Professional Documents
Culture Documents
tttiiiiiiJm
• Allah's Hammer
• Mech Shields
• Stupid Weapon Tricks
-~
• Lao Civil War
___ ,...,.,
• The Free Worlds Alliance
• And of course 6 new Mech
designs !
Table of Contents Future Wars is published by
Herb Barents, and is issued bi-
From the publisher 3 monthly. It focuses on FASA's
Sensor Sweep 4 BattleTech system. Future Wars
can be ordered by mail, or
Letters to the editor 5 found in better game and
Review: Battletech Reinforcements 2 6 hobby stores around the world.
Military Speculation
All material is copyright Herb
6
Barents.All rights reserved.
Review: MEKTON 8 Many terms used in this publi-
Fiction: Allah Hammer 16 cation are copyright by the
game publishers and are used
Scenerio: Allah Hammer 21
without permission.
Review: Mekton figures 22
Mekton sheet 25 None of the articles in Future
Wars are sanctioned, approved
Battletech to Robotech 26 or otherwise supported by any
The 3050 Lao Civil War 28 of the companies that publish
these games. Future Wars has
The Real Mechs 30
not been authorized to produce
The shielding factor 31 any rules, or changes to any
Shield use for Mechs 33 rules, by the publishers. Rather
Future Wars and the authors of
Smpid Weapon Tricks 34
the articles ars solely respon-
THEMECHS sible for the contents herein.
Black Gorilla (Clan- Omni) 36 The use of names in the articles
are used without the permis-
Gremlin 38 sion and consent of the holders
Hell raiser 40 of the applicable copyrights
and trademarks.
IT 42
Labyrinth 44 Future Wars needs contributors.
Viper 46 This means YOU, the reader.
When your article or artwork
appears in an issue, you get that
issue, and a Ral Partha
BattleMech miniature free. •
To order your subscription to Future Wars: Letters to the editor, if printed,
send $19 for a 6 issue subscription to: do not receive these items.
Herb Barents
Special Thanks to Ral Partlu for
17187Wildemere supplying us with the minia-
Detroit, MI 48221 tures used to pay our authors
and artists for their contribu-
tions. Thanks to the authors and
artists who have made this 'zine
possible for the last 6 years.
Thanks to Phil Deluca for all
the hard work. We miss you
Future Wars --2 Phil!
From the Publisher:
I am very sorry that it has taken us most of 11 months to get an issue of Future Wars back out to you. I'm really
the person to blame above all others. I allowed certain things to happen that could have killed this magazine. It
was because a couple of people stepped forward and said that they would like to help that this issue got off dead
center and back on track.
You will notice that a new style and new type faces are used in this issue of Future Wars. Jon Person has taken
over as editor. This means that he puts the issue on disk and then Doug Houseman takes the articles and art work
and spatters them on the page. Issue 37 has become Issue 35 (this issue!). and Issue 38 will be issue 36 (the next
issue). Then the material planned for Issue 36 will be in Issue 37 and the Issue 35 material will be in Issue 38.
Once this shuffle is complete the editorial calendar will be back on track. The goal is to complete 8 issues in the
next 12 months and return the printing schedule to its original plan. I know we can do this.
Future Wars has had the money to print the issues, in fact it has taken off in the United Kingdom.The print run
is up with the last issue and the print run for this issue will be increased as well. The real world caught up w ith
several people and they could no longer continue to put forth the long hours that it took to make Future Wars
happen. I would like to thank Phil Delucca for all the fine work the he has done. The 10 issues that Phil designed
took Future Wars a long way toward a professional looking publication. I'm very certain that he will do well with
his work and with his future. He will be missed.
It is time to get the presses rolling again. Time to start work on Issue 39 again and then finish Issue 40.After all
those issues start to look for the positive impact of ]on and Doug will have on this magazine. If you thought it was
good before, wait until you see the articles and art work that have been piling up. You ain't seen nothin' yet!
Thank you one and all for your patience, I will make it up to you.
Herb
Future W ars--3
SENSOR SWEEP Mech" issue as will be #46. We are written , sud1 as the scenario packs.
planning to get these out once a Day of Heroes and Luthien are two
With this issue there will be no
year. Issue #41 will be the scenario that come to mind. The Reaches is
editorial because the reviews ran a
issue. If you have a favorite battle, likely the worst of the new stuff
little long (primarily Mekton). I feel
send it in. I would like to see a that has come out. The information
that this is a good issue for Bat-
couple a different ones from is very good, but the arenas, well
tletechers because it introduces
different people. There should be 8- come on, four times tl1e ranges and
some new ideas they can include in
10 individual scenarios in that issue. tl1ey only use one board! Also, the
their games and adds a new dimen-
Mech Warrior will be tl1e focus of new tech from the Clans does not
sion to what they have already been
issue #42. Issue #43 will cover New add up to Battleted1. They have
doing. Plus, there is a lot of good
Tech as well as more vehicles, made the Clans much too powerful
Battletech stuff in tl1is issue as well
VTOLs and navies. Then #44 will in the arena where the ranges are
to make it well worth reading. I
cover Solaris VII and The Reaches. shorter. More on that later. I do
still need more feed back from you,
In here will also be Mech Warrior like the way that they have added
the readers, if you would like to
add-ons and optional rules. That rules into some of these modules,
have more of this type of thing
gives it to you for the next two though. Always looking for ways to
done in Future Wars or not? I think
years of what we plan to do, improve the product, which is a
that it fits. Next issue will have a
although this schedule my cl1ange. good trait. Most of the new things
review of Princess Ryan's Space
Don't wait, please send in your that tl1ey have come out with has
Marines. That review will cover
articles for tl1ese things now. been very useful for players of
about 2-3 pages. Then, following
Thanks. BattleS pace as well as BattleForce.
that issue, we will have a review of
It seems they are looking for ways
Dirtside II and Full Thrust from Thank you for all the help that to do botl1 small and larger battles.
Ground Zero Games. All Battletech- you have been giving to Future In Luthien, they have come up witl1
ers and 40K (Space Marine) enthusi- Wars. Your support has been a very simple way of having larger
asts should take a read through greatly needed. Remember that you battles, but I'll have to go over that
Dirtside II. The reviews will be need to put your name on eacl1 a bit later as there is really no room
about 3-4 and 1-2 pages in length page as well as your address, so that for it in this issue. It will fit in very
for Dirtside II and Full Thrust, when I use your article I can give well with #36, so look for it in that
respectively. Also, packed in will be proper credit. There is always issue. I do feel that is releasing
all the other good stuff that we do! someone who never does this, so be better stuff for Battleted1 now than
it, but I am sorry. Things get what they were doing about a year
Here is the updated list of what
separated and then a year later ago . The next thing to look for is
will appear in Future Wars: #36 will
when I want to use it tl1ere is no tl1e Battletech Tactical Handbook. I
be on campaigns in Battletech as
name or address and then I publish will be reviewing tl1at shortly. Also,
well as tl1e Princess Ryan's Space
it and hope that the person sees it released in April will be a new
Marines Rules review. I'll also talk
and then I will send them what is novel, D.R.T. written by Jim Long
about Succession Wars and might
do. PLEASE HELP ME OUT WITH about the Black Thorns. Then tl1ere
make some game changes for the
THIS! I make mistakes, too. So will be a reissue of Dropships,
Clan invasion. Then #37 will be
please feel free to write if for some Jumpships and Warships. This item
devoted to Fortresses and hard
reason things aren't right (I've will fit in nicely with BattleS pace.
point positions. Also, the reviews
goofed up). I'll take care of it as CityTech 2nd Edition should have
for Dirtside II and Full Thrust will
best I can as fast as I can. been out with plastic med1s. I will
be thrown in. This one will have a
couple scenarios with the use of I have not been reviewing the let you know more about tl1is
improved and fortress like posi- latest FASA stuff because, well it is product.
tions. There should be at least 3-4 so long between when I write it up One place where I feel Bat-
scenarios and how to use them in and when it had first appeared, tletech is getting weak is in the
tl1at issue. I'll be talking about which hasn't been very good novels. They have started to
otl1er races in #38 and Doug because most of you have seen it. become so, so at best. There are
Houseman will have a good article would like to say that Hot Spots is some good ones, but many of tl1em
on that. Issue #39 will have terrain one of the best aids that FASA has are not very good at all. Be aware
in Battletech and discussions on come out with in a long time. This of this that they are not getting tl1e
how it can make a difference, how can be used with Battletech, Mech best writers out there right now.
to build it, how to use it to your Warrior, or any other game system Otl1er tl1an that, I feel that Bat-
best tactical advantage as well. you wish to incorporate it into. It is tletech is looking up and things are
Coming in #40 will be another "All by far a job very well done. Con- looking good on many fronts. Til
grats to FASA on this one. I also like next issue ...
