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FUTURE WARS

Issue Number 36 -- The Batletech 1


Zine!

$4.00


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.

Dropship Construction I 16 None of the artides in Future


Wars are sanctioned, approved or
Dropship Construction II 22 otherwise supported by any of the
companies that publish these games.
REviEWS Future Wars has not been authorized
Battleforce Campaign System 24 to produce any rules, or changes to
any rules, by the publishers. Rather
Metal Magic Figures 25
Future Wars and the authors of the
BattleS pace 26 artides ars solely responsible for the
contents herein. The use of names in
BattleS pace Add-on 27 the artides are used without the
Tactical Handbook 28 permission and consent of the
holders of the applicable copyrights
Succession Wars 31 and trademarks.
Princess Ryan's Space Marines 32 Future Wars needs contributors.
This means YOU, the reader. When
FICTION your artide or artwotk appears in an
Whenever the Jade Falcons Fly 35 issue, you get that issue, and a Ral
Partha BattleMech miniature free.
MECHS Letters to the editor, if printed, do
Black Gorilla (Clan - Omni) 36 not receive these items.
Gremlin 38 Special Thanks to Ral Partha for
supplying us with the miniatures
Hellraiser 40 used to pay our authors and artists
IT 42 for their contributions. Thanks to the
authors and artists who have made
Labyrinth 44 this 'zine possible for the last 6 years.
Viper 46 Thanks to Phil DeLuca for all the
hard wotk. We still miss you Phil!
We need spot art. The Magazine is
getting back on schedule and we
could use lots of little (1/4 of a page
and smaller) line art. We also need
mechs in action. If you have stuff in
your sketch pad, please consider
To order your subscription to Future Wars: sending a few pieces to us.
send $19 for a 6 issue subscription to:
Herb Barents
17187Wildemere
Detroit, MI 48221
Future Wars --2
EDITORIAL the garners like the big battles.Thus, in the shop. They have a very neat
by Hem Barents they need to use 9 maps minimum layout and there is a lot of good
for some, if not all of these sce- things going on and it is open very
It just seems to me, that lately, FASA narios. Image the size of battle you late at night fur the garners. They
has been letting Battletech go by could have playing Battle Force on also have Warharnrner 40K battles
the wayside. They do not seem to nine boards?!!! Anyway, they have as well. If you need a place to play,
be putting in the effort to make this lost a very good opportunity to do you want to meet new people and
game a better game. Hot Spots and this type of thing with this module. have fun all at the same time, go up
the Reaches were very good ideas. to Ann Arbor and have a good time
If FASA is not careful, what we will playing games. All sorts of games
Hot Spots was one of the best
things that they have ever done for see is that things like Dirtside n are being played all the time, call
BattleTech. The Reaches was also take over. Many of the Battletechers ahead to find out what is going on
very good, except for the maps. are getting into larger battles with (phone# (313}761-6765 ask fur
Make the ranges 4 times the length tabletop miniatures, like 6 x 6 and 6 Dale). You can have one of the best
and it still does not give you a good x 12 foot tables to play on. These gaming nights in your life up there.
size map to play with. Other than are large compared to the maps that I cannot describe the place any-
the maps which need to be 3-4 they publish. One map is about 1 more, you have to go there and see
times as large you have a very good sq. ft, when you put some together, it for yourself
game in Solaris-7 and the Reaches. you are taking up an area about 9
The Tactical Handbook was a waste sq. ft or about a 3 x 3 foot area
and I have just seen Tukayyid, don't (really the maps are bigger than
buy it. that, they are about 18 sq. in. But
you can see the difference a 4 x 4
FASA had a chance to do something or 6 x 10 fuot board will do?
very good with Tukayyid. They had People want more than a slug fest,
a chance to take every game from but unfOrtunately the people that
BattleSpace, BattleForce,AeroTech, play in many of the Mech Force
BattleTech, Solaris-7 and tourneys have slug fest, instead of
Mechwarrior and make something playing a good game were tactics
for all of these games. I have not and long range attacks mean the
read the entire thing through yet, difference in the battle.
but I have looked at MOST of the
scenarios, they use no more than Now, on a much more positive note,
two maps, maybe four o n a couple, there have been some very great
but one or two on 90% or so. Now, strides in the Battletech scenes.
on these two maps they will put 10 Much of which is talked 41J'UUIIli;lllJTJ
Clan mechs and a lance or a Pass in Review this issue.
company of Inner Sphere mechs, can get a Battletech board
thus what you have is a slug fest. just as good looking, if uu1LAJt:~
They had a chance to tie in a large looking than many
number of scenarios using the will find out there.
BattleForce game, and then break- of this typeof •......,,..,.,,,_ wuybiJ<Ui.t:
ing that down to Battletech, and people that
when there is just a star/lance or like the
two use Solaris-7.
On the last note, the War Zone in
FASA had a chance to have the Ann Arbor, Michigan has a great area
biggest operation that they have to play Battletech in. They have
recorded in their novels and books four handmade tables that are a
that have lead up to this battle, int~ wonder to behold. They are hand
a great campaign battle sequence, crafted with all sorts of things for
instead they made it a slug fest. terrain, mountains, caves and stuff
They had the opportunity to like that. What you do is pay to play
include a lot of different strategies, on these tables. They do run 6 x 8
as well tactics, suitable for everyone. foot or there about. By using these
First of all, FASA must realize that tables you get war bucks which are
good for the products that are sold Future Wars--3
SENSOR SWEEP wanted to and feel that I have made
it a little more in depth. I have
by Herb Barents
been toying with the idea of going
quarterly with this zine rather than
Future Wars has come a long bi-monthly (ha ha). The cost of each
way. Recently, we have started to issue would then go up to $6.00,
make some very good progress with but instead of 48 pages, you would
the zine going over into England get 84 pages. Thus, you would get
and France. Nothing in Germany or more pages for your money than
Italy yet, but I feel that Future Wars with the bi-monthly schedule.
will be going into those countries Before I do that, I would like to get
very shortly. What does this mean your input as to whether that is a
for you the reader? Well, I hope that good idea or not. What do you
it will mean a bigger issue with no think, would it be better for you?
increase in cost. I think that with I know that Future Wars has not
issue #40, we will jump up four been on the bi-monthly side for
pages to 52 pages and by issue #46 I some time now. Phil, who has been
plan to take it to 64 pages. If we do doing a great job with the zine, has
adds, they would compliment onto moved. He has been doing a great
what we are doing. This means we job, but with very limited time, and
can fit more mechs, more stories, thus the delays. I'm trying some
more artwork and things like that things on my end and he is trying
into this zine. And that means you some things on his end to get things
get to read more. Also, over the next going better, smoother and on time.
year I plan to start to pay more for
contributions (articles and things Money is not the issue with this
like that) to Future Wars. zine. We cover all the costs with the
issues that we send out every time,
This means that I will need more thus there is always the money to
things from you, the readers, to fill print. Phil, in his section, will tell
the pages of this zine. You have you where you might be able to
responded very well and I thank help him out in case you are
you all. If you have an article in looking for ways to help with this
house that has not appeared, then zine. I hope that you notice that
please wait as we are trying to see we are getting some great artwork.
what can fit into the zine. I like I feel that we have the BEST artists
things from you, the readers, rather working for us out there. They have
than being heavy on reviews and done a real fine job and I salute you
such. In fact, the time frame that it one and all. Please keep the art
takes me to get an issue ready from coming in. I know it takes time for
editing and layout, send it out and it to get into this zine, but please,
wait for it's return, well, reviews of once you are started to be used a
new things are really not that useful lot, we can send you some money
(meaning up-t<Hlate). I will contin- everytime we use something you
ue to go into depth on new releases have done.
and if you want to do an in depth
review of something, don't hesitate, Thanks for all you readers and
send it on in. This type of review fans out there. Thanks to you, we
runs about 4 to 9 typed pages, are the BEST BattleTech zine, official
depending on the exact subject. or not, on the market today. Thank
This issue has a nice you very much for your help.

BattleSpace review, that I was


originally going to do for this issue,
but someone else sent their article
in. Therefore, I have added what I

Future Wars --4


Dear Mr. Barents, can mount it - so be it. But get the
LEITERS numbers correct (as can be seen -
My name is Pedro A. Marrero and FASA messes up too) .
I am one of the few remaining
Dear Mr. Barents, BattleTech players here in New I also noticed a commentary
Jersey. Not until October, while from a Todd Wardwell about the Ref
Find enclosed some articles I attending law enforcement school Battle Bar. Did you print that
hope you can use. The articles in North Carolina, did I see your article? If so, what issue? Also, what
cover vehicle modifications, factory magazine anywhere before. I are the Kin? Todd also mentioned
refits and aerospace fighter modifi- promptly bought issue #32 and read reactive armor - any stats on it?
cations. Keep up the good wolk. it to find out about this publication. Furthermore, he listed some
Also, I just got issue #33. On my I am very impressed with it and modifications to some vehicles. He
anti Clan tactics article you forgot because of it, I am fowarding one of down graded the Pegasus and made
the stats for the Condor 2. Thanks the mech designs that I have used in it into an electronic show piece. My
for the Ral Partha miniature and the the campaigns that I have previous- variant removed the medium lasers
free issue. I have enclosed a ly organized and played in. I hope and heat sink and replaces them
refinement of an earlier tactics that it will be good enough to be with TAG or a C3 slave and an
article I sent you, "8 is better than printed in your magazine, if not, let additional SRM-6.
12". So please, do not use that one me know what needs to be changed
as this article is fur better. so I can forward something else in I see everyone creating"new"
the appropriate format. mech designs all the time. Great-
Lee Rosenberg they are new and have a good
2 Highfield Rd. I do hope to hear from you soon, suprise fuctor, but what about
Harrison, NY 10528 so I can continue to write about the redesigns of an old model with new
game that I so dearly love. Thank weapons? Say a Stinger with Endo,
you for your valuable time. an XL moving 6-9-6, 3. 5 tons of FFA
Dear Mr. Barents, equiped with a ML,AMS (12) and a
Pedro A. Marrero LRM 5 (24). It has a low heat build
I was very excited to find that PO Box 382 up, the LRM for range, theAMS for
my Rifleman II "Davion" had been Dover, NJ 07802 added defense and the ML for up
published in your magazine. Yours
dose. Another consideration is a
is really the only BattleTech maga-
Valkyrie with Endo, an XL moving 6-
zine worth buying. Thank you for To Herb Barents, 9-6, x2 HS, 6 tons of FFA equiped
your courage and initiative. I
with twin LRM-5s (24), an ER LL and
believe that you are more dedicated This is Travis Peterson again
a ML to round things out. Or
to the BattleTech universe that FASA (after a long time out of circulation).
condiser a Shadow Hawk with a
itself. You certainly put out more I just picked up FW #30. Your
gauss rifle. As can be seen, I like
product! editorial on jumpers was interesting
modifications a lot. Anyone can
to say the least. One of my first
I read that you are considering BattleTech books was the Black study the books and know a mech
publication, in the future, of a like their hand. Modification adds
Widow Company, FASA #1605 back
magazine devoted to the Clans. the unknown.
in 1985. In the book they give a
Perhaps you will fmd the following modified Griffm design jumping 9 I have a new scenario layed out
editorial worthy of publication in MP and walking 4 MP Interesting, in Robotech centered around "Dai
that issue. I will probably send a eh? They also lsit double heat sinks Heaven". As soon as it's complete
copy to FASA, along with a few as one ton, one crit and compatible I'll send it in to you.
other comments. with regular heat sinks. I've
Thank you for your time and enclosed photocopies for you to
consideration. look at. Travis W Peterson
I've always been in the line that 5181/2 BeaserAve.
GeofMahl
if the company cracks their rules, Ashland, WI 54806
304 Oakridge Drive
North Vernon, IN 47265 then we can crack ·em too. If you

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

POINTS AIR# INF# # FIGHTER/DS PTS MECH PLT FTR VEH


This Information is fromJS&DS book.
Conventional Ftr 1
Light Ftr/LAM 1
Medium Ftr/LAM 2
Heavy Ftr 3
FURY OS 4 5 8 Light (L)
WOLFHOUND 1,2 4 1-2 1 0 1 M/4L/1HC /indicates"or
GAZELLE 4 2 IS Heavy (H)
SEEKER[1] 4 4 5 48L (641 if no Mech)
TRIUMPH 5 5 48H8L
BACKLASH[2] 5
CONDOR 5 12 201
EXCALIBUR[ 1] 4 12 21 '2SH
LEOPARD 4 4 2 4 (if no Ftr carried)
UNION 7 12 1 2 241
OVERLORD 10 36 5 6 6L
AVENGER 7 1
ACHILLES 10 2
INTRUDER 12 3 2 lOH
LEOPARD-CV 4 6
VENGENCE 5 20
STRIKER[2] 5 3
MULE[1] 3 12 12 40
[1] Indicates that the Battlemech cannot be dropped from orbit but unloaded only after the DS has landed.
[2] These OS are custom made and should be ignored. A future article on DS construction will introduce them.
Future Wars --8
STRATEGIC MOVEMENT CHART opponent with no aerofighters.
MONTH- - YEAR_ _ PLAYER
SIDE TASKFORCE 2. Roll two D6 and look for the
-*)S #DS #LF - - number nnder the column which
#MF - - #HF - - #LAM - - - corresponds to the number of
WEEKI WEEK2 WEEK3 WEEK4 points of aerofighters (or DS) you
TASK FORCE BREAKDOWN have. The number is the number of
AT START points lost. Half of the losses are
JUMP TO knocked out, half damaged. Ronnd
up for damaged. (11 would be 6
JUMP%
"EDGE"% points damaged, 5 destroyed). Take
out a number of fighters/DS equal
TACTICAL ACTION CHART to the number of points lost, taking
Drop ship ID MISSION out one destroyed, then one
Drop ship ID MISSION damaged, then one destroyed nntil
MISSION all the points are used up or you rnn
Drop ship ID
Drop ship ID MISSION out of fighters. Left over points are
Drop ship ID MISSION applied to the drop ships. DS are
Drop ship ID MISSION connted in the numbers only when
Drop ship ID MISSION all fighters are gone. Partial points
Drop ship ID MISSION (ie. 1 point destroyed but only
heavy 3 point fighters left) indicates
a damaged fighter (or DS). Dam-
will be used to indicate hidden drop ships unless that side has no aged fighters are lost from the
nnits nntil they are spotted. aerofighters, and connting conven- battle, but return to the drop ships
tional fighters ONLY if both sides or planet and can be repaired in a
FIGHTER ENGAGEMENT 1. have nothing BUT conventional week on a die roll of 4+ on a D6.
Connt the number of points you fighters, or only the side with Damaged drop ships cannot land
have on each side, not connting conventional fighters faces an but may lannch any Mech from
orbit. They take a week to repair
AIR COMBAT TABLE (2D6) DIE POINTS-> but are not repaired unless a "6" on
ROLL 1 2 3 4 5 6 7 8 9 10 a D6 is rolled. You may roll once
2 0 1 1 2 2 3 3 4 4 5 every week. (see supply)
3 0 0 0 1 1 1 1 2 2 2
4 0 0 0 0 0 0 0 1 1 1 AIR SUPPORT TABLE Using the
5 0 0 0 0 0 0 0 0 0 0 points left after the aerofighter
6 0 0 0 0 0 0 0 0 0 0 combat and not connting DS or
7 0 0 0 0 0 0 0 0 0 0 conventional fighters, determine the
8 0 0 0 0 0 0 0 0 0 0 odds between the Aerofighter forces
9 0 0 0 0 0 0 0 0 0 0 of both sides. Use the following
10 0 0 0 0 0 0 0 0 0 0 table to determine ifAerofighter or
11 0 0 0 0 0 0 0 0 0 0 aircraft support is available.
12 0 0 0 0 0 0 0 0 0 0

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+

TURN SEQUENCE PLAYERS 1.


