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W elcome to another edition of the Solaris Sentinel, the online source for BattleTech
and CAV news. The BattleTech community has been lately uplifted with the
unveiling of the new FanPro English BattleTech site, made by Warner Doles
(http://www.classicbattletech.com). This site is basically what FASA’s site should have
been while it was up. You can find .pdf files there for record sheets and you can check
out the “What’s New” section on the site to preview the new and upcoming BattleTech
products, like TRO: 3067 and Record Sheets: 3067. The new TRO should be out in the
winter and the Record Sheets will follow. There will also be an Aero tech 2 record sheets
supplement and a FedCom Sourcebook late in 2002. So, this should keep Classic
BattleTech running for quite some time, plus Randall Bills has even said we might revisit
older events in BattleTech history, like Operation Klondike or the Reunification wars!
That’s not positive, but it could be something that would be totally different and fun!
Enjoy this edition; it should have plenty to offer in lots of different areas of the game we
love!
Ross Koga
Editor and Chief
So Randall…
After the last interview with famed author and BattleTech developer Randall Bills, a few
people decided to question my choice on questions. So, I asked what some of these same
people wanted to see and here are the fruits of that question. Randall was kind enough to
take the time to answer them and for that, thanks! (So, basically, note these questions
aren’t mine!)
Are Wk and FP working together or are they totally separate entities with their own
agendas?
They are completely separate companies. Mage Knight does not have any current plans
to support Classic BattleTech in any way; that is why FanPro has that license.
I'm not even sure what you mean by that. As the website shows, FanPro has a new
product planned for release in winter 2001, half a year before BT: Phoenix Rising comes
out. In fact, FanPro will have released several new products by then.
Will FP be allowed to produce its own timeline, or will it have to follow the timeline
that WK has for PR?
That has yet to be determined. However, since FanPro will not be producing as many BT
products a year as FASA, we just won't need to cross that bridge for several years: I've a
suggested product list in with FanPro that is years long.
When FanPro runs their timeline into 31what ever, will that be the end of there
usefulness?
As far as I'm aware, FanPro will continue to produce Classic BattleTech Products as long
as it is viable to do so.
Can FanPro take novels back in time?? IE (The Exodus, Formation of the Clans
and Formation of the Star League)
That is undecided at this time. However, some of my ideas for sourcebooks do include
going back to cover seminal past events. Any one for a Liberation of Terra campaign
pack? ;-)
Why has there been such animosity from Wizkids for Classic players?
I don't even know what you are referring to. I'm not aware of any such animosity and I
know that I personally have tried to answer every single e-mail I've received in as
friendly and professional manner as possible, regardless of how much shouting or
vulgarity they contained. After all, Jordan, Mike and I did attend a room full of Classic
players at Gen Con to announce the new game and I thought it went over pretty well. Do
you have some examples of what you are talking about.
Rumor has it that Fan Pro & Ral Partha UK wants to produce minis for the MW4
game such as the Uziel. The same rumor says that WK is not allowing Fan Pro or
RPUK to use those minis. Is this true? If so,why?
First, the most important thing I've learned in all my years in the gaming industry is that
you should not listen to rumors; of course that applies to life in general. As for the
specifics, I've no real idea what the working relationship between FanPro/Wizkids/Ral
Partha is. Simply not under my purview at the moment; I'm just the grunt down in the
trenches. ;-)
Will there be any New novels based on the current timeline (after the four or five
already in production.) or are they all going to be all for the new game. If there
would be is that up to FanPro or Wizkids.
Wizkids does not have creative control of FanPro. I'm not sure of Wizkids exact
relationship with Ral Partha.
Step one: separate the armor from its tree. All Battle Armor comes in trees of three
troopers each, usually featuring three variants of the armor. These are usually a machine
gun trooper, a small laser trooper, and a flamer trooper. Take a new Exacto knife (model
knife) and turn the BA on its side so that the backs of the troopers are touching the
ground. Using the knife, separate the armor. This will be a tough task, but keep at it and
be careful. The model knife can rip right through your skin in no time flat!
Step two: primer the mini. Take a flat black and a brush and primer the mini. Make
sure that you get the entire mini blackened. Make sure that you don’t leave any crevices
with out paint as these will show up later in your work. Let the pieces dry for about ten
minutes or less if you are using acrylic paint. If you are using oil’s, it might take a little
longer.
Step three: dry brush the mini the base color you want. For the example, I chose to use
a medium green. Dip the tip of your brush into the paint, then wipe of almost all of the
paint onto a paper towel. Holding the figure in your hand, run the brush over the mini
forcefully, leaving paint on the upraised area’s. Remember to leave the depressed areas
black as you brush, but this is accomplished by not having much paint on the brush.
Step four: weathering your Battle Armor. Using the same process that you used in step
three, get even MORE paint off the brush and repeat with a dark ghost grey. This will
give the mini the “worn” look. But be careful NOT to change the color of the mini from
the base color. Steps three and four must be practiced a little to get them down correctly.
