Beruflich Dokumente
Kultur Dokumente
CREDITS
Writing Product Editing Special Thanks
Bad Blood Herbert A. Beas II To Randall Bills, Loren Coleman, Jason Robinette,
Loren Coleman Scott Taylor, and Chris “Bones” Trossen, for their
BattleTech Line Developer impulses to get this done. Also to the guys at
Additional Writing Randall N. Bills CamoSpecs Online and Iron Wind Metals, and—of
Ray Arrastia course—the FanPro Commandos, for volunteering
Production Staff (in -advance) to make this event a memorable one,
Herbert A. Beas II Art Direction
Jason Robinette and for keeping the BattleTech dream alive and in
Herbert A. Beas II
Scott “Clutch” Taylor living, three-dimensional color.
Jason Weiser Illustrations
Ray Arrastia Jason Robinette would also like to thank Loren
Product Development Tom Baxa “Rumor” Coleman, Herbert Beas, Robert “Pidge”
Herbert A. Beas II Herbert A. Beas II Pigeon, and the CamoSpecs Online crew, as well as
Jason Robinette Earl Geier Mike Stackpole, for being a friend and supporter in
all things BattleTech, and Scott “Clutch” Taylor and
Layout his corps of dedicated Commandos.
With assistance from
Ray Arrastia
Raymond Arrastia
Anthony Hardenburgh Cover Design
Jason Weiser Ray Arrastia
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2
KINGS AND PAWNS
BAD BLOOD
Outside Harney
Hall, Chaos March
11 October 3067
3
BAD BLOOD
But a Warhammer was no easy target. Good armor and better For the Chaos March world of Hall, the close of 3066 brought
weaponry. His twin PPCs blazed, throwing scourging energy whips at the final acts of a decade-long struggle between “Emperor” William
the advancing BattleMech, carving it away a ton of armor at a time, Baranov (of the late-AFFC’s Fourth Republican Guard RCT) and his
drawing a series of red-tinged wounds across its legs and lower chest. chief rivals, led by Count McNally, came to a close when Baranov’s
Which was when the Bandits pounced. Republican Guard, supported by the Stealthy Tigers mercenary com-
Ignoring the onrushing armor, the hovercraft slid in at the mand, finally overwhelmed McNally’s forces, and won a tenuous
Shadow Hawk’s side, medium lasers spearing a fury of red-hot darts control over Hall.
into the stricken BattleMech. When Marik-Johns took the Hawk’s leg McNally’s surviving forces, the mercenary Burton’s Brigade,
a moment later, they did not let up. They rode the kill to the ground, however, quickly allied themselves with the arriving Third Dismal
still attacking. Still slicing and stabbing with their gem-bright scalpels. Disinherited (Johns’ Hostile Hellraisers), joining the ranks of the
Even after the ungainly machine had bounced to a rough stop Allied Mercenary Command, who arrived as part of an effort to rein-
against the ground, the hovercraft simply walked their laserfire right force the neutral Com Guard troops still stationed on Hall. Unable to
up the side of the Hawk to spear ruby-red light through the head, the finish off McNally’s last loyalist force, and forced to accept the
cockpit, and the MechWarrior. added garrison forces of the AMC and the Com Guard, Emperor
Bad blood on both sides. Baranov nonetheless seemed content to settle for what control over
“Back,” Marik-Johns ordered, now that the Hunchback had Hall he had finally attained.
staggered back to the colonel’s side. “Best speed and away!” But, much to the surprise of the AMC-Com Guard troops, in the
Both Bandits raced off, leading the straggling armored column, summer of 3067, Emperor Baranov unleashed a political bomb-
and none too soon. The armored company pressing in from the west shell. Contrary to everyone’s expectations, the Emperor declared on
overran the downed Shadow Hawk and set a hard line that would 28 August that his provisional planetary government had invited
have taken more lives. The surviving Bloodhound and the Eagle troops from the neighboring Free Worlds League to come and claim
reigned themselves in rather than face the Warhammer’s fury. But Hall in the name of the League. The move would willingly place
they’d advance again as soon as they had the numbers. As soon as
Baranov’s own hard-fought fiefdom under the nominal authority of
they felt they could deal with Marik-Johns.
