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Future Wars - 37

"Clan Mechs, Anti-Clan Mechs, New Weapons, 12 New Mechs, Star League Naval Base" (56 pages) ARTICLES: Review: SimTac terrain & Vac-U-Cast, The Clan Way (3 pages on how to simulate clan fighting style), Decimator DCMR-2, Catapult II CAT-3, Awesome III AWS-10A, Devestator [sic] III DVTR-3, Clan Wolverine, Clan Garrison Mechs: Rifleman(c), Thunderbolt(c), Catapult(c), Archer(c), Warhammer(c), Marauder(c), Atlas(c), Sensors (5 pages of advanced rules), Variable Rated Energy Cannon (1 page weapon),

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100% found this document useful (4 votes)
380 views56 pages

Future Wars - 37

"Clan Mechs, Anti-Clan Mechs, New Weapons, 12 New Mechs, Star League Naval Base" (56 pages) ARTICLES: Review: SimTac terrain & Vac-U-Cast, The Clan Way (3 pages on how to simulate clan fighting style), Decimator DCMR-2, Catapult II CAT-3, Awesome III AWS-10A, Devestator [sic] III DVTR-3, Clan Wolverine, Clan Garrison Mechs: Rifleman(c), Thunderbolt(c), Catapult(c), Archer(c), Warhammer(c), Marauder(c), Atlas(c), Sensors (5 pages of advanced rules), Variable Rated Energy Cannon (1 page weapon),

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 56

FUT WARS

apons
Mecbs
Naval Base
all!
Future Wars is published by Herb
Table of Contents Barents, and is issued bi-monthly. It
From the publisher 3 focuses on FASA's BattleTech system.
Future Wars can be ordered by mail,
Letters to the Editor 4 or found in better game and hobby
stores around the world.All material
Sensor Sweep 6
is copyright Herb Barents.All rights
Pass in Review 7 reserved. Many terms used in this
publication are copyright by the
CLANWARS game publishers and are used
Clan Way 8 without permission.

Fighting the Clans 11 None of the articles in Future


Wars are sanctioned, approved or
The Unforgiven Clan 17 otherwise supported by any of the
Alternate Clan Garrison companies that publish these games.
19
Future Wars has not been authorized
WEAPONS ANDTACTICS to produce any rules, or changes to
any rules, by the publishers. Rather
Sensors 28
Future Wars and the authors of the
The Variable Rated Energy Cannon 32 articles ars solely responsible for the
contents herein.The use of names in
Turning up the Heat 33 the articles are used without the
Annor:WhatType of Protection 36 permission and consent of the
holders of the applicable copyrights
The Electromagnetic Missile 37 and trademarks.
Armor by Any Other Name 38 Future Wars needs contributors.
This means YOU, the reader. When
Revised RepairTimeTable 39
your article or artwork appears in an
Spare Parts 40 issue, you get that issue, and a Ral
Partha BattleMech miniature free .
HomeMade BattleMechs 40 Letters to the editor, if printed, do
No SuchThing as a Free Lunch 41 not receive these items.

Improving Fire Support Mechs 42 Special Thanks to Ral Partha for


supplying us with the miniatures
STARI.FAGuE used to pay our authors and artists
Star League Naval Base 43 fur their contributions. Thanks to the
authors and artists who have made
GAME PlAY this 'zine possible fur the last 6 years.
NewAdvantages fur MechWarriors Thanks to Phil DeLuca for all the
50
hard work. We still miss you Phil!
Dimensionalizing the Game 51
We need spot art. The Magazine is
Kindig (OmniMech) 52 getting back on schedule and we
could use lots of little (1/4 of a page
3-D BattleTech 54 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 $24 for a 6 issue subscription to:
Herb Barents
17187 Wildemere
Detroit, MI 48221
Future Wars --2
EorroRIAL existing mechs. They would not be surrounding space. That is where most
funding a lot of majorworks now. They of my mechs come from. Variants of
by Herb Barents
have a very good concept for what they the Inner Sphere mechs should be found
are doing and that is what they want. all over the place.
This time around I'd like to
Thus, they would only be adding bits So,get to the bottom line
talk about mech size and tonnage. In
and pieces to what they already have. Herb, what are you trying to tell us? If
many cases I feel that the mechs that
They would not have a full scale you are designing a lot of mechs and
have been coming out from FASA in the
production run of a new mech. First, it intend them to be used in the FASA
books have been pushing the limits of
would be too expensive to develop all universe, then these would most likely
wherewewanttogo. Imean,whatcan
the proto-types and second, the Clans be mechs that are not in the Inner
you do with a 20 ton mech? How many
would need anew design concept, Sphere. They would be outside the
differemways can you make one?
vision or idea to go ahead and develop a sphere. That is why the Kin and the
Certainly, with all the new tech there is
new line of mechs. If you can give me a Americal Division are both out there.
quite a bit that you can do. Now, with
wotkable argument behind the shift Also, there will be a new population
the Clans using Omnimechs, wlzy is
from Omni's to other designs,orwhy called the Mekrtons. Thus,a person
there a need for any new clan designs!!!??
they should develop more Omni's then goes about saying you are strange about
The philosophy behind the Omnimech
send in your thoughts. I feel that we adding new races and peoples into the
was to make it versatile enough to be
have gone as fur as we can with the game, and yet they go off and design all
able to configure it right away and make
Omni system. Granted, they still have kinds of new mechs for the Inner
it what you want now. So, why are
some second line mechs from redesigns Sphere. Well, aren't we both off the
there more Clan Omnimechs? It all
of Inner Sphere stuff; I am quite sure we mark? Afterall,thelnnerSpheredoes
comes down to money, because the Tech
can add to that, but even that is pretty not have the fucilities to make new
Readouts are w hat make FASA money,
well covered. Why do we need 800 mechs,nor is theTech status along fur
everyone wants moreTech. Well, that is
different mech designs? An army enough to build a lot of new manufuc-
good, but now is the time to leave the
certainly would not have that many turing plants to make these things that
mechs alone and start working on the
Why? Because we like to tinker. we are talking about. Thus, designing
weapon systems by developing new ones
People often ask me about the all Inner Sphere stuff is just as way out
with new ideas. Similar to ideas like the
Kin and theAmerical Division, why and as designing mechs fornew opponents.
Sonic Gun or the Plasma Gun that have
what are they? I get comments that When you are casting stones as to new
been in Future Wars. The few weapon
some readers do not like these people opponents, remember that the Inner
systems that BattleTech has added are
and that they would never use this type Sphere would not be using all the mechs
good ones as well, but not enough to
of thing in their games -that these ideas that you have either. That is why I
satisfy the greater need for more. I
are too fur out! Yet, it is these people decided to make a new" Race" or
know new mechs sell FutureWars as
that are trying to make the ultimate "Force" rather than make all new Inner
well, because everyone likes to see other
mech. These are the people that have a Sphere stuff Once you build them,
peoples creations and share their own
design for everything (don't get me then you have to have a history for these
designs, as it should be. After all, that is
wrong, I like to design mechs as much people as well, right? Anyway, those are
one of the original features of the game-
as the next guy, if not more). If you my thoughts for this issue on making
free design.
consider the game and history as newmechs.
The Clans have changed some
provided,there are but a few mech
of that design feel because of their
manufucturers,yetwe feel that our
modular mechs. Mechs that could
design would attract investors to build
change the way they were put together
new models. Well folks, that would not
to suit whatever type of battle they were
be happening either, as there are no new
going into would eliminate the need for
fucilities available to make them and
a bunch of different designs. Why do
until you have lots of credits you won't
you need more mech designs when you
be able to build one either. Thus, I
can change the ones that you already
would like to say that as much as we all
have in a couple of hours? There is no
like making new mechs, the Inner
need. Although you must still continue
Spherewouldnothavethem(orvery
to develop more to use or the ones that
few at the most) and the Oans would
you are using will become obsolete.
not have very much either. That leaves
Certainly, that is the logic behind
other people,like the bandits out there
manufacturing more Oan mechs, but
and a couple Periphery states w.ith the
let us not get too carried away. The
only means to add and make these new
Oans have a good thing, so what they
mechs. Or, they could be coming from
should be developing would be im-
other than the Inner Sphere and
proved configurations on already
Future W ars--3
my butt in gear and sent these! After
To Mister Herb Barents: Editor's Reply: OJarles,you do trot needto all, the magazine is called FUTURE
UXlitforour direction tosend)Qur Wars, not BattleTech Wars. I really
I have received a few copies ofFuture BattleTech ideas and artwork tn. Wf? are hope you can use these designs,
Wars over time,and finally got around interestedin ewty/bing.1be mDre)QU because they are both good. Please
to submitting something to you send, the more likelyyou will bepublished don't get me wrong, I love
Fndosed you will find one piece earn of regula.rly. Here, atFuture Wars, we like to BattleTech, but no one ever sends
artwork, fiction and an artide. create a sujftcientstock ifreader articles to anything in from any of the other great
I am what is described in the prqjectupcomtngthemesandtrends.1be BattleTech games,let alone the galaxy of
BattleTech world as"unusuallyyoung". bestthing tbat)QU coulddo to help us out other great futuristic games out there.
I attend 8th grade here in sunny New is sendus anyorlgfnalfdeasandkeep One other thing- the BattleForce
Mexiro and I've been interested in sending. In a very real mzy, ewry auJI:x>r issuewasGREAT!!! lt'salreadybeen
BattleTech since it was first released as who contributes of Future Wars is hugely useful to me and my group.
Battle Droids. staff! Welcome aboard with How rome no Oan aerospace
Since receiving news of the 3050 "Whenever the jade Falcons Ry" Battleforce fighters were done? Each of
invasion of the Inner Sphere,! have that appeared tn Future Wars #36. the units you listed had aero assets.
berome rather extensively pro-Clan, And if you can keep up a steady What happened to the rest ofthe
especially Oan)ade Falcon. Ifyou need supply of decent artwork, that BattleForce battle you were describing?
a column orartide written from the cover you are hoping for can be At any rate,! think Future Wars is the
Oan viewpoint, I would be delighted to just around the corner! BEST BattleTech funzine out there, even
help. better that the"approved"FASA organ.
The art I sent you is a drawing of the
SummonerOnmimech,known in the Dear Mr. Barents: Tom Nadratowski
Inner Sphere as the Thor. Ifyou could 321 N.ButlerBivd.#9
use art like this,! would be able to I just recently discovered FutureWars. Lansing, MI 48915
maintain a flow oftwo or three draw- I didn't even know that the magazine
ings every month. I would love the existed until I found a copy on a Editor's Reply: Tom, thanksfor the sbfp
opportunity to do a cover some day. bookshelf at a hobby store. The issue I designs. Yes, wedoacceptsubmissionsfor
The fiction included in this packet is fuund was #27, the Heavy Metal issue. othersciencejicfion UXlrandroleplaying
a rather short little piece, dealing with I am proud to say, that I was an instant games.1be amountof'other"(non
the odd concepts of Clan Honor. I convert from Battletechnology. I have BattleTech)game it?frmnation)QU see in
write rather infrequently, so I could not even decided to submit some of my own FutureWars is directlyproportionalto the
promise you any spedfic schedule of personal mech designs for publication. amountifsub1'Ylissionswe~fromour
production. Ifyou do dedde to use any of these reader's. Wf? are gladyoujiJzmd the
My artide deals with a personal peeve designs and you have a couple of spare BattleRJrre issue wry WW!fulandapologize
of mine as a Game Master. I, like other mechs laying around, please pass them for our mistakes. Finally, we arepleased
Oansmen,am a great advocate of the on. I would sincerely appreciate it. thatyoufee/Future wars is the best
Omnimech. The Omni idea cuts down BattleTechfanztneon the market today,
on the need fur new designs. Robert Lee Mullins butTom, it'speople likeyou who make tt
Ifyou ever need someone to do any Rt. 4, Box 189-C hajp!n.
general part offuture Wars, be it art or Ointwood,VA 24228
fiction orartides or even mech designs,
I would be happy to oblige you, ifyou Editor's Reply: Don'tstop sending in)QW" To Herb Barents:
simply drop me a line on the phone. designs. New, complete designs wllh
Please fed free to use any ofthe history andUJrile.ups arejust the /bing I have submitted with this letter a
things induded in this envdope in the FutureWars uxmts to lYrtng to it's readers total of two short stories, two company
magazine as needed. I have no prob- tn every isrue. Every mecb rounts! level scenarios and twelve new
lems with having someone edit my battlemechs (and their variants). These
wotk are the answers I have fuund to the
I would love to be an extended,if Mr. Barents: hypothetical questions"What if the
distant,member ofyour staff, so please OutworldsAlliance recently gained a
reply to this letter as soon as you can Fndosed are two new ship designs, ftctory capable of producing Star
complete with bio's on them I hope League quality battlemechs?" and
Charles Martin this is useful, because I really enjoy "What if CornStar's Explorer Corps
1 Coronado Cirde Leviathan and know that others do also. knew nothing of it?"
Rosewell, NM 88201 I've seen you asking fur contributions Infunnation fur specifics on the
for this game system, so I (finally) got battlemechs was courtesy ofFASA's
Future Wars --4
Objective Raids. Infonnation on the to show up, but I think I have an about that one sooner, I might have
locations ofspecific military units was idea that might work. been able to get a pre-release review
also taken from that sourcebook. I Anyway, I thank you fur your time of BattleSpace fur you. I really don't
hope you will find some of this and hope to be reading from your zine have any ideas fur issues #33 and
material worth publication. as soon as the next issue comes out. #34, but I might be able to do
I have also enclosed a SASE. I something fur #35. If you could let
would appreciate your opinions on Dorian F. Perez me know what else is on the
the material submitted. Thank you Unit35154 horizon, or what you have a special
and keep the press rolling. APOAP96376 need for, I would be happy to put
something to~
Don Branum Editor's Reply: Tbankyouforyour
6240 72ndAve. N. support. Dorian, it ispeople likeyou that Rick Cox
Pinellas Park,FL 34665 keep this magazine alU:e. we UX>uldlike 623 Westwind Dr:
to deliver to you the best fanzine Carpentersville, IL 60110
Editor's Reply: Don,yourvolume qf possible -your subscription helps
materlalisgreatlyajJJJrOCiated Iamsure us attain that goal. About the Editor's Reply: Tbankyouforyour
FutureWatS willeventuallyfind a place to writers guidelines: We here at submissions-theyare aluxlys ClfPredated
tndudeyourunrk. Your questions are FutureWarsarenottoocboosyaboutwhat Ridz, as;ouprobably alreadylmou.!
exactly the kinds qftbings l.W uouldlikx! zw aa:eptforpublication, butatry Future wtltS tries toforecast the theme
the readers tosendtnandrommenton. documenJsthat]UUsendUSsbouJdbe ideas ifthenextfew issues tn the Sensor
How many'Wbatif..."scenarios are out typedor neatlyprtnted(orenclasedon Sueepatthebegbmtngifewryissue.
there? What ifthe Cn.tSader's attack before 3.5"disk,preferably inASCD text) with Sending in articles with these topil.s umild
tbeendoftheTruce? WhatfjVfctor JUUrnameandaddressoneachpa~ certainlybeusifultous.Also, ifyoufeel
Davlon 0/JeTl?y atlal.kedStlenerSpace Al5Q ithelps ifatry mech designs senttn something is tmrth writing abou~ it
(ctvil war)? What ifthe Kurita Explorer are accompaniedey a shortwrite-up. probably is, so write it andsend ittn, doni
Corps actu£lllyfinds the (Jan Other than that, there are no restrictions. u:aitforus to ask. Who knows, maybeyou
Hom.etJXJrfds? Thepossibilities are endless, we u:ant thepurestcreativiJ:yfrom our wi/Jberesponsible.forcomtngupwithan
soplease, cbnistopsendi11gFutureWars readers. ![you ban! a onepage sf01Ji send issues theme zwdidn'teven tbink about
yourpossfbtliJies, because that is e.xactiy it tn, ifit is a bwuiredpage 1UJlX!Ua, send FutureWatS wants to see the articles, that
ui:Ja!zw umild like to see. it in, zw'll run a series. QfcoutSe, Future you, the readers, write. Be ambitious and
wars reserws the rtghttoeditor ab.er arry pli:k upthatpen (orke)board)andblfore
submitted material to make itfit with the JOU knavtt,you wi/Jbegmctngthepages
Dear Herb: imageandcontentthatFuturewtltSbopes ifFuturewtltSandsbartngwithpeople
to bring to its readers-the bestBattleTech who arejustas tnterestedtnyour ideas as
Since I first read your magazine about (scifl)fanztnetlxltmoneycanbuy! you are in theirs. letFuture WatS carry
a yearago,I have been impressed with ;ourwlcefarther than arryone, singleJeO
it's furmat as well as the infurmation can be beard
that you put out. Dear Herb:
I joined the Army in February of'92
and only recently was able to purchase a Here is the BattleForce campaign
newer issue ( #31). Not wanting to miss article that I promised you back at Gen
any more issues of Future Wars, I am Con. As is my usual practice, I will Fax
enclosing a check fur $19 fur a subscrip- a copy and mail a copy to you. Please
tion. In addition,! greatly enjoy writing letmeknowifyouhaveanyproblems
Wanted:
stories, poetry and painting miniatures. with the article.
I would appreciate it ifI could get a I included a teaser about BattleSpace
furmat to write by which includes the in my article. I don't know ifthis is cool Filler Size Line
max number of pages a story can be, the or not so feel free to delete it ifyou feel Art.
level of profanity available, and any that's necessary: Since I am part of the
other details that could hinder your playtest group for it, and I really like the Please Contact
approval ofmy writings. game so fur, I figured that I should plug
As for the miniatures ... I am it whenever possible. the Publisher.
thinking about using my camera and Ifyou can, let me know what other
black and white developing skills to types ofarticles you would like to see.
make a sort ofcomic strip to accompany From what I fuund on page 4 of issue
my stories. I understand that the #29, it is too late to get anything for
pictures would have to be super detailed issue #32 included. I wish I had known
Future Wars--5
SENSOR SWEEP more than a simple review six months ideas fur Future Wars. I need more
after the fact. We will also start to artides,newtech and I really need more
by Herb Barents
broaden the base of Future Wars. I will scenarios that you have used,game
be putting in, as space is available, little reports and unit highlights. I would
Well, once again another issue is in your
things on other games. StarWars, really like to see more unit highlights,
hands. It has been a lot of fun getting
Renegade Legion,Mekton,RoboTech that is a little write up discussing who
this issue out. Coming up in the next
and other games like them will fit in the your unit is, where did it come from,
issue will be theAll Mech issue. There
frame work ofthings. There might even what has it done and how is it doing.
will be a few features that appear, but
be some things onTraveler the New Era All these types ofthings are really
the main fucus will be the twenty to
and the things that they put out for that needed to keep this magazine alive and
thirty mechs in the issue. Then in issue
genre. We will not be focusing on all ONLYYOU can provide this type of
#39 there will be some fiction. I'm sure
the role-playing games like Shadow thing fur me. Please keep those letters
you will enjoy the amount of good
Run, Dark Conspiracy and such - they coming in. BUT, please, do not be
reading within the pages. Also,you w ill
and games like them will not be our alarmed ifyou don't see anything fur
find a couple reviews,one of a minia-
fucus. We will still keep lines open to over a year. Right now there is a three
tures sci-fi game called Dirt Side II. It's
role-playing, miniature gaming and to fuur issue lead time befure things
worth a good look. There will be a half
boardgames though, to a lesser extent. appear. I need your artides and I want
dozen or so mechs to round the issue
When something covers all of these, like yourartides the way only you can write
out. Coming up in issue #40 will be
BattleTech, they will get coverage in it. After all, you are what makes Future
some more good fiction, a lot of useful
Future Wars. Wars grow. Please write and send in
artides inducting new technologies and
your contributions today.
game ideas plus reviews,a scenario and a
Pass in Review will start to cover more
full run ofnew designs fur use in a
than just'Mechs. In fuct, they will start That covers this issue and I hope that
variety of games. In issue #41 there will
to cover the terrain, buildings and such you sincerely like it. Write me so I
be a unit highlight, fiction, more designs
that have reached the market and are know what type of job am I doing. I
and infOrmation for use in your
useable fur various miniature games. need your feedback and I won't know
campaigns. You could find your artides
We are going to keep Future Wars based what that is until you get it to me. I
in Future Wars, we need them. Just
on BattleTech, with several side bars on read all the letters, though I do not have
write up anything of interest to you
other games that we feel (and write us the time to answer all of them. All
about BattleTech or any other kinds of
and tell us what you feel) are important artides get read and then placed in the
games dealing with Future Wars and
to our readers- things that you might proper file and are kept until they
send it in. Before you know it, you will
like to try. There will also be more on appear in an issue. I do not throw
be sharing your ideas with thousands of
scenarios. In fuct, issue #43 or so will be things away, so please send in your post
other garners and will encourage them
the'Scenario'issue. lfyouhave any cards,letters,comments and artides to
to put their ideas to pen. Without you,
good scenarios that you have played that Future Wars and receive author
the reader, this magazine wouldn't exist.
offer a good challenge and need a lot of credibility, a free issue and a free mech.
thinking to play, require strategy that is,
FutureWars will no longer be focusing
and has an open end to make it playable Best,
on reviews of games. Rather we will do
in many types of campaigns,we'd
a very in depth review only when they
definitely like to see it. Ifyou have a Herb Barents
are called for. We will try and keep you
scenario with some varied .brceswe
infOrmed as to what will be coming up
would like to see that as well, and in fact
and a give you a little overview of how
what I will do is make a couple of
things are, but in BattleTech we will not
tournament scenarios that you would be
review each item that is coming out (if
able to use in MechForce that would
you, the reader are inspired to write a
have some guidelines and be very
review on a newly released item, more
challenging to both sides with different
power to you- if it is written well, there
types of victory conditions. 'Mech
is an excellent chance it would see print
tonnage will be specified, although
in the next issue or two of Future Wars).
specific'Mechs will not. This would
The current problem now is the time
offer the MechForce players something
delay between when the issue is done
other than just capture the flag.
and when the reviewed product came
out is too great. That is why in depth
I still n eed your input in Future Wars,
reviews,written after playing something
after all it has been yourwritings that
a number oftimes, will help you out
have kept FutureWars growing. I need
