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BattleTech - Magazine - Solaris Sentinel 13 PDF
BattleTech - Magazine - Solaris Sentinel 13 PDF
W elcome once again to another edition of the Solaris Sentinel. This edition is going
to be a little different from past editions as I have finally begun to grapple with the
realities of college life, studying, and loss of time to truly write! As with any Solaris
Sentinel edition, I try to give you the best possible information in painting, tactics, and
BattleTech news. This edition should be no different, with a few new features of
programs I’m toying with. I am really looking for reader response to this edition, as
some of the programs I will introduce to you require your feed back. Yes, you the
reader! So, with out further ado, I give you the latest edition of the Sentinel!
Ross Koga
Editor and Publisher
Counterpoint?
Now, I know quite a few people were going to be interested in the counterpoint I had
“promised” in the last issue, but after spending time talking to a few friends on the net, a
reality hit me like a Bezerker’s hatchet: how can you effectively counter point something
when NO ONE has played the new version of the game. I mean, I could huff and puff
about how the new game has such great new qualities and such, but do I really know?
No, I don’t. So, the counterpoint will have to wait till the Wiz Kids unveils their new
system. It of course will be highly anticipated, but for some reason I really feel those of
us that love Classic BattleTech won’t really care all that much. Even though people don’t
expect much from FanPro, I think that they will be able to surprise us! So keep watch
and keep the faith!
Mass: 75 tons
Chassis: Endo Steel
Power Plant: 375 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
2 ER Large Lasers
1 Adv. Tact. Msl. 12
2 ER Medium Lasers
1 Light TAG
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
Overview:
The Inner Sphere's first brush with an OmniMech was with a Mad Cat
on The Rock, Oberon Confederation, 13 August 3049. It was from a
broadcast by a member of the Kell Hounds mercenary unit that Our
Blessed Order learned of these machines and their mysterious masters.
ComStar named this design the Mad Cat because its hunched-over torso
is common to both the Marauder and Catapult. The Mad Cat is an
exceptional combination of an XL Class engine, Endo Steel internal
structure, Ferro-Fibrous armor, and double heat sinks.
Capabilities:
The Mad Cat X is a new variant that has cropped up alongside the
Mad Cat E using the new ATM systems that the Coyotes developed.
Coyote Warrior Davidson of Delta Galaxy was unsatisfied with the abilities
of the E variant and decided to customize his Mad Cat. Although gaining
permission to access the ATM-12 launchers was difficult because they are
still somewhat rare, he managed to do so and made this weapon the
center piece of the arsenal. Three tons of ammo allows for all three types
of ammo, similar to the Savage Coyote Prime’s load out. While ammo is
sparse, the variant then plants two extended range large lasers in the right
arm as the long range punch on the machine. These efficient and long
ranged weapons keep opponents at bay, and tied with the on board
targeting computer, make for deadly weapons fire capable of penetrating
most BattleMechs armor. Twin extended range medium lasers mounted
on the torso serve for shorter stopping power and are hyper accurate with
the computer. While it might sound the machine doesn’t have the heat
sinks to fire the weapons, its 20 double strength freezers keep the ride
almost free of excess heat.
History
The only recorded use of the Mad Cat X against Inner Sphere
forces was in the Ghost Bear/Draconis war. A Ghost Bear Mad Cat X
squared off with a Dragon and a No-dachi, with horrifying results. The
Dragon was taken out quickly with the large lasers while the short ranged
High Explosive rounds made quick work of the sword bearing ‘Mech.
Other inter-clan engagements have shown this ‘Mech to be extremely
deadly and the design is already starting to replace the E configuration
amongst the Coyotes.
Deployment
The Coyote are almost the only Clan that uses the Mad Cat X,
although the Ghost Bears and Hell’s Horses have started to make limited
use of the variant. Also, the Diamond Sharks have managed to trade
some production capacity for the Grendel OmniMech for access to this
variant and for design specs of the new ATM missile system.