House Marik.
Time enough to escape this mess. Time enough to repair and
In addition, Baranov added, the installation of League authori-
refit and reset his own lines. This wasn’t over yet. The Fourth
ty would mean that the services of ComStar were no longer needed,
Hussars had come spoiling for a fight, and the Third Dismal
nor were those of the Allied Mercenary Command. In one fell swoop,
Disinherited has decided to give it to them.
Baranov’s shift of allegiance would force his remaining rivals —
Yeah. Someone had made a big frigging mistake.
ComStar and McNally’s holdouts in Burton’s Brigade — off Hall.
John Marik-Johns prayed it had not been him.
Though shocked and outraged, the Com Guard forces bowed to the
apparent legitimacy of Baranov’s proclamation.
PLOT SUMMARY
The AMC forces, however, remained unconvinced. Alleging
In late 3057, the Lyran Alliance seceded from the Federated
Commonwealth in the face of a combined assault by the forces of Word of Blake involvement in facilitating “this travesty of justice”,
Houses Marik and Liao. As FedCom authority collapsed throughout the Third Dismal Disinherited’s commander, Colonel John Marik-
the region, and the Capellan-Free Worlds invasion forces abruptly Johns, defied Baranov’s order to evacuate Hall pending the arrival
halted their advance mere months later, the Sarna March — once a of a “recognized League authority”.
vital hub for trade and political exchange between the now-divided On 4 October 3067, the Free Worlds League’s Fourth Oriente
halves of the Commonwealth — fell into anarchy, creating the newly Hussars arrived in the Hall system, immediately proclaiming the
re-christened Chaos March. world a holding of the Free Worlds League, and repeating Baranov’s
At almost the same time, the Word of Blake, ComStar’s radical ultimatum to the AMC forces. Faced at last with the proof of House
splinter faction, successfully reclaimed Terra itself, ejecting their Marik’s intention to claim Hall, Colonel Marik-Johns nonetheless
secularized brethren from humanity’s homeworld in a single, bril- ignored the warning, continuing to insist that the transfer of authority
liantly executed surprise attack. Over the years since, the Word of on Hall was a Blakist trick.
Blake emerged as a pre-eminent power in the embattled Chaos On 11 October, as the first Fourth Hussars DropShips burned in
March, with Blakist forces gradually gaining ground by restoring toward the spaceport at Hall’s capital at Harney, the AMC
order to worlds still unclaimed by the nearby Great Houses. mercenaries struck. Colonel Marik-Johns, citing the questionable
Alarmed by the expansion of Blakist ambitions beyond Terra, loyalties of the Hussars, hoped that a decisive victory near Harney
Jaime Wolf of the Wolf’s Dragoons announced the formation of the would shatter the League regiment’s resolve and end the “sham” of
Allied Mercenary Command in 3065, centered on the independent Hall’s transfer once and for all. But rather than crumble at the
mercenary world of Outreach in the heart of the Chaos March. As interdiction of the mercenary forces, the Fourth Hussars, supported
the FedCom Civil War — the inevitable outcome of the Lyran seces- by elements of the Stealthy Tigers and Baranov’s Republican Guard,
sion — raged on, the AMC and the forces of Blake clashed repeat- drove off the Disinherited ’Mechs.
edly over several worlds throughout the nearly forgotten March. Hall was once again at war.
4
KINGS AND PAWNS
5
KINGS AND PAWNS
SCENARIO 1: EVACUATION!
