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BattleTech - Magazine - Solaris Sentinel 07
BattleTech - Magazine - Solaris Sentinel 07
W elcome to the seventh edition of the Solaris Sentinel newsletter. I must apologize
right up front because I have been swamped with RL issues (baseball and
scholarships being #1) and have not been able to put as much time into this issue as I
would have liked. Hopefully I will have enough to keep you interested so you’ll keep
coming back. I have several adds in this edition from people who have contacted me
about buying minis and selling their’s to me or anyone else. They have been fair in the
dealings and are looking to sell off their stock of old minis. Also, the text version of the
House Kurtia Sourcebook is now available at http://www.wbu-bt.com/WBUniverse.htm
Thanks to Warner Doles for that one! So read through this edition and enjoy!
-Ross Koga
Editor
Hmmm … hard to tel it depends on the fig DCMS are my Fav shemes but i don’t have a
fav mech i painted
But if i had to choose it would be the Atlas –Ghost sheme and dioscouri T-Bolt …hmm
and maybe the Ba’s and proto’s i’m painting now … i’m a sucker for the small one’s J
Brushing and shading with oils or gouache .. those 2 paints come on real smooth and
have a greasy feel not the hard touch of acryl
But painting in oils and other solvent rich paints takes ages … but stil my favorite
How do you regard some of the other “master” painters out on the net, such as Dave
Fanjoy or J. Frazier (or any one else)?
Wel i see it as real Art each is difrent and has his or her own vision wich they reflect
painting a figure
Ron(Archers) is a trade mark i think we all look to him for inspiration and vision ,his
work is one of a kind
Dave Fanjoy’s daring postures and Fraziers exploits on ebay are a legend
Many others create wonderful peaces Like the Low Country Mechwariors , the hall of
khans .,Piggy, The sword of chaos wonderful modifications , Brian Plunkett and his
awesome decals, Kevin Unash and the people of the Minifactory
i would like to thank some people who realy got me started in this … Belgium is the
perephery concerning Battletech , Scott ,Lee(T-bolt) , Kevin (Ordy) Brian (Pirannha)
Thx for your Help with materials and suport in me starting wiht battletech and thx to
Jeannette who helped me in my dangerstripe decal crises
139 pages of goodness, or close, in a nutshell. I would like to start with the artwork.
It’s really damned good. I haven’t seen nice artwork in a sourcebook for a long time.
Unlike some, that sometimes make you go “Is that…?”, this one you can recognize what
things are. Great shading etc., too, and some spiffy Protomech artwork.
Speaking of Protomechs, they’ve finally gotten a mention other than TRO 3060 and some
fluff in the Warden Clans Field Manual. There’s a Protomech life path, Protomech
weight assignment table, and even Protomech skills list. Pretty nice stuff.
Every single Clan has its own faction thingy, instead of the general one in MW 3rd. There
are special traits and skills each faction gets, making your choice in Clan matter. Liked
the fact that the Wolves (in general) get some “smart” traits, too :-)
Things slow down when you get to ‘Mech assignment tables, though. On the most part,
the Front-line tables are much better than the FM ones, save for the Coyote one, which,
oddly, lacks any Savage Coyotes. Go figure. Second-line tables, in my opinion are below
average. A total lack of unseen IICs is the reason, save for one, one, in all of the tables.
To add insult to injury, it’s a Phoenix Hawk IIC…
Never fear, loads of extra life paths are here. There are Eighteen to be exact. From
Advanced Elemental Sibko to Nova Cat and Draconis Combine joint training exercises,
there’s nothing “missing” here. Players can actually have a little of choice in what his
character does during his life paths, instead of basically rolling out section by section in
MW3rd.
There are sample characters included to aid any newbies in getting used to the system.
Those who already have The Clans: Warriors of Kerensky, will be annoyed that a large
portion of the book is dedicated to Clan society and history, most of which is word for
word from TC: WoK. Though I realize this would be essential (hell, it is a sourcebokk) I
still got somewhat ticked by it. At least it’s good fluff.
A full campaign is included, with an interesting map of Katyusha City (the center of the
universe, next to Terra, to the Clans) included. The campaign is good, but if you’ve got
an experienced GM, don’t bother.
