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December 2001 Edition 15

W ell, after some trouble getting some articles from people that promised me articles
and just not sitting down and doing it, I decided to have a primarily painting
edition, updating my Battle Armor painting guide and a Guide for the Beginner:
Supplies. Also, some MW3rd Battle Armor construction rules which are fan based are
here. While not official, they are good fun none the less. So, a light edition for the last of
the year, I hope to get something large put together! Stay tuned as I try to reload and
regroup! Till next time!

Ross Koga
Solaris Sentinel
Editor and Publisher

Painting Battle Armor: The Easy Way


It’s been awhile since I last ran something on painting and so I thought that I should get
this out with the recent Elemental craze that has embraced everyone trying to build up
their Super Novas and Clusters. We’ll start off with the first step, purchasing the Battle
Armor. There are many to choose from, anywhere from Inner Sphere standard Battle
Armor to the newest Clan Elemental suits from the Field Manual series. Chose the armor
that suits your unit and fiction and get to work! I’ll be using Clan Coyote Salamander
Battle Armor that is being placed in my 34th Strike Cluster of Delta Galaxy.

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 pair of 6 inch
wire cutters and snip the BA fro their
tree.
Step two: 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 three: 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 four: dry brush the mini the base color you want.
For the example, I chose to use a Cobalt Blue and
black arms. 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 five: 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 four
and five 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 six: 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 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

Tips for the Beginner: Supply Run!!!


I was asked a few weeks ago why I didn’t have an article detailing supplies for the
beginner, or at least a list of supplies that I use! So I’ll do that here, hope it helps some!

1) Miniatures -
A must for this, the rest of the supplies won’t matter unless you have some minis
to paint! Chose your ‘Mech according to faction, according to looks, or just grab
something to paint! Once you have this, then we need the other stuff!

2) Paints-
The only colors I will suggest to always have on hand are Black (for priming) and
Dark Ghost Grey (for weathering, made by Testors for their Model Masters Acrylic line)
The other colors will really depend on your scheme, but I can say I use Medium Green,
Cobalt Blue, and Flat White for most of my work. Believe it or not, but the Cobalt Blue
works well in the 10th Lyran scheme, Davion Heavy Guard scheme, and my Clan Coyote
scheme!

3) Brushes –
I use an 8/0 and 10/0 brush for my small detailing and a ¼ flat soft brush for my
dry brushing. You’ll need to find these in a hobby store with the painting supplies.

4) Superglue-
Make sure it will bond metal to metal… you will need this to put your mini
together!

5) Hobby knife-
Helps to cut and trim the flash from you mini

6) 6 inch wire cutters-


Separate your Battle Armor with

7) Toothpicks-
Comes in handy for dealing with paint, decals or whatever!
8) Model Railroad turf:
Use this with Elmer’s Glue to flock your minis and make them look like they are
a part of the terrain!

9) Testors Flat Sealer-


Seal your minis to keep them from damage during play and handling.

10) Paper towels-


Use these in the dry brushing process to wipe the paint off of your brush.

The Succession Wars... who started them and why.


By Professor Gruden, University of Terra, Earth.

The Succession Wars … they have lasted longer than some of the greatest times
in mankind’s history, and collectively killed more people than at any time in mans
history. In the beginning the wars were fought in an attempt to beat into submission
neighboring states by conquering them or get them to support the others claim of First
Lord of the Star League. But history has taught us that this was a fools errand that would
only succeeded in pummeling the collective technological level of all the participants
back into the Stone Age. Many have argued over the years as to who started which war
and why. Many fall short of the truth and most only know half the truth. What is to
follow is the most accurate and detailed description of the events that lead to each war,
and who is most to blame for each.

