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Table of Contents Future Wars is published by Herb
Barents, and is issued bi-monthly. It
From the publisher 3 focuses on FASA's BattleTech system.
Future Wars can be ordered by mail,
Sensor Sweep 4 or found in better game and hobby
stores around the world.All material
Letters to the Editor 5 is copyright Herb Barents. All rights
RULES - V ARIENTS reserved. Many terms used in this
publication are copyright by the
Campaign Rules Variant 6 game publishers and are used
More Dropship Rules 14 without permission.
Future W ars--5
varying in size from a company to a this case the BLACK DRAGONS.
BATI'LETECH CAMPAIGN RCT with 5 elite Mech regiments. (see FW #12 "The Black Dragons
SYSTEM This doesn't include several forces Mercenary Regiment") This unit
the players didn't know about. consisted of five battlemech
BY MIKE REESE
regiments. I expected its invasion
Running this game involved use
to end by the December 3028 tum,
of a map (copy enclosed) of the
INTRODUCTION: but the use of a "nuke" by one of the
sector and a set of strategic rules. Capellan commanders made the
Herb Barents, Kennedy How, These rules worked only so-so. Part
invasion tougher then the Davion's
Herbert Harris and others have of the problem was getting the
expected. The best part of all of this
been playing in a Battletech 3028 players to do the paperwork is the STAR LEAGUE cache does
campaign over the last two years. I correctly and tum it in. Some of this
exist, but no one found out where it
have been running it. The campaign was solved by phone calls, but I is. We are now planning to jump to
started in january 1991 (Jan 3028 in must say the worst offenders were
3055 and fight the CLAN, using the
game terms) and may have ended in the Davions. There was also revised campaign rules following. It
February 3029. It was set in a problems with the rules. The fighter
was a good game guys and hopeful-
Capellan region of space near the tables were completely redone and ly I can publish an article on it at a
TIKINOV system which placed it still didn't work as well as I would
latertime. See you in 3055.
near Kuritan and Federated Suns have liked.As a result of this, I
space. changed the rules considerably, THE RULES:
redoing the fighter combat tables
The sides involved included the again, changing the supply rules Each player will have a force
local Capellan strike force com- completely to try and apply the rule assigned or allocated with the TECH
mander, General H. Barents, I 13TH of KISS, and allowing the players limits provided. Within this force
CAPELLAN MECH REGIMENT more than one type of drop ship the player make up the unit as he
(originally the 13TH CAPELLAN (UNION) originally allowed in the wishes. Force allocation will be by
REGIMENI); two local "barons" of game. That set of rules follows. The company, battalion, brigade or
which one was run by the judge set as sent to the players included regiment. Unit quality will be either
and the other by another player, several of the tables reprinted in the predetermined by the JUDGE or the
Shawn Young, who also ran an back for photocopying and use by player will use the random unit
independent Mercenary Company the players in the game. These have quality table provided with these
for a while; the Kuritan forces been taken out of the set printed rules. Once a unit is drawn up then
consisted of two Regiments, the 1ST here in FUTURE WARS. the Table of Organization & Equip-
ROYAL MECH REGIMENT led by Ted ment (TO&E) must be provided to
Korbus and the 4TH INDEPENDENT Setting up a campaign game the judge, along with the quality of
REGIMENT led by Roger Meyers. requires some kind of plot. In this each crew/warrior. This can only be
Finally, Herbert Harris led the case I had several. First of all, there changed by results of the game. A
BLACK DRAGON REGIMENTAL were the rumors of a STAR LEAGUE player is expected to be able to
COMBAT TEAM for the invading depot in the sector which drew in provide a model for each vehicle
Davions. These were the main the KURITAN forces and the I 13th and mech in his unit, as well as the
players. Others included Larry CAPELLAN REGIMENT. By putting a necessary mech and vehicle sheets
Ellena who ran the industrial giant major industrial site (see FW #24 for the game. Cardboard unit
Ellena Industries Inc.; Kennedy How "Ell- Serving Your Needs") on one counters may be used for infuntry
with his mercenary unit HOW'S of the planets with several players units. TECH is limited to the period
HOWLERS (FW #17 "Howe's running it and the mercenary units being played unless the judge
Howlers"), myself with MECH it has hired, plus two hot-headed specifically provides otherwise.
BATTAUON MICHAELS, later local barons intent on carving their
own little empires made it a case of TIMESCALE
upgraded to MECH BRIGADE
MICHAELS; the "Swift Light"Assault who can you trust? For a bit of Six (6) battle turns equals one
Regiment which left the game in additional fun I added some old minute. 60 minutes equals one
the first month; and the company nuclear weapons to the arsenals of hour: 24 hours equals 1 day. 7 days
sized KATIE'S KRUSHERS. My son some of the players (see FW # 24 equals one week. 365 days equals 1
ran DANNY'S DESTROYERS and in "Nuclear Weapons in BattleTech"). year (One Holiday plus 52 weeks of
January we were joined by Jim Then I set the game in January of 7 days each).
Pink's CHEETA STRIKER REGIMENT. 3028, which meant that in August of
that year, tum 8; the Davion first A STRATEGIC TURN equals 1
AU in all, twelve units were involved
assault wave would hit this sector. MONTH. Jump ships operate on
The Davions would have a RCT, in strategic turns.
Future Wars --6
An OPERATIONAL TIJRN equals youABSOLUTELY MUST make a EVERY MOVE. List LAM only if they
1 WEEK. Supply is based on listing of your forces and the types are to be used as fighters during the
operational turns. of ships and loads on each ship. You approach to the planet, otherwise
can make one listing, and mark out put in 0. (If no LAM are in theTF,
A TACTICAL TIJRN equals 1 DAY casualties as they occur, and then put in NA) Missions for each DS
Aircraft and drop ships operate in use it for the entire game, but ONLY must also be allocated. The choices
tactical turns. A day is divided into if you don't move units around are explained in the operational
thirds. These periods are dawn to between ships. If you do, then a section of the rules.
