Future Wars - 33
Future Wars - 33
Herb Barents
Editorial 1 Herb Barents 1 Page I
Publisher
Incoming Transmissions 1 Reader Mail 1 Page 2
Rick Bellimer
New &Improved Artillery Rules • Jon M. Pehrson • Page 8
Steve Barnett
Eldridge Calm Albedo Review • Scott Malcomson • Page 9
Serapio Calm •
And They Called Him CROTCH-SHOT • Rick Cox • Page I 0
James S. Greeson
Staff Artists
The Reaches • Gary D. Depp • 12
Cover Artist
Future Wars is issued bi-monthly, and can be The Clans! • Special Clan Section Begins 1 Page 13
found in better game and hobby stores every-
where. Future Wars is a copyright of Herb
Barents, 1993. A Matter of Time • Gary D. Depp 1 14
DISCLAIMER
BattleTech, AeroTech, BattleForce, BattleMech, 'Mech, Anti-Clan Tactics • Lee Rosenberg • Page 18
MechWarrior, Interceptor. and Renegade Legion are
Trademarksof FfSA Corporation, Silent Death, Star
Strike, Space Master, and Armored Assault are The Clans: Children of Darwin 1 Clifford Torris • Page 19
Trademarks of Iron Crown Enterprises, and Star •
Warriors is a Trademark of West End Games. All refer-
ences to the above and other gaming materials are The Nosferatu • Andy Moutinho • 20
used without permission.
I
weaknesses, and so are rarely com- good chance of winning (the trick
bined in the "perfect" way. Also, comes in balancing the game). BATT·L E,TECH
players tend to balance their forces No matter what the technology,
a little better. use tactics suitable for the weapons
In a game where the targets are you have. Even with advanced
CHAMPIONS-HIP
not ridiculously low, light 'Mechs are technology, poor tactics will still get
very important especially if they you creamed . Test yourself against the best the
serve as forward observers or spot- teamwork between units is East Coast has to offer.
ters with advanced targeting equip- essential. Lances must work toward
ment (NARC-planters, TAG spotters, the goal of the entire company, and All are welcome.
and C3 carriers). Even the heaviest individuals must work to ensure
Contact Phil DeLuca
Clan 'Mechs cannot continuously their lances part of the mission is
(5'1 6) 273-07'13
take the bombardment that can successful. Support, screening, com-
1
All letters should be addressed to Future Wars, c/o Herb Barents, 171 87 Wildemere, Detroit, Ml 48221.
Readers should specify if they wish their address withheld. All responses are from Phil, unless otherwise specified.
Dear Herb: We appreciate your thoughts, Brian. Before we or by actually dropping a word.
Overall, FW is a great magazine. comment on your concerns, I want you to know 3) Side by side presentations such
However: I feel the value (information that the FW staff is made up of people who have as parallel lists and charts don't work if
and entertainment vs. cost) has suffered full-time jobs, families and schools to take care of they must be broken up to fit into a 40-
since FW has gone to the printer with FIRST. Naturally, what time is left over goes into column frame.
the correspondingly higher price. Yet as FW las in, all of it -PJD). Because our lives do not 4) indenting must be reduced so it
a magazine with no advertisements, it is revolve around FW Ieven if we want it to), the doesn't take up half the line.
still a fair value. editing department and the print quality suffer
First. I fear that the magazine is in due to lack of time. We are slowly and steadily By the way, issue 29 was great! The
danger of becoming an alternate rules improving on it. articles on Sa faris were the most coher-
publication . I am constantly finding You stated you fear that FW is becoming an alter- ent presentation of ideas on a single
'Mechs that are "illegal. " Exa mples are nate rules publication. That's what FW is all about! theme that I can remember Keep up
'Mechs which jump as far as they can We solicit articles and 'Mechs from BattleTech the good work!
run and 'Mechs with more than two fans. We publish what they want, and sometimes, With best regards.
points of armor per internal structure that includes the "illegal" 'Mechs and articles. J. Donald Lail
point. Also, articles like the ones con- There are two types of "illegal" 'Mechs- those
cerning the Kin are in more than one designed ON PURPOSE !using "house" rules, and Donald, we fully appreciate your concern for the
issue. I feel the best way to improve are now marked as such as of last issue -PJD), and quality of the magazine land your myriad contri-
your magazine is to: those which contain careless errors. We attempt butions!); that is, after all, what got most of us
a) carefully inspect each 'Mech to edit these mistakes out, but sometimes they still involved in FW to begin with. However, there are
desig n and article to see if it is "legal. " If get through. some things we do here that you don't under-
it isn't legal, place a mark at the begin- With regard to your other concerns, Herb decides stand.
ning of the article and with each 'Mech the format and price. -PH When we design each issue of FW, we aren't sim-
design. ply word processing it. We attack the challenge as
b) allow only ONE article per issue Dear Herb: if we were laying out a magazine just as impor-
that has such a desig n or topic. I think it is time to revise the guide- tant as, say, 'Time" or 'Wired." we have a long
c) not print an article that has refer- lines for article submissions slig htly. This way to go, but we've definitely picked up a sharp-
ences to "illegal" equipment in a previ- is w hy: er look, smoother printing, and better editing
ous issue that doesn't reproduce those I have noticed that several of my since a couple of years ago.
stats again, at least until reprints articles recently published did not quite Because of this unending quest for a better FW,
become available. look right. Nothing had been deleted the final format is what matters. Authors provide
Secondly, try not to recycle your or added, but in the shift from an SO- the material, editors and designers provide the
illustrations as frequently as you current- column format to narrower three look. This is the way it is not just in FW, but in the
ly do. I know this is subj ect to the avail- columns per page now being used. rest of the publishing world. Welcome.
ability of artwork. as your collection things had changed. What we're saying, essentially, is that the format
grows. this should change. After looking at the current FW for- you provide for your articles will not be the format
Thirdly, while a color magazine mat. I changed my word processors used in the final version, what you're holding
would be nice. a black and white mag- parameters to a 40-column "page" that now. Simply changing typestyles will reshape the
azine is more cost-effective. Also. editori- w as 50 rows long in order to see what article, and we always have to edit for grammar,
al and print quality need to improve effect it would have on the new batch spelling, and..."usage." Charts, graphs, and tables
first. of articles. I discovered : are ALWAYS re-done.
Fourthly. there has to be a better I ) The narrower "page" throws off Let me make something clear: we don't use ASCII
method of preparing your magazine for any centering I did when the article disks; you're better off simply printing a hardcopy
mailing. Removing the heavy-duty sta- was 80 columns wide. the presentation and sending it to us. Don't highlight anything,
ples punched through the magazine is will not look the way I intended with- since we scan our text in and any marks will inter-
next to impossible without damaging out editing . fere. We will use PC or Mac disks, as long as the
the 'zine. 2) There is a greatly increased risk text is in either MS Word !Mac) or Wordperfect 5.1
Well, a fifth is enough for anybody! of long blank spaces that crop up with !DOS) formats. Don't do anything fancy; plain type
Thanks for listening . the narrower print lines. I found on will do.
Brian Bell some occasions I could make the article
P.S. I liked your old logo better. more readable by moving a word or
two, by chang ing my usage of a word.
i!
I\IE\N TECH: HIT DR Ml!i!i(ILE)
by Herb Barents attacked. ammo shooting down missiles, then
With the advent of new technolo- Thunder LRMs are an excellent not been attacked because of the fear
gy, weapon systems benefited by defensive weapon, since they deter of wasting ammo on my "shield."
becoming more powerful. Missiles were movement. FASA intended them to do Remember- even though the AMS is
the greatest beneficiaries, resulting in a just that- force the enemy away from a declared weapon, it is declared after
host of new missile guidance systems particular routes, "channeling" them all others, and must have a specific
and countermeasures. where you want them to go. flight of missiles as a target. The AMS
Many of the new rules, however; Offensively, they're less effective, shoots down missiles before the num-
aren't clear enough. I've even had to call because generally the attacker wants to ber of hits is determined. Depending
FASA to clear up some of the more seri- be where the defenders start from . The on how many remain, roll on the near-
ous problems. mines aren't particular; they'll hit friend est (or next lowest) missile table.
This article covers the new missile- or foe equally hard. Anti-Personnel Pods
related systems in order; so readers may Arrow IV Missile System These are almost as useless as One-
compare alongside the Compendium. The Arrow is an artillery system, Shot weapons. They're marginally effec-
Swarm long Range Missiles analogous to (but far more primitive tive in an urban arena, since thats the
These missiles are great for the than) todays cruise missiles. It requires a only place sane unarmored infantry will
attacker in a scenario. Essentially, they spotter on the field with Target be found.
allow the firer another chance to cause Acquisition Gear (TAG) to be truly effec- Artemis IV Fire Control System
damage with a salvo of LRMs. tive, but it can serve as an effective This system adds +2 bonus to the
Unfortunately, the targets have to be bombardment weapon. "number of missiles" roll. Now, instead
standing next to each other to poten- The best use of the missile is as of a I I or 12 resulting in a full spread
tially be affected. bombardment since it nails a large hitting, 9, I 0, I I and 12 make the
Swarms attack enemy units adja- radius each time it comes down. It acts grade. They only weigh one ton, but
cent to the original target only An just like a Long Tom, only more precise. every launcher on the unit must pos-
attack by an LRM launcher using Swarm The homing missile is a killer. sess one. On multiple-launcher 'Mechs,
missiles has a chance to cause damage Twenty points of damage to one loca- this gets heavy.
even if the attack misses the first target. tion is nothing to sneeze at especially NARC Missile Beacon
The Swarm Missiles divide into groups when its from off-board and all you This is an excellent alternative o the
w ith five-point increments and make thought you were facing is a lance of Artemis IV FCS. It has the same effect as
separate attack rolls against the new light 'Mechs. Artemis, but the carrier has an ammo-
targets. Theres also a FAScaM version, based, ranged system.
Swarm Missiles are great in the which behaves as a normal Thunder The NARC launcher fires an SRM-Iike
beginning of a conflict when the LRM-20. missile at a target which does no dam-
enemy is usually grouped tightly Once If this weapon is mounted on a age but will adhere to the enemy unit.
the enemy realizes that grouping BattleMech, it can survive in a lightly Then, missiles which are designated
together invites more LRM attacks, he armored, relatively fast one- after all, it is NARC-capable have a +2 bonus on the
w ill usually split up. That means, of intended to be off-board when it "number of missiles" roll. The launcher
course, the enemy cannot gang up on engages in combat. The best platform is is heavy, and requires ammo, making it
a target as frequently, since the units probably a vehicle, since it doesn't have less efficient than the Artemis IV FCS for
are now also trying to avoid one anoth- to worry about heat and can generally one to four separate launchers. If there
er. carry more ammo. Teaming this support are massive quantities of missile batter-
Thunder fFAScaM) long Range Missiles vehicle with a lance of light spotters will ies out there, it is much better than the
Instead of firing at a target these probably work best. Artemis.
missiles are meant to mine a hex and One-Shot Weapons However; these beacons fire as an
damage units which enter. The major These are stupid weapons. A half- SRM with the same ranges and limita-
problem with these missiles isn't integ ral ton of extra weight just for the chance tions. To successfully fire one almost
to the system; rather; the rules are too to fire once is ridiculous. The only always requires the launcher to be with-
vague. Talking with a FASA representa- weapons for which this is useful are the in three hexes (four for the Clan ver-
tive gleaned some quick fixes. Streak systems; at least they are guaran- sion). Unpleasantly close, but a light
First understand that Thunder teed to score damage if they are used. BattleMech could close to that distance
LRMs do not attack a target unit; they An extra half-ton isn't difficult to come fast "NARC a target and then get out
attack a specific hex, mining it for the up with. If you find yourself straying as the LRM support barrages fly over-
rest of play (as a normal minefield) with toward the one-shot option, stray back head .
a damage rating equal to the missile and get a real launcher. Streak Missile launchers
system wh ich laid it. Normal weapon Anti-Missile System (AMS) Streak launchers are the only worth-
rules aren't used- artillery rules are. No This is my favorite new system. For while "new" tech for SRMs. Nothing
more rolls of 4/6/8- instead, use a base a relatively low amount of weight a beats the ammo effici ency of Streaks-
9+. Also, it takes one turn delay to 'Mech may shoot down incoming mis- how many other weapons can boast a
arrive at the designated hex; pick your sile flights, or most of them. The Inner hit for maximum damage every time
target hex well. Any unit which moves Sphere version shoots down I d6 mis- they fire? Perfect for arena combat and
into a mined hex must roll to avoid siles; the Clan version 2d6. raiding units, even the Inner Spheres
damage, no matter the movement In addition to actually downing Streak SRM-2 is worth the extra weight.
mode. Damage is in the legs, in five- incoming missiles, it serves as a deter- Jumping 'Mechs benefit most since the
point groups. If a 'Mech moves into a rent si nce no one wants to waste a systems don't fire unless they hit. The
hex being targeted that turn, that precious shot only to have it shot ideal 'Mech for these systems: a fast
'Mech may move out without being down. Many times, I've run out of harassing light 'Mech to get in close.
!iEN!iDR !iWEEP
by Herb Barents and Americal-haters. into the world of professional zines
Issue number 33 has to be one Coming up will be an entire in scope and size; full color covers
of the fastest ones I've ever put issue devoted to readers ' 'Mechs, will be coming along once the bugs
together. That's probably because of plus a few pieces of fiction. Keep are ironed out of the production
all the help I've had from you, the sending 'Mechs and stories in, since process . Future Wars has a long
readers/authors . It looks like I might we need as many as we can get way to go, but is moving there fast
be able to sit back and just let all of I would like to apologize for the The next few issues should only
you take care of the issue for me. delays around the last few issues. be about six weeks apart instead of
I know that isn't the case, The problems have been largely the "normal" eight Hopefully, we'll
because I like to write at least one due to having to rely on equipment get close to catching up to where
article for each issue. You will notice which worked sporadically at best we should be by next summer Each
I've had less articles, concentrating and often not at all. I should say Phil issue brings us enough money with-
on your contributions . That's a very has attempted to overcome this by in a month of publishing to allow us
good sign, and it allows us to go buying over two thousand dollars to print the next one. That's a very
where most other zines cannot- into worth of equipment, investing his good sign. The extra money can be
a realm dominated by reader contri- own time and money into improv- put toward making the changes
butions. I thank each of you for all ing the magazine. In no way has he needed for bringing us to the next
the help you've given us. been paid what he is worth to us at level, and making Future Wars the
Unfortunately, the next brings Future Wars He has taken and is best BattleTech/Science Fiction mag-
my name back quite a bit Number still taking the steps we needed to azine on the market That's a tall
34 will focus on the Kin and the take, and will guide us into a new order, but I'm telling you that's
1 13th America! Division We'll focus era of Future Wars throughout '93 where we want to go with the zine.
on why there's such an antipathy and '94. Without Phil, it would be With your help, and only with your
between them, as well as discussing almost impossible to put out Future help, we'll make it
how they came to the Inner Sphere, Wars. Sure, each of us could be By the way, look for other
and some new technology in use replaced, but I have no desire to Future Wars products in the latter
by both sides. There will still be non- change our staff. Phil has done a part of '93 ... it might really surprise
Kin articles guaranteed to knock very good job and brought us to you .
your socks off, so the issue will the level where we can expect to
please even the most devout Kin- break out of the fanzine world and
('I\II..JrY!i.vul
F 7') .
ca LQ
/;J.'f('n
4
PA!i!i IN REVIEW
by Herb Barents &Phil Deluca its small waist, which is difficult to The WarHammer 1/C is large, but
This issue, we are going to talk get at when painting. thin. The picture by Victor Musical
about four of RAFM's new Mekton The third Mekton is the Industries is actually a better portray-
line of figures . They are made for Vengeance. I didn't particularly care al than the miniature. However; it is
the Mekton game (which is similar for this one. While it is detailed well, still beautifully carved . The 'Mech
to BattleTech but has a it is not set in a particularly striking has more detail than the "typical"
Japanimation bent to it) and retail pose. There is a gun mount on one Ralidium 'Mech, but is far less "fluid"
for $4 .50 each . Although they are a shoulder that looks out of place and than many 'Mechs on the market. It
little larger and bulkier than most does not sit well at all. Except for isn't graceful; it does portray POWER,
BattleTech miniatures, they make the arms it is fairly easy to paint. This though.
convincing (and flashy) 'Mechs. one was definitely a disappointment The 'Mech is great for those
They look good and have a unique for me. who enjoy detailing- the many flat
style. The last one is the Vigil. It resem- areas allow for multiple insignia, so
The first figure is the Mauler. The bles a cop in riot gear; and have a ball. Unfortunately, there
figure is cast in an interesting fight- although it is not in a fighting isn't much to drybrush over; since
ing stance. It stands w ith knees stance its pose shows a great deal carved-detail isn't much present.
bent, as if bracing itself to be hit. Its of authority. The figure has two This increases the perception that it
arms are out, and it appears to be glue-on pieces, a shield and a back- is a less-used garrison 'Mech show-
preparing to fire a laser off to its pack. In all this figure has outstand- ing little in the way of wear.
right while extending its left arm for ing detail. It is easy to paint and The Jenner IIC is cool. There's
balance. The head is also tuned to looks good when finished. This, more detail than the others on this
the right, also making it appear as if along with the Mauler are probably mini, and it is posable without hav-
an enemy were coming up on its my favorites out of all 10 Mektons ing to bend the difficult Ralidium .
right side. currently out. Cranking the torso down a little
This figure is detailed well. Ral Partha has also released new greatly enhances the vicious look of
Everything from seams in the armor BattleMechs. The WarHammer IIC, the 'Mech- about a 30-degree angle
plating to fixtures on the weapons Jenner llc, Albatross, and Hollander works best.
easily look as good as anything put are all on the shelves as this is being It paints well, too. The detail is
out by Ral Partha. The figure paints written. Like the four released earlier enough to be highlighted by dry-
well, and lends itself to a wide vari- in the summer; they're all made brushing, and the broad head
ety of painting techniques. I suggest from Ralidium, Ral Parthas "lead- makes for a nice place to put the
painting the main body and the free" alloy. The new Ralidium boosts insignia. The missile packs on the
shield accessory separately, then the price, too- look for the smallest arms are separate, so they can be
gluing them together. of these 'Mechs to ring in at about converged on a target or spread
The second Mekton is the Death $4.50. wide. Fun, fun, fun.