-Deak
Maps:
Deep Canyon #1 and #2, BattleTech map (from boxed set, 4th edition), Heavy Woods (#1
and #2), Large Mountain #1 and #2, and River/Delta Drainage Basin #1 and #2. Set up
the Deep Canyon maps running long-ways, with the BattleTech map as the end piece,
making a three-map section running long-ways. On the middle map (one of the Deep
Canyons) place the Heavy Forrest maps on both sides. On the first Canyon map, place
the large mountains so that the slopes run down to the Canyons. On both sides of the
BattleTech map, place the River Basin ‘Maps.
(to make the game more customizable, you can change the configs of the Marauder
‘Mechs, due to the fact that they only have Marauder II’s and Marauders in various
variants)
Attackers:
Elements from Barber’s Marauder II’s:
Command Lance:
Marauder II – Captain Phillipe “Philly D” Devereux (2/3)
Marauder II – Linzi Smith (3/3)
Marauder* – John Scott (3/4)
Marauder* – Jamie Smith (3/4)
Support Lance
Marauder* – Mark Dryclump (3/3)
Marauder* – Jill Steele (2/3)
Marauder* – Marcus Reynolds (4/5)
Marauder II – Ed Stevenson (2/4)
Assault Lance
Marauder II- John Patrick (2/3)
Marauder II- Mike Jordan (2/3)
Marauder II- Jacob Scotts (2/3)
Marauder* – Lynly Howser (2/4)
Defenders
Command Star
Warhammer IIc* – Star Commander Tim (2/3)
Phoenix Hawk IIc* – Mechwarrior Laura (3/4)
Summoner Prime – Mechwarrior Scott Hazen (2/4)
Glass Spider- Mechwarrior Luke (3/4)
STN-3L Sentinel – Mechwarrior Tom (4/5)
Pursuit Star
Conjurer (Hellhound)- Mechwarrior Richard (2/3)
STN-3L Sentinel – Mechwarrior Bobby (3/4)
Incubus (Vixen) – Mechwarrior Kindy (2/3)
Locust IIc – Mechwarrior Jenny (3/4)
Locust IIc – Mechwarrior Lucy (4/2)
Support Star
Phoenix Hawk IIc* – Mechwarrior Lenard (3/4)
Bane – Mechwarrior Tommy (2/2)
Marauder IIc – Mechwarrior Scott (1/2)
Glass Spider – Mechwarrior Long (3/4)
Glass spider –Mechwarrior Short (3/4)
Special Rules:
If the Jade Falcons are able to hold off the Marauders for 20 turns without running away
from the Marauders, they are victorious. If the Marauders can destroy ¾ or all of the
Jade Falcons, they are victorious.
Also, the special Night rules apply. A +2 modifier is in effect. Units marked with a * in
the unit composition area have spotlights mounted on them.
They enter on one of the River Basin maps on the Jade Falcon edge. Hope this scenario
gives you and your friends something to do. To see a few more Marauder variants, check
out the combined ‘Mechs of the Month!!
-Ross Koga
MAD-3R Marauder (level 1) (all level 1 ‘Mechs are 4/6/0, unless otherwise noted)
PPC RA H 9
PPC LA CT 35/10
Medium Laser RA R/LT 17/8
Medium Laser LA R/LA 22
AC/5 RT R/LL 18
Ammo (AC) 20 LT
16 heat sinks
MAD-3D Marauder (level 1)
PPC RA H 9
PPC LA CT 35/10
Medium Laser RA R/LT 17/8
Medium Laser LA R/LA 22
Large Laser RT R/LL 18
20 heat sinks
Ross Koga
Two-piece molds are more complicated than a one-piece one, as you have to ensure the
halves don’t join together while curing. You also have to make certain that the two halves
line up properly every time, or you end up with a useless cast. Otherwise, the process is
the same as for pouring a one-piece mold.
Step 1: Prepare and fashion a mold the same way as for a single-piece mold, but you’ll
be suspending the master about half an inch up from the glass plate. The very first thing
to do is to brush thinned and mixed RTV onto one side of the master, so that you know
all the details are filled in without any air pockets. Once that is cured, mount the master
into your mold up from the base, with the RTV-covered side down, and pour your next
layer of RTV into the molding.
You want to bring the level up to about halfway on the master, dividing it in half.