The 1st Succession War was truly the most brutal and costly of the wars in men,
material and savagery. Let us look at the events that happened with each Inner Sphere
state that lead to the 1st War. The very first attack on another Inner Sphere state came
from the Lyran Commonwealth when in May 2785 they attacked the Free Worlds League
world of Bolan. The Free Worlds League marks this event as the true beginning of the 1st
Succession War even though it was an isolated incident. The Lyran Commonwealth
marks the Draconis Combine assault and capture of both Tolloc Prime and Gram in late
August 2785, then the assault on Skondia in June 2786 as the start of the 1st Succession
Wars. But the Draconis Combine had indeed attacked the Lyran Commonwealth in early
August of 2785 along the periphery boarder. Using Azami units disguised as pirates the
Combine convinced the Commonwealth military to shift forces from the coreward border
to protect from the attacks. This weakened the Commonwealth boarder around the worlds
of Gram and Trolloc Prime and the Combine attacked. The Combines viewed their easy
successes against the Commonwealth as honor less because the Commonwealth was
defeated so easily. Thus the Combine shifted its forces to attack the one opponent they
viewed as worthy of their attention … the Federated Suns. Up until the Combine attack
on the Federated Suns all the Inner Sphere states had basically skirmished, with relatively
few worlds changing hands. The Combine attacked the Federated Suns on May 1st, 2787
and caught the Federated Suns totally by surprise, and this truly marks the running start
of the 1st Succession War. By August of 2787 all the Inner Sphere states were attacking
one another in full assaults. So by looking at the events that lead up to May 1st 2787, we
could easily claim that the Draconis Combine is responsible for the 1st Succession War
with their attacks on both their neighbors. (Note: All the Inner Sphere powers were
attacking and occupying the Terran Hegemony worlds in 2785, and by early 2787 the
Terran Hegemony was a memory.) By 2821 the 1st Succession War had pretty much
stopped as everyone was exhausted from there assaults and needed time to regroup their
militaries.

The 2nd Succession War was not as brutal as the first, but definitely caused
considerable damage to the Inner Sphere states. All the warring states were using the
break in hostilities to rebuild shattered units and their economies. The Draconis Combine
took advantage of this by launching what it called “Chain Gang” missions, starting in
2825. Using criminals that were taught to pilot BattleMechs, they launched raids on both
the Federated Suns and the Lyran Commonwealth to hamper their reconstruction efforts.
In 2828 the Commonwealth launched a rescue operation into the Combine to save the
crew of the jumpship Chahar Profit that had mis-jumped into the Combine system of
Darius. (This mission was a success) At the same time the Combine was also having to
deal with the mysterious Minnesota Tribe that was attacking a string of Combine worlds
and causing unrest in the lower classes. In June 2828 the Capellan Confederation also
launched attacks on the Federated Suns world of Orbisonia to destroy a large supply
depot there, but the attack failed and Chancellor Ilsa Liao was killed. Finally in 2830 two
events had happened that finally plunged the Inner Sphere states into the 2nd war. In the
Draconis Combine, feeling shame because of the rescue of the Chahar Profit’s jumpship
crew and what the Minnesota Tribe had done, Jinjiro Kurita decided to attack both the
Lyran Commonwealth (the worlds of Chandler and Moore) and the Federated Suns
(worlds of Lucerne, Franklin and Sahara V). The second event was the Free Worlds
League attack on the Commonwealth worlds of Zwenkau and Senftenberg after the
breakdown of the 2828 peace talks between them. So if we look at the events that lead up
to the 2nd War we would have to conclude that again the aggressive Draconis Combine
was the main instigator while the Free Worlds League and Capellan Confederation
played smaller parts. The 2nd Succession War had pretty much winded down by 2863.

The 3rd Succession War showed the Capellan Confederation strictly on the
defensive because of the large number of worlds lost to the Federated Suns and the Free
Worlds League. The Lyran Commonwealth started the 3rd war on the defensive, but that
soon changed on the Free Worlds League boarder. In 2866 the Draconis Combine
launched a new offensive against the Commonwealth because of two reasons. One was
because the Combine learned that the Commonwealth found out about the Shadow War
that had taken place in the Combine. And the other was because of the embarrassment
caused by Commonwealth jump ship traders that had become popular suppliers of food in
the Rasalhague District. In 2867, the Free Worlds League attempted to assassinate
Archon Elizabeth Steiner in an attempt to foster better relations between them and the
Combine. The failed attempt cost the League any hope of ever becoming an ally with the
Commonwealth, and cost them several worlds lost over the years too. In 2869 the
Federated Suns attacked the Combine because of the Combines preoccupation with the
Commonwealth in the hopes of regaining more worlds lost in the 1st war, and in 2869
rogue Field Marshal Jerome Hasek, in the Capellan March, launched his own private war
against the Capellan Confederation world of Verlo. When the mysterious Clintons
Cutthroats, employed by the Marshal, disappeared the entire Davion offensive failed.
From these definite facts we can pretty much lay the blame for the 3rd Succession War at
the feet of the Draconis Combine …. again. Of course the Free Worlds League and
Federated Suns played a role in this war, but nothing like the Draconis Combine. The 3rd
Succession War, the longest and most indecisive of the three, finally ground to a stop in
late 3022.