SITUATION
Third Dismal Disinherited Compound,
Austin Badlands, Hall
3 October 3067
The Third Disinherited’s unauthorized attempt to interdict the
arrival of the Fourth Oriente Hussars drew harsh retaliation from the
Fourth Hussars’ commander, Colonel Fleur Lewis. Citing the Free
Worlds League’s now-legitimized claim to Hall, Lewis presented one
last ultimatum to the mercenaries: leave Hall within thirty-six hours
or die.
For Colonel John Marik-Johns, the challenge was more direct.
Knowing the Fourth’s simmering hatred for the Marik family, he
caught the implied threat in Lewis’ demands, The Fourth would
relish a direct battle with the Third, if only to take out their ATTACKER
commander, whose very name echoed a bloodline they despised. The attacking force consists of elements of the
The fact that Marik-Johns was a mercenary only made the kill Fourth Oriente Hussars (Stonewall Lance).
politically acceptable back in the League.
Yes, Marik-Johns knew, the Fourth wanted this fight, just as Fourth Oriente Hussars, Stonewall Lance
much as he did. Lieutenant Kurt Bracewell (Piloting 5, Gunnery 4),
Just as much as he also knew they would not wait the full thirty- Tempest TMP-3M
six hours to strike, either. Dona Barret (Piloting 4, Gunnery 4), Orion ON2-M
When the first wave of Hussars forces came for the Alejandra Leeson (Piloting 5, Gunnery 3), Perseus P1
Disinherited’s field bases, however, even Marik-Johns could not Santos Brendon (Piloting 3, Gunnery 4),
conceal his outrage. Determined to make the mercenaries pay for Grand Crusader GRN-D-02
their interference, the League troops struck first at the Hellraisers’
undefended barracks in the partly evacuated Austin Badlands base. DEFENDER
Within minutes, the base came under fire from a heavy lance of The defending force consists of elements of the
Hussars BattleMechs. Third Dismal Disinherited (Hawk Lance).
Worse still, only one light lance stood between the League
attackers and the dependents and support staff for a full company Third Dismal Disinherited, Hawk Lance
of Disinherited troops. Captain Petra Williams (Piloting 2, Gunnery 3),
Shadow Hawk SHD-5D
Zachary Quellette (Piloting 3, Gunnery 2), Phoenix Hawk PXH-7S
GAME SET UP Stefanie Carmichael (Piloting 2, Gunnery 4), Battle Hawk BH-K305
If played with mapsheets, this scenario uses the standard Shane Danzy (Piloting 4, Gunnery 4), Night Hawk NTK-2Q
BattleTech mapsheets, laid out as shown. The Third Disinherited’s
home edge is the north edge of the left mapsheet, while the Fourth
Hussars enters the map from the south edge of the right mapsheet. VICTORY CONDITIONS
The Disinherited units must begin this scenario within four hexes of The Dismal Disinherited forces must hold the line and buy time
their home edge. for their comrades’ departure at the base to the north. To reflect
6
EVACUATION!
this, the Disinherited units must keep the Fourth Hussars occupied
for a minimum of 10 turns. At the beginning of each turn after turn
10, the defender may roll a d6, ending the scenario on any result of
a 4 or higher. If, before this time, one side or the other has
withdrawn or been destroyed, the scenario ends.
Once the scenario ends, consult the Victory Table below for
scoring. Note that if either force is destroyed before the tenth turn,
the surviving force is considered to have played for a full 10 turns,
for the purposes of awarding victory points by the table below.
VICTORY TABLE
Victory Points
Condition (Attacker/Defender)
Each Attacking ’Mech -10/+10
Destroyed/Crippled
Each Defending ’Mech +25/-25
Destroyed/Crippled
Each complete turn -10/+10
(starting with turn 5) that at least
one Defending ’Mech remains active
Each turn that the Attacker does not have 0/-5
LOS to at least one Defending ’Mech
SPECIAL RULES
The following special rules apply to this scenario.
Forced Withdrawl
The forced withdrawal rule is in effect for both the attacker and
the defender.