1500 hours; 1500 hours to dusk; and new listing must be provided.
dusk to dawn. Jump ships can jump to a regular
Jump ships should be identified jump point or to a pirate jump
A BATTLETIJRN equals 10 by alliance and number or unit ID. point. Jumping to a regular point
seconds. Mech and ground units Thus, a Kurita jump ship would be will then require a certain number
operate in battle turns using the DCJS1 or DCJS2. of days for the DS to reach the
rules contained in the BATTLETECH planets in the system. This is
COMPENDIUM, plus any modifica- A Davion drop ship would be indicated in the information on the
tions listed with these rules. FSDS2 orFSDS5. planets passed out by the judge
FEDERATED SUNS=FS, (Travel Time). The chance for
DRACONIS COMBINE=DC, surprise is very low. If a pirate jump
RUNNING A GAME LYRAN COMMONWEALTH==LC, point is used, then the Travel Time is
FREEWORLD'S LEAGUE==FW; the same as normal, except it is in
1. STRATEGIC TURN
CAPELLAN CONFED.=CC, hours instead of days. The chance
Each Player writes strategic FEDERATED SUNS=FS. for surprise is high, but there is also
moves a full month in advance. For a chance that the jump resulted in a
the first turn only two moves will misjump.
be written. Strategic moves are Other ships run by players
should use 1 letter to identify, hence Unsuccessful jumps can result in
written in weeks with each strate-
Mech Brigade Michaels would use no damage, and no jump; or a
gic turn equal to one week.
M, Ell E., Hunter's Cutthroats H, etc. misjump, or damage to your jump
Strategic moves use the chart drives, or destruction of the jump
below. Each player must allocate his A player allocates for a month, ship and any DS carried.
jump ships into task forces, with a on a weekly basis, how his jump
ships move. A jump ship can jump Indicate MECHs will jump rather
separate listing of what each DS on
every week. On the same chart he then descend in DS by putting the
a jump ship is carrying. You can use
allocates movement of any drop word PARA in the mission area.
standard jump ships and drop ships
with the following capacities, or ships for raids/ etc. by indicating so Roll for EACH jump ship coming
jump ships and drop ships from the on the Tactical Action chart. The into a pirate point.
FASA Jump Ship and Drop Ship number of heavy fighters (HF),
book. The standard ships are as medium fighters (MF), light fighters DETECTION (D10)
follows: (LF), and LAM in theTF are also If hot spotted at Jump Point roll
listed AND MUST BE USTED FOR
Each jump ship carries 4 drop
ships. Each drop ship carries 3
Mech lances ( 4 mech each) or 3 PIRATE POINT JUMP CHART
•
tank lances ( 4 tanks each) or 3 APC DIE ROLL (010) RESULT MODIFIERS to Die Roll
lances (4-6APC's each) or 3 Hover- 1-8 Made It VETCREW-1
craft lances (4-6 HC each) or 12 Failed EUTE or better CREW -2
9+
trucks or 6 Infantry platoons AND Green CREW + 1
50 supply pointsAND 2 Aerofight- Militia CREW +2
ers. 10 additional supply points may UNSUCCESSFUL JUMP CHART
be substituted for each 2 Aerofight- Use same modifiers as for PIRATE POINT JUMP CHART
ers or lance. A fully loaded jump DIE ROLL (010) RESULT
ship would carry four drop ships 1-5 NoJump
(DS), with 8Aerofighters, 12 Lances 6-8 Misjump. Loss of 1 Month Move.
or 24 Infantry Platoons. A separate 9 Jump drive KO. Loss of Jump ship, but not DS.
chart for this is available at the end 10 Jump ship & DS destroyed.
of these rules.
If you use the book ships, then Future Wars--7
again when your drop Regular toward the planet in the system will are to be used. All planetary
point: detected on a roll of 1-9 undergo two aerofighter attacks defending aerofighters, as indicated
your drop ships reach the planet to prior to making their drop on the on the chan, will intercept, either
see if you are spotted Pirate Point: planet. Roll once per jump ship once, twice, or not at all (surprise).
detected on a roll of 1-4 entering coming in system. Fighters and DS are allocated points.
atmosphere. If spotted either time Losses will be taken from LF, then
If the JS jumps in and is not
lose surprise. LAM, then MF, then HF. DS engage
detected, ie has "surprise", then the only when they have no fighter
Players with units located on DS launched toward the system will escort left and take losses only after
planets will put the planet as the TF, roll for detection again when they all friendly fighters are either
and indicate the number and type reach atmosphere. Roll once per destroyed or damaged. If the planet
of Aero fighters that will be used drop ship. If detected they undergo
has conventional fighters (ie.
should the planet be attacked. In one aero fighter attack prior to atmosphere craft), these take no
addition, all mercenaryor mech making their drop on the planet. part in the air action o r determina-
units on the planet must be divided Only the detected drop ships are tion of air superiority, but can be
into battle groups (BG) with the attacked. If not detected then they used in lieu ofAerofighters for
units in them indicated. They must land with complete surprise. If any ground attacks.AS A SPECIAL CASE,
also have their mission indicated are detected then surprise is lost. if all opposing aerospace fighters
using the DS ID as a BG ID. are out of action, conventional
Air superiority is calculated after
2. OPERATIONAL TURN one or both aero fighter engage- fighters give the side with them air
ments. Every week after the first superiority.
Drop ships move toward a that a planet remains with forces
planet in the same week that the Upon reaching a planet each
fighting on it, another aero fighter target will be gamed. You cannot
Jump ship jumps in. Drop ships may attack will be made, and air superi-
move from one location to another have more targets then DS, although
ority recalculated. you may have less. If"surprise "was
on a planet in one hour.