Assign units to DS. Assign DS to ]S.
Assign F & LAM as well as JS to Task
Forces. 2. Write jumps for month (4 PLANET TYPE ROLL for TERRAIN TYPE
weeks) byTF or ]S, indicating if 1-3 Island
pirate point or not. 3. Write each DS 4-19 Plain
(orTF) mission, target, and if Mech 20-55 Hilly
will PARA. 4. Determine if in supply 56-85 Foothills
if engaged in combat during a week, 86-95 Mountain
perform repairs. OR: 1. Assigns units 96-1 00 Desert
to Battle groups. Assigns BG to +20% ifWater 20% or less.
missions and targets. Declares -20% ifWater 70% or more.
number and types of defending IfWater 70% or more 50% chance jungle.
aerofighters and conventional
fighters. 2. Determines if in supply
if engaged in combat during a week,
perform repairs.

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

The judge is expected to: DEFENDERS (CLAN) Random defense unit.


1. Roll D6 for number of defenders:
a. Keep the game going.
1-2 1 Star Mech & Elementals or Infantry
b. Use common sense. 3-4 1 Binary Mech & Elementals or Infuntry
5 1 Trinary Mech & Elementals or Infantry
c. Make the game as real as his 6 1 Trinary Mech & Elementals or Infantry and one Star
resources and time will allow. The If a Trinary roll another D6
less the players know, the better. A 1 Trinary only. No other units.
"news letter" is useful for both 2-4 Part of a Cluster (3 Binary/Trinary)
keeping the players informed, 5-6 Part of a Galaxy (3 Clusters)
providing "hints" of things happen- Roll a D6 for composition of Mech:
ing in other areas of the game, and 1-2 LLM
misinforming the players. 3MML
Disdaimer: Portions of this 4MMH
campaign rule set come from 5MHH
copywrited material published by 6HAA
FASA, specifically MECHWARRIOR 2 (LLM = Light Star; Light Star; Medium Star.
If a single star you get only the first choice, if a binary you get the
roleplaying game, and are published
without permission of FASA. That first two choices, from left to right, if a trinary you get all three)
rule set and FASA's MERCENARY'S
HANDBOOK will both provide 2. Roll forType of unit: (D6)
useful infonnation in running your 1-2 Line (Omnimech and Elementals)
campaign, especially if running a 3-6 Occupation (Standard Mech 3055 and Infantry)
mercenary unit.
3. Reinforcements:
If a defender is part of a higher unit then he may roll every week for
reinforcements from that higher unit:
Roll once a week 1D6.
If a 3+ then roll again:
1-2 Star
3-4 Binary
5-6Trinary

Future Wars --12


Future Wars--13
MoRE DRoP SHIP fur micro-armor and for accessories Cylinder: Pi*r2*h = volume, where Pi
made for those models. A 1/285 = 3.145, r equals the radius, and h
CoNsTRucTioN ATLAS 'mech also comes out to 12 equals the height of the cylinder.
by Mike Reese meters tall in 1/285, so it is about
right. (The infu.ntry is a bit bigger Cone:Pi*r2 • h/3.
Erik Eid had an article in FUTURE than 1/285, but close enough not to
WARS, issue #25, page 6 entitled matter). Sphere: 413 Pi*r3 or Pi*d3/6 where d
"Deluxe Dropship Construction". equals the diameter.
This article was based on Mark Two other problems were encoun-
Stock's article in issue #16 entitled tered in solving the second problem. Cube: h*l~ where his height, I is
"DropShip Construction". I have The first is that the weights (mass) length, and w is width.
also wanted a method to create drop fur the drop ships in the FASA books
ships for use in BATILETECH. appear to be grossly under what For example, a rectangular ship
Neither of the previous articles met they should be. This was deter- which was 20 em long by 5 em wide
my needs, so I have worked on the mined when I finally by 4 em high, with two wings each a
problem for a year and have come came up with a procedure to triangle with the longest side 10 em,
up with some construction rules determine the weight, in metric tons, the height 8 em, and the thickness 2
that do work. of a 1/285 model. A UNION drop em at the root, and a rudder with the
ship should be 18,467 tons, not longest side 6
I encountered four problems in 3500 tons. It is obvious em, the height 3 em, and the
developing these rules. The first is that something is wrong when you thickness 1 em. The volume in
that using either of the previously look at the size of a 100 ton' Mech centimeters (em.)
prepared methodologies fur design- compared to a 11" diameter spheri-
ing a dropship results in a ship that cal dropship. The second is that, equals (20*5*4) + 2*(8*10*2/4) +
doesn't support the BATILETECH unlike what Erik said in his article, (3*6*1/4) = 400+80+4.5 = 464.5
drop ship designs. I will go into this there IS a furmula for determining em3.
in more detail, but will just say here the amount of fuel
that a Union drop ship using the used in a burn-day, and the amount Cubic centimeters in 1/285 scale
"Deluxe Drop Ship Construction" of fuel carried by drop ships in the is converted to cubic meters in 1: 1
method ends up at 3 500 tons with FASA books is much too small. scale by multiplying the number of
738 tons of cargo capacity; with NO cubic centimeters by 23 .1. Using
battlemechs or aerofighters aboard. Weight of a model, necessary to the example above, 464.5 cubic
What this means is if you have determine its characteristics, can be centimeters times 23.1 equals
twelve 100 ton 'mechs and two 100 determined by measuring the size of 11,192 meters3. The factor
ton aerofighters on board, they the ship model in centimeters. to convert this number to metric
weigh 1400 tons, and you only have Length is the distance from the nose tons equivalent is .07. Using the
738 tons of capacity left. There isn't to the tail. Diameter or width is the example again, 11,192 • .07 equals
enough capacity to carry the cargo size at the greatest point. Wmgs are 763 metric tons.
the ship was designed for! measured at the wing root, where
the wing joins the SUMMARY: Determine the volume
The second problem was in hull/fuselage, to the wing tip and at of the model in cubic centimeters
determining the tonnage of a drop its widest point (ie. in a triangle). by measuring the model in compo-
ship. This was because I wanted to The model should be broken down, nents determined by the basic
use models I had, determine their in measurements, into triangles, shapes and adding them
tonnage, and then equip them. The cylinders, cones, spheres, and cubes. together. Multiply the volume in
three models I had in mind were Determine the volume of each of the cubic centimeters by 23.1 to get the
two MEGAFORCE toys, their subparts and then add the results volume in cubic meters. Multiply
GOilATH armored headquarters, together to obtain the total volume the volume in cubic meters by .07
and theirTHUNDERWOLF heavy lift of the ship. The furmulas for each of (7 %) to get the
helicopter. The third model I call a these shapes are as follows (consult weight in metric tons.
UNION-12 class dropship,because it a reference book for more shapes).
is made from a 12" world globe. I The amount of fuel used in a burn-
needed a set of rules that would give Triangle: hct/4 =volume, where h is day can be determined by using a
me a weight, in metric tons, of a the height, c is the length of the simple assumption. One Thrust
model in 1!285 scale. I choose 1/ longest side, and t is the thickness Point provides one G acceleration.
285 because this is a common scale (of the wing for example) at the Since most drop ships are limited,
root. according to FASA, to 1-3 G accelera-
Future Wars --14
tion, and the normal Thrust Points from 20 to 30 days of fuel, which Having 300 tons of cargo capacity
for a drop ship is 3 with 5 gives them a range of 10 to 15 days means, under the rules, you can put
Overthrust Points, it appears of operation (half to get to the three 100 ton tanks in your cargo
logical that 1 Thrust Point equals 1 G target, half to get back). The actual bay. This weight capacity was
acceleration. FASA's UNION uses range would be less, as the landing determined using the volume in
2.82 tons of fuel in a bum-day. A and take-off will use more fuel as cubic meters divided by 14 cubic
bum-day is defined as one day at 1-G more Thrust Points are used. Moving meters per metric ton (which is
acceleration. Each tum is 1 minute at 2 Thrust Points (2-G) will use equivalent to multiplying by .07). If
long inAEROTECH. Therefure, one twice as much fuel. A drop ship will the items being carried don't
day equals 60 turns per hour times need thousands of tons of fuel roughly equate to that conversion
24 hours per day to equal 1440 to operate. This fuel requirement fuctor, then you may have problems.
turns per day. 2.82 tons (the will offset to a large degree, the To simplify the last few sentences, I
UNION's book bum-day fuel usage) increased weight of ships when you can carry 300 tons of armor or steel
divided by 1440 turns equals calculate their tonnage by volume. plates on board, but would be hard
1.96 kilograms (4.31 pounds) of fuel pressed to put 300 tons of balsa
used per tum. At the minimum SUMMARY: 1 bum day equals 1440 wood on board because the wood
Thrust Point of 1 this means you tons of fuel. The number ofThrust has too much volume for its weight
would use only 1.96 kilograms, not Points of fuel per ton the ship uses, to allow me to get it into the space
167 kilograms per the rules (6 divided into 1440 tons per burn-day, (volume) the 300 tons represents,
Thrust Points per ton equals 1000 gives you the number of tons of fuel which is 300 x 14 cubic meters. You
kilograms divided by 6 = 166.6 your ship will use per bum-day. can't stack infuntry platoons!
kilograms perThrust Point), of fuel Multiply that number by 20 to 30 to
at 1 Thrust Point. To use 167 give you the tons of fuel your ship The re-written rules follow. Also
kilograms of fuel in a one minute will need to carry to operate from fullowing are examples of a 3500
tum you would have to travel at 85 20 to 30 days. ton UNION from the FASA book,
times the speed the FASA numbers created using the 'Deluxe Dropship
show, or the equivalent of 85 Thrust Two other points. First, bridges. Construction' rules, and a UNION-12
Points. The math doesn't come out. The maximum size of a bridge is 25 using these rules. Finally, three drop
Either 1 Thrust Point is much more tons. Use the multiplier in Erik's ship examples are provided. These
than 1-G acceleration (actually it artide of .0075 times the weight of are the UNION-12, the THUNDER-
would be 85 G) which is impossible the ship to get the bridge size, but WOLF, and the GOLIATH drop
because the crew couldn't stand it use an upper limit of 25 tons. With a ships made from a 12 inch globe,
or 1 Thrust Point is much less than 1- five person crew needed on the
G acceleration, in which case bridge, why should it continue to get
the fuel problem is even worse larger just because the ship does.
because this means traveling at 1-G This crew would be Captain, Pilot,
should use MORE fuel than when Navigator, Sensor/Weapons Officer,
using a Thrust Point. and Engineer. The Sensor/Weapons
Officer would detect targets and
Using 1 Thrust Point equals one G, direct weapons onto them. The
the math does come out. This means actual weapons would be operated
that 1 TP equals 60x24 or 1440 by their crews or be remote oper-
Thrust Points per day. 1440 Thrust ated by computer from the data
Points equals 1 bum-day. The supplied by the Sensor/Weapons
standard UNION, with 12 54 Thrust Officer. For example, a missile
Points, has .87 bum-days of fuel. If launcher consists of a tube
you divide the 1440 Thrust Points in and a loader. Once provided target
a bum-day by the number ofThrust information the missile is launched.
Points per ton of fuel your ship uses, No crew is needed. Second, .v...........
you get the number of tons of fuel and weights. The rules in Jl:t;;llll;iz;ilg!"'l~=ia:~
per bum-day. For the UNION, using BATTLETECH and those nn"•virtPt1
6Thrust Points perTon, this here both use weight to determine
is 1440/6 or 240 tons per day. The the capacity of a drop ship. It must
209 tons of fuel divided by 240 be remembered when designing a
equals .87 bum-days of fuel. ship that this is only a rough
relationship, because density and
Most drop ships should carry volume are as important as weight.
Future Wars--15
and two MEGAFORCE models. lose an engine, your thrust drops 10. Detennine the number of Heat
proportionally. For example, if you Sinks included within the engine by
BATILETECH DROP have three engines and lose one, and using CHART B: HS Division Factor.
your thrust/overthrust was 3/5, then Get the Division Factor from CHART
SHIP it would drop to 2/3. B and divide the engine weight by
CONSTRUCTION the factor to get the number of Heat
by Mike Reese 5. Clloose Structural Integrity (SI). Sinks in the engine. Add any
This equals any number equal to the additional HS at 1 ton per HS.
I . Clloose the drop ship (DS) Overthrust up to three times the
technology. Oan Technology is the Overthrust. SI tonnage = SI Rating x 11. Detennine the tonnage fur
same, except that a) you may use XL DS Tonnage/! 00. vehicle and passenger bays/quarters
engines. Cut the engine weight in as fullows. This does NOT include
half. and b) engine efficiency is 6. Determine the Thrust Points per the tonnage for the vehicles, but
greater, use only . 5 of the actual ton of fuel using CHART A. Deter- does for the passengers/crew. This is
weight of the drop ship when mine the number of tons of fuel fur PERMANENT QUARTERS on a
determining the number ofThrust used per burn-day by dividing 1440 ship.
Points per ton. c) Clan may use by the Thrust Points per Ton of fuel
Double HS in their drop ships. d) number from CHART A. Multiply a. BattleMech,AeroSpace fighter,
Oan weapons fue at a +2 bonus to this number by a number from 20 and small craft cubicles use 150 tons
hit. to 30 to find the number of tons for each. The number of exit doors is
20 to 30 days of fuel . (You may detennined by the model. A general
2. Clloose the drop ships thrust and need to adjust you fuel capacity in rule of thumb is no more than eight
overthrust (1.5xThrust). Most have order to keep within your tonnage.) doors for combat units to make a
a thrust of 3-5. combat drop (ie. 'Mech to do a drop
7. Detennine Bridge tonnage. or AeroSpace fighters to launch).
3. Detennine the ship's tonnage. Bridge Tonnage= DS tonnage *.0075 Cargo doors count against the limit.
Detennine the volume in cubic but can be no greater than 25 tons.
centimeters. Multiply by 23.1 . b. Vehicle bays require 100 tons
Multiply by .07. Volumes are 8. Determine the Armor Points per fo r vehicles over 50 tons, and 50
detennined by using the ton, again using a chart. Use a tons fur vehicles 50 tons and under.
formulas: Triangle: hct/4 = volume, different chart depending on Be sensible. A motorcycle doesn't
where h is the height, c is the length whether your ship is aircraft shaped take a 50 ton bay. You can put two
of the longest side, and t is the (Aerodyne) or in the shape of a ball 50 ton or under vehicles in a 100
thickness (of the wing fur example) (spheroid). The charts are CHART C: ton bay.
at the root. Cylinder. Pi*r2*h = AerodyneAP/Ton and CHART D:
volume, where Pi= 3.145, r equals SpheroidAP/Ton. Detennine the c. Passengers/Crew have the
the radius, and h equals the height of Armor tonnage and allocate it. following tonnages allocated PER
the cylinder. Cone:Pi*r2 • h/3. Aerodynes have Left and Right Wmg PERSON, which includes waste, food
Sphere: 4/3 Pi*r3 or Pi*d3/6 where values, while Spheroids have Left (for 30 days), and atmospheric
d equals the diameter. Cube: h*l*w and Right Side values. Note that if processing equipment, as well as
where h is height, I is length, and w you have more than one engine, you living room.
is width. must separately provide armor for
each engine. 1) Crew members/low-class
4. Detennine the engine tonnage. passengers - 5 tons
Engine tonnage= DS tonnage/(16/ 9. Detennine weaponry, ammuni- 2) Officers/First-Oass passengers -
Thrust). Please note that this tion, and fire factors . Selection of 10 tons
tonnage can be divided among more ammunition and weaponry is as in 3) Foot Infantry- 7 tons
than one engine. Having more than AEROTECH, with no limitations to 4) Jump or Motorized infuntry - 8
one engine will usually be deter- the number of weapons per loca- tons
mined by looking at the model. It is tion. Fire factors are figured as per
obvious if you are using a Space The Battletech Compendium: Add 12. The remaining weight is cargo.
Shuttle for a drop ship there up the maximum damage that all From the CARGO weight you must
is more than one engine. The only weapons in the location (arc) can subtract the weight of any
penalty here is that when you armor inflict, then divide by ten, rounding battlemechs or vehicles carried, their
the engine, you must armor EACH up at .6, for the fire factor at that crews, the techs to keep them
engine. An advantage is if you do lo cation . running, and any other cargo carried.
If passengers are carried which are
Future Wars --16
not permanent, such as loading a given as 3500 tons. b. Vehicle bays. None.
company of infantry on board, then 1. Technology is Inner Sphere. c. Crew. 12 Mechwarrior and 2
use the tonnage above to determine 2. Thrust 3, Overthrust 5 (from book Aerofighter Pilots x 5 tons = 60 tons.
the amount of cargo tonnage that Drop Ships &Jump Ships by FASA) Ship's crew = Minimum of 6 (5 on
will be 3. Tonnage is 3,500 (from book) bridge and 1 in engine room)
used. A 100 ton mech uses 110 tons 4. Engine tonnage equals 3,500/(16/ officers x
of cargo. 100 tons for the 'mech, 5 3) = 656 tons (vs 630 in the book) 10 tons each = 60 tons. Enlisted
tons 5. SI is 11 (from book). Tonnage = men equals 2 in engine room plus
for the mechwarrior, and 5 tons for 11 x 3,500/100 = 385 tons (vs ?. Not 26
the tech. in weapons crew equals 28 x 5 =
the book) 140 tons.
CREWS: A ship operates in space 24 6. Thrust Points per ton of fuel
hours a day. This means that with equals 6 from CHART A. (book value TOTAL WEIGHT is 843 7 tons versus
crew is also the 3,500 available, and this is
members doing 12 on and 12 hours 6) Bum-days of fuel equals 1440/ without the
off, you need two full crews per 6 = 240 tons/day. Per"the book" 209 aerofighters or'mechs loaded, which
ship. A tons are needed, or .87 burn/day. adds another 1400 tons for a total of
ship will normally have a Captain, an My minimum standard is 20 burn- 9,837 tons. Even taking out the fuel
executive officer (XO), two pilots, days (10 I used and substituting the book
two days range or 373,250,000 value
navigators, two sensor/weapons kilometers (per book page 18 of the of 209 tons gives you a weight of
operators, and four engineers. Each operations 5246 tons loaded.
of these manual) which equals 20 x 240 =
rotates every twelve hours, with the 4800 tons. The book range is 209 UNION-12 . 12" Spherical Drop Ship.
XO taking the Captain's place on tons 1. Technology is Inner Sphere.
watch. divided by 2.82 tons per day at 1- 2. Thrust chosen is 3, overthrust 5.
Two of the engineers work in the G is 74.11 days of fuel. (same as the book UNION)
engineering room. There can be 7. Bridge tonnage equals 3,500 x 3. Ships tonnage. 12" x 2.52 em
additional .0075 = 26. Maximum is 25 tons. (centimeters) per inch = 30 em
enlisted personnel. You should have 8 . Armor points per ton from diameter.
1 Tech minimum per'mech and CHART D is 16. Carries 40 tons or Using the formula for a sphere Pi *
aerofighter 640 armor d3/6 where d = diameter= 30 em
aboard, plus 1 Tech per 4 vehicles. factors (taken from the book). the
Your engineers in the engine room Distribution will be as per the book. result is 14,137 cubic centimeters.
will 9. Determine weaponry, ammuni- 14,137 x 23.1 = 326,569 cubic
probably have 4 enlisted men tion, and fire factors. The weapons meters.
assigned them, 2 per watch. (2 per and 326,569 cubic meters x .07 =
engine) You ammunition used will be that in 22,860 metric tons.
will have a minimum of 2 crewmen the book, which weighs 166 tons for 4. Engine tonnage= 22,860/(16/ 3)
per energy or projectile weapon. the = 4286 tons.
Missiles weapons and 21 tons for the 5. Structural Integrity. I will use the
use no crewmen. This is a minimum ammunition. book value of 11. 11 x 22,860/ 100 =
crew. You can add another watch, to 10. Number of heat sinks in the 2,515 tons.
give engine uses the number 10 from 6. Thrust points per ton from
your personnel 1 eight hour shift on CHARTB. 656 CHART A is 4. 1440/4 equals 360
and 2 off (this would be standard on tons divided by 10 = 66 HS in the tons of fuel
a engine (63 in the book). The used per burn-day. 30 days of fuel
passenger liner) and for larger ships UNION in equals 30 x 360 = 10,800 tons of
you can add marines. If your crew is the book has 90 HS, so we will fuel.
tough you could carry half the use the same number. 90 - 66 = 24 7. Bridge tonnage is 22,860 x .0075
normal crew but it would suffer heat = 171 tons. Maximum bridge weight
during a long sinks to be added for an additional is 25
trip from fatigue, especially in a 24 tons. tons.
combat situation. 11. a. Tonnage of aerofighter and 8. Armor points per ton from
SHIP EXAMPLES: mech bays is 2 x 150 =300 CHART D is 12. 640 armor factors
(Aerofighter) (from book for
FASA UNION class dropship. Weight and 12 x 150 = 1800. Total
tonnage of bays equals 2100 tons. Future Wars--17
a UNION) divided by 12 equals 53 CHAR B:
tons of armor. Distribution is per THRUST POINTS PER TON OF HS DIVISION FACTOR
the book. DSTONNAGE TP/I'ON ENGINE TONNAGE DF
9. Weaponry, ammunition, and fire 101-500 100 1-700 10
factors used will be that from the 501-1900 10 701-850 11
book, which weighs 166 tons for the 1901-2900 8 851-1,000 12
weapons and 21 tons for the 2901-20,000 6 1,001-1,250 13
ammunition. 20,001-50,000 4 1,251-1,450 14
10. Numberofheat sinks in the 50,001-100,000 2 1,451-1,700 15
Engine from CHART B. Devisor is 100,001 + 1 1,701-2,000 16
34. 4286134 = 126. Nwnberneeded 2,001-2,350 18
is 90. No additional HS are n:quired. CHART C: AERODYNEAP/I'ON 2,351-2,750 21
11. Tonnage for internals would be AERODYNE DS TON AP/I'ON 2,751-3,200 24
as for a standard UNION. 1-6,000 16 3,201-3,700 29
a. Tonnage of aerofighter and 6,001-9,500 14 3,701-4,300 34
mech bays is 2 x 150 = 300 9,501-22,500 12 4,301-5,000 40
(Aerofighter) and 12 x 150 = 1800. 22,501-40,000 10 5,001-5,800 47
Total tonnage of bays equals 2100 40,001-70,000 8 5,801-6,700 55
tons. 70,001-80,000 6 6,701-7,700 64
b. Vehicle bays. None. 80,001-90,000 4 7,701-8,800 74
c. Crew. 12 Mechwarrior and 2 90,001 -100,000 2 8,801-10,000 85
Aerofighter Pilots x 5 tons = 60 tons. 100,001 and up 1 10,001-1 1,300 97
Ship's cn:w = 12 (Two crews of 5 11,301 and up 110
on bridge and 1 in engine room) CHARTD:
SPHEROID AP/I'ON FUEL
officers x 10 tons each = 120 tons.
SPHEROID DS TON AP/I'ON
Enlisted men equals 2 in engine
1-12,500 16
room plus 26 weapons crew times
12,501-20,000 14
two crews equals 2 x 28 x 5 = 280
20,001-35,000 12
tons.
35,001-50,000 10
50,001-65,000 8
TOTAL TONNAGE= 20,426. Add 12
65,001-100,000 6
x 100 tons'mech and 2 x 100 ton
100,001- 200,000 4
aerofighters plus 14 Tech x 5 tons =
200,001 - 300,000 2
1470 tons. CARGO is 964 tons.
300,001 and 1
A ship sheet for theTHUNDERWOLF
light assault drop ship, the UNION-
12 drop ship, and the GOUATH-R
drop ship are enclosed.