more stories and plainly just your great
Future Wars --6
PASS IN lb:viEw players should pick up a few ofthese.
The one thing bad thing about them is
by Herb Barents
that the barrels can break off because
they are long and fragile,so be careful
This time I am going to talk
when handling them. If they do break
about some more buildings that are in
off, just file the stub down and make
the miniatures market today. These are
them into another type ofweapon to
the sci-fi btmkers from SimTac. They
confuseyourenemyevenmore the next
have come out with a number of items
time you play.
that can represent pill boxes and what
The bunker has a pill box with
not. They have a lot of nice things that
a turret on one end and a block house in
are very reasonable in price. For $2.50
the centerwith sand bag trenches on
you get two pill boxes with turn1:S or
both sides ofthe block house. A really
one bunker with turrets. These make
good looking piece. It should be noted
great additions to your game ifyou use
that almost all trenches with pill boxes
fortifications and strong points. In fact,
are this same type of bunker complex.
ifyou are playing some ofthe battles
·Ofthe various fort miniatures
fromTukkiyid, then you could defi-
that I have and am currently using ,I
nitely use some of these. But even if
would say that these from SimTac are
you have any size force attacking a
the best. I have some from USA
strong defensive position,you could
Pewtercraft are practically identical
find a use for these.
except for the turrets. SimTac has done
The pill boxes are small,
a much better job on the turrets and
concrete boxes with a turret and dirt
therefore the bunkers look so mudl
embankments along the wall bases.
better that the entire is just really good
There are two difkrentturrets to choose
looking.
from -the autocannon or the PPC
Also,I have painted up the Oil
turret. The piece bases themselves all
Farms #l and #2 from Vac-U-Cast.
look the same,it is the turret on top that
These are sharp looking items. With
gives the pill boxes their distintive
the first one you get two large storage
appearance. The PPC turret is a very
tanks and one different looking tank
modern looking turret with a lot of.
with a large shed to house the controls.
extras, like detailing done on the turret
These can add to any building
top to give it the look of some kind of
arrangement or just about anywhere and
very high tech construction. The
can really dress up your game board.
auto cannon turret looks like a WWII
The detailing is very good and even
destroyer turret. This means that it has
looks better when painted up. With the
a sloped front with squared off sides and
second farm kit you get many smaller
comers giving it a very definite box
tanks where the bulk ofthe tanks are
look. The gun barrel is thin and staight.
below ground, but you still have all the
The turret for the PPC is much more
stuffon top that you would see on the
rounded, in fact, it looks a lot like the
tanks. Some have walls and some don't
turn1:S that you would find on the
and you also get a small shed for farm
modern M 105 Howitzer. It has
two as well. I think you get about 8 or
rounded comers, back and sides with a
9 pieces in this set. The price for Oil
long barrel capped offwith a coupie of
Farm # l is $5.95 and $7.95 for Oil
rings at the end. I don't know what you
Farm #2. These are great add on
would call those things.
features for any game that you might be
Although they look the
playing. The detailing is simple, but
similiar, they also look distinctively
that is just what they would look like
difkrent. There is enough likeness
and they paint up so good that it makes
between them that your opponent
my mouth water just thinking about
might forget which is which when he
them
attacks, but they are different enough
that you would be able to pick them out
right away for what they are. The
details on them are very good and they
paint up very nicely. I think that all Future W ars--7
TIIECIANWAY to be the best of the best. They have the another Star~ it's objective befbre they
best possible genes to bring out the best have first gotten and taken care oftheir
by Herb Barents
traits for them. They thus have the best objective. Then they could ask the HQ
to work with when making a to help with the other Star and by doing
One of the hardest things to do in
MechWarrior. They are trained fur long so they take on more glory fur their Star
BattleTech is to play the Oans. They
hours and are compelled to be the best. and the Star Commander. When told
have their own way offighting and to
They advance by the way they fight and to do an objective then the entire Star
say the least it is a lot different that that
how well they fight. The more that they want to get the objective and ifyou are
of the Inner Sphere people. We have
successfully compete the higher up that playing the entire Star then that is all
been used to ganging up on targets and
they advance. What is the best way to you need to do. If there are others
letting those targets have it for all they
tell if a MechWarrior is doing the job playing in the Star then they need to
can get. Well the Clans are different
that they need to? That would be in the know what the objective is fur each
and they definitely fight differently. The
number ofkills that each person gets. 'Mech to get the job done right. Ifit is
Clans are fur the glory of the Oan as
Thus you are competing against your destroying certain buildings then they
well as their own personal glory. The
Star mates to get the most and the best will all put damage into it and the one
Oans feel that they are all better than
kills. To promote the unity that you that caused the most will then be able to
anything that the Inner Sphere can
need you also want your Star to do get the best results and the best perfOr-
throw at them and it is honorable to
better that the other Stars and this idea mance in getting the overall objective
destroy their chosen targets without
goes right up the line all the way to the done. Now ifyour objective is to get a
help. When playing in a game where
top. Thus there is unity for the unit to building or knock out a command post
you are running a Star offive 'Mechs
do well but alsoYOU need to do well to or destroy some towers or other things
this can become very hard to do. You
advance and thus you have it going two like that, this means that you are not to
want to concentrate your fire and
ways- the personal competition start to engage other'Mechs as you
destroy that one unit and the heck with
between MechWarriors and d1e unity to would then be furced to take that'Med1
the rest. I know that is the way I have
have your Star perfOrm very well. Very out. Now, if you have been shot at you
felt a couple oftimes when playing the
dearly it is the individual that needs to can fire back, unlessthat'Mechhas
Oans. That would make them so
do well. They did not want a warrior already been targeted by someone else
overpowering that it would be very hard
that would almost take out a 'Mech and and then it would be up to that person
fur any Inner Sphere unit to stand up to
then have another take it out to get the to take out that 'Mech and not the duty
their onslaught. But there are some
credit fur the Kill. They decided that ofd1e'Mech that had been attacked.
ways to get this into the play of the
they needed strict rules ofcombat Once given something to do the Oan
game and still make it feel like it should
These rules are that once a 'Mech had 'Mechs will then do their duty and get
be A PART OF THE GAME.
shot at a certain enemy'Mech that no on w ith what they have to do. That is
others can shoot at it unless the original the way of the Oans.
First what I'm going to do is discuss a
engaged 'Mech gets killed. If this
bit ofthe way the Oans should fight. I
happens, then the surviving enemy Talking about objectives and targets, the
will then discuss methods fur using this
'Mech becomes fire ~eto whoever Oan will consider a'Mech or vellide an
in games. Now one must realize that
was the first to shoot at them again. honorable target but not infantry. They
this really holds only until 305 5,
Thus, when a warrior shoots at a 'Mech would consider the infuntryto be taken
because after that time the Clan tend to
no one else can shoot at that'Mech. out of the battle by the elementals- dut
be more like the Inner Sphere in that
This would also mean that if one unit is what they are there fur. If they have
they will concentrate on targets, ifthat
shot at more than one 'Mech they other'Mechs to fight they will take on
is what is happening to them They will
would be the sole person to attack those the'Mechs and let the elementals take
fight back in a like manner to the way
'Mechs no matter what. I have placed a out the vellides as well. 'Mechs will not
that they have been attacked. This
linlitofthree'Mechs forone 'Mech at a spend their time taking on the infuntry
happens after the battles onThkayyid. I
time. They cannot take on four'Mechs ifthere are elementals around to do
will also discuss how these changes have
and if they do then one of the four is that. That is why they have the
come into play with some ofthe Oans
still up for grabs (usually the last one elementals anyway to take care of the
and how to use this in the game as well.
fired on). This is the way of the Oans small stuffthat they do not want to take
The Clans are not easy to play, but they
and one should stick by this throughout care of. Thus I cannot see any battle
can be a lot of fun or it can be a real
the game. taking place that will not have the
headache ina tournament when people
elementals in it as they are the ones that
playing the Oans are not playing them
When playing with many Stars on the will do the real dirty work of the game.
like the Oans.
board that have different and quite Thus if you are not playing with the
diverse objectives,a Star needs to elementals then you have not been
What are the Oans like? They are bred
remember what it is that they are going playing the way that the Oans fight.
after: Thus one Star would not help
Future Wars --8
How do we put this all in action as we after the Clans by mixing up their they do not have elementals dose by.
are playing the game? That has been a targets. This is a great way to get the Close by is within range of the infuntry
very good question fur me to answer. I Clans all confused, but also the right and the'Mech has just been attacked.
have been looking into this fur some way to play. It will also mean that the Clans will not continue to attack
time because in the games that I have Clans will target only one guy befure infuntry, ifthey have elementals they
been playing in the Oans would start going onto too many others. will drop them, or call them into the
to attack the'Mechs as they would fight, or just leave them. They will not
please and they would concentrate fire But what if one'Mech gets shot at by purposely go up next to them and
and well it has been very hard as a GM more than one enemy" Well, that is just attack, they will leave that to the
to decide on what to do about all this. I a bit too bad, because they can target up elementals. They will also leave the
have finally made some decisions about to three of those 'Mechs at their risk. vehicles to the elementals ifthere are
it and I'm going to lay these out in front That is why you still need 'Mechs from any dose by. Again, that means within
of you and let you decide what they are your Star to protect you and your flanks. firing range of them or dropping those
worth There is still no substitute for good that they have. Clan 'Mechs will not
planning and tactics. Picking and attack vehicles unless they have no other
These rules are fur people who are plotting your targetS are very important targetS or unless they have been shot at
running just one' Mech or a Star that is now, even more than ever befure. It is by one or it is their objective to do so.
involved in a larger battle. These rules still very hard to play the Clans, but
are made so that it will be easier fur the when you start to play them right you You can start to see that they cannot just
'Mechs and the GM to keep track of will find that they will be able to take on attack free of charge, they have got to
what is going on and for the players to more and more of the Inner Sphere. put some thought into who, why and
know what it is that they are doing as Making your target the right one will what they will attack. They are not just
well. First of all, make up target help as well. Having a 100ton 'Mech killers, but rather a band of killers that
counters. These can be blank counters take on a 20 tanner that is too fast is no have a code on how and what they will
numbered 1 to 3 and of differing colors good. You will want to take on targets kill when they get the chance. The
fur each mech in a Star, or just num- that are about your size and speed and Oans have devised a way to see who is
bered 1 to 15 for one Star and 16 to 30 let others to do the same as you That is the best of the Clans and those that will
fur the next one and so forth. On each what is known as good Star teamwork just brag. If people take on too much
'Mech sheet you place the target and you will need it ifyou plan on they will be fOrced out because they
numbers that you can fire on. The winning often. cannot do what they say they can. If
target would then keep this number you are good they will see this and you
with his'Mech on the board at all times. Another thing to talk about is the type will get promoted to the higher ranks.
This target'Mech would be able to run of target. A'Mech will always go after When playing the game and you see
away from the 'Mech that has him another'Mech whenever possible. If a that this' Mech has been targeted
targeted and no other'Mechs would be Clan'Mech is taking on a vehicle and a already you can start to get mad and all
able to attack this 'Mech, period! This 'Mech comes into sight and is able to be that other stuff, but then that is the way
would mean that if a 'Mech had been attacked and is an undairned target, the of the Clans. This can be a lot of fun
targeted by a Clan pilot and that'Mech Clan 'Mech will go after the 'Mech when you are playing, but you will need
took on three and one rm fur away , leaving the vehicle to the elementals or a few things like blank counters that I
that'Mech would be able to go coming back to it after a bit. Vehicles have talked about already. Playing the
anywhere and attack whatever he liked are not treated the same as'Mechs and if Clans is now much more of a challenge
without fearofbeing attacked back. a vehicle fires on a 'Mech, even if it had than befOre and you will find that it is a
Yes, that would be right. That would been the target of another' Mech, that lot more rewarding as well when you
mean that one'Mech should not take new'Mech can fire on it as well as long play them right.
on more than he can handle and better as the vehicle is firing on that' Mech.
stay with the'Mechs that he has Thus, vehicles do not have the same So fur I've mentioned things about
targeted otherwise he will lose fuce as his status as' Mechs do, but if a' Mech is taking on targets and looking for the
target goes around the board taking on firing at a vehicle then no other'Mech objectives that you have to deal with.
other' Mechs. Now afterlUkayyid, if an can fire at that vehicle until the original You also need to know when to drop
Inner Sphere'Mech has been targeted targeting 'Mech is also firing at a 'Mech yourelementals and when to go back or
and then leaves and attacks others the and has left the vehicle alone and has have them rejoin you. The elementals
first other'Mech can attack him if he allowed that vehicle to target and fire at are a big part of the game. A'Mech that
only wants the glory, or he can allow all another'Mech. Once again,that means has them on when they come to a
those that have been attacked by this that other' Mechs,the ones that have vehicle or infuntrywill drop the
'Mech to fire on him as well, but this is . been attacked by the vehicle, can fire at elementals and let them take care of the
only after 3056. Befure 3056 the Inner the vehicle as well until it is destroyed. targets and will go on its way to the
Sphere has the right and a way to get Clan' Mechs will only attack infantry if
Future W ars--9
targets that it is suppose to take care of the'Mech and pass that target onto the you will be able to use some tricks to
1be elementals will then rejoin the Starthatisouthuntingthe'Mechs make yourself survive lon~and win
'Mech as soon as possible after the because that is what they have to do. more battles. Eventually, you really
targets have been destroyed. Keep a Your job is to go out and take out would have started playing like the
counter by the elernentals to keep track whateveryourassignment is befure Clans in the books and the way FASA
ofwhere and what'Mech that they going out and killing'Mechs! As a GM wanted them to be played. An impor-
came from. Elementals will always find out what'Mechs have objectives tant reminder is that all of this is mainly
attack infuntrywhen they can and and which ones are running support/ for the years from 3050 to 3055. After
attack vehicles too. Thus when they are kill missions. I would not allow the that time,ifthe Clans get fired on they
trying to rejoin with their' Mechs they ones with objectives to do anything can fire back and if they do not have
will still seek out targets so long as they other than go fur their objectives, unless you targeted they will not chase you,
do not go out oftheirway to do so. fired upon, and then only until a 'Mech they will keep to their own targets. As
on a kill mission came to take that target long as you fire at them and they do not
Elementals do not have to abide by the off their hands. go out of their way they can fire at you
one on one type of duel that the'Mechs as well. That would of course help the
have to. In fu.ct, they can help in the If you have objectives, but no support original person that fired at you unless
attack of a 'Mech with that is engaged Stars to take these defenders offyour tllis new target kills you out right, then
with a 'Mech from their furce and not back then you would take out the he will get all the credit. Anyway, that is
take away from the credit of a kill fur targets as they came up and would target tl1ewayofthe Oans.
the MechWarrior. Thus, MechWarriors them and kill them in the normal way
do not fear elementals in helping out of the Oans without giving up your
with an attack on their targets because objectives. You would add the
they reel they are so much better than tonnage to yourVP level for
the elementals, the elernentals are objective ifyou completed
suppose to help out the MechWarriors did not then you get only
without getting any praise for it. Ifa tonnage because you did not
'Mech carries a Star into battle with it objective. By the same_
they can all fight the same'Mech. That have an objective and •
poor target will be ovetWhelmed and Stars to take the ddeoolers off'}'oi.
befure you know it, it will be knocked and you counpl~~e'vourot•jeol:ive
out of the battle. still take out
add that
A helpful suggestion fur the play of the
game,once we have learned to fight like
the Oan, is to keep track of the targets
so there is no misunderstanding between
the players that are in the game. Blank Once elCJmCJntal~bjilye
counters are great fur the targets that a infuntry Or VPl-lirJ,...,'tih<>t
MechWarrior has picked out. If you do target of yours,trn.::VOare rib
not have these or enough different target because the eleii1efttus
colors then a counterwith a number on care ofthem
it will work just as well. Also, only
giving three of these per'Mech helps I hope that some of these
keep down the number of targetS that helpful fur you in the play
they can really handle. These target This should dear up some
counters stay with the targets until they standings that have beep. in
are destroyed. This tells all the players the aans sinc~Jhltvebeen
whose target it really is. When you have These are quick and simple
given objectives to the Clan 'Mechs you will allow you to use
have an option of putting a Star or two with them qui•~CJr~ffiXttet~' (
outto attack and support the'Mechs you have ""'""'-'"-u tfle:Se'iittlc~thitl
with the objectives. This would mean quite sure that you
that the Star with the objectives could enjoyment of playing the
only fight a 'Mech if fired upon and up quite a bit. Also,as the nn.,.,. . ..nh<
would then go passed him to get to it's you will now have more of a
objective if it will take too long to kill do some things. You can use the Clan
code and because it is the way that it is
Future Wars --10
FIGHTING TilE ClANS pulse lasers and ample heat sinks for an design notes- the hand actuator on the
extended engagement right ann has been removed.
byWalter Crowe
You will notice that none of
these mechs are extremely fust. lbat is CAT-3 Catapult II (IS)
Probably the largest problem
because the .firepower and annorare fur Weight 100tons
met in fighting the Clans is the mind set
more important in most Oan engage- Move 3-5-3
being taken to face them. When you
ments.These mechs have the capacity Ton
consider them invindble, you may tend
to destroy even a Daishi in only a few Crit
to find them so. This same attitude was
turns. Internal (standard) 10.0
prevalent in WWll, about the Japanese,
Of course, tactics always have Engine (ER 300 XL) 95 6
and when it was shaken, they were
been, and always will be of paramount Gyro 3.0
defeated.
importance.Though certain options are Cockpit 3.0
The most important featun:s
eliminated by the low speed of these
ofa mech when fighting the Oans are
mechs, most tactical options can still be Annor(304) 19.0
weapons and annor. All else is
exea..tted. IS AV
secondary In considering the weapons,
The most important thing to Head 3 9
three factors should be taken into
do,regardlessofwhatyou think of this CenterTorso 31 45/16
account. The first of these, heat, is
artide,is to experiment. There are, R/LTorso 21 32/10
usually not considered. Any weapons
without a doubt, other solutions, R/LAnn17 34
that you can't dissipate the heat from are
possibly even better solutions, to the R/LLeg 21 41
of little use. The second influendng
problems addressed here. But whatever
factor is the damage. This is of obvious
you do, remember this: THE CLANS Heat Sinks (12 x2) 2 .0
importance; a single small laser is thus
CAN BE BEATEN!!!
oflimited value. Lastly, the range of a
DCMR-2 Decimator (IS) Equipment Ton
weapon must be considered. Ifyou are
Weight 100tons Crit
being blown to bits by LRMs at long
Move 3-5 R/LA LRM 15 x4 28.0 12
range, anAC/20 is of limited value. In
Ton R/LT LRM ammo (96) 12.0 12
my opinion, the ideal weapon fur
Crit R/LT Casex2 1.0 2
fighting the Oans at range is the gauss
Internal (standard) 10.0 R/LA Medium Pulse x2 4.0 2
rifle. It hits hard,has little heat,and has
furmidable range.
Engine (ER 300 XL) 95 6 CT Medium Pulse 2.0 1
Gyro 3.0 HD Small Laser 0 .5 1
Armor; on the other hand,is
Cockpit 3.0 CT Jump Jet 2.0 1
quite simple. The more you can get, the
R/LL JumpJetx2 4 .0 2
better. Since the limit is imposed by
Annor(304) 19.0 Totals 100.0
structure, it makes little difference
IS AV 39
whetheryou use standard or ferro-
Head 3 9 Cost 22,598.5 K C-Bills
fibrous annor.
As detailed by the previous
CenterTorso 31 45/16 cv 6446
R/LTorso 21 32/10
two paragraphs, almost all of the mechs
listed in 3050 are impractical in facing
R/LAnn17 34
R/LLeg 21 41
the Clans. There are exceptions. The
Caesar, fur example, has a significant
HeatSinks(l0x1) 0.0
amount of firepower, and can use it
almost non-stop. Also, the only mechs
Equipment Ton
that seem to stand up to Oan fire well
Crit
are the heavy and assault classed
RA Gauss Rifle 15.0 7
battlemechs. For that reason, I have
RA Case 0.5 1
included fourmech designs that have
R/LT Guass Rifle x2 30.0 14
wmked well.tbrme.
R/ LT Casex2 1.0 2
The Dedmator mounts three
RA/CT GRammo(l6) 2.0 2
powerful gauss rifles plus 19 tons of
R/LT GRammo(l6) 2.0 2
armor. The Catapult II has four LRM
R/LL GRammo(32) 4 .0 4
1 5s, plus the added mobility of jump
HD Small Laser 0.5 1
jets. The Awesome III has no less than
CT Small Laser 0 .5 1
.tbur PPCs, with enough heat sinks to
Totals 100.0 40
fire non stop. And finally, for all of you
Cost 21,881 KC-Bills
who insist on .fighting at short range,
there's the Devastator; with 12 medium
cv 4912
Future Wars--11
Weight 100tons
3-5