7
KINGS AND PAWNS
8
POISONING THE WELL
9
KINGS AND PAWNS
GAME SET UP
If played on mapsheets, this scenario
uses the following maps: Desert Mountain
#1, Desert Mountain #2, Desert Sinkhole
#1, Desert Sinkhole #2, two CityTech
Maps, the BattleTech Map, Desert Hills,
and City Ruins. Lay out the mapsheets as
shown below. In addition, the defender
must place counters for buildings in each
of the following locations, representing
the key objectives of this scenario:
10
THE LION’S DEN
Hugh Magallon (Piloting 4, Gunnery 4), Enfield END-6J Fourth Oriente Hussars Elements
Cinda Malich (Piloting 5, Gunnery 4), Dragon DRG-1C Force Commander Zironmir Bobum
Tawanna (Piloting 3, Gunnery 4), Grasshopper GHR-5J (Piloting 3, Gunnery 3), Perseus P1 (Prime) ##
Chantelle Kuban (Piloting 3, Gunnery 4),
Sergeant Tory Belitz (Driving 3, Gunnery 4), Guillotine GLT-5M
Savannah Master Hovercraft Kenton Settimo (Piloting 4, Gunnery 4), Hercules HRC-LS-9000
Corporal Trenton (Piloting 4, Gunnery 4), Cavalry (Infantry Variant) Shirlee Burbine (Piloting 3, Gunnery 4), Awesome AWS-9M
Corporal Quent (Driving 5, Gunnery 3), Hunter Light Support Tank
Corporal Wolf (Driving 5, Gunnery 4), Manticore Heavy Tank Lieutenant Krystyna Catrone (Piloting 4, Gunnery 2),
Trebuchet TBT-5N
Rolland Gotter (Piloting 5, Gunnery 4), Apollo APL-1M
Third Dismal Disinherited Elements Shanika Toginet (Piloting 4, Gunnery 4), Archer ARC-8M
Colonel John Marik-Johns (Piloting 3, Gunnery 2), Zora Warsager (Piloting 5, Gunnery 4), Orion ON1-VA
Warhammer WHM-8D ##
Jason Robinette (Piloting 5, Gunnery 4), Jonah Susany (Piloting 5, Gunnery 4), Wraith TR1
Rakshasa MDG-1A Mohamed Jurgensmeier (Piloting 5, Gunnery 4), Albatross ALB-3U
Rosalinda (Piloting 6, Gunnery 4), Merlin MLN-1A Tory Arrow (Piloting 4, Gunnery 4), Marauder MAD-9M
Matthew Daub (Piloting 4, Gunnery 3), Hunchback HBK-4G Dee Giovanetti (Piloting 4, Gunnery 5), Griffin GRF-5M
11
THE LION’S DEN
Baranov’s Republican Guard Elements Sergeant Lyda Marus (Piloting 4, Gunnery 4),
Emperor William Baranov (Piloting 3, Gunnery 2), Warrior H-8 Attack Helicopter
Zeus ZEU-9S ## Corporal Shikuma (Piloting 5, Gunnery 3),
Karie Refazo (Piloting 3, Gunnery 4), Lineholder KW1-LH2 Warrior H-8 Attack Helicopter
Corporal Dorchy (Driving 4, Gunnery 4), J. Edgar Light Hover Tank
Dario Daubney (Piloting 5, Gunnery 3), Commando COM-5S Corporal Tabet (Driving 4, Gunnery 4), J. Edgar Light Hover Tank
Richie Hermanowicz (Piloting 4, Gunnery 4), Panther PNT-12A
Su Crawhorn (Piloting 5, Gunnery 4), Hatchetman HCT-5S Sergeant Evon Marus (Driving 2, Gunnery 3),
Norene Zappavigna (Piloting 3, Gunnery 3), Centurion CN9-D Vedette Medium Tank
Corporal Vandy (Driving 3, Gunnery 4),
Dillon Galper (Piloting 5, Gunnery 4), Axman AXM-1N Hetzer Wheeled Assault Gun
Florene Nanes (Piloting 5, Gunnery 4), JagerMech JM7-D Corporal Streller (Driving 5, Gunnery 4),
Cierra Sitto (Piloting 3, Gunnery 4), Charger CGR-SA5 Hetzer Wheeled Assault Gun
Stephanie Uhrhammer (Piloting 4, Gunnery 4), Stalker STK-7D Corporal Clusky (Driving 5, Gunnery 5), Goblin Medium Tank
12
THE LION’S DEN
objective for purposes of determining control, so the ratio that must together. To reflect this, both forces should roll initiative separately.