Future Wars --18


I distinctly heard you say" A rifle platoon, not a platoon of Rifleman:'!
SPHEROID DROP SHIP RECORD SHEET
SHIP NAME: UNION-12
THRUST: 3 NOSEWEAPONS TOTAL HEAT SINKS:E126
OVERTHRUST: SPIRE FACTORS:S
STRUCTURAL INTEGRITY: 11 PPC
2xACS
2 X l.RM-20
2 x Md Lsr

LEFT SIDE WEAPONS: ARMOR FACTORS: RIGHT SIDE WEAPONS:


FIRE FACTORS:2 NOSE: 140 FIRE FACTORS:2
PPC LEFT SIDE:140 PPC
2 xACS RIGHT SIDE:140 2 xACS
2 x I.RM-20 FUSELAGE:60 2 x I.RM-20
large laser ENGINE: 60 large Laser
2 X Md Lsr 2 X Md Lsr

LEFT SIDE REAR WEAPONS: RIGHT SIDE REAR WEAPONS:


FIRE FACTORS:2 FIRE FACTORS:2
large laser large laser
Md laser Md laser
Md laser Md laser

AFT WEAPONS:
FIRE FACTORS:2
large Laser
Md laser
Md laser

TYPE: Spheroid WEIGHT: 22,860 DIMENSIONS: width: 85.5 m. Ht: 85.5 m.


CREW: 12/46 Off/OR TROOPS: 0 PLT CARGO: 964 tons AMMO: 9 tons LRM 12 Tons
AC/5 ammunition
DRIVE SYSTEM: 1 Ell 4000 series fusion drive
FIRST INTRODUCED: 3008 Ell Industries, UR System
FREQUENCY OF SIGHTING: Common
THRUST: 3
OVERTHRUST: 5
STRUCTURAL WT: 2,515 SI: 11
ENGINE: 4286 tons
FUEL: 10,800 tons ( 4 TP/ton) 30 bum-days Total TP:43,200
BRIDGE: 25 tons
HEAT SINKS: 126 No added HS.
ARMOR: 53 tons at 12 Armor Points/ton= 640 armor points
FIGHTER BAY DOORS: 2 MECH BAY DOORS: 4

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

LEFT WING WEAPONS: ARMOR FACfORS: RIGHT WING WEAPONS:


FIRE FACfORS: 2 NOSE: 4 FIRE FACfORS:2
PPC LEFT WING: 44 PPC
Large Laser . 44
AntiMissile
Turret -fires
to Frt/Rear

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 =

Future Wars --20


AERODYNE DROP SHIP RECORD SHEET
SHIP NAME: GOllATH-R
THRUST: 3 NOSE WEAPONS TOTAL HEAT SINKS:EI23+7
OVERTHRUST: 5 FIRE FACfORS:2
STRUCfURAL INTEGRITY: 5 2 x PPC

LEFT WING WEAPONS: ARMOR FACfORS: RIGHT WING WEAPONS:


FIRE FACfORS:6 NOSE: I40 FIRE FACTORS:6
PPC LEFTWING:I40 PPC
4xi.arge Laser RIGHTWING:I40 4xLarge Laser
lxLRM-20 FUSELAGE:I60 Ixl.RM-20
AMMO: LRM20-18 ENGINE: 60 I ENGINE AMMO: LRM20- 18

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 :. . . . .. , . · ,,_~.
'•····-~ -~ . \
'
. \_, \\
'

ARMOR: 53 tons at 12Armor Points/ton= 640 points . '


FIGHTER BAY DOORS: 2 MECH BAY DOORS: 4 SHIP DOCKING :EiAB,n i
PTS:4
HvyVeh Bay: 9 Super Hvy (200 tons)Veh Bay: 1
Conversion Gear: 2630 tons. Converts to VTOL and

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

Future Wars --22


I. Docking System of the max tonnage of the mech to
The docking system is used to mate be accomodated. W Miscellaneous
the dropship to jumpships and other Any other items a builder may wish
space vessels. Approximately, for M. Small Craft Bays to install that has not been previ-
every 5000 tons of dropship, this Small craft bays weigh 200 tons or ously addressed.
will weigh 100 tons. 200% of the max tonnage of the
small craft (ie - aerospace fighter) to X. C~ Requirements
Size System Weight be accomodated. The following are typical crew
0-100 none assignments found on most
101-400 25 tons N. Launch Tubes dropships.
401 -1000 50 tons Launch tubes weigh 200 tons each.
1001-5000 100 tons 1 captain
5001- 10000 200 tons 0. Recycling Systems 1 Engineering officer
10001- 15000 300 tons Recycling systems weigh 1% of the 1 pilot per shift
each +5000 add lOOtons total weight or 1 ton/20 people days 1 drive engineer per shift
of supplies. 1 fusion plant engineer per shift
}. Living Quarters 1 crew per small craft bay
The living quarters weight is P. Cargo 1 pilot per small craft
dependent on the type of Cargo space must be allocated to 4 crew per launch tube
accomodation. carry 110% of the cargo to be 1 cargo officer per 12 mechs or
Type ofAccomodation carried. 1000 tons of cargo
Tonnage Required
-crew Q. Vehicles Note: c + g + h + j+ k + I + m + n +
permenantc~ 5 Land vehicles weigh 150% of the o =less 25% of the total weight
small craft pilot 5 max vehicle tonnage to be carried.
crew lounge 10
-commercial passengers R. Mech Doors/ cargo Doors
paying 1st class 5 External doors weigh 20% of the
paying 2nd class 3 largest item to pass through it.
paying steerage 1 Airlocks weigh 30% of the largest
royalty 25 group of items to pass through it at
passenger lounge 1t/passenger one time.
observation area 5
-embarked military S. Assault Ramps
commandofficer 5 Assault ramps weigh 40 tons per
mech or aero pilot 2 lane of traffic that it will handle.
tech or astech 1 Assault ramps can be dosed with
infuntry .5 upto 100 tons ofload on them and
jump infuntry 1 they are able to transport that load
elemental 2 during an assault.
gym/weight room 10
war room 20 T. Cargo Handling Systems
-training simulators cargo handling systems weigh 12%
infuntry 10 of the tonnage of the cargo to be
mech 5/lance carried. This is very useful for
elemental 5/star dealing with bulk cargoes.