Future Wars --4 the way the new things have been
Hello Mr. Barents: time ... Also, I have been trying to get
some of the hobby stores in my area
This is to help you to correct James D. Eddleman, to carry your magazine. I have
any errors that may have shown up given them the Future Wars address,
Dear Mr. Barents,
on the disk that I sent you in but nothing has come out of it. Any
December. I have noticed several I just finished reading FW #31 ideas?
errors in my typing. I hope you can and I must say that it looks very
get them ftxed. I have corrections good. I hope to see this continue. James E. Estelle Jr.
listed below in the order they Just over a year ago I sent you Dear Mr. Herb Barents:
appear in my printout: several designs including several
aerospace fighters and a mech. In I received your letter the other
Cicada variant: CDA-3M2,
your guidelines about sending in day and I am glad that you are going
"Katydid"
articles and designs then, you said to print my work. Enclosed you
The engine should be a VOX that there would be about a year will find additional items for your
280-XL, not the 289 Ford, (?) listed wait until something sent in would use. The first is intended to go with
be published in FW I thought this my article. It is, of course, a
Zephyr V: 40 ton armored was a bit long, but I sent the computer generated photograph of
vehicle designs in as soon as they were a Leopard dass dropship near a
The engine should be a Nissan ready. SLDF asteroid base. The second and
195-XL at 8 tons, not the GM 185-XL third sheets of paper are Battletech
Your estimate of the time proved clip art that I have generated so far
This means the armor factor correct. Because in issue #31, I did
should be 143 for 8 tons of ferro indeed find one of my designs, the Don Wayland Shanks
A-101 Thunderbolt Ill. I must say
Front 49, Left/Right Side 23, Herb,
that after a year of waiting it was
Rear 23,Turret 25 great to see one of my designs in Enclosed please find my check
FW Thank you. to re-new my subscription for
Gabriel II: 5 ton armored
vehicle Although my design was pub- another year. I also included an
lished in FW, I did not receive my article and some variants. Please
The engine should be a Nissan use at your descretion and/or as
payment of a lead figure and a copy
30-XL at 1 ton, not the Omni 25 space allows. No payment neces-
of the issue. If I remember correct-
ly I did put my name and address on sary.
This boosts the speed to 14- 21.
It also changes the medium laser to the several pages of the design. I do Tom Thelen
a small understand that you do get busy
and do not intentionally forget to Dear Herb:
Final production weight is 4.75 send payment to those who's
tons for this 'tank' I think it's fantastic what you've
articles and designs you publish.
done for Battletech in Fun1re Wars
The two vehicles had a problem So, to make things a little easier for
(yes, I know you do otl1er sci-fi
with the rule of the engine must be you, I have included my address at stuff, but I've been a BT fan, missing
20% of the total weight the end of this letter. Keep up the
Battledroids by only a year). Lucki-
good work.
ly, one of your issues (FW#29) made
Locust variant: LCT-2F2R
David Holland it to a store in Syracuse, NY, and I
"2FF2R"
immediately grabbed it. I was
The running speed should be Dear Mr. Barents, thoroughly impressed!
15, not 20. I am an avid Future Wars reader C'mon, give into the pressure.
Sorry for the goofs. I will try to and RPG player. I am looking to get We all want back issues to see
do better in the Future (Wars). I into the field of RPG product what's happened in the past 20+
didn't even try to send a disk with distribution or (Blake be promised) issues. So please apprease your
this, so don't even look for it. Just game design and publishing. Do hungry fans.
for fun, I am now working on an you know of any individuals on the
East coast who would serve as good To get to tl1e point, I'm subscrib-
Atlas variant called the "Ogre" ,AS7-
contacts for an aspiring young man? ing , and the cl1eck is included with
0GR. It mounts 2 ER PPCs, a
If so, may I tell them who referred this letter. See you on the battle-
medium laser, Beagle probe,
me? Any addresses in the NewYork field . . . let's wreck mechs!
Guardian ECM, and a C3 Master. It
moves 4-6-4, has 17 double heat metro area would be greatly
Greg Diamantis
sinks, 19 tons of armor and a 7 ton appreciated. Even friends of friends
mace' It should be interesting to from the various gaming guilds Future Wars--5
run it and see if it works. Till next would help.
REVIEW: BATILETECH separating them by specific ftles. MILITARY SPECULATION
They have made the sheets a little
REINFORCEMENTS Two by Dartanyon Lockett
less busy by taking out what was
by H. Barents not needed, making it easier to The most dangerous force in the
read. I don't like the way they have Inner Sphere today (1/1/3055) is
Since the coming out of the Tech
done double heat sinks. They list the alliance of the Free Worlds
Readout 3050, I have been looking
the double heat sinks along the League, Capellan Confederation,
forward to the new hit record
right side with one circle for each and the Word of Blake. This alli-
sheets to play with. That is were
heat sink. I prefer the method ance, with tl1e tl1ird largest military
this product, Reinforcements Two,
where each point of heat dissipa- (after the Federated Commonwealtl1
comes into play. As a review, what
tion represents a circle and as you and the Clan forces stationed in the
can you say about this product, that
loose heat sinks, rub out two Inner Sphere) and the second
the rules are good and other such
circles. This is only a little thing largest industrial base (after the
stuff? This is a very straightforward
based on personal preference. It is Fedemted Commonwealtl1) in the
item. I'm just going to tell you
unfortunate they did not use the Inner Sphere would make it power-
everything you need to know about
new format in tl1e Rules Compendi- ful, but with tl1e relative weakness
this product.
um. These are really sharp. The of the other great Inner Sphere
You get four sheets of counters. ones that Reinforcements 2 give you powers (the Fedemted Common-
These are full color pictures of are done well enough and look wealth and the Draconis Combine)
mechs. There are two of some good anyway. The sheets are for after tl1e Clan invasion, tl1e cwming,
types, but at least one of every photo copying and use during play. fanaticism, and industrial capabili-
mech type is here. If you have the ties of this alliance spells trouble for
The added bonus in this set is
other set, you will defmitely have the Inner Sphere and tl1e near
the errata sheet for the 3050Tech
plenty of cardboard mechs to play Periphery.
Readout. The following designs
with. They are heavier on the Omni
have a mistake in them: Ryoken, What follows is a listing of the
mechs rather than the older mechs
Thor, Gladiator and the Locust. A known Battlemech forces of this
that you should have laying around
few have double heat sinks, such as alliance and the current Battle-
somewhere, if you play Battletech.
the Clint, Blackjack, Phoenix Hawk, mechs ,Aerospace Fighters, Conven-
They also have mechs from The
Kintaro, Scorpion and Ostroc. More tional Aircrafts, Armored Vehicles,
Wolves Dragoons as well as some
clarifications are provided for tl1e Jumpships, and Dropships in
from the most recent tech update .
Crusade, ]agermech, Awesome, production to date:
The artwork on the box is good, but
Goliath, Hatan1oto-Chi, Victor,
the interior artwork is not as good Battlemech Force
Stalker, Cyclops, Banshee and Atlas.
as the original Battletech game or
These have a sentence or two each. 305 Battlemech Battalions(BN)
reinforcements I, they compare
Then, on t11e other side of the page
more with the 1st edition City Tech 165 Bn of House Marik Regulars
are additional rule clarifications, like
counters. There isn't as much fme
Clan pilots have average gunnery of
detail here, although you can see 52 Bn of House Marik Mercenar-
3 and piloting of 4; larger weapon
what mechs they are by shape and ies
systems (big crits!) can share
label. They are not up to the
adjacent locations for critical 41 Bn of House Liao Regulars
standards of what we expect from
allocation; and you may fit as many
FASA. Maybe that is expecting too 16 Bn of House Liao Warrior
heat sinks, single or double, in your
much. House Troops
engine as its rating divided by 25.
