

560
00:29:06,160 --> 00:29:10,000
So on a 1 you generate 2 heat, 
on a 2 to 4 you generate one 

561
00:29:10,000 --> 00:29:11,840
heat, on a 5 to 6 you generate 
no heat. 

562
00:29:12,040 --> 00:29:16,520
So even if you don't do anything
to generate heat, you can still 

563
00:29:16,520 --> 00:29:18,200
end up with heat at the end 
basically. 

564
00:29:18,640 --> 00:29:21,040
Not pretty forgiving role 
really, you know. 

565
00:29:21,840 --> 00:29:23,920
Yeah. 
And there are ways to reduce 

566
00:29:23,920 --> 00:29:25,960
even the the heat check, which 
we'll go over when we go over 

567
00:29:25,960 --> 00:29:30,760
like some of the other stuff. 
So if you reach your maximum 

568
00:29:30,760 --> 00:29:34,640
heat, your whole points 
automatically go down to 0, 

569
00:29:35,280 --> 00:29:38,120
which knocks you out of action. 
If your whole points go down to 

570
00:29:38,120 --> 00:29:41,840
zero, you're also out of action.
So two ways to end. 

571
00:29:41,840 --> 00:29:44,800
It's either HP actually going 
down or you're heat maxing out. 

572
00:29:45,440 --> 00:29:47,720
And if that happens, you roll an
explode check. 

573
00:29:47,760 --> 00:29:50,240
And I think we exploded almost 
every time. 

574
00:29:50,240 --> 00:29:51,920
I think one guy that I wish 
exploded. 

575
00:29:52,400 --> 00:29:55,640
Yeah, we, we, we. 
You use that very effectively. 

576
00:29:55,880 --> 00:29:58,720
The first time it was used 
effectively by accident. 

577
00:29:58,960 --> 00:30:01,120
The second. 
The second time I learned and 

578
00:30:01,120 --> 00:30:02,920
used it on purposely. 
On purpose, yeah. 

579
00:30:03,160 --> 00:30:05,360
Yeah, I'll go over. 
I'll go over that in a second. 

580
00:30:05,360 --> 00:30:07,280
So explode, check. 
Basically, if you hit zero or 

581
00:30:07,280 --> 00:30:10,440
you Max out your heat and hit 
zero, you roll AD 6. 

582
00:30:10,440 --> 00:30:14,120
On a three to six, you explode. 
And the way explode works, which

583
00:30:14,160 --> 00:30:16,880
I think is fucking perfect, it 
is. 

584
00:30:17,440 --> 00:30:19,520
The damage is equal to half your
heat, rounded down. 

585
00:30:19,520 --> 00:30:24,480
So let's say you have 6 heat, 
you get it's three damage, and 

586
00:30:24,520 --> 00:30:28,120
the range is the number of 
inches you have heat. 

587
00:30:28,280 --> 00:30:31,640
So again, if you have 6 heat 
when you die, it's three damage 

588
00:30:31,640 --> 00:30:35,040
in a six inch radius. 
Nice clean rule too, you know. 

589
00:30:35,040 --> 00:30:37,920
It's great. 
It's very first of all, you 

590
00:30:37,920 --> 00:30:39,360
know, these Sixers are my 
favorite dice. 

591
00:30:39,400 --> 00:30:41,080
Like I think these 6 is the 
perfect dice. 

592
00:30:41,840 --> 00:30:44,200
So it's, it's great. 
So what happened in the second 

593
00:30:44,280 --> 00:30:48,040
one that we did is the way that 
my next kind of had to work 

594
00:30:48,040 --> 00:30:50,800
their way around this ship. 
I put one in the front and it 

595
00:30:50,800 --> 00:30:53,000
got so much damage, but it's 
whole points had like 2 left or 

596
00:30:53,000 --> 00:30:55,680
whatever. 
So for like a turn or two, I, 

597
00:30:55,760 --> 00:30:59,120
I'm, I bolstered every action. 
I did everything I could to Jack

598
00:30:59,120 --> 00:31:03,280
up as much heat as I possibly 
could and then moved it into 

599
00:31:03,720 --> 00:31:08,560
your two mechs and then you hit 
me with a melee which I had like

600
00:31:08,560 --> 00:31:12,080
1 HP left, immediately knocked 
me out and exploded. 

601
00:31:12,080 --> 00:31:14,520
But since I jacked my heat up by
like 3 or four more in the 

602
00:31:14,520 --> 00:31:17,080
previous round, it was enough 
that I blew up. 

603
00:31:17,120 --> 00:31:21,960
I think both of them or only. 
Wayward Core Phantom Walker was 

604
00:31:21,960 --> 00:31:26,600
still up. 
And then I shot my own guy on 

605
00:31:26,600 --> 00:31:31,000
accident who was standing in 
front of you who only had one HP

606
00:31:31,000 --> 00:31:34,000
left, which blew him up, which 
then blew up Phantom Walker. 

607
00:31:34,120 --> 00:31:36,400
That one took it, yeah. 
Yeah, yeah. 

608
00:31:36,880 --> 00:31:39,800
It's funny that never. 
Took out the frenzy demon to 

609
00:31:39,800 --> 00:31:41,800
this day has never fallen in 
combat. 

610
00:31:41,800 --> 00:31:45,280
That little fucker. 
The only reason is because I 

611
00:31:45,280 --> 00:31:48,800
think it was Itinerary of Hate. 
DID is the only guy that didn't 

612
00:31:48,800 --> 00:31:50,640
pass the explode check to 
explode. 

613
00:31:50,840 --> 00:31:54,240
So in the first game, the only 
MEC left standing was Frenzy 

614
00:31:54,240 --> 00:31:56,960
Demon. 
In the second game, I think we 

615
00:31:56,960 --> 00:32:00,600
we in it on five rounds and I 
had I think just one guy up and 

616
00:32:00,600 --> 00:32:03,240
you had two guys up or we both 
had two guys up but you had 

617
00:32:03,240 --> 00:32:04,720
taken out more of mine or 
something. 

618
00:32:04,720 --> 00:32:07,240
I don't remember. 
But I think you won both games 

619
00:32:08,400 --> 00:32:09,600
anyway. 
Quick battle report. 

620
00:32:09,600 --> 00:32:13,400
That is the way it is. 
Yeah, there's a couple other 

621
00:32:13,400 --> 00:32:14,440
things here. 
Destructible. 

622
00:32:14,600 --> 00:32:17,280
Oh, that's what that says. 
Destructible terrain. 

623
00:32:17,720 --> 00:32:21,760
That's what that says. 
See that scribble that says 

624
00:32:21,760 --> 00:32:24,880
destructive terrain, Right? 
We have questions we have. 

625
00:32:24,880 --> 00:32:26,440
Question, we have question. 
Yeah. 

626
00:32:26,640 --> 00:32:32,560
So, yeah, So, oh, this is a 
question. 

627
00:32:32,560 --> 00:32:36,320
We're talking about exploding. 
Nowhere on here can I find 

628
00:32:36,320 --> 00:32:37,800
weather. 
And this is the clarification 

629
00:32:37,800 --> 00:32:42,040
that we're going to ask, does 
your AR reduce explosion damage?

630
00:32:43,120 --> 00:32:47,400
We play it as no it doesn't but 
I would be interested to know. 

631
00:32:47,840 --> 00:32:49,480
I'd be interested for the 
clarification. 

632
00:32:49,480 --> 00:32:51,480
My thought is if it did it would
say. 

633
00:32:52,480 --> 00:32:56,120
Yeah, that's why. 
Wouldn't, but why wouldn't it? 

634
00:32:56,160 --> 00:32:59,560
Like when does when? 
The other question then is when 

635
00:32:59,760 --> 00:33:00,960
we're talking about destructible
terrain. 

636
00:33:00,960 --> 00:33:05,240
In a second, when terrain 
destroys, do you roll armor 

637
00:33:05,240 --> 00:33:09,080
against terrain falling on you? 
If not, then it would make sense

638
00:33:09,080 --> 00:33:11,000
that you wouldn't for explode 
and you wouldn't for terrain. 

639
00:33:11,000 --> 00:33:12,480
So let's look at destructible 
terrain real quick. 

640
00:33:13,440 --> 00:33:16,800
It does say takes damage as 
normal in destruction. 

641
00:33:16,800 --> 00:33:20,200
So that kind of leads me to 
believe take damage as normal. 

642
00:33:20,520 --> 00:33:22,480
Normally for damage you do roll 
armor. 

643
00:33:22,480 --> 00:33:27,080
So I do think we might have been
playing that wrong, which, but 

644
00:33:27,080 --> 00:33:29,120
yeah. 
Either way, a clarification 

645
00:33:29,120 --> 00:33:31,440
would be good. 
So the way it says destructible 

646
00:33:31,440 --> 00:33:33,200
terrain here, which I first of 
all I love that there's 

647
00:33:33,200 --> 00:33:35,120
destructible terrain. 
We didn't fuck with it in mech 

648
00:33:35,120 --> 00:33:37,920
28 because one of the cool 
things in mech 28 is anything 

649
00:33:37,920 --> 00:33:41,360
painted red explodes when you 
hit it, so we needed to put more

650
00:33:41,400 --> 00:33:42,840
red shit around. 
The board just exploded. 

651
00:33:42,840 --> 00:33:45,680
Exactly. 
Yeah, but the way destructible 

652
00:33:45,680 --> 00:33:49,040
terrain works focus refocusing. 
The way destructible terrain 

653
00:33:49,040 --> 00:33:52,640
works in Flames of Orion is if 
terrain is dealt any damage from

654
00:33:52,640 --> 00:33:54,160
an action, place a counter on 
it. 

655
00:33:54,400 --> 00:33:57,360
When a piece of terrain receives
a second damage that turn 

656
00:33:57,440 --> 00:33:59,120
important, important choice of 
words there. 

657
00:33:59,480 --> 00:34:02,800
Or if it is dealt 3 or more 
damage in one action, it is 

658
00:34:02,800 --> 00:34:04,680
destroyed. 
Remove the terrain from the 

659
00:34:04,680 --> 00:34:06,320
table. 
Do one damage to all models than

660
00:34:06,320 --> 00:34:09,760
two inches and then if a MEC 
moves on to destructible 

661
00:34:09,760 --> 00:34:11,560
terrain, roll AD 6. 
On a roll of one or two the 

662
00:34:11,560 --> 00:34:13,080
building is destroyed. 
I love that basically you can 

663
00:34:13,080 --> 00:34:14,400
just walk across terrain and you
fuck it up. 

664
00:34:14,400 --> 00:34:16,840
It's great. 
But the issue is when a piece of

665
00:34:16,840 --> 00:34:19,040
terrain receives the second 
damage that turn. 

666
00:34:19,199 --> 00:34:22,239
What if I do damage to the train
one turn and then damage terrain

667
00:34:22,239 --> 00:34:23,760
the second turn? 
It's not like terrain heals, 

668
00:34:24,679 --> 00:34:26,239
right? 
So the fact that it says that 

669
00:34:26,239 --> 00:34:28,360
turn. 
That turn isn't interesting. 

670
00:34:28,360 --> 00:34:30,239
Yeah, I wonder what the logic is
behind you. 

671
00:34:30,239 --> 00:34:32,560
Could just, I think you could 
just, I think the intent is you 

672
00:34:32,560 --> 00:34:34,920
could just delete the words that
turn and then it works the 

673
00:34:34,920 --> 00:34:37,920
second time it receives damage. 
Yeah, it goes down. 

674
00:34:38,040 --> 00:34:40,360
Or if you do a three damage in 
one turn, which is how we played

675
00:34:40,360 --> 00:34:41,320
it. 
That's my assumption. 

676
00:34:41,600 --> 00:34:44,880
It just doesn't need the words 
that turn there because based on

677
00:34:44,880 --> 00:34:48,360
that assumption, then in the 
next turn you would have to do 2

678
00:34:48,360 --> 00:34:50,800
more damage. 
Like basically you would be, you

679
00:34:50,800 --> 00:34:53,760
know, immortal healing terrain. 
Weird wall keeps healing. 

680
00:34:54,199 --> 00:34:57,240
Bro so that those are the two 
clarifications. 

681
00:34:57,240 --> 00:35:00,120
I think 2 of the only was 
explosion damage. 

682
00:35:01,080 --> 00:35:04,440
Does AR do you roll AR roles? 
Destructible terrain Do you roll

683
00:35:04,520 --> 00:35:08,880
AR roles and does destructible 
terrain counter counter carry 

684
00:35:08,880 --> 00:35:11,320
over between turns? 
I think the way you played it is

685
00:35:11,360 --> 00:35:13,520
the intended way, but 
clarification I. 

686
00:35:13,600 --> 00:35:16,000
Don't think so anymore. 
I think when it says you take 

687
00:35:16,000 --> 00:35:19,480
explosion damage like as normal 
like that implies to me that 

688
00:35:19,520 --> 00:35:21,640
like the way you normally take 
damages rolling armor. 

689
00:35:24,880 --> 00:35:28,880
Terrain. 
No terrain blocks explosion 

690
00:35:28,880 --> 00:35:30,160
damage. 
Destructible. 

691
00:35:30,200 --> 00:35:32,600
Terrain takes damage as normal. 
Damn. 

692
00:35:33,080 --> 00:35:41,240
Well, yeah, yeah. 
So cool piece of art of a mech 

693
00:35:41,240 --> 00:35:43,240
exploding, chunks flying all 
over the place. 

694
00:35:43,320 --> 00:35:46,480
Dope. 
OK anyway, moving on, there are 

695
00:35:46,480 --> 00:35:50,160
some optional rules. 
There is pilot eject which is 

696
00:35:50,160 --> 00:35:51,280
cool. 
We didn't fuck with this but 

697
00:35:51,280 --> 00:35:53,600
it's awesome. 
Basically, your Mac can bail out

698
00:35:53,600 --> 00:35:58,160
and become like an inventory and
stay on the battlefield, which 

699
00:35:58,160 --> 00:36:00,720
is cool. 
Love that modded frames. 

700
00:36:00,720 --> 00:36:02,760
We definitely both did without 
talking to each other. 

701
00:36:02,760 --> 00:36:04,880
We both just decided like, oh, 
we're gonna do that. 

702
00:36:04,880 --> 00:36:06,200
So it'll. 
Be fine, you know? 

703
00:36:06,200 --> 00:36:07,240
Yeah, and. 
Of course it was. 

704
00:36:07,240 --> 00:36:11,280
Yeah, because we both did it. 
We literally both picked instead

705
00:36:11,280 --> 00:36:14,560
of the standard frame, we picked
one light frame, 2 medium or 

706
00:36:14,560 --> 00:36:16,720
standard frames, and then one 
heavy frame. 

707
00:36:17,280 --> 00:36:19,840
Which did you see the Titan 1 
frame in the expansion? 

708
00:36:20,520 --> 00:36:23,200
I believe I did. 
I've I saw all the different 

709
00:36:23,200 --> 00:36:24,480
frames in the expansion. 
It's. 

710
00:36:24,480 --> 00:36:26,760
So good. 
A lot of them are very funny, 

711
00:36:27,480 --> 00:36:28,560
yeah. 
Yeah, my God. 

712
00:36:29,320 --> 00:36:30,920
Yeah, yeah. 
It's an interesting switch on 

713
00:36:30,920 --> 00:36:33,160
the experience. 
But yeah, it was that you're 

714
00:36:33,160 --> 00:36:35,600
interested in this getting those
3 pamphlets. 