The 4th Succession War, like the first war, has a very clear blame. In late 3023 the
Capellan Confederation attempted to replace Hanse Davion with a double, and therefore
control the Federated Suns. The attempt almost succeeded, but its failure would cost the
Confederation more then could ever be imagined. Hanse Davion sought to punish the
Confederation for what they had done. Using the new alliance with the Lyran
Commonwealth the Federated Suns attacked the Confederation on August 28th, 3028
while the Lyran Commonwealth attacked the Draconis Combine. The Lyran offensive
had two aims, to regain long lost worlds and to keep the Combine too busy to take
advantage of the weakened Federated Suns boarder. The Federated Suns rolled over
world after world in the Capellan Confederation and the Suns was finally stopped by a
Comster Interdiction. If not for the interdiction the Capellan Confederation would have
been the first successor state to fall to another. The 4th war changed the state boarders
more than all the other three wars combined. The Federated Suns and Lyran
Commonwealth are completely to blame for the 4th Succession War.

Power Armor Construction Rules


By Nadin B.

The following system allows players to build power armor to be used in their
MechWarrior 3 Games. These suits are not truly compliant with BattleTechConversion
systems for the BattleTech System will come in later. Examples of MW 3 compliant
Power Armor can be found in Lostech: The MechWarrior Equipment Guide, 60-99.

Overview:

Determine Technology Base.


Determine frame.
Choose Electronics.
Choose armor
Choose Weapons systems.

Determine Technology Base:


Choosing the technology base will allow you to determine what kind of equipment you
are building. Clan Power Armor is lighter and better than their Inner Sphere counterparts.
Though the Inner Sphere is also capable of producing very impressive equipment. The
Clans will not have access to some specific features. For instance, the Clans will not
install Mine Layering equipment in their Battle Armor since it is seen as Dezgra.

When choosing the technology base you are also choosing some standard equipment.
Clan Baltle Armor comes standard with Har Jel deposits and delivery systems, as well as
Clan LSSU units. Inner Sphere frames can carry Mines, as the example above shows.
Inner Sphere units come with some limited medical support capabilities.

Determine Frame.

With normal or heavy suits the player can choose a bipedal or quad frame. Though the
Clans have not as of yet produced a Quad suit, that does not mean that they will not.
Quads have some specific advantages over their Bipedal cousins. They receive a -2 to all
piloting battlesuit checks. Some disadvantages come with this as well. They cannot
mount jump jets, and they cannot swarm.

There are four types of base frames. Power Armor Light suits come standard with ECM
and stealth capabilities. The HUD display that comes standard has range finder and IR
capabilities. For multiple reasons PAL frames are exclusive to the Word of Blake and
ComStar. They do contain one slot for anti-personnel weapons, and cannot have
defensive values above 6\6\6\6.

Base Cost, 200,000 C-Bills, plus weapon system.

Light Powered Armor is mostly seen in the Inner Sphere. When building such a system
the player has three slots to use. To reflect the more compact Clan Components the Clan
Equivalent has four slots. Light Powered Armor cannot have defensive capabilities above
7\8\7\7.

Base Cost: 300,00 plus components. Apply a 1.5 multiplier at the end when building a
Clan Suit.

Standard Power Armor is the most common armor seen in the Inner sphere and the Clans.
Inner Sphere suits have five slots to assign weapons and system. Clan Suits have six slots
to assign systems. Standard armor cannot have defensive values above 9\8\9\8

Base Cost: 350,00 plus components. Apply a 1.5 multiplier at the end when building a
Clan Suit.