Also included, is a 96 page 31 Bn of House Liao Mercenaries
That is what you get when you
booklet with 95 new mech sheets.
buy this $15.00 package. It is well ?? Bn ofWord ofBlakeTroops
These are well done as far as can be
worth the money just by saving the
told at initial inspection - I have not
time of having the mech sheets pre-
checked each and every page yet.
made up. This is a very worthwhile
Before, there were 55 mech sheets,
and useful product for Battletech.
and now there are 95 different
Owning a copy of Reinforcements I
ones. First they cover the Inner
will not be necessary witl1 this,
Sphere designs and then include the
unless you want to play in tl1e
Clan designs. This allows for
3020's.
Inspired by Mr. Burnett's intriguing story this issue, I took the liberty and developed a scenario to recreate
the events of that story within the Battletech game. Assuming you have read the story, the following
information should be readily understood:
The Attacker:
Ibn Kamal (3 gunnery/ 4 piloting/ 1 tactics), pilot of(no name given), maybe Vengeance
70 ton Warhammer, undamaged
The Defenders:
Omar Shervanis (3 /411 ), pilot ofDeathwind
70 ton Warhammer, right upper leg actuator damaged, -3 armor on the left arm , -4 armor on
the center torso and -5 armor on the right leg.
Fisal (4/5/0), pilot of Scorpion
75 ton Marauder, undamaged
Singh (4/5/0), pilot of Tulwar
40 ton Clint, -2 armor left arm, -2 armor left torso, -2 annor center torso, -5 armor right leg
Jadun Horde (3 /4/0)(2 platoons of foot infantry)
SRM equipped (half the damage is heat damage i.e. - 5 damage = 3 armor and +2 heat)
Wallahs (4/5/0)(5 platoons of camel mounted rifle cavalry)
they have a ground movement of2
Two maps should be set up long ways. At the futherest northern edge should be the beginning of Omar' s
palace. The north board is map l and the south board is map 2. On map 1, there should be the Great Plaza.
This is a rectangle 6 by 6 hexes square. To the East, West and Southern directions should be smaller
plazas, centered off the appropiate sides of the Great Plaza. These are each 4 by 4 hexes square. Each
plaza should be connected by a 1 hex gate, tall enough for mech passage. Between the Great Plaza and the
southern plaza lies the city's mosque. All the dividing walls and buildings should be level three or greater.
The defender should then populate the remainder of board 1 and 2 with city blocks. These may not be
more than 3 hexes wide and 6 hexes long, and must have at least a one hex wide street between them. For
the most part, all buildings should have a CF of 40 - 60. Finally, a fairly straight avenue must lead from
the southern edge of board 2 to the gate ofthe southern plaza.
Ibn's goal is to make it to the Great Plaza and kill Shervanis. The defender's goal is to stop him. The
scenario begins with any six buildings (one hex only) on map 2 burning, selected by Ibn . Fisal is trying to
put these out. Each round, if adjacent to a fire, Fisal may forfeit any physical attacks and make a piloting
skill roll, if successful, one fire hex is extinguished. The fires spread according to normal battletech ru les.
Roll for wind direction randomly. Place Fisal within three of any fire. Ibn wins initiative automatically the
first turn, and moves onto the southern edge of board 2 after Fisal has moved . Proceed normally. Singh
arrives in a d6+2 rounds (this roll is secret). He automatically begins within 6 hexes of Ibn, in his rear arc.
At the beginning of the round in which Singh arrives, place his mech , then roll initiative normally.
Whenever Ibn reaches the southern plaza, the wallahs may be placed around the mosque and enter play. If
the Great Plaza has not been entered within 3 rounds of entering any adjacent plaza, the Jadun and
Shervanis may enter play. In any case, if the Great Plaza is entered, these units automatically become
available for play. Place Shervanis at the northern most point of the Great Plaza, surrou nded by his Jadun .
If Ibn is really moving slow, any unactivated defenders may become active in d6+6 rounds since the
beginning of the scenario (this roll is secret).
Options: Include Ahmed piloting a damaged Clint (1 engine hit and 15 points of armor damage). Consider
him a (5/5/0). Give Ibn double heat sinks (a suggestion to this effect is in the story). Include an additional
engagement w ith Comstar forces. Say, for each fire hex a mech is within three hexes of, it builds up one
additional heat point. Future Wars--21
nice details and looks ftm to paint. tletech. It has a chain saw in the
PASS IN REVIEW MEKTON It is a 40-60 tanner. right arm. There is a shield attached
to the left arm resting on the thigh.
FIGURES BY RAFM The Vantage is a mech looking It is standing, looking forward . The
by Herb Barents like it is shooting off to the right, guns seem to be a bit big. This
taking aim ready to hit something figure has s lot of .fme details around
Not only has this game, Mekton, without too much trouble. The right
been a hit, they also have a number its shoulders. The head looks great
arm is extended with rifle in it, left and the mounts cover it all up. The
of figures for this game already arm is on top of the thigh, with the
available. From the listing by RAFM figure looks like it is sundering up
legs front without being bent. The to the bar because it has bow legs.
Co., I have been able to put togeth- figure has a backpack full of gear. It
er a list of all the Mecha they have It paints very well, but I wish the
has some square lines, but a lot of pose had more life to it. This one
come out with. So far, there are rounded lines, giving it a really nice
two figures that have been released would make a good medium to
look. It is a 50-75 tanner. heavy mech. You can mount one,
that I have not seen in any of the
books. These two are the Warlord The Comet is a very different two or none of the guns.
and Vortex. looking mecha with various points From all the mechs of the
on it. There is a point in the front Mekton line, the Nova is one of the
I'll talk about those last. I will chest and the short ones in the
take the figures in the order that lightest. This mech has a nice head
back come to a very sharp point, as piece and very good looking
they appear in the Mekton 2 rule does the head piece. The shoulders
book. There are still a wide number shoulder pads. It has guns in both
also have points on them. This hands, standing at par-J.de rest. The
of Mecha that have not yet ap- figure has a gtm over the left
peared, and I will name some of main armor looks to be little more
shoulder and holds one in the right than a suit with added outside
those as well at the end of this hand. There looks to be other
article. protection at the shoulders and
weapons in various places as well. shins. The waist has a sword belt.
The first figure is the Mauler. Lots of weapons, but it doesn't look The figure has a backpack with two
Early readers might remember that too heavily armored. Call it a 40-55 blades. Does tl1is one turn into a
the Mauler was made up from the ton Mech. It looks like it is wearing VTOL? The arms and legs on this
figure by Dark Horse. RAFM has a diaper and that gives it a different figure look very weak. It's one of
redone this figure and boy does it look. The legs are well done and the best looking from the new
look good. It has a shield, knees the figure is facing front with the releases. This one would make a
bent with the "wings" on the back right arm holding a weapon and the very good heavy light or light
arms, and out firing off to the right. left arm bent slightly to the side. medium mech.
This figure is about 80-90% of the Nice to paint with good details.
Dark Horse size, but they don't The first of the what I call Super
Next is the Turbo. There is an Mechs is tl1e Vandal. This mech is
have much in common. The Mauler arm with a gun to be glued on and
went together well and paints up big. This is in the assault to over a
it is hard to say how tl1is figure will 100 tons class. It is much larger
very sharp. It has good details look the best . The rifle is so long
makes a good 60+ tanner. than most Battleted1 mechs and
that it doesn't seem to fit. I glued looks really good. This one is from
The next figure is the Vector. the gun so it is pointing at some- the second release of Mekton
This figure is very squarish and has thing. The other arm is on the hip. figures from RAFM. It might be
hard angles making the Mauler seem The legs are straight. The figure has described as a graceful figure, like
more rounded. It carries a shield jet thruster packs on tl1e back. The the Eldars from Warhammer. It has
with a small gun, in a pose at rest, chest comes out like the Dragon or a very nice looking shield and very
though alert. The legs seem too big Zeus Battletech figure, so it could smooth and elegant lines. It has a
for the-rest of the body even though be a transformer type. The head on very small head compared to its
it has large shoulder pads. It is this figure looks really neat. I wish large chest. It has massive shoul-
about an 80 tanner and is a good it had a better action pose, other- ders and thin arms. It has various
one for use in Battletech. wise it is a really good figure to types of armor belts in front and to
paint with lots of details.This one the sides. Two rifles lie over its
The Vigil is a mecha that looks could pass for a 3 5-65 ton Mecha. shoulders, though it does not have
like it is a guard of a base. The gun
Then we have the Fireball. This much of an action pose. Great
rests on the left hip with the left details and paints up fair. The chest
hand on the hip with a small shield. Mecha looks like it has a diaper on.