J:fit ?'
-. uit<;rna~ Cst:andanl) mo
J~~~e (ER 300) 19.0
Gyr6 ~~ 3.0
- pit 3.0

19.0
19.0 IS AVA
AV
3 -~ 9
IS Head
Head 3 9 3H " 45tl6
CenterTorso 31 45/16 21 ' i 32/1b
R/LTorso 21 32 0
34 .
R/LArm17 34 41
R/LLeg 21

Heat Sinks (20 x2)


RA LA x2 R/LT x6
Equipment -,~

Crit -~: · 9 .0 5
IflLA.~ ·--PPC x2 LO ~~ 1

~;it ;>

HD 2.0

97.0
f
f ',':
Dacime1tor 1\iiiiGE
1-h.,..... (•MMa) H..t DM:II n;.. s n L
3 IS Gauss Rifle (54) 1 15 2 7 15 22
2 IS S. Laser 1 3 0 1 2 3

IVECHSTATS
Biped
Weight: 100 tons
Ws.Jk 3, Run 5, Jump 0
Armor: 19 tons/304 pts
Clan XL Engine
31SCASE

HEAT SINKS
---ooooooooo-o--

ill\ HOP;
DlftGI\ftn

1. Shoulder 1. Shoulder Name:


2. Upper Atm Actuator 2. Upper Atm Actuator Gun Skill: Pilot Skill:
3. Lower Atm Actuator 3. Lower Atm Actuator Hits: 1 2 3 4 5 6
4. Hand Actuator 4 . IS CASE Cons: 3 5 7 10 11 Dead
5. l:8l
Auto Eject 5. IS Gauss Rifle
DAM-\GE HEAT SCALE
6. r;-;;:=-:-::~--------, 6. IS Gauss Rifle Ma.xDmg: 51 l'v1ax Heat : -3
LEFT ARM HEAD RIGHT ARM 01 18 30 Sh1,.1tdown
1. 1. Life Support 1. IS Gauss Rifle 02 20.8 29
2. 2. Sensors 2 . IS Gauss Rifle 03 23 .5 28 Ammo Expl., avoid 8+
3. 3. Cockpit 3. IS Gauss Rifle 04 22 .5 27
4. 4. IS Gauss Rifle ammo: 4. IS Gauss Rifle OS 22.5 26 Shutdown, avoid 10+
5. 5 . Sensors 5. IS Gauss Rifle 06 22 .5 25 -5 MP
6. 6 . Life Support 6 . IS Gauss Rifle ammo: 07 22.5 24 -+4 to Fire
~~~~====~~~======~ 08 15 23 Ammo Expl., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 15 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 15 21
3. IS Gauss Rifle 3 . Engine 3. IS Gauss Rifle 11 15 20 -4 MP
4. IS Gauss Rifle 4. Gyro 4. IS Gauss Rifle 12 15 19 Ammo Expl., avoid 4+
5. IS Gauss Rifle 5 . Gyro 5. IS Gauss Rifle 13 15 18 Shutdown, avoid 6+
6. IS Gauss Rifle 6. Gyro 6. IS Gauss Rifle 14 15 17 +3 to Fire
15 15 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 7 .5 15 -3 MP
1. IS Gauss Rifle 1. Gyro 1 . IS Gauss Rifle 17 7.5 14 Shutdown, avoid 4+
2. IS Gauss Rifle 2. Engine 2. IS Gauss Rifle 18 7.5 13 -+2 to Fire
3. IS Gauss Rifle 3 . Engine 3. IS Gauss Rifle 19 7 .5 12
4 . IS CASE 4. Engine 4. IS CASE 20 7.5 11
5. IS Gauss Rifle ammo : 5. IS Gauss Rifle ammo: 5. IS Gauss Rifle ammo : 21 7.5 10 -2 MP
6. IS Gauss Rifle ammo: 6. ISS . Laser 6. IS Gauss Rifle ammo: 22 7.5 09
~--------------~ 23 0 08 +1 to Fire
LEFT LEG Engir.e Hits 0 00 RIGHT LEG 24 0 07
1. Hip Gyro Hits 0 0 1. Hip 25 0 06
2. Upper Leg Act1,.1ator Sensors Hits 0 0 2. Upper Leg Act1,.1ator 25 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
29 0 02
5. IS Gauss Rifle &mmo: MechSpecs 5. IS Gauss Rifle ammo:
30 0 01
6. IS Gauss Rifle ammo: by Jeff Catt 6 . IS Gauss Rifle ammo : 00

Future Wars--13
Ccttctpultll RAIIGE
'-l~t111pan (•Mma) Hut 1),...:11 n;,.. S n L
4 IS LRM-15 (1440) 5 15 6 7 14 21
3 ISM. Pulse Laser 4 6 0 2 4 6
1 ISS. Laser 1 3 0 1 2 3

tvECHSTATS
Biped
Weight: 100 tons
Walk 3, Run 5, Jump 3
Armor: 19 tons/304 pts
Cl&.n XL Engine
Sphere 2X Sinks
21S CASE

HEAT SINKS
----oo 00 00 00 0 ( )
0000000000
0000

1. Shoulder 1. Shoulder Nwne:


2. Upper Atm Actuator
Criticctl 2. Upper Atm Actuator Gun Skill: Pilot Skill:
3. Lower Atm Actuator Hit Tctbla 3. Lower Atm Actuator Hits : 1 2 3 4 5 6
4. H&.nd Actuator 4. H&.nd Actuator Cons: 3 5 7 10 11 Dead
5. ISM. Pulse Laser ~Auto Eject 5. IS M. Pulse Laser
6.1SLR~15
DAMAGE HEAT SCALE
6.1SLR~15
LEFTARM HEAD RIGHT ARM MaxDm~: 81 MaxHeat: 12
01 0.5 30 Shutdown
1. IS LR~ 15 1. Life Support 1. IS LR~15 02 15 29
2.1SLR~15 2 .Sensors 2.1SLR~15 03 16.5 28 Ammo E:xpl., avoid 8+
3.1SLR~15 3.Cockpit 3. IS LRM-15 04 21 27
4.1SLR~15 4.1SS.Laser 4. IS LRM-15 05 23 26 Shutdown, avoid 10+
5.1SLR~15 5.Sensors 5. IS LRM-15 06 28 25 -5MP
6. 6. Life Support 6. 07 30 24 +4 to Fire
1:=;:::::;;;::::::;:;=;::=====: 08 20 23 Arnrno E:xpl ., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 20 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 20 21
3. IS CASE 3. Engine 3.1SCASE 11 20 20 -4MP
4. IS LR~ 15 :arilmo: 12 4. G'yt'O 4. IS LRM-15 :arilrno: 12 12 20 19 Amrno E:xpl., avoid 4+
5. IS LR~ 15 :arilmo: 12 5. G'yt'O 5. IS LRM-15 :arilrno : 12 13 20 18 Shutdown, avoid 6+
14 20 17 +3 to Fire
6. IS LR~15 wnmo: 12 6. G'yt'O 6. IS LRM-15 arnrno : 12
15 10 1&
LEFTTORSO CENTER TORSO RIGHT TORSO 16 10 15 -3MP
1. IS LR~15 :arilmo: 12 1. G'yt'O 1. IS LRM-15 arnrno : 12 17 10 14 Shutdown, avoid 4+
2. IS LR~15 wnmo: 12 2. Engine 2. IS LRM-15 arnrno: 12 18 10 13 +2 to Fire
3. IS LR~15 :arilmo: 12 3. Engine 3. IS LRM-15 arnrno: 12 19 10 12
4. 4. Engine 4. 20 10 11
5. 5. Jump Jet 5. 21 10 10 -2MP
6. 6.1SM. PulseLaser 6. 22 0 09
23 0 08 +1 to Fire
LEFT LEG Engine Hits 0 00 RIGHT LEG 24 0 07
1. Hip G'yt'O Hits 00 1. Hip 25 0 0&
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. Jump Jet 29 0 02
5. Jump Jet MechSpecs 30 0 01
6. by Jeff Catt 6. 00

Future Wars --14


RRIIGE
H..t DMill n;, :s: n L
10 10 3 6 12 18
1 3 0 1 2 3
2 5 6 7 14 21

MECHSTATS
Biped
Weight: 100 tons
Walk 3, Run 5, Jump 0
Armor: 19 tonsf304 pts
Sphere 2X Sinks

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

1. Shoulder 1. Shoulder Nsme :


2. Upper Atm Actuator 2. Upper Atm Actuator Gun Skill: Pilot Skill :
3. Lower Atm Actuator 3. Lower Arm Actuator Hits : 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 Dead
5. IS PPC ~Auto Eject 5. IS PPC
6. IS PPC 6. IS PPC DAMAGE HEAT SCALE
LEFT ARM r:-H=E=-=A-=D-------, RIGHT ARM MaxDmg: 59 MaxHeat: 9
01 14 .5 30 Shutdown
1. IS PPC 1. Life Suppott 1. IS PPC 02 17.2 29
2 . ISS . Laser 2. Sensors 2. ISS. Laser 03 19.8 28 Ammo Expl., avoid 8+
3. Double Heat Sink 3. Cockpit 3. Double Heat Sink 04 22.5 27
4. Double Heat Sink 4. IS S. Laser 4. Double Heat Sink 05 23 .3 26 Shutdown, avoid 10+
5. Double Heat Sink 5. Sensors 5. Double Heat Sink 06 24.2 25 -.5 MP
6. Double Heal: Sink 6. Life Suppott 6. Double Heat Sink 07 18 .3 24 +4to Fire
~~1.~1S~P~Pc~======~~1=.~En=g~in=e========~~1~.~1S~P~P~c========~l 08 16.7 23 Ammo Expl ., avoid 6+
09 16 .7 22 Shutdown, avoid 8+
2. IS PPC 2. Engine 2. IS PPC 10 16.7 21
3. IS PPC 3. Engine 3. IS PPC 11 16 .7 20 -4 MP
4. Double Heat Sink 4. G)'YO 4. Double Heat Sink 12 16.7 19 Ammo Expl., avoid 4+
5. Double Heat Sink 5. G)'YO 5 . Double Heat Sink 13 10 18 Shutdown, avoid 6+
6. Double Heal: Sink 6. G)tYO 6. Double Heal: Sink 14 10 17 -+3 to Fire
15 8.3 16
LEFTTORSO CENTERTORSO RIGHTTORSO 16 8.3 15 -3 MP
1. Double Heat Sink 1. G)'YO 1. Do1.1ble Heal: Sink 17 8.3 14 Shutdown, avoid 4+
2. Double Heal: Sink 2. Engine 2. Double Heat Sink 18 8.3 13 -+2 to Fire
3. Double Heat Sink 3. Engine 3. Double Heat Sink 19 1.7 12
4. Double Heat Sink 4. Engine 4. Double Heat Sink 20 1.7 11
5. Double Heal: Sink 5. IS LRM-5 5. Double Heat Sink 21 1.7 10 -2 MP
6. Double Heat Sink 6. IS LRM-5 6. Double Heat Sink 22 0 09
·~~~~======~~------------~ 23 0 08 +1 to Fire
LEFT LEG Engine Hits: 000 RIGHT LEG 24 0 07
1. Hip G)'YO 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 Suppott 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Act1.1ator 28 0 03
5. IS LRM-5 ammo: 120 MechSpecs 5. Double Heat Sink 29 0 02
30 0 01
6. Double Heat Sink by Jeff Catt 6. Double Heat Sink 00

Future Wars--15
RAIIGE
H..t DM~ n;,. s n L
5 2 6 13 20
6 0 2 4 6

MECHSTATS
Biped
Weight : 100 tons
Walk 3, Run 5, Jump 0
Annor: 19 tonsi304 pts
Sphere 2X Sinks

HEAT SINKS
----oo 00 00 00 oo-
0 000000000
0000000000
00 00000000

1 . Shoulder 1. Shoulder Name:


2. Upper Ann Actuator 2. Upper Ann Actuator Gun Skill : Pilot Skill:
3. Lower Ann Actuator 3. Lower Ann Actuator Hits: 1 2 3 4 5 6
4. HaYld Actuator 4. IS UltraACi5 Cons: 3 5 7 10 11 Dead
5 . ISM. Pulse Laser ~ Auto Eject 5 . IS Ultra ACi5
DAMAGE HEAT SCALE
6.JSM. Pulse Laser r;-;;::-;-;::----------, 6.JSUitraACi5
MaxDmg: 71
LEFT ARM HEAD R JGHT ARM MaxHeat : 7
01 34.7 30 Shutdown
1 . ISM. Pulse Laser 1. Lite Support 1. IS Ultra ACi5 02 35.1 29
2. ISM. Pulse Laser 2. Sensors 2 . IS Ultra ACi5 03 24.5 28 Ammo E:>q:~l., avoid 8+
3. ISM. Pulse Laser 3. Cockpit 3. IS Ultra ACi5 ammo: 1 04 24.5 27
4 . ISM. Pulse Laser 4. ISM. Pulse Laser 4. ISM. Pulse Laser 05 13.5 26 Shutdown, avoid 10+
5. IS M. Pulse Laser 5. Sensors 5. IS M. Pulse Laser 06 13.5 25 -5 MP
6. Double Heat Sink 6. Life Support 6. ISM. Pulse Laser 07 1.7 24 +4 to Fire
23 Ammo E:>q:~l., avoid 6+
. D::=o=u::;:b~Je=:H:::=e=at:::=:;;;:S;::in~k==:~1:=.:;;;E=ng::;i=ne======: 1. Double Heat Sink
08 1.7
l:=::1=: 09 1.7 22 Shutdown, avoid 8+
2. Double Heat Sink 2. Engine 2. Double Heat Sink 10 1.7 21
3. Double Heat Sink 3. Engine 3. Double Heat Sink 11 1.7 20 -4 MP
4. Double Heat Sink 4. G'yt'O 4 . Double Heat Sink 12 1.7 19 Ammo E:>q:~l., avoid 4+
5. Double Heat Sink 5. G'yt'O 5. Do~,o~ble Heat Sink 13 1.7 18 Shutdown, avoid 6+
6. Double Heat Sink 6. G'yt'O 6. Do~,o~ble Heat Sink 14 0 .8 17 ~to Fire
15 0.8 16
LEFT TORSO CENTER TORSO R JGHT TORSO 16 0.8 15 -3 MP
1. Do~,o~ble Heat Sink 1. G'yt'O 1. Do~,o~ble Heat Sink 17 0.8 14 Shutdown, avoid 4+
2. Double Heat Sink 2. Et'lgit'le 2. Double Heat Sink 18 0.8 13 +2 to Fire
3. Double Heat Sink 3. Engine 3. Double Heat Sink 19 0.8 12
4. Double Heat Sink 4. Engine 4. Do~,o~ble Heat Sink 20 0 .8 11
5 . Double Heat Sink 5. Double Heat Sink 5. Double Heat Sink 21 0 10 -2 MP
6. Double Heat Sink 6. Double Heat Sink 6. Do~,o~ble Heat Sink 22 0 09
I~LE:::;F~T::;:L:;;;E;;G:=====~ L..-E-ng-in_e_H-it_s__o_o_o~ R JGHTLEG 23 0 08 +1 to Fire
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 Lite Support 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5. Double Heat Sink MechSpecs 5. Double Heat Sink 29 0 02
30 0 01
6. Double Heat Sink byJetf Catt 6. 00

Future Wars --16


THE UNFORGIVEN ClAN They avoided enconnteringWolfs their way to engage them, foolish arnot.
Dragoons, nntil they landed on They want revenge fbr their .fullen
by??????
Outreach in 3050. The Dragoons did comrades over six decades ago. The
not attack them, in fact,Jamie Wolf met children of the original Oanmembers
Name: The Unforgiven Oan
with Commander Hardie and told him are very ready to avenge their fathers
Commander: Scott"Steel Head"
some very disturl:>ing news- the return and mothers long lost request of sorrow
Hardie
of the Clans had begnn!!! Jamie Wolf and humiliation ... Long Live Clan
Unit Composition: 3 Companies
infbnned Hardie of their scouting Wolverine!
Unit Status: Elite
mission. OanWolverine will remain
Main Unit Insignia: A head of a
silent nntil the Oans come, then they First Company- Damage Incorporated
wolverine on a black cirde
will show their ferocity. Jamie Wolfwas Commander: Star Commander Scott
DropshipAssignment: Wolverine's Den
able to give the Unfbrgiven Clan some Hardie
(Overlord)
modem supplies, a few mechs and some Unit Status: Elite
of his best troops from Zeta Battalion. Unit Song: Damage Inc.- 21st Century
Backgronnd:
The two units formed a pact, they METALLICA
ClanWolverine was supposedly
would stand together against the Oans. Unit Saying:
wiped out by the high conncillong ago
The Inner Sphere had to be prepared. We chew and spit you out
fbr refusing to share the contents ofan
Jamie Wolf recommended that the We laugh, you scream and shout
old Star league base with the rest of the
nnit should retreive theirOmniMechs All flee, with tear you run
dans. They dairned it was their
that were now in the Free Rasalhague You'll know just where we came from
property since it was in their territory.
Republic, since they broke away from Damgelnc.
The refusal led the dan to its destruc-
House Kurita. They decided to
tion. However, a few dozen warriors
approach from the Periphery world of Command lance
managed to escape out into the
"Star's End" by making a quick jump Star Commander Hardie, Elite,Thor C
unknown with a Starlord jumpship,
from there, extract theirOmni's and Weston, Elite, Daishi
loaded down with mechs and dropships.
getting out fast. Once in system, they Carlson, Elite, Mad Cat
They escaped to their race's original
made a quick drop to the dark side of Wylie, Elite, Loki
birthplace- the Inner Sphere. Here,
the planet and discovered that removing
they learned the nnusual tactics of the
theirmechswas going to be more Attack lance
Inner Sphere and their fbreign slang
difficult than expected. The big Falcon, Elite,Masakari
language. Of the 28 warriors that
problem that they encO\.Ultered was that Wilson, Elite, Man O'War
escaped,8werekilled,with theirmechs
the mine had partially caved in over the Jeleco, Elite,Vulture
turned to spare parts, in a first enconn-
years and heavily damaged two ofthe Devadon, Elite, Cladiator B
terwith a Kurita garrison battalion.
Omnimechs and completed buried one
They knew that Clan Wolf would be in
under thousands of tons of rock and Ftrelance
search of them, so they hid their 12
rubble. The lost mech was pushed Fendeleton,Elite,Black Hawk
OmniMechs on "The Edge" in Kurita
down a mine elevator shaft and was Kitty, Elite, Shadow Hawk SHD-5M
space. They were allowed to leave the
totally cut off by a granite slab that had Penta!, Elite,Wolverine WVR-7D
planet after they paid off the garrison
.fullen from the ceiling, creating a Masters, Elite, Wolverine WVR-7D
nnitcommandertheeq~entofsome
catastrophic cave in. Nevertheless, the
100,000 C-Bills. Accordingly, the
ex-Wolverines were able to get nine of The first company is the main attack
garrison commander did not know
the twelve Omni's out and salvage parts company of the unit where all the best
where the nnit hid it's 12 OmniMechs.
from the two heavily damaged ones. It warriors are given the honor to serve
They were encased into the side of a
took a couple ofweeks to~ them together. The first is made up of mostly
mountain in an old abandoned mine
battle ready, but it was worth it. The all the Oan warriors of Oan Wolverine
complex. The Wolverine nnit went in
UniOrgiven was prepared fbrthe return or of pilots related to one of the original
search ofwork as mercenaries in the
of the Oans. All they had to do was warrior members. Also, the first is
Federated Snns. They were hired into a
wait. The wait wasn't long. mostly composed of Clan technology
small nnit of mostly medium class
The unit is extremely fit. The unit being the most hitech company the unit
mechs. After 5 years of devoted service,
picked up one habit while in the Inner has. The Wolverine mechs are placed
they were allowed to leave offworld
Sphere- they play heavy metal music near the rear and are considered the
with their 12 mechs in their own
overtheirexternalmechspeakerswhile most sacred of the mech fbrces. They
Overlord dropship. The mercenary nnit
going into battle. They hope to confuse are like standard bearers and charge into
named themselves as"The Unfbrgiven
their enemies as well as scare them, battle using MASC to pummel the
Oan"because of their past. Next, the
Clans included. The Unfbrgiven is a enemies advancing force. They usually
nnit found hire with House Steiner. By
beserldng nnit and their hatred for Clan charge into the enemy full fbrce and
3040, the nnit had devoted about 15
Wolf is so intense they will go out of
years of their life to Steiner. Future Wars--17
then jwnp around to their rear to finish unexpected and find a way around it. Greene,Veteran,Jump-SRM
them off Ifthe enemy turns to fuce Most ofthe mechs in this company were Stokes,Veteran, Foot-Laser
them, they risk exposing their rear to the donated byWolfs Dragoons. The Zeta Kyley,Regular, Foot-Laser
rest of the Unforgiven mechs. This Battalion warriors fit well with this units Quinn,Regular,Mechanized-SRM
tactic has proven to be vcry successful. name-they couldn't have fuund a better
one themselves. They are all anxious fur The third is the backbone in secondary
Second Company- Mass Carnage a fight with Oan Wolf support for the entire company. They
Commander: Star Commander Randy fill all the needed requirements ofany
Fawsoo Third Company- Metal Militia good unit. The Metal Militia performs
Unit Status: Veteran Commander: SargentJon Hughes many impossible tasks such as taking
Unit Battle Song: The Unforgiven- Unit Status: Veteran down enemy mechs at critical moments.
21st Century METALUCA Unit Battle Song: Metal Militia- 21st They all trust one another like brothers
Unit Saying- Century METALUCA and sisters, because one mistake can lead
All that is, was and will be Unit Saying: to death.Their excellent teamwork has
Universe much to big to see brought them victory. They are most
Time and space never ending Thunder and lightning the gods called noted fur their support during a Kurita
Disturbing thoughts, questions pending The soldiers oftime and deceit moved raid,when they held off an overwhelm-
Limitations ofhuman understanding Their quest .brsaken the gods were ing number of attackers for the better
Too quick to criticize mistaken part of an hour befure the rest ofthe
Obligation to survive Attack!!! Un.brgiven could reinforce their
We hunger to be alive War without end position-theirmechswere detained
We are Clan Wolverine ... No remorse no repent fighting another battle in the moun-
We don't care what it meant tains.
Command I.ance Another day, another death,another
Star Commander Fawson,Elite, sorrow another breath
Thuderbolt TDR-9S Bullets are flying
I.anders,Veteran, Highlander People are dying
Gordon, Elite, King Crab KGC-000 The war machines going ~·sour
Elroy, Regular, Crockett CRK 5003-1 flowing
Know death is near, there is only one
Heayy I.ance unit to fear,
Azwpardi, Elite, Exterminator EXT-4D Metal Militia
Vorico, Veteran, Imp IMP-3E
Highlight,Veteran, Marauder II Command I.ance
Yegaler,Veteran,Shogun SHG-2F SargentHughes,Elite,Chaparral
Carlton,Veteran, Chaparral
Recon I.ance Deverton,Veteran, Chaparral
Jorge,Veteran,Wolfhound WLF-2 Kelles,Elite,Zephyr
Viper, Veteran, Thorn THE-N
Quayle, Green, Flea FLE-17 Heavy Armor
Temelington, Regular,Wasp WSP-3M Yuchat,Veteran, Rhino
Nidell,Veteran,Rhino
The second company is the support Voxenburg,Veteran, Puma
company fur the unit used in a variety Freely,Veteran, Puma
ofmissions, but mostly it is employed as
aRecon company used to assess the VTOL Support
enemy's strengths befure they call in Hunter,Veteran, Peregrine
reinfurcements or bring down the Comell,Veteran,Peregrine
Unfurgiven's Big Boys. This company
has a reputation brusing extrodinary Aerospace Support
tactics on the battlefield,taking down Douglas, Elite, Slayer
the oppostion,mech by mech, second ]arret, Elite, Slayer
by second. That is why it acquired the Conroy,Veteran, Chippewa
nickname"MassCamage". This Siegalson,Veteran, Chippewa
company is extremely agile and has the
uncanny ability to encounter anything lnfunuy ssruads
Elliot, Veteran, Jump-SRM
Future Wars --18
AlnRNAn: ClAN GARRISON CenterTorso 20 30/10 design notes- both upper and lower ann
R/LTorso 14 20;S acuators have been removed. Actual
FORCE R/L Arm10 20 engine weight is 6.75 tons -this allows
by R/L Leg 14 28 fur the extra 3 points ofallocated annor.
???
HeatSinks(11 x2) 1.0 Thunderbolt (c)
With the debut ofonmi mechs and the RL LL Weight 65tons
Oan way ofnot wasting resources, these Equipment Ton Move 4 -6
fbnner front line mechs were redistrib- Crit Ton
uted to the Planetary Garrison Ousters RA large Pulse 6 .0 2 Internl (standard) 6.5
well befbre the invasion ofthe Inner RA LB- 5XAC 7 .0 4 Engine (ER 260 XL) 7.0
Sphere. Eitheronmimechsorthese LA large Pulse 6.0 2
oldermechs could be encountered on LA LB- 5XAC 7 .0 4 Gyro 3.0
any non front line planet along with LT AC anuno (20) 1.0 1 Cockpit 3.0
their elementals. An example ofone H D Anti Missile 0.5 1 Annor(211) 13.0
such planetary defense fbrce fOllows: CT AMS anuno (24) 1.0 1 IS AV
Head 3 9
SuperNova Totals 60.0 23 CenterTorso 21 32/10
Cost 10,304.6 K C-Bills R/LTorso 15 22/S
1st Nova cv 3 ,618 R!LArm10 20
Marauder(c) design notes-both upper and lower arm R!LLeg 15 30
Archer(c) acuators have been removed.Actual
3 xThunderbolt (c) engine weight is 5.75 tons- this allows Heat Sinks (1 0 x2) 0 .0
25 Elementals fur the extra point ofallocated armor.
Equipment Ton Crit
2nd Nova Catapult(c) RT UltraAC 20 12.0 8
Marauder (c) Weight 65tons RT ACanuno(10)2.0 2
Archer(c) Move 4-6 LT UltraAC 20 12.0 8
3 xThunderbolt (c) Ton LT ACanuno(10)2.0 2
25 Elementals Intera.l (standard) 6.5 CT ER ML 1.0 1
Engine (ER 260 XL) 7.0 CT ER SML 0.5 1
3rdNova RA Anti Missile 0.5 1
Atlas(c) Gyro 3.0 RA AMSanuno(24) 1.0 1
4 x Warllammer (c) Cockpit 3.0 LA Anti Missile 0.5 1
25 Elementals Annor(211) 13.0 LA AMS anuno (24) 1.0 1
IS AV
4th Nova Head 3 9 Totals 65.0 30
Rifleman (c) CenterTorso 21 32/10 Cost 12,446.5 K C-Bills
4xCatapult(c) R/LTorso 15 22/S cv 4,245
25 Elementals R!LArm 10 20 design notes- actual engine weight is
R/LLeg 15 30 6.75 tons- this allows for the 3 extra
(c) -this designations signifies that these points ofallocated armor.
are Oan upgraded mechs with their Heat Sinks (11 x2) 1. 0
current weapon and system technolo- RL Archer(c)
gies. Equipment Ton Crit Weight 70tons
RA/T Arrow IV 12.0 12 Move 4-6
Rifleman (c) RT Arrowammo(lO) 2.0 2 Ton
Weight 60tons LA/ T Arrow IV 12.0 12 Intera.I (standard) 7 .0
Move 4-6 LT Arrowammo(lO) 2.0 2 Engine (ER 280 XL) 8.0
Ton RT ER ML 1.0 1
lnternl (standard) 6 .0 LT ER ML 1.0 1 Gyro 3.0
Engine (ER 240 XL) 6 .0 H D Anti Missile 0.5 1 Cockpit 3.0
CT AMS anuno (24) 1.0 1 Armor(216) 13.5
Gyro 3.0
Cockpit 3 .0 Totals 65.0 38
Annor(201) 12.5 Cost 12,208.7 K C-Bills
IS AV cv 4 ,012
Head 3 9 Future Wars--19
70.0 38
Head Atlas(c)
CenterTorso 2i Weight 100 tons
R/LTorso 15 ' Move 3-5
R/LArmll 22 fan
R/LLeg 15 Interal (standard) 10.0
Engine (ER 300 XL) 9.5
Heat Sinks (1 0~2) Gyro 3.0
0 Cockpit 3.0
~-
Equipment ,. Armor(304) 19.0
R/LT LRM 2o x 2
R/LT artemlsx2 9.5
R/LT LRM :lmmo (24) . 3.0
R/LA LRM }5 x 2 3.0
R/LA artemi,s x 2 14.5
R/LA LRM ammo (16)_ IS AV
CT LRMamma(8) 3 9
R/LA ,, ~. 23 36/10
R/LA 16'-< 24/8
R/LA 12 ..24
R/LA 16

6c
1.0 1
12.0 6
2

Move

Interal <.st:maanl
Engine (ER -~,· .~~u"'
Gyro
Cockpit
Armor(216)

Head
CenterTorso
R/LTorso
R/LArm
R/LLeg

RAx2LAx2
Equipment
RA ER PPC
LA ER PPC
LT LRM 20
LT
LT
RT
RT

Future Wars --20


1\fiiiGE
kl •• .,. ... (•MMa) n;, H.. t DM:II 'S n L
2 CL L. Pulse Laser 10 10 0 6 14 20
2 CL LB 5-X AC(100) 1 5 3 8 15 24

M::CHSTATS
Biped with Flip Arms
Weight: 60 tons
Walk 4, Run 6, Jump 0
Armor: 12 .5 tonsi200 pts
CI$J'l XL Engine
Clan 2X Sinks
1 CL Anti-Mssile (24)
2 CLCASE

HEAT SINKS
--oo 00 00 00 oo---
0000000000
00

1. Shoulder 1. Sho1..1lder Name:


2. Upper Arm Actuator 2. Upper Arm Act1..1ator Gun Skill: Pilot Skill:
3. CL L. P1..1lse Laser 3. CL L. Pulse Laser Hits: 1 2 3 4 5 6
4. CL L. P1..1lse Laser 4. CL L. Pulse Laser Cons: 3 5 7 10 11 Dead
5. CL LB 5-X AC 12] A1..1to Eject 5. CL LB 5-X AC
DAMA.GE HEAT SCALE
6. CL LB 5-X AC .-:-=:-:-:--------. 6. CL LB 5-X AC tvlax Dmg: 30 tvlax Heat: 3
LEFT ARM HEAD RIGHT ARM 01 12 .5 30 Shutdown
1. CL LB 5-X AC 1. Life Support 1. CL LB 5-X AC 02 13.3 29
2. CL LB 5-X AC 2. Sensors 2. CL LB 5-X AC 03 14.2 2S Ammo Expl., avoid S+
3. 3. Cockpit 3. 04 15 27
4. 4. CL Anti-Mssile 4. 05 15 26 Shutdown, avoid 10+
5. 5. Sensors 5. 06 15 25 -5 MP
6. 6. Life S1..1pport 6. 07 11.7 24 +4 to Fire
1 ~1:::;.X::;;L~En=g::;:in=e=====: ~1:=_=::E;::n:::;gi=ne======: 1. XL Engine OS 11.7 23 Ammo Expl., avoid 6+
09 10 22 Shutdown, avoid S+
2. XL Engine 2. Engine 2. XL Engine 10 10 21
3. CL LB 5-X AC ammo: 3 . Engine 3. 11 10 20 -4 MP
4. 4. Gyro 4. 12 10 19 Ammo Expl., avoid 4+
5. 5. Gyro 5. 13 10 1S Shutdown, avoid 6+
6. 6.Gyro 6. 14 10 17 +3 to Fire
15 6.7 16
LEFTTORSO CENTERTORSO RIGHTTORSO 16 5 15 -3 MP
1. 1. Gyro 1. 17 5 14 Shutdown, avoid 4+
2. 2. Engine 2. 1S 5 13 +2 to Fire
3. 3. Engine 3. 19 5 12
4. 4. Engine 4. 20 5 11
5. 5. CL Anti-Mssile ammo 5. 21 1.7 10 -2 MP
6. 6. 6. 22 1.7 09
~~~~~====~~----------~ 23 1.7 OS +1 to Fire
LEFT LEG Engine Hits 0 0 0 RIGHT LEG 24 1.7 07
1. Hip Gyro 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 Act1..1ator 27 0 04
4 . Foot Actuator 4. Foot Actuator 2S 0 03
5 . Double Heat Sink MechSpecs 5. Double Heat Sink 29 0 02
30 0 01
6. Do1..1ble Heat Sink by Jeff Catt 6. Double Heat Sink 00