Stalker. This one is much larger than The Albatross is an amazing The Hollander is ... odd. The
the Mauler. It comes in three pieces, miniature. Every centimeter speaks massive Gauss rifle is completely
a main body, an arm with a rifle, of assault 'Mechs- the bulky torso, out-of-scale with any other example
and a shield. The pieces glue thick legs, and powerful arms give of the weapon to date, but that isn't
together very well, and the arm can practically scream destructive ability. new. The rest of the 'Mech is affect-
be set in any number of positions. I The "pleating" all over the 'Mech ed by the huge anomaly- it looks
personally think the Death Stalkers is a dry-brush-/thin wash- painters awkward, and very unstable. Still, it
chest is too large. It sticks out a dream. Unfortunately, as with oth- is striking in it's "alien-ness."
great deal in both the front and ers made from the new alloy, it What the funkiness takes away
back, making the figure look like an seems as if finer detail (a Ia most in grace it puts back when it comes
oversized linebacker wearing shoul- OmniMechs and the Bob Charrette to painting. The 'Mech isn't full of
der pads. It has large forearms and 'Mechs) is lost, leaving many broad, detail, but the parts are so .. ."intri-
slender upper arms. Its hips are flat planes. Whether that's a func- cate" it isn't noticed. There aren't
wide, and its legs are heavily built. tion of the Ralidium or the sculptor many planes on the 'Mech; curves
The main problem with this figure is remains to be seen . dominate the body and limbs.
5
by Herb Barents great assault 'Mechs_ It is a fairly its size. The oddly placed shoulder
This issue we'll talk about four standard configuration with a few armor makes it impossible to extend
'Mechs of various tonnage classes_ modifications. It is designed to be the arms The PPC in the right arm
These are the Catapult, Charger, agile, so can twist its torso twice as interferes with the 'Mech's ability to
Panther, and Spider fast as most 'Mechs in its weight punch.
class It is made to withstand the [Game Data- the Panther's kicks
I:ATAPULT massive impact of a charge, so takes only do 5 points_ A 5 hexjump is
less damage than normal due to possible with a Piloting skill roll, and
The Catapult looks like an egg falls and charges. The heavy legs, a six hex jump is possible with a
on birds legs. Because of its odd built strong to enhance movement, Piloting skill roll at +2. Failing a skill
configuration in can 't move like also give the Charger extra kicking roll in this situation causes the 'Mech
most 'Mechs. Due to its bird legs it power The left arm is formed into a to land I hex short of the hex in
has difficulty with most physical battering ram for extra impact when which it intends to land and burns
attacks, except for death from charging . It also has the added fea- out the jump jets until repairs can
above and charge attacks. It can ture of shoulder baffles, able to be made. The Panther stands with a
kick, but risks losing balance when absorb potential head hits coming -2 bonus to the piloting skill roll. It is
doing so_ On the up side, its leg in from the sides_ unable to use arm firing arcs (only
configuration gives it great stability [Game Data- it can turn its torso forward) , and cannot punch with
when landing after a jump. The two hexes in a turn rather than the right arm.J
Catapult lacks real arms, so has diffi- one. A level one fall only causes 4
culty standing up. It is also inca- points of damage, and falls from
pable of torso twists Due to the !iPIDER
greater heights cause normal dam-
mounting of the LRM launchers, it age. When receiving charges, it The Spider is an extremely quick
cannot take advantage of arm firing reduces damage by two points. The and nimble 'Mech Although it looks
arcs. The lasers are mounted in posi- Charger's kicks do 19 points of dam- fragile, it is actually very strong. Its
tions where they can dissipate heat age. When charging, do damage as feet are equipped with claws, giv-
faster than normal. normal, then roll an additional 8 ing it better footing. The short
[Game Data- the Catapult is only points of damage to one location wings on the back allow for short
able to perform death from above, (for the arm/ram). The left arm does glides, extending its jumping range
charges, and kicks for physical no damage on punches, and the in certain circumstances. The medi-
attacks; kicks only do 10 points of right arm does 6 points per punch. um lasers are mounted to reduce
damage, and a piloting skill roll is Head hits from the sides become heat buildup when fired in tandem.
required even if the kick is success- arm hits until all external armor on The waist is not set up to turn the
ful The Catapult never has to make the arm is destroyed./ torso at appreciable speeds.
a piloting skill roll after a jump, [Game Data- the Spider kicks for
except when executing a death 4 points, and punches for 3. All
from above. All piloting skill rolls are PAI\ITHER Piloting skill rolls to avoid falling are
at -2 bonus until internal damage is The Panther is another fairly at- 1 bonus_ Jump jets can be
taken on one leg. When all four standard design. It is basically a pushed in a similar manner as the
lasers are fired, only 10 heat is gen- slow light 'Mech able to out-fight Panther The Spider can jump up to
erated instead of 12. Firing while most of the lighter medium 'Mechs. I 2 hexes, w ith a normal piloting
jumping only gives a +2 penalty. Its legs, however are somewhat skill roll at 9 hexes, with a + 1 penal-
Piloting skill rolls for standing up are weaker than normal, reducing the ty for each hex past 9. Failing this
also at a +2 penalty. The Catapult effectiveness of kicks. It carries a roll burns out the jump jets (see list-
cannot fire while prone and cannot powerful set of jump jets that can ing for the Panther for details) .
use arm firing arcs J be pushed beyond their normal When both lasers are fired, only 5
jump capacity, though this over- heat is generated. Piloting skill rolls
thrust risks burning the jets out. Its after death from above attacks are
I:HARiiER
uncanny agility allows it to stand at -3 .]
The Charger is the last of the with less effort than other 'Mechs of
6
VIDEO FEED
by S. lnister the shock of movement through its over valuable resources, including
I:YBERNATOR component parts. Words fail to fossil fuels and lunar colonies . Built-
describe the detail put into the ani- in features allow a player to tailor
Take fast paced arcade action, mation. Everything from believable the characters name, and the SNES
add in superior graphics and motion to a stream of empty shell replaces the standard name ("Jake")
sound, top it with a dash of story- casings ejected from the battle with whatever you enter.
telling and you'll end up with armors gun, gives Cybernator an Overall, Cybernator has all the
Konamis Cybernator. In this SNES interesting look and feel. makings of a video game classic.
hit, you pilot an advanced suit of At the start of each mission Konami has truly pulled out all the
battle armor (read: BattleMech), there is a briefing. On-screen text stops for this one. This is one of the
complete with a hand-held vulcan describes the upcoming mission in select few SNES games that is worth
cannon, a shield for deflecting the style a soldiers war journal the $55 (and up) price tag.
enemy fire, and jets for limited might have. During the mission,
flight. Even with all these devices, text representing radio conversa- "I fight not for patriotism or for
your combat skills will be tested to tions between battle armor units justice. I fight because I am a soldier.
the breaking point on a series of describes the story of the battle. A soldiers survival depends on fight-
increasingly difficult missions.
Add in a title sequence with the ing and defeating the enemy."
At first glance, Cybernator look and feel of a Japanese anima-
appears to be a simple arcade tion epic, and you have an intricate
shooting spree, but a few minutes !iTARFDX
action game that plays like a live-
of playing time will dispel that illu- action What would happen if a game
sion . The battle armor comes able comic company
to execute a surprising variety of book to took the
maneuvers, giving the player many onlookers. amazing
options to choose from in the heat Cybernator graphics
of combat. Push up or down on the is a perfect possible with
control pad and the gun will track exa mple of the latest
up and down, allowing a full 360 how a generation
degree field of fire . game can of 16-bit
Press "A" button and the achieve a game
Cybernator armor will go into a fast delicate .machines,
moving "slide" maneuver. Another balance and added a
button deploys the shield. The between cutting edge
armor is not limited to just one action and co-processor
weapon; in the beginning, players storytelling chip? The
may select between the vulcan can- that cre- answer is
non and a punch attack, each ates the StarFox, the
deadly in their own right (each has illusion of first of a new
different advantages and disadvan- a whole generation
tages). During the game, different world filled of games
weapons may be found, adding to with high from
the variety. adventure. Nintendo
The graphics in Cybernator are That taking
nothing short of phenomenal. The world is advantage
animation flows well, and is full of one in of the pro-
little subtleties that add a great deal which you are a soldier drafted into cessing power of the Super FX chip.
to the game. As the battle armor the Pacific States armed forces. Their The Super FX chip uses technology
moves, its various segments move mortal enemies, the Federated similar to that used in the most
independently, giving the appear- States, are the targets of your
ance of a large machine absorbing aggression. The war is being fought
7
I\IEW Al\10 IMPROVED A RTILLERY R U LE!i
by Jon M. Pehrson the shell will take one extra turn to other direct fire weapon. In this case
In my opinion, FASA' rules for arrive. All other rules in the they are huge cannons (or missiles)
artillery combat are lacking in a few Compendium concerning the indi- capable of massive amounts of
serious areas. BattleTech artillery rect artillery fire should be used . damage. To incorporate this into
works at very short range, as far as The following is an example: the game, make the following
real artillery is concerned, and is Two Snipers are I 2 boards from adjustments:
somewhat light and mobile. a target The spotter takes a turn to Due to their large size and diffi-
BattleTech artillery is relatively close call in a fire mission, next turn the culty targeting close, line of sight
to the battlefield when in use (I con- Snipers open fire on the target area targets, add a +2 penalty to hit for
sider I 0 klicks, about 6 miles, is fairly and may continue to fire at the all their ranges. This means they
close for most artillery). Therefore, same odds . If an observer can give now have base target numbers simi-
artillery plays the role of vital tactical better spotting data, one turn is lar to aerospace pilots (6 at short
support, generally . - - - - - - - - - - - - - - - - - - - - - - - - - - - . , range, 8 at medium,and
employed on a small scale. I 0 at long range).
How does this affect ~.,...~_.-.-£.rr~~ Except for Arrow IV,
the game? A shell in ~/~ · -/!;~-? double the listed dam-
_,.
4
BattleTech takes I 00 sec- -~--~ age to determine the
onds (I 0 turns) to travel .;-·~;!" . -~~ damage suffered from a
I 0 ki lometers . This trans- /" > ~~ direct hit. All of this dam-
lares to I 00 mls, 328 f/s age should be applied to
(about as fast as a "hot" one location. If a target
paintball gun) or about gets smacked by a Long
223 .7 mph, which is Tom straight on, thats 40
extremely slow (consider- damage to one location!
ing it is a launched projec- This will destroy (or seri-
tile from a huge gun). This ously cripple) most
is unreasonable; at those 'Mechs and/or vehicles.
speeds you could actually Use the following fig-
see the shell plummeting ures for statistics of a
towards you, assum ing it given artillery piece used
makes it to the target in the first needed to make the required for direct fire:
place. It would make more sense if adjustments . [Game Data:
these artillery rounds had a low end These rules greatly change the Long Tom: Damage 40, Heat
muzzle velocity of about I 000 mls way artillery affects the game. I 20, Minimum I 0, Short 15, Medium
(comparable to some artillery sys- believe it makes the game more 30, Long 45, Tons 30, Crits 30,
tems in service today) and shot at challenging and exciting because of Ammo 5/ton .
about a 45 degree angle (for maxi- the rapid effects artillery may now Sniper: Damage 20, Heat I 0,
mum range). This means the shell produce. Artillery should not be lim- Minimum 6, Short 7, Medium 14,
has a forward speed of about 707 ited to a purely support role; what Long 21, Tons 20, Crits 20, Ammo
mls, meaning it could travel about effect would it have in the middle of I Olton.
14 boards in one BattleTech combat a battlefield rather than miles away Thumper: Damage I O,Heat 6,
turn . from the action? Minimum 7, Short 9, Medium 18,
INDIRECT FIRE DIRECT FIRE Long 17, Tons 15, Crits 15, Ammo
Based on these figures, use the According to the Compendium, 20/ton .
following: targeting indirect fire when artillery is fired directly at a Arrow IV: Damage 20, Heat I 0,
artillery takes only one turn (during target the base number to hit is 9 (a Minimum 6, Short 12, Medium 24,
which the shell is fired). Once mere 27.8% chance of hitting, with- Long 36, Tons I 5, Crits I 5, Ammo
accomplished, the artillery may out any modifiers) Directly fired 5/ton.]
open fire at will upon the target artillery should be devastating. I
area . For each I 2 boards of range, suggest treating artillery just like any Continued on Next Page
B
ALBEDO REVIEW
by Scott Malcomson Unable to find any anthropological
The term is used in science to evidence of prior civilization and I\IEW & IMPROVED
indicate an objects reflectivity of having proven no species was
light and other forms of radiation. I 00% compatible with Arras
ARTILLERY RULE!i
For instance, the strength of a Charkas environment, it was
returning radar signal is a measure assumed either they all came from
of an objects albedo . elsewhere or were created for some If the artillery fires at a target in
Such an obscure word is some- yet unknown purpose. line-of-sight to, but beyond the listed
how fitting for this role-playing One of the first acts of this bur- maximum range above and within
game and the graphic novel that geoning civilization was to develop the absolute maximum range of the
spawned it; Albedo is a reflection of an FTL drive and set out to explore weapon, use a base target of I 0.
the society it portrays. the stars for any evidence of their There is no collateral damage to
It is important to keep this in origin. They found no evidence, but nearby units if a hit is scored from
mind when trying to describe the did find an abundance of marginal- direct fire artillery. The poor victim
game. Characters are not "star war- ly- to reasonably- habitable worlds taking the hit absorbs all the dam-
riors" capable of killing ...---------,=-=-> to settle on. The first of age. (If hit directly by a Long Tom,
anything within three these settling "waves" cen- and only a Long Tom, make any
rounds of combat, nor tered around twelve Piloting skill rolls as a result of 20 or
are they pompous know- colonies, which began to more points of damage at +2 penal-
it-all types who can do establish their own ty, not the +I penalty listed in the
everything from navigat- colonies as soon as they Compendium.)
ing through a warp point were able. Those colonies Where does a shell go if you
to fixing the ships in turn settled more miss your target? The following is a
Cuisinart. PCs (and even worlds even further out. system for determining artillery scat-
NPCs) are PEOPLE, with Now, like the BattleTech ter on a miss:
real personal goals, fears, universe, there is a central Roll I d6 on a miss. A I is short of
wants, and needs. They core of well developed the target, 2 is to the right (away
deal with "real" situa- worlds, a loose "rind" of from artillery), 3 in targets hex, 4
tions, such as counter- mid-level worlds, and a random scatter*, 5 left of target
insurgency (COIN) ops or thick "skin" of worlds (away from artillery), 6 too long
probing the mystery of roughly equivalent to the (behind target) .
their very existence. Periphery. (* Roll a I d6 on the facing after
This is the real kicker; Thats the thumbnail fall table to determine direction of
you role-play anthropo- sketch of this exciting uni- scatter.)
morphic animals. Remember seeing verse. Theres far more to it, includ- Roll I d6 to .determine the num-
Disneys Robin Hood as a kid? Your ing highly detailed technical sketch- ber of hexes away from the target
character looks for all the world like es and in-depth descriptions of the shell will land in. Subtract I if the
an animal (hereafter referred to as assorted types of weapons, personal target is at medium range, 2 if the
"critters"), but walks on two feet, has gear; starships and combat vehicles. target is at long range. In either case
hands with opposable thumbs (well, Be warned, this is not a the minimum scatter is still one hex.
most critters do), the works. None rehashed version of Justifiers. Artillery shells are very danger-
of these critters have any idea Albedo is a game well worth the ous even wheri they miss. Apply
where they came from . investment of your time and money. damage normally in hexes hit by
Over two hundred years ago, For information on how to get it scattered shells, inflicting damage
the various species "awoke" on a write: normally. Thus it is still possible to
world called Arras Charka with a Steven A. Gallacci damage your target when you miss.
complete technological base (about P.O. 19419 Twenty points of collateral damage
ten years ahead of our own) wait- Seattle, WA 98 I 09 from a Long Tom is quite a blow,
ing for them. Strangely, they had even for some assault 'Mechs.
the knowledge of how to use it.
g
Al\lo THEY CALLED HIM
CROTCH-§HOT
by Rick Cox using any route you consider pass- south was an entire lance, medium
Just as he had done a thousand able." She turned her Atlas towards 'Mechs all, and Chad knew this w as
times before, Chad Stevens was the east and gave the rest of her the Liao recon lance his unit had
going through his warm-up check- message. 'The last warrior to arrive been trying to find, only they had
list. Thanks to his training, the pro- gets all of the lances extra duties for found him first and he was alone.
cedure was automatic, leaving his the next three days ... GO!" With Chad turned back to the east and
mind free to worry about this, his that, she was off. Within seconds, began to move his BattleMaster like
very first combat mission. the two veteran MechWarriors, one he'd never made it move before.