DS moving toward a planet will gained then the defenders may not
If the JS jumps in and is detected have ALL of their fighters launched, be dug-in o r concealed, otherwise
at the jump point, then DS launched and any LAM the player indicates they may. Special circumstances
may affect this. Normally, counters
DIE POINTS->
ROLL 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 ATTACKER TARGET TABLE
2 7 12 17 22 27 32 42 47 Population
37
3 6 11 16 21 26 31 36 41 46 Destroy Industry
4 5 10 15 20 25 30 35 40 45 Capture Power Plant
5 4 9 14 19 24 29 34 44 Raid Depot
39
6 3 8 13 18 23 28 38 43 Planetary Assault
33
7 2 7 12 17 22 27 32 42 Military Base
37
8 1 6 11 16 21 26 31 36 41 Recon
9 0 5 10 15 20 25 30 40 Starport
35
10 0 4 9 14 19 24 29 34 Resupply
39
11 0 3 8 13 18 23 28 38 Water Supply
33
12 0 2 7 12 17 22 27 32 Planet Invasion
37
101+ADD COLUMNS AND COMBINE RESULTS
Future Wars--9
ODDS less than 2:1- Both sides MERCENARIES HANDBOOK (or (in Mech, vehicles, or infantry
can have up to two Aerofighters, of BATTLEFORCE). If opposing platoons) before it can withdraw. A
their choice from those left, appear player's forces are present or close- player may voluntarily expose his
over the battlefield in support. Each by, then a random map based on the units to enemy weapons fire, but
side will roll 2xD6 every tum. For target and planet type will be drawn may not intentionally destroy his
each 6 rolled one aircraft (or up and a game announced. At the own units. The rule is intended to
Aerofighter) will appear. It may game the defender will be allowed force combat to occur. Before
make five passes. Once both to place his forces, and the attacker retreating his units off the board, a
aircraft for either side have made make tactical decisions regarding player must announce that his units
their attacks, no more air support landing zones or onto table move- are withdrawing. Any unit that exits
will be available that battle. ment, then the game will begin. the mapboard before this declara-
Landings by MECH or DS will be per tion is immediately captured, unless
ODDS between 2:1 & 3:1- As
the rules. it is carrying SALVAGE or must do
above, but the player with the lower
so to carry out the mission. After
odds gets only one fighter, and one 3. TACTICAL TURN
declaring a retreat, a player must
die to roll.
a. Once on the ground, the drop withdraw all of his units off the
ODDS 3: 1 or better- Player with ships/MECH revert to the BAT- same side of the table. Any unit that
less odds may roll 2 dice per turn TLETECH scale and the battle is withdraws off a different side is
for one aircraft, but must roll 2xD6 fought. If more than one target on considered captured. SALVAGE is
(ie boxcars) to obtain the aircraft, the planet is hit run them in the either captured MECH or pans of
which is limited to ONE pass. order they started (if known), MECH (ie. intact or partially de-
Reserves may not be moved by DS otherwise, roll to randomly deter- stroyed MECH or vehicles or loot.
or aircraft. Player with greater odds mine the order they are played. Loot will be described in the
rolls one D6 per turn for air sup- Normally, units in another battle scenario).
port, and gets one aircraft on a "6" cannot be moved from that battle to SUPPLY
which may make five passes. Up to help units in another battle, unless
four fighters may be obtained this the units reinforcing are unengaged Supply is traced from the nearest
way. If one side has conventional (ie. uncommitted reserves). These city, depot, or grounded drop ship.
fighters but no aerofighters and the may be either ground units close The line of supply is to the nearest
other side has no aerofighters, then enough to move to the battlefield road and then down that road to the
the side with the conventional on the ground, or with available unit. Units can indicate that they
fighters has air superiority. If either drop ships/aircraft to be moved by established a depot at the end of
side has conventional fighters air: This can also include MECH their supply line to provide supplies
available they may be used in lieu of from attacking drop ships dropped to their combat units, but then that
aerofighters for ground attacks. If from orbit or an attacking drop ship depot becomes a target.
both sides have only conventional can land. The judge will have to use
fighters, then determine air superi- his best judgment. Every WEEK a roll is made to see
ority as if they are aerospace if a unit is in supply. The "unit" is
fighters. However, drop ships in b. The battle continues until the largest available on the battle-
orbit are safe from any attacks by one side is either totally destroyed field run by a single player/side. To
conventional fighters. or retreats off the table. Once be in supply you must roll a 6 or
two opposing forces are engaged on higher on 2D6.
Once the number of attacks/ the table, they must engage in
EFFECTS of SUPPLY
battles are determined, then the combat (no matter how unequal
forces available at each location will their strengths) before either side If supplied you can replace
be determined. If all of the forces can disengage. A player's force must ammo between games and repair
are NON-player, then the judge may also have taken at least four losses damage to units in a week.
run the battle using the rules in the
SUPPLY ROLL (MAo!! WI!I!KLY) 2D6 6+ UNIT IS IN SUPPLY.
Modifiers:
• Is there a route dear of enemy to a road and back to a friendly city or DS? Yes = +2 No= -2
• Are you using a minimum of 1/3 of your forces as convoy escorts? Yes= +1 No =0
• Does the unit primarily have hovercraft as transports for supplies? Yes= +1 No =0
(Reverse if planet is wood covered)
• Does the unit haveVTOL or aircraft for transport of supplies? Yes= +1 No= 0
Has the unit established a DEPOT near the operational area? Yes= +1 No =0
Future Wars --10
Ifunsupplied: JUDGE would have only "normal" defenders
• All SRM & LRM have one salvo present or no defenders and runs
only.
1. Determines if jumps success- them using MERCENARY Rolls
• All AC have only 50% of their ful and assesses loss/damage if not. terrain for other battles and sets up
normal load. 2 . Determines for that week if a time to play the game. Rolls for
• No repairs may be made this lllly attacks are to take place. reinforcements and informs player
week. running defenders when they will
• Roll 1D6 per company/lance/ 3. Determines if' surprise' arrive. Informs players so they may
platoon (if unit is larger then a obtained. have their "mech charts" etc. made
company, roll per company, other- up . The game can be run using
4. Determines outcome of first
wise per platoon.) BATTLETECH or BATTLEFORCE.
if no 'surprise') F vs. F battle.
Determines losses and new odds for 6 . Runs tactical battles for first
If the roll is not successfully econd (if any) F vs. F battle. week.
made then some of the mech/ Determines if any DS damaged from
attacking group and what F left to 7. Repeats for each week of
vehicle/aircraft in that unit are
down for lack of supply and may both sides. Determines overall air month turn. Checks repairs.
not move or perfurm combat. uperiority.
8. Informs players new strategic
5. Determines number of battles turn coming up and haves them
Infantry units are not affected by
lack of supply. The unit out of possible. Determines which battles write orders.
supply is a single MECH/vehide if a
platoon is rolling, a platoon/lance if Unsupplied Units:
a company is rolling. Unsupplied Roll a D6.
+1 to die if mech
REPAIRS + 1 to die if NOT fusion powered
If a mech or vehicle or aircraft/ + 1 to die per week (max +4) previously out of supply
aerofighter remains out of combat
from one week to the next week, Roll a D6 -1 to die if wheeled
and the unit is in supply, then the Roll is a:
piece of equipment is considered 1-3 1 unit
repaired if the following die roll is 4 2 units
made(D6). 5 3 units
6 4 units
Drop Ships = 6 6+ Unit is out of action
Aerofighter = 4+
Mech = 3+
Vehicle= 2+
Future Wars--11
. Roll for Type of unit: (2D6)
2-7 Mech
B-9 Mixed Mech & Armor
O+Annor. DEFENDER TABLE
i\rmor may be tanks or APC and infantry. DEFENDERS (Succession States) Random defense unit. 1.