be met applies to all units adjacent to all the related structures. The same applies to the Allied Mercenary forces of the Dismal
Note also that any structures not controlled by one side or another Disinherited and the Burton’s Brigade, both of whom have very
are considered to be neutral. independent-minded commanders.
For example, a defending Stealthy Tigers ’Mech is This means that two rolls should be made per side, with
adjacent to one of the four repair facility objectives with no hostile units moved in the order and proportion to each faction’s roll and
units adjacent to either that structure or any of its three companion force size.
structures. At the end of the turn, this awards 1 Victory Point to
the defenders. THIRD DISMAL DISINHERITED
If a Dismal Disinherited unit then occupies a hex adjacent to If more than two thirds of the Third Dismal Disinherited’s ’Mech
another repair facility building, however, the facility is considered to complement is jump-capable, the force gains a +2 Initiative bonus.
no longer be under the defenders’ control, as there is now one struc-
ture under defender control, and one under attacker control, and FOURTH ORIENTE HUSSARS
the defenders will thus lose their victory point unless (and until) a The 4th Oriente Hussars player(s) suffer a -2 initiative modifier
second friendly unit—be it another Tigers unit, one of Baranov’s for fighting alongside a mercenary unit.
troops, or even a Fourth Hussars unit—also moves adjacent to a
repair facility structure.
Note that because that many objectives are multi-hex
structures, it is possible for units on both sides to gain and hold
partial control over individual structures, but control over the entire
objective is not won until the collective number of units on one side
or the other attains a 2-to-1 advantage. Also note that the Victory
Point value for all structure objectives is the same regardless of the
number of actual buildings considered to be part of it, so a side that
gains control over the Repair Facilities simply by claiming just one of
its four related structures will earn the same number of Victory
Points for doing so as the side that must attain 2-to-1 control over
all Repair Facility buildings.
Note that destroying an opponent’s key command
units (marked with an “##” on the force lists) will also earn Victory
Points. In such an event, the Victory Point is applied both for the turn
in which the kill was made, as well as for the next two
consecutive turns.
VICTORY TABLE
Victory Points
Condition (Attacker/Defender)
Controlling the ammunition depot 1 (each)
or repair facility
Controlling the University, research center, 2 (each)
or government building
Destruction of opponent’s “##” unit 1 point*
*This Victory Point applies for this turn as well as the next
two consecutive turns.
SPECIAL RULES
The following special rules apply to this scenario.
FORCED WITHDRAWAL
The forced withdrawal rule is in effect for both the attacker and
the defender.
MULTIPLE FACTIONS
Although nominally allied, the Fourth Oriente Hussars, and the
combined forces of Baranov’s troops (the Republican Guard and the
Stealthy Tigers mercenary group) are still unaccustomed to working
13
KINGS AND PAWNS
NOTABLE PERSONALITIES
mentor and close friend. Estranged from his father, he remains
close with his mother and older sister, who both encourage his work
with the Allied Mercenary Command.