In some respects Chad was a in an Awesome, the other in a Chad started calling for h elp on
very lucky, if very green, Marauder. were also moving out every communications band he
MechWarrior. Being the only and Chad knew he was in trouble could access. He had only covered
descendant of his grandfather, again. His BattleMaster was proba- a few meters when he was hit by a
Charles 'The Smasher" Stevens, to bly the slowest, least maneuverable second flight of LRMs from th e Liao
qualify as a MechWarrior. Chad had 'Mech in the lance, and he was defi- ShadowHawk. Chads BattleMaster
naturally inherited the BattleMaster nitely the worst pilot of the four. stumbled, and nearly fell when the
which had carried his grandfather Here goes nothing . ShadowHawk hit him with an AC/5
to fame within the 2nd Sirian Within a few short minutes he round. Chad realized he was in a
Lancers . His heritage was good was alone and had no idea where very bad situation . Individually his
because most MechWarriors his age any of his lancemates had gone. He BattleMaster could probably deal
could only stare at assault 'Mechs- was hurrying at the BattleMasters with any two of the enemy 'Mechs,
he actually owned one; it was bad best speed, trying to find a shortcut but having to worry about four of
because everyone assumed h e on his on-board terrain map, and them, knowing they could all literal-
would be as good as his grandfa- cursing his luck all at th e same time. ly run circles around him meant he
ther had been. Suddenly, his threat warning sound- and his 'Mech would be toast unless
So here he was, going out on ed, and he watched with astonish- he stumbled into a miracle.
patrol with Lieutenant Masters and ment as a flight of LRMs went flying Chad kept his BattleMaster mov-
two other veteran MechWarriors. by his cockpit. He turned to locate ing toward the east hoping to find
Th eir mission seemed rather simple, the source of the LRMs and felt cold his miracle before the enemy started
search for and destroy any Liao fear grip his soul. to work in concert and destroy him.
recon lances they could find to the Coming over a ridge to the Even at full speed, a BattleMaster is
west of the units base. Supposedly
the Liao forces had only come to
Procyon as a diversionary raid, but
that was quite all right with Chad,
fJ
he knew he wasn 't ready for a
major engagement.
They had been patrolling on a
wide arc for over two hours when
Major Jenkins notified Lieutenant
Masters that the intelligence peo-
ple were now reasonably sure
there was no enemy activity in
their assigned area, and they ~
cou ld return to base. Masters ~ ~
decided this would be a good · _.. ::-'SJ
time for the unit to get a little prac- ·• ·. (:'
tice in speed marching . She gave · -~--:;~~~~/-~,-..,.lr-J_-.j~
her orders to the lance in a very ... . ·
quick transmission. "You w ill each
return to base as fast as possible
10
AND THEY CALLED HIM
CROTCH-!iHDT
relatively slow, so the enemy 'Mechs top of the ravine. Now I'm really in
were having no trouble closing the for it, he thought. A quick glance at
range. Chad spotted his small mira- his status display confirmed his
cle ahead- a steep drop-off into a fears, one or two more hits on
ravine. From there he could effec- either leg and his BattleMaster
tively return fire and buy some time, would go down.
if nothing else. Chad realized all he could do
His pursuers must have been was lay down fire and try to duck
confused, as his BattleMaster simply behind a bend in the ravine. He
dropped out of sight. Chad miscal- fired his PPC towards the
culated the angle of the side. ShadowHawk and scored a hit
Instead of stopping on the side of before the edge of the ravine cut off
the ravine, he slid all the way down his view. From above, something
into the dry creek bed. A little shak- began pouring the fire on hard. He
en by his fall, he climbed back to climbed his 'Mech to the lip and saw
the lip of the ravine into a big sur- Lieutenant Masters in her Atlas firing
prise. Less than fifteen meters in at the now-fleeing Phoenix Hawk.
front of him was one of the enemy Chad tried to radio the
'Mechs, a Griffin. He let loose with Lieutenant about the ShadowHawk
all his weapons and watched the when the Atlas turned toward him.
Griffins head erupt in flame as his He could clearly see Lt. Masters as
FoR ONLY
PPC and at least three of his medi-
um lasers tore through the cockpit.
she moved her finger to her lips in
the universal sign to be quiet. Chad
$i!i!
The odds were a great deal better was confused until he noticed he You I:AJ\1 HAVE
now, and Chad felt much better had jammed his radio into transmit
about his situation. mode in his panic. He released the THE WHOLE
Chad eased further south along transmit switch and was relieved to
the ravine, hoping to surprise hear his lance leaders voice. WORLD 11\1 YoUR
another opponent. He was quickly 'You don't have to worry about
rewarded as an enemy Blackjack the ShadowHawk, Chad. The pilot is HAI\ID!i.
came into view. Chad waited until still sitting on the edge of the ravine (well, not really... )
the Blackjack was nearly upon him trying to figure out what hap-
You can have
before opening up. The pilot of the pened." Chad moved closer to the
Blaclgack must have been shocked edge and saw the ShadowHawk, its SEVERAL
to see the BattleMaster rise halfway entire front ripped open and cockpit
out of the ravine with weapons empty, like a disemboweled knight whole worlds in your hands.
blazing . Before the Blackjack could of ages past. The pilot had bailed Future W ..ars not only covers
effectively return fire, Chad blasted out.
its left leg away. One more enemy "Did I do that?" he asked in BattleTech, but Star Wars, Renegade
down. awe.
Legion, Shadowrun, Twilight: 2000,
By now Chad realized this ravine 'Yes, you did." answered Lt.
trick had to be getting old. He Masters with a smile in her voice. Traveller; Silent Death, and many
decided to move on until he could "One shot, one ShadowHawkl" She
find another good ambush spot. laughed. "You've done pretty well other games. So don't waste time-
Chads Battle Master had just slid to today. You got one Griffin, one send a check or money order to:
the bottom of the ravine when Blackjack, one ShadowHawk, and
another flight of LRMs struck him. your official nickname. HERB BAREI\IT§
Looking south down the ravine, "Congratulations, Chad "Crotch- 17187 WILDEMERE
Chad saw the ShadowHawk and a Shot" Stevens."
Phoenix Hawk moving along the DETROIT, Ml 4Bi!i!1
11
THE REACHE§
by Gary D. Depp Scrapyard (pun intended) , the Pool, and
"Its not Solaris City- there are laws in the Mud Pit. Each of the arenas has spe- CLANTECH ON
Solaris City. In the City, there are places cial features and rules to spice-up the
you can wa lk and not wind up with a game action, like quicksand, acid pits, SOLARlS
vibroblade between the eyes" pop-up weapons turrets that shoot at by Gary Depp .
anyone nearby. and underwater dueling For those of you patiently waiting for a
With that cheerfu l thought in mind, rules. ClanTech weapons table for use with Solaris
FASA set out to make an expansion set The final section is on New Rules VII, your wait is over; ·solaris-The Reaches" has
for the duelists favorite planet- Solaris VII. and Tech. It introduces such concepts as the "needed" Clan dueling weapons table.
And what an expansion set it is! Players opposed rolls for initiative, with roll modi- First, brace yourself before looking at it, and
now have five new Arenas, more arena fiers based on your MechWarrior repeat after me- "Never face Clan Tech with
'Mech prototypes, Mechwarrior arche- Strategy or Tactics Skill level. Those of Inner Sphere weapons." The advantage of near·
types and optional rul es, and some real you with MechWarrior characters had ly every Clan weapon system is staggering ..The
important ClanTech weapons tables. better consider boosting those levels, or longer ranges, and lack of weapons cycling
[See sidebar about ClanTech on get used to losing initiative most of the delays makes the stuff almost invincible!
Solaris on this page -PJD] The book time. Also, an optional Critical hit table is For example, a Clan SRM-2 Streak has no mini-
itself is divided into three major sections, provided for damage assessment. It is mum range (like the Inner Sphere), Streak
Introduction, Locations and New Ru les. designed to allow more control over the means they both hit (like the Inner Sphere), the
The Introduction top th e sourcebook type of critical hit made, like weapon heat is only 8 (again, like the... ), the range is
goes over old ground: a thumbnail insulation damage causing double heat out to 48 hexes (like the-wait a minute- 12
sketch of the history of Solaris and Solaris and accidental engine shutdow n making MORE than the I.S.J, and there is NO DElAY on
City. It is short- the understanding is that you a sitting duck for three full turns. cycling (the Inner Sphere's is 1... ). Take another
you currently have Solaris VII and don't Nasty It seems this is most useful w hen popular arena weapon, the lB .1 0-X. The Clan
need a second history lesson. Besides, using the 'Targeting Locations" optional version reaches past the Inner Sphere model's
this sourcebook is meant to supplement rule from Solaris VII- no more instant by 12 hexes, and it, too, has NO DElAY. Do
the information found in Solaris VII. knock-out of a weapon system, 'just" you detect a pattern here? All the Clan
Without it The Reaches is almost useless. severe pena lties for using it. weapons enjoy an advantage of at least I turn
Second, the Locations section covers Also included in this section are on cycling, and for most weapons there is no
the new Arenas, the less respectable three new Arena 'Mechs, the Sasquatch, delay at all. Use them every turn, if you can
independent Stables existing on Solaris, an 85-ton Assault, the Copperhead, a take the heat. (A character in a 'MechWarrior'
and an expansion of the Solaris City 30-ton Light and the Werewolf, a 40-ton campaign, would be sitting in the cockpit,
map. The map contains the names and Medium. Here is where I have some criti- checking your weapons status board as you
loca tions of neighborhoods, noted cism for the product. Just a quick glance fired your weapons, watching as the board
establishments included to enhance the at the CPR-HD-002 Copperhead shows flashes from green-red~reen almost instanta-
"MechWarrior experience," and the new severa l errors in the design . First the neously.)
Arena sites. It also covers the smaller; less 'Mech is a 30-tonner. but the Internal The only parity between Clan and Inner Sphere
successful street gangs and criminal ele- Structure weight is g iven as 2 .5. It versions of the same weapon is between the
ments of the Reaches . These are no should be 3 .0 for normal IS, or 1.5 for Gauss Rifle, Machine Gun, Flamer, and Small
match for the older; more established ES-11 . Second, it lists 3 medium lasers at 2 Pulse laser. Clan and Inner Sphere versions
organizations like the Yakuza or the tons each. Time to break out the calcula- appear to be close matches, except for tonnage
Mafia. However; on a sma ll er, more local tor to legally use it. Same for the and criticals (and range in the Small Pulse
scale they control the streets of the less Werewolf and Sasquatch, to a lesser laser's case), of course. Believe when I say a
desirable p laces outside the main city, degree. Two hundred rounds of Clan gunner can easily work to have only a -t
and are powers to be reckoned with in machine gun ammo at .5 tons for each or no penalty while his Inner Sphere opponent
their own backyard of them . No errata sheet was included in has a-2 or worse.
my copy, either.
Only slightly less important is the combined
(One location bound to draw a
O n the plus side, theres a well-writ- Inner Sphere/Clan Underwater Range Table. It
smi le from even the most jaded of play-
ten short story entitled "A Matter Of
lists the types allowed (i.e. energy), and the
ers. is the wreck of the SLS Trident. After
Respect" broken into seven p ieces
ranges they are limited to underwater. It is pro-
an Overlord-class DropShip crashes in
vided for use in the "Pool" arena, but can be of
your backyard, what would you do? throughout the book. It is intended to
use in your own scenarios. Again, the only
Why, open a restaurant/nightclub inside set the proper frame of mind to deal
weapons parity I see is in the ER PPC, small
it of course. Free enterprise in action ) w ith the seedier elements of Solaris'
laser, and small pulse laser. They are close to
There are new Arenas, of course. underbelly. A good story, it blends the
the Clan weapons in all but maximum range.
Some have promise and some seem pret- elements included in the module into a
No more guess work. Thanks to "the Reaches,"
ty silly. Tastes are even more varied than good start for a MechWarrior campaign .
players now know exactly how good ClanTech
these arenas, so each player must decide All in all, the Reaches is a solid sup-
is when used in Arena or Dueling combat. One
for him- or herself which to use. They plement and makes a welcome addition
word of advice for Inner Sphere pilots who
are, in order of appearance, Hartford to any dedicated Duelists collection.
want to test themselves against a Clan oppo-
Gardens, King of the Mountain, the nent-learn to enjoy wearing a Bondcord.
1i!
SP€C1AL S€CT10N
THE CLANS!
Fearsome and fearless, Clan Warriors are the pinnacle of Humanity's efforts to create the perfect soldier. Backed by the best BattleTechnology
seen by the Inner Sphere, the Clans are a juggernaut waiting to grind its way to Terra in its quest to re-establish the Star league, Clan-style.
This section is an exploration of everything Clan, from their technology to their psychology.
Devastating though they may be, the Clans are far from unstoppable.
Knowledge is power.
13
A MATTER Of TlME
by Gary D. Depp ing their twin SRM-6 racks and medi- Joining them from their firing posi-
The DropShip thumped to a halt um lasers. Weaving as they came. tions from the southern tree line
on the field 300 meters from the they attempted to present a confus- came two Drillson 50-tonners from
western boundary of evergreens, ing ballet of fire and steel to the Pursuit Lance. They surged toward
exhaust plume flaring between warriors manning the defensive blis- the DropShip, adding to the confu-
extended landing gear. Armored ters on the ship. Even as the sion of the Clan defenders. Slower;
units of the Langenveld Planetary DropShip gunners began compen- but with more armor; the Drillsons
Militia lay in wait at that end, and sating for these gyrating targets, the raced straight in, engaging the Clan
also held positions to the north and ACV lance split tip, and passed the laser and autocannon blisters with
south, watching as the DropShip ship, two to a side. SRM impacts, SRM-2 fire and their large lasers.
came to rest. As it settled onto the orange-yellow flowers of explosive One autocannon blister exploded
hard-packed soil, clouds of dust and might, crashed against the outward, its' protection pierced and
steam billowed around it, obscuring DropShip. The hovertanks split up ammo touched off, jointly speared
its' profile and the large green avian further; routed. and headed for the by the lasers of the two Drill sons.
insignia emblazoned on the side. fire-break roads at various points The PPC turret, now having real tar-
Watching from the commander's along the perimeter of the field. gets again, answered the fire of the
seat inside his Ontos heavy tank sat Chased by laser and autocannon fire militia ACVS. Raking down the side
Colonel Jan Vogel, militia comman- from the modified Union, these fast of Pursuit-2, the PPC flash-boiled
der; former Lyran Commonwealth and agile craft continued the inter- armor from the Drillsons' left side,
officer; and Langenveld's only hope twining dance. Just as the tanks breaching the plenum chamber and
of stopping these strange raiders . cleared the field, LRM fire wreathed causing the tank to crab sideways as
And he had to stop them before the DropShip. Coming from the it lost lift. Dragging it's skirt across
local midnight. He mulled over the south edge of the field, the LRMs the rocky soil, with fire pouring from
strange message the raiders had from the bunkered Hunters and the PPC's wound, it left a trail of
sent the night before. The oddness Drillsons rained down on the grey sparks and smoke as it sought the
of an attacker asking what units steel globe of the Clan DropShip. It safety of the tree line. Not satisfied
would defend this place, as though squatted like some great ugly spider; with it's work, the Clan PPC fired
any army would willingly give up set upon by a nest of termites. swat- again. It speared the damaged
the classified information of its ting at its' foes with limbs of energy Drillson from behind, piercing the
"Order of Battle." But the enemy and flying steel. The blue-silver flash thin rear armor and exploding
gave him strong incentive. For that of a PPC struck at the western tree stored fuel. Pursuit-2 ceased to exist
information, they said they would line, connecting with the resisting with a thunderclap explosion, rat-
place a time limit on the attack, they armor of a hidden Demolisher; tling windows in Langenveld town
told him he was facing ten 'Mechs, splashing superheated steel into the three kilometers away.
and they told him where they trees and starting several small fires . Colonel Vogel watched as
would land. The Demolisher quickly backed friends and neighbors disintegrated
'They did it they took the easy away, deeper into the firing pit to a with their tank.
way in," said Colonel Vogel. He was turret-down position. 'Well, the free ride is over Now
pleased that these Clan invaders Colonel Vogel watched the we pay in blood."
chose the closest large clearing near attack unfold with some satisfaction . Strapped in his Dire Wolf, Star
the town . His plan depended on it. At least they got the sucker-punch in Colonel Tan Falkner felt the 'Mech
He immediately set his plan in with no casualties. All the waste tail- shudder as the DropShip rocked
motion, and called out over the ings from the mine bore iron traces with the hammerblows of missiles.
communications channels: to confuse magscans, and the The thought of being trapped inside
'Team Eisen- all Units, attack! Hit armor had been powered down a blasted and burning ship spurred
'em before they get off! Remember overnight to stay cool. his angry outburst.
the briefing and go for the 'Mech 'Team Stahl, open fire! Engage "Get the bay doors open now!
bay hatches." them now!" Get us off this ship!"