Roll D6 for number of defenders:
'·Artillery support. Roll a D6. 1-2 2 Lances Med Mech or Armor
fa 6 roll again. + 1 if armor. 3-4 1 Lance/Pit Hvy Mech or Armor; 1 Lance/Platoon Med Mech or
-3 1 Long Tom and 1 FO Armor
~ 2 Long Toms and 2 FO 5 1 Company (1 Hvy, 1 Med, 1 Lt lance/platoon)
p 3 Long Toms and 3 FO 6 1 Company (2 Hvy, 1 Med lance/platoon)
~ 4 Long Toms and 4 FO If a Coy roll another D6
1 Company only. No other units.
Reinforcements are rolled for at 2-4 Part of a Battalion (3 Companies)
the start of an operational tum 5-6 Part of a Regiment (9 Companies)
(week) and if received will arrive on 4. Reinforcements:
the battlefield on a day randomly If a defender is part of a higher unit then he may roll every week for
determined by a die roll (D7 to reinforcements from that higher unit:
determine the day of the week.) If Roll every week 1D6.
there is a battle during the week on If a 2+ roll again.
that day or any day in the week after 1-2 Platoon or Lance
that date, the reinforcements may 3-4 2 Platoons or Lances
join in. 5-6 3 Platoons/Lances
AFT WEAPONS:
FIRE FACTORS:2
large Laser
Md laser
Md laser
Future W ars--19
AERODYNE DROP SHIP RECORD SHEET
SHIP NAME: THUNDERWOLF
THRUST: 2 NOSE WEAPONS TOTAL HEAT SINKS:E20+22
OVERTHRUST: 3 FIRE FACfORS:2
STRUCI'URAL INTEGRilY: 3 4 x Md Lsr
TYPE:Aerodyne
CREW: /5 Off/OR
DRIVE SYSTEM: 4 Ell -
FIRST INTRODUCED: 30
FREQUENCY OF
THRUST: 2
OVERTHRUST: 3
STRUCTURAL WT: 12 SI:
ENGINE: 12.75 tons
FUEL: 108 tons (100
BRIDGE: 3 tons
HEAT SINKS: 5 Added
ARMOR: 14 tons at 16
FIGHTER BAY DOORS:
UVehBay: 1
ECM Guardian, C3
lift with outside Cargo =
AFT WEAPONS:
FIRE FACfORS: 3
PPC
LRM-20
TYPE:AerodyneWEIGHT:23,4I3
DIMENSIONS: width: 64 M.. Ht: 54 M.Lgth:I34 m.
CREW:18/44 Off/OR TROOPS: I2PLT Jump Inf CARGO: 287 tonsAMM0:36 LRM 20 Pack.
DRIVE SYSTEM: I Norton 40 series fusion drive
FIRST INTRODUCED: 2705
FREQUENCY OF SIGHTING: Rare
THRUST: 3
OVERTHRUST: 5
STRUCfURAL WT: 1578 SI: 5
ENGINE: 4931 tons each (1 engine) / __. _. ----- :;.:> ·-,,.,. _,"""
FUEL: 7200 tons ( 4 TP/ton) 20 bum-days Total TP: 28foo . , . . .· , '"-. ~,,
BRIDGE:25tons . '\
HEAT SINKS:I23 Added HS = 7 :. . . . .. , . · ,,_~.
'•····-~ -~ . \
'
. \_, \\
'
Future Wars--21
DESIGNING A DROPSHIP build a ship that is structure heavy small is not as important. The
when the ship will only carry cargo internal plant is a straight 2% of the
by Doug Houseman
on quiet runs. So the table below total tonnage of the dropship.
allows the builder to create a ship
[I wrote thts tn 1991 before the
that meets the needs of combat or E. Thrusters
new rules were released I stillltke
tt better than the new FASA system.] farming. In real terms the structure Thrusters are the big engines that
of a naval vessel ranges from 3 to 4% provide the propulsive power to the
Titis artide was written in frustra- of the total tonnage in large tankers ship. One point of thrust per 100
tion. I tried to design a dropship for to 25% or more in racing boats and tons at one gee thrust point weighs
naval gunboats. Note that the 3 tons. Therefore, on a Leopard, the
a scenario that I was running at a
acceleration and armor capabilities thrusters would weigh 17 x 3 = 51
convention. I could not modify a
Leopard to do what the novels are limited by the structural integrity tons per thrust point, or a total of
of the dropship. 204 tons (4-6 movement). Six gee's
seemed to indicate that it should be
able to do. I then tried to use the is a normal crew maximum.
B. Hull Thruster power (in gee's) may not
existing Battlel'ech rules to design
The hull of the ship is where all of exceed structural integrity.
other dropships. I realized that the
the life support and control systems
only reasonable thing to do was to
start with a dean sheet of paper. run. The hull also keeps the air in F. Fuel Tanks
and the cargo from fulling out Fuel tanks weigh in at 3 tons of fuel
Having learned to design ships for
through the bottom. The hull is for each point of thrust/day.
the US Navy, I figured that I could
influenced more by the shape of the
come up with a system that works.
dropship than anything else. So, for G. Landing Systems
a sphere it is 5% of the total weight Landing systems weigh 10% of the
Play balance and ease of design were
both important to me. I wanted the and 10% for an aerodyne. total weight for a wheeled or skid
ability to vary the size ofAerospace system typical for aerodynes or a set
C. Armor of non-retractable support legs used
bays and Mech bays. I wanted to
An aerodyne dropship has the same by spheroid dropships. If a tail
account for the various custom
armor locations as a fighter; while a landing system is desired for an
features that seem to exist in the
spheroid type drop ship has 9 armor aerodyne then the landing system
various Battlel'ech books. And I
wanted to be able to account for all locations, three each in the nose, weighs 15% of the total weight, as
upper and lower sections. would retractable legs mounted on a
the day to day needs of the crew.
The system below is created from spheroid dropship.
Size Armor Values
whole doth, it resembles the current
0- 1000 16 pts/ ton H. Communications and Controls
system only in the components that
1001-5000 12 pts/ ton Communications and controls weigh
are covered. I have a spreadsheet
5001-20000 8 pts/ton 3% of the total weight. Titis indudes
that you are welcome to get from
20001 - 100000 4 pts/ton the bridge, the central computer,
me with the system on it.