14
NOTABLE PERSONALITIES
Marik-Liao Invasion of 3057 and the collapse of the Sarna March, operation was no place to raise a girl, Hector Burton left his family
Baranov saw an opportunity he could not pass up. Baranov moved on Agliana as he chased down pirates with the Marauders.
quickly, but decisively. He led his troops into the capital city of Never an outgoing student in school, Burton surprised
Harney, crushing what little opposition he found, and crowned everyone by declaring her intention to apply to the Point Barrow
himself Emperor of Hall. Though harried from the start by Count Military Academy to pursue a career as a Mechwarrior. Despite
Radcliffe McNally, and even by rebellions from his own troops, his difficulties at the academy, Burton toughed it out and graduated a
first major task was to eliminate the threat to his military power semester after her class. She did however, to the surprise of many,
posed by the twin sons of his former Commander, Pavil Ridzik. excel in her math, science and tactical classes. Her steady but
Baranov skillfully cultivated an atmosphere of mistrust between the marginal performance at the academy precluded assignment to a
brothers by playing on their fears. The disappearance of Nikolai frontline unit, and left her with choices mainly in the Quartermaster
Ridzik forced his brother to flee Hall for Solaris VII, abandoning any or Administrative branches of the AFFC. Burton declined these to
hopes of a revived Tikonov Free Republic. The “Idiot Twins” — as pursue her dream of being a Mechwarrior.
Baranov referred to them — were out of the way. Since then Baranov Determined to make it without her father’s help, she made the
has systematically neutralized all opposition on Hall - save for Count rounds of the hiring halls on Galatia and Outreach. Unfortunately,
McNally and Burton’s Brigade. The struggle for overall control of Hall her family and academic history followed her, and lacking a
rages to this very day, and its outcome is far from certain. Battlemech of her own, no one was willing to hire the “little
A bear of a man with a shaggy beard and multiple tattoos, mercenary brat”. Resenting what she perceived as her fathers
Baranov looks more like the proprietor of a wild roadhouse than a interference, she took work as a Battlemech Astech with Hanson’s
military commander and strategist. This impression is one that Roughriders. Unbeknownst to her, Hec Burton personally met with
Baranov goes to great lengths to cultivate, causing many “more the Roughriders assignment officer and calling in an old favor, got
refined” rivals to dismiss him as a ham-handed buffoon. An her posted to a deploying BattleMech unit.
impression they always regret. Burton’s life changed when her father passed away, the result
of a heat-induced stroke while participating in a training exercise. To
her surprise, Elly discovered that he had left her a tidy inheritence
that he had invested and saved over the years. This minor windfall
allowed her to emancipate herself — and her ’Mech — from
the Roughriders, and head to Outreach once more to strike out on
her own.
Using her resources and nascent leadership skills, she was
able to recruit a reinforced company — an interesting mix of veteran
officers and raw recruits from the Outreach proving grounds
answered her call. Captain Elly Burton quickly took stock of the
unit’s situation and sought the most lucrative contracts available.
Inexorably drawn to the opportunity in the Chaos March,
Captain Burton led her brigade to Hall in 3057 where they became
allied with Count Radcliffe McNally’s forces in their stalemate with
“Emperor” William Baranov’s forces. Captain Burton fell in love with
Count McNally, and they began a relationship that continued until
the Counts death in battle in 3067. The relationship produced an
heir, Alexander Burton-McNally, who was six years old at the time of
the events detailed in Kings and Pawns. McNally never married
Captain Burton for political reasons, but was a devoted partner and
loving father.
At first glance, Elly Burton looks more like a layabout than a
mercenary commander. Burton has an easy charm that puts friends
at ease, along with a ribald sense of humor and foul mouth that she
picked up in the rough confines of Hanson’s Roughriders. Burton’s
casual attitude often causes her to be underestimated, which she
uses to her advantage — for underneath that relaxed demeanor is a
very calculating, focused and tenacious fighter.
CAPTAIN ELLY BURTON
Rank/Position: Captain/Commander of Burton’s Brigade
Date of Birth: 3031 (age 36)
Profile:
Born on the Federated Suns planet of Agliana, Elly was the
only child of Captain Hector Burton of Markson’s Marauders.
Believing that the rough and tumble world of a mercenary
15
KINGS AND PAWNS
The 4th Oriente Hussars enter the city. Colonel Marik-Johns’ Warhammer.