The legs are stock-y and well done. looks like it would be carrying some
Nice proportions. The figure has sort of enormous weapon hidden
It has two guns over the shoulders
like a Shadow Hawk from Bat- within.
Future Wars --22
The Mauler, the first mech we've backpack. The figure was given a nice, it just has no animation. There
looked at, is from the Kargan forces. large sword to hang on the left side. are many small areas that will be
The rest were from the Elaran The right foot points off to the right hard to paint because of all the
forces. Now we are back to the rest and the left one is facing forward. details. It has a very small head and
of the Kargan forces and we will The right arm is bent at the elbow small hands. The upper part of the
start with the Rampage Mecha. and holds a gun facing forward. The body and tl1e legs look very strong
Where the Elaran forces had sleek left arm is in a position like waving. with very weak arms. It also looks
and ronnded features for the most The detailing and the work of the very top heavy. Could be a meditun
part, the Kargan forces have a boxy mech are fme, but the pose is not to a light heavy mech.
look. The Rampage is not an prosperous. It is a heavy mech.
exception. The head looks like a The next two are from the
The Vengeance has a very stock Mekton Axis party and these are in
long box and the legs look like
boxes over the shins. The shoulders pose as well, with no animation. the super assault dass, though they
This one is the worst for poses that are both heavies. One is four times
and the forearms look like they are
RAFM put out. They started this the weight of the other altl1ough
encased in boxes. The chest is
line with great poses and went they look about the same. I'd put
cubic and it has a diaper looking
down hill. As for this Mecha you are those mechs in the 12 5-l 7 5 ton
skirt. The Rampage figure looks like
given a gun on the right shoulder, range. The first mech is tl1e Pariah.
a soldier carrying a rocket type
weapon over the right shoulder, which looks like an old time This one is huge, and has weapons
head looking left, feet at rest and a machine gun with a ronnd an1ffiuni- on the shoulder, an enormous
tion canister.The right arm is shield, a gtm in the right hand and
shield in the left arm, held down by
holding a rifle and on tl1e back you secondary weapon mow1ts all over.
the thigh. The Mecha has good
have wings or rockets of varying The figure has lots of good details
details and paints well. You have
number with eight over the head and is loaded with weapons and
plenty of room to get to all the
and two tmder the arms. That looks armor. It looks like something that
spots to paint. Just about any paint
scheme will work with this Mecha. really good. Details are nice and you would not want to tangle with.
this one has a pointed d1est, both The Rogue is larger. It has all the
The rocket laund1er on the shoul-
front and back. It paints up well, it weapons and sensory equipment
der looks really neat. It's a good
medium heavy mech and looks just needs a new pose. It is a heavy anybody could want or need. This
really aninlated, for a person at rest mech. is a killing mad1ine meant to kill
looking to the left. anytl1ing, anywhere, anytime! Both
The Cmsader is one of the mech have great details. They are
The Deathstalker looks like the newest figures and is much less very impressive, but too large for
Rampage. Its shoulders are a little stocky tl1an the rest of the Kargans. Battletech.
smaller, the head is a shorter box It has long legs and short arms that
hang out from the body a good The last one in the Tech book is
although larger and the chest is
ways. It is equipped with huge the Moray from another indepen-
bigger. The figure has a very long
shoulders and shoulder pads. It has dent group. The Moray is a great
rifle in the right arm. The left arm
a short, heavy chest and a long idea, but it is tl1e worst mech that
is out for balance , legs are spread
apart. The head is just slightly off to lower torso. There is a weapon RAFM has put out. The figure is
the right. It will make a solid monnted on either side of the arms flat , like old flat ones from the
medium-heavy mech. and one in tl1e center torso. This is dawn of gaming. The wings are
one of the taller figures that they badly done with no details and are
The Hellwing figure is the same make, though it is not in the super too thick for the rest of the mechs.
boxy type. Its pose is very much assault class. The pose is very static, The tail is very well done and looks
like the Rampage. It has a rifle in though it has very good details and very good .. This one also lacks the
the right arm and the shoulder paints well. Looks like a heavy to a details tlut have been seen on the
armor has plates to add extra light assault mech. This one is way other Mecha that RAFM has been
protection. There is a shield in the out of scale with the rest of the doing. It looks to be a medilun
left arm. The Hellwing's back is Mektons, because it is 9.7m and med1 which is poorly done.
straight and fairly smooth. That's other ones are up to 14m, and their
where the wings were suppose to figures are smaller, not only that but This brings us to two Mecha that
be. This one is medium to light it is half the weight of some of these I could not find in any of the
heavymech. and it looks bigger. Mekton books that I have. The first
one is called the Vortex. It is static,
The next Mecha is the Shaitan. The next one is the Gadrem thought has more animation than
Its entire chest and head area looks from the Freelancers. It has a
like one box. The arms are small working pose, no action at all. The
with no armor on them. It has a big detailing is very good and it looks Future Wars--23
many others. This one has its torso mechs. So close and yet so far, by
slightly twisted to the left with a leg having some walking, torso twist-
pointing into a slow walk. The ing, or putting their arms in differ-
details are very good. You are given ent positions would have made for
rifle, but it looks like there is no much better mechs.
place to put it? Otherwise the
Med1a is one piece and looks pretty I will say this, these Mecha look
good . It has the rounded looks of just like the in1age that R. Talsorian
about a medium size mech. games portray. They are right all the
way, though some times the
Then there is the Warlord. It is pictures look more alive than the
in much the same pose as most of Mecha. They have faithfully pro-
the othe r figures in this series and duced the Mecha that are in the
you get to put two saws on the books for the Mekton game. Thus,
arms. One other piece is in the people playing this game know
package, but where it goes and what they are, that is for certain. It
what it is, I don't know ? I just is worth having a few to design.
found this after looking for the 1Oth More and more of the Ral Partha
time. There is a spot in the middle mech designs are becoming very
of the back that looks like it should static as well. The omni mechs are
have something there, but is there very much that way, which is really
something there to put? It has nice too bad. Ral Partha should put a
details, though the casting looks a little action into their figures like
little rough. Looks like it could be a they used to. That is my opinion of
light to meditun med1. what these are like. Take a good
look at them and I'm sure you can
When RAFM came out with this
find some some that you like.
series, it was so full of promise and
I was really impressed with what
you got. The second series of
releases did not look as good as the
ones before and the rest have
followed suit. They simply have not
lived up to the potential that I saw
in them . It seems to me that they
got caught up in certain types of
static poses and well, forget the
action. This is too bad. Also, the
size and scale got lost somewhere
along the way. Did they get new
designers? Also, you are never given
any instructions on how to put
these things together, and that I feel
is a major mistake. They should
show you how to put things
together. The Crusader is so out of
line with how it should be, it should
be redone. The Moray looks so bad
it should be totally reworked. There
are some very nice med1s in this
line and there can be some really
good crossover, but a little more
work and they would have that
appeal. I like the Destructor
marines from the Space Marine
figures better than most of these
MEKTONNAME
MV GRDMA HYD 2 2 4 5 6 7 8 TONS
MR FLTMA SEN 2 3 4 5 CP
APT ADD
TRANSFORMATION COST
Aeromecha Beastmecha Tank Mode Surface Craft
Walkermecha - Aquamecha Helicopter
OPTIONS COST
TOTAL COSTS
Future W ars--25
BATILETECH TO Warhammer and Battlemaster) in a have a base 50 MDC, but are
1-3 rntio, rounded down. If there damaged with the first hit and
RouoTEcH CoNVERSION are more than one type of weapon rendered inopernble with tl1e
in a location, split the armor second. The sensor base value is
between them by a strnight weight increased by dividing the weight of
by Nathaniel Downes
frnction (small lasers get the least the mech by 5 and adding it to the
I have often wondered how while artillery gets the most). A MDC rnting. Cockpits have 10
Robote ch Mecha deal with Bat- 3025 Locust medium laser would MDC, but are difficult targets to hit,
tletech mechs. With this in mind I then have a MDC rnting of 12, while imposing a -6 to hit modifier.