100001 + 2 pts/ton entertainment system and other
equipment that allows internal and
Systems:
D. Internal Power external communications. Titis does
Internal power provides the lights, not indude a hyperpulse generator.
A. Internal Structure
heat, power to the air regenerators, A hyperpulse generator weighs 100
The stuctural integrity of the ship is
weapons and all other systems tons, a second computer weighs 5
important. The stress of landing,
besides the engines. It is a fusion tons extra and independent fire
acceleration and combat all task the
plant like the ones used in mechs, control systems weigh 1 tons per
internal structure of the ship.
only the requirement to make it weapon.
Conversely, there is no reason to
Integrity % of total mass Internal Structure Max.Armor Acceleration
1 3 10 20 1g
2 6 20 40 2g
3 9 30 60 3g
4 12 40 80 4g
5 15 50 100 5g
6 18 60 120 6g
7 21 70 140 7g
8 24 80 160 8g
a very good game to add to your like Star Fleet Battles, where
campaign, in fact it covers every area would be able to pull the trigger
needed. They have come out with a iidl"mw time during the turn and you
version of the RL Planetary game, see things as they appeared
which is a game for planetary line of sight. You would not be
Invasions, called Prefect. That is into things as they passed
really good fur the really big inva- the night or both going to the
sions, but at another tech level. spot even though you have
Right now there is BattleSpace for other for 4 MP's. They
BattleTech, which is needed for very good abbreviations
those large space battles and notations as well as a
campaigns of jumping into svstenru; nvt•m•~ntpad . With my
you would not have to
Future Wars --28 stacking. Spotting
would take place during the tum at pool. These are good ideas and can 'That is stupid, as it gives the person
the time an enemy is seen. The GM be worked out right with the with the most mechs the biggest
would tell you if you sensed some- guidelines that they give you in the advantage. They suggest 4 mechs
thing, but not tell you exactly what it book. per side per board, and that is too
was, or tell you to put a piece on many. I suggest that you have a
your map if you sighted or spotted it I totally disagree with the opera- minimum of 4 boards in use and up
during movement. With what I have tional turns. They have no real life to 9-16 in play for large actions using
talked about , the pulse movement, basis at all. The flow chart that they no more than 4 mechs per board.
you would be able to open fire at have is useless for a real battle. I They then give formulas for deter-
any time and thus, you have options suggest that you take a hex pad and mining the winner and loser. This is
for opportunity fire as well as draw out the terrain, then divide based on your determined objec-
normal weapon attacks. Also, if you your forces into task forces and tives - do you need to kill all enemy
wanted to make a charge or death place them where you want. Then units? Or do you just run through
from above attack you can make mid move them according to the speed the opposition to get to your goal?
course corrections as you went of the slowest units in that group for In the rules as written, there is a
along with your movement. I feel the group speed. Then, by using the definite winner and a definite loser
that they tried to write something BattleForce rules you may move the and that sets up the premise fur the
that did less than a 50% job. Well, if units on the map sheet, taking note next battle. In my system you would
you are going to add all that detail, of where your task furces move, have taken your objective - find, hold
then you need to go all the way. The break-up or join. Now you can nm or whatever or move on, add more
little extra added will make the flanking movements and execute units as the converge on your
game so much better. head on assaults. Right away you position using the time and move-
can know what units are where. ment formula set up in advance. Say
Next is the operational game. This is Not only that, but you have each I get a lance in movement point 3
one of the worst pieces of the rules turn equal to a certain amount of and each turn is a hour and you get
and writing that I have ever read in a time. Thus, you are never assured a lance on movement point 4 of 4.
published work. It is written OK, that you will have time to replace 'That means you get yours 15
but the ideas behind the rules are so and repair between battles. Also, you minutes after I get mine. Using 10
bad it makes you wonder where might be able to take on a larger second turns, it would take 90 turns
they are coming from. I had an force, catch them piecemeal and end for your reinforcements to come
economic article in Future Wars up totally destroying them. This once mine arrived, or only 15 turns
many years ago that would cover cannot be done with the rules as using a minute per tum. Then the
much of this. You can play with written. The rules as written have logistics have to be taken care of
their Combat Values if you like, but taken out all the strategy and and that takes time, but people can
then if a person is on a raid, the movement, as well as feints that you be moving at the time you try and
defenders better have a very large might want to use. They have refuel and reload. Maybe you will be
force to cover everything, or the thrown them all into one thing and attacked while you are in the
game is nothing. Raid a place where suggest dividing your force into the process of resupply. Where are all
there is no one. The ideas that they advance guard, the main body and the logistics and which task forces
give behind certain rules do not the rear guard. Then they have a have them? In what I have sug-
make much sense to me. The formula to decide when and where gested you will know where they
multipliers seem much to low for they would be involved in a battle. are, thus you could be in the middle
the defenders. It would be better off The way the book reads makes no of a repair when you get hit again.
fur players to start with a certain sense at all to use, let alone convinc- Now that makes fur a much better
total and then dedde where to place ing a gamer that has played games game that what we have been
their units in what quantities. You for many years to even want to try allowing, a separate phase unhin-
need to discuss with the players what they have written. dered. Which makes more sense to
what they want to do and how they you and what would be more fun
want to do it, and come to a The tables for planetary landings are and challenging to play?
concensus of what they want to do. OK and can be used, although I
These rules will be a minor help. would suggest that you modify them The next thing is the Combat Values
The idea of having various combat for your own use. The engagement of the mechs. Well, they can be
pools is good, though each player parts of these rules are terrible as useful and there is a spot for them,
should dedde what they will put in well. They do not allow you to have but then who decides the values for
each one. They have it as the an area based on the hex that you these. The guys who wrote this,
combat pool, the logistics pool, the are in, but rather an area based on value a mech primarily based on its
repair pool and the reinfurcement the number of mechs that you have.
Future Wars--29
weight, not necessarily on how it not useable in tournament play. So
could be played in a game or the why rewrite them? So you can pay
value given it by a particular pilot. more for the book. Selecting terrain
They go into about 20 pages of allows you, if you are not using a 3D
values for all the FASA mechs and map, to get the correct line of sight.
vehides and such, a lot of which are
not used very often. These can be There are 20 pages with new
used as some very good guidelines weapons and new systems. Some of
to follow if you agree with them. these are good and some are not.