715
00:36:35,640 --> 00:36:38,280
Super worth it 100. 
Percent so fucking worth it and 

716
00:36:38,280 --> 00:36:39,720
we'll talk. 
I definitely want to discuss the

717
00:36:39,720 --> 00:36:42,600
pamphlets more. 
So basically light frame gives 

718
00:36:42,600 --> 00:36:45,880
you a higher heat limit and 
higher speed, but less haul 

719
00:36:45,880 --> 00:36:49,200
points and less platforms. 
And then vice versa for the 

720
00:36:49,200 --> 00:36:53,920
heavy frames you get it lower 
speed and lower heat limit, but 

721
00:36:53,920 --> 00:36:56,280
higher whole points and more 
platforms. 

722
00:36:56,640 --> 00:37:00,280
You know, so I, I liked it, it 
was great. 

723
00:37:00,680 --> 00:37:02,800
There is option to have 
experience. 

724
00:37:02,800 --> 00:37:07,640
So like XP in games, so you can 
gather stuff, you know, by doing

725
00:37:07,640 --> 00:37:10,600
things like common collected, 
add +1 to heat check roles. 

726
00:37:10,840 --> 00:37:14,640
So after you gain 5 XP, you get 
like a little bonus, which is 

727
00:37:14,640 --> 00:37:16,440
neat. 
That's an optional rule, which 

728
00:37:16,520 --> 00:37:17,760
you know, this game is. 
We didn't. 

729
00:37:17,760 --> 00:37:19,200
We didn't say this in the 
beginning, but this game is 

730
00:37:19,200 --> 00:37:21,480
designed to be campaign, 
campaign game. 

731
00:37:21,920 --> 00:37:23,200
There is. 
It's great for that. 

732
00:37:24,040 --> 00:37:26,440
There is a quick play option, 
but honestly, if I was going to 

733
00:37:26,440 --> 00:37:29,040
do, we'll talk about it later. 
And then there's scrappers. 

734
00:37:29,160 --> 00:37:31,760
So when a model is taken out of 
action, you can place a token on

735
00:37:31,760 --> 00:37:37,800
it and then your MEC can 
actually be scrapped, like a 

736
00:37:37,800 --> 00:37:42,520
platform can be taken off of it 
and taken by somebody else. 

737
00:37:42,920 --> 00:37:44,720
So and then massive. 
Dick move. 

738
00:37:45,000 --> 00:37:47,600
Dude, and then at the Even so 
when you go into your after 

739
00:37:47,600 --> 00:37:50,320
action campaign stuff, you're 
just down a fucking platform. 

740
00:37:50,320 --> 00:37:53,160
Sucks to suck, you know, love 
that. 

741
00:37:53,960 --> 00:37:56,880
So you'll go over building a 
combat unit and then we'll talk 

742
00:37:56,880 --> 00:37:58,440
about the the rest of the book 
after that. 

743
00:37:58,440 --> 00:38:00,080
So talk to me about building a 
combat unit. 

744
00:38:00,280 --> 00:38:01,840
Yeah. 
So building a combat unit. 

745
00:38:02,280 --> 00:38:06,920
Let me pop up my notes. 
Yeah. 

746
00:38:06,920 --> 00:38:10,080
So building a combat unit, 
you're going to create a combat 

747
00:38:10,080 --> 00:38:11,600
unit. 
And this is more or less made-up

748
00:38:11,600 --> 00:38:13,680
of four parts. 
The first part is going to be 

749
00:38:13,680 --> 00:38:18,640
your faction, which provides you
a really cool little trait for 

750
00:38:18,640 --> 00:38:21,400
when you're putting together 
your combat unit, rides you like

751
00:38:21,480 --> 00:38:23,120
a little narrative jumping off 
point. 

752
00:38:23,120 --> 00:38:26,200
Ryan has a really picked like a 
religious sect and like, really 

753
00:38:26,200 --> 00:38:28,600
dove into like some lore for his
religious sect. 

754
00:38:28,840 --> 00:38:32,280
I chose a mercenary unit and I 
reference a mercenary unit from 

755
00:38:32,280 --> 00:38:34,920
a book that I'm reading, and 
they just gave us like some 

756
00:38:35,040 --> 00:38:37,080
immediate flavor that I think 
was really effective. 

757
00:38:37,080 --> 00:38:38,640
Ryan's especially was super 
effective. 

758
00:38:38,640 --> 00:38:42,560
I really love Ryan's. 
After that, the second part is 

759
00:38:42,760 --> 00:38:45,640
going to be the black market. 
This is where you get your gear 

760
00:38:45,640 --> 00:38:49,920
and weapons for your back, 
including upgrades, range, 

761
00:38:50,840 --> 00:38:52,720
melee. 
There's a lot of really great 

762
00:38:52,720 --> 00:38:54,960
stuff in there. 
After that you have ground 

763
00:38:54,960 --> 00:39:00,560
forces, an option, an optional 
alternative troop to replace 

764
00:39:00,560 --> 00:39:02,880
mech units. 
You can switch out one neck, I 

765
00:39:02,880 --> 00:39:05,200
think for two different ground 
units. 

766
00:39:05,640 --> 00:39:08,440
I picked mercenary, so I 
actually came with an infantry, 

767
00:39:08,640 --> 00:39:11,640
which was very fairly effective 
and I have ideas to make it more

768
00:39:11,640 --> 00:39:13,600
effective. 
And in the fourth part of this 

769
00:39:13,600 --> 00:39:15,640
building, your combat unit is 
your call signs. 

770
00:39:15,640 --> 00:39:18,760
This is your kind of your name 
that gives identification and 

771
00:39:18,760 --> 00:39:21,440
potential reputation and shit 
you know? 

772
00:39:24,200 --> 00:39:28,600
Beautiful and shit, you know? 
And shit, you know, I put ways 

773
00:39:28,600 --> 00:39:29,840
to play in here. 
I don't know if I was supposed 

774
00:39:29,840 --> 00:39:30,960
to put this in my. 
Section. 

775
00:39:30,960 --> 00:39:31,920
That's fine. 
Yeah, OK, cool. 

776
00:39:32,520 --> 00:39:35,760
Yeah, so as Ryan spoke of 
earlier, there's two different 

777
00:39:35,760 --> 00:39:38,600
ways to play this game. 
There's the right way and then 

778
00:39:38,600 --> 00:39:43,200
Quick Play. 
So Flames is meant to be, I'm 

779
00:39:43,240 --> 00:39:45,560
obviously joking, but Flames is 
meant to be played as like a 

780
00:39:45,640 --> 00:39:49,280
multi game campaign. 
Use game upgrades and scars as 

781
00:39:49,280 --> 00:39:51,120
they move forward through the 
story. 

782
00:39:51,840 --> 00:39:53,720
But you do have the option to do
quick play. 

783
00:39:53,720 --> 00:39:56,240
The way they're different, 
they're different just for quick

784
00:39:56,240 --> 00:39:57,800
play. 
You're going to roll for 

785
00:39:57,800 --> 00:40:00,000
equipment instead of buying 
equipment. 

786
00:40:00,400 --> 00:40:03,200
You roll for each platform and 
you can roll on the upgrades, 

787
00:40:03,200 --> 00:40:05,920
the melee, the range you you 
pick. 

788
00:40:06,520 --> 00:40:09,840
You start with four free mechs 
and you have 25,000 credits to 

789
00:40:09,840 --> 00:40:15,120
spend and you can spend 10K at 
any point to re roll one of your

790
00:40:15,120 --> 00:40:17,000
platforms. 
My question is, if you have 

791
00:40:17,000 --> 00:40:20,560
25,000 and it costs 10K, what's 
the other 5000 for? 

792
00:40:24,880 --> 00:40:25,840
R and RI don't know. 
Yeah. 

793
00:40:25,840 --> 00:40:27,960
I mean, yeah, that does make 
sense for each of the four PF 

794
00:40:27,960 --> 00:40:35,600
slots and a Mac, Yeah, Yeah. 
I mean, it would be smarter to 

795
00:40:35,600 --> 00:40:38,360
have 20 or $30,000. 
Well, 5000 leftover I guess if 

796
00:40:38,360 --> 00:40:39,880
you're gonna but you didn't 
quick play, then what's the 

797
00:40:39,880 --> 00:40:40,920
point? 
You're not. 

798
00:40:41,520 --> 00:40:43,800
You're not carrying it over. 
You're right, you're right, 

799
00:40:43,800 --> 00:40:45,560
you're right. 
I thought about it. 

800
00:40:46,200 --> 00:40:48,200
Yeah, as opposed to veteran 
mode. 

801
00:40:48,680 --> 00:40:51,160
In veteran mode you still start 
with four Max as you do in the 

802
00:40:51,160 --> 00:40:55,120
other mode, but you start with 
150,000 credits to spend on 

803
00:40:55,120 --> 00:40:57,800
equipment and extra models if 
you would like to buy one. 

804
00:40:58,520 --> 00:41:01,480
Although this one you do choose 
a faction you can. 

805
00:41:01,480 --> 00:41:02,680
Everything else is pretty much 
the same. 

806
00:41:02,680 --> 00:41:05,400
You make a swap for ground 
forces, you don't roll, you do 

807
00:41:05,400 --> 00:41:08,640
purchase equipment. 
You give each model a call sign 

808
00:41:08,640 --> 00:41:12,480
and they name your combat unit. 
Those are the 2 modes. 

809
00:41:14,440 --> 00:41:17,760
Yeah, Yeah. 
Can we talk about this? 

810
00:41:17,800 --> 00:41:21,440
I mean, Quick Play, Quick Play's
fine, but we we basically did 

811
00:41:21,440 --> 00:41:24,000
like a, we did like a kind of 
bastardized veteran mode 

812
00:41:24,000 --> 00:41:25,640
version. 
I think we basically just played

813
00:41:25,640 --> 00:41:27,880
veteran mode like the first game
of the campaign, right? 

814
00:41:28,680 --> 00:41:30,840
Yeah, well, how did we 
bastardize it? 

815
00:41:30,840 --> 00:41:32,520
I think we played it straight 
on. 

816
00:41:33,560 --> 00:41:37,600
Well, I think I put a bunch of 
messages like, we should do 

817
00:41:37,600 --> 00:41:38,480
this. 
No, we should do that. 

818
00:41:38,480 --> 00:41:40,160
And then I think it eventually 
just be like, let's just do 

819
00:41:40,160 --> 00:41:42,920
better remote optional rules. 
And then that's what we ended up

820
00:41:42,920 --> 00:41:46,880
doing, yeah. 
I'm interested in doing put 

821
00:41:46,880 --> 00:41:48,280
play. 
It's interesting to have a mech 

822
00:41:48,280 --> 00:41:52,000
that has all platforms full with
random stuff, you know, because 

823
00:41:52,000 --> 00:41:54,480
the way Ryan and I played it, we
definitely have a couple of 

824
00:41:54,480 --> 00:41:57,320
units that are really dialed 
into a certain build. 

825
00:41:58,240 --> 00:42:00,240
And then I have two generic ones
that I didn't spend that much 

826
00:42:00,240 --> 00:42:04,360
money on. 
I think there's a lot of room to

827
00:42:05,120 --> 00:42:07,200
customizing that in a very 
interesting way in this game. 

828
00:42:07,360 --> 00:42:11,400
Well I mean after a game or two 
the amount of extra credits and 

829
00:42:11,400 --> 00:42:14,560
and weapons you and like salvage
rolls you get would be enormous.

830
00:42:14,560 --> 00:42:17,360
Like our base Macs I think feel 
really cool. 

831
00:42:17,920 --> 00:42:20,840
Absolutely. 
Out of the gate but bro like 

832
00:42:21,480 --> 00:42:25,360
like one or two games in like 
with mechs that survive like 

833
00:42:25,440 --> 00:42:29,120
dude. 
And like when we get there, I 

834
00:42:29,120 --> 00:42:33,960
don't know if I'm doing the 
after the combat rules, I'd like

835
00:42:33,960 --> 00:42:36,480
to because I love them but I am 
writing notes from them. 

836
00:42:36,520 --> 00:42:38,040
But I do know them and I have 
pulled up but. 

837
00:42:38,360 --> 00:42:42,200
Anyway, moving forward. 
Back to building your combat 

838
00:42:42,200 --> 00:42:43,200
unit. 
So the first thing you're going 

839
00:42:43,200 --> 00:42:46,680
to take is factions. 
So each give you some fluff and 

840
00:42:46,680 --> 00:42:48,720
a cool bonus for building your 
combat unit. 

841
00:42:48,960 --> 00:42:53,800
You have mercs, mega corps, 
noble houses, and religious or 

842
00:42:53,800 --> 00:42:57,480
religious sects. 
The Lost and the Damned, and 

843
00:42:57,480 --> 00:42:59,240
then there's some additional 
factions that give you 

844
00:42:59,240 --> 00:43:03,280
additional things in the 
supplemental material. 

845
00:43:04,240 --> 00:43:07,320
I picked the mercs, which 
immediately started me with a 

846
00:43:07,480 --> 00:43:11,520
extra infantry unit that did not
count towards my limit on my 

847
00:43:11,520 --> 00:43:16,120
maximum combat unit size. 
Ryan, you started as a religious

848
00:43:16,120 --> 00:43:18,760
sect, which gave you I think, 
30,000 extra credits. 

849
00:43:19,760 --> 00:43:22,120
Which I spend. 
You spent, it was great. 

850
00:43:22,120 --> 00:43:24,480
All of your guys had thrusters 
at one point and let you move a 

851
00:43:24,480 --> 00:43:27,120
little bit faster, but you 
rolled that money around the 

852
00:43:27,120 --> 00:43:28,880
other. 
Stuff your infantry didn't do 

853
00:43:28,880 --> 00:43:32,080
shit for two games, but it's 
right. 

854
00:43:32,920 --> 00:43:35,240
It survived. 
That is how you won. 

855
00:43:35,800 --> 00:43:39,000
That is how you won the world 
the the the final game because 

856
00:43:39,200 --> 00:43:41,320
we had two two each. 
But then you had your infantry 

857
00:43:41,320 --> 00:43:43,080
up because I forgot he was there
and I could have just fucking 

858
00:43:43,080 --> 00:43:43,840
new geometry. 
You bet. 

859
00:43:44,560 --> 00:43:46,560
Yeah, dude, AI missiles on 
infantry. 

860
00:43:46,840 --> 00:43:49,120
AI missiles on infantry is going
to make them way more effective.

861
00:43:49,480 --> 00:43:51,840
It's, well, not only that. 
Not only that, if you use some 

862
00:43:51,840 --> 00:43:53,360
of the guerrilla warfare stuff 
too. 

863
00:43:54,280 --> 00:43:57,240
Oh yeah. 
Like the the the mines and stuff

864
00:43:57,240 --> 00:43:58,200
like that. 
From the guerrilla warfare 

865
00:43:58,200 --> 00:44:01,240
pamphlet. 
Bro the infantry can be insane. 

866
00:44:01,400 --> 00:44:02,760
I. 
Urine for the mines, yeah. 

867
00:44:03,120 --> 00:44:05,880
There's also land and air 
vehicles too, which I think are 

868
00:44:05,880 --> 00:44:06,360
really. 
Cool. 

869
00:44:06,680 --> 00:44:19,840
Yeah, but did my interesting. 
OK, sorry. 

870
00:44:19,840 --> 00:44:23,440
Moving forward after the 
faction, we have the black 

871
00:44:23,440 --> 00:44:27,880
market. 
So you start with 150,000 

872
00:44:27,880 --> 00:44:31,440
credits or you don't right. 
So you have it here to spend in 

873
00:44:31,440 --> 00:44:33,320
the black. 
In the black market, credits are

874
00:44:33,320 --> 00:44:35,000
just the money that you use for 
everything. 