Future Wars--21
liAIIGE
1-h•r;ar. (•MMa) Hut DM:II nir. s n L
2 CL Arrow IV (20) 10 0 0 5 9 15
2 CL M. ER Laser 5 7 0 5 10 15

M:CHSTATS
Biped
Weight: 65 tons
Walk 4, Rul'l6, Jump 0
Armor: 13 tonsi208 pts
Clan XL Engine
Clan 2X Sinks
3CL CASE
1 CL Anti-Mssile (24)

HEAT SINKS
----oo 00 00 00 ()()
0000000000
00

1. Shoulder 1. Shoulder Name:


2. CL Arrow IV
Critical 2. CL Arrow IV Gun Skill: Pilot Skill:
3. CL Arrow IV l-lit Table 3. CL Arrow IV Hits: 1 2 3 4 5 6
4. CL Arrow IV 4. CL Arrow IV Cot'ls: 3 5 7 10 11 Dead
5. CL Arrow IV D Auto Eject S. CL Arrow IV
DAMAGE HEATSCALE
6. CL Arrow IV 6. CL Arrow IV
MexDmg: 14 MexHeat: 11
LEFT ARM HEAD RIGHT ARM 01 7 30 Shutdown
1. CL Arrow IV 1. Life Suppott 1. CL Arrow IV 02 7 29
2 . CL Arrow IV 2 . Sensors 2. CL Arrow IV 03 7 28 Ammo E><pl., avoid 8+
3. CL Arrow IV 3. Cockpit 3 . CL Arrow IV 04 7 27
4. CL Arrow IV 4. CL Anti-Mssile 4. CL Arrow IV OS 7 26 Shutdown, avoid 10+
5. CL Arrow IV 5. Sensors 5 . CL Arrow IV 06 4.7 25 -5 MP
6. CL Arrow IV 07 4 .7 24 +4 to Fire
l:=::6:::;:.C::;:L=:A;;::rro::::;::w=IV===::::: 6. Life Support OS 4 .7 23 Ammo E><pl ., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 4.7 22 Shutdown, avoid 8+
2. XL Engine 2 . Engine 2. XL Engine 10 4.7 21
3 . CL Arrow IV ammo: 5 3. El'lgil'le 3 . CL Arrow IV ammo: 5 11 2.3 20 -4 MP
4. CL Arrow IV ammo: 5 4. Gyro 4. CL Arrow IV ammo: S 12 2.3 19 Ammo E><pl., avoid 4+
5. CL Arrow IV 5 . Gyro 5. CL Arrow IV 13 2.3 18 Shutdown, avoid 6+
6. CL M. ER Laser 6. Gyro 6 . CL M. ER Laser 14 2.3 17 +3 to Fire
15 2 .3 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 0 15 -3 MP
1. 1. Gyro 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. CL Al'lti-Mssile ammo 5. 21 0 10 -2 MP
6. 6. 6. 22 0 09
1~::=::;:::::;::;:::::=====: 23 0 08 +1 to Fire
LEFT LEG Engine Hits 0 0 0 RIGHT LEG 24 0 07
1. Hip Gyro 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
4. Foot Actuator 4. Foot Actuator 28 0 03
5 . Double Heat Sink S. 29 0 02
MechSpecs 30 0 01
6. Double Heat Sink by Jeff Catt 6. 00

Future Wars --22


RAIIGE
~ •• .,., (•MMa) Hut DM, nir. s n L
Ri.t.t TarSa 2 CL UltraAC/20 (400) 7 20 0 4 S 12
<Rur) 1 CLM.ERLaser 5 7 0 5 10 15
1 CL S. ER Laser 2 5 0 2 4 6

MECHSTATS
Biped
Weight: 65 tons:
Walk 4, Run 6, Jump 0
Armor: 13 tons/208 pts:
Clan XL Engine
Clan 2X Sinks:
4 CLCASE
2 CL Anti-Mss:ile (24)

HEAT SINKS
-oo 00 00 00 ()()
0000000000

1. Shoulder 1. Shoulder Name:


2. Upper Arm Actuator 2. Upper Arm Actuator Gun Skill : Pilot Skill :
3 . Lower Arm Actuator 3. Lower Arm Actuator Hits:: 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons:: 3 5 7 10 11 Dead
5. CL Anti-Mssile D
Auto Eject 5. CL Anti-Mssile
DAMA.GE HEATSCALE
6. CL Anti-Mssile ammo r:-;;=-:-:::--------, 6. CL Anti-Mssile ammo MaxDmg: 52 MaxHeat: 5
LEFT ARM HEAD RIGHT ARM 01 26 30 Shutdown
1. 1. Life Support 1. 02 26 29
2. 2. Sensors 2. 03 25.2 28 Ammo E:><pl., avoid 8+
3. 3. Cockpit 3. 04 25.2 27
4. 4. 4. 05 17 .7 26 Shutdown, avoid 10+
5. 5. Sensors 5. 06 16.5 25 -5 MP
6. 6. Life Support 6. 07 15.7 24 +4 to Fire
l:=::1:::;_X~L:::;E:;n=g:;:in=e====: 1. Engine :=1:=_~X~L:::::;E;::n=g;::in=e=====:l OS 15.7 23 Ammo E:><pl., avoid 6+
09 9 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 9 21
3 . CL Ultra AC/20 3. Engine 3. CL Ultra AC/20 11 7.8 20 -4 MP
4. CL Ultra AC/20 4. G'yYO 4. CL Ultra AC/20 12 7.8 19 Ammo E:><pl., avoid 4+
5. CL UltraAC/20 5. G'yfO 5. CL UltraAC/20 13 1.2 18 Shutdown, avoid 6+
6. CL UltraAC/20 6. G'yYO 6. CL UltraAC/20 14 1.2 17 +3 to Fire
15 1.2 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 0 15 -3 MP
1. CL Ultra AC/20 1. G'yfO 1 . CL Ultra AC/20 17 0 14 Shutdown, avoid 4+
2. CL Ultra AC/20 2. Engine 2. CL Ultra AC/20 18 0 13 +2 to Fire
3. CL Ultra AC.'20 3. Engine 3. CL Ultra AC/20 19 0 12
4. CL Ultra AC/20 4. Engine 4. CL Ultra AC/20 20 0 11
S. CL UltraAC/20 ammo S. CL M. ER Laser S. CL UltraAC/20 ammo 21 0 10 -2 MP
6. CL Ultra ACi20 ammo 6. CL S. ER Laser 6. CL Ultra AC/20 ammo 22 0 09
23 0 08 +1 to Fire
LEFT LEG Engine Hits: 000 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
4. Foot Actuator 4. Foot Actuator 28 0 03
29 0 02
5. MechSpecs 5. 30 0 01
6. by Jeff Catt 6· 00

Future W ars--23
RAIIGE
~ .. .,.all (iMMa) H.. t D"'"' n;... :s: n L
2 CL LRM-20 (480) 6 20 0 7 14 21
2 CL LRM-15 (360) 5 15 0 7 14 21
2 CL M. ER Laser 5 7 0 5 10 15
2 CL S. ER Laser 2 5 0 2 4 6

MECHSTATS
Biped
Weight: 70 tons
Walk 4, Run 6, Jump 0
Armor: 13.5 tons/216 pts
Clan XL Engine
Clan 2X Sinks
2CLCASE
4 CL Artemis IV FCS
2 CL Anti-Mssile (72)

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

1. Shoulder 1. Shoulder N€ome:


2. Upper Atm Actuator 2. Upper Atm Actuator Gun Skill: Pilot Skill:
3. Lower Atm Actuator 3. Lower Atm Actuator Hits: 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 Dead
5. CL LRM-15 D Auto Eject 5. CL LRM-15
DAt>AAGE HEAT SCALE
6. CL LRM-15 ....,...,..~-------. 6. CL LRM-15 MaxDmg: 94 MexHeat: 20
LEFT ARM HEAD RIGHT ARM 01 47 30 Shutdown
1. CL Artemis IV FC 1. Life Support 1. CL Artemis IV FC 02 47 29
2. CL LRM-15 ammo: 12 2. Sensors 2. CL LRM-15 ammo: 12 03 45.3 2S Ammo E:xpl., avoid S+
3. CL M. ER Laser 3. Cockpit 3. CL M. ER Laser 04 45.3 27
4. CL S. ER Laser 4. CL Anti-Mssile 4. CL S. ER Laser 05 43.7 26 Shutdown, avoid 10+
5. CL Anti-Mssile 5. Sensors 5. CL Anti-Mssile 06 41.3 25 -5MP
6. CL Anti-Mssile ammo 6. Life Support 6. CL Anti-Mssile ammo 07 39.7 24 +4 to Fire
1. XL Engine ~1:=_::;;E;::n:::;gi=ne======: 1. XL Engine OS
09
2S
28
23 Ammo E:xpl ., avoid 6+
22 Shutdown, avoidS+
2. XL Engine 2. Engine 2. XL Engine 10 28 21
3. CL LR~O 3. Engine 3. CL LRM-20 11 25.7 20 -4 MP
4. CL LR~O 4. G"yro 4. CL LRM-20 12 25.7 19 Ammo E:xpl., avoid 4+
5. CL LR~O 5. G"yro 5. CL LRM-20 13 25.7 1S Shutdown, avoid 6+
6. CL LR~O 6. G"yro 6. CL LRM-20 14 25.7 17 +3 to Fire
15 14 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 11.7 15 -:3 MP
1. CL Artemis IV FC 1. G"yro 1. CL Artemis IV FC 17 11.7 14 Shutdown, avoid 4+
2. CL LR~O ammo: 12 2. Engine 2. CL LRM-20 ammo: 12 1 s 11.7 13 +2 to Fire
3. CL LR~O ammo: 12 3. Engine 3 . CL LRM-20 ammo: 12 19 11.7 12
4. 4. Engine 4. 20 11.7 11
5. 5. CL LRM-15 ammo: 12 5. 21 11.7 10 -2 MP
6. 6. CL Anti-Mssile ammo 6. 22 0 09
23 0 OS +1 to Fire
~~LE;;;F:;:T;;:;:L:;E;:;G;:====~ Engine Hits 0 0 0 ::;R:;:;:IG:;::H;::;:;T:;:;L;:;E~G:====~ 24 0 07
1. Hip G"yro 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
29 0 02
5. MechSpecs 5. 30 0 01
6. by Jeff Catt 6. 00

Future Wars --24


RANGE
~ •• ,.a .. (•MMD) Hut DM:II nir. s n L
2 CL ER PPC 15 15 0 7 14 23
1 CL LRM-20 (240) 6 20 0 7 14 21
1 CL Streak SRM-6 (90) 4 12 0 4 8 12

MECHSTATS
Biped
Weight: 70 tons
Walk 4, Run 6, Jump 0
Armor: 13 .5 tonsi216 pts
Cl:an XL Engine
Cl:an 2X Sinks
3CLCASE
1 CL Artemis IV FCS
1 CL Anti-Ms:sile (24)

HEATS INKS
----oo 00 00 00 ~
0000000000
0000000000
0000000000

1. Shoulder 1. Shoulder NM"Je:


2 . Upper Arm Actuator 2. Upper Arm Actuator Gun Skill : Pilot Skill :
3. Lower Arm Actuator 3 . Lower Arm Actuator Hits: 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 Dead
5. Double Heat Sink D Auto Eject 5. Double Heat Sink
DAI'Y\l>.GE HEAT SCALE
6. Double Heat Sink ....,...,::-:-::,.....---------, 6. Double Heat Sink MaxDmg: 62 MaxHeat: 3
LEFT ARM HEAD RIGHT ARM 01 31 30 Shutdown
1. Double Heat Sink 1 . Life Support 1. Double Heat Sink 02 31 29
2. Double Heat Sink 2. Sensors 2. Double Heat Sink 03 31 28 Ammo E:>cpl., avoid 8+
3. CL ER PPC 3. Cockpit 3. CL ER PPC 04 31 27
4. CL ER PPC 4. 4. CL ER PPC 05 29 26 Shutdown, avoid 10+
5. 5 . Sensors 5. 06 29 25 -5 MP
6. 6. Life Support 6. 07 29 24 +4 to Fire
1 ~1::::;.X~L~E;;n=g:::;:in=e===~:=1:=.==E~n:::;gi=ne====~ 1. XL Engine 08 20.7 23 Ammo E>cpl ., avoid 6+
09 18.7 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 18.7 21
3. Double Heat Sink 3. El'lgil'le 3. Double Heat Sink 11 18.7 20 -4 MP
4 . Double Heat Sink 4. Gyro 4. Double Heat Sink 12 18.7 19 Ammo E>cpl., avoid 4+
5. CL LRI\4-20 5 . Gyro 5. CL Streak SRM-6 13 16 .7 18 Shutdown, avoid 6+
6. CL LRI\4-20 6. Gyro 6. CL Streak SRM-6 14 16 .7 17 +3 to Fire
15 8 .3 16
LEFT TORSO CENTER TORSO RIGHT TORSO 16 8.3 15 ...:3MP
1. CL LRI\4-20 1. Gyro 1. CL Streak SRM-6 M"l 17 8.3 14 Shutdown, avoid 4+
2. CL LRI\4-20 2 . El'lgine 2. CL Anti-Ms:sile 18 8.3 13 +2 to Fire
3. CL Artemis IV FC 3 . Engine 3. CL Anti-Ms:sile M"Jmo 19 8.3 12
4. CL LRI\4-20 M"Jmo: 12 4. Engine 4. 20 8.3 11
5. CL LRI\4-20 M"Jmo: 12 5. Double Heat Sink 5. 21 8.3 10 -2 MP
6. 6 . Double Heat Sink 6. 22 5 09
·~~:;;;:::;:::::==~ 23 5 08 +1 to Fire
LEFT LEG Engine Hits 0 00 RIGHTLEG 24 0 07
1. Hip Gyro 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. Double Heat Sink MechSpecs 5. Double Heat Sink 29 0 02
30 0 01
6 . Double Heat Sink by Jeff Catt 6 . Double Heat Sink 00

Future W ars--25
RAIIGE
:s: n L
7 15 22
4 8 12

MECHSTATS
Biped
Weight: 75 tons
Walk 4, Run 6, Jump 0
Annor: 14 tonsf224 pts
Cl:e.n XL Engine
Clan 2X Sinks
4CL CASE
1 CL Anti4vissile (48)

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

1. Shoulder 1. Shoulder Name:


2. Upper .A.nn Actuator
CriticCII 2. Upper Ann Actuator Gun Skill: Pilot Skill:
3. Lower Ann Actuator 1-lit TC1blc 3. Lower Ann Actuator Hits: 1 2 3 4 5 6
4. CL Gauss Rifle 4. CL Gauss Rifle Cons: 3 5 7 10 11 De9.d
5. CL Gauss Rifle D Auto Eject 5. CL Gauss Rifle
DAMA.GE HEAT SCALE
6. CL Gauss Rifle 6. CL Gauss Rifle
MaxDmg: 54 Max Heat: -7
LEFT ARM HEAD RIGHT ARM 01 22 30 Shutdown
1. CL Gauss Rifle 1. Life Suppott 1 . CL Ga.uss Rifle 02 24.5 29
2. CL Gauss Rifle 2. Sensors 2. CL Ga.uss Rifle 03 27 28 Ammo E~l., avoid 8+
3. CL Gauss Rifle 3. Cockpit 3. CL Ga.uss Rifle 04 27 27
4. 4. CL Anti-Mssile 4. 05 23 26 Shutdown, avoid 10+
5. 5. Sensors 5. 06 23 25 -5 MP
6. 6. Life Suppott 6. 07 23 24 +4 to Fire
1:=;:::;:::;:;:::;;:;::::::::;:::==~ 08 18 23 Ammo E~l., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 14 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 14 21
3. CL Gauss Rifle ammo 3. Engine 3. CL Ga.uss Rifle ammo 11 14 20 -4 MP
4. CL Gauss Rifle ammo 4. Gyro 4. CL Streak SRM-6 12 14 19 Ammo E~l., avoid 4+
5. CL Streak SRM-6 5. Gyro 5. CL Streak SRM-6 13 10 18 Shutdown, avoid 6+
6. CL Streak SRM-6 6. Gyro 6. CL Streak SRM-6 am 14 10 17 +3 to Fire
15 10 16
LEFT TORSO CENlER TORSO RIGHT TORSO 16 5 15 -3 MP
1. CL Streak SRM-6 am 1. Gyro 1. 17 5 14 Shutdown, avoid 4+
2. 2.Engine 2. 18 5 13 +2 to Fire
3. 3 . En~ne 3. 19 5 12
4. 4.Engine 4. 20 5 11
5. 5. CL Anti-Mssile ammo 5. 21 5 10 -2 MP
6. 6. CL Anti-Mssile ammo 6 . 22 5 09
23 0 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 0 07
1. Hip Gyro 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 Suppott 0 3. Lower Leg Actuator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
29 0 02
5. MechSpecs 5. 30 0 01
6. by Jeff Catt 6. 00

Future Wars --26


RAII<iE
~ ....... (.MM.) H.. t DM:II Hir. s " L
2 CL Gauss Rifle (24) 1 15 2 7 15 22
2 Cl LRM-20 (480) l> 20 0 7 14 21
4 CL M. Pt.~lse laser 4 7 0 4 8 12

MECHSTATS
Biped
Weight: 100 tons
Walk 3, Run 5, Jymp 0
Armor: 19 tons.'304 pts
Clan XL Engine
Clan 2X Sinks
1 CL Anti-Mssile (48)
6CL CASE

HEAT SINKS
--oo 00 00 00 00"
0000000000
00000000

1. Shoulder 1. Shot.~lder Name:


2. Upper Arm Actuator 2. Upper Arm Actuator Gun Skill: Pilot Skill:
3 . Lower Arm Actuator 3. Lower Arm Actuator Hits:: 1 2 3 4 5 6
4. Hand Actuator 4 . Hand Actuator Cons: 3 5 7 10 11 Dead
5. CL Gauss Rifle D Auto Eject 5. CL Gauss Rifle
DAt#.GE HEAT SCALE
6. CL Gauss Rifle r-:-:::=-:-;:;:-------., 6. CL Gauss Rifle MaxDmg : 98 MaxHeat: 5
LEFT ARM HEAD RIGHT ARM 01 44 30 Shutdown
1. CL Gauss Rifle 1. life Support 1. CL Gauss Rifle 02 46.5 29
2. CL Gauss Rifle 2. Sensors 2. Cl Gauss Rifle 03 49 28 Ammo E:>q:~l., avoid 8+
3. CL Gauss Rifle 3. Cockpit 3. CL Gauss Rifle 04 49 27
4. CL Gauss Rifle 4. CL Anti-Mssile 4. Cl Gauss Rifle 05 44.3 26 Shutdown, avoid 10+
5 . CL Gauss Rifle ammo 5. Sensors 5. Cl Gauss Rifle ammo 06 44.3 25 -S MP
6. 6. Life St.~ppott 6 . Double Heat Sink 07 44 .3 24 +4 to Fire
:=:;::::;;;::::::::;:====~ 08 32.7 23 Ammo E:>q:~l., avoid 6+
1. XL Engine 1. Engine 1. XL Engine 09 28 22 Shutdown) avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 28 21
3. CL LRM-20 3. Engine 3. CL Gauss Rifle ammo 11 28 20 -4 MP
4. CL LRM-20 4. G"yro 4. CL LRM-20 12 28 19 Ammo E:>q:~l., avoid 4+
5 . CL LRM-20 5. G"yro 5. CL LRM-20 13 23 .3 18 Shutdown) avoid 6+
6. CL LRM-20 6. G'yro 6 . CL LRM-20 14 23.3 17 +3 to Fire
15 Hi.? 1l>
LEFT TORSO CENlER TORSO RIGHT TORSO 16 11.7 15 ...JMP
1 . CL LRM-20 ammo: 12 1. G"yro 1. CL LRM-20 17 11.7 14 Shutdown, avoid 4+
2. CL LRM-20 ammo: 12 2. Engine 2. CL LRM-20 ammo: 12 18 11.7 13 +2 to Fire
3. CL M. Pulse Laser 3. Engine 3. CL LRM-20 ammo: 12 19 11 .7 12
4. CL M. PYise Laser 4. Engine 4. CL M. Pulse Laser 20 11 .7 11
5. Double Heat Sink 5. CL Anti-Mssile ammo 5. CL M. Pulse Laser 21 11.7 10 -2 MP
6. Double Heat Sink 6. CL Anti-Mssile ammo 6. Double Heat Sink 22 5 09
23 0 08 +1 to Fire
I:;:;LE;;;F:;:;:T==::L::;;E;;:G:======: Engine Hits 0 00 ;:;R~IG~HT;:;:::;LE;::G;;::====~I 24 0 07
1. Hip G"yro Hits 0 0 1 . Hip 25 0 06
2. Upper Leg ActYator Sensors Hits 0 0 2. Upper Leg ActYator 26 0 05 -1 MP
3. Lower Leg Actuator life SYppott 0 3 . Lower Leg ActYator 27 0 04
4. Foot Actuator 4. Foot Actuator 28 0 03
5. DoYble Heat Sink MechSpecs 5. Double Heat Sink
29 0 02
30 0 01
6. Double Heat Sink by Jeff Catt 6. Double Heat Sink 00