Roaring out from behind several A second salvo of LRMs smashed "Star Colonel, you are in the only
large mounds of mine tailings came at the DropShip, forcing the ship bay that is undamaged," answered
Scout Lance. They went across the defenses to concentrate on missile a Tech from the ship's bridge.
field, directly for the DropShip that interception. As the LRMs alternately "Freebirth! Open the bay now,
their computers tentatively tagged exploded in the air; or struck the or I will make my own exit."
as a Union class . The Pegasus hover- Clan ship, the previously 'routed' In answer to his oath, the bay
tanks charged like cavalry of old, fir- hovertanks resumed the attack. door lifted. Anger driving him,
14
A MATTER Of TlME
Falkner made I 00 tons of 'Mech positions. Watching his screen, the Sergeant Zeb Colter watched the
leap from the ship. His OmniMech computer began a threat analysis . approach of his commander. He
thudded to the surface, ignoring the The largest, tagged 'T I ", defied the flicked a switch:
fact that the ramp had not computer. Unable to lock in a com- "Colonel Jan, sir. Excuse me, but
deployed. As soon as his 'Mech parison, the computer flashed after my track, there ain't no others,
struck the earth, he was firing the through several choices, all in the sir." His voice, made tinny by the
Ultra-S autocannon and ER large assault 'Mech class. Vogel pressed a amplifier; rattled from the exterior
Lasers at the speeding hovertanks. key, and the fluttering screen speakers. Vogel, startled from his
Moving away from the ship quickly, stopped . Call it an assault 'Mech. reverie, noted the tanks number.
to clear the way for the next 'Mech, Fine. Just perfect. The second 'Mech 'Thank you, M2 . I'm turning
he ran his Dire Wolf into the path of off the ship, tagged as 'T2", caused back now. Watch your flank,
a dodging Pegasus as it curved a similar problem, but settled on Sergeant, ah ... Colter; isn't it?"
around the DropShip. Intent on the Thunderbolt. Yeah, right side cock- "Right, sir. We'll keep an eye on
ship, and not on the assault 'Mech pit, left-side LRM tube, arm-mounted the side door. Those Clanners come
directly in its path, the ACV bore weapons. Not quite right, but close my way, and I'll singe 'em a new ...
down on this new obstacle. Tan enough. As 'T3" stepped from the well, you know, sir."
Falkner was more attentive bay, the computer again fluttered As if to punctuate the exchange,
Sidestepping his 'Mech, Star through choices, finally settled on Medium-2s turret whined to the
Colonel Falkner avoided a head-on Catapult. Jan looked, pondered north a few degrees, to better cover
collision, but could not entirely what his computer told him. No, that flank.
escape the crash. The lighter thats not right either. Torso looks Colonel Vogel turned around
Pegasus glanced off the left leg of close, but a Catapult didn't have and started back towards his tank.
the Dire Wolf and caught its SRM arms. This one did, with obvious He passed Pattons and Von
turret on the outstretched arm of weapons pods, hexagon shaped, Luckners, Manticores and
the OmniMech. The 'Mech spun on each arm. The DropShips dam- Demolishers . He had twenty-four
and shook with the crash, but age assessment was more hearten- assets left. Four of his best lay hid-
Folkners' status lights continued to ing; in addition to multiple weapons den to the south. He hoped his
read green. No appreciable damage disabled, it appeared as if only one Hunters would again provide a solid
was done to the Dire Wolf. The hov- bay would be able to open success- body-punch to the Clanners, as the
ertank, however; had peeled the top fully without extensive repairs . As bunkered heavy tanks he had sup-
off the SRM turret, and had caved in Colonel Vogel stared at the puzzle plied the solid punch in the nose. It
the front of its hull. Leaking air; los- presented by his screen, the now- depended on what the raiders
ing lift, and dropping speed, the blooded Langenveld Planetary brought to the fight.
normally agile tank became a slow, Militia withdrew to new firing posi- Ill
wallowing, target. Falkner spun his tions closer to town. Twenty-four of "Bridge, Report!" thundered Star
OmniMech, going with the force of twenty-six armored vehicles sur- Colonel Folkners voice
the collision, and unleashed all his vived. Eleven hours remained of the over the com/ink.
weapons in his left pod. Two large Clan bid for the planet. "Star Colonel, we have not had
lasers, two medium lasers and the Ill any significant change in attempting
AC-5 cannon tore into the back of The armored units of the plane- to open the damaged bays of the
the fleeing Pegasus. The hovertank tary militia withdrew to the second DropShip. The jammed bays remain
ceased to be. Exploding fuel and line of hastily dug fighting positions, so. There has been no authorization
missiles blew out the heart of the midway between Langenve/d and to use techniques to force the hatch-
hovertank in a consuming flash that the invading Clan force. Once in the es. Doing so would render the ship
left nothing but an afterimage on prepared positions, they settled in to unspaceworthy."
the retinas of the watching militia wait for the Clanner's response to "Continue to demand that
soldiers. their surprise attack on the dropship. authorization. I have made a bid to
"Recall! Recall! Get them outta Colonel Jan Vogel dismounted take this world by midnight. If the
there." his Ontos and walked the line, defenders delay me past that, I must
The Clanners had managed to inspecting his tanks. Tanks! If I had honor my bid, and withdraw from
get some 'Mechs out anyway, just one lousy lance of heavy here forever. I will not permit cattle
thought Jan Vogel. From the interior 'Mechs, I could really make these to win this bid! Get me my two
of his heavy tank, he watched as the invaders pay. Stars!"
tide changed abruptly. It was time to Watching from the gunners sta-
pull back to the secondary defensive tion inside his Bulldog tank,
Continued on Next Page
15
A MATTER Of T1ME
at this range. " The Colonel looked up at his
"Understood, Central out." screen. As if in answer to his plea,
Star Colonel Falkner assessed his Only half of Vogel's carefully con- the Clan machines began an orderly
options . He had three OmniMechs structed crossfire ambush was withdrawal. Laser trades with
free out of the two Stars he bid . Not sprung. PPC fire from one of his Autocannon, PPC wards against
enough to win with, but perhaps he Manticores reached for the Clanner LRM; the tools of war continue to
can wear down his opposition with 'Mech resembling a Catapult. Laser make what they will of the materials
them, while the freebirth technicians fire followed back along the same supplied . Colonel Vogel starts to
worked to free his remaining units. track, creating an afterimage on hope, dares to believe that the Clan
"Mechwarriors Kate and Nathan . unprotected eyes. An explosion fol- warriors have had enough, and will
We will proceed in the direction of lowed. Jan Vogel watched the false leave this poor planet.
the town. We wi ll engage those tar- Catapult with the glowing hot spot But as the Colonel watched, he
gets presented to us, and inflict max- at center torso as it continued to is presented one last image of pain .
imum damage. If we are joined by advance. He knew that the dueling A Bulldog moved from around the
our trapped comrades, we wi ll con- Manticore had lost the exchange end of the left flank, pulling out of
tinue the advance on the town . If and more friends had perished. it's revetment and into the path of
we are set upon by superior forces, Suddenly, a rolling cascade of explo- the retreating 'Mechs. The Bulldog
and this is my order; we will con- sive thunder assaulted him, shook played it's large laser over the thin
serve our equipment by disengag- him, as he sat inside his 90-ton tank. rear armor of the previously dam-
ing and returning to the DropShip . Spinning his sensor adjustment con- aged false Thunderbolt. Even as the
"Retreat is not honorable, Star trols, he saw the cause of the earth- tank started to enjoy success, and
Colonel. " shaking explosion. armor melted to expose the inner
"Nevertheless, Mechwarrior The false Thunderbolt was structure of it's adversary, luck ran
Nathan, those are my orders, and I fenced in by pickets of flying dirt as out. One hundred tons of
do not have the time for argument!" LRM "rain" fell upon it. The Clanner OmniMech turned to face this
"As you command, Star 'Mech stopped in its tracks, either . momentary obstacle, and as a child
Colonel." too damaged to continue, or the would kick a stone from his path,
Ill pilot too stunned to move. Militia the OmniMech kicked the Bulldog,
Colonel Vogel watched the clan- gunners, as if sensing it's helpless- spinning sideways back to it's shelter.
ners advance. Three 'Mechs were ness, continued to fire volley after Fuel cells rupture, turning the tank
all that he counted on the screen. As volley of LRMs at the stricken 'Mech . into a burning coffin. Jan Vogel
long as fire discipline remained 'This is Artillery-! to Central. could only hope that the crew-
good, he could wait until the More mail on the way. Keep your Sergeant Colter's crew- were already
Clanners were in the center of his heads down." dead when the track blew up.
crossfire. A second barrage of LRMs, Strapped in his Dire Wolf, Star
As if sensing his hope, and then eighty in all fired from the four hid- Colonel Tan Falkner surveyed his
crushing it in spite, the lead 'Mech den Hunters. They struck now at the units' handiwork through the thick
opened fire at extreme range. The false Catapult forcing it to acceler- columns of smoke. We have weak-
huge 'Mech sent bolt after bolt of ate away from the beaten earth and ened our enemy, he thought. But
laser energy, following up with deeper into the waiting militia trap. he also noticed the damage done to
exploding autocannon shells. A previously unseen Demolisher Mechwarrior Kate's Timberwolf, the
Superheated soil exploded outward rolled into view and engages with Summoner of Mechwarrior Nathan
as the moisture it contained flash- twin AC/20 fury. Even as the shells looked to be a total loss. I must get
heated to steam. The other two explode against the 'Mech, the tank more of my 'Mechs free! I will yet
'Mechs began opening up at is paid in kind as large lasers flash claim this pitiful world. His thoughts
extreme range, but only after the out, bore into, and gut the heavy continued along this vein, when he
leader; the assault, completed its' tank, piercing armor; exploding chanced to switch his scanners to
first barrage. ammo, ki lling men. Colonel Vogel is vislight. When did night fall?
"Central to all teams, commence horrified by the scene, and further Freebirthl I continue to run out of
firing . Fire now!" horrified by his first reaction- I've lost time!
'Team Eisen to Central. Colonel, another tank ... no, NO- I've lost Ill
they are out of range of the AC/205. more good men, more of ·central to all teams. Prepare to
We will try to concentrate LRM fire . Langenveld's life blood, more withdraw to our third line of
The Patrons can reach, and the friends. Can anything we do really defense. Heavy units will ford the
Manticores, but not much else can stop these monsters? river as per procedure. Units able to
16
A MATTER Of TlME
use the bridge will cross there." Where are my reinforcements?" The your defenses. Two lines, one nat-
Jan Vogel surveyed the battle- Star Colonel was fighting his temper; ural, one artificial. The bridges are
field. And noted that the only casu- and losing . He was also fighting blown, but the river is fordable if
alties present were his. Three Naval Support, and also losing. The you know where to look. We tore
tanks ... no, four. A Von Luckner that Naval Support commander had con- up the landscape pretty well using
threw a track and shattered its' trans- tinued to stall on getting his 'Mechs them, and left them an easy trail to
mission. Had to blow it in place. I free. 'What is the cost of a follow. Colonel Vogel whispered a
shou ld be thankful. At least I didn't DropShip compared to a planet!?" brief plea: "I hope they do just that."
lose the crew. Colonel Vogel The ping on his commset •••
climbed up from the interior of his announced an incoming call from Star Colonel Falkner led his
tank, to cool off in the evening the JumpShip. newly formed Star towards
breeze. Sundown, it is night now. If "Star Colonel, permission has Langenveld's river. Across the river;
we can hold for a few more hours, been granted by the Commodore to his sensors were already picking up
just hold until midnight! I have force one bay open. Bay Three has the heat signatures of the militia's
twenty tan ks left. Are they going to been selected by the Techs as the pitiful tanks, as their exhaust p lumed
be enough? I'm sure the Clanners best chance of success, w ith the upwards from behind the earth-
plan on helping us find out. least risk of damaging the frame of works.
The second engagement was the Dropship. Bay Three contains a "Sad. Sad and predictable,"
over. Kit Fox-A, a Hellbringer and a Falkner said to his Star. "Let us finish
••• Hellhound. this business. Follow the trail these
"''m real sorry Colonel, sir. This Colonel Falkner assessed his freeborn fools left us "
alternate ford musta silted up since additions: a well-arm ed light, a The Hellhound, as the only
our last training mission. I couldn't heavy, and a second line medium 'Mech left with jump capability,
tell until we bogged down," said 'Mech, but a good one. Stiii- bounded forward and jetted over
Sergeant Ma llory as he hooked th e "Recommend to the the river. Landing smoothly, it
tow chains. Commodore that Bay Two be became the overwatch for the trail-
Colonel Jan Vogel glared at his opened . If I am to be limited in num- ing Omnimechs . As he watched the
driver; but then thought better of it. bers, then get me the Warhawk, Kit Fox move forward, he noted his
"Ahhhh hell- don't worry Mo. Gargoyle-(, and the Adder. " unit was within the range of even
Tell you the truth, in my entire "Star Colonel, Tech assessment these low technology weapons, but
military career; there has never indicates that Bay Two will require the "cattle" had not yet engaged
been a night movement that went major shipyard repa irs. The entire them. We are in effective range.
smooth. I shouldn't have thought Bulkhead was warped by the missile What were they waiting for? He
this one would be an exception." attack, and the Bay doors were spoke:
The noise of engines and curs- heat-welded in place. Bay Two can- "Mechwarrior Jalak h old .... "
ing NCO's filled the air; as not be opened with the tools we Even as the words were passing
Langenveld's militia rushed to their have available_ " his lips, the Kit Fox took two quick
third line of defense. Colonel Vogel 'Then I will take what I can get. steps into the river. Then it was ris-
hoped the haste was brought on by But get them to me fast. My time is ing on a pedestal of water and
the urging of his sergeants, and not running out. mud. While the water muffled the
by panic. "Lord knows, " muttered ••• sound of the explosion, it d id noth-
the Colonel under his breath, "they "I don't care what you do ing to damp the force. The Kit Fox
have reason enough to be afraid ." Leftenant, but get that Hunter back came down on its' back, both legs
It didn't pay to dwell on bad on-line. LRM artillery has been the blasted off at the knee joints. It did
news, but as commander; he had to only edge we've had, and I don't not move.
keep tabs on his assets . A total of 19 want it cut by twenty-five percent. 'That's it, Team Eisen, go turret-
tracks and hovers left. The accident Just short the load mechanism for up. Pick your targets." Colonel
that cost them another Bulldog was the bad tubes_" Vogel, upon seeing the several tons
a damned shame, but night maneu- Colonel Vogel wasn't going to of mining explosives go up under
vers were always risky. let his too-cautious young officer the Clanner 'Mech, started thump-
"I just hope my opposite number redline a unit because three tubes in ing out orders.
is having his headaches too," Jan twenty were showing excessive "Artillery-!, cascade on bench-
thought. wear. What was that kid thinking mark 0277, alternate ford 3, plus-
••• about? This wasn't a damned exer-
"Gutterspawn stravag freebirths! cise! Never mind, focus on setting
Continued on Next Page
17
ANTl-CLAN TACTlCS
by Lee Rosenberg unless there is no choice.
The Clans, for all said about Lastly. the Clans expect to fight
A MATTER OF TIME
them, are not as tough as they short-term operations only. If you _._..f~~t!~~- ~~~ f.!:_e_v.!_~~ .~9!. _. _
seem. The effectiveness of their can keep this in mind, and run an
mark 0277, alternate ford 3, plus-
weapons can be minimized, and operation designed to slowly wear minus 100 meters. Pursuit units,
their combined 'Mechs and infantry down the Clan unit they will run south ford 7 to fire road and behind
can be balanced by using vehicles. out of supplies relatively soon and them soonest. Team Stahl, turret-up.