875
00:44:35,040 --> 00:44:37,440
There is also a scrap yard 
option. 

876
00:44:37,720 --> 00:44:40,400
Upgrades, weapons and even MEX 
can be sold to the scrap yard. 

877
00:44:40,400 --> 00:44:42,600
All items can be sold at half 
the purchase price. 

878
00:44:42,600 --> 00:44:46,680
So if you want to get some money
back, I honestly am going to 

879
00:44:46,680 --> 00:44:49,280
start running this as a house 
game in my own home. 

880
00:44:50,080 --> 00:44:52,840
And I actually think that I'm 
going to do a house rule for the

881
00:44:52,840 --> 00:44:55,640
scrap yard because I'm a big 
Armored Core fan. 

882
00:44:56,000 --> 00:44:58,640
And Armored Core, 6/1 of the 
strongest things about it is 

883
00:44:58,640 --> 00:45:01,280
that you can sell back your 
equipment for the for one for 

884
00:45:01,280 --> 00:45:05,680
one, which allows a lot more 
like infinite customization 

885
00:45:05,680 --> 00:45:07,080
because you're not worried about
losing money. 

886
00:45:07,080 --> 00:45:08,640
And I actually do think that's a
lot of fun. 

887
00:45:09,320 --> 00:45:11,400
But you can make money in this 
game, so you don't really 

888
00:45:11,400 --> 00:45:13,840
necessarily need it. 
So within the black market, your

889
00:45:13,840 --> 00:45:15,520
first option is going to be 
upgrade options. 

890
00:45:15,520 --> 00:45:17,440
There's some really insane 
things here. 

891
00:45:17,440 --> 00:45:20,080
I'm not going to go over all of 
them, but they're crazy. 

892
00:45:21,000 --> 00:45:22,400
We should touch on a couple 
though. 

893
00:45:22,400 --> 00:45:26,480
I mean, yeah. 
Let's touch on my favorite like 

894
00:45:26,520 --> 00:45:28,840
little loop that I put. 
Which is your favorite? 

895
00:45:29,000 --> 00:45:31,240
Yeah, well, I'm not talking 
about my favorite pairing that I

896
00:45:31,240 --> 00:45:34,120
put together so far, but you can
do out of the gate and it's 

897
00:45:34,120 --> 00:45:36,320
fairly effective. 
And Ryan copied me after he 

898
00:45:36,320 --> 00:45:38,160
realized I did. 
This was a good idea because. 

899
00:45:38,440 --> 00:45:41,800
I I I had half of it already, 
but then you deadly optimized. 

900
00:45:41,800 --> 00:45:43,160
It and then you're like, oh 
that's a good idea. 

901
00:45:43,160 --> 00:45:46,480
I'm like I know I'm a genius. 
So for upgrades the one I picked

902
00:45:46,480 --> 00:45:50,400
was defense array only cost 
10,000 and the defense array 

903
00:45:50,640 --> 00:45:54,480
anytime an any model gets within
one inch of you which is melee 

904
00:45:54,480 --> 00:45:58,880
range, it's in gauge range. 
You may roll D6 on A4 plus the 

905
00:45:58,880 --> 00:46:02,600
enemy model instead is placed 
just outside of 1 inch so they 

906
00:46:02,600 --> 00:46:05,560
can't melee. 
This is an interesting thing, 

907
00:46:05,560 --> 00:46:07,680
especially if you want to keep 
people away from you, but it's 

908
00:46:07,680 --> 00:46:11,280
very interesting for a melee 
unit that is equipped with the 

909
00:46:11,280 --> 00:46:16,720
melee weapon, the cable. 
So melee weapons all within one 

910
00:46:16,720 --> 00:46:20,320
inch accept I think it's just 
the cable whip is a longer range

911
00:46:20,320 --> 00:46:22,480
right? 
Yeah, I think, well, yes, 

912
00:46:22,480 --> 00:46:24,800
because I think the piston 
gauntlet just moves you away. 

913
00:46:24,800 --> 00:46:26,680
Yeah, that's the only melee with
more range, so. 

914
00:46:26,800 --> 00:46:29,680
The range on the cable whip is 3
inches. 

915
00:46:30,080 --> 00:46:33,600
It does 2 damage, so you can 
attack from three inches away. 

916
00:46:33,600 --> 00:46:35,880
But if you're attacking A melee 
unit that only has a melee 

917
00:46:35,880 --> 00:46:38,160
weapon, they have to be within 
an inch. 

918
00:46:38,240 --> 00:46:40,280
And if you're attacking with a 
cable that's three inches, 

919
00:46:40,280 --> 00:46:42,880
they're engaged at 3 inches, 
which means they can't shoot at 

920
00:46:42,880 --> 00:46:47,080
you either. 
It's mind blowingly good and not

921
00:46:47,080 --> 00:46:50,960
super. 
It's only 20. 525K25K it's. 

922
00:46:51,400 --> 00:46:54,240
The same. 
Cost as a heavy weapon like it's

923
00:46:54,240 --> 00:46:56,000
not that bad. 
No. 

924
00:46:56,360 --> 00:46:59,160
And it created some like, it's a
very interesting thing you can 

925
00:46:59,160 --> 00:47:01,680
do out the gate, you know? 
And I love that. 

926
00:47:01,680 --> 00:47:04,080
I love that you can make an 
interesting loop like that 

927
00:47:04,080 --> 00:47:06,600
immediately and not have to wait
to build up a ton of credits. 

928
00:47:06,800 --> 00:47:08,560
But there's a lot of options 
like that. 

929
00:47:08,560 --> 00:47:09,800
We're not going to go through 
all of them. 

930
00:47:09,800 --> 00:47:14,280
The weapons are fantastic, some 
really cool options, especially 

931
00:47:14,280 --> 00:47:16,960
later as you get more money. 
I can't wait to get a rail 

932
00:47:16,960 --> 00:47:18,400
weapon. 
No. 

933
00:47:18,640 --> 00:47:20,040
So good, so good. 
Just in. 

934
00:47:20,080 --> 00:47:22,120
The straight line. 
Anything in the straight lines 

935
00:47:22,120 --> 00:47:23,400
getting hit. 
Beautiful. 

936
00:47:23,400 --> 00:47:26,200
Yeah, it's so good. 
I mean, obviously armor is 

937
00:47:26,200 --> 00:47:29,160
important, but like the weapons 
also have great mix and matches 

938
00:47:29,160 --> 00:47:31,960
and stuff like that. 
Like the the and, and like you 

939
00:47:31,960 --> 00:47:34,720
said, the the options for mixing
and matching to do 

940
00:47:34,720 --> 00:47:36,520
customization. 
Like I picked a heavy weapon 

941
00:47:36,720 --> 00:47:41,920
which is like 4 damage which is 
crazy but then I paired that 

942
00:47:41,920 --> 00:47:46,960
with the long range targeting 
which ignored the -1 to CS which

943
00:47:46,960 --> 00:47:51,320
let me beam across the board 
with forward damage which is 

944
00:47:51,320 --> 00:47:55,080
crazy. 
And if I bolster it, I'm now at 

945
00:47:55,080 --> 00:47:58,320
a three plus on ACS roll, you 
know, so it was it was there's 

946
00:47:58,320 --> 00:48:00,680
so much good combo. 
Like I still want to look at 

947
00:48:00,680 --> 00:48:03,680
like stuff with like Lance's. 
I had one guy that had a piston 

948
00:48:03,680 --> 00:48:05,560
gauntlet like. 
There's yeah the Lance looks 

949
00:48:05,600 --> 00:48:07,360
really cool. 
I am very interested in that. 

950
00:48:07,360 --> 00:48:10,480
It basically just if you make a 
move action it increases your 

951
00:48:10,480 --> 00:48:13,360
damage and you also gain armor 
piercing. 

952
00:48:14,280 --> 00:48:17,320
Which is dope. 
Which gives you the enemy of -1 

953
00:48:17,320 --> 00:48:20,040
to their armor roll or their 
armor roll is goes up by 1. 

954
00:48:20,040 --> 00:48:21,600
I can't remember which one it. 
Is yeah, whichever. 

955
00:48:21,600 --> 00:48:24,960
Whichever 1's worse, yeah. 
Whichever one's worse yeah yeah,

956
00:48:25,960 --> 00:48:28,800
there's some fun to be had here 
like there really is. 

957
00:48:28,800 --> 00:48:34,240
I I can't say how much I want to
play this game more after the 

958
00:48:35,080 --> 00:48:38,160
options for upgrades, melee and 
range. 

959
00:48:38,320 --> 00:48:42,760
You have ammo options. 
We didn't really use any of the 

960
00:48:42,760 --> 00:48:46,760
ammo options that's. 
That's one thing that I do like 

961
00:48:46,760 --> 00:48:49,480
about this game too, is that we 
didn't need to to feel like we 

962
00:48:49,480 --> 00:48:51,880
engaged with the game, but we 
can add it when we are 

963
00:48:51,880 --> 00:48:53,880
comfortable enough to. 
Great. 

964
00:48:53,880 --> 00:48:55,720
Yeah. 
So a big thing about the armor 

965
00:48:55,720 --> 00:48:59,160
is at the end of the game you 
roll AD 6 for each ammo you have

966
00:48:59,160 --> 00:49:01,240
equipped and a one to three 
you're out. 

967
00:49:01,880 --> 00:49:03,480
So 4-5 and six you still have 
enough. 

968
00:49:03,640 --> 00:49:07,040
You have ammo left to use next 
battle, but you can use all up 

969
00:49:07,280 --> 00:49:10,240
in a single battle. 
A weapon may only have one ammo 

970
00:49:10,240 --> 00:49:14,800
equipped during a game, a weapon
may only have one ammo equipped.

971
00:49:15,160 --> 00:49:19,520
A weapon, which means that you 
have like 3 guns on what you can

972
00:49:19,520 --> 00:49:21,760
have three different ammos. 
Absolutely. 

973
00:49:22,560 --> 00:49:27,760
And I think that that is rife 
for an interesting like time to 

974
00:49:27,760 --> 00:49:29,640
be had, you know, Bow. 
Show. 

975
00:49:30,880 --> 00:49:32,760
After that we have our ground 
forces. 

976
00:49:33,920 --> 00:49:40,000
So a combat unit and it says you
must contain a minimum of two 

977
00:49:40,000 --> 00:49:43,800
mechs but you can take 2 ground 
forces to replace 1 mech in 

978
00:49:43,800 --> 00:49:46,720
combat. 
Ground forces obviously cannot 

979
00:49:46,720 --> 00:49:49,680
use melee weapons for Mac 
because your infantry dudes 

980
00:49:49,680 --> 00:49:51,520
using big swords doesn't make 
any sense. 

981
00:49:52,240 --> 00:49:55,240
You have a few options. 
You have the land vehicle, the 

982
00:49:55,240 --> 00:49:57,920
infantry and the aircraft. 
The land vehicle and the 

983
00:49:57,920 --> 00:50:00,240
aircraft are more expensive than
the infantry. 

984
00:50:01,600 --> 00:50:02,840
A fun fact about the infantry 
though. 

985
00:50:02,840 --> 00:50:06,880
You can take 3 infantry and 
place one mech, Some other stuff

986
00:50:06,880 --> 00:50:08,960
infantry can't ram yada yada 
yada. 

987
00:50:09,840 --> 00:50:11,960
Very interesting. 
The infantry though a rule for 

988
00:50:11,960 --> 00:50:15,160
it that is the most interesting 
thing is taking Garrison inside 

989
00:50:15,160 --> 00:50:19,080
of destructible terrain and they
can fire from inside of 

990
00:50:19,080 --> 00:50:22,240
destructible terrain and if that
terrain is destroyed on you roll

991
00:50:22,600 --> 00:50:25,480
AD 6 on a one to four, they die 
in the wreckage. 

992
00:50:26,520 --> 00:50:30,440
I really wish we had done that 
and you had gotten to blow them 

993
00:50:30,440 --> 00:50:32,400
up. 
I'm also from mech walks over 

994
00:50:32,400 --> 00:50:33,680
and there's a good chance for 
squash them. 

995
00:50:34,160 --> 00:50:39,200
Yeah, yeah, Yep, yeah. 
After that we have the last bit 

996
00:50:39,200 --> 00:50:41,520
of making our combat unit, which
is the call sign generator. 

997
00:50:41,520 --> 00:50:45,400
This is how I generated all of 
my call signs and I thought it 

998
00:50:45,400 --> 00:50:48,320
was awesome. 
Yeah, I had actually generated 

999
00:50:50,080 --> 00:50:52,880
my books in there. 
I had generated all call signs 

1000
00:50:53,040 --> 00:50:55,880
from this too. 
And then I decided to, you know,

1001
00:50:56,200 --> 00:50:57,880
switch over. 
And if you want to know all 

1002
00:50:57,880 --> 00:51:00,680
about that, go watch the VOD. 
I'll switch over. 

1003
00:51:00,680 --> 00:51:02,000
I don't think I'm switch over 
some. 

1004
00:51:02,400 --> 00:51:05,760
I really love hard javelin and 
frenzy demon and phantom Walker 

1005
00:51:05,760 --> 00:51:07,560
and wayward core. 
Like I'm like these. 

1006
00:51:07,560 --> 00:51:08,360
Are both? 
Yeah, they're all. 

1007
00:51:08,720 --> 00:51:11,560
Really good. 
I will say I did because I I do 

1008
00:51:11,560 --> 00:51:12,800
love the part underneath the 
bottom here. 

1009
00:51:12,800 --> 00:51:13,920
I think the example is 
incredible. 

1010
00:51:13,920 --> 00:51:16,600
I want to read some of it. 
Brian needs to name him X so he 

1011
00:51:16,600 --> 00:51:18,640
rolls on. 
So basically the way the call 

1012
00:51:18,640 --> 00:51:20,440
sign table you want to tell you 
how the call sign table works. 

1013
00:51:22,360 --> 00:51:25,240
No, go for it. 
OK, so there's an A table and AB

1014
00:51:25,320 --> 00:51:31,840
table and you basically roll 2D6
AD 66, so 2D6 and then 2D6. 

1015
00:51:31,840 --> 00:51:34,680
So if you roll like a three and 
a three and a four, you could 

1016
00:51:34,680 --> 00:51:37,360
have the word heavens, or you 
could go the other way and it 

1017
00:51:37,360 --> 00:51:39,040
could be 3 and a four and it'd 
be war, right? 

1018
00:51:39,280 --> 00:51:43,080
So you roll one on each. 
So you could put like, you know,

1019
00:51:43,080 --> 00:51:45,960
2 and a three could be hell, and
then three and a three could be 

1020
00:51:45,960 --> 00:51:47,720
machine. 
So you have hell machine, but 

1021
00:51:47,720 --> 00:51:50,680
you can also go machine of hell.
Like you can go back and forth 

1022
00:51:50,680 --> 00:51:52,240
with this shit, right? 
And I love that. 

1023
00:51:52,240 --> 00:51:55,280
I love the way this is written. 
At the bottom it says Brian 

1024
00:51:55,280 --> 00:51:56,840
needs the name of X. 
So he rolls on table A, 

1025
00:51:56,840 --> 00:51:58,520
resulting in A2 and A1 getting 
heavy. 

1026
00:51:58,960 --> 00:52:01,440
He then rolls A6 and A4 on table
B, getting Dragon. 