Future W ars--27
Sensors So lets take a logical look at what a 3) What type of communication
computer could detennine from an system is being used
by}. Donald lail opponent using its sensors and its
4) What type of targeting and
For quite some time now I have computer:
tracking system is being used
been wanting to write an artide on 1) Speed. Given two known poi.J).ts
"Mech sensors. But I was stuck. I 5) What type of myomer is being
in space and the time differential it
didn't know enough. So I started to ask u;ed
took to go from one to the other a very
questions and do research. I still don't good reading of the speed of the 6) How much and what type of
know a hell of a lot but I am going to opponent could be taken with the armor is employed
try it anyway The first thing to do was simplest system. Sophisticated systems
to examine what was in print. such as the laser range finder would do 7) How much and what type of
this directly like a radar speed gun does internal structure is being used
From the BattleTech boxed set (1st
edition) I fonnd on page 33 that today
8) The true range of jump jets
'Medls use light intensifier optics and 2)Weapons. Wheneveran
laser range finding. In MechWarrior 9) The true size of the engine
opponent uses a weapon quite a bit of
(1st edition) I found a statement on data becomes available. The range of 10) Whether or not any ammo is
page 65 that'Mechs use a) photocells to the weapon when fired is obviously CASEd and how much ofit remains
scan visually in the normal range b) instantly available. Its heat discharge
heat sensitive discs to scan in the should be readable (within limits) 11) What dectronic systems
infrared range and c) high frequency which should give the scanning'Mech (Beagle, Guardian, C3 computer,
micro-radars to scan microwave signals some idea ofwhat type ofweapon was Artemis,Narc,Masc orTAG) are
in the audio range. used. In the case of missiles the present
In order to determine the range to number and type (LRM or SRM) will Into this abyss was dropped a very
and the direction of an opponent an also be easily determined by the IR interesting artide onTargeting and
active scanning method must be used. signatures. Ballistic weapons pose more Tracking Systems by David Waters in
Either the laser range finding or high of a problem. I am not sure ifiR the"Lost Issues" issue ofBattleTechnol-
frequency micro radars would do this would tell you all that much about a ogy. For those who are unfumiliarwith
nicdy. According to the MechWarrior ballistic round for example. Short of the magazine it writes as if it actually
passage these systems will scan the being hit, I would think that you would were the thirty first century and is
entire 360° arc but will segment the have to employ an active scanner such licensed by FASA
data into'screens'that show only a as the laser range finder or the micro-
portion of the total view. The screen radars in order to read what kind of As fur as I am concerned this artide
the MechWarrior is looking at is the ballistic round has been fired . did a brilliant job of organizing and
active screen and there is no overall delineating the different systems. It
3) Damage. Commonsensewould succeeded in bringing meat to the
perspective. No data are given on what tdl us the amount of damage done to
arc each screen covers or even how bones of the technical readouts. In
an opponent within our scanning arc every case where a system was said to
many of them there are. It is also stated should be easily determinable. Our
that a limited ability exists for the have a strength or weakness that was
scanners should tell us instantly when a quantified in the presentation. There
computer to analyze its input. weapon visibly hits,no matter who were however three points which are
There is nothing further in the fired it. either in conflict with the published
CityTech boxed set (1st edition),The Almost everything you want to descriptions of sensors or which are at
Rules ofWarfare, the BattleTech know about a weapon is hidden until it the very least controversial; the
Compendium or MechWarrior (2nd is used. And even after a weapon is scanning arc, the scanning mode;and
edition) on"Mech sensor operation. used there is still one hdl of a lot of the anti-aerospace ability. Each will be
territory uncovered. Your sensors can't discussed in detail in the body of the
Frankly, I was a little surprised. I
even tdl you how much your opponent Jbllowing review and commentary.
finally confirmed that I had been
bamboozled by the guys who taught me masses, the most critical data of all. The artide only daimed to be
how to play into accepting the idea that What Jbllows is my short list of other current through the 2750 and 3025
the sensors would tdl you almost things that will be hidden from the Tech Readouts. I found one new
everything you wanted to know about scanners: system in the 3050Tech Readout and
an opponent. All we've got is range and 1) What size gyro is in place fourteen in the 3055 Tech Readout.
direction with a limited ability for the Also ,I found several cases in the 3050
computer to analyze its input. 2) What the condition of the life Tech Readout where the maximum scan
support system is range was actually less than that of its
Future Wars --28 longest ranged weapon. Most of these
cases involved upgraded'Medtswhich with the FASA publications. Nowhere and in order to get vital targeting data.
had had long range weapons added fur does it say in the rules that only With such a limited use the data would
the first time. Riflemen,Jaegermedts and their ilk can be less than perkct but the scanner
shoot at aerospace fighters. I can accept would not be a beacon fur every
The meat of the article was devoted
that some'Mechs can do it better than damned missile on the battlefidd. I
to 1) a chart detailing the standard
others but this is too much. The author would think that the active systems like
package features fur the 85 targeting is right about one thing though. The Artemis IV, Streak SRMs,TAG and
and tracking systems and an explana-
aerospace an:: would require a different Beagle Active Probes would fit this
tion of each feature, 2) a chart and scanning system altogether: profile quite nicely even if the scanning
explanation ofheat and repair target systems vary
modifiers, the reset feature and the 2) Scanning Methods
override feature fur all systems,3) a 3) Number ofTargets
Three scanning methods are
chart and detailed explanation of the 25
identified as infrared, dectromagnetic As stated in the article this quality
system expansion modules and 4) a
and some unspecified method that may simply tdls you how many primary and
revised system for resolving sensor hits.
rely on motion or sound. You should secondary targets the system can keep
The Nine Standard Package with these methods be able to locate a track of. If the capacity of a system is
Features target, estimate the power output ofits deemed inadequate it can be augment-
fusion plant, analyze the heat from its ed with an add-on module, if expansion
1) ScannerArcs discharged weapons and determine the slots permit, which will allow additional
The article gave a great deal of new vector to a scanned 'Mech,and not secondary targets to be designated.
infonnation on the way sensors and the muchdse. UnfOrtunately the description of the
targeting and tracking computers work. add-on module does not give the
I am convinced that there is one number of secondary targets which this
Perhaps the most startling concept common thread that links all of these
presented was the idea that very few module enables. Also, the module only
scanning systems. To the best of my
scanners cover a 360° arc. I fuund it covers a 1SOOan::.
knowledge all of these systems are
very troubling and illogical that many passive. That is they do not constantly 4) Target ID
'Mech's scanners would cover only 45°, send out beams of radiation (i.e.- like
90° or 180° rather than a full360o span. This identifies the type of"Mech
active radar). They read the heat or
Further, I don't like the angle progres- opponent with "90% accuracy" ,even if
dectromagnetic emissions or the light
sion, which is better suited to a square that opponent is shut down. Given the
patterns that are already present and
shaped playing grid rather than our hex crudity of the scanning systems I don't
enhance them. The question is why
shaped system. At the very least I see how you would get any infu other
don't they use active scanners? If it is
would substitute the full owing arcs: than that based purely on the body
because continuous active scanning
60o, 1SOC and 300° rather than 4 5o, 90° means that missiles will home in on the
type. It is my conclusion therefore that
and 180°. This gives your either the ifyour opponents body type isn't in the
scan beam it would explain much.
front arc, the front and one arm arc and record bank you are out ofluck. If
Furthermore, if this meant automatic
the front and both arm arcs. your opponent is a variant that isn't in
hits on the source of the beams (the
the record bank you are out of luck, but
This is the first point in conflict active sensors) then I cangarronteeyou
to a lesser degree. This feature can be
with theFASApublications. I would that nobody would use such devices
added with a system expansion module.
guess that the author either misread the (Cajun emphasis added).
passage that said you couldn't see 36()o 5) Target Damage
This is the third and final point in
or missed it entirely. The point of the conflict with the FASA publications. This feature displays the damage
multiple screens was not that an arc was The dectromagnetic scanning mode is done to another'Mechs armor and
left unscanned but that a pilot could new and the two active scanning modes internal structure. Logic would insist
only use one screen at a time. discussed previously are totally ignored. that the"Mech in question must be a
Iffew'Mechs have 360° scanning Why is anyone's guess. Active scanners primary or secondary target identified
arcs for Sl.ll"fu.ce contacts you may have must be employed even if they are a by the system. It is curious that any
anticipated that even fewer cover the danger to the actively scanning 'Mech. "Mech would not have this if possible,
aerospace arc. You would be quite But using them doesn't mean that they but it does add to the game. This
correct in doing so. According to the must be used indiscriminately. feature can be added with a system
article the ability to scan airborne expansion module.
Let's assume that my idea of
targets is found only in those systems homing in on active sensors is a valid
with the aerospace targeting expansion idea. Such devices could still be used
module. wisdy if they employed in very narrow
This is the second point in conflict arcs,for infinitesimal periods of time
Future W ars--29
6) LockonWaming modules but were simply pluses and systems introduced in the 2750
minuses for the base systems. Note that technical readout (Artemis ,Anti-
TI1is system warns the pilot that he there is no apparent direct limit as to Missile, Beagle, Narc,TAG, Streak).
has been locked onto by another the number of these that can be added Then nine of the remaining 17
'Mechs scanners. Since you can't tell if
other than the number of expansion represent retrofits fur all the basic
a passive scanning system has you in its
slots remaining. There is an indirect features discussed above with two
sights then this must be a warning of an limit however in that each additional exceptions -expansion ports and lock
active scanning system. But there are module slows down the reaction time on ranges appear to be unalterable.
no general ptupOse active systems greatly That leaves eight. Sadly, of these
identified in theartide! Obviously remaining modules two are real stupid,
either the author screwed up on this or 9) Lock On Range two are flawed and only fuurare
the motion system is one of the missing unconditionally useful. I see no
TI1is is supposed to be the range at
systems. The only active scanners are purpose in discussing anything but
TAG,Artemis IV and Streak SRMs. which targets begin to be acquired by
the scanners as targets. The actual these last eight items.
These items are too scarce in 3049 (date
range is supposed to be that of the
of the artide) fur this item to be of Real Stupid
longest ranged weapon plus six hexes.
much use as written.
Accon1ing to the author the range of 1) Volley Fire- install this module
I am truly bumfuzzled and fon- most systems is 31 hexes or930 meters. and you can fire all yourweapons at
cuzzed that no rule was proposed to Many of the systems are in that once. Whoopee! This ability is already
enable a warned "Mech to break a lock. neighborhood but a great number have existent in all targeting and tracking
The main benefit that remains is that if much less range. Ofthose that exceed systems.
the"Mech is equipped with an anti- this range theTRSS.2L3, which is
found in the Ostscout, has the phe- 2) 1\.u'bo- this module speeds up
missile system the pilot will know to
nomenal range of 600 hexes or 18 the computer and lessens the time delay
activate it.
at a cost of randomly deactivating one
kilometers!
7) Expansion Ports system. The random deactivation idea
Other System Differences is stupid beyond comprehension. The
TI1is provides the computer the purpose of the speed increase is to
ability to expand its functions beyond Repair Roll Modifier defeat the slow down caused by the
those built into it. It is an exact addition of modules to a system.
representation oftoday's computers. To Of the 85 systems charted 34 are
more sophisticated than the average and Flawed
use an expansion port you get a
require a modifier to the repair roll.
module, insert it in an expansion port
Only one system, the line of sight 1) Auto Fire- fires selected
while the unit is powered down and
system, is easier to repair than the weapons whenever a specified situation
then reboot the system. Any software
average. As you might guess the really is recognized by the sensors. The only
modifications should be minor, so long
good systems are vety hard to repair. uses I can see for this, so fur; is to fire
as the instructions are induded.
rear .facing weapons if something sneaks
Heat, Computer Reset-Override up on you and as a required part of a
8) TargetAcquisition Modifier
(TAM) The targeting and tracking system battle computer. Also, fur some
has a chance of shutting down from inexplicable reason the module will not
TI1is is one place where the author fire at the long range ofany weapon.
excess heat that is independent of the
flat screwed up. The TAM is supposed At short range the roll to hit is 6+ and
engine shutdown. TI1is occurs at
to be a module which affects the to-hit at medium range the roll to hit is 8+.
various heat levels dependent on the
number. But I will bet the farm that no
particular system. It is possible to 2) Battle Computer- this modules
one can tell me why any one would add
override the shutdown but the rolls gives a +4 to hit and if it is tied into the
a module that worsens your to-hit roll.
aren't given. It is also possible to reset
Any yet the author lists two cases of just auto fire module it can fire weapons
the system if it does shut down. If when authorized to do so. The main
that. I am fuirly certain that the Faust/
these features are not built in they can drawback to this item is that evety time
ShinjiAT(fS is a mistake but the Sync
be added with the system expansion you use it there is a large chance that it
Tracker (39-42071) is almost certainly a
modules. may full (a roll of2-5 on 2d6) with a -5
legit loser. There appears to me to be
only one answer that makes any sense, System Expansion Modules penalty on the to hit roll if it .tails.
TAM's that appear in the chart of the According to the author this is due to
nine standard package features are There are 25 modules listed. the chance of a .faulty computation by
integrated/non-removable and take no Impressed? Well don't be,most of these the battle computer! This is rank
expansion slots. It would make more are olds news. To start out with two of stupidity, computers don't do that. If,
sense iftheTAM's identified in the the 25 are packages. That leaves 23. howeve~theauthormeantthatthe
authcf'~ uoOOferto The next six are tie-ins for the new extrapolation of where the target would

Future Wars --30


be when the weapons discharged was the number of sub systems utilized. shows up on the HUD display.
incorrect, then that is another matter. 1bis number is then used to modify the
Improved Target Identifier
A prediction is just a guess, it can reaction/tactics roll by being subtracted
always be in error. In any case the from it. If the modified reaction/tactics This item requires the Beagle Active
chance of fuilure is way too high and it roll is 0 or less, then the "Mech cannot Probe. It will read the mass of the
won't ftmction at long range. shoot that round. 'Mechs targeted and search its memory
banks for'Mechs of that size that match
Useful Actually this isn't a totally bad idea,
the configuration it senses. But it
especially if you are playing non
1)Auto Mapping- allows a "Mech doesn't stop there. It will continue to
simultaneous weapons fire. I must
to generate top quality topographical monitor all activities of the opponent
admit that it may seem ludicrous to
map of the area within its scanner looking for variances from known
suggest that you might not be able to
range. Requires all scanner modes. capabilities. If any such are found it
shoot because you rolled snake eyes on
will update its presentation. Should the
2) FireSupport-allowsa"Mech your reaction/tactics roll and had a lot
unit be fu.ced with a"Mech of a new
pilot to call in indirect fire with of sub systems but hold on a minute.
configuration it will build a model of it
accuracyusing'polar plotting'. It What if this only applied if a newly
based on its observations.
requires the pilot to have the gunnery designated (current round) primary
artillery observer skill.Tilis item is not target was being shot at? 1bis could Autopilot
too well explained but that shouldn't occur either at the pilots direction or if
the system switched to a secondary This item will take over moving the
matter.
target when the primary was destroyed. "Mech if the pilot is incapacitated, dead
3) Target Prioritizing- it analyzes In those two cases such a restriction or absent. The maximum speed is
the data of the part of a battle computer makes sense. nor.mally two hexes per round fora two
that includes target id, target damage legged'Mech and three hexes per round
display and lock on indicator and picks The BeagleActive Probe for a four legged 'Mech, without a
out the most dangerous target and piloting roll being made. If the" Mech
At present the only use for this item
marks it as such to the pilot.
is to defeat the Guardian ECM at dose
has an accurate automap the speed can
be raised by one hex per round. The
4) TargetAcquisition Modifier- range. There has go to be more usage
overall direction and type ofmovement
discussed previously: for it than that. I would suggest that
this item be assigned the following (attack, retreat, return to base,fullow
SensorCrits the leader, ejection, self-destruct or
abilities and tasks:
shutdown) must be programmed into
The author has proposed a some- 1) Doppler shift radar- allows the the autopilots decision tree at the start
what new system for resolving sensor "Mech to determine the mass of an of play and depends on the condition of
crits. Basically he has split up all of the object being scanned. Note this is the pilot and the'Mech. Note that if
computer elements into the sub achievablewith 1960's technology. 2) the "Mech jumps it will automatically
elements presented in the article. Seismic probe - this will give the "Mech fu.ll on landing. Furthermore, it can
Appropriate dice are rolled and the the ability to generate a seismic map of never launch a physical attack. This
system selected is deemed destroyed. the area within its scanning range. item must be placed in the head. It
The normal -2 to hit modifier still Also, this item is an effective sonar occupies the critical slot there and
applies and an additional malftmction device. 3) Scanalyzer- stolen directly weighs one ton. It costs 1. 5 million C-
may occur depending on which from the Mechwarrior personal combat Hills.
subsystem was lost. I really like this item. 1bis scanner' breaks down
approach as it adds something new to substances into their elemental or
the game. molecular components and gives precise
indications of their flash/melting Wanted:
OtherTopics
points, conductivity and radioactivity:'
Time Delay
New System Expansion Modules
Many of the add on modules have
Filler Size Line
The Dutiful Daughter
the effect ofadding to the time the Art.
pilot must allow the system to analyze This item takes one expansion port
and interpret the data. Obviously the and turns it into six expansion ports. Please Contact
more complicated the system and the The catch is that only one daughter
more data there is to look at, the longer
the Publisher.
port can be active at a time. The active
it will take to get ready to shoot. The port is selected with a dial that is
author gives a formula that basically attached to the pilot's couch. A small
averages the various delay fuctors over symbol representing the active port
Future Wars--31
SampleAutopilot decision factors THEVARIABLE RAn:o Ifyou apply more heat to the weapon
1) Pilot Status the further and/ or more damaging an
A) Dead ENERGY CANNoN attack may be. For every 1 point of
B) Unconsdous by Jon M. Pehrson heat applied, it provides either 1 hex of
1) life support status base range (base range is considered the
a) Undamaged An inteocsting concept fur a new hex span for each of the short,mediwn,
b) Partially damaged weaponsystemhasbeendeveloped. and long ranges. A base range of3
c) Destroyed Wouldn't it be nice if you could would have the same overall range as a
C) No pilot regulate the amount of power and mediwnlaser 3/6/9) or 2 points of
2) BattleMech offensive status damage that you wish to use at a given damage. Forexample,iftheVRECwas
A) Minimwnprimaryweapon time.This would enable you to handle set on 5 heat the pilot could choose to
system capadty in order to continue the problem of heat more eflectively have a base range of3 and inflict 4
combat and for the kind at heart, pull some damage, or choose a base range of2 and
B) Minimlllll secondary weapon punches if desired (or reduce the inflict 6 damage. Any combination is
system capadty in order to continue damage that you are causing in hopes of legal as long as the amount of heat
combat salvaging more from your opponent, expended does not exceed the VREC's
3) BattleMech defensive and move- assuming you are going to win). The maximwn capadty. At full capadty the
ment status Variable Rated Energy Cannon VREC is capable of using 12 total heat
A) Engine status (VREC) fits the bill fur such a weapon. points. Since the weapon consists of
1) Undamaged Combining the latest in both laser and many redundant parts it requires a total
2) Partially damaged partide beam technology the VREC of two critical hits to render a VREC
3) Destroyed allows you to select just what petfor- inoperative, but after its first critical hit
B) Gyro status mance you want at any time. If a long the VREC can only use 6 total heat
1) Undamaged range,fucused beam isdesired,no points.
2) Partially damaged problem, just tighten the choke on the
beam and theVREC petforms. lfthe Because of the complexity in
3) Destroyed
enemy gets in your fuce, open the choke programming the VREC's fire control
C) and so on for each location
to the VREC and unload with a highly computer and changing to a new fire
internal structure and armor status as
dispersed partide wave that hits things mode one full turn must be taken to
required
hard up dose but quickly fudes to modify the VREC's current settings to a
D) any other items
nothing as it travels further away. You new one. Without penalty, a pilot may
choose the VREC's setting and the move and petform all other combat
VREC gives you what you want. functions while adjusting theVREC to
a new mode. Obviously, the VREC
GAME MECHANICS: the VREC may not be used the turn that it has its
is a rather large weapon that converts settings changed.
heat into a desired damage and range.