K. Weapons U. Ammo Magazine


All weapons follow the weights per The ammo magazine weighs 200%
the tables published by FASA. the weight of all the ammo to be
Additionally, increase these weight carried.
values by +50% of the book value to
allow for shutters and hardpoints to V. Drop capsules
streamline the ship for atniOs- A drop capsule weighs 25% the
phereric travel and turret mounts. tonnage of the mech to be dropped.
An assualt ramp or a cargo door
L. Mech Bays large enough to fit this size item
Mech bays weigh 200 tons or 200% must be available. Future W ars--23
sector while recon Battlegroups ing. Plus, it adds a role-playing flavor
THE BAITLEFORCE may move 2 sectors. that is normally missing from
CAMPAIGN SYSTEM 4. Dedare sector searches. The BattleForce.
player may dedare a search in any or The way I normally use the "Creating
by Rick Cox
all of the sectors that he has a Contracts" section is that each player
Battlegroup in. His opponent must takes a tum as negotiating com-
BattleForce is described, on the box,
state if any of his Battlegroups are in mander. Whatever mission he
as the game of"Small Unit Actions in
any of the de dared search sectors. If accepts in the negotiations, the
the 31st Century". Personally, I think
a player conducts a search of a other player takes the role of his
of it as the BattleTech game that
sector where one of his opponent's opponent. For example, if a player
allows fur combat between any size
recon Battlegroups is present, the accepts a diversionary :raid mission,
forces. From a company to a
opponent does not have to dedare with his goal to be to tie up his
regiment or more, BattleForce can
it's presence. opponent and keep him occupied
handle it. I have several copies of
fur a fixed amount of time. If the
the game and have even run mul-
5.For each contact that occurs raiding player can do this he has
tiple regiment engagements, try
between combat Battlegroups, succeeded in his mission. If he does
doing that with standard BattleTech!
combat must occur. No one not, his opponent gets the victory.
can retreat off-board until they have By following this pattern, two or
In the campaign version of
lost 4 damage steps in combat. more players can carry on a cam-
BattleForce, the players create a
paign for a very long time. Also, by
"Strategic" map which is comprised
6.Resolve all battles using the basic adding the Mercenary's Handbook,
of several of the regular maps. This
BattleForce rules and sequence of each player knows what it will cost
is the world or continent that the
play to add new units to their forces.
battles will be .fbught on. Another
This allows players who have been
difference from the standard
7.Use salvage chits to repair dam- successful to gain from their success.
BattleForce game is the formation
aged lances. I realize that this has not been an
and use of"Battlegroups". A
exhaustive treatise on the
Battlegroup many have as few as one
8.Check to see if surviving lances BattleForce campaign system. That
lance (a recon group) or may
gain an experience level. was never my intention while
indude all of the players forces
writing it.
(hence, a battle group). Most often a
9. Compute victory points.
regiment will be broken down into
What I hope that I have done is
battalions, each in the form of a
lO.If desired, the players may spend expand your view of the BattleTech
separate Battlegroup. Of all the
victory points to obtain rein.fbrce- universe. I hope that I have made
Battlegroups, none is more impor-
ments. players more aware of some addi-
tant than the "Regimental Battle
tional BattleTech materials and how
Group' (RBG). The RBG is important
ll.If the campaign objectives have they can expand the scope of the
because it is the only Battlegroup
been met, then compute final game. With the BattleForce cam-
that can repair friendly units. It is
victory point totals. If not, paign system players can play
also the only one that the unit's
then return to step 1 and continue complete planetary assaults, raids,
dropships can belong to. The
play. and even the defense of an entire
sequence of play will give you and
world. And once BattleSpace (the
overview of how the campaign
As you can probably tell, the BattleTech/ BattleForce game of
system works:
BattleForce campaign system is fairly space combat) is released, you can
involved. Please do not be intimi- play these same games from jump
l.Divide and/ or combine
dated by it. Overall it is a very point to jump point. Check these
Battlegroups. Each Battlegroup may
simple and fust moving game system. can take a
be divided, or may join with any
My only complaint with it has been
others located in the same sector.
that it does not provide any real
mission to the players. To get
2. Create and/ or allocate Reconnais-
around this I started to use the
sance groups to specific sectors.
"Creating Contracts" section found
This is how the player can scout out
in the Mercenary's Handbook. By
his opponents .fbrces.
using this section with the
BattleForce campaign system, you
3.Move any or all Battlegroups.
can get a more definite idea of what
Combat Battlegroups may move 1
you are supposed to be accomplish-
Future Wars --24
METAL MAGic's FoRMER slightly off balance, this is one a big
puppy. The torso sports four disks
IMPERIAL ROBOT LEGIONS in a line. This could be missile
by Robert L. Kerrigan covers or laser reflectors. Both
arms have the external weapons of
Have you ever designed the ulti- the other models, however, they are
mate assault mech, only to settle for not as large. The Behemoth's only
it to look EXACnY like the Victor? limitation is your imagination. If it
Are you one of those who just can't is painted creatively, this beast will
leave the book mechs as is, and have more weapons than any other
won't settle for substandard assault mech.
miniatures? Maybe "METAL MAGIC"
has the mech fur you. There are five If you can believe the last one, the
models in the "STAR LORDS" line of Smasher should be a breeze. My
"FORMER IMPERIAL ROBOT gaming group has put him at 180
LEGIONS". The first three every- tons. Using Mr. DeLuca's rules
body agrees look like mechs. The (issue #24) for both the Behemoth
last two do require some convinc- and the Smasher will work quite
ing of the barracks lawyers, but are well. We use this monster to carry
still worthy of consideration. two Arrow-4 systems, plus enough
electronics to fill a lance.
Starting from the lightest, is the
"Herculese." Dressing out at 80-85 Overall, these are fantastic pieces.
tons, it is the most versatile of the The detail of the weapons is superb.
five. It has a slightly apish look with The rivets on the Herculese's armor
extra long arms and rounded leg are more than visible, they are an
shields. The weapons on either arm integral part of the model. Cables,
are very impressive. They can be conduit and connecting rods are all
anything from PPC's to Gauss Rifles. visible. This makes the mechs
To my eye, there is an SRM-4 appear more mechanical- I like it!
perched atop the right torso; Visually, there is only one problem,
however, this could also be an LRM- there are no visible cockpits. In
20. The launcher lends it a hunched what should be the head are placed
over appearance. lenses and probes. Arms and legs
all have pins and holes for a sure fit.
Next in line is the Conqueror. I Most fit inside of Ral Partha hex
place it at 85 tons. My configura- bases neatly. Or if you do like me,
tion is a cross between a Marauder and fill the hex with epoxy, they all
and an Archer. This has two muzzle fit perlectly. The cost is bit higher
ports. The right one has an exquis- than one should expect. On
ite weapon with recoil shocks and average, they run about $3.00 more
power and/or ammo feeds. With a than Ral Partha miniatures. One
bit of imagination the torsos can reason for this is that they are made
have LRM racks. in Germany, and another is the
shear weight of these monsters.
Next in the chain is the Scavenger. The quality of these miniatures
This monster is an easy 95-100 tons. more than justifies the cost. Metal
Like the Hercules, it has visible Magic also has a fine line of 25 mm
weapons on both arms . Even Sci-Fi miniatures for the "SPACE
though there are no other external LORDS" game. They would work
weapons, there are enough protru- well for both "MECH WARRIOR" and
sions and holes to suggest missile "BATnEROOPS."
tubes or laser ports.
For something to really stir the pot .
With the Behemoth, one needs to at your next game, or just to have
believe this is what a 120 ton mech something not from the same mold
should look like. Big, blocky and as the next guy, you need these bad Future W ars--25
boys.
BATI'LESPACE I exceptions. Ranges are a set group
of hexes, not changing by the type Aerobattle is basically a rehashed
AEROBATI'LE GAME of weapon, with a new extreme version ofAerotech, with few
SYSTEM REVIEW range listing. Weapon fire and armor changes, like the added types of air-
by M. D. Retzlaff values are now one-tenth the values to-ground attacks and bombs. It also
used in Battletech, with weapons includes the conversions from
BattleS pace is a great improvement now mounted in bays based on the Battlespace to Aerobattle.
over its predecessor,Aerotech. It type (i.e. LRM's in one bay, lasers in
covers many of the flaws in the another). Critical damage to large The sourcebook is divided into four
original system, such as the slow vessels now can only happen when major sections: historical back-
play of any game involving more all armor on a location is destroyed, ground,naval technology,
than three to four fighters to a side, like a Battlemech. Fighters are now Battlespace scenarios, and vessels. It
and improves the general feel of the handled in a manner similar to battle is written as a Comstar military
campaign setting it seems to have armor troops for both firing weap- cadet's textbook, with the point of
been designed for. ons and how they take damage. view of what Comstar knows or
guesses.
Battlespace covers combat between The optional rules section includes
two or more forces at any point modification to the previous Historical background includes the
from the surface of a planet to any sections. lt gives rules for using history of the Inner Sphere pre-
of the myriad jump points in a star thrust points over many turns, tells sented in DS & )S, with an expansion
system. The forces may include the difference between heading and to include current events and naval
fighters, DropShips, space stations, velocity, and gives the rules needed history back to the first boats, and a
JumpShips, and the infumous to use units in an atmosphere. There short history of the Oans and their
WarShips. Fighters are now grouped are also rules for asteroids, point invasion, up until3055.
into squadrons (or Aerostars for the defense systems CAMS's can do
Oans). The book included with the damage at extremely close range), The section oil naval technology
set is divided into two sections, the boarding actions etc. The most covers types of vessels, major
Rulebook and the Sourcebook. The important changes cover situations systems used on them, and ship
Rulebook is divided further into from the First and the Second construction facilities. It also
sections on the basic rules, optional Succession Wars. These are orbit-to- includes a section on Clan navies
rules to add additional realism to the surface bombardment and how they and vessels.
game, campaign operations for unbalance the game.
outlining situations that would The Battlespace scenarios provide
occur in a campaign, construction Campaign operations are just that, three ready-made battles with forces
rules to allow you to design your and is most useful when combined used, victory conditions, and the
own DropShips,JumpShips, with a Mechwarrior II campaign. It historical outcome. All three
WarShips, and space stations, and the covers the material first released in scenarios are from "recent" history,
Aerobattle rules, for fighter-versus- the Dropships & Jumpships with one from the Oan invasion,
fighter confrontations and air-to- sourcebook. one from the Fourth Succession War,
ground combat. and the final one dating back to the
The construction rules are very Exodus Civil War, from Oan historicl
The basic rules section covers good, allowing for the little things accounts.
movement and combat. Movement normally overlooked or forgotten,
in done in order of size, from such as fuel pumps and that the hull The final section deals with the
JumpShips on down to lifeboats. of a vessel adds to the armor values. vessels used in Battlespace. All Inner
Many things remain the same in this It does, however, leave many things Sphere fighters, DropShips, and
section, but there have been some up in the air in terms of whether JumpShips from the Technical
changes, to reflect the realities of they are per trooper or per unit. Readouts and DS &JS have their
space combat. Special actions have Also, point defense weapon masses Battlespace game listings here, as do
been added to allow large vessels to are multiplied by two for energy eleven of the Clan omnifighters, two
roll to protect a damaged side or fire weapons or by three for MG's and Oan DropShips, and a Clan
undamaged weapons, to allow AMS's; and there is a new type of JumpShip. Also listed here are all
fighter units to change formation, capital weapon, the naval gauss WarShips from the 2750 Technical
and to allow jump-capable vessels to cannon. My only complaint is that Readout.
jump during a game. Combat has there are no rules for aerospace
not changed much, with a few fighter design, only for transferring The mapsheets included in the set
fromAerotech to Battlespace. are a great improvement over the
Future Wars --26
Aerotech map. Both maps are BAITLESPACE REVIEW planet. When you get to the lower
identical, with same size hexes as on layers, you then go into BattleTech
the Battletech maps, with each sheet Ann-ON mode. To use this game with the
equal in size to the original by Herb Barents various ground games is much easier
Aerothech map (two Battletech and much better than ever before.
maps). This makes it seem like they I do not want you to think of this as They have done a very good job of
either want to sell more aerospace a slight on the review by Mr. the transition, and that is a big plus.
fighter miniatures, or they finally Retzlaff, but I want to cover more You can add these rules to the
listened to the wishes of the players than what was in his review, AeroTech game and use them
so the fighters may be used. therefore I am adding my two cents without interference.
worth. First of all, BattleSpace does
The only real disappointment with not take the place ofAeroTech. The Campaign rules are very good,
the set was the cardboard connters What it does for Aerotech, is what also. They go into a lot of details and
used to represent units in the game. BattleForce did for BattleTech. This have a lot of charts etc., so that you
They are too large for the hex size of means that you have larger group know how to maintain and make
the maps, and appear to be generic, actions. BattleSpace is a very sure that your crafts are in good
poorly drawn, representations of the important game, because once you repair. This really is the heart of the
types of the units in the game. Only start to land drop ships, you will role-playing part ofBattleSpace.
two, out of all the units represented, land 2-8 or more, and that means What we have talked about before
actually resemble units in use for this that you will have 8-100 aerospace has been the board game part. The
game. I am hoping that FASA or Ral fighters in a game with the drop campaign rules bring it down to the
Partha releases a series ofDropShip, ships! The game becomes very Tech levels and can be used with
JumpShip, and WarShip miniatures in overwhelming and these types of Mech Warrior. Thus, there is a
the near future, in either plastic or actions are very common, thus connection between the board game
metal, that can be used on the BattleSpace takes the most common and the role-playing part of the
Battlespace mapsheets. aerospace battles and allows you to Outer Space journeys that you will
game them with very little trouble. nndertake. They cover it all from in
flight refueling to maintenance costs
The major difference between and time to do things. But, if you
BattleSpace andAeroTech is that the really play a lot, you will find that
BattleSpace rules were developed there are always holes in the rules,
from Interceptor and other similar but with these rules you should be
games. Everything that I see in able to cover them over nntil you
BattleSpace has come from Intercep- make your own fix to them.
tor and Leviathan. They have
merged that system with the Just a small note on the construction
BattleTech gaming system and have part of this game - If you think that it
come up with a very workable was hard to make mechs and
game. BattleSpace is not these vehicles and aerospace fighters, wait
games, but rather they have taken nntil you make your drop ships and
many ideas from the Renegade war ships. They will take a lot of
Legion games and meshed them time to design, but then there is a lot
into BattleTech, thus you have a of things that have to be included in
game that feels like RL games, but is the process.
totally Battletech and you see a lot
ofAeroTech in the game as well. AeroBattle is not just a rehash of
The more options you use, the more AeroTech, in fact, it is likely one of
of the RL games you will see. the most important parts in the
board game, when you are playing
The biggest thing going for with air to ground attacks. There are
BattleSpace is the integration with many things that are dose to
the gronnd rules. They have done a AeroTech in this part of the game,
very good job of showing you the but it still allows you to use the
transition from outer space down BattleSpace rules instead of drop-
onto a planet's surface. No longer is ping back to AeroTech. They have
there a planet in the middle of the improved the rules governing the
map, but rather a few hex rows that
allow for you to go closer to the Future W ars--27
ground attacks phase of the game. and attacking planetary targets. BAITLETECH TACTICAL
They have added things to make it These rules provide the best way of
all a lot better than before. They handling that right now. HANDBOOK
have added more bomb types and by Herb Barents
weapons as well. Thus, they have an
improved Air to Ground and Ground Boy, was this a product I was looking
to Air game. They did have some furward to. I thought that this was
charts that did not make much sense one item that we have been waiting
on where they were placed and fur that will help expand the
some with no notations at all. If you BattleTech Universe. Well, I was
have been playing fur awhile, you dead wrong! As fur as I am con-
can figure that out, but if you cerned, this is the biggest rip off for
haven't, they will only confuse you. $12.00 if I have ever seen one. The
I feel that they have thrown in some rules are bad, and badly written and
old charts previously used, but the make no sense what so ever. Unless
text is much better than befure. you want to read more about this
bad piece of work, stop reading right
Then in the back they list the stats here and do not spend your money
for all the ships in BattleSpace and on it at all. If you want to find out
then allow you to break them down why I feel this way, read on. There
for AeroBattle. The real confusing are a couple of things that I feel are
part here is when you furm wings of OK, but what I will do is take things
aerospace fighters and so on for use by item and fo down each one
with the BattleSpace game. What tell you why I feel it is bad and
happens when you have mixed you can improve on it right
forces? That is not covered very with some very simple ideas
well; though because you are will make it much better:
you know that you would use
various designs instead of
ing only one type to get the talked about in an issue of
totals, then you can put the Wars some time ago. I like
on a line for the fighter that it Then there are the double
Thus, there are easy ways to set of rules. They try and fucus
up mixed squads. playing with a GM, but as fur as I
see they simply mess things up
The BattleSpace rules for co1nb:it more and more and give you
very simple and the game plays situations that would not come up
quickly. It is a lot of fim. You can in normal games that really screw
have huge battles and play them off things up. If you are going to run a
in an afternoon. Also, after each double blind game then you need
battle you can keep good track of and might as well get all the units
your stats fur a campaign game that moving at the same time. The judge
you are in. Good rules fur repair and B~n1nkl be able to handle it or use a
such are in the game. BattleSpace is WL<10>.:::u movement system, some-

