BattleTech - Magazine - Solaris Sentinel 10
BattleTech - Magazine - Solaris Sentinel 10
W elcome to the Tenth edition of the Solaris Sentinel! This edition has some special
treats for you in the form of a Mechwarrior 3 scenario! That’s not all of, of course. Starting
with this month, I’ll be giving a run down on the new Upgraded ‘Mechs found in Record
Sheets: Upgrades. The conclusion to the short story from last month is here, along with
more hex base and terrain making techniques. Also, to start up a little interest, I have a
friend “researching” the various Mechwarrior computer games and preparing an article
about them. Hope you enjoy this edition! Remember to check for updates to the painting
contest! Enjoy!
Ross Koga
Editor and Publisher
It’s here!! I repeat: IT’S HERE! The Solaris Sentinel Brush Master Contest is officially
open to the public! Starting at the first of June, I began advertising for this and have gotten
initial results. I have rules up on the Solaris Sentinel home page for the three categories:
General: for the painters that don’t general sell their work and paint for the fun of painting,
you may submit 2 ‘Mechs with two pictures of each ‘Mech. The reward for winning this
will be a ‘Mech painted by Ross Koga, and possibly modified by The Ogre.
Master: this category is for the likes of the painters that successfully sell their minis or
whose skill plain scares other painters out of the contest. The reward for winning this
category is an online graphic for the web site of the winner.
Lance/Star/Level II: this category is open for ALL painters, regardless of your skill. You
may submit two lances/stars, with two pictures of each. Prize will be a mini painted by Ross
Koga and possible modified by The Ogre.
E-mail me at daishi_dvs_2@hotmail.com with submissions, comments, threats,
intimidations, or questions!
As you can see, this will be a fun event for everyone and I hope that everyone can abide
peacefully by the judges decisions. I AM NOT JUDGING, so if your mini doesn’t win,
don’t get upset with me! I’m entering the contest as well, although it will be in the master’s
category. So, go grab your brushes and paints, and get to painting!! Good luck!!!
Ross Koga
Editor and Publisher
One, the old guard, the people that have played since it was called BattleDroids and are
proud to let you know it. These people generally despise the Clans, Field Manuel Tech, and
level 2 in general. They have a tendency to claim that they know better from their
experience alone and that since you use the accursed level two technologies, you are
inherently munchkin. They are stuck in 3025 and don’t want to leave. Basically, they are
the Clans: they are unable to adapt to a changing environment. They ridicule and tear down,
hell bent on trying to conform the rest of the Community to their old vision of BattleTech.
These people can at times be an instigator of trouble.
Two, the green munchkin, and I use this term to full meaning. They are the ones who have a
captured Clan factory for their rouge Clan Mercenary unit and build custom level 3 tech
OmniMechs that come straight off the line with only one configuration. These people seem
to have no clue as the way things REALLY are in the BattleTech story line and could care
less. They take offense to being called a munchkin and answer back to the old timer with
heated words. And thus a flame war is born.
The finale member of the community I can stereotype is the “regular”. This individual is
one that has been on-line for a while and is an even mix of old-timer and green munchkin.
These people try to not offend many with their views and are generally loyal to one faction
or delight in playing them all. They also try to help others that want information for the
most part and are slow to name-calling in any flame wars they might find themselves in.
Although not perfect, they generally are good bunch.
If a discussion is going sour, jump in and apologize for the jerk that is
being rude and crude and offer some real advice, not just some
self-ego-inflating ridicule.
Now, with my stereotyping done, you are probably mad because you feel I have labeled you
into a particular group? Note this: each group is at fault and can be blamed for some of the
reputations that the two large Community sites have. Old Guards cling to the past and try to
criticize others for their living in the present. Green Munchkins cause trauma by their total
lack of reality or their total lack of knowledge and inability to comprehend what they are
doing to the Community. The Regular is also to blame here, believe it or not. Many won’t
take the time to straighten out the green munch. These individuals tend to ignore the old
guard, as they know that they can’t change them.
Okay, what can be done here, or do you even see a problem? Myself, I’ve always hated
posting on Sarna because I was attacked once when I first joined the community. The
hostile attitudes of quite a few people are our main problem. Right about now we need to be
coming together, not coming apart at the seams. One of the things I’ve noticed from my
short ride on-line with the Community is that there really isn’t an influx of new players
on-line. Part of the blame can go to FASA, but part of it is on US. New people are treated
badly and are run off. At this time we need as many new players as we can get, especially
with no news from WizKids.