Some have good advantages and
Then they have the level three rules. disadvantages and others do not
The artillery rules are pretty good. read well at all. I will not go into
The free fire attack, strike attack, each one, but you would need to
surgical strike and walking f1re are read this: they have new stuff for
all well done. The modified move- autocannons, missiles, armor, ECM
ment for vehides, well, it sucks, after and sensors, and some melee
all a mech can only fire at a couple weapons. A lot of this stuff is
of vehides at a time and why take entirely stupid. Some of the
the swarming option away from the things indude caseless ammtl.i'tlt:fn'r,-";
vehides? This makes the mechs too mortars, extended long range
powerful. I can see moving 2 missiles, smoke warheads,Angel
vehides per mech, but not 4! The ECM and the Bloodhound probe,
BattleTech engine explosions are Blazer armor Oon Pehrson had a
just too much. I think, that under better idea on this than w hat they
the rules as written, when you roll suggest) and finally Glazed armor.
an 8+ on 2d6, that should allow you
to roll on another chart to see how They also discuss static defenses.
much damage was done over what This section is terrible, the rules are
size area. Thus, you have a variable the worst that I have ever read.
in there so it is not just cut and They explain nothing and they are
dried. This would be much like the even more terrible than the last
weapons malfunction chart that is in rules they published on this. Con-
the Best of Future Wars #l . tinue to use the compendium on
this.
They did a nice job on how to use
and counter the various sensors in They have some Mech Warrior gear
the game. In .fuct, the are very well followed by charts and tables for use
done. I think that these are worth with the new equipment and
using. The four legged rules are bad, weapons for BattleTech, Solaris VII
because you can kneel down making and Mech Warrior. Eighty pages in
you one level tall, the turret rules are all for $12.00,most ofwhich is
bad -why not use the ones in the useless. A very bad buy.
vehide rules or in the case of the
Goliath, just use it as it, as it is part of I looked and saw who wrote this,
the cockpit. I say just forget the rule, Jim Long, the guy who does Mech. If
as it reads very bad. Forget the hull he writes for Mech like he writes for
down rules - they make no sense this, it has got to be pretty ba&.-Ne--- - - - - - - - - -
with the game as written. The wonder the tournaments for MNA
interlocking Streak rule is a nice are not very well run. I have lost all
touch. The jumping fire idea is of respect for Mech and Mech Force
very little use and should remain after reading through all this trash.
with Solaris VII. Buyer beware.
Now he and the Star Colonel were "Honestly, Star Commander Saal,"
parked in a trench, awaiting the next said the Star Colonel, "I hoped you
Wolf onslaught. Five battered would say that."
OmniMechs were with them, along
with seven Elementals. Star Commander Saal fired off his
long-range missiles, now that the
A line ofWolf OmniMechs was Wolf OmniMechs were closer. He
sweeping towards them. Star laid in bolt after bolt of fire from his
Commander Saal's radio crackled Particle Projection Cannon. Even as
with the Star Colonel's voice. he ordered his forces out of the
trench in a lumbering charge, he
"Star Commander Saal, there is a remembered a tiny rhyme one of his
dropship behind us, with enough sibling trainers had taught him so
room for your force;· said the Star long ago. The rhyme was crude, but
Colonel's hard voice. "You could still it made him feel good.
escape."
Wherever the Jade Falcons fly,
"Escape, Star Colonel?" asked Star Only the cowardly dare not die.
Commander Saal, "And leave you to
die?" Star Commander Saal felt fire hit hi)
Mech as the superior Oan Wolf
"Of course, escape! You are young;· forces flowed over him. Even as his
said the Star Colonel briskly. "You leg collapsed, he knew the Jade
will be there when our treaty with Falcons were flying. As his engine
ComStar ends:· was breached, Saal knew this was
not the coward's way. As his cockpit
Saal thought of the treaty with collapsed, Saal's last thought was
ComStar. The battle forTukayyid had that he had dared to die, but only on
been two years ago, and he had only a planet where jade Falcons Fly.
arrived here on Steelton last year,
straight from the Oan home worlds.
He could survive the thirteen years
until the Oan's advance resumed.
Overview
The executives at Defiance Industries on Hesperus II were perplexed whenArchon-Prince Steiner-Davion
asked them for a light 'Mech with long-mage firepower and the speed of a scout, but without any ammunition-
based weapons.After only a few months of deliberation, however, Defiance's design team had produced the
answer: the Blz-r1 Blazer.
Capabilities:
The Blazer looks identical in almost every way to the Stinger design, which gives this BattleMech the bonus of
deception. In addition, the Blazer is capable of the same speed as the Stinger, although the Blazer is not jump
capable.
The Stinger's medium laser and machine guns are replaced in the Blazer design by a Defiiance ER PPC and two
Defiance small lasers. This paired with the speed of the 20-tonner, gives it a range advantage over any other 20-
tonner. In addition to the range advantages given the Blazer by its PPC, the 'Mech contains no ammo-reliant
weapons systems, allowing the pilot to concentrate on the battle not the bullets.
Deployment:
Although only about 20 Blazers have walked off the production line, they have been deployed on five different
planets, with a lance of the scout 'Mechs on New Avalon,Tharkad, Kittery, Dustball, and Loric.As more Blazers are
produced, it is expected that the Archon-Prince will have them stationed on planets near the FC's border with the
jade Falcons.
Mass: 20 Tons
Chassis: Defiance 204 Endo-Steel
Power Plant: GM 120 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Armor: Star Guard
Armament:
1 Defiance 1001 Extended-Range PPC
2 Defiance B3S Small Lasers
Manufacturer Defiance Industries
Primary Factory: Hesperus II
Communications System:Achemar Electronics HICS-11
Targeting and Tracking System: BlazeFire Sightlock
M:CHSTATS
Biped
Weight: 20 tons
W:alk 6, Run 9, Jump 0
Annor: 4 tonsi64 pts
SphereEndo
Sphere XL Engine
Sphere 2X Sinks
....,..
HEAT SINKS
~
..0"" 0000000000
-
...
~
:;;
.
~
0000000000
Future Wars--37
FIRST BoRN
Overview
The First Born was spotted in several 'Mech stars with dan troopers in raids. It is the first targetting 'Mech that
the dan has deployed in numbers.
Capabilities:
With twin LRM-15's and the Beagle Probe, the First Born is a first dass fire support 'Mech.Add the MASC system
and the First Born is a real speed demon.
