Future Wars 29.pdf

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This Issue:
*
Spotlight on
Solaris VII!
*Fiction!
*Reviews!
*New
BattleMechs!
Publisher
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2
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Editor-ln.Chiel
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Editorial
Herb Barents
Incoming Transmissions
The Readers
Sensor Sweep
Herb Barents
Figures in Reuiew
Philip
d.
Deluca
The Pipe line
Philip
J.
D I!LUCII
submission
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Conuention News
The Readers
8
Re u iew: Falcon Goard
Christine Carter
9
Trends and Directions
J.
Donald Loil
I 2
Role -Pia yin g Opp o rtunit ie s in Bat tie Tech
liregory
W.
De tw ile r
18 R Tille of the Blatk Panther Legionnaires
Ronald L. Bush
20 Reuiew: ClanTroops
Herb Barents
23
Armor Allocation Auording to Hit Probabilities
Geoff Buhl
24
Solur·is IJ
II:
In Depth Part
I
Pat Hwang
27
Solaris IJ
II:
In Depth Part
II
Herb Barents
31
Tattics in the Arenas
Philip
J.
Deluca
33
Reuiew: Mecha!
Herb Barents
36
New BattleMeths
:16 BLR-IF ToastMuster
James Greeson
31
IJarious BattleMechs
IJ a rio us Con
t
rib u tors
45
Ramblings of an Unbalanted Mind
Philip
J.
Deluca
fcmJIIIE
WilliS
Is
Issued
bi-monthly,
and focuses
on FASA's
Battle
Tech
system.
FaraRt
WilliS can be ordered by
mail,
or
found in better game
and hobby stores across the nation.
Furou
WilliS Issue 29, Volume II, copyright 1992 Herb Barents.
EDITORIAL
by Herb
Barents
(o~
nttow
OCH
ARMOR
with that too much, you will prob-
ably have some troubles.
When FASA writes a new rule
it
has balances and checks so that
it does not unbalance the game.
This way, not everyone uses it, and
it keeps the game exciting. Do
these checks and balances come
easy? No, they do not It takes a lot
of trial and error and playtesting to
see
if
it works.
I'll admit- some of the stuff
that I have in Future Wars does not
meet all this. The sabot rounds, for
example, have too much good and
not enough bad, but it is a very
possible weapon. The extra armor,
if the tons are there, why not? Why
not have 1/2 tons of ammo? I agree
with paying the full critical space for
it. I see nothing wrong with that,
and I do not mind playing with
someone that does that sort of thing
without telling me. If you are playing
a good game, those things will not
make the difference between
winning and losing.
I don't like the rules lawyers
that bring out this rule or that rule
and try to win by the way the rule is
written. If you are doing that then
you need to take a good long look
at how you are playing the game.
After all, sound tactics and strategy
should win over rules all the time.
Sure, there is a certain amount of
luck involved and you must take
that into account. Play with the
odds on your side not against you.
Does too much armor matter
or are tons tons? Ask yourself that
question and see if it really matters
in your game. Isn't a couple of
armor dots too little to get upset
over? I don't think it is worth the
trouble.
(This is not an official FASA
product nor is anything in here
approved by FASA for the play of
the games. Future Wars is a forum
for ideas in science-fiction games
and the BattleTech Universe.)
IS
ErtOOGtt?"
rr=========================~
tons are tons;
it
makes no
difference to
I have
me if the
had many
tonnage is
complaints
weapons,
recently about
ammo, armor,
'Mech designs
jump jets, and
that have
so forth. One
appeared in
reason why I
Future Wars.
published the
Mostly they go
Killer Rabbit a
like this: "Did
couple of
you know that
issues back is
this one had too much armor or had
to show you how silly this can be.
too much jump factor?" Yes, I know
An AC/20 in a torso, but you cannot
that part of
it.
When the complaints
are about the tonnage being over or put more armor on? That is stupid.