What we need is for the experienced veterans to show some kindness, for crying out
loud, and show the new players how it should be done. If a discussion is going sour,
jump in and apologize for the jerk that is being rude and crude and offer some real
advice, not just some self-ego-inflating ridicule.
So, in conclusion, what can be done? Well, first look in the mirror and see what you have
contributed to the Community, be it good or bad. Then, evaluate how you can make it
better. When you are tempted to tell someone, “YOU SUCK,” please refrain! God, I sound
like a mother right about now.
::End Rant::
Till next time!
Ross Koga
Editor and Publisher
Solaris Sentinel
“Urban Wrecker”
{The ending}
John stabbed the peddles of his jump jets once more and descended off of the 95
meter tall building, locking his sites on the battered Canis. The UrbanMech IIc fell like a
lead weight, even as John applied more thrust to break his fall. The damaged left torso jet
acted up again, causing his ‘Mech to veer slightly. John gave up trying to control the ugly
“walking trashcan” and concentrated on landing the 30 ton light-assault ‘Mech. There, he
thought. That reflecting pool should work nicely. The UrbanMech’s feet impacted into
the pool, splashing tidal waves in all direction. John whipped his torso to the right, firing a
double burst from his UAC-10 autocannon, spreading shells into the back of the Star
Colonels’ Canis.
This was the final moments of battle and John could feel it. Star Commander Rick
and John were all that was left of the demi-star that had undertaken this trial. They were
attacking the lone survivor of Star Colonel Dakari Topol’s star, his personal Canis. In true
Rho form, John thought, we are breaking the Clan honor code willingly. John caught the
illumination from Rick’s lasers as the Incubus unleashed it’s arsenal on the remaining
frontal armor of the Canis. With his targeting crosshairs firmly over the Canis rear torso,
John launched another double burst from his cannon, striking the non-existent armor of the
Canis’ left torso and left arm. The shells pounded the skeleton of the arm, snapping it in two
like a tooth pick. The Star Colonel didn’t even seem to notice as he fired at the Incubus.
This raised John’s eyebrow. Fine, don’t look back here. Have a few more rounds!
John triggered his cannon again, the barrels spinning out of control as they let lose
another double blast of shells. The whining of the gun continued until two clips of ammo
were spent. John heard the familiar sound of clips being ejected and fresh clips being
chambered. The Canis did not move, even as Rick let loose with more laser fire to the
frontal armor. John shrugged his shoulders and then let loose with another blast, spearing
deep into the internals of the assault ‘Mech. The ‘Mechs ammunition for one of it’s
autocannons spilled out onto the round, some of it rolling into the pool that John was wading
in. Rick’s lasers cut into the assault ‘Mech from the front again, but this time, the Canis’
right arm came up, sending two laser bolts in the direction of the Incubus. John heard a
scream from Rick as the first bolt lanced into the head. The screams died as the second bolt
followed the first, ending Rick’s life. The Incubus stood there for a few more seconds,
waving in the wind. Then gravity took over, and the ‘Mech began to wobble; first forward,
then back. The legs gave out and the machine fell to the ground like a rag doll a child was
through playing with.
Blind rage settled over John as he triggered an Alpha strike into the back of the
Canis. The shells all hit in the left torso, sheering it from the big assault ‘Mech. The ‘Mech
kept it’s feet and turned to met it’s finale aggressor. John waited for the next clip to load
into his autocannon, then let loose another burst, striking the center torso of the Canis. The
Canis’ right arm ER large lasers drilled holes in the UrbanMechs’ torso armor. The
autocannon on the Canis remained surprisingly silent, but John noticed that the barrel had a
gapping hole in it from one of Rick’s assaults. He stopped watching the assault ‘Mech and
opened fire once more, this time striking the engine in the center torso. The Canis staggered,
and fell to the ground. John looked at his computer consul and realized he had destroyed the
big ‘Mechs extra-large engine. Well, that takes care of that, he thought.
“Galaxy Commander, I now ask for the right to form my own star. This defeat for
you should prove my skill. And about the posting, I will decide that as well. Seyla.”