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 36
Center Torso (Rear): 9
L/R Side Torso: 16 25/25
L/R Side Torso (Rear): 7/7
L/R Arm: 12 24/24
L/R Leg: 16 32/32
Calculated
Factors:
Total Cost: 24,171,875 C-Bills
Battle Value: 2,446
Cost per BV: 9,882.21
Weapon Value: 4,303 / 4,303 (Ratio = 1.76 / 1.76)
Damage Factors: SRDmg = 42; MRDmg = 34; LRDmg = 14
BattleForce2: MP: 5, Armor/Structure: 6/4
Damage PB/M/L: 8/6/3, Overheat: 0
Class: MH, Point Value: 24
Specials: omni
Mass: 55 tons
Chassis: Standard
Power Plant: 275 Core Tek XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Standard
Armament:
1 ER PPC
1 ER Medium Laser
1 Streak SRM 6
1 Medium Pulse Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 29
Center Torso (Rear): 7
L/R Side Torso: 13 21/21
L/R Side Torso (Rear): 5/5
L/R Arm: 9 18/18
L/R Leg: 13 26/26
Calculated
Factors:
Total Cost: 11,482,606 C-Bills
Battle Value: 1,542
Cost per BV: 7,446.57
Weapon Value: 1,890 / 1,720 (Ratio = 1.23 / 1.12)
Damage Factors: SRDmg = 28; MRDmg = 10; LRDmg = 4
BattleForce2: MP: 5J, Armor/Structure: 5/2
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM, Point Value: 15
If you are interested in getting on the painters guild to talk to some of these wonderful
artists, you’ll need to get either pirc or mirc. (I have mirc, so that’s what I know better)
Type in irc.jurai.org and port # 6667 to get on the correct server, then in the box that
comes up asking for a channel, type #painters_guild. This will get you in contact with us
and you can almost always bet some sort of conversation about miniatures, painting, or
generally tom foolery will be in progress (provided people are one =) Hope to see you
there!
Ross Koga
Editor and Publisher
You looking for that one stop shop that will keep you supplied in BattleTech miniatures
and sourcebooks? Well, my friend, look no further than here, at the Gamers Union! Ed
offers plenty of miniatures and books at VERY competitive rates, so don’t get screwed
by the outlandish prices of E-bay! Check this place out!!
http://www.gamers-union.com
That was 7+ years ago. A lot has changed since then but the whole concept of buying &
selling over the Internet has not changed. BUY LOW, SELL HIGH
Everyone wants to find that $25 Star League sourcebook or that $5 Warhammer mini.
Some people just want to get that last mini or book to complete their collection and are
willing to pay a premium for it! Others are just out to make some extra money.
Anyway you look at it you have to know what you are doing.
You need to know the value of what you have for sale.
You need to know the value of what you are looking for.
3. You need to find out just whom you are dealing with.
Well if you have watched the prices on Gamer’s Union or Ebay you can get a really good
idea of an item’s value. But do you know there are actually better times of year to buy or
sell over the net? You have to look at it like the seasons & watching the temperature drop
or the colors of the leaves on the trees change.
I think everyone understands that summer time is usually slow for Internet sales.
But no one realizes that the summer slowdown starts in April when the colleges start to
get out.
By Memorial Day those that have not sold their stuff yet are getting desperate & you can
generally find some really nice pricing.
How much of a difference? You are probably looking at up to a 15% drop in prices. You
may have to do a little looking around but it is worth it.
The exact opposite works leading into Christmas with prices starting to pick up by the 2nd
week in September. This level will usually hold until mid March. Again it is about a
15% difference but this is a rise in prices.
How big of a deal is this? Well when you consider that these are percentage differences
off the average prices it can really add up. $100 average worth of Battltech books or
minis purchased during the slow summer months should only cost you $85. But if you
sold those same items around Christmas that same year you should get about $115.
As you can see it can really add up over time.
How do you find out whom you are dealing with? Well if it is someone who is always
selling stuff you can probably figure on them knowing what it all is worth. But what if
this person is the one who is buying the items?
When I place bids on Ebay I do not expect to win. Why? Because I am a retailer & since
I know the market well enough to know the values of items I generally will only offer
about 50-60% of what I think I can sell them for. Possibly up to 75% if it is an extremely
rare piece. Well that means that anyone trying to expand his or her collection should
outbid me. Why doesn’t that happen more often?
The single biggest reason is that I mostly go after collections or “LOTS” of items instead
of individual pieces. It is usually cheaper to get 30 items from someone & get a good deal
than get 1 item & get a good deal. From the sellers point of view shipping 30 pieces to 1
person is much easier than shipping 1 piece to 30 people.
The next reason is the $25 Star League syndrome. We all want it for the best possible
price so we are not willing to push the price up. No one wants to overpay. Particularly if
they do not have to. Just a few thoughts to keep in mind for your future dealings.
Now for the hot list. These are Battletech items I see with potential to go up in price in
the next 3 months.
Field Manual: Periphery: (Retail $22) The last official release from FASA is already
hard to find. That is because no bookstore can find it. Why not? They used the same
ISBN number as “The Mechwarrior’s Guide to the Clans.” This number is supposed to
be unique for each book.
It is currently selling in auction at $35 or more. This book could very easily wind up
behind only THE STAR LEAGUE & HOUSE MARIK in value as Battletech source
books go.
Vanquisher & Templar minis: (retail $7-8.50) If you can find them get them. Everyone
wants them.
Ed Karl
HToM
Owner: Gamer’s Union
WWW.GAMERS-UNION.COM
Ross Koga
Editor and Publisher
Warships Anyone?
Minuteman Class Frigate
Technology Base: Star League
Class: FRG
Mass: 500,000 tons
Length: 510 meters
Sail Diameter: 980 meters
Safe Thrust: 5
Max. Thrust: 8
Fuel Capacity: 2,000 tons
Tons/Burn Day: 39.52
Sail Integrity: 5
KF-Drive Integrity: 11
Structural Integrity: 75
Heat Sinks: 1,659 (3,318)
Armor: 750 points
Fore: 120
Fore-Sides: 130
Aft-Sides: 130
Aft: 110
Dropship Capacity: 2
Grav. Decks: 2 (1-70m, 1-80m)
Escape Pods: 65
Lifeboats: 45
Crew: 486
Cargo Capacity: 7,356 tons
Armament:
8 Maxell-55 Series Naval Lasers
2 Kreuss XX Heavy Naval Particle Projection Cannons
6 Imperator-20 Naval Autocannons (3,000 rounds)
4 Zeus-40 Series Naval Autocannons (1,000 rounds)
2 Poland-3b Series Naval Gauss Cannons (500 rounds)
2 Maelstrom AR-10b Missile Launchers
10 Barracuda Anti-Ship Missiles
10 White Shark Anti-Ship Missiles
80 Killer Whale Anti-Ship Missiles
46 Diverse Optics Sunbeam ER Large Lasers
46 Martell Medium Lasers
45 Defiance P8M Laser Anti-Missile Systems
Other Cargo:
2 Small Craft
6 Aerospace Fighters
Crew: 446
56 Officers
280 Enlisted
8 Aerospace Pilots
16 AeroTechs
6 Platoons Jump Infantry
Ship Notes:
Armor–Lamellor Ferro-Carbide
Lithium-Fusion Batteries
Detachable jump sail
Portable HPG
4 Hangar Doors
8 Cargo Doors
Cost: $16,432,086,500.00
BV: 107,607
Ship History
The Minuteman Class Frigate design was found in the ruins of a Di-Tron Industries
orbiting factory. Salvage crews were stripping the factory of anything useful before the
factories orbit decayed and the ruins plunged into the atmosphere. The Minuteman design
was clearly meant to replace the Congress Class Frigates that were in use by the old Star
League. Designer notes found indicated that the old Star League wanted a smaller and
more swift vessel to perform escort duties that the Congress was incapable of doing.
While the Minuteman is smaller than the Congress by almost 260,000 tons it does not
sacrifice any firepower due to its smaller size. This was mostly achieved by sacrificing
the large cargo capacity the Congress had. The small craft and Aerospace Fighter
compliment of the Minuteman almost match the vessel it was to replace, with the
reduction of small craft to two. Several significant changes that made the new frigate
superior are its anti-fighter capabilities, speed, weapons load-out and armor protection.
Armor was increased by almost 75% by incorporating the new Lamellor Ferro-Carbide
armor composites that had only recently become readily available. The new engines were
slightly larger than those on the Congress, which allowed the smaller design unparalleled
maneuverability to perform its escort duties. To protect the warship from the increasing
amount of small craft attacking larger vessels the Minuteman was given a formidable
amount of anti-fighter weaponry and a variety of capital weapons, with the heat
dissipation capacity to effectively use it. Unlike the Congress which relied on a constant
supply of ammunition for it many batteries of Naval grade autocannons, the Minuteman
was given a mix of both energy and ballistic naval grade weapons. This would allow the
design to remain on station for extended periods of time. The weapons that do use
ammunition were also given an ample supply to reduce dependence on supply ships. Due
to the ships mission of extended patrols, the Minuteman was given an additional Grav-
deck for crew comfort and health. The cargo capacity of the Minuteman is only a small
fraction of the vessel it is replacing, and has given several analysists a reason to speculate
on its ability to successfully accomplish its escort mission. But with the ability to carry
two dropships, it could be assumed that one of those dropships could indeed be a cargo
dropship that would boost the cargo carrying capacity. The overall design was sound and
would have made a valuable addition to the old Star League Navy. The new Star League
may yet decide to resurrect this vessel and begin construction of several of these. Only
time will tell if this design ever gets a chance to prove its abilities.
Construction Information
KF Drive – 226,250 tons
Jump Sail – 55 tons
Engine (593 Heat Sinks) – 150,000 tons
Fuel – 2,000 tons
Fuel Pumps – 40 tons
Structural Mass – 37,500 tons
Bridge – 1,250 tons
Heat Sinks – 1,066 tons
Armor – 750 tons
Docking Hardpoints: 2,000 tons
Grav Decks: 100 tons
Lithium Fusion Battery: 5,000 tons
M/F/V/E Cubicles: 1,300 tons
Crew: 2,724 tons
Others: 50 tons
(HPG - 50 tons)
Escape Pods/Lifeboats: 765 tons
Cargo: 7,356 tons
Fire Control Computer: 0.00 tons
Weapons: 61,793 tons
Weapons
8 NL/55
2 H-NPPC
6 NAC/20 (3000 shots)
4 NAC/40 (1000 shots)
HVY N-GUASS (500 shots)
2 AR-10 (10-KW, 10-WS, 80-BC)
46 ER L LAS
46 M LAS
45 LASER ANTI-MISSILE
Nose
H-NPPC
Hvy N-Gauss (250 shots)
AR-10 x2 (10-KW, 10-WS, 80-BC)
ER L Laser x6
M Laser x6
Laser AMS x4
Fore Right/Left
NL/55 x2
NAC/40
ER L Laser x5
M Laser x6
Laser AMS x6
Right/Left Broadside
NL/55
NAC/20 x2
NAC/40
ER L Laser x5
M Laser x5
Laser AMS x6
Right/Left Aft
NL/55
ER L Laser x7
M Laser x6
Laser AMS x6
Aft
H-NPPC
NAC/20 x2
ER L Laser x6
M Laser x6
Laser AMS x5
Dropship Capacity: 6
Grav. Decks: 4 (1-95m, 3-90m)
Escape Pods: 122
Lifeboats: 83
Crew: 942
Cargo Capacity: 53,658 tons
Armament:
23 Troldel-55 Series Naval Lasers
12 Sunspot-3L Naval Projection Cannons
30 Scarborough-30 Series Naval Autocannons
8 Poland-3b Naval Gauss Rifles
8 Poland-2c Naval Gauss Rifles
12 Maelstrom AR-10c Missile Launchers
90 Diverse Optics Sunbeam ER Large Lasers
85 Magna II Medium Lasers
64 Defiance P8M Laser AMS
Other Cargo:
12 Small Craft
18 Aerospace Fighters
Crew: 942
100 Officers
500 Enlisted
30 Aerospace Pilots
60 AeroTechs
12 Platoons Jump Infantry
Ship Notes:
Armor–Lamellor Ferro-Carbide
Lithium-Fusion Batteries
Detachable jump sail
Portable HPG
8 Hangar Doors
18 Cargo Doors
Cost: $35,319,198,500.00
BV: 263,202
Ship History
Comstar found the plans to the Fetladral Class Heavy Cruiser in the ruins of an old Star
League base on the planet of New Earth in 2912. They were smuggled off the planet and
returned to Earth where the plans were evaluated and stored away for future use. There
they would have laid if not for the schism in Comstar following the Battle of Tukyyiud.
The plans were reviewed and plans were put into place for Comstar to build two of these
ships. Unfortunately Comstar lost possession of the Terra system and its Titan shipyards
to Word of Blake forces before construction could begin. It is now known weather Blake
forces have acquired the plans for this ship at that time, but it is thought to be unlikely.
Comstar naval forces lost four ships in the fight against Clan Smoke Jaguar and is now
looking to one of the new Star League member states to help them build these two ships.
The Fetladral was originally designed to replace the Sovetskii Soyuz Class Heavy
Cruisers and addressed many of the weaknesses of that vessel. The Periphery campaign
and the campaign to retake terra pointed out several design flaws in many of the Star
Leagues Warships. Most notable is the lack of adequate anti-fighter defenses and the
reliance of ammunition hungry weapon systems. There were many times in those
campaigns when ships had to withdraw from battle at a crucial moment because they
were almost out of ammunition. The inability to mount sustained assaults on an enemy
systems naval forces was blamed for several lost engagements. To correct his problem
the vessels weapons systems were completely rethought. The new ship was given variety
of capital weapon systems that allowed the Fetladral to be a danger to enemy ships at any
range and enough ammunition to complete the job it started. All the old naval
autocannons were removed and replaced with the Scarborough-30 Series Naval
Autocannons, Poland-3b and 2c Naval Gauss Rifles. These systems had a very long range
and allowed the ship hit any vessels that tried to escape it with superior speed. Then the
capital scale energy weapons were increased in size and number. Both were upgrades to
the Troldel-55 Series Naval Lasers and Sunspot-3L Naval Projection Cannons and the
numbers were increased. The old missile specific launchers from the Sovetshii Soyuz
were discarded and replaced with the new Maelstrom launchers that allowed flexibility in
naval engagements. A crippling array of anti-fighter weaponry was then added to the ship
and a wing of Aerospace Fighters were added to protect the ship from enemy fighters and
assault dropships. The ship was given an ample fuel supply to allow the vessel to operate
on extended missions that were so common in the Periphery. Two additional docking
collars were also added to allow the ship to carry additional assault dropships to protect
forced landing planet-side during system assault. The ship, on paper, seems to be a well
round out design that will perform as expected when built, but only the future will tell if
the design ever gets that chance to prove itself.
Construction Information
KF Drive – 447,975 tons
Jump Sail – 79.5 tons
Engine (532 Heat Sinks) – 118,800 tons
Fuel – 7,000 tons
Fuel Pumps – 140 tons
Structural Mass – 59,400 tons
Bridge – 2,475 tons
Heat Sinks – 3,999 tons
Armor – 1,188 tons
Docking Hardpoints: 6,000 tons
Grav Decks: 200 tons
Lithium Fusion Battery: 9,900 tons
M/F/V/E Cubicles: 5,100 tons
Crew: 5,202 tons
Others: 50 tons
(HPG - 50 tons)
Escape Pods/Lifeboats: 1,430 tons
Cargo: 53,658 tons
Fire Control Computer: 22,793 tons
Weapons: 244,641 tons
Weapons
23 NL-55
12 H-NPPC
8 HVY N-GAUSS (3600 shots)
8 MED N-GAUSS (4800 shots)
18 NAC-30 (7200 shots)
12 AR-10 (60 KW, 60 WS, 60 BC)
90 ER L LASER
85 M LASER
64 LASER ANTI-MISSILE
Nose
NL/55 x3
H-NPPC x2
Hvy N-Gauss x4 (1,800 shots)
Med N-Gauss x2 (1,200 shots)
AR-10 (5-KW, 5-WS, 5-BC)
ER L Laser x10
M Laser x10
Laser AMS x8
Fore Right/Left
NL/55 x3
H-NPPC x2
Hvy N-Gauss (450 shots)
Med N-Gauss x2 (1,200 shots)
NAC/30 (400 shots)
AR-10 x2 (10-KW, 10-WS, 10-BC)
ER L Laser x11
M Laser x10
Laser AMS x8
Right/Left Broadside
NL/55 x3
N_PPC x3
NAC/30 x2 (800 shots)
NAC/30 x2 (800 shots)
NAC/30 x2 (800 shots)
AR-10 (5-KW, 5-WS, 5-BC)
ER L Laser x10
M Laser x10
Laser AMS x7
Right/Left Aft
NL/55 x2
Med N-Gauss (600 shots)
NAC/30 (400 shots)
AR-10 x2 (10-KW, 10-WS, 10-BC)
ER L Laser x13
M Laser x12
Laser AMS x9
Aft
NL/55 x2
NL/55 x2
Hvy N-Gauss x2 (900 shots)
NAC/30 x2 (800 shots)
AR-10 (5-KW, 5-WS, 5-BC)
ER L Laser x12
M Laser x11
Laser AMS x8
Well, that does it for this edition. I hope you enjoyed it! I should have some big news
later in the month of November, and maybe even in the next edition concerning the future
of the Classic game! So, stick around and stay tuned! Hope to see you in Norman later
in the month!
Ross Koga
Solaris Sentinel