Based on these ideas, I've come up will be unable to keep their 'Mechs Command units up!"
with some tactics effective against combat ready. (Look at the cam- Like metal mushrooms, tank tur-
the Clans. paign Rhonda Snords Irregulars rets appeared all along the earthen
First vehicles are a must when fought against the Jade Falcons.) berm, taking hull-down positions to
engage the clanner forces. First vic-
fighting the Clans. Ideal vehicles to This is the one strategic advantage
tim to the militia guns was the
use are fast (6/9 and up) and carry the Inner Sphere has. Battles for
Hellhound. As it fired the large pulse
weapons such as SRMs, LB 10-Xs, most planets take three or more laser at an exposed Demolisher; it
and medium lasers. Good examples months, so most Inner Sphere units was struck and spun by the impact
are the J. Edgar Hover; the Harasser; carry enough supplies for this of the combined fire of two Pattons,
the Pegasus, the Maxim, and the length of time. Clan units usually one Von Luckner; and three
Condor 2 (a fusion powered version only carry enough supplies for 2-3 Demolishers. AC/ 10, AC/20 and SRM
of the Condor) . These vehicles pri- weeks, as they always count on a rounds splintered armor and shat-
marily carry SRMs and have the quick, decisive victory. tered steel bones . The Hellhound
speed to evade Elementals . A good The Clans are not unstoppable;
had its' right arm blown offand its'
right leg severed at the knee by the
anti-Elemental lance is a Condor 2, a if one remembers a few things they
furious volume of fire . Adding to its'
Maxim (with infantry), a Pegasus, can be beaten. They rely on a misery, LRMs came screaming down
and a J Edgar The Condor 2 with straight-forward style of combat to on the ford and both sides of the
its LB-1 OX can provide fire support w in, they don't guard their supplies bank. The fire of four Hunters and
and the Maxim can provide heavy well, and (with the exception of one Drillson were dropping 90 LRMs
fire with its many missile systems Clan Wolf), they regard the Inner per salvo onto the Clanner force,
while the Pegasus and the J. Edgar Sphere as inferior While the Clans one 'Mech at a time. The Hellhound
are vastly superior in a straight out fell forward, face down, and made
provide mobile support.
no move to rise and escape the bat-
Second, the superiority of Clan fight, a smart commander can prey
tering LRMs as they dropped down
weapons can be minimized. Th e upon their weaknesses by keeping
on the 'Mech .
idea is to fight in places where close the fight in familiar terrain on his Faster than one would believe
combat is a must as Clan weapons own terms and by forcing them into possible, Star Colonel Folkners Dire
wi ll almost always have the advan- extended campaigns. It may not be Wolf moved forward into the river;
tage during long-range exchanges . easy. but it can be done. giving the fallen Kit Fox a wide
The best location is a well-known berth. Making it safely to the militia
city You can set up a repair base
outside of town specifically for
Buv side, it immediately ran north along
the base of the revetments, firing at
FUTURE WAR!i any exposed militia armor
reloading ammo . Another good
Autocannon and lasers hammered
idea is to stock the base with extra (OR WE'LL HuNT YouR FAMILY DowN.)
turret after turret as the huge
'Mechs, so MechWarriors can leave !iEND !fii!i! (NO l:A!iH) OmniMech put on a display of fire
badly damaged 'Mechs for repair FOR §IX l!i!iUE!i TO and maneuver that few of the militia
and take out ones ready for battle. A HERB BARENT!i soldiers had even imagined possible.
jungle is also a good location-the One Patton, sitting a bit higher than
17187 WILDEMERE the other tanks, caught several shells
close range required by the pres-
ence of so many trees wi ll help
DETROIT, Ml 4Bi!i!1 right at the joint of the turret travers-
ing ring, freezing the turret in place.
negate the Clans' range advantage. NOVV! The Clan commander; seeing the
Hills and mountains are a good (WE 1RE A LITTLE
choice for similar reasons. Never
BLOODTHIRSTY.)
engage the Clans in open terrain Continued on Page 25
i!O
In many ways, Clan and ln(ler Sphere technologies appear similar. In some cases, the differences seem -
cosmetic. Careful piM and ~nalysls, however, reveals flaws and strengths inherent in the eqUipment yet
invisible on the surface... . -
~-----~~~·H_E_C_l_AN_s____~l ~~~~IN_N_E_R_S_P_H_E_'~----~
by Zaire McCuloghy Clan 'Mech can, since by Lee Rosenberg dish out and take more
By now, virtually all of their DHSs are only two I expect most players damage, making it much
us have used Clan Omni- criticals in size; in a pinch, have begun to use the more effective.
and BattleMechs, and a Clan 'Mech can use technology available _in Double heat sinks are
have at least configured level one water to cool 3050. I also expect most a very good choice in
an OmniMech or two to down even more. of you have started BattleMech constructior),
fit our tastes . After almost CASE is free, and on ly designing and modifying even considering the
three years of playing a fool would fail to use it. 'Mechs with the new amount of space they
with and building "Mechs Also, Clan CASE can be tech. The question is what take up. Just look at the
using Clan technology, placed in an arm or leg, items should you use? Enforcer of 3050. If the
my group has settled into preventing the explo?ion What pieces of technolo- 'Mech were to jump and
the following opinions. from eating away at the gy are good and which fire all of its weapons, it
torso. Thats the real life- are bad? would build up 25 heat.
CONSTRUCTION MATERIALS saver. If a designer places Unfortunately, it only has
Clan XL Eng ines are ammo in any Clan 'Mechs CONSTRUCTION MATERIALS I 2 heat sinks. If you were
far superior to Inner torso, that designer I'll start by looking at to change to double heat
Sphere Xls. On the sur- should be shot to prevent XL engines. The XL sinks, you could even
face, they only take up his genes from continu- engine is a must for every afford to d~op one in
two less critical slots than ing, and his children 'Mech . Although it will favor of an extra ton of
the Inner Sphere version . should be put to death. take up more space and armor. This improves heat
However; it is the differ- Ouiaff? make engine knockouts dissipation and allows for
ence between life and Every Clan 'Mech easier; the benefits gained more weapons and
death when a 'Mech loses should use either Endo are too great to pass up. armor; a necessity when
a torso. Three engine crits Steel II or Ferro-Fibrous For example, the Dart fighting the Clans.
still whacks a BattleMech; armor; and light ones from Technical Readout Next is CASE. This is a
if an Inner Sphere 'Mech should use both . Each of 3055 is a fast 'Mech must have if the 'Mech
loses the torso in any fash- these only uses seven criti- (9/14) designed for raids has any ammo based
ion, it dies. A Clan 'Mech, cal spaces, so a designer with three small pulse weapons (except possibly
though seriously hin- can pack more equipment lasers and 3. 5 tons of the gauss rifle). The
dered, can fight on. in the 'Mech. (Note also armor. The complaints added safety is very nice.
(Incidentally, this is .the that Clan F-F armor yields from most MechWarriors Now I will cover Endo
same difference which 19.2 points per ton, great- center around its lack of Steel frames and Ferro-
makes Inner Sphere CASE ly enhancing its' value.) longer range weapons Fibrous armor: Both have
next to useless ... ) Clan MASC is extreme- and armor. An XL engine a major problem: size.
Double heat sinks are ly useful. It doubles run- would free up 5 tons (it Fourteen critical spaces is
also far more useful for ning speed like the Inner uses a 225), which could just too much . Most
Clan 'Mechs than their Spheres version, yet be used to add 2 medium 'Mechs over 50-55 tons
Inner Sphere counter- weighs less. lasers, I .5 tons of armor should use only one of
parts. Inner Sphere DHSs Recon/LighUFast 'Mechs, and either a Beagle Probe these two at most, and it
are three criticals in size, the units which truly ben- or Guardian ECM (I rec- should probably be the
preventing their place- ommend the ECM).
ment in the legs. A The 'Mech can now
Continued on Next Page Continued on Next Page
i!1
TECHNlCALLY SrEAKlNv
i!i!
T€CHN1CALLY SP€AK1NG
the killing power of a least two tons of ammo mations. (However; he'd nage, and reduced
Gauss Rifle at lower ton- for each type of cannon, be right in the thick of the range, though the
nage and criticals. The ER since cluster munitions are battle by the time he can weapon is just as effective
Large Laser is essentially a extremely useful to score detect the enemy forma- ··o ut to seven hexes as an
long-range, slightly hotter those needed criticals tions.) ER PPC is (and more so at
PPC. Plus, the ER Medium after the target is pep- The last piece of elec- close range). The Medium
Laser is awe inspiring- pered liberally with stan- tronics is the C3 comput- Pulse Laser is, however; a
nearly the damage of an dard rounds, an extra ton er. This is good if it is put much better weapon . The
Inner Sphere large laser; is needed. And since on a 'Mech with primarily range reduction isn't as
at the same range, at less :i~~g~f.il~---llong range weapons bad and the heat buildup
heat, for ONE ton and t i.e. LRMs, ER PPCs, and isn't as high. The added
ONE critical. ER Small gauss rifles. The rest of damage is nice, but the
Lasers are great, too- the lance should be fair- added tonnage isn't. This
medium laser damage at ly fast (5/8 or 6/9) medi- weapon should be
twice the range as a small um and heavy 'Mechs reserved for the generally
laser; for half a ton . able to move in close to heavier heavy units meant
Pulse lasers are the the enemy, allowing the to close with the enemy
goods in Clan tech. Large command 'Mech to pro- and take massive damage
Pulse Lasers have a range vide accurate fire sup- (such as the BattleMaster).
better than standard port. The Small Pulse Laser is
PPCs, the same damage another effective weapon.
and heat, yet hit at a -2 WEAPONS It is best used on raider
bonus. Medium Pulse The first weapon 'Mechs which are meant
Lasers have a range supe- everyone looks at and is to fight at very close
rior top that of an Inner """"""-----"""'-=.=.._...., enamored with is the ER range. Although it builds
Sphere medium laser; hit there are many times PPC. It has its good and up more heat and weighs
better; and do more dam- when and Ultra-Cannon bad points. It has no mini- more than the standard
age, but for twice the is fired at double rate, mum range and a longer small laser; the to-hit
tonnage. (To choose extra ammo is needed maximum range. On the bonus is needed by raider
between two ER Medium there. The best Ultra- down side, it has a mas- 'Mechs, which are usually
Lasers and one Medium Cannon is the AC/20- sive heat buildup. This is on the move and need to
Pulse Laser is tough- to nothing is as frightening minimized if you use dou- get by enemies faster.
barrage, or to hit? That is as hearing that declared ble heat sinks. The ER The AC/5 Ultra is just
the question .. . ) Small for fire, especially at dou- large laser has similar pros shy of being better than
Pulse Lasers, as with the ble-rate. Plus, one round and cons, and can also an LB I 0-X. The range is
Inner Sphere version, are of fire can finish an oppo- be considered a good only slightly shorter and
the most useless of the nent off (it has, many weapon . the weapon is only two
lot. Granted, they have times .. .). The best LB X is Next are the pulse tons lighter. The ammo
twice the range, but for a the AC/ I 0- the range, lasers. All pulse lasers will last for the same
ton one might as well use weight savings and lower have one thing going for amount of time if the
an ER Medium Laser ... heat are wonderful. Slam them, a -2 to hit. The double rate of fire is used.
Autocannons are your opponent with Large Pulse Laser is, to On the down side, there
markedly different. There slugs, then when the some extent, inefficient. is a minimum range of
are LBs and Ultras for range closes, hit all those The extra point of dam- two hexes and a chance
every size cannon. age does not balance
Wise AC users carry at Continued on Next Page the extra heat, ton- Continued on Next Page
i!3
TECHNl'CALLY. SPEAKlNG
~~----~-H_E_
· c_~_N_S__- __~1 ~~--~~~NN_E_R_S_PH_E_~--~
--~~!!t.i~~~- ~~~~.!_e_v.!_o_u~~~g~-- same amount ofheat, _ . .S~!!t.i~~- ~~~ ~.!..e.v.!_o.~ _P~g~. _ prone to explosion
though, so don't get (but the gun itself
exposed areas with cluster carried away. for the weapon to jam can). Its main problems
rounds. Note, though, Anti-Missile systems when firing at double are its size and weight
that the Inner Spheres are very useful. More than rate. This weapon is only (plus the potential for the
version is almost as good likely, a Warrior can get a viable choice for 'Mechs weapon to explode when
as the Clans LB 10-X. about four shots off that lack the room or ton- hit). Despite these prob-
The Clan Gauss Rifle is before the ammo bin runs nage for the LB 10-X. lems, the gauss rifle is
nice. Essentially, it is the dry. Also, it can literally The LB 10-X is proba- probably the best
same as the Inner Spheres sweep SRMs and smaller bly one of the best new weapon to have (if you
version; the two tons LRMs from the sky, since it weapons. It compares have the tonnage and
saved don't really help knocks out two to twelve favorably to the Clan ver- space for it).
out. But, Gauss Rifles are missiles, instead of up to sion (which weig hs less The SRM-2 Streak is a
neat and useful in groups six. and takes up less space). good improvement over
of two or more (especially The LB 10-X allows Inner the old SRM. The best
to counteract the infa- ELEMENTALS Sphere MechWarriors to thing going for it is its
mous Depp Curve The Inner Sphere fight the Clans at their ammo efficiency- the
(Editors Note: this is an infantry, powered and ranges with their weapon only fires if it will
unfair reference to an normal, as well as many weapons . The main hit so a missed shot does
inside joke shared by the vehicles, and even 'Mechs advantage to the LB 10-X not waste ammo and
authors and editors gam- are hopelessly over- is the ability to use cluster heat does not build up. It
ing group j) . matched by Elemental munitions. Every 'Mech also has the added
Streak SRMs are useful BattleArmor. Although the wi th an LB 10-X should advantage of always strik-
to keep heat and ammo tendency is to treat these carry at least two tons of ing with both missiles
expenditure down. They units as giant BUGS, they ammo, with one ton of when it hits.
come in all sizes, and are can be quite deadly. standard ammo and one The anti-missile system
most useful in raids or When undamaged, they ton of cluster ammo. This is a good idea, but works
dueling. The failure to can fire two volleys of an allows a smart most effectively for light
expend ammo when it SRM-1 0, essentially. Add in MechWarrior to first soft- 'Mechs . All the ammo for
misses means many more the effect of either five en up an enemy with the this system can potentially
than one SRM can run off small lasers, machine standard rounds and then be used up on one attack,
one ton of ammo. Figure guns, or flamers, and we go for critical hits w ith the and still only knock down
one launcher per eight have a potent force here. cluster rounds. Since it is a maximum of six missiles
rounds of ammo for a sin- Regular infantry dies like also generates little heat (Inner Sphere version). In
g le battle; of course, ants when compared to the LB 10-X is a very general it is better for
raiders will need more. or facing off against sound choice. heavier 'Mechs to spend
Incidentally, Clan "normal" these. The gauss rifle is the the extra 1.5 tons on
SRMs weigh half as much Elementals best start absolute best of the new armor or weapons, since
as Inner Sphere standard out hidden, in or near weapons . First, its range they can take the extra
ones do. areas where BattleMechs is equal to that of the pounding from missiles.
LRMs are different in are expected to travel. Clan version. It also is Lighter 'Mechs which real-
two important ways- they Using the point-blank capable of dealing a mas- ly cannot take the hits
have no minimum range, optional rule greatly sive amount of damage may find this useful, but
and the weigh half as enhances their abilities, to one location, and only might be better off with
much as standard ones and can give a passing builds one heat point. extra armor anyway.
do. They sti ll generate the unit a nasty surprise. Finally its ammo is not
i!4
A MATTER Of TtME
- .-.-. ~~!!t!~~ .~~~ ~~9~! ~.-.-. erally shredded the smaller tank with lift. Once out of sight, the crew
the volume of fire it brought to bear. bailed out, and were picked up by
AC/ I 0 no longer following, poured The turret lifted from its' ring, and the remaining Pegasus.
pulsed laser fire into the now was thrown 30 meters behind the Ill
defenseless tank. Metal glowed and hull of the tank, forced there by the "They are like parasitic insects,
the turret sagged in on itself, then pounding guns of the Dire Wolf. biting and annoying until swatted,"
burst outward as the stored muni- The Clan machine then turned back muttered MechWarrior Ters, as he
tions inside surrendered to the to its' original course, and moved put a parting PPC shot into the back
incredible heat. into the woods. of the hovertank. His Hellbringer
An explosion large enough to Ill was starting to run hot. but the
rattle the huge OmniMech rose up " ... tryin' to get behind us. I am water might contain more mines,
next to it, backlighting it in night- engaging.", came over the commset and would certainly slow him
marish glory. Falkner spun his Dire as the militia commander was trying down. At least MechWarrior Kate
Wolf in the direction of this new to direct his forces at the two trou- had made the LRM barrage cease.
threat, and caught a Demolisher blesome Clan 'Mechs still across the And she should be running cooler
creeping towards him for a better river. One that reminded him of a than his machine. "Let us see to our
shot. Warhammer was moving and firing real opponents."
"AC/20 armament. two of with devastating effect. Strangely. it Ill
them," the Star Colonel mused. "It is appeared to be knocking down any Inside his Dire Wolf, Star Colonel
not a bug to be ignored." missiles that got too close to it. The Tan Falkner quietly laughed at what
Even as he fired on his heavily false Catapult was returning success- he was about to do.
armed and armored opponent, the ful counter-battery fire, and had While the freebirth cattle duel
Demolisher unleashed both huge already taken out one of his Hunters with my warriors over the right to
autocannon. One hundred-round with ferocious LRM fire of its' own. cross the river; I will win this battle
"shell" missed. However, the second Even as he watched, the Clan by myself. It seems almost too simple
shell struck the left leg, near the 'Mech stopping the LRMs turned now. He fed his display with the
knee joint, near the damage caused and unleashed two brilliant blue- map references for the town of
by the earlier collision with the white beams of PPC fire, making the Langenveld itself. The navcomp
Pegasus hovertank. Lights flashed similarity between it and a flashed an overlay of the terrain and
red on Star Colonel Folkners status Warhammer all too chilling. They location of the planets' largest com-
board, as the knee froze solid. lanced squarely through the center munity.