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.

The LAM rules are the same as


before, rewritten for you to show
that they are level three rules and

Future Wars --30


SUCCESSIONWARS: added where needed as you carve Succession Wars is a good fun game
out your map. Then play progresses and a great starting point for other
WoRm A LooK AND SEE as in the rules, except for when big things in your universe.
by Herb Barents battles occur. Now you drop down a
level and determine what systems
Succession Wars was the first are in what sections. Now, you
multiplayer game in the BattleTech know what units are going into the
system. This is a strategic game game area because you have their
centered on the events of the counters, and thus you can use the
Succession Wars. It is a game that is rosters of these units as given in the
very much like Diplomacy, in that House books and other supple-
you have armies to move as well as ments.
other various units to move into the
areas on the map. It also has The Defender assigns what units he
economics, in which you gain more wants to place on what planets and
wealth by taking over enemy the attacker does the same, deter-
territories. It has a lot of diplomacy mining what units will assault what
in the game, as well as a lot of back planets. They find out with what,
stabbing and a lot of shifting where and how large your battles
alliances throughout the game. The are. Use BattleForce for very large
game is not a short game to play by battles, and if a lot of aerospace units
any means, because of all the are involved use theAeroTech .....-- ·····-"
interaction and what not between Following along the same
the players takes quite a bit of time use the BattleTech rules
for each of the moves. Also, there is dealing with company level
a learning process as well, so the Solaris VII when using only
game tends to move Jaster as plays or two. This does take a
moves further on. This is because effort on the part of the
you will most likely have less units can at least have the right
to do things with. things going on with the
It will take some time to play
I feel that Succession Wars did not but it should be worth it.
do well because everyone wanted it
to be BattleTech and few people saw Another option would be to
the possibilities with this kind of the game played out and the
game. By itself, it is a very good and would be responsible for
fun game to play. If you like Diplo- down notes as how the
macy, and games of that sort, then progressed. Then, the ,..,JU.J,J',._,
you will find that you like this game pay attention to action in '6tfiall;c-;::
as well. Though, there is more to area, recording exactly
this game than just that. You can use pened in certain key areas,
this game as a basis for a campaign, the GM is planning on
whether or not you use the Oans. If game in. Thus, he would
you are using the Clans, just add background information for
them into the game and note what number of years to get a ca.J:n~fl,ign
areas they come from. going and having fun. He
know when units arrived
Succession Wars can be the start of a when big battles take place ant:i\,U~e-"'"""
campaign that goes all the way general outcome of things.
down to Mech Warrior and Solaris would be a lot of loops for
VII. What you can do, is get a few Warrior when doing the 6~ ..-.,..~"'111
people together who want to play a way, because there are just SQ+ltnaJriYt.'
game on a very slow basis (for things that could
Succession Wars), set up a time table campaign. Thus, you ha·vW<~vf~rv­
for the turns in Succession Wars thing you need for YOllfA~np'at!l;n
(this can be 2 weeks, a month, a and had fun playing a
quarter of a year, etc.), then all take a you get it all down as well.
tum. The Oans and others can be Future Wars--31
PRINcEss RYAN's SPACE test fur many years befure coming Troops with a lot in between. This is
out in a box set. A lot of people that about 2-3 times more than in most
MARINEs play the game really liked it, so that games. This is very good. Thus, you
by Herb Barents is why they finally put it out in a cannot judge what you are up
box. I will go through each section against and it allows fur all sorts of
Some time ago I received a copy of devoting most of my comments to things on the battle field. A single
the Princess Ryan's Space Marines the Rules section, after all, that is wing could be elite and attack you,
game. It was sent to me for review. what will make or break this game. and you think the rest are as good,
They did not give me a price at the when they are only unwilling
time, though I understand that the The introduction gives you just a draftees? Thus you have a lot of
box set cost $25 .00. This game is set small feel of what this game is all options with troops and morale and
in the .fur future, thus it fits right into about, the scale and a bit of history. the scenarios can reflect this as well.
the scope of Future Wars. With my It gives you an idea where you can Can a very small unit of elite forces
interest perked, I set out reading the get more figures for this game and totally destroy a much larger force of
book and taking a good, long look at what you need to play - more dice recruits if they both have the same
this game. It is a miniatures game rulers and things like that. Tech level? The next thing that will
that uses :l. /300th scale, and thus play an important part in this game
there are no boards or other playing The next section is the Equipment will be the troop's Experience level.
fields induded. I will take each section. It tells you what is available You could be an elite force with
section of the game and discuss it, and how things are organized in this very little experience or hired scum
tie the entire thing together,and world of the Princess Ryan's Space with a lot. These are good differ-
then we will see where we are after Marines. It tells you how most ences here, as the more elite you are
that. people will be organized in the the more experienced you should
game, though there are aliens that be. There are 7 levels of experience
First, I would like to take a look at do not conform to a lot of this. in this game from Inept to Master.
the box and see what we have there. There is a basic structure for you to just because you have a great will to
You get a 40 page rule book, 4 lead build on here. That is what is very figllt doesn't mean that you can do it
vehicles and 10 strips of five i.nfuntry important. With the examples that all that well. For the PRSM, most are
(50). These are your playing pieces. you are given you, will be able to trained fighters (morale 8) , good
They are not as good as Ral Partha build to suit your needs and tailor it troops (experience 4) and have
miniatures, but the figs and vehicles to how you would like to play. This sophisticated equipment and
are different from what you have game is based on 1-1 , one man is weapons (tech 3). They then go into
gotten in the Ral Partha stuff, thus one man, one vehicle is one vehicle. a couple of things about some of the
they can be very useful. You also get Thus you will need a lot more other troops within the Empire and
one hand-out chart with all the i.nfuntry than vehicles. In this what there stats are like. There is
tables on it, plus a couple of dice section, as well, they talk about the some talk of the Empire furces and
(d6). That is all you get in the big various Tech Levels that you can what their enemies would be.
tl1ick box. The art on the box is meet with in the framework of this
good, though rule book is not laid game. They give you a good under- The next area that they talk about is
out all that well. It could have been standing of what that is all about. the Equipment and how this relates
broken up more with art and used Tech Levels run from Primitive to to the game. Personal equipment,
larger pieces of art to make it look Dangerous in six grades. In the vehicles, heavy weapons and tech
better, but it is laid out like an old course of the game you find out that are all discussed quickly in a couple
time miniature rules book. There are PPSM are at about 3-4 Tech grade of sections. There is then talk about
some very good maps of the sce- depending on the unit. I like what special features of various types of
narios that you are given to play out. they have done here because before weapons like edged, ballistics, lasers,
But that is all you get. This is no you can use certain weapons and guided magneto weapons, plasma
more than a $15.00 set of rules, but other warf'aie items you have to weapons and so on. Then there are
then... HAVE A CERTAIN Tech level. This is a couple of pages of tables listing
consistent throughout the rules. weapons stats, like Min Tech , Fire
The rule book is divided into 4 Power, effective range, Max range
sections, the Introduction, Equip- Also in this section they have and Blast radius. After weapons is
ment, Rules of Play and the Scenario covered Morale and Experience armor. Explained are the types of
section, all of which are pretty well levels. These two things interrelate a armor that are available to infantry
put together. The rules read straight lot, therefore I will talk about them as well as to the vehicles. Again,
forward and have been under play together. They have 8 different types Tech levels and Armor values are
of of Morale fromAbyssmal to Elite given here. Armor and how it can be
Future Wars --32
used and who can use it is covered (unguided fire first, followed by All things that did not move get to
in this section. Then they talk about guided) 4) Moving fire (unguided/ ftre first, unguided then guided
the vehicles of the game. guided fire order as stationary ftre) weapons. If you knock out some-
5) Second movement phase, player A thing with unguided ftre that could
Movement is then discussed, moves the B 6) Assault Phase shoot as a guided weapon, you
including flying, hover, tracked, followed by the Morale phase, w hich destroyed it first, stopping it from
animal, foot and jet paks are all included morale checks, medkits, firing. Both direct ftre and indirect
covered. Delivery systems are also and repairs. fire are addressed. There is a to-hit-
mentioned. Then they have different number that you need to roll, with
special gear that you might want Each tum there is a roll off for the modifiers from tech level, training,
and they discuss how it is used in first player. This means that you morale, terrain and movement. Roll
the game. There are med kits, ECM could get two movement ftre phases the dice and if you hit and the
units, detectors, computers and in a row, as the first player twice in a power of your weapon is greater
shield smoke just to name a few. row. This is in fact tempered by the than the armor of the target, you
fact that A moves and then B moves penetrate inside a vehicle or wound
This leads us into the rules section. and then all combat is done. But an infantryman. All it really is, you
Before I go into that, I want to give those two moves in a row can mean roll a d6 and add your ftrepower
you some feeling for the last section. a lot. This is a one to one game, so while the defender rolls and adds his
I really like the way they have so there can be a lot of movement and armor value, subtracting his roll
many grades of infantry morale, Tech a lot of firing going on in a tum. You form yours. If it is 6+ you are dead,
levels and experience levels as well. must move your entire side in your 3-5 you are wounded, and 2 or less,
This really helps any game you are movement phase, not unit by unit as make a morale check. With vehicles,
playing. For Battletech, I added a a lot of games do today. For a game when you hit, if your firepower is
number of grades from what FASA on this scale, it almost needs to be more than the armor then it goes
did and I know that it plays better unit by unit, but then that takes a lot inside.
than their game. The equipment and longer, so in this game time moves
weapons I feel are pretty well done. right along. The movement is pretty Rolling on that table, if not, it does
You have a number of weapons and standard. Infantry and animals can external damage, like commo
things to choose from and descrip- move upto 6 inches, wheeled and knocked out, weapons can be
tions on what they can do. But they tracked vehicles move 8, and hover/ destroyed or mobility hampered.
do not go into detailed building or grav move 16 inches. I can't say that Here again, to ftnd out the damage
outfitting your troops. A good I agree with the rates, they could internally or externally you roll, add
example of that in the rules would have been 5 for foot, 6 for animals, 7 your ftrepower and add modifiers,
be great. What vehicles are there for jump jets and 10 for vehicles, but then get the results from the charts.
available is not discussed here. I feel then I didn't write these rules. In the case of hover and grav
that they should have done some- Another thing I did not like about vehicles, there are fulling rules for
thing about it right here and talked the movement is that a vehicle can taking damage if shot out of the sky.
about them, after all that is what go its full distance, disembark Attacks on crew operated weapon
people really like to know about. infantry, and then move full speed systems are also covered. Indirect
again. In a game of this scale, it ftre takes up some space as well.
Now it is time to take a look at the allows you to make infantry very Here you do not aim at a vehicle, but
rules governing the movement, mobile, too mobile. Jump packs are rather an area. Because you will
combat, and morale of this game. a good thing, because they talk have an area of effect. They give you
The rules section first gives you an about pop ups and flight levels. the types of guns and weapons that
idea of what the turn is all about, They do a good job in this part of can fire indirectly and go through
then it gives you a flow summary of the book. the spotting rules. If you have been
the tum, which is followed by the playing any wargames for any time
Tum Sequence Summary, and then They also cover how troops can get you know about this type of stuff. If
the fully expanded step turn to the action in transports in case you have been jammed in the ftrst
summary. All this is followed by a you are coming in hot. Then they go segment, you cannot call in more
complete, detailed set of rules for into "Coming in Ballistically". This fire or change fire. For indirect fire,
each and every segment in a turn. added some humor as well as a really to determine attack location, rolls for
The tum goes like 1) Orders are nice, fast way to inject troops into right/left and short/long are re-
written, Determine the first player, the ftght. Though, I feel they took quired. Then the blast radius is
Jamming, New orders given 2) First too much time with this little bit. taken into account with these rules.
movement phase, player A moves This is a good section of rules for
then B 3) Stationary fire phase After movement there is fire combat.
Future Wars--33
blast. It says what will contain it and one unit attacks you etc., and how use and start to use what I have. The
how things are affected by it. all that is handled. If you are scenarios are nice, cute, simple to
Simple common sense type if stuff, attacked by four men you better play and pretty well explained.
but put in a nice fonnat. Smoke and hope that you are level 6 and they That is what you get for your $25.00
grenades are also covered in this are 0 in order for you to hang on or so. It is over priced, they should
section. through four combats. Vehicles are have put in more charts and things
also covered in the Assault phase. like that. This is an infantry game,
Guided weapons are covered next. After the assault section, there is a with a few supporting vehicles. I
It takes longer to aim and shoot morale section. This gives you the don't feel they really integrated the
because of the nature of these numbers and any modifiers etc. It is i.n.funtry and vehicles very well, as
systems, as well as moving a bit straight forward with nothing really even infantry rifles can have effects
slower than their ballistic counter- new. on the vehicles. It seems to me that
parts. Although, they do have a this is an i.n.funtry game with light
much better chance to hit their The next couple of pages cover vehicles added into the mix. Be-
target. Much of the guided stuff can special weapons and things, such as cause they are in fact there. I feel
be fired unguided as well as guided, infrared fixed-wing-aircraft air- that more rules are needed to cover
but they would have to be fired in launched-missiles. They do a pretty heavier vehicles in this game with
the right segment of the phase. good here, but they do not cover some added weapons and such. I
There are two types of guided fixed-winged-aircraft very well. As like that when you buy weapons for
weapons in this game. The active written, their use and rules govern- fire power or blast radius, they
missiles have a some kind of seeker, ing them is totally up to the GM. logically cost more. Also, armor and
heat or otherwise. The designated The rules are very vague and really vehicle armor costs, thus you can
missiles need something to paint are not there at all. After this, they build a furce that other guys don't
their target wiL~ a laser until the have some role playing ideas for use have on the field, and that is a nice
missile gets there. With active of this game. touch. There a lot of good things
missiles, by taking double the Tech about this game, but being on the 1-
level of the missile, adding the firing The last section is the Scenario 1 level it will not go like some other
units tech level and experience, then section. This is where they tell you games that deal in the squad level.
subtracting ECM and the targets how to build up units and vehicles, The cost is high and that is another
tech, gives you to-hit-number target. like how much does it cost to build draw back of this game fur what you
2 always hit and 12 always misses in a certain unit. They give you all the get. I would have to say this is just
t!lis game. The other guided missile costs in $$ making it very easy to an OK game, because of the price
will hit as long as it's target is use. It may seem very hard to do, and some of the things in the rules
painted. Then there is a discussion but then you find out some units do that don't seem right. There are a lot
about the various kinds of antimis- tend to be a lot alike. Examples are f
.-.~...~.lit~ 'bo
sile weapons that you can use. given here and is was well done. f
You find out that making up the first
Autoweapons, ammo, effective fire couple of things is hard, but befure
reloads and multi-barrels are cov- you know it you are using all the
ered. It is just like the direct, stuff and putting all units together
unguided fire, but takes place after it with no problem. I do feel that
and thus, if you are knocked out you vehicle cost should be about 10
don't get to fire.The second move- times higher than what they are
ment phase is laid out much like the given to you. A good infantry man
first. will cost you up to $100.00 and a
vehicle maybe $200.00. But then
Next is the Assault phase of the turn. that is the way they have guided this
As a defender or any unit in this game. Roosters and examples are
phase, you can beg fur mercy, run given through this section and it is
away, shoot a hasty shot at the in very easy to follow. Lastly, they have :
coming furces or duel it out. To find fuur scenarios that you can use in
out if you hit, roll two dice and add different ways, using just what they
your experience level. The highest have given you. Once you have
number hits first if both units hit, played these a couple of times you
you then match firepower. There are will find that you want more from
rules fur situations when more than the game and so you will buy more
things, or in my case, I have a lot to
Future Wars --34
WHENEVER THE }ADE He had already been nominated for
the position of Star captain. In
FALCONS FLY thirteen years, he could eam his
by Charles Martin Bloodname, his sacred rite of
heritage. In that time, he would
probably command a Cluster of
Star Commander Saal sat in the OmniMechs and Elementals himself.
cockpit of his Mech, looking at the He had a great career to look
gravel in front of him. His forward to, provided he did not die
OmniMech was entrenched be- here on Steelton. And then he
tween the Oan Jade Falcon base and thought of a retreat.
a full cluster of Oan Wolf forces.
Everything had gone wrong during "Star Colonel;' said the Star Com-
this trial for the genetic legacy of mander urgently,"! will never escape.
Saal's Star Colonel. It is for cowards."