created conversion tables for on the Ostroc the SRM-4 would Actuators have 5 MDC, making
transferring Battletech mechs into have 6 MDC, the medium laser 3 them very easy to destroy. Once
P'.illadium terms (using Rifts as a MDC and finally the large laser with they are destroyed, they must be
guide). After many months of 18 MDC. taken back to the shop for replace-
testing and retesting I have fmally ments. Use the same modifiers as
found a system which allows Figuring the Main Body MDC is
for normal Battletech, but for every
realitively easy. Just take all the
conversion. point of increased difficulty, reduce
remaining points (after figuring for
tl1e piloting skill roll by 5%.
All Battletech weapon damage weapons) from the right, left and
codes are now how many d10 they center torsos, front and back, and See the KPH reading on the
roll for Mega damage points (MDC). add them together. For this the mech descriptions for land speed.
On this format a machinegun now Marnuder would have 451 MDC The range for weapons is deter-
does 2d 10 while a PPC would do points, wl1ile the lowly Wasp would mined by multiplying their hex
10d10 MDC. have only 145 MDC. range by 30 meters. Any head hit
does 10 MDC damage to the pilot.
Armor points are now multiplied For tl1e internal stmcture, use
The only exception is the VRPP
by five and split between any the same formula as the armor
where the pilot takes no damage
weapons located outside the armor above, except now all equipmen t is
from head hits. Any ammo explo-
(refer to the mech picture, ie available to attack. The engine and sion does 20 SDC from electric
gyro have the same damage capacity
overload. For mech combat skill for
as before, going by number of hits
mechwarriors use the following
rather than MDC points, due to
chart:
their heavy armor plating. Sensors
8 other skills
Skills: (learn new skills same as SAMAS pilot)
Communications (any) + 10 Domestic (any) +5
Electrical (any) Espionage (any) +5
Med1anical (any) +5 ( + 10 for Mech Repair (same as robot))
Medical (any) Military (any)
Physical (any except SCUBA) +5 Pilot (any)
Pilot Related (any) Rogue (any) +5
Science (any) Technical (any) +5
Weapons (any) Wllderness (any)
Secondary skills (select 8) same as above, except without the listed bonus
If you note the Mechwarrior OCC is very diversified due to there being no
set guidelines for becoming a mechwarrior.
Equipment:
Neuro Helmet (provides 10 MDC protection)
Mechwarrior suit (provides 20 MDC protection)
Mech (roll on the following table)
One weapon of choice (equivalent B-tech)
Personal Trademark (be imaginative within reason, nothing big)
Hand radio
Non mech transportation
d6 x 1000 credits in miscellaneous items
Mech Roll
Roll d20:
1 no mech 8 40 tons 15 55 tons
2 no mech 9 80 tons 16 85 tons
3 20 tons 10 45 tons 17 90 tons
4 25 tons 11 60 tons 18 100 tons
5 30 tons 12 65 tons 19 95 tons
6 50 tons 13 70 tons 20 no mech
7 35 tons 14 75 tons
If you have and suggestions or ideas to improve this system, write me at:
Nathaniel Downes, 2 Lawn Ave., Cumberland, ME 04021
Future W ars--27
THE 3050 LIAO CIVIL No one, unfortunately, agreed trade resources, mechs, or tonnage.
with this idea. Since no side could Any agreements, verbal or other-
WAR raise a solid mandate among the wise, must be adhered to until the
people, the sides remained separat- alliance is broken. Alliances may be
ed. broken by a raid, attack, or assassi-
by Scott Malcomson
nation. Alliance members may
Thus, four sides prepared to make concerted attacks against
Synopsis: Shortly after the
fight it out for total control of the another player.
Clans' invasion of Kurita and Steiner
once great Capellan Confederation.
space, Romano Liao, Chancellor of
Special Abilities
the Capellan Confederation, saw an Order of Battle
opportunity to regain the territories Romano Liao:
lost in the 4th Succession War. She Romano Ltao:
immediately ordered plans for Heads the Phransigar, or Thug-
Controls Sian and the only gee, cult. These remorseless
hitting the Federated Common- Dropship facility, as well as the only
wealtll, since the F-C was pre- assassins have sects throughout the
assault Mech factory. Starts with 3 Confederation, and may be used
occupied with the Clan threat. The turns of construction. •
Chancellor's military objectives three times a turn to assassinate
were to retake the corridor extend- General Michael.· specific personnel (but never a
ing to Terra, while also re-annexing faction leader, and never the same
Controls Capella, Dilon, Menke, person twice). Before moving, the
St. Ives, home of her hated siblings
and Capolla. 7 tums of construc- Romano player designates up to
Candice and Tormano.
tion. • three pilots, techs, or whoever, and
However, St. Ives had numerous rolls a six-sided die for each at-
intelligence operatives still in
General Rafferty:
tempt. On a 1-3, the assassination is
Confederation space, and candace Controls Sarna, Glasgow, a success. On a 6, assassins may not
Liao got word of the impending Heligoland and Tamara. 5 tums of be used against the targeted faction
invasion. Ironically, word got back construction. • next turn (operations have been
to Romano that the project was compromised in that sector).
compromised and her chiefs of staff Candace Liao:
advised her to abandon the whole General Michael:
Controls St. Ives, Tikonov **,and
plan. Shensi. Starts with 5 turns of The more charismatic of the two
The Chancellor would not be construction. • rebel faction leaders, Gen. Jean
persuaded, however, and began Michael has been able to drum up
* Starting construction may be significant civilian support. All of
accusing various military command- of any type, regardless of actual
ers of being spies and traitors. his installations start with 60 tons of
facilities. construction, representing a
When she ordered the execution of
a well liked regimental commander ** In 3050,Tikonov was upgrad- fanatical homeworld defense
on frivolous evidence, a general ed into a heavy mech facility. It has capacity.
revolt began, with some troops had its construction capacity General Rafferty:
remaining loyal to Romano while donated to St. Ives for the dur-ation
the majority flocked to the leader- of the conflict. It may not be This rebel leader was able to
ship of General Michael and General attacked , but can stockpile any- grab the lion's share of aerospace
Rafferty. thing. It cannot be used as a support. Gen. Jack Rafferty starts
redoubt by St. Ives if all else is lost. with 2 Overlord, 3 Union, and 4
These two had their differences It still may be raided. Leopard Class dropships (all others
on how to best divide power. They start witl1 1 Overlord, 2 Union, and
split apart from each other, with Notes: 3 Leopards) .
half the rebels following Michael
and the rest following Rafferty. No alliance may last longer than Candane Liao:
three tums, and it is made by
While these sides were polariz- mutual agreement among players. With the Federated Common-
ing and arming themselves to the An alliance, once broken, may not wealth tied up in fighting the Clans,
hilt, the forces of Candace Liao be renewed for five turns, and only onlyTikonov's resources can be
arrived on scene, demanding that if the allying sides have not attacked spared for her attempt to daim the
Romano be deposed and Candace each other. Raids, however, do not Chancellorship. Nonetheless, this
be installed as Chancellor. impede alliances. puts her on an even keel with her
adversaries. Candace Liao has
Alliance members may freely access to certain F-C mech designs
Future Wars --28
\
(all Steiner-Davion restricted he is a pan \of, and End Notes:
mechs), as wells as having the be designa~~d by
services of her brother, Tormano player · The foregoing is a purely
theoretical and w1tested application
~ao .. Totm_atlo has ~wmnery and revealed).
of the BattleTech Grand Campaign
pilotmg skill~•.ofi~/~1. can pilot any all '-'"'".. '"-'-
as put forth in Issues #161 &
mech, and isfo/f~ted against from that
of Dragon Magazine. These
Candaces's initial pool of pilots. He ;m~~ ~errnade
must be-~6i'fi1nand of any force { ,l'o~o may not I,JC'fl.>'.~·a~~._.u,uc:•J.