The Demolisher exploded as the of a Pegasus as it raced behind the "I will walk into their town, and
OmniMech punished it with auto- Clan 'Mech. The hovertank tried to demand surrender from the plane-
cannon and laser fire. The Clan pepper the 'Mech with SRMs . Some tary government. If they refuse, Clan
machine continued north along the struck the formidable OmniMech, Jade Falcon will have to build a new
berm, firing at anything left but with little effect. The light hover- city."
exposed, but more slowly and with tank, however; ceased to be, vapor- Ill
a pronounced limp. As the 'Mech ized by an internal explosion that "Command-2 to Central.
moved into the woods that scattered flaming shards all across Command-2 to Central. Come on
anchored the north end of the mili- the militia lines, or hissing into the Central, pick up the damned
tia defenses, it had one last obstacle. river. As if avenging the loss of kin, phone!"
A Manticore had left the berm, to two more Pegasus hovertanks Kommandant Hans Huber
pursue the clan machine and pre- whipped around either side of the fumed silently as he tried to punch
vent it from flanking the militia posi- false-Warhammer and sprayed it through the jamming that was
tions . with twenty-four SRMs. More got blocking all but the closest transmis-
"Medium Four; Medium Four to through this time and the 'Mech sions. He was weighing his next
Central! The big one is tryin' to get staggered back a few steps, pushed option, when a weak and garbled
behind us! I am engaging ... " by the explosive forces unleashed by reply scratched over his comm.
Using its' PPC, SRM-6, and medi- the hovertanks. Then it calmly lifted "Central to Command-2, go
um laser; the militia tank caught the a hex-pod arm, fired the PPC inside ahead."
Dire Wolf at the left-rear quarter. it, and punched a hole in the thin "Central, where is Big Bogey- I 7
Rockets smashed into the 'Mech, rear armor of one of the retiring We've been waiting for him on the
and the PPC bored through the ACVs. This one didn't explode, but it west side of the berm, but he hasn't
armor; but did little apparent dam- started to smoke and scrape its' skirts
age. The Clan 'Mech turned, and lit- along the ground, losing power and Continued on Next Page
i!S
A MATTER Of TlME
down, and distract that loose bogey 'Well, Pete, lets go yank on that
behind us. You'll have to push it- he guys' tail already. Colonel Jan is
should have come around behind has a head start on all of us, and depending on us."
the berm by now. That is, if he really he's headed for town ." Ill
intends to flank us. Over" 'We're en route, even as we The Ontos rolled along at flank
"Central to Command-2, you speak. See you in town, Boss ." speed, following the path being fed
haven't engaged that missing 'Mech I hope so, thought Jan Vogel. to it by Pursuit-! as it continued to
yet? Over" ~ II harass the Clan OmniMech. Jan
"Negative, he hasn't shown . The Dire Wolf limped along the knew Pursuit- ! 's continued survival
Over " route mapped out by the navcom- depended on how quickly he could
Too late, Colonel Vogel realized puter It stepped from one of the get there. He had to take some of
his m istake The clan commanders' many fire-break roads that checkered the pressure off the severely ou t-
job w asn't to pound h is tanks flat, it the forests, into a small field. Its' classed hovertank.
was to conquer a planet pilot was not happy with his "Centra l to Pursu it-! . Disengage.
"Cen tral to Com mand-2, Hans progress. We are almost there. We are prepar-
listen to me! He's headed for town. 'The cursed knee is slowing me ing to fire LRMs. Clear the area."
Do you read? He's headed for to half speed, and the damaged Leftenan t Killen wasted no tim e
Langenveld!" heat sinks are creating a problem," complying, and spun h is tank down
Ill growled Colonel Falkner. As he con- yet another fire road, away from the
"Mo, back it up! We're headed tinued to reroute coolant through huge OmniMech and its' furious
for town," shouted the Colonel over several redundant lines near the bad commander.
the tank intercom. Sergeant Mallory joint, the Clan Warrior noticed a Ill
winced as his earphones amplified faint trace on his rear sensors. Then Colonel Falkner watched his
his Colonels' voice. his proximity alarm went off, and he display as it updated his current
"Are we bagging out, Colonel?" was taking laser fire! 'What cursed predicament. The Condor had
"Negative, call it a pursuit And I freebirth did they have that moved retired, and was lurking somewhere
don't have time for jawboning. fast enough to catch me?" He out of line of sight. But with the
Move it, Sergeant!" stabbed a finger at the computer; speed it had, it could be a threat at
The 90-ton monster backed and threat analysis brought up a sil- anytime. Now alarms informed him
away from the revetment, and houette and specs. of a secon d target, slowly overhaul-
down the west side of the berm . At Condor Heavy Hovertank 50 ing him. A large return, but no ID as
the bottom, the Ontos spun on its' tons. AC/5 and triple medium yet. A heavy tank, no doubt here to
tracks and headed for the road to lasers. Top speed is 1 19 kph. try to finish the job started by the
Langenveld. "One-nineteen! That tank closed Condor.
"Sir; if its a pursuit, why don't with me at bercer than 150!" Tan "Well, cattle, we shall see if your
you sencJ something faster?" said grunted to himself. "He will not heavy tank is .any match for even a
Sergeant Mallory. " catch me that way again. " damaged Dire Wolf."
"Good point, Mo. But what have The first of the LRMs arrived, and
I got left on this side of the river that 'Think we hurt him, Wayne?" striking his 'Mech high on the torso.
will be fast enough to matter!? asked Pursuit- ! s driver; Sergeant Firing on a reciprocal trajectory, tile
"Send the Condor. Souped-up Pete Sawyer. His commander smiled, Dire Wolf returned in kind. The dis-
the w ay it is, I figure its more than checked his sensors and ch ecked tance continued to close between
twice as fast as that 'Mech we're the enemy 'Mech for damage. the two combatants.
chasing." "Yeah, we poked him good. But 'This is what I was born to do,
'That's two, Mo. Keep up the now he knows what he's up cattle. This is w hat I am," Tan Falkner
good work." Colonel Vogel spoke against." yelled aloud, as his adversary broke
into his comm . "Central to Pursuit-!. Pursuit-! was a secret weapon into the clearing and squared off
Wayne, have you returned west of of sorts. The AC/5 had malfunc- against him. He wa lked his 'Mech
the river yet7 Over." tioned, and had been removed for forward, and the battle between
"Pursuit-! . Central. We're west repairs. A fourth medium laser had 'Mech and tank was joined.
and south of you. Whatcha need, been installed as a temporary mea- •••
Jan? Over;" answered Leftenant sure, but the tank was still 8 tons "Fire!" The gunner immediately
Wayne Killen, commander of Pursuit lighter than the factory specs indicat- fed in the command to the fire con-
Company. ed . One side-effect of this was a bet- trol computer Eight medium lasers
'Wayne, I need you to chase ter top speed. calliopied, like the organ of some
A MATTER Of TIME
huge cathedral, but this organ his attack and offer us surrender "Pursuit-! , this is Central. You are
played coherent light instead of terms just when we're at his mercy, " ordered to break off the attack and
music. That light struck the huge replied Sergeant Mallory. 'Well, withdraw." There, Wayne, its an
OmniMech, splashing armor, glazing we've got six guns left, and we're order. Get your men out while you
sensors, and boiling leaking coolant almost cool enough to use 'em. can.
from the surface of the 'Mech . Gunner, fire when ready .. . and The Jade Falcon commander
The OmniMech staggered, flash- while we're at it, Central to Pursuit- watched as the hovertank fled, trail-
blinded and damaged by the ener- ! . Y'all want to give us a hand ing smoke down the fire road to the
gy being channeled at it. Firing here?" south. He was now too tired and
blindly at the tanks' last plotted loca- Ill dehydrated to care, and his 'Mech
tion, the 'Mech scored its' own hits. Star Colonel Folkner desperately was badly in need of a repair bay. As
AC/5 rounds shattered armor plates slapped at override switches, and his attention returned to the crip-
and ripped away the twin LRM-5 continued to slowly circle the tank, pled Ontos before him, he was fasci-
mounts atop the turret of the Ontos. staying just ahead of the seeking nated by the fact that it had all of its'
Medium pulse lasers pit the surface, muzzles of its' medium lasers. He lasers trained on him again. Why
and bore in towards the interior of realized the crew members were not hadn't they fired while he dealt with
the tank. The tank pivoted away going to abandon the tank, and the hovertank? His comlink suddenly
from the fire stream, and played were still trying to take aim at his crackled to life.
another symphony of medium laser 'Meehl He would give them a "Hey Clanner! What time is it?"
light. Eight medium lasers stagger- Warriors death. As he brought his shouted Colonel Vogel triumphantly
fired, walking hits up the left arm of right arm up to fire the last of his into his mike.
the 'Mech. One burned through the AC/5 rounds into the thinned armor "No, it cannot bel" screamed
armor, silencing an AC/5. of the tanks' flank, another proximity Star Colonel Folkner. Clearly dis-
The Dire Wolf again returned fire alarm sounded. played in the corner of his screen
at the Ontos, autocannon and pulse 'That freebirth hovertank!" flashed the numerals: 00 :03:37
lasers wearing down the tank. Two screamed Folkner. Over three minutes past plane-
of its' eight lasers were damaged, Ill tary midnight. His bid had failed. He
and automatically kicked out of cir- "Hi Jan! Cavalrys here. You hold watched as it ticked up:
cuit by the Laser Coordination Link. him while I kick him in the seat of his 00 :03:38
Alarms sounded within the tank as pants," Leftenant Killen transmitted 00:03:39
sensors reported armor approaching to his commander. In a voice choking with anger
failure and heat rising to dangerous "Be glad to, Wayne, but I don't and rage, he broadcast his message
levels. Several joints of the left track think hes going to cooperate. on all bands, but saved his hatred
were lased together, throwing the Watch yourself!" for the smoking Ontos.
crew forward in their harnesses. The Ill 'This is Star Colonel Tan Folkner
joints slammed into the drive sprock- Tan Folkner spun his OmniMech of the Jade Falcon Clan," comman-
et as one unyielding slab, and to face the Condor just as the hover- der of Alpha Beak and Alpha Talon,
sheared the coupling to the tanks' tank fired its' lasers. More armor here on your miserable planet. To
transmission . The tank was now boiled away from the 'Mech as it avoid further dezgra, I honor my bid
immobile, the turret vainly tracking fired the last of the AC/5 ammo and conditions. If your forces will disen-
the OmniMech as it circles its' help- caught the hovertank broadside. gage, and mine are allowed to with-
less prey. "I have you now, my speedy draw unmolested, we will leave
"If you can hear me, cattle, I give friend." The Clan officer fired his your planet, and no Jade Falcon
you one chance at life! You fought pulse lasers. shall return. This is my Rede.
with honor, and no small amount of Ill Ill
skill. Abandon your machine, now, "Pursuit-!, damage report!" ".. .return. This is my Rede." came
and I will let you live as my bonds- "Jan, listen, my gunner is dead, over MechWarrior Kates' comm unit.
man," broadcast Tan Folkner at the and my fire control is gone. What 'Well, so much effort spent for
badly damaged tank before him. are your orders?" no gain. Our Colonel will be a
"Hes overheated too, isn't he," It had to be tearing Leftenant Sohlama commander before he
chuckled Jan Vogel, as he spoke to Killen apart, having to ask to aban- reaches the JumpShip," she
his crew. His crew returned the don his commander like this, thought."
laugh, appreciating the dark humor Colonel Vogel thought. More good " ... is my Rede."
of the situation. men dead to no purpose wasn't
'Yeah, he has to be, to break off going to help Langenveld. Continued on Next Page
Mt!ii:ELLANEOU§ CONTINUED§
In Star Fox, you are Fox is l 0, but I 0% of l ,000,000 is Colonel Jan Vogel of the
McCloud, leader of a squadron of 10,000!). The only problem is these Langenveld Planetary Militia and vic-
"Arwing" fighters. Your mission is to superior warriors will be spread out, tor of what his people will later call
attack and destroy Andross, the while all of the best the Clans have the "Battle of Langenveld," leaned
leader of the enemy forces bearing are always on the front. The great- back against the cool metal of the
down on your home planet. Three est warrior in the entire inner turret on the Von Luckner sent out
to find him. The tank was currently
different plans of attack represent Sphere may be sitting on some
parked behind the original defensive
three difficulty levels that w ill take backwater world in the Marik line near the Clanner DropShip.
you through asteroids, hostile sec- periphery and no one would know From here, he watched as they
tors, and planets held by enemy it because he never had a chance loaded their 'Mechs and prepared to
forces. to show his skill in anything but leave Langenveld. He considered
The action is non-stop in defending against one or two what his planet had lost, and what it
StarFox. The variety of opponents is water raids. had gained. Over half of the militia
nearly endless, and not without sur- It is possible to argue the merits armor was out of action, either dam-
prises You can play the game from and faults of both Clan and inner aged or destroyed. Seventeen tanks
and fifty-eight men killed- good peo-
any of three views, ranging from a Sphere life and never determine
ple, good soldiers With the militia so
distance behind your fig hter to which is really better. The Inner weakened, he hoped they didn't
inside the cockpit (some views are Sphere will have to use its ability to have to deal w ith Periphery pirates
locked out from use in certain adapt in order to survive the Clan too soon. As he continued to watch
boards). In addition, players choose push once the Tukayyid agreement the Clan preparations, the comm
from four different control pad con- expires, and you can bet the Clans operator in the Von Luckner leaned
figurations for the weapon and are reth inking a few things after out and yelled to him.
thrust controls depending on per- being humbled by "inferior" war- "Colonel, that Clan Colonel
sonal preference. riors on that fateful day. The only wants to talk to you. Here, take the
whole headset." Leaning in the
Each of the three difficulty levels inevitability is change. In the com-
hatch, Jan acknowledged the call.
is a unique course, not just the ing years there will, no doubt be 'Vogel here, who'S this?"
same scenery with more enemies. changes in both sides. The upcom- 'This is Star Colonel Falkner of
The graphics are nothing short of ing conflict will be a fight for the Clan Jade Falcon, Colonel Vogel. I
amazing, with, perhaps, the best right to continue the human race. wished to congratulate you on your
animation seen on a game (non- Will the Inner Sphere or the Clans victory."
PC/Mac) system. The music for the win the right to shape the future? "I don't feel particularly victorious
game is expertly crafted to make the right now, Clanner. I have too many
game feel like an animated movie, good men to bury. If there is noth-
ing
specifically designed to complement
':Just a bit of information. I felt
the non-stop action .
you might find it. .. interesting. Yes,
StarFox is probably the first interesting, I should think."
example of the next generation of "And that would be what.
video games. If it is any indication of Colonel?"
things to come ... wow. StarFox runs "Only that Jade Falcon is not the
for about $60. While the price may only Clan . Sleep well tonight.
seem prohibitive, it is well worth the Colonel Vogel. And savor your victo-
price of adm ission. ry."
i!B -
1\JEW BATTLEMECH!i
YU-011: !iRH-::JW !iDR-111:
YELLOW .JAI:KET !iHREW !iPIDER
by Eric R. Berglund by Tom Nadratowski by Vincent Esposito
Type: YU-0 1C Yellow Jacket Tons Type: SRH-3W Shrew Tons Type: SDR-IIC Spider Tons
Tonnage: Medium 40.00 Tonnage: Light 20.00 Tonnage: Light 30.00
Internal Structure: Endo-Steel 2.00 Internal Structure: Endo-Steel 1.00 Internal Structure: Endo-Steel 1.50
Engine: 320 XL 11.50 Engine: 240 XL 6.00 Engine: 240 XL 8.00
Walk MPs: 8 Walk MPs: 12 Walk MPs: 8
Run MPs: 12 (16J Run MPs: 18 [24] Run MPs: 12
Jump MPs: 8 Jump MPs: 0 Jump MPs: 8
Heat Sinks: 10 (Double) 0.00 Heat Sinks: 10 {Double) 0.00 Heat Sinks: 10 (Double) 0.00
Gyro: 4.00 Gyro: 3.00 Gyro: 3.00
Cockpit: 3.00 Cockpit 3.00 Cockpit 3.00
Armor: 120 7.50 Armor: 38 F-F 2.00 Armor: 105 6.50
IS AV IS AV IS AV
Head 3 9 Head 3 9 Head 3 8
CT 12 18 a 6 9 a 10 15
Rr CT 5 Rra - 3 Rr CT - 5
RILT 10 16 RILT 5 8 RILT 7 9
Rr RILT- 4 Rr RILT- 2 Rr RILT- 5
RitA 6 8 RitA 3 6 RitA 5 10
RILL 10 16 RILL 4 8 RILL 7 14
Weapons and Ammo: Weapons and Ammo: Weapons and Ammo:
T)"Qe (Number) Loc Crits Tons T)"Qe (Number) Loc Crits Tons T)"Qe (Number) 1Qk Crits Tons
2x Medium laser RT 2 2.00 2x ER Med laser RILT 2 2.00 2x Med Pis laser CT 2 4.00
2x Medium laser LT 2 2.00 2x ER Med laser RllA 2 2.00 Bx Jump Jets RILT 8 4.00
Medium laser CT 1.00 MASC Rl 1.00 2x ER Small lasers RILT 2 1.00
C3 Slave CT 1 1.00 A-Pod Rl 1 .so
MASC RILT 2 2.00 Overview: Targeting Comp. H 1 1.00
The Shrew is a very fast light
Overview: 'Mech, designed to be able to close Overview:
Essentially a redesign of the rare with an enemy force, wound a tar- Another Clan version of an Inner
yet popular SDR-7 M Spider; the get, and be gone before effective Sphere BattleMech, the Clan Spider
Yellow Jacket represents an unprece- return fire is possible. is much deadlier than its lower-tech-
dented level of cooperation The Shrews firepower is impres- nology cousin.
between various Federated sive for a light 'Mech- it can outgun The Spider tiC retains the move-
Commonwealth corporations, most opponents up to heavy class. ment and mass of the original, but
including one Draconis company. Adding four Clan medium lasers to more than doubles the firepower.