Don’t give up hope if the first few jobs don’t turn out the way you want. Pin sol fixes all
I like to say. If you mess up, just drop the mini in a Pin Sol bath and the paint should be
eaten off, although you might need a tooth brush to get the remaining paint off.
Step five: identification color and detail. You’ll need some very small brushes for this
part. I like adding a single color in for each star or squad to identify them quickly on the
battle field. Paint a section of the BA your identification color, like in the example
picture. Or you can try your hand at small numbers. Or caution strips. The sky is the
limit!
Step six: basing your mini. Two options here really. Either put your squad or star all on
a base or place each squad or star member on a penny or something to that effect.
Step seven: flocking. You’ll need some model railroad “grass” or turf as it’s called. I
use Elmer’s glue to put in the base and then sprinkle in small railroad gravel and then
drop on healthy amounts of turn. Let this set for awhile, 15 minutes or more, and then
pick the piece up and shake off the loose turf. If there are area’s that didn’t take to the
glue and turf, redo this until you get it to your liking.
Step eight: sealing your battle armor. Spray on a flat sealer to insure your mini’s paint
job isn’t damaged by contact to your fingers. Just follow the directions on the can to
insure you get the proper results.
As you see, getting good battle armor paint jobs isn’t that hard. It just takes a little
patience and practice on your part but if you keep with it, you should begin to get great
results that you can brag about to your friends!! Good luck!
Ross Koga
Editor and Chief
The MiniFactory was started because a few friends and I wanted a place to post our
painted minis and have a place to talk about painting (see the Chat link on the site). My
"Sensai" SalCrump has been passing on his wisdom regarding painting and you can see
some of his "teachings" on the site. (Thanks Jan, you’re the best)! Dom-arigato sensei
SalCrump-Sama <Deep bow>
Since it's inception, we have added a few other painters. The originals were, SalCrump,
Ordy, Scott and myself (T-Bolt). I do all the HTML work so if things are a little slow on
getting updated.... it's all my fault. <Apologies> I usually have at least 15 - 20 pictures
on my Hard Drive that need to be posted.
For you other painters out there please feel free to stop by and "browse" the site for
ideas. If you want to talk to us, there is a link to a Chat Server as well, Please enter
#Painters_Guild. Most of us are there at any given time. Stop by and say Howdy.
We get our paint schemes from all the Field Manuals, CamoSpecs, Novels etc... All minis
in Custom are Artists custom paint scheems.
I do have one thing to say... I HATE painting the Davion Heavy Guards... GAWD, that's
a difficult unit to paint. I do love the unit, but I won’t do them again. (I hope).
Scenario:
In a quick grab for land, Katherine has sent the elite 3rd Donegal Guards to change the
hands of a boarder world. Not knowing Thomas Mairk had gotten the Duchy of Oriente
to “loan” some units to shore up the boarder, the RCT ran smack dab into the 5th
Brigigade, one of the many Inner Sphere units that can trace its history back to the Star
League. The battle quickly bogged down, and now the RCT is in a fight for its life: it
must dispel the 5th before reinforcements can arrive from other planets.
Maps:
Use two open terrain maps and two BattleTech standard maps. Set up the open terrain
maps side by side running long ways, with the BT standard maps attached to the top, side
by side.
Unit Deployment:
3rd Donegal Guards: Attackers
Deploy in the middle of the open terrain maps. The only special rule here is that
the right side of the company cannot be within two hexes of each other (reflecting their
spread out nature right after the Arrow IV attack hit)
Forces:
3rd Donegal
HA1-OC Hauptmann Wes Reynolds (1/2)
WR-DG-02FC War Dog Mitch Jaeger (3/4)
DGR-4F Dragon Fire Samantha Rogers (1/4)
END-6Q Enfield Rich Simons (2/3)
5th Brigade
BLR-3M BattleMaster Bob Dearheart (1/2)
HGN-332 Highlander Johnny Roland (1/2)
TMP-3M Tempest Mickey Frederick (3/4)
ON2-M Orion Juan Gonzales (3/4)
Victory:
Defender wins if either all attacking ‘Mechs are destroyed or if the attacker is held
up for 20 rounds.
Attacker wins by either destroying all the defender ‘Mechs or by exiting as many
‘Mechs on the other side of the board, starting at turn 15.
Anyone who plays this scenario can write me up a report and I’ll either write it up in
fiction or the players can write up the fiction themselves! I want to try and get some
interesting stories from this!
Mission Control: The Editor Needs Help!!