· have been extensively playtest-
~ f
/'~ c>·-··-""'"',/'
~ gaming group that
/.?-
v / nP·"p'"'"·p"' them and this variant has
·""
The 45 ton Hatchetman is a
THE REAL MECHS favorite of many because of the axe.
by This mech was obviously designed
for in-dose physical combat. Based
Herb Barents off the weapon configuration and
look of the mech, rl1e following
This issue's special mech rules rules apply for the Hatchetman:
focuses on some very popular
medium mech designs, the Enforc- (1) The Hatchetman's bug-eye
er, the Blackjack, the Hachetman, special sensors give it a -1 bonus to
and the Clint. all firing rolls so long as the head of
the mech has not sustained any
The SO ton Enforcer is a classic damage
medium mech design that offers
nothing new. Based off the stan- (2) The mech's frame instability
dard weapon configuration and (skinny legs and feet) causes a + 1
body design, I propose the follow- penalty to piloting rolls
ing special rules for the Enforcer:
(3) The axe's length extends the
(1) The Enforcer cannot punch hatchet swing arc by one to the
(both arms are weapons, no hands, right
etc.)
( 4) For purposes of physical
(2) The shoulders of the attacks, direction of feet are aligned
enforcer limit moving of the arms. with the center torso
The arms can only fire into the
forward "torso" arc Finally, the 40 ton Clint is the
lightest mech in the medium dass.
(3) Due to the sturdy leg design, This lowly lightweight has slim legs
the mech has a -1 bonus to piloting and narrow feet. From the standard
rolls configuration and profile of the
mech, the following rules apply for
The 45 ton Blackjack is a nice the Clint:
looking mech with wide feet, and a
turret-like torso. Again, based off (1) The right arm of the Clint
the standard weapon configuration cannot punch
and appearance of the mech, the
(2) The right elbow of the mech
following rules apply for the
allows it to pivot the AC two hex
Blackjack:
sides to the right in the torso
(1) The Blackjack cannot punch twisting phase of combat
(both arms are weapons, no hands,
etc.) (3) The mech suffers a +1
penalty to all piloting skill rolls
(2) The only physical combat
the Blackjack can do is Death from ( 4) The Clint cannot kick
Above That covers the Real Med1s for
(3) Arms fire only into forward this issue. Please write me and let
me know what you d1ink. Thanks.
arc due to ammo feed system for
Acs (no rotation)
( 4) Due to the sturdy leg design,
the mech has a -1 bonus to piloting QConfusion ~ap:
rolls
JE)it barb
(5) Turret-like torso , may twist :IE) it fast
upto two hex sides
JE)it often
JLibe JLong
Future Wars --30
adjacent areas, like all three torsos, At the start of a game, write
THE SHIELDING FACTOR or one entire side (arm, torso, leg), down what the shield covering.
by Herb Barents or the shield torso, center torso and You might strap it on your back,
head , etc. If being moved around, mount it on an arm, o r wherever.
In Battietech you never see or
the shield arm is always considered just write it down. Usually you will
hear of shields. I'm talking about
protected in addition to the other have it on an arm so that you can
the type of shields ti1at knights of
areas covered. A working hand and move it around . Every turn, if you
ti1e middle ages used. Yet, in
shoulder actuator are required to choose to move it around, write
Robotech, Macross, Mekton and
move the shield around, and if down the new locations protected
many other games you can fmd
additional actuators are damaged, during the initiative phase. If you
rules for shields. So, I thought
then a piloting roll modified by the want to cover both of your legs,
about it for a long time and decided
damage is necessary, failure result- these are the only two areas that
that having shields in Battletech was
ing in the shield remaining in the may be covered in a tum, regardless
unBattietech. Then RAFM came out
same location. Any hits against a if it is a heavy or super heavy shield.
with some very good looking
protected area are applied against It costs movement to move the
figures for Mekton. Well, all these
the shield's armor first. Thus, if you shield around: to cover your legs
figures had shields and they all
are weak in an area you will be able cost one point, it costs one point to
looked really good, but shields in
to cover it up with the shield. As transfer from one front location to
Battietech??? I thought about it
the shield takes damage, it looses its the another front location and all
again for some time and fmally
effectiveness according to its your movement points to transfer
came up with something that I
current armor rating. Therefore, a the shield from front to back and
thought seemed good and would
heavy shield with 18 points of vice versa. Areas that are covered
work well. Shields in Battletech?
armor acts like a light shield, it can by a shield caru1ot fire their weap-
Why not?
only protect one area. Shields are ons, since the shield is in ti1e way.
The shield is just an added bit of made in increments of .5 ton lots When covering ti1e head , there are
armor that is designed to protect and a mech can carry one up to no additional penalties to fire for
certain parts of the body. There are 10% of its total weight, limited to blinding yourself, because a mech
all kinds of shield shapes and sizes, the 5 ton limit on the table above. has numerous additional sensors to
but what is it that we come down compensate for this.
All the shields, except the super
to when we talk about shields? It is
heavy because of its massive size, A shield may be used on a
it's weight and the area it protects.
can be used to parry physical charge to take the damage instead
Also, how would you use such a
attacks to the upper body. Also, the of the mech. You cannot punch
thing in combat? All of this is very
shield must weigh equal to or less with an arm that has a shield on it,
simple and will just take a couple of
than 5% of the parrying mech's but you can shield bash, doing 1/2
rules to explain it all. So first, lets
tonnage. If ti1e shield is currently punch damage, but hitting the
look at what the different shields
on an arm, it may parry. To parry center torso on location rolls to the
are and then we can cover the rules
against any successful upper body head.
for using them in the Battietech
melee attack, the shield mech must
game. The extra weight of the shield
can slow you down, therefore
Class Weight Armor Area Covered
reconfigure your movement rate.
Ultra Light .5 tons 8 points 1 area on roll of 7 + Or, you may make the shield an
(2d6) integral part of the design by
allocating tonnage for it.
Light 1- 1.5 tons 16 - 24 points 1 area
Once set at the start of a tum,
Medium 2-2.5 tons 32- 40 points 2 adjacent areas ti1e shield will protect the areas that
Heavy 3- 3.5 tons 48 - 56 points 3 adjacent areas you have covered up, but by
covering them up from attack you
Super Heavy 4 - 5 tons 64- 80 points 3 adjacent areas will also be covering ti1em up any of
A shield is simply extra armor, make a piloting roll to parry. If your weapons in those areas. Thus,
armor that can be moved about the successful, no damage is applied. If using a shield can be a double
mech. There are five classes of it fJ.ils, determine the attack normal- edged weapon; in one way you get
shields: ly, hitting the shield for damage only more protection where you might
if that location is rolled. Only one need it the most while covering up
As you can see, the size of the such attack may be parried per tum.
shield in weight decides the amount The shield cannot parry kicks, but it
of protection given. For example, a can protect those locations. Future W ars--31
heavy shield can protect three
your offensive ability. If things get
dose that fire power may be needed SUBMISSIONS TO FUTURE WARS -
to win the day That pretty much
covers everything. We have talked
about the sizes and weights of If you are interested in contrib- Envelope. Please submit all art wo ,
shields, the areas they protect, who uting. Please send your articles on on letter size white paper. Black an
can carry what, how they can parry 3.5 inch floppies with an attached White pen and ink art is preferred.
in physical combat and the shield hard copy Please put your name on Computer generated drawings are
bash. Also, remember to add the the floppy and on the back of each also highly desired. Art work on dis
weight of the shield to figure out page of the hard copy Disks should should be TIFF or PI CT format.
any speed adjustments. Finally, be DOS or Macintosh format with
have a lot of fun using these rules all articles in ASCII or Rich Tech Thanks for all the contributions
and use common sense. After all, it Format. If you want your originals to date.
is a lot like having a knight. If it back after publication, please
seems too impossible, it most likely include a Stamped SelfAddressed Doug Houseman &
is, and make sure to discuss it with John Person.
the people you are playing with. If
all else fails, roll dice to see who
will be right.