{Sorry for the short ending, but I forgot that the end was really this short! I played my g/f
using the exact forces listed, and this is the actual outcome of the battle. She killed my
Incubus in one turn with two ER LL shots to the head.}
Ross Koga
Editor and Publisher
Your one stop shop for all your BattleTech needs, Gamers Union caters to those who can’t
find minis, sourcebooks, scenarios, or technical read-outs. Ed “HToM” Karl runs this
service, bringing you the cheapest prices in town and guaranteeing you quality. Having
done business with him, I can assure you he knows his stuff and is fair and honest. If you
are looking for a particular mini, chances are Ed has it up for sale, so swing buy and check
him out! Oh, and don’t forget to register before you shop! http://www.gamers-union.com
When I started
playing BattleTech. Cannot have a bunch of bare minis running around
the field. Might as well leave them in the blister!
Do not really have one. I have a hard enough time just deciding on
what color to use!
Paint what you like. If it makes you happy, that is all that matters.
How do you regard some of the other “master” painters on the net, such
as Dave Fanjoy, J. Frazier, or Ron Smith?
Fanjoy and I game from time to time. You would think that when the
two of us would get together, the table would be full of nicely
painted minis. Not the case. It is full of bare minis half assembled
or ‘Mechs that are in desperate need of stripping. Only a couple of
nice minis are ever on the table and they are usually the first to
die.
Describe the decal process and do some free advertising for yourself!
The decals are white backed to stand out on the darkest of paints.
They are printed with a special printer at 2400 dpi. That is why most
of the best painters use my decals. Each sheet of emblems comes in 4
sizes. I can also do custom decals.
Mass: 80 tons
Chassis: Endo Steel
Power Plant: 320 Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
2 Streak SRM 6s
3 ER Medium Lasers
1 LB 20-X AC
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
Calculated Factors:
Total Cost: 17,751,240 C-Bills
Battle Value: 1,717
Cost per BV: 10,338.52
Weapon Value: 2,634 / 2,323 (Ratio = 1.53 / 1.35)
Damage Factors: SRDmg = 41; MRDmg = 13; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 6/5
Damage PB/M/L: 6/5/-, Overheat: 1
Class: MA, Point Value: 17
Mechwarrior Scenario
by
Nadin Brzezinski
This scenario is meant for four to six players, preferably beginning characters. This scenario
should be easy to adapt to any ongoing campaign with little effort, but is also a good
beginning for a campaign. It does require a specialist in Security Systems, a specialist in
computers and an engineer or two. Hired guns will be good for team security.
“Good you decided to come.” Mister Osprey starts, while shifting his eyes from side to side.
Looks like he is nervous about something. You are in a middle class eatery, catering to
people out for lunch, in a white class area of town. New Avalon seems to be a bustling city.
Though the media is starting to support Katherine’s claim to the throne. “Please take a seat.
We have arranged for lunch.” The staff brings you whatever you order within reason.
“Look, I need you to do a job. Seems Doctor Mathias Martell has found a new targeting
system. I need you to get the data. Data is power, and frankly coming out of there with a full
Targeting System will be impossible. The darn thing weights two tons. It’s based on the
Sloane 220. <as you meet his gaze with empty eyes> the Tarcomp in the Clint. You know
the predecessor to the Clan targeting Computer.
As you ask questions Mister Osprey reveals information slowly. The data is at two places.
The main research lab at the NAIS, and Doctor Martell’s house. Actually in his computer
drive. Yet, the drive is secured by a computer firewall, which makes hacking a possibility,
though distant. (If the players should decide to do this, first they have to log on to a network,
easy. Once they get to the Fire Wall it will require a couple rolls at TN 30 just to get pass
the firewall. And then decreasing rolls to play inside the computer. No roll under TN 20. If
they should fail it... that will alert the authorities and they will have to lay low for a couple
of months) Professor Martell’s house is located in an upper class apartment building with
integral security. The NAIS would not have it any other way, since the Professor does work
at home a good percentage of the time.
If you ask Mister Osprey who wants the info, he will tell you that you are getting paid to do
it, not to ask question. And if he told you, he would have to kill you. In the end you should
have the feeling that Osprey is his current ID, not necessarily his real ID. Though the
contract is very good. They will pay you half a million ComStar Bills now and a million and
a half on completion, as well as a way out of New Avalon, anywhere in the Inner Sphere or
even the Periphery.
Traits
In for life.
Enemy (Regional Director of MII6, Khatil)
Combat Sense
Commission 3
Alternate Identity.