Although produced primarily by phenomenal speed makes this Coupling the greater firepower with
Bork Industries on Diefenbaker; all BattleMech a formidable enemy. an advanced Clan targeting com-
share in the profits. When necessary, the ER puter makes this little 'Mech a big-
The heavier chassis carries more Medium Lasers enable the 'Mech to league player.
weaponry, doubling the firepower. attack at range, making the It retains the Spiders original role
Although technically designated as BattleMech impossible to hit with of a fast recon 'Mech, but is now
a "medium recon" unit, the need for conventional weapons at full speed. armed and armored to fill the role
advanced front-line 'Mechs has the Inner Sphere forced on it over
already placed the YU-0 I C in a time: that of a light, in-close harass-
close-up fire support role. er.
1\JEW BATTLEMEI:H§
TBT-111: W!iT-3R .JM6-111:
TREBUI:HET WA!iTER-PRIME .IAGERMEI:H
by Vincent Esposito by Andrew C. Murdoch by Vincent Esposito
Type: TBT-IIC Trebuchet Tons Type: WST-3R Waster-Prime Tons Type: JM6-IIC JagerMech Tons
Tonnage: Medium 50.00 Tonnage: Medium 50.00 Tonnage: Heavy 65.00
Internal Structure: Endo-Steel 2.50 Internal Structure: Endo-Steel 2.50 Internal Structure: Endo-Steel 3.50
Engine: 300 XL 9.50 Engine: 250 XL 6.50 Engine: 260 XL 7.00
Walk MPs: 6 Walk MPs: 5 Walk MPs: 4
Run MPs: 9 Run MPs: 8 Run MPs: 6
Jump MPs: 0 Jump MPs: 5 Jump MPs: 4
Heat Sinks: 1 0 (Double) 0 .00 Heat Sinks : 1 0 (Double) 0.00 Heat Sinks: 1 0 (Double) 0.00
Gyro: 3.00 Gyro: 3.00 Gyro: 3.00
Cockpit 3 .00 Cockpit 3.00 Cockpit 3.00
Armor: 168 12.00 Armor: 169 11.00 Armor: 213 13.50
IS AV IS AV IS AV
Head 3 9 Head 3 9 Head 3 9
CT 16 25 CT 16 22 CT 22 36
RrCT - 6 Rr CT - 10 RrCT - 8
RILT 12 19 RILT 12 16 RILT 15 23
Rr RILT- 5 Rr RILT- 8 Rr RILT- 7
RILA 8 16 RILA 8 16 RILA 10 20
RILL 12 24 RI LL 12 24 RILL 15 30
Weapons and Ammo: Weapons and Ammo: Weapons and Ammo:
T:iQe (Number) Loc Crits Tons T:iQe (Number) Loc Crits Tons T:iQe (Number) Loc Crits Tons
2x LRM-20 WLT 4 10.00 Poo SPACE 21.50 2x AC/2 Ultra R/LA 4 10.00
36 LRM-20 Ammo WLT 6 6.00 Gauss Rifle RA 6 12.00 90AC/2Ammo R/LT 2 2.00
2x Artemis FCS WLT 2 2.00 16 Gauss Ammo R/LT 2 2.00 2x LB-5X R/LA 8 14.00
3x ER Med Laser R/LA 3 3.00 ER PPC LA 2 6.00 60 LB-5X Ammo R/C/LT 3 3.00
ER Small Laser H 0.50 ER Small Laser H 0.50 ER Med Laser R/LT 2 2.00
Overview: 2x ER Small Laser RILT IRJ 2 1.00
Better; stronge,r; faster. These are Overview: Overview:
the only words useful in describing Designed similarly to light-'Mech The JagerMech IIC manages to
the Clan Trebuchet in one sentence. hunters such as the Nova, the fu lfill the role of the original 'Mech:
Seen mostly in raids against the Waster's speed makes it a heavy- the extreme range LB-SX and AC/2
Draconis Combine, it seems as if the 'Mech hunter. The Jade Falcons Ultra are perfectly suited for long-
Clans have come close to perfecting brought this 'Mech back into service range harassing fire and anti-aircraft
the all-purpose raiding 'Mech. after battles showed Clan medium
'Mechs were often more than a duty.
The combination of superior
match for Inner Sphere heavies. On top of that, the Clans more
Clan medium lasers and Artemis-
The primary configuration of the than doubled the amount of armor
boosted LRMs is deadly. According Waster is meant to cripple virtually
to eyewitness reports, a standard while adding jump jets. The
any 'Mech it engages. The double-
tactic has evolved among Trebuchet punch of a Gauss Rifle and an ER weaponry is incredibly superior to
IIC pilots: "it bombards you from PPC is enough to stagger all but the that found in the Inner Sphere; com-
long range, then closes to make the strongest of 'Mechs. The small lasers pared to other Clan systems,
kill with its lasers." are included to discourage infantry though, they are low-powered.
The extra ammunition for the and attacks from the rear. Against 'Mechs, that relative low
LRMs is not typical Clan style- it Other configurations specialize power is a critical disadvantage. The
allows a nearly continuous rate of the 'Mech in long-range bombard-
JagerMech is useful only as a harass-
fire, and usually leaves enough for ment with LRMs and another in fire
support with ER Large Lasers. er to other 'Mechs.
next time .
30
I\IEW BATTLEMECH!i
THI\I-11i !iHI-1A P!iD-9A
THING !iHINDBI PD!iEIDDN
by Michael Hendricks by Andrew C. Murdoch by Robert Taggart
Type: THN-1G Thing Tons Type: SHI-tA Shinobi Tons Type: PSD-9A Poseidon Tons
Tonnage: Assault 85 .00 Tonnage: Heavy 90.00 Tonnage: Assault 100.00
Internal Structure: 8 .50 Internal Structure: Endo-Steel 4.50 Internal Structure: 10.00
Engine: 340 XL 13.50 Engine: 360 XL 9.50 Engine: ·400 XL 26.50
Walk MPs: 4 Walk MPs: 4 Walk MPs: 4
Run MPs: 6 Run MPs: 6 Run MPs: 6
Jump MPs: 4 Jump MPs: 0 Jump MPs: 0
Heat Sinks: 1 3 (Double) 3.00 Heat Sinks: 29 (Double) 19.00 Heat Sinks: 24 14.00
Gyro: 4.00 Gyro: 4.00 Gyro: 4.00
Cockpit: 3.00 Cockpit: 3.00 Cockpit: 3.00
Armor: 261 12.00 Armor: 231 14.50 Armor: 304 19.00
IS AV IS AV IS AV
Head 3 9 Head 3 9 Head 3 9
CT 27 44 CT 29 38 CT 31 46
Rr CT - 10 Rr CT - 20 Rr CT - 12
RILT 18 27 RILT 19 24 RILT 21 30
Rr RILT- 9 Rr RILT- 14 Rr RILT- 12
RILA 14 28 RILA 15 30 RILA 17 34
RILL 18 36 RILL 19 38 RILL 21 42
Weapons and Ammo: Weapons and Ammo: Weapons and Ammo:
Type (Number) Lac Crits Tons Type (Number) Lac Crits Tons Type (Number) Lac Crits Tons
2x Lg Pulse Laser RA 4 12.00 4x ER PPC RllA 8 24.00 2x ER Lg Laser R/LT 2 8.00
LB-1 OX AC lA 5 10.00 ER Small Laser H 1 0.50 2x Streak SRT-2 a 2 2.00
20 LB-1 OX Ammo lA 2 2.00 ECM LT 1.00 300 SRT-2 Ammo RllA 6 6.00
2x Streak SRM-6 RILT 4 6.00 9x Machine Gun RT 9 2.25
30 SRM-6 Ammo RILT 2 2_00 Overview: 4x Machine Gun LT 4 1.00
ER Small Laser H 0.50 The Shinobi is the embodiment 300 MG Ammo RL 2 1.50
4xJumpJets RILT, a 4 4.00 of anti-'Mech capability. There is no 400 MG Ammo LL 2 2.00
other Battle- or OmniMech, save the
Overview:
Warhawk C that can match the raw Overview:
The THN-1 G Thing is an Inner
firepower (in such an impressive vol- The furthest removed from typi-
Sphere "design" cobbled together
ley) of the Shinobi. First contact with cal Clan designs of any 'Mechs seen
from salvaged Clan materiel. Since
the Shinobi was during the Battle of so far; the Poseidon fills one role
many Clan OmniMechs use the
Luthien, although in small numbers. only: it seNes to gain underwater
same weapons pods, the supply of
The four ER PPCs in the primary superiority. It is believed the 'Mechs
Clan weapons to make this design
configuration are devastating. The role is to prevent an amphibious
are only limited by the amount of
physical damage is more than assault from secur(ng a literal
salvage a battlefield can offer
enough to cripple any 'Mech; the "beachhead." ObseNation of this
The twin large pulse lasers are
psychological effect is equally crip- BattleMech in combat has reinforced
perfectly matched by the LB-1 OX
pling. this belief.
and the Streak-6s. The lasers and ac
The 'Mech is most prevalent in There are indications that these
(firing standard rounds) blast
Clan Nova Cat although it has been 'Mechs have been deployed on
through external armor The SRMs
seen in all of the other invading worlds with active anti-Clan insur-
and the AC (firing cluster munitions)
Clans' rosters except the Wolves' and gents, who often use the water-
break through to the sensitive inter-
Ghost Bears'. ways as a means of travel.
nals, wreaking havoc inside.
31
~~~~BATTI.ETECHG MECH DATA
Type: CPLT-C 1 CATAPULT
Tonnage: 65 TONS
ARMOR DIAGRAM Movement Points:
Walking: 4
Running: 6
Jumping: 4
WEAPONS INVENTORY
# Type L~
1 LAM 15 RA
1 LAM 15 LA
1 MEDIUM LASER LT
1 MEDIUM LASER AT
1 MEDIUM LASER CT
1 MEDIUM LASER CT
AMMO:
Auto Cannon Rounds:-
M.G. Rounds:----
S.R.M. Packs-- - -
Missiles per pack. -
L.R.M. Packs 8/8
Missiles per pack.- 15
BATTt£TECH Ia a 111Qistenld trademari< of FASA Corporallon. Copyright 1987. Penmls&lon to photrl<lOpr for personnal use.
Cannot Punch or Push; Kicks do only 10 pts, and a Piloting Skill roll is necessary even if succesful; all Piloting Skill Rolls
are at -2 bonus, except when attempting to stand there is a -2 penalty; all four lasers generate 10 heat when fired in tan-
dem; firing while jumping is only at +2 penalty; cannot fire while prone; cannot use arm firing arcs.
~~~~BATTI.ETECHG MECH DATA
Type: PNT-9R PANTHER
Tonnage: 35 TONS
ARMOR DIAGRAM Movement Points:
Walking : 4
Running: 6
Jumping: 4
WEAPONS INVENTORY
# Type l~
1 SRM 4 CT
1 PPC RA
AMMO:
Auto Cannon Rounds: -
M.G. Rounds: - - - -
S.R.M. Packs 25
Missiles per pack. - 4
L.R.M. Packs - - - -
Missiles per pack.-
Kicks do 5 pts; all piloting ski ll rolls are at -2 bonus; five-hex jumps are possible on a Piloti ng Skill roll at -2 bonus, failure
burns out jump jets and lands one hex short; cannot use arm firing arcs.
0
WEAPONS INVENTORY
# _Tyoe I..Ok...
1 Med. Laser CT
1 Med. Laser CT
AMMO:
Auto Cannon Rounds: -
M.G. Rounds:----
S.R.M. Packs-- - -
Missiles per pack. -
L.R.M. Packs - - - -
Missiles per pack.-
0000000000
Internal
Structure WARRIOR DATA
Diagram Name: ~---------
Gunnery Skill: - - - - -- -
Piloting Skill:
Left Arm CRITICAL HIT TABLE Right Arm Hits Taken : (Consciousness Number)
1st 2nd 3rd 4th 5th 6th
1.Shoulder Head 1. Shoulder (3) (5) (7) (10) (11) (Dead)
2. Upper Arm Actuator 2. Upper Arm Actuator
1. Life Support
1 3. Lower Arm Actuator
4. Hand Actuator 2. Sensors 1 3.
4.
Lower Arm Actuator
Hand Actuator
HEAT SCALE
3. Cockpit 5. ReH Age1in SHUTDOWN
5. Roli Again
6. Roli .A.g:~in 4. Heat Sink 6. Rwl: A!JWn
5. Sensors Ammo Explosion, avoid em 8+
1. HoH Again 6. Life Support 1. Holl /\cwn
2. Roil Again 2. noll Aaa:n
Shutdown, avoid on 10+
2 3. Roil Aoain 2 3. RDII A~ai!1
4 . noH Aoain Center Torso 4. Roil Again -5 Movement Points
5. l:kJ!I Again 5. Roll f,Gain +4 Modifier to Fire .
6. noH Again 1. Engine
6. Hrill AQH:n Ammo Explosion, avoid on 6+
2. Engine Shutdown, avoid on 8+
1 3. Engine
Left Torso 4. Gyro Right Torso
-4 Movement Points
1. Jump Jet 5. Gyro 1. Jump Jet
6 . Gyro Ammo Explosion, avoid on 4+
2. Jump Jet 2. JumpJet Shutdown, avoid on 6+
1 3. Jump Jet 1. Gyro 1 3. Jump Jet
+3 Modifier to Fire
4. Jump Jet 2. Engine 4. Jump Jet
5. RoH Again 2 3. Engine 5. Rc;ll Again
6. Hoi! A~Jain 4. Engine 6. Roll Ag<Hl -3 Movement Points
5. Med. Laser Shutdown, avoid on 4+
1. Fleli .'\g:tin 1. Roll Again
6. Med. Laser +2 Modifier to Fire
2. not: A9ain 2. Roll Aoain
2 3. Roli Again
Engine Hits 000
2 3. Holl 1\qa:n
4. RoH Again 4. Roll Again
5. Rot: f..!.Jain
Gyro Hits 00 5. Rcill Aaain -2 Movement Points
6. Heli /\g<tin
Sensor Hits 00 6. Roll AgaHl
+1 Modifier to Fire
Left Leg Right Leg
1. Hip 1. Hip
2. Upper Leg Actuator -1 Movement Point
2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. RoB Anain 5. Hoi! Again
6. HoH Agt1;n 6. RoB Again
BATTLETECH Ia a registered trademarl< of FASA Corporation. Copyright 1987. Pemnlaslon to photocopy for personnal use.
Kicks do 4 pts, Punches do 2 pts; all Piloting Skill rolls are at -1 bonus, after Death-from-Above they're at -3 bonus; can
jump 12 hexes as per the Panther, with + 1 penalties after 9 hexes ; both lasers generate five heat total when fired in
tandem.
YU-DIC
~
YEUDW JACKET
Type: YLJ-01 C YELLOW JACKET
Tonnage: 40
Annor Diagram Movement Points:
Left Torso Right Torso Walking: 8
Left
Rear Running: 12 (16)
Jumping: 8
# Type Location
5 MEDIUM LASER RIUCT
1 C3 SLAVE H
Name:
Trilll!ifl!r Gunnery Target/ Level:
Left Leg Right Leg Diagram Piloting Target/Level:
Left Leg Diagram Right Leg
Hits Taken:
l.l!ft: Ann Critical Hit R9Jt Ann 1st 2nd 3rd 4th 5th 6th
1. Shoulder 1. Shoulder [3+] [5+] (7+) (10+) (11+) Dead
2. Upper Arm Actuator Table 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Lower Arm Actuator
1 4 . Hand Actuator
Head 1 4 . Hand Actuator
5. ENDO STEEL 1 . Life Support 5 . ENDO STEEL
6 . ENDO STEEL 2 . Sensors 6. ENDU STEEL
3. Cockpit
1 . ENDU STEEL 4. C3 SLAVE 1 . ENDO STEEL
2. 5. Sensors 2.