MaxDmg Max Heat Max Range Weight Criticals


VREC 22 12 11/22!33 10 6
damaged 10 6 5/10/15 10 5

Future Wars --32


TuRNING UP THE HEAT enough heat to affect the weapons but it 3) The rates of coolant flow vary
sure is going to make the cockpit toasty. greatly. In a cooling jacket or a heat
by). Donald lail
As fur as overheating is concerned you sink the rate is constant. The flow
have just discovered why we have through the incoming and return lines
For some time now I have been
shutdown rolls and coolant trucks will vary depending on how much of
trying to make sense of the BattleTech
standing by. the system remains. The greater the
heat transfer system. I can now truly
damage in a section the more pressure
and honestly say that I have worked out So how do the free standing heat there will be. This means that theoreti-
an explanation that fits the known sinks work? Consider these two cally one set oflines can circulate
fucts. I am not saying it's the only possibilities: first, they contain sufficient coolant to keep the system
explanation or even that it is the right additional coolant and additional running properly. In all likelihood this
one. But, it does work and that may be radiator su.tiaces; second, they transfer
will be at ultra high pressure until the
enough. heat by conduction to a larger su.tiace, flow reaches a pump in an undamaged
such as the armor or the internal section
According to my encyclopedia heat
structure. Well,you can forget the
can only be transferred in three ways.
latter. The rules don't allow fur any 4) The engine of a mech must look
F11"st,condu.ction ocOlfS when you stick
change in heat sink effidency ifthese like a series of boxes within boxes. The
a coat hanger with a hot dog on it over
surfuces are destroyed and its way too outermost'box' contains five heat sinks,
hot coals. Heat travels from the part of
slow to boot. So, it's got to be more the next'box' contains the second set of
the hanger over the hot spot to the rest
radiators. Don't worry about the fuct heat sinks, the third 'box' contains the
of the hanger. Second, the heat from
that the weight of these things is engine shielding and the innermost
the coals we teei directly is radiance.
massive compared to the engine heat 'box' contains the fusion plant itself
These methods offer nothing that is
sinks. Don't worry, be happy, after all This would explain why the first engine
going to help us cool our red hot,
its only pseudo sdence. critical always gets five heat sinks, the
pulsating PPC;they are much too slow.
second five more and the tlUrd critical
1his leaves convection. The BattleMech cooling system is
destroys the engine by pierdng the
truly amazing. There is no way to
The simplest illustration of shielding.
disable it without knocking out every
convection is a car radiator; coolant is
heat sink and getting two engine hits. This of course doesn't explain why
circulated over and through the hot
There is no centralized mechanism to you can employ double engine heat
block. Because it is cooler than the
act as damage control and yet the sinks at no loss of critical space or gain
block,heat moves to it. The now
system will continue to work after in weight. It doesn't explain why
heated coolant moves to the radiator
taking tremendous damage. Whole engine heat sinks weigh next to
where it is exposed to cooler su.tiaces
sections of the system can be cut off nothing. It doesn't explain why all
that leech its heat load and the cycle
while what remains will continue to engines take up the same amount of
starts again. This is the way that the I 0
function flawlessly From these fucts I space. But it's a start.
free engine heat sinks work. Remember
have inferred several conclusions about
that the important thing is to get the Heat Management Systems
how the system may be constructed.
heat away from the weapon so that it
can be safely fired again, as confirmed The following are some new items
I) Pressure is maintained through a
by the Solaris VII rules. If the heat is that might add spice to your campaign:
largenumberof~decenttalized
taken away from the weapon and kept pumps that are part of the internal Integer Rig
away the primary purpose of the structure. There are too many of these
cooling system has been met. to ever knock them all out in combat. The Integer Rig is the oldest and
simplest heat sink control system of all.
The analogy of the car radiator is so 2) The coolant lines are probably It was designed fur use in arctic and
good I am going to continue with it for small and are highly redundant. Thus, near arctic environments where cool
a moment. In a car, the radiator is if a line is lost to an arm, there are running mechs have been known to
exposed to moving air which cools it. several more which can take its place. experience great difficulties. This
This comes from a fan and the My preferred design would be a system consists of a boanl of toggle
movement of the vehicle. If you sit gridiron structure. When a line is cut switches located at the rear of the
idling for too long without moving, there would be a self sealing mechanism cockpit, some fiber optic cable and an
then you lose the latter air movement that tries to save it if the damage is not off-on valve for each heat sink. Each
and you can overheat. In a mech the overwhelming. Ifthe damage is too heat sink is either open or dosed based
'radiator' can't be exposed to the air, it great the section is removed from the on the position of the toggle switch
has to be protected by armor. So guess system automatically and the remaining controlling it on the master boanl
where all that heat goes? You guessed coolant is rerouted. which must be set while the mech is
it! It radiates in all directions. Since
stationary:
radiance is slow it doesn't leak back
Future Wars--33
The Integer Rig is unconunon but determine how mechheat to dissipate discharge.
one GUl be located with reasonable based on the pilots desired temperature
effort. A system costs 25,000 C-Bills operating range (inputted at start-up). 5) A communication/sensor system
installed or half that for the kit version. The main weakness to the system is linking all parts of the heat system.
The item takes up no critical spaces and that it does not actually sense the Not mentioned in the presentation its
the total weight is only a quarter ofa internal heat in the mech and assumes presence was inferred by every group of
ton that heat sinks,weapons and the fusion analysts who have had access to the
plant will always wOik at the assumed tapes ofthe test runs.
Bergman Heat Control System
level ofefficiency. The total weight of The system is deceptively simple.
The Bergman Heat Control System the system is one ton, but it takes no When a weapon is discharged the flow
started out to be a simple upgrade to critical spaces. As of the year 3052 this of coolant is increased to twice the
the Integer Rig. As often happens, item was available only on SolarisVII. normal rate -instantly! While the heat
thingsgotoutofhand. Becausethe It costs 100,000 C-Bills installed or from a weapon may not have been
system has the capacity to maintain 70,000 C-Bills for the kit version. dissipated by the heat sinks it no longer
optimal temperatures for triple strength encumbers the weapon. This means
Rushdy Heat Transfer System
myomers it should become very that all weapons may be reused without
popular indeed. The Rushdy Heat Transfer System is penalty being assessed for heat (Solaris
revolutionary. Any mech which can VII rules) at least once every two
This system is fairly simple. At
fully utilize it will rule the Solaris VII dueling turns. The now heat loaded
each heat sink the coolant line leading
battlefield. Unfortunately its inventor coolant is sent to the heat sink route.
into the sinks passes through a valve Wtlliam S. Rushdy made the mistake of At every heat sink it dumps some of its
that sends the coolant into one of two
introducing it on SolarisVII in the year heat load and proceeds onward. When
lines. One line passes through the heat
3052. When last seen he was exiting the coolant is ready to return to the
sink, the other bypasses the sink and the system with a pack of agents on his weapons it passes through alternate
rejoins the return line. Fiber optic
tail that exceeded all previous records. lines to the reserve tank. Fresh coolant
control cables link these valves to the
By a lot. from the full tank replaces it. It is
targeting and tracking (T &n
suspected that the system may have the
computer from which control is The Rushdy Heat Transfer System is
capadty to shunt over-heated coolant to
maintained. A module containing what comprised ofthe following compo-
the reserve tank before reaching the end
amount to a small computer-on-a-card nents: of the heat sink system
is placed in theT &T computer. This
1) All current constant speed
item takes two expansion slots, one The coolant which was shunted to
which is taken by an I/0 port for a cooling jacket pumps are replaced with
the reserve tank is passed through a
temperature sensitive sensor net. In the new variable speed versions. This has
double heat sink and returned to the
other port is the heat system control. negligible impact on mass and critical
primary tank. Should the pilot so
Because accessing this module puts the slots.
abuse the system that its reserve tank is
rest of theT &T computer on standby 2) Two tanks, each massing a half full and the coolant in the lines is so
it is usually not accessed except during of ton and taking one critical slot are hot that it needs to be diverted, the
start-up orwhile idling and out of installed in the torso ofthe mech as system will send the coldest coolant
immediate combat. Should problems dose to the engine section as possible. into the lines and put/keep the hottest
arise with the system it can be overrid- One of the tanks is full of coolant, the coolant in the reserve tank. As a
den or reset with a toggle switch on the other is empty and acts as a reserve consequence the heat sink link between
pilots master console. The shutdown tank. A double heat sink links the two the two tanks can be bypassed.
thresholds are the same as for the tanks.
master shutdown unless you are It must be noted that coolant sent
3) Coolant return lines in the torso to the reserve tank continues to retain
running a variant that gives a separate
sections are duplicated and thermostat its heat load until that heat is dissipat-
shutdown roll for theT &T computer:
equipped. This has negligible impact ed. That was emphasized in the
The device uses readings ofthe on mass and critical slots. presentation. What was not mentioned
outside temperatures and the mechs in the presentation was that the test
current speed to calculate it heat 4) A programmable heat manage- pilots all reported that the test mech
dispersion fuctor. Whenever a weapon ment computer weighing one ton and radiated no additional heat into the
is fired or movement occurs and heat is taking up one critical space is installed cockpit even when the reserve tank was
produced, that fuct is passed on to the in the head. This system is an analog/ full. It is suspected that the two tanks
heat control module directly from theT digital hybrid. A link card to theT & must be constructed ofa substance that
&T main computer. The heat control T computer is also included. This is a nearly perfect heat insulator.
module uses all of these fuctors to allows the heat management computer
to act nanoseconds after weapon Game Note: whether or not this
Future Wars --34
eliminates the chance of a weapon could get most of the benefits of the
breaking down due to off cycle firing Rushdy system without paying much of
isn't dear yet. The SolarisVII rule a price. In only a limited sense is that
states that the delay factor is due to true. What may not be so obvious is
three things: heat dissipation, reloading that a rather fearsome price remains.
and recharging. With this system or
one like it, if you are firing an ammo Let's say that a Marauder with 24
dependent weapon you can ignore heat heat sinks fires itsAC 5, both PPCs and
dissipation and reloading. If you are walks this dueling tum (SolarisVII
firing an energy weapon you can ignore scale). That's 22 (88 in Solaris) points
heat dissipation and recharging. The of heat that must be dissipated. In two
question is how are reloading and dueling turns of cooling 12 ( 48 in
recharging taken by themselves going to Solaris) of these heat points would be
affect you? Since I don't want to make dissipated through the heat sinks.
this item too powerful my idea is that There are stilllO (40 in Solaris) points
the roll (and the consequences) called of heat burden. If we fire again on
for under the SolarisVII rules should dueling tum three,then the following
will occur; because all of the heat has
be made as specified with one change.
The modifiers when totaled are halved been drained from them,the weapons
(round up) and the result is added to w ill probably fire properly. The heat
two. burden at the end of the round w ill be
26 (104 in Solaris) points ofheat. That
The parts of the system that can not is AFTER heat sink dissipation (1 0+ 22-
be duplicated are the computer, the 6=26). The odds are pretty good that
heat tank material and the communica- you are going to shut down, blow up or
tion system. do both. If you try it again before you
cool a lot the odds become a certainty.
Pethaps Mr. Rushdy's biggest
mistake was in stating that he was What the Rushdy system does is to
experimenting with a way to run a allow you to pull this trick off once in a
small turbine off of the excess heat of a while. That is because it hides all of
mech. Or maybe it was the fact that he that excess heat until it can be dissipat-
successfully altered the programming of ed. The reckoning is delayed, not
his heat management computer to cancded.
maximize the utilization of triple
strength myomers between the first and There is one absolute advantage to
second test runs in response to a critical such a system however: Imagine that
comment. In any case at least two you are a Marauder that just had a PPC
mortally insulted engineers tried to blown off. You aren't going to have as
assassinate him and three attempts were much heat burden now when you fire.
made to steal the prototype within If you could turn up the coolant
twelve hours of the first ,and only, pressure and fire that other PPC eve ry
demonstration. The engineers were of other round (in SolarisVII) w ouldn't
course miserable failures as assassins and you do it? Damn right you w ould.
the thieves managed to all arrive at the This would also benefit smaller mechs
same time and start a huge fight. Mr. which have double engine heat sinks
Rushdywas gone before the first thief and excess cooling capacity.
made bail. He took his prototype and
had at least a weeks head start on the
professional agents who would have
been on to him had he remained on the
planet. His present whereabouts are
unknown large rewards are promised
and dire consequences are t:hreatened.
Gookluck.

It is going to occur to some of you


that ifwe could just tum up the coolant
flow rate on a standanl mech that we Future W ars--35
ARMoR: WHATTYPE oF ablative armor. Each time a roll is successful reduce the armor value ofthe location
by one point. The fullowing chart shows the save versus the weapons roll:
PRon:cnON
by john E Lange Jr. LBAC Cluster Round 6, but roll only every other ro\Uld
LB Normal Round <HJ, these have special penettating abilities
This is an artide on a variant armor LRMs 6, roll for each group of 5
system for BattleMechs. It is based Gauss Rifle, laser 5-6, does not indude pulse lasers
somewhat on the metal armor rules Physical Attacks 6,roll once for each 5 damage
from Car Wars™. The armor in All otherweaponhits 6
BattleTech is ablative. That means
damage caused to the armor decreases it Punches,kicks and dub attacks damage points must exceed the armor value to
lUltil that value is knocked down to penettate. Falling, charges and death from above are special cases. For every 10
zero. Any further damage is applied to tons offulling'Mech multiplied by the number oflevds fullen remove one point of
the internal structure. With non- armor from the spot landed on. For every 10 tons of charging'Mech multiplied by
ablative armor the damage value ofa the number ofhexes travded remove one point ofarmor. For every 30 tons of
weaponnrust exceed the number of 'Mech perfurming a death from above removes one point of armor. If the amount
non-ablative armor points to penettate of armor is reduced to zero,multiply the remaining damage points by 10 and apply
and damage the internal structure. to any ablative armor or internal structure that is \Ulder.neath the non-ablative
Each weapon has a separate chance of armor. Apply each point ofdamage inflicted into one point groups. Any damage
penettating non-ablative armor. Here is applied to ablative armor is applied into 5 point groups.
an example ofhow non-ablative armor
works: Two medium lasers hit four Examples:
points of non-ablative armor. Four of
The armor value for a Battlemasterwith mostly non-ablative armor would look
the five points of damage from each
like this (the numbers in parenthesis are ablative armor):
laser are stopped by the armor and a
total of two points penetrate through to Maximized NonAblative Use BalancedArmor Use
damage the internal structure. Each Head 0(9) 0(9)
missile in a salvo is treated as a separate CenterTorso 10/2(6) 8(12)/0(10)
weapon fur purposes of this armor. SideTorsos 6/2(4) 5(9)/CXJ)
This means that one point of non- }Urns 5(2) 3(12)
ablative armor will stop all twenty Legs 6(2) 3(12)
missiles from a LRM 20 salvo.

Non-ablative armor weighs fuur You can {~~~~~,?feach distribution whereone~ops most attacks
times as much as ablative armor. That cold,but onebtg_hit;lS gotpg tqteally hurt, where the more balanced use of non-
means you get only four points of non- brt
ablative armoi 'can stdp practiainy anyattack initially, but will to show wear
ablative armor per ton allocated. For from even the srtfullerattackS after a teW hits..
purposes of calculating how much '
armor may be placed in a particular
position treat each point of non-
ablative armor as four points of
ablative. Non-ablative and ablative
armor may be mixed, called composite
armor, in any combination desired. For
game speed though it is suggested that
no more than one layer of each should
be used. No more than one point of
non-ablative and five points of ablative
armor may be put on the head of a
'Mech.

Non-ablative armor does lose


effectiveness albeit more slowly than
ablative armor does. For each weapon
that strikes roll a d6. Different
weapons have different chances of
reducing the effectiveness of non-

Future Wars --36


THE Eu:cmoMAGNETic hovercraft). The EMM launcher has tllree tubes tllat load rather large niissiles.
When firing the EMM you may choose to launch one, two, or all three niissiles
MIWIE during a turn. They must all be shot at the same target. Only one attack roll is
by Jon M. Pehrson required to determine if a successful hit is landed,and then roll2d6 and refer to
the table below:
From the advanced technological
laboratories hidden about the Inner # of niissiles fired:
Sphere one has landed a real gem of a die roll (1) (2) (3)
theory. We cannot release the name or 2-4 1 1 1
location of this laboratory but we can 5 1 1 1
discuss the project that they are 6 1
f '""' ·~-;::..~·-
worldng on. . ·;:;:;. ~~.:::::.:'= ''"'''-7- 2
8 1 2
9+ 1 2 3
Practically every machine on the
battlefields of the 31st Century are A two ton (one crit) ' pulse generator' may be installed with the EMM to ~
powered by a fusion engine. We know provide constant~ flight correction for target acquisition. This adds a +2 to the
this exdudes the thousands ofiCE die roll on the taDleabovewhen detennining the number of niissiles that hit
engines sruck in vehides everywhere, (sinillar to theArterilis N FCS). One' pulse generator' must be installed fur ~ach
but are they really worth mentioning? and every EMMiil.Sfulled on a unit. Finally, the missiles from an EMM launcher
It is the'Mechs that pose the largest are rather big arid armor~tl (as fur as missiles go). This makes them hard to be, shot
threat and exdusively, they are all down by AMS, tllerefore'tl1ree full,t\MS hits are needed to shoot one EMM down
powered by a fusion plant. Doesn't it (2 AMS hits jUSt dcfesri't.te ut it):>;;,l -~ - -··· .,_
make sense then to .~reate a weapon that ' ;~ .. '

targets in on the magnetic field that __Dam Heat Crits :Anum>


these fusion plants 'p rut? Yes,I thought -4 - .:...12 .
you would agree. This is exactly what
the ElectroMagnetic Missile does vt
(EMM). The larger the E-M signature -eact{ e<ibesone8'poukhlt .
the more accurate tlle EMM is going to ..ane miSsile launched is 2 heat;:2 nusslles launched is"S heat,an.dlh~ missil~s·
.. launcbedis8heat . . ~.: :);<:~ ~:':- ~-?c?
be.Youaskwhatabb utthpseunitsthat ,.
don't have huge, fusion engine E-M -one ton of ammo provides l2Irl'isSiles. IfyQU fired~
> ·:c ~~
7 ~:"1\ •·
ffie
niissilesall the tirrle,
fields . The EMM has a built in . ·· """'"~"l\ .. · · ., ' .
. .
r ' · ..
that.,.woUld give you orilyfour yolleys'p~ tq~. btit
# '" ',. ""-·

I'm
~ure,it woUld be
ovemde that allows ttto be fired . . . ... . . worth it' -~· ·" _, , · , · . , ,. ·'-~. \. '
directly at low emi~g ta:rgetswiili~--~-:_~~~"' expeiiffiental wci.ponhldooqf~ ~itxi'Jcea.:~::·· 1&

reasonable guidance;but fhis aim is not Co~i Estilffilte -'2 Million c-Bills -1-f,., ' ?- · ·
nearly as true as tl1at ;1gaiilst a strong E- 5·600
C-Bili~ J,e~ fuiSsile ·~ •:.-r '· "'
M emitting target. • r
~?· 3@,2 00 e_:Bills'ptrt?~:\

~l
i l . ~"RO.md M;aPPCwitlh~t'
~ . .
::1.
-~- ~
GAME MECHANlCS ~\ ·., pseatldressanyquestio comfnentsto;,
trackstheelectromagnetic '~sionsofl J9hM.i>thrsbrf '1;.. , · '¢',,_
fusion engines, so forhctl 150 ER i 26\ 9 Patrictlht;fuy Df"~3o3';~ ·
(enginerating)afusionengmehas
r ~
'~ Allbili-Q
ey
flills~~Mf48326
~- ~r· -
/ • ·~...
(rounding normally) the EMM has a -l~•>J-~,'%. · , ·;· -
~~ "' l. (:'' - .v
bonus to hits its intended target. If a ,
target doesn't have an eirusSlon-tlieil:;:;;s.i -·"''
there is a +1 penalty to hit it, and all
normal firing modifier~Fappiy;.An···- .
engine provides anaddi~onal -1 bon -~ ~--
to hit it because ofsom<exrentted ~ ~=,:;•
parameter of its design: rrherefore a -3
bonus to hit would be received from
targeting a 100 ton mecn with a 300
ERXL engine, while no bonli$wo0ld
be recetVi. ed if Savannalii!Mast
f.-"'(,[f h
a -· er .
targeted (a 5 ton, fusion powered
Future Wars--37
AIIMoR BY ANvOniER externally and is virtually impregnable. The armor cannot be fubricated into solid
plates that fit into a' Mech frame and therefore is not used like standard armor.
NAME The mass of a suit is one ton per five tons of a' Mech mounting it externally. Thus
by Ryan Rimmel standard armor is mounted on the 'Mech which takes damage after the suit has
absorbed most of the impact. The armor distributes the damage out over several
The BattleTech system has several locations,exduding the head. The damage is spread out as 50% of the remaining
vastly different types of weapons but damage to the location hit and 20% damage to surrounding locations, except the
only two types of armor. Why? They head which takes standard damage after the suit reduction. Example- anAC 20
have stated that the ablative armor, hits a 'Mech in the right torso fur 5 damage and 2 damage to the center torso, right
which is completely laser n:sistant, isn't ann and right leg. Say, if the same' Mech took anotherAC 20 to the head it would
used anywhere but in 'elite commando' suffer only 10 damage there and none to anywhere else. The suit gives a +2 point
units because of it's rarity. Again I ask penalty to all piloting roll targets and gives a -1 jump movement point penalty. It
why? If any House leader had any sense costs 5,000,000 C-Bills per ton.
what so ever he (or she) would be
installing this on every' Mech they These new types ofarmor can shift the balance ofa game rnthereasily and
could get their hands on. First, let's therefOre should be used sparingly, very sparingly.
talk about the different types of armor. What is an Internal Structure? Basically it is the structure ofthe'Mech where the
There is ablative, double impact and weapons,myomers,powerplant and gyro are located among the other components.
finally liquid steel armor. All three of Under the standard BattleTech rules all bipedal 'Mechs share the same basic critical
these types ofannor have there benefits diagrnm just as all 'Mechs are the same inside. Wrong, let us take an Archer and
and their drawbacks. Warllammer. TheArcher has huge shoulders for stornge of it's twin LRM 20s
I'll discuss each individually. while the Warllammer's body is very standard all over: Yet note in BattleTech
Ablative armor, which is heat dissipat- ReinfOrcements 2 they still share the same internal diagram. How is this possible I
ing and reflective, allows the annorto ask? My final answer is this, it isn't. Simply put, the Archer would have more
completely reflect or absorb the damage critical slots in the side torsos and less in the arms while the Warllammerwould
caused by a laser attack. Ablative armor fullow the BattleTech standard. Following this example theArcher's and the
is also resistant to flamer attacks Warllammer's critical would be laid out like this:
because ofit's heat resistant properties. Archer MaxAnnor Walhammer Max Armor
This is further demonstrated by a boost Head 3 9 3 9
in 20% of heat sink efficiency. Unfor- CenterTorso 22 44 22 44
tunately, ablative armor is not as strong SideTorso 21 42 15 30
as standard armor and suffers 50016 Arms 5 10 11 22
more damage per hit from non-laser Legs 15 30 15 30
type weapons. It costs 150,000 C-Bills
per ton. This is basically figured out by stripping out half ofthe IS blocks (round down)
from the arms and adding them to the torsos. For quads simply add the extrn slots
Double impact armor is thicker and to the critical diagrnm but do not strip out half of the IS blocks from the legs.
harder than standard armor with a
deflective surface and curved plating. It The Critical System would chance also for the Archer. Take the bottom six
gains no damage reduction but an locations from each ann and trnnsplant them into the left and right torsos. Handle
additional 50% increase in armor internal critical for this system by first rolling a d6 to determine group location (1-
protection, which can exceed the 2 upper critical,3-4 middle critical and 5-6 lower critical) and then the second d6
maximum number of points of to determine the specific critical slot. Armor damage is relatively the same except
mountable armor on the internal the locations chart is moved around a little, the torsos expand one slot on each side
structure by 50%. This armor is and the arms lose a slot. It looks like this:
bulkier than standard armor and Die
requires one additional critical slot Roll Front/Back Side Hit
dedicated to it per two tons ofarmor. 2 CenterTorso (crit) Side Torso (crit)
It costs 250,000 C-Bills perton. Right Ann Side Leg
3
Liquid steel is a recipe ofliquid 4 Right Leg SideArm
titanium, diamond and uranium which 5 Right Torso Side Leg
is effectively like a suit of kevlar armor. 6 RightTorso SideTorso
This armor is ablative and reduces 7 CenterTorso SideTorso
damage from projectiles by 50% 8 Left Torso CenterTorso
rounded down. The armor is mounted 9 LeftTorso Other SideTorso
10 Left Leg Other SideTorso
11 Left Ann Other Side Leg
Future Wars --38 Head
12 Head
You may notice that the'Anns'
on the corresponding diagrams have
been removed fur they are too small to
be noticed from the opposing side.
TI1is system could also be used in
certain 'Mechs with oversized ann by
simply removing the upper halfof the
critical locations from the adjacent
torsos and adding them to the anus.

lb:visEo REPAIRTIMETABLE
byJohn Kovacs

RepairType Base Time


Replace Destroyed 480min
Body Segment
Reattach Severed 90min
Body Segment
Repair Internal ·10tc2 ~loss)
Structure Damage
Replace life Support
Repair Damaged life
Support (per hit)
Replace Sensors
Repair Damaged
Sensors (per hit) l .
Replace Engine 2d6x 15min \.lot-:
Repair Engine (per hit) 2d6x60x#hits .... 7+..~'''"- ~---.¥:-:

Replace Gyro 2d6x 15min ,~Jl+


Repair Gyro (per hit) 2d6x30x#futs -~ ··1 9+
% ._,,_

~~;
Weapons/ Equipment: (a pennanent resyit =must be re£.~C~d)_ ;.
1 Location Hit 10 min _ . ;, 2d6 x 10 ffiin ~ ·-~" 8+
2 Locations Hits ,j:? "'~,_ ~ct6 x 2o miilj , "Zt_(·'·.....
3+ Locations Hit .>2,0;m··
_, _,......_\.,. ~
2d6x15x#hitS ' 5+
Replacement ' q(jt{3~ -2d6x 5 min
-~:)~.~~y

Repair Heatsink
Replace Iieatsink 12
Armor Damage ·IO+loss min ll.- 12 1
Ammo Reload (per ton) 8 min ·-·"""~""' 12'""' ., -.·:c. ~--

Fast Reload (2 min drill) (1 min in combat) 11+


Ifover24 shots perton,d6-1 shots loaded
If 15-24 shots perton,d3 shots loaded
If 10-14 shots per tons, d2 shots loaded
If under 10 shots per ton, only one shot is loaded on roll of 4+ with a d6