Heavy Assault Power Armor is part of a new generation of suits present in both the Clans
and the Inner Sphere. They are ponderous and heavily armed and armored. Inner Sphere
suits have Seven Slots, while Clan suits have eight slots. Assault power armor cannot
have defensive values above 10\10\10\10
Base Cost: 450,000 plus components. Apply a 1.5 multiplier at the end when building a
Clan Suit.

Dexterity will be modified by -1 for light, -2 for medium and -4 for heavy, if the trooper
is a Clan Warrior. This reflects better technology, training and Genetic Engineering.
Increase all Dex modifiers by one for IS troopers. All troopers will receive a +1 , +2 and
+3 Str, respectively when in power armor. All frames come with integral jump jets. If the
player decides to sacrifice jump jets it will give him an extra slot. If the player wants
gliding capabilities, improved jump jets will require one slot.

Choose Electronics:

Power armor suits have less space for electronic warfare components than BattleMechs.
All Power Armor frames come standard with Infrared and Range Finder in a standard
HUD system. These are the minimum components for a trooper to function. They also
come standard with a long-range military communicator and a high capacity military
battery pack. Players can choose to upgrade these components at the cost of one or two
slots. One slot will give the player a medium grade electronics suite, which will add radar
and limited ECM. (+ 2 to TN for detection). Heavy suites are state of the art, and will
offer full ECM and when combined with Stealth armor, stealth capabilities. (See Lostech
for the rules)

Light Electronics Suite 1 Slot.


Medium Electronics Suite 2 slots
Heavy Electronics Suite 3 Slots

Step three: choose Weapons. Randall so far I have gone through Lostech a couple
times. These are the ones that sound logical for BA construction.

Power Armor Suites come equipped with a variety of anti-personnel and anti-Mech
weapons.
Light and Medium Support weapons take 1 slot to install, whether Clan or Inner Sphere..
Inner Sphere Heavy support Weapons take two slots. Clan Heavy Support weapons take
one slot, to reflect more compact systems, and better construction techniques.

Light Armor can mount one anti Mech and one antipersonnel weapon.
Medium Armor can mount one Anti-Mech and two antipersonnel weapons
Heavy can mount four weapons players choice. Mech grade weapons take two slots. No
power armor can take anything bigger than an ER Medium (Heavy Support Laser)
(Fenfir)

Light Machine Guns offer cheap firepower and are easy to mount in power armor. Their
use as suppression and anti-personnel weapons makes them cheap alternatives to heavier
weapons. Ammo is supplied to them from an ammo bay, usually installed with the
weapon. If a round jams though, the weapon will be out of commission until the trooper
gets to a technician, or has time to work on the weapon himself.

Semi-Portable Autocannon, they are a scaled down version of their BattleMech


Cousins. They are widely available and can be used for light anti-vehicle work or for
antipersonnel work. Due to the cooling jackets needed to maintain the barrels cool, and
the ammo bins needed, it requires two slots. One slot is for the main weapon, while the
second slot is for the ammo bin. The Power Armor model comes with gyroscopic
compensators. If a standard weapon, used by infantry squads is mounted, add a +2 to the
engineering role and a +1 to the to hit TN due to recoil.

Semi-Portable SMG: This weapon is mounted in power armor for close unarmored
infantry support. Due to its size it requires two slots, one for the weapon, one for the
ammo bin. The ammo bin will have 2000 rounds in a continuos belt.

Light Recoilless Rifle, Medium and Heavy Recoilless Rifle,.

Though usually not mounted in power armor, the Capellan Confederation has installed
some Recoilless Rifles in Fa Shih Powered Armor suits meant for urban operations. This
is in reference to Xing Xheng, the Capellan Solution and the Capellan
Confederation FM. The Capellan High Command has found that this rifle is almost
useless under the Medium class, and even then, the damage to space cost ratio makes it
almost not worth it. Moreover, the backblast cancels some of the Fa Shi's best
characteristics.