Deployment:
To date the First Born has been spotted with the Jade Falcons.
Mass: 60 Tons
Chassis: Clan Second-Line
Power Plant: Clan 360XL
Cruising Speed: 6[12]
Maximum Speed: 6[12]
Jump Jets: None
Armor: Clan Ferro-Fibre
Armament:
2 LRM-15
1 Medium Pulse laser
1 Large Pulse laser
1 Anti-missle system
1 Targeting CPU
1 Beagle active probe
Case with 2 tons of LRM missile reloads
Case with 1 ton of Anti-missile reloads
M:CH STATS
Biped with Flip Anns
We ight: 60 tons
Walk 6, Run 9, Jurnp 0
Annor: 12 tons/ 192 pts
Clan Endo
Clan XL Engine
Clan Ferro-fiber
Clan 2X Sinks
1 CL CASE
1 CL Anti-Mssile (24)
1 CL I'#.SC
1 CL Targeting CPU
HEATS INKS
----oo 00 00 00 00
ARHDR 0000000000
I)IAGRAII 0000
Future Wars--39
FRE-ND BRIMSTONE
Overview
The Brimstone is a controversial new BattleMech. Her armament ra_11.ges from contra-ban inferno lannchers to
Top SecretTommy Knockers Project Warheads.
Capabilities:
Undergronnd MechWorks has equipped their first prodigy with a fearsome arsenal. Starting with the MkiX
Inferno missiles which are augmented with a Streak Lanncher. To compliment this pyrophiliac arsenal 5 flame
throwers were added. In simulator combat these weapons will raise heat by 15 points. Brimstone's 2 SRM-2s
accentuate the heat based weapons because of their unique design. The SRM-2s are loaded with Dr. Long's new
Heat Seeking missiles.
Deployment:
The fact that this 'Mech is in violation of the Ares Convention hasn't stopped its production for those who did
not sign it. UnderGronnd is working to fill orders to the Free Rasalhague Republic, St. Ives Compact, Federation of
Skye, Word of Blake and many other small contractors.
Mass: 50 Tons
Chassis: UnderGronnd Standard
Power Plant: 300XL
Cruising Speed: 6
Maximum Speed: 9
Jump)ets:6
Armor: Ferro-Fibrous
Armament:
4 Flamers
2 SRM Lannchers
1 ton of Inferno warhead missiles, heat seeking
1 Streak SRM lanncher with 1 ton of reloads
Manufacturer UnderGronnd MechWorks
HEATS INKS
---oo 00 00 00 00"""
0000000000
0000000000
Future Wars--41
MAD-6A MARAUDER III
Overview
In view of the success of the Marauder II assualt 'Mech varient of the Marauder that Blackwell built for the
Dragoons, it was ineviatble that more traditional commanders would desire another assault version. This version
had to have heavier armament instead of jump jets.Accourdingly Blackwell Industries has responded, turning out
the Marauder-III for sale to the Federated Commonwealth military. Oddly, the Dragoons themselves have not
ordered any, apparently so content with the clan equipment they can build for themselves on Outreach.
Capabilities:
The Marauder-III is a versatile machine, capable of prolonged combat at both long and short ranges. For long-
range combat the 'Mech keeps the ER PPCs of its predecessor and the 29 heat sinks that keep the awesome heat
under control. Backing these are the old arm mounted medium lasers, one under each PPC. It is in close combat
that the Marauder-III shines. Eliminating the Marauder-II's jump jets freed up six tons of space, which was used to
upgrade the oldAC-10 to a MydronAC-20 and give it nine tons of ammo. With 45 shots this huge gun allows the
Marauder-III to slug it out at close range time after time.
Deployment:
Thus fur, only a handful of Marauder-Ills have been produced, and all have been sent to guard urban centers on
Lyran worlds that have been suffering from raids. Battle reports are still skechy at this point, but it appears that in
the closed environment of urban warfare, where the Clan's long range advantage is nullified, the new assualt
'Mechs have done sterling service.
House Kurita has been negotiating fur the rights to produce these 'Mechs under license, and with the Clan
threat looming over all, it appears that permission will soon be granted, in the same spirit of cooperation that
produced the Gunslinger.
MECHSTATS
Biped with Flip Arms
Weight: 100 tons
Walk 3, Run 5, Jump 0
Armor: 19 tons/304 pts
Sphere XL Engine
liS CASE
HEATSINKS
---ooooooooo-o---
oooooooooo
000000000
Future W ars--43
01TAWA byThomas Mecke
Overview
This group of hard hitting Oan Omni 'Mechs has counted coup on many an Inner Sphere lance. Upn it's
appearence with the Clan second offensive in November 3051. It has been observed during several large battles all
along the battlefront. In most of the battles the Ottawa was in, Clan forces were victorious. During the battles, stars
with Ottawa's won more quickly than those without them.
Capabilities:
The primary version of the Ottawa is used 85% of the time. The 'Mech is outfitted with 2 ER large lasers and
two Gauss Rifles in the Torso. Even with this massive weapons suite, the Mech runs cool. The Alpha version of the
Mech is an all autocannon version with 3 autocannons and 6 tons of ammo. It quickly retires to the rear to re-load
in battle. The Bravo version of the Ottawa is also a projectile hog with an autocannon , two LRM-10 and an SRM-4. IT
does however posess a large pulse laser in each arm, giving the pilot cover when re-arming.The Charlie version is
an energy based Mech with 2 ER PPCs in each arm, and an ER Large Laser in the head. The Delta version of the
Mech is an anti-aircraft version, with hands removed, the arms are built around a pair of ultra autocannons in each.
Deployment:
The primary version of the Ottawa can be found in almost every formation. There have been several units
capturedby the Draconous Combine and the Federated Commonwealth.The Alpha and Charlie versions are only
found in the jade Falcons, Bravo with the Nova Cats, and Delta with most units.