Full Half
Weight 6 4
Armor 20 10 Armament Options for Full Shields:
MP Mod* -3 -2
DF Mod** +3 +2 Inner Sphere Tons Heat MPMod Ammo
* penalty to movement for
Flamer 1.5 3 -1 20
mech with the shield
•• bonus to shield mechs Medium Laser 1.0 3 -1
defense when fired upon Small Laser .5 1 0
Attacking while shielded: a full Small Pulse Laser 1.0 2 -1
shield covers 3/4 of the mech and
therefore only weapons mounted to Anti Missile System 1.5 1 -1 12
the rear, head or in the lower legs
Machine Gun 1.5 0 -1 200
may be fired. A half shield covers
the arm holding it as well as the SRM - 2 2.0 2 -2 50
corresponding torso and center
torso. No weapons in these areas Guardian ECM 1.5 0 -1
may be fired with the shield. A Clan
mech with a half shield can still
perform physical attacks, but all ER Medium Laser 1.0 5 -1
non charging damage inflicted is
ER Small Laser .5 2 0
halved (a death from above attack is
a charge, add weight of shield in Small Pulse Laser 1.0 2 -1
damage calculation). A fully
shielded mech cannot engage in Flamer 1.5 3 -1 20
physical attacks. Anti Missile System 1.5 -1
1 24
Defense to shielded mech: a Machine Gun 1.25 0 -1 200
fully shielded mech receives a +3
defense bonus, while a half shield LRM- 5 2.0 2 -2 24
gives only a +2. When determining
SRM- 2 1.5 2 -1 50
the damage location of successful
attacks against the shielded mech, SRM-4 2.0 3 -2 24
any shield location hit applies
damage to the shield first. A full SSRM- 2 2.0 2 -2 50
shield protects all three torsos, both ECM Suite 1.0 0 -1
arms and the upper legs and a half
shield covers the arm holding it, the
corresponding torso and center
torso. When a shield looses all it's
armor, it is then useless and all
damage thereafter goes to the
mech, while still suffering the
physical attack limitations. A
useless shield can be dropped by
expending one MP Future W ars--33
statistically valid comparison to the This could have been avoided.
STUPID WEAPON TRICKS damage of the medium laser. That Note for example that I have
by ). Donald Lail still leaves us with one weapon steadfastly refused to compare the
which does 8 points of damage and medium laser to the SRM 2 with
one which does 5 points of damage. infernos. Why? Because tl1ey don't
As a general rule I am not a fan In order to compare them we will damage an opponent in the same
of the most common ammo using find a common denominator, which way is why. They purely and simply
weapons. To my mind, any ammo in this case turns out to be 40 aren't comparable. If more thought
based weapon must either furnish a points of damage. That means I am had been given to these weapon
unique result (swarm LRMs, duster going to compare five SRM 6s to systems then perhaps they would
LB-X, inferno SRM) or do more eight medium lasers! have gotten the new Thunder and
damage than an equivalent energy Swarm type missiles. For tl1at
I will then use sufficient heat
weapon to make up for the undeni- matter, there are still some good
sinks to cause the two to equal each possibilities out there; smoke
able weaknesses of running out of
other in the amount of undissipated rounds, gas rounds, acid rounds,
ammo and ammo explosions.
heat. Please take note tl1at I am not and Heaven only knows what else.
Otherwise it is a stupid weapon.
using double heat sinks in this
The SRM - Stupid Rotten Misbe- comparison. So tl1e SRM is a bad choice when
gotten compared to its alternative. More-
So let's see, with my medium
over when you take into account
My first choice for silliest lasers I can get the same average that, 1) free standing double heat
weapon is the SRM (non inferno). bang at 60% of tl1e mass and use sinks are available and 2) that the
will show that the SRM (non inferno 80% of the critical slots compared
cooling capacity of an XL engine
models) is inferior to the meditun to the SRM 6s. Why on Earth would
outfitted internally witl1 double heat
laser at any level of combat you I want a SRM 6? All other things
sinks is twice as effective as it used
would care to mention. By the way, being equal, the medium laser is a to be, and therefore extra heat sinks
have I mentioned that this discus- better weapon before we ever may not be needed, tl1en the
sion does not extend to SRMs address the topics of running out of comparison gets even worse.
designed for inferno's? ammo or experiencing anuno
explosions. One of my chief reasons for
In this discussion I have deter- pointing all of tl1is out is that the
mined that there are five factors Some wise guy is now going to choice of weapon systems is so very
that must be considered in compar- argue that tl1e preceding analysis critical on the smallest of mechs. If
ing weapon systems: range, doesn't apply to him since he only you take out the SRMs from the 20-
damage, mass, heat and critical uses one SRM 6 at a time, not five .
30 tanners and replace them with
spaces taken. Of these five factors Look below, you will see that one meditun lasers you will be infinitely
the first two are by far the most SRM 6 does less damage, at the ahead. You will have one to two
important. same heat level and mass as two
extra tons to use to armor up or
medium lasers and two heat sinks. whatever else your heart desires.
The Methodology The only advantage of tl1e SRM 6 is
The best way to fairly compare that it takes up slightly Jess space. Artemis Fire Control System
SRMs and medium lasers is to have The SRM is in f.1ct inferior: No Someone is batmd to ask what
the prime factors of range, damage matter what size launcher you effect would an artemis IV Fire
and heat be equal, and then have choose l can assure that a combina- Control System have on the above
the differences show up in mass tion of medium lasers and heat sinks analysis? In my analysis the addition
and critical slots. The range is will be su erior.
already identical, but the damage 5 SRM 6s + ammo 8 Medium lasers Difference
and heat are not. Lets deal with the + 4 heat sinks
damage first. Damage 40 points average 40 points none
Mass 20 tons 12 tons + 8 tons
A SRM 6, for example, does from
Heat 20 heat 20 heat none
4 to 12 points of damage (8 points
Criticals 15 slots 12 slots +3 slots
exactly on a weighted average),
while a meditun laser does a SRM6 +ammo 2 Meditun lasers Difference
consistent 5 points of damage. I + 2 heat sinks
will use the weighted average Damage 8 points (ave) 10 points -2 points
damage of the SRM 6 as a fair and Mass 4 tons 4 tons none
Heat 4 heat 4 heat none
Future Wars --34 Criticals 3 slots 4 slots -1 slot
of the Artemis technology consis- that it masses slightly less. The question then is obvious,
tently added about 20% to the where is the point where compara-
average damage of a missile system. bility is compromised? Like the
In the case of the SRM 6, when the The machine gun is in fact at definition of porn made f.1mous by
artemis was added, reduced the least as inferior as the SRM is not the Supreme Court, "I can't derme
advantage of the medium laser from more so. it, but I know it when I see it."
40% to 10% in regards to mass and
from 20% to 10% as to crit spaces. The Hook
Thus the medium laser is still a
A word of caution, to compare
better bang for the buck.
weapon systems requires that the
The Machine Gun results of usage truly be compara-
ble. With some weapons such as
Rube Goldberg Strikes Again infernos, Thunder LRMs and duster
rounds from LB-X autocarmons,
Oops! I just realized that the
machine gun is even sillier than the simple comparisons of damage are
SRM. Wow, am I embarrassed. Well, obviously invidious and misguided.
it's never too late to make amends When it came to comparing
so let's compare do a similar damage as I have done in the
comparison like the SRM above, but preceding analysis, there was
using the small laser instead of a another factor which I considered,
medium laser. but which was not spelled out; the
equivalent damage assumption. As
far as I was concerned in the case of
Gee whiz, with the small lasers I the SRMs vs. the medium lasers
can get the same bang for two-thirds there w as no real difference in
the mass and crit slots of the spreading four two point hits of
machine guns. Since tl1e machine damage over 20 possible locations
gtm doesn't have an advanced instead of eight possible locations
technology boost like the Artemis with the medium lasers. But, it is
system to enhance it, it is in my my feeling that at some point there
opinion even sillier than the SRM. would be a problem in comparing
disparate systems. For example,
The same wise guy from the you should not compare an AC 20
SRM example is now going to argue
with four medium lasers. To my
that the preceding analysis doesn't
mind the value of having 20 points
apply to him since he only uses one of damage in one location is of
machine gun at a time, not three. If prime consideration and high
you will look at the table below, you
value. An AC 20 hit will seriously
will see that one machine gun does
wound almost any but the best
less damage, at the same heat level
armored heavy and assault mechs.
and number of critical slots as a
Four medium laser hits spread over
small laser and heat sink. The only
as many as four different locations
advantage of the machine gun is
won't have the same impact.