16
KINGS AND PAWNS
PARTICIPANTS
ADVENTURE MEN-AT-ARMS SCI-FI CITY TOYS FROM
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Commando
Rick “Rick Steele” Remer #81 Commandos
AND Commando
Ray “Adrian Gideon” Arrastia #94
Players Doug “Silvermane Wolf” Riley #71 Dave Baughman #69
Kelly Galien NEUTRAL
Scott Hopkins GROUND Players
Players
Peter LaCasse 122 West 26th Street, 4th Fl. Doug Akin
Brian Alter
Phil LaCasse New York, NY 10001 Debra Atkinson
United States Bob Baldo Jim Bernard
Jamie Pinkert
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Sam “wasp” Snell Lloyd Calvin Korac MacArthur
Chris “Bones” Trossen Commandos Lance Davis The Siano Brothers
Anthony “shadhawk” Rob Febus
Hardenburgh #86
Eric Gordon WEXFORD
FUN AND John “Bleusman” Hudson #129
Jason “Panzerfaust 150” Branch Haines
GAMES Donald Jones HILL HOBBIES
8636 McKenney Avenue Weiser #55 1217 East Stroop Rd.
St. Albert, AB T8N 2G4 Rich Kerosky
Kettering, OH 45429
Canada Players Andrew Lopez
Eric Alexopoulos (937) 299-00857
http://www.boardgames.ca/ Geoff Malouf
Derek Christopher Marco Mazz
Roger “GLADI8HER 75” DePalma Commando
Commando Jason Paulley Brian “Dragonskull” Stull #3
Jeff Dunlop
Rod Klatt “Warrior” #22 Rick “Grombart” Sardiñas
Adam Fasoldt
Ryan “Silver Sword” Fontana Sidney Players
Players
Michael “Jagerwolf” Ramiruz Dorian Tacker Garry “Ranger” Cooper
Sean Bluett
Michael T. Jason Vanteeffelen Andy “Raven X” Holtkamp
Dirk Koetter
Christine “Devondra” Tucker Shawn “Falconer-8R” Kendall
Derrick Latimer
Al Riddell TIMEMASTERS Dave Low
Tim Sparks SCENARIO Dale “Farmer” Matthis
GAME & INC. Chris “Dukeroyal” McIntosh
33 Kenmount Road Bill “warzy” Shuler
GAMEZCLUB HOBBY SHOPPE
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Toronto, ON M4C 3G5 Fremont, CA 94536 Canada John “Junkyard Dog” Teserovitch
Canada Paul Woods
(416) 425-4
4263 Commando Commando
info@gamezclub.com Frank “BT Snipe” Diaz #151 Ron “Steel Hawk” Barter #16
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Commandos Todd “Bamsu” Matthew Brothers
David “Abatka” Leaver #38 Bill Dufton
R. Andrew “RAM” McBride #144 Jeston Matthew Cummings Commando
James “White Knight” Miller #82 Evans “Nameless Warrior” Leung Matthew Maddocks Lou “Nukeloader” Meyers #101
Martin “Scum” Plut #31 Mark “Bincho” Mancuso Steve Murphy
Chris “Moparmessiah” Scott Stansbury Players
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Charlene Stoyles
Jamie “MacDaddy” MacAdam Chris Mortensen Jr.
Terry Sweetapple Bob Hamlin
Jeff “Sly” Kabelin John “Bytor” Naas
Matthew “Caradhras” Furrow Robert “Novacat Ristar” Owens Patrick Warren Chris Hople
Elizabeth “Hyrulian Queen” D Sam “Yellow Duke” Sampson Colin Welland Richard Quimby
Sandor “Drebb” Dugalin Lee “T-Bolt” Smith Julia Welland James Roberts
Steve (GamezClub Groupy) Mike “M-Rex” F. Zabkar Gavin Willins Robin Toll
17