1027
00:52:01,640 --> 00:52:03,720
Playing around with the names, 
he doesn't like this mix very 

1028
00:52:03,720 --> 00:52:06,360
much, but he likes heavy. 
After reviewing the table he 

1029
00:52:06,360 --> 00:52:08,960
decides to name it Heavy Gear 
MK2. 

1030
00:52:09,320 --> 00:52:12,040
Brian used his head and decided 
to use the chart pair with his 

1031
00:52:12,040 --> 00:52:14,440
own imagination of what he 
thinks sounds cool for a mech. 

1032
00:52:14,720 --> 00:52:19,560
Be like Brian like I love the 
implied like like use your 

1033
00:52:19,560 --> 00:52:22,560
imagination, have fun and don't 
be dumbass like just like it's 

1034
00:52:22,560 --> 00:52:24,800
so it's I. 
That's one of my favorite little

1035
00:52:24,800 --> 00:52:27,560
bits in the whole fucking game. 
I definitely let the names I 

1036
00:52:27,560 --> 00:52:31,000
generated determine how I built 
those mix too. 

1037
00:52:31,000 --> 00:52:34,160
Like I built Frenzied Demon who 
has a cable whip and has defense

1038
00:52:34,160 --> 00:52:38,200
array and is like fast and meant
to be like an up close like 

1039
00:52:38,200 --> 00:52:40,640
aggravator. 
And then I had Hard Javelin, 

1040
00:52:41,000 --> 00:52:44,400
which was my heavy knit with the
long range systems that I just 

1041
00:52:44,400 --> 00:52:47,400
perched in a place and did not 
move the entire game and just 

1042
00:52:47,400 --> 00:52:50,280
took Hotshots. 
It's really interesting the way 

1043
00:52:50,280 --> 00:52:53,960
that the the call sign can you 
can either build based on what 

1044
00:52:53,960 --> 00:52:57,840
you roll or kind of like roll 
and then tweak based on what you

1045
00:52:57,840 --> 00:52:59,160
built because. 
Absolutely. 

1046
00:52:59,160 --> 00:53:03,000
I rolled 4 dudes and then had 
kind of ideas on my head and 

1047
00:53:03,000 --> 00:53:05,800
we're like, well, this name 
sounds more for like my heavy 

1048
00:53:05,800 --> 00:53:07,440
guy. 
This one sounds better for my 

1049
00:53:07,440 --> 00:53:09,520
light guy. 
And then kind of like mix and 

1050
00:53:09,520 --> 00:53:12,200
match and adapt it a little bit 
too because I would roll 1 and 

1051
00:53:12,200 --> 00:53:14,120
then it might be like when I 
roll the second one, it's OK. 

1052
00:53:14,120 --> 00:53:15,160
But I actually like this one 
better. 

1053
00:53:15,160 --> 00:53:17,480
So it was like this mix and 
match of of it, which exactly 

1054
00:53:17,480 --> 00:53:21,200
what it says to be like Brian 
anyway. 

1055
00:53:21,720 --> 00:53:25,240
Yeah, a blast. 
It's pretty much the end of the 

1056
00:53:26,240 --> 00:53:30,880
building your combat unit. 
We have a little bit in between 

1057
00:53:30,880 --> 00:53:34,120
and then we can talk about the. 
Yeah, yeah, the rest of the 

1058
00:53:34,120 --> 00:53:35,080
book. 
Then we'll go into the rest. 

1059
00:53:35,160 --> 00:53:37,960
So now we're getting into the 
photos of people's Macs that are

1060
00:53:37,960 --> 00:53:39,040
painted. 
My God. 

1061
00:53:39,040 --> 00:53:40,880
First of all, everyone is so 
incredibly talented and the 

1062
00:53:40,880 --> 00:53:43,640
photos are amazing. 
I love these guys here at the 

1063
00:53:43,640 --> 00:53:45,920
top. 
They're so fucking cool. 

1064
00:53:46,160 --> 00:53:47,840
Like they're all incredible. 
It's hard to pick out any, but I

1065
00:53:47,840 --> 00:53:50,160
do really love these ones that 
are kind of like the off white 

1066
00:53:50,400 --> 00:53:53,080
with like the red wiring and and
weapons and stuff. 

1067
00:53:53,080 --> 00:53:55,720
Those are fucking fire. 
Those are bi. 

1068
00:53:56,000 --> 00:54:01,360
No where the person who took the
number 13 got their very small 

1069
00:54:01,360 --> 00:54:06,680
infantry people because I want. 
Those let's, let's see, go down 

1070
00:54:06,680 --> 00:54:08,920
to 13 or is that the one that's 
like Garrison up on like the 

1071
00:54:08,920 --> 00:54:16,600
rocks and stuff? 
Yes. #13A unit of infantry. 

1072
00:54:16,600 --> 00:54:20,400
Will von Doom. 
They're in the inner suit. 

1073
00:54:20,400 --> 00:54:21,880
Test discord. 
Hop in there and ask them. 

1074
00:54:22,080 --> 00:54:23,160
Oh, yeah, I should. 
You're right. 

1075
00:54:23,640 --> 00:54:25,800
Yeah. 
But all of them are incredible 

1076
00:54:25,800 --> 00:54:31,520
and #15 here from Evan at it's 
what Evan, those are the 

1077
00:54:32,320 --> 00:54:37,200
original under the dice 
ramshackle minis. 

1078
00:54:37,200 --> 00:54:39,080
And they're fucking gorgeous. 
They're incredible. 

1079
00:54:41,960 --> 00:54:44,840
So yeah. 
And then more, even more, 

1080
00:54:44,840 --> 00:54:47,200
there's more like the, the 
variety of different mechs in 

1081
00:54:47,200 --> 00:54:50,680
here are are insane. 
And I love #18 to the nano BOD 

1082
00:54:50,680 --> 00:54:53,800
infection, one that has like 
this like cloud of nanobots, 

1083
00:54:53,800 --> 00:54:56,000
like swarming out of the, the 
one that's like falling down. 

1084
00:54:56,000 --> 00:54:58,280
It's incredible. 
That is a really cool. 

1085
00:54:58,280 --> 00:55:02,920
One, yeah, there's a really 
amazing one too that has like a 

1086
00:55:02,920 --> 00:55:05,160
did you see the infantry 
helicopter 1-2, number 7? 

1087
00:55:05,840 --> 00:55:10,320
No, I did not even track that. 
Oh yeah, very cool. 

1088
00:55:10,760 --> 00:55:12,360
Very cool air. 
Vehicle. 

1089
00:55:12,400 --> 00:55:13,800
Yeah, yeah. 
So cool. 

1090
00:55:14,520 --> 00:55:18,840
Anyway, so let's go over the 
rest of the book because it's 

1091
00:55:18,840 --> 00:55:20,640
actually talked about like 
playing a game. 

1092
00:55:21,480 --> 00:55:25,760
So where they that works is you 
pick a mission, you throw out 

1093
00:55:25,760 --> 00:55:28,520
your terrain, you pick your 
deployment zones, there's rules 

1094
00:55:28,520 --> 00:55:32,240
for multiple players. 
But basically one thing you can 

1095
00:55:32,240 --> 00:55:34,480
do that we didn't do but we 
would for next time is special 

1096
00:55:34,480 --> 00:55:37,520
objectives, which I love. 
So before a game begins, but 

1097
00:55:37,520 --> 00:55:40,560
after missions are selected, you
choose in secret one special 

1098
00:55:40,560 --> 00:55:43,400
objective and write it down so 
it's your own like mission 

1099
00:55:43,400 --> 00:55:47,400
inside a mission thing. 
So examples like systems hot 

1100
00:55:47,400 --> 00:55:50,600
game, 10 heat, gain, 10 heat and
then explode with a MEC. 

1101
00:55:50,920 --> 00:55:55,440
Boom, you get an extra. 
Yeah, I could have done it like 

1102
00:55:55,440 --> 00:55:57,560
crazy. 
You get an extra salvage dice 

1103
00:55:57,560 --> 00:56:00,040
roll at the table and the 
salvage gear table rolls are 

1104
00:56:00,040 --> 00:56:03,480
crazy. 
One of the other ones is cool 

1105
00:56:03,480 --> 00:56:05,080
comic collected. 
Finish the game with at least 

1106
00:56:05,320 --> 00:56:09,600
one MEC at 3:00 or less heat. 
So there's eight options here of

1107
00:56:09,600 --> 00:56:12,240
cool little basically mini 
quests to do within your game 

1108
00:56:12,520 --> 00:56:14,800
that are the special objectives.
And I love that they're they're 

1109
00:56:14,800 --> 00:56:16,240
so cool. 
Like basically you write it 

1110
00:56:16,240 --> 00:56:18,800
down, you know, put it in a 
thing and then at the end you'd 

1111
00:56:18,800 --> 00:56:20,400
be you flip it over and be like,
yeah, I got it. 

1112
00:56:20,400 --> 00:56:21,840
I tracked it. 
Be like, well, it's so fucking 

1113
00:56:21,840 --> 00:56:23,400
cool. 
I love that it's so clever. 

1114
00:56:25,480 --> 00:56:28,360
What's interesting too is how 
much the Hives Come podcast 

1115
00:56:28,360 --> 00:56:30,520
talks about Mordheim and kind of
like how Mordheim is such a 

1116
00:56:30,680 --> 00:56:34,680
central pillar of like the Ink 
28, you know, kind of grim dark,

1117
00:56:34,680 --> 00:56:37,680
like indie war game scene, how 
it just built off of it and how 

1118
00:56:37,680 --> 00:56:41,680
much this game you can see is 
influenced by it. 

1119
00:56:41,920 --> 00:56:44,440
Because you know, a lot of 
people say the Mordheim rules 

1120
00:56:44,440 --> 00:56:48,240
are fine, but the coolest part 
is like the after the game stuff

1121
00:56:48,240 --> 00:56:51,480
where you turn in your weird 
stone and and upgrade your guys 

1122
00:56:51,480 --> 00:56:52,880
and do all the stuff. 
And you can tell that in the 

1123
00:56:52,880 --> 00:56:55,160
after action stuff here. 
And I think in that game there 

1124
00:56:55,160 --> 00:56:57,640
is also, I don't know whether 
it's in the core rules or a lot 

1125
00:56:57,640 --> 00:56:59,840
of people play with it because I
know I've heard, I think I 

1126
00:56:59,840 --> 00:57:03,280
believe Terry and them have 
talked about it is having little

1127
00:57:03,280 --> 00:57:07,360
mini objectives within the game 
itself that you can do while 

1128
00:57:07,360 --> 00:57:08,960
you're playing the the base game
too. 

1129
00:57:08,960 --> 00:57:12,400
So it's just a cool I, I, I 
think that's great. 

1130
00:57:12,640 --> 00:57:17,200
Is it something that even in 
some teacher RPGs we've looked 

1131
00:57:17,200 --> 00:57:19,720
at, there's been some that are 
like more combat focused where 

1132
00:57:19,720 --> 00:57:24,320
you can like earn bonus things 
like you took out like 10 dudes 

1133
00:57:24,320 --> 00:57:25,960
or whatever, Like you get a 
patch or something. 

1134
00:57:26,280 --> 00:57:30,240
It's just something cool that I 
think is really easy to add into

1135
00:57:30,240 --> 00:57:31,960
war games because of the way 
they're put together. 

1136
00:57:33,360 --> 00:57:36,640
Anyway, there's loot tokens. 
So based on the mission and 

1137
00:57:36,640 --> 00:57:38,880
everything, loot tokens will be 
spacer on the board. 

1138
00:57:39,480 --> 00:57:41,720
And if you have loot tokens at 
the end, you also get, you know,

1139
00:57:41,720 --> 00:57:43,040
salvage rolls and things like 
that. 

1140
00:57:43,600 --> 00:57:49,440
There are, I believe it is 12346
different missions that you can 

1141
00:57:49,440 --> 00:57:51,440
pick from. 
There's Warzone, which is 

1142
00:57:51,440 --> 00:57:53,320
basically, you know, kill them 
all. 

1143
00:57:53,400 --> 00:57:56,720
There's recovery, which is 
you're trying to both of you are

1144
00:57:56,720 --> 00:57:58,120
trying to recover this piece of 
cargo. 

1145
00:57:58,840 --> 00:58:02,840
There is scavenge, which is 
actually like going around and 

1146
00:58:02,840 --> 00:58:05,920
hunting like relics inside ruins
and things. 

1147
00:58:06,480 --> 00:58:09,920
There's burn to a crisp, which 
immediately made me think of the

1148
00:58:09,920 --> 00:58:16,320
scenes in like horse heresy. 
Anyone that's read it, the horse

1149
00:58:16,320 --> 00:58:20,560
heresy when the the sun starts 
burning across calf and people 

1150
00:58:20,560 --> 00:58:23,040
are being like chased by the sun
before they like and they try to

1151
00:58:23,040 --> 00:58:25,360
get into their ecologies before 
they're, they literally like 

1152
00:58:25,360 --> 00:58:27,520
melt in the radiation of the 
sun, which if you haven't read 

1153
00:58:27,520 --> 00:58:31,320
it, you know, whatever, but burn
to a crisp like the sun. 

1154
00:58:31,320 --> 00:58:34,320
Basically it's a solar flare and
it's you're scrambling. 

1155
00:58:34,640 --> 00:58:37,360
You have to like loot and then 
get back into like your bunker 

1156
00:58:37,360 --> 00:58:41,920
before you get hit by the sun. 
There's Hold the Line, which is 

1157
00:58:41,920 --> 00:58:44,240
like attack versus defense. 
One person's the attacker, one 

1158
00:58:44,240 --> 00:58:45,880
person's the defender and you 
kind of go that way. 

1159
00:58:46,240 --> 00:58:48,560
And then there is the Noble 
fight, which I think is dope as 

1160
00:58:48,560 --> 00:58:51,160
fuck. 
It's basically 1V1, but like as 

1161
00:58:51,160 --> 00:58:54,600
soon as like if you win round 
one, my next steps in and you 

1162
00:58:54,600 --> 00:58:57,520
keep going until you go down. 
It's kind of like A1V1 that one.

1163
00:58:57,520 --> 00:59:00,280
Sounds like a blast honestly, 
like I would want to do that one

1164
00:59:00,280 --> 00:59:03,880
with a whole new like unit set 
though and make like custom like

1165
00:59:03,880 --> 00:59:06,800
one V1 or units you know? 
Yeah, be so cool. 

1166
00:59:08,520 --> 00:59:11,800
And then the way that it deploys
too, once you once you your new 

1167
00:59:11,800 --> 00:59:16,320
guy comes in nine inches from 
the model you destroyed and six 

1168
00:59:16,320 --> 00:59:18,680
inches from the enemy model. 
So you just get to like kind of 

1169
00:59:18,680 --> 00:59:20,360
see where you like pop up and 
keep going. 

1170
00:59:20,360 --> 00:59:21,520
So cool. 
I love that one. 

1171
00:59:23,840 --> 00:59:27,600
We just did this game is great. 
Just did it's so it's so fucking

1172
00:59:27,600 --> 00:59:28,920
good. 
We just did Warzone twice. 

1173
00:59:29,960 --> 00:59:34,040
And then there's after action 
stuff, which basically you're 

1174
00:59:34,040 --> 00:59:36,200
rolling for casualties and 
scars. 

1175
00:59:36,200 --> 00:59:38,960
So basically if your neck goes 
down, you see if they're 

1176
00:59:38,960 --> 00:59:44,400
totaled, if they survive, like 
what kind of lingering damage 

1177
00:59:44,400 --> 00:59:47,840
basically that they have that 
you can try to repair before the

1178
00:59:47,840 --> 00:59:49,920
next turn, but you can only 
repair like one thing before you

1179
00:59:49,920 --> 00:59:51,040
have to go into your next 
mission. 