Wealth 5
Well Equipped 5
Addiction 2 KZ
Relevant Skills
Perception +4
English +4
French +2
Mandarin +5
Pistols +3
Computers +4
SMG +2
Security Systems +5
Streetwise Davion +3
Streetwise Liao +5
Demolitions + 3
Blades +6
Military Martial Arts +6
Negotiations +3
Mister Osprey is a short man with slight epicanthic folds. His jade green eyes belly
intelligence, but his constant jittery feet reflect his need for KZ. His hair, worn to the current
fashion, is jet black and his skin has a slight olive tint to it. Though his accent is cultured and
makes you believe he was born on New Avalon. He is also wearing whatever is in fashion on
the planet, and passes very well for a mid level company executive on this rock.
Information. The GM should give this data slowly to the players. Mister Osprey is using the
Players to get this information since his own team never got to planet. MII4 seems to have a
handle on what is going on. Yet, he needs the information or his masters on Sian will not like
him, and losing a couple of these foreigners is just fine.
Once you accept he tells you where the objective is. Doctor Martell’s apartment is at Hanse
Davion Boulevard and Broadway, a busy corner in the upper class area of New Avalon. The
apartment is actually the penthouse of a 30 level apartment building. The main entrance of
the apartment building is guarded by a security guard attached to the local police. This is not
a rent-a-cop, but a professional police officer, with radio communications to the local police
station, which is but five minutes away.
If the players decide to scope the target, there is a small restaurant, Weizzman’s Café, across
the corner. It is a deli style restaurant. The owner is Mister David Weizzman, an older Jew,
who keeps a kosher style establishment. (For the GM reference, yes it is a New York Style
deli). Mister Weizzman knows the locals very well, since many of the building’s residents
eat at the deli on a regular basis, including Doctor Martell. Doctor Martell is very well
known by the old man, since the Professor likes the thick barley soup with dark bread and
butter, coffee, the newspaper and a good chat. The man will also tell stories of the Liao
attack on the NAIS back during the Fourth Succession War, which was exciting to the man.
He is chatty about the residents of the building and this should give the GM an opportunity
to create a stock of NPCs to populate the place. You know old Miss Smith, who lives on
Apartment 302, and never comes out until well into the afternoon. Of course there is Mister
Alvarez, who leaves when old Mister Weizzman is opening about 0600 hours and does not
come back until well after the local star sets down. He also knows the schedule that
Professor Martell keeps. Professor Martell goes to the NAIS only on Monday and
Wednesday, the rest of the week he works at home. But if the players seem too curious the
old man will get suspicious and clamp down. Though he is a very good source of
information.
The first problem in penetrating the building is the security guard, but sanitation workers are
not even given a second look. The elevator for the domestic service does reach all the way to
the top, once they find it. But it does require the players to punch a code. (Security Systems,
TN 18, The electronic Bypass Kit will only make it 16). If they should decide to charge in
instead of using finesse, the police will show up in oh four combat rounds, as in twenty
seconds.
Once inside, they find a very orderly apartment, which was cleaned that morning. The
computer is in an office off the main living room, and there is a chance that Martell will be
there. If the professor is there, use the stats for a passerby, he is not a combat person, and his
relevant skills would not help him in a combat situation. Though he will first die than reveal
where the file for the Targeting Computer is..
Once you reach the computer, first off hope the players brought a disk to record the data in.
Second off, they need to get over the security system. The system will be broken by a crypto
roll of TN 20. After all they do not need to go through the fire wall. Of course identifying
the real article from all the gibberish in there will require an engineering roll with a TN 22,
after all you may know what a Sloane 220 Lockover system is, but your character probably
doesn’t. Once they succeed in their mission, what do they do with the professor if he was
there? And did they leave any evidence behind? Did your PCs bring gloves, or did they
leave finger prints all over the place? This will determine how hard it will be for the PCs to
get off planet. After all, how do you flee if they know who you are? And if they killed the
Professor, though very Maskirovka, will also add murder in the first degree to the charges,
once MII4 and the police arrive on scene.
If and when you get off planet you will be able to travel to the Chaos March, where hiding
from MII4 will be easier. Now if the party decides to leave the Inner Sphere and go hide in
the Periphery... House Liao will provide you with the passage to do so. And yes, you are
now In for Life with the Maskirovka, who knows exactly what you did. And did I mention
that they will deduct the JumpShip fee from your fee? Not that you can protest after all. In
the end the players should end with 50, 000 ComStar Bills.