Weapon Penetration Weight Slots


LMG 5.3D6 7 Kg 1
Semi Portable AC 6.3D6 25Kg 1
Semi-Portable MG 5.4D6 20 Kg 1
Light Recoilless Rifle C 8 Kg 1
Medium Recoilless Rifle D 32 Kg 2
Heavy Recoilless E 60 Kg 3

Grand Mauler Gauss Cannon.


When mounted on power armor the weapon comes with integral stabilizers. The F-C has
mounted some of these weapons in the Cavalier Battle Armor. In this case the Grand
Mauler takes the place of the primary weapon. When integral to the suit, any
modifications will take longer due to the nature of the fire control and stabilizer systems.

Magshot Gauss Rifle

The Magshot Gauss Rifle was developed as part of the MK II Infiltrator program. It is
quite bulky, taking up to three slots of space. It has lived to all expectations.

Tsunami Gauss Rifle.


The Tsunami Gauss Rifle was developed by the DCMS under tight security. This weapon
is equivalent to the Grand Mauler, but with better range. In suit construction, just as the
Grand Mauler, it will take one slots.

Weapon Penetration Weight Slots


Grand Mauler 6.6D6 14 Kg 1
Magshot Gauss Rifle 6.7D6 45 2
Tsunami Heavy Assault 6.6D6 12.5 1

Primary Weapons

Battle Armor is capable of bringing ponderous firepower into the Battlefield. Hence the
need to bring to bear Mech Grade Weapons. The four primary weapons brought to the
fueled by both Clan and Inner Sphere Battle Armored troops are energy weapons.

Heavy Support Laser

This is equivalent to the Medium laser seen mounted in both BattleMechs and
vehicles. It’s mass limits how many can be mounted. Moreover, for years Clan
Elementals have used it in their primary configuration.. The heavy support laser is the
equivalent of vehicle-mounted medium laser systems. Its combination of range, armor
penetration and sheer destructive firepower make it arguably the most powerful support
weapon available to troops in the field.

Heavy Support Pulse Laser.

The heavy support pulse laser is the equivalent of vehicle-based medium pulse lasers, and
is featured as a standard weapon option on the Lyran Alliance's new Fenrir battle armor.
Its heavy energy requirements will stop it from being as far spread out as the Heavy
Support Laser.

Heavy Support Flamer.

The Clans primarily use heavy Support Flamers. The Salamander Battle Armor sports
two, and is an option for Clan Elementals. Their sheer power makes them dreadful
weapons for regular infantry troops in the field. They are also used in confined space
duties to ferret out opposition. Their main danger is for the tank, which holds the fuel
mixture, to be punctured in combat.

Light Target Acquisition Device.

Light Tag is mounted on Battle Armor to guide in Arrow Four and Semi Guided LRMs.
Light Tag designates its targeet by using a laser, and electronics, effectively “painting”
the target for the incoming missile. The Battle Armor trooper would have to “paint the
target” the turn it arrives. This is a complex action, with no other actions allowed. It will
give an artillery roll a –4 TN if the trooper acquires the target this way.

Primary Weapons
Weapon Penetration Weight Slots
Heavy Support Laser 7.12D6 140 Kg 3
Heavy Support Pulse Laser 6.5D5 300 Kg 3
Heavy Support Flamer 5.12D6 200 3
L-TAG N\A 20 Kg 3

Choose Armor.

Armor can be mounted as follows. PAL suits cannot have more than protection 5/5/6/5,
after that this comes into the realm of power armor. The frame chosen will also determine
armor maximum protection.

Armor comes in three main types:


Standard, which can be mounted in up to level eight protection overall.
Light Composite Armor is predominant among the clans. It will provide up to level 10
protection overall. Start at eight and for each increase in protection adds 5,000 C-Bills,
with applying appropriate multiplier.
Stealth: Maximum Protection level is 9, base seven. Due to its specialized nature it will
cost 10,000 C-Bills per increase in protection.

Unlike Mechs, Power Armored troops can only have one type of armor.

Choose optional Components:

Magnetic Systems:

These systems, first seen among the Capellan Confederation, allow a trooper to ride any
BattleMech, regardless of Omni capabilities.