1180
00:59:51,480 --> 00:59:53,240
So that's really cool. 
Not going to get too deep into 

1181
00:59:53,240 --> 00:59:55,720
that. 
The salvage rolls which we 

1182
00:59:55,720 --> 00:59:59,320
talked about before there are 
you can have up to I think it's 

1183
00:59:59,320 --> 01:00:02,120
like 8D6, but each of the 
missions say like in special 

1184
01:00:02,120 --> 01:00:06,880
circumstances you can go beyond.
On that and you get to basically

1185
01:00:06,880 --> 01:00:09,360
do like a mini game of salvage. 
Did you see how this works where

1186
01:00:09,360 --> 01:00:12,760
like you roll all your salvage? 
Yeah, I still need to do it. 

1187
01:00:13,120 --> 01:00:15,800
I still need to do it. 
I didn't save the first game, 

1188
01:00:15,800 --> 01:00:18,720
I'll do it for real after our 
second game that we just did, 

1189
01:00:18,760 --> 01:00:20,880
but. 
We need to remember well, a good

1190
01:00:20,880 --> 01:00:23,760
thing we have a lot. 
It's actually because I want you

1191
01:00:23,760 --> 01:00:27,520
to know, after the first game I 
rolled like three of a kind on 

1192
01:00:27,520 --> 01:00:29,280
the salvage gear, which is the 
best. 

1193
01:00:29,400 --> 01:00:31,440
Like, I mean, not the best, but 
three of a kind's good. 

1194
01:00:31,680 --> 01:00:33,160
Like there's some good stuff on 
there. 

1195
01:00:33,800 --> 01:00:35,160
Yeah, yeah. 
The way it works is like you 

1196
01:00:35,160 --> 01:00:38,880
roll all your salvage dice and 
you match up sets and there are 

1197
01:00:40,760 --> 01:00:42,840
a one through 6 and then they're
single, two of a kind, three of 

1198
01:00:42,840 --> 01:00:45,360
a kind, four of a kind. 
So if you some I get 4 sixes, 

1199
01:00:45,360 --> 01:00:49,640
you get to roll once on each row
of the table and and get 

1200
01:00:49,640 --> 01:00:53,120
whatever, right. 
But for like a single roll the 

1201
01:00:53,120 --> 01:00:56,880
lowest, like if you just roll 
A1, you get one D 6 * 1000 and 

1202
01:00:56,880 --> 01:00:59,000
then I think you get an extra 
like 1000 or something per 

1203
01:00:59,000 --> 01:01:00,720
salvage dice too automatically, 
yeah. 

1204
01:01:00,880 --> 01:01:03,560
Yeah, something like that. 
The worst thing you can do like 

1205
01:01:03,560 --> 01:01:09,840
if you have 8D6 is get like like
9000 credits, which I mean 

1206
01:01:09,840 --> 01:01:11,040
that's not great. 
You can't buy anything with 

1207
01:01:11,040 --> 01:01:13,920
that, but but it's cool. 
I love that it's like a mini 

1208
01:01:13,920 --> 01:01:15,680
game within the game, which is 
which is pretty sick. 

1209
01:01:16,160 --> 01:01:19,160
I. 
Rolled like game 75,000 and I 

1210
01:01:19,160 --> 01:01:22,120
was like fuck. 
You can buy a whole new fucking 

1211
01:01:22,120 --> 01:01:23,200
Mac with that. 
That's crazy. 

1212
01:01:23,480 --> 01:01:26,760
And then then there's like 
bunker stuff, which is basically

1213
01:01:26,760 --> 01:01:28,720
your R&R thing. 
There's like some sheets here, 

1214
01:01:29,120 --> 01:01:31,280
campaign pages, etcetera, 
etcetera, etcetera. 

1215
01:01:31,280 --> 01:01:34,240
Some some photos of everyone 
actually playing the game, all 

1216
01:01:34,240 --> 01:01:36,360
the hive, some guys, and that's 
Arcane Bryan. 

1217
01:01:37,240 --> 01:01:41,520
And then the last thing that 
we're not going to talk too 

1218
01:01:41,520 --> 01:01:43,880
deeply about because it's not 
the free rules. 

1219
01:01:43,880 --> 01:01:48,000
So if you want the game by the 
fucking game is the campaign 

1220
01:01:48,000 --> 01:01:49,720
stuff. 
So there's more lore here on the

1221
01:01:49,720 --> 01:01:52,320
Orion system, which gives you a 
breakdown of like all the 

1222
01:01:52,320 --> 01:01:54,720
planets and the inner circle, 
outer circle, stuff like that, 

1223
01:01:55,280 --> 01:01:57,680
which is great as just lore, the
way that they do the lore. 

1224
01:01:57,680 --> 01:01:59,800
And this is really cool too. 
We'll talk about that a little 

1225
01:01:59,800 --> 01:02:01,480
bit more. 
And then there is the Sumar 

1226
01:02:01,480 --> 01:02:04,280
conflict, which is the flames of
Orion campaign, which is part 

1227
01:02:04,280 --> 01:02:06,920
we're really not going to go 
over because again, you don't 

1228
01:02:06,920 --> 01:02:08,080
pay the tail. 
Do a fucking PDF. 

1229
01:02:08,720 --> 01:02:11,000
It's fucking worth it. 
It's fucking worth it. 

1230
01:02:11,320 --> 01:02:15,120
And that's basically it. 
The campaign is made-up of like 

1231
01:02:15,120 --> 01:02:17,200
sectors, relics, the final 
confrontation. 

1232
01:02:17,200 --> 01:02:19,680
There's some more mercenaries 
that are part of it. 

1233
01:02:19,800 --> 01:02:21,880
Well, because you can pick like 
your mercenaries throughout the 

1234
01:02:21,880 --> 01:02:26,400
thing And and that's, you know, 
we can look at some of the 

1235
01:02:26,400 --> 01:02:30,080
mercenaries at least these are 
cool. 

1236
01:02:31,120 --> 01:02:38,120
So Undertow pilot Mack, you got 
the dark Demon with the pilot of

1237
01:02:38,120 --> 01:02:42,960
David Dax Bauer, Fire fury with 
Donegal and the silent scream 

1238
01:02:42,960 --> 01:02:45,560
with Blaze the hammer. 
The number of different 

1239
01:02:45,560 --> 01:02:47,280
character sheets in here too is 
insane. 

1240
01:02:47,280 --> 01:02:50,160
So there's like a simple sheet. 
There's this one, which is a 

1241
01:02:50,160 --> 01:02:52,480
drawn sheet, which is really 
fucking cool. 

1242
01:02:53,680 --> 01:02:57,320
It's and then the the simple 
sheet. 

1243
01:02:57,320 --> 01:02:58,960
Here's a simple sheet, which is 
the one that I was using. 

1244
01:02:59,320 --> 01:03:02,880
This one is incredible. 
I'm not going to turn on the 

1245
01:03:02,880 --> 01:03:04,280
page here. 
Oh yes. 

1246
01:03:06,080 --> 01:03:08,040
It's ridiculous, The cockpit 
sheet. 

1247
01:03:09,920 --> 01:03:14,920
Yeah, What page am I on, 69? 
Yeah, I'll just turn this one 

1248
01:03:14,920 --> 01:03:15,440
page. 
Boom. 

1249
01:03:15,440 --> 01:03:17,720
Yeah, dude. 
This is if you have just like if

1250
01:03:17,720 --> 01:03:20,520
it's a 1V1 Mac, like your noble 
fight or whatever. 

1251
01:03:20,520 --> 01:03:24,840
Yeah, it's actually from inside 
the cockpit, and all of your 

1252
01:03:24,840 --> 01:03:27,000
stats are like, on boards next 
to you. 

1253
01:03:27,720 --> 01:03:29,720
Incredible. 
One of the coolest character 

1254
01:03:29,720 --> 01:03:31,680
sheets ever. 
Ridiculous. 

1255
01:03:31,760 --> 01:03:35,280
Absolutely ridiculous. 
It doesn't say who did this one.

1256
01:03:36,960 --> 01:03:39,840
Whoever did a good fucking job. 
It is stunning. 

1257
01:03:40,280 --> 01:03:48,400
It is absolutely gorgeous. 
So let's go counterclockwise and

1258
01:03:48,400 --> 01:03:50,840
turn that back. 
And then that's basically it. 

1259
01:03:51,080 --> 01:03:53,080
There's a little story here 
which is cool. 

1260
01:03:53,200 --> 01:03:57,080
It's like someone like basically
thinking that it's going to be 

1261
01:03:57,080 --> 01:04:01,800
all cool to, to join, to join up
and you know, go be a mech 

1262
01:04:01,800 --> 01:04:03,280
person or whatever FAQ in the 
back. 

1263
01:04:03,280 --> 01:04:03,920
It's not. 
Cool. 

1264
01:04:04,440 --> 01:04:05,760
It's not cool. 
Shit sucks. 

1265
01:04:05,880 --> 01:04:07,960
Quick reference in the back 
which is fantastic. 

1266
01:04:07,960 --> 01:04:10,320
It's really good there's. 
Also an NQ page. 

1267
01:04:10,880 --> 01:04:12,080
There's a bunch of good answers 
on there. 

1268
01:04:12,080 --> 01:04:13,800
Unfortunately, a couple of 
questions we have aren't on 

1269
01:04:13,800 --> 01:04:17,560
there, but yeah, it's all good. 
But yeah, that's basically the 

1270
01:04:17,720 --> 01:04:21,200
that's basically the game. 
So let's get into the rest of 

1271
01:04:21,200 --> 01:04:23,280
what we're talking about. 
This one's going to run a little

1272
01:04:23,280 --> 01:04:24,840
bit longer, but I think it's 
worth it. 

1273
01:04:25,720 --> 01:04:29,160
So thoughts, thoughts. 
What are your likes, dislikes, 

1274
01:04:29,160 --> 01:04:32,200
miscellaneous Before we get into
the metrics, which is basically 

1275
01:04:32,200 --> 01:04:34,920
a round out of of all of our 
thoughts, but what are your what

1276
01:04:34,920 --> 01:04:36,960
are your general thoughts about 
Flames of Orion? 

1277
01:04:37,200 --> 01:04:39,680
Listen, we all know I'm a Big 
Mac guy, OK? 

1278
01:04:39,720 --> 01:04:42,000
We've established that Hunter 
loves a good neck. 

1279
01:04:42,000 --> 01:04:45,320
You know, I'm a big guy and I 
have been since like junior 

1280
01:04:45,320 --> 01:04:50,560
high, even though a lot of those
games are bad and I this is so 

1281
01:04:50,560 --> 01:04:53,720
my ideal skirmish game, like it 
really is. 

1282
01:04:53,720 --> 01:04:55,440
There's enough in here to be 
interesting. 

1283
01:04:55,440 --> 01:04:57,680
It's not overly crunchy. 
It's a little more crunchy. 

1284
01:04:57,680 --> 01:05:00,160
Nothing we played. 
It's also just a thing that I 

1285
01:05:00,160 --> 01:05:01,560
like. 
I think the mechanics work 

1286
01:05:01,560 --> 01:05:04,280
really well together and they 
all make a lot of sense. 

1287
01:05:04,520 --> 01:05:07,760
Nothing about it isn't is very 
confusing or hard to hold in 

1288
01:05:07,760 --> 01:05:11,640
your brain as you're playing. 
I love this game. 

1289
01:05:11,920 --> 01:05:15,000
I really do. 
This one in Cauldron are like my

1290
01:05:15,080 --> 01:05:17,760
like these are like up there for
me. 

1291
01:05:18,680 --> 01:05:24,840
Yeah, I mean, easily. 
I mean, we've just been picking 

1292
01:05:24,840 --> 01:05:26,240
some banger fucking skirmish 
games too. 

1293
01:05:26,280 --> 01:05:29,920
I mean, Cauldron is absolutely 
incredible. 

1294
01:05:32,880 --> 01:05:35,960
I mean, so is this. 
I mean, again, I think the 

1295
01:05:35,960 --> 01:05:40,280
corollary that's closest is like
mech 28, but I think I think 

1296
01:05:40,280 --> 01:05:41,920
they're different games for for 
for different reasons. 

1297
01:05:41,920 --> 01:05:43,040
We can go over that little bit 
more. 

1298
01:05:43,040 --> 01:05:45,440
But I, I I said this game Fox 
like it's it's really good. 

1299
01:05:45,440 --> 01:05:47,240
I I love playing it. 
It was great. 

1300
01:05:47,560 --> 01:05:50,520
I've watched a ton of mech 
anime, but I have not I 

1301
01:05:50,520 --> 01:05:53,440
basically have no experience 
with mech video games, no 

1302
01:05:53,440 --> 01:05:55,160
experience with mech like war 
games. 

1303
01:05:55,200 --> 01:05:56,960
I never played battle tech. 
I never played armored corps, 

1304
01:05:56,960 --> 01:05:58,680
never did any of this stuff, but
I just watched a fuck load of 

1305
01:05:58,680 --> 01:06:04,560
mech anime. 
So I really enjoy mech and like 

1306
01:06:04,560 --> 01:06:07,200
I said, the other one is that 
we've done recently is 28, but 

1307
01:06:07,200 --> 01:06:10,680
this is definitely not Lancer 
and I wouldn't I mean, I don't 

1308
01:06:10,680 --> 01:06:11,760
you like Lancer? 
It's too. 

1309
01:06:11,880 --> 01:06:14,880
I don't want to I. 
Do like, there's stuff, there's 

1310
01:06:14,880 --> 01:06:16,720
stuff I like about Lancer. 
It's. 

1311
01:06:16,720 --> 01:06:19,520
Too much, it's too much, and 
this is not so. 

1312
01:06:19,520 --> 01:06:23,200
The core of this game is very 
light and there is more crunch 

1313
01:06:23,200 --> 01:06:25,320
than than like Mech 28 for 
example. 

1314
01:06:25,480 --> 01:06:27,960
But all of the crunch is where 
you want it, which is in like 

1315
01:06:28,080 --> 01:06:31,200
customization and advancement. 
It's all the stuff that you can 

1316
01:06:31,200 --> 01:06:34,480
do out of game on your own in a 
fun like almost like mini game 

1317
01:06:34,480 --> 01:06:38,280
of like it was so fun building 
the Max, you know, and that's 

1318
01:06:38,280 --> 01:06:40,680
not something and that's 
something you do on your own 

1319
01:06:41,520 --> 01:06:43,920
prior to getting to the table 
and you can have fun doing like 

1320
01:06:43,920 --> 01:06:47,320
that's where you want the crunch
of the game, not when you're 

1321
01:06:47,320 --> 01:06:49,520
trying to play and there's just 
all this bullshit in the way. 

1322
01:06:50,240 --> 01:06:53,360
And I think they did a really 
good job of making the core game

1323
01:06:55,120 --> 01:06:58,680
super fun, super easy super 
play, but it's D sixes like 4 

1324
01:06:58,680 --> 01:07:01,280
up, like fucking roll the shit 
and just do whatever, right. 

1325
01:07:02,160 --> 01:07:06,240
And then having a lot of fun 
crunch. 

1326
01:07:06,400 --> 01:07:08,280
And you can tell by even the 
fact that like all three 

1327
01:07:08,280 --> 01:07:11,040
supplements is just is just more
of that right. 