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.

The treaty was cowardly, Saal


thought. Like most of the Jade
Falcons, he craved revenge for their
defeat on Tukayyid, and he craved it
soon. Just knowing that he could be
there for the advance to resume
filled him with pride.
Future W ars--35
BLZ-Rl BLAZER

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

Future Wars --36


8LZ-R1 81ctzcu· RANGE
~••p.aro (•MMa) Hut DMjll Hiro S H L
11SERPPC 15 10 0 7 14 23
21S So Laser 1 3 0 1 2 3

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

10 Shoulder 10Shoulder Nsme:


20 Upper Ann Actuator 20 Upper Arm Actuator Gun Skill: Pilot Skill:
3 oLower Ann Actuator 3 0Lower Ann Actuator Hits: 1 2 3 4 5 6
40 Hand Actuator 40 Hand Actuator Cons: 3 5 7 10 11 Dead
5o IS So Laser D Auto Eject 50 IS So Laser
DAMoi.GE HEAT SCALE
6. Endo Steel lnt Struct r-:"":"::-:-:::--------. 6. IS ER PPC MaxDmg: 16 MaxHeat: -1
LEFT ARM HEAD RIGHT ARM 01 8 30 Shutdown
1. Endo Steellnt Struct 1. Life Support 10 IS ER PPC 02 7 29
2. Endo Steel lnt Struct 2. Sensors 2. IS ER PPC 03 6 28 Ammo E>q>l., avoid 8+
30 Endo Steellnt Struct 3. Cockpit 30 Endo Steellnt Struct 04 5 27
40 Endo Steellnt Struct 4. Endo Steellnt Struct 40 Endo Steellnt Struct 05 5 26 Shutdown, avoid 10+
50 Endo Steellnt Struct 5. Sensors 5. Endo Steellnt Struct 06 5 25 -5MP
6 0Endo Steel lnt Struct 6 0Life Support 6 0En do Steel lnt Struct 07 5 24 +4 to Fire
:=;:::::;:::=::::;:::::::::::::::==~ OS 303 23 Ammo E>q>l., avoid 6+
10 XL Engine 10Engine 10XL Engine 09 303 22 Shutdown. avoid 8+
2. XL Engine 20 Engine 20 XL Engine 10 3.3 21
3 0XL Engine 3 0Engine 3 0XL Engine 11 303 20 -4MP
40 Double Heat Sink 4o G'yt'O 40 Double Heat Sink 12 3.3 19 Ammo E>q>l., avoid 4+
5o DoYble Heat Sink 5o G'yt'O 5o DoYble Heat Sink 13 303 1S Shutdown, avoid 6+
60 Double Heat Sink 60 G'yt'O 60 Double Heat Sink 14 303 17 +3 to Fire
15 1.7 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 1.7 15 ~MP
1. Double Heat Sink 10 G'yt'O 1o DoYble Heat Sink 17 107 14 Shutdown, avoid 4+
20 Double Heat Sink 20 Engine 20 Double Heat Sink 1S 1.7 13 +2 to Fire
30 Double Heat Sink 30 Engine 30 Double Heat Sink 19 1.7 12
40 Double Heat Sink 4. Engine 4 0DoYble Heat Sink 20 1.7 11
50 Double Heat Sink 50 Endo Steel lnt Struct 50 DoYble Heat Sink 21 1.7 10 -2 MP
6 0Double Heat Sink 6 0Endo Steel lnt Struct 6 0DoYble Heat Sink 22 1.7 09
I:;;;~~==~ 23 107 OS +1 to Fire
LEFT LEG Engine Hits 00 0 RIGHT LEG 24 0 07
1. Hip G'yt'O Hits 0 0 1. Hip 25 0 06
2 0Upper Leg Actuator Sensors Hits 0 0 2 0Upper Leg Actuator 26 0 05 -1 MP
3 0Lower Leg Actuator Life Support 0 3 0Lower Leg Actuator 27 0 04
40 Foot Actuator 40 Foot Actuator 28 0 03
29 0 02
5° MechSpecs 5° 30 0 01
6° by Jeff Catt 6° 00

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

Future Wars --38


Fir~t Sorn RRIIIJE
~ .. .,.a,. ( ....... a) Hut DM;II Hir> S H L
1 CL M. Pulse Laser 4 7 0 4 8 12
1 CL L. Pulse Laser 10 10 0 6 14 20
2 CL LRM-15 (240) 5 15 0 7 14 21
1 CL Beagle Act Probe 0 0 0 0 0 5

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

1. Shoulder 1. Shoulder N:lmle:


2. Upper Arrn Actuator Criticcal 2. Upper Ann Actuator Gun Skill: Pilot Skill:
3. CL M. Pulse Laser Hit Tcablc: 3. CL L. Pulse Laser Hits: 1 2 3 4 5 6
4. Endo Steel lnt Struct 4. CL L. Pulse Laser Cons: 3 5 7 10 11 Dead
5. Endo Steellnt Struct D Auto Eject 5. En do Steel lnt Struct
DAMAGE HEATSCALE
6. En do Steel lnt Struct 6. En do Steel lnt Struct
Me.xornr 47 Me.xHeat: 3
LEFT ARM HEAD RIGHT ARM 01 3.5 30 Shutdown
1. Ferro-fibrous Arrnor 1.life Support 1. Ferro-fibrous Annor 02 23 .5 29
2. Ferro-fibrous Arrnor 2. Sensors 2. Ferro-fibrous Annor 03 23.5 28 Arnrno E><pl., avoid 8+
3. 3 . Cockpit 3. 04 23.5 27
4. 4. CL Beagle Act Probe 4. 05 22 .3 26 Shutdown, avoid 10+
5. 5. Sensors 5. 06 22 .3 25 -5 MP
6. 07 20.7 24 +4 to Fire
1:::;::6'::::;:;;:::::=::::;:::======: 6. life Support 08 15.7 23 Arnrno E><pl., avoid 6+
1. XL Engine 1. Engine 1. XL El'lgil'le 09 14.5 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 14.5 21
3. CL LRM-15 3. Engine 3. CL LRM-15 11 14.5 20 -4MP
4. CL LRM-15 4. Gyro 4. CL LRM-15 12 14.5 19 Arnrno E><pl., avoid 4+
5. CL LRM-15 :lmlrrto: 5. Gyro 5. CL LRM-15 :lmlmo: 13 13.3 18 Shutdown, avoid 6+
6. CL MASC 6. Gyro 6. Endo Steellnt Struct 14 13.3 17 +3 to Fire
15 6.7 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 6.7 15 -3 MP
1. CL MASC 1. G'yt"O 1. Endo Steel lnt Struct 17 6.7 14 Shutdown, avoid 4+
2. Ferro -fibrous Arrnor 2 . Engine 2. Ferro-fibrous Annor 18 6.7 13 +2 to Fire
3. Ferro-fibrous Arrnor 3. Engine 3. 19 6.7 12
4. 4. Engine 4. 20 6.7 11
5. 5. CL Anti-l'vtssile 5. 21 5 10 -2 MP
6. 6. CL Anti-Mssile :lmlrno 6. 22 0 09
•:=;:::::~;::::;:::::::;::=:==~ 23 0 08 +1 to Fire
LEFT LEG Engine Hits 0 0 0 RIGHT LEG 24 0 07
1. Hip G'yt"O Hits 00 1.Hip 25 0 06
2. Upper Leg Actuator Sensors Hits 0 0 2. Upper Leg Actuator 26 0 05 -1 MP
3. Lower Leg Actuator life Support 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5. Double Heat Sink 5. Double Heat Sink 29 0 02
MechSpecs 30 0 01
6. Double Heat Sink by Jeff Catt 6. Double Heat Sink 00

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

Future Wars --40


FRe-no l3rim~tonc
l-lu.,.ar. (•MMa) Hut DMIIO Hi~>
RAIIGE
S H L
5 IS Flsmer 3 2 0 1 2 3
2 IS SRM-2 (100) 2 4 0 3 6 9
I IS Streak SRM-2 (100: 2 4 0 3 6 9
0 0
0
0
0
0
tvECH SlATS
Biped with Flip Anns:
Weight: 50 tons
Wwk 6, Run 9, J1,1mp 6
tmor: 10 .08 tons/161 pt
Sphere XL Engine
Sphere Ferro.fiber
Sphere 2X Sinks

HEATS INKS
---oo 00 00 00 00"""
0000000000
0000000000

1. Shoulder 1. Shoulder Nsme:


2. Upper Ann Actuator
CriticCII 2. Upper Ann Actuator Gun Skill: Pilot Skill:
3. Double Heat Sink Hit TCibla 3. Double Heat Sink Hits: 1 2 3 4 5 6
4. Double Heat Sink 4. Double Heat Sink Cons: 3 5 7 10 11 Dead
5. Double Heat Sink D Auto Eject 5. Double Heat Sink
DAI'YV.GE HEATSCALE
6.1S Flsmer ~"":"":'::::-:-::-------. 6. Double Heat Sink MaxDmg: 22 MaxHeat: -3
LEFT ARM HEAD RIGHT ARM 01 11 30 Shutdown
1.1S Flamer 1. Life Support 1. Double Heat Sink 02 9.3 29
2. Double Heat Sink 2. Sensors 2. Double Heat Sink 03 7.7 28 Ammo E~l., avoid 8+
3. Double Heat Sink 3. Cockpit 3. IS Flamer 04 4 27
4. Double Heat Sink 4. Ferro-Fibrous Annor 4. IS Flamer 05 4 26 Shutdown, avoid 10+
5. Ferro-Fibrous Annor 5. Sensors 5. IS Flamer 06 4 25 -5MP
6. Ferro-Fibrous Ann or 6. Life Support 6. Ferro-Fibrous: Annor 07 2 24 +4 to Fire
:=;:::::;;;::::::::;::::::::::::====: 08 2 23 Ammo E~l., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 2 22 Shutdown, avoid 8+
2.XLEngine 2. Engine 2. XL Engine 10 0 21
3.XLEngine 3. Engine 3. XL Engine 11 0 20 -4MP
4. Jump Jet 4. G"yt"O 4. Jump Jet 12 0 19 Ammo E~l., avoid 4+
5.1S SRM-2 5. G'yt"O 5. IS SRM-2 13 0 18 Shutdown, avoid 6+
6.1S SRM-2 ammo: 100 6. G'yt"O 6. IS SRM-2 ammo: 100 14 0 17 +3 to Fire
15 0 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 0 15 -3 MP
1. Double Heat Sink 1. G"yt"O 1. Ferro-Fibrous Annor 17 0 14 Shutdown, avoid 4+
2. Double Heat Sink 2. Engine 2. Ferro.fibro1,1S: Annor 18 0 13 +2 to Fire
3. Double Heat Sink 3. Engine 3. Ferro-fibrous Annor 19 0 12
4. Ferro .fibrous Annor 4. Engine 4. Ferro.fibrou:s: Annor 20 0 11
5. Ferro .fibrous Ann or 5. IS Streak SRM-2 5. Ferro.fibro1,1s Annor 21 0 10 -2 MP
6. Ferro .fibrous Annor 6. IS Streak SRM-2 sm 6. Ferro..fibro~,~s: Annor 22 0 09
23 0 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 0 07
1.Hip G"yt"O Hits 00 1. Hip 25 0 06
2. Upper Leg Actuator Sensors Hits 00 2. Upper Leg Actuator 26 0 05 -1 MP
3. Lower Leg Actuator Life Support 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5.JumpJet 5. Jump Jet 29 0 02
tv1echSpecs: 30 0 01
6.JumpJet by Jeff Catt 6. Jump Jet 00

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.