Mine layering \ clearing equipment:

This equipment, first seen in the Fa Shih BattleSuit allows a trooper to deploy mines. The
player uses back mounted canisters, instead of Jump Jets. He can mine an area 350
meters wide per turn using a complex action. He can also mine an area 700 meters, in two
turns. This trooper also has a –3 TN for clearing mine fields. (Lostech: 76)

Light Improved Jumpjets:


These jets, first seen in the Clans and with the Kage suit in the IS allow a trooper to glide
over an area. It will increase the jump capacity of the suit by two times over its normal
jump capacity.

Modular Inner Sphere System.

First used in the Gray Death suit, this system allows the trooper to take any weapon and
fire it as if this was an external weapon. The player rolls on the appropriate skill.

Utility Arms.

First developed by the Draconis Combine for the Kanzuchi Power Armor, these arms
allow the mounting of several industrial devices. Anything from hooks, to drills, the only
limit is that no weapon can be mounted on that arm.

Turret:

First seen in the Fenfir Battle Armor, turrets are commonly mounted on quad BA suits.
(FM Lyran Alliance, and Lostech). They take one slot, and can mount up to two support
weapons. They give the trooper a 360 degree arc of fire.

Magnetic systems to ride on BattleMechs 1 Slot.


Mine Layering \ clearing equipment 1 slot.
Light improved Jump Jets 2 slots.
Modular IS system (Gray Death) 2 slots
Utility Arms 1 arm \ tool.
Turret 1 slot.

General notes.

Turrets can only be mounted on Quads.


Mine layering equipment is limited to the Inner Sphere.
PAL Suits are ComStar \ Word of Blake specific.

(Note these are NOT official! For Fan enjoyment only!)


BattleMech Technical Readout

Type/Model: Chu Ko Nu CKN-1L


Tech: Inner Sphere / 3063
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Chariot Type II Endo Steel
Power Plant: 375 GM XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Hellespont Stealth
Armament:
1 Zhi-tong-yao Gauss Rifle
2 Martell ER Large Lasers
1 Diverse Optics Type ER Small Laser
1 Apple Churchill Guardian Guardian ECM
Manufacturer: Shengli Arms
Location: Victoria / CC (SA)
Communications System: Ceres Metals Model 666 w. Guardian ECM
Targeting & Tracking System: O/P 911

==Overview:==
The newest mech in the CCAF is the Chu Ko Nu, a long range brawler. The Chu
Nu is named after a chinese rapid fire crossbow, and more then lives up to
name.

==Capabilities:==
Fast, and with a solid long range punch the Chu Ko Nu lves up to it's name.
with 2 ER Large lasers and a Guass Rifle the Long range punch of the Chu Ko
is impressive. combined with the stealth armor the Chu Ko Nu is a deadly lo
range fighter. With thick armor and good manuverability the Chu Ko Nu is li
to be a solid fighter. critics of the design however point out that the mec
incapable fully utilizing it's weaponry and that the design lakes CASE shou
it's Gauss rifle ever be destroyed. They also argue that much of the same
preformance can be gained at a cheaper price via the new Jinggau.

==Battle History:==
The Chu Ko Nu has yet to see heavy action. deployed to Late for the St.Ives
conflict the Chu Ko Nu. However the Chu Ko Nu has in actions in the chaos m
and actions along the Federated Suns border has shown great promise

==Variants:==
Some early prototype Chu Ko No's lacked the stelath armor, other then the e
prototypes no varients exist

==Deployment==
The Chu Ko Nu is currently being used to fill gaps in the TO&E's of several
CCAF units sfter the St.Ives war. the largest concentration of the mech is
inthe Red Lances who currently have 6 of the Chu Ko Nu.