1
Permanent Structure/Armor Loss= d6, upto current damage,unless body segment replaced
2
life Support= gives one permanent critical hit unless replaced
3
Sensors =Poor repair with gives permanent + 1 to hit unless replaced
4
Engine = heat/ tum: roll1 0 is + 1 heat, an 11 is + 2 heat and a 12 is +3 heat/tUm unless replaced
5 Gyros= piloting modifier, of roll11 take a+ 1 penalty and if 12 take a+2 penalty unless replaced
6
Heatsink = half cooling effect lost unless replaced
NOTE: All replacements require that parts be available Future W ars--3 9
SB\REPAIO'S 'Mech has a leg internal structure of 17 HOMEMADE
and an arm internal structure of13.
byAndrew C. Murdoch BATI'LEMEcHs
So,each leg of an 80 ton quadruped
'Mech would have 15 internal structure orDidAnyone getThatThing's License
Maces
(13+17)/2 = 15. Maximum armor Plate Ntunber?
In medieval times, the mace was a values limited to twice the value of the By Charles Martin
simple weapon consisting of a metal internal structure would stay the same,
handle with a spiked metal ball or allowing upto 30 armor to be mounted You, the gamemaster,have just
grnppling hook like head. These on each leg of our example'Mech. finished wotk on a company of mechs.
weapons were very heavy, and used that Also,round any fractions up when Each lance is a perfect balance of
weight, combined with a strong arm averaging the bipedal arm and leg firepower and speed, all using standard
behind it,to crack many a skull. With internal structure when determining the FASA mechs. Your players will be in
the high occurrence of hand-to-hand amount fur quads. fur the fight of their lives.
'Mech combat in this targeting
Spacecrnft Ramscoops The next afternoon, you are
computer forsaken time, it seems only a
exhausted,afterwatching fbur new
natural progression that the mace These devices have long been used mechs wipe out the whole enemy
should round out the selection of in sdence fiction novels based on their company. Mechs with names like
available'Mech hand weapons. proposed use on actual spacecraft. A Eagle, or Darius, or Piecemaker. Every
ramscoop projects a cone shaped gamemasterand many players have
The whole operating theory behind
magnetic"scoop" in front of a space- experienced this discouragement
a mace is that it is heavy,more so than
craft. When moving,the cone ionizes
any other weapon,and this weight is
hydrogen atoms caught in the cone and The fact is,these mechs the players
condensed to give a smaller impact area
draws them into the vessel to be used as make are better thought out than the
and more control. A mace installed on
fud. text book mechs. Many a game of
a 'Mech weighs one ton for every 10
home versus factory made mechhas
tons (or fraction thereof) that the Based on recovered Star League ended in a curse from the factory pilot.
'Mech weighs. However, because that proposal blue prints,BattleTech's
weight is concentrated,maces only take ramscoops are two ton devices that are There are ways a gamemaster can
up one critical space fur every 20 tons mounted inAerospace fighters and clamp down on these supermechs from
(rounded up) of'Mech weight. Like DropShips. The magnetic field goodness-knows-where. First, he can
hatchets, they require all four arm generator takes up one critical space in always simply declare these me cbs
actuators to operate. Like a hatchet, the nose of the fighter. The fuel illegal. This is a tight fisted option,
you cannot fire a weapon mounted on condenser is located in the fuselage of which often stomps all over a really
the arm with the mace and attack with the fighter and is therefOre not listed on good mech design.
the mace also- one or the other, not the critical table. When active, the
both. Maces inflict 1. 5 points of A better idea is to point out the
ramscoop generates one thrust point of
difficulty and expense of designing and
damage for every 5 tons the' Mech fuel fur every three consecutive turns
weighs (round up) and the base-to-hit building a new mech. The mech
the device is operating. However, it
fadlities of the Inner Sphere have been
number is 4. Maces cost 7,000 C-Bills generates two heat points fbr every tum
in use for over a thousand years. While
fur every ton they weigh, owing to the it operates. If a fighter shuts down or
this doesn't mean new mechs are
extra material needed to build them. runs out of fuel,the device shuts down
impossible,it does show the layers of
as well. Ramscoops are knocked out of
Quadrupedal BattleMechs corporate business that have grown
commission by a blow to the scoop or
around the mech factory itself. Instead
Personally, I think the way Bat- any engine critical hit. Ramscoops may
of just declaring a new mech,a player's
tleTech handles fuur legged' Mechs is a not be used in an atmosphere and a
character would have to submit his
little unscientific in one area. It makes fighter may only mount one ramscoop.
design to a mech design firm and get it
no allowance for the fact that the DropShip ramscoops are identical to
approved several times befure it even
'Mechs weight is now distributed fighter type scoops. A DropShip may
shows up in factory plans. This may
among four legs instead of two and the mount upto a total of eight scoops, four
take years!
fOrward legs are treated like arms when in the nose and two in each front, side
it comes to internal structure. If each wing. JumpShips may not mount It is more difficult to keep new
leg bears an equal load, why are two of ramscoops,as they move too slowly and mechs out of a plain BattleTech
them structurally weaker? To solve this too little under their own power to campaign than a MechWarrior adven-
simply average out the internal effectively collect enough hydrogen. ture, but it is not impossible. Once
structure values of the front 'arms' and Ramscoopscost75,000 C-Bills. again, you have the 'No new mechs'
the rear legs. For example, an 80 ton rule, but it is still oppressive.

Future Wars --40


Since most BattleTech players are WRONG!! There is a far more serious you are firing from long range instead
part of an existing unit, a warrior can consequence than the loss ofhalfa of medium at the same distance with a
tum his mech ideas over to a superior dozen critical slots. Those critical similarweapon. Pictureyourmech
and the unit's political and financial spaces are in the left and right torso. In with a medium pulse laser. A mech
weight can get a design built much the event that either side torso is with a standard medium laser has, in
fuster The mech should came back destroyed, the engine receives three effect, a free shot at you from 7 to 9
down into the front lines in about a critical hits. Bye bye mech. The hexes away. At 5 and 6 hexes range,
yea.c potential fur unexpected catastrophe is you are at long range and he's at
even more serious in a medl. which uses medium, equalizing your -2 to hit
It should be noted that in most ammo. An ammo explosion destroys bonus. Oosing to 4 hexes gives you a 2
BattleTech stories, there are almost no the internal structure of the location, point shooting edge,which you loose
unique mechs. KaiAllard-Liao's mech again at range 3. If you live to reach 2
along with any equipment in that
was a conversion and even the great hexes and doser, you maintain a -2
location,like parts of your XL engine,
Wolfs Dragoons only use regular and before CASE vents the blast out the point edge. As a second drawback, t11e
Star league mechs. back of the torso. Putting the ammo in pulse laserweigl1s more. Your medium
It still seems excessive to let players the limbs is hardly an improvement. pulse laser may do an extra point of
design their own all new mechs. Since only the Oans can install CASE dan1age over that nonnal medium, but
However, they should be allowed to in a limb location, after the arm's he can carry two fur the san1e weight.
refit or convert a unit's existing mechs, structure and equipment are wiped out, Third,your extra 20% damage comes
as this process shows up often in the all remaining energy goes straight to at the price of33% more heat. The
BattleTech universe. that side torso, where it again devastates result is that a medium pulse laser out
the internal structure and systems. The perfOrms a medium laser at ranges of
If players simply must design their center torso may be unscathed, but 1 ,2 and 4 and is useless at 7 +. Also, it
own mechs, there are a few scenarios or your engine is fried. What does all this does slightly more damage which is
campaigns to allow it. My personal mean? First, don't bother putting more than offset by its increased heat
fu.vorite is having the characters become CASE in a mech that uses an XL and weight requirements. A mech
test pilots fur new mechs near a border. engine. Second, weigh the possible could supplement a medium laser
This allows for lots of action and an consequences carefully befure deciding mount with two extra small lasers in
opportunity to work the bugs out of to use an XL engine. place of a single medium pulse laser.
home made mechs. Other units seeing Once again, this more than offsets any
a lot of variants indude highly success- The double heat sinks have a similar
advantage the pulse laser had at ranges
ful mercenaries like Wolfs Dragoons trait. With three slots per heat sink,
1 and 2. The large pulse laser exhibits
and Rhonda's Irregulars. Lastly, read they are much more likely to suffer
these negative traits to a similar degree,
through a House book or scenario book damage than their predecessors. This
weighing as much and pouring out as
sometime. All the mechs are published can be used wither to your detriment or
much heat as a standard PPC, while
somewhere,and are mostly older advantage. On the negative side, a
doing less damage and having about
designs. If your players grumble at freezer in a body segment will cost you
half the range. The small pulse laser
having to use'standard'mechs,point a lot of space making it easier to be
suffers no loss of range, but offers no
out that if the players don't use the destroyed. So instead ofloosing a
increase in damage, and pays for its -2
mechs they are given,they can always single point of heat at two thirds less
to hit modifier with a doubling of both
join the infu.ntry. chance, you will be losing two heat
heat and weight. Personally,fur the ton
three times as often. As a plus, putting
ofweight, I'd take a medium laser
No SucHTmNG AS A FREE a freezer in the $aiile location as ammo
instead of a small pulse laser any day.
LUNCH or with an XL engine gives you a
by john Kovacs reduced chance of taking a deadly
ammo or engine critical. By shifting a
few non -vital systems to fill the head
The new technological break-
and center torso slots and putting a few
throughs within the Inner Sphere give
extra freezers in the remaining side
mech designers a lot more options to
consider, but the'newtech' is not torsos, you stand a much better chance
of surviving when your mech runs out
without it's drawbacks, some obvious,
of armor and starts taking critical hits.
some more subtle.
Pulse lasers may have the advantage
One of the most popular items is
of a -2 to hit bonus and do slightly
the XL engine technology. Aside from
the decreased weight and increased cost, more damage, but they have several
drawbacks. First and fOremost is their
many people see these fusion plants
range. That -2 to hit bonus is bogus is
almost as free horsepower to boost. Future Wars--41
IMPRoviNG liRE Sl.JPIIORT Imagine replacing the two I.RM 20s Incidentally, the I.RM 15 weighs
with eight I.RM 5s. By doing this, the more than the three I.RM 5s and one
MEcus mech is now fuurtons lighter and has critical hit cripples the damage poten-
byTyler D. McDowell two empty critical slots. There is now tial of the larger LRM by 15 points
more room furweapons,armor,ammo, instead of only by 5 fur the smaller
There have been many artides heat sinks and/or other equipment. launchers.
written on the effectiveness ofthe Also, by dividing I.RMs into separate
weapon systems available when systems, a critical hit can take out only With the introduction of Star
designing mechs for BattleTech. The one I.RM 5 instead of a I.RM 20. The League technology, the technique of
introduction of Clan technology has downside to this technique is that fuur replacing the larger I.RM racks with
only increased the discussion. One I.RM 5s produce eight points ofheat, I.RM 5s can be exploited even more.
weapon system has been over looked as two more than a I.RM 20. A careful Double heat sinks make the slight
only being of use in light mechs and watch on the heat scale is needed in increase in heat bearable and the empty
when used properly, the I.RM 5 will orderto keep the mech from overheat- spaces created are a real boon when
significantly increase the effectiveness of ing. By alternating firing a full spread adding endo steel or ferro fibrous
a mech or vehide. of 40 missiles and then a lesser spread, armor. 0 computer systems could be
heat can be controlled. Also,another added without decreasing firepower or
In the pre-Clan era, the I.RM was armor. Imagine the effect of having a
drawback is the dice rolling increases
the weapon ofchoice fur extreme lance of modified Archers slaved to a 0
during the game. But what player
ranges. The only other weapon that network with a lance ofdose support
would mind a few more rolls if it meant
could match the I.RM was theAC 2, mechs orrecon mechs. Swarm missiles
a better chance ofsurvival?
being capable ofa paltry 2 points of will increase damage caused in tightly
damage. Though many Clan weapons It is commonly held that the LRM packed enemy fonnations and Narc
are able to'reach out and touch 15 has the best odds of causing damage Beacons will increase the number of
someone" at long ranges, the I.RM is to the enemy. By glancing at the missiles hitting the target. Clan mechs
still a powerful weapon when properly missile hit chart this would appear to be can also benefit from the decreased
deployed. so. However, by using a computer weight,not that they need more
program to simulate the points of firepower' However, omnimech using
As the size ofmechs increases, the
damage caused by 1000 attacks ofone this technique will not gain empty
tendency by most designers is to mount
I.RM 15 and 1000 attackes by three critical spaces.
larger I.RM racks into a mech. The
I.RM 5s,surprising results were fuund.
mech that comes to mind as the Anytime that a mech can be fine
The attacks were calculated at long
standard in heavy fire support in all eras tuned in order to increase its power, a
range using a 'base to-hit number' of 8.
ofBattleTechistheArcherArmed player must consider if it is worth the
The I.RM 15 caused only one point
with two I.RM 20s in the standard effort. A serious look at LRM 5s can
more damage than the three LRM 5s.
configuration, theArcher sports only yeild major benefits ifused correctly.
The total results are shown on the table
ten heatsinks and four tons ofl.RM With the Clan breathing down the neck
below.
ammo. ofthelnnerSphere,everyedgeis
needed

LRM 15 3LRM5
#ofHits Dmg!hit TotalDmg #ofHits Dmg!hit TotalDmg
9 5 45 30 1 30
33 5 165 78 2 156
23 6 138 101 2 202
41 9 369 129 3 387
65 9 585 192 3 576
63 9 567 197 3 591
73 9 657 190 3 570
56 12 672 158 4 632
41 12 492 105 4 420
15 15 225 62 5 310
7 15 105 29 5 145

Total Total Total Total


426 4020 1271 4019

Future Wars --42


STAR I.FAGuE NAVAL BASES neither force had much experience in
combat under such conditions. n
by Don W Shanks In the campaign to redaim the
Ifyou or anyone else has purchased One just has to refer to the first Hegemony from the uswperAmaris,
the Rhonda's Irregulars module book statement above to see another error by almost all SLDF bases of seven kilome-
written by Blaine Pardoe, doesn't it Blaine Pardoe. Pardoe and the other ters or larger were destroyed in the
strike you as odd about the old SLDF developers on this module forgot some fighting. In the Succession Wars to
base that was described therein? Let's of their basic physics. When the battle follow,anothertwentywould be
first go back overwhatwas described in entered the interior ofthe base, the destroyed. As of 3055, only six of these
the book. battle became more conventional, but large bases remain on a semi-functional
in tight quarters. level. The Inner Sphere uses these bases
The base is located in the Dark
for their ship building sites. In the
Nebula is a" ... small, rotating plane- Also,in the second statement above
Periphery, smaller bases the size of
toid with only a scant atmosphere w as the mention of'A irstrips"for
Camelot Command are functional.
dinging to it's surface. Rhonda saw it fighters and I would asSlUile aerodyne
was black and pitted with the scars of type dropships. While the phrase Below is a brief description ofead1
time. Stalk white lines of concrete "Docking Bay" may have fallen from base and where it is located in the Inner
etched its surface. Aged turrets poked Javor in the Star league, that is the true Sphere:
up from the surface. On it's eastern ftmction of the so called"Airstrips"on
horiwn she saw a massive port,large Federated Commonwealth
this base.
enough to dry.<fock one of the Oan's
"So what?", you the reader are The Ioto Galactic Fnterprises and
old Black Lion dass battleships. As the
asking. It is this: The accompanying the Shipil Company has re-opened the
Harrier approached,she recognized a
diagrams are based upon one of the old base in the Skye system in 3037,
100 meter long Cameron Star painted
0 'Neil type space colonies that could after the I.G.E. executive was able to
on the concrete equator." (Rhonda's
be built by the end of he next century. get a hold a copy of the Grey Death
Irregulars, page 11).
legion's famous computer core. With
Camelot Command would be a smaller
Furthermore in the book on page version ofwhat is shown with an help from Universal Air, the Skye Base
58, this sentence was used: "Rapid average diameter offour and a half fucility can now produce new jump
spinning provided gravity in the kilometers is size. The"Airstrips"and coils as of3051.
planetoid's interior, but not on the docking bays at the core for the other During the Clan Invasion and until
surface." But the scenario of'' Cam- craft would remain the same size. they could be stopped by ComStar;
elot's Gate" is fought on the exterior When one is approaching to "land" at production was halted and equipment
surface as ifit was a regular planet! one ofthese docking bays, at first, it was made ready to be shipped rimward
Anything attempting to stand on that would seem that you are about to land ofi'erra into the Federated Suns region.
rotating planetoid would be thrown off upside down. A fighter or ship will Richard Steiner of course objected to
the surface and cast into space. need to be oriented this way so that this move and tried to make some
after a successful docking, the giant political hay out ofthe defense plans
Later, the tale gives us this informa-
tion: "A large manufucturing area had doors will dose and air pumped in. being set up on Skye Base.
Then the inner set of doors will roll
apparently had been used for Battle-
open and the craft just has to taxi up TheTengoAeroSpace of Sarna fell
Mech repair, but most of it had been
the incline plane and tum onto the into Federated Suns hands in the
poorly mothballed and much of the
apron (parking ramp) for loading or Fourth Succession War. Out in the
equipment was in shambles. Some of
unloading of cargo. Major repairs and asteroid belt ofthat system was a seven
the outer levels w ere flooded, while
even construction fucilities can be kilometer SLDF base thatTengo used
others were holed and in near vacuum.
located here. until supplies to build combat Jump-
The warehouse fucilities were impres-
Ships ran out. They then shifted their
sive, with large airlocks to the battered Another difference between what I production fucilities to orbital stations
landing strip on the surface of the have come up with as the typical SLDF until theywereoccupied byDavion
planetoid. n Naval Base and Camelot Command ibrces.
would be that Camelot Command
In that same section as battle is
would have only one"Airstrip"since it With the Clan Invasion, Hanse
joined between Rhonda's furces and
was a small outpost. Other bases would Davion realized that the only hope for
that of Qan)ade Falcon: "She used her
be larger requiring additional access to his realm was to increase production of
light and medium BattleMechs and the
the interior. Some would have been JumpShips. This was befure the Free
few ftmctioning turrets to blunt their
fitted with their own Hyper-Pulse Worlds league agreed to be a major
initial attack. In the low surface gravity
Generator ifthe base was within the producer ofweapons for the F-C and
movement speeds were dramatically
boundaries oftheTerran Hegemony. Draconis Combine in their fight for
increased,evening the odds, since
Future W ars--43
sufvival:cJ{liifectwitftffiE'G rayDeath's Blake ComStar personnel, hopes are
*);
core and the talent ofth~:NAIS , crews this ship will be operational by
began to reactivate the
~ fJ ;..
base in the Shlna 3062.
end of3052. The first ne~ JrunpShip
ofthelnvader dass is ex:Pl:cted to come
off the production line hi late 3058. In
"l>:'C')»;;':;"H''>Y• ~ •' M;cit:'f'J
o~of • gbays,acrewis
w ••
attemp · Ctivate[aP old Exeter
class de t use~ lo be an orbital
the Oans•arrived.
l1 '
q
The . SLDF base'in the F-C is
in the ast~id
>.,.4
belt ofN~tv Avalon.
Under the pervisionpfthe NAIS,
Lycom ·on In Teth and
Fe era e - ~ar are doing
. j
the same thing at the Ne:w Avalon Star
Base as the team on S~ is doing.
This base is seven kilorrtders in
diameter and interned two of the fu
two Lion class
b!t~~611~·~~-~ife~ class
d~stro}'er.'~tli~:QJ.a·s.L.S. · ,.,.
heavily in the UsperWar.
is being stripped of partsto make the ·.
ES.S.Saze'liloperation4l~gain. Anew
jump coil :ifid sail has ~f=n added and
the Salerti is scheduled for trial runs in
3056. . :J
..a""'}'"::'-::~-~·-:::L_,,_ ..,: o%t:':J':~:l: =: - :1:'Zt)!f·~::~.w....l tt
Draconis Combme r
At Telois N is one Yfthe DC's
remaining SLDF's bas~~. BBP indus-
tries and StellarTrek bdt:h have their
factories located on ~en lrilr~m.,....,,. ct4
diaffietcr"...•
st.ation>
,.
This'is
·:· .
the ONLY teri.,,;.t, ~ -~.t ~--l

kilollieter(jjimeter base.still functioJ]a].


in dl~efitik Inner S.Qht!re. It al~ fus
ail~ditiqpal three ~ys irt thcr ci)re for
JumpShlppn5tfu(:tionano ov~fuaul.
And it has a functional HPG s., .
operatedh Co~~''·~"· .
~---h E~1;
FreeWqrlds Lea~J
,,, ': '!
d
,<0
;;··"i ;· :~-- -·-<-"""'!<o"- __ ;;_;:~: L ::•:::~:~'l'""Y~:
...

1
Angell II of the Mahk ;co .....
wealth is the site ofSelisys Inc. ~~)ere
proctuetion~Qt~~.{t;rLoro p#l~~r .
JumpShips is lodted at. This six i +

ki!<?meter~erpase used'tofiave.Jiyf"'
~~tio ~G'iiiii:l{lhe Second ';i
Successi .· , . destfuyed it. In the
time smcl,tlieHPG has been removed
and ano,tlier large~sjtp airlock con-
structed in its place. The Maruesstill
have onllofi! sub~ipterrril
~"!!;!e d!~('", ;'><.
~,~!P fr?!n.ilJ
i t.;t.Jc.;:_,:.:o, __ _
~·~'}-:-.:!t§:;J,, __ .•

Future Wars --44


STAR LEAGUE DEFENSE FORCe NAVAL BASe
I Inch = 1000 meter•

(BLACK LION BC to scale)

oO (2) DropShip Docking


(Union & Over1ord Craines. They grap hold
class DropShips to or a DropShip & deposit
scale) them into one or the
seperate ai1od< docks
around the JumpShip
Dry Dock..
Cranes turned aw~
for HPG Deployment.

\
\ I

\\
\
'\
\
\

\
_.. ) WeaponEmplacements
__...
_,...-

··-x " - - ·
·,
...
.

7 Kilcmeters in diameter sphere.


----------------..,.,. ""' ·..,~
'·.

.
• Air St1 ips" for use by AeroSpace
Fightet·s and A~odyne type
DrooShios.
STAR LEAGUE DEFENSE FORCE NAVAL BASE
I Inch • 1000 mEter•
Dashed lines Indicated the
1.0 Gra'wity Zone on the
inner surface or the
base.
Spheroid DropShip
Oockilg Say with
Access conidorf;
branching ort to the
Interior. DropShips
are shown in proper
position within Docking
Bay. •Nose towards
the Centu-.•

HPG EXTENDED

SHADOWED HPG
IN RETRACTED
POSITION.

DO
ORBITIAL APPROACH TO SLDF FACILITY

Ship takes up station keeping


- . - - - - - - ____ distance. Then tires thrusters
to match station's rotation
before any docking attempt is
made.

Planetoid rotation provides Earth Normal (1.0 G) Gravity


on inner surface or space station . Outer surface exposed
to near vacuum conditions.

•Runways" ror AeroSpace Fighters and Shuttles are alincd with


planetoid's rotation. Runways are really block houses that the
spacecrart must ny into. One gets the feeling or •Landing upside
down ."
ThE Six Interior Zones of the SLDF Base.
Cropland
Parks
Free Standing Water

Fud Storage Fuel Storage

North Road
o0 o 0 o0 o0 o o0 o 0 o0 o0 o

- -.,
...

South Road Hangers & Ramp Hangers & Ramp

0 0 000 0 0 0 000 0
0 0 0 0 0 0

1.0 G Zone Section One. 1.0 G Zone Section One Alpha. 1.0 G Zone Section Two.

Personnel and Command


Central _City.

[Each rectangle above equals about twelve BattleTech Maps place together.]
The Six Interior Zones of the SLDF Base.
Crop Land

Parks

Free Standing Water

Fuet Storage

o0 o 0 o0 o0 o

Hangers & Ramp

1.0 G Zone Section Two Alpha. 1.0 G Zone Section Three. 1 .0 G Zone Section Three Alpha.
""rl
~
......
~
(ti Mech Storage and Reactor Complex City.
Warehouse City.