Mass: 100 Tons


Chassis: GM Marauder

Power Plant: 300XL

Cruising Speed: 32 kph


Maximum Speed: 54 kph

Jump Jets: None


Armor:Valeant Lamellar
Armament:
2 Magna Firestar Extened Range PPC

2 Magna Mk. II Meduim Lasers


1 Mydron Model A Autocannon

Manufucturer Blackwell Industries


Primary Factory: New Valencia

Communications System: Dalban Micronics


Targeting and Tracking System: Dalban HiRez II

Future Wars --42


mqo-6q maraudar-111
~upar> (•MMa)
FuUIGE
Hu~ DM:II llir> S II L
21S ER PPC 15 10 0 7 14 23
21S M.Laser 3 5 0 3 6 9
1 IS AC/20 (600) 7 20 0 3 6 9

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

1. Shoulder 1. Shoulder Name:


2. Upper Arm Actuator 2. Upper Arm Actuator Gun Skill: Pilot Skill:
3. IS ER PPC 3. IS ER PPC Hits: 1 2 3 4 5 6
4.1SER PPC 4.1SER PPC Cons: 3 5 7 10 11 Dead
5 . IS ER PPC D Auto Eject 5. IS ER PPC
DAMAGE HEAT SCALE
6. ISM. Laser r:-::::-:-=:---------, 6. ISM. Laser MaxDmg: 50 MaxHeat: 16
LEFT ARM HEAD RIGHT ARM 01 25 30 Shutdown
1. Heat Sink 1. Life Support 1. Heat Sink 02 25 29
2. Heat Sink 2. Sensors: 2. Heat Sink 03 25 28 Ammo Expl., avoid 8+
3. Heat Sink 3. Cockpit 3. Heat Sink 04 20 27
4. Heat Sink -4. Heat Sink 4. Heat Sink 05 20 26 Shutdown, avoid 10+
5. Heat Sink 5. Sensors: 5. Heat Sink 06 20 25 -5 MP
6. Heat Sink 6. Life Support 6. Heat Sink 07 15 24 +4 to Fire
~~~~====~~~======~ 08 11.7 23 Ammo Expl., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 11.7 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 6.7 21
3 . XL Engine 3. Engine 3. XL Engine 11 6.7 20 -4 MP
4. IS AC/20 4. G"yt"O 4. IS AC/20 ammo: 5 12 6.7 19 Ammo Expl., avoid 4+
5. IS AC/20 5. G'yYO 5. IS AC/20 ammo: 5 13 6.7 18 Shutdown, avoid 6+
6. IS AC/20 6. G'yf"O 6. IS AC/20 ammo: 5 14 6.7 17 +3 to Fire
15 3.3 16
LEFTTORSO CENTERTORSO RIGHTTORSO 16 3.3 15 ..J MP
1. IS AC/20 1. G'yYO 1. IS AC/20 ammo : 5 17 3.3 14 Shutdown, avoid 4+
2. IS AC/20 2. Engine 2. IS AC/20 ammo: 5 18 3.3 13 +2 to Fire
3. IS AC/20 3. Engine 3. IS AC/20 ammo: 5 19 3.3 12
4. IS AC/20 4. Engine 4. IS CASE 20 3.3 11
5. IS AC/20 5. IS AC/20 5. Heat Sink 21 3 .3 10 -2 MP
6. IS AC/20 6. Heat Sink 6. Heat Sink 22 3.3 09
~~~~~======~~------------~ 23 3.3 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 0 07
1. Hip G"yt"O Hits 0 0 1. Hip 25 0 06
2. UpperLeg Actuator Sensors: Hits: 0 0 2. Upper Leg Actuator 26 0 05 -1 MP
3. LowerLeg Actuator Life Support 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5. Heat Sink MechSpecs 5. Heat Sink 29 0 02
30 0 01
6. Heat Sink by Jeff Catt 6. 00

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

Future Wars --44


OttCIC.OCI bCI~C RftiiGE

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

1. Shoulder 1. Shoulder Nsme:


2. Upper Arm Actuator Critical 2. Upper Arm Actual:or Gun Skill: Pilot Skill:
3. Lower Arm Actuator Hit Tabla 3. Lower Arm Actual:or Hits: 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 Dead
5. Do1..1ble Heal: Sink D A1..1to Eject 5. Double Heal: Sink
DAMAGE HEAT SCALE
6. Do1..1ble Heal: Sink 6. Double Heat Sink MaxDmg: 0 Max Heal:: -28
LEFT ARM HEAD RIGHT ARM 01 0 30 Shutdown
1. Do1..1ble Heal: Sink 1. Life S1..1ppott 1. Double Heal: Sink 02 0 29
2. Double Heal: Sink 2. Sensors 2. Double Heat Sink 03 0 28 Ammo Expl., avoid 8+
3. Endo Steellnt Struct 3. Cockpit 3. Fe11'0-fibro1..1s Armor 04 0 27
4. Endo Steellnt Struct 4. 4. Fe11'0-fibro1..1s Armor 05 0 26 Sh1..1tdown, avoid 10+
5. 5. Sensors 5. 06 0 25 -5 MP
6. 6. Life S1..1ppott 6. 07 0 24 +4 to Fire
1:=:=~;:::::::::;:::=====: 08 0 23 Ammo E><pl., avoid 6+
1. XL Engine 1. Engine 1. XL Engit"le 09 0 22 Sh1..1tdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 0 21
3. Endo Steellnt Struct 3. Engine 3. Fe11'0-fibro1..1s Armor 11 0 20 -4 MP
4. Endo Steellnt Struct 4. G'yYO 4. Fe11'0-fibro1..1s Armor 12 0 19 Ammo E><pl., avoid 4+
5. 5. G'yYO 5. 13 0 18 Sh1..1tdown, avoid 6+
6. 6. G"yYO 6. 14 0 17 +3 to Fire
15 0 16
LEFT TORSO CENlER TORSO RIGHT TORSO 16 0 15 -3 MP
1. 1. G"yt"O 1. 17 0 14 Shutdown, avoid 4+
2. 2.Engine 2. 18 0 13 +2 to Fire
3. 3.Engine 3. 19 0 12
4. 4.Engine 4. 20 0 11
5. 5. Endo Steel lnt Struct 5. 21 0 10 -2 MP
6. 6. Fetl'O-fibrous Armor 6. 22 0 09
23 0 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 0 07
1. Hip G'yt"O Hits 00 1. Hip 25 0 06
2. Upper Leg Actual: or Sensors Hits 00 2. Upper Leg Actuator 26 0 05 -1 MP
3. Lower Leg Actuator Life Support 0 3. Lower Leg Actuator 27 0 04
4. Foot Actual:or 4. Foot Actuator 28 0 03
5. Endo Steellnt Struct 5. Fetl'O-fibrous Armor 29 0 02
IV1echSpecs 30 0 01
6. En do Steel lnt Struct by Jeff Catt 6. Ferro-fibrous Armor 00

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

1. Shoulder 1. Shoulder Name:


2 . Upper Arm Actuator
Crit:icc;wl 2. Upper Arm Actuator Gun Skill: Pilot Skill:
3. Lower Arm Actuator Hit TC1biC! . 3. Lower Arm Actuator Hits: 1 2 3 <I 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 DeM
5. CL L. ER Laser D Auto Eject 5 . CL L. ER Laser
DAMAGE HEAT SCALE
6. Double Heat Sink 6. Double Heat Sir1k
LEFT ARM HEAD RIGHT ARM
tvla.x Dmg: 50 tvla.x He at : 0
01 20 30 Shutdown
1. Double Heat Sink 1. Life Support 1. Double Heat Sink 02 22 .5 29
2. Double Heat Sink 2. Sensors: 2. Double Heat Sink 03 25 28 Ammo Expl., avoid 8+
3. Double Heat Sink 3. Cockpit 3 . Double Heat Sink 04 25 27
4. Endo Steellnt Struct 4. 4. Fetl'O..fibrous Armor 05 25 26 Shutdown, avoid 10+
5. En do Steel lnt Struct 5. Sensors 5. Fetl'O..fibrous Armor 06 25 25 -5 MP
6. CL Gauss Rifle ammo 6 . Life Support 6. CL Gauss Rifle ammo 07 25 24 +4 to Fire
1. XL Engine ~1;::.:;;E=ng::;i::ne====~ 1 . XL Engine
08
09
20
16.7
23 Ammo Expl., avoid 6+
22 Shutdown, avoid 8+
2 . XL Engine 2. Engine 2.XL Engine 10 16 .7 21
3. Endo Steellnt Struct 3. Engine 3. Fetl'O-Fibrous Armor 11 16.7 20 -4 MP
4. En do Steel lnt Struct 4. G'yt'O 4. Fetl'O..fibrous Armor 12 16.7 19 Ammo Expl., avoid 4+
5. CL Gauss Rifle 5. Gyro 5. CL Gauss Rifle 13 16 .7 18 Shutdown, avoid 6+
6. CL Gauss Rifle 6. G"yt"O 6. CL Gauss Rifle 14 16.7 17 +3 to Fire
15 16.7 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 8.3 15 -3 MP
1. CL Gauss Rifle 1. G'yt'O 1. CL Gauss Rifle 17 8.3 14 Shutdown, avoid 4+
2. CL Gauss Rifle 2. Engine 2. CL Gauss Rifle 18 8.3 13 +2 to Fire
3. CL Gauss Rifle 3. Engine 3. CL Gauss Rifle 19 8.3 12
4. CL Gauss Rifle 4. Engine 4. CL Gauss Rifle 20 8.3 11
5. CL Gauss Rifle ammo 5. Endo Steel lnt Struct 5. CL Gauss Rifle ammo 21 8.3 10 ~MP
6 . CL Gauss Rifle ammo 6. Ferro-fibrous Armor 6. 22 8.3 09
23 3.3 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 3.3 07
1. Hip G'yt'O Hits 00 1. Hip 25 3.3 06
2. Upper Leg Actuator Sensors Hits 0 0 2. Upper Leg Actuator 26 0 05 -1 MP
3. Lower Leg Actuator Life Support 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5. Fetl'O..fibrous Armor 29 0 02
5. En do Steel tnt Struct MechSpecs 30 0 01
6. Endo Steellnt Struct by Jeff Catt 6. Ferro-Fibrous Armor 00

Future Wars --46


PuNisHER Weapons & Ammunition 16 tons of ammo
Type: Military Spheroid NOSE 4x Ultra AC/20
Use:Assault Carrier Point defense bay 16 tons of ammo
Tech: Clan 8x Anti-missile system PPC bay
Mass: 10,000Tons 40 tons of ammo 8x ERPPC
Engine Mass: 3,050 tons 4x Gauss Rifle
Safe thrust 5 16 tons of ammo
Maximum thrust 8 4x UltraAC/20
Fuel 500 tons 16 tons of ammo
Thrust points 3,0000 PPC bay
Tons/bum day 1.84 8x ERPPC
Structural Integrity 16 Fore Right/Left
Bridge Mass 75 tons Point defense bay
Armor points 152 Sx Anti-missile system
Nose armor 38 40 tons of ammo
Side armor 38/38 4x Gauss Rifle
aft armor 38 16 tons of ammo
Fighter cubes 12 4x UltraAC/20
Small craft doors 8 16 tons of ammo
10 Fighters PPC bay
2 shuttles Sx ERPPC
Crew;Passengers Aft Right/Left
Pilots -4 Point defense bay
Engineers - 6 8x Anti-missile system
Second engineers - 32 40 tons of ammo
Small craft pilots -12 4x Gauss Rifle
small craft techs - 12 16 tons of ammo
Elementals -25 4x UltraAC/20
Battle armor mass 250 tons 16 tons of ammo
Cargo 1284 tons PPC bay
Cargo doors -2 8x ERPPC
Heat sinks 153+1128 AFT
Point defense bay
8x Anti-missile system
40 tons of ammo

4x Gauss Rifle Future Wars--47


STORMBRINGER AND THUNDER by Jeff M. Hiatt
Overview
In the mid-31st century a mydriad of new ideas circulated aronnd the BattleMech industry. With the unlocking
of the secrets of the Star League memory core along with the other technological advancements happening
around the Inner sphere many designs were built that 50 years ago were inconceivable.
One such idea was inspired by an ancient science fiction saga where the people of earth are attacked by giant
aliens. In this saga the courageous humans defeat these aliens with huge battlemech type vehicles. The largest and
most powerful of these was an artillery vehicle that was as fearsome as it was large. This idea became the Thunder
artillery support Mech. The designer's thinking was to marry a lance of these powerful mechs to a small scout via a
C3 system to allow a more accurate targeting of enemy forces that was previously possible through more conven-
tional means. Eventually when these lances made it to the field their inexperienced pilots were losing mechs to
Clan forces. This situation was soon remedied by more training of the scout pilots and battle hardening.A fine
tuned Stormbringer-Thunder team could destroy a star of Clan Mechs without taking damage themselves. If
production of these Mechs had started sooner, the results of the Clan invation might be different.
Capabilities:
The STB-3R Stormbringer originates fromthe late 30th Century Mech designed by the AFFS; the HNT-200 Super
Hornet. Originally it was supposed to improve upon the shortcomings of the HNT-151 Hornet. This design never
got off the drawing board because it was judged to be too expensive to be practical.
When C3 systems were approriated from the Draconis Combine in 3048, it was decided that this system would
provide a superior artillery and spotter system for theTDR-3R Thunder FSB (Fire Support BattleMech) than just
simple spotting. A medium Mech with rapid speed and maneuverability was needed for this purpose to house the
C3 master computer and to defend itself adequately The AFFC high command orignially sought a proven design
for this purpose.This idea was over turned in favor of a new design for the simple reason that an existing Mech
would require too many modifications as opposed to using a new Mech which would be cheaper to build.