MII4 was successful in stopping most of the Maskirovka Operatives, but they still know that
the Mask will try. Hence they have kept an eye on the same building you have. Sooner or
later they will get suspicious. But, as long as you have not done a thing, they cannot arrest
you. Enter Agent number two. As you seat in the deli enjoying some herring, on black
bread and tea... you see this dark tainted man come in. He wears dark shades, and a very
well tailored business suit. He approaches the players, with some of his friends taking
strategic positions. He takes out of an inside pocket his MII4 badge, and you can see the
Autopistol on a shoulder holster with a fairly good perception, he wants you to see it. (TN 8)
“Agent Charles Fitzpatrick, MII4.” He states with a melodious voice. “Before you
gentlemen (and ladies) decide to do anything rash, my boys have taken position. And no,
you are not under arrest, but please give me an excuse.” (Yes he has an attitude and the GM
should portray this) If the players decide to make a perception they see several gentlemen
wearing suits, nod to them. A couple will even pull their heavy coats to the side, revealing
Rorinex SMGs. Definitely the players should feel trapped, and if they do anything rash, that
is the excuse Agent Fiztpatrick needs to bash heads. And in this case only rolling a two will
fail the perception. They are being that obvious.
Use the stats for soldiers for his boys in MW 3.
Agent Fitzpatrick.
MII4 Federated Suns.
Strength 6
Body 5
Dexterity 6
Reflexes 7
Intelligence 5
Willpower 5
Charisma 5
Edge 5
Social Standing 4
Relevant skills
Yes, the players should have the feeling that they annoyed somebody high up.
“Now that we have an understanding, we are going somewhere we can talk. Cafes and
restaurants are for rank beginners.” The man says with scorn. If you follow him there will be
as many Avanti Hover cars waiting outside as PCs. They will ask each player to get into a
different car, and they will drive you to a Ministry of Intelligence and Operations safe house
on New Avalon. On the way over the agent will make polite conversation trying to find out
what you people were after. Oh and the windows are tinted and you really cannot see where
they are taking you. Once you arrive after a good two hours drive, (mostly in circles) you
enter the safe house. There you will meet Colonel Stark, seating at a table. Colonel Stark is
the Planetary Commander for MII4 and wears a pristine uniform. The man asks you to take
a seat across him. He knows he is safe, after all his goons are there and any weapons you had
were taken away from you.
“Nice going there boys. So who hired you to try to steal something we care too much for?”
If you try to deny it, he will just play recordings of all the questions you have been asking.
He will meet your eyes. “Look boys spying usually gets you a bullet after a very public
trial. But I’m a nice guy. Lead me to this man, and I will let you go, with about 10,000
C-Bills and your life.” If the players decide to play ball with MII4, they will be able to give
enough information for the boys at MII4 to nail the Liao Mask Agent, who will be tried,
convicted and shot. If they do not, well the players are looking at some jail time because
they have enough circumstantial evidence to charge them with spying. But not enough to
earn the players a bullet.
After MII4 takes the Liao agent down, assuming the players played ball, Colonel Stark
invites the players to his office. Going through security screens should make the players
somewhat nervous. In his office they meet Doctor Martell, who is a short man. He also
wears glasses and has a twitch of his left hand. “You realize boys that you almost gave
House Liao the data for a Clan Targeting Computer? We are close to finalizing the
development.” The Colonel starts. Then he asks you to seat down. “We think we can use
you. If you care to join. We are going to plant some false leads on Solaris Seven, the Game
World. We think we can make them byte. And it looks like you had nothing to do with it.
Just in case, we can give you a second ID, and some training.” (Note this offer will only be
made if the party has NO Liao affiliation players, or if the Liao affiliation player decides to
resign all his ties with his former house.)
XP. If the players do extremely well on either track 8 points plus whatever extra the GM
decides to give. Otherwise look at the guidelines in MW 3.
7th Ghost Atlas by Sal Crump
Well, that concludes this issue of the Solaris Sentinel. Sorry for amount that I had to write,
but real life interfered with my other writers. Hopefully next month will have more variety.
Should also include an interview with Randall Bills and some more terrain articals and tactic
stuff. So, stay tunned! Have a great summer and I hope to see you next time, for edition
11!! Enjoy!
Ross Koga
Editor and Publisher
Solaris Sentinel