1328
01:07:11,240 --> 01:07:13,880
There's very few like additional
or expanded rules. 

1329
01:07:14,080 --> 01:07:17,240
It's almost all weapons, mods, 
frames, factions. 

1330
01:07:17,400 --> 01:07:21,000
It's more customization, more 
advancement stuff, more of the 

1331
01:07:21,000 --> 01:07:23,120
fun crunch. 
So I think they did a perfect, 

1332
01:07:23,280 --> 01:07:25,400
it's a perfectly balanced that 
way with the core of the game. 

1333
01:07:26,200 --> 01:07:28,480
Like I said, by the second time 
we played, like we could play 

1334
01:07:28,480 --> 01:07:31,040
again right now without the rule
book in front of us and I think 

1335
01:07:31,040 --> 01:07:33,400
we'd get 90% of it right just 
because we played once or twice.

1336
01:07:33,600 --> 01:07:38,680
Yeah, but I would spend, I would
spend 6 hours and building a 

1337
01:07:38,680 --> 01:07:40,040
whole other combat, you know, 
You know what I mean? 

1338
01:07:40,280 --> 01:07:42,600
Like easy. 
Easily, Yeah, yeah, I mean, I'm 

1339
01:07:42,600 --> 01:07:45,640
still down for our idea where we
do the elite units of our 

1340
01:07:45,640 --> 01:07:47,880
current like. 
Oh yeah. 

1341
01:07:48,200 --> 01:07:50,480
Actually, the way we're going 
where we start with like 250 or 

1342
01:07:50,480 --> 01:07:52,440
300,000 and just build from 
there, you know? 

1343
01:07:52,520 --> 01:07:57,000
Yeah, well, our idea was that 
you you can build any. 

1344
01:07:57,040 --> 01:08:02,760
There's no credit limit. 
Lore wise, we are too. 

1345
01:08:03,040 --> 01:08:05,720
And what's cool is we can 
actually pick two of the the 

1346
01:08:05,720 --> 01:08:08,640
ones from like you could pick 
like I could pick Aries and you 

1347
01:08:08,640 --> 01:08:10,760
can be what's the one that's 
going against Aries? 

1348
01:08:10,760 --> 01:08:14,120
It's like the CKSI think it is. 
Yeah. 

1349
01:08:14,120 --> 01:08:15,920
I. 
Think it's an acronym so. 

1350
01:08:16,200 --> 01:08:20,160
Yeah, so you could pick those 
guys and be like we, we are 

1351
01:08:20,840 --> 01:08:23,319
lining up our top of the line 
prototypes. 

1352
01:08:23,319 --> 01:08:25,200
These are the best. 
These are the Cadillac versions 

1353
01:08:25,200 --> 01:08:27,520
of our shit with all the bells 
and whistles. 

1354
01:08:27,520 --> 01:08:29,600
Let's see how they go. 
You know, like a prototype 

1355
01:08:29,600 --> 01:08:33,800
battle and you get unlimited 
money, but you can only have one

1356
01:08:33,800 --> 01:08:35,920
platform that's worth 30,000 
credits or more. 

1357
01:08:36,279 --> 01:08:39,120
Yeah. 
Was the was the idea. 

1358
01:08:39,120 --> 01:08:40,160
I think that's a good limit. 
Yeah. 

1359
01:08:40,200 --> 01:08:42,800
I mean, my idea for that was 
that the I've been playing as 

1360
01:08:42,800 --> 01:08:45,359
the Raven feeders, as my 
mercenary group that I have. 

1361
01:08:45,680 --> 01:08:49,399
And like I, I was like, oh, 
these are like the lower tier 

1362
01:08:49,399 --> 01:08:52,040
Raven feeders. 
So I would play as like the 

1363
01:08:52,080 --> 01:08:55,040
elite squad of the Raven 
Feeders, you know? 

1364
01:08:55,560 --> 01:08:59,200
Yeah, that would be incredible. 
And like you could even do, you 

1365
01:08:59,200 --> 01:09:05,479
could even do like the, the 
faction that has like all like 

1366
01:09:05,479 --> 01:09:10,520
basically, you know, 2 mechs and
all the rest of the fucking 

1367
01:09:10,520 --> 01:09:13,520
infantry like crazy because you 
can, you don't you get like 3 

1368
01:09:13,520 --> 01:09:15,680
infantry units per mech or 
something like you can get up to

1369
01:09:15,680 --> 01:09:17,560
that. 
Yes, you can get 3 per mech. 

1370
01:09:17,640 --> 01:09:20,359
So you can have six infantry 
units with two mechs and have 

1371
01:09:20,359 --> 01:09:22,200
them. 
All with like sticky. 

1372
01:09:22,200 --> 01:09:24,600
Bombs and mine, but that's the 
thing with with dude, there's 

1373
01:09:24,600 --> 01:09:26,600
like smoke bombs and mines and 
all sorts of shit. 

1374
01:09:26,600 --> 01:09:28,840
It's crazy. 
The other thing, the other thing

1375
01:09:28,840 --> 01:09:32,359
about that I wanted to talk 
about a little before this is 

1376
01:09:32,359 --> 01:09:34,880
the way that the lore works in 
this because I mean, you know 

1377
01:09:34,880 --> 01:09:38,479
how I feel about teach RBG 
people lately like it is what it

1378
01:09:38,479 --> 01:09:41,399
is, but I like lore. 
I like lore when lore is well 

1379
01:09:41,399 --> 01:09:46,600
done, which means like not a 
convex position, Give me the 

1380
01:09:46,600 --> 01:09:49,200
setting and then and then let it
go. 

1381
01:09:49,359 --> 01:09:50,640
You don't. 
Actualize it for me. 

1382
01:09:51,120 --> 01:09:55,880
Yeah, exactly. 
So the way this is, you get this

1383
01:09:55,880 --> 01:09:57,680
is the world, this is the 
timeline go. 

1384
01:09:57,680 --> 01:10:01,080
And in the very back of the book
you get like 2 or 3 pages of a 

1385
01:10:01,080 --> 01:10:05,560
little breakdown of the planets,
which is very much like location

1386
01:10:06,280 --> 01:10:09,440
description, which gives you 
like cool ideas and that's it. 

1387
01:10:09,640 --> 01:10:11,880
But one of my favorite things 
and we've talked about them over

1388
01:10:11,880 --> 01:10:15,800
and over again is the pamphlets,
the extra bits. 

1389
01:10:16,040 --> 01:10:17,840
So I actually want to open one 
of those up. 

1390
01:10:19,000 --> 01:10:22,320
For example, let's look at, I 
keep talking about the Guerrilla

1391
01:10:22,320 --> 01:10:23,800
Warfare 1. 
So let's look at the Guerrilla 

1392
01:10:23,800 --> 01:10:27,600
Warfare 1. 
So when you look at that, first 

1393
01:10:27,600 --> 01:10:29,400
of all, it's it, you know, split
three, get to the fucking 

1394
01:10:29,400 --> 01:10:32,120
pamphlet, right. 
But going down to the bottom, so

1395
01:10:32,120 --> 01:10:36,120
the bottom left, right, it's 
it's, it's very much done in 

1396
01:10:36,120 --> 01:10:38,200
world, which I love the way that
they talk. 

1397
01:10:38,440 --> 01:10:41,720
Like if you actually open up, 
like I'll open up 10O2 as well 

1398
01:10:42,160 --> 01:10:44,480
and you can read the beginning 
part of it and it literally says

1399
01:10:44,480 --> 01:10:46,480
we're we're engineering a better
tomorrow. 

1400
01:10:46,720 --> 01:10:49,480
We at Universal Industries are 
dramatically increasing the 

1401
01:10:49,480 --> 01:10:50,800
pace, you know, blah, blah, 
blah. 

1402
01:10:50,800 --> 01:10:52,480
So it's like an in world 
document. 

1403
01:10:52,480 --> 01:10:57,120
This is literally a catalog. 
This is like this is literally a

1404
01:10:57,120 --> 01:10:59,880
please enjoy this complimentary 
catalog of new technology. 

1405
01:11:00,040 --> 01:11:02,320
So it's like an in world thing 
with like the Aries frames and 

1406
01:11:02,320 --> 01:11:03,880
the Hades frames and all sorts 
of shit. 

1407
01:11:05,200 --> 01:11:08,680
But as you go through each one, 
the little descriptors in the 

1408
01:11:08,680 --> 01:11:12,040
weapons and stuff give you so 
much world building. 

1409
01:11:12,320 --> 01:11:16,680
That's the lore that I like to 
see when it's built into in 

1410
01:11:16,680 --> 01:11:17,840
world stuff. 
You're already doing. 

1411
01:11:17,840 --> 01:11:20,480
It's not just like, oh, here's 
Bach text of exposition, right, 

1412
01:11:20,680 --> 01:11:24,600
Because you're learning about 
like Aries and Haiti's frames 

1413
01:11:24,600 --> 01:11:26,440
here. 
Like it literally gives you like

1414
01:11:26,440 --> 01:11:28,640
Hades is top of the line, blah, 
blah, blah, right? 

1415
01:11:28,800 --> 01:11:33,240
But then when you go into like 
like 10 O3, you can talk about 

1416
01:11:33,240 --> 01:11:37,480
it goes into Inner Sphere 
militia and, and you know, the 

1417
01:11:37,480 --> 01:11:39,000
void companies and all that kind
of stuff. 

1418
01:11:39,200 --> 01:11:40,800
And then in one of the 
pamphlets, it must be the one 

1419
01:11:40,800 --> 01:11:47,160
that I didn't open, it talks 
about how it talks about how 

1420
01:11:47,720 --> 01:11:51,240
which one didn't open 10O3? 
No, I didn't open 10 O2. 

1421
01:11:51,600 --> 01:12:00,080
It talks about the war going on 
between I think Haiti score and 

1422
01:12:00,080 --> 01:12:03,240
Colossus Kinetic Solutions. 
So like right there on the back 

1423
01:12:03,240 --> 01:12:05,960
in this on this pamphlet, in 
this tiny little bit, there's so

1424
01:12:05,960 --> 01:12:08,560
much world building just by 
describing these corporate 

1425
01:12:08,560 --> 01:12:11,000
factions about like shit that's 
going on in the world. 

1426
01:12:11,000 --> 01:12:15,520
This is how you do lore like in 
an in world kind of document for

1427
01:12:15,520 --> 01:12:18,160
like expanded content and pay 
what you want pamphlet. 

1428
01:12:18,560 --> 01:12:21,280
You get a little bit more of 
what's going on with Haiti score

1429
01:12:21,280 --> 01:12:24,120
versus Aries versus colossal 
kinetic solutions, you know, 

1430
01:12:24,120 --> 01:12:26,080
versus all the rest of that 
stuff like this is the way to 

1431
01:12:26,080 --> 01:12:28,440
fucking do it. 
Like, I don't know, that's also 

1432
01:12:28,440 --> 01:12:30,640
one of my favorite things is the
way that they drip the lore out 

1433
01:12:30,680 --> 01:12:35,840
in the game itself. 
As opposed to like opening the 

1434
01:12:35,840 --> 01:12:37,640
fire hydrant trying to drink, 
you know? 

1435
01:12:38,120 --> 01:12:41,720
Yeah, I don't need write a so 
many people in teach RPGs 

1436
01:12:41,720 --> 01:12:44,800
honestly, straight up genuinely 
need to just write short stories

1437
01:12:45,200 --> 01:12:53,000
because like, yeah, anyway, so 
those are our random thoughts. 

1438
01:12:53,000 --> 01:12:54,520
So now let's run through our 
metrics real quick. 

1439
01:12:54,520 --> 01:12:58,080
So what we do to kind of like 
round out and really solidify 

1440
01:12:58,080 --> 01:13:01,520
our thoughts and opinions of a 
game is we we quantify some of 

1441
01:13:01,520 --> 01:13:04,360
that stuff into metrics that we 
used to give scores to. 

1442
01:13:04,360 --> 01:13:06,200
We don't need more. 
There's six things that we look 

1443
01:13:06,200 --> 01:13:08,120
at a game at. 
It is the art and layout, the 

1444
01:13:08,120 --> 01:13:11,440
usability, the rule set, the 
originality, the value and the 

1445
01:13:11,440 --> 01:13:14,840
vibes of the game. 
So going into it right off the 

1446
01:13:14,840 --> 01:13:18,040
bat, art and layout, thoughts, 
feelings, emotions. 

1447
01:13:18,440 --> 01:13:20,960
Am I going first? 
Yeah, it's. 

1448
01:13:20,960 --> 01:13:22,560
Fine. 
No, I'm just kidding. 

1449
01:13:22,560 --> 01:13:24,400
Yeah. 
So this is filled with like 

1450
01:13:24,400 --> 01:13:27,320
incredibly solid art, like all 
the way through. 

1451
01:13:27,320 --> 01:13:31,160
I love the the actual photos 
they've taken of of miniatures 

1452
01:13:31,160 --> 01:13:33,160
that people have made. 
They're beautiful. 

1453
01:13:33,640 --> 01:13:37,040
There's page decorations all 
over the place, which I always 

1454
01:13:37,040 --> 01:13:38,960
really appreciate because it's 
just something a little bit 

1455
01:13:38,960 --> 01:13:42,480
extra that you don't have to do.
But I love when it's done. 

1456
01:13:42,480 --> 01:13:44,920
It looks really good. 
I think as far as the layout 

1457
01:13:44,920 --> 01:13:48,280
goes, it's incredibly solid and 
readable. 

1458
01:13:48,640 --> 01:13:51,640
I love the use of boxes in this 
and I love like the heading 

1459
01:13:51,640 --> 01:13:54,240
boxes have all these like kind 
of tacky look to them where 

1460
01:13:54,240 --> 01:13:56,840
they're not just squares, 
they're a little decorated, 

1461
01:13:56,840 --> 01:14:01,800
corners are chopped off. 
They like it's very good all the

1462
01:14:01,800 --> 01:14:04,280
way through and very readable. 
It's good. 

1463
01:14:04,440 --> 01:14:06,560
And and that's exactly like 
we've talked about this over and

1464
01:14:06,560 --> 01:14:09,280
over again, like first of all, 
the we've said the art is 

1465
01:14:09,280 --> 01:14:11,680
incredible and we've seen a lot 
of art from a lot of these 

1466
01:14:11,680 --> 01:14:14,440
people, especially like Latin 
Hodag, but everyone else too. 

1467
01:14:14,480 --> 01:14:18,120
Obviously a lot of my favorite 
pieces in here are by this 

1468
01:14:18,120 --> 01:14:21,320
person, Nico Lucido, fuck, 
fucking amazing. 

1469
01:14:21,720 --> 01:14:22,880
But they're all they're all 
incredible. 

1470
01:14:22,880 --> 01:14:24,200
And Martin McCoy, my fucking 
God. 

1471
01:14:24,200 --> 01:14:27,080
So if you've seen Necropolis at 
all, which we've played, it's 

1472
01:14:27,080 --> 01:14:28,840
all Martin McCoy art all through
Necropolis. 

1473
01:14:29,120 --> 01:14:33,280
Fucking insane. 
But like you said with the 

1474
01:14:33,280 --> 01:14:37,400
layout more teach RBG people 
need to learn the beauty of like

1475
01:14:37,400 --> 01:14:42,320
a big black box like the way 
that it can separate your 

1476
01:14:42,320 --> 01:14:46,840
thought like my ADHD brain when 
I can see it again. 

1477
01:14:46,840 --> 01:14:48,680
This is why I look at things in 
pages not spreads because they 

1478
01:14:48,680 --> 01:14:49,800
don't want that much 
information. 