If you can have an AC/20 or a lot of
under, that I do not do deliberately,
other weight in a place then you
and hate as much as you do. I
should be able to have armor there
check them all out, but without a
computer, I do it manually and I feel as well. Tons are tons are tons. I
say big deal
if
it has two, three, four
that I do catch a great many of
tons more armor so long as the
them. Being rushed for time,
weight comes out right. Remember
though, some get through. When I
if
you are adding that much armor
do out the stat sheet I add up the
you are also giving up something
tonnage, but still... For those I'm
else.
very sorry. Future Wars is just a
Battle Tech is a very finely
labor of love, and I do have other
tuned game. Making a lot of alter-
things that put bread on the table,
ations to the game is not a very
so it is done only on a time permits
good thing. The rules are all there
basis.
for a reason. I'm quite sure that
The heart of what I want to
talk about is the tonnage and armor they had a reason for the two points
of armor rule, but
it
is much tougher
"problems". I know that in the rules
to reason out that one. I feel that a
it says that you cannot have more
good guideline for BattleTech is that
than two points per internal struc-
if
an alteration to the rules changes
ture. My question is why? Tons are
the play of the game, or if you do
not give up anything to get some-
thing then you are not in the spirit of
this game. When you add more
armor, you are taking away from
something else. The checks and
balances in BattleTech are like that
The ranges, though we do not like
them, are there for certain reasons,
mainly because FASA needed a
limited playing space, thus the
ranges were made short so that
there would still be a difference in
the game, but not out strip the two
boards. It works in the game
system. If you start playing around
I
I
Dear Herb:
I've got some good stuff for you
this time. As my envelope indicates. I
have a story for your contest listed on
Page 24 of Issue #26: "Amazons and
Warriors", which takes place during the
joint Andurien-Canopian invasion of
Uao space just after the Fourth
Succession War. These little between
the cracks wars should get more
attention, you know; a fight doesn't
have to be between two Successor
States to be interesting. I also have a
regular article: Role-Playing Opportuni-
ties in BattleTech. It's a collection of
ideas for borrowing character types
from other role-playing games for use in
BattleTech, as well as suggesting a few
new ones.
My third article is the reason the
envelope had the "Dated Material"
notice on it. The Clan-Kin Wars is
meant for consideration for your second
special Kin issue, now estimated to be
issue #34. I think it's good, as it not only
gives the Kin a reason to enter the
Inner Sphere and reveal themselves
openly, but it also gives the Clans not
involved in the invasion of the Inner
Sphere something to do. As you will no
doubt realize upon reading the article, I
am a Clan fan.
You have to admit, the Kin seem
a bit timid-to say the least-compared to
the Clans, or even to the warriors of the
Inner Sphere. After reading your first
Kin special issue, I drew up every tactic
I could think of which takes advantage
of Kin weaknesses. I don't know just
how much you've written about the Kin
already; feel free to modify dates and
other minor details to tie your stuff in
with mine. Please use the enclosed
postcard to let me know the stuff arrived
safely. Since my stuff can generally
only be published in your magazine, I
don't mind your non-return of submis-
sions; besides, it cuts my postage costs
in half.
Sincerely yours,
Gregory W. Detwiler
R.D.2 Box 70
Williamsburg, PA 16693
ond
your tips on role-ploying
are included in this issue. Nice
job!
Dear Herb,
Here's a stack of B'Tech stuff with
more diversity than the ComStar stock
exchange. If you can find a use for
anything, go for
it.
If
not, the round "out
bin" under the desk is always handy.
I'm presently working up a couple of
'Mach replicas in roughly 1135th scale
(roughly a foot tall) for a diorama, all
completely scratch-built. When (if,
actually) I get the whole thing finished, it
should be good enough for a magazine
cover or full-page picture. Also, what file
formats is your Mac prepared to
handle? Would you prefer MacWrite or
MS Word files or hardcopy?
In your upcoming issue #30 on
"NewTech", consider the strategic
implications of the "Hyper-Locust" XL
modification in the enclosed "X-Ranger"
news brief; with a Run MP of 20 it could
cover more than a full mapsheet in a
single turn! Watch out for your Torso
Rears, everybody!
On a different track, a minor slip-
up in the Compendium on page 116
has the stats for the Artemis IV FCS
and the Beagle Active Probe shifted
over one ("look, it says the Artemis IV
doesn't weigh anything!" "Does this
mean my BAP just ran out of ammo?"