3. 3.
i! 4.
6. Life Support
i! 4.
Ammo Explosion, avoid on B+
W~lnventory
# Type Location
4 ER MED LASERS RILA,
RILT
Name:
Tl"ill15fer
Gunnery Target/ Leve l:
Left Leg Right Leg Diagram Piloting Target/Level:
Left Leg Diagram Right Leg
Hits Taken:
Left Ann Critical Hit Right Ann 1st 2nd 3rd 4th 5th 6th
1 . Shoulder 1. Shoulder (3+) [5+) (7+] [10+] (11 +] Dead
2 . Upper Arm Actuator Table · 2 . Upper Arm Actuator
3 . Lower Arm Actuator 3. Lower Arm Actuator
1 4 . Hand Actuator
Head 1 4. Hand Actuator
5 . ER M EDIUM lASER 1 . Life Support 5. ER MEDIUM lASER
6 . ENDO STEEL 2 . Sensors 6. ENDO STEEL
3 . Cockp it
1 ' ENDO STEEL 4. 1 ' ENDO STEEL
2 . ENOO STEEL 5. Sensors 2 . ENOO STEEL
3 . ENOO STEEL 3.
i! 4.
6 . Life Support
i! 4.
Ammo Explosion, avoid on 8+
W~lmmbly
# Type Location
2 Mo PuLsE LASERS CT
2 ER SML lASERS URT
1 A-Poo RL
TARGETING CoMPUTER
Name:
Gunnery Target/Level:
Left Leg Diagram Piloting Target/Level:
Hits Taken:
Left Ann [riticaJ Hit R911:Ann 1st 2nd 3rd 4th 5th 6th
1 . Shoulder 1 . Shoulder (3+] (5+] [7+] (10+] (11+) Dead
2 . Upper Arm Actuator Table 2. Upper Arm Actuator
3 . Lower Arm Actuator 3. Lower Arm Actuator
1 4. Hand Actuator
Head 1 4. Hand Actuator
5. 1. Life Support 5.
6. 2. Sensors 6.
3 . Cockpit
1. 4 . TARGETING CoMPUTER 1.
2. 5 . Sensors 2.
3. 3.
i! 4.
6. Life Support
i! 4.
5. Cerlb!r TIJI"!iD 5.
6. 6.
1. Engine
2. Engine
Left TDI'§O 3 . Engine R91t TIJI"!iD
1 . .'X:t. ENGINE 1 4. Gyro 1 . XL ENGINE
2. XL ENGINE 5. Gyro 2. XL ENGINE
3 . ER SMALL lASER 3. ER SMALL lASER
1 4. JUMP JET
6. Gyro
1 4. JUMP JET
5. JUMP JET 1. Gyro 5 . JUMP JET
6. JUMP JET 2. Engine 6. JUMP JET
3 . Engine
1. JUMP JET i! 4. Engine 1. JUMP JET
2. E~-J[::) ~}TTL 5. MEDIUM PULSE lASER 2. bmc STEEL
3. E"m ~)TF< . 3. E~<DG STEEL
i! 4. [~ ;[::-~-~ ~JTEt::~ ..
6 . MEDIUM PuLsE LAsER
i! 4. ENDG STEEL
5. ENr.n ::;·:n .'< . 5.
6. 6.
£ngin! Hil!i 0 0 0
Left ll!g R91t l.l!g
1 . Hip lqo Hits 00 1 . Hip
2 . Upper Leg !ii!J&r Hil!i 0 0 2 . Upper Leg
3. Lower Leg 3 . Lower Leg
4 . Foot 4 . Foot
5. HEAT SINK 5. A-Poo
6 . HEAT SINK 6.
. TBT-IIC TREBUCHET
Type: TBT-IIC TREBUCHET
Tonnage: 50
Annor Diagram Movement Points:
Left Torso Right Torso Walking: 6
Left
Rear Running: 9
Jumping: 0
w~ lrM31tiiy
# Type Location
2 LAM 20 LAJLT
3 EA MEDIUM LASERS A/LA
1 EA SMALL LASER H
Name:
!itJurtun! Gunnery Target/Level:
Left Leg Right Leg Diagram Piloting Target/Level:
Left Leg Diagram Right Leg
Hits Taken:
12ft Ann Critical Hit R9JtAnn 1st 2nd 3rd 4th 5th 6th
1. Shoulder 1. Shoulder [3+] (5+) [7 +] (10+) (11 +) Dead
2 . Upper Arm Actuator Table 2 . Upper Arm Actuator
3 . Lower Arm Actuator 3 . Lower Arm Actuator
4. LAM 20
Head 1 4. Hand Actuator
5. LAM 20 1 . Life Support 5. ER M EDIUM lASER
6 . LAM 20 2 . Sensors 6 . ER M EDIUM lASER
3 . Cockpit
1. LAM 20 4 . ER SMALL LAsER 1 . ENG!) Sn::E!..
2 . ARTEMIS IV FCS 5 . Sensors 2. ENDO ~)TFf:l.
3 . LAM AMMO (6) 6 . Life Support 3 . ENGD S1m.
4 . LAM AMMO (6] 4. [NDO ~)-rm.
5 . LAM AMMO (6) 5 . ENGG Sn::E!..
Cl!!nter TDI'!iD
6. ER MEDIUM lASER 6. [ N[;Q S-rm.
1. Engine
2 . Engine
12ft TDI'!iD 3 . Engine R9Jt TDI'!iD
1. XL ENGINE 1 4 . Gyro 1. XL ENGINE
2. XL ENGINE 5 . Gyro 2 . XL ENGINE
3. LAM 20 6. Gyro 3.
4. LAM 20 1 4.
5 . LAM 20 1. Gyro 5.
6 . LAM 20 2. Engine 6.
3 . Engine
1 . ARTEMIS IV FCS 4 . Engine 1.
2. LAM AMMO (6) 5. 2.
3 . LAM AMMO (6] 3.
4. LAM AMMO (6)
6.
i! 4.
5. 5.
6. 6.
&1gine Hil:!i 0 0 0
12ft Leg R9Jt Leg
1. Hip 6ym Hil:!i 0 0 1 . Hip
2. Upper Leg !il!mlr Hil:!i 0 0 2 . Upper Leg
3. Lower Leg 3. Lower Leg
4. Foot 4. Foot
5. 5.
6. 6.
_- WST·3R WAmR ---
Type: WST-3R WASTER
Tonnage: 50
Annor Diagram Movement Points:
Left Torso Right Torso Walking: 5
Left
Rear Running: 8
Jumping: 5
# Type Location
1 GAUSS RIFLE RA
1 ERPPC LA
3 ER SMALL lASER H,
R/LT(R)
Name:
Tl'illl5fi!r
!itnJctun! Gunnery Target/ Leve l:
Left Leg Right Leg Diagram Piloting Target/ Level:
Left Diagram Right Leg
Hits Taken:
I.J!ft: Ann [ritical Hit RVIt Ann 1st 2nd 3 r d 4 t h 5th 6th
1. Shoulder 1. Shoulder (3+) (5+) [7+] (1 0 +] (11 +) Dead
2 . Upper Arm Actuator Tabll! 2. Upper Arm Actuator
3 _Lower Arm Actuator 3 . Lower Arm Actuator
1 4 _Hand Actuator
Head 1 4. Hand Actuator
5_ ER PPC 1 . Life Support 5. GAUSS RIFLE
6. ER PPC 2 . Sensors 6. GAUSS RIFLE
3 _Cockpit
4 . ER SMALL lASER 1 . GAUSS RIFLE
2. 5 . Sensors 2 . GAUSS RIFLE
3. 3 . GAUSS RIFLE
4.
6 . Life Support
i! 4. GAUSS RIFLE
5. CB1tJ!r Tlll"!iD 5. b JOO :3rrEL
6. 6.
1. Engine
2. Engine
I.J!ft: Tlll"!iD 3 . Engine RVJt Tlll"!iD
1 . XL ENGINE 1 4. Gyro 1. XL ENGINE
2. XL ENGINE 5 . Gyro 2. XL ENGINE
3 . GAUSS AMMO (8) 3 . GAUSS AMMO (8)
1 4 . ER SMALL lASER [R)
6 . Gyro
1 4. ER SMALL lASER (R)
5. bJW STEEL 1. Gyro 5. ENOO STEEL
6. ErJOD !37KL 2. Engine 6 . b JOO S TEEL
3. Engine
1_ -3 Movement Points
1. 4. Engine
ShutdoWn. avoid on 4+
2. 5 . JUMP JET 2.
+2Penalty to Fire
3. 3.
4.
6. E;oou !37EcL
i! 4.
5. 5.
6. 6.
&1gine Hit!; 0 0 0
I.J!ft: lE!g RVIt lE!g
1_ Hip 6yro Hit!; 0 0 1_ Hip
2 _Upper Leg !il!lsr Hit!; 0 0 2 . Upper Leg -1 Movement Point
3 _Lower Leg 3 . Lower Leg
4 . Foot 4. Foot
5 . JUMP JET 5. JUMP JET
6. J UMP J ET
JM6·11C 1AliERMECH
Type: JM6-IIC JAGERMECH
Tonnage: 65
Annor Diagram Movement Points:
Left Torso Walking: 4
Running: 6
Jumping: 4
w~ lrMiltDry
# Type Location
2 AC/2 ULTRAS R/LA
2 LB-5Xs R/LA
2 ER MEDIUM LASERS R/LT
Name:
Tl'illl!ifer !!itrurtun! Gunnery Target/Level:
Left Leg Right Leg Diagram Piloting Target/ Level:
Left DiiiQlillll Right Leg
Hits Taken:
lEft Ann Critical Hit R91t Ann 1st 2nd 3rd 4th 5th 6th
1. Shoulder 1. Shoulder [3+] [5+] (7+) (1 0 +) (11 +) Dead
2. Upper Arm Actuator Table 2 . Upper Arm Actuator
3 . AC/ 2 ULTRA 3. AC/ 2 ULTRA
1 4. AC/ 2 ULTRA
Head 1 4 . AC/ 2 ULTRA
5. LB-5X 1 . Life Support 5 . LB-5X
6. LB-5X 2 . Sensors 6 . LB-5X
3. Cockpit
1. LB-5X 4 . ENOO STEEL 1 . LB-5X
2 . LB-5X 5. Sensors 2 . LB-5X
3. 3.
i! 4.
6. Life Support
i! 4.
Ammo Explosion, avoid on 8+
# Type Location
2 LRG PULSE LASER RA
1 LB-10X LA
2 SRM-6 STREAKS RILT
1 ER SMALL LASER H
20 LB-10X AMMO
30 SRM-6 AMMO
Name:
TriUI!ifer
Gunnery Targ et/ Level:
Left Leg Right Leg Diagram Piloting Target/ Level:
Left Leg
Hits Taken:
Left Ann Critical Hit R¥11: Ann 1 st 2nd 3rd 4th 5th 6th
1. Shoulder (3+)[5+) [7 +] (10+)(11 +]0ead
2. Upper Arm Actuator
Table · 1 . Should er
2. Upper Arm Actuator
3 . Lower Arm Actuator 3 . Lower Arm Actuator
1 4. Hand Act uator
Head 1 4. Hand Actuator
5 . LB-10X 1. Life Support 5. lARGE PuLSE lASER 1
6 . LB-10X 2. Sensors 6. lARGE PULSE lASER 1
3 . Cockpit
1. LB-10X 4. ER SMALL lASER 1 . lARGE PuLSE LAsER 2
2. LB-10X 5 . Sensors 2 . lARGE PULSE LASER 2
3. LB-10X 3.
i! 4. LB-1 0X AMMO (10)
6 . Life Support
i! 4.
Ammo Explosion, avoid on 8+
. §HI·JA §HINDBI
Type: SHI-1A SHJNOBI
Tonnage: 90
Annor Diagram Movement Points:
Lett Torso Right Torso Walking: 4
Left
Rear Rear Running: 6
Jumping: 0
# Type Location
4 ER PPCs A/LA
1 ER SMALL lASER H
GUARDIAN ECM LT
&1!jr1l! Hits 0 0 0
Left Leg R9Jt Leg
1. Hip fqo Hit!iOO 1 . Hip
2. Upper Leg !!ien!u Hits 0 0 2 . Upper Leg
3. Lower Leg '~=====~ 3. Lower Leg
4. Foot 4. Foot
5. Heat Sink 14 5 . Heat.Sink 15
- =------~ . - ... -
· PSD-9APasEIDON ·-. --~---
Type: PSD-9A PoSEIDON
Tonnage: 100
Armor Diagram Movement Points:
Left Torso Right Torso Walking: 4
Left
Rear Running: 6
Jumping: 0
Weapon!i lnwntory
# Type Location
2 ER LARGE lASERS RILT
3 SRT-2 CT,H
13 MACHINE GuNs RILT
Well, here we are again. You'd think we doing their job, and I was doing, oh. say, to my right on the speaker phone. Carl and
were here only yesterday .. hell, we were. fifty in a thirty zone. It was perfectly safe, Vin can be soooo deep sometimes. They're
And the day before. And the one before and I don't believe otherwise. now discussing the relative benefits of keep-
that one and so on ... Anyway, this complete idiot makes a ing meat on a cajuns floor ... dear God, help
I am exhausted. Carl is exhausted too, left-hand U-turn in a three lane roadway, these men ..
but not as much- hes slept decently in the managing to come completely into the left Anyone have any coupons? I heard the
last few weeks, at least. Me? Oh, maybe an lane. MY lane. This guy turns into my lane, funn iest story about coupons last night,
average of four hours a night for three and I'm I 00 feet a way doing fifty in rain- do the involving humiliation and ... other things. A
a half weeks but- HEY!! I get by ... math. friend of mine (to whom I hadn't spoken for
Lets wake Vinny up! Its like driving with Vinny. a year and three months because she
"Hello, is Vin there?" This person was obviously a tetatae, IGNORED me) hangs OUt With the greatest
" .. . are you on speaker phone?" from "Far Country." Yes, a giant, old, retard- concentration of LOSERS I have ever known in
Yep, we are. ed chicken was driving this mid-sized sedan, my life. (Sorry. Guy.)
A really public one that thousands can and I felt compelled, as an upstanding citi- I just went to my college for a conven-
listen in on .. zen, to inform him of his wrongdoing. After tion held by my Fraternity Chapter. What a
"Hey, did anyone see my other shoe?" I realized I couldn't drive, flip this mutant off, time! I even visited the birthplace of my
We spent many a night at a place and reach for an empty wine cooler bottle involvement with FW. the art building . One
called El Toritos, a cheap Mexican restau- in the back seat under Carls legs to hurl at of the people who used to do my bidding
rant. O f course. we weren't there to eat. his wife all at the same time, I calmed for this magazine, (she needed step-by-step
Theres a cantina there, with a kickin' happy down. instructions to lay out th e dots on th e record
hou r. (Well, w e had to wait for the comput- Well, the exciting news is that I'll be sheets) Tricia Vertucci, and this little imma-
ers to become free. after all.) hosting the BattleTech Mid-Atlantic Regional ture, puppy-like skank who used to follow
Anyway, the beer is watered down, Championship this winter. Call me for us both around and now follows Tricia
and the margaritas had, like, no tequila in details, but it'll be February I 9 & 20. around, actually called Public Safety to pre-
them, but the food is cheap, good, and Anyone from across the world can come, so pare for our arrival, like I was a threat or
plentiful. don't be bashful. Entry fee will be around something. And she wasn't joking. Thats
I wonder how many nights I can keep $25 before February first, and about $30 Brotherhood (hey, its co-ed)! Unbelievable!
this up? I mean. how many people can deal after that and at the door. The rules are "Phil what do you say to that?"
w ith these two psych os constantly at each being decid ed on. but more than likely it "HUH?"
others throats, picking at each others self- w ill be everythi ng from the Compendium By the way, when I go to Houston, I
worth, trying to destroy each others self- and most optional rul es, and "officially" pub- only shop at Gamesmasters Un limited. Inc.,
image, an d generally being annoyin g and lished 'Mechs . Don't quote me yet. at 8636-A Highway 6 North (enough sixes
useless? By the w ay, these guys are pretty help- in that address?). Believe me, these g uys are
Ahh, friendsh ip! Can I pick my creative ful. I didn't mean that before. Honest. No, the best game store w ithin at least a block
teams or what? really. or so . I've known them for a long time. and
I play too many violent games. I think. I'm having too much fu n . I keep shrink- they won't steer ya w rong. They're relatively
The other night, I was driving down this ing the type so I have more room to write. new, but they are great! Hey, the owner has
"deathway" called Jericho Turnpike. It was
raining. my windshield wipers w eren't
"Oooo. he left a piece of meat on the
cajuns floor." Wow, cool conversation over
a cool signature, and they carry- yes,
you've guessed it already- FUTURE WARS! fr
Terra Tech Presents ...
Terra Tech
P.O. Box 057'1
Sterling Heights, Ml 483'1 '1-057'1
Send an SASE fo r a free photo and price guide. Watch for us at M ichigan Area Cons
FuTURE WARs Magazine is devoted to futuristic role~ and wargaming, focusing on the BattleTech game
universe.
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