--------------------------------------------------------
Type/Model: Chu Ko Nu CKN-1L
Mass: 75 tons

Equipment: Crits Mass


Int. Struct.: 114 pts Endo Steel 14 4.00
(Endo Steel Loc: 1 HD, 4 LA, 1 RA, 4 LT, 4 RT)
Engine: 375 XL 12 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 11 Double [22] 0 1.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 231 pts Stealth 12 14.50
(Armor Crit Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 12
L/R Side Torso: 16 24/24
L/R Side Torso (Rear): 8/8
L/R Arm: 12 24/24
L/R Leg: 16 32/32

Weapons and Equipment Loc Heat Ammo Crits Mass


--------------------------------------------------------
1 Gauss Rifle RA 1 16 9 17.00
(Ammo Locations: 2 RT)
2 ER Large Lasers LA 24 4 10.00
1 ER Small Laser LT 2 1 .50
1 Guardian ECM CT 0 2 1.50
Stealth Armor Heat 10
--------------------------------------------------------
TOTALS: 37 75 75.00
Crits & Tons Left: 3 .00

Calculated Factors:
Total Cost: 19,564,562 C-Bills
Battle Value: 1,658
Cost per BV: 11,800.1
Weapon Value: 1,510 / 1,510 (Ratio = .91 / .91)
Damage Factors: SRDmg = 25; MRDmg = 20; LRDmg = 10
BattleForce2: MP: 5, Armor/Structure: 6/3
Damage PB/M/L: 4/3/3, Overheat: 1
Class: MH; Point Value: 17
Specials: ecm

Alternate Idea’s…

Tameron, Clan Coyote space


December, 11th 3065

The air was thick and the excitement and intrigue ran to the marrow. The
gathered council was tense. This was a warrior’s camp that was on edge, and rightfully
so, thought Star Colonel Randall Tchernovkov. Here history was going to be made. The
voting was going to be very tight and very close and there was going to be many Trials of
Grievance over this. Well, let them cry and complain like the freebirth women they were,
Randall though. It was time to turn this clan around once and for all. The votes
continued to be calculated, as everyone waited. Some milled around, chatting nervously,
while others just remained seated and stared off into space, thinking of who knows what.
Randall caught site of Elizabeth, his un-blooded protégée. She was an up and coming
Mechwarrior who had passed her Trial of Position with two kills, making her a Star
Commander. It just so happened that that position opened up in Randall’s 34th Strike
Cluster. His Rabid Coyotes were well known in the Kerensky Cluster for their fierce
demeanor and their unusual organization. Both Trianries of ‘Mechs had full Elemental
support, forming two Supernova’s. The Ice Hellions learned on Londerholm to fear the
site of the foaming coyote head painted on their ‘Mechs. Star Colonel Armin Tamzarian
did a great job in the campaign, but he was killed in the waning moments of the battle
with the Hellion’s command Trinary.
Liz sat down beside her mentor and didn’t speak. Everything hinged on this vote.
Right when Randall was about to address her, Khan Sullivan Koga and Loremaster
Clarissa Jericho both took the podium. The Loremaster stood in front of the PA system,
and then addressed the gathered blood named warriors and their aids.
“Trothkin, hear the words of the pack, for tonight the pack has spoken and let no
person interfere with the final vote that is laid down. The final vote is as follows on the
matter of traveling to the Inner Sphere to help safe guard it and to establish relations with
the true Wolves: 200 aye, 100 nay, and 20 abstained. Thus let it be till we fall. Seyla”
The entire concave uttered the ritual word, bring closer to the event. Almost
instantly, uproar filled the hall, drowning out even Randall’s thoughts. How would the
other Clans accept this? What would happen to their holdings here in the Kerensky
Cluster? Do we have the strength to carve a hole in the Inner Sphere against the
Crusaders? Randall tapped Liz on the shoulder and motioned for them to leave. Both
warriors stood and proceeded to leave the concave. Randall listened to the same
questions over and over as he made his way to the entrance and exit of the grand hall,
taking them in with a confident smirk on his face. Once outside the hall, he flipped his
wrist communication devise and sent out a call to all of the Warriors of the 34th Strike
Cluster that were present in the Council Hall.
“Rabid Coyotes, Randall here. Meet me on tarmac. We leave for Londerholm in
three hours.”
Liz looked at him nervously. “Why are we leaving so soon Star Colonel? I do
not understand.”
“Well, before the vote Khan Koga and saKhan Kufahl met with me and outlined
our trip to the Inner Sphere and the jobs that our Cluster and our sister Cluster, the 67th,
will play. They want to use Delta as the spearhead Galaxy, letting Alpha stay on
Tameron a few extra months to insure that that world is kept safe as most of the Galaxies