"How big is 1.5 Critical Locations?").
Shift all the numbers for these two items
to the left by one column and it all starts
to make sense.
While I'm going off on tangents,
the article "A Matter of Balance" by
J.
D.
Lail in Issue #26 made a few good
points, and his question about the
weight of gyros is a legitimate concern.
Typically, even highly accurate naviga-
tional gyros only mass a couple
hundred kilos, including heavy shock
mounting, since beyond a certain size
they don't do any better. A moderate
sized circular object spinning at a high
RPM rate is mounted on pivots in all 3
dimensions. A set of sensors are used
to determine how far the housing has
moved in relation to the rotating mass.
Whether the mass is 1 kg or 1000 kg,
Thank: you, Gregory. Your
articles are uery interesting,
its rotational speed, the accuracy of the
sensors, and the free motion of the
pivots have far more effect.
In the case of a 'Mach, the
accuracy isn't even that important. Who
would notice if a 'Mach were tilted .001
degree? Besides, the ultimate judge of
.balance would not be a chunk of
hardware, but the pilot himself. While
walking, we do far more than simply
balance; each time you take a step you
subconciously decide where your new
center of balance will be, even before
you reach the end of that step, and
where to place your foot in order to be
balanced when you get there, automati-
cally including such other factors as
whether or not you are leaning your
body, walking up- or down-hill, favoring
one leg, or carrying something heavy in
one hand. With the pilot linked by his
neurohelmet to the 'Mech, he would
instinctively balance the same way.
The only uses I can see for a gyro
in a 'Mech would be for navigation and
long-range projectile weapons tracking.
A unit in the 100 to 500kg range,
independent of engine size, would be
more than adequate, not the 1000 kg+
monsters required
by
the design rules.
A crippled gyro would result in poorer
LAM and AC shooting on the fly and
possibly in getting lost, not in total
immobility.
My own pet peeve about the
B'Tech rules involves weapon ranges.
A 2011"1 Century rifle can fire a standard
projectile a distance of over 2 km. Anti-
tank rockets launched from light
armored vehicles have an effective
range of roughly 3 km. Special155 mm
howitzer shells from tank-sized mobile
artillery cover around 24 km (17 miles!),
and ships' guns were lobbing projectiles
the weight of a subcompact car
distances of nearly 30 miles back in
WWII. Lasers have been fired in tests
against aircraft through several miles of
atmosphere, and are capable of
reduced damage levels out to the
horizon. News reports indicate that
Saddam's Stooges were building a
Canadian-designed gun with a 600 mile
range I Research is well under way on
anti-satellite lasers, and experimental
{Gauss Rifles) have driven
rice-sized pellets through heavy armor
plate, and can almost put a projectile in
orbit.
Along comes the 31st Century,
and these people can fly to the stars,
build 100 ton fusion-powered walking
machines that run 100 kph, and do all
sorts of other neat high-techy kinds of
stuff, but they can't fire a simple
machine gun over 100 meters! Their
"long-range" missiles go a sorry half·
mile, and most aren't even guided!
What are they using for a propellent,
molasses? An amateur chemist could
work up better out of household
cleaners. Either the 30 m hex scale is
off by a factor of at least 5 or the
weaponry has degenerated to the level
of the dark ages. {"Excuse me, but my
Autocannon needs a new flint." "Don't
bother me, can't you see I'm busy
winding up the rubberbands in my
SRMs!" At least artillery ranges {6 • 10
km) seem reasonable for light mobile
fieldpieces, if not huge gun emplace-
ments.
OK, so some of this stuff is as far
out as the periphery. Maybe the laws of
physics got dented a little by one of
those jumpships or the meter got
bigger, or gyroscopes don't balance as
well as they used to. Anyway, if I keep
on writing this kind of stuff, one of three
things will happen. Either 1) you'll use
some of it and I'll at least get a few
freebie issues, or 2) you won't, in which
case I'll keep on sending piles more
until you offer me a full subscription to
stop, or 3) I'll run out of paper.
J.
Kovacs
1522 N. lOth St.
Reading, PA 19604
"rail-guns~
the store. Keep up the excellent work.