1479
01:14:50,040 --> 01:14:53,600
A giant black box makes my brain
feel so good because I can just 

1480
01:14:53,600 --> 01:14:55,040
separate it from everything 
else. 

1481
01:14:55,400 --> 01:14:58,400
Like you said the layout like 
the the font choices are great. 

1482
01:14:58,560 --> 01:15:03,400
It is an extremely readable like
body font, but then all of the 

1483
01:15:03,400 --> 01:15:07,560
headers are this like stencil 
font, which is perfect for for a

1484
01:15:08,000 --> 01:15:09,640
mech thing. 
But like you said, the page 

1485
01:15:09,640 --> 01:15:12,360
decorations all throughout, like
that little bit of mech chunk in

1486
01:15:12,360 --> 01:15:15,880
the corner and everything and 
the little highlight boxes that 

1487
01:15:15,880 --> 01:15:17,680
they put on the pages just it's 
great. 

1488
01:15:17,680 --> 01:15:20,560
It's great. 
It looks like aesthetically it's

1489
01:15:20,560 --> 01:15:22,560
great. 
It's extraordinarily readable. 

1490
01:15:22,560 --> 01:15:25,040
I mean, it's white. 
The other thing too that you 

1491
01:15:25,040 --> 01:15:28,840
notice too, it's black text on 
white, but what's up with the 

1492
01:15:28,840 --> 01:15:30,840
white background? 
It's like a textured white. 

1493
01:15:31,080 --> 01:15:34,080
It's a textured white. 
I'm not, I'm not my eyes aren't 

1494
01:15:34,080 --> 01:15:37,960
burning out of my fucking skull 
on like a bright white fucking 

1495
01:15:37,960 --> 01:15:40,760
background. 
So it's so it's a small thing, 

1496
01:15:40,760 --> 01:15:43,480
but don't don't put a texture on
your pages. 

1497
01:15:43,520 --> 01:15:44,760
And it's gorgeous. 
It's great. 

1498
01:15:44,760 --> 01:15:47,720
So again, aesthetically kills 
it. 

1499
01:15:47,920 --> 01:15:50,280
And one thing that I really like
is a they have like, well, like 

1500
01:15:50,280 --> 01:15:54,080
6 different artists. 
They did a really good job of 

1501
01:15:54,640 --> 01:15:57,040
we've talked about this a bunch.
Like it's really great when you 

1502
01:15:57,040 --> 01:15:58,960
have a book that has one artist 
all the way through. 

1503
01:15:59,520 --> 01:16:02,600
But if you're not going to, if 
you're going multiple artists, 

1504
01:16:03,320 --> 01:16:06,080
making them work together 
cohesively so it doesn't feel 

1505
01:16:06,080 --> 01:16:09,240
like it's all over the place is 
not that easy to do. 

1506
01:16:09,240 --> 01:16:11,680
And I think they did a really 
incredible job here of, of doing

1507
01:16:11,680 --> 01:16:14,200
that. 
It's you very rarely will have 

1508
01:16:14,200 --> 01:16:16,760
like a piece by somebody right 
next to a piece by somebody else

1509
01:16:16,760 --> 01:16:18,000
that makes it a little bit 
jarring. 

1510
01:16:18,880 --> 01:16:21,680
They they're separated by a page
or two and then they and you 

1511
01:16:21,680 --> 01:16:23,440
know, and full page pieces and 
stuff. 

1512
01:16:23,440 --> 01:16:26,120
So it's great aesthetically, 
artistically, layout wise, 

1513
01:16:26,520 --> 01:16:31,800
fantastic. 
So going into usability, Yeah. 

1514
01:16:31,800 --> 01:16:34,720
So the PDF we, we talked about 
this all the time on the show 

1515
01:16:34,720 --> 01:16:36,760
for 300 fucking episodes for 
four fucking years. 

1516
01:16:37,200 --> 01:16:39,680
Hyperlink your PDFs, bookmark 
your PDFs. 

1517
01:16:39,840 --> 01:16:43,360
Like there are 0 navigation 
tools like I'm going to open 

1518
01:16:43,360 --> 01:16:46,400
this bar, right? 
Nothing, no bookmarks. 

1519
01:16:46,600 --> 01:16:48,760
Most PDF things will do that 
automatically for you. 

1520
01:16:48,760 --> 01:16:51,680
There's no hyperlinks, there's 
no E9 hyperlinks. 

1521
01:16:51,680 --> 01:16:54,800
So it says go to page 24. 
You can't click page 24, right? 

1522
01:16:55,120 --> 01:16:58,120
Like I, I, you know, I think 
that a lot of people are 

1523
01:16:58,120 --> 01:17:00,600
assuming like you're going to 
play at the table with this and 

1524
01:17:00,600 --> 01:17:02,960
everything and that's great. 
And then ideally the the wire 

1525
01:17:02,960 --> 01:17:06,800
bound, but for APDF, you know, 
especially if this is going to 

1526
01:17:06,800 --> 01:17:09,440
be more a limited run for a 
while or whatever, like the fact

1527
01:17:09,440 --> 01:17:12,480
that you have the PDF for 10 
bucks, it'd be so much better if

1528
01:17:12,480 --> 01:17:13,800
it was hyperlink, it'd be so 
much easier. 

1529
01:17:14,000 --> 01:17:16,160
Because we did have to scroll 
through it while we're playing 

1530
01:17:16,160 --> 01:17:18,360
on Tabletop Simulator because we
don't live anywhere near each 

1531
01:17:18,360 --> 01:17:19,640
other. 
And we're going to continue to 

1532
01:17:19,640 --> 01:17:22,080
play on Tabletop Simulator. 
And like, luckily, as we get to 

1533
01:17:22,080 --> 01:17:24,600
know the rules more, we'll have 
to reference them less. 

1534
01:17:24,760 --> 01:17:26,680
But like, we'll still reference,
you know, Yeah. 

1535
01:17:26,920 --> 01:17:29,360
Well, the other thing too is on 
like the giant version of the 

1536
01:17:29,360 --> 01:17:34,440
PDF, which I do want to say like
this version of the PDF is let 

1537
01:17:34,440 --> 01:17:36,040
me, let me let me look at the 
size of this. 

1538
01:17:36,040 --> 01:17:38,040
I called it Flames of Orion 
huge. 

1539
01:17:38,280 --> 01:17:43,160
It's 838 megabytes fucking 
massive. 

1540
01:17:43,160 --> 01:17:44,840
Fucking insane. 
So big. 

1541
01:17:45,400 --> 01:17:48,760
But also for whatever reason I 
don't know what they did with 

1542
01:17:48,760 --> 01:17:50,640
like the compression or non 
compression or whatever. 

1543
01:17:50,760 --> 01:17:53,680
It's not searchable. 
I can't like control F through 

1544
01:17:53,680 --> 01:17:55,760
this PDF which I think it's a 
low previous one. 

1545
01:17:56,000 --> 01:17:57,880
You can. 
And the low res 1 you can which 

1546
01:17:57,880 --> 01:17:59,400
is great. 
So I don't know, but also the 

1547
01:17:59,400 --> 01:18:02,120
low res how what? 
What's the size on the low res 1

1548
01:18:04,280 --> 01:18:07,920
it? 
Is quick access. 

1549
01:18:10,840 --> 01:18:17,360
It's like 70, it's like 70 
something, isn't it 8989 

1550
01:18:17,360 --> 01:18:20,080
megabytes? 
And this one's, this one is 10 

1551
01:18:20,080 --> 01:18:24,760
times bigger than the low res 
and it's, it's not you can't do 

1552
01:18:24,760 --> 01:18:27,320
like a control F to like find 
shit in it because I still can't

1553
01:18:27,320 --> 01:18:29,280
find the rule that talks about 
shooting past your own guys. 

1554
01:18:29,760 --> 01:18:31,720
But I know it's in here 
somewhere anyway. 

1555
01:18:31,840 --> 01:18:36,040
So it would be great if it had 
digital resources because that's

1556
01:18:36,040 --> 01:18:37,360
how we're gonna play. 
Cuz like you said, we don't live

1557
01:18:37,360 --> 01:18:39,640
near each other. 
So the PDF while we're in TTS is

1558
01:18:39,640 --> 01:18:43,040
where we're gonna play a lot. 
But outside of that, it does 

1559
01:18:43,040 --> 01:18:44,600
have a ton of resources 
available, right? 

1560
01:18:44,880 --> 01:18:49,520
Like the like 4 different kinds 
of character sheets which are 

1561
01:18:49,520 --> 01:18:51,880
incredible. 
All of the expanded content 

1562
01:18:51,880 --> 01:18:54,600
which has we're not, that's not 
usability, but like all of the 

1563
01:18:54,600 --> 01:18:55,800
extra stuff you have to play 
with it. 

1564
01:18:55,800 --> 01:18:57,440
The character sheets and 
everything are fantastic. 

1565
01:18:57,560 --> 01:18:58,760
There's a quick. 
Reference in the back. 

1566
01:18:58,800 --> 01:19:00,440
That's very usable. 
Reference in the back, Yeah. 

1567
01:19:01,520 --> 01:19:04,320
The book itself I think is laid 
out incredibly well. 

1568
01:19:04,440 --> 01:19:06,320
Like. 
Rules. 

1569
01:19:06,520 --> 01:19:08,640
Character stuff and then 
actually playing the game and 

1570
01:19:08,640 --> 01:19:10,320
then the campaign stuff in the 
back. 

1571
01:19:10,480 --> 01:19:13,120
I wouldn't change anything. 
I think everything is in like I 

1572
01:19:13,120 --> 01:19:16,560
felt like when I read it front 
to back, it felt cohesive. 

1573
01:19:16,560 --> 01:19:19,160
I felt like I understood and 
it's it almost every time. 

1574
01:19:19,160 --> 01:19:21,240
What I wanted was what came 
next, right? 

1575
01:19:21,520 --> 01:19:24,240
So it's it's really well done, 
well put together. 

1576
01:19:24,240 --> 01:19:26,680
The only thing that obviously 
we're gonna harp on because it's

1577
01:19:26,680 --> 01:19:30,360
what we harp on again forever is
digital tools in the PDF would 

1578
01:19:30,360 --> 01:19:33,200
be so nice. 
And it's really not that hard. 

1579
01:19:33,200 --> 01:19:35,800
Whether you're in Infinity or I 
assume this is an Indesign, you 

1580
01:19:35,800 --> 01:19:39,040
literally just highlight and 
then select where you wanted to 

1581
01:19:39,040 --> 01:19:41,680
go. 
It's super easy anyway, so that 

1582
01:19:41,680 --> 01:19:44,920
is usability and like I said, 
perfect version of the game. 

1583
01:19:45,640 --> 01:19:49,000
Please put out another like 
playing version of the game that

1584
01:19:49,000 --> 01:19:50,320
just. 
Comes into those man. 

1585
01:19:50,480 --> 01:19:53,800
Yeah, spiral bound one. 
Thank you, Steve. 

1586
01:19:54,040 --> 01:19:58,120
I appreciate it so much. 
I don't know, adding this and 

1587
01:19:58,120 --> 01:20:00,600
the dice and the neck and 
everything is very, very nice of

1588
01:20:00,600 --> 01:20:03,280
you and I will forever be 
grateful because it is my 

1589
01:20:03,280 --> 01:20:05,120
favorite version of flames is is
that version? 

1590
01:20:05,120 --> 01:20:07,960
So anyway, so moving on to rule 
set. 

1591
01:20:08,320 --> 01:20:10,360
So do you want to start? 
You want me to start? 

1592
01:20:10,880 --> 01:20:13,160
Yeah, I'll go. 
I mean, I think that it's solid 

1593
01:20:13,160 --> 01:20:14,560
and fun. 
Like like you said earlier, the 

1594
01:20:14,560 --> 01:20:16,800
bulk is really around building, 
but you can do that in your free

1595
01:20:16,800 --> 01:20:18,120
time. 
You don't you're not doing that 

1596
01:20:18,120 --> 01:20:21,000
table at the table. 
It runs really smooth and it's 

1597
01:20:21,000 --> 01:20:24,360
very easy to understand, like we
had a couple of questions, but 

1598
01:20:24,360 --> 01:20:27,000
that we were able to make 
decisions in the moment and 

1599
01:20:27,120 --> 01:20:31,360
overall really great. 
I especially enjoy the emphasis 

1600
01:20:31,360 --> 01:20:35,360
on the long term play and the 
tools it gives you for that, and

1601
01:20:35,360 --> 01:20:38,320
the possibilities for what your 
Mac becomes as it moves forward 

1602
01:20:38,320 --> 01:20:41,920
through this story. 
Yeah, I mean, at some point 

1603
01:20:41,920 --> 01:20:45,320
early on it does say maybe it's 
the only Kickstarter page. 

1604
01:20:46,120 --> 01:20:47,720
This was designed to be a 
campaign game. 

1605
01:20:47,880 --> 01:20:49,040
Yeah. 
Like there's a quick play 

1606
01:20:49,040 --> 01:20:52,360
option, which is fine, but you 
can tell obviously, like the 

1607
01:20:52,440 --> 01:20:55,320
campaign aspect is what it is 
meant to be. 

1608
01:20:55,320 --> 01:20:57,760
And I think they did an 
incredible job with that. 

1609
01:20:58,000 --> 01:21:01,120
Like I did redo the campaign. 
Like I didn't read it thoroughly

1610
01:21:01,120 --> 01:21:03,200
because I want to play it, so I 
don't want to like, yeah, give 

1611
01:21:03,200 --> 01:21:05,360
myself any, you know, someone 
has to read this, so it's not 

1612
01:21:05,360 --> 01:21:07,160
going to be spoilers, but I want
to wait till we actually get 

1613
01:21:07,160 --> 01:21:10,000
playing into it. 
But all of the advancement 

1614
01:21:10,000 --> 01:21:13,880
stuff, the salvage, the salvage 
tables, like the scars and 

1615
01:21:13,880 --> 01:21:19,000
things like that, It is. 
It is built to carry MEX over to

1616
01:21:19,000 --> 01:21:24,720
the point where like I, I would 
want to paint scars onto my MEX 

1617
01:21:24,720 --> 01:21:27,240
and I would want to like chop 
arms off and like put new shit 

1618
01:21:27,240 --> 01:21:31,000
like you know, it's, it's you 
know, it's, it's, it's great. 

1619
01:21:31,000 --> 01:21:34,720
And, and again, the rules. 
So D sixes, pretty much D sixes,

1620
01:21:35,320 --> 01:21:37,320
you know, and the rule of cool, 
if you're not sure, roll AD 6 

1621
01:21:37,320 --> 01:21:39,200
and just go with it. 
And that's what we did for the 

1622
01:21:39,200 --> 01:21:41,440
questions we had, which are 
destructible terrain explosions.

1623
01:21:41,560 --> 01:21:44,160
It took us about 3 seconds to be
like fuck it, let's just do this

1624
01:21:44,160 --> 01:21:45,280
and. 
Go, I guess, totally. 

1625
01:21:46,160 --> 01:21:47,600
Totally fine. 
And there's nothing in the game 

1626
01:21:47,600 --> 01:21:49,360
that you can fuck up that would 
break it. 

1627
01:21:49,360 --> 01:21:52,160
I think it Which is a sign of a 
good game, yeah. 

1628
01:21:52,520 --> 01:21:55,920
Absolutely. 
That's rule set, so originality 

1629
01:21:58,320 --> 01:22:01,920
it's Max. 
My original note is Lily says 

1630
01:22:02,160 --> 01:22:06,480
the Fires of Rubicon, which is 
the name of the last Armored 

1631
01:22:06,480 --> 01:22:08,560
Core game, is the Fires of 
Rubicon. 