Mass: 70 Tons
Chassis: Endo Steel
Power Plant: 280XL
Cruising Speed: 42.3 kph
Maximum Speed: 67.8 kph
Jump jets: None
Armor: Ferro-Fibrous
Armament:
36.5 Tons of pod space
Manufacturer Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
tv'ECH STATS
Biped
Weight: 70 tons
Walk 4, Run 6, J1..1mp 0
Armor: 13.2 tons/211 pts
Clan Endo
Clan XL Engine
Clan Fetl'O-fiber
Clan 2}( Sinks
HEATSINKS
---oo 00 00 00 oo-
0000000000
0000000000
Future Wars--45
Ot:t:CIGDCI DriMCit)) RAIIGE
~UJ>aro (•MMa) H<•t DM~ Hiro :S: H L
2 CL L. ER Laser 12 10 0 8 15 25
2 CL Gauss Rifle (40) 1 15 2 7 15 22
IVECHSTATS
Biped
Weight: 70 tons
WeJk 4, Run 6, J1..1mp 0
Armor: 13.2 tons/211 pts
Clan Endo
Clan XL Engine
Clan Fetl'O-fiber
Clan 2X Sinks
HEATS INKS
'"'00 00 00 00 oo-
0000000000
00000000
STORMBRINGER
Mass: 40 Tons
Chassis: Standard
Power Plant: Pitban 320XL
4 ~OMPLETE SYSTEMS TO
Cruising Speed: 83 kph
MATOI TilE SO»PE
Maximum Speed: 121 kph
OF YOUR GAME
Jump Jets: 80 meters
Armor: Standard GTS-100 BASI£ (TRAINING)
Armament: System includes: 15 terrain pieces; 10, 15 or
20 trees depending on scale, 5 tree bases; 3
C3 master computer rough/brush bases and one - 12" x 8" lake.
2 Medium lasers t $29.50 + $2.50 S&H t
Manufacturer Defiance Industries
GTS-200 SKIRMISH
Primary Factory: Hesperus II
System includes: 1 - 4' x 4' x 1" - tri-fold
Communications System:Achernar Electronics HICS-11 WarBoard,. which20,folds
. pteces;
terram
to 4" x 12" x 4' '· 24
30 or 40 trees (kit)
Targeting and Tracking System: BlazeFire Sightlock
depending on scale: 10 tree bases; 5
rough/brush bases and one- 12" x 8" lake.
t $99.50 + $7.50 S&H t
IVECH STATS
Biped
Weight: 40 tons
WalkS, Run 12, Jump 8
Annor: 6 .5 tons/1 04 pts
Sphere XL Engine
Sphere 2X Sinks:
1 IS C3 Master CPU
HEAT SINKS
---oo 00 00 00 oo-
0000000000
Future W ars--49
STORMBRINGER AND THUNDER by Jeff M. Hiatt
Capabilities:
The TDR-3R Thunder was conceived as part of a development project in 3047 for the Federated Common-
wealth. It was originally to be a stand alone artillery support Mech. However in 3048 FCMI "aquired" plans of the
Kurita C3 command and control computer.Apple Computer Intersteller was selected to bring this design to life.
In November of 3049 the first prototype was produced and tested by NAIS. THe first test was extremely
successful. When the C3 net was hooked up with the C3 master computer in the STB-3R Stormbringer there was a
catastrophic malfulnction.The C3 master computer directed fire onto itself and was destroyed.
While the computer was being rebuilt and debugged, the Thunder was undergoing modification and testing.
Thunder had a tendancy to run out of ammunition and to tip over backwards when the gun was fired. Both
problems were solved with creative engineering - a third leg, commonly refered to as the "tail" was added to the
Thunder.
STORMBRINGER
Mass: 70 Tons
Chassis: Standard
Power Plant: Pitban 320XL
Cruising Speed: 54 kph
Maximum Speed: 83 kph
Jump Jets: None
Armor: Standard
Armament:
C3 slave computer
1 Sniper
2 Anti-missile systems
Manufacturer Defiance Industries
Primary Factory: Hesperus II
Communications System:Achemar Electronics HICS-11 4 TERIL\.IN S£ALES
Targeting and Tracking System: BlazeFire Sightlock TO MATOI TilE SCALE
OF YOUR GAME
02 WARHAMMER 40K,
WARHAMMER, Barue
Tech, Battle Systems
02 CE.NnJRION, EPIC,
15mm Historical, Ogre
Future Wars --50 04 Natural RECRUIT (Micro-Armor),
Epic, 6mm Historical
TD~-3~ Thundat" RAIIGE
lh•par. (.MMa) N••t DMg nir. s n L
1 IS Sniper(20) 6 10 10 40 80 120
MECHSTATS
Biped with Flip Arms
Weight: 70 tons
WsJk 5J Run SJ Jump 0
Armor: 9.5 to nsf 152 pts:
Sphere XL Engine
Sphere 2X Sinks
11SCASE
2 IS Anti-Mssile (36)
11SC3Siave
HEATS INKS
---oo 00 00 00 oo--
0000000000
00000000
Future Wars--51
TORNADO by Shane Irons
Overview
A medium Mech with the firepower of an assault class Mech. The Tornado is designed fur dose combat against
large and immobile foes. It packs a pair of AC/20 is a 60 ton chassis.
Capabilities:
With two AC/20s and a pair of Medium lasers the Tornado is a hard pnnching close in fighter. It has the speed of
a large assault Mech and the protection of Medium Mech.
Mass: 60 Tons
Chassis: Ironcrom model A-2
Power Plant: GM 180
Cruising Speed: 34.6 kph
Maximum Speed: 52.1 kph
Jump Jets: None
Armor: Nvierview
Armament:
2AC/20
2 Medium lasers
Manufacturer: Ironcrom Industries
MECHSTATS
Biped with Flip Atms:
Weight : 60 toYJs
Walk 3, RunS, Jump 0
Atmor: 12.5 tons:/200 pts:
Sphere }{L Engine
HEAT SINKS
---oooooooooo-
Future Wars--53
Future Wars --54
@ ® ·;· ·;·
LANDSCAPE •;•
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GTS-300 ASSAIJLT
System includes: 1 - 4' x 6' x 1" tri-fold
WarBoard, which folds to 4" x 18" x 4';
one Redoubt Crater, a two-piece four-level
mountain with second level-crater; 30 terrain
pieces; 20, 30 or 40 trees depending on scale:
10 tree bases; 5 rough/brush bases and one -
12" x 8" lake.
t $149.50 + $10.00 S&H t
GTS-400 INVASION
System includes: 1 - 6' x 8' x 2" - tri-fold
WarBoard, which folds to2' x 6' x 8"; one
Redoubt Crater, 40 terrain pieces; 30, 40 or
50 trees depending on scale: 15 tree bases; 10
rough/brush bases and one - 12" x 8" river
with lake.
t $324.50 + $20.00 FOB t
Assault
Class System