I'd also like to comment on the
content of your magazine. I only have
3
issues {22, 23, and 24) but I think they
all have excellent articles and features.
I particularly liked the articles on heavy
'Mechs in issues 23 and 24. Your
variants have ranged from the ex-
tremely useful to the unusual and I plan
to incorporate many of the rules into my
own game. My favorite articles are:
Real 'Mechs, the Mech!Vehicles/
Aerospace Designs, the Pipeline and
Figures in Review. My absolute favorite
is Real 'Mechs because it lets each
'Mech have its own little quirk that
makes
it
different. Lastly, I've enclosed
some 'Mech designs you might like,
such as the Thunderbolt II, a 90-ton
version of the Thunderbolt.
Sincerely,
Lee Rosenberg
2 Highfield Road
Harrison, NY 10528
Dear Herb Barents:
I am very impressed with your
magazine "Future Wars" and I would
like to subscribe. The most recent issue
I was able to find was issue #24 where
your price is quoted as being $19.00
U.S. Enclosed is a money order for this
amount in U.S. funds. I have also
picked up issue #23 and really enjoyed
the articles on heavy 'Mechs {my
favorite type to play). I am also inter-
ested in knowing if you would like
reviews for Battle Tech computer games
(IBM versions) for your magazine. Keep
up the excellent work!
Yours Sincerely,
Terry Mock
Box 65
Ranfurly, Alberta
CANADA
TOB 3TO
John, keep sending your
articles. Remember that there
is always a lag between sub-
mission and publication. We
uery often hold off publishing
an article until the "theme" is
right. Rlso, why not write a few
articles "fiHing" what is
"wrong" with B'Tech?
Dear Mr. Barents,
I only found out about your
magazine recently and ordered a
subscription. I am pleased to say it
came out only shortly after I saw it in
Sure thing, Terry! Send
your reuiews for the newest
BattleTech IBM games. We can
always use your input in any
aspect, though, so don't limit
yourself.
To the "omnipotent?" Herb,
I have been role-playing all of
my
life, and have played several different
games. Of these, I have to rate Battle-
Tech very highly. I have been playing
BattleTech for about a year, and I love
it.
Although, as with any game, it is not
perfect.
I play regularly with some friends
of mine from Ionia. One of them, Eric
Johnson, has written and met you
before. I represent the 113" America!
Division. It's great. I love fighting the
Kin, who are represented by Eric's
brother. I have come up with a ranking
system that seems to work fairly well:
113 Rank
Rough Equivalent
Warrior
Green/Grunt
Servitor
Regular/Sergeant
Commodore
Veteran/Lance Cmndr
Commander
Veteran/Cmpy Cmndr
Leader
Elite!High-Rnkng otcr
Co-ordinator
Crack/General
I have come up with a few other
ideas that I think would help a lot of
players if they were to see print. The
first, is that, when firing a weapon a
pilot's Gunnery skill is used to modify
the roll, depending on whether
it
is high
or low. I think that when a pilot attempts
a physical attack {punch, kick, charging,
death from above, and others) his
piloting skill should be used to modify
the roll needed to determine success.
You may not agree with me, but I figure
it's worth a try.
I have also come up with a new
weapon that I call the saw-SRM.
It
shoots enlarged circular saw blades
instead of missiles. It was developed in
the Outer Sphere, but the Inner Sphere
also has a version. Here are the stats:
All are 2 crits and do 3 points of
damage per blade. Ranges are: Short
1-3 Medium 4-6 Long 7-9
Clan ("Outer Sphere")
Saw-SRM-2 2 Heat .5 ton; Saw-
SRM-4 3 Heat 1.0 ton; Saw-SRM-6 4
Heat 1.5 Tons
Inner Sphere
Saw-SRM-2 2 Heat
1.0
ton; Saw-
SRM-4 3 Heat 2.0 tons; Saw-SRM-6 4
Heat 3.0 tons.
It may even be possible to use
some Streak technology tor these.
One more thing. There is no
ammo per ton listed for the Kin M-40,
M-15, and Penetrator Missiles.
It
you
could send me this and anything to help
me in properly playing out the 113 I
would be very grateful. Thanks.
Until Kerensky rises from
cont'd on page
6
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