1632
01:22:09,200 --> 01:22:10,960
Gotcha. 
But it's not about the sun 

1633
01:22:10,960 --> 01:22:12,440
burning out. 
The fires are different. 

1634
01:22:13,520 --> 01:22:16,080
But yeah, you know what? 
Whatever, man, It doesn't need 

1635
01:22:16,080 --> 01:22:17,560
to be the most original concept 
ever. 

1636
01:22:17,560 --> 01:22:20,200
I don't talk about that. 
It just needs to be good, you 

1637
01:22:20,200 --> 01:22:21,240
know? 
That's the whole point. 

1638
01:22:21,240 --> 01:22:23,520
That's the thing with 
originality is like, it only 

1639
01:22:23,520 --> 01:22:27,920
matters as much as it matters. 
And like, what can you possibly 

1640
01:22:27,920 --> 01:22:29,720
do with MEX at this point? 
That would be like a holy 

1641
01:22:29,720 --> 01:22:31,000
original idea. 
It doesn't matter. 

1642
01:22:31,000 --> 01:22:33,920
So all you all you need to do. 
Feel derivative or does this 

1643
01:22:33,920 --> 01:22:35,920
feel like an homage or inspired 
pie? 

1644
01:22:35,920 --> 01:22:37,960
You know it definitely. 
Feels like homage and inspired. 

1645
01:22:37,960 --> 01:22:39,040
Like. 
Nothing about this feels 

1646
01:22:39,040 --> 01:22:40,440
derivative in any way, shape or 
form. 

1647
01:22:40,440 --> 01:22:41,920
Couldn't agree more, you know. 
Yeah. 

1648
01:22:42,160 --> 01:22:46,000
And and that's the whole thing 
is like like it doesn't need to 

1649
01:22:46,000 --> 01:22:48,560
have incredibly original ideas, 
but like you said, is like, does

1650
01:22:48,560 --> 01:22:52,440
it take its inspirations, do 
what it wants to do with him and

1651
01:22:52,440 --> 01:22:56,480
do it well, like abso fucking 
lutely right, like it is 

1652
01:22:56,480 --> 01:22:59,560
whatever it wanted to do it did 
you know, and that and that's 

1653
01:22:59,560 --> 01:23:02,880
what's important value. 
So let's talk about the value of

1654
01:23:02,880 --> 01:23:06,000
it. 
So physical to get the book to 

1655
01:23:06,000 --> 01:23:11,360
get this version of the book 
right here, which is soft cover.

1656
01:23:11,520 --> 01:23:15,160
It's got a nice soft touch 
outside, like the non 

1657
01:23:15,160 --> 01:23:21,120
fingerprinting one. 
It is a total of so 80 pages 

1658
01:23:21,120 --> 01:23:28,360
with cover is $30 and then on 
top of that there is the PDF 

1659
01:23:28,560 --> 01:23:32,840
which is 9999. 
It's 10 bucks on each 10 bucks 

1660
01:23:32,840 --> 01:23:34,880
for the PDF. 
Fucking steal. 30 bucks is fine.

1661
01:23:35,920 --> 01:23:39,720
But in addition to that you also
do there is the free version of 

1662
01:23:39,720 --> 01:23:42,400
the game which is all the rules 
you need to play the game minus 

1663
01:23:42,400 --> 01:23:46,720
some art in the campaign stuff. 
But then just the fact that the 

1664
01:23:46,760 --> 01:23:52,120
three expansion pamphlets are 
pay what you want, which pay pay

1665
01:23:52,120 --> 01:23:55,320
a couple bucks if you have them,
but theoretically free. 

1666
01:23:55,320 --> 01:23:58,400
The fact that you can play this 
game entirely free is great, but

1667
01:23:58,400 --> 01:24:01,040
I highly recommend actually 
getting the book. 

1668
01:24:01,120 --> 01:24:02,600
Oh, I've got to say, there is a 
T-shirt. 

1669
01:24:02,680 --> 01:24:04,680
I got the T-shirt too because a 
fucking course I did. 

1670
01:24:05,840 --> 01:24:12,240
But it's worth it I think. 
I don't know if when you buy the

1671
01:24:12,240 --> 01:24:14,760
physical you get the PDF, I'd be
shocked if you didn't. 

1672
01:24:15,000 --> 01:24:18,720
But as part of the campaign too.
Other things you can get are STL

1673
01:24:18,720 --> 01:24:22,560
files of a shit load of mechs. 
And it's not just the mechs, 

1674
01:24:22,560 --> 01:24:26,600
it's all the mech parts too. 
So you can kit bash out of like 

1675
01:24:26,600 --> 01:24:30,480
the I think 10 different fucking
frames and and and things that 

1676
01:24:30,480 --> 01:24:34,840
are that are part of the STLS 
for this. 

1677
01:24:39,320 --> 01:24:41,680
I'm pull it now. 
I just want to just say how many

1678
01:24:41,680 --> 01:24:45,080
frames and stuff are in here as 
part of the STL files. 

1679
01:24:46,160 --> 01:24:57,440
There are 12345678, there are 8.
There are 9 frames plus all of 

1680
01:24:57,440 --> 01:24:59,840
the weapon parts and bits and 
stuff to all of them that you 

1681
01:24:59,840 --> 01:25:01,520
can get bash all of the stuff 
you want with it. 

1682
01:25:01,520 --> 01:25:04,480
So I mean that in and of itself 
is is fantastic. 

1683
01:25:04,480 --> 01:25:07,360
So anyway, good value. 
I think 10 bucks for the PDF is 

1684
01:25:07,360 --> 01:25:09,520
is exactly what you expect to 
be. 30 bucks for the book is 

1685
01:25:09,520 --> 01:25:11,040
fine. 
And then you get all of the 

1686
01:25:11,040 --> 01:25:14,760
character sheets, you get all of
the pamphlets, you get all of 

1687
01:25:14,760 --> 01:25:16,160
the extra stuff. 
Great value. 

1688
01:25:17,040 --> 01:25:18,560
And then vibes. 
I mean, what are your thoughts 

1689
01:25:18,560 --> 01:25:22,040
on the vibes? 
Oh, I I've been pretty clear 

1690
01:25:22,040 --> 01:25:26,600
about how stoked I am on this. 
I'm waiting for our next time to

1691
01:25:26,600 --> 01:25:29,520
play this, actually. 
Like we have to play another 

1692
01:25:29,520 --> 01:25:30,880
skirmish game before we review 
it. 

1693
01:25:30,880 --> 01:25:33,040
I'll be bummed that we're not 
going to be playing Flames of 

1694
01:25:33,040 --> 01:25:38,360
Orion, you know? 
Yeah, I mean, yes, I so we 

1695
01:25:38,360 --> 01:25:40,720
didn't talk about this before, 
so we we can talk about it now. 

1696
01:25:41,080 --> 01:25:44,320
Mech 28 Flames of Orion. 
I mean, I think that's the the 

1697
01:25:44,440 --> 01:25:46,680
the kind of like corollary 
recently. 

1698
01:25:46,680 --> 01:25:49,240
So like in the indie scene, like
are you going to play Mech 20? 

1699
01:25:49,240 --> 01:25:50,480
Are you going to play Flames of 
Orion? 

1700
01:25:50,800 --> 01:25:53,000
And what's interesting is I 
don't think that's really like a

1701
01:25:53,000 --> 01:25:54,680
choice you have to make like 
because at the end of the day, 

1702
01:25:54,680 --> 01:25:57,480
what I would do is if I was 
going to play quick play Flames 

1703
01:25:57,480 --> 01:26:00,720
of Orion, I would just play Mech
28 Arena, totally. 

1704
01:26:01,320 --> 01:26:04,320
I just do buy mech 20 the arena 
and I put all the fun extra 

1705
01:26:04,320 --> 01:26:08,520
stuff on that comes with arena 
and make it like a quake esque, 

1706
01:26:08,560 --> 01:26:10,960
like a unreal tournament style 
mech game. 

1707
01:26:10,960 --> 01:26:15,240
Yes, which is what I would do, 
which is because I think in in I

1708
01:26:15,240 --> 01:26:18,640
think cuz that game is designed 
for that, that style of play. 

1709
01:26:19,920 --> 01:26:22,280
It doesn't really when you, when
you look at regular mech 28 

1710
01:26:22,840 --> 01:26:24,920
there you could, you could 
campaign it if you want, but I 

1711
01:26:24,920 --> 01:26:27,040
think it's more designed for 
kind of like the one shoddy kind

1712
01:26:27,040 --> 01:26:29,200
of play. 
But if I wanted to play campaign

1713
01:26:29,200 --> 01:26:31,240
stuff, Flames O'Brien has all 
the extra bits he won for it. 

1714
01:26:31,400 --> 01:26:34,440
So there's no I know I created 
the choice of one or the other, 

1715
01:26:34,440 --> 01:26:36,080
but there's no reason too, 
because it's just whatever 

1716
01:26:36,080 --> 01:26:38,360
you're doing on the day. 
You just pick one or the other. 

1717
01:26:38,360 --> 01:26:39,880
And I think both are fucking 
incredible. 

1718
01:26:40,160 --> 01:26:43,920
So I just think, yeah, they're 
too, they are different. 

1719
01:26:43,920 --> 01:26:47,280
And also, yeah, if I have very 
little time to set up Mech 28th 

1720
01:26:47,280 --> 01:26:50,240
the way I'm going because take a
lot of time to set up. 

1721
01:26:50,800 --> 01:26:53,680
Right, but if you if, like you 
said, like you, we want to do a 

1722
01:26:53,680 --> 01:26:55,040
campaign, we want to keep it 
going. 

1723
01:26:55,280 --> 01:26:58,520
I think that the the the meat 
for that is in flames. 

1724
01:26:58,520 --> 01:27:00,960
And I've again, I think the 
campaign, the campaign aspect is

1725
01:27:00,960 --> 01:27:03,560
fantastic like because we even 
talked like we did basically 

1726
01:27:03,560 --> 01:27:05,480
quick play and we said fuck it, 
let's just do the campaign style

1727
01:27:05,480 --> 01:27:07,520
anyway, because we won the 
customization. 

1728
01:27:07,520 --> 01:27:11,160
So that's flames of Orion. 
We just talked about it. 

1729
01:27:11,160 --> 01:27:13,560
Like you literally just said, 
you know, if if we have to play 

1730
01:27:13,560 --> 01:27:14,840
another skirmish game, you're 
going to be sad. 

1731
01:27:14,840 --> 01:27:17,760
It's not this one. 
So if that's not like saying how

1732
01:27:17,760 --> 01:27:20,880
we feel about Flames of Orion, 
that is, that is what it is 

1733
01:27:20,880 --> 01:27:25,280
outside of a couple of rules 
clarifications that could easily

1734
01:27:25,280 --> 01:27:28,960
be added in FAQ or just ignored 
because who the fuck is what we 

1735
01:27:28,960 --> 01:27:30,680
think? 
Yeah. 

1736
01:27:30,880 --> 01:27:32,000
And then we didn't talk about 
it. 

1737
01:27:32,000 --> 01:27:34,120
But there are like, I mean, 
there's, I mean, to be pedantic,

1738
01:27:34,120 --> 01:27:36,160
there's a couple typos and run 
on sentences and like that 

1739
01:27:36,160 --> 01:27:38,840
things that could be like 
grammatically cleaned up just a 

1740
01:27:38,840 --> 01:27:41,880
tiny bit. 
But that's yeah, that's being 

1741
01:27:41,880 --> 01:27:45,040
that's me being a piece of shit.
But it's it's incredible. 

1742
01:27:45,040 --> 01:27:48,600
Like it is, it is fantastic. 
I mean, I can't at this point, 

1743
01:27:48,600 --> 01:27:50,600
the problem is like I can't pick
the famous scrimmage game that 

1744
01:27:50,600 --> 01:27:52,920
we've done. 
I mean between Necropolis, 

1745
01:27:53,280 --> 01:28:00,440
Cauldron 28, Flames of Orion, 
like I couldn't like those are 

1746
01:28:00,440 --> 01:28:02,480
top four and I couldn't pick 
which ones my favorite. 

1747
01:28:02,480 --> 01:28:05,840
For me or my top 2 so. 
Yeah, I don't know. 

1748
01:28:05,840 --> 01:28:06,960
I love Necropolis. 
I mean. 

1749
01:28:07,560 --> 01:28:09,480
Yeah. 
On any given day, it could be 

1750
01:28:09,480 --> 01:28:10,520
any of them. 
You know what I mean? 

1751
01:28:10,520 --> 01:28:13,120
Because like Necropolis is 
incredible, you know, but if you

1752
01:28:13,120 --> 01:28:15,720
want something, maybe it's a 
little kind of goofy, your 

1753
01:28:15,720 --> 01:28:18,840
cauldron is fantastic. 
And then if you want to do like 

1754
01:28:19,040 --> 01:28:21,360
crazy arena quake stuff, you got
MEC 28. 

1755
01:28:21,360 --> 01:28:22,720
If we're going to run a 
campaign, you got flames. 

1756
01:28:22,720 --> 01:28:26,360
I mean, there's all of them are 
those are the top 4, you know, 

1757
01:28:26,360 --> 01:28:28,840
because we, we've played, you 
know, a couple other ones, but 

1758
01:28:28,840 --> 01:28:31,720
those are the ones that like on 
any given day, I would be happy 

1759
01:28:31,720 --> 01:28:36,280
to play any one of those. 
But flames, it's it's great. 

1760
01:28:36,360 --> 01:28:38,880
It's incredible. 
Buy it sports Steve, go listen 

1761
01:28:38,880 --> 01:28:42,480
to the high school podcast. 
You know, get all the flame 

1762
01:28:42,480 --> 01:28:44,400
shit. 
Go to underthedice.com. 

1763
01:28:44,800 --> 01:28:47,000
The links below will be exactly 
where you fucking think they 

1764
01:28:47,000 --> 01:28:49,080
are. 
If you're happen to be at 

1765
01:28:49,080 --> 01:28:53,080
Adepticon coming up at the end 
of March, I will be there. 

1766
01:28:53,080 --> 01:28:54,920
Say hi. 
I have my game death cut in 

1767
01:28:54,920 --> 01:28:58,840
stone. 
I'll put my stickers back. 

1768
01:28:58,840 --> 01:29:01,040
That's a game I would be 
actually like, I wouldn't be 

1769
01:29:01,080 --> 01:29:04,600
supposed to play that game, so. 
Yeah, but I'm not going to wrap 

1770
01:29:04,600 --> 01:29:06,040
that game at the end of this 
stream. 

1771
01:29:06,240 --> 01:29:08,040
Death in a stone. 
Go find it if you want, Google 

1772
01:29:08,040 --> 01:29:09,920
exists. 
But go play Flames of Orion. 

1773
01:29:10,360 --> 01:29:13,000
Buy it, have fun with it. 
Trust me, you will. 

1774
01:29:13,800 --> 01:29:17,920
And at some point in the next 
three weeks, I will have my 

1775
01:29:17,920 --> 01:29:20,320
Flames of Orion war band painted
up and I'll show them off on 

1776
01:29:20,320 --> 01:29:23,360
stream. 
But until then, we will see you 

1777
01:29:23,360 --> 01:29:26,480
when we see you and we'll talk 
to you later. 

1778
01:29:26,520 --> 01:29:27,360
Thank you so much. 
Bye.