Okay, now here is where I sit down and beg for help! No, not really, but I do need to
hear some reader input. Every time I run an article like this, I never get anything to work
with. I want to know your complaints, stuff you might want to see in the future, or other
suggestions to make this the best possible BattleTech fanzine in the market (okay, there
are two, but still) So, I want these e-mailed to me or tell me on IRC!
daishi_dvs_2@hotmail.com
Ross Koga
Editor and Publisher
Mass: 25 tons
Chassis: Coventry Metal Works Standard
Power Plant: 150 Omni Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Lexington Limited Standard
Armament:
1 Shannon Six-Shooter SRM 6
1 Coventry SRM 4
1 Defiance B3M Medium Laser
Manufacturer: Coventry Defense Conglomerate
Location: Coventry
Communications System: TharHes Crystal Flower RG-2
Targeting & Tracking System: TharHes Star Shark
Overview:
Capabilities:
Despite the lightness of its armor, the Commando's ten SRMs allow the
'Mech to fulfill a secondary role as an emergency barrage vehicle. Though it is
unusual to combine two missile systems in one 'Mech, it prevents a lucky enemy
hit from knocking out all the missile tubes, thus rendering the Commando
ineffective. The idea works well. The Commando can lay down a heavy pattern
of missile fire directed at one target or split his fire and shoot at two separate
targets.
This design feature also has its drawbacks. The two different missile
systems require two different command systems. The medium laser requires a
third command system, all of which require a much larger computer than
originally planned. This is one of the reasons that the Commando's weight went
up from the original 20 to 25 tons. Despite the difficulties, the various Lyran
'Mech plants, especially the one at Coventry, were producing many Commandos
annually.
The Commando keeps a good supply of ammo for its missile systems,
carrying 25 rounds for it's right-arm launchers in its right torso and carrying 15
rounds in its left torso for the chest's six launchers.
Just because the Commando packs firepower comparable to some heavier
'Mechs does not mean it can go toe-to-toe with them. Indeed, because of the
Commando's thin armor, pilots must take special care to avoid exposure to
enemy fire. The Mechwarrior may instead use the Commando's firepower to let
loose with a barrage at a heavier 'Mech, and then run. He has to hope that the
enemy will be too busy dealing with the damage suffered by his 'Mech to follow
too closely.
With its two articulated hands, the Commando can pick up and carry its
share of cargo. It can also brawl with a slight edge against light to medium
'Mechs that have no hands, such as the Locust and Ostcout.
If 25 tons of moving metal can ever be called stealthy, it is that for which the
Commando was designed. Commandos are often dispatched alone or in pairs,
assigned either to scout ahead for the enemy, or as the eyes of the retreat,
gauging the proximity of pursuers. The 'Mech excels at both.
Battle History:
Variants:
Being such an old design, the Commando has seen many variants. Some
attempts, such as reviving the use of a large laser on the right arm or using an
autocannon have led to mixed results.
Only one variant is taken seriously by Lyran Commonwealth commanders.
Designated COM-3A, the 'Mech carries a six-tube missile system on its right
hand and a flamer added to its right arm. Extensive testing of the variant has
been done of late, raising the possibility that current Commandos might be so
refitted.
Internal Armor
Structure Value
Head: 3 6
Center Torso: 8 8
Center Torso (Rear): 4
L/R Side Torso: 6 6/6
L/R Side Torso (Rear): 3/3
L/R Arm: 4 6/6
L/R Leg: 6 8/8
Weapons & Equipment: Loc Heat Ammo Crits Mass
1 SRM 6 CT 4 15 3 4.00
(Ammo Loc: 1 LT)
1 SRM 4 RA 3 25 2 3.00
(Ammo Loc: 1 RT)
1 Medium Laser LA 3 1 1.00
TOTALS: 10 41 25.00
Crits & Tons Left: 37 .00
Calculated
Factors:
Total Cost: 1,891,250 C-Bills
Battle Value: 432
Cost per BV: 4,377.89
Weapon Value: 265 / 265 (Ratio = .61 / .61)
Damage Factors: SRDmg = 14; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 6, Armor/Structure: 2/2
Damage PB/M/L: 2/2/-, Overheat: 0
Class: ML, Point Value: 4
Ahh, the glorious Commando. The Lyran stable light ‘Mech. Now, I’m speaking here
with out actually having used a Commando recently, but I have used the 2D in the past.
The thing, when fighting other light ‘Mechs, has a great advantage over them with the
two SRM racks mounted on it. The speed is acceptable for level 1 standards of light
‘Mechs, with only the Locust, Hermes, Mercury and Hussar being able to move faster,
but their fire power is lacking when compared to our highlighted ‘Mech. The armor is
not the greatest, but in the field of light ‘Mechs, it does manage to get in the average to
above average category. Over all, the Commando gives light lances added firepower
against larger opponents, helping the light lance stay in the field longer. Try this puppy
out! Might even do me a small write up that I can include here in the Sentinel! Good
Luck!
Ross Koga
Editor and Publisher
Well, that about wraps it up for this edition. The last thing that I have for you is a “few”
maps that Michael Flynn and the boys at Team SPAM have been putting together!
Enjoy! http://iscs.teamspam.net/
Next month I should finally have that painting contest finished and get the two prizes out!
Wish my lazy butt luck! Also check out General308’s new edition of the Solaris
Sentinel: CAV!! Have a safe and happy holiday for you Americans gettin’ ready for
Thanksgiving.
Ross Koga
Editor and Publisher
Solaris Sentinel