pull out. This part of the plan seems fool hardy to me, as we are giving up virtually all of
our territory in the Kerensky Cluster save Tameron, our enclave on Babylon, and some of
the territory on Foster. The other production facilities have been moved from their
current positions and are being rebuilt as we speak out in the wastelands to the north of
here. So far, no other Clan knows about this relocation, except maybe the cursed Jade
Falcons, but even then Kael Pershaw has no idea what we are up too,” Randall quickly
reviewed to his protégée.
“Hmm, well, I figure this is a great honor, quiaff?” was Liz’s reply.
“Aff, it is. That it is. But there is even more,” Randall said cheerfully.
“More, how can it get any better? Leading a Coyote offensive into the Inner
Sphere? What more could a warrior ask for?” Liz said in surprise.
“Well, how about a brand new York-class Warship?” Randall said as he gave Liz
a side-long glance.
“You mean the one that Star Admiral Demos McTighe clamored so hard for back
in ’60? You are joking with me, quiaff?” Liz said with a laugh.
“Neg, it is true. The Savage Coyote will be our Flagship for the invasion. It
seems they want the Blood of the Coyote to remain with the rest of Delta. Also, the
Essex-class Windrunner is going to be reassigned out of Alpha Reserve trinary and
placed with Delta as well,” Randall said as they walked out of the main complex and
towards the hover cars waiting across the parking lot.
“So, are we breaking off from Delta Command then? I mean, that is what it
sounds like here,” Liz said doubtfully as they both hopped inside the car.
“Well, after the initial invasion we are. The whole of Delta Galaxy is dropping in
on top of the Falcons. Although I did fight this point, we are going to loosen our
application of zellbrigen with these Falcons. This was decided upon when the Khans
conferred with Khan Jorgensson of the Ghost Bears. We will give them the honor they
deserve, but it is important that we strike hard and take the first world. If they try to
meddle with us, we will then proceed to crush them utterly,” Randall said with some
disgust as he piloted the hover car towards their drop ship, the Midnight Stalker.
“That is odd, but I see the wisdom in this. You know though that other Clans are
going to try to come to the Inner Sphere after we do. How can we fend them off? No
Clan in their right mind would attack the Ghost Bears, and after we weaken the Falcons,
they will surely come for us. How can we fend them off?” Liz asked again with concern
in her voice.
“Well, we really do not know. They hope that the other Clans will no want to
give up as much as we are going to. Although it is not part of my area of operations, I
know we are giving up a lot of land over to the Diamond Sharks and the Snow Ravens in
return for transportation and more Warships. The Ravens Gamma Galaxy is going to be
dropping in on Londerholm just as we are leaving. Funny thing was that we battled with
elements of this Galaxy right before the invasion vote. But the Ravens are not one to
hold grudges, and they are loaning us a few Warships for the second wave, so I do not
think that we have anything to fear from them,” Randall elaborated.
“All I know is that if someone tries to stop us, they had better be ready to get a
bloody nose, or they had better have plenty of bandages after I slit their throats.”

(Note that this will be a running series of an alternate universe setting that I have been
cooking up for a friend on IRC. I’ll spread it out using a scene an issue. Most of you
won’t agree with my section on the Clans, but, that’s not totally my problem ☺

A ll I have this time. Sorry about that. Hopefully I will get some more stuff for the
January edition of the Solaris Sentinel, but I must admit that I have been
disheartened recently by some feed back I got on IRC. Let’s say it’s enough that I might
consider suspending the Sentinel. I don’t feel that there is much interest here and I can’t
get anyone to really give me much in the way of what the “fans” want to see. If I’m just
spitting these out for myself, then I might contemplate ending it now to save me the time
and energy of setting it up. To those who do support the Sentinel and want to keep it
going, please e-mail me and tell me what you want to see. Do you want to see more
fictional settings and less painting tips? Do you want more custom BattleMech designs
or more FASA designs or just more designs in general? I do this for the fans, to
hopefully give you something to read and enjoy. But I would like to know what I am
catering too! So let me know! E-mail daishi_dvs_2@hotmail.com

Ross “Koga” Hines


Solaris Sentinel
Editor and Publisher

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