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

Future Wars --48


!)TI3-3R !)t:ormbringar RAIIGE
UuJ>ar. (•MMa)
2 IS M. Laser

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

1. Shoulder 1. Shoulder Name:


2. Upper Ann Actuator 2. Upper Atm Actuator Gun Skill: Pilot Skill:
3. Lower Ann Actua.tor 3. Lower Atm Actua.tor Hits: 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 Dead
5. ISM. Laser D Auto Eject 5. ISM. Laser
DAMAGE HEATSCALE
6. r.;;:::-:-:::--------, 6. Ma.xDmg: 10 Max Heat: -6
LEFT ARM HEAD RIGHT ARM 01 5 30 Shutdown
1. 1. Life Support 1. 02 5 29
2. 2. Sensors: 2. 03 5 28 Arnmo Expl., avoid 8+
3. 3.Cockpft 3. 04 3.3 27
4. 4. 4. 05 3.3 26 Shutdown, avoid 10+
5. 5. Sensors: 5. 06 3.3 25 -5MP
6. 6. Life Support 6. 07 1.7 24 +4 to Fire
~~~~====~~~======~ 08 1.7 23 Ammo Expl., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 1.7 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 0 21
3. XL Engine 3. Engine 3. XL Engine 11 0 20 -4 MP
4. IS C3 Master CPU 4. G')ot"O 4. Jul'l'"lp Jet 12 0 19 Ammo Expl ., avoid 4+
5. IS C3 Master CPU 5. G')ot"O 5. 13 0 18 Shutdown, avoid 6+
6. IS C3 Master CPU 6. G')ot"O 6. 14 0 17 +3 to Fire
LEFTTORSO CENTERTORSO RIGHTTORSO 15 0 16
16 0 15 -3 MP
1. IS C3 Master CPU 1. G'yfO 1. 17 0 14 Shutdown, avoid 4+
2. IS C3 Master CPU 2. Engine 2. 18 0 13 +2 to Fire
3. Jump Jet 3. Engine 3. 19 0 12
4. 4. Engine 4. 20 0 11
5. 5. Jump Jet 5. 21 0 10 -2 MP
6. 6. Jul'l'"lp Jet 6. 22 0 09
~~~~~====~~--~------~ 23 0 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 0 07
1. Hip G')ot"O Hits 0 0 1 . Hip 25 0 06
2. Upper Leg Actuator Sensors: Hits 0 0 2. Upper Leg Actua.tor 26 0 05 -1 MP
3. Lower leg Actuator Life Support 0 3. Lower leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5. Jump Jet MechSpecs 5. Jump Jet 29 0 02
30 0 01
6. Jump Jet by Jeff Ca.tt 6. Jump Jet 00

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

GTS Level/Slope Designed


Scale for
01 BATil..E TECH,
Warhammer 40K,
Ktyomek, Warhammer

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

1. ShoYider 1. ShoYider Name:


2. Upper Arm AotYator 2. Upper Arm Actuator Gun Skill: Pilot Skill:
3. IS Anti-Mssile 3. IS Anti-Mssile Hits: 1 2 3 4 5 6
4. IS Anti-Mssile ammo 4. IS Anti-Mssile ammo: Cons: 3 5 7 10 11 Dead
5.1S Anti-Mssile ammo: D Auto Eject 5. Double Heat Sink
DAt#.GE HEAT SCALE
6. Double Heat Sink 6. Double Heat Sink
MaxDmg: 10 MaxHeat: -18
LEFT ARM HEAD RIGHT ARM 01 0 30 Shutdown
1. Double Heat Sink 1. Life Support 1. Double Heat Sink 02 0 29
2. Double Heat Sink 2. Sensors 2. Double Heat Sink 03 0 28 Ammo E:>q>I.J avoid 8+
3. Double Heat Sink 3. Cockpit 3. IS Sniper ammo: 10 04 0 27
4. IS Sniper ammo: 10 4. IS C3 Slave 4. IS CASE 05 0 26 ShutdownJ avoid 10+
5.1S CASE 5. Sensors 5. 06 0.8 25 -5 MP
6. 6. Lite Support 6. 07 1.7 24 +4 to Fire
08 2.5 23 Ammo E:>q>J.J avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 3.3 22 ShutdownJ avoidS+
2. XL Engine 2. Engine 2. XL Engine 10 4.2 21
3 . XL Engine 3. Engine 3. XL Engine 11 5 20 -4 MP
4. IS Sniper 4. Gf'"O 4.18 Sniper 12 5 19 Ammo E>pi.J avoid 4+
5. IS Sniper 5. Gf'"O 5. IS Sniper 13 5 18 ShutdownJ avoid 6+
6. IS Sniper 6. Gyro 6. IS Sniper 14 5 17 +3 to Fire
LEFT TORSO CENTER TORSO RIGHT TORSO 15 5 16
16 5 15 -3 MP
1. IS Sniper 1. Gyro 1. IS Sniper 17 5 14 ShutdownJ avoid 4+
2. IS Sniper 2. Engine 2. IS Sniper 18 5 13 ~to Fire
3 . IS Sniper 3 . Engine 3. IS Sniper 19 5 12
4. IS Sniper 4. Engine 4. IS Sniper 20 5 11
5. IS Sniper 5. IS Sniper 5. IS Sniper 21 5 10 -2 MP
I:::=6:::.1=.S::S:::::n~ip:::e=r=====:.._6_._1S_S_n_i:._pe_r_ _ ___. 6.1S Sniper 22 5 09
23 5 08 +1to Fire
LEFT LEG Engine Hits 0 0 0 RIGHT LEG 24 5 07
1. Hip Gyro Hits 0 0 1. Hip 25 5 06
2. Upper Leg Actuator Sensors Hits 0 0 2. Upper Leg Actuator 26 5 05 -1 MP
3. Lower Leg Actuator Lite Support 0 3. Lower Leg Actuator 27 5 04
4 . Foot Actuator 4. Foot Actuator 28 5 03
5. Double Heat Sink MeohSpecs: 5. Double Heat Sink 29 5 02
6. Double Heat Sink byJeft Catt 6. Double Heat Sink
30 5 01
5 00

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

Commwlications System: Wisper 428 4-Unk.


Targeting and Tracking System: CrosshairTG62

GAMING TERRAIN SYSTEMS


EXPANSION SETS
Order from: Future Wars Checks
Herb Barents/ made o u :'A.. Level 1 Hills (11 2/4/6 x 4") $10.00
17187 Wildemere B. Level 2 Hills (2 8 x 10) $12.50
Detroit, Mi 48221 C. Level 3 Hills (1 10 x 12) $10.00
D. Rocks (15) & 1 Crater $7.50
E. Tree Bases (1 0) $12.50
F. 20/30/40 Trees $27.50
G. Rough/Brush Bases (5) $5.00
H. Lake (8 X 12) $5.00
I. "Redoubt Crater" $27.50
J. "Assault Warboard" ( 4 x 6') $60.00
Future Wars --52 "Skirmish Warboard" (4 x 4') $50.00
"Invasion WarBoard" (6 x 8') $200.00
T0~-10 Torne1do RfiiiGE
~u.,.aro (•MMa) H••~ Dm:11 Hiro S H L
2 IS AC/20 (300) 7 20 0 3 6 9
2 IS M. Laser 3 5 0 3 6 9

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-

1. Shoulder l.Shoulder Name:


2. Upper Atm Actuator
CritiCCII 2. Upper Atm Actuator Gui'ISkill: Pilot Skill:
3. IS AC/20 Hit TCibiC! 3 . IS AC/20 Hits: 1 2 3 5 6
"1. IS AC/20 4 . IS AC/20 Cons: 3 s 7 10 "' 11 De&.d
5.1SAC/20 D Auto Eject 5. IS AC/20
DAMAGE HEAT SCALE
6. IS AC/20 6. IS AC/20 MaxDmg: 50 MaxHeat: 12
LEFT ARM HEAD RIGHT ARM 01 25 30 Shutdown
1. IS AC/20 1. Life Support 1. IS AC/20 02 25 29
2. IS AC/20 2. Sensors 2. IS AC/20 03 25 28 Ammo Expl., avoid 8+
3 . IS AC/20 3 . Cockpit 3. IS AC/20 04 16.7 27
4.1S AC/20 4. IS AC/20 ammo: 100 4. IS AC/20 05 16.7 26 Shutdown, avoid 10+
5. IS AC/20 5. SeYJsors 5. IS AC/20 06 16.7 25 -5 MP
6. IS AC/20 6 . Life Support 6. IS AC/20 07 8.3 24 +4 to Fire
08 8 .3 23 Ammo Expl., avoid 6+
1. XL EYJgil'le 1. Engine 1. XL EYJgil'le 09 8 .3 22 Shutdown, avoid 8+
2. XL Engine 2.Engine 2. }{L Engine 10 0 21
3. XL Engine 3.Engine 3 . }{L Engine 11 0 20 -4 MP
"1. IS M. Laser 4.Gyro "1. IS M. Laser 12 0 19 Ammo Expl., avoid 4+
5. 5. G'yfO 5. 13 0 18 Shutdown, avoid 6+
6. 6. G'yfO 6. 14 0 17 -+3 to Fire
15 0 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 0 15 -3 MP
1. 1. G'yfO 1. 17 0 14 Shutdown 1 avoid 4+
2. 2.Engine 2. 18 0 13 +2 to Fire
3. 3.Engine 3. 19 0 12
"'.
5.
4. Engine
5. IS AC/20 ammo: 100
"1 .
5.
20
21
0
0
11
10 -2 MP
6. 6. IS AC/20 ammo: 100 6. 22 0 09
23 0 08 +1 to Fire
LEFT LEG Engine Hits 0 00 RIGHT LEG 24 0 07
1. Hip G'yfO Hits 0 0 1. Hip 25 0 06
2 . Upper Leg Actuator Sensors Hits 0 0 2. Upper Leg Actuator 26 0 05 -1 MP
3 . Lower Leg Actuator Life Support 0 3. Lower Leg Actuator 27 0 04
"1 . Foot Actuator 4 . Foot Actuator 28 0 03
5. 5. 29 0 02
MechSpecs 30 0 01
6. byJeft Catt 6. 00

Future Wars--53
Future Wars --54
@ ® ·;· ·;·
LANDSCAPE •;•

GAm iiiSCA.?ii~rn SYSTEMS 3 .dIlL ii§'"C A~ ii'~


® ·;· ·;· -

The world isn't flat, Gamescape I Battlescape QTY PRICE Note: Numbers In bold are Imprinted with 1 •12 Inch grid.
but your tabletop is ITEM# ITEMN

SLOPED PACKS
That's why you need PSL12 I BAS12 4 $9.00 10.50
GEO-HEX®, the patented, PSL03 I BAS03 2 6.00 7.50
revolutionary landscape system PSL04 I BAS04 1 3.50 4.50 PSV 12 (4) PSL-03 (2} PSL-o4 PSL-05 PSL-06 PS1AT7

for tabletop gaming. Unlike PSL05 I BAS05 1 3.50 4.50 BAS-12 (4) BAS-OS (2) BAS-04 BAS-OS BAS...oe BAS-07

PSL06 I BAS06 1 3.50 4.50

o~ocQOGOD
boring rectangles and one-off PSL07 I BAS07 1 3.50 4.50
hills that limit your set-up
possibilities, the GEO-HEX® ROUGH PACKS
system is comprised of seven PRH12 I BAR12 4 $9.00 10.50
shapes engineered to let you PRH03 I BAR03 2 6.00 7.50 PRH-12 (4) PRH-03 (2) PRH-04 PRH~S PRH..o6 PRH..o?
BAR-12 (4) BAR..OS (2) BAR.-04 BAR~ BAJI.-08 BAR-07
simulate any portion of the PRH04 I BAR04 1 3.50 4.50
earth's surface. All pieces are PRH05 I BAROS 1 3.50 4.50
fmished and ready to use, all PRH06 I BAR06 1 3.50 4.50
you have to do is arrange them PRH07 I BAR07 1 3.50 4.50
into pleasing landscapes for you
and your friends to explore! TRANSITION PACKS PTN- 12(4) ~ -03 (2) P'Il'I.Q4
PTN12 I BAT12 4 $11.00 12.50 BA.T-12 (4) BAT.03 (2} BAT-04
PTN03 I BAT03 2 8.00 9.50

88®6
PTN04 I BAT04 2 9.00 10.50
PTN07 I BAT07 1 4.50 5.00

SLOPED ROAP PACKS


PRD02 I BDA02 2 $7.00 8.00
Whether you want PRD03 I BDA03 2 7.50 8.50
PRR·02 121
BDR-02 (2)
PRR·03 12)
BDR-03 (2 )
PRR·04
BDR.04

Ei
extras to expand an PRD04 I BDA04 1

~ 8/
4.50 5.00
existing layout; or
a .set of your own ROUGH ROAD PACKS
PRR02 I BDR02 2 $7.00 8.00
design •.. PRR03 I BDR03 2 7.50 8.50 PRD-<>2 (2) PRD-03 {2) PR0-04
PRR04 I BDR04 1 4.50 5.00 8DA-Q2 (2) BDA-03 (2) BDA-04

PiecePak I BattlePak gives you


our finished GEO-HEX® terrain SUNKEN ROAD PACKS Note: Numbers In bold are Imprinted with 1 ' '' Inch grid.
in individual packs so you can PSK24 I BAK24 2 $6.00 7.50

OdD06l9
customize your set, or build up PSK03 I BAK03 2 6.00 7.50
a set gradually just the way you PSK91 I BAK91 2 9.00 11.00
want it . PSK92 I BAK92 2 9.00 11.00

PLAIN FULL AND HALF HEX PACKS PFH«> {21 PFH-61


PFH60 I BAH60 2 $6.50 7.50 IIAB-eO ~) ISAB-el
PFH61 I BAH61 2 3.50 4.50
PFH62 I BAH62 2 3.50 4.50
PFH64 I BAH64 4 4.50 5.50
Remember••• FULL AND HALF HEX ROAD PACKS
PFHR50 I BAHR50 2 $8.50 I 9.50 PFliR-50 (2) PFHR-51 {2) PF'HR-52 {2) PFliR-53 (2) PFliR-54 (2}
All of our systems and pack PFHR51 I BAHR51 2 8.50 I 9.50 BAHR-50 (2) BABR·Sl (2) BABR-52 (2) BABR-M (2) BARR-54 (2)

items come in your choice of PFHR52 I BAHR52 2 8.50 I 9.50


either a GREEN or DESERT PFHR53 I BAHR53 2 8.50 I 9.50
color flocked finish. PFHR54 I BAHR54 2 8.50 I 9.50
PFHR55 I BAHR55 2 4.50 I 5.50
GAMESCAPEn< sets with roads PFHR56 I BAHR56 2 4.50 I 5.50
can have those roads either one PFHR56 I BAHR56 2 4.50 I 5.50 Pfl-IR-56
BABR.-811
PfliR-56
BABR·M
PFHR-57
BABR·57
PFliR-58
BABR·58
PFliR-59
BABR·IIII
inch or two inches wide. PFHR57 I BAHR57 2 4.50 I 5.50
PFHR58 I BAHR58 2 4.50 I 5.50
PFHR59 I BAHR59 2 4.50 I 5.50
BATTLESCAPE® sets with
roads have only one inch wide FULL HEX ROAD JUNCTION PACKS
roads; and all pieces are PFHJ71 I BAHJ71 1 $4.50 5.00
printed with a 1 1/2" hex grid. PFHJ72 I BAHJ72 · 1 4.50 5.00
PFHJ73 I BAHJ73 1 4.50 5.00
All hexs and half hexs shown PFHJ74 I BAHJ74 1 4.50 5.00
with roads are finished on both PFHJ75 I BAJH75 1 4.50 5.00
sides with clear terrain on the
back. REVISED 12131193

2126 NORTH LEWIS PORTLAND, OR 97227


GEO-HEX (503) 288 4805 FAX: (503) 288 8992
Future Wars--55
Future Wars
c/o Herb Barents
', 17187 Wildemere
Detroit, MI 48221 Jl

(313)-863-7321
Fax (313)-861-
6565
e-mail:
doug@msen.com

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

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