Another item for while piecing the Lego blocks together for the mold, is to place blocks
into the area where the RTV will be poured. These will serve as locating blocks for when
the second level is poured.
Step 2: Once your first pour has cured, remove the blocks into the pour area and replace
so that they are level with the rest. Remove the pins that mount the master into place, and
coat all exposed RTV with a very thin layer of Vaseline, including your locating gaps.
his is an important point, as any exposed RTV will bond with the new layer that is
poured. You need to be able to separate the halves completely, so the Vaseline keeps the
Step 3: Mix and pour your second layer of RTV, enough to cover the rest of the master
and the first layer, then let is sit and cure. I recommend that the second pour be left for 48
hours, so that both halves are able to fully cure.
Now it’s time to separate and prepare your mold for use. Disassemble the Lego
blocks around the mold, and clean up the outer surfaces. Separate the two halves
Vaseline from the surfaces, and put the two halves back together.
C
Acto knife, trim a pour-hole from what will be the top down to the cast-hole. Also trim in
several air-vent holes from the master to the upper surface, to allow air to escape as the
Step 5: Place the two halves back together, assure that all the holes and air-lines line up,
directions, and pour into the mold until the mold is filled, and some resin has come out of
the air holes. Squeeze the mold gently while pouring, to help draw the liquid resin down
Allow the resin to cure as normal, then separate the mold halves (carefully) and remove
Points and Tips: Air bubbles are your main enemy, when pouring resin parts. Surface
down into them and making awful-looking pockets on the copy. This is especially bad on
anything that is fairly thin, or has lots of surface detail.
he best way to combat this is to brush very fine talcum powder into the mold, filling in
all the tiny details. When resin is poured into the mold, capillary action will draw the
the mix.
T
substance won’t react chemically with the resin. A somewhat more expensive option, but
one that really does work like a charm, is to fill the mold details with casting micro-
drawback to the micro-balloons is if you spill it… the stuff is pernicious, and will get
anywhere and everywhere.
Moisture is your enemy when you’re doing any resin casting. If the air is humid, the heat
produced by the curing reaction of the resin will cause all kinds of air pockets along the
mold surfaces. Best bet here is to avoid doing any casting if the ambient humidity is
above 25% or so. Some experimentation will tell you exactly when to hold off.
Don’t throw away old molds, or ones that haven’t taken details properly; you can reuse
the RTV and save some cash. Take the old mold and chop it up into tiny bits, or else
grind it up in a (clean!) pencil sharpener or cheese grater, and keep that in a zip-lock bag.
When you’re ready to pour a new mold, do your set-up as normal, then sprinkle in the
ground-up mold material you’ve saved, to just over the master item, then pour in
sufficient new RTV to finish filling the mold and fill the details on the master, and let it
all set. The chemical reaction that causes the RTV to turn into a solid rubber piece, also
will bond to the old RTV and make it all a new mold. This cuts your use of new RTV
mix to less than half of what a totally new mold would take.
Remember that the cast copy will continue to exude oils for a couple of weeks after
casting. I always allow a piece to set for two weeks before use, and then wash the piece in
isopropyl alcohol to remove all the oils. That way you know your piece won’t leak oil to
mess up any paint that’s applied to it.
Different formulations of resin set faster than others; always go by the manufacturer’s
directions for all mixing and use. Once you have the feel for how each formula works,
then you’ll have no problems.
Keeping some simple points in mind makes for a whole new dimension in model-making
and hobbies in general. Resin casting is one of the most effective skills that a hobbyist
can have, and cuts some huge corners for time and labor-saving. Best of all, you can
create an item and cast hordes of copies of that item, all essentially the same.
But the best tip I can give anyone trying out resin casting, is to go at it slow, take some
notes if you need to, but overall have fun with the hobby!
Ogre
(Send questions to The Ogre @ Warped01@hotmail.com)
W ell, thanks again for picking up your copy of the Solaris Sentinel. Hopefully next
month I’ll start sooner and have more. I can tell you that next month there will be
Lowcountry ‘Mechwarriors and the one time leader of the
Pardoe,
author of numerous books in the BattleTech Universe. So next month will be huge as far
Ross Koga
(Send comments, questions, threats, and intimidations to Ross at
)