[Each rectangle above equals about twelve BattleTech Maps place together.]
NEWADvANTAGES FOR All patron's should not double cross that have to be called by the GM. It is
the characters. They look the advan- up to the GM whether the luck point
MEcHWARRIOR SECOND tage in order to obtain good wotk from can be used to change damage location
EDmoN an honest employer: This is where the instead of damage or the to-hit roll.
by Bill Olarleroy character should be different from just
Rapid Healing (1 pt)
being hired help.
MechWarrior Second Edition is an Reputation (1 pt) The character is a rapid healer: He
excellent update from FASA's attempt at can heal in 75% of the time that it
a role playing supplement. It works The character has some sort of nonnally takes to heal. An injury that
well, except for advantages. Advantages reputation that he/she is known for. takes two weeks to heal will only take
are an important part of the character: The reputation should be a good one or one and a halfweeks.
This is why they were put on the one that the character likes. When
Contacts (1 pt)
character creation priorities list. They talking to people he/she will sometimes
are,however,less important when be known for the reputation (whether it The character has contacts with the
compared to skills or abilities. Advan- is true or fulse). One example would be underworld,military or any other
tages need to be more important for a MechWarriorthat was known for his organization that the player can think
characters. Many players rank the flamboyant antics inhis 'Mech. When of They call upon these contacts to
advantages dose to zero due to their introduced to others, they may know receive information or the possible
limited use. him for his antics and respond to him! acquisition of arms and equipment.
her more fuvorably. Make a note that Note that this is not the same as a
The following list of new advantag- the character should try and find a patron. The characters are notwotking
es is supplied to broaden the player's good reputation for his character. for the contact and they should still be
options when creating a character: Negative reputations defeat the purpose made to pay for any information,
Hopefully, the list will help provide of taking this advantage. equipment or services that they obtain
more selection which will make the
from their contact. It simply makes it
player want to give his advantages GommonSense(2pts)
safer and easier for the character to find
priority a better rating and make it
Whenever the character does what they are looking for: Each contact
worthwhile for his character to have
something that the referee considers to is one point. Each character may have
them. All advantages are listed with
be'stupid' ,the character will be told so multiple contacts.
their cost and a brief explanation.
and allowed to rethink his action. This
Patron (1-3 pts) can be very useful for some characters.

The character is in the service of a Eidetic Memory (3 pts)


patron. This patron has employed the
This advantage is also known as
character for the skills he possesses in
photographic memory. It allows the
his/her chosen profession. A one point
character to recall everything he sees or
patron indicates that the patron has not
hears. Anytime the character needs to
given much wotk to the character and
remember some important item (i.e.
the character is called only when the
taking the right road to the group's
need arises. One point patrons usually
destination when the character has only
include small industries or other small
seen a map once),he must make a roll
corporations which would need the
versus his mental stat with three dice
assistance of the character. A two point
instead of two. If the character
patron is a large corporation or wealthy
succeeds, then he remembers the
employerwho frequently calls upon the
information.
character or has the character employed
permanently. A three point patron Luck(2pts)
means the character is working for one
ofthe successor states and sits fuvorably This advantage is similar to edge
in the state's eye. Wotk can be found but better: It will allow a character a
whenever that character wants it. The reroll, the same as edge, but it will also
character often receives good pay and allow the character to make a NPC
benefits from a job. make a reroll (i.e.the character can
make an enemy reroll his to-hit roll to
make it harder for him to hit). The
character can use it as often as the GM
allows the use of edge points. Certain
Future Wars --50 situations can arise when using luck
DIMENSIONALIZING THE on a cardboard base fit the bill. For the the only answer. It's not that difficult.
artistically inclined,piece small Your bridge will only be one hex wide
GAME buildings together from balsa or so cut your balsa one and one half
by Robert L. Kerrigan cardboard. An even simpler method, inches wide. Start at one end of the
for the artistically inept, will give you bridge and marlc a point three eighths
good looking buildings with less work. of an indl from each edge. This leaves
Some peoplearehappyto play
Cut styrofoam into various sized cubes a space of three quarters of an indl
BattleTech with pencil,paperand the
and blocks. Most hardware stores sell between the marlcs,the size ofeach hex
paper dollies FASA includes. I am not
flat sheets of insulation; arts and crafts fuce. Do the same at the other end of
one of those people! I believe in 3D
shops will have a finer grain variety the bridge. Now connect the dots from
nuclear meltdown- blood pumping-
Look at both and get the kind you like. one end of the bridge to the other.
heavy metal - gaming. 3D table top
To cut styrofoam into smooth, even Starting at the top,marlc every one and
gaming, while fim and aesthetically
blocks, use a fine toothed hacksaw one quarter inches on both lines. This
pleasing, takes up vast amounts of
blade. Using a hacksaw blade may is the distance from a hex fuce to its
space,somethingmost people don't
sound ftumy, but it will make a smooth opposite side. If you like, connect the
have. On the other hand, the map sets
edge and won't crush te styrofoam like a horiwntal dots on the parallel lines.
published by FASA give a wide
knife will. Use white glue to secure This will give you a good guage for the
selection of terrain, and allow for
your buildingss to the cardboard base. next step. Now, starting at the outside
mobility and range. But ,let's face it,
Model glue and super glues will melt edge,meaSl.lre three quarters of an inch
they're still flat. So the problem is, how
your project faster than you can react! down. This ia a point in your hex.
to keep the mobile, light weight and yet
Different colored blocks can represent Continue on down both sides and then
pleasing to the eye? The answer: build
different construction fuctors (CF) to begin lining from the edge ofyour hex
special terrain features such as build-
help in record keeping during play. To side to the point. You should now have
ings, bridges and dropships out ofbalsa,
paint your buildings use tempra or hexes. You can do this on paper and
styrofoam,paper-mache or cardboard.
acrylic paints. Model paints and spray have hexes without spending money for
These materials are d1eap,light weight
paints will have the same effect as copies, but it takes an investment in
and you don't have to be daVmci to
model glue,only faster. Add windows, time. I'm lazy and prefer the copy
use them to have your project turn out
doors or signs using a fine marlcer. madline. Most bridges have some sort
at least halfway decent.
Even more importantly, add level of railings or support structure mount-
Before I get to t.lte main ideas, here marldngs. How tall is your civic center, ed to them. If you plan to add
is a cheap gaming tip: base everything one or two levels? Figure one inch per something like this to yours,remenilier
on the hex. Maps are divided into level. At one inch, draw a horizontal to attach them to the outside edges, not
hexes and mechs sit on metal hexes, so line on the building on one or more the top. Your miniatures cannot use
why shouldn't the special terrain be fuces. These ideas will let everyone the bridge if you do. Another helpful
marlced in hexes? How? Take the back know the size (CF),height and layout hint is to do your prelinlinary drawings
of a map and copy it. Most libraries of your urban battlefields without in pencil. If you make mistakes they
and even some supennatkets have copy guessing. can be easily erased. Make your final
madlines. For about a quarteryou can marlcs in fine marker and don't forget to
Bridges can be anything from a
get fifty hexes. Here are ready made use a straight edge.
chunk of cardboard one hex in size to
hexes with numbers ifyou like and
an elaborate balsa and string affair FASA's source book"Dropships and
colors ifyou have crayons or marlcers.
stretching for eight or nine hexes. Jumpships"has several pages of
To add a bit of rigidity, glue them to a
Remember to keep your construction dropship footprints scaled to the
piece of thin cardboard, found in
playable. If your bridge looks like a BattleTech battlefield. This should give
abundance from food packages. Use
glistening spiderweb ofwood and steel, you an idea of the size ofbase needed
stick glue rather than white glue to
but you can't push your miniatures for your particular dropship. To keep
attach the hexes to the cardboard
across, it doesn't do you much good. this an article,not a book, I will discuss
backing. The stick is dryer and
Most bridges will need to only be about only spheroid ships. Cardboard or
smooths out a lot better. When good
three hexes long and definitely no more balsa may be used for the base or
old white glue dries, it pulls and
than one hex wide. Remenlberwe are footprint . The method outlined above
wrinkles the paper.
talking 30 meters per hex. Keep for creating hexes can be used, but is
Next, we move to the subject of railings,or spans,low to make the very time consuming. Make a template
buildings. Ifyou get really desparate, bridge useable. If you build your from cardboard and copied hexes. This
small simple buildings can be borrowed bridge from cardboard you can glue will give your project an even look, save
from a Monopoly game. I can't steal copied hexes to it for exact size, if you time and allow you to make many
from my kids, so I had to figure out a want to make it easy and quick. Ifyou uniform looking bases at the same time.
different way to build a city. Brightly are using balsa, glued on paper hexes
colored cubes and boxes ofstyrofoam look tacky. Drawing your own hexes is Future Wars--51
This will also give you a good marker THE KINDIG Kindig (omni)
for dropships in your flat world. I've Weight 40tons
by Peter Sallade
colored my bases to show where the Move 3-5-2
ship actually sits and a few extra hexes Ton Crit
The Kindig medium tonnage
to show firing arcs. The ship is a Internal ( endo) 2 .0 7
omnimech, built byAnn Kindig, was
balloon, paper roached over. Ifyou Engine (ER 120 XL) 2.0 4
made primarily for long range combat.
don't want to mess with the paper Gyro 2 .0
The Artemis N missile tracking
mache,a"Leggs"eggworkswellfor Cockpit 3 .0
systems make it more versatile than
Union, Seeker and Intruder class
most othermechs designed mostly
dropships. Once again, I try to use Armor (115 FF) 6 .0 7
with long range armament. The Kindig
cheap or on hand materials. Using just IS AV
may be a little slow, but speed is not
a water and flour paste, the Sunday Head 3 9
really necessary when the mecQ is
paper can be used as both the paper CenterTorso 12 16!6
armed with LRM's. The Kindig played
mache and drop doth. Cut the paper R/LTorso 10 12/5
a major part in the conquering of
into small squares,not long strips,and R/LArm 6 10
Mannedotf(a small planet on the edge
be generous with the paste. After R/L Leg 10 15
of Ghost Bear territory) by the Ghost
several coats and plenty ofsanding with
Bear Clan.
fine sandpaper; glue the sphere onto Heat Sinks (1 0 x2) 0.0
small pegs of doweling or styrofoam. Following is a brief recap of an 12
These are the landing gear/thrusters. If incident on Mannedotf: Piloted by it's LA x2 R!LT x2 RILL x2
you like, small shaped cardboard covers creator,Ann Kindig, the 40 ton mech Equipment Ton Crit
can be placed over the pegs fbr show. was surrounded by two Battlemasters RA UAC 5 7 .0 3
Remember,dropships come in many that were rapidly dosing to short range. RT ACammo(20) 1.0 1
different shapes and sizes. Donn't blow Firing both medium pulse lasers and LA Medium Pulse x2 4.0 2
your balloon up so big that it overshad- her UltraAC/5, she ripped most of the R/LT LRM 15x2 7 .0 4
ows your base. As long as you don't use armor offone Battlemaster's right arm. R/LT ArtemisNx2 2 .0 2
strofoam you can spray paint your The Kindig then ignited her jump jets R/LT LRM ammo (24) 3.0 3
dropship. I also put my base on after I to avoid the incoming fire of the CT Jump Jets 1.0 2
paint the dropship. It makes thing look combined assualtmech onslaught.
better. Once she reached the ground, her Totals 40.0
LRMs flew in a tight arc toward the 47
These are only a few ideas on how
second enemy mech's head, spraying Cost 6284.95 K C-Bills
to bring"depth"to an otherwise"flat"
scrap metal and blood all over its torso. cv 2935
game. Nor is this the definitive works
The remaining Battlemaster ran doser; design notes- endo steel crits are HD,
on terrain building. Be imaginitive!
firing it's PPC and medium lasers with RT x3 and LT x3; ferro-fibrous crits are
One final tip, and this is a biggie!
perfect accuracy toward the Kindig's RAx5 and LAx2 .
Remember to keep your work area
legs. The smaller mech easily took
dean and dean up after yourself! I'm
every bit ofdamage without even
sure other people live in your house
stumbling a little. So undaunted, she
too,and they'll be a lot more tolerant
returned fire with all her weapons
about your games ifyou're neat. Gee,
tearing off huge chunks of armor from
that sounds like a tip for life.
the Battlemaster's entire body, making
it look like it had been through a
gamage disposal. Next, befooc the
ragged 85 ton lump of metal could
react, the ever agile Kindig reached into
the Battlemaster's cockpit and ton:: the
pilot out, crushing him with her huge
fOur fingeocd hand.

Never befooc has such a lightweight


mech so readily overcome advarsaries in
excess of four times its tonnage. Was it
just luck? Or could it have been
superior design? Time and more
successful applications of this omni-
mech will show which is correct.
Future Wars --52
RAIIGE
~••~>•"' (•....,....,.) Hu~ DM:II n;,.. :s: n L
1 Cl Ultra. AC/5 ( 100) 1 5 0 7 14 21
2 Cl LRI\4-15 (360) 5 15 0 7 14 21
2 Cl M. Pulse ls.ser 4 7 0 4 8 12

I\IECH STATS
Biped
Weight: 40 tons
Walk 3, Run 5, Jump 2
Atmor: 7.2 tonsf 115 pts
ClanEndo
Clan XL Engine
Clan Ferro-Fiber
Clan 2X Sinks
2CLCASE
2 Cl Artemis IV FCS

HEAT SINKS
-oo 00 00 00 oo-
0000000000

1. Shoulder 1. Shoulder Name:


2. Upper Atm Actuator
CriticCII 2. Upper Atm Actuator Gun Skill: Pilot Skill:
3.lower Atm Actuator 1-tit TCiblc 3 . Lower Atm Actuator Hits: 1 2 3 4 5 6
4. Hand Actuator 4. Hand Actuator Cons: 3 5 7 10 11 Dead
5. Cl M. Pulse Ls.ser 12] Auto Eject 5. Cl Ultra. ACf5
DAMAGE HEAT SCALE
6. Cl M. Pulse ls.ser r-:-:-::~------, 6. Cl Ultra.ACf5 MaxDmg: 49 MaxHeat: 2
LEFT ARM HEAD RIGHT ARM 01 24.5 30 Shutdown
1. Double Heat Sink 1. life Support 1. Cl Ultra.ACf5 02 24.5 29
2. Double Heat Sink 2. Sensors 2. Ferro-Fibrous Armor 03 24.5 28 Ammo E:xpl., avoid 8+
3. Double Heat Sink 3 . Cockpit 3 . Ferro-Fibrous Armor 04 24.5 27
4. Double Heat Sink 4. Endo Steel lnt Struc:t 4. Ferro-Fibrous Armor 05 22 .2 26 Shutdown, avoid 10+
5. Endo Steellnt Struct 5. Sensors 5. Ferro-Fibrous Armor 06 22.2 25 -SMP
6. Endo Steellnt Struct 6. life Support 6. Ferro-Fibrous Armor 07 22 .2 24 +4 to Fire
1. XL Engine
:=;::::;;;;::::::::;::=::::::::::::=====:
1. Engine 1. XL Engine
08 16.3 23 Ammo E:xpl., avoid 6+
09 14 22 Shutdown, avoid 8+
2. XL Engine 2. Engine 2. XL Engine 10 14 21
3. CLLRI\4-15 3 . Engine 3. Cl Ultra.ACf5 ammo: 11 14 20 -4MP
4. CLLRI\4-15 4. G"yYO 4. CLLRI\4-15 12 14 19 Ammo Expl., avoid 4+
5. Cl Artemis IV FC 5 . G"yYO 5. CLLRI\4-15 13 11.7 18 Shutdown, avoid 6+
6. CLLRI\4-15 ammo: 12 6. G'yYO 6 . Cl Artemis IV FC 14 11.7 17 +3 to Fire
15 5.8 16
LEFT TORSO CENlER TORSO RIGHT TORSO 16 5.8 15 -3 MP
1. CLLRI\4-15 ammo : 12 1. G"yYO 1. Cl LRI\4-15 ammo: 12 17 5.8 14 Shutdown, avoid 4+
2. Double Heat Sink 2. Engine 2. Double Heat Sink 18 5.8 13 -+2 to Fire
3. Double Heat Sink 3. Engine 3. Double Heat Sink 19 5.8 12
4. Endo Steel lnt Struct 4. Engine 4. Endo Steel lnt Struct 20 5.8 11
5. Ferro-Fibrous Atmor 5. Jump Jet 5. Ferro-Fibrous Armor 21 5.8 10 -2MP
6. Endo Steel lnt Struct 6. Jump Jet 6. Endo Steellnt Struct 22 0 09
~--~--------~ 23 0 08 +1 to Fire
LEFT LEG Engine Hits 000 RIGHT LEG 24 0 07
1. Hip G"yYO Hits 00 1. Hip 25 0 06
2. Upper leg Actuator Sensors Hits 00 2. Upper leg Actuator 26 0 05 -1 MP
3. lowerleg Actuator life Support 0 3.lowerleg Actuator 27 0 0'1
4. Foot Actuator 4. Foot Actuator 28 0 03
5. Double Heat Sink 5. Double Heat Sink 29 0 02
MechSpec:s 30 0 01
6. Double Heat Sink by Jeff Catt 6. Double Heat Sink 00

Future Wars--53
~D BA'ITLETEcH SEEN IN few little nails work great) and wrap receives (use a '6' fur a zero movement
this around your battlefield,wha-la! modifier). This both speeds up the
ANoniER LIGHT Instant wind barrier: For those of you movement and combat phases fur those
by Jon M. Pehrson who enjoy privacy or like to play in huge battles we all like to play (Did I
hur:ricane conditions, you may increase jump or run? Have I moved him yet?
How many times have you gone the height of the sheet wall accordingly. Yes,I must of, he has a die by him.
outdoors to find that petfect stone,or Remove all the dice at the end of each
just right piece of twig fur your To secure the masses of paperwork
turn and place them again as each unit
battlefields of the 31st century? These and dice that accompany a battletech
does its move. This also works during
elements add color and atmosphere to game I suggest the full owing: use
the combat turn ifyou have many dice.
any game, but I have a better solution. plastic page holders and clipboards fur Say you use red dice fur movement.
Try bringing the mechs to the twigs and yourmech sheets and tables (this
0. K., all your red dice are gone so you
stones. The outdoors is a battlefield prevents them from getting dirty and moved everything. When combat
just waiting to be used. Now, many makes it more difficult fur them to
comes around you can replace the red
who read this at first will have a blow away). For the dice, bring along a dice with blue ones as you fire each
hundred arguments about problems box of some sort, maybe the bottom of unit. This way you remember what
that will arise with such an endeavor. one of those boxes that your 01ristmas your units defensive modifiers are and
but I intend to address most if not all (or other gift giving holiday) clothes
keep track what mechs and things you
the major concerns. came in. Roll all the dice in the box. have already fired. What do I need to
This keeps them together and allows
hit your mech in the open there? Oh,
The first problemmaybe"I don't everyone to witness the results (We are your die has a '1' on it, you must have
have a backyard" or" I live in the allhonest,right? NOT!). Ifmorethan walked. I need a six to hit, your meat!).
middle of a city". For these people, you one box is needed, bring more along.
Use string with a marker (a small piece
just have to look a little bit and find a
I don't advise playing in thick grass, of paper) on it every three inches or so
public pruk or even a seldom used
this makes things pretty messy In to act as range finders and deter:mina-
p;uking lot with twigs and weeds
addition sculpt your battlefield any way tion of questionable line of sight. If
around fur terrain. Take advantage of
you like. Bring gardening shovels and you wish to be daring, extend the
the land. In a way this could find
little rakes to produce your gaming published ranges by three or more and
potentially new players "Hey, what are
masterpiece. You can make hills, keep the movement the same. This
you doing with all these painted metal
trenches, and even rough terrain. With allows you to exploit your larger
guys in the sand?"and indirectly
some effOrt rivers and lakes can be battlefield more. I hope these sugges-
advertise the game in a beneficial way
made (line the bottom of these with tions bring hours of entertainment to
Those of us who have backyards,we are
plastic wrap to prevent the water from all who use them, and one last thing:
lucky. All we have to bring is the mechs
being absorbed into the ground). Watch where you STEP!
and game supplies, no more boards.
Imagination is the only limiting bounds
After a spot has been found, the fur your ultimate battlefield.
number one enemy to the 3-D,
outdoor, miniature enthusiast is the Fora few closing ideas, add
weather. It would make fur a comical buildings and trimmings from HO
game to try and play in rain or snow scale train accessories or make your own
(where did my mech go,I swear I set it from thread spools, yam, toothpicks,
down on top of that snow drift). It is dixie cups, styrofoam insulation,
recommended that you play in fuir tinfoil, plastic wrap, etc. Paint ade-
weather, preferably in the wann quately to adlleve the desired look.
summer. Another problem people may The possibilities never end. Also, use
encounter is the wind. This is easy to 1(72nd scale ar.my men to represent
overcome if a little preparation is done. infu.ntry and elementals (a cheap
For the battle area itself (maybe 10 feet alternative to those expensive lead
by 10 feet),stake it off with sticks or pieces). Tanks of this scale may be
wooden dowels every five feet or so slightly big, but may be used neverthe-
(stick about 6 inches into the ground less. Use cotton balls to represent
and about 2 feet sticking out). Now smoke. Finally, to help smooth out
find some old bed sheets and rip them playing,place a colored die by each
into two or three fuot wide strips. mech or unit after it has moved
Attach the sheet strips to the stakes (a indicating the defensive modifier it

Future Wars --54


GEO-HEX® GEO-SCENIC CLOTH ACCESSORIES
GAMESCAPI? AND BA TTLESCAPE® SCENIC MATS
4' X 6' FELT MATS IN GREEN OR DESERT FLOCKED TO MATCH OUR LANDSCAPE
FARMFIELDS, FOREST FLOOR, STREAM & ROAD CLOTH TO DRESS UP THE MATS

GAMESCAPP"' MAT STREAM CLOTH


A 4' X 6' felt mat flocked with either our Each package contains two 10 1/4" X 12" cloths
green or desert flocking mix to make it printed to simulate streams on our GAMESCAPE"' or
BATTLESCAPE ®sets. Now you can have a stream
compatible with our GAMESCAPE111 run anywhere on your layout. The cloth strips flex up
landscape systems and accessories. Also hill and down dale and stick to both the mats and
an excellent stand-alone basic terrain item landscape pieces so they stay put until you put them
for the beginning or thrifty-minded gamer away. Every package contains templates to cut
who wants great looks at an economical GEO-HEX compatible streams.
price.
ORDER CODE: GSSC $6.95
ORDER CODE: GSMAT-G (D) $34.00 GSSC-X $7.95

BATTLESCAPE® MAT ROAD CLOTH


Companion package to the stream cloth given above
Same specifications as above except that except printed to match the roads on our GEO-HEX
the entire surface is additionally covered in sets. Can also be used to simulate bare ground or
a printed 1 1/2" hex size grid to match our rough. Contains templates to cut GEO-HEX
BATTLESCAPE® landscape systems. compatible roads.

ORDER CODE: GSMAT-GX (DX) $40.00 ORDER CODE: GSDR $6.95


GSDR-X $7.95
SEASCAPE MAT
FARMFIELDS & FOREST FLOOR
The one that started it all! A 4' X 6' aqua
colored felt mat that we print in two colors Each package contains one 10 1/4" X 12" cloth
to give the impression of wave shadow and printed and flocked to resemble farmfields or forest
seen from above. lndispensible for miniature
seafoam. Perfect for use under any of our gaming! Perfect for determining the extent of a
landscape systems or use alone for naval wooded or plowed area. Like the Stream and Road
engagements. Available in either cloth, they stick to mats and landscape pieces.
GAMESCAPE111 or BATTLESCAPE® format. Farmfields available in Green, Harvest or Barren,
Forest Floor in green.
ORDER CODE: GSMAT-S $30.00
ORDER CODES FOR FARMFIELDS:
GSMAT-SX $36.00 GSFF-G, H orB $5.95
GSFF-GX, HX, BX $6.95
STARSCAPE MAT
ORDER CODE FOR FOREST FLOOR:
GSFL $5.95
Our newest and most colorful mat of alii A GSFL-X $6.95
4' X 6' black felt mat that's first air-brushed
with nebular dust clouds and then sprinkled CORNERLOCKS
with stars - all in five beautiful tlourescent CL12 (12) $1 .00
shades. An absolute must for all space CLSO (50) $3.00
miniatures! Available in either TREE BASES
GAMESCAPE111 or BATTLESCAPE® format. GS01 (6) $2.25
NOTE: All items with an 'X' following their
ORDER CODE: GSMAT-0 $30.00 order code are designed for use with
GSMAT-OX $36.00 BATTLESCAPE® systems and accessories.

2126 NORTH LEWIS PORTLAND, OR 97227


GEO-HEX (503) 288 4805 FAX: (503) 288 8992
Future Wars--55
Future Wars
c/o Herb Barents
3rd Class Mail - Deliver to:
17187 Wildemere
Detroit, MI 48221
(313)-863-7321
Fax (313)-861-
6565
e-mail:
[email protected]

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