Clan Technology
Double Heat Sinks
XL Engine
·r·M;·a..F>u.iseTs:se·r.........
'2'."............................................
Gyro Hits
Sensors Hits 0 0
oo T...M;·a··Pu'iseTs:se·r-..........
·2·: ........................................... .
··s·..·:;rio..F=it:e................
'"7' '" '" '""""" '" " """ '" ""'"'"" " '"'"'"'"' ' '
·~r····....... . ............. . .......... ... . .. . . LEFT LEG .13.!G.I:"!.IJ.~.§! ... ................ .. .... .3._. ............................................ '"6"'"''" ' ''''"' ' '"'"''""'"'"'"" "'"'' '"'"
:~:.:::::::::::::::::::: : ::::::::::::::::::::::::
'" "( ' '' '"'" '"'" ""'""""'" "'" '" '"'"'"'""'"
'5'." '" '" ' '"' "'" "'"'" "'"'" """ "'"'"'" '"' '"""" "'" '
Future W ars--39
13ATT1-ETECI-I HLRZ-3 HELLRqiSER mJ.<-3
WEIGHT: 45 tons
ARMOR: 9.5tons/152 pts
M;)VE: Walk 6, Run 9, Jump 6
ENGINE RATING: 270
6 MAXHEAT: 16
.............. MAX DAMAGE: 45
3
15
CJ.)eqpons Clnd qmmo 1-iEqT SlnHS CJ.)qf:lRIOR
1 SmsJI Laser 2x02x02x02x02xO~x02xO Name:
:::::::H::~~¥~0J~~:~::::::: : : : : : : : : :: : : : : : : : :: : : : : : : : 2x0 2x0 2x0 2x0 2x'O 2x'O 2x'O
2x02x'02x02x02x()
Gunnery Skill:
Piloting Skill:
Hits: 1 2 3 4 s 6
Cons: 3 5 7 10 11 Des.d
................................................... .................................................. HEATSCALE
HEAD ·3·a.. sh'ui·ao·y:.·r;·.............
,. . ,1,.--,-,X':""L=E,--..,.-----, ::L~I(~::$:~P.P.9:~::::::::::::::::::: 1 XL E · '29 ....................................
.... :.......... .1:'!9.1.':'!~......... . .... ......... 2 Sensors ....:...........':'!9.1.':'!~............... ....... . ·28 .. A...........E......i ....8.....
f.:.X~..I;..l:'!9.i.':'!~............... . ....... '3·'·co.ck..P... It............................
.3 .f.:.X~..I;..l:'!9.i.':'!~.................. ... .. ·.. -....... !'!!.~!?.....::1?.. :A...±..
XL E . .. ..:........... ............................... 3 XL E . 27
....:...........':'! 9.1.':'!~...................... . 4 . r...~d iu m Laser ....:...........':'!9.1.':'!~....... ................ '26"si;'ui'Ci0'Y:.'i-i ...i.cl+.. ..
-~·:·~~~~~~¥~e·r............... :~:;:~~:~~:9.~:::::::::::::::::::::::::: t-~~-:-~~·t:i~-~--........ ..... ·2s. ::s·r~w ........ A . .......... .
Future W ars--43
BATTI-ETECI-1 L8Y-<D Lctb))rint:h
WEIGHT: 60 tons
ARtYK>R: 12 tons1192 pts
tvnVE: Walk 3, Run 5, Jump 3
ENGINE RATING: 180
M.I.XHEAT: 9
W.X DAW.GE: 30
3
..i·s··:.J·r:;1F-.......................
.~.:.!;;t).9!t).~............................. 1.Shoulder
:?.:.::QP.P.:~r.:Arrn::6:9.~:~~~E::
3. Lower Arm Actuator 3. Ennine
........... :3.
?.:.::QP.P.:~r.:6:®::6:9.~:~~~~:~::::
ACI1 0 ::;:{$.b:~~:~~:0:6~:~±::::::
·4·:·"J.:d·i·rr···························· 13 +2 to Fire
.<:~...... . ... . .. . . .. .... .. ............
·4·.-Fis.ti"d"Ac.iu·s.t·c;r·············· · 1·=·!;;t).9!n~............................. ''1'2' ' ' ' ' " " ' ' ' " ' ' ' ' ' ' ' " ' " ' " ' ' ' ' " '
fEF"t.ARM··························· Engine Hits 0 0 0 'F=iiGFiT.ARt~········ ·· ············ · · ''§'""' ' ''''''"'' '''" '' ''' ' " '' ''''"
··s· .. .......................
:1:-Jimi~:~:~:~r.::::::::::::::::::: .. 4......................................
·~T·r~·P
"4
odds.
One other advantage that tl1e
Labyrinth shares with it's older, but
smaller, brother is price.At 4.6 !·~
f
·'
million C-bills, it is a fairly d1eap II
heavy Mech. !l
H
The only drawbacks to the
Labyrinth are its heat and speed. u
Inside the city, the speed is not
much of a drawback, but if it is on
in t ·e open, it helps if the pilot can
FutuTe Wars--45
13ATT1-ETF-CI-I '-'PR - nx \Jipcr nx
WEIGHT: 30 tons
ARMOR : 6.5 tons/ 104 pts
MOVE: Walk 8, Run 12, Jurnp 0
ENG INE RATING: 240
IIMXHEAT: 13
IIMX DAIIMGE : 20
3
Future Wars--47
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POINT OF CONTACT
THOMAS P. MECKE
5551 FOLGER ST APT. B
FORT KNOX, KY. 40121
FUTURE WARS 36 PREVIEW
Hardware is the name of the even has a new name, the Blazer, a
game in issue 36. Included in the Stinger with a Hornet size surprise.
issue is the Punisher, a Clan Assault A 60 ton city mech follows, the
Carrier, 10,000 tons of mean, with Tornado, even BattleMasters want
the fighters to prove it. to avoid the hail of shells from this
A heavy Clan Omni -The one.
Ottawa is next. Followed by a Artillery Mechs ? Sure with the
complete remake of the Marauder, Thunder and Lightning, artillery
the Marauder III, making full use of Mechs can dominate the battlefield,
the newtech and Iostech that is now like no vehicle mounted artillery
available to the Inner Sphere. 100 can. Now add the Stormbringer and
tons of walking death. watch out, Artillery with .fust eyes.
Next on the list is Brimstone, 50 Also in Issue 36, stories, varient
tons of hard hitting newtech. What rules, Real Mechs, reviews and
do you do with the Stinger to make more.
it competative with the Clan, well SEE YOU IN JUNE!
the make over is so complete that it
HaWK·EYE
. c.W')
Future Wars--49
MINIATURES
By Stephen Koo
1001 Vector: EMA-104
1002 Vigil: EMA-105
1003 Vantage: EMA-108
1004 Mauler: IMK~3
1005 Rampage: 1MK-05
-1006 Deathstalker: 1MK-{)8
1007 Comet: EMA-216
1008 Turbo: EMA-216X
1009 Fireball: EMA-220X
1010 Hellwing: IMK-11
1011 Shaitan: IMK-17X
1012 Vengeance: 1MK-30X
MAULER: Heavy Korgon unit designed for RAMPAGE: Heavy onnor, hand bazooka,
aerial oHocks. Iorge shield, sword.
DEATHSTAl.KER: 150mm outoconnon, fost, HELLWING: high speed Ayer with folding
moneveroble, shield, sword, wings. wings, Iorge beam gun.
TO BE RELEASED
MEKTON WEAPONS
Future Wars--51
WE WANT TO TAKE